I have a xib UIView that contains a TextField. I want my TextField to gain focus when the Parent UIView get touched. What's the updated proper way to do this using Swift 3+? And is it possible to do this entirely from the storyboard? (I'm currently on Xcode 9 beta, but earlier solution are welcome)
Here is my code:
import UIKit
#IBDesignable
open class MinimalEditView: UIView, UITextFieldDelegate {
#IBOutlet var textField: UITextField!
#IBInspectable
public var cornerRadius: CGFloat = 2.0 {
didSet {
self.layer.cornerRadius = self.cornerRadius
}
}
#IBInspectable
public var borderWidth: CGFloat = 2.0 {
didSet {
self.layer.borderWidth = self.borderWidth
}
}
#IBInspectable
public var borderColor: UIColor = UIColor.intactBeigeLight {
didSet {
self.layer.borderColor = self.borderColor.cgColor
}
}
public func textFieldShouldBeginEditing(_ textField: UITextField) -> Bool {
self.textField.becomeFirstResponder()
return true
}
public override init(frame: CGRect) {
super.init(frame: frame)
}
public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
First, in your viewDidLoad add a gesture recognizer to detect a tap action on your view. The view should be placed on top of your text field
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(viewTapped))
view.isUserInteractionEnabled = true
view.addGestureRecognizer(tapGestureRecognizer)
Then whenever your view is tapped, assign focus to the text field
func viewTapped()
{
self.textField.becomeFirstResponder()
}
You can add UITapGestureRecognizer on your parent view. Handle the tap gesture, as whenever your view is tapped ,assign focus to your textfield.
In your awakefromnib add UITapGestureRecognizer as
let tap = UITapGestureRecognizer(target: self, action: #selector(viewTapped))
yourParentView.isUserInteractionEnabled = true
yourParentView.addGestureRecognizer(tap)
Handle tap as
func handleTap(_ gesture: UITapGestureRecognizer){
{
self.yourTextField.becomeFirstResponder()
}
Related
I'm creating an app with swift.
I've made child classes from UIView. After making them and writing some processes there, I feel that I want them to detect touch events.
But they aren't children of UIButton.
I'd not like to force them to detect touch events using UIGestureRecognizer. Because UIGestureRecognizer needs to be used in UIViewController. I'd like to write codes of detecting touch just in the view.
Are there any ways to detect touch events just in UIView?
You can simply add the gesture to the subclass of UIView as other said, but if you want to include the gesture within the definition of the subclass and make it more modular, you can use the notification dispatch mechanism to broadcast the gesture to the registered view controller.
First, you create a name for the notification:
extension Notification.Name {
static let CustomViewTapped = Notification.Name("CustomViewTapped")
}
Then, you add the gesture to your custom view:
class CustomView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
let tap = UIGestureRecognizer(target: self, action: #selector(tapped))
self.addGestureRecognizer(tap)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
#objc func tapped(_ sender: UIGestureRecognizer) {
NotificationCenter.default.post(name: .CustomViewTapped, object: self)
}
}
And, finally, observe the broadcast from your view controller:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(customViewTapped), name: .CustomViewTapped, object: nil)
let customView = CustomView()
self.view.addSubview(customView)
}
#objc func customViewTapped(_ sender: UIGestureRecognizer) {
}
}
You can add UIGestureRecognizer to UIView. Another way you can add invisible UIButton on top of your UIView.
If you use UIView subclass, you can use something following and handle tap in action closure
class TappableView: UIView {
var action: (()->())? = nil
init(frame: CGRect) {
super.init(frame: frame)
initialization()
}
func initialization() {
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap))
addGestureRecognizer(tapGesture)
}
#objc private func tapGesture() {
action?()
}
}
class childView: UIView {
var action: (()->())? = nil
init(frame: CGRect) {
super.init(frame: frame)
initialization()
}
func initialization() {
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap))
addGestureRecognizer(tapGesture)
}
#objc private func tapGesture() {
//Action called here
}
}
//MARK:- View Tap Handler
extension UIView {
private struct OnClickHolder {
static var _closure:()->() = {}
}
private var onClickClosure: () -> () {
get { return OnClickHolder._closure }
set { OnClickHolder._closure = newValue }
}
func onTap(closure: #escaping ()->()) {
self.onClickClosure = closure
isUserInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: #selector(onClickAction))
addGestureRecognizer(tap)
}
#objc private func onClickAction() {
onClickClosure()
}
}
Usage:
override func viewDidLoad() {
super.viewDidLoad()
let view = UIView(frame: .init(x: 0, y: 0, width: 80, height: 50))
view.backgroundColor = .red
view.onTap {
print("View Tapped")
}
}
Looking to add a tap gesture to an array of UIViews - without success. Tap seems not to be recognised at this stage.
