I tried to add a swipe gesture to player.view.subviews[0].
I googled for many times but could not get a working solution.
My code is very normal. just like
UISwipeGestureRecognizer *swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeAction:)];
UIView *subView = player.view.subviews[0];
[subView addGestureRecognizer:swipeLeft];
It works in IOS5 but not in 6 when player is in fullscreen mode.
Any suggestions?
When Mpmovieplaertsontroller enters full-screen mode, it creates an additional window (usually the last in the list of application windows). From this we can test all possible views and subviews and find the necessary controls. Then you can put everything you need.
For example, how to add swipes to the MPMoviePlayer.
- (void)didEnterFullScreen:(NSNotification*)notification {
[NSTimer scheduledTimerWithTimeInterval:0 target:self selector:#selector(showFullScreenControls) userInfo:nil repeats:NO];
}
- (void)showFullScreenControls {
NSArray *windows = [[UIApplication sharedApplication] windows];
UIWindow* mpfullscreenwindow = [windows lastObject];
gestureView = mpfullscreenwindow.subviews[0];
testbutton = [UIButton buttonWithType:UIButtonTypeSystem];
[testbutton setTitle:#"Test" forState:UIControlStateNormal];
testbutton.frame = CGRectMake(10, 50, 100, 50);
testbutton.backgroundColor = [UIColor greenColor];
[testbutton addTarget:self action:#selector(alertBtnAction) forControlEvents: UIControlEventTouchUpInside];
[mpfullscreenwindow addSubview:testbutton];
[gestureView addGestureRecognizer:_leftSwipeRecognizer];
[gestureView addGestureRecognizer:_rightSwipeRecognizer];
}
Rather than adding the gesture recognizers to one of the player's views, you could add the recognizers to your own view (the one that contains the player view). Just be sure to clear cancelsTouchesInView to give the underlying views a crack at the touches.
UISwipeGestureRecognizer *swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeAction:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
swipeLeft.cancelsTouchesInView = NO;
[self.view addGestureRecognizer:swipeLeft];
I've successfully used this approach in the same situation.
I was able to add a gesture recognizer to the window when the player goes to full screen mode (first catching that notification event).
func moviePlayerDidEnterFullscreen (notification : NSNotification) {
self.window?.addGestureRecognizer(swipeUpGestureRecognizer)
}
Related
I do some practice with iPhone4S about UITextField on iOS 7.1.2.
Interface:
The interface of the first version is simple, which just has a custom UITextField named MyUITextField and a UIButtom object that use to cancel the search operation. Inside the textField, its leftView property is initially set to a UIButton object, which background image is a magnifying glass. When users tap in the textField, that magnifying glass button will be removed and the leftView property will also set to a new UIButton object, which background image is a inverted triangle. When users tap the triangle button, app will create a new view object.
Main code:
//In this version,the textField's original frame property is set to (10,40,250,30)
//and the main operations are like this:
- (void)viewDidLoad
{
[super viewDidLoad];
self.myTextField.delegate = self;
self.myTextField.leftViewMode = UITextFieldViewModeUnlessEditing;
self.myTextField.leftView = [self creCustomSearchBar];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyBoardWillAppear:)
name:#"UIKeyboardWillShowNotification"
object:nil];
[self.cancleSearchButton addTarget:self
action:#selector(cancleSearch:)
forControlEvents:UIControlEventTouchUpInside];
}
/*when tapping in the textField,keyboard will appear*/
- (void)keyBoardWillAppear:(NSNotification *)notification
{
CGRect newLeftViewIndicatorRect = CGRectMake(20,5,20,20);
UIButton *newLeftViewIndicator = [[UIButton alloc] initWithFrame:newLeftViewIndicatorRect];
NSString *imagePath = [[NSBundle mainBundle] pathForResource:#"searchbar_textfield_down_icon#2x" ofType:#"png"];
