Add UITapGestureRecognizer to UIVIew XIB - objective-c

#interface MyCustomView() #end
#implementation MyCustomView
- (instancetype)init {
self = [[[MyClass bundle] loadNibNamed:kOverlayNib owner:self options:nil] firstObject];
self.layer.cornerRadius = 10;
self.translatesAutoresizingMaskIntoConstraints = NO;
self.userInteractionEnabled = YES;
UITapGestureRecognizer *singleFingerTap =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(handleSingleTap:)];
[singleFingerTap setNumberOfTapsRequired:1];
[singleFingerTap setNumberOfTouchesRequired:1];
[self addGestureRecognizer:singleFingerTap];
return self; }
//The event handling method
- (void)handleSingleTap:(UITapGestureRecognizer *)recognizer {
NSLog(#"Tappedddddddddd");
}
I have added Tap Gesture Recognizer to my kOverlayNib.xib but for some reason i can not get any response.. It is not working at all..

you missed some things..
#interface MyCustomView() <UIGestureRecognizerDelegate> #end or anywhere you want to write.
singleFingerTap.delegate = self;
- (BOOL)gestureRecognizer:(UIGestureRecognizer )gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer)otherGestureRecognizer { return YES; }
Now you can run your code. it works.

Related

UIButton not respond in UIView

UIButton in my view does not respond when I click it. Some one figure
out what I am doing wrong? Here is my entire code:
MyView.h
#interface Myview : UIView
#end
MyView.m
#import "MyView.h"
- (init){
self = [super init];
if(self)
[self createButton];
return self;
}
- (void) createButton{
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(100,100,100,50)];
[button setTitle:#"Go" forState:UIControlStateNormal];
[button addTarget:self
`action:#selector(goAction)
forControlEvents:UIControlEventTouchUpInside];
[self addSubview:button];
}
- (void) goAction{
NSString *test = #"Some text";
}
MyViewController.m
- (id) init{
self = [super init];
if (self) {
MyView *myview = [[MyView alloc] init];
[self.view addSubview:myview];
}
return self;
}`
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
}
ViewController.m
#import "ViewController.h"
#import "MyViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
MyViewController *myTestView = [[MyViewController alloc] init];
[self.view addSubview:myTestView.view];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
The reason why clicks does not work is that you don't set frame of MyView
This way it works (although I still don't understand why you need to add one ViewController into another)
#implementation MyViewController
- (instancetype)init
{
self = [super init];
if (self) {
MyView *myview = [[MyView alloc] init];
myview.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.width);
[self.view addSubview:myview];
}
return self;
}

Using a block in Object-C, I get "Thread 1:EXC_BAD_ACCESS(code=1,address=0x0)"

I want to add GestureRecognizer on an imageView and use a block in the clickAction.
But when I run it, I get this error in the block:
Thread 1:EXC_BAD_ACCESS(code=1,address=0x0)
#import "blockImage.h"
#implementation blockImage
-(instancetype)init{
if (self = [super init]) {
self = [[blockImage alloc]initWithFrame:CGRectMake(100, 100, 100, 100)];
self.tag = 10;
self.backgroundColor = [UIColor redColor];
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapActionWithBolck:)];
[self addGestureRecognizer:tap];
}
return self;
}
-(void)tapActionWithBolck:(void(^)(NSInteger idx))completion{
completion(10);
}
#end
and
#import "ViewController.h"
#import "blockImage.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
blockImage *img = [[blockImage alloc] init];
[self.view addSubview:img];
}
#end
You can not use method like this with UITapGestureRecognizer
-(void)tapActionWithBolck:(void(^)(NSInteger idx))completion;
it should be like that
-(void)tapAction:(UIGestureRecognizer *)sender;
or
-(void)tapAction;
If you want to use block on tap, you should keep it in variable (in init for example) and than call it in method. But keep in mind about retain cycles.