In the code (extract) below:
Have a series of PlayingCardViews (each a UIView) showing on the main view.
Brought together as an array: cardView.
Need to be able to tap each PlayingCardView independently (and then to be able to identify which one was tapped).
#IBOutlet private var cardView: [PlayingCardView]!
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(tapCard(sender: )))
for index in cardView.indices {
cardView[index].isUserInteractionEnabled = true
cardView[index].addGestureRecognizer(tap)
cardView[index].tag = index
}
}
#objc func tapCard (sender: UITapGestureRecognizer) {
if sender.state == .ended {
let cardNumber = sender.view.tag
print("View tapped !")
}
}
You need
#objc func tapCard (sender: UITapGestureRecognizer) {
let clickedView = cardView[sender.view!.tag]
print("View tapped !" , clickedView )
}
No need to check state here as the method with this gesture type is called only once , also every view should have a separate tap so create it inside the for - loop
for index in cardView.indices {
let tap = UITapGestureRecognizer(target: self, action: #selector(tapCard(sender: )))
I will not recommend the selected answer. Because creating an array of tapGesture doesn't make sense to me in the loop. Better to add gesture within PlaycardView.
Instead, such layout should be designed using UICollectionView. If in case you need to custom layout and you wanted to use scrollView or even UIView, then the better approach is to create single Gesture Recognizer and add to the superview.
Using tap gesture, you can get the location of tap and then you can get the selectedView using that location.
Please refer to below example:
import UIKit
class PlayCardView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
backgroundColor = UIColor.red
}
}
class SingleTapGestureForMultiView: UIViewController {
var viewArray: [UIView]!
var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView = UIScrollView(frame: UIScreen.main.bounds)
view.addSubview(scrollView)
let tapGesture = UITapGestureRecognizer(target: self,
action: #selector(tapGetsure(_:)))
scrollView.addGestureRecognizer(tapGesture)
addSubviews()
}
func addSubviews() {
var subView: PlayCardView
let width = UIScreen.main.bounds.width;
let height = UIScreen.main.bounds.height;
let spacing: CGFloat = 8.0
let noOfViewsInARow = 3
let viewWidth = (width - (CGFloat(noOfViewsInARow+1) * spacing))/CGFloat(noOfViewsInARow)
let viewHeight = (height - (CGFloat(noOfViewsInARow+1) * spacing))/CGFloat(noOfViewsInARow)
var yCordinate = spacing
var xCordinate = spacing
for index in 0..<20 {
subView = PlayCardView(frame: CGRect(x: xCordinate, y: yCordinate, width: viewWidth, height: viewHeight))
subView.tag = index
xCordinate += viewWidth + spacing
if xCordinate > width {
xCordinate = spacing
yCordinate += viewHeight + spacing
}
scrollView.addSubview(subView)
}
scrollView.contentSize = CGSize(width: width, height: yCordinate)
}
#objc
func tapGetsure(_ gesture: UITapGestureRecognizer) {
let location = gesture.location(in: scrollView)
print("location = \(location)")
var locationInView = CGPoint.zero
let subViews = scrollView.subviews
for subView in subViews {
//check if it subclass of PlayCardView
locationInView = subView.convert(location, from: scrollView)
if subView.isKind(of: PlayCardView.self) {
if subView.point(inside: locationInView, with: nil) {
// this view contains that point
print("Subview at \(subView.tag) tapped");
break;
}
}
}
}
}
You can try to pass the view controller as parameter to the views so they can call a function on parent view controller from the view. To reduce memory you can use protocols. e.x
protocol testViewControllerDelegate: class {
func viewTapped(view: UIView)
}
class testClass: testViewControllerDelegate {
#IBOutlet private var cardView: [PlayingCardView]!
