shaking iphone in 4.0+ - iphone

How do I use shake-events in iOS 4.0+? I tested this solution but isn't working in 4.1. Is it possible that something changed or am I doing someting wrong? motionBegan: Not Working

From this SO question How do I detect when someone shakes an iPhone?
The main trick is that you need to have some UIView (not view controller) that you want as firstResponder to receive the shake event messages. Here's the code that you can use in any UIView to get shake events:
#implementation ShakingView
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event
{
if ( event.subtype == UIEventSubtypeMotionShake )
{
// Put in code here to handle shake
}
if ( [super respondsToSelector:#selector(motionEnded:withEvent:)] )
[super motionEnded:motion withEvent:event];
}
- (BOOL)canBecomeFirstResponder
{ return YES; }
#end
You can easily transform any UIView (even system views) into a view that can get the shake event simply by subclassing the view with only these methods (and then selecting this new type instead of the base type in IB, or using it when allocating a view).
In the view controller, you want to set this view to become first responder:
- (void) viewWillAppear:(BOOL)animated
{
[shakeView becomeFirstResponder];
[super viewWillAppear:animated];
}
- (void) viewWillDisappear:(BOOL)animated
{
[shakeView resignFirstResponder];
[super viewWillDisappear:animated];
}
Don't forget that if you have other views that become first responder from user actions (like a search bar or text entry field) you'll also need to restore the shaking view first responder status when the other view resigns!
This method works even if you set applicationSupportsShakeToEdit to NO.

Related

motion callbacks never called

I'm trying to make a shake events.
I tried:
1) How do I detect when someone shakes an iPhone? (posts of Kendall, and Eran)
2) motionBegan: Not Working
but nothig helps.
My View becomes first responder, but motionBegan/motionEnded never called.
Is there some additiol settings must be done, or i'm missing somethig? My iOS SDK is 4.3.
I have a class of UIView:
#import "ShakeView.h"
#implementation ShakeView
- (BOOL)canBecomeFirstResponder {
return YES;
}
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
NSLog (#"123");
if ( event.subtype == UIEventSubtypeMotionShake ) {
NSLog(#"Shake!");
}
if ([super respondsToSelector:#selector(motionEnded:withEvent:)]) {
[super motionEnded:motion withEvent:event];
}
}
#end
In my ViewController's xib class of View is ShakeView.
my ViewController pushed:
Wheel *secondViewController = [[Wheel alloc] initWithNibName:#"Wheel" bundle:nil];
[self.navigationController pushViewController:secondViewController animated:YES];
[secondViewController release];
In my ViewController:
- (void) viewDidAppear:(BOOL)animated
{
[self.view becomeFirstResponder];
[super viewWillAppear:animated];
NSLog(#"%d", [self.view isFirstResponder]);
}
- (void) viewWillDisappear:(BOOL)animated
{
[self.view resignFirstResponder];
[super viewWillDisappear:animated];
}
It logs "1", so it IS first responder. But it logs nothing else.
I spend a half day on this few lines of code, and I have no more ideas. Do anyone knows how to solve it?
Thanks.
This is much too late to help SentineL, but I was having the same problem and I like his question because it is clear that he has all the relevant code in place -- except one crucial line, in the application delegate's didFinishLaunching:
[self.window makeKeyAndVisible];
This is very hard to debug, because even without this line, everything else will be fine. Your gestures will work, your controls will respond, you will be able to make your view first responder (as SentineL checked) -- but your subclassed window or view or view controller will never receive the motion events.
Which doesn't make sense to me. Why would makeKeyAndVisible affect the accelerometer but not gestures? Hopefully some more experienced user can answer that.
P.S. If you use this code as an example, I would recommend that you omit the super respondsToSelector conditional. Of course it responds to the selector; you're overriding it.

Touch events on UITableView?