Not to dismiss when I tap on UIPickerView

I have a UIPickerView where I have a Male and a Female option.
What I have is when I click on label, the UIPickerView is shown, and based on the selection in UIPickerView, the same text is shown on label.
All is working well, but tapping on UIPickerView is not working properly.
When I tap on UIPickerView,
For iOS6, UIPickerView gets dismissed.
For iOS7, UIPickerView DOESN'T get dismissed.
So what I wanted to do is to not dismiss UIPickerView when I click on it.
Any idea how to do that for iOS 6?
Dropbox link
Code
.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController<UIPickerViewDelegate, UIPickerViewDataSource>
#property (retain, nonatomic) IBOutlet UIPickerView *myPicker;
#property (retain, nonatomic) IBOutlet UILabel *myLabel;
#property (retain, nonatomic) IBOutlet NSMutableArray *arrayGender;
#end
.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize myPicker, myLabel, arrayGender;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
arrayGender = [[NSMutableArray alloc] init];
[arrayGender addObject:#"Male"];
[arrayGender addObject:#"Female"];
myLabel.text = #"Choose gender...";
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(hideAllKeyboards)];
tapGesture.cancelsTouchesInView = NO;
[self.view addGestureRecognizer:tapGesture];
myLabel.userInteractionEnabled = YES;
UITapGestureRecognizer *tapGestureRecognizergenderLabel = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(genderLabelTapped)];
tapGestureRecognizergenderLabel.numberOfTapsRequired = 1;
[myLabel addGestureRecognizer:tapGestureRecognizergenderLabel];
[tapGestureRecognizergenderLabel release];
myPicker.hidden = NO;
}
-(void) genderLabelTapped {
NSLog(#"genderLabelTapped");
[myPicker reloadAllComponents];
myPicker.hidden = NO;
}
-(IBAction)hideAllKeyboards {
NSLog(#"hideAllKeyboards");
myPicker.hidden = YES;
}
- (void)viewWillAppear:(BOOL)animated
{
NSLog(#"viewWillAppear");
[super viewWillAppear:animated];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void) dealloc {
[myPicker release];
[myLabel release];
[super dealloc];
}
- (IBAction)takeMeBack:(id)sender {
[self.navigationController popViewControllerAnimated:YES];
}
#pragma mark -
#pragma mark PickerView DataSource
- (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView
{
return 1;
}
-(UIView *)pickerView:(UIPickerView *)pickerView viewForRow:(NSInteger)row forComponent:(NSInteger)component reusingView:(UIView *)view
{
NSLog(#"custom data..");
if (IS_DEVICE_RUNNING_IOS_7_AND_ABOVE()) {
// NSLog(#"changing font...");
UILabel *label;
// = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 233, 44)]; // your frame, so picker gets "colored"
label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 233, 44)];
label.textColor = [UIColor whiteColor];
label.font = [UIFont fontWithName:#"Trebuchet MS" size:14];
label.textAlignment = NSTextAlignmentCenter;
label.text = [arrayGender objectAtIndex:row];
return label;
} else {
// NSLog(#"changing font...");
UILabel *label;
// = [[UILabel alloc] initWithFrame:CGRectMake(40, 0, 193, 44)];
label = [[UILabel alloc] initWithFrame:CGRectMake(40, 0, 193, 44)];
label.backgroundColor = [UIColor clearColor];
label.textColor = [UIColor blackColor];
label.font = [UIFont fontWithName:#"HelveticaNeue-Bold" size:18];
label.font = [UIFont fontWithName:#"HelveticaNeue-Bold" size:14];
label.text = [arrayGender objectAtIndex:row];
return label;
}
}
- (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component
{
return [arrayGender count];
}
- (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component
{
return [arrayGender objectAtIndex:row];
}
-(void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row
inComponent:(NSInteger)component
{
myLabel.text = [NSString stringWithFormat:#"%#", [arrayGender objectAtIndex:row]];
myPicker.accessibilityValue = [NSString stringWithFormat:#"%#", [arrayGender objectAtIndex:row]];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
- (BOOL)shouldAutorotate
{
return NO;
}
#end
I know because of gesture recognizer, picker is getting hided in iOS6. The problem is why it is not getting hided in iOS7?
Did you write this yourself if you just copy-pasted it from somewhere and you didn't know what it does so you came to Stack Overflow with close to zero research done? By close to zero research, I mean you didn't even read the code...
What do you think these lines do?
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(hideAllKeyboards)];
tapGesture.cancelsTouchesInView = NO;
[self.view addGestureRecognizer:tapGesture];
-(IBAction)hideAllKeyboards {
NSLog(#"hideAllKeyboards");
myPicker.hidden = YES;
}
It turns out, when a touch happens (on the pickerview) in iOS7, the view that catches the tap is of class UIPickerTableViewWrapperCell, while in iOS6, it's of class UIPickerTableView (if not tapping on a row) or UITableViewCellContentView (when tapping on a row). My guess is, the later two let the tap pass through as if the tap happened on their superview (in your case, self.view). <- The last sentence is just a guess, not for sure.
The way you can make sure the picker only gets hidden in case the tap happened on self.view is to set a delegate self as delegate to tapGesture, then implement the gestureRecognizer:shouldReceiveTouch method:
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
if (touch.view == self.view) {
return YES;
} else {
return NO;
}
}

