This is definitely not the correct way of building such an application.
A UIScrollView
is meant for scrolling content not for drawing. And you don't need a UIImageView
to draw content either, a simple UIView
would be enough.
Here you're best bet would be to create one UIScrollView and disable it's scrolling because you'll be handling it with two fingers, while the drawing will be handled pan another gesture recognizer.
UIPanGestureRecognizer *twoFingerScrolling = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(onTwoFingerScroll:)] autorelease];
[twoFingerScrolling setMinimumNumberOfTouches:2];
[twoFingerScrolling setMaximumNumberOfTouches:2];
UIPanGestureRecognizer *oneFingerDraw = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(onOneFingerDraw:)] autorelease];
[oneFingerDraw setMinimumNumberOfTouches:1];
[oneFingerDraw setMaximumNumberOfTouches:1];
[yourScollView addGestureRecognizer:twoFingerScrolling];
[yourScollView addGestureRecognizer:oneFingerDraw];
And later on in your code you can easily process both events, the scrolling:
- (void)onTwoFingerScroll:(UIPanGestureRecognizer*)sender
{
// Calculate the content offset from the shifting that occured
//[yourScrollView setContentOffset:theContentOffset]
}
And the drawing (which can be done by the Quartz Tookit)
- (void)onOneFingerDraw:(UIPanGestureRecognizer*)sender
{
// Processing the drawing by using comparing:
if (sender.state == UIGestureRecognizerStateBegan)
{ /* drawing began */ }
else if (iRecognizer.state == UIGestureRecognizerStateChanged)
{ /* drawing occured */ }
else if (iRecognizer.state == UIGestureRecognizerStateEnded)
{ /* drawing ended /* }
}
Hope this helps.