Abusing UIKit for Gaming in Xamarin.iOS, Part 1: Detecting Taps and Placing Views with UITapGestureRecognizer

This is the first in a series of Abusing UIKit blog posts giving some background on the development that want into producing Smudges, a simple game written entirely in Xamarin.iOS where fun shapes in various colors show up on the screen wherever a tap is detected. It was original created to give my two-year-old something fun to play while going tap-crazy on the screen. The game evolved from those “play-testing” sessions. If you have your own little ones and want something fun to distract them, Smudges is availabe on the App Store. At this point, I plan to continue adding features to it as I can. Let me know what you think about Smudges, or these blog posts, in the comments below or find @patridgedev on Twitter.

Demo animation of placing views with a UITapGestureRecognizer.

Where Did They Touch?

Smudges has a simple game mechanic: tap the screen, new shape appears. The first step is figuring out when and where a tap occurred. The simple approach is to put a UIButton where you need to detect a touch, attaching a handler to its TouchUpInside event.

UIButton someButton = new UIButton(someFrameRectangle);
someButton.TouchUpInside += (sender, e) => {
    Debug.WriteLine("Touched somewhere on this button.");

Of course, while incredibly simple, this is only practical for interface elements; it’s not so great for doing something at the exact location of a tap. To know the X-Y location where the user’s finger is touching the screen, you need to wander into UITapGestureRecognizer territory (or beyond).

UITapGestureRecognizer tapRecognizer = new UITapGestureRecognizer() {
    NumberOfTapsRequired = 1, // default is 1, adjust as needed
tapRecognizer.AddTarget((sender) => {
    PointF location = tapRecognizer.LocationOfTouch(0, MainView);
    Debug.WriteLine("Touched: {0}", location);

Simple enough as well, and a great choice for double-taps…and, I suppose, three-finger triple-taps, if you want to get crazy.

Placing the View

Once you have the tap location, doing something with it is fairly trivial.

tapRecognizer.AddTarget((sender) => {
    PointF location = tapRecognizer.LocationOfTouch(0, MainView);
    UIView newView = new UIView(new RectangleF(location, new SizeF(50f, 50f))) {
        BackgroundColor = UIColor.Red,

This will happily place a 50×50 rectangle on the screen with its top-left corner sitting right where the tap was detected. Centering on that location was my goal, which is easy enough by setting the new view’s Center instead of a full frame.

tapRecognizer.AddTarget((sender) => {
    PointF location = tapRecognizer.LocationOfTouch(0, MainView);
    UIView newView = new UIView() {
        Size = new SizeF(50f, 50f),
        Center = location,
        BackgroundColor = UIColor.Red,

Make it Pretty

One thing I tend to do in demos of any kind is introduce some randomness to the mix. It keeps things much more interesting to everyone, especially me while I am running it for the thousandth time to get everything just right. In this case, let’s pick a random color for each one.

static Random rand = new Random();
public static UIColor GetRandomColor() {
    int red = rand.Next(255);
    int green = rand.Next(255);
    int blue = rand.Next(255);
    UIColor color = UIColor.FromRGBA(
        (red / 255.0f),
        (green / 255.0f),
        (blue / 255.0f),
    return color;

If you need random numbers that hold up over time, you will want to investigate better random number generators, but System.Random serves its purpose well for these uses. Throwing all that into the mix, we now get a new “fun” gesture recognizer target that places a rectangle of a random color centered right at the touch location.

UITapGestureRecognizer tapRecognizer = new UITapGestureRecognizer() {
    NumberOfTapsRequired = 1
tapRecognizer.AddTarget((sender) => {
    PointF location = tapRecognizer.LocationOfTouch(0, MainView);
    UIView newView = new UIView() {
        Size = new SizeF(50f, 50f),
        Center = location,
        BackgroundColor = GetRandomColor(),

Caution: Memory Leak Ahead

When you go adding views all the time, with enough time, you are bound to run up against memory pressures. The simplest solution is to keep track of added views so you can remove them later. In this demo, I simply schedule a task to do so after some time elapses. In a later demo, I will have a simple demo using a Queue that does just that. Another option is a pool of views, something many game engines offer directly. There’s lots of room for turning this potential limitation into something fun.

Beyond UITapGestureRecognizer

This version allows the detection of a single finger tapping. If you use two fingers to tap at the same time, nothing will happen. In a later post, I will address recognizing simultaneous touches.

Demo Source Code

For details on the view queueing system or any of the rest of this post’s code, just pop over to the GitHub repo for the Abusing UIKit for Gaming in Xamarin.IOS series. I’ll be adding new projects to that solution as I add posts to this series.

One last shameless plug…

Find Smudges on the App Store, available for iPhone, iPad, or iPod Touch. It’s especially fun on iPad where the hardware allows for ten simultaneous touch points.