override func viewDidLoad() {
super.viewDidLoad()
for cardView in self.cardView {
cardView.fatherVC = self
}
}
func viewTapped(view: UIView) {
// the view that tapped is passed ass parameter
}
}
class PlayingCardView: UIView {
weak var fatherVC: testViewControllerDelegate?
override func awakeFromNib() {
super.awakeFromNib()
let gr = UITapGestureRecognizer(target: self, action: #selector(self.viewDidTap))
self.addGestureRecognizer(gr)
}
#objc func viewDidTap() {
fatherVC?.viewTapped(view: self)
}
}
This question already has answers here:
Easy way to disable a UITextField?
(5 answers)
Closed 5 years ago.
I have UITextField and I put a UIButton in the left view of it. I want to disable editing of UITextField while my UIButton response to on click action. I tried textField.isUserInteractionEnabled and also textField.isEnabled but both of them also disable my UIButton. is there any way to do this? my custom UITextField class is like this
import UIKit
#IBDesignable
class UITextFieldWithButton: UITextField, UITextFieldDelegate {
private var happyButton: UIButton = UIButton(type: .system)
#IBInspectable
var buttonText: String {
get {
let string = happyButton.titleLabel!.text!
let start = string.index(string.startIndex, offsetBy: 2)
let end = string.endIndex
return String(happyButton.titleLabel!.text![start..<end])
}
set {
happyButton.setTitle(" " + newValue, for: .normal)
happyButton.sizeToFit()
self.leftView = happyButton
self.leftViewMode = .always
}
}
var isButtonEnable: Bool {
get {
return self.isButtonEnable
}
set {
happyButton.isEnabled = newValue
}
}
var buttonDelegate: UITextFieldWithButtonDelegate?
required override init(frame: CGRect) {
super.init(frame: frame)
delegate = self
happyButton.addTarget(self,action: #selector(pressButton(_:)), for: .touchUpInside)
happyButton.titleLabel?.font = UIFont(name: (font?.fontName)!, size: (font?.pointSize)!)
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
delegate = self
happyButton.addTarget(self,action: #selector(pressButton(_:)), for: .touchUpInside)
happyButton.titleLabel?.font = UIFont(name: (font?.fontName)!, size: (font?.pointSize)!)
}
#objc private func pressButton(_ sender: UIButton){
if let click = buttonDelegate {
click.clickOnUITextFieldButton(self)
}
}
}
protocol UITextFieldWithButtonDelegate {
func clickOnUITextFieldButton(_ sender: UITextFieldWithButton)
}
"I tried textField.isUserInteractionEnabled and also textField.isEnabled but both of them also disable my UIButton" :your code is working fine you might have added button behind uitextfield try to move it forward in view hierarchy
Sorry if this was already asked/answered.
I'm trying to create a CustomButton (UIView) that detects touch down and up (to customize changes in background color, text color, etc).
I've tried touchesBegan but it reacts too slow.
I've tried UILongPressGestureRecognizer but it doesn't fall back to dragging a UIScrollView below. I mean: when dragging over the button it doesn't drag the scroll view.
Here's my solution so far, using UILongPressGestureRecognizer, with ideas taken from here.
Please, can you think of a better solution than mine? Thanks!
