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my app part is based on canvas.

#What I want to do?

I need dictionary to track and save particular player's key and value.because, I want to store player1 on key "1" and player2 on key "2", suppose user change player 2's number, then player 2's number change not key "2".

I can place multiple players (cashapelayers - with text), on imageview. and can edit text label on double click for same player.

my issue is, whenever i click second time on same player, it shows wrong number, as well when click okay it creates new player. what i want is to edit a player's label(number) with different number, and don't create a new one till I click on imageview.

I have try to create playerview in touchedEnded but I'm fail, also try to search for the same issue on other resources.

I have added some images for reference. players on imageviewadd different player number player number edit success when click player 22 it shows as player 2 when click ok on alertview it creates new player

class AddPlayerStruct {
    
    var addPlayerViewStruct : AddPlayerView?
    var addPlayerViewsArrStruct : [AddPlayerView] = []
    var Label = UILabel()
    
}
import UIKit
class ViewController: UIViewController {
    
    //MARK: AddPlayerView Variables
    
    var addPlayerView : AddPlayerView?
    var addPlayerViews: [AddPlayerView] = []
    var draggedAddPlayer: AddPlayerView?
    let addPlayerWidth : CGFloat = 40
    
    var addPlayerDict : [String : AddPlayerStruct] = [:]
    var playerCount : Int = 1
    
    var label = UILabel()
    var isDobuleClick : Bool = false
    
    
    @IBOutlet weak var images: UIImageView!
    
    override func viewDidLoad() {
        super.viewDidLoad()
    }
    
    
    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        
        guard let draggedAddPlayer = draggedAddPlayer, let point = touches.first?.location(in: images) else {
            return
        }
        draggedAddPlayer.center = point
    }
    
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        
        // Do nothing if a circle is being dragged
        // or if we do not have a coordinate
        guard draggedAddPlayer == nil, let point = touches.first?.location(in: images) else {
            return
        }
        
        // Do not create new circle if touch is in an existing circle
        // Keep the reference of the (potentially) dragged circle
        if let draggedAddPlayer = addPlayerViews.filter({ UIBezierPath(ovalIn: $0.frame).contains(point) }).first {
            
            self.draggedAddPlayer = draggedAddPlayer
            return
        }
        
        
        // Create new circle and store in dict
        let rect = CGRect(x: point.x - 20, y: point.y - 20, width: addPlayerWidth, height: addPlayerWidth)
        addPlayerView = AddPlayerView(frame: rect)
        addPlayerView?.backgroundColor = .white
        addPlayerView?.isUserInteractionEnabled = true
        addPlayerView?.image = UIImage(named: "player")
        addPlayerView?.tintColor = .systemBlue
        
        
        addPlayerViews.append(addPlayerView!)
        images.addSubview(addPlayerView!)
        
        // The newly created view can be immediately dragged
        draggedAddPlayer = addPlayerView
        
        //Add Player label as Number
        //        playerCount = addPlayerDict.count + 1
        
        var addPlayerStruct = AddPlayerStruct()
        
        label = UILabel(frame: CGRect(x: rect.width / 2 - 8, y: rect.height / 2 + 5, width: 16, height: 10))
        
        if addPlayerStruct.Label.text == nil{
            label.text = String(addPlayerDict.count + 1)
        }
        label.font = UIFont(name: "Helvetica" , size: 10)
        label.textColor = UIColor.white
        label.textAlignment = NSTextAlignment.center
        label.isUserInteractionEnabled = true
        addPlayerView!.addSubview(label)
        
        
        debugPrint(addPlayerDict)
        
        
        addPlayerStruct.addPlayerViewStruct = addPlayerView
        addPlayerStruct.addPlayerViewsArrStruct.append(contentsOf: addPlayerViews)
        
        addPlayerDict.updateValue(addPlayerStruct, forKey: String(addPlayerDict.count + 1))
        debugPrint(addPlayerDict)
        
        
    }
    
    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        
        draggedAddPlayer = nil
        
        var selectedPlayerKey = String()
        var addPlayerStruct = AddPlayerStruct()
        var selectedPoint = CGPoint()
        
        if isDobuleClick == true {
            
            guard let point = touches.first?.location(in: images) else {
                return
            }
            
            
            //TODO: check which dict key's playerview has same point
            addPlayerDict.forEach { (key,value) in
                debugPrint(key)
                debugPrint(value)
                
