What I want to do is put a UIView on top of another UIView, and both of them are screen size. The top UIView includes lots cocos nodes and will respond when I touch them. But when I touch a place that has no cocos node, the bottom UIView should respond.
I don't know how to do this. My imagine is check if top uiView is handled touch, do nothing. other wise let the bottom UIView start respond. But I don't know how to check that. I only know how to check touch but it seems the UIView will also be touched when I touch some place it can't handle.
I think you not requires 2 views.
Just take one view only and add all your node to that view.
in .h
IBOutlet UIView *bgView;//your view
UITapGestureRecognizer *viewTapRecognizer;// view tap recognizer
in .m
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
viewTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handelGesture:)];
[bgView addGestureRecognizer:viewTapRecognizer];
for (UIView *subView in [bgView subviews]) {
UITapGestureRecognizer *nodeTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handelGesture:)];
[subView addGestureRecognizer:nodeTapRecognizer];
}
}
- (void)handelGesture:(UITapGestureRecognizer*)sender {
if (sender == viewTapRecognizer) {
// your view is tapped
NSLog(#"........Tapped view..........");
}
else {
// your node is tapped
NSLog(#"........Tapped node..........");
}
}
Try this. it might work for you.
You can achieve it by 2 ways: using pointInside... method or hitTest... method.
If you will use pointInside... you can use only your views (the top view and the bottom view). You will subclass UIView with the top view and override pointInside... method. You will return YES if user's tapped a cocoa node else returns NO.
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
BOOL inside = [self didUserTapCocoaNode:point];
return inside;
}
If you want more complex logic, you should use third view, subclass of UIView (the container view), that will be contain the top view and the bottom view. Override method hitTest..., and return the bottom or the top view.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView* result = nil;
if ([self touchedCocoaNode:point])
{
result = self.topView;
}
else
{
result = self.bottomView;
}
return result;
}
UPD
Example implementation of didUserTapCocoaNode with pseudo code:
- (BOOL)didUserTapCocoaNode:(CGPoint)pointInSelf
{
__block BOOL tappedSomeNode = NO;
[self.nodes enumerateObjectsUsingBlock:^(NodeType* obj, NSInteger idx, BOOL* stop){
CGPoint pointInNode = [obj convertPoint:pointInSelf fromView:self];
tappedSomeNode = [obj pointInside:pointInNode withEvent:nil];
*stop = tappedSomeNode;
}]
return tappedSomeNode;
}
Related
I have a PageViewController which is initialized like this:
self.pageViewController = [[UIPageViewController alloc] initWithTransitionStyle:UIPageViewControllerTransitionStyleScroll
navigationOrientation:UIPageViewControllerNavigationOrientationHorizontal options:nil];
On one of the pages, there's a UISlider.
My problem is that when I have transitionstyle set to UIPageViewControllerTransitionStyleScroll, it takes 150-200 ms before beginTrackingWithTouch is invoked on the slider.
This behavior is not seen when I use UIPageViewControllerTransitionStylePageCurl, where the UISlider is selected instantly.
This means that unless the user waits a bit before dragging the slider (a video progress), the page will turn instead, which is far from ideal.
The Page curl animation does not meet the demands of the app, so any explanation or workaround is appreciated.
Since with UIPageViewControllerTransitionStyleScroll gesture recognizers isn't available, you can use this:
for (UIView *view in pageViewController.view.subviews) {
if ([view isKindOfClass:[UIScrollView class]]) {
UIScrollView *scrollView = (UIScrollView *)view;
scrollView.delaysContentTouches = NO;
}
}
I solved this issue by add a pan gesture on UISlider and set:
self.sliderGesture.cancelsTouchesInView = NO; // make touch always triggered
and implement delegate method like:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldBeRequiredToFailByGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return otherGestureRecognizer.view.superview == self.parentViewController.view;
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
// only receive touch in slider
CGPoint touchLocation = [touch locationInView:self.view];
return CGRectContainsPoint(self.slider.frame, touchLocation);
}
You can try to set the delegate of the page view controller gestures to the root view controller:
for (UIGestureRecognizer* gestureRecognizer in self.pageViewController.gestureRecognizers) {
gestureRecognizer.delegate = self;
}
And then prevent the touch of the gestures if it appears inside UISlider which is a subclass of UIControl:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
return ([touch.view isKindOfClass:[UIControl class]] == NO);
}
What helped me was to add pan-gesture-recognizer to UIView which holds UISlider, so in the end I have
UIPageViewController->UIScrollView->...->MyView->UISlider
The 'MyView' thing had pan gesture registered to it which did nothing, but served just to NOT propagate events to scroll view.
