In my SpriteKit scene I have a pauseView that displays a UIView over the scene, and on the UIView I've created a button in IB to remove the view but when the view disappears, In order to resume the game the user has to hit the pause button a second time. Is there a way to dismiss the view and resume the game?
The pause game method used to display the subview:
-(void)pauseGame {
if (self.gameIsPaused == NO) {
[self.view addSubview:pauseView];
self.gameIsPaused = YES;
self.scene.view.paused = YES;
} else {
self.gameIsPaused = NO;
self.scene.view.paused = NO;
}
}
And in the pause layer:
- (IBAction)resume:(id)sender {
[gameScene pauseGame];
[self removeFromSuperview];
}
I think it should be [sender removeFromSuperview];, not self. Assuming "pause layer" is a subclass of a SKNode rather than a UIView subclass.
If that's not it, check if the pause button has been added twice. Ie could have been an accidental copy & paste in IB.
Related
I have a Main View Controller that has many subviews. What I want is to disable all other views except one subview and its subviews programmatically from the subview file. But all I get is all frozen views. What did I do wrong?
I tried this code:
#define kDontDisableUserInteraction 321
- (id)initWithFrame:(CGRect)frame
{
NSLog(#"initWithFrame");
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.tag = kDontDisableUserInteraction;
}
return self;
}
-(void)something{
MVC *myController = [self getMVC];
for (UIView* subview in myController.view.subviews) {
NSLog(#"subview.tag %i", subview.tag);
if (subview.tag != kDontDisableUserInteraction){
subview.userInteractionEnabled = NO;
}
}
for (UIView *view in self.subviews){
NSLog(#"enabled!");
view.userInteractionEnabled = YES;
}
}
- (MVC *)getMVC {
Class vcc = [MVC class]; // Called here to avoid calling it iteratively unnecessarily.
UIResponder *responder = self;
while ((responder = [responder nextResponder])) if ([responder isKindOfClass: vcc]) return (MVC *)responder;
return nil;
}
Following links may be helpful:
How to disable touch input to all views except the top-most view?
UIView -- "user interaction enabled" false on parent but true on child?
I solved it by applying a full screen of a button on all other views and get the one view that I want to have user interaction upon the button. This way I disallow the user to click on any function except the one view I want the user to click on certain functions.
I'm using UILongPressGestureRecognizer class to handle if one item is being selected.
The logic is as follows: User press during 1 second an item (UIView subclass). Once the gesture is detected, the item is highlighted and moveable.
The user must move this item across the screen without stop touching it.
The problem I'm facing is the gesture recognized shadows touchesBegan/Move/Ended necessary for the item class to arrange the movement.
I tried to remove the gesture recognized once is detected and the item selected. But still sending messages to the handle of gesture instead of call touches methods.
Anyone knows any way to stop "listening" the gesture recognizer without leave the finger of the screen?
Thanks.
Here the code:
-(void)addGestures
{
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleLongPress:)];
longPress.minimumPressDuration = iItemLongPressTime;
[self addGestureRecognizer:longPress];
[longPress release];
}
- (void)handleLongPress:(UILongPressGestureRecognizer*)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
NSLog(#"Long press Ended");
}
else {
if (self.isSelected) return;
if ([delegate respondsToSelector:#selector(singleTouch:)])
[delegate singleTouch:self];
[self removeGestureRecognizer:[self.gestureRecognizers objectAtIndex:0]];
NSLog(#"Long press detected.");
}
}
As you can see in the else branch the delegate calls enables all procedures to mark this item as selected, and just after remove the recognizers.
What I'm missing?
--EDIT--
Done! This works:
#pragma mark Gesture Functions
-(void)addGestures
{
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleLongPress:)];
longPress.minimumPressDuration = iItemLongPressTime;
[self addGestureRecognizer:longPress];
[longPress release];
}
- (void)handleLongPress:(UILongPressGestureRecognizer*)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
NSLog(#"Long press Ended");
}
else {
NSLog(#"Long press detected.");
if (self.isSelected) return;
if ([delegate respondsToSelector:#selector(singleTouch:)])
[delegate singleTouch:self];
[sender removeTarget:self action:#selector(handleLongPress:)];
sender.enabled = NO;
[self removeGestureRecognizer:sender];
}
}
Regards!
