Shake gesture not working iOS - ios

I have used collectionView and also implemented pull to sync (pull_Down_To_Get_Data_From_Server) in my ViewController(named : "DashboardViewController"). I tried the shake gesture
code(given below) in my DashboardViewController and its not working but similar code is working in another viewController of same app.
I used the canBecomeFirstResponder in viewDidLoad in first try and in viewDidAppear secondly but it was also useless.
Requirement:
Actualy i want to know the cases(if any) in which ".motionShake" event do not trigger directly and we have to implement another way? Also that i did not find anything fruitful
on google.
Image of storyboard may help in understanding all the utilities used
override func viewDidLoad() {
// call super
super.viewDidLoad()
self.becomeFirstResponder() // for shake gesture detection
}
// it will make first responder to detect shake motion event
override var canBecomeFirstResponder: Bool {
get {
return true
}
}
// get detection of shake motion event
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
if motion == .motionShake
{
print("Shake detected")
}
}

We ran into something similar while working on Yoshi
We ended up creating an extension on UIWindow, that contained the motionBegan event and forwarded the event. Not sure what caused it, but it seemingly broke with swift 3.0.

Related

Alert with Shake to Undo

I want to implement a shake to undo on my iPhone App, in Swift.
For now it works, but it didn't display an Alert asking to validate the undo gesture (with buttons "Cancel" and "Undo"). I can add this alert in the right place myself, but I'm not certain I should. Some articles make me think that the alert should appear automatically, in the undo/redo process, so there's something I missed, perhaps...
Here are the relevant bits of code
In the viewController
override func becomeFirstResponder() -> Bool {
return true
}
and
override func motionEnded(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
if motion == .motionShake {
snowflake.undoLastAction()
}
}
and in my snowflake class, the action is inserting or modifying point in an array, so I store the value before the change in oldPathPoints, then
// Action du undo
undoManager?.registerUndo(withTarget: self, handler: { (targetSelf) in
snowflake.pathPoints = oldPathPoints
})
and finally the undo method
func undoLastAction() {
undoManager?.undo()
createPath()
}
So,
I succeeded to do it (with the help of a 5-years Book from Matt Neuburg!)
So, there's nothing to make in the viewController, I deleted becomeFirstResponder and motionEnded.
All is in the SnowFlake class: I added
let undoer = UndoManager()
override var undoManager : UndoManager? {
return self.undoer
}
override var canBecomeFirstResponder: Bool { return true }
So I communicate the undoManager I use and the class (a view here) can become firstResponder
after the manipulation of the view that can be undone (in my case in touchesEnded)
, I call
self.becomeFirstResponder()
I deleted the undoLastAction function (useless now), and
changed the undo action to a fonction
changePathUndoable(newPathPoints: finalPathPoints)
the function is like that
func changePathUndoable(newPathPoints: [CGPoint]) {
let oldPathPoints = Snowflake.sharedInstance.pathPoints
Snowflake.sharedInstance.pathPoints = newPathPoints
// Action du undo
undoer.setActionName("cutting")
undoer.registerUndo(withTarget: self, handler: { (targetSelf) in
targetSelf.changePathUndoable(newPathPoints: oldPathPoints)
})
Snowflake.sharedInstance.createPath()
self.setNeedsDisplay()
}
I had to create the function changePathUndoable instead of calling undoer.registerUndo directly just for having the redo action to work (I didn't test redo before).
I think that all the steps are necessary to do what I wanted: make the view receive the shake event, displays this dialog
and be able to undo/redo the modifications.

How to identify iPhone SHAKE in Swift? [duplicate]

This question already has answers here:
Detect shake gesture IOS Swift
(7 answers)
Closed 5 years ago.
Hi I want to identify the iPhone SHAKE when user shakes their phone, either in background mode or in foreground mode of the app.
Please assist me.
Thanks in advance.
Try something like this:
override func motionBegan(_ motion: UIEventSubtype, with event: UIEvent?) {
print("Device was shaken!")
}
The main trick is that you need to have some UIView (not UIViewController) that you want as firstResponder to receive the shake event messages. Here's the code that you can use in any UIView to get shake events:
class ShakingView: UIView {
override func motionEnded(_ motion: UIEventSubtype, with event: UIEvent?) {
if event?.subtype == .motionShake {
// Put in code here to handle shake
}
if super.responds(to: #selector(UIResponder.motionEnded(_:with:))) {
super.motionEnded(motion, with: event)
}
}
override var canBecomeFirstResponder: Bool { return true }
You can easily transform any UIView (even system views) into a view that can get the shake event simply by subclassing the view with only these methods (and then selecting this new type instead of the base type in IB, or using it when allocating a view).
In the view controller, you want to set this view to become first responder:
override func viewWillAppear(_ animated: Bool) {
shakeView.becomeFirstResponder()
super.viewWillAppear(animated)
}
override func viewWillDisappear(_ animated: Bool) {
shakeView.resignFirstResponder()
super.viewWillDisappear(animated)
}
Don't forget that if you have other views that become first responder from user actions (like a search bar or text entry field) you'll also need to restore the shaking view first responder status when the other view resigns!
This method works even if you set applicationSupportsShakeToEdit to NO.
For objective c version refer link How do I detect when someone shakes an iPhone?

