detect touch on a view behind another view? - objective-c

I have two views
the top view has some opaque and some transparent regions
the bottom view has some clickable buttons.
The top view is completely covering the bottom view, but since top view has transparent areas, bottom view can still be seen.
BUT, i cannot detect button clicks on the bottom view anymore since topview is blocking it, what should I do?
Is there anyway to let top view pass the touches to bottom view?

My solution for my own question, hope it helps someone.
In the front view, listen for touchesEnded:withEvent delegate.
When this delegate fires, you knows that a user is touching the front view.
Next you need to check whether the finger position touches special areas in the BOTTOM view.
What to do is:
1) Convert the point to relative to the bottom view:
UITouch *touch = [touches anyObject];
CGPoint touchPointInLowerView = [touch locationInView:self.lowerViewController.view];
BOOL isLowerButtonClicked = [self.lowerViewController isFingerOnYourButton:touchPointInLowerView];
if(isLowerButtonClicked)
{
// lower button clicked
}
2) In the lower view
- (BOOL) isFingerOnYourButton:(CGPoint)point
{
return CGRectContainsPoint(self.aButton.frame, point);
}
voila. In this way, we can detect clicks in bottom view even it is blocked by another interactive view on top.

Turn off user interaction in the top view that is blocking the view underneath:
topView.userInteractionEnabled = NO;

If you don't want the top view (or any of its subviews) to respond to touches at all, you can set the userInteractionEnabled property to NO for that view and be done with it.
Otherwise, your best bet is to override pointInside:withEvent: or hitTest:withEvent: in the top view's class. If the top view and the bottom view are siblings, it should enough to return NO from pointInside:withEvent:; if they are further separated in the view hierarchy, you may have to override hitTest:withEvent: to explicitly return the bottom view for the transparent areas.

Related

How to prevent certain object from scrolling in a UIScrollView

I don't know if this is possible and I highly doubt that it is but I'm wondering if there's a way where I can prevent a button for example from scrolling in a UIScrollView using Objective-C programming?
Sure. Simply update the button's origin as the scroll view scrolls.
In your view controller, implement the appropriate scroll view delegate method. If not done already, setup your view controller as the scroll view's delegate.
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGPoint offset = scrollView.contentOffset;
CGRect frame = self.fixedButton.frame;
frame.origin.y = offset.y + 40;
self.fixedButton.frame = frame;
}
This will keep the self.fixedButton button 40 points below the top of the visible portion of the scroll view. Adjust as needed.
The above all assumes the button is a subview of the scroll view.
Of course it may be a lot easier if the button and the scroll view share a common parent view. Then the button isn't a subview of the scroll view and won't scroll at all.

UIScrollView within a UIScrollView, how to keep a smooth transition when scrolling between the two