Does the custom UIView class have its own touch handling code? If not, a simple solution is to set the allowableMovement property of the UILongPressGestureRecognizer to CGFLOAT_MAX, or some big number, and use the gesture update callbacks to drag your custom view around. You can get the displacement using the - (CGPoint)locationInView:(UIView *)view method on the superview, and compare its position to when the recognizer began.
There are two solutions in my mind.
For animating uiview, please wrote a new class which is inherited from the UIView class and implement the touch delegates instead of writing the Gustures to handle animation(if the touch delegates are not triggering in the current class).
2.I have successfully removed the UILongPressGestureRecognizer after triggered it once.
Please refer the below code .ask me if you have any queries
Steps I have Done
I have added a UIView as "myView" to my main-view when main-view loads.
I have given the Tag to the myView (you can give 1,2,3…etc) to differentiate the tapped view from the main-view subviews.
Assigned the UILongPressGestureRecognizer gesture to myView and assigned target as "moveMe" method.
When user Pressed the myView long, the "moveMe" method will trigger.
Then I iterated the mainView Subviews with the condition Tag == 1
I have removed the UILongPressGestureRecognizer from the subview.As we can know that Tagged 1 main-view subView is myView.
So the NSLog(#"gesture removed"); and NSLog(#"moveMe"); will log in console only at one time.
The NSLog(#"touchesBegan"); will trigger first instead of triggering the "moveMe" method.
Then NSLog(#"touchesBegan"); will trigger always after removed the gesture . "moveMe" method will not trigger ever.
Code
- (void)viewDidLoad {
//Adding to UIView to main view when application is loading.
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(20, 20, 80, 80)];
myView.backgroundColor = [UIColor viewFlipsideBackgroundColor];
myView.tag = 1; //adding a tag to identify it.
//Adding Long Press Gesture to the UIView.
UILongPressGestureRecognizer *myGesture = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(moveMe:)];
[myView addGestureRecognizer:myGesture];
[myGesture release];
myGesture = nil;
[self.view addSubview:myView];
[myView release];
myView = nil;
[super viewDidLoad];
}
//Method to trigger when user pressed long on the added UIView.
-(void)moveMe:(id)sender
{
for (UIView *subViews in [self.view subviews])
{
if (subViews.tag == 1) {
[subViews removeGestureRecognizer:sender];
NSLog(#"gesture removed");
}
}
NSLog(#"moveMe");
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesBegan");
}
or please refer Disable gesture recognizer iOS
I have a UIView with 4 buttons on it and another UIView on top of the buttons view. The top most view contains a UIImageView with a UITapGestureRecognizer on it.
The behavoir I am trying to create is that when the user taps the UIImageView it toggles between being small in the bottom right hand corner of the screen and animating to become larger. When it is large I want the buttons on the bottom view to be disabled and when it is small and in the bottom right hand corner I want the touches to be passed through to the buttons and for them to work as normal. I am almost there but I cannot get the touches to pass through to the buttons unless I disable the UserInteractions of the top view.
I have this in my initWithFrame: of the top view:
// Add a gesture recognizer to the image view
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imageTapped:)];
tapGestureRecognizer.cancelsTouchesInView = NO;
[imageView addGestureRecognizer:tapGestureRecognizer];
[tapGestureRecognizer release];
and I this is my imageTapped: method:
- (void) imageTapped:(UITapGestureRecognizer *) gestureRecognizer {
// Toggle between expanding and contracting the image
if (expanded) {
[self contractAnimated:YES];
expanded = NO;
gestureRecognizer.cancelsTouchesInView = NO;
self.userInteractionEnabled = NO;
self.exclusiveTouch = NO;
}
else {
[self expandAnimated:YES];
expanded = YES;
gestureRecognizer.cancelsTouchesInView = NO;
self.userInteractionEnabled = YES;
self.exclusiveTouch = YES;
}
}
With the above code, when the image is large the buttons are inactive, when I touch the image it shrinks and the buttons become active. However, the small image doesn't receive the touches and therefore wont expand.
