UIViewController stops receiving touch events on UIWebView - objective-c

I am working on a magazine viewer and I have to use UIWebView for pages because of html5 interactive contents. First I tried uiwebviews in a UIScrollView but scrollview was too slow on sliding pages.
So now I am trying to write my own scrollview-like code. I have a MainView.xib, a view controller (Viewer) and extended UIWindow class (TouchCapturingWindow) that I take from here : http://wyldco.com/blog/2010/11/how-to-capture-touches-over-a-uiwebview/
when I try to slide pages fast, there is no problem but when I touch and slowly slide by not pulling my finger, "Viewer" view controller stops receiving touch events and so pages stop moving. I am logging TouchCapturingWindow, it still sending events. I searched many information and tutorials but I couldn't make it work. How can I make it continuously receive touch events?
I uploaded a simple Xcode project that contains only this part of my project. You can download here : http://testdergi.mysys.com/touchEvents.zip
When you run project, you should first download pages (180Kb) by tapping "Download Pages" button, then tap the "Open Viewer" button.
You can also look over the code below :
TouchCapturingWindow.h :
#interface TouchCapturingWindow : UIWindow {
NSMutableArray *views;
#private
UIView *touchView;
}
- (void)addViewForTouchPriority:(UIView*)view;
- (void)removeViewForTouchPriority:(UIView*)view;
#end
TouchCapturingWindow.m :
#implementation TouchCapturingWindow
- (void)dealloc {
}
- (void)addViewForTouchPriority:(UIView*)view {
if ( !views ) views = [[NSMutableArray alloc] init];
[views addObject:view];
}
- (void)removeViewForTouchPriority:(UIView*)view {
if ( !views ) return;
[views removeObject:view];
}
- (void)sendEvent:(UIEvent *)event {
//get a touch
UITouch *touch = [[event allTouches] anyObject];
//check which phase the touch is at, and process it
if (touch.phase == UITouchPhaseBegan) {
for ( UIView *view in views ) {
//if ( CGRectContainsPoint([view frame], [touch locationInView:[view superview]]) ) {
NSLog(#"TouchCapturingWindow --> TouchPhaseBegan");
touchView = view;
[touchView touchesBegan:[event allTouches] withEvent:event];
break;
}
}
else if (touch.phase == UITouchPhaseMoved) {
NSLog(#"TouchCapturingWindow --> TouchPhaseMoved");
if ( touchView ) {
[touchView touchesMoved:[event allTouches] withEvent:event];
}
else
{
NSLog(#"touch view is nil");
}
}
else if (touch.phase == UITouchPhaseCancelled) {
NSLog(#"TouchCapturingWindow --> TouchPhaseCancelled");
if ( touchView ) {
[touchView touchesCancelled:[event allTouches] withEvent:event];
touchView = nil;
}
}
else if (touch.phase == UITouchPhaseEnded) {
NSLog(#"TouchCapturingWindow --> TouchPhaseEnded");
if ( touchView ) {
[touchView touchesEnded:[event allTouches] withEvent:event];
touchView = nil;
}
}
//we need to send the message to the super for the
//text overlay to work (holding touch to show copy/paste)
[super sendEvent:event];
}
#end
Viewer.h :
#interface Viewer : UIViewController{
int currentPage;
int totalPages;
IBOutlet UIView *pagesView;
int lastTchX;
int difference;
BOOL hasMoved;
int touchBeganSeritX;
}
- (IBAction)backBtnClicked:(id)sender;
- (void)loadImages;
- (void)animationDidStop;
- (void)loadSinglePage:(int)pageNo;
#property (nonatomic, retain) IBOutlet UIView *pagesView;
#end
Viewer.m :
#interface Viewer ()
#end
#implementation Viewer
#synthesize pagesView;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
}
- (IBAction)backBtnClicked:(id)sender
{
[self.navigationController popViewControllerAnimated:YES];
}
- (void)loadImages
{
for(UIView *subView in pagesView.subviews)
{
[subView removeFromSuperview];
}
currentPage = 1;
totalPages = 12;
for(int count = 1; count <= 12; count++)
{
[self loadSinglePage:count];
}
}
- (void)loadSinglePage:(int)pageNo
{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory , NSUserDomainMask, YES);
NSString *cachesDir = [paths objectAtIndex:0];
NSString *pagesDir = [NSString stringWithFormat:#"%#/pages", cachesDir];
int pageX = (pageNo - 1) * 768;
UIWebView *aPageWebView = [[UIWebView alloc] init];
[aPageWebView setFrame:CGRectMake(pageX, 0, 768, 1024)];
aPageWebView.backgroundColor = [UIColor clearColor];
aPageWebView.opaque = YES;
[aPageWebView setClearsContextBeforeDrawing:YES];
aPageWebView.clipsToBounds = NO;
[aPageWebView setScalesPageToFit:YES];
NSString *hamData = [NSString stringWithFormat:#"<!DOCTYPE html><html><head><meta charset=\"UTF-8\"><meta name=\"viewport\" content=\"user-scalable=yes, width=1024, height=1365, maximum-scale=1.0\"><style type=\"text/css\">body {margin:0; padding:0;}</style></head><body bgcolor=\"#508CCF\"><div id=\"touchable\" style=\"top:0px; left:0px; width:1024px; height:1365px; background-image:url(%#.jpg)\"></div></body></html>", [[NSNumber numberWithInt:pageNo] stringValue]];
[aPageWebView loadHTMLString:hamData baseURL:[NSURL fileURLWithPath:pagesDir isDirectory:YES]];
aPageWebView.scrollView.bounces = NO;
[aPageWebView.scrollView setMaximumZoomScale:1.3333f];
[aPageWebView.scrollView setMinimumZoomScale:1.0f];
aPageWebView.scrollView.zoomScale = 1.0f;
[aPageWebView setMultipleTouchEnabled:YES];
[pagesView addSubview:aPageWebView];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesBegan");
UITouch *myTouch = [[event allTouches] anyObject];
int curTchX = [myTouch locationInView:self.view].x;
lastTchX = curTchX;
hasMoved = NO;
touchBeganSeritX = pagesView.frame.origin.x;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"Viewer : .....moved");
hasMoved = YES;
UITouch *myTouch = [[event allTouches] anyObject];
int curTchX = [myTouch locationInView:self.view].x;
difference = curTchX - lastTchX;
int newX = (pagesView.frame.origin.x + difference);
if(newX <= 0)
{
[pagesView setFrame:CGRectMake((pagesView.frame.origin.x + difference), 0, pagesView.frame.size.width, 1024)];
}
lastTchX = curTchX;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesEnded");
if(hasMoved == YES)
{
hasMoved = NO;
int curSeritX = pagesView.frame.origin.x;
curSeritX = curSeritX / (-1);
int newX = 0;
if(difference < 0) //Sağa geçilecek
{
if((currentPage + 1) <= totalPages)
{
currentPage++;
}
}
else //Sola geçilecek
{
if((currentPage - 1) >= 1)
{
currentPage--;
}
}
newX = (currentPage - 1)*768*(-1);
[UIView animateWithDuration:0.2f
delay:0.0f
options:UIViewAnimationOptionCurveEaseOut
animations:^{
// Do your animations here.
[pagesView setFrame:CGRectMake(newX, 0, pagesView.frame.size.width, pagesView.frame.size.height)];
}
completion:^(BOOL finished){
if (finished) {
// Do your method here after your animation.
}
}];
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesCancelled");
}
- (void)viewDidUnload
{
[super viewDidUnload];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
#end

