I figured it out. I just created a uiview and change its frame depending on the touches events
let overlay = UIView()
var lastPoint = CGPointZero
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
overlay.layer.borderColor = UIColor.blackColor().CGColor
overlay.backgroundColor = UIColor.clearColor().colorWithAlphaComponent(0.5)
overlay.hidden = true
self.view.addSubview(overlay)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Save original tap Point
if let touch = touches.first {
lastPoint = touch.locationInView(self.view)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Get the current known point and redraw
if let touch = touches.first {
let currentPoint = touch.locationInView(view)
reDrawSelectionArea(lastPoint, toPoint: currentPoint)
}
}
func reDrawSelectionArea(fromPoint: CGPoint, toPoint: CGPoint) {
overlay.hidden = false
//Calculate rect from the original point and last known point
let rect = CGRectMake(min(fromPoint.x, toPoint.x),
min(fromPoint.y, toPoint.y),
fabs(fromPoint.x - toPoint.x),
fabs(fromPoint.y - toPoint.y));
overlay.frame = rect
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
overlay.hidden = true
//User has lift his finger, use the rect
applyFilterToSelectedArea(overlay.frame)
overlay.frame = CGRectZero //reset overlay for next tap
}