If I set self.userInteractionEnabled = YES in both cases, then the image expands and contracts when touched but the buttons never receive touches and act as though disabled.
Is there away to get the image to expand and contract when touched but for the buttons underneath to only receive touches if the image is in its contracted state? Am I doing something stupid here and missing something obvious?
I am going absolutely mad trying to get this to work so any help would be appreciated,
Dave
UPDATE:
For further testing I overrode the touchesBegan: and touchesCancelled: methods and called their super implementations on my view containing the UIImageView. With the code above, the touchesCancelled: is never called and the touchesBegan: is always called.
So it would appear that the view is getting the touches, they are just not passed to the view underneath.
UPDATE
Is this because of the way the responder chain works? My view hierarchy looks like this:
VC - View1
-View2
-imageView1 (has tapGestureRecogniser)
-imageView2
-View3
-button1
-button2
I think the OS first does a hitTest as says View2 is in front so should get all the touches and these are never passed on to View3 unless userInteractions is set to NO for View2, in which case the imageView1 is also prevented from receiving touches. Is this how it works and is there a way for View2 to pass through it's touches to View3?
The UIGestureRecognizer is a red herring I think. In the end to solve this I overrode the pointInside:withEvent: method of my UIView:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
BOOL pointInside = NO;
if (CGRectContainsPoint(imageView.frame, point) || expanded) pointInside = YES;
return pointInside;
}
This causes the view to trap all touches if you touch either the imageView or if its expanded flag is set. If it is not expanded then only trap the touches if they are on the imageView.
By returning NO, the top level VC's View queries the rest of its view hierarchy looking for a hit.
Select your View in Storyboard or XIB and...
Or in Swift
view.isUserInteractionEnabled = false
Look into the UIGestureRecognizerDelegate Protocol. Specifically, gestureRecognizer:shouldReceiveTouch:
You'll want to make each UIGestureRecognizer a property of your UIViewController,
// .h
#property (nonatomic, strong) UITapGestureRecognizer *lowerTap;
// .m
#synthesize lowerTap;
// When you are adding the gesture recognizer to the image view
self.lowerTap = tapGestureRecognizer
Make sure you make your UIViewController a delegate,
[self.lowerTap setDelegate: self];
Then, you'd have something like this,
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
if (expanded && gestureRecognizer == self.lowerTap) {
return NO;
}
else {
return YES;
}
}
Of course, this isn't exact code. But this is the general pattern you'd want to follow.
I have a another solution. I have two views, let's call them CustomSubView that were overlapping and they should both receive the touches. So I have a view controller and a custom UIView class, lets call it ViewControllerView that I set in interface builder, then I added the two views that should receive the touches to that view.
So I intercepted the touches in ViewControllerView by overwriting hitTest:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
return self;
}
Then I overwrote in ViewControllerView:
- (void)touchesBegan:(NSSet *)touches
withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
for (UIView *subview in [self.subviews reverseObjectEnumerator])
{
if ([subview isKindOfClass:[CustomSubView class]])
{
[subview touchesBegan:touches withEvent:event];
}
}
}
Do the exact same with touchesMoved touchesEnded and touchesCancelled.
#Magic Bullet Dave's solution but in Swift
Swift 3
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
var pointInside = false
if commentTextField.frame.contains(point) {
pointInside = true
} else {
commentTextField.resignFirstResponder()
}
return pointInside
}
I use it in my CameraOverlayView for ImagePickerViewController.cameraOverlay to give user ability to comment while taking new photo
I have the main wiev. I have placed a UIScrollView object as a subview of the main view.
I have an extended class from UIView, which manage touch events. This class models a sort of transparent blackboard, in which the user can draw a path.
I create an object out of my UIVIew extended class and I add it as a subview of the UIScrollView.
I carry out this process by using the Inspector and .xib file.
Then, no touch event gets to the UIScrollView object. No matter if I uncheck "User Interaction Enabled" checkbox for my UIView extended class in the Inspector.