continueTrackingWithTouch not working when subclassing from UIButton

everyone knows that when you drag outside a button it don't cancel the highlight state right away by UIButton's default. UIControlEventTouchDragExit triggers when 70 pixels away. I want that distance to be 0. So after searching the solution of it, I tried to create a subclass like this:
import UIKit
class UINewButton: UIButton {
override func continueTrackingWithTouch(touch: UITouch, withEvent event: UIEvent?) -> Bool {
print("here")
let touchOutside = !CGRectContainsPoint(self.bounds, touch.locationInView(self))
if touchOutside {
let previousTochInside = CGRectContainsPoint(self.bounds, touch.previousLocationInView(self))
if previousTochInside {
print("Sending UIControlEventTouchDragExit")
self.sendActionsForControlEvents(.TouchDragExit)
self.highlighted = false
self.selected = false
}else{
print("Sending UIControlEventTouchDragOutside")
self.sendActionsForControlEvents(.TouchDragOutside)
}
}else{
let previousTouchOutside = !CGRectContainsPoint(self.bounds, touch.previousLocationInView(self))
if previousTouchOutside{
print("Sending UIControlEventTouchDragEnter")
self.sendActionsForControlEvents(.TouchDragEnter)
}else{
print("Sending UIControlEventTouchDragInside")
self.sendActionsForControlEvents(.TouchUpInside)
}
}
return super.continueTrackingWithTouch(touch, withEvent: event)
}
}
and create a button like this in a UIViewController
#IBOutlet var confirmButton: UINewButton!
I assumed when a UIButton being touched and dragged. It would call the function in this sequence:
beginTrackingWithTouch(when touched) -> continueTrackingWithTouch(when dragged) -> endTrackingWithTouch(when left)
But here is the weird part. Even though I override the function continueTrackingWithTouch, it still not been called. Cause the console window didn't show "here" where I put there in it. And the result remain the default distance 70. how come is that?
I tried to call the three functions mentioned above and return true if it needs one.
What did I missed?
After reading this article: UIControlEventTouchDragExit triggers when 100 pixels away from UIButton
Still not helping :( (plus it written in objective-C...)
Isn't the distance of 70px a property of the function so I can just changed?(How can I see the original function by the way? There is no detail in Apple Developer Documentation...)
Should I use button.addtarget in the UIViewController? But it seems like another way to do it.
Here is another question:
If I want to cancel the highlight state when dragged outside the button, is this right?
self.highlighted = false
self.selected = false
I don't know which one is the right one so I used it all.
please help! Just a newbie in swift but I have been stuck in this problem for 3 days. QQ
In Swift 3 the function signature has changed. It's now:
func continueTracking(_ touch: UITouch, with event: UIEvent?) -> Bool
API Reference

Best way to perform action on 3D Touch on UIButton

I have a number of UIButton instances in a UIViewController and I want to perform a couple of actions when any of these buttons are pressed with pressure (all the way down), I don't know the exact term here (force touch maybe?).
So when UIButton is pressured, I want to give haptic feedback via vibration, change the button image source and do some other stuff. Then when the pressure is released I want to restore the button image source to the normal state and do some more stuff.
What is the easiest way to do this?
Should I make my own custom UIButton like below or are there methods that can be overridden for 3D touch "pressed" and "released".
This is my custom UIButton code so far. Should I determine, by trial and error, what the maximum force should be? Also how do I change the source of the image for each button in the easiest way possible?
import AudioToolbox
import UIKit
class customButton : UIButton {
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
print("% Touch pressure: \(touch.force/touch.maximumPossibleForce)");
if touch.force > valueThatIMustFindOut {
AudioServicesPlayAlertSound(SystemSoundID(kSystemSoundID_Vibrate))
// change image source
// call external function
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touches End")
// restore image source
// call external function
}
}
Please note that I am new to Swift so I would like to use the graphical interface in Xcode to create the user interface as much as possible. So I would like to avoid creating the UI from the code.
As for the force touch - you need to detect if it's available first:
func is3dTouchAvailable(traitCollection: UITraitCollection) -> Bool {
return traitCollection.forceTouchCapability == UIForceTouchCapability.available
}
if(is3dTouchAvailable(traitCollection: self.view!.traitCollection)) {
//...
}
and then in e.g. touchesMoved it will be available as touch.force and touch.maximumPossibleForce
func touchMoved(touch: UITouch, toPoint pos: CGPoint) {
let location = touch.location(in: self)
let node = self.atPoint(location)
//...
if is3dTouchEnabled {
bubble.setPressure(pressurePercent: touch.force / touch.maximumPossibleForce)
} else {
// ...
}
}
Here's the more detailed example with code samples:
http://www.mikitamanko.com/blog/2017/02/01/swift-how-to-use-3d-touch-introduction/
It's also a good practice to react on such "force touches" with haptic/taptic feedback, so user will experience the touch:
let generator = UIImpactFeedbackGenerator(style: .heavy)
generator.prepare()
generator.impactOccurred()
you might want to take a look at this post for details:
http://www.mikitamanko.com/blog/2017/01/29/haptic-feedback-with-uifeedbackgenerator/

