How to Implement Touch Up Inside in touchesBegan, touchesEnded - iphone

I'm wondering if someone knows how to implement the "touch up inside" response when a user pushes down then lifts their finger in the touchesBegan, touchesEnded methods. I know this can be done with UITapGestureRecognizer, but actually I'm trying to make it so that it only works on a quick tap (with UITapGestureRecognizer, if you hold your finger there for a long time, then lift, it still executes). Anyone know how to implement this?

Using the UILongPressGesturizer is actually a much better solution to mimic all of the functionality of a UIButton (touchUpInside, touchUpOutside, touchDown, etc.):
- (void) longPress:(UILongPressGestureRecognizer *)longPressGestureRecognizer
{
if (longPressGestureRecognizer.state == UIGestureRecognizerStateBegan || longPressGestureRecognizer.state == UIGestureRecognizerStateChanged)
{
CGPoint touchedPoint = [longPressGestureRecognizer locationInView: self];
if (CGRectContainsPoint(self.bounds, touchedPoint))
{
[self addHighlights];
}
else
{
[self removeHighlights];
}
}
else if (longPressGestureRecognizer.state == UIGestureRecognizerStateEnded)
{
if (self.highlightView.superview)
{
[self removeHighlights];
}
CGPoint touchedPoint = [longPressGestureRecognizer locationInView: self];
if (CGRectContainsPoint(self.bounds, touchedPoint))
{
if ([self.delegate respondsToSelector:#selector(buttonViewDidTouchUpInside:)])
{
[self.delegate buttonViewDidTouchUpInside:self];
}
}
}
}

I'm not sure when it was added, but the property isTouchInside is a life saver for any UIControl derived object (e.g. UIButton).
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
super.endTracking(touch, with: event)
if isTouchInside {
// Do the thing you want to do
}
}
Here's the Apple official docs

You can implement touchesBegan and touchesEnded by creating a UIView subclass and implementing it there.
However you can also use a UILongPressGestureRecognizer and achieve the same results.

I did this by putting a timer that gets triggered in touchesBegan. If this timer is still running when touchesEnded gets called, then execute whatever code you wanted to. This gives the effect of touchUpInside.
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSTimer *tapTimer = [[NSTimer scheduledTimerWithTimeInterval:.15 invocation:nil repeats:NO] retain];
self.tapTimer = tapTimer;
[tapTimer release];
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([self.tapTimer isValid])
{
}
}

You can create some BOOL variable then in -touchesBegan check what view or whatever you need was touched and set this BOOL variable to YES. After that in -touchesEnded check if this variable is YES and your view or whatever you need was touched that will be your -touchUpInside. And of course set BOOL variable to NO after.

You can add a UTapGestureRecognizer and a UILongPressGestureRecognizer and add dependency using [tap requiresGestureRecognizerToFail:longPress]; (tap and long press being the objects of added recognizers).
This way, the tap will not be detected if long press is fired.

Related

How to register touch event cocos3d

I have tried to find a way of registering a touch event in cocos3d such as TOUCHESBEGAN but that does not exist, only
-(void) touchEvent: (uint) touchType at: (CGPoint) touchPoint {
NSLog(#"hello");
}
Bu that does not log "hello".
How can this be done?
Not sure if you are still interested with the answer, but here goes.
In order to use touchEvent in cocos3d, you need to enable touch in the CC3Layer (in the initializeControls method)
self.isTouchEnabled = YES;
Then you can use the touchEvent:(uint)touchType at:(CGPoint)touchPoint in the CC3Scene.
Is started to work for me when I have put this code in my CC3Layer subclass
-(void) initializeControls {
[self scheduleUpdate];
self.userInteractionEnabled = YES;
[self setTouchEnabled:YES];
}