I have the following layout (see below), which for most circumstances works just fine. The user is able to scroll within the blue UIScrollView (which for all intents and purposes is a UITableView, but this question generalises this), and then when they've reached the end of this scroll view, they can start scrolling again (they have to take their finger off, and on again, because the inner scroll view rubberbands otherwise), and the 'super' scroll view starts scrolling, revealing the rest of the image.
It's the whole (they have to take their finger off, and on again, because the inner scroll view rubberbands otherwise) that I don't want. Ideally, once the contained UIScrollView reaches the end of its content, I want the superview to take over scrolling straight away, so that the inner scroll view doesn't rubberband.
The same goes when the user is scrolling back up; when the red scrollview reaches the top of it's content, I want the inner blue scroll view to start scrolling up straight away, instead of the red scroll view rubberbanding at the top.
Any idea how? I am able to determine when the scroll views have reached the ends of their content, but I'm not sure how to apply this knowledge to achieve the effect I'm after. Thanks.
// Inner (blue) scroll view bounds checking
if (scrollView.contentOffset.y + scrollView.frame.size.height > scrollView.contentSize.height) { ... }
// Outer (red) scroll view bounds checking
if (scrollView.contentOffset.y < 0) { ... }
Yeah. Ive got a nifty trick for you.
Instead of having your red outlined view a scrollview make it a normal UIView that fills the screen. In that view lay out your scroll view (table view) and image view as they are in your illustration.
Place a scrollview that fills the bounds of the root view (i.e. also fills the screen) above all the other scrollview and image views. Set the content size of this view to be the total content height of all the views you want to scroll through. In otherwords there is an invisible scrollview sitting on top of all your other views and its content size height is inner scrollview (tableview) content size height + image view size height.
The heierarchy should look like this:
Then this scrollview on top that you have made with the really tall content size make its delegate be your view controller. Implement scrollViewDidScroll and we'll work some magic.
Scrollviews basically scroll by adjusting the bounds origin with funky formulas for momentum and stuff. So in our scrollviewDidScroll method we will simply adjust the bounds of the underlying views:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView{
//the scroll view underneath (in the container view) will have a max content offset equal to the content height
//but minus the bounds height
CGFloat maxYOffsetForUnderScrollView = self.underScrollView.contentSize.height - self.underScrollView.bounds.size.height;
CGRect scrolledBoundsForContainerView = self.view.bounds;
if (scrollView.contentOffset.y <= maxYOffsetForUnderScrollView) {
//in this scenario we are still within the content for the underScrollView
//so we make sure the container view is scrolled to the top and set the offset for the contained scrollview
self.containerView.bounds = scrolledBoundsForContainerView;
self.underScrollview.contentOffset = scrollView.contentOffset;
return;
}
//in this scenario we have scrolled throug the entirety of the contained scrollview
//set its offset to the max and change the bounds of the container view to scroll everything else.
self.underScrollView.contentOffset = CGPointMake(0, maxYOffsetForUnderScrollView);
scrolledBoundsForContainerView.origin.y = scrollView.contentOffset.y - maxYOffsetForUnderScrollView;
self.containerView.bounds = scrolledBoundsForContainerView;
}
You will find that as scrollViewDidScroll is called every frame of animation that this faux scrolling of the contained views looks really natural.
But wait! I hear you say. That scroll view on top now intercepts ALL touches, and the views underneath it need to be touched as well. I have an interesting solution for that as well.
Set the scrollview on top to be off screen somewhere (i.e. set its frame off screen, but still the same size.) and then in your viewDidLoad method you add the scrollview's panGestureRecogniser to the main view. This will mean that you get all the iOS natural scrolling momentum and stuff without actually having the view on the screen. The contained scroll view will now probably go juddery as its pan gesture recognizer will get called as well (they work differently to UIEvent handling) so you will need to remove it.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self.view addGestureRecognizer:self.scrollview.panGestureRecognizer];
[self.underScrollview removeGestureRecognizer:self.underScrollView.panGestureRecognizer];
//further code to set up content sizes and stuff
}
I had fun making this so heres a link to the sample project on github:
https://github.com/joelparsons/multipleScrollers
EDIT:
To show the scrollbar for the top scrollview when its off the screen no matter where you put it you can set the scrollIndicatorInsets to an inset created like this:
CGPoint scrollviewOrigin = self.scrollview.frame.origin;
self.scrollview.scrollIndicatorInsets = UIEdgeInsetsMake(-scrollviewOrigin.y,0,scrollviewOrigin.y,scrollviewOrigin.x);
*caveat that the scrollview still has to be the right height but I'm sure you get the idea.
And then to make the bar draw outside the scrollview's visible bounds you have to turn off clips to bounds
self.scrollview.clipsToBounds = NO;
OMG. jackslash, you saved my life.
In my case, I need to use three depth of scroll views.
Parent Scroll View
that has a scroll view as one of the children
Child Scroll View: shown as 'Explanation Scroll View / Review Table View / Information Scroll View' in the below image)
Hidden Scroll View
which is distribute own content offset to 'Parent Scroll View' and 'Child Scroll View'
which has content size of whole flatten contents
Screenshot of view hierarchy
After setting view hierarchy, I just need to sync whole flatten content size and distribute content offset properly.
Observable.combineLatest(
overviewStackView.rx.observe(CGRect.self, #keyPath(UIStackView.frame)).unwrap(),
explanationScrollView.rx.observe(CGSize.self, #keyPath(UIScrollView.contentSize)).unwrap()
)
.subscribe(onNext: { [weak self] overviewStackViewFrame, explanationScrollViewContentSize in
guard let self = self else { return }
let totalContentHeight = overviewStackViewFrame.height + self.segmentedControl.frame.height + explanationScrollViewContentSize.height
self.hiddenScrollView.contentSize.height = totalContentHeight
})
.disposed(by: disposeBag)
hiddenScrollView.rx.didScroll
.subscribe(onNext: { [weak self] _ in
guard let self = self else { return }
let currentHiddenScrollViewOffsetY = self.hiddenScrollView.contentOffset.y
let parentScrollViewMaxOffsetY = self.overviewStackView.frame.height
let expectedChildScrollViewOffsetY = max(currentHiddenScrollViewOffsetY - parentScrollViewMaxOffsetY, 0)
self.parentScrollView.contentOffset.y = min(parentScrollViewMaxOffsetY, currentHiddenScrollViewOffsetY)
self.explanationScrollView.contentOffset.y = expectedChildScrollViewOffsetY
})
.disposed(by: disposeBag)

How to use NSScrollview?

