I have subclassed a UIImageView, and have implemented touchesBegan/Moved/Finished like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(@"Began");
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
if ([touch tapCount] == 2) {
self.image = nil;
return;
}
lastPoint = [touch locationInView:self];
lastPoint.y -= 20;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
NSLog(@"Moved");
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
currentPoint.y -= 20;
UIGraphicsBeginImageContext(self.bounds.size);
[self.image drawInRect:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 18.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.5, 1.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(@"Ended");
UITouch *touch = [touches anyObject];
if ([touch tapCount] == 2) {
self.image = nil;
return;
}
if(!mouseSwiped) {
NSLog(@"here?");
UIGraphicsBeginImageContext(self.bounds.size);
[self.image drawInRect:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 18.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.5, 1.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
And it appears to be working for the first little bit. TouchesBegan() fires every time, then when I start moving, touchesMoved() is fired sometimes 5 times, sometimes 3 times, sometimes 7 times, but then it just stops. The touchesEnded() is never fired, and I just don't see what is going on!
I've been staring at this for a while now, does anyone see something I am missing?
Override and implement: - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
See if that is being called.
If so, something is cancelling your touch event. Could be low memory.