I have a MapView, Over which i have added a UIView (0, 216, 320, 200) contain 10 UIButtons. This UIView is to work like a menu, and Shows and Hides on a certain button action.
The problem here is, While the Menu is showing, when i tap a button single ime, it works perfectly, but tapping it very quickly multiple times makes the MapView Zoom(Which is under the UIView which contain the button). It means the touch event is passing to MapView.
Detail: Tapping on the button very quickly cause in MapView Zoom, and the Button Action performs when you stop tapping.
How can i prevent that?
What you could do is disable user interaction for the duration of your button's handler. So in the selector do:
-(void)buttonSelector:(id)sender {
_mapView.userInteractionEnabled = NO;
// ... do what your button needs to do
_mapView.view.userInteractionEnabled = YES;
}
Of course, this assumes your button gets the event before the map view... which I think it should because it's on top of the map view.
To handle the rapid tapping, you could create a subclass of UIButton and use the following code:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
_mapView.userInteractionEnabled = NO;
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_mapView.userInteractionEnabled = YES;
}
In the builder change the class of the UIButton to your subclass. If you debug the touch in the set passed to the touchesEnd method and look at the tapCount, you'll see all your taps have been caught here.
Yes, so the problem was, I was adding UIView as subview over MapView.. I fixed it by adding the UIView as subview on self.view
Related
I want to disable touches on all areas of the screen apart from a specific few points (e.g buttons). I.e. I don't want 'touchesBegan' to trigger at all when I tap anything other than a button. Calling
self.view.userInteractionEnabled = NO;
has the desired effect for not registering touches, but then of course I can't tap any buttons. I basically want the button to still work, even if there are 5 points touching the screen, i.e. all touch inputs have been used up, and the button represents the 6th.
Is this possible?
I've tried inserting a view with userInteraction disabled below my buttons, but it still registers touches when the user taps the screen. It seems the only way to disable touch registering is to do so on the entire screen (on the parent UIView).
UPDATE:
I've tried using gesture recognizers to handle all touch events, and ignore those that don't qualify. Here is my code:
#interface ViewController : UIViewController <UIGestureRecognizerDelegate>
...
- (void)viewDidLoad
{
[super viewDidLoad];
UIGestureRecognizer *allRecognizer = [[UIGestureRecognizer alloc] initWithTarget:self action:nil];
allRecognizer.delegate = self;
[self.view addGestureRecognizer:allRecognizer];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
CGPoint coords = [touch locationInView:self.view];
NSLog(#"Coords: %g, %g", coords.x, coords.y);
if (coords.y < 200) {
[self ignoreTouch:touch forEvent:nil];
return TRUE;
}
return FALSE;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"%i touch(es)", [touches count]);
}
However the screen still 'reads' the touches, so if I place 5 fingers down, the 6th one won't trigger a button press...
You need to set up an invisible UIButton and lay it between the view that should not register touches and the UIButtons that should still be active.
Now you need to set the invisible button's 'userInteractionEnabled':
//userInteractionEnabled == NO => self.view registeres touches
//userInteractionEnabled == YES => self.view doesn't register touches
[_invisibleButton setUserInteractionEnabled:NO];
What really matters in this solution is that both - the invisible and the visible buttons are direct subviews of the VC's view.
You can download an example project from my dropbox:
https://dl.dropboxusercontent.com/u/99449487/DontTapThat.zip
However this example just prevents the handling of certain touches. Completly ignoring input isn't technically possible: Third party apps are not responsible for for detecting input. They are just responsible for handling input. The detection of touch input is done iOS.
The only way to build up a case like you describe it in the comments is to hope that iOS won't interpret the input of your case as a "finger" because it's most likely going to cover an area that's way bigger than a finger.
So in conclusion the best way would be to change the material of the case you're about to build or at least give it a non conductive coating. From a third party developers point of view there is no way to achieve your goals with software if there is a need for 5 fingers as described in the comments.