I can't figure out how to actually use NSScrollview. I dragged the scroll view object onto an NSWindow in the interface builder. I then dragged some NSButtons onto the scroll view. My question is:
How do I actually make it scroll down, for example, 2x the original height?
Of course the user can scroll automatically using their UI. I assume what you want to do is to scroll programmatically.
A bit of background: An NSScrollView has a documentView, which is the underlying view that the scroll view shows a part of, and a clipView, which is the view that is shown on the screen. So the clip view is like a window into the document view. To scroll programmatically you tell the document view to scroll itself in the clip view.
You have two options on how to scroll programmatically:
- (void)scrollPoint:(NSPoint)aPoint –– This scrolls the document so the given point is at the origin of the clip view that encloses it.
- (BOOL)scrollRectToVisible:(NSRect)aRect –– This scrolls the document the minimum distance so the entire rectangle is visible. Note: This may not need to scroll at all in which case it returns NO.
So, for example, here is an example from Apple's Scroll View Programming Guide on how to scroll to the bottom of the document view. Assuming you have an IBOutlet called scrollView connected up to the NSScrollView in your nib file you can do the following:
- (void)scrollToBottom
{
NSPoint newScrollOrigin;
if ([[scrollview documentView] isFlipped]) {
newScrollOrigin = NSMakePoint(0.0,NSMaxY([[scrollview documentView] frame])
-NSHeight([[scrollview contentView] bounds]));
} else {
newScrollOrigin = NSMakePoint(0.0,0.0);
}
[[scrollview documentView] scrollPoint:newScrollOrigin];
}

Touch on UISlider prevents scrolling of UIScrollView

I have a (vertical) UISlider inside a UIScrollview. I'd like to be able to change the value of the slider, and, without lifting my finger, scroll the scrollview left or right.
Desired behavior:
Touch down inside vertical UISlider, followed by a finger drag left or right causes the scrollview to scroll
Actual behavior:
Touch down inside vertical UISlider, followed by a finger drag left or right causes no movement in UIScrollview. A touch down outside the UISlider followed by a drag will scroll the scrollview as expected
UIView has a property called exclusiveTouch which seems as if it might be related to my problem. I tried setting it to NO, with no luck.
So, how can is set up my UISliders so that the scrollview beneath them will respond to touches which originate inside the UISliders?
Have you tried subclassing UIScrollView and implementing - (BOOL)touchesShouldCancelInContentView:(UIView *)view? According to the Apple documentation:
// called before scrolling begins if touches have already been delivered to a subview of the scroll view. if it returns NO the touches will continue to be delivered to the subview and scrolling will not occur
// not called if canCancelContentTouches is NO. default returns YES if view isn't a UIControl
If you simply return NO if the view is your UISlider, this may do what you want, assuming your UIScrollView only scrolls horizontally. If this doesn't work, you likely will have to do custom touch handling (ie. overriding touchesBegan:withEvent:, touchesChanged:withEvent:, etc.) for both your UIScrollView and your UISlider.
What you are seeing is the intended behavior.
Each touch event only gets handled by one control. What exclusiveTouch does is actually to prevent other touch events from being delivered to other views.
To do what are trying to do you would have to do some of the touch handling yourself. Passing the event to both your views. You could do either do it by implementing all the touchesBegan:, touchesMoved: etc. methods and pass the events to both views. You can read more about that approach in the UIResponder documentation. Another approach is to do the event handling in a UIGestureRecognizer on the scroll view that hit tests the slider and updates the value of the slider using the y-delta. You can read more about gesture recognizers and event handling in the section about Gesture Recognizers in the Event Handling Guide for iOS.
Side note:
Go to the Settings app and toggle a switch half way (for example the Airplane mode toggle) and then drag down. Nothing will happen. The rest of the OS behaves the same way. Are you sure that this is the interaction that you really want to do? Apps that behave differently often feel weird and unfamiliar.
Your question confused me a bit. You are saying a vertical slider - but dragging left and right?
If you wish to scroll the scrollview when dragging the UISlider, the proper way to do so is
[mySlider addTarget:self action:#selector(sliderMoved:) forControlEvents:UIControlEventValueChanged];
and
- (void) sliderMoved:(UISlider*) slider {
myScrollView.contentOffset.x = slider.value * (myScrollView.contentSize.width - myScrollView.bounds.size.width);
}
Hope this is what you want.
You need to set delaysContentTouches as NO and prevent for UISlider objects to scroll, Check below code.
mySlider.delaysContentTouches = NO;
- (BOOL)touchesShouldBegin:(NSSet *)touches withEvent:(UIEvent *)event inContentView:(UIView *)view {
if ([view isKindOfClass:[UISlider class]])
{
UITouch *touchEvent = [[event allTouches] anyObject];
CGPoint locationEvent = [touchEvent locationInView:view];
CGRect thumbRect;
UISlider *mySlide = (UISlider*) view;
CGRect trackRect = [mySlide trackRectForBounds:mySlide.bounds];
thumbRect = [mySlide thumbRectForBounds:mySlide.bounds trackRect:trackRect value:mySlide.value];
if (CGRectContainsPoint(thumbRect, locationEvent))
return YES;
}
return NO;
}
I think you can get some reference from this example in this example it is shown that how to cancel any touch or any gesture recognizers and apply them to other views.
May this lead you to the solution of your problem and if it will just let me know about it
Happy Codding :)

Possible to manually rotate UIPopoverController's view?

The view system in my app is highly customized and uses a number of views that are manually rotated from portrait to landscape based on user interactions (the rotation is done by applying an affine transform to the view/layer).
I want to present a popover inside one of these rotated views, but the orientation of the popover always appears relative to the orientation of the device (i.e., not relative to the view). I'm guessing the answer is no, but just in case someone has a clever idea: is there any way to manually rotate the view that is presented by UIPopoverController?
Sean, I just tested it for kicks, yes it works.
It has to be done (in my case at least) in viewDidAppear (if done in viewWillAppear, it gets knocked back to the original setting.)
This worked just fine (just tested now) to have a popover at a 90 degree angle. i.e in my case my main view is in portrait mode and the popover is turned 90 deg.
self.navigationController.view.superview.superview.transform = CGAffineTransformMakeRotation (M_PI/2.0);
Are you trying to rotate the popover or just the content shown in the popover? You can control some of the former by setting which arrow orientations are possible. I'm interested in the latter, and it seems to work just by grabbing the content view controller. E.g.:
aPopoverController.contentViewController.view.transform = CGAffineTransformMakeRotation(M_PI);
DISCLAIMER: If you're at all interested in trying to get your app into the store, this code is almost certainly grounds for rejection. It dives into UIKit's private API's which is a big no-no as far as apple is concerned.
#RunningPink had the right idea. Depending on how the view hierarchy is set up, the popover may be back up farther than two superviews. The popover itself it an instance of the (private) class _UIPopover (at least in iOS 5). You can find this view by doing:
UIView *possiblePopover = popoverController.contentViewController.view;
while (possiblePopover != nil) {
// Climb up the view hierarchy
possiblePopover = possiblePopover.superview;
if ( [NSStringFromClass([possiblePopover class]) isEqualToString:#"_UIPopoverView"] ) {
// We found the popover, break out of the loop
break;
}
}
if (nil != possiblePopover) {
// Do whatever you want with the popover
}
In doing this, I found that transforming the view often ended up making the popover look blurry. I found the reason was that the popover's superview was an instance of another private class called UIDimmingView which is responsible for accepting touches outside of the popover and causing the popover to dismiss. Performing the rotation on the dimming view removed the blurriness I was seeing in the popover.
However, transforming the dimming can result in weirdness where certain parts of the window are not "covered" by the dimming view so the popover will not dismiss if these parts of the window are tapped. To get around this, I applied the rotation to the dimming view, reset the dimming view's frame to cover the screen, and then translated the popover view into place.
if (nil != possiblePopover) {
// Found the popover view
CGAffineTransform rotation = CGAffineTransformMakeRotation(-M_PI_2);
CGAffineTransform translation = // Whatever translation in necessary here
// Rotate the UIDimming View and reset its frame
[possiblePopover.superview setTransform:rotation];
[possiblePopover.superview setFrame:CGRectMake(0, 0, possiblePopover.superview.frame.size.height, possiblePopover.superview.frame.size.width)];
// Translate the popover view
[possiblePopover setTransform:translation];
}