Having trouble with a UILongPressGestureRecognizer in a custom subclass of MKAnnotationView. The callback is fired only intermittently. If I make the minimumPressDuration shorter, it fires more frequently. With a minimumPressDuration value of 0.1, it fires every time. With a value of 0.4, it never fires at all, no matter how long I leave my finger on it. At 0.2 it is hit or miss.
If I use a Tap gesture (as below), it works fine. I'm using LongPress gestures on other views and they work fine. It's just on the MKAnnotationView that I have this problem, so I'm wondering if some of the other internal event callbacks on AnnotationViews are interfering (callout, etc).
I see this problem on iOS4 (sim and phone) and 3.2 (sim, don't have a device).
Here is how I'm creating the gesture recognizer:
#define USE_LONG_PRESS 1
#define USE_TAP 0
#if USE_LONG_PRESS
UILongPressGestureRecognizer *longPressGR =
[[UILongPressGestureRecognizer alloc] initWithTarget:self
action:#selector(handleLongPress:)];
longPressGR.minimumPressDuration = 0.2;
[self addGestureRecognizer:longPressGR];
[longPressGR release];
#endif
#if USE_TAP
UITapGestureRecognizer *tapGR =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(handleTap:)];
[self addGestureRecognizer:tapGR];
[tapGR release];
#endif
And the callback methods are defined in this class as follows:
- (void)handleLongPress:(UIGestureRecognizer *)gestureRecognizer {
NSLog(#"LONG PRESS");
}
- (void)handleTap:(UIGestureRecognizer *)gestureRecognizer {
NSLog(#"TAP");
}
Any iPhone gurus have any idea why this might be happening?
As far as I know the markers in 3.2 and iOS 4 already have a long press gesture attached to them to handle marker dragging. Could it be that that's interfering with your long press gesture recognizer? Maybe that's why a shorter duration works; it catches the gesture before the built in long press recognizer can.
this is just a guess *
Related
For the past four hours, I have tried many Stack Overlow solutions but none have helped solve my problem.
Here it is,
I have a UIScrollView
Within that ScrollView there is one custom UILabel and 8 custom UIImageViews
I want to detect a long press
Something like this works
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPressDidFire:)];
longPress.minimumPressDuration = 0.5;
[scroll addGestureRecognizer:longPress]; //scroll defined elsewhere
However, if I replace the scroll with any subviews of scroll, the long press event never fires.
How do I detect a long press of a subview of a scroll view?
This is quite a messy hack, however, since I can detect long presses of a scroll view, is there any way where I can detect the
position of the press so that I can see which specific subview is
being pressed.
Also, (insert subview here).userInteractionEnabled = YES, I set this property for all my subviews of the scroll view, so this should not be a problem.
I have also tried using touchesBegan and touchesEnded method as suggested elsewhere in Stack Overflow.
Also, for the image views, I do set a new UILongPressGestureRecognizer for every custom image view, using a for loop, as I am aware of the 1 view per gesture recognizer rule.
From A First Time iOS Developer,
Graham
P.S. I'd really prefer if I could find a solution for 1. rather than the messy 2.
More Code As Requested:
In the Init of the view Controller
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPressDidFire:)];
longPress.minimumPressDuration = 0.5;
[self.titleLabel addGestureRecognizer:longPress]; //titleLabel property initialized elsewhere
[mainView addSubview:self.titleLabel];
In a "load images" method
for (NSData * dataImg in results) {
//Does some work turning data into an image, into an image view called img
img.delegate = self;
img.userInteractionEnabled = YES;
UILongPressGestureRecognizer *aLongPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPressDidFire:)];
aLongPress.minimumPressDuration = 0.5;
[img addGestureRecognizer:aLongPress];
[imgContainer addSubview:img];
}
Even More Code + Notes
self.view (UIView)
->scroll (UIScrollView)
->->mainView (UIView)
->->->titleLabel (UILabel)
->->->imgContainer (UIView)
->->->->images (UIImageViews)
[self.view addSubview:scroll];
[scroll addSubview:mainView];
[mainView addSubview:self.titleLabel];
[mainView addSubview:imgContainer];
[imgContainer addSubview:img]; //done 8x via for loop
Thanks to #RegularExpression's answer, I now am aware that the mainView is getting pressed, but not its subviews, so I need to find a way to display the mainView's subviews above it. :)
Another update, titleLabel works. ImageViews still don't work though. :(
I know this is a bit late and an answer has been chosen, but in case someone else wants a nice simple solution if you've got iOS7.
Inside your delegate of the UILongPressGestureRecognizer implement the gestureRecognizer:shouldRequireFailureOfGestureRecognizer:otherGestureRecognizer selector
Check if otherGestureRecognizer is a UIPanGestureRecognizer and return YES, otherwise return NO
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRequireFailureOfGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
if ([otherGestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]]) {
return YES;
}
return NO;
}
The scroll view will actually produce a UIScrollViewPanGestureRecognizer, which is part of the private API, but it's a subclass of UIPanGestureRecognizer so the above works fine.