Swallow touches, unless touching a child of my current layer

I am writing a pause menu using a CCLayer. I need the layer to swallow touches so that you cannot press the layer below, however I also need to be able to use the buttons on the pause layer itself.
I can get the layer to swallow touches, but the menu won't work either.
Here is my code:
pauseLayer.m
#import "PauseLayer.h"
#implementation PauseLayer
#synthesize delegate;
+ (id) layerWithColor:(ccColor4B)color delegate:(id)_delegate
{
return [[[self alloc] initWithColor:color delegate:_delegate] autorelease];
}
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
NSLog(#"Init");
self.isTouchEnabled = YES;
CGSize wins = [[CCDirector sharedDirector] winSize];
delegate = _delegate;
[self pauseDelegate];
CCSprite * background = [CCSprite spriteWithFile:#"pause_background.png"];
[self addChild:background];
CCMenuItemImage *resume = [CCMenuItemImage itemFromNormalImage:#"back_normal.png"
selectedImage:#"back_clicked.png"
target:self
selector:#selector(doResume:)];
resume.tag = 10;
CCMenu * menu = [CCMenu menuWithItems:resume,nil];
[menu setPosition:ccp(0,0)];
[resume setPosition:ccp([background boundingBox].size.width/2,[background boundingBox].size.height/2)];
[background addChild:menu];
[background setPosition:ccp(wins.width/2,wins.height/2)];
}
return self;
}
-(void)pauseDelegate
{
NSLog(#"pause delegate");
if([delegate respondsToSelector:#selector(pauseLayerDidPause)])
[delegate pauseLayerDidPause];
}
-(void)doResume: (id)sender
{
if([delegate respondsToSelector:#selector(pauseLayerDidUnpause)])
[delegate pauseLayerDidUnpause];
[self.parent removeChild:self cleanup:YES];
}
- (void)onEnter {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN+1 swallowsTouches:YES];
[super onEnter];
}
- (void)onExit {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
return YES;
}
-(void)dealloc
{
[super dealloc];
}
#end
why dont you just disable touches on the game layer?
like in the onEnter method disable the touches on the game layer..and onExit re enable them
something like
-onEnter{
gameLayer.isTouchEnabled=NO;
....
}
-onExit{
gameLater.isTouchEnabled=YES;
...
}
also you wont need CCTouchDispatcher
According to your code, the problem is the modal layer is swallowing events even if it's for the own children.
To solve this problem, you have to set the touch priority of the children even higher than the modal layer itself.
In other words, set the menu's touch priority value below modal layer's.
There are two solutions.
Simply override "CCMenu::registerWithTouchDispatcher()" method and set the priority higher from the beginning.
Change menu's touch priority using "setPriority" method of the touchDispatcher or "setHandlerPriority" of menu itself.
To achieve second solution, you have to pay attention to the timing.
"CCMenu::registerWithTouchDispatcher()" is called somewhere AFTER "onEnter" and "onEnterTransitionDidFinish".
So, use "scheduleOnce" or something like that.
Sample codes.
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
//your codes...... put CCMenu in instance
[self scheduleOnce:#selector(setMenuPriority:) delay:0];
}
return self;
}
- (void) setMenuPriority (ccTime)dt {
[[[CCDirector sharedDirector] touchDispatcher] setPriority:INT_MIN forDelegate:menu];
//priority "INT_MIN" because you set the layer's priority to "INT_MIN+1".
}
PS: My english is not so good, so if there are loose sentences, correction will be very pleased :)
The problem is, that the layer/node hierarchy is not considered when propagating touches.
The touches are handed from the touch handler with the smallest priority value to the ones with the highest.
The touches are not forwarded anymore, once one of the responders swallows the touch.
You can use an approach similar to CCMenu. CCMenu handles all touches and detects which CCMenuItemhas been selected, based on the position of these items.
If you implement this the same way, you let your PauseLayer handle and swallow all touches and use a seperate mechanism to determine which child element in your PauseLayer has been selected.
Example Implementation: CCMenu Subclass
I have implemented a solution in this repository:
https://github.com/Ben-G/MGWU-Widgets/tree/master/Projectfiles/Components/CCMenuBlocking
That component is a CCMenuSubclass that swallows all touches and does not forward them.
Example Implementation: CCNode
Here is a more general solution of a CCNode that swallows touches and only forwards them to its own children:
https://github.com/Ben-G/MGWU-Widgets/blob/master/Projectfiles/Components/Popup/PopUp.m

Why does UINavigationBar steal touch events?

