I'm using an AlertView with a UITextView subview to let users reply to posts in my app, but I want the Reply button of the alert to disable when the user types more than the character limit. Will disabling the alert view button like this get my app rejected, is there a better way to do this?
-(void)textViewDidChange:(UITextView *)textView {
if (!replyAlert) {
return;
}
//character count
replyAlert.title = [NSString stringWithFormat:#"Reply to Post (%i/250)", [textView.text length]];
if ([textView.text length]>=250) {
//disable alert view button
for (UIView* view in [replyAlert subviews])
{
if ([[[view class] description] isEqualToString:#"UIAlertButton"])
{
UIButton *button = (UIButton*)view;
if ([button.titleLabel.text isEqualToString:#"Reply"]) {
//disable
button.enabled = NO;
}
}
}
} else if ([textView.text length]==249) {
//re-enable button if user deleted a character
for (UIView* view in [replyAlert subviews])
{
if ([[[view class] description] isEqualToString:#"UIAlertButton"])
{
UIButton *button = (UIButton*)view;
if ([button.titleLabel.text isEqualToString:#"Reply"]) {
//enable
button.enabled = YES;
}
}
}
}
}
Have a look at this method on the delegate (UIAlertViewDelegate)
- (BOOL)alertViewShouldEnableFirstOtherButton:(UIAlertView *)alertView
This method will be called each time a user types a character into a text field in the alert view, assuming you are using the UIAlertViewStylePlainTextInput (?). So in this method you could check the length of the text in the text field and return TRUE/FALSE accordingly.
The method is only available in iOS 5.0 or later too which may be an issue if supporting older versions.
If you are adding your own text fields as subviews to the alert view, then this alone is cause for the app to be rejected as it states that the view hierarchy is not to be manipulated. If you are using the text input style alert view out-of-the-box and just navigating the subviews to check the button titles and disable them, I'd be surprised (note this is a subjective opinion) if that caused a rejection of the app.
I have been working on an app for a couple of months now, but have finally run into an issue that I can't solve myself, and can't find anything on the internet to help.
I am using several normal UIAlertViews, in my app. Some have 2 buttons, some have 3 buttons, and a couple have 2 buttons and a text field. However all have the same issue. When you call [someAlertView show]; the alert view appears as normal, but then suddenly its graphics context seems to get corrupted as you can see from the screenshot.
This happens on both iPhone and iPad simulators (both 5.0 and 5.1), and happens on an iPad and iPhone4S device as well.
The image showing through is whatever happens to be behind the alertView.
The Alert still works, I can click the buttons, type in the text field, then when it dismisses the delegate methods are called correctly and everything goes back to normal. When the alertView appears again, the same thing happens.
The view behind the alert is a custom UIScrollView subclass with a content size of approximately 4000 pixels by 1000 with a UIImage as the background. The png file is mostly transparent, so is only about 80kB in memory size, and the phone is having no issues rendering it - the scroll view is still fully responsive and not slow.
It also has a CADisplayLink timer attached to it as part of the subclass. I have tried disabling this just before the alertView is shown, but it makes no difference so I am doubtful that is the issue.
This app is a partial rewrite of one I made for a university project, and that one could display UIAlertViews over the top of a scrollView of the same size and subclass without issue. The difference between this app and that one is that in my old app, I had subclassed UIAlertView to add extra things such as a pickerView, however I decided that I didn't like the way it looked so moved everything out of the alert and am just sticking with a standard UIAlertView.
This is how the alertView in the screenshot is called:
- (IBAction)loadSimulation:(id)sender {
importAlert = [[UIAlertView alloc] initWithTitle:#"Load Simulation" message:#"Enter Filename:" delegate:self cancelButtonTitle:#"Cancel" otherButtonTitles:#"Load", nil];
[importAlert setAlertViewStyle:UIAlertViewStylePlainTextInput];
[importAlert showPausingSimulation:self.simulationView]; //Calling [importAlert show]; makes no difference.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
[self hideOrganiser]; //Not an issue as the problem occurs on iPad as well.
