Edited
See the comment section with Nathan for the latest project. There is only problem remaining: getting the right button.
Edited
I want to have a UIView that the user can rotate. That UIView should contain some UIButtons that can be clicked. I am having a hard time because I am using a UIControl subclass to make the rotating view and in that subclass I have to disable user interactions on the subviews in the UIControl (to make it spin) which may cause the UIButtons not be tappable. How can I make a UIView that the user can spin and contains clickable UIButtons? This is a link to my project which gives you a head start: it contains the UIButtons and a spinnable UIView. I can however not tap the UIButtons.
Old question with more details
I am using this pod: https://github.com/joshdhenry/SpinWheelControl and I want to react to a buttons click. I can add the button, however I can not receive tap events in the button. I am using hitTests but they never get executed. The user should spin the wheel and be able to click a button in one of the pie's.
Get the project here: https://github.com/Jasperav/SpinningWheelWithTappableButtons
See the code below what I added in the pod file:
I added this variable in SpinWheelWedge.swift:
let button = SpinWheelWedgeButton()
I added this class:
class SpinWheelWedgeButton: TornadoButton {
public func configureWedgeButton(index: UInt, width: CGFloat, position: CGPoint, radiansPerWedge: Radians) {
self.frame = CGRect(x: 0, y: 0, width: width, height: 30)
self.layer.anchorPoint = CGPoint(x: 1.1, y: 0.5)
self.layer.position = position
self.transform = CGAffineTransform(rotationAngle: radiansPerWedge * CGFloat(index) + CGFloat.pi + (radiansPerWedge / 2))
self.backgroundColor = .green
self.addTarget(self, action: #selector(pressed(_:)), for: .touchUpInside)
}
#IBAction func pressed(_ sender: TornadoButton){
print("hi")
}
}
This is the class TornadoButton:
class TornadoButton: UIButton{
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let pres = self.layer.presentation()!
let suppt = self.convert(point, to: self.superview!)
let prespt = self.superview!.layer.convert(suppt, to: pres)
if (pres.hitTest(suppt)) != nil{
return self
}
return super.hitTest(prespt, with: event)
}
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
let pres = self.layer.presentation()!
let suppt = self.convert(point, to: self.superview!)
return (pres.hitTest(suppt)) != nil
}
}
I added this to SpinWheelControl.swift, in the loop "for wedgeNumber in"
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 2, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
wedge.addSubview(wedge.button)
This is where I thought I could retrieve the button, in SpinWheelControl.swift:
override open func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
let p = touch.location(in: touch.view)
let v = touch.view?.hitTest(p, with: nil)
print(v)
}
Only 'v' is always the spin wheel itself, never the button. I also do not see the buttons print, and the hittest is never executed. What is wrong with this code and why does the hitTest not executes? I rather have a normal UIBUtton, but I thought I needed hittests for this.
Here is a solution for your specific project:
Step 1
In the drawWheel function in SpinWheelControl.swift, enable user interaction on the spinWheelView. To do this, remove the following line:
self.spinWheelView.isUserInteractionEnabled = false
Step 2
Again in the drawWheel function, make the button a subview of the spinWheelView, not the wedge. Add the button as a subview after the wedge, so it will appear on top of the wedge shape layer.
Old:
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 0.45, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
wedge.addSubview(wedge.button)
spinWheelView.addSubview(wedge)
New:
wedge.button.configureWedgeButton(index: wedgeNumber, width: radius * 0.45, position: spinWheelCenter, radiansPerWedge: radiansPerWedge)
spinWheelView.addSubview(wedge)
spinWheelView.addSubview(wedge.button)
Step 3
Create a new UIView subclass that passes touches through to its subviews.
class PassThroughView: UIView {
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
for subview in subviews {
if !subview.isHidden && subview.alpha > 0 && subview.isUserInteractionEnabled && subview.point(inside: convert(point, to: subview), with: event) {
return true
}
}
return false
}
}
Step 4
At the very beginning of the drawWheel function, declare the spinWheelView to be of type PassThroughView. This will allow the buttons to receive touch events.
spinWheelView = PassThroughView(frame: self.bounds)
With those few changes, you should get the following behavior:
(The message is printed to the console when any button is pressed.)
Limitations
This solution allows the user to spin the wheel as usual, as well as tap any of the buttons. However, this might not be the perfect solution for your needs, as there are some limitations:
The wheel cannot be spun if the users touch down starts within the bounds of any of the buttons.
The buttons can be pressed while the wheel is in motion.
Depending on your needs, you might consider building your own spinner instead of relying on a third-party pod. The difficulty with this pod is that it is using the beginTracking(_ touch: UITouch, with event: UIEvent?) and related functions instead of gesture recognizers. If you used gesture recognizers, it would be easier to make use of all the UIButton functionality.