Capturing Your iOS App in Animated GIF Glory

LICEcap Capture at 30fps

Showing the coolness of your iOS app in a web format can be very difficult, depending on what about your app makes it shine. If your app thrives on animation, especially the new UIKit Dynamics fun, you will need more than one frame to portray what your app does: enter the animated GIF, mother of all awesomeness.

Here is the method I used to make the images for my Xamarin UIGravityBehavior recipe. That said, if you know a better way to do this, toss a comment out there; I’d love to hear about it.

While I use these methods for my Xamarin.iOS creations, they apply equally to native apps and most anything running on a Mac.

The Tool: LICEcap

While the name sounds slightly…off, it definitely gets the job done. LICEcap, from Cockos Incorporated, is a quick disk image install. In fact, here’s LICEcap’s capture of me installing LICEcap.

Installing LICEcap

One thing to notice, these GIFs are not a great way to capture complex color palettes like the gradients in the install image folder. There may be a tool that is better at that, but you will probably compromise file size for fidelity. That install GIF was 81kb.

Capturing the iOS Simulator

With LICEcap, you capture an arbitrary portion of the screen, so you can capture just a portion of your app all the way to the full simulator with your Twitter feed rolling in the background around it. LICEcap loads as a transparent window, looking eerily as if something failed to render. Instead, what the program frames is what will be captured. You pull the various window edges and corners as needed to frame your target. It can be maddening to adjust it just right if you are shooting for specific pixels. You can also set exact pixel measurements with the two bottom inputs.

Using LICEcap to capture an animated GIF

After you set your capture area, you can set a maximum frames per second (FPS) as well. For representative purposes, it seemed I needed fewer FPS than I thought. The resulting file size variation from FPS settings will depend heavily on your recording length and the complexity of the graphics. For my UIGravityBehavior recipe, practically ideal for GIF compression, it wasn’t a big difference from 5fps to 30fps. For some animations, file size can get substantial fairly quickly.

LICEcap Capture at 30fps
LICEcap Capture at 5fps
FPSFile Size

Unless you want a huge recording, you probably want to scale the Simulator to 50% with Command+3. For a full-app capture, you will end up getting the bottom rounded corners of the window unless you crop a few pixels. For most apps, trimming those pixels doesn’t seem to be a loss. At half scale, I find setting LICEcap to 318×564 then lining up with a top corner works quite well. Doing so highlights one frustration with the program. When capturing skinny views with exact dimensions, such as the iOS Simulator in portrait, you need to enter your height first or the field disappears before you can give it a value.

Once you are all set, hit the record button. Give your file a name and a location. You will also have a few options here that may be of interest, such as showing a circle for mouse button presses or loop repeat count. When you are all set hit “Save” and you will get a 3-2-1 countdown in the title bar before recording begins. After everything is complete, simply hit “Stop” to save the result. (You can also pause and resume during a recording.)

Trimming the result

If you find you have a bunch of extra frames in your animation, open your GIF in Preview. From there you can selecting the offending frames and hit delete. But, once you edit in Preview, any infinite looping you had will be gone. I found Gifsicle, a command line utility, fixed this for me quite nicely.

gifsicle -bl ~/path/to/your/file.gif

Other Capture Methods

Still Images

If you really just need a static screenshot, don’t forget the baked-in offerings. The easiest shots can be done in the iOS Simulator, a simple Command+S (File: Save Screen Shot) will save a PNG result of your app to the desktop.

Need to capture the Simulator among other windows? You capture the full screen with Command+Shift+3 and can then crop to your desired size. To capture a partial screenshot, hit Command+Shift+4 and draw what to capture with the crosshairs. These images are also saved to your desktop, time-stamped, but they are formatted “Screen Shot {yyyy-MM-dd} at {h.mm.ss tt}”.

Capturing a Video

If you need a video to do your app justice, by all means, let me introduce you to this neat tool included on your Mac for free: QuickTime Player. Load it up and select “File”, then “New Screen Recording”. Here’s where I would embed a video of me doing that, but you can’t start a new screen recording while doing a screen recording.

Using QuickTime Player for Screen Recordings

Other Options?

Utilities such as Jing capture in a Flash-based format, but I have mixed feelings about requiring Flash, no matter how common it may be. While the animation captures I tried with it were smooth and the color gradients captured fine, the file sizes got substantial quickly.

If there is some awesome, affordable or free tool out there that you use to make capturing animations insanely easy? I’d love to hear about it.

Xamarin.iOS C# Recipe: Animating Views with iOS 7 UIGravityBehavior (UIKit Dynamics)

UIGravityBehavior, oddly addictive

Now that iOS 7 has landed, and Xamarin gave us same-day C# support, it’s time to start poking at the new bits. One such piece is UIKit Dynamics. With UIKit Dynamics, you can greatly simplify all sorts of view animations. While this simple recipe will only address UIGravityBehavior, iOS 7 adds a bunch of other predefined behaviors and allows the creation of custom ones as well.

Source code is available on GitHub.