I've got a QuickLook view that I view some of my app's documents in. It works fine, but I'm having my share of trouble closing the view again. How do I create a touch event / gesture recognizer for which I can detect when the user wants to close the view?
I tried the following, but no events seem to trigger when I test it.
/------------------------ [ TouchPreviewController.h ]---------------------------
#import <Quicklook/Quicklook.h>
#interface TouchPreviewController : QLPreviewController
#end
//------------------------ [ TouchPreviewController.m ]---------------------------
#import "TouchPreviewController.h"
#implementation TouchPreviewController
- (id)init:(CGRect)aRect {
if (self = [super init]) {
// We set it here directly for convenience
// As by default for a UIImageView it is set to NO
UITapGestureRecognizer *singleFingerDTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleSingleDoubleTap:)];
singleFingerDTap.numberOfTapsRequired = 2;
[self.view addGestureRecognizer:singleFingerDTap];
[self.view setUserInteractionEnabled:YES];
[self.view setMultipleTouchEnabled:YES];
//[singleFingerDTap release];
}
return self;
}
- (IBAction)handleSingleDoubleTap:(UIGestureRecognizer *) sender {
CGPoint tapPoint = [sender locationInView:sender.view.superview];
[UIView beginAnimations:nil context:NULL];
sender.view.center = tapPoint;
[UIView commitAnimations];
NSLog(#"TouchPreviewController tap!" ) ;
}
// I also tried adding this
- (BOOL)gestureRecognizer:(UIGestureRecognizer *) gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer*) otherGestureRecognizer {
return YES;
}
#end
Edit: For clarification, this is how I instantiate the controller:
documents = [[NSArray alloc] initWithObjects: filename , nil ] ;
preview = [[TouchPreviewController alloc] init];
preview.dataSource = self;
preview.delegate = self;
//set the frame from the parent view
CGFloat w= backgroundViewHolder.frame.size.width;
CGFloat h= backgroundViewHolder.frame.size.height;
preview.view.frame = CGRectMake(0, 0,w, h);
//refresh the preview controller
[preview reloadData];
[[preview view] setNeedsLayout];
[[preview view] setNeedsDisplay];
[preview refreshCurrentPreviewItem];
//add it
[quickLookView addSubview:preview.view];
Also, I've defined the callback methods as this:
- (NSInteger) numberOfPreviewItemsInPreviewController: (QLPreviewController *) controller
{
return [documents count];
}
- (id <QLPreviewItem>) previewController: (QLPreviewController *) controller previewItemAtIndex: (NSInteger) index
{
return [NSURL fileURLWithPath:[documents objectAtIndex:index]];
}
Edit2: One thing i noticed. If I try making swiping gestures, I get the following message. This could shed some light on what is wrong/missing?
Ignoring call to [UIPanGestureRecognizer setTranslation:inView:] since
gesture recognizer is not active.
I think your example code is incomplete. It isn't clear how you are instantiating the TouchPreviewController (storyboard, nib file or loadView.)
I have never used the class so I could be way out in left field.
If you've already instantiated a UITapGestureRecognizer in the parent viewController, it is absorbing the tap events and they aren't passed on to your TouchPreviewController.
I would implement the view hierarchy differently by attaching the UITapGestureRecognizer to the parent viewController and handle presentation and unloading of the QLPreviewController there.
I think you might not have to subclass QLPreviewController by instantiating the viewController from a nib file.
