Is it possible to use the touchesMoved function with buttons instead of UIImageViews?
Yes.
In your .h file
IBOutlet UIButton *aButton;
In your .m file
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint location = [touch locationInView:touch.view];
if(CGRectContainsPoint(p1.frame, location))
{
if (!p1.isHighlighted){
[self pP01];
[p1 setHighlighted:YES];
}
}else {
[p1 setHighlighted:NO];
}
//
if(CGRectContainsPoint(p2.frame, location))
{
if (!p2.isHighlighted){
[self pP02];
[p2 setHighlighted:YES];
}
}else {
[p2 setHighlighted:NO];
}
if(CGRectContainsPoint(p3.frame, location))
{
if (!p3.isHighlighted){
[self pP03];
[p3 setHighlighted:YES];
}
}else {
[p3 setHighlighted:NO];
}
}
And finally, in Interface Builder, connect your button to 'aButton' and turn off "User Interaction Enabled" for your button.
This is important because it allow touchesMoved to handle it.
I have adjusted the code above to check the buttons highlighted state. This is to stop it from firing the button multiple times when you drag your finger inside the area.
To get your "piano keys" to work when you tap them, use -(void)touchesBegan
To set your button highlight states back to = NO;, use -(void)touchesEnded
I have had to find out the exact same thing you are after. I couldn't figure out Touch Drag Enter
So to avoid multiple posts on the subject, please check out my question and answers.
question 1
question 2
You could certainly find the 'view' that is currently being touch event is dragging over even if it is a button. You could also use the 'touch drag enter' connection for buttons in the Interface Builder. Look at the connections tab by pressing cmd+2 when having selected a button.
Related
I know there are lots of questions on multi finger touches and restrictions here and there,but none of them seem to work.All they suggest is to try setting exclusive touch and disable multi touch i.e.:
[self.view.subviews makeObjectsPerformSelector:#selector(setExclusiveTouch:) withObject:[NSNumber numberWithBool:YES]];
[self.view setMultipleTouchEnabled:NO];
Note: Initially when I used self.view.exclusiveTouch = NO; ,it didn't work for me.Mr.Hlung's comment in the 1st link provided some useful info of enabling the subviews exclusive touch through selector.
But they seem to work incomplete.I have a game view where there are multiple images on left and their corresponding images on the right.User has to drag the left image to the respective right image and match it.I am using UIPanGestureRecognizer to do so.Here comes a scenario which was the outcome of some rash testing by a tester in my office :)
When the user scrambles the images,i.e. plays awkwardly with all/few of his fingers,what happens is the frames are getting disturbed or few images overlap with one another.This is all because some where multiple touch is still available for user.Hence I want to eliminate that feature.I am also aware of the fact that there is a method called -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event ,through which we can detect the number of user touches.What if I delete all user touches if the count is more than 1,i.e. if more than 1 finger touch is detected!!!
But I found no method to remove touches there,I also tried to assign last touch object to my image view through which I thought would ignore the rest of touches detected,i.e.:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([event allTouches].count>1)
{
UITouch *touch = [[touches allObjects] lastObject];
self.dragObjectImageView = (UIImageView *)[touch view];
}
}
Even this doesn't seem to work.
EDIT-Setting Max and Min number of touches:
I have also set the pan gesture's max and min no of touches to 1 as well,i.e.:
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view.subviews makeObjectsPerformSelector:#selector(setExclusiveTouch:) withObject:[NSNumber numberWithBool:YES]];
for(UIImageView *iView in self.movableArray){
if ([iView isMemberOfClass:[UIImageView class]]){
UIPanGestureRecognizer * recognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
recognizer.minimumNumberOfTouches = 1;
recognizer.maximumNumberOfTouches = 1;
iView.multipleTouchEnabled = NO;
[iView addGestureRecognizer:recognizer];
[iView setUserInteractionEnabled:YES];
recognizer.delegate = self;
}
}
}
Tried another tactic of disabling user interaction for image if multiple touches are detected,but in vain!