I have UIViewControllerand UITableView as child in the view,
what I want to do is when I touch any row I am displaying a view at bottom. I want to hide that view if the user touch any where else then rows or the bottomView.
The problem is when I click on UITableView it doesn't fires touchesEnded event.
Now how can I detect touch on UITableView and distinguish it with row selection event.
Thanks.
No need to subclass anything, you can add a UITapGestureRecognizer to the UITableView and absorb the gesture or not depending on your criteria.
In your viewDidLoad:
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(didTapOnTableView:)];
[self.myTableView addGestureRecognizer:tap];
Then, implement your action like this for the criteria:
-(void) didTapOnTableView:(UIGestureRecognizer*) recognizer {
CGPoint tapLocation = [recognizer locationInView:self.myTableView];
NSIndexPath *indexPath = [self.myTableView indexPathForRowAtPoint:tapLocation];
if (indexPath) { //we are in a tableview cell, let the gesture be handled by the view
recognizer.cancelsTouchesInView = NO;
} else { // anywhere else, do what is needed for your case
[self.navigationController popViewControllerAnimated:YES];
}
}
And note that if you just want to simply pick up clicks anywhere on the table, but not on any buttons in cell rows, you need only use the first code fragment above. A typical example is when you have a UITableView and there is also a UISearchBar. You want to eliminate the search bar when the user clicks, scrolls, etc the table view. Code example...
-(void)viewDidLoad {
[super viewDidLoad];
etc ...
[self _prepareTable];
}
-(void)_prepareTable {
self.tableView.separatorStyle = UITableViewCellSeparatorStyleNone;
self.tableView.allowsSelection = NO;
etc...
UITapGestureRecognizer *anyTouch =
[[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(tableTap)];
[self.tableView addGestureRecognizer:anyTouch];
}
// Always drop the keyboard when the user taps on the table:
// This will correctly NOT affect any buttons in cell rows:
-(void)tableTap {
[self.searchBar resignFirstResponder];
}
// You probably also want to drop the keyboard when the user is
// scrolling around looking at the table. If so:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
[self.searchBar resignFirstResponder];
}
// Finally you may or may not want to drop the keyboard when
// a button in one cell row is clicked. If so:
-(void)clickedSomeCellButton... {
[self.searchBar resignFirstResponder];
...
}
Hope it helps someone.
You should forward the touch event to the view's controller.
Subclass your tableview control and then override the method:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event]; //let the tableview handle cell selection
[self.nextResponder touchesBegan:touches withEvent:event]; // give the controller a chance for handling touch events
}
then , you can do what you want in the controller's touch methods.
I just stumbled onto what may be a solution for your problem. Use this code when you create your table view:
tableView.canCancelContentTouches = NO;
Without setting this to NO, the touch events are cancelled as soon as there is even a slight bit of vertical movement in your table view (if you put NSLog statements in your code, you'll see that touchesCancelled is called as soon as the table starts scrolling vertically).
I was facing the problem since a long time and didn't got any working solution. Finally I choose to go with a alternative. I know technically this is not the solution but this may help someone looking for the same for sure.
In my case I want to select a row that will show some option after that I touch anywhere on table or View I want to hide those options or do any task except the row selected previously for that I did following:
Set touch events for the view. This will do the task when you touch anywhere on the view except the table view.
TableView's didSelectRowAtIndexPath do following
- (void)tableView:(UITableView*)tableView didSelectRowAtIndexPath:(NSIndexPath*)indexPath {
if(indexPath.row != previousSelectedRow && previousSelectedRow != -1) {
// hide options or whatever you want to do
previousSelectedRow = -1;
}
else {
// show your options or other things
previousSelectedRow = indexPath.row;
}
}
I know that this is older post and not a good technical solution but this worked for me. I am posting this answer because this may help someone for sure.
Note: The code written here may have spell mistakes because directly typed here. :)
Try this methods:
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
{
}
Use scrollViewDidEndDragging like alternative of touchesEnded. Hope it helps.
To receive touch events on the UITableView use:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//<my stuff>
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
//<my stuff>
[super touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
{
//<my stuff>
[super touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event
{
//<my stuff>
[super touchesCancelled:touches withEvent:event];
}
In your controller class declare a method which removes the bottom view. Something like this:
-(IBAction)bottomViewRemove:(id)sender {
[bottomView removeFromSuperview];
}
In Interface Builder, select your view and in the identity inspector in the custom class section, change the class from UIView to UIControl. After that go to the connections inspector and connect the TouchUpInside event to the method declared above. Hope this helps.