When your parent viewController's UITapGestureRecognizer got an event you would either push the QLPreviewController on the navigation stack or pop it off the navigation stack when done.
Hope this is of some help.
I have a viewcontroller that via "[self.view addSubview: secondView.view]," adds a second view. The problem is that the second view is added outside half.
secondView = [[SecondView alloc] initWithFrame: CGRectMake (-160, 0, 320, 460)];
[self.view addSubview: secondView.view]; "
I have noticed, however, that the part before the 0 (-160) is not interagibile. Is this normal? is there a way to solve?
Thank you!
You can allow subviews to receive touches outside of the parent's bounds by overriding pointInside:withEvent: for the parent view.
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
BOOL pointInside = NO;
// step through our subviews' frames that exist out of our bounds
for (UIView *subview in self.subviews)
{
if(!CGRectContainsRect(self.bounds, subview.frame) && [subview pointInside:[self convertPoint:point toView:subview] withEvent:event])
{
pointInside = YES;
break;
}
}
// now check inside the bounds
if(!pointInside)
{
pointInside = [super pointInside:point withEvent:event];
}
return pointInside;
}
I fear that given the way the UIResponder chain works, what you want is not directly possible (the superview will only pass to its subviews the events that it recognizes as affecting itself).
On the other hand, if you really need to have this view outside of its parent's frame, you could associate a gesture recognizer (reference) to the subview. Indeed, gesture recognizers are handled outside the normal touch event dispatching and it should work.
Try this for a tap:
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap:)];
[secondView addGestureRecognizer:singleTap];
I have a UITableView and UINavigationController, and I'd like to distinguish between two clicks: 1) normal click that selects a row and 2) a click that happens ANYWHERE else on the screen (other than the buttons on the UINavigationController). I wrote this code:
singleTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(singleTapHandler:)];
singleTap.numberOfTapsRequired = 1;
The problem with this however is that it overrides the normal clicks that select a row.
I assume you're putting the tap recognizer on either the UIWindow itself, or the window's sole subview. You need to give the tap recognizer a delegate, and that delegate needs to implement gestureRecognizer:shouldReceiveTouch:.
In that method, you want to return NO if the touch is in a button or if the touch is in a table view cell, and YES otherwise. You need to walk up the view hierarchy, starting with the view that the touch landed in, looking for either of those classes.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
for (UIView *view = touch.view; view; view = view.superview) {
if ([view isKindOfClass:[UIButton class]])
return NO;
if ([view isKindOfClass:[UITableViewCell class]])
return NO;
}
return YES;
}
I'm trying to figure out how this is done the right way. I've tried to depict the situation:
I'm adding a UITableView as a subview of a UIView. The UIView responds to a tap- and pinchGestureRecognizer, but when doing so, the tableview stops reacting to those two gestures (it still reacts to swipes).
I've made it work with the following code, but it's obviously not a nice solution and I'm sure there is a better way. This is put in the UIView (the superview):
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if([super hitTest:point withEvent:event] == self) {
for (id gesture in self.gestureRecognizers) {
[gesture setEnabled:YES];
}
return self;
}
for (id gesture in self.gestureRecognizers) {
[gesture setEnabled:NO];
}
return [self.subviews lastObject];
}
I had a very similar problem and found my solution in this SO question. In summary, set yourself as the delegate for your UIGestureRecognizer and then check the targeted view before allowing your recognizer to process the touch. The relevant delegate method is:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldReceiveTouch:(UITouch *)touch
The blocking of touch events to subviews is the default behaviour. You can change this behaviour:
UITapGestureRecognizer *r = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(agentPickerTapped:)];
r.cancelsTouchesInView = NO;
[agentPicker addGestureRecognizer:r];
I was displaying a dropdown subview that had its own tableview. As a result, the touch.view would sometimes return classes like UITableViewCell. I had to step through the superclass(es) to ensure it was the subclass I thought it was:
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
UIView *view = touch.view;
while (view.class != UIView.class) {
// Check if superclass is of type dropdown
if (view.class == dropDown.class) { // dropDown is an ivar; replace with your own
NSLog(#"Is of type dropdown; returning NO");
return NO;
} else {
view = view.superview;
}
}
return YES;
}
Building on #Pin Shih Wang answer. We ignore all taps other than those on the view containing the tap gesture recognizer. All taps are forwarded to the view hierarchy as normal as we've set tapGestureRecognizer.cancelsTouchesInView = false. Here is the code in Swift3/4:
func ensureBackgroundTapDismissesKeyboard() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tapGestureRecognizer.cancelsTouchesInView = false
self.view.addGestureRecognizer(tapGestureRecognizer)
}
#objc func handleTap(recognizer: UIGestureRecognizer) {
let location = recognizer.location(in: self.view)
let hitTestView = self.view.hitTest(location, with: UIEvent())
if hitTestView?.gestureRecognizers?.contains(recognizer) == .some(true) {
// I dismiss the keyboard on a tap on the scroll view
// REPLACE with own logic
self.view.endEditing(true)
}
}
One possibility is to subclass your gesture recognizer (if you haven't already) and override -touchesBegan:withEvent: such that it determines whether each touch began in an excluded subview and calls -ignoreTouch:forEvent: for that touch if it did.
Obviously, you'll also need to add a property to keep track of the excluded subview, or perhaps better, an array of excluded subviews.
It is possible to do without inherit any class.
you can check gestureRecognizers in gesture's callback selector
if view.gestureRecognizers not contains your gestureRecognizer,just ignore it
for example
- (void)viewDidLoad
{
UITapGestureRecognizer *singleTapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap:)];
singleTapGesture.numberOfTapsRequired = 1;
}
check view.gestureRecognizers here
- (void)handleSingleTap:(UIGestureRecognizer *)gestureRecognizer
{
UIEvent *event = [[UIEvent alloc] init];
CGPoint location = [gestureRecognizer locationInView:self.view];
//check actually view you hit via hitTest
UIView *view = [self.view hitTest:location withEvent:event];
if ([view.gestureRecognizers containsObject:gestureRecognizer]) {
//your UIView
//do something
}
else {
//your UITableView or some thing else...
//ignore
}
}
I created a UIGestureRecognizer subclass designed for blocking all gesture recognizers attached to a superviews of a specific view.
It's part of my WEPopover project. You can find it here.
implement a delegate for all the recognizers of the parentView and put the gestureRecognizer method in the delegate that is responsible for simultaneous triggering of recognizers:
func gestureRecognizer(UIGestureRecognizer, shouldBeRequiredToFailByGestureRecognizer:UIGestureRecognizer) -> Bool {
if (otherGestureRecognizer.view.isDescendantOfView(gestureRecognizer.view)) {
return true
} else {
return false
}
}
U can use the fail methods if u want to make the children be triggered but not the parent recognizers:
https://developer.apple.com/reference/uikit/uigesturerecognizerdelegate
I was also doing a popover and this is how I did it
func didTap(sender: UITapGestureRecognizer) {
let tapLocation = sender.locationInView(tableView)
if let _ = tableView.indexPathForRowAtPoint(tapLocation) {
sender.cancelsTouchesInView = false
}
else {
delegate?.menuDimissed()
}
}
You can turn it off and on.... in my code i did something like this as i needed to turn it off when the keyboard was not showing, you can apply it to your situation:
call this is viewdidload etc:
NSNotificationCenter *center = [NSNotificationCenter defaultCenter];
[center addObserver:self selector:#selector(notifyShowKeyboard:) name:UIKeyboardDidShowNotification object:nil];
[center addObserver:self selector:#selector(notifyHideKeyboard:) name:UIKeyboardWillHideNotification object:nil];
then create the two methods:
-(void) notifyShowKeyboard:(NSNotification *)inNotification
{
tap.enabled=true; // turn the gesture on
}
-(void) notifyHideKeyboard:(NSNotification *)inNotification
{
tap.enabled=false; //turn the gesture off so it wont consume the touch event
}
What this does is disables the tap. I had to turn tap into a instance variable and release it in dealloc though.