I have two UIImageView objects inside my view (both 320x480 one above the other). The lower image view is inside a UIScrollView with scrolling and zooming enabled. Now I want to handle touches inside the other image view but it no longer detects any single taps.
I can understand that the UIScrollView handles all the touches which I do on it. But the touches on the image view above the scroll view are also not recognized.
Attached is an image with my view hierarchy. Can someone please tell me why the other image view's touches are also handled by the scrollview when it isn't a subview of scroll view?
And if the scrollview is bent on handling touches, how do I recognize touches on the other image view?
Thanks.
By default UIImageViews have userInteractionEnabled=NO;
Try setting it to YES (either in IB or in code).
I'm not sure, it might be that you need to set the frame size and/or content size of the scroll view properly. This page has a diagram of what I'm talking about.
Related
In My Application,i am having one scrollVIew containing multiple images.
and out of the scrollview i have one uiimageview.
i want to Drag any image from ScrollView and drop it on uiimageview which is out of the scrollview.
is it possible?
help And suggestions are appreciated
Thanks in advance.
gamozzii's reply is close to what you need to do, but there's one problem. An UIScrollView will eat touches, so tapping on an image will have no effect.
As a result you will have to subclass the UIScrollView
I have written a small functional app to illustrate dragging the image from a scroll view into an image view. You can download the project here.
Yes this should be possible, you will need to implement the touch/drag events directly.
Check out the touchesBegan, touchesMoved etc. delegate methods in UIResponder.
One approach would be to subclass imageview and implement touchesBegan, touchesMoved in it, and use this imageview subclass to display your images in the scroll view.
On the touchesBegan create a new image view and add it to the outer view and set its image to be the same as the one in the scroll view. You need to overlay it directly over your source image in the scroll view so adjust its frame origin to be relative to the outer view you will need to use the scrollview origin and also the content view size and offset of the source image view inside the content view in order to recalculate the new origin in the outer view.
Then on the touches moved, simply readjust the frame of this image in accordance with the coordinates from the touches moved so that the image follows the touch.
Do a boundary check against the frame of your target imageview - once the user drags it into this boundary, make that target imageviews image the same as the image in the view being dragged and remove the dragged image from the containing view and release it.
In case you're still interested in another solution (and for other users of course):
I did implement that behaviour before just like gamozzii recommended.
I set canCancelContentTouches = NO on the UIScrollView to make sure the subviews handle there touches on their own. If a subview (in your case an image) was touched, i moved the view out of the scrollview onto the superview and started tracking it's dragging. (You have to calculate the correct coordinates within the new superview, so it stays in place). After dragging finishes, i checked if the target area was reached, otherwise I moved it back into the scrollview.
The subviews are handling the dragging on there own via (touchesBegan:/Moved:/Ended:/Cancelled:).
If that's not detailed enough, here's my example code: Github: JDDroppableView
I have a UIScrollView instance with many views inside. I have touchesBegan: defined inside my implementation of a subclass of UIView, but touches are only detected for views that are originally shown inside the scrollview (without scrolling). That is, initially all touches are detected, but when I scroll down, no touches are detected, except for on those views which were originally above the fold (i.e. they originally fit in the scrollview), and moreover, only those parts of those views which were above the fold (in the cases of views that were partially shown originally).
I hope this is clear... anyone have any idea what could be causing a situation like this?
After a day of debugging, I found the simple solution. The height of the frame of the view inside the scrollview had been set to the height of the screen. I needed to extend it to the full height of the scrollview.
I have a UIScrollView wich contains 2 views the first at offset 0 and the other at offset 800.
I want the user to be able to scroll down but not always, because in the upper view i have another controls tha receive touch input and dragging and sometimes when you are dragging if your touch is just a little bit out of the control the scrollview scrolls and that's very annoying. So i want that the scrollview only scroll in certain zones.
What you basically need is to subclass the UIView that should intercept touches outside it's frame and override it's hit test method.
I have a UIView which contains a zoomable UIImageView and also another semitransparent UIView on top of that.
What I am trying to achieve is to be able to zoom the UIImageView while keeping the semitransparent view static and not zoomed.
If I add the semitransparent UIView on top of the UIImageView (which is added to the UIScrollView), everything zooms. However, if I add both as subviews to the base UIView, the touches only get tracked is the semitransparent UIView since its the last one added.
I do need control to reside first at the semitransparent UIView for the touches since I may want to resize the semitransparent view. However, I'd like to pass control of the touches to the UIScrollView if two fingers are used. Is there anyway for me to achieve this? The nextresponder doesn't seem to work. I also tried to use hittest in addition to subclassing UIWindow, but the base UIView needs to push/pop navigation controlling ability so I don't think I can subclass UIWindow to push onto the navigation stack.
Any help would be appreciated.
Thanks,
Winston
Hm.. you can try this hierarchy (possibly subclasses):
UIView (container)
> UIView (semitransparent overlay)
> UIScrollview
- UIView (zoomable content)
Like this, the overlay does not scale.
The tricky thing then is the user interaction on multiple layers. Its easy if there are areas in your overlay that should not detect user touches, for that you just set the UIView property 'userInteractionEnabled' to 'NO' for the view parts where touches should be 'forwarded' to the underlaying layers.
But if I get you right, you need something more complicated. You probably could set up some kind of master-touch-controller in the container UIView, that finds out what is happening and then calls certain methods of its subviews / forwards the events.
I don't know all the exact methods you need to override/implement in the container, but check out the tapZoom demo from the ScrollView Suite sample code. It's a pretty nice example there.
Just out of curiosity, may I ask what this interaction model is used for?
I have a problem in the touchesMoved handler with a view that is added onto a UIScrollView. I add a number of labels to the scroll view. Each of these labels contain some text and, on swiping my finger on the labels, I have to play a specific file for that text.
If I just add the view onto the window directly, I get all of the touch events in touchesMoved without any problem. When I add my view onto the UIScrollView and then add this to the window, there is some lag in the touchesMoved handler. I am not getting continuous touch points in touchesMoved as with the normal view. As a result, while swiping the finger from the view, it happens that some labels are missed.
Is the problem due to scroll view? The same code runs perfectly in normal conditions (without a scroll view).
Does anyone have any solution to this?
UIScrollView sets a timer on touchDown to be able to know if it should handle scrolling or if it should pass the events on to subviews.
There is a property on UIScrollView for controlling this behaviour:
#property(nonatomic) BOOL delaysContentTouches