/** View that can be pressed like a button */
import UIKit
class ButtonView : UIView, UIGestureRecognizerDelegate {
static let NoChange = { (btn:ButtonView) in }
var enabled = true
/* Called when the view goes to normal state (set desired appearance) */
var onNormal = NoChange
/* Called when the view goes to pressed state (set desired appearance) */
var onPressed = NoChange
/* Called when the view is released (perform desired action) */
var action = {}
override init(frame: CGRect)
{
super.init(frame: frame)
let recognizer = UILongPressGestureRecognizer(target: self, action: #selector(touched))
recognizer.delegate = self
recognizer.minimumPressDuration = 0.0
addGestureRecognizer(recognizer)
userInteractionEnabled = true
}
override func layoutSubviews() {
super.layoutSubviews()
onNormal(self)
}
func touched(sender: UILongPressGestureRecognizer)
{
guard enabled else { return }
print("Current state: \(sender.state.rawValue)")
if sender.state == .Began {
onPressed(self)
} else if sender.state == .Ended {
onNormal(self)
action()
} else if sender.state == .Changed {
onNormal(self)
// This cancels recognizer when dragging
// TODO: but doesn't drag scroll view
sender.enabled = false
sender.enabled = true
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage:
let button = ButtonView()
// add some views to the ButtonView, e.g. add a label
button.onNormal = { $0.backgroundColor = normalColor }
button.onPressed = { $0.backgroundColor = pressedColor }
button.action = { doSomethingWhenButtonIsClicked() }
Another solution with UIControl. It reacts slower but it's not too bad, and you can drag a UIScrollView below.
/**
* View that can be pressed like a button.
*
* Note that, since UIView has userInteractionEnabled = true by default,
* you should disable it for UIView layers that you put insde this ButtonView.
* Otherwise the ButtonView will not receive the touch events.
*/
// See: http://stackoverflow.com/q/40726283/custom-button-view
import UIKit
class ButtonView : UIControl {
static let NoChange = { (btn:ButtonView) in }
/* Called when the view goes to normal state (set desired appearance) */
var onNormal = NoChange
/* Called when the view goes to pressed state (set desired appearance) */
var onPressed = NoChange
/* Called when the view goes to disabled state, i.e. enabled = false (set desired appearance) */
var onDisabled = NoChange
/* Called when the view is released (perform desired action) */
var action = {}
override init(frame: CGRect)
{
super.init(frame: frame)
self.addTarget(self, action: #selector(pressed), forControlEvents: .TouchDown)
self.addTarget(self, action: #selector(clicked), forControlEvents: .TouchUpInside)
self.addTarget(self, action: #selector(cancelled), forControlEvents: [.TouchCancel, .TouchDragExit, .TouchUpOutside])
userInteractionEnabled = true // this is the default!
}
override func layoutSubviews() {
super.layoutSubviews()
updateBaseStyle()
}
func pressed() {
onPressed(self)
}
func clicked() {
onNormal(self)
action()
}
func cancelled() {
onNormal(self)
}
override var enabled: Bool {
willSet(e) {
super.enabled = e
updateBaseStyle()
}
}
func updateBaseStyle() {
if self.enabled {
onNormal(self)
} else {
onDisabled(self)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage is similar (I just added onDisable):
let button = ButtonView()
// add some views to the ButtonView, e.g. add a label
// note child views should have userInteractionEnabled = false
button.onNormal = { $0.backgroundColor = normalColor }
button.onPressed = { $0.backgroundColor = pressedColor }
button.onDisabled = { $0.backgroundColor = disabledColor }
button.action = { callToAction() }
After initialisation of by subclass of UIImageView I have the following line of code:
self.userInteractionEnabled = true
self.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "handleTap:"))
I created the necessary associated function :
func handleTap(gestureRecognizer: UITapGestureRecognizer) {
print("In handler")
}
On tapping on the view in question, "In handler was never printed to the console". I then removed the handler function to see if the compiler would complain about the missing function. It didn't.
I'm positively stumped. I'd truly appreciate any light people can shed on this.
Update: My class is actually a UIImageView as opposed to UIView
I was using UITapGestureRecognizer that I placed on a UILabel using Storyboard.
To get this to work I also had to place a checkmark in the block labeled: "User Interaction Enabled" in the UILabel Attributes Inspector in the Storyboard.
I discovered the answer after carefully combing through my code.
One of the parent views was created without supplying a frame:
While it's a noobish enough error to warrant deletion of this questions, odds are someone else will also have the same issue in the future...
Try this
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
self.view.userInteractionEnabled = true
var tapGesture = UITapGestureRecognizer(target: self, action: Selector("handleTap:"))
self.view.addGestureRecognizer(tapGesture)
}
func handleTap(sender : UIView) {
println("Tap Gesture recognized")
}
In addition to the other answers, this can be caused by adding the gesture recognizer to multiple views. Gesture recognizers are for single views only.
Reference: https://stackoverflow.com