I've also tried with :
[[self nextResponder] touchesBegan:touches withevent:event];
or
[[self.superview nextResponder] touchesBegan:touches withevent:event];
or
[super touchesBegan:touches withEvent:event];
or
[super touchesBegan:touches withEvent:event];
in the touchEvents methods of my extended UIView class.
I haven't succeeded in getting touch events to the UIScrollView.
On the other hand, if I add scrollView and my extended UIView class programatically, maintaining the same hierarchy, UIScrolView get touch events, but not its subview (my UIView extended class).
I don't want both UIScrollView and my UIView extended class to manage touch events at the same time. I just want to toggle between UIScrollView and my UIView extended class for listening to touch evebnts, by using a button for example.
Is it possible, in this case I am explaining, to select which, UIScrollView or my UIView extended class, should listen to touch events?
A UIScrollView has a scrollEnabled property. If you set this to YES, the scroll view will be scrollable. If not, the events will be forwarded up the responder chain. So try changing that property.
Read the docs for UIScrollView!
As for the difference between setting up in a nib versus XCode, your code setup and your nib version aren't quite matching some important way. I can't see your nib or your programmatic setup so can't help you much more with that.
You need to enable user interaction for scroll view:
[self.scrollView setUserInteractionEnabled:YES];
Add gestureRecognizer to subview:
for (int i = 0; i < pos.count; i++) {
SCVerticalBarsChartBarView *bar = [[SCVerticalBarsChartBarView alloc]initWithBlaBlaBla];
[bar addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(someAction:)]];
bar.tag = i;
[self.scrollView addSubview:bar];
}
And detect the tapped view:
-(void)someAction:(UITapGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateEnded) {
if ([recognizer.view isKindOfClass:[SCVerticalBarsChartBarView class]]) {
SCVerticalBarsChartBarView *tmpButt=(SCVerticalBarsChartBarView *)recognizer.view;
NSLog(#"%d", tmpButt.tag);
}
}
}
I want to dismiss a FormSheetPresentation modal view controller when the user taps outside the modal view...I have seen a bunch of apps doing this (ebay on ipad for example) but i cant figure out how since the underneath views are disabled from touches when modal views are displayed like this (are they presenting it as a popover perhaps?)...anyone have any suggestions?
I'm a year late, but this is pretty straightforward to do.
Have your modal view controller attach a gesture recognizer to the view's window:
UITapGestureRecognizer *recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapBehind:)];
[recognizer setNumberOfTapsRequired:1];
recognizer.cancelsTouchesInView = NO; //So the user can still interact with controls in the modal view
[self.view.window addGestureRecognizer:recognizer];
[recognizer release];
The handling code:
- (void)handleTapBehind:(UITapGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded)
{
CGPoint location = [sender locationInView:nil]; //Passing nil gives us coordinates in the window
//Then we convert the tap's location into the local view's coordinate system, and test to see if it's in or outside. If outside, dismiss the view.
if (![self.view pointInside:[self.view convertPoint:location fromView:self.view.window] withEvent:nil])
{
// Remove the recognizer first so it's view.window is valid.
[self.view.window removeGestureRecognizer:sender];
[self dismissModalViewControllerAnimated:YES];
}
}
}
That's about it. HIG be damned, this is a useful and often intuitive behavior.
For iOS 8, you must both implement the UIGestureRecognizer, and swap the (x,y) coordinates of the tapped location when in landscape orientation. Not sure if this is due to an iOS 8 bug.
- (void) viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
// add gesture recognizer to window
UITapGestureRecognizer *recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapBehind:)];
[recognizer setNumberOfTapsRequired:1];
recognizer.cancelsTouchesInView = NO; //So the user can still interact with controls in the modal view
[self.view.window addGestureRecognizer:recognizer];
recognizer.delegate = self;
}
- (void)handleTapBehind:(UITapGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded) {
// passing nil gives us coordinates in the window
CGPoint location = [sender locationInView:nil];
// swap (x,y) on iOS 8 in landscape
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"8.0")) {
if (UIInterfaceOrientationIsLandscape([UIApplication sharedApplication].statusBarOrientation)) {
location = CGPointMake(location.y, location.x);
}
}
// convert the tap's location into the local view's coordinate system, and test to see if it's in or outside. If outside, dismiss the view.
