I am creating this structured through masks:
Each hexagon should be clickable. This is the code I used:
// To create one masked hexagun
let hex = UIImage(named: "hexum")
let mask = CALayer()
mask.contents = hexum!.CGImage
mask.frame = CGRectMake(0, 0, hex!.size.width, hex!.size.height)
let img = UIImageView(image: UIImage(named: "img"))
img.layer.mask = mask
img.layer.masksToBounds = true
// Gesture Recognizer
let singleTap = UITapGestureRecognizer(target: self, action: "tapDetected")
singleTap.numberOfTapsRequired = 1
img.addGestureRecognizer(singleTap)
img.userInteractionEnabled = true
func tapDetected() {
print("Clicked!")
}
The problem is that the click region is larger than the mask, which will cause the inconvenience of a region overlapping each other. Something like this:
The yellow border shows the clickable region (not actually visible)
I am a beginner, it may be a trivial problem, but can you help me solve? Thank you.
If you want to do this perfectly, use the UIGestureRecognizerDelegate
method gestureRecognizer(gesture, shouldReceiveTouch: touch) -> Bool
. You will need to map the given gesture recogniser to a particular hexagon and then do pixel precise hit-testing on the image for that hexagon. This latter part is achieved by rendering the mask image to a graphics context and finding the pixel at the point corresponding to the touch location.
However, this is likely overkill. You can simplify the problem by hit-testing each shape as a circle, not a hexagon. The circle shape roughly approximates the hexagon so it will work almost the same for a user and avoids messy pixel-level alpha equality. The inaccuracy of touch input will cover up the inaccurate regions.
Another option is to rework your views to be based on CAShapeLayer
masks. CAShapeLayer
includes a path
property. Bezier paths in UIKit include their own rolled versions of path-contains-point methods so you can just use that for this purpose.
You can adopt the UIGestureRecognizerDelegate
protocol, and implement the gestureRecognizer(_:shouldReceiveTouch:)
method to further constrain whether or not a gesture should fire. The link suggested by @tnylee would be a good place to start in terms of figuring out how to do such hit testing.
@Benjamin Mayo gave great options to resolve the issue. I ended up choosing the simplest, yet, efficient one: hit-testing each shape as a circle.
I'm putting the code that can help someone else:
class hexum: UIImageView {
var maskFrame: CGRect?
convenience init(mask: String, inside: String) {
// Mask things:
let masked = CALayer()
let img = UIImage(named: mask)
masked.contents = img?.CGImage
masked.frame = CGRectMake(x, y, img!.size.width, img!.size.height)
self.init(image: UIImage(named: inside))
self.layer.mask = masked
self.layer.masksToBounds = true
maskFrame = masked.frame
}
// The touch event things
// Here, I got help from @Matt in (http://stackoverflow.com/a/21081518/3462518):
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
let p = UIBezierPath(ovalInRect: maskFrame!)
return p.containsPoint(point)
}
}
let firstOne = hexum(mask: "img1", inside: "img2")
let tap = UITapGestureRecognizer(target: self, action: "clicked")
tap.numberOfTapsRequired = 1
firstOne.userInteractionEnabled = true
firstOne.addGestureRecognizer(tap)
func clicked() {
...
}
Result:
Here is a Swift 3 HexagonImageView, tappable just within the hexagon:
First create a UIBezier path:
final class HexagonPath: UIBezierPath {
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var sideLength: CGFloat = 100 {
didSet {
redrawPath()
}
}
override init() {
super.init()
redrawPath()
}
private func redrawPath() {
removeAllPoints()
let yDrop = sideLength / 2
move(to: CGPoint(x: sideLength, y: 0))
addLine(to: CGPoint(x: sideLength * 2, y: yDrop))
addLine(to: CGPoint(x: sideLength * 2, y: yDrop + sideLength))
addLine(to: CGPoint(x: sideLength, y: (yDrop * 2) + sideLength))
addLine(to: CGPoint(x: 0, y: yDrop + sideLength))
addLine(to: CGPoint(x: 0, y: yDrop ))
//addLine(to: CGPoint(x: sideLength, y: 0))
close()
}
}
Then create a Hexagon UIImageView:
class HexagonImageView: UIImageView {
let hexagonPath = HexagonPath()
var sideLength: CGFloat = 100 {
didSet {
hexagonPath.sideLength = sideLength
initilize()
}
}
init() {
super.init(frame: CGRect())
initilize()
}
override init(frame: CGRect) {
super.init(frame: frame)
initilize()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initilize()
}
private func initilize() {
self.frame.size.width = sideLength * 2
self.frame.size.height = sideLength * 2
contentMode = .scaleAspectFill
mask(withPath: hexagonPath)
}
// MAKE THE TAP-HIT POINT JUST THE INNER PATH
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
return hexagonPath.contains(point)
}
}
Using this Extension:
extension UIView {
func mask(withRect rect: CGRect, inverse: Bool = false) {
let path = UIBezierPath(rect: rect)
let maskLayer = CAShapeLayer()
if inverse {
path.append(UIBezierPath(rect: self.bounds))
maskLayer.fillRule = kCAFillRuleEvenOdd
}
maskLayer.path = path.cgPath
self.layer.mask = maskLayer
}
func mask(withPath path: UIBezierPath, inverse: Bool = false) {
let path = path
let maskLayer = CAShapeLayer()
if inverse {
path.append(UIBezierPath(rect: self.bounds))
maskLayer.fillRule = kCAFillRuleEvenOdd
}
maskLayer.path = path.cgPath
self.layer.mask = maskLayer
}
}
Finally, you can use it like this in ViewController ViewDidLoad:
override func viewDidLoad() {
super.viewDidLoad()
let hexImageView = HexagonImageView()
hexImageView.image = UIImage(named: "hotcube")
hexImageView.sideLength = 100
let tap = UITapGestureRecognizer(target: self, action: #selector(imageTapped))
tap.numberOfTapsRequired = 1
hexImageView.isUserInteractionEnabled = true
hexImageView.addGestureRecognizer(tap)
view.addSubview(hexImageView)
}
func imageTapped() {
print("tapped")
}
I'm not sure it's the simplest and the rightest way but I'd
check the location of user's tap and override touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
.