How do I determine if a DatePicker is currently spinning/rolling? I have tried just about everything and looked at all the answers on here but none are right or worked.
Essentially, I would like to disable a button while it is spinning then enable the same button when it stopped.
Thanks!
I wanted to do the same thing, and so poked around UIControl and the class dump for UIDatePicker. Nothing seemed to work, as maddy stated in the comment section.
Well, it did occur to me that this is some way to do it - screen shot the picker view over a short time - say 50 ms - and do an image compare between the before and after to see if its changing. That sure seems like a lot of work!
So I experimented with various approaches (iOS13), and I found that I could use a gesture recognizer to detect when the picker was first touched, as well as when the UIDatePicker's own recognizer was updating. This let me generally detect when user interaction likely ended.
Then, I could await the action method signally that the spinning stopped. Ah, but what happens if the user just moved one of the wheels, then put it back? If the new date is the same as the old one, no action method. So what I did was use a delayed dispatch work item, and after two seconds ruled the spinner as stopped.
final class DHDatePicker: UIDatePicker, UIGestureRecognizerDelegate {
var isSpinning = false { didSet { print("IS SPINNING", isSpinning) } }
private var didAddGR = false
private var cancelBlock = DispatchWorkItem(block: {})
override init(frame: CGRect) {
super.init(frame: frame)
let gr = UISwipeGestureRecognizer()
gr.direction = [.up, .down]
gr.delegate = self
self.addGestureRecognizer(gr)
self.addTarget(self, action: #selector(dateChanged(_:)), for: .primaryActionTriggered)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
#objc func gr(_ gr: UISwipeGestureRecognizer) {
switch gr.state {
case .ended, .cancelled, .failed:
cancelBlock.cancel()
cancelBlock = DispatchWorkItem(block: {
if self.isSpinning {
self.isSpinning = false
}
})
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0, execute: cancelBlock)
print("GR ENDED")
default:
print("WTF")
break
}
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
isSpinning = true
return true
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if didAddGR == false {
didAddGR = true
print("DP Attach to Other GR")
otherGestureRecognizer.addTarget(self, action: #selector(gr(_:)))
}
return false
}
#objc func dateChanged(_ sender: UIDatePicker) {
print("DP ActionMethod")
cancelBlock.cancel()
isSpinning = false
}
}
Related
So I am trying to create an interface in which there are essentially 3 levels of views possible.
The UIView in charge of deciding the meta-data of new cells
The cells themselves
The background UIScrollView
Everything is a child of the UIScrollView however 1 is displayed on top of 2.
The goal is that all the cells are draggable and the scroll view is scrollable. However when the scroll view is tapped that should trigger the creation of a new node and thus the appearance of view 1 which will disappear upon the press of a submit button.
I have set up just about everything except I have one huge problem. If I tap on a cell I still get the creation view meaning that the TapGestureRecognizer isnt excluding subviews. So here is roughly what is set up:
class Node: UILabel {
var recognizer:UIPanGestureRecognizer?
init() {
self.isExclusiveTouch = true
self.isUserInteractionEnabled = true
recognizer = UIPanGestureRecognizer(target: self, action: #selector(drag))
self.addGestureRecognizer(recognizer!)
}
#objc
func drag(rec: UIPanGestureRecognizer) {
goToPoint(point: rec.location(in: self.superview!))