There is couple of methods in UIView that you can override:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event; // recursively calls -pointInside:withEvent:. point is in the receiver's coordinate system
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event; // default returns YES if point is in bounds
This should prevent to call touchBegin and other methods.
Regards.
I have a nice solution for this. What ever the area you want to hide the interaction place a transparent button on top of the area.
touchesBegan is a default method so it must call all the time when touch happens on view so there is no way-out, But you can still do one thing set
self.buttonPlayMusic.userInteractionEnabled = FALSE;
for the object you don't need touch may be this could be help you with your desired output.
Have you tried using a UIScrollView as the background ? i.e the area where you do not want touch events to be fired.
UIScrollView does not call the touch methods.
You can add UIImageView Control on that area where you want to disable touch event.you can add UIImageView object as top of self.view subViews.
Example
//area -- is that area where you want to disable touch on self.view
UIImageView *imageView=[[UIImageView alloc]initWithFrame:area];
[self.view addSubView:imageView];
You touchDelegate will always call in this way, but if you are doing some task on touch then you can do your task like this way.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
UIButton *touchObject=(UIButton*)[touch view];
if ([touchObject isKindOfClass:[UIButton class]])
{
//Do what ever you want on button touch
}
else{
return;
}
}
I'm working on a photo Collage application. I want to perform an action on image view so any one can help me to solve my problem. when i pick image from photo library and shown on image view after when double click on image view i want to push or present a new view to crop this image .....so anyone tell me what i do to solve my problem...
Use a UIButton of type custom and put an image inside it. And you are done.
Add the Gesture for ImageView
UITapGestureRecognizer *sg=[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(HandleEvent)];
sg.numberOfTapsRequired=2;
[BottomBar addGestureRecognizer:sg];
[sg release];
and do your task here:
-(void)HandleEvent
{
// your task
}
Thanks
You should use a UIButton instead of an UIImageView. You can set its style to custom and then asign it an image. UIButton provides all the methods for double tap already built in.
If you are using UIImageView, make sure you use setUserInteractionEnabled:YES. Then you need to check your touches in touchesBegan, ended, (canceled).
You are set on using UIImageView, you will have to subclass UIImageView and override the touch methods you want to intercept. For example:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Call super to make sure you don't lose any functionality
[super touchesBegan:touches withEvent:event];
// Perform the actions you want to perform with the tap.
}
Using UIButtons as replacements for your UIImageViews is a great idea you can just drag a connection from each button to an outlet in your view controller and handle the action. You can set the background image on the buttons as you are doing currently with the UIImageViews. Set your button type to custom and you'll be good to g
If you are using UIImageView class ,first set setUserInteractionEnabled:YES . Then set UITapGestureRecognizer event to image view.
try this
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint locationPoint = [[touches anyObject] locationInView:self.view];
CGPoint viewPoint = [imageView convertPoint:locationPoint fromView:self.view];
if ([imageView pointInside:viewPoint withEvent:event]) {
//do something
}
}
Make a button, and clear its color. On the back of button, put your image view, so that your imageview seems to be visible and the button doesn't. Now attach event to the button.
I have a situation i have a UIButton Class in which upon selecting a button i am getting the id of the buttton based upon it i am changing the color of the button by using [self addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
And by using touchesBegan, touchesMoved, touchesEnded method i can drag drop the button object to any part of screen.
Now the problem is if i uses touchesBegan, touchesMoved, touchesEnded method then i am not getting id of button so i am not able to change the color.
So how can i able to get both the problem solved?
one of the parameters for touchesBegan is a set of UITouch objects. UITouch has property "view", which is the view that you tapped on. So something like
-(void)touchesBegan:touches withEvent:e
{
id* myButton = [touches anyObject].view;
}
If you call the following method on your parent view (containing all the buttons) in touchesBegan: it should return you the button you are touching....
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
Hope this helps.