I am answering my own question. I found something after a hard work. I changed "(void)sendEvent:(UIEvent *)event" method like the code below. I saw that use of "[super sendEvent:event];" after UITouchPhaseMoved phase is problematic.
- (void)sendEvent:(UIEvent *)event {
//we need to send the message to the super for the
//text overlay to work (holding touch to show copy/paste)
//[super sendEvent:event];
//get a touch
UITouch *touch = [[event allTouches] anyObject];
//check which phase the touch is at, and process it
if (touch.phase == UITouchPhaseBegan) {
for ( UIView *view in views ) {
//if ( CGRectContainsPoint([view frame], [touch locationInView:[view superview]]) ) {
NSLog(#"TouchCapturingWindow --> TouchPhaseBegan");
touchView = view;
[touchView touchesBegan:[event allTouches] withEvent:event];
break;
}
[super sendEvent:event];
}
else if (touch.phase == UITouchPhaseMoved) {
NSLog(#"TouchCapturingWindow --> TouchPhaseMoved");
if ( touchView ) {
[touchView touchesMoved:[event allTouches] withEvent:event];
int curTchX = [touch locationInView:self].x;
NSLog(#"curTchX : %d", curTchX);
}
else
{
NSLog(#"touch view is nil");
}
}
else if (touch.phase == UITouchPhaseCancelled) {
NSLog(#"TouchCapturingWindow --> TouchPhaseCancelled");
if ( touchView ) {
[touchView touchesCancelled:[event allTouches] withEvent:event];
touchView = nil;
}
[super sendEvent:event];
}
else if (touch.phase == UITouchPhaseEnded) {
NSLog(#"TouchCapturingWindow --> TouchPhaseEnded");
if ( touchView ) {
[touchView touchesEnded:[event allTouches] withEvent:event];
touchView = nil;
}
[super sendEvent:event];
}
//we need to send the message to the super for the
//text overlay to work (holding touch to show copy/paste)
}
But the new problem is; if I add a video in a web page, and try to forward the video with its slider, page is moving. I have to find a way to detect if user taps on a video.

