I have a UIView object X that is contained in an UIView object A. I want to be able to touch X and remove it from object A and move it into object B (another UIView). Both Object A & B are inside of the same super UIView.
A B
_____ _____
| | | |
| X | -> | |
|___| |___|
This is what I have so far.
@implementation X_UIView
float deltaX;
float deltaY;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self.superview.superview addSubview:self]; //pop dragged view outside of container view
CGPoint beginCenter = self.center;
UITouch * touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.superview];
deltaX = touchPoint.x - beginCenter.x;
deltaY = touchPoint.y - beginCenter.y;
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
UITouch * touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.superview];
// Set the correct center when touched
touchPoint.x -= deltaX;
touchPoint.y -= deltaY;
self.center = touchPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
//discover view that event ended was over and add self as a subview.
}
@end
With iOS 11, you can solve your problem with Drag and Drop APIs. The following Swift 4 code shows how to do.
ViewContainer.swift
ViewController.swift
Call
[[touches anyObject] locationInView: self.superview]
to get the point under the finger in the container view. Then sendself.superview -hitTest:withEvent:
to find out the view X is inside. Note that it will always return X, so you will have to override either-pointIsInside:withEvent:
or-hitTest:withEvent:
to return nil while you're dragging. This kind of kludge is the reason I would implement such tracking in the container view, rather than in a dragged view.