I have a view in my storyboard that by default the alpha is set to 0. In certain cases the Swift file sets the alpha to 1. So either hidden or not. Before this view just contained 2 labels. I'm trying to add 2 buttons to the view.
For some reason the buttons aren't clickable at all. So when you tap it normally buttons change color slightly before you releasing, or while holding down on the button. But that behavior doesn't happen for some reason and the function connected to the button isn't being called at all.
It seems like an issue where something is overlapping or on top of the button. The button is totally visible and enabled and everything but not clickable. I tried Debug View Hierarchy but everything looks correct in that view.
Any ideas why this might be happening?
EDIT I tried making a class with the following code and in interface builder setting the container view to be that class.
class AnotherView: UIView {
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
for view in self.subviews {
if view.isUserInteractionEnabled, view.point(inside: self.convert(point, to: view), with: event) {
return true
}
}
return false
}
}
Go with hitTest(_:with:) method. When we call super.hitTest(point, with: event), the super call returns nil, because user interaction is disabled. So, instead, we check if the touchPoint is on the UIButton, if it is, then we can return UIButton object. This sends message to the selector of the UIButton object.
class AnotherView: UIView {
#IBOutlet weak var button:UIButton!
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if self.button.frame.contains(point) {
return button
}
return view
}
#IBAction func buttnTapped(sender:UIButton) {
}
}
Related
I have added a collectionView on top of a UITabBar but its touch is not working.The screeshot for the tabBar and collectionView
The code is attached below, I want the collectionView to be touchable. Here quickAccessView is the UIView that contains the collectionView. For constraints I'm using snapKit
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
self.tabBar.bringSubviewToFront(quickAccessView)
}
private func setupQuickAccessView(){
print("this is tabBar's height", self.tabBar.frame.size.height)
self.tabBar.frame.size.height = 150
print("this is new tabBar's height", self.tabBar.frame.size.height)
self.tabBar.addSubview(quickAccessView)
quickAccessView.clipsToBounds = true
}
private func addQuickAccessViewConstraints(){
quickAccessView.snp.makeConstraints { make in
make.right.left.equalTo(self.tabBar.safeAreaLayoutGuide)
make.height.equalTo(76)
make.bottom.equalTo(self.tabBar.snp.bottom).offset(-80)
}
}
this is after modification that Aman told
The UITabBarController
final class MainTabBarController: UITabBarController {
private lazy var quickAccessView: QuickAccessView = .fromNib()
var quickAccessSupportedTabBar: QuickAccessSupportedTabBar {
self.tabBar as! QuickAccessSupportedTabBar // Even code is crashing here
}
// Even code is crashing here
override func viewDidLoad() {
super.viewDidLoad()
self.tabBar.backgroundColor = .white
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.view.frame = self.quickAccessView.bounds
setupUI()
}
}
extension MainTabBarController{
private func setupUI(){
setupQuickAcessView()
addQuickAcessViewConstraints()
}
}
// MARK: - Setting Up Quick Access view
extension MainTabBarController {
private func setupQuickAcessView(){
self.quickAccessSupportedTabBar.addSubview(quickAccessView)
}
private func addQuickAcessViewConstraints(){
quickAccessView.snp.makeConstraints { make in
make.left.right.equalTo(self.quickAccessSupportedTabBar.safeAreaLayoutGuide)
make.height.equalTo(66)
make.bottom.equalTo(self.quickAccessSupportedTabBar.snp.top)
}
}
}
the UItabBar and here it is throwing error and I too am confuse that how to access it and convert it to points
class QuickAccessSupportedTabBar: UITabBar {
override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
// if `quickAccessView` is visible, then convert `point` to its coordinate-system
// and check if it is within its bounds; if it is, then ask `quickAccessView`
// to perform the hit-test; you may skip the `isHidden` check, in-case this view
// is always present in your app; I'm assuming based on your screenshot that
// the user can dismiss / hide the `quickAccessView` using the cross icon
if !quickAccessView.isHidden {
// Convert the point to the target view's coordinate system.
// The target view isn't necessarily the immediate subview
let targetPoint = quickAccessView.convert(point, from: self)
if quickAccessView.bounds.contains(targetPoint) {
// The target view may have its view hierarchy, so call its
// hitTest method to return the right hit-test view
return quickAccessView.hitTest(targetPoint, with: event)
}
}
// else execute tabbar's default implementation
return super.hitTest(point, with: event)
}
}
I think what may be happening here is that since you've added quickAccessView as tab bar's subview, it is not accepting touches. This would be so because the tabbar's hist test will fail in this scenario.