                // debugPrint("before \(addPlayerDict.count)")
                //TODO: get selected dict key and get all data of it
                
                guard let points = value.addPlayerViewStruct?.frame.contains(point) else { return }
                if points{
                    selectedPlayerKey = key
                    
                    selectedPoint = point
                    addPlayerViews.append(contentsOf: value.addPlayerViewsArrStruct)
                    debugPrint(addPlayerViews.last)
                    addPlayerView = value.addPlayerViewStruct           //selected playerview
                    debugPrint(selectedPlayerKey)
                    
                    
                    // show data on alertview textfield
                    let alert = UIAlertController(title: "Player Number", message: "Enter new player Number", preferredStyle: .alert)
                    alert.addTextField { textData in
                        if addPlayerStruct.Label.text == nil{
                            textData.text = selectedPlayerKey
                            
                        }else{
                            textData.text = addPlayerStruct.Label.text
                        }
                    }
                    
                    // get changed data from textfield and save back to same dict key's playerview - Don't change key.
                    alert.addAction(UIAlertAction(title: "OK", style: .default, handler: { _ in
                        let textfield = alert.textFields?[0]
                        addPlayerStruct.Label.text = textfield?.text!
                        
                        //   let index = self.addPlayerDict.index(forKey: selectedPlayerKey)
                        addPlayerStruct.addPlayerViewStruct = self.addPlayerView
                        self.draggedAddPlayer = self.addPlayerView
                        
                        self.addPlayerViews.removeLast()
                        self.addPlayerView?.removeFromSuperview()           //selected playerview removed from iamgeview
                        //
                        //                        //               Show on playerview
                        //
                        let rect = CGRect(x: selectedPoint.x - 20, y: selectedPoint.y - 20, width: self.addPlayerWidth, height: self.addPlayerWidth)
                        self.addPlayerView = AddPlayerView(frame: rect)
                        self.addPlayerView?.backgroundColor = .white
                        self.addPlayerView?.isUserInteractionEnabled = true
                        self.addPlayerView?.image = UIImage(named: "player")
                        self.addPlayerView?.tintColor = .systemBlue
                        
                        self.addPlayerViews.append(self.addPlayerView!)
                        self.images.addSubview(self.addPlayerView!)
                        
                        
                        
                        self.label = UILabel(frame: CGRect(x: rect.width / 2 - 8, y: rect.height / 2 + 5, width: 16, height: 10))
                        self.label.text = textfield?.text!
                        self.label.font = UIFont(name: "Helvetica" , size: 10)
                        self.label.textColor = UIColor.white
                        self.label.textAlignment = NSTextAlignment.center
                        self.label.isUserInteractionEnabled = true
                        self.addPlayerView!.addSubview(self.label)
                        
                        
                        
                        debugPrint(self.addPlayerDict.count)
                        self.addPlayerDict.updateValue(addPlayerStruct, forKey: selectedPlayerKey)
                        debugPrint(addPlayerStruct.addPlayerViewStruct?.frame)
                        debugPrint(self.addPlayerDict.count)
                    }))
                    self.present(alert, animated: false)
                }
                
            }
        }
        isDobuleClick = true
        DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) {
            self.isDobuleClick = false
        }
        
    }
    
    
}

#AddPlayerView

class AddPlayerView : UIImageView{
    
    var shapeLayer = CAShapeLayer()
    var addPlayerPath = UIBezierPath()
    
    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }
    
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        setup()
    }
    
    func setup(){
        
        self.backgroundColor = .clear
        
        
        //        let shapeLayer = CAShapeLayer()
        addPlayerPath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2, y: frame.size.height / 2), radius: 20, startAngle: 0, endAngle: 360, clockwise: true)
        
        shapeLayer.path = addPlayerPath.cgPath
        shapeLayer.fillColor = UIColor.clear.cgColor
        self.layer.addSublayer(shapeLayer)
        
    }
}


Hiren
  • 11
  • 3

1 Answers1

0

You have a decent approach, but a couple tips...

Your class and var naming is rather confusing. For example, instead of naming your image view images it makes much more sense to name it something like playingFieldImageView. And, instead of AddPlayerView (which sounds like an action), just name it PlayerView.

You don't need to keep a separate array of player views or a dictionary of player structs... When you add a PlayerView as a subview of playingFieldImageView, you can track it with the .subviews property of playingFieldImageView.