}
}
With this being the categorised AlertView to add the ability to stop the scrollViews CADisplay link.
#interface UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView*)simulationView;
#end
#implementation UIAlertView(pauseDisplayLink)
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
[simulationView removeDisplayLink]; //displayLink needs to be removed from the run loop, otherwise it will keep going in the background and get corrupted.
[self show];
}
I get no memory warnings when this happens, so I am doubtful it is due to lack of resources.
Has anyone come across an issue like this before? If you need further information I can try to provide it, but I am limited in what code I can post. Any help would be appreciated, I've been trying to solve this for two weeks and can't figure it out.
Edit:
It appears that it is not the AlertView at all (or rather it is not just the alertView), as the problem goes away when I remove the scroll view behind it, so there must be some issue between the two. This is the code for my UIScrollView subclass:
.h file:
#import
#import
#class ECSimulatorController;
#interface UILogicSimulatorView : UIScrollView {
CADisplayLink *displayLink;
NSInteger _updateRate;
ECSimulatorController* _hostName;
}
#property (nonatomic) NSInteger updateRate;
#property (nonatomic, strong) ECSimulatorController* hostName;
- (void) removeDisplayLink;
- (void) reAddDisplayLink;
- (void) displayUpdated:(CADisplayLink*)timer;
- (void) startRunning;
- (void) stopRunning;
- (void) refreshRate:(NSInteger)rate;
- (void) setHost:(id)host;
- (void)setMinimumNumberOfTouches:(NSInteger)touches;
- (void)setMaximumNumberOfTouches:(NSInteger)touches;
#end
.m file:
#import "UILogicSimulatorView.h"
#import "ECSimulatorController.h"
#import <QuartzCore/QuartzCore.h>
#implementation UILogicSimulatorView
#synthesize updateRate = _updateRate;
#synthesize hostName = _hostName;
- (void)reAddDisplayLink {
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be re-added to the run loop after having been removed.
}
- (void)removeDisplayLink {
[displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; //allows the display link to be removed from the Run loop without deleting it. Removing it is essential to prevent corruption between the games and the simulator as both use CADisplay link, and only one can be in the run loop at a given moment.
}
- (void)startRunning {
[self refreshRate:self.updateRate];
[displayLink setPaused:NO];
}
- (void)refreshRate:(NSInteger)rate {
if (rate > 59) {
rate = 59; //prevent the rate from being set too an undefined value.
}
NSInteger frameInterval = 60 - rate; //rate is the number of frames to skip. There are 60FPS, so this converts to frame interval.
[displayLink setFrameInterval:frameInterval];
}
- (void)stopRunning {
[displayLink setPaused:YES];
}
- (void)displayUpdated:(CADisplayLink*)timer {
//call the function that the snakeController host needs to update
[self.hostName updateStates];
}
- (void)setHost:(ECSimulatorController*)host;
{
self.hostName = host; //Host allows the CADisplay link to call a selector in the object which created this one.
}
- (id)initWithFrame:(CGRect)frame
{
//Locates the UIScrollView's gesture recogniser
if(self = [super initWithFrame:frame])
{
[self setMinimumNumberOfTouches:2];
displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(displayUpdated:)]; //CADisplayLink will update the logic gate states.
self.updateRate = 1;
[displayLink setPaused:YES];
}
return self;
}
- (void)setMinimumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the minimum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMinimumNumberOfTouches:touches];
}
}
}
- (void)setMaximumNumberOfTouches:(NSInteger)touches{
for (UIGestureRecognizer *gestureRecognizer in [self gestureRecognizers])
{
if([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]])
{
//Changes the maximum number of touches to 'touches'. This allows the UIPanGestureRecogniser in the object which created this one to work with one finger.
[(UIPanGestureRecognizer*)gestureRecognizer setMaximumNumberOfTouches:touches];
}
}
}
#end
Well, I have managed to come up a solution to this. Really it is probably just masking the issue rather than finding the route cause, but at this point I will take it.