Related

iOS8: How to clear a UIView from a UIViewController

I'm trying to update my app to use a storyboard with auto-layout. Using a XIB, I have this working fine. My app has a view controller with a subView defined in Interface Builder. I draw in the subView.
That works.
But I cannot clear (or undo/redo). I can see that the UIView methods are invoked, but I must not be doing something I'm supposed to do.
Here are some code snips, and I'd appreciate some help:
VC simply calls the view:
- (IBAction)eraseButtonTapped:(id)sender {
NSLog(#"%s", __FUNCTION__);
savedImage.image = drawImage.image;
[drawingView eraseButtonClicked];
}
UIView:
- (void)eraseButtonClicked {
NSLog(#"%s", __FUNCTION__);
self.bufferArray = [self.currentArray mutableCopy];
[self.currentArray removeAllObjects];
[self setNeedsDisplay];
}
Both functions log..
These are the touch methods:
#pragma mark - Touch Methods
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"%s", __FUNCTION__);
self.currentColorPath = [[DrawingPath alloc] init];
[self.currentColorPath setColor:self.currentColor];
UITouch *touch= [touches anyObject];
[self.currentColorPath.path moveToPoint:[touch locationInView:self]];
[self.currentArray addObject:self.currentColorPath];
[self.redoStack removeAllObjects];
lastPoint = [touch locationInView:self];
lastPoint.y -= 20;
if ([touch tapCount] == 2) {
[self alertOKCancelAction];
return;
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"%s", __FUNCTION__);
UITouch *touch = [touches anyObject];
[self.currentColorPath.path addLineToPoint:[touch locationInView:self]];
[self setNeedsDisplay];
CGPoint currentPoint = [touch locationInView:self];
currentPoint.y -= 20;
lastPoint = currentPoint;
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"%s", __FUNCTION__);
self.currentColorPath = nil;
}
The view calls a separate object to handle the drawing.. This is a code snippet (removing non-relevant bits).
- (id)init {
//NSLog(#"%s", __FUNCTION__);
if (!(self = [super init] ))
return nil;
path = [[UIBezierPath alloc] init];
_path.lineCapStyle=kCGLineCapRound;
_path.lineJoinStyle=kCGLineJoinRound;
[_path setLineWidth:brush];
return self;
}
- (void)draw {
NSLog(#"%s", __FUNCTION__);
[self.color setStroke];
[self.path stroke];
}