To get around this, instead of using a UITabBar, subclass UITabBar, let us call it ToastyTabBar for reference. See the code below:
class ToastyTabBar: UITabBar {
override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
// if `quickAccessView` is visible, then convert `point` to its coordinate-system
// and check if it is within its bounds; if it is, then ask `quickAccessView`
// to perform the hit-test; you may skip the `isHidden` check, in-case this view
// is always present in your app; I'm assuming based on your screenshot that
// the user can dismiss / hide the `quickAccessView` using the cross icon
if !quickAccessView.isHidden {
// Convert the point to the target view's coordinate system.
// The target view isn't necessarily the immediate subview
let targetPoint = quickAccessView.convert(point, from: self)
if quickAccessView.bounds.contains(targetPoint) {
// The target view may have its view hierarchy, so call its
// hitTest method to return the right hit-test view
return quickAccessView.hitTest(targetPoint, with: event)
}
}
// else execute tabbar's default implementation
return super.hitTest(point, with: event)
}
}
Set this as the class of your tabBar (both in the storyboard and the swift file), and then see if that solves it for you.
You'll have to figure out a way to make quickAccessView accessible to the tabbar for the hit test check. I haven't advised on that above because I'm not familiar with your class hierarchy, and how and where you set stuff up, but this should be trivial.
If this solves it for you, please consider marking this as the answer, and if it does not then please share a little more info here about where you're having the problem.
Edit (for someone using a UITabBarController):
In response to your comment about "how to access UITabBar class from UITabBarController" here's how I would go about it.
I'm assuming you have a storyboard with the UITabBarController.
The first step (ignore this step if you already have a UITabBarController custom subclass) is that you need to subclass UITabBarController. Let us call this class ToastyTabBarController for reference. Set this class on the UITabBarController in your storyboard using the identity inspector pane in xcode.
The second step is to set the class of the UITabBar in your storyboard as ToastyTabBar (feel free to name it something more 'professional' 😊).
This is to be done in the same storyboard, in your UITabBarController scene itself. It will show the tabBar under your UITabBarController, and you can set the custom class on it using the identity inspector pane just like earlier.
The next step is to expose a computed property on your custom UITabBarController class, as shown below.
var toastyTabBar: ToastyTabBar {
self.tabBar as! ToastyTabBar
}
And that's it. Now you have a property on your UITabBarController subclass which is of ToastyTabBar type and you can use this new property, toastyTabBar, however you require.
Hope this helps.
I have a parent view which contains two elements. Essentially, they comprise a dropdown select. Referencing the below image: When the blue element is clicked, it shows an (initially hidden) dropdown UITableView. This UITableView is partially inside of the same parent view that also contains the blue element.
When I try to click on one of the UITableViewCells, only the first cell registers a touch event. If the table view is situated such that the first cell is partly inside of the parent, only clicks on the half of the image that is inside of the parent register.
This seems to be a hierarchy issue. I have tried:
Adjusting Z-indices
Situating the entire UITableView outside of the parent in the Storyboard hierarchy, but visually positioning it inside of it.
I'm not sure how to proceed.
EDIT:
See Andrea's answer which worked for me. I ended up overriding the point method as suggested, and did not use hitTest. However, I went with another implementation of the point method override:
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
if super.point(inside: point, with: event) { return true }
for subview in subviews {
let subviewPoint = subview.convert(point, from: self)
if subview.point(inside: subviewPoint, with: event) { return true }
}
return false
}
As DonMag wrote:
You cannot interact with an element that extends beyond the bounds of
its parent (superview).
At least not without overriding some methods, views have their own implementations to detect touches. Most important methods are:
func hitTest(_ point: CGPoint,
with event: UIEvent?) -> UIView?
func point(inside point: CGPoint,
with event: UIEvent?) -> Bool
Those methods must be overriden, I've pasted some code on mine, is pretty old thus probably will require swift migration from 3.x to 4.x. Everything that you will add as a subview will handle touches even if is outside the bounds:
class GreedyTouchView: UIView {
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if !self.clipsToBounds && !self.isHidden && self.alpha > 0.0 {
let subviews = self.subviews.reversed()
for member in subviews {
let subPoint = member.convert(point, from: self)
if let result: UIView = member.hitTest(subPoint, with:event) {
return result
}
}
}
return super.hitTest(point, with: event)
}
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
return super.point(inside: point, with: event)
}
}
But I'd like to point out that drop down menus are more Web UI related and not iOS UI related, you should use a picker instead.
how can pass clicks and touch events through only a part of UIView?