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
var shouldReceive = false
if let clickedView = touch.view {
if clickedView == self {
shouldReceive = true;
}
}
return shouldReceive
}
}
class NodeCreator: UIView {
var submit: UIButton = UIButton(type: UIButton.ButtonType.roundedRect)
init() {
super.init(frame: CGRect.zero)
submit.setTitle("Submit", for: .normal)
submit.translatesAutoresizingMaskIntoConstraints = false
submit.addTarget(self, action: #selector(press), for: .touchUpInside)
self.addSubview(submit)
}
#objc func press() {
if let d = delegate {
if let t = inputField.text {
d.created(title: t, pt: storeP)
self.removeFromSuperview()
}
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class TaskView: UIScrollView, CreationDelecate{
func created(title: String, pt: CGPoint) {
let temp = Node()
view.addNode(temp, at: pt)
}
var tapRecognizer:UITapGestureRecognizer?
var nodeSet:[Node] = []
func addNode(_ n1: Node, at: CGPoint = CGPoint.zero) {
nodeSet.append(n1)
n1.goToPoint(point: at)
self.addSubview(n1)
self.bringSubviewToFront(n1)
self.isScrollEnabled = true
self.isUserInteractionEnabled = true
self.isExclusiveTouch = false
self.canCancelContentTouches = false
if (tapRecognizer == nil) {
tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(tap))
self.addGestureRecognizer(tapRecognizer!)
}
}
#objc func tap(rec: UITapGestureRecognizer) {
let pos = rec.location(in: self)
let creator = NodeCreator(pt: pos)
creator.delegate = self
self.addSubview(creator)
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
var shouldReceive = false
if let clickedView = touch.view {
if clickedView == self {
shouldReceive = true;
}
}
return shouldReceive
}
}
Why is the TaskView still receiving tap gestures when the Nodes are all exclusive touch.
Code does not work because you did not assigned delegate for gesture recognizers. Delegate functions are implemented in Node and TaskView classes. But you did not declared classes as delegates i.e.
class TaskView: UIScrollView, CreationDelecate, UIGestureRecognizerDelegate
Than assign delegate to gesture recognizer:
recognizer.delegate = self as! UIGestureRecognizerDelegate
Should work
Referring to my last question:
Spritekit: passing from UIButtons to buttons as SKSpriteNode
I’m working on a SpriteKit game: the user can tap and swipe on the screen to move sprites inside the scene and I added gesture recognizers in my ViewController for that.
Then I create a HUD to keep 4 buttons programmatically made with which the user could add other sprites to the scene.
I want my buttons fade and scale a little when pressed and then turn back to the original state, but it seems that they conflict with viewController’s gesture recognizers: buttons fade and scale down, but they stay in that state, don’t go back to normal state.
What can I do?
This is the Button class:
import SpriteKit
protocol ButtonDelegate: NSObjectProtocol {
func buttonClicked(sender: Button)
}
class Button: SKSpriteNode {
weak var delegate: ButtonDelegate!
var buttonTexture = SKTexture()
init(name: String) {
buttonTexture = SKTexture(imageNamed: name)
super.init(texture: buttonTexture, color: .clear, size: buttonTexture.size())
self.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var touchEndedCallback: (() -> Void)?
weak var currentTouch: UITouch?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if isUserInteractionEnabled {
setScale(0.9)
self.alpha = 0.5
if let currentTouch = touches.first {
let touchLocation = currentTouch.location(in: self)
for node in self.nodes(at: touchLocation) {
delegate?.buttonClicked(sender: self)
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
setScale(1.0)
self.alpha = 1.0
touchEndedCallback?()
print("tapped!")
}
}
This is the code I used in View Controller:
class ViewController: UIViewController, UIGestureRecognizerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as! SKView
skView.isMultipleTouchEnabled = false
skView.presentScene(scene)
#IBAction func didTap(_ sender: UITapGestureRecognizer) {
game.myCode
}
#IBAction func didPan(_ sender: UIPanGestureRecognizer) {
let currentPoint = sender.translation(in: self.view)
if let originalPoint = panPointReference {
if abs(currentPoint.x - originalPoint.x) > (SquareSize * 0.9) {
if sender.velocity(in: self.view).x > CGFloat(0) {
//game.myCode
panPointReference = currentPoint
} else {
//game.myCode
panPointReference = currentPoint
}
}
} else if sender.state == .began {
panPointReference = currentPoint
}
}
#IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) {
//game.myCode
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive shouldReceiveTouch: UITouch) -> Bool {
if UITouch .isKind(of: Button.self) {
return false
}
return true
}
func buttonClicked(sender: Button) {
//myCode
}
}
SOLVED IT!