Alternatively, if you just wanted to recognize a touch down event within the bounds of a wedge, you could pursue your hitTest idea further.
Edit: Determining which button was pressed.
If we know the selectedIndex of the wheel and the starting selectedIndex, we can calculate which button was pressed.
Currently, the starting selectedIndex is 0, and the button tags increase going clockwise. Tapping the selected button (tag = 0), prints 7, which means that the buttons are "rotated" 7 positions in their starting state. If the wheel started in a different position, this value would differ.
Here is a quick function to determine the tag of the button that was tapped using two pieces of information: the wheel's selectedIndex and the subview.tag from the current point(inside point: CGPoint, with event: UIEvent?) implementation of the PassThroughView.
func determineButtonTag(selectedIndex: Int, subviewTag: Int) -> Int {
return subviewTag + (selectedIndex - 7)
}
Again, this is definitely a hack, but it works. If you are planning to continue to add functionality to this spinner control, I would highly recommend creating your own control instead so you can design it from the beginning to fit your needs.
I was able to tinker around with the project and I think I have the solution to your problem.
In your SpinWheelControl class, you are setting the userInteractionEnabled property of the spinWheelViews to false. Note that this is not what you exactly want, because you are still interested in tapping the button which is inside the spinWheelView. However, if you don't turn off user interaction, the wheel won't turn because the child views mess up the touches!
To solve this problem, we can turn off the user interaction for the child views and manually trigger only the events that we are interested in - which is basically touchUpInside for the innermost button.
The easiest way to do that is in the endTracking method of the SpinWheelControl. When the endTracking method gets called, we loop through all the buttons manually and call endTracking for them as well.
Now the problem about which button was pressed remains, because we just sent endTracking to all of them. The solution to that is overriding the endTracking method of the buttons and trigger the .touchUpInside method manually only if the touch hitTest for that particular button was true.
Code:
TornadoButton Class: (the custom hitTest and pointInside are no longer needed since we are no longer interested in doing the usual hit testing; we just directly call endTracking)
class TornadoButton: UIButton{
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
if let t = touch {
if self.hitTest(t.location(in: self), with: event) != nil {
print("Tornado button with tag \(self.tag) ended tracking")
self.sendActions(for: [.touchUpInside])
}
}
}
}
SpinWheelControl Class: endTracking method:
override open func endTracking(_ touch: UITouch?, with event: UIEvent?) {
for sv in self.spinWheelView.subviews {
if let wedge = sv as? SpinWheelWedge {
wedge.button.endTracking(touch, with: event)
}
}
...
}
Also, to test that the right button is being called, just set the tag of the button equal to the wedgeNumber when you are creating them. With this method, you will not need to use the custom offset like #nathan does, because the right button will respond to the endTracking and you can just get its tag by sender.tag.
The general solution would be to use a UIView and place all your UIButtons where they should be, and use a UIPanGestureRecognizer to rotate your view, calculate speed and direction vector and rotate your view. For rotating your view I suggest using transform because it's animatable and also your subviews will be also rotated. (extra: If you want to set direction of your UIButtons always downward, just rotate them in reverse, it will cause them to always look downward)
Hack
Some people also use UIScrollView instead of UIPanGestureRecognizer. Place described View inside the UIScrollView and use UIScrollView's delegate methods to calculate speed and direction then apply those values to your UIView as described. The reason for this hack is because UIScrollView decelerates speed automatically and provides better experience. (Using this technique you should set contentSize to something very big and relocate contentOffset of UIScrollView to .zero periodically.
But I highly suggest the first approach.
As for my opinion, you can use your own view with few sublayers and all other stuff you need.
In this case u will get full flexibility but you also should write a little bit more code.
If you like this option u can get something like on gif below (you can customize it as u wish - add text, images, animations etc):
Here I show you 2 continuous pan and one tap on purple section - when tap is detected6 bg color changed to green
To detect tap I used touchesBegan as shown below.
To play with code for this you can copy-paste code below in to playground and modify as per your needs
//: A UIKit based Playground for presenting user interface
import UIKit import PlaygroundSupport
class RoundView : UIView {
var sampleArcLayer:CAShapeLayer = CAShapeLayer()
func performRotation( power: Float) {
let maxDuration:Float = 2
let maxRotationCount:Float = 5
let currentDuration = maxDuration * power
let currrentRotationCount = (Double)(maxRotationCount * power)
let fromValue:Double = Double(atan2f(Float(transform.b), Float(transform.a)))
let toValue = Double.pi * currrentRotationCount + fromValue
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = fromValue
rotateAnimation.toValue = toValue
rotateAnimation.duration = CFTimeInterval(currentDuration)
rotateAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
rotateAnimation.isRemovedOnCompletion = true
layer.add(rotateAnimation, forKey: nil)
layer.transform = CATransform3DMakeRotation(CGFloat(toValue), 0, 0, 1)
}
override func layoutSubviews() {
super.layoutSubviews()
drawLayers()
}
private func drawLayers()
{
sampleArcLayer.removeFromSuperlayer()
sampleArcLayer.frame = bounds
sampleArcLayer.fillColor = UIColor.purple.cgColor
let proportion = CGFloat(20)
let centre = CGPoint (x: frame.size.width / 2, y: frame.size.height / 2)
let radius = frame.size.width / 2
let arc = CGFloat.pi * 2 * proportion / 100 // i.e. the proportion of a full circle
let startAngle:CGFloat = 45
let cPath = UIBezierPath()
cPath.move(to: centre)
cPath.addLine(to: CGPoint(x: centre.x + radius * cos(startAngle), y: centre.y + radius * sin(startAngle)))
cPath.addArc(withCenter: centre, radius: radius, startAngle: startAngle, endAngle: arc + startAngle, clockwise: true)
cPath.addLine(to: CGPoint(x: centre.x, y: centre.y))
sampleArcLayer.path = cPath.cgPath
// you can add CATExtLayer and any other stuff you need
layer.addSublayer(sampleArcLayer)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let point = touches.first?.location(in: self) {
if let layerArray = layer.sublayers {
for sublayer in layerArray {
if sublayer.contains(point) {
if sublayer == sampleArcLayer {
if sampleArcLayer.path?.contains(point) == true {
backgroundColor = UIColor.green
}
}
}
}
}
}
}
}
class MyViewController : UIViewController {
private var lastTouchPoint:CGPoint = CGPoint.zero
private var initialTouchPoint:CGPoint = CGPoint.zero
private let testView:RoundView = RoundView(frame:CGRect(x: 40, y: 40, width: 100, height: 100))
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.white
testView.layer.cornerRadius = testView.frame.height / 2
testView.layer.masksToBounds = true
testView.backgroundColor = UIColor.red
view.addSubview(testView)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(MyViewController.didDetectPan(_:)))
testView.addGestureRecognizer(panGesture)
}
#objc func didDetectPan(_ gesture:UIPanGestureRecognizer) {
let touchPoint = gesture.location(in: testView)
switch gesture.state {
case .began:
initialTouchPoint = touchPoint
break
case .changed:
lastTouchPoint = touchPoint
break
case .ended, .cancelled:
let delta = initialTouchPoint.y - lastTouchPoint.y
let powerPercentage = max(abs(delta) / testView.frame.height, 1)
performActionOnView(scrollPower: Float(powerPercentage))
initialTouchPoint = CGPoint.zero
break
default:
break
}
}
private func performActionOnView(scrollPower:Float) {
testView.performRotation(power: scrollPower)
} } // Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()
I want to move the UISlider knob to the middle, or 0.0 value in my case, when the double tap event is occurred on it.
Knob is moving to 0.0 on double tap but immediately it resume to the old position/value.
I have tried the below code. Any help would be much appreciated.
override func viewDidLoad() {
super.viewDidLoad()
let eqSlider = UISlider(frame:CGRectMake(0, 0, 160, 40))
eqSlider.minimumValue = -12.0
eqSlider.maximumValue = 12.0
eqSlider.value = 0.0
self.view.addSubview(eqSlider)
// detecting double tap on slider method
eqSlider.addTarget(self, action: #selector(EQViewController.doubleTappedSlider(_:event:)), forControlEvents: .TouchDownRepeat)
}
func doubleTappedSlider(sender: UISlider, event: UIEvent) {
if let firstTouchObj = event.allTouches()?.first {
if 2 == firstTouchObj.tapCount {
sender.value = 0.0
}
}
}
The problem is that the two taps in your double tap will also be acted upon by the slider itself, so after you set its position manually, the user is setting it straight back.
To avoid this, you can add the following line after you set the .value:
sender.cancelTracking(with: nil)
This will "cancel any ongoing tracking" as stated in the documentation.
I'm having a little trouble getting my UITapGestureRecognizer to register touches from the user. The showMenu() function is supposed to display a partially transparent blackView to the user, and I've implemented the gesture recognizer so that when the user taps on blackView, dismiss() is called and makes the view fade.
In my XCode Console, I don't receive the print message "dismissed" as designated in the code.
Thanks in advance!
func showMenu(){
print("show")
if let window = UIApplication.sharedApplication().keyWindow{
blackView.backgroundColor = UIColor(white: 0, alpha: 0.5)
blackView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(dismiss)))
window.addSubview(blackView)
blackView.frame = window.frame
blackView.alpha = 0
//Added this line
blackView.userInteractionEnabled = true
UIView.animateWithDuration(0.5){
self.blackView.alpha = 1
}
}
}
func dismiss(){
print("dismiss")
UIView.animateWithDuration(0.5){
self.blackView.alpha = 0
}
}
EDIT: I've checked to see if any views were on top stealing the taps using the View Hierarchy Debug tool but there doesn't seem to be anything above blackView, I've also explicitly set blackView to allow User Interaction.
EDIT: A screenshot of the View Hierarchy Debug interface.
If you change the alpha view to zero it stops getting touch events.
You could try to change view's background color to transparent, instead of changing view's alpha, that way your view won't be visible and you get the events
Add this to your code. It recognises if there has been 1 touch and then you can call your dismiss method.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first?.tapCount
if touch == 1 {
// Call Dismiss
dismiss()
}
}
I need drag UIView via PanGestureRecognizer (I know how to do), but I can't figure out, how to make it with limitation. Need some padding from top and also if there is collision with one of four sides (left, right, top (here is the padding) and bottom of device) stop the drag and you can't over - or 1px padding like on the top, whatever. :)
I tried this one: https://github.com/andreamazz/UIView-draggable but if I set the area with limitation via cagingArea, iPad (Air) is lagged. Also the moving is not smooth, I think the native PanGestureRecognizer is the best, need just the limitation area, do you know how I can do that please? :)
I'm writing in Swift. And also found some related topics, like this one -> Use UIPanGestureRecognizer to drag UIView inside limited area but I don't know what insideDraggableArea doing?..
Thank you so much programmers!
Same problem that I faced in my project,
Try this,
1) Init PanGesture
let panRec = UIPanGestureRecognizer()
2) Add PanGesture to your UIView
override func viewDidLoad() {
....
....
panRec.addTarget(self, action: "draggedView:")
yourview.addGestureRecognizer(panRec)
yourview.userInteractionEnabled = true
....
....
}
3) Set your limitation on draggedView function
func draggedView(sender:UIPanGestureRecognizer){
println("panning")
var translation = sender.translationInView(self.view)
println("the translation x:\(translation.x) & y:\(translation.y)")
//sender.view.
var tmp=sender.view?.center.x //x translation
var tmp1=sender.view?.center.y //y translation
//set limitation for x and y origin
if(translation.x <= 100 && translation.y <= 50 )
{
sender.view?.center=CGPointMake(tmp!+translation.x, tmp1!+translation.y)
sender.setTranslation(CGPointZero, inView: self.view)
}
}
Do you have to use UIPanGestureRecognizer ?
add view to a viewcontroller and check user interaction enabled.
i think you should tag view and use touchesMoved method.
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
if let touch = touches.first as? UITouch {
if touch.view.tag == 2 {
if self.yourView.center.y <= CGFloat(230) { //if you want use limitation drag
var touchLocation = touch.locationInView(self.view)
self.yourView.center.y = touchLocation.y
self.yourView.center.x = touchLocation.x
}
}
}
}
This works for me:
guard let view = UIApplication.shared.windows.last else { return }
view.addSubview(customView)
I'm trying to have the ability to remove the subview the user chooses with three taps.
The problem I'm having is I can only get it to remove in the order the subviews were created. I have played around with 'viewWithTag' but can't figure out how to get it to do what I want.
Can I achieve what I want with the 'tapGesture' removing the subview from the location I tapped?
I'm a noob (as the kids say), so any help is much appreciated!
Thanks!
#IBAction func unwindToParent(segue:UIStoryboardSegue){
var source = segue.sourceViewController as PropViewController
var propImage = UIImage(named: name as String!)
clipView = UIImageView(image: propImage!)
clipView.frame = CGRectMake(0, 0, 200.0, 200.0)
clipView.center = CGPoint (x: view.bounds.size.width/2, y: view.bounds.size.height/2)
clipView.contentMode = UIViewContentMode.ScaleAspectFit
clipView.userInteractionEnabled = true
clipView.multipleTouchEnabled = true
clipView.layer.cornerRadius = 10.0
setTag = tagCounter
tagCounter++
clipView.tag = setTag
addPinchGestureRecognizer(clipView)
addPanGestureRecognizer(clipView)
addRotationGestureRecognizer(clipView)
addTapGestureRecognizer(clipView)
view.addSubview(clipView)
view.bringSubviewToFront(clipView)
let recognizer = UITapGestureRecognizer(target: self, action:Selector("Trash:"))
recognizer.numberOfTapsRequired = 3
recognizer.delegate = self
clipView.addGestureRecognizer(recognizer)
}
func Trash(gesture: UITapGestureRecognizer){
clipView.viewWithTag(setTag)?.removeFromSuperview()
}
The gesture recogniser has a view property - that will be the tapped view.
Never use tags for anything.
Theres probably a half dozen ways I can see this being done.
The 'simplest' is probably getting the location of the tap
tap.locationInSubview
And then checking if any of the views contain that point
uiViewObject.containtsPoint()
If it contains the point remove it
Or you could add gestures to each view and, as suggested by jrturton, uses the taps view source as the view to remove.