First some code:
#interface UIView (ViewCapture)
- (UIImage*)captureView;
- (UIImage*)captureViewInRect:(CGRect)rect;
#end
#implementation UIView (ViewCapture)
- (UIImage*)captureView {
return [self captureViewInRect:self.frame];
}
- (UIImage*)captureViewInRect:(CGRect)rect
{
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return screenShot;
}
#end
- (void)showPausingSimulation:(UILogicSimulatorView *)simulationView {
[simulationView stopRunning];
UIView* superView = simulationView.superview;
CGPoint oldOffset = simulationView.contentOffset;
for (UIView* subview in simulationView.subviews) {
//offset subviews so they appear when content offset is (0,0)
CGRect frame = subview.frame;
frame.origin.x -= oldOffset.x;
frame.origin.y -= oldOffset.y;
subview.frame = frame;
}
simulationView.contentOffset = CGPointZero; //set the offset to (0,0)
UIImage* image = [simulationView captureView]; //Capture the frame of the scrollview
simulationView.contentOffset = oldOffset; //restore the old offset
for (UIView* subview in simulationView.subviews) {
//Restore the original positions of the subviews
CGRect frame = subview.frame;
frame.origin.x += oldOffset.x;
frame.origin.y += oldOffset.y;
subview.frame = frame;
}
[simulationView setHidden:YES];
UIImageView* imageView = [[UIImageView alloc] initWithFrame:simulationView.frame];
[imageView setImage:image];
[imageView setTag:999];
[superView addSubview:imageView];
[imageView setHidden:NO];
superView = nil;
imageView = nil;
image = nil;
[self show];
}
- (void)dismissUnpausingSimulation:(UILogicSimulatorView *)simulationView {
UIView* superView = simulationView.superview;
UIImageView* imageView = (UIImageView*)[superView viewWithTag:999];
[imageView removeFromSuperview];
imageView = nil;
superView = nil;
[simulationView setHidden:NO];
[simulationView startRunning];
}
Then modifying the dismiss delegate method in my class to have this line:
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex {
[alertView dismissUnpausingSimulation:self.simulationView];
...
When the alert view is called, but before it is shown, I need to hide the simulator to prevent it corrupting the alert. However just hiding it is ugly as then all is visible behind is a empty view.
To fix this, I first make a UIImage from the simulator views graphics context. I then create a UIImageView with the same frame as the simulator and set the UIImage as its image.
I then hide the simulator view (curing the alert issue), and add my new UIImageView to the simulators superview. I also set the tag of the image view so I can find it later.
When the alert dismisses, the image view is then recovered based on its tag, and removed from its superview. The simulator is then unhidden.
The result is that the rendering issue is gone.
I know its too late for an answer to this question. Lately I had experianced this very same issue.
My Case:
Added couple of custom UIViews with background images and some controlls to the scroll view with shadow effect. I had also set the shadowOffset.
The Solution:
After some step by step analysis, I found out that setting the setShadowOpacity caused The rendering problem for me. When i commented that line of code, it cured the UIAlertView back to normal appearance.
More:
To make sure, I created a new project mimicing the original ui with shadowOpacity. But it didnt caused the rendering problem as i expected. So I am not sure about the root cause. For me it was setShadowOpacity.
I want to check whether the UIALertView is present on the screen or not, though I have done it by using the following method:
-(BOOL) isAlertShowing
{
for (UIWindow* window in [UIApplication sharedApplication].windows) {
NSArray* subviews = window.subviews;
if ([subviews count] > 0)
if ([[subviews objectAtIndex:0] isKindOfClass:[UIAlertView class]])
return YES;
}
return NO;
}
but I came to know that it is undocumented one. So, please tell me authenticate way of doing it.
In an app I submitted (and is approved), I have used a similar approach (see iPhone: detecting if a UIAlert/UIActionSheet are open)...
I don't see why you think it's not a valid method - I'd try it.
For a cutom camera overlay I need to find out, when the iris is opened, because my overlay will allways shown while the iris is close (and then animating to open).
Any ideas ?