Cocoa Idiomatic First Responder and Keyboard Event Handling Design

I've been reading the Cocoa Event Handling Guide to understand how to handle keyboard events for my application. However, I'm not quite sure if the solution I've found is the idiomatic way to approach this problem or even the best.
I have a view called CustomView and controller called CustomViewController that contains a NSTextView (within a NSScrollView) and a NSTextField. Basically a chat window.
What I would like is that even if the NSTextField is not selected, and the user starts typing, the NSTextField should be made the first responder and the text the user types should be appended to the NSTextField.
I've come up with a solution (below) where my RootWindowController captures keyDown events, makes the NSTextField the first responder, gets the field editor, and appends the text.
Is this the idiomatic approach Cocoa developers take or is their a simpler way that I am missing? Code is below. Thanks.
RootWindowController.m
#import "RootWindowController.h"
#implementation RootWindowController
- (id)initWithWindow:(NSWindow *)window
{
self = [super initWithWindow:window];
if (self) {
self.customViewController = [[CustomViewController alloc] init];
NSView *contentView = self.window.contentView;
CGFloat viewWidth = contentView.frame.size.width;
CGFloat viewHeight = contentView.frame.size.height;
self.customViewController.customView.textField.frame =
NSMakeRect(0, 0, viewWidth, 50);
self.customViewController.customView.scrollView.frame =
NSMakeRect(0, 51, viewWidth, viewHeight - 50);
self.customViewController.customView.textView.frame =
NSMakeRect(0, 51, viewWidth, viewHeight - 50);
self.window.contentView = self.customViewController.customView;
}
return self;
}
- (void)keyDown:(NSEvent *)theEvent
{
[self.window
makeFirstResponder:self.customViewController.customView.textField];
NSString *characters = theEvent.characters;
NSText *fieldEditor = [self.window fieldEditor:YES
forObject:self.customViewController.customView.textField];
[fieldEditor setString:
[NSString stringWithFormat:#"%#%#", fieldEditor.string, characters]];
[fieldEditor setSelectedRange:NSMakeRange(fieldEditor.string.length, 0)];
[fieldEditor setNeedsDisplay:YES];
}
#end
CustomViewController.m
#import "CustomViewController.h"
#implementation CustomViewController
- (id)init
{
self = [super init];
if (self) {
self.customView = [[CustomView alloc] initWithFrame:NSZeroRect];
[self.customView setAutoresizesSubviews:YES];
self.view = self.customView;
}
return self;
}
#end
CustomView.m
#import "CustomView.h"
#implementation CustomView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.scrollView = [[NSScrollView alloc] initWithFrame:NSZeroRect];
self.textView = [[NSTextView alloc] initWithFrame:NSZeroRect];
self.textField = [[NSTextField alloc] initWithFrame:NSZeroRect];
[self.textView setAutoresizesSubviews:YES];
[self.scrollView setDocumentView:self.textView];
[self.scrollView setHasVerticalScroller:YES];
[self.scrollView setAutoresizesSubviews:YES];
[self.textField setStringValue:#"Placeholder Text"];
[self addSubview:self.scrollView];
[self addSubview:self.textField];
[self.textView setNeedsDisplay:YES];
}
return self;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
#end