I have a custom UIButton with UILabel added as subview. Button perform given selector only when I touch it about 15points lower of top bound. And when I tap above that area nothing happens.
I found out that it hasn't caused by wrong creation of button and label, because after I shift the button lower at about 15 px it works correctly.
UPDATE I forgot to say that button located under the UINavigationBar and 1/3 of upper part of the button don't get touch events.
Image was here
View with 4 buttons is located under the NavigationBar. And when touch the "Basketball" in top, BackButton get touch event, and when touch "Piano" in top, then rightBarButton (if exists) get touch. If not exists, nothing happened.
I didn't find this documented feature in App docs.
Also I found this topic related to my problem, but there is no answer too.
I noticed that if you set userInteractionEnabled to OFF, the NavigationBar doesn't "steal" the touches anymore.
So you have to subclass your UINavigationBar and in your CustomNavigationBar do this:
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if ([self pointInside:point withEvent:event]) {
self.userInteractionEnabled = YES;
} else {
self.userInteractionEnabled = NO;
}
return [super hitTest:point withEvent:event];
}
Info about how to subclass UINavigationBar you can find here.
I found out the answer here(Apple Developer Forum).
Keith at Apple Developer Technical Support, on 18th May 2010 (iPhone OS 3):
I recommend that you avoid having touch-sensitive UI in such close proximity to the nav bar or toolbar. These areas are typically known as "slop factors" making it easier for users to perform touch events on buttons without the difficulty of performing precision touches. This is also the case for UIButtons for example.
But if you want to capture the touch event before the navigation bar or toolbar receives it, you can subclass UIWindow and override:
-(void)sendEvent:(UIEvent *)event;
Also I found out,that when I touch the area under the UINavigationBar, the location.y defined as 64,though it was not.
So I made this:
CustomWindow.h
#interface CustomWindow: UIWindow
#end
CustomWindow.m
#implementation CustomWindow
- (void) sendEvent:(UIEvent *)event
{
BOOL flag = YES;
switch ([event type])
{
case UIEventTypeTouches:
//[self catchUIEventTypeTouches: event]; perform if you need to do something with event
for (UITouch *touch in [event allTouches]) {
if ([touch phase] == UITouchPhaseBegan) {
for (int i=0; i<[self.subviews count]; i++) {
//GET THE FINGER LOCATION ON THE SCREEN
CGPoint location = [touch locationInView:[self.subviews objectAtIndex:i]];
//REPORT THE TOUCH
NSLog(#"[%#] touchesBegan (%i,%i)", [[self.subviews objectAtIndex:i] class],(NSInteger) location.x, (NSInteger) location.y);
if (((NSInteger)location.y) == 64) {
flag = NO;
}
}
}
}
break;
default:
break;
}
if(!flag) return; //to do nothing
/*IMPORTANT*/[super sendEvent:(UIEvent *)event];/*IMPORTANT*/
}
#end
In AppDelegate class I use CustomWindow instead of UIWindow.
Now when I touch area under navigation bar, nothing happens.
My buttons still don't get touch events,because I don't know how to send this event (and change coordinates) to my view with buttons.
Subclass UINavigationBar and add this method. It will cause taps to be passed through unless they are tapping a subview (such as a button).
-(UIView*) hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *v = [super hitTest:point withEvent:event];
return v == self? nil: v;
}
The solution for me was the following one:
First:
Add in your application (It doesn't matter where you enter this code) an extension for UINavigationBar like so:
The following code just dispatch a notification with the point and event when the navigationBar is being tapped.
extension UINavigationBar {
open override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
NotificationCenter.default.post(name: NSNotification.Name(rawValue: "tapNavigationBar"), object: nil, userInfo: ["point": point, "event": event as Any])
return super.hitTest(point, with: event)
}
}
Then in your specific view controller you must listen to this notification by adding this line in your viewDidLoad:
NotificationCenter.default.addObserver(self, selector: #selector(tapNavigationBar), name: NSNotification.Name(rawValue: "tapNavigationBar"), object: nil)
Then you need to create the method tapNavigationBar in your view controller as so:
func tapNavigationBar(notification: Notification) {
let pointOpt = notification.userInfo?["point"] as? CGPoint
let eventOpt = notification.userInfo?["event"] as? UIEvent?
guard let point = pointOpt, let event = eventOpt else { return }
let convertedPoint = YOUR_VIEW_BEHIND_THE_NAVBAR.convert(point, from: self.navigationController?.navigationBar)
if YOUR_VIEW_BEHIND_THE_NAVBAR.point(inside: convertedPoint, with: event) {
//Dispatch whatever you wanted at the first place.
}
}
PD: Don't forget to remove the observation in the deinit like so:
deinit {
NotificationCenter.default.removeObserver(self)
}
That's it... That's a little bit 'tricky', but it's a good workaround for not subclassing and getting a notification anytime the navigationBar is being tapped.
I just wanted to share another prospective to solving this problem. This is not a problem by design, but it was meant to help user get back or navigate. But we need to put things tightly in or below nav bar and things look sad.
First lets look at the code.
class MyNavigationBar: UINavigationBar {
private var secondTap = false
private var firstTapPoint = CGPointZero
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
if !self.secondTap{
self.firstTapPoint = point
}
defer{
self.secondTap = !self.secondTap
}
return super.pointInside(firstTapPoint, withEvent: event)