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([event allTouches].count > 1)
{
for (UIView* view in self.view.subviews)
{
if ([view isKindOfClass:[UIImageView class]])
{
[view setUserInteractionEnabled:NO];
}
}
}
else
{
for (UIView* view in self.view.subviews)
{
if ([view isKindOfClass:[UIImageView class]])
{
[view setUserInteractionEnabled:YES];
}
}
}
}
Some people might say there can't be a case where user will use multiple fingers to play.But I was asked to fix the issue and a developer has to obey and respect the testers perspective as well.
Can some one please help me get rid of the problem.
Thanks every one in advance :)
Instead of setting exclusive touch to our own view,turning on the same for the subview or the view we assign to self.view worked,in my case it is...
[gameView.subviews makeObjectsPerformSelector:#selector(setExclusiveTouch:) withObject:[NSNumber numberWithBool:YES]];
Hope it helps some one,thanks :)
As per apple documentation for the property multipleTouchEnabled in UIView Class Reference
multipleTouchEnabled
Other views in the same window can still receive touch events when
this property is NO. If you want this view to handle multi-touch
events exclusively, set the values of both this property and the
exclusiveTouch property to YES.
I see in your code, you've set setExclusiveTouch to all subviews but setMultipleTouchEnabled only for the container view and not all image views. Add the following line before/after setting exclusive touch and single touch may work correctly.
[self.view.subviews makeObjectsPerformSelector:#selector(setMultipleTouchEnabled:) withObject:[NSNumber numberWithBool:NO]];
I have a UIButton in my project and after a button click I am showing a UIView on the top of that button in such a way that the button remains hidden that time. I want to get a touchesmoved event on that time when I keep that button pressed and move finger over the overlapped UIView. As far as I did is like the following:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
if ([touch view] == uiview)
{
NSLog(#"Touches moved");
}
but it doesnt get called when I keep the button pressed that is hidden when the UIView comes up and the uiview goes hidden when I release the button. Any suggestion please?
I don't quiet understand what your trying to do but I would suggest you use UIGestureRecognizers and add Gestures Recognizers to your button.
Try using this code. I've used this in a card game i developed. moving cards around using long press gestures. Hope i helps.
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc]initWithTarget:self action:#selector(addLongpressGesture:)];
[longPress setDelegate:self];
[YOUR_BUTTON addGestureRecognizer:longPress];
- (void)addLongpressGesture:(UILongPressGestureRecognizer *)sender {
UIView *view = sender.view;
CGPoint point = [sender locationInView:view.superview];
if (sender.state == UIGestureRecognizerStateBegan){
// GESTURE STATE BEGAN
}
else if (sender.state == UIGestureRecognizerStateChanged){
//GESTURE STATE CHANGED/ MOVED
CGPoint center = view.center;
center.x += point.x - _priorPoint.x;
center.y += point.y - _priorPoint.y;
view.center = center;
// This is how i drag my views
}
else if (sender.state == UIGestureRecognizerStateEnded){
//GESTURE ENDED
}
You need to set view.userInteractionEnabled = NO for your overlapped UIView.
This will send action to button.
I have an image view. i detected touch in image view like this
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
int viewTag=[touch view].tag;
if ([[touch view] isKindOfClass:[UIImageView class]])
{
//My code
}
}
and touches moved on image view. whenever my touch moved out off the image view in that particular time i need one alert view. how to detect that touch over from the image view in touches moving?...
I recommend using a UIPanGestureRecognizer and adding it to a larger super-view of the image-view you want to detect on. That way even if the touch starts outside and moves into and out of your image-view you can follow the movement of the touch in your gesture handler.
It's pretty easy, make a method called handlePan: for example, create the gesture recognizer using your handler method, add it to the appropriate super-view. Now whenever the gesture is active and the touch moves your handler method will get called and you can check to see if it is inside your image view.