UITextField Example in Cocos2d

Can anyone please suggest some links for using UITextField in cocos2d.
I want to press on label, then the UITextField should get selected and I need to edit on that UITextField.
I'm doing this in a current project to allow for entering the number of the level to start playing at, so that's why my variables and methods are named the way they are; you should probably adjust these to make sense for you.
In your app controller, define this as an instance variable:
UITextField *levelEntryTextField;
Create it inside applicationDidFinishLaunching:
levelEntryTextField = [[UITextField alloc] initWithFrame:
CGRectMake(60, 165, 200, 90)];
[levelEntryTextField setDelegate:self];
Define a method to activate the text field. You should also declare it in the header file for your app controller.
- (void)specifyStartLevel
{
[levelEntryTextField setText:#""];
[window addSubview:levelEntryTextField];
[levelEntryTextField becomeFirstResponder];
}
This will make pressing "return" on the keypad end editing
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
//Terminate editing
[textField resignFirstResponder];
return YES;
}
This is triggered when the editing is actually done.
- (void)textFieldDidEndEditing:(UITextField*)textField {
if (textField==levelEntryTextField) {
[levelEntryTextField endEditing:YES];
[levelEntryTextField removeFromSuperview];
// here is where you should do something with the data they entered
NSString *result = levelEntryTextField.text;
}
}
Now to actually set things in motion, you put this somewhere. I call this from within one of my Scene classes, in response to a user action:
[[[UIApplication sharedApplication] delegate] specifyStartLevel];
I took the example that Jack provided and actually created a working project, this was done using the Cocos2D 0.7.1 XCode Template, and then just editting the *AppDelegate.m/.h files, which are provided below in there entirety. I also modified some of what Jack said, because I feel that creating the UITextField in the appDidFinishLoading would utilize a bit too much memory, especially if the text field is not used all the time ... this solution creates the text field only when it is needed, the sample draws an empty Cocos2D Layer scene, and on screen touch, it displays the text field for you to start entering text into. It will spit out the result of what you entered to the Console - you can pass this to whatever is necessary in your own code.
the .h
#import <UIKit/UIKit.h>
#import "cocos2d.h"
#interface MYSCENE : Layer <UITextFieldDelegate>
{
UITextField *myText;
}
-(void)specificStartLevel;
#end
#interface textFieldTestAppDelegate : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate, UIApplicationDelegate>
{
UIWindow *window;
}
#end
and then the .m
#import "textFieldTestAppDelegate.h"
#implementation MYSCENE
-(id) init
{
self = [super init];
isTouchEnabled = YES;
return self;
}
-(BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self specifyStartLevel];
return kEventHandled;
}
-(void)specifyStartLevel {
myText = [[UITextField alloc] initWithFrame:CGRectMake(60, 165, 200, 90)];
[myText setDelegate:self];
[myText setText:#""];
[myText setTextColor: [UIColor colorWithRed:255 green:255 blue:255 alpha:1.0]];
[[[[Director sharedDirector] openGLView] window] addSubview:myText];
[myText becomeFirstResponder];
}
-(BOOL)textFieldShouldReturn:(UITextField *)textField {
[myText resignFirstResponder];
return YES;
}
-(void)textFieldDidEndEditing: (UITextField *)textField {
if(textField == myText) {
[myText endEditing:YES];
[myText removeFromSuperview];
NSString *result = myText.text;
NSLog([NSString stringWithFormat:#"entered: %#", result]);
} else {
NSLog(#"textField did not match myText");
}
}
-(void) dealloc
{
[super dealloc];
}
#end
#implementation textFieldTestAppDelegate
- (void)applicationDidFinishLaunching:(UIApplication *)application
{
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[window setUserInteractionEnabled:YES];
[[Director sharedDirector] setDisplayFPS:YES];
[[Director sharedDirector] attachInWindow:window];
Scene *scene = [Scene node];
[scene addChild: [MYSCENE node]];
[window makeKeyAndVisible];
[[Director sharedDirector] runWithScene: scene];
}
-(void)dealloc
{
[super dealloc];
}
-(void) applicationWillResignActive:(UIApplication *)application
{
[[Director sharedDirector] pause];
}
-(void) applicationDidBecomeActive:(UIApplication *)application
{
[[Director sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[TextureMgr sharedTextureMgr] removeAllTextures];
}
#end
To add Text field in cocos2d as below code
first of all you add view in Scene and afetr add textfield add in view thats very easy.