detect when shakes an iPhone

i have questions regarding the shake detection that posted here before,
here is a reminder:
"Now ... I wanted to do something similar (in iPhone OS 3.0+), only in my case I wanted it app-wide so I could alert various parts of the app when a shake occurred. Here's what I ended up doing.
First, I subclassed UIWindow. This is easy peasy. Create a new class file with an interface such as MotionWindow : UIWindow (feel free to pick your own, natch). Add a method like so:
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
if (event.type == UIEventTypeMotion && event.subtype == UIEventSubtypeMotionShake) {
[[NSNotificationCenter defaultCenter] postNotificationName:#"DeviceShaken" object:self];
}
}
Now, if you use a MainWindow.xib (stock Xcode template stuff), go in there and change the class of your Window object from UIWindow to MotionWindow or whatever you called it. Save the xib. If you set up UIWindow programmatically, use your new Window class there instead.
Now your app is using the specialized UIWindow class. Wherever you want to be told about a shake, sign up for them notifications! Like this:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(deviceShaken) name:#"DeviceShaken" object:nil];
To remove yourself as an observer:
[[NSNotificationCenter defaultCenter] removeObserver:self];
questions:
where to put the notifications (i have a view based app) ?
do i have to remove myself as an observe, what does it mean ?
what is the if statement that i use to check if the shake accrued?
how can i know if the shake event know it is "already in progress" ?
thanks.
In iPhone OS 3.x it is simple to receive motion events form any view that is set as the first responder.
In you view class override the method motionEnded:, like this:
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event
{
if(motion == UIEventSubtypeMotionShake && [self isViewLoaded])
{
//handle shake here...
}
}
In addition, you will need to become the First Responder when the view is loaded and appears:
- (void)viewDidAppear:(BOOL)animated
{
[self becomeFirstResponder];
[super viewDidAppear:animated];
//any extra set up code...
}
You may also have to respond to the canBecomeFirstResponder method.
- (BOOL)canBecomeFirstResponder
{
return YES;
}
These can be used in any object that inherits form UIView.

iPhone Shake event not properly working

I have this inside my viewController:
- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
if (event.type == UIEventSubtypeMotionShake) {
NSLog(#"I have shaked");
}
}
Why is this not working?
Edit:
I do infact have this:
- (void) viewWillAppear:(BOOL)animated
{
[shakeView becomeFirstResponder];
[super viewWillAppear:animated];
}
- (void) viewWillDisappear:(BOOL)animated
{
[shakeView resignFirstResponder];
[super viewWillDisappear:animated];
}
If the UIViewController is loaded at the very start of the application, I've seen an odd glitch in OS 3.0 where it would not become the first responder unless you delayed the appropriate message a bit. Try placing
[self performSelector:#selector(becomeFirstResponder) withObject:nil afterDelay:0.3];
within -loadView or something else that is called when the controller is first set up.
There may be a more elegant way to work around this, but this approach has worked for me.
The viewController must be the first responder during the shake to receive this event.
This could be one reason it's not working.

(iPhone) How to handle touches on a UITextView?