You can listen for the PLCameraViewIrisAnimationDidEndNotification notification. Since this is not officially documented, you might be in violation of the Apple TOS, but I think so long as you write your code so that it's defensive against the possibility that the name or contract of this notification might change (so in the future you might not get the event) you'll probably be ok. In other words, use a timer or other technique to ensure that the thing you want done when the iris is open will definitely happen eventually even if you never get the notification...
Trivial example without the defensive programming. (Of course, you can register an interest only for this specific notification as well, see the docs for the notification center.)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(notificationCallback:)
name:nil
object:nil
];
- (void) notificationCallback:(NSNotification *) notification {
if ([[notification name] isEqualToString:#"PLCameraViewIrisAnimationDidEndNotification"]) {
NSLog(#"Iris open");
// we don't need to listen any more
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
}
It seems that PLCameraViewIrisAnimationDidEndNotification no longer gets notified in iOS5.
I can't figure out what is a suitable solution when the iris has finished opening, there must another option rather than using a 3 second timer.
Check here: https://devforums.apple.com/message/561008#561008
I have a ViewController (ALImagePickerController) which holds, initializes and presents the UIImagePickerController as a child view controller (I have another child view controller for presenting the taken image which is not shown here) and I present (as a modal) the ALImagePickerController when I want to use the camera. So during this the viewDidAppear of the ViewContoller I add an animation to bring in the camera overlay gracefully as the shutter animation disappears.
#interface ALImagePickerController ()
#property (nonatomic) UIImagePickerController *cameraController;
#property (nonatomic) CameraOverlayView *overlayView;
....
#end
#implementation ALImagePickerController
....
- (void)viewDidLoad {
[super viewDidLoad];
[UIApplication sharedApplication].statusBarHidden = YES;
self.cameraController = [UIImagePickerController new];
self.cameraController.sourceType = UIImagePickerControllerSourceTypeCamera;
self.cameraController.delegate = self;
self.cameraController.allowsEditing = NO;
self.cameraController.showsCameraControls = NO;
....
self.overlayView = [CameraOverlayView new];
....
self.overlayView.alpha = 0;
self.cameraController.cameraOverlayView = self.overlayView;
....
// add as child view controller
[self addChildViewController:self.cameraController];
[self.view addSubview:self.cameraController.view];
[self.cameraController didMoveToParentViewController:self];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[UIApplication sharedApplication].statusBarHidden = NO;
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
// smoothly bring in the overlay as the native camera shutter animation opens.
[UIView animateWithDuration:0.2 delay:0.3 options:UIViewAnimationCurveEaseOut animations:^{
self.overlayView.alpha = 1.f;
} completion:nil];
}
....
#end
The way I solved this problem is I initialize all the elements with the hidden property set to YES, then call a 3-second delayed selector after I call the camera, where I set all the elements to hidden = NO. It's not an ideal solution but it seems to work, and any lag after the iris is opened is negligible.
You should already know when the camera is ready to take a picture. At least the way I use a custom camera overlay, I init the view with something like self.sourceType = UIImagePickerControllerSourceTypeCamera; and the other usual setup, and the camera is ready (or "iris is open") at that point.
In summary, if one is using a custom camera overlay the way I am used to using it, one will know when the iris is open because it is under your control.
My app has several buttons which trigger different events. The user should NOT be able to hold down several buttons. Anyhow, holding down several buttons crashes the app.
And so, I'm trying to disable multi-touch in my app.
I've unchecked 'Multiple Touch' in all the xib files, and as far as I can work out, the properties 'multipleTouchEnabled' and 'exclusiveTouch' control whether the view uses multitouch. So in my applicationDidFinishLaunching I've put this:
self.mainViewController.view.multipleTouchEnabled = NO;
self.mainViewController.view.exclusiveTouch = YES;
And in each of my view controllers I've put this in the viewDidLoad
self.view.multipleTouchEnabled = NO;
self.view.exclusiveTouch = YES;
However, it still accepts multiple touches. I could do something like disable other buttons after getting a touch down event, but this would be an ugly hack. Surely there is a way to properly disable multi-touch?