Touch events are delayed near left screen edge on iOS 9 only. How to fix it?

I am developing a keybaord extension for iOS. On iOS 9 the keys react imediatelly except for keys along left edge of the keyboard. Those react with around 0.2 second delay. The reason is that the touches are simply delivered with this delay to the UIView that is root view of my keyboard. On iOS 8 there is no such delay.
My guess is that this delay is cause by some logic that is supposed to recognize gesture for opening "running apps screen". That is fine but the delay on a keyboard is unacceptable. Is there any way how to get those events without delay? Perhaps just setting delaysTouchesBegan to false on some UIGestureRecognizer?
This is for anyone using later versions of iOS (this is working on iOS 9 and 10 for me). My issue was caused by the swipe to go back gesture interfering with my touchesBegan method by preventing it from firing on the very left edge of the screen until either the touch was ended, or the system recognised the movement to not be that of the swipe to go back gesture.
In your viewDidLoad function in your controller, simply put:
self.navigationController?.interactivePopGestureRecognizer?.delaysTouchesBegan = false
The official solution since iOS11 is overriding preferredScreenEdgesDeferringSystemGestures of your UIInputViewController.
https://developer.apple.com/documentation/uikit/uiviewcontroller/2887512-preferredscreenedgesdeferringsys
However, it doesn't seem to work on iOS 13 at least. As far as I understand, that happens due to preferredScreenEdgesDeferringSystemGestures not working properly when overridden inside UIInputViewController, at least on iOS 13.
When you override this property in a regular view controller, it works as expected:
override var preferredScreenEdgesDeferringSystemGestures: UIRectEdge {
return [.left, .bottom, .right]
}
That' not the case for UIInputViewController, though.
UPD: It appears, gesture recognizers will still get .began state update, without the delay. So, instead of following the rather messy solution below, you can add a custom gesture recognizer to handle touch events.
You can quickly test this adding UILongPressGestureRecognizer with minimumPressDuration = 0 to your control view.
Another solution:
My original workaround was calling touch down effects inside hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView?, which is called even when the touches are delayed for the view.
You have to ignore the "real" touch down event, when it fires about 0.4s later or simultaneously with touch up inside event. Also, it's probably better to apply this hack only in case the tested point is inside ~20pt lateral margins.
So for example, for a view with equal to screen width, the implementation may look like:
let edgeProtectedZoneWidth: CGFloat = 20
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let result = super.hitTest(point, with: event)
guard result == self else {
return result
}
if point.x < edgeProtectedZoneWidth || point.x > bounds.width-edgeProtectedZoneWidth
{
if !alreadyTriggeredFocus {
isHighlighted = true
}
triggerFocus()
}
return result
}
private var alreadyTriggeredFocus: Bool = false
#objc override func triggerFocus() {
guard !alreadyTriggeredFocus else { return }
super.triggerFocus()
alreadyTriggeredFocus = true
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesCancelled(touches, with: event)
alreadyTriggeredFocus = false
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
alreadyTriggeredFocus = false
}
...where triggerFocus() is the method you call on touch down event. Alternatively, you may override touchesBegan(_:with:).
If you have access to the view's window property, you can access these system gesture recognizers and set delaysTouchesBegan to false.
Here's a sample code in swift that does that
if let window = view.window,
let recognizers = window.gestureRecognizers {
recognizers.forEach { r in
// add condition here to only affect recognizers that you need to
r.delaysTouchesBegan = false
}
}
Also relevant: UISystemGateGestureRecognizer and delayed taps near bottom of screen

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