-(id) init
{
if( (self=[super init]) )
{
// add view in scene
UIView *view = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 320, 568)];
view.backgroundColor = [UIColor redColor];
// add textfield in view
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(10, 140, 300, 30)];
textField.borderStyle = UITextBorderStyleRoundedRect;
textField.font = [UIFont systemFontOfSize:15];
textField.placeholder = #"enter text";
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDone;
textField.clearButtonMode = UITextFieldViewModeWhileEditing;
textField.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField.delegate = self;
[view addSubview:textField];
// add view in scene
[[[CCDirector sharedDirector] view] addSubview:view];
}
return self;
}
you can also use CCTextfield in cocos2d best example is https://github.com/iNinja/CCTextField
Try the following CCNode subclass, CCMenuItemTextField, to use text fields in cocos2d.
The class is directly subclassed from CCMenuItemSprite. When tapped, the "selected" method is called and a UITextField is added to the main window. After editing is done, "unselected" method is called and the UITextField is removed from screen. User's input is saved to a CCLabelTTF node, which position itself exactly as the original UITextField.
CCMenuItemTextField.h
#interface CCMenuItemTextField : CCMenuItemSprite<UITextFieldDelegate> {
UITextField *textField_;
CCLabelTTF *label_;
CGFloat paddingLeft_;
}
#property (readonly, nonatomic) UITextField *textField;
#property (readonly, nonatomic) CCLabelTTF *label;
#property (assign, nonatomic) CGFloat paddingLeft;
- (void)selected;
- (void)unselected;
- (void)setFontSize:(CGFloat)size;
- (NSString*)text;
- (void)setText:(NSString*)text;
#end
CCMenuItemTextField.m
#import "CCMenuItemTextField.h"
#implementation CCMenuItemTextField
#synthesize
textField = textField_,
label = label_,
paddingLeft = paddingLeft_;
- (id)init
{
CCSprite *normalSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *selectedSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *disabledSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
return [self initWithNormalSprite:normalSprite selectedSprite:selectedSprite disabledSprite:disabledSprite];
}
- (id)initWithNormalSprite:(CCNode<CCRGBAProtocol> *)normalSprite
selectedSprite:(CCNode<CCRGBAProtocol> *)selectedSprite
disabledSprite:(CCNode<CCRGBAProtocol> *)disabledSprite
{
self = [super initWithNormalSprite:normalSprite
selectedSprite:selectedSprite
disabledSprite:disabledSprite
target:self
selector:#selector(selected)];
if (self) {
paddingLeft_ = 3.0;
textField_ = [[UITextField alloc] init];
[textField_ setTextColor:[UIColor blackColor]];
[textField_ setFont:[UIFont systemFontOfSize:18]];
label_ = [[CCLabelTTF node] retain];
[label_ setAnchorPoint:ccp(0,0.5)];
[label_ setFontSize:18];
[label_ setVisible:NO];
[label_ setColor:ccBLACK];
[self addChild:label_];
}
return self;
}
- (void)dealloc
{
[label_ release];
[textField_ release];
[super dealloc];
}
// --------------------------------
// Public
// --------------------------------
- (void)selected
{
[super selected];
[label_ setVisible:NO];
CGAffineTransform transform = [self nodeToWorldTransform];
float textFieldHeight = textField_.font.lineHeight;
float width = self.contentSize.width;
float height = self.contentSize.height;
float left = transform.tx + paddingLeft_;
float top = 480 - transform.ty - height + (height - textFieldHeight) / 2;
[textField_ setFrame:CGRectMake(left, top, width, height)];
[[[[CCDirector sharedDirector] view] window] addSubview:textField_];
[textField_ becomeFirstResponder];
[textField_ setDelegate:self];
}
- (void)unselected
{
[super unselected];
[label_ setVisible:YES];
[label_ setPosition:ccp(paddingLeft_, self.contentSize.height/2)];
NSString *text = textField_.text ? textField_.text : #"";
[label_ setString:text];
[textField_ resignFirstResponder];
[textField_ removeFromSuperview];
}
- (NSString*)text
{
return [label_ string];
}
- (void)setText:(NSString*)text
{
[label_ setString:text];
[textField_ setText:text];
}
// --------------------------------
// UITextFieldDelegate
// --------------------------------
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
[self unselected];
return YES;
}
- (void)textFieldDidEndEditing:(UITextField*)textField {
[self unselected];
}
- (void)setFontSize:(CGFloat)size
{
[label_ setFontSize:size];
[textField_ setFont:[UIFont systemFontOfSize:size]];
}
// --------------------------------
// CCNode
// --------------------------------
- (void)onExitTransitionDidStart
{
[super onExitTransitionDidStart];
[self unselected];
}
#end