If you want only one button to respond to touches at a time, you need to set exclusiveTouch for that button, rather than for the parent view. Alternatively, you could disable the other buttons when a button gets the "Touch Down" event.
Here's an example of the latter, which worked better in my testing. Setting exclusiveTouch for the buttons kind-of worked, but led to some interesting problems when you moved your finger off the edge of a button, rather than just clicking it.
You need to have outlets in your controller hooked up to each button, and have the "Touch Down", "Touch Up Inside", and "Touch Up Outside" events hooked to the proper methods in your controller.
#import "multibuttonsViewController.h"
#implementation multibuttonsViewController
// hook this up to "Touch Down" for each button
- (IBAction) pressed: (id) sender
{
if (sender == one)
{
two.enabled = false;
three.enabled = false;
[label setText: #"One"]; // or whatever you want to do
}
else if (sender == two)
{
one.enabled = false;
three.enabled = false;
[label setText: #"Two"]; // or whatever you want to do
}
else
{
one.enabled = false;
two.enabled = false;
[label setText: #"Three"]; // or whatever you want to do
}
}
// hook this up to "Touch Up Inside" and "Touch Up Outside"
- (IBAction) released: (id) sender
{
one.enabled = true;
two.enabled = true;
three.enabled = true;
}
#end
- (void)viewDidLoad {
[super viewDidLoad];
for(UIView* v in self.view.subviews)
{
if([v isKindOfClass:[UIButton class]])
{
UIButton* btn = (UIButton*)v;
[btn setExclusiveTouch:YES];
}
}
}
- (void)viewDidLoad {
[super viewDidLoad];
for(UIView* v in self.view.subviews)
{
if([v isKindOfClass:[UIButton class]])
{
UIButton* btn = (UIButton*)v;
[btn setExclusiveTouch:YES];
}
}
}
This code is tested and working perfectly for me.there is no app crash when pressing more than one button at a time.
Your app crashes for a reason. Investigate further, use the debugger, see what's wrong instead of trying to hide the bug.
Edit:
OK, ok, I have to admit I was a bit harsh. You have to set the exclusiveTouch property on each button. That's all. The multipleTouchEnabled property is irrelevant.
To disable multitouch in SWIFT:
You need first to have an outlet of every button and afterwards just set the exclusive touch to true.Therefore in you viewDidLoad() would have:
yourButton.exclusiveTouch = true.
// not really necessary but you could also add:
self.view.multipleTouchEnabled = false
If you want to disable multi touch throughout the application and don't want to write code for each button then you can simply use Appearance of button. Write below line in didFinishLaunchingWithOptions.
UIButton.appearance().isExclusiveTouch = true
Thats great!! UIAppearance
You can even use it for any of UIView class so if you want to disable multi touch for few buttons. Make a CustomClass of button and then
CustomButton.appearance().isExclusiveTouch = true
There is one more advantage which can help you. In case you want to disable multi touch of buttons in a particular ViewController
UIButton.appearance(whenContainedInInstancesOf: [ViewController2.self]).isExclusiveTouch = true
Based on neoevoke's answer, only improving it a bit so that it also checks subviews' children, I created this function and added it to my utils file:
// Set exclusive touch to all children
+ (void)setExclusiveTouchToChildrenOf:(NSArray *)subviews
{
for (UIView *v in subviews) {
[self setExclusiveTouchToChildrenOf:v.subviews];
if ([v isKindOfClass:[UIButton class]]) {
UIButton *btn = (UIButton *)v;
[btn setExclusiveTouch:YES];
}
}
}
Then, a simple call to:
[Utils setExclusiveTouchToChildrenOf:self.view.subviews];
... will do the trick.
This is quite often issue being reported by our testers. One of the approach that I'm using sometimes, although it should be used consciously, is to create category for UIView, like this one:
#implementation UIView (ExclusiveTouch)
- (BOOL)isExclusiveTouch
{
return YES;
}
Pretty much simple you can use make use of ExclusiveTouch property in this case
[youBtn setExclusiveTouch:YES];
This is a Boolean value that indicates whether the receiver handles touch events exclusively.