Right now I have 2 different UIPickerView in side my UITableViewController. I only show them upon tapping of certain cells in the table. What I'm trying to do is to hide the pickers whenever I touch outside the pickers. Is there a delegate method or something similar to achieve this? I prefer to keep my controller as a UITableViewController instead of a simple UIViewController since I have a textView in one of the cells and scrolling after the keyboard shows is just a bit too much in a UIViewController.
Thanks in advance.
One of the Possible solutions is that when a particular cell is tapped and you handle picker (to present the picker), you can insert a view called as MASK View over the tableview. (with Frame as self.tableview.frame - yourPicker.frame.size.height ). Now when ever you get any click on this view you can handle it as follows
-(void)showMaskView{
if (!viewMaskView) {
CGRect viewRect = CGRectMake(0, 0, self.tableView.frame.size.width, self.tableView.frame.size.height - yourPicker.frame.size.height);
viewMaskView = [[MaskView alloc] initWithFrame:viewRect];
viewMaskView.delegate = self;
}
[self.view addSubview:viewMaskView];
[self.view bringSubviewToFront:viewMaskView];
}
-(void)removeMaskView{
if (viewMaskView) {
[viewMaskView removeFromSuperview];
}
//Remove the Picker
}
In the MaskView class you can handle the touch as follows
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
if(self.delegate && [self.delegate respondsToSelector:#selector(removeMaskView)])
[self.delegate removeMaskView];
}
you can see the colored mask view over the Picker in the image. When tapped it removes picker.
I have a view with multiple subviews. When a user taps a subview, the subview expands in size to cover most of the screen, but some of the other subviews are still visible underneath.
I want my app to ignore touches on the other subviews when one of the subviews is "expanded" like this. Is there a simple way to achieve this? I can write code to handle this, but I was hoping there's a simpler built-in way.
Hope this help...
[[yourSuperView subviews]
makeObjectsPerformSelector:#selector(setUserInteractionEnabled:)
withObject:[NSNumber numberWithBool:FALSE]];
which will disable userInteraction of a view's immediate subviews..Then give userInteraction to the only view you wanted
yourTouchableView.setUserInteraction = TRUE;
EDIT:
It seems in iOS disabling userInteraction on a parent view doesn't disable userInteraction on its childs.. So the code above (I mean the one with makeObjectsPerformSelector:)will only work to disable userInteraction of a parent's immediate subviews..
See user madewulf's answer which recursively get all subviews and disable user interaction of all of them. Or if you need to disable userInteraction of this view in many places in the project, You can categorize UIView to add that feature.. Something like this will do..
#interface UIView (UserInteractionFeatures)
-(void)setRecursiveUserInteraction:(BOOL)value;
#end
#implementation UIView(UserInteractionFeatures)
-(void)setRecursiveUserInteraction:(BOOL)value{
self.userInteractionEnabled = value;
for (UIView *view in [self subviews]) {
[view setRecursiveUserInteraction:value];
}
}
#end
Now you can call
[yourSuperView setRecursiveUserInteraction:NO];
Also user #lxt's suggestion of adding an invisible view on top of all view's is one other way of doing it..
There are a couple of ways of doing this. You could iterate through all your other subviews and set userInteractionEnabled = NO, but this is less than ideal if you have lots of other views (you would, after all, have to subsequently renable them all).
The way I do this is to create an invisible UIView that's the size of the entire screen that 'blocks' all the touches from going to the other views. Sometimes this is literally invisible, other times I may set it to black with an alpha value of 0.3 or so.
When you expand your main subview to fill the screen you can add this 'blocking' UIView behind it (using insertSubview: belowSubview:). When you minimize your expanded subview you can remove the invisible UIView from your hierarchy.
So not quite built-in, but I think the simplest approach. Not sure if that was what you were thinking of already, hopefully it was of some help.