I'm trying to handle touches on a iPhone's UITextView. I successfully managed to handle taps and other touch events by creating a subclass of UIImageViews for example and implementing the touchesBegan method...however that doesn't work with the UITextView apparently :(
The UITextView has user interaction and multi touch enabled, just to be sure...no no joy. Anyone managed to handle this?
UITextView (subclass of UIScrollView) includes a lot of event processing. It handles copy and paste and data detectors. That said, it is probably a bug that it does not pass unhandled events on.
There is a simple solution: you can subclass UITextView and impement your own touchesEnded (and other event handling messages) in your own versions, you should call[super touchesBegan:touches withEvent:event]; inside every touch handling method.
#import "MyTextView.h" //MyTextView:UITextView
#implementation MyTextView
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"touchesBegan");
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesBegan:touches withEvent:event];
NSLog(#"touchesMoved");
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"****touchesEnded");
[self.nextResponder touchesEnded: touches withEvent:event];
NSLog(#"****touchesEnded");
[super touchesEnded:touches withEvent:event];
NSLog(#"****touchesEnded");
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{
[super touches... etc];
NSLog(#"touchesCancelled");
}
If you want to handle single/double/triple tap on UITextView, you can delegate UIGestureRecongnizer and add gesture recognizers on your textview.
Heres sameple code (in viewDidLoad):
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap)];
//modify this number to recognizer number of tap
[singleTap setNumberOfTapsRequired:1];
[self.textView addGestureRecognizer:singleTap];
[singleTap release];
and
-(void)handleSingleTap{
//handle tap in here
NSLog(#"Single tap on view");
}
Hope this help :D
Better solution (Without swizzling anything or using any Private API :D )
As explained below, adding new UITapGestureRecognizers to the textview does not have the expected results, handler methods are never called. That is because the UITextView has some tap gesture recognizer setup already and I think their delegate does not allow my gesture recognizer to work properly and changing their delegate could lead to even worse results, I believe.
Luckily the UITextView has the gesture recognizer I want already setup, the problem is that it changes according to the state of the view (i.e.: set of gesture recognizers are different when inputing Japanese than when inputing English and also when not being in editing mode).
I solved this by overriding these in a subclass of UITextView:
- (void)addGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
{
[super addGestureRecognizer:gestureRecognizer];
// Check the new gesture recognizer is the same kind as the one we want to implement
// Note:
// This works because `UITextTapRecognizer` is a subclass of `UITapGestureRecognizer`
// and the text view has some `UITextTapRecognizer` added :)
if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
UITapGestureRecognizer *tgr = (UITapGestureRecognizer *)gestureRecognizer;
if ([tgr numberOfTapsRequired] == 1 &&
[tgr numberOfTouchesRequired] == 1) {
// If found then add self to its targets/actions
[tgr addTarget:self action:#selector(_handleOneFingerTap:)];
}
}
}
- (void)removeGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
{
// Check the new gesture recognizer is the same kind as the one we want to implement
// Read above note
if ([gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
UITapGestureRecognizer *tgr = (UITapGestureRecognizer *)gestureRecognizer;
if ([tgr numberOfTapsRequired] == 1 &&
[tgr numberOfTouchesRequired] == 1) {
// If found then remove self from its targets/actions
[tgr removeTarget:self action:#selector(_handleOneFingerTap:)];
}
}
[super removeGestureRecognizer:gestureRecognizer];
}
- (void)_handleOneFingerTap:(UITapGestureRecognizer *)tgr
{
NSDictionary *userInfo = [NSDictionary dictionaryWithObject:tgr forKey:#"UITapGestureRecognizer"];
[[NSNotificationCenter defaultCenter] postNotificationName:#"TextViewOneFingerTapNotification" object:self userInfo:userInfo];
// Or I could have handled the action here directly ...
}
By doing this way, no matter when the textview changes its gesture recognizers, we will always catch the tap gesture recognizer we want → Hence, our handler method will be called accordingly :)
Conclusion:
If you want to add a gesture recognizers to the UITextView, you have to check the text view does not have it already.