Removing UIImageView On Touch

I'm working on a project where images are spawned and you basically touch them and they are removed. How would I removed the object that I touched? I've thought of making a mutablearray to hold all the objects but i can't seem to figure anything out.
GameViewController.m
#import "GameViewController.h"
#import "Cig.h"
#interface GameViewController ()
#end
#implementation GameViewController
#synthesize scoreLbl, timeLbl;
//CLASS ONLY VARS
BOOL isGameOver;
int timeInt;
int scoreInt;
int cigsOnScreen;
NSMutableArray *spawnedCigs;
//CLASS ONLY VARS
//TIMER
-(void)count {
timeInt--;
timeLbl.text = [NSString stringWithFormat:#"Time: %i", timeInt];
if(timeInt == 0){
isGameOver = YES;
NSLog(#"Your Score For This Round: %i", scoreInt);
}
if(isGameOver == NO){
[self performSelector:#selector(count) withObject:nil afterDelay:1];
}
}
//TIMER
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
-(void)spawnCigs {
for(int i =0 ; i < 5; i++){
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(arc4random()%760, arc4random()%430, 100, 23)];
UIImage *image = [UIImage imageNamed:#"Cig.png"];
[imageView setImage:image];
Cig *cig = [[Cig alloc] init];
[cig setTag:arc4random()%666];
[cig setImage:imageView];
[spawnedCigs addObject:cig];
[self.view addSubview:imageView];
}
[self performSelector:#selector(spawnCigs) withObject:nil afterDelay:5];
}
-(void)reset {
scoreLbl.text = #"Score:";
timeLbl.text = #"Time:";
isGameOver = NO;
timeInt = 60;
scoreInt = 0;
cigsOnScreen = 0;
spawnedCigs = [NSMutableArray arrayWithObjects:nil, nil];
[self performSelector:#selector(count) withObject:nil afterDelay:1];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
}
- (void)viewDidLoad
{
[super viewDidLoad];
[self reset];
[self spawnCigs];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
Code is pretty messy so please don't judge me on that.
Thanks for any help that is provided
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[[event allTouches]anyObject];
CGPoint touchPoint = [touch locationInView:touch.view];;
for (UIView *view in [self.view subviews])
{
if([view isMemberOfClass:[UIImageView class]])
{
if (CGRectContainsPoint(view.frame,touchPoint))
{
[view removeFromSuperview];
}
}
}
}
this helps you
use
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UIImageView *view in [self.view subviews])
{
if (view.tag==1)
{
[view removeFromSuperview];
}
if (view.tag==2)
{
[view removeFromSuperview];
}
}
}
try this your issue will be resolved. Don't forget to pass tab to your imageviews...
By using
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
method you will get the image view of selected image. simply remove the object from superview.

Change UISlider value using minimumImageValue / maximumImageValue

I'd like to have a UISlider respond to tapping on the minimumValueImage and/or maximumValueImage, setting the value to either minimum or maximum. I can't seem to find a 'normal' approach for this scenario, so I came up with this solution. I'm subclassing a UISlider and keep register of where the user started a touch. By comparing the location I can figure out if it was on one of the images. Works okay, but is there a less custom way to achieve the same goal?
#interface FGSlider ()
#property (nonatomic) CGRect minimumValueImageRect;
#property (nonatomic) CGRect maximumValueImageRect;
#property (nonatomic) BOOL touchesBeganInMinimumValueImageRect;
#property (nonatomic) BOOL touchesBeganInMaximumValueImageRect;
#end
#implementation FGSlider
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
if(CGRectContainsPoint(self.minimumValueImageRect, location)) {
self.touchesBeganInMinimumValueImageRect = YES;
}
else if(CGRectContainsPoint(self.maximumValueImageRect, location)) {
self.touchesBeganInMaximumValueImageRect = YES;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
if(self.touchesBeganInMinimumValueImageRect && CGRectContainsPoint(self.minimumValueImageRect, location)) {
[self setValue:self.minimumValue animated:YES];
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
else if(self.touchesBeganInMaximumValueImageRect && CGRectContainsPoint(self.maximumValueImageRect, location)) {
[self setValue:self.maximumValue animated:YES];
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
// reset state
self.touchesBeganInMinimumValueImageRect = NO;
self.touchesBeganInMinimumValueImageRect = NO;
}
-(CGRect)minimumValueImageRectForBounds:(CGRect)bounds {
self.minimumValueImageRect = [super minimumValueImageRectForBounds:bounds];
return self.minimumValueImageRect;
}
-(CGRect)maximumValueImageRectForBounds:(CGRect)bounds {
self.maximumValueImageRect = [super maximumValueImageRectForBounds:bounds];
return self.maximumValueImageRect;
}
#end
I made a simple category that seems to work and doesn't rely on calculating bounds and is MUCH simpler than your implementation. Try it and let me know what you think.
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
for (UIView *view in self.subviews) {
CGPoint locationPoint = [touch locationInView:view];
if ([view pointInside:locationPoint withEvent:event]) {
UIImageView *imageView = (UIImageView*)view;
if (imageView.image == self.maximumValueImage) {
[self setValue:self.maximumValue animated:YES];
[self sendActionsForControlEvents:UIControlEventValueChanged];
} else if (imageView.image == self.minimumValueImage) {
[self setValue:self.minimumValue animated:YES];
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
}
}
[super touchesBegan:touches withEvent:event];
}

