I'm trying to call an action when I tap on a UIImage at the time of its animation.
I've seen similar questions, but I could not apply these solutions to my case.
Please help.
xcode 9.2
swift 4
import UIKit
class MyCalssViewController: UIViewController {
#IBOutlet weak var myImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// action by tap
let gestureSwift2AndHigher = UITapGestureRecognizer(target: self, action: #selector (self.actionUITapGestureRecognizer))
myImageView.addGestureRecognizer(gestureSwift2AndHigher)
}
// action by tap
#objc func actionUITapGestureRecognizer (){
print("actionUITapGestureRecognizer - works!") // !!! THIS DOES NOT WORK !!!
}
// hide UIImage before appear
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
myImageView.center.y += view.bounds.height
}
// show UIImage after appear with animation
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 10, animations: {
self.myImageView.center.y -= self.view.bounds.height
})
}
}
You just missed a line, enabling user interaction on the view.
override func viewDidLoad() {
super.viewDidLoad()
// action by tap
let gestureSwift2AndHigher = UITapGestureRecognizer(target: self, action: #selector (self.actionUITapGestureRecognizer))
myImageView.isUserInteractionEnabled = true
myImageView.addGestureRecognizer(gestureSwift2AndHigher)
}
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.clickedImageView(_:)))
myImageview.isUserInteractionEnabled = true
myImageview.addGestureRecognizer(tapGesture)
// MARK: - Gesture Recognizer action
func clickedImageView(_ sender: UITapGestureRecognizer) {
// Write your action here.
}
You need to pass in the option .allowUserInteraction like this:
UIView.animate(withDuration: 10, delay: 0, options: .allowUserInteraction, animations: {
...
})
Related
I have this code, which makes my image rotate, scale and pan to positioning it on screen.
The problem is, when I rotate the image more than 90º, the X and Y are inverted. i.e. if I move left, the image goes up and if I move to right, the image goes down. But when image is at 0º I can move it normally.
class ViewController: UIViewController, UIGestureRecognizerDelegate {
#IBOutlet weak var imgLogo: UIImageView!
#IBOutlet weak var scrollLogo: UIScrollView!
var identity = CGAffineTransform.identity
override func viewDidLoad() {
super.viewDidLoad()
self.setupLayout()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.navigationController?.setNavigationBarHidden(true, animated: false)
self.navigationItem.backBarButtonItem = UIBarButtonItem.init(title: " ", style: .plain, target: nil, action: nil)
self.navigationItem.backBarButtonItem?.tintColor = .white
}
func setupLayout(){
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(scale))
let rotationGesture = UIRotationGestureRecognizer(target: self, action: #selector(rotate))
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(positioningImage))
pinchGesture.delegate = self
rotationGesture.delegate = self
panGesture.delegate = self
view.addGestureRecognizer(pinchGesture)
view.addGestureRecognizer(rotationGesture)
view.addGestureRecognizer(panGesture)
}
#objc func scale(_ gesture: UIPinchGestureRecognizer) {
switch gesture.state {
case .began:
identity = imgLogo.transform
case .changed,.ended:
imgLogo.transform = identity.scaledBy(x: gesture.scale, y: gesture.scale)
case .cancelled:
break
default:
break
}
}
#objc func rotate(_ gesture: UIRotationGestureRecognizer) {
imgLogo.transform = imgLogo.transform.rotated(by: gesture.rotation)
}
#objc func positioningImage(_ gesture: UIPanGestureRecognizer) {
let points = gesture.translation(in: scrollLogo)
imgLogo.transform = imgLogo.transform.translatedBy(x: points.x, y: points.y)
gesture.setTranslation(CGPoint.zero, in: scrollLogo)
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
}
Can someone help me indicate what is wrong? Where/how to fix?
Thanks
Your panning is currently relative to scrollLogo, if you change the points declaration to
let points = gesture.translation(in: imgLogo)
then the panning will be done relative to the image’s current translation, and it should work as intended!
When I am tapping on UIView but Gesture is not working.
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
viewForSHadow.isUserInteractionEnabled = true
viewForSHadow.addGestureRecognizer(tap)
// Do any additional setup after loading the view.
}
func handleTap(_sender: UITapGestureRecognizer) {
print("---------View Tapped--------")
viewForSHadow.isHidden = true
viewForAlert.isHidden = true
}
I just want to perform this action on UIView tap.
You may check in the debug view hierarchy if anything with alpha = 0 is overlapping your viewForSHadow.
You have to implement as follows:
class ViewController: UIViewController, UIGestureRecognizerDelegate {
...
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap(_sender:)))
viewForSHadow.isUserInteractionEnabled = true
viewForSHadow.addGestureRecognizer(tap)
}
#objc func handleTap(_sender: UITapGestureRecognizer) {
print("---------View Tapped--------")
viewForSHadow.isHidden = true
viewForAlert.isHidden = true
}
...
}
Your code is more than enough to have working UIGestureRecognizer, you should check some other stuff like, is there something else that can consume the user interaction. And also to check if you use
isUserInteractionEnabled = false
to some parent view of viewForSHadow.
You have to use UIGestureRecognizerDelegate
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleDismiss))
tapRecognizer.delegate = self
blackView.addGestureRecognizer(tapRecognizer)
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
return true
}
#objc func handleDismiss() {
print("handleDismiss")
}
Reference
Don't forget to set the UIGestureRecognizerDelegate in your class
You need to mention numberOfTapsRequired property of the UITapGestureRecognizer.
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTapGesture(_sender:)))
tap.numberOfTapsRequired = 1
viewForSHadow.isUserInteractionEnabled = true
viewForSHadow.addGestureRecognizer(tap)
}
#objc func handleTapGesture(_sender: UITapGestureRecognizer) {
print("---------View Tapped--------")
// Why are you hiding this view **viewForSHadow**
viewForSHadow.isHidden = true
viewForAlert.isHidden = true
}
Also, make sure you are not doing viewForSHadow.isUserInteractionEnabled = false anywhere in the code.
First of all you code doesn't compile. The handleTap(_:) signature must be like:
#objc func handleTap(_ sender: UITapGestureRecognizer) {
print("---------View Tapped--------")
}
Secondly, you need to first try with the minimal code in a separate project. And by minimal code I mean what you've added in the question.
class ViewController: UIViewController {
#IBOutlet weak var viewForSHadow: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
viewForSHadow.addGestureRecognizer(tap)
}
#objc func handleTap(_ sender: UITapGestureRecognizer) {
print("---------View Tapped--------")
}
}
Try with just the above code and see if you can get it working. The above code is working well at my end without any delegate or numberOfTaps.
I try to detect a tap on an UIImageView while it is in the process of animation, but it does't work.
What I do (swift 4):
added UIImageView via StoryBoard:
#IBOutlet weak var myImageView: UIImageView!
doing animation:
override func viewWillAppear (_ animated: Bool) {
super.viewWillAppear (animated)
myImageView.center.y + = view.bounds.height
}
override func viewDidAppear (_ animated: Bool) {
super.viewDidAppear (animated)
UIView.animate (withDuration: 10, delay: 0, options: [.repeat, .autoreverse, .allowUserInteraction], animations: {
self.myImageView.center.y - = self.view.bounds.height
})
}
try to detect the tap:
override func viewDidLoad () {
super.viewDidLoad ()
let gestureSwift2AndHigher = UITapGestureRecognizer (target: self, action: #selector (self.actionUITapGestureRecognizer))
myImageView.isUserInteractionEnabled = true
myImageView.addGestureRecognizer (gestureSwift2AndHigher)
}
#objc func actionUITapGestureRecognizer () {
print ("actionUITapGestureRecognizer - works!")
}
Please, before voting for a question, make sure that there are no normally formulated answers to such questions, understandable to the beginner and written in swift above version 2, so I can not apply them for my case.
Studying this problem, I realized that it is necessary to also tweak the frame !? But this is still difficult for me. Tell me, please, what I need to add or change in the code below.
Thank you for your help.
class ExampleViewController: UIViewController {
#IBOutlet weak var myImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// action by tap
let gestureSwift2AndHigher = UITapGestureRecognizer(target: self, action: #selector (self.actionUITapGestureRecognizer))
myImageView.isUserInteractionEnabled = true
myImageView.addGestureRecognizer(gestureSwift2AndHigher)
}
// action by tap
#objc func actionUITapGestureRecognizer (){
print("actionUITapGestureRecognizer - works!") // !!! IT IS DOES NOT WORK !!!
}
// hide UIImageView before appear
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
myImageView.center.y += view.bounds.height
}
// show UIImageView after appear with animation
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 10, delay: 0, options: [.repeat, .autoreverse, .allowUserInteraction], animations: {
self.myImageView.center.y -= self.view.bounds.height
})
}
}
To detect touch on a moving (animated) view, simply override hitTest using the presentation layer:
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
return (layer.presentation()!.frame)
.contains(self.convert(point, to: superview!)) ? self : nil
}
In the example at hand
It works with any and all gesture recognizers
DO NOT modify any frames, or anything else, at the view controller level
Simply subclass the view itself, adding the override above
Don't forget that naturally, if you want to stop the animation once the item is grabbed, do that (in your view controller) with yourPropertyAnimator?.stopAnimation(true) , yourPropertyAnimator = nil
You CANNOT do what you want using UITapGestureRecognizer because it uses frame based detection and detects if a touch was inside your view by checking against its frame..
The problem with that, is that animations already set the view's final frame before the animation even begins.. then it animates a snapshot of your view into position before showing your real view again..
Therefore, if you were to tap the final position of your animation, you'd see your tap gesture get hit even though your view doesn't seem like it's there yet.. You can see that in the following image:
https://i.imgur.com/Wl9WRfV.png
(Left-Side is view-hierarchy inspector)..(Right-Side is the simulator animating).
To solve the tapping issue, you can try some sketchy code (but works):
import UIKit
protocol AnimationTouchDelegate {
func onViewTapped(view: UIView)
}
protocol AniTouchable {
var animationTouchDelegate: AnimationTouchDelegate? {
get
set
}
}
extension UIView : AniTouchable {
private struct Internal {
static var key: String = "AniTouchable"
}
private class func getAllSubviews<T: UIView>(view: UIView) -> [T] {
return view.subviews.flatMap { subView -> [T] in
var result = getAllSubviews(view: subView) as [T]
if let view = subView as? T {
result.append(view)
}
return result
}
}
private func getAllSubviews<T: UIView>() -> [T] {
return UIView.getAllSubviews(view: self) as [T]
}
var animationTouchDelegate: AnimationTouchDelegate? {
get {
return objc_getAssociatedObject(self, &Internal.key) as? AnimationTouchDelegate
}
set {
objc_setAssociatedObject(self, &Internal.key, newValue, .OBJC_ASSOCIATION_ASSIGN)
}
}
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let touchLocation = touch.location(in: self)
var didTouch: Bool = false
let views = self.getAllSubviews() as [UIView]
for view in views {
if view.layer.presentation()?.hitTest(touchLocation) != nil {
if let delegate = view.animationTouchDelegate {
didTouch = true
delegate.onViewTapped(view: view)
}
}
}
if !didTouch {
super.touchesBegan(touches, with: event)
}
}
}
class ViewController : UIViewController, AnimationTouchDelegate {
#IBOutlet weak var myImageView: UIImageView!
deinit {
self.myImageView.animationTouchDelegate = nil
}
override func viewDidLoad() {
super.viewDidLoad()
self.myImageView.isUserInteractionEnabled = true
self.myImageView.animationTouchDelegate = self
}
func onViewTapped(view: UIView) {
print("Works!")
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
myImageView.center.y += view.bounds.height
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 5, delay: 0, options: [.repeat, .autoreverse, .allowUserInteraction], animations: {
self.myImageView.center.y -= self.view.bounds.height
})
}
}
It works by overriding touchesBegan on the UIView and then checking to see if any of the touches landed inside that view.
A MUCH better approach would be to just do it in the UIViewController instead..
import UIKit
protocol AnimationTouchDelegate : class {
func onViewTapped(view: UIView)
}
extension UIView {
private class func getAllSubviews<T: UIView>(view: UIView) -> [T] {
return view.subviews.flatMap { subView -> [T] in
var result = getAllSubviews(view: subView) as [T]
if let view = subView as? T {
result.append(view)
}
return result
}
}
func getAllSubviews<T: UIView>() -> [T] {
return UIView.getAllSubviews(view: self) as [T]
}
}
class ViewController : UIViewController, AnimationTouchDelegate {
#IBOutlet weak var myImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
self.myImageView.isUserInteractionEnabled = true
}
func onViewTapped(view: UIView) {
print("Works!")
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
myImageView.center.y += view.bounds.height
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 5, delay: 0, options: [.repeat, .autoreverse, .allowUserInteraction], animations: {
self.myImageView.center.y -= self.view.bounds.height
})
}
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let touchLocation = touch.location(in: self.view)
var didTouch: Bool = false
for view in self.view.getAllSubviews() {
if view.isUserInteractionEnabled && !view.isHidden && view.alpha > 0.0 && view.layer.presentation()?.hitTest(touchLocation) != nil {
didTouch = true
self.onViewTapped(view: view)
}
}
if !didTouch {
super.touchesBegan(touches, with: event)
}
}
}
super.viewDidLoad()
let tapGesture = UITapGestureRecognizer(target: self, action: Selector("hideKeyboard"))
tapGesture.cancelsTouchesInView = true
scrlView.addGestureRecognizer(tapGesture)
//self.navigationController!.navigationBarHidden = true
scrlView.contentSize = CGSizeMake(UIScreen .mainScreen().bounds.size.width, (regButton.frame.size.height + regButton.frame.origin.y)+20)
// Do any additional setup after loading the view.
}
func hideKeyboard() {
scrlView.endEditing(true)
scrlView .setContentOffset(CGPointMake(0, 0), animated: true)
}
#IBAction func tapped(sender: AnyObject) {
scrlView.endEditing(true)
scrlView .setContentOffset(CGPointMake(0, 0), animated: true)
}
My hideKeyboard function is ok. But now I want to cahnge the position of the textfields above the keyboard when I tap on them.
try this :
func textFieldShouldBeginEditing(textField: UITextField) -> Bool{
scrl.setContentOffset(CGPointMake(0.0, textField.center.y-120), animated: true)
}
And your func hideKeyboard() should be remain same
Hope it will helpful for u
You can use IQkeyboardmanger third party library for your project, here is the link for that, https://github.com/hackiftekhar/IQKeyboardManager
I want to wire an action such that if the gesture is a tap, it does animates an object in a particular way but if the press duration was more than .5 secs it does something else.
Right now, I just have the animation hooked up. I don't know how I can differentiate between a long press and a tap?
How do I access the press duration to achieve the above?
#IBAction func tapOrHold(sender: AnyObject) {
UIView.animateKeyframesWithDuration(duration, delay: delay, options: options, animations: {
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 0, animations: {
self.polyRotate.transform = CGAffineTransformMakeRotation(1/3 * CGFloat(M_PI * 2))
})
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 0, animations: {
self.polyRotate.transform = CGAffineTransformMakeRotation(2/3 * CGFloat(M_PI * 2))
})
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 0, animations: {
self.polyRotate.transform = CGAffineTransformMakeRotation(3/3 * CGFloat(M_PI * 2))
})
}, completion: { (Bool) in
let vc : AnyObject! = self.storyboard?.instantiateViewControllerWithIdentifier("NextView")
self.showViewController(vc as UIViewController, sender: vc)
})
Define two IBActions and set one Gesture Recognizer to each of them. This way you can perform two different actions for each gesture.
You can set each Gesture Recognizer to different IBActions in the interface builder.
#IBAction func tapped(sender: UITapGestureRecognizer)
{
println("tapped")
//Your animation code.
}
#IBAction func longPressed(sender: UILongPressGestureRecognizer)
{
println("longpressed")
//Different code
}
Through code without interface builder
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: "tapped:")
self.view.addGestureRecognizer(tapGestureRecognizer)
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: "longPressed:")
self.view.addGestureRecognizer(longPressRecognizer)
func tapped(sender: UITapGestureRecognizer)
{
println("tapped")
}
func longPressed(sender: UILongPressGestureRecognizer)
{
println("longpressed")
}
Swift 5
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapped))
self.view.addGestureRecognizer(tapGestureRecognizer)
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(longPressed))
self.view.addGestureRecognizer(longPressRecognizer)
#objc func tapped(sender: UITapGestureRecognizer){
print("tapped")
}
#objc func longPressed(sender: UILongPressGestureRecognizer) {
print("longpressed")
}
For swift2
let lpgr = UILongPressGestureRecognizer(target: self, action: #selector(handleLongPress))
lpgr.minimumPressDuration = 0.5
lpgr.delaysTouchesBegan = true
lpgr.delegate = self
self.featuredCouponColView.addGestureRecognizer(lpgr)
Action
//MARK: - UILongPressGestureRecognizer Action -
func handleLongPress(gestureReconizer: UILongPressGestureRecognizer) {
if gestureReconizer.state != UIGestureRecognizerState.Ended {
//When lognpress is start or running
}
else {
//When lognpress is finish
}
}
For Swift 4.2/ Swift 5
let lpgr = UILongPressGestureRecognizer(target: self, action: #selector(handleLongPress))
lpgr.minimumPressDuration = 0.5
lpgr.delaysTouchesBegan = true
lpgr.delegate = self
self.colVw.addGestureRecognizer(lpgr)
//MARK: - UILongPressGestureRecognizer Action -
#objc func handleLongPress(gestureReconizer: UILongPressGestureRecognizer) {
if gestureReconizer.state != UIGestureRecognizer.State.ended {
//When lognpress is start or running
}
else {
//When lognpress is finish
}
}
Through code without interface builder
// Global variables declaration
var longPressed = false
var selectedRow = 0
override func viewDidLoad() {
super.viewDidLoad()
let longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(ContactListTableViewController.handleLongPress(_:)))
longPressGesture.minimumPressDuration = 1.0 // 1 second press
longPressGesture.allowableMovement = 15 // 15 points
longPressGesture.delegate = self
self.tableView.addGestureRecognizer(longPressGesture)
}
// Long tap work goes here !!
if (longPressed == true) {
if(tableView.cellForRowAtIndexPath(indexPath)?.accessoryType == .Checkmark){
tableView.cellForRowAtIndexPath(indexPath)?.accessoryType = .None
self.selectedRow -= 1
if(self.selectedRow == 0){
self.longPressed = false
}
} else {
self.selectedRow += 1
tableView.cellForRowAtIndexPath(indexPath)?.accessoryType = .Checkmark
}
} else if(self.selectedRow == 0) {
// Single tape work goes here !!
}
But the only problem is the long press gesture runs two times. If you have found any solution do comment below !
Swift 5 using interface builder
for the normal tap you can simply create a touch up inside action from your button.
for the long press, create an outlet for your button, create the tap gesture recognizer and set it to the button then create the selector method to perform the long press tasks.
#IBOutlet var myButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(addToListButtonLongPress(_:)))
longPressRecognizer.numberOfTouchesRequired = 1
longPressRecognizer.allowableMovement = 10
longPressRecognizer.minimumPressDuration = 0.5
myButton.addGestureRecognizer(longPressRecognizer)
}
// Connected to myButton in interface builder.
#IBAction func myButtonTapped(_ sender: UIButton) {
print("button tapped")
}
#objc func myButtonLongPressed(_ sender: UILongPressGestureRecognizer) {
print("button long pressed")
}