You should use this method...
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
int viewTag=[touch view].tag;
if ([[touch view] isKindOfClass:[UIImageView class]])
{
//My code
}
else
{
//show the alertView here
}
}
and to check that the initial click was on the imageView you have to set a flag in the touchesBegan method... and check it accordingly in the touchesMoved method
You may add a transparent UIButton of the same size on top of the UIImageViewand track UIControlEventTouchDragOutside
[button addTarget:self action:#selector(draggedOutside:) forControlEvents:UIControlEventTouchDragExit];
Imagine your keyboard. Imagine yourself placing one finger down one key, then (while holding down) moving your finger all the way across to another key on the keyboard. Now, imagine that each key on the keyboard is a UIButton. when you are holding your finger on the current key, this key (UIButton) is highlighted. Then, when the user moves across to another key, the first key is no longer highlighted, and the current key that is pressed down, is highlighted.
Now, I have a 6 x 8 grid of UIButtons each 53 x 53 pixels. So, I have 48 UIButtons. I want to replicate this kind of idea. The button that the users finger is upon, will have a image that is slightly lighter (to look selected like), and all others will will not be slightly lighter.
Here is my idea of how to go about this,
1) Create all 48 UIButtons in viewDidLoad. Add the lighter image to UIControlStateHighlighted for all UIButtons.
2) Add some sort of target for touchUpOutside that somehow makes the current button not highlighted and not usable. (maybe set the highlighted and userInteractionEnabled to no). But then how can I tell the next button to be used? And how can I say that I want the specific UIButton that the users fingers are under to become highlighted and in use to detect gestures and stuff.
Also, this touchUpOutside method may not work because all the buttons are right next to each other, and I think you have to drag far out to run this touchUpOutside.
It's also important to note that the buttons are not placed in equal rows and columns. Sometimes one button will actually be a UIImage but look like a UIButton. So, doing some sort of fast enumeration comparing frames for some reason will not work.
Two observations:
I generally use gesture recognizers for stuff like this, not the various touchUp... methods.
I know you said you don't want a fast enumeration through the subviews, but why not? Just because some are different classes than others is not a problem (because you could just test the isKindOfClass method). (And, as an aside, I'm not sure why some would be buttons and some would not.) Just because they don't line up really makes no difference, either.
Anyway, for stuff like this, I frequently will put the gesture recognizer on the shared parent view (e.g. typically the view controller's view), and then enumerate through the subviews to see in which the current CGPoint is contained?
CGPoint location = [sender locationInView:self.view];
for (UIView *subview in self.view.subviews)
{
if (CGRectContainsPoint(subview.frame, location))
{
// do your appropriate highlighting
if ([subview isKindOfClass:[UIButton class]])
{
// something for buttons
}
else if ([subview isKindOfClass:[UIImageView class]])
{
// something for imageviews
}
return;
}
}
I don't know if any of this makes sense to you, but it seems easiest to me. If you clarify your intent, perhaps I can refine my answer further.