Basic Gravity Animation

To have a view simply start falling off the screen, you just toss the desired view at a new UIGravityBehavior and add that behavior to a UIDynamicAnimator.

UIDynamicAnimator animator;
public override void ViewDidLoad() {
    View.BackgroundColor = UIColor.White;
    animator = new UIDynamicAnimator(View);

    var item = new UIView(new RectangleF(new PointF(50f, 0f), new SizeF(50f, 50f))) {
        BackgroundColor = UIColor.Blue,
    UIGravityBehavior gravity = new UIGravityBehavior(item);

Basic UIGravityBehavior

You can continue to put items under the effect of gravity by adding them to the behavior.


That’s really it for basic gravity, but craziness is only a step beyond that. You can modify the Angle, GravityDirection, and Magnitude of your gravity as well.

Potential Memory/Performance Trap

It’s worth noting that those items that go flying off the screen under the effects of gravity will continue to keep falling, even though they are no longer rendered on the screen. If you need to worry about resources, you could be computing locations for things long since forgotten.

Customizing Gravity

The three UIGravityBehavior properties, Angle, GravityDirection, and Magnitude, can all be changed to your liking and they are interconnected, changing one can affect the others.


The default gravity acceleration is 1000 pixels/sec^2. You could very easily bump the gravity to Jupiter levels (roughly 2.5 times that of Earth).

UIGravityBehavior gravity = new UIGravityBehavior(item) {
    Magnitude = 25000,

Direction (GravityDirection and Angle)

You can change the direction of gravity with two different interconnected variables, Angle and GravityDirection; change one and you affect the other. The default gravity angle pulls straight down, as measured in radians from the righthand side: PI / 2 radians, approximately 1.57. This is also expressed by the gravity direction vector, the default being (0, 1). Gravity’s direction can be adjusted to your whim, and reversing it is quite simple using a vector pointing the opposite direction.

UIGravityBehavior gravity = new UIGravityBehavior(item) {
    GravityDirection = new CGVector(0, -1),

Alternatively, with more math involved, you can set the radian angle.

UIGravityBehavior gravity = new UIGravityBehavior(item) {
    Angle = -(float)Math.PI / 2,

Action (Interacting with the Animation)

While not strictly a property for modifying gravity, UIGravityBehavior, like all the other behaviors in UIKit Dynamics, allows you to execute some code for each animation frame using its Action. You could use it for debugging a wonky behavior or for cleaning up views that you may have let fly off the screen.

UIGravityBehavior gravity = new UIGravityBehavior(item) {
    Action = () => {

Bending Gravity to your Will (Advanced Recipe)

Having control over gravity can quickly go to your head. In the off chance you need to change gravity’s effect on your UI elements on demand, check out the secondary controller in the demo code. In this proof-of-concept, you tap to place an object under gravity’s control, simple enough with a UITapGestureRecognizer.

View.AddGestureRecognizer(new UITapGestureRecognizer((gesture) => {
    PointF tapLocation = gesture.LocationInView(View);
    var item = new UIView(new RectangleF(PointF.Empty, sizeInitial)) {
        BackgroundColor = ColorHelpers.GetRandomColor(),
        Center = tapLocation,

    // ...

Any time you want, though, you can swipe to alter its direction using a series of UISwipeGestureRecognizers (each one can only recognize a single swipe direction).

View.AddGestureRecognizer(new UISwipeGestureRecognizer((gesture) => {
    gravity.GravityDirection = new CGVector(1, 0);
}) { Direction = UISwipeGestureRecognizerDirection.Right, });
View.AddGestureRecognizer(new UISwipeGestureRecognizer((gesture) => {
    gravity.GravityDirection = new CGVector(-1, 0);
}) { Direction = UISwipeGestureRecognizerDirection.Left, });
View.AddGestureRecognizer(new UISwipeGestureRecognizer((gesture) => {
    gravity.GravityDirection = new CGVector(0, -1);
}) { Direction = UISwipeGestureRecognizerDirection.Up, });
View.AddGestureRecognizer(new UISwipeGestureRecognizer((gesture) => {
    gravity.GravityDirection = new CGVector(0, 1);
}) { Direction = UISwipeGestureRecognizerDirection.Down, });

I’m not sure I would call it a “game”, but I will admit to spending far more time poking at the screen than was necessary.

Controlling UIGravityBehavior by swipe

Keep Learning

Xamarin has put together a fantastic C# iOS 7 introduction and a great overview on iOS 7 UI changes. Expect more great iOS 7 C# tutorials to come out of Xamarin’s docs team as well as others participating in the Xamarin Recipe Cook-off. (Disclaimer: I am probably getting a free Xamarin t-shirt for this post.)

UIKit Dynamics are far more than just this one pre-baked gravity behavior. I highly recommend checking out the 2013 WWDC videos: Getting Started with UIKit Dynamics and Advanced Techniques with UIKit Dynamics.