Ok, it was simpler than I think.
(I took a break).
- I deleted UIgestures and added them programmatically;
- in my GameScene’s touchesEnded method I created a conditional to check which one of my node has been touched.
- in View Controller I add the gestureRecognizer(_:shouldRecognizeSimultaneouslyWith:) method, to avoid conflicts with gesture recognizers attached to different view (my nodes are in two different views):
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer.view != otherGestureRecognizer.view {
return false
}
return true
}
I hope this will help…
I don't think they are interfering with the inbuilt gesture recognizers of the View Controller as you are not adding any gestures of your own, you are just overriding touchesBegin and touchesEnded.
Does "tapped" get printed out?
It is possible that touchesEnd() is not getting called, try implementing touchesCancelled() as well and see if that gets called.
Displaying a PDFDocument in a PDFView allows the user to select parts of the document and perform actions e.g. "copy" with the selection.
How can selection be disabled in a PDFView while preserving the possibility for the user to zoom in and out and scroll in the PDF?
PDFView itself does not seem to offer such a property nor does the PDFViewDelegate.
You have to subclass PDFView, as such:
class MyPDFView: PDFView {
override func canPerformAction(_ action: Selector, withSender sender: Any?) -> Bool {
return false
}
override func addGestureRecognizer(_ gestureRecognizer: UIGestureRecognizer) {
if gestureRecognizer is UILongPressGestureRecognizer {
gestureRecognizer.isEnabled = false
}
super.addGestureRecognizer(gestureRecognizer)
}
}
Just need to do is it will auto clear the selection and User will no longer long-press on PDF text.
class MyPDFView: PDFView {
override func canPerformAction(_ action: Selector, withSender sender: Any?) -> Bool {
self.currentSelection = nil
self.clearSelection()
return false
}
override func addGestureRecognizer(_ gestureRecognizer: UIGestureRecognizer) {
if gestureRecognizer is UILongPressGestureRecognizer {
gestureRecognizer.isEnabled = false
}
super.addGestureRecognizer(gestureRecognizer)
}
}
This below 2 lines need to add in canPerformAction()
self.currentSelection = nil
self.clearSelection()
For iOS 13, the above solution no longer works. It looks like they've changed the internal implementation of PDFView and specifically how the gesture recognizers are set up. I think generally it's discouraged to do this kind of thing, but it can still be done without using any internal API, here's how:
1) Recursively gather all subviews of PDFView (see below for the helper function to do this)
let allSubviews = pdfView.allSubViewsOf(type: UIView.self)
2) Iterate over them and deactivate any UILongPressGestureRecognizers:
for gestureRec in allSubviews.compactMap({ $0.gestureRecognizers }).flatMap({ $0 }) {
if gestureRec is UILongPressGestureRecognizer {
gestureRec.isEnabled = false
}
}
Helper func to recursively get all subviews of a given type:
func allSubViewsOf<T: UIView>(type: T.Type) -> [T] {
var all: [T] = []
func getSubview(view: UIView) {
if let aView = view as? T {
all.append(aView)
}
guard view.subviews.count > 0 else { return }
view.subviews.forEach{ getSubview(view: $0) }
}
getSubview(view: self)
return all
}
I'm calling the above code from the viewDidLoad method of the containing view controller.
I haven't yet found a good way to work this into a subclass of PDFView, which would be the preferred way for reusability and could just be an addition to the above NonSelectablePDFView. What I've tried so far is overriding didAddSubview and adding the above code after the call to super, but that didn't work as expected. It seems like the gesture recognizers are only being added at a later step, so figuring out when that is and if there's a way for the subclass to call some custom code after this happened would be a next step here.
