add gesturerecognizer on top right side of navigation bar - ios

I use the following code to add a gesture recognizer on the top right side of uinavigationbar but i get result if i tap anywhere on the navbar. How am i supposed to make a gesture for the top right corner?
- (void)handleGestureForTopRightBarButtonItem:(UIGestureRecognizer *)gestureRecognizer {
CGPoint p = [gestureRecognizer locationInView:self.navigationController.navigationBar];
if (CGRectContainsPoint(CGRectMake(self.navigationController.navigationController.view.width-20,0,100,self.navigationController.navigationController.view.height), p)) {
NSLog(#"got a tap on the right side in the region i care about");
} else {
NSLog(#"got a tap on the right side, but not where i need it");
}
}

As UIGestureRecognizer is reporting to a class object there are a couple of ways to solve this. UIGestureRecognizer was not meant to be stacked multiple times on the same view, if you do so you would very likely drain more Energy than you need apart from the loss of CPU power and lots of comparison code that has to distinguish all the running recognisers. But it would work..
a) write code that compares its coordinates and expected values and if they match in the range you want do your actions.
b) create another object that is living only in the coordinates you want and has it own UIGestureRecognizer. Not ideal, as written above.
c) use the power of UIControl which are also inherited UIView's that are also UIResponders.
- (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(nullable UIEvent *)event;
- (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(nullable UIEvent *)event;
- (void)endTrackingWithTouch:(nullable UITouch *)touch withEvent:(nullable UIEvent *)event; // touch is sometimes nil if cancelTracking calls through to this.
- (void)cancelTrackingWithEvent:(nullable UIEvent *)event;
d) use the power of UIView without a UIGestureRecognizer. Which by the way basically works also on CALayers, they do not have the sendAction methods, they are not UIControls.
-(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
BOOL inside = [super pointInside:point withEvent:event];
if (inside && event.type == UIEventTypeTouches) {
//[super sendActionsForControlEvents:UIControlEventTouchDown];
}
return inside;
}
e) code some Class that inherits from UIResponder, which basically is what UIControls do and use their API instead so you make use of touch coordinates as well.
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
[self someCoRoutineWithTouch:touch];
}
//[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved :(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
//do some stuff per touch
}
//[super touchesMoved:touches withEvent:event];
}
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
//do some stuff per touch
}
//[super touchesEnded:touches withEvent:event];
}
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
Just don't forget that UIGestureRecognizer is basically for gestures that are made of touches, even multiple touches but not mainly to catch touches in general, despite in a lot of examples they are used instead of coding a proper UIControl. Also dont forget in a Devices edges the recognition of gestures is limited by the nature of finger size.

Related

Prevent parent view controller from receiving UITouch in child controller

So, in my app, then a map annotation is pressed, It reveals a modal view controller. Then when an element that modal controller is pressed, I open another, smaller controller. In both controllers, I have implemented the method
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
if (!CGRectContainsPoint([self.view viewWithTag:21].frame, touchPoint)) {
[self dismissViewControllerAnimated:YES completion:nil];
}
}
Here is an image that shows my layout:
My problem is that when I touch in yellow circle one, the second modal dismisses, and after that, the first modal dismisses. SO, how can I prevent the first modal from receiving the touch.
PS: both modals are transparent UIViews, with smaller views inside them to display the content.
Obviously the event is passed through the view controller to the next responder.
In the class reference of UIResponder.
The default implementation of this method does nothing. However
immediate UIKit subclasses of UIResponder, particularly UIView,
forward the message up the responder chain. To forward the message to
the next responder, send the message to super (the superclass
implementation); do not send the message directly to the next
responder. For example,
[super touchesMoved:touches withEvent:event];
If you override this method without calling super (a common use
pattern), you must also override the other methods for handling touch
events, if only as stub (empty) implementations.
So if you don't want the event to forward to the next responder, you should override the other methods.
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
if (!CGRectContainsPoint([self.view viewWithTag:21].frame, touchPoint)) {
[self dismissViewControllerAnimated:YES completion:nil];
}
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
}

iOS action - how do i get event data from UIAction for a standard UIButton?

For UIButton, Is there a way on touchDragInside to tell what direction the gesture was in? (up, down, left, right)
- (IBAction)buttonTouchedUpInside:(UIButton *)sender forEvent:(UIEvent *)event {
}
Thanks!
You should to subclass the button and override beginTrackingWithTouch:withEvent:, continueTrackingWithTouch:withEvent:, and endTrackingWithTouch:withEvent:. The logs I put in the code below should get you started with what you want to do.
- (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
NSLog(#"%#",NSStringFromCGPoint([[event.allTouches anyObject] locationInView:self]));
return YES;
}
- (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
NSLog(#"%#",NSStringFromCGPoint([[event.allTouches anyObject] locationInView:self]));
return YES;
}
-(void)endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
NSLog(#"%#",NSStringFromCGPoint([[event.allTouches anyObject] locationInView:self]));
}
If you're only interested in the overall direction, you can just look at the beginTracking number and the endTracking number, and forget about the continueTracking method.

iOS 5.0 sendEvent called two [2] times

I subclassed the UIWindow, but for some reason the - (void)sendEvent:(UIEvent *)event gets called 2 times for any interaction with the screen. Any ideas why would that happen?
For debugging purposes, subclass window (of app delegate) and override sendEvent: method
-(void) sendEvent:(UIEvent *)event
{
NSLog(#"%#",event);
[super sendEvent:event];
}
Most probably, you will notice the events responsible for TouchesBegan and TouchesEnded (for tapping). This can be tested by subclassing the View and overriding touch related methods.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"tocuhesBegan");
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesMoved");
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesEnded");
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"touchesCancelled");
}
Also, try drag/swipe on the view to notice the change in count of events sent to view :)
sendEvent gets called for fingerDown and allFingersUp

iPhone - Detecting touches and canceling them?

I am dtecting touches on my UIView.
Is some situations I want to be abel to cancel touches so that touchesEnded won't get called. But doesn't matter what touchesEnded will always get called?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if (SOMETHING_SPECIAL)
{
[super touchesCancelled:touches withEvent:event];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//I don't want it to get here if touches were canceled how can i do this?
}
- In my touchesEnded how can I determine whether touches were canceled or not?
TouchesEnded will always get called wherever your touches where canceled or not, so I would suggest instead having that exact:
if (SOMETHING_SPECIAL)
{
}
In your:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
To get the touchesCancelled event, implement this method from UIResponder.
touchesCancelled:withEvent:.

Order of multiple touches in UIGestureRecognizer

It seems that there is no guarantee about the order in which UITouches appear when looping through a UIGestureRecognizer's method [locationOfTouch: inView:]. Specifically:
for (int i = 0; i < [recognizer numberOfTouches]; i++) {
CGPoint point = [recognizer locationOfTouch:i inView:self];
NSLog(#"[%d]: (%.1f, %.1f)", i, point.x, point.y);
}
One would think that point with index 0 would be the first UITouch, or the first that was released, but quite often the order of 2 touches is mixed up. Does anyone know how to test for the order of those events? Unfortunately there is no access to the UITouch objects themselves (with the timestamp).
Also, no guarantee is made in the documentation that the touches from -locationOfTouch:inView: will always be in a reliable order. Can anyone confirm or deny this?
You could try setting the recognizer's delegate property and implementing -gestureRecognizer:shouldReceiveTouch:. It should be called sequentially, and you can then hold on to the touches.
It seems like to me like want to track i.e. two fingers of two hands independently, instead of recognizing a concrete gesture which is the goal of a UIGestureRecognizer, as the name says. If that's what you want i'd rather implement the UIResponder methods:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
With this approach you really get a set of UITouch objects und can do advanced tracking.
Why not iterating through UITouches sorted by timestamp?

Resources