You can move a lot of the logic you're using to manage the player view into the player view class... along these lines:

class PlayerView : UIImageView {
    
    public var playerNumber: Int = 0 {
        didSet {
            playerLabel.text = "\(playerNumber)"
        }
    }
    
    private let shapeLayer = CAShapeLayer()
    
    private let playerLabel: UILabel = {
        let v = UILabel()
        v.font = UIFont(name: "Helvetica" , size: 10)
        v.textColor = .white
        v.textAlignment = NSTextAlignment.center
        v.text = "0"
        v.translatesAutoresizingMaskIntoConstraints = false
        return v
    }()
    
    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        setup()
    }
    private func setup() {
        self.isUserInteractionEnabled = true
        self.backgroundColor = .white
        self.tintColor = .systemBlue
        
        if let img = UIImage(named: "player") {
            self.image = img
        } else {
            if let img = UIImage(systemName: "person.fill") {
                self.image = img
            } else {
                self.backgroundColor = .green
            }
        }
        
        // if using as a mask, can be any opaque color
        shapeLayer.fillColor = UIColor.black.cgColor
        
        // assuming you want a "round" view
        //self.layer.addSublayer(shapeLayer)
        self.layer.mask = shapeLayer
        
        // add and constrain the label as a subview
        addSubview(playerLabel)
        NSLayoutConstraint.activate([
            playerLabel.leadingAnchor.constraint(equalTo: leadingAnchor),
            playerLabel.trailingAnchor.constraint(equalTo: trailingAnchor),
            playerLabel.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -5.0),
        ])
        
    }
    override func layoutSubviews() {
        // update the mask path here (we have accurate bounds)
        shapeLayer.path = UIBezierPath(ovalIn: bounds).cgPath
    }
}

Now you can add a new PlayerView and assign its .playerNumber ... instead of all of the set image, add label, etc. And, when the user wants to change the "player number" you can update the .playerNumber property instead of removing / re-creating views.

When trying to track touches and taps (particularly double-taps), it is much easier to add a double-tap gesture recognizer to the subview itself.

Here's that same PlayerView class, but with a gesture recognizer -- and a closure to tell the controller that it was double-tapped:

class PlayerView : UIImageView {

    // closure to tell the controller this view was double-tapped
    public var gotDoubleTap: ((PlayerView) -> ())?
    
    public var playerNumber: Int = 0 {
        didSet {
            playerLabel.text = "\(playerNumber)"
        }
    }
    
    private let shapeLayer = CAShapeLayer()
    
    private let playerLabel: UILabel = {
        let v = UILabel()
        v.font = UIFont(name: "Helvetica" , size: 10)
        v.textColor = .white
        v.textAlignment = NSTextAlignment.center
        v.text = "0"
        v.translatesAutoresizingMaskIntoConstraints = false
        return v
    }()
    
    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        setup()
    }
    private func setup() {
        self.isUserInteractionEnabled = true
        self.backgroundColor = .white
        self.tintColor = .systemBlue
        
        if let img = UIImage(named: "player") {
            self.image = img
        } else {
            if let img = UIImage(systemName: "person.fill") {
                self.image = img
            } else {
                self.backgroundColor = .green
            }
        }
        
        // if using as a mask, can be any opaque color
        shapeLayer.fillColor = UIColor.black.cgColor
        
        // assuming you want a "round" view
        //self.layer.addSublayer(shapeLayer)
        self.layer.mask = shapeLayer
        
        // add and constrain the label as a subview
        addSubview(playerLabel)
        NSLayoutConstraint.activate([
            playerLabel.leadingAnchor.constraint(equalTo: leadingAnchor),
            playerLabel.trailingAnchor.constraint(equalTo: trailingAnchor),
            playerLabel.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -5.0),
        ])
        
        // add a double-tap gesture recognizer
        let g = UITapGestureRecognizer(target: self, action: #selector(doubleTapHandler(_:)))
        g.numberOfTapsRequired = 2
        addGestureRecognizer(g)
    }
    override func layoutSubviews() {
        // update the mask path here (we have accurate bounds)
        shapeLayer.path = UIBezierPath(ovalIn: bounds).cgPath
    }
    @objc func doubleTapHandler(_ g: UITapGestureRecognizer) {
        // tell the controller we were double-tapped
        gotDoubleTap?(self)
    }
}

You can now simplify all of your touch code to handle only adding new or moving the player views.