If it does not have it, just do the regular way. (Create your gesture recognizer, set it up, and add it to the text view) and you are done!.
If it does have it, then you probably need to do something similar as above.
Old Answer
I came up with this answer by swizzling a private method because previous answers have cons and they don't work as expected. Here, rather than modifying the tapping behavior of the UITextView, I just intercept the called method and then call the original method.
Further Explanation
UITextView has a bunch of specialized UIGestureRecognizers, each of these has a target and a action but their target is not the UITextView itself, it's an object of the forward class UITextInteractionAssistant. (This assistant is a #package ivar of UITextView but is forward definition is in the public header: UITextField.h).
UITextTapRecognizer recognizes taps and calls oneFingerTap: on the UITextInteractionAssistant so we want to intercept that call :)
#import <objc/runtime.h>
// Prototype and declaration of method that is going be swizzled
// When called: self and sender are supposed to be UITextInteractionAssistant and UITextTapRecognizer objects respectively
void proxy_oneFingerTap(id self, SEL _cmd, id sender);
void proxy_oneFingerTap(id self, SEL _cmd, id sender){
[[NSNotificationCenter defaultCenter] postNotificationName:#"TextViewOneFinderTap" object:self userInfo:nil];
if ([self respondsToSelector:#selector(proxy_oneFingerTap:)]) {
[self performSelector:#selector(proxy_oneFingerTap:) withObject:sender];
}
}
...
// subclass of UITextView
// Add above method and swizzle it with.
- (void)doTrickForCatchingTaps
{
Class class = [UITextInteractionAssistant class]; // or below line to avoid ugly warnings
//Class class = NSClassFromString(#"UITextInteractionAssistant");
SEL new_selector = #selector(proxy_oneFingerTap:);
SEL orig_selector = #selector(oneFingerTap:);
// Add method dynamically because UITextInteractionAssistant is a private class
BOOL success = class_addMethod(class, new_selector, (IMP)proxy_oneFingerTap, "v#:#");
if (success) {
Method originalMethod = class_getInstanceMethod(class, orig_selector);
Method newMethod = class_getInstanceMethod(class, new_selector);
if ((originalMethod != nil) && (newMethod != nil)){
method_exchangeImplementations(originalMethod, newMethod); // Method swizzle
}
}
}
//... And in the UIViewController, let's say
[textView doTrickForCatchingTaps];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(textViewWasTapped:) name:#"TextViewOneFinderTap" object:nil];
- (void)textViewWasTapped:(NSNotification *)noti{
NSLog(#"%#", NSStringFromSelector:#selector(_cmd));
}
You need to assign the UITextView instance.delegate = self (assuming you want to take care of the events in the same controller)
And make sure to implement the UITextViewDelegate protocol in the interface... ex:
#interface myController : UIViewController <UITextViewDelegate>{
}
Then you can implement any of the following
- (BOOL)textViewShouldBeginEditing:(UITextView *)textView;
- (BOOL)textViewShouldEndEditing:(UITextView *)textView;
- (void)textViewDidBeginEditing:(UITextView *)textView;
- (void)textViewDidEndEditing:(UITextView *)textView;
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text;
- (void)textViewDidChange:(UITextView *)textView;
- (void)textViewDidChangeSelection:(UITextView *)textView;
I'm using a textview as a subview of a larger view. I need the user to be able to scroll the textview, but not edit it. I want to detect a single tap on the textview's superview, including on the textview itself.
Of course, I ran into the problem that the textview swallows up the touches that begin on it. Disabling user interaction would fix this, but then the user won't be able to scroll the textview.
My solution was to make the textview editable and use the textview's shouldBeginEditing delegate method to detect a tap in the textview. I simply return NO, thereby preventing editing, but now I know that the textview (and thus the superview) has been tapped. Between this method and the superview's touchesEnded method I have what I need.
I know that this won't work for people who want to get access to the actual touches, but if all you want to do is detect a tap, this approach works!
How about make a UIScrollView and [scrollView addSubview: textview] which makes it possible to scroll textview?
You can also send a Touch Down event. Wire-up this event through the Interface Builder.
Then add code in your event handler
- (IBAction)onAppIDTap:(id)sender {
//Your code
}