UICollectionView: Adding single Tap Gesture Recognizer to supplementary view - objective-c

I have a UICollectionView with a supplementary view -- in essence a header for the collection. Whenever I add a gesture recognizer to a UILabel within the headerView.xib using the interface builder, the app crashes giving me
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'invalid nib registered for identifier (MY_HEADER) - nib must contain exactly one top level object which must be a UICollectionReusableView instance'
What is preventing me from adding a gesture recognizer to a UILabel within a supplementary view of a UICollectionView?

So it looks like you cannot use the interface builder to add a gesture recognizer to a supplementary view of a UICollectionView.
I believe this is because when the .xib's are loaded, the UICollectionView must appear as one thing to the superview -- and when you add the gesture recognizer to that UICollectionView you end up with two things at the superview level, which both correspond to the UICollectionView.
You can however implement your gesture recognizer programmatically using the definition of your supplementary view inside of the UICollectionViewReusableView Protocol. (The if is being used to distinguish between a header supplementary view and an footer supplementary view later in the code)
if (kind == UICollectionElementKindSectionHeader) {
MyHeaderView *headerView = [collectionView dequeueReusableSupplementaryViewOfKind:UICollectionElementKindSectionHeader withReuseIdentifier:#"MY_HEADER" forIndexPath:indexPath];
// call headerView methods (to put things into the header's UI objects for example)
[headerView ...];
[headerView ...];
[headerView ...];
// add gesture recognition for tapping on a UIlabel within the header (UICollectionView supplementary view)
UITapGestureRecognizer *bioTap = [[UITapGestureRecognizer alloc] initWithTarget:headerView action:#selector(handleUILabelTap:)];
// make your gesture recognizer priority
bioTap.delaysTouchesBegan = YES;
bioTap.numberOfTapsRequired = 1;
[headerView.UILabelName addGestureRecognizer:UILabelTap];
reusableview = headerView;
}

I too have not been able to add a gesture to a cell via IB.
However, my experience has been that using IB you CAN add a gesture recognizer to the collectionView itself by dragging one to the collectionView item in the outline view NOT to the scrollView that lies on top of the collectionView in the graphical representation.
So far I can only get a single tap through the cell and into the collectionView.

I add gesture recognizer when the supplementary view has been loaded from nib.
class MySuppleMentaryView: UICollectionReusableView
{
#IBOutlet var label: UILabel!
weak var delegate: MySuppleMentaryViewDelegate!
override func awakeFromNib() {
super.awakeFromNib()
// NOTE: UILabel MUST enable user interaction to receive touch events.
// label.isUserInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: #selector(onClickLabel))
tap.delaysTouchesBegan = true
tap.numberOfTapsRequired = 1
self.label.addGestureRecognizer(tap)
}
#objc func onClickLabel() {
self.delegate.didOnLabel(cell: self)
}
}
protocol MySuppleMentaryViewDelegate: NSObjectProtocol {
func didOnLabel(cell: DCScheduleHourLabel)
}
// Configure supplementary cell
func collectionView(_ collectionView: UICollectionView, viewForSupplementaryElementOfKind kind: String, at indexPath: IndexPath) -> UICollectionReusableView {
if (kind == UICollectionElementKindSectionHeader) {
// NOTE: The cell might be reused.
// If gesture recognizer is added HERE,
// then maybe multiple gesture recognizers are added when reusing the cell.
let cell = collectionView.dequeueReusableSupplementaryView(ofKind: kind, withReuseIdentifier: DCScheduleDummyBlock.Identifier, for: indexPath) as! MySuppleMentaryView
// configure cell
cell.delegate = self
return cell
}
return UICollectionReusableView()
}

How about adding it programmatically after the nib's loaded? alternatively, in IB have you tried moving the location of the icon that represents the recognizer above or below that which represents the view

Related

I am able to add a UITapGestureRecognizer to my controllers self.view, but not to any custom views. Why?

I have my ViewController conforming to the UIGestureRecognizerDelegate.
I have various views created in this ViewController. A custom view called circleView, and a regular UIView called testView.
I have the following function which is called from viewDidLoad
func addTapGesturesOnNumberPadDisplay() {
if tapGestureRecognizerNumberPadView == nil {
tapGestureRecognizerNumberPadView = UITapGestureRecognizer(target: self, action: "handleTap:")
tapGestureRecognizerNumberPadView!.delegate = self
//self.circleView!.addGestureRecognizer(tapGestureRecognizerNumberPadView!) // 1
//self.testView!.addGestureRecognizer(tapGestureRecognizerNumberPadView!) // 2
self.view.addGestureRecognizer(tapGestureRecognizerNumberPadView!) // 3
}
}
This code works, with line 3 active. My func handleTap(sender: UITapGestureRecognizer) { is triggered. But if I comment out line 3, and make either line 1 or 2 active... handleTap: is never hit.
Why is this?
Make sure that userInteractionEnabled is set to true of your UIView's. And also here the hierarchy matters.
If you have any UIView on the top of circleView and testView then it won't work.
Apart from that, the third line works because you are adding the UITapGestureRecognizer to the superview of the UIViewController.

ImageView Not Displaying on Reusable TableViewCell

I have a TableView and TableViewCell created on my ViewController. The cell will be reusable (importing name + photo from database). Currently only the name cell text shows up.
How can I get the image to show above the cell text(name). Or will I need to create a separate cell subclass? Trying to make something like this:
Storyboard Setup
Update
Added ImageView(inside the cell) to storyboard and made an outlet to FeedCell.swift:
#IBOutlet weak var setImage: UIImageView!
Added to ViewController's ViewDidLoad:
self.tableView.registerClass(FeedCell.self, forCellReuseIdentifier: "RestaurantCell")
Updated ViewControllers cellForRowAtIndexPath
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("RestaurantCell", forIndexPath: indexPath) as UITableViewCell
var imageSet: PFObject?{
didSet{
self.fetchImage(restaurantArray[indexPath.row] as? PFObject, completionHandler: {
(image, error) -> () in
if image != nil {
FeedCell().setImage.image = image
cell.imageView?.image = image!
cell.imageView?.image = image
cell.accessoryView = UIImageView()
}else{
//alert user: no image or put placeholder image
}
})
}
}
return cell
}
You have a "RestaurantCell", but from the Storyboard screenshot you've included in your question, it looks like it's just a completely blank cell with an empty content view.
If you don't want to create a custom UITableViewCell, you should change that prototype RestaurantCell to have both a centered image and a label just underneath it, both exposed via properties that have unique tags set with them. Then, when the properties get set, you can update the view corresponding to the tag (e.g. view # 1 might be the image, view # 2 might be the name, etc.).
Or, you can simply subclass UITableViewCell and then you'll be able to use IBOutlets, which will be a lot cleaner versus using manual property setters and tags.
Then you can easily set the image and the label text and it should appear just beautifully in the Munchery app.
You might want to also include extra IBOutlets to set the Chef's imageView (Chef Alex is one of my favorites) and the cart button ("+Add", which I think swaps with "In The Bag"?).
EDITED TO BE MORE SPECIFIC
Get rid of "FeedCell().setImage.image = image". That's not doing anything good.
Change
let cell = tableView.dequeueReusableCellWithIdentifier("RestaurantCell", forIndexPath: indexPath) as UITableViewCell
to:
let cell = tableView.dequeueReusableCellWithIdentifier("RestaurantCell", forIndexPath: indexPath) as FeedCell
Also, is the IBOutlet in FeedCell connected to imageView or is the outlet named something else?

UIGestureRecognizer blocking tableview scrolling

I have a table with static cells. One of these cells has a view in it with a pan gesture recogniser on it.
When I am scrolling down my tableview, when I get to the cell with the view with pan gesture recogniser, scrolling doesn't seem to work. If I touch outside the view (to the side or top or bottom) it works and I can scroll. I have an if statement in my gesturerecognizer that tests whether a certain area has been touched, and if so performs an action.
I have looked at this issue (http://stackoverflow.com/questions/3295239/uigesturerecognizer-blocking-table-view-scrolling) but setting cancelsTouchesInView to NO didn't work, I don't have anywhere setting the state property and using the method - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
I don't know where to get the 'otherGestureRecognizer' from or what object to call that method on.
I'm assuming I wan't to put my gesture recogniser as the first argument, and the tableview's scroll gesture recogniser as the otherGestureRecogniser, is that correct? If so, how do I get that?
UIPanGestureRecognizer *windPanGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(moveWindHandle:)];
[self.windRangeView addGestureRecognizer:windPanGesture];
Then in my moveWindHandle:
-(void)moveWindHandle:(UIPanGestureRecognizer *)gesture
{
gesture.cancelsTouchesInView = NO;
isMovingHandle = [self isPoint:startedTouchAt insideHandle:_toHandleWindImageView];
if(isMovingHandle) {
if(gesture.state == UIGestureRecognizerStateBegan) {
//do stuff
}
}
else
{
//i want it to ignore this gesture and just scroll like normal if that is what hte user did
}
}
I have set the tableviewcontroller as a UIGestureRecognizerDelegate, but I don't know what to do with that.
You would not be the one calling -gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer:. That method is called by the system. You need to set your table view controller as the delegate for your window pan gesture.
windPanGesture.delegate = self;
At that point, when you do the pan, the system will call the delegate method -gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer: with your gesture recognizer as one argument and the scroll view's gesture recognizer as the other.
Update
You may also want to implement the -gestureRecognizerShouldBegin: method and return NO if you are not in one of the certain areas.

Custom NSScrollView doesn't scroll NSTableHeaderView

I have an NSTableView embedded within a custom NSScrollView subclass, wherein I sometimes do scrolling programmatically, like so:
[[self contentView] scrollToPoint:newOffset];
[self reflectScrolledClipView:[self contentView]];
When I do this, the NSTableView scrolls fine, but its associated NSTableHeaderView doesn't move with it. If I use my mouse and scroll the NSScrollView normally, however, they move together like they should.
I figure I'm probably just missing a single line somewhere that lets the NSTableHeaderView know that it's supposed to scroll too, but I don't know what that is. Can anyone help?
Well, I don't know precisely what kind of black magic goes on under the hood when you scroll an NSScrollView containing an NSTableHeaderView with the mouse, but it looks like it handles it internally somewhere. To circumvent this, I now only scroll the NSTableView programatically (by overriding the functions that would handle user input), and then I scroll the NSTableHeaderView myself, like so:
NSTableHeader *header = [[self documentView] headerView];
[header setBoundsOrigin:NSMakePoint(newOffset.x,[header bounds].origin.y)];
I ran into the same issue on a cell-based NSTableView with Swift 5 / MacOS 14.
The NSScrollView enclosing an NSTableView owns both the contentView and the headerView of the NSTableView (and the cornerView, which I do not use), and is normally responsible of coordinating their scrolling.
When scrolling with mouse, the NSScrollView internal magic handle correctly the scrolling of the header view.
When scrolling programmatically the NSClipView using scroll(to:) + reflectScrolledClipView, NSScrollView fails to scroll of the headerView.
I use this protocol in order to scroll programmatically the headerView too, which allows me to scroll programmatically using this protocol:
extension NSTableView : ScrollingProtocol {
func getScrollView() -> NSScrollView? {
return enclosingScrollView
}
func getVisibleOrigin() -> NSPoint? {
return enclosingScrollView?.documentVisibleRect.origin
}
func scrollToOrigin(_ targetOrigin: NSPoint) {
guard let currentOrigin = getVisibleOrigin(),
let scrollView = enclosingScrollView
else { return }
if (!NSEqualPoints(targetOrigin, currentOrigin)) {
let clipView = scrollView.contentView
clipView.scroll(to: targetOrigin)
// Workaround because NSClipView.scroll(to:) does not scroll
// the headerView of NSTableView
if let headerView = headerView {
let x = targetOrigin.x
let y = headerView.bounds.origin.y
if let headerClipView = headerView.superview as? NSClipView {
headerClipView.scroll(to: NSMakePoint(x, y))
}
}
scrollView.reflectScrolledClipView(clipView)
}
}
}

How can you add a UIGestureRecognizer to a UIBarButtonItem as in the common undo/redo UIPopoverController scheme on iPad apps?

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
}