Observe touches on multiple views in one motion

I have a parent view with 3 separate child views. The child views are spread out within the parent with no overlap (and with some space in between). As a user moves her finger around the screen (without lifting it), I'd like to track touches as they enter and exit each of the child views.
Example: If the user begins touching somewhere on the screen outside of the child views, then swipes her finger over child 1, off of child 1, over child 2, and then lets go, I would expect these events to be triggered:
Touch began
Touch entered child 1
Touch exited child 1
Touch entered child 2
Touch ended
It seems as if touchesBegan:withEvent: and touchesEnded:withEvent: methods would be helpful in this case, but when I define them on the child view controllers, they don't do exactly what I want -- if the user begins touching outside the child view, then swipes over the child view, no touch events are triggered on the child itself.
Current Solution: I'm currently using a solution that feels really hacky to accomplish this. I'm observing touchesBegan:withEvent:, touchesEnded:withEvent:, and touchesMoved:withEvent: on the parent, grabbing the coordinates of each event, and determining if they lie within the bounds of a child. If they do, I trigger the appropriate events as described above.
This method mostly works, but feels very inefficient. It feels like the framework should handle this work for me. My state management code also sometimes misses an "enter" or "exit" trigger and I suspect it's because touch events were either dropped or came to me in an unexpected order. Am I missing a better method here?
The simplest solution would be something like:
- (void)viewDidLoad
{
[super viewDidLoad];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)];
[self.view addGestureRecognizer:pan];
// Do any additional setup after loading the view.
}
- (void)pan:(UIPanGestureRecognizer *)sender
{
static NSInteger startViewIndex;
static NSInteger endViewIndex;
CGPoint location = [sender locationInView:self.view];
if (sender.state == UIGestureRecognizerStateBegan)
{
if (CGRectContainsPoint(self.view0.frame, location))
startViewIndex = 0;
else if (CGRectContainsPoint(self.view1.frame, location))
startViewIndex = 1;
else if (CGRectContainsPoint(self.view2.frame, location))
startViewIndex = 2;
else
startViewIndex = -1;
}
else if (sender.state == UIGestureRecognizerStateEnded)
{
if (CGRectContainsPoint(self.view0.frame, location))
endViewIndex = 0;
else if (CGRectContainsPoint(self.view1.frame, location))
endViewIndex = 1;
else if (CGRectContainsPoint(self.view2.frame, location))
endViewIndex = 2;
else
endViewIndex = -1;
if (startViewIndex != -1 && endViewIndex != -1 && startViewIndex != endViewIndex)
{
// successfully moved between subviews!
NSLog(#"Moved from %1d to %1d", startViewIndex, endViewIndex);
}
}
}
Perhaps a little more elegant would be to define your own custom gesture recognizer (that way if you aren't dragging from one of your subviews, it will fail which will allow other gesture recognizers you might have going on elsewhwere to work ... probably not an issue unless you're use multiple gesture recognizers; it also isolates the gory details of the gesture logic from the rest of your view controller):
#interface PanBetweenSubviewsGestureRecognizer : UIPanGestureRecognizer
{
NSMutableArray *_arrayOfFrames;
}
#property NSInteger startingIndex;
#property NSInteger endingIndex;
#end
#implementation PanBetweenSubviewsGestureRecognizer
#synthesize startingIndex = _startingIndex;
#synthesize endingIndex = _endingIndex;
- (void)dealloc
{
_arrayOfFrames = nil;
}
- (id)initWithTarget:(id)target action:(SEL)action
{
self = [super initWithTarget:target action:action];
if (self)
{
_arrayOfFrames = [[NSMutableArray alloc] init];
}
return self;
}
- (void)addSubviewToArrayOfFrames:(UIView *)view
{
[_arrayOfFrames addObject:[NSValue valueWithCGRect:view.frame]];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
for (NSInteger i = 0; i < [_arrayOfFrames count]; i++)
{
if (CGRectContainsPoint([[_arrayOfFrames objectAtIndex:i] CGRectValue], location))
{
self.startingIndex = i;
return;
}
}
self.startingIndex = -1;
self.endingIndex = -1;
self.state = UIGestureRecognizerStateCancelled;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesEnded:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
for (NSInteger i = 0; i < [_arrayOfFrames count]; i++)
{
if (CGRectContainsPoint([[_arrayOfFrames objectAtIndex:i] CGRectValue], location))
{
self.endingIndex = i;
return;
}
}
self.endingIndex = -1;
self.state = UIGestureRecognizerStateCancelled;
}
#end
Which you could then use as follows:
- (void)viewDidLoad
{
[super viewDidLoad];
PanBetweenSubviewsGestureRecognizer *pan = [[PanBetweenSubviewsGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)];
[pan addSubviewToArrayOfFrames:self.view0];
[pan addSubviewToArrayOfFrames:self.view1];
[pan addSubviewToArrayOfFrames:self.view2];
[self.view addGestureRecognizer:pan];
// Do any additional setup after loading the view.
}
- (void)pan:(PanBetweenSubviewsGestureRecognizer *)sender
{
if (sender.state == UIGestureRecognizerStateEnded && sender.startingIndex >= 0 && sender.endingIndex >= 0 && sender.startingIndex != sender.endingIndex)
{
// successfully moved between subviews!
NSLog(#"Moved from %1d to %1d", sender.startingIndex, sender.endingIndex);
}
}