To support iOS6 or below, then you'll need to loop through the gestureRecognizers of the UIScrollView, detect which one is a UIPanGestureRecognizer and perform the requireGestureRecognizerToFail selector on your UILongPressGestureRecogizer with that.
your code seems to be fine,it should work i think.i used below code and its working fine for me.
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPress:)];
longPress.delegate = (id)self;
longPress.minimumPressDuration=0.05;
imageView.userInteractionEnabled = YES;
[imageView addGestureRecognizer:longPress];
and its method,
- (IBAction)handleLongPress:(UILongPressGestureRecognizer *)sender {
NSLog(#"detected");
if (sender.state == UIGestureRecognizerStateEnded){
UIAlertView *alert = [[UIAlertView alloc]initWithTitle:#"Alert" message:#"YES" delegate:nil cancelButtonTitle:#"OK" otherButtonTitles: nil];
[alert show];
}
}
Here i took imageView as subview of scrollview as u said
Since your UIScrollView is the common parent, that's probably where your gesture recognizer needs to be. You can determine which subview is being pressed by looking at the location of the point supplied in your action. So, the individual subviews do not need gesture recognizers.
So, you would do something like this:
- (void)longPressDidFire:(UILongPressGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded)
CGPoint point = [sender locationInView:scroll];
UIView *tappedView = [scroll hitTest:point withEvent:nil];
So, then you have the view that was long-pressed.
Other things that could cause the action not to fire would be a delegate problem or if the scroll is contained by another view that is intercepting the touch.
HTH
Instead of
[scroll addGestureRecognizer:longPress];
Add the gesture on your subviews, right after you declare them and before you add them to scrollview
[subview addGestureRecognizer:longPress];
Woohoo it works!
The problem was:
imgContainer was a UIView with an empty frame with several UIImageViews as subviews
I was under the impression that as I added a subview to imgContainer, imgContainer would expand.
This is not true.
I had to set imgContainer's frame to the same content frame as the scroll view and then everything became ok.
I hope this answer helps any other future iOS firs timers like me.
I have a UIView and i have added both UILongGestureRecognizer and UIPanGestureRecognizer on the view. When i tap and hold it for some seconds i get callback for LongPress recognized.
Code is as shown below
- (void)addPanGsetureForView:(UIView *)object
{
UIPanGestureRecognizer * panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureRecognised:)];
[object addGestureRecognizer:panGesture];
[panGesture release];
}
- (void)addLongPressGsetureForView:(UIView *)object
{
UILongPressGestureRecognizer * longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(imageLongPressed:)];
[longPress setMinimumPressDuration:1.0];
[object addGestureRecognizer:longPress];
[longPress release];
}
So i want to move the view using Pan gesture. So when the long press is recognized without removing my finger on the view i want the pan gesture to get recognized. If i remove my finger and tap and pan it again it gets recognized.
So please do help me this issue.
Thanks in advance
Taken from Apple's documentation on Gesture Recognizers
Permitting Simultaneous Gesture Recognition
By default, no two gesture recognizers can attempt to recognize their gestures simultaneously. But you can change this behavior by implementing gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer:, an optional method of the UIGestureRecognizerDelegate protocol. This method is called when the recognition of the receiving gesture recognizer would block the operation of the specified gesture recognizer, or vice versa. Return YES to allow both gesture recognizers to recognize their gestures simultaneously.
Just tested this and I think it will resolve your issue!
I have added the following gesture recognizers to a view:
UIPinchGestureRecognizer *pch= [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(ViewPinching:)];
[[self view] addGestureRecognizer:pch];
// and
UIPanGestureRecognizer *d = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(ViewDragging:)];
[d setMinimumNumberOfTouches:4];
[[self view] addGestureRecognizer:d];
I want to fire the event when 4 fingers are dragged and when I do that the Pinch gesture recognizer fires instead of the Pan gesture recognizer. I was thinking that maybe I could fix this problem if I restrict the UIPinchGestureRecognizer to be fired only if touches.count=2
edit
I don't know if this will be practical or not. Maybe I could add:
UIPinchGestureRecognizer *pch= [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(ViewPinching:)];
[[self view] addGestureRecognizer:pch];
every time touches start if there is two touches I will add that event and remove it ontouchesended.
This is ultimately a bad idea. A 4-finger pinch in iOS 5 will close your app, and a 4 finger pan will switch to the next app (obviously not good for UX). If you absolutely must use 4 fingers, make a subclass of UIGestureRecognizer and do the pinching logic yourself. Let me apologize ahead of time for not having an example, as your use case is quite unique.
Previously, I asked about how to capture any touch input on an MPMoviePlayerController's view when the MPMovieControlStyle is set to MPMovieControlStyleNone. It was suggested that I could use a UIGestureRecognizer to do this.
I am able to capture double taps on the screen using a gesture recognizer in this manner, but not single taps. The code I used for this is as follows:
///**********///
singleTapGestureRecognizer =
[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleClickOnMediaView:)];
singleTapGestureRecognizer.numberOfTapsRequired = 1;
[self.moviePlayer.view addGestureRecognizer:singleTapGestureRecognizer];
[singleTapGestureRecognizer release];
///**********///
Why am I unable to capture single taps on an MPMoviePlayerController's view using this code? Is there something special about how it handles single taps?
I know it's a bit old question, but here's a solution, if anyone needs this.
To handle single and double taps on the same view, the single tap recognizer has to wait for the double tap recognizer to fail. Something like this:
UITapGestureRecognizer* doubleTapRecon = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleDoubleTap)];
[doubleTapRecon setNumberOfTapsRequired:2];
[doubleTapRecon setDelegate:self];
[self.view addGestureRecognizer:doubleTapRecon];
UITapGestureRecognizer* singleTapRecon = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap)];
[singleTapRecon setNumberOfTapsRequired:1];
[singleTapRecon requireGestureRecognizerToFail:doubleTapRecon];
[singleTapRecon setDelegate:self];
[self.view addGestureRecognizer:singleTapRecon];
Note, that if you are not using ARC, you have to take care of memory managment.
No the above answer will not work to get single tap gesture you have to implement 'UITapGestureRecognizerDelegate' and use the method
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}
Because 'moviePlayer' is also using tap gesture, so to get working our custom single Tap Only above method is required.
I have a UIView inside of a UIScrollView, both created using IB. The UIView scrolls horizontally inside the UIScrollView. I want to detect left and right 2 finger swipes.
Borrowing from the sample code I found in SmpleGestureRecognizers, I have put the following code in the viewDidLoad method of the UIScrollView's ViewController...
UIGestureRecognizer *recognizer;
UISwipeGestureRecognizer *swipeRightRecognizer, *swipeLeftRecognizer;
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeFrom:)];
swipeRightRecognizer = (UISwipeGestureRecognizer *)recognizer;
swipeRightRecognizer.numberOfTouchesRequired = 2;
[self.view addGestureRecognizer:swipeRightRecognizer];
[recognizer release];
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeFrom:)];
swipeLeftRecognizer = (UISwipeGestureRecognizer *)recognizer;
swipeLeftRecognizer.numberOfTouchesRequired = 2;
swipeLeftRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
[self.view addGestureRecognizer:swipeLeftRecognizer];
[recognizer release];
I have set in the viewcontroller.h. and have the following delegate method...
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
return YES;
}
I am assuming this is a valid gestureRecognizer delegate method, but I cannot find any reference to it in the documentation.
I do not get any errors but nothing happens when I do a 2 finger swipe. The delegate method is not called and neither is my action method. I tried removing the numbeOfTouchesRequired call to see if it might work with a single finger swipe to no avail.
Am I adding the gestureRecognizers to the right view? I tried adding it to the UIView, the UIScrollView as well as self.view.superView.
The sample code runs great. The only difference I can see between my implementation of the code and the sample code is the fact that I used IB to create the views and the sample code did not. I suspect that something is consuming the swipe gesture before it gets to my recognizers.
What am I doing wrong.
Thanks,
John
I had the same problem and I solved by using UIPanGestureRecognizer instead of UISwipeGestureRecognizer.
To emulate the detection of swipe, we'll play with the speed of gesture in scrollview.
If the speed of x direction >= 3000 (for example) the swipe will be detected.
If x>0 it will be a right swipe.
The code I implemented to resolve your situation is:
In a uiscrollview named _scroll1:
UIPanGestureRecognizer *pan;
pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(Swipe4ScrollViews:)];
[pan setMinimumNumberOfTouches:2];
[_scroll1 addGestureRecognizer:pan];
[pan release];
With a global BOOL variable named _panning, Swipe4ScrollViews will do the hard job:
-(void)Swipe4ScrollViews:(UIPanGestureRecognizer *)sender
{
if(sender.state == UIGestureRecognizerStateBegan) _panning = NO;
CGPoint v =[sender velocityInView:_scroll1];
NSLog(#"%f, %f",v.x,v.y);
if( (abs(v.x) >= UMBRAL) && !_panning)
{
_panning = YES;
[sender cancelsTouchesInView];
if(v.x>0) NSLog(#"Right");
else NSLog(#"Left");
[self doSomething];
}
}
I encapsulated it on a UIGestureRecognizer subclass: UISwipe4ScrollGestureRecognizer
The biggest difference between the sample code and your code is that your code involves a UIScrollView.
Internally, scroll views, table views, and web views all use gesture recognizers to some degree. If you're expecting to receive gestures within those views – gestures that are similar to the ones already supported internally – they will almost certainly be consumed or significantly delayed before you can get to them. Receiving gestures outside or above those views should work fine, if your use case supports it.
Try setting the delayContentTouches-property of the UIScrollView to NO, maybe it'll help.