The thing is that I have UIScrollView with transparent first element working as a spacing from the top and then I put some another views. I want that first element to pass clicks and touches to underlying views.
You can use hitTest to pass the touch events to view below.
Create a subclass of UIScrollView and override the hitTest
class MyScrollView: UIScrollView {
var underlyingViewReference : UIView!
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if underlyingViewReference.frame.contains(point) {
return underlyingViewReference
}
else {
return self
}
}
}
In the code above underlyingViewReference is the view to which you would like to handover the touch to.
If you dont wanna pass the reference of the view you can always declare protocol in UIScrollView and viewController loading UIScrollView can confirm to that protocol and later return the view as a return value :)
Hope it helps
I have a UIControl (subclass of UIView), and when I create it and align it to the left side in my view controller, the "beginTrackingWithTouch" fails to get called when I touch the view. It will only get called when I release the touch. What is weird is that pointInside(point: CGPoint...) method gets called immediately when I touch the UIControl, and what is even weirder is that when I align this UIControl view on the right side of the view controller, it works fine--beginTrackingWithTouch is called immediately when the view is touched, not when released. In addition, beginTrackingWithTouch is called the same time endTrackingWithTouch is called. Through some testing, it works fine until the view is 20 px from the left side, then this strange issue occurs again.
Is there a reason why the UIControl continueTrackingWithTouch fails to register if it is put on the far left side of a view controller? Is this Apple's way of preventing left hand scroll? There is absolutely nothing on the left side which is blocking the UIControl.
//In public class CustomScrollBar : UIControl
//This method gets called everytime when UIControl (red area in picture) is touched
override public func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
return CGRectContainsPoint(handleHitArea, point)
}
//Only gets called when UIControl is touched and let go. It will not get called until your finger lifts off the screen.
override public func beginTrackingWithTouch(touch: UITouch, withEvent event: UIEvent?) -> Bool {
self.scrollerLine.hidden = true
if let delegate = self.delegate {
delegate.beginTrackingWithTouch()
}
guard self.isHandleVisible else{
return false
}
self.lastTouchLocation = touch.locationInView(self)
self.isHandleDragged = true
self.setNeedsLayout()
return true
}
//Image below: UIControl view is on the left side (light blue). If I move this on the far right side, the methods register fine.
Navigation controller has a built in back gesture recognizer, set it to false. Make sure that it is set in viewDidAppear
self.navigationController!.interactivePopGestureRecognizer!.enabled = false
I'm not going to ask how to hide the keyboard after you are done with editing a textField. My question is : Is there a way to do this on each view ? (like a setting) or do I need to write the two following functions and set the delegate properly every time ?
func textFieldShouldReturn(textField: UITextField) -> Bool // called when 'return' key pressed. return NO to ignore.
{
textField.resignFirstResponder()
return true;
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.view.endEditing(true)
}
I'm developing an app with a lot of textfields (and also views) so I try to avoid redundance code. What is the best solution to avoid this repetition?
Thank you!
You can create your own text field, which is subclass of UITextField. See the simple custom UITextField below:
import UIKit
class CustomTextField: UITextField, UITextFieldDelegate {
override func awakeFromNib() {
super.awakeFromNib()
self.delegate = self
}
func textFieldShouldReturn(textField: UITextField) -> Bool {
self.resignFirstResponder()
return true
}
}
Use your custom text field name to Custom Class in your Storyboard.
See my example at Github
The easiest thing to do, is put one giant invisible button the size of the screen underneath your text fields, then when a non text field is tapped, you call the invisible button action to close it. If this does not apply in your scenario please let me know.
Create an IBAction method to dismiss keyboard
#IBAction func backgroundTapped (sender: UIView)
{
sender.endEditing(true)
}
Change the class of your UIView to UIControl which contains the textfields in storyboard (You can even do that to your view of the viewcontroller as shown)
It looks like this:
Now you can connect the IBAction to the Touch Up Inside event of this view, in the storyboard, as shown.