tapAtPoint on UIWebView subclass

I have subclassed UIWebView so that I can get touch events and also implemented this handy method. I'm curious, if this will work on an actual iOS device. I'm not at the office, so I don't know if does. It seems to work in the simulator.
- (void) tapAtPoint:(CGPoint)point
{
id /*UIWebBrowserView*/ webBrowserView = nil;
id webViewInternal = nil;
object_getInstanceVariable(self, "_internal", (void **)&webViewInternal);
object_getInstanceVariable(webViewInternal, "browserView", (void **)&webBrowserView);
if (webBrowserView) {
[webBrowserView tapInteractionWithLocation:point];
}
}
Has anyone tried something like this? I for sure find out in the morning, lol.
Please try this code, Here its working fine.
/* TapDetectingWindow.m */
#import "TapDetectingWindow.h"
#implementation TapDetectingWindow
#synthesize viewToObserve;
#synthesize controllerThatObserves;
- (id)initWithViewToObserver:(UIView *)view andDelegate:(id)delegate {
if(self == [super init]) {
self.viewToObserve = view;
self.controllerThatObserves = delegate;
}
return self;
}
- (void)dealloc {
[viewToObserve release];
[super dealloc];
}
- (void)forwardTap:(id)touch {
[controllerThatObserves userDidTapWebView:touch];
}
- (void)sendEvent:(UIEvent *)event {
[super sendEvent:event];
if (viewToObserve == nil || controllerThatObserves == nil)
return;
NSSet *touches = [event allTouches];
if (touches.count != 1)
return;
UITouch *touch = touches.anyObject;
if (touch.phase != UITouchPhaseEnded)
return;
if ([touch.view isDescendantOfView:viewToObserve] == NO)
return;
CGPoint tapPoint = [touch locationInView:viewToObserve];
NSLog(#"TapPoint = %f, %f", tapPoint.x, tapPoint.y);
NSArray *pointArray = [NSArray arrayWithObjects:[NSString stringWithFormat:#"%f", tapPoint.x],
[NSString stringWithFormat:#"%f", tapPoint.y], nil];
if (touch.tapCount == 1) {
[self performSelector:#selector(forwardTapwithObject:pointArray afterDelay:0.5];
}
else if (touch.tapCount > 1) {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(forwardTap  object:pointArray];
}
}
#end
/* WebViewController.h */
#interface WebViewController : UIViewController<TapDetectingWindowDelegate> {
IBOutlet UIWebView *mHtmlViewer;
TapDetectingWindow *mWindow;
}
/* WebViewController.m */
- (void)viewDidLoad {
[super viewDidLoad];
mWindow = (TapDetectingWindow *)[[UIApplication sharedApplication].windows objectAtIndex:0];
mWindow.viewToObserve = mHtmlViewer;
mWindow.controllerThatObserves = self;
}
- (void)userDidTapWebView:(id)tapPoint
{
NSLog(#"TapPoint = %f, %f", tapPoint.x, tapPoint.y);
}
Thanks, Let me know if you face any problems.
short answer: Yes, I tried something like this in the same way and it works on the real devices as well (tested with iOS 6).
ARC version of your method:
- (void) tapAtPoint:(CGPoint)point
{
Ivar internalWebViewIvar = class_getInstanceVariable([self class], "_internal");
id internalWebView = object_getIvar(self, internalWebViewIvar);
Ivar browserViewIvar = class_getInstanceVariable(object_getClass(internalWebView), "browserView");
id browserView = object_getIvar(internalWebView, browserViewIvar);
if (browserView) {
[browserView performSelector:#selector(tapInteractionWithLocation:) withObject:[NSValue valueWithCGPoint:point]];
}
}