}
}
You might be see why am i doing second touch handling. There is the recipe to the solution.
Hit test is called twice for a call. The first time the actual point on the window is reported. Everything goes well. On the second pass, this happens.
If system sees a nav bar and the hit point is around 9 pixels more on Y side, it tries to decrease that gradually to below 44 points which is where the nav bar is.
Take a look at the screen to be clear.
So theres a mechanism that will use nearby logic to the second pass of hittest. If we can know its second pass and then call the super with first hit test point. Job done.
The above code does that exactly.
There are 2 things that might be causing problems.
Did you try setUserInteractionEnabled:NO for the label.
Second thing i think might work is apart from that after adding label on top of button you can send the label to back (it might work, not sure although)
[button sendSubviewToBack:label];
Please let me know if the code works :)
Your labels are huge. They start at {0,0} (the left top corner of the button), extend over the entire width of the button and have a height of the entire view. Check your frame data and try again.
Also, you have the option of using the UIButton property titleLabel. Maybe you are setting the title later and it goes into this label rather than your own UILabel. That would explain why the text (belonging to the button) would work, while the label would be covering the rest of the button (not letting the taps go through).
titleLabel is a read-only property, but you can customize it just as your own label (except perhaps the frame) including text color, font, shadow, etc.
This solved my problem..
I added hitTest:withEvent: code to my navbar subclass..
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
int errorMargin = 5;// space left to decrease the click event area
CGRect smallerFrame = CGRectMake(0 , 0 - errorMargin, self.frame.size.width, self.frame.size.height);
BOOL isTouchAllowed = (CGRectContainsPoint(smallerFrame, point) == 1);
if (isTouchAllowed) {
self.userInteractionEnabled = YES;
} else {
self.userInteractionEnabled = NO;
}
return [super hitTest:point withEvent:event];
}
Extending Alexander's solution:
Step 1. Subclass UIWindow
#interface ChunyuWindow : UIWindow {
NSMutableArray * _views;
#private
UIView *_touchView;
}
- (void)addViewForTouchPriority:(UIView*)view;
- (void)removeViewForTouchPriority:(UIView*)view;
#end
// .m File
// #import "ChunyuWindow.h"
#implementation ChunyuWindow
- (void) dealloc {
TT_RELEASE_SAFELY(_views);
[super dealloc];
}
- (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event {
if (UIEventSubtypeMotionShake == motion
&& [TTNavigator navigator].supportsShakeToReload) {
// If you're going to use a custom navigator implementation, you need to ensure that you
// implement the reload method. If you're inheriting from TTNavigator, then you're fine.
TTDASSERT([[TTNavigator navigator] respondsToSelector:#selector(reload)]);
[(TTNavigator*)[TTNavigator navigator] reload];
}
}
- (void)addViewForTouchPriority:(UIView*)view {
if ( !_views ) {
_views = [[NSMutableArray alloc] init];
}
if (![_views containsObject: view]) {
[_views addObject:view];
}
}
- (void)removeViewForTouchPriority:(UIView*)view {
if ( !_views ) {
return;
}
if ([_views containsObject: view]) {
[_views removeObject:view];
}
}
- (void)sendEvent:(UIEvent *)event {
if ( !_views || _views.count == 0 ) {
[super sendEvent:event];
return;
}
UITouch *touch = [[event allTouches] anyObject];
switch (touch.phase) {
case UITouchPhaseBegan: {
for ( UIView *view in _views ) {
if ( CGRectContainsPoint(view.frame, [touch locationInView:[view superview]]) ) {
_touchView = view;
[_touchView touchesBegan:[event allTouches] withEvent:event];
return;
}
}
break;
}
case UITouchPhaseMoved: {
if ( _touchView ) {
[_touchView touchesMoved:[event allTouches] withEvent:event];
return;
}
break;
}
case UITouchPhaseCancelled: {
if ( _touchView ) {
[_touchView touchesCancelled:[event allTouches] withEvent:event];
_touchView = nil;
return;
}
break;
}
case UITouchPhaseEnded: {
if ( _touchView ) {
[_touchView touchesEnded:[event allTouches] withEvent:event];
_touchView = nil;
return;
}
break;
}
default: {
break;
}
}
[super sendEvent:event];
}
#end
Step 2: Assign ChunyuWindow instance to AppDelegate Instance
Step 3: Implement touchesEnded:widthEvent: for view with buttons, for example:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded: touches withEvent: event];
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView: _buttonsView]; // a subview contains buttons
for (UIButton* button in _buttons) {
if (CGRectContainsPoint(button.frame, point)) {
[self onTabButtonClicked: button];
break;
}
}
}
Step 4: call ChunyuWindow's addViewForTouchPriority when the view we care about appears, and call removeViewForTouchPriority when the view disappears or dealloc, in viewDidAppear/viewDidDisappear/dealloc of ViewControllers, so _touchView in ChunyuWindow is NULL, and it is the same as UIWindow, having no side effects.
An alternative solution that worked for me, based on the answer provided by Alexandar:
self.navigationController?.barHideOnTapGestureRecognizer.enabled = false
Instead of overriding the UIWindow, you can just disable the gesture recogniser responsible for the "slop area" on the UINavigationBar.
Give a extension version according to Bart Whiteley. No need to subclass.
#implementation UINavigationBar(Xxxxxx)
- (UIView*)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *v = [super hitTest:point withEvent:event];
return v == self ? nil: v;
}
#end
The following worked for me:
self.navigationController?.isNavigationBarHidden = true