if (![self.view pointInside:[self.view convertPoint:location fromView:self.view.window] withEvent:nil]) {
// remove the recognizer first so it's view.window is valid
[self.view.window removeGestureRecognizer:sender];
[self dismissViewControllerAnimated:YES completion:nil];
}
}
}
#pragma mark - UIGestureRecognizer Delegate
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
return YES;
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
return YES;
}
The other apps are not using Modal Views if they allow the view to be dismissed by clicking outside of it. UIModalPresentationFormSheets cannot be dismissed this way. (nor, indeed can any UIModal in SDK3.2). Only the UIPopoverController can be dismissed by clicking outside of the area. It is very possible (though against Apple's iPad HIG) for the app developer to have shaded out the background screen and then displayed the UIPopoverController so that it looks like a UIModalPresentationFormSheets (or other UIModal View).
[...] UIModalPresentationCurrentContext style lets a view controller adopt the presentation style of its parent. In each modal view, the dimmed areas show the underlying content but do not allow taps in that content. Therefore, unlike a popover, your modal views must still have controls that allow the user to dismiss the modal view.
See the iPadProgrammingGuide on the developer site for more information (Page 46 -- "Configuring the Presentation Style for Modal Views")
The code above works great, but I would change the if statement to,
if (!([self.view pointInside:[self.view convertPoint:location fromView:self.view.window] withEvent:nil] || [self.navigationController.view pointInside:[self.navigationController.view convertPoint:location fromView:self.navigationController.view.window] withEvent:nil]))
{
// Remove the recognizer first so it's view.window is valid.
[self.view.window removeGestureRecognizer:sender];
[self dismissModalViewControllerAnimated:YES];
}
This makes sure you can still interact with the navigation bar, otherwise tapping in it dismisses the modal view.
Answer updated for iOS 8
Apparently, in iOS 8, the UIDimmingView has a tap gesture recognizer, which interferes with the initial implementation, so we ignore it and don't require it to fail.
This is the age of speed, so most are probably just copying the code above.. But, I suffer from OCD when it comes to code, unfortunately.
Here is a modular solution that uses Danilo Campos's answer with categories. It also solves an important bug that may occur if you are dismissing your modal through other means, as mentioned.
NOTE: The if statements are there because I use the view controller for both iPhone and iPad, and only the iPad needs to register/unregister.
UPDATE: The gist has been updated, since it didn't work properly with the awesome FCOverlay code, and it didn't allow gestures to be recognized in the presented view. Those issues are fixed.
Using the category is as easy as:
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
if (self.presentingViewController) {
[self registerForDismissOnTapOutside];
}
}
- (void)viewWillDisappear:(BOOL)animated
{
if (self.presentingViewController) {
[self unregisterForDismissOnTapOutside];
}
[super viewWillDisappear:animated];
}
Copy paste this code in your ModalViewController :
- (void) viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
//Code for dissmissing this viewController by clicking outside it
UITapGestureRecognizer *recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapBehind:)];
[recognizer setNumberOfTapsRequired:1];
recognizer.cancelsTouchesInView = NO; //So the user can still interact with controls in the modal view
[self.view.window addGestureRecognizer:recognizer];
}
- (void)handleTapBehind:(UITapGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded)
{
CGPoint location = [sender locationInView:nil]; //Passing nil gives us coordinates in the window
//Then we convert the tap's location into the local view's coordinate system, and test to see if it's in or outside. If outside, dismiss the view.
if (![self.view pointInside:[self.view convertPoint:location fromView:self.view.window] withEvent:nil])
{
// Remove the recognizer first so it's view.window is valid.
[self.view.window removeGestureRecognizer:sender];
[self dismissModalViewControllerAnimated:YES];
}
}
}
Very important: If you have any other way to close your modal popup window, don't forget to remove the tap gesture recognizer!
I forgot this, and got crazy crashes later on, since the tap recognizer was still firing events.
Accoring to Apple's iOS HIG, 1. the modal view doesn't have that ability to be dismissed without any input on itself; 2. use modal view in the situation that a user input is required.
Use UIPresentationController instead:
- (void)presentationTransitionWillBegin
{
[super presentationTransitionWillBegin];
UITapGestureRecognizer *dismissGesture=[[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(dismissGestureTapped:)];
[self.containerView addGestureRecognizer:dismissGesture];
[[[self presentedViewController] transitionCoordinator] animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
} completion:nil];
}
- (void) dismissGestureTapped:(UITapGestureRecognizer *)sender{
if (sender.state==UIGestureRecognizerStateEnded&&!CGRectContainsPoint([self frameOfPresentedViewInContainerView], [sender locationInView:sender.view])) {
[self.presentingViewController dismissViewControllerAnimated:YES completion:nil];
}
}
Modified from LookInside example
This works for me for ios7 an 8 and navigation bar.
If you don't need the nav bar just remove location2 and second condition in the if statement after the pipes.
#MiQUEL this should work for you too
- (void)handleTapBehind:(UITapGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded)
{
CGPoint location1 = [sender locationInView:self.view];
CGPoint location2 = [sender locationInView:self.navigationController.view];
if (!([self.view pointInside:location1 withEvent:nil] || [self.navigationController.view pointInside:location2 withEvent:nil])) {
[self.view.window removeGestureRecognizer:self.recognizer];
[self dismissViewControllerAnimated:YES completion:nil];
}
}
}
Edit: You may also need to be a gesture recognizer delegate for this and other above solutions to work. Do it like so:
#interface CommentTableViewController () <UIGestureRecognizerDelegate>
set yourself as the delegate for the recognizer:
self.recognizer.delegate = self;
and implement this delegate method:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer{
return YES;
}
It is pretty doable.
Take a look here
https://stackoverflow.com/a/26016458/4074557
It is a NavigationController (modal) that auto dismiss for ipad (when you tap outside)
Use your viewcontroller inside of it.
Hope it helps.
I know it's late but consider using CleanModal (tested with iOS 7 and 8).
https://github.com/orafaelreis/CleanModal
You can use MZFormSheetController like this:
MZFormSheetController *formSheet = [[MZFormSheetController alloc] initWithSize:customSize viewController:presentedViewController];
formSheet.shouldDismissOnBackgroundViewTap = YES;
[presentingViewController mz_presentFormSheetController:formSheet animated:YES completionHandler:nil];
In Swift 2/Xcode Version 7.2 (7C68) the following code worked for me.
Attention: this code should be put in the ViewController.swift file of the presented FormSheet or Page Sheet, here: "PageSheetViewController.swift"
class PageSheetViewController: UIViewController, UIGestureRecognizerDelegate {
override func viewDidAppear(animated: Bool) {
let recognizer = UITapGestureRecognizer(target: self, action:Selector("handleTapBehind:"))
recognizer.delegate = self
recognizer.numberOfTapsRequired = 1
recognizer.cancelsTouchesInView = false
self.view.window?.addGestureRecognizer(recognizer)
}
func gestureRecognizer(sender: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWithGestureRecognizer:UIGestureRecognizer) -> Bool {
return true
}
func handleTapBehind(sender:UIGestureRecognizer) {
if(sender.state == UIGestureRecognizerState.Ended){
var location:CGPoint = sender.locationInView(nil)
// detect iOS Version 8.0 or greater
let Device = UIDevice.currentDevice()
let iosVersion = Double(Device.systemVersion) ?? 0
let iOS8 = iosVersion >= 8
if (iOS8) {
// in landscape view you will have to swap the location coordinates
if(UIInterfaceOrientationIsLandscape(UIApplication.sharedApplication().statusBarOrientation)){
location = CGPointMake(location.y, location.x);
}
}
if(!self.view.pointInside(self.view.convertPoint(location, fromView: self.view.window), withEvent: nil)){
self.view.window?.removeGestureRecognizer(sender)
self.dismissViewControllerAnimated(true, completion: nil)
}
}
}
}