In viewController1, I have a CollectionView and used the following code to create a segue to the selected item page.
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if(segue.identifier == "ToEventInfoSegue") {
let destination = segue.destination as! ViewController2
let cell = sender as! CollectionViewCell
destination.eventInfo = cell.anEvent!
destination.MainVC = self
}
}
Since the viewController2 is not currently embedded in a navigation controller, after the segue push, there is no navigation bar.
My question is in order to get the navigation bar, how do I implement the segue when the VC2 is embedded in a navigation controller?
Update
Tab Bar Controller -> Navigation Bar Controller -> VC1
VC1 -> (Currently no navigation bar controller) -> VC2
Update 2
After resetting the segue, I was able to get a navigation bar in StoryBoard. However, it seems that it is covered by the view. The navigation bar is not showing up. The back button does show up. I think the title is somehow on the bottom of the layer. The hierarchy looks like this.
The blue area is where the title of Navigation Bar is. However, as you can see it is covered and does not show when I run the app. The back button does show up
Based on your question what i understand is you need NavigationBar in your DetailViewController so for that you have to assign segue to your CollectionViewCell with DetailViewController like below screen shot.
I guess your storyboard flow like this:
What you need is assign segue from Cell to DetailViewController:
By doing this you can get your NavigationBar in your detail screen.
Hope this will help you to slove your problem.
I have created a sample application with the following screen setup
Clicking on the load popover button simply calls the following code:
#IBAction func clicked(sender: AnyObject) {
self.performSegueWithIdentifier("test", sender:self)
}
As you can see in the segue properties, all that segue does is loads the viewcontroller with the anchor view being the button testAnchor3
The problem is: I dont know why the view is not anchoring. When ever i click on the LoadPopover button, the other view controller does load as a popover, but it anchors in the middle of the screen and not under the button like its supposed to. How do i get the popover to anchor correctly?
Create a outlet for your button and put it in presentViewController: toView as a view.
- (void)presentViewController:(NSViewController *)viewController asPopoverRelativeToRect:(NSRect)positioningRect ofView:(NSView *)positioningView preferredEdge:(NSRectEdge)preferredEdge behavior:(NSPopoverBehavior)behavior
{
//Change the ofView to be your button outlet
[super presentViewController:viewController asPopoverRelativeToRect:positioningRect ofView:popOverButton preferredEdge:preferredEdge behavior:behavior];
}
I will accept answers in both swift and objective-c as the translation is fairly easy.
I want to display a tab bar with a splash screen, but I don't want that splash screen to be in the tab bar items for selection.
My setup now (below) shows the landing screen as the first displayed controller when the tab bar displays. However, I want that tab bar item hidden. Only the other three tabs should be selectable by a user. How do I do this?
//Create and add landing view
navigation = UINavigationController()
landingView = WGMLandingViewController(nibName: XIBFiles.LANDINGVIEW, bundle: nil)
navigation.pushViewController(landingView, animated: false)
navigation.title = "Landing View"
controllers.append(navigation)
//Create and add library view
navigation = UINavigationController()
libraryView = WGMLibraryViewController(nibName: XIBFiles.LIBRARYVIEW, bundle: nil)
navigation.pushViewController(libraryView, animated: false)
navigation.title = "Learn More"
controllers.append(navigation)
//Create and add pad view
navigation = UINavigationController()
orderPadView = WGMOrderPadViewController(nibName: XIBFiles.ORDERPADVIEW, bundle: nil)
navigation.pushViewController(orderPadView, animated: false)
navigation.title = "Order Pad"
controllers.append(navigation)
//Create and add lookup view
navigation = UINavigationController()
partLookupView = WGMLookupViewController(nibName: XIBFiles.LOOKUPVIEW, bundle: nil)
navigation.pushViewController(lookupView, animated: false)
navigation.title = "Lookup"
controllers.append(navigation)
//Set up controller list
self.setViewControllers(controllers, animated: false)
Apple's existing APIs don't allow you to do this, but we it shouldn't too hard to sub-class UITabBarController and get it to do what you want.
Ok.. my original answer won't work these days.. or I've gone senile and it never worked and I did something else. *cough*
So anyway, you'll have to roll your own tab bar controller. It's not so hard (just time consuming) now that we have containment view controllers and you can still use the UITabBar.
Create a UIViewController (your tab bar controller) and stick a UITabBar and a UIView in it.
Create an outlet for the view (this is where your view controllers will go) and tab bar
Configure the UITabBar however you'd like it.
Set the delegate of the UITabBar to be your view controller and implement the didSelectItem method.
Create a method to load your splash screen view controller and stick in your viewDidLoad or where you want it.
Something like
- (void)loadSplashScreen {
// load in the child view controller
UIViewController *splashScreenController = ...;
[self loadChildViewController:splashScreenController];
// make sure nothing in the tab bar is selected
self.tabBar.selectedItem = nil;
}
Then also add code to load the appropriate view controller whenever the various tabs are selected
- (void)tabBar:(UITabBar *)tabBar didSelectItem:(UITabBarItem *)item {
// logic to figure out which view controller you want based on `item`
// ...
UIViewController = ...;
[self loadChildViewController:viewController];
}
- (void)loadChildViewController:(UIViewController *)viewController {
[self removeCurrentTabController]; // remove the existing one, if any using whatever memory management techniques you want to put in place.
[self addChildViewController:viewController];
[self.tabView addSubview:viewController.view]; // where self.tabView is your outlet from step 2.
}
I must be doing stupid, but I can't see what: my UITableViewController subclass is never called when the edit button of my navigation is pressed.
What could be causing that?
My view hierarchy is loaded from a Nib file and put inside a popover. The [+] button is connected to the insertNewObject action of my UITableViewController subclass. It works fine.
The [Edit] button however has no action to connect to. The doc says it will automatically call the setEditing:animated: method of the view controller, which I override.
The nib file is set up pretty much as usual AFAICT. And in fact, I'm not sure what additional detail I can give that would suggest my mistake.
What is the control flow from the click on the [Edit] button to the call of the setEditing:animated method?
I feel like we must be missing the same thing.
Whatever the case, I made it work by doing the following.
IBOutlet UIBarButtonItem *editButton;
-(IBAction)editButtonPressed:(id)sender {
[self setEditing:YES animated:YES];
}
- (void)setEditing:(BOOL)editing animated:(BOOL)animate
{
if(self.tableView.isEditing)
{
self.editButton.style = UIBarButtonItemStylePlain;
self.editButton.title = #"Edit";
}
else
{
//self.editButton.style = UIBarButtonSystemItemDone;
self.editButton.style = UIBarButtonSystemItemEdit;
self.editButton.title = #"Done";
}
// Toggle table view state
[super setEditing:!self.tableView.isEditing animated:animate];
}
I hooked the editButton up to the button I added to the nav bar and it's action to the editButtonPressed IBAction. After doing that my setEditing: is called (obviously) and the super call toggles the table view's editing state.
I'd like to use the system defined button styles, but the appropriate one is commented out because while it did change style I couldn't figure out how to change the text from "Edit" to "Done" so I had to do it all manually (that only worked if I left the button as Custom and set the style generically). This has the downside of not being localized (for free), etc.
Problem
In my iPad app, I cannot attach a popover to a button bar item only after press-and-hold events. But this seems to be standard for undo/redo. How do other apps do this?
Background
I have an undo button (UIBarButtonSystemItemUndo) in the toolbar of my UIKit (iPad) app. When I press the undo button, it fires it's action which is undo:, and that executes correctly.
However, the "standard UE convention" for undo/redo on iPad is that pressing undo executes an undo but pressing and holding the button reveals a popover controller where the user selected either "undo" or "redo" until the controller is dismissed.
The normal way to attach a popover controller is with presentPopoverFromBarButtonItem:, and I can configure this easily enough. To get this to show only after press-and-hold we have to set a view to respond to "long press" gesture events as in this snippet:
UILongPressGestureRecognizer *longPressOnUndoGesture = [[UILongPressGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleLongPressOnUndoGesture:)];
//Broken because there is no customView in a UIBarButtonSystemItemUndo item
[self.undoButtonItem.customView addGestureRecognizer:longPressOnUndoGesture];
[longPressOnUndoGesture release];
With this, after a press-and-hold on the view the method handleLongPressOnUndoGesture: will get called, and within this method I will configure and display the popover for undo/redo. So far, so good.
The problem with this is that there is no view to attach to. self.undoButtonItem is a UIButtonBarItem, not a view.
Possible solutions
1) [The ideal] Attach the gesture recognizer to the button bar item. It is possible to attach a gesture recognizer to a view, but UIButtonBarItem is not a view. It does have a property for .customView, but that property is nil when the buttonbaritem is a standard system type (in this case it is).
2) Use another view. I could use the UIToolbar but that would require some weird hit-testing and be an all around hack, if even possible in the first place. There is no other alternative view to use that I can think of.
3) Use the customView property. Standard types like UIBarButtonSystemItemUndo have no customView (it is nil). Setting the customView will erase the standard contents which it needs to have. This would amount to re-implementing all the look and function of UIBarButtonSystemItemUndo, again if even possible to do.
Question
How can I attach a gesture recognizer to this "button"? More specifically, how can I implement the standard press-and-hold-to-show-redo-popover in an iPad app?
Ideas? Thank you very much, especially if someone actually has this working in their app (I'm thinking of you, omni) and wants to share...
Note: this no longer works as of iOS 11
In lieu of that mess with trying to find the UIBarButtonItem's view in the toolbar's subview list, you can also try this, once the item is added to the toolbar:
[barButtonItem valueForKey:#"view"];
This uses the Key-Value Coding framework to access the UIBarButtonItem's private _view variable, where it keeps the view it created.
Granted, I don't know where this falls in terms of Apple's private API thing (this is public method used to access a private variable of a public class - not like accessing private frameworks to make fancy Apple-only effects or anything), but it does work, and rather painlessly.
This is an old question, but it still comes up in google searches, and all of the other answers are overly complicated.
I have a buttonbar, with buttonbar items, that call an action:forEvent: method when pressed.
In that method, add these lines:
bool longpress=NO;
UITouch *touch=[[[event allTouches] allObjects] objectAtIndex:0];
if(touch.tapCount==0) longpress=YES;
If it was a single tap, tapCount is one. If it was a double tap, tapCount is two. If it's a long press, tapCount is zero.
Option 1 is indeed possible. Unfortunately it's a painful thing to find the UIView that the UIBarButtonItem creates. Here's how I found it:
[[[myToolbar subviews] objectAtIndex:[[myToolbar items] indexOfObject:myBarButton]] addGestureRecognizer:myGesture];
This is more difficult than it ought to be, but this is clearly designed to stop people from fooling around with the buttons look and feel.
Note that Fixed/Flexible spaces are not counted as views!
In order to handle spaces you must have some way of detecting them, and sadly the SDK simply has no easy way to do this. There are solutions and here are a few of them:
1) Set the UIBarButtonItem's tag value to it's index from left to right on the toolbar. This requires too much manual work to keep it in sync IMO.
2) Set any spaces' enabled property to NO. Then use this code snippet to set the tag values for you:
NSUInteger index = 0;
for (UIBarButtonItem *anItem in [myToolbar items]) {
if (anItem.enabled) {
// For enabled items set a tag.
anItem.tag = index;
index ++;
}
}
// Tag is now equal to subview index.
[[[myToolbar subviews] objectAtIndex:myButton.tag] addGestureRecognizer:myGesture];
Of course this has a potential pitfall if you disable a button for some other reason.
3) Manually code the toolbar and handle the indexes yourself. As you'll be building the UIBarButtonItem's yourself, so you'll know in advance what index they'll be in the subviews. You could extend this idea to collecting up the UIView's in advance for later use, if necessary.
Instead of groping around for a subview you can create the button on your own and add a button bar item with a custom view. Then you hook up the GR to your custom button.
While this question is now over a year old, this is still a pretty annoying problem. I've submitted a bug report to Apple (rdar://9982911) and I suggest that anybody else who feels the same duplicate it.
You also can simply do this...
let longPress = UILongPressGestureRecognizer(target: self, action: "longPress:")
navigationController?.toolbar.addGestureRecognizer(longPress)
func longPress(sender: UILongPressGestureRecognizer) {
let location = sender.locationInView(navigationController?.toolbar)
println(location)
}
Until iOS 11, let barbuttonView = barButton.value(forKey: "view") as? UIView will give us the reference to the view for barButton in which we can easily add gestures, but in iOS 11 the things are quite different, the above line of code will end up with nil so adding tap gesture to the view for key "view" is meaningless.
No worries we can still add tap gestures to the UIBarItems, since it have a property customView. What we can do is create a button with height & width 24 pt(according to Apple Human Interface Guidelines) and then assign the custom view as the newly created button. The below code will help you perform one action for single tap and another for tapping bar button 5 times.
NOTE For this purpose you must already have a reference to the barbuttonitem.
func setupTapGestureForSettingsButton() {
let multiTapGesture = UITapGestureRecognizer()
multiTapGesture.numberOfTapsRequired = 5
multiTapGesture.numberOfTouchesRequired = 1
multiTapGesture.addTarget(self, action: #selector(HomeTVC.askForPassword))
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 24, height: 24))
button.addTarget(self, action: #selector(changeSettings(_:)), for: .touchUpInside)
let image = UIImage(named: "test_image")withRenderingMode(.alwaysTemplate)
button.setImage(image, for: .normal)
button.tintColor = ColorConstant.Palette.Blue
settingButton.customView = button
settingButton.customView?.addGestureRecognizer(multiTapGesture)
}
I tried something similar to what Ben suggested. I created a custom view with a UIButton and used that as the customView for the UIBarButtonItem. There were a couple of things I didn't like about this approach:
The button needed to be styled to not stick out like a sore thumb on the UIToolBar
With a UILongPressGestureRecognizer I didn't seem to get the click event for "Touch up Inside" (This could/is most likely be programing error on my part.)
Instead I settled for something hackish at best but it works for me. I'm used XCode 4.2 and I'm using ARC in the code below. I created a new UIViewController subclass called CustomBarButtonItemView. In the CustomBarButtonItemView.xib file I created a UIToolBar and added a single UIBarButtonItem to the toolbar. I then shrunk the toolbar to almost the width of the button. I then connected the File's Owner view property to the UIToolBar.
Then in my ViewController's viewDidLoad: message I created two UIGestureRecognizers. The first was a UILongPressGestureRecognizer for the click-and-hold and second was UITapGestureRecognizer. I can't seem to properly get the action for the UIBarButtonItem in the view so I fake it with the UITapGestureRecognizer. The UIBarButtonItem does show itself as being clicked and the UITapGestureRecognizer takes care of the action just as if the action and target for the UIBarButtonItem was set.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPressGestured)];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(buttonPressed:)];
CustomBarButtomItemView* customBarButtonViewController = [[CustomBarButtomItemView alloc] initWithNibName:#"CustomBarButtonItemView" bundle:nil];
self.barButtonItem.customView = customBarButtonViewController.view;
longPress.minimumPressDuration = 1.0;
[self.barButtonItem.customView addGestureRecognizer:longPress];
[self.barButtonItem.customView addGestureRecognizer:singleTap];
}
-(IBAction)buttonPressed:(id)sender{
NSLog(#"Button Pressed");
};
-(void)longPressGestured{
NSLog(#"Long Press Gestured");
}
Now when a single click occurs in the ViewController's barButtonItem (Connected via the xib file) the tap gesture calls the buttonPressed: message. If the button is held down longPressGestured is fired.
For changing the appearance of the UIBarButton I'd suggest making a property for CustomBarButtonItemView to allow access to the Custom BarButton and store it in the ViewController class. When the longPressGestured message is sent you can change the system icon of the button.
One gotcha I've found is the customview property takes the view as is. If you alter the custom UIBarButtonitem from the CustomBarButtonItemView.xib to change the label to #"really long string" for example the button will resize itself but only the left most part of the button shown is in the view being watched by the UIGestuerRecognizer instances.
I tried #voi1d's solution, which worked great until I changed the title of the button that I had added a long press gesture to. Changing the title appears to create a new UIView for the button that replaces the original, thus causing the added gesture to stop working as soon as a change is made to the button (which happens frequently in my app).
My solution was to subclass UIToolbar and override the addSubview: method. I also created a property that holds the pointer to the target of my gesture. Here's the exact code:
- (void)addSubview:(UIView *)view {
// This method is overridden in order to add a long-press gesture recognizer
// to a UIBarButtonItem. Apple makes this way too difficult, but I am clever!
[super addSubview:view];
// NOTE - this depends the button of interest being 150 pixels across (I know...)
if (view.frame.size.width == 150) {
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:targetOfGestureRecognizers
action:#selector(showChapterMenu:)];
[view addGestureRecognizer:longPress];
}
}
In my particular situation, the button I'm interested in is 150 pixels across (and it's the only button that is), so that's the test I use. It's probably not the safest test, but it works for me. Obviously you'd have to come up with your own test and supply your own gesture and selector.
The benefit of doing it this way is that any time my UIBarButtonItem changes (and thus creates a new view), my custom gesture gets attached, so it always works!
I know this is old but I spent a night banging my head against the wall trying to find an acceptable solution. I didn't want to use the customView property because would get rid of all of the built in functionality like button tint, disabled tint, and the long press would be subjected to such a small hit box while UIBarButtonItems spread their hit box out quite a ways. I came up with this solution that I think works really well and is only a slight pain to implement.
In my case, the first 2 buttons on my bar would go to the same place if long pressed, so I just needed to detect that a press happened before a certain X point. I added the long press gesture recognizer to the UIToolbar (also works if you add it to a UINavigationBar) and then added an extra UIBarButtonItem that's 1 pixel wide right after the 2nd button. When the view loads, I add a UIView that's a single pixel wide to that UIBarButtonItem as it's customView. Now, I can test the point where the long press happened and then see if it's X is less than the X of the customview's frame. Here's a little Swift 3 Code
#IBOutlet var thinSpacer: UIBarButtonItem!
func viewDidLoad() {
...
let thinView = UIView(frame: CGRect(x: 0, y: 0, width: 1, height: 22))
self.thinSpacer.customView = thinView
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(longPressed(gestureRecognizer:)))
self.navigationController?.toolbar.addGestureRecognizer(longPress)
...
}
func longPressed(gestureRecognizer: UIGestureRecognizer) {
guard gestureRecognizer.state == .began, let spacer = self.thinSpacer.customView else { return }
let point = gestureRecognizer.location(ofTouch: 0, in: gestureRecognizer.view)
if point.x < spacer.frame.origin.x {
print("Long Press Success!")
} else {
print("Long Pressed Somewhere Else")
}
}
Definitely not ideal, but easy enough for my use case. If you need a specify a long press on specific buttons in specific locations, it gets a little more annoying but you should be able to surround the buttons you need to detect the long press on with thin spacers and then just check that your point's X is between both of those spacers.
#voi1d's 2nd option answer is the most useful for those not wanting to rewrite all the functionality of UIBarButtonItem's. I wrapped this in a category so that you can just do:
[myToolbar addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton];
with a little error handling in case you are interested. NOTE: each time you add or remove items from the toolbar using setItems, you will have to re-add any gesture recognizers -- I guess UIToolbar recreates the holding UIViews every time you adjust the items array.
UIToolbar+Gesture.h
#import <UIKit/UIKit.h>
#interface UIToolbar (Gesture)
- (void)addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton;
#end
UIToolbar+Gesture.m
#import "UIToolbar+Gesture.h"
#implementation UIToolbar (Gesture)
- (void)addGestureRecognizer:(UIGestureRecognizer *)recognizer toBarButton:(UIBarButtonItem *)barButton {
NSUInteger index = 0;
NSInteger savedTag = barButton.tag;
barButton.tag = NSNotFound;
for (UIBarButtonItem *anItem in [self items]) {
if (anItem.enabled) {
anItem.tag = index;
index ++;
}
}
if (NSNotFound != barButton.tag) {
[[[self subviews] objectAtIndex:barButton.tag] addGestureRecognizer:recognizer];
}
barButton.tag = savedTag;
}
#end
I know it is not the best solution, but I am going to post a rather easy solution that worked for me.
I have created a simple extension for UIBarButtonItem:
fileprivate extension UIBarButtonItem {
var view: UIView? {
return value(forKey: "view") as? UIView
}
func addGestureRecognizer(_ gestureRecognizer: UIGestureRecognizer) {
view?.addGestureRecognizer(gestureRecognizer)
}
}
After this, you can simply add your gesture recognizers to the items in your ViewController's viewDidLoad method:
#IBOutlet weak var myBarButtonItem: UIBarButtonItem!
func setupLongPressObservation() {
let recognizer = UILongPressGestureRecognizer(
target: self, action: #selector(self.didLongPressMyBarButtonItem(recognizer:)))
myBarButtonItem.addGestureRecognizer(recognizer)
}
#utopians answer in Swift 4.2
#objc func myAction(_ sender: UIBarButtonItem, forEvent event:UIEvent) {
let longPressed:Bool = (event.allTouches?.first?.tapCount).map {$0 == 0} ?? false
... handle long press ...
}
Ready for use UIBarButtonItem subclass:
#objc protocol BarButtonItemDelegate {
func longPress(in barButtonItem: BarButtonItem)
}
class BarButtonItem: UIBarButtonItem {
#IBOutlet weak var delegate: BarButtonItemDelegate?
private let button = UIButton(type: .system)
override init() {
super.init()
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup() {
let recognizer = UILongPressGestureRecognizer(
target: self,
action: #selector(longPress)
)
button.addGestureRecognizer(recognizer)
button.setImage(image, for: .normal)
button.tintColor = tintColor
customView = button
}
override var action: Selector? {
set {
if let action = newValue {
button.addTarget(target, action: action, for: .touchUpInside)
}
}
get { return nil }
}
#objc private func longPress(sender: UILongPressGestureRecognizer) {
if sender.state == .began {
delegate?.longPress(in: self)
}
}
}
This is the most Swift-friendly and least hacky way I came up with. Works in iOS 12.
Swift 5
var longPressTimer: Timer?
let button = UIButton()
button.addTarget(self, action: #selector(touchDown), for: .touchDown)
button.addTarget(self, action: #selector(touchUp), for: .touchUpInside)
button.addTarget(self, action: #selector(touchCancel), for: .touchCancel)
let undoBarButton = UIBarButtonItem(customView: button)
#objc func touchDown() {
longPressTimer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(longPressed), userInfo: nil, repeats: false)
}
#objc func touchUp() {
if longPressTimer?.isValid == false { return } // Long press already activated
longPressTimer?.invalidate()
longPressTimer = nil
// Do tap action
}
#objc func touchCancel() {
longPressTimer?.invalidate()
longPressTimer = nil
}
#objc func longPressed() {
// Do long press action
}