Beware of the code given as solution here by Krishnabhadra:
[[yourSuperView subviews]makeObjectsPerformSelector:#selector(setUserInteractionEnabled:) withObject:[NSNumber numberWithBool:FALSE]];
This will not work in all cases because [yourSuperView subviews] only gives the direct subviews of the superview. To make it work, you will have to iterate recursively on all subviews:
-(void) disableRecursivelyAllSubviews:(UIView *) theView
{
theView.userInteractionEnabled = NO;
for(UIView* subview in [theView subviews])
{
[self disableRecursivelyAllSubviews:subview];
}
}
-(void) disableAllSubviewsOf:(UIView *) theView
{
for(UIView* subview in [theView subviews])
{
[self disableRecursivelyAllSubviews:subview];
}
}
Now a call to disableAllSubviewsOf will do what you wanted to do.
If you have a deep stack of views, the solution by lxt is probably better.
I would do this by putting a custom transparent button with the same frame as the superView. And then on top of that button I would put view that should accept user touches.
Button will swallow all touches and views behind it wouldn't receive any touch events, but view on top of the button will receive touches normally.
Something like this:
- (void)disableTouchesOnView:(UIView *)view {
UIButton *ghostButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, view.frame.size.width, view.frame.size.height)];
[ghostButton setBackgroundColor:[UIColor clearColor]];
ghostButton.tag = 42; // Any random number. Use #define to avoid putting numbers in code.
[view addSubview:ghostButton];
}
And a method for enabling the parentView.
- (void)enableTouchesOnView:(UIView *)view {
[[view viewWithTag:42] removeFromSuperview];
}
So, to disable all views in the parentViev behind yourView, I would do this:
YourView *yourView = [[YourView alloc] initWithCustomInitializer];
// It is important to disable touches on the parent view before adding the top most view.
[self disableTouchesOnView:parentView];
[parentView addSubview:yourView];
Just parentView.UserInteractionEnabled = NO will do the work.
Parent view will disable user interaction on all the view's subviews. But enable it does not enable all subviews(by default UIImageView is not interactable). So an easy way is find the parent view and use the code above, and there is no need to iterate all subviews to perform a selector.
Add a TapGestureRecognizer to your "background view" (the translucent one which "grays out" your normal interface) and set it to "Cancels Touches In View", without adding an action.
let captureTaps = UITapGestureRecognizer()
captureTaps.cancelsTouchesInView = true
dimmedOverlay?.addGestureRecognizer(captureTaps)
I will give my 2 cents to this problem.
Iteratively run userInteractionEnabled = false it's one way.
Another way will be add a UIView like following.
EZEventEater.h
#import <UIKit/UIKit.h>
#interface EZEventEater : UIView
#end
EZEventEater.m
#import "EZEventEater.h"
#implementation EZEventEater
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.backgroundColor = [UIColor clearColor];
self.userInteractionEnabled = false;
}
return self;
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//EZDEBUG(#"eater touched");
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
In your code you add the EZEventEater view to cover all the views that your may block the touch event.
Whenever you want to block the touch event to those views, simply call
eater.userInteractionEnabled = YES;
Hope this helpful.
In Swift 5, I achieved this behaviour by placing a view right on top(the highlighted one) and setting:
myView.isUserInteractionEnabled = true
This does not let the touches go through it, thus ignoring the taps.
For my app, I think it will be sufficient to disable navigation to other tabs of the app (for a limited duration, while I'm doing some processing):
self.tabBarController.view.userInteractionEnabled = NO;
Also, I disabled the current view controller--
self.view.userInteractionEnabled = NO;
(And, by the way, the recursive solutions proposed here had odd effects in my app. The disable seems to work fine, but the re-enable has odd effects-- some of the UI was not renabled).
Simple solution. Add a dummy gesture that does nothing. Make it reusable by adding it to an extension like this:
extension UIView {
func addNullGesture() {
let gesture = UITapGestureRecognizer(target: self,
action: #selector(nullGesture))
addGestureRecognizer(gesture)
}
#objc private func nullGesture() {}
}
setUserInteractionEnabled = NO on the view you want to disable
I had the same problem, but the above solutions did not help.
I then noticed that calling
super.touchesBegan(...) was the problem.
After removing this the event was only handled by the top-most view.
I hope this is of help to anybody.