Comments (6)
Hi,
I haven't learned swift yet. I'd be happy to port this when I learn it!
-(BOOL) touchInRect:(CGRect)rect;
this will tell return true if a finger is touching inside of a defined rect - this rect is defined in pixels:
if your image is 1024 x 512 pixels, a rect of (0, 0, 10, 256) will be a tall column in the upper left corner, 10 pixels wide stretching halfway down the image.
it returns true when a touch is inside of that rect. if you want more complicated tapping and releasing, i wonder if you could use a TapGesture in conjunction with my touchInRect function..
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any progress on this :-)?
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I've got some free time - considering a Swift re-write.
I have a question for cocoapods: can one cocoapod include both obj-c and swift versions? I've searched about 30+ pods, each one is either one language or the other, none contain both. Is anyone familiar with cocoapods and know best practices here?
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My knowledge and experience so far is that once you use 'use_frameworks!' to include a swift pod then all pods update to their swift equivalent. It's been a real pain in my projects updating everything to swift but happy to be proved wrong and learn if it's possible!
from panorama.
You can add both Swift and obj-c via cocoa pods. Just add on plist file > user header search paths > Pods/**
from panorama.
I feel like Obj-C is working great inside swift projects, including with cocoapods using use_frameworks! like what chris said. A Swift re-write isn't necessary.
Unless anything else comes up, probably no re-write will happen (I tried last year it's not as easy as I expected). Going to close for now.
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