Setting this property to YES causes the receiver to block the delivery of touch events to other views in the same window. The default value of this property is NO.
For disabling global multitouch in Xamarin.iOS
Copy&Paste the code below:
[DllImport(ObjCRuntime.Constants.ObjectiveCLibrary, EntryPoint = "objc_msgSend")]
internal extern static IntPtr IntPtr_objc_msgSend(IntPtr receiver, IntPtr selector, bool isExclusiveTouch);
static void SetExclusiveTouch(bool isExclusiveTouch)
{
var selector = new ObjCRuntime.Selector("setExclusiveTouch:");
IntPtr_objc_msgSend(UIView.Appearance.Handle, selector.Handle, isExclusiveTouch);
}
And set it on AppDelegate:
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
...
SetExclusiveTouch(true); // setting exlusive to true disables the multitouch
...
}
My experience is that, by default, a new project doesn't even allow multitouch, you have to turn it on. But I suppose that depends on how you got started. Did you use a mutlitouch example as a template?
First of all, are you absolutely sure multitouch is on? It's possible to generate single touches in sequence pretty quickly. Multitouch is more about what you do with two or more fingers once they are on the surface. Perhaps you have single touch on but aren't correctly dealing with what happens if two buttons are pressed at nearly the same time.
I've just had exactly this problem.
The solution we came up with was simply to inherit a new class from UIButton that overrides the initWithCoder method, and use that where we needed one button push at a time (ie. everywhere):
#implementation ExclusiveButton
(id)initWithCoder: (NSCoder*)decoder
{
[self setExclusiveTouch:YES];
return [super initWithCoder:decoder]
}
#end
Note that this only works with buttons loaded from nib files.
I created UIView Class Extension and added this two functions. and when i want to disable view touch i just call [view makeExclusiveTouch];
- (void) makeExclusiveTouchForViews:(NSArray*)views {
for (UIView * view in views) {
[view makeExclusiveTouch];
}
}
- (void) makeExclusiveTouch {
self.multipleTouchEnabled = NO;
self.exclusiveTouch = YES;
[self makeExclusiveTouchForViews:self.subviews];
}
If you want to disable multitouch programmatically, or if you are using cocos2d (no multipleTouchEnabled option), you can use the following code on your ccTouches delegate:
- (BOOL)ccTouchesBegan:(NSSet *)touches
withEvent:(UIEvent *)event {
NSSet *multiTouch = [event allTouches];
if( [multiTouch count] > 1) {
return;
}
else {
//else your rest of the code
}
Disable all the buttons on view in "Touch Down" event and enable them in "Touch Up Inside" event.
for example
- (void) handleTouchDown {
for (UIButton *btn in views) {
btn.enable = NO;
}
}
- (void) handleTouchUpInside {
for (UIButton *btn in views) {
btn.enable = Yes;
}
------
------
}
I decided this problem by this way:
NSTimeInterval intervalButtonPressed;
- (IBAction)buttonPicturePressed:(id)sender{
if (([[NSDate date] timeIntervalSince1970] - intervalButtonPressed) > 0.1f) {
intervalButtonPressed = [[NSDate date] timeIntervalSince1970];
//your code for button
}
}
I had struggled with some odd cases when dragging objects around a view, where if you touched another object at the same time it would fire the touchesBegan method. My work-around was to disable user interaction for the parent view until touchesEnded or touchesCancelled is called.
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
// whatever setup you need
self.view.userInteractionEnabled = false
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// whatever setup you need
self.view.userInteractionEnabled = true
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
// whatever setup you need
self.view.userInteractionEnabled = true
}
A Gotcha:
If you are using isExclusiveTouch, be aware that overriding point(inside:) on the button can interfere, effectively making isExclusiveTouch useless.
(Sometimes you need to override point(inside:) for handling the "button not responsive at bottom of iPhone screen" bug/misfeature (which is caused by Apple installing swipe GestureRecognizers at the bottom of the screen, interfering with button highlighting.)
See: UIButton fails to properly register touch in bottom region of iPhone screen
Just set all relevant UIView's property exclusiveTouch to false do the trick.