(cocos2d sneaky input) when setting joystick position with touchLocation, sprite won't move

i want to let user choose where the joystick should be. i.e., when user touch at one location, the joystick will appear there and ready to use and will remove when finger released.
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self getChildByTag:kTagJoyStick] == nil) {
[self addJoystickWithPosition:[Helper locationFromTouches:touches]];
}
}
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self getChildByTag:kTagJoyStick] != nil) {
[self removeChildByTag:kTagJoyStick cleanup:YES];
}
}
-(void) ccTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self ccTouchesEnded:touches withEvent:event];
}
(do nothing in ccTouchesMoved method)
the update methods for joystick is:
-(void) sneakyUpdate {
if ([self getChildByTag:kTagJoyStick] != nil) {
if (joystick.velocity.x < 0) {
[self controlLeft];
}
else if (joystick.velocity.x > 0) {
[self controlRight];
}
else {
[self controlStop];
}
}
else {
[self controlStop];
}
}
but the result is, the joystick will appear and auto remove. but my sprite won't move. ( i set the break point, the sneakyUpdate method did get called. but the joystick.velocity is always 0. (and the thumbSprite didn't follow our finger.
please help me.
update:
and it turns out that i have to use 2 fingers (one for touch once and let the joystick show up, move my finger away, and then use another finger to control the joystick)
I'm not 100% sure, but I think you should use ccTouchBegan instead ccTouchesBegan, because sneakyJoystick classes use ccTouchBegan/Moved/Ended/Cancelled. Also, there are for a single touch, that is what you want.
I hope it works!
It looks like the problem is in your joystick class. Every joystick implementation I've seen uses the ccTouchesBegan method to activate the joystick, then in the ccTouchesMoved method, it makes sure its activated before using it. The problem I am seeing is that you create and add the joystick AFTER the touches began method, meaning your joystick never 'activates'. One way of bypassing this is to do all of the joystick's ccTouchesBegan functions in the method that creates the joystick, and 'activate' it from there by passing a reference to the touch that will be using it.

How to call a method only once during -(void)touchesMoved?

I am using - (void) touchesMoved to do stuff when ever I enter a specific frame, in this case the area of a button.
My problem is, I only want it to do stuff when I enter the frame - not when I am moving my finger inside the frame.
Does anyone know how I can call my methods only once while I am inside the frame, and still allow me to call it once again if I re-enter it in the same touchMove.
Thank you.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint location = [touch locationInView:touch.view];
if(CGRectContainsPoint(p1.frame, location))
{
//I only want the below to me called
// once while I am inside this frame
[self pP01];
[p1 setHighlighted:YES];
}else {
[p1 setHighlighted:NO];
}
}
You can use some attribute to check if the code was already called when you were entering specific area. It looks like highlighted state of p1 object (not sure what it is) may be appropriate for that:
if(CGRectContainsPoint(p1.frame, location))
{
if (!p1.isHighlighted){ // We entered the area but have not run highlighting code yet
//I only want the below to me called
// once while I am inside this frame
[self pP01];
[p1 setHighlighted:YES];
}
}else { // We left the area - so we'll call highlighting code when we enter next time
[p1 setHighlighted:NO];
}
Simply add a BOOL that you check in touchesMoved and reset in touchesEnded
if( CGRectContainsPoint([p1 frame],[touch locationInView:self.view])) {
NSLog (#"Touch Moved over p1");
if (!p14.isHighlighted) {
[self action: p1];
p1.highlighted = YES;
}
}else {
p1.highlighted = NO;
}
try using a UIButton and use the 'touch drag enter' connection in Interface Builder.