Here's an example controller class, using the above PlayerView class:

class AddPlayerViewController: UIViewController {
    
    //MARK: AddPlayerView Variables
    
    // we can declare this as a standard UIView
    var draggedPlayerView: UIView?
    
    let playerViewWidth : CGFloat = 40
    
    @IBOutlet var playingFieldImageView: UIImageView!
    
    override func viewDidLoad() {
        super.viewDidLoad()
        playingFieldImageView.isUserInteractionEnabled = true
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let draggedAddPlayer = draggedPlayerView, let point = touches.first?.location(in: playingFieldImageView) else {
            return
        }
        draggedAddPlayer.center = point
    }
    
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        
        // Do nothing if a PlayerView is being dragged
        // or if we do not have a coordinate
        guard draggedPlayerView == nil, let point = touches.first?.location(in: playingFieldImageView) else {
            return
        }
        
        // Do not create new PlayerView if touch is in an existing circle
        // Keep the reference of the (potentially) dragged circle
        //  filter only subviews which are PlayerView class (in case we've added another subview type)
        if let draggedAddPlayer = playingFieldImageView.subviews.filter({ $0 is PlayerView }).filter({ UIBezierPath(ovalIn: $0.frame).contains(point) }).first {
            self.draggedPlayerView = draggedAddPlayer
            return
        }
        
        // Create new PlayerView
        let rect = CGRect(x: point.x - 20, y: point.y - 20, width: playerViewWidth, height: playerViewWidth)
        let newPlayerView = PlayerView(frame: rect)
        
        // give the new player the lowest available number
        //  for example, if we've created numbers:
        //      "1" "2" "3" "4" "5"
        //  we want to assign "6" to the new guy
        //  but... if the user has changed the 3rd player to "12"
        //  we'll have players:
        //      "1" "2" "12" "4" "5"
        //  so we want to assign "3" to the new guy
        let nums = playingFieldImageView.subviews.compactMap{$0 as? PlayerView}.compactMap { $0.playerNumber }
        var newNum: Int = 1
        for i in 1..<nums.count + 2 {
            if !nums.contains(i) {
                newNum = i
                break
            }
        }

        newPlayerView.playerNumber = newNum
        
        // set the double-tap closure
        newPlayerView.gotDoubleTap  = { [weak self] pv in
            guard let self = self else { return }
            self.changePlayerNumber(pv)
        }
        
        playingFieldImageView.addSubview(newPlayerView)
        
        // The newly created view can be immediately dragged
        draggedPlayerView = newPlayerView
    }
    
    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        super.touchesEnded(touches, with: event)
        draggedPlayerView = nil
    }

    // called when a PlayerView is double-tapped
    func changePlayerNumber(_ playerView: PlayerView) {

        // show data on alertview textfield
        let alert = UIAlertController(title: "Player Number", message: "Enter new player Number", preferredStyle: .alert)

        alert.addTextField { textData in
            textData.text = "\(playerView.playerNumber)"
        }
        
        // get changed data from textfield and update the playerNumber for the PlayerView
        alert.addAction(UIAlertAction(title: "OK", style: .default, handler: { _ in
            guard let tf = alert.textFields?.first,
               let newNumString = tf.text,
               let newNumInt = Int(newNumString),
                  newNumInt != playerView.playerNumber
            else {
                // user entered something that was not a number, or
                //  tapped OK without changing the number
                return
            }
            // don't allow a duplicate player number
            let nums = self.playingFieldImageView.subviews.compactMap{$0 as? PlayerView}.compactMap { $0.playerNumber }
            if nums.contains(newNumInt) {
                let dupAlert = UIAlertController(title: "Duplicate PLayer Number", message: "Somebody else already has number: \(newNumInt)", preferredStyle: .alert)
                dupAlert.addAction(UIAlertAction(title: "OK", style: .default, handler: { _ in
                    self.changePlayerNumber(playerView)
                }))
                self.present(dupAlert, animated: true)
            } else {
                playerView.playerNumber = newNumInt
            }
        }))
        
        self.present(alert, animated: false)

    }

}
DonMag
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  • I need dictionary to track and save particular player's key and value.because, I want to store player one on key "1" and player "2", when user change player 2's number, then player key "2" 's player number change. as well, suppose I draw lines (line 1 and line 2) then I need to move player 2 on line 2 and player 1 to line 1. is it possible without dictionary? do you have any link or document so I can learn advance core graphics , cashapelayer like what I did here. – Hiren Jun 25 '22 at 04:55
  • please see my question **#What I want to do?** – Hiren Jun 25 '22 at 05:15
  • @Hiren - did you try running that code? You can still create a dictionary if you want... but, the added player views are already in an ordered array, so you can "find" the player by index, and/or you can use filter with a where clause to "find" a player by number. – DonMag Jun 25 '22 at 14:43