I have a button on a subview view (for talk sake the subview is a red square) that when the user holds down on the button the red square animates translucent.
I have the button connected to this method:
-(IBAction)peekToggle:(id)sendr{
NSLog(#"TOGGLE");
if(self.view.alpha ==1)self.view.alpha = 0.1;
else self.view.alpha = 1;
}
Via the behaviours: touch up inside, touch up outside and touch down. so when i hold the button down the red box goes transluscent and when i release my finger it returns to opaque.
This initially works fine, however if i hold the button down for more than 1 second, the button does not register the touch up (release of the finger).
NB:I do have a longPressGestureRecogniser on the parent view (parent of subview not parent of Button) but its not being fired (expected).
Im pretty sure my long press on the button being registered as a touch cancel and then invalidating the touch up event.
How can I prevent/work around this?
Can I Stop the touch Cancel Firing? (this event seems to fire even if i havant registered the control state) or in the touch Cancel event, tell the button to keep/start registering events?
SOLUTION:
Removed the IBActions completely and added UILongPressGestureRecognizer to the button with a very short min duration.
UILongPressGestureRecognizer * recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
recognizer.minimumPressDuration = 0.1;
[self.peekButton.view addGestureRecognizer:recognizer];
[recognizer release];
Then in the selector for the gr, read the gr's state:
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer{
//1 = start
if(gestureRecognizer.state==1 || gestureRecognizer.state==3)[self peekToggle];
//3=end
}
If you think that's your problem, you can try overriding - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
and see if you get any activity there.
You can use the UIGestureRecognizerDelegate interface to fine-tune when your gesture recognizer gets fired.
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'd like to detect swipe on the entire screen, however, the screen contains UIButtons, and if the user taps one of these buttons, I want the Touch Up Inside event to be triggered.
I've create a UIView on the top of my screen, and added a UIPanGestureRecognizer on it to detect the swipe, but now I need to pass the gesture through that view when I detect that it's a tap rather than a swipe.
I know how to differentiate the gestures, but I've no idea on how to pass it to the view below.
Can anyone help on that? Thanks!
Thanks for your answer. The link helped me to solve part of my problem.
I've set the buttons as subviews of my gestureRecognizer view and I can now start a swipe from one of the buttons (and continue to use the buttons as well). I managed to prevent the buttons to go to the "down" state by using the following code :
UIPanGestureRecognizer *swipe = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(swipeDetected:)];
swipe.maximumNumberOfTouches = 1;
swipe.delaysTouchesBegan =YES;
swipe.cancelsTouchesInView = YES;
[self.gestureRecognitionView addGestureRecognizer:swipe];
there is a BOOL property of UIGestureRecognizer cancelsTouchesInView. default is yes. set it to NO , and the touches will pass thru to the UIView
also have a look at the solution for this question
If you want to prevent the recognizer from receiving the touch at all, UIGestureRecognizerDelegate has a method gestureRecognizer:shouldReceiveTouch: you can use:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
// don't override any other recognizers
if (gestureRecognizer != panRecognizer) {
return YES;
}
CGPoint touchedPoint = [touch locationInView:self.someButton];
return CGRectContainsPoint(self.someButton.bounds, touchedPoint) == NO;
}
I added a UIPanGestureRecognizerto my UIButton. And now my when I drag a short distance with my finger after I pressed the button, the button stops being highlighted. Normally, a UIButton will stay highlighted unless you drag pretty far outside the UIButtons frame. However, with a pan gesture recognizer, now even if I drag a little bit, the button stops being highlighted.
Nothing in my code sets the buttons highlighted property to no. I even tried erasing all the code in my panning gesture recognizers action selector thing(the method that gets called whenever i pan on my button).
I also tried setting the button's highlighted property to NO in the panning gesture recognizer's action selector thing.
This kind of worked its just the highlightedness flashes. When you pan the highlighted goes away then comes back really fast, like a flash. So, this doesnt work too. Any ideas?
Gestures, by default, will cancel the touches in the views that they are linked to. So, when the touches in your button get cancelled it becomes unhighlighted. To prevent this behavior, set the cancelsTouchesInView property of your gesture to NO.
This will work
-(void) panDetected:(UIGestureRecognizer *) gesture
{
if(gesture.state == UIGestureRecognizerStateBegan)
{
yourButton.backgroundImageView.image = [UIImage imageNamed:#"your_button_highlited_image.png"];
}
else if(gesture.state == UIGestureRecognizerStateChanged)
{
}
else if(gesture.state == UIGestureRecognizerStateEnded)
{
yourButton.backgroundImageView.image = [UIImage imageNamed:#"your_button_normal_image.png"];
}
}
I have experienced the same problem. borrrden is right; to fix it, set the viewController the delegate for the gestureRecognizer, and cancel the touch if the touch is on a IUButton. First add the protocol `UIGestureRecognizerDelegate on the .h file. Then, after creating the gesture recognizer, set the view controller as its delegate:
UITapGestureRecognizer *gestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(aMethod)];
gestureRecognizer.delegate = self;
[self.view addGestureRecognizer:gestureRecognizer];
[gestureRecognizer release];
Finally override shouldReceiveTouchand cancel unwanted touches:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch{
if ([touch.view isKindOfClass:[UIButton class]]) { //Do not override UIButton touches
return NO;
}
return YES;
}
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
I have a scrollview in my Main view and I have three subviews on my scrollview. And I have UIButtons in all my subviews.
Now, I want to drag those buttons from one subview to another subview (while dragging the buttons, the scrollview should not scroll).
How do I do this?
I'm not completely sure if this snippet works for this particular case (an UIControl inside a UIScrollView), but my understanding of UIResponder chain suggests me that it should :)
- (void)viewDidLoad { // or wherever you initialize your things
...
// Add swipe event to UIButton so it will capture swipe intents
UIPanGestureRecognizer *panGR = [[UIPanGestureRecognizer alloc] init];
[panGR addTarget:self action:#selector(panEvent:)];
[button addGestureRecognizer:panGR];
[panGR release];
}
- (void)panEvent:(id)sender {
button.center = [sender locationInView:self.view];
}
If this works (can't test it right now, but it did work for me in a similar situation), then you should add more code to handle the drag & drop related events (maybe disable Clip Subviews option in the UIScrollView, add the button to the new superview if the location intersects with the CGRect of the destination, return the button to the original location if it doesn't, etc).
So, what's happening in those lines? When you begin touching the UIButton, the order doesn't get to the UIScrollView because the event could follow as a touch event (handled by the UIButton), or as a pan event (handled by the UIScrollView). When you move your finger, the event is dismissed by the UIButton's responder because there's no Gesture Recognizer that knows how to proceed if the finger is moved.
But when you add a Gesture Recognizer to the UIButton who actually knows what to do when the finger is moved, everything is different: the UIButton will not dismiss the event, and the UIScrollView will never realize that there was a touch moving over it.
I hope my explanation is accurate and comprensible enough. Let me know if a) it doesn't work or b) there's something unclear.
Good luck :)
Try
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
if (allowAppDrag && [gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]]) {
return NO;
}
return YES;
}