Just as a practical example, you could define a continuous gesture recognizer that kept track of the first and last subview that was clicked on (and if you don't start your gesture on a subview, no gesture is generated, and if you don't stop your gesture on a subview, it cancels the whole thing), e.g.:
#interface SubviewGestureRecognizer : UIGestureRecognizer
#property (nonatomic,strong) UIView *firstSubview;
#property (nonatomic,strong) UIView *currentSubview;
#end
#implementation SubviewGestureRecognizer
- (id) initWithTarget:(id)target action:(SEL)action
{
self = [super initWithTarget:target action:action];
if (self)
{
self.firstSubview = nil;
self.currentSubview = nil;
}
return self;
}
// you might want to tweak this `identifySubview` to only look
// for buttons and imageviews, or items with nonzero tag properties,
// or recursively navigate if it encounters container UIViews
// or whatever suits your app
- (UIView *)identifySubview:(NSSet *)touches
{
CGPoint location = [[touches anyObject] locationInView:self.view];
for (UIView *subview in self.view.subviews)
{
if (CGRectContainsPoint(subview.frame, location))
{
return subview;
}
}
return nil;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
if ([touches count] != 1)
{
self.state = UIGestureRecognizerStateFailed;
return;
}
self.firstSubview = [self identifySubview:touches];
self.currentSubview = self.firstSubview;
if (self.firstSubview == nil)
self.state = UIGestureRecognizerStateFailed;
else
self.state = UIGestureRecognizerStateBegan;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
if (self.state == UIGestureRecognizerStateFailed) return;
self.currentSubview = [self identifySubview:touches];
self.state = UIGestureRecognizerStateChanged;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesEnded:touches withEvent:event];
self.currentSubview = [self identifySubview:touches];
if (self.currentSubview != nil)
self.state = UIGestureRecognizerStateEnded;
else
self.state = UIGestureRecognizerStateFailed;
}
- (void)reset
{
[super reset];
self.firstSubview = nil;
self.currentSubview = nil;
}
You could then set this up in viewDidLoad:
SubviewGestureRecognizer *recognizer = [[SubviewGestureRecognizer alloc] initWithTarget:self action:#selector(handleTouches:)];
[self.view addGestureRecognizer:recognizer];
And then define your handler as such (this works with buttons and image views, taking advantage of the fact that both support setHighlighted):
- (void)handleTouches:(SubviewGestureRecognizer *)sender
{
static UIControl *previousControl = nil;
if (sender.state == UIGestureRecognizerStateBegan || sender.state == UIGestureRecognizerStateChanged)
{
if (sender.state == UIGestureRecognizerStateBegan)
previousControl = nil;
UIView *subview = sender.currentSubview;
if (previousControl != subview)
{
// reset the old one (if any)
[previousControl setHighlighted:NO];
// highlight the new one
previousControl = (UIControl *)subview;
[previousControl setHighlighted:YES];
}
}
else if (sender.state == UIGestureRecognizerStateEnded)
{
if (previousControl)
{
[previousControl setHighlighted:NO];
NSLog(#"successfully touchdown on %# and touchup on %#", sender.firstSubview, sender.currentSubview);
}
}
else if (sender.state == UIGestureRecognizerStateCancelled || sender.state == UIGestureRecognizerStateFailed)
{
[previousControl setHighlighted:NO];
NSLog(#"cancelled/failed gesture");
}
}
Here is a fairly simple way to do this. Assuming you are creating your buttons programmatically (it would be a huge pain to do this with interface builder). This method works in subclasses of UIViewController, UIView, and UIGestureRecognizer.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//get the touch object
UITouch *myTouch = [touches anyObject];
//get the location of the touch
CGPoint *myPoint = [myTouch locationInView:self.view];
//detect if the touch is in one of your buttons
if ( CGRectContainsPoint(myButton.frame, myPoint){
/*do whatever needs to be done when the button is pressed
repeat the CGRectContainsPoint for all buttons,
perhaps using a while or for loop to look through an array?*/
}
}
This method only detects when the user puts their finger down, you will need to use these methods to detect other movements:
touchesMoved:withEvent detects when the finger moves across the screen without lifting up
touchesEnded:withEvent detects when the finger is lifted off the screen
touchesCancelled:withEvent: detects when something interrupts the app, like receiving a call or locking the screen
I have a UIView with multiple text boxes. Now i have used delegates to change the responder from from text field to another. In this case my key board goes away when the user comes to last text field.
but now i want to hide my key board when the user touches UIView(touches any where on screen apart from text boxes). Can some one help me with this.
Thanks
Use resignFirstResponder in touchesBegan, like so:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
if(touch.phase == UITouchPhaseBegan) {
[self.myTextField resignFirstResponder];
}
}
You may need to call this on multiple text fields if you're not sure where the focus is currently located; I haven't tested that case.
Additionally, in Interface Builder, you'll need to enable the "User Interaction Enabled" checkbox for the view, or programatically use:
myView.userInteractionEnabled = YES;
Just call this in your view controller when you want to hide the keyboard.
[self.view endEditing:NO];
I use
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
if(touch.phase==UITouchPhaseBegan){
//find first response view
for (UIView *view in [self.view subviews]) {
if ([view isFirstResponder]) {
[view resignFirstResponder];
break;
}
}
}
}
According to Beginning iPhone Development, you draw a round rect button so that it covers your entire UI; the complete screen. Then go to the Layout menu and click Send to Back. Then in the inspector, change the button's type from round rect to Custom. Now add a touch up inside event to this button and attach it to a method which handles it. Within the body of this method, make sure you have the statements:
[myTextFieldOne resignFirstResponder];
[myTextFieldTwo resignFirstResponder];
Basically send the resignFirstResponder message to each of your text fields, or any field that can produce a keyboard.
I'm actually really new to the iPhone SDK. I don't know if this is the best method, but it works and it's what I learned from the aforementioned book. Hope it helps.
A super easy way to do this is working on what PCheese said.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
if(touch.phase == UITouchPhaseBegan) {
[self.view endEditing:YES];
}
}
I previously used [self.view endEditing:YES]; for a button event, but when combined with the previous answer it works a treat. Much easier, and you don't have to do anything else - just put it in your .m file. Also, this works with all (at least, as far as I have seen) text fields (works for UITextField and UITextView).
I know OP probably won't still need this but I just want to share it for others with the same problem.
Thanks Blaenk, I was trying to work out how to do this and didn't realise I could put a button in the background, nice trick! Here's my contribution (new to this site and to Cocoa Touch so it may not be the most robust code ever, but it's working so far...):
I call this method from the touchUpInside event on my UIButton:
-(void)closeKeyboard:(id)sender {
UIView *theFirstResponder = [self findFirstResponder];
if (theFirstResponder) {
[theFirstResponder resignFirstResponder];
}
}
Where this loop finds the firstResponder:
- (UIView *)findFirstResponder {
UIView *firstResponderView = nil;
for (UIView *view in [self entryFields]) {
if ([view isFirstResponder]) {
firstResponderView = view;
break;
}
}
return firstResponderView;
}
It is dependent on each of the UITextField controls in the view having a tag assigned to them (again, can do that in Interface Builder).
My two cents anyway, though i'd better give something back!
SO I agonized over this and I figured it out..
you don't need the other button or anything.
All you need to do is select "Files owner", in the inspector drag from its textField outlet (or whatever you named it) to your actual textfield (via whatever you named it) This will be in addition to whatever inputs you already had wired up.
and ofcourse in addition to the Control outlet (UIview changed to UIControl via inspector) to files owner via backgroundtouched...the first thing we all tried
it work for me
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self.view endEditing:NO];
}
only need into self.view have an UItextField
http://objdev.com/2013/11/Dismissing-iOS-Keyboard-Self-View-EndEditing
The most appropriate way of solving this problem is using the following method:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if(![touch.view isMemberOfClass:[UITextField class]]) {
[touch.view endEditing:YES];
}
}
Note: This does not work on UIScrollView instances.
Change the class UIView to class UIControl from the identify tab of inspector.
Add this:
- (IBAction)tabBackground:(id) sender;
to your .h file.
Add this to your .m file:
- (IBAction)tabBackgroup:(id) sender {
[nameField resignFirstRespnder];
[numberField resignFirstResponder];
}
Connect your tabBackground from the inspector, action received section to the UIView (which is an an UIControl) and you're good to go.
For swift 4.0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if touch?.phase == UITouchPhase.began {
touch?.view?.endEditing(true)
}
}