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.
Related
I'm having problem to control the iPhone controls with my avplayer.
if I put the function
- (void)remoteControlReceivedWithEvent:(UIEvent *)event
in the view controller that responsible for playing the function called but only if I i'm going to background in the current view controller.
if i'm going to background from other view controller the function never called.
that's why i want to put it in the app delegate.
I tried Becomefirstresponse and to put the function in every view controller but it did help.
also I call
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
in the
-(void)applicationWillResignActive:(UIApplication *)application
thanks
I have used below code to iPhone Control -
[[UIApplication sharedApplication] beginReceivingRemoteControlEvents];
[self becomeFirstResponder];
Used to get register for listening the remote control.
Once done remove it -
[[UIApplication sharedApplication] endReceivingRemoteControlEvents];
[self resignFirstResponder];
make the App canBecomeFirstResponder-
- (BOOL)canBecomeFirstResponder {
return YES;
}
Used delegate method to handle iPhone control, like play and pause while doble tap on the home button
- (void)remoteControlReceivedWithEvent:(UIEvent *)event {
//if it is a remote control event handle it correctly
if (event.type == UIEventTypeRemoteControl) {
if (event.subtype == UIEventSubtypeRemoteControlPlay) {
[audioPlayer play];
NSLog(#"play");
} else if (event.subtype == UIEventSubtypeRemoteControlPause) {
[audioPlayer stop];
NSLog(#"pause");
} else if (event.subtype == UIEventSubtypeRemoteControlTogglePlayPause) {
NSLog(#"toggle");
}
}
}
In my case i am able to handle play and pause.Please let know if any thing wrong.
You can move the function up the responder chain, to UIApplication subclass. This way, it will always be there to catch the event.
This kind of event is ignored in common UI and controller classes, so it travels up to the bottom of responder chain, where your app delegate and the the application itself reside.
As noted here, UIApplication's delegate is not part of responder chain (I was wrong here). UIApplication is there, so is root UIWidow, all the views in chain and corresponding UIViewControllers.
Hint: becomeFirstResponder must be called from within viewDidAppear, not viewWillAppear...
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self becomeFirstResponder];
}
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.
When I'm doing a half-page curl modal transition:
How can I tell when the page has been restored back to it's current state? I want to call something when the "settings" view has been closed.
I tried to use viewWillAppear:(BOOL)animated but it doesn't seem to get called when closing the view. Any ideas?
You can register an NSNotificationCenter observer on your master view and post the notification on your background view. And instead of viewWillAppear you can use viewDidLoad.
// EDIT: sample code to get a touch gesture in a given rect
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([[event allTouches]count] == 1) {
UITouch *t = [[touches allObjects]lastObject];
CGPoint p = [t locationInView:self.view];
if (p.y < 200) NSLog(#"above 200");
}
}
In your viewDidLoad, register a Notification:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(updateView:)
name:#"updateRootView"
object:nil];
Now this is the notification that we call
- (void) updateView:(NSNotification *) notification
{
/* notification received after the page is uncurled */
}
The calling method:
- (void) unCurlPage
{
// All instances of TestClass will be notified
[[NSNotificationCenter defaultCenter] postNotificationName:#"updateRootView" object:self];
}
And don't forget to dealloc the notification
- (void) dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
[super dealloc];
}
ViewWilAppear is a UIViewController message/method. If you are only changing views, it won't get called. What does the code you are using to close the settings view look like?
Edit
It sounds like you need to refactor a bit. Assuming all this is handled by the parent UIViewController for this settings view, you could implement something like:
- (void)settingsPanelOpen {
// present the modal
// hook to inform of opening (if necessary)
}
- (void)settingsPanelClose {
// dismiss modal
// hook to inform of closing
}
Then settingsPanelClose could have a hook into it if you need to know when the settings closes.
The other thing you could do is subclass UIViewController as SettingsViewController and override the viewDidDisappear: method to kick off a SettingsDidSave notification or otherwise inform your app that it has closed.
after reading some posts about implementing shaking on 3.0, I think I get the idea but I'm not getting any call to the:
motionBegan
motionEnded
motionCancelled
this is an example of what I've read:
how to detect and program around shakes for the iphone
I'm sure I've added the
[self becomeFirstResponder];
and the
-(BOOL)canBecomeFirstResponder {
NSLog(#"First responder");
return YES;
}
Should I enable a special delegate for those events ?
I understand that those events are controlled by the system, and they are passed to the first responder, and go on ...
any idea ?
thanks,
r.
I had loads of problems getting this to work and I finally gave up and followed jandrea's advice. He suggested subclassing UIWindow and implement the motionEnded there. This is a quote from his post here, look for it quite far down.
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];
}
}
Change #"DeviceShaken" to the
notification name of your choice. Save
the file.
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];
Where do you call becomeFirstResponder? You should do it in viewDidAppear. Does this get fired?
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
}