With Swift 5 and iOS 12.3, you can solve your problem by overriding addGestureRecognizer(_:) method and canPerformAction(_:withSender:) method in a PDFView subclass.
import UIKit
import PDFKit
class NonSelectablePDFView: PDFView {
override func addGestureRecognizer(_ gestureRecognizer: UIGestureRecognizer) {
(gestureRecognizer as? UILongPressGestureRecognizer)?.isEnabled = false
super.addGestureRecognizer(gestureRecognizer)
}
override func canPerformAction(_ action: Selector, withSender sender: Any?) -> Bool {
return false
}
}
As an alternative to the previous implementation, you can simply toggle UILongPressGestureRecognizer isEnabled property to false in the initializer.
import UIKit
import PDFKit
class NonSelectablePDFView: PDFView {
override init(frame: CGRect) {
super.init(frame: frame)
if let gestureRecognizers = gestureRecognizers {
for gestureRecognizer in gestureRecognizers where gestureRecognizer is UILongPressGestureRecognizer {
gestureRecognizer.isEnabled = false
}
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func canPerformAction(_ action: Selector, withSender sender: Any?) -> Bool {
return false
}
}
You should note that this is not sufficient to disable text selecting, as there is a UITapAndHalfRecognizer as well – obviously a private Apple class - that also creates selections.
It is attached to the PDFDocumentView, which is another private implementation detail of PDFView, and which you can not replace with your own class implementation.
I am facing some weird issue, here is my code for registering pan gesture
public func registerGesture(_ view: UIView) {
self.gesture = UIPanGestureRecognizer(target: self, action: #selector(handleGesture(_:)))
self.gesture?.minimumNumberOfTouches = 1
self.gesture?.maximumNumberOfTouches = 1
self.gesture?.delegate = self
view.addGestureRecognizer(self.gesture!)
}
UIPanGestureRecognizer delegate method is not get called.
extension PanGestureHandler : UIGestureRecognizerDelegate {
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
guard let g = self.gesture else { return false }
guard g.view is UIScrollView else { return false }
return true
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldBeRequiredToFailBy
otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
}
Instead, if i debug the code and print the line self.gesture.delegate, then the delegate method is getting called.
Every time i need to print the above line to work. Please help me, thanks
For the above issue, i have fixed by adding below sharedinstace,
static let sharedInstance : PanGestureHandler = {
let instance = PanGestureHandler()
return instance
}()
And registering the pangesture for view by,
let gestureInstance = PanGestureHandler.sharedInstance
gestureInstance.registerGesture(self.view)
I don't know how exactly to achieve the following in Swift:
I am displaying a modal form sheet popup in my iPad app. In order to dismiss this view I have added a button that dismisses it. But what I really want is for it to dismiss when you click outside of the view. Almost the same behaviour as the popover. I have tried achieving this by adding tap gestures, making it a popover, any of the presentation styles, nothing works.
Has someone maybe done this so that you can point me in the right direction?
I had to display some screens like a popup in my app, so I've made a
base class that looks like this:
class MyBasePopUp: UIViewController, UIGestureRecognizerDelegate {
var tap: UITapGestureRecognizer!
override func viewDidAppear(_ animated: Bool) {
tap = UITapGestureRecognizer(target: self, action: #selector(onTap(sender:)))
tap.numberOfTapsRequired = 1
tap.numberOfTouchesRequired = 1
tap.cancelsTouchesInView = false
tap.delegate = self
self.view.window?.addGestureRecognizer(tap)
}
internal func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
internal func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
let location = touch.location(in: self.view)
if self.view.point(inside: location, with: nil) {
return false
}
else {
return true
}
}
#objc private func onTap(sender: UITapGestureRecognizer) {
self.view.window?.removeGestureRecognizer(sender)
self.dismiss(animated: true, completion: nil)
}
This is just to dismiss the popup, be careful if you have multiple gestures.