[newLeftViewIndicator setBackgroundImage:[UIImage imageWithContentsOfFile:imagePath] forState:UIControlStateNormal];
[newLeftViewIndicator addTarget:self action:#selector(createActuralLeftView:) forControlEvents:UIControlEventTouchUpInside];
self.myTextField.leftView = newLeftViewIndicator;
/*in the second verson need to call */
//[self adjustViewFrame];
[self.cancleSearchButton setTitle:#"取消" forState:UIControlStateNormal];
}
- (void)createActuralLeftView:(UIButton *)leftViewButton
{
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(tapRegionAboveKeyboard:)];
[self.view addGestureRecognizer:tapGesture];
NewLeftView *leftView = [[NewLeftView alloc] initWithFrame:CGRectMake(10, 80, 140, 100)];
leftView.delegate = self;
[self.view addSubview:leftView];
}
- (void)tapRegionAboveKeyboard:(UITapGestureRecognizer *)tapGesture
{
for (UIView *v in self.view.subviews) {
if ([v isKindOfClass:[NewLeftView class]]) {
[v removeFromSuperview];
[self.view removeGestureRecognizer:tapGesture];
return;
}
}
}
//in the second version need to call
- (void)adjustViewFrame
{
[[self.myTextField class] animateWithDuration:0.05 animations:^{
[self.myTextField setFrame:CGRectMake(self.myTextField.frame.origin.x, 40, self.myTextField.frame.size.width, self.myTextField.frame.size.height)];
}];
[[self.cancleSearchButton class] animateWithDuration:0.05 animations:^{
[self.cancleSearchButton setFrame:CGRectMake(self.cancleSearchButton.frame.origin.x, 40, self.cancleSearchButton.frame.size.width, self.cancleSearchButton.bounds.size.height)];
}];
}
In the first version things work well.
But in the second version, I set the textField frame property to (10,260,250,30), so I need to call the adjustViewFrame method in the keyBoardWillAppear: to reposition the textField in case of obscuring by the keyboard.
Here comes the problem: the textField's position is correctly moved to the right place, but when I tap the inverted triangle button, the textField disappeared.
I can't figure out what's going wrong here.
My situation is a little more complicated than the others listed.
I have a UITableView that takes up most of the screen.
Each row pops up a subview that contains more profile information. When the screen is clicked again this subview disappears. This works perfectly.
In the Navigation Bar I have a button that will display a small menu.
- (IBAction)menuButtonClicked:(UIBarButtonItem *)sender {
//If menuView exists and Menu button is clicked, remove it from view
if (self.menuView) {
self.tableView.userInteractionEnabled = true;
[self.menuView removeFromSuperview];
self.menuView = Nil;
}
//Menu View doesn't exist so create it
else {
// Create the Menu View and add it to the parent view
self.menuView = [[[NSBundle mainBundle] loadNibNamed:#"MenuView" owner:self
options:nil] objectAtIndex:0];
self.menuView.layer.cornerRadius = 20.0f;
self.menuView.layer.borderWidth = 3.0f;
self.menuView.layer.borderColor = [UIColor whiteColor].CGColor;
self.menuView.frame = CGRectMake(0, 64, self.menuView.frame.size.width,
self.menuView.frame.size.height);
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(singleTapGestureCaptured:)];
[self.menuView addGestureRecognizer:singleTap];
//Disable Selection of Profiles while Menu is showing
self.tableView.userInteractionEnabled = false;
//Add MenuView to View
[self.view addSubview: self.menuView];
}
}
//Removed Sub Views from View when tapped
-(void)singleTapGestureCaptured:(UITapGestureRecognizer *)gesture{
if(self.profileView){
[self.profileView removeFromSuperview];
self.profileView = Nil;
}
if(self.menuView) {
self.tableView.userInteractionEnabled = true;
[self.menuView removeFromSuperview];
self.menuView = Nil;
}
}
Now I want to dismiss this menus if the menu button is clicked again (working in above code) but also when the user touches out of the menu and on the tableView or navbar. If the menu is displayed, I don't want the tableView to display it's profile subview (working in above code) but just remove the menuView. I can't get the menuView to go away if I touch the tableView.
Can anyone point me in the right direction?
Make a new transparent overlay view sized to cover the entire screen. Add your menuView as a subview of the overlay, then add the overlay as a subview of your main window. Put a tap gesture recognizer on the overlay that will dismiss it when tapped.
You may need to set cancelsTouchesInView to NO on your gesture recognizer if buttons on your menu view are not working.
Roughly this (please excuse typos, I haven't compiled this):
- (void)showMenu
{
self.overlay = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
overlay.backgroundColor = [UIColor clearColor];
self.menuView = /* code to load menuView */;
[overlay addSubview:self.menuView];
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(onSingleTap:)];
tap.cancelsTouchesInView = NO;
[overlay addGestureRecognizer:tap];
[self.tableView.window addSubview:overlay];
}
- (void)handleSingleTap:(UITapGestureRecognizer *)sender
{
[self.overlay removeFromSuperview];
}
You might also want to add a swipe gesture recognizer to also dismiss the overlay, as someone may attempt to scroll the table expecting the menu to be dismissed.
While trying to make my own custom topdown-slide menu using my own custom NIB file, I found that this can be achieved by many techniques. I would like to suggest and share a different solution which is very similar but is created with a custom button on the background.
I've been looking around but could not find answers mentioning this.
This is very similar to the tap recogniser except for one thing - tap recogniser spreads all over the layout (including subviews), while using a layer of custom button allows you to interact with the top view and dismiss/ remove it from superview when clicking on lower layer (when lower layer is the background button). This is how I did it:
You create the layout
You add a UIButton with type UIButtonTypeCustom to the layout
You frame this layout over the view you wish to be responsive to that tap/click
You add your menu view on top of that layout and animate your menu to appear
- (void)showMenuViewWithBackgroundButtonOverlay
{
self.backgroundButton = ({
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = self.view.frame;
[button addTarget:self action:#selector(toggleAppMenu) forControlEvents:UIControlEventTouchUpInside];
button;
});
if (!self.menu) {
self.menu = [self createMenu]; // <-- get your own custom menu UIView
}
if (!self.overlay) {
self.overlay = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.overlay.backgroundColor = [UIColor clearColor];
[self.overlay addSubview:self.backgroundButton];
[self.overlay addSubview:self.menu];
[self.view addSubview:self.overlay];
}
[self toggleAppMenu];
}
And the toggleAppMenu:
- (void)toggleAppMenu
{
CGRect nowFrame = [self.menu frame];
CGRect toBeFrame = nowFrame;
CGFloat navHeight = self.navigationController.navigationBar.frame.size.height;
CGFloat statusBarHeight = [UIApplication sharedApplication].statusBarFrame.size.height;
if (self.showingMenu) {
toBeFrame.origin.y = toBeFrame.origin.y-nowFrame.size.height-navHeight-statusBarHeight;
[UIView animateWithDuration:0.5 animations:^{
[self.menu setFrame: toBeFrame];
}completion:^(BOOL finished) {
self.showingMenu = !self.showingMenu;
[self.view endEditing:YES];
[self.overlay removeFromSuperview];
self.overlay = nil;
NSLog(#"menu is NOT showing");
}];
}
else{
toBeFrame.origin.y = navHeight+statusBarHeight;
[UIView animateWithDuration:0.5 animations:^{
[self.menu setFrame: toBeFrame];
}completion:^(BOOL finished) {
self.showingMenu = !self.showingMenu;
NSLog(#"menu is showing");
}];
}
}
I hope this will be helpful for someone.
Works on Swift 5
I create custom view and I want it hide by tap outside subview. Maybe it can help for someone or anybody can suggest a better way :)
// create tap for view
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(animateOut))
self.addGestureRecognizer(tapGesture)
// create tap for subview
let tapGesture2 = UITapGestureRecognizer(target: self, action: nil)
container.addGestureRecognizer(tapGesture2)
I have create a UIViewController with multiple subviews.. To switch to all subviews i have added a segmented control.. screen looks like this..
On the second view i have added a UIToolbar, using this line of code..
toolbar = [UIToolbar new];
toolbar.barStyle = UIBarStyleDefault;
[toolbar sizeToFit];
toolbar.frame = CGRectMake(0, 0, 800, 40);
UIBarButtonItem *filterByClass = [[UIBarButtonItem alloc] initWithTitle:#"A" style:UIBarButtonItemStyleBordered target:self action:#selector(goToFilteredByClass:)];
UIBarButtonItem *spacer = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace target:self action:nil];
NSArray *buttonItems = [NSArray arrayWithObjects:filterByClass, spacer, nil];
[toolbar setItems:buttonItems animated:NO];
So the screen will look like this..
when i go back to segment A, here's my screen..
then data is covered by the toolbar.. I want to remove it because segment A doesn't have a toolbar.. Is there a way to fix this issue..?
Thanks,
Link
Set up an action in your view controller, and have your segmented control call that action when its "value changed" event fires.
The segments of the control are numbered like an array, from 0 onwards. In your action method, you test for the segment you're interested in (in this case, segment 0) and show or hide the toolbar. You could animate it offscreen too, if you prefer a sliding animation.
If you aren't worried about leaving the toolbar for reuse later, you could use removeFromSuperview in your action method; but you won't get the animation if you use this method.
Quick example for hiding it using Core Animation:
-(IBAction)segmentedControlValueChanged:(UISegmentedControl *)sender
{
switch (sender.selectedSegmentIndex) {
case 0:
// A was pressed, so hide the toolbar
[UIView animateWithDuration:0.2
animations: ^(void) { toolbar.alpha = 0.0; }];
break;
case 1:
// B was pressed so show the toolbar
[UIView animateWithDuration 0.2
animations: ^(void) { toolbar.alpha = 1.0; }];
break;
}
}
I have a Button that when I press it, it does not fire the target selector that I've added. I've made the button Different Images, so I can see that I am Pressing it.
So here is the Funny if I Press, and drag outside of the button, but not outside of the button's immediate superView, the target selector is fired!
I've also in testing set the setClipsToBounds:YES on all the super/sub views just to be sure it was still in the views bounds. Seems to be within bounds. The dragging outside the button area seems to be omni directional, so its not like I can only tap/drag right. Left up and down work too. I can tap, drag out then back in and it works. If I don't start to drag and just tap and hold, the button highlights and then goes back to unselected state.
Here is the code for the Button. The Button is on a UIView along with a UITextView, Actually onTop Of the UITextView. The UIView that all of this is on is on a Larger View, which is on a Scaling/Scrolling view
messageLookupButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, 21, 20)];
[messageLookupButton setTitle:#"junk" forState:UIControlStateNormal];
[messageLookupButton sizeToFit];
[messageLookupButton setTag:kGearButtonView];
//Get the images for the buttons
UIImage *gearButtonImage = [UIImage imageNamed:#"gear.png"];
UIImage *gearButtonImage2 = [UIImage imageNamed:#"StatusLightOn.png"];
[messageLookupButton setImage:gearButtonImage forState:UIControlStateNormal];
[messageLookupButton setImage:gearButtonImage2 forState:UIControlStateHighlighted];
[messageLookupButton addTarget:self action:#selector(gearPressed:) forControlEvents:UIControlEventTouchUpInside];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(processLookupResults:)
name:kRefreshFromPopover object:nil];
[self addSubview: messageLookupButton ];
[messageLookupButton release];
[messageLookupButton setCenter:CGPointMake(CGRectGetMaxX(elementViewContents.bounds) -kElementContentFrameOffset -(CGRectGetWidth( messageLookupButton.bounds)/2), CGRectGetMidY(elementViewContents.bounds))];
[self bringSubviewToFront:messageLookupButton];
The Scroll View has several gesture recognizers on it. Though they don't seem to interfere with other buttons and controls that I've put on the screen. Though I have a feeling its the Scroll View that is the problem.
scroll view code clip:
[scrollContentView setUserInteractionEnabled:YES];
[scrollContentView setExclusiveTouch:YES];
[scrollContentView setCanCancelContentTouches:YES];
[scrollContentView setDelaysContentTouches:YES];
I ended up Just adding the gear as an Image to the View, then created a invisible button that was the same size as the UIView that I placed the gear icon on.
-(void) addMessageLookupSelector {
// Set a default Color if there is none
if (_isMessageLookupField ){
// Add Gear to End Of Text Field
if (!messageLookupImageView) {
messageLookupImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 21, 20)];
[messageLookupImageView setTag:kGearButtonView];
[messageLookupImageView setImage:[UIImage imageNamed:#"gear.png"] ];
[self addSubview: messageLookupImageView ];
[messageLookupImageView release];
}
[self positionMessageLookupImageView ];
}
[self setNeedsDisplay];
}
- (void)makeControlEditable {
//Setup the TextField so we can edit its value, need to see if there is a Write Animation Assocated with Element
[self setTheWriteTag];
if (writeTag) {
writeInputRequestedButton = [UIButton buttonWithType:UIButtonTypeCustom];
[writeInputRequestedButton setFrame:elementViewContents.frame];
[writeInputRequestedButton setUserInteractionEnabled:YES];
[writeInputRequestedButton setEnabled:YES];
// [writeInputRequestedButton setBackgroundColor:[UIColor clearColor]];
[self addSubview: writeInputRequestedButton];
[self bringSubviewToFront:writeInputRequestedButton];
[writeInputRequestedButton addTarget:self action:#selector(wantsToEditValue:) forControlEvents:UIControlEventTouchUpInside];
}
}
Im working on an app with zooming function.
In this app I have this button. I want it to respond to tapping in several ways:
Single tap: Zoom in slightly.
Double tap: Zoom in to the max.
Ive tried several options to achieve this but none are what I want.
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
tapGesture.numberOfTapsRequired = 2;
[self.view addGestureRecognizer:tapGesture];
[zoomin addTarget:self action:#selector(zoominMax) forControlEvents:UIControlEventTouchDownRepeat];
Both work on single and double tap but when I press the button once to slightly zoom and seconds later I press it again it doesn't zoom in slightly, it zooms in to the max.
It is possible to fix this with a timer and location check so that when u tap and tap again u can be sure that the location is in a similar area and the taps happened within timer range.
But is this what I really need?
Is there a simpler solution?
the solution provided by omz is not good.
where as you can do this by simply adding these lines of code like posted here. Double-tap or two single-taps?
NOTE THE MAGICAL LINE : [tapRecg requireGestureRecognizerToFail:doubleTapRecg];
ABSTRACT:
UITapGestureRecognizer *doubleTapRecg = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:#selector(doubleTapped:)];
doubleTapRecg.delegate = self;
doubleTapRecg.numberOfTapsRequired = 2;
doubleTapRecg.numberOfTouchesRequired = 1;
[view addGestureRecognizer:doubleTapRecg];
UITapGestureRecognizer *tapRecg = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:#selector(tapped:)];
tapRecg.delegate = self;
tapRecg.numberOfTapsRequired = 1;
tapRecg.numberOfTouchesRequired = 1;
[view addGestureRecognizer:tapRecg];
[tapRecg requireGestureRecognizerToFail:doubleTapRecg];
[doubleTapRecg release];
[tapRecg release];
You can do it with two gesture recognizers and a timer:
UITapGestureRecognizer *tapGestureRecognizer = [[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tap:)] autorelease];
[myView addGestureRecognizer:tapGestureRecognizer];
UITapGestureRecognizer *doubleTapGestureRecognizer = [[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doubleTap:)] autorelease];
doubleTapGestureRecognizer.numberOfTapsRequired = 2;
[myView addGestureRecognizer:doubleTapGestureRecognizer];
You'll have to use a slight delay in your tap: action before zooming in slightly because the first tap could be followed by a second tap:
- (void)tap:(UITapGestureRecognizer *)recognizer
{
[self performSelector:#selector(singleTap) withObject:nil afterDelay:0.25];
}
- (void)singleTap
{
//slightly zoom in...
}
- (void)doubleTap:(UITapGestureRecognizer *)recognizer
{
//Cancel the timer for the single tap action:
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(singleTap) object:nil];
//zoom in to the max zoom level...
}