UIGestureRecognizerStateBegan calling twice in iOS 6 - iphone

Giving thanks in advance, I would like to share the strange behaviour of UILongPressGestureRecognizer.
UIView *v = [UIView alloc] initWithFrame:CGRectMake(0,0,20,20)];
UILongPressGestureRecognizer *longpressGesture1 = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[v addGestureRecognizer:longpressGesture1];
and here the delegate to handle the gesture recogniser.
-(IBAction)tapped:(UILongPressGestureRecognizer *) gesture
{
switch ([gesture state]) {
case UIGestureRecognizerStateBegan:
{
NSLog(#"Long Tap detacted.");
}
break;
case UIGestureRecognizerStateChanged:
{
NSLog(#"UIGestureRecognizerStateChanged");
}
break;
case UIGestureRecognizerStateEnded:
{
NSLog(#"Long Tap ended.");
}
break;
}
}
This piece of code is working perfectly as expected in iOS 4 and 5, but in ios 6 with retina display when we perform the long tap, UIGestureRecognizerStateBegan is being called twice for a single long tap resulting in a application crash.
Any help is greatly welcome.

UILongPressGestureRecognizer is a continuous event recognizer. You have to look at the state to see if this is the start, middle or end of the event and act accordingly.
Its calling two times because you are pressing and removing your finger.
First call is indicating you that there is an Long tap detected i.e. UIGestureRecognizerStateBegan
Second call is indicating you that there is end of that tap i.e. UIGestureRecognizerStateBegan
There are three state of tap
UIGestureRecognizerStateBegan
UIGestureRecognizerStateChanged
UIGestureRecognizerStateEnded
If you will drag your finger then it will called multiple time that will indicate that there is some changes in its state.
Follow UILongPressGestureRecognizer Class Reference for more

Related

Tap Gesture + Long Press Gesture both not working Together

I want use tap gesture and long press gesture together in a view. But my problem is that I can't able to run tap gesture action on tap. But Long press gesture is working fine.
Here is code snippet.
UILongPressGestureRecognizer *longPressGesture=[[UILongPressGestureRecognizer alloc]initWithTarget:self action:#selector(ontappLongPressGesture:)];
longPressGesture.minimumPressDuration=0.6;
longPressGesture.delegate=self;
[cell.view addGestureRecognizer:longPressGesture];
UITapGestureRecognizer *gesture=[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(cellSelected:)];
//[gesture requireGestureRecognizerToFail:longPressGesture]; //I have tried with this line also but not working
gesture.delegate=self;
[cell.view addGestureRecognizer:gesture];
Also I have set delegate method also
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
This method is getting called on long press
- (void)ontappLongPressGesture:(id)sender{
//Long press code here
}
But this method is not getting called on tap
-(void)cellSelected:(id)sender {
//Single tap code here
}
You haven't specified what type of view your putting these gestureRecognizer's on, however since you are calling it "cell", I'm assuming its on a UITableView?
You need to make sure you set the cancelsTouchesInView flag if so:
gesture.cancelsTouchesInView=NO;
You either need to use one of these two ways.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
// test if our control subview is on-screen
if (cell.view.superview != nil) {
if ([touch.view isDescendantOfView:cell.view]) {
// we touched our control surface
return YES; // handle the touch
}
}
return NO; // ignore the touch
}
Here you need to specify the view for which you want the gestureRecognizer.
Or you can also use these lines of code
gesture.cancelsTouchesInView = NO;
longPressGesture.cancelsTouchesInView = NO;
Hope it will help you.

Stopping a UIGestureRecognizer from calling selector

I'm adding in a few UIGestureRecognizers with a target and selector. I'll just talk about one since the other will be the same i'm sure.
I've added a UIPinchGestureRecognizer
UIPinchGestureRecognizer *pinch = [UIPinchGestureRecognizer new];
[pinch addTarget:self action:#selector(pinchGestureDetected:)];
[self.view setMultipleTouchEnabled:YES];
[self.view addGestureRecognizer:pinch];
Now my goal here is to simply call this method once when I receive a pinch gesture. But obvoiusly it continues to call it as the person pinches. I'm using it as part of a page navigation and will be updating the view when a pinch in is detected.
So in my -(void)pinchGestureDetected:(UIPinchGestureRecognizer)pinch method I'll be calling another method. Kinda like ... and this is a little sudo
-(void)pinchGestureDetected:(UIPinchGestureRecognizer)pinch
{
if (pinch.scale > 1) layoutViewWithMoreDetail;
else layoutViewWithLessDetail;
}
So I don't want it to keep calling this method or the layout method will continue to be called. I want one layout / pinch gesture.
Is there a way I can stop detecting the pinch once it has determined the scale?? Something along the way of ...
-(void)pinchGestureDetected:(UIPinchGestureRecognizer)pinch
{
if (pinch.scale > 1)
{
layoutViewWithMoreDetail;
stop receiving pinch gestures till this.gesture is finished;
}
Would I impliment the GestureDelegate??
-(void)pinchGestureDetected:(UIPinchGestureRecognizer)pinch
{
if (pinch.scale > 1 && pinching == NO )
{
layoutViewWithMoreDetail;
pinching = YES;
}
and then in the delegate for Gesture ended ... pinching = NO;
Thanks for any help
UPinchGestureRecognizer is a continuous gesture - use if(pinch.state == UIGestureRecognizerStateBegan) to detect whether or not the event is just now starting.
However, this results in a low threshold for triggering the event. An alternate method is to quicky disable and enable a gesture when it has been triggered to your satisfaction, like so:
-(void)pinchGestureDetected:(UIPinchGestureRecognizer)pinch
{
if (pinch.scale > 1)
{
//do your stuff here
pinch.enabled = NO;
pinch.enabled = YES;
}
}
This is because if you look at the documentation, it states:
enabled
A Boolean property that indicates whether the gesture recognizer is enabled.
#property(nonatomic, getter=isEnabled) BOOL enabled
Discussion
Disables a gesture recognizers so it does not receive touches. The default value is YES. If you change this property to NO while a gesture recognizer is currently recognizing a gesture, the gesture recognizer transitions to a cancelled state.

Do not called UIGestureRecognizerStateEnded

I use on the my UIImageVIew the
-(IBAction)handlePanFrom:(UIPanGestureRecognizer *)recognizer
and in the my code I try to use a two state:
if([recognizer state] == UIGestureRecognizerStateBegan)
{
NSLog(#"Began");
}
if([recognizer state] == UIGestureRecognizerStateEnded)
{
NSLog(#"End");
}
in the console I see a "Began" message every time when I start move the UIImageView, but no any "End" message...
What I do wrong?
from apple doc:
UIGestureRecognizerStateEnded:
The gesture recognizer has received touches recognized as the end of a continuous gesture. It sends its action message (or messages) at the next cycle of the run loop and resets its state to UIGestureRecognizerStatePossible.
plz try UIGestureRecognizerStateCancelled

iPhone: Combining MKMapView with another UITapGestureRecognizer

i am trying to implement my own gesture recognizer in addition to the one already used by the MKMapView. Right now i can tap on the map and set a pin. This behavior is realized by my UITapGestureRecognizer. When i tap on a pin that already exists, my gesture recognizer does nothing, but instead the callout bubble of this pin is shown. The UIGestureRecognizerDelegate looks like this:
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
if (gestureRecognizer == self.tapRecognizer)
{
bool hitAnnotation = false;
int count = [self.mapView.annotations count];
int counter = 0;
while (counter < count && hitAnnotation == false )
{
if (touch.view == [self.mapView viewForAnnotation:[self.mapView.annotations objectAtIndex:counter]])
{
hitAnnotation = true;
}
counter++;
}
if (hitAnnotation)
{
return NO;
}
}
return YES;
}
This works fine. My only problem are the callout bubbles of the pins and the double tap. Normally the double tap is used for zooming in. This still works but in addition to this, i also get a new pin. Is there any way to avoid this?
The other problem occurs with the callout bubble of a pin. I can open the bubble by tapping on the pin without setting a new pin at this place (see code above) but when i want to close the bubble by tapping on it, another pin is set. My problem is, that i cannot check with touch.view , if the user tapped on a callout bubble, because it is not a regular UIView as far as i know. Any ideas or workarounds for this problem?
Thanks
I had the same problem as your first problem: distinguishing double taps from single taps in an MKMapView. What I did was the following:
[doubleTapper release];
doubleTapper = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(mapDoubleTapped:)];
doubleTapper.numberOfTapsRequired = 2;
doubleTapper.delaysTouchesBegan = NO;
doubleTapper.delaysTouchesEnded = NO;
doubleTapper.cancelsTouchesInView = NO;
doubleTapper.delegate = self;
[mapTapper release];
mapTapper = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(mapTapped:)];
mapTapper.numberOfTapsRequired = 1;
mapTapper.delaysTouchesBegan = NO;
mapTapper.delaysTouchesEnded = NO;
mapTapper.cancelsTouchesInView = NO;
[mapTapper requireGestureRecognizerToFail:doubleTapper];
and then implemented the following delegate method:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
Using requireGestureRecognizerToFail: allows the app to distinguish single taps from double taps and implementing gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer: ensures that double taps are still forwarded to the MKMapView so that it continues zooming normally. Note that doubleTapper doesn't actually do anything (in my case, except log debug messages). It's simply a dummy UIGestureRecognizer that's used to help separate single taps from double taps.

How to create touch events for MKMapView?

How to create Touch Events for MKMapView.
I'm using UIViewController and adding MKMapView on that using interface builder.
Now I need to handle touch events for that map.....
I tried by writing UITouch Delegate methods
But I failed...It is not getting called.
Please post a solution how to handle touch events on MKMapView.....
Thanks in advance...
If you are happy with an iOS 4 and above solution, I've used UIGesture recognisers and never had a problem.
Here's an example for a long pressure gesture (tap and hold):
// Long press gesture recogniser
UILongPressGestureRecognizer *longPressGesture = [[UILongPressGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleLongPressGesture:)];
[self.view addGestureRecognizer:longPressGesture];
[longPressGesture release];
And then you can handle the even in your handleLongPressGesture: method:
-(void)handleLongPressGesture:(UILongPressGestureRecognizer*)sender
{
if (sender.state == UIGestureRecognizerStateEnded || sender.state == UIGestureRecognizerStateChanged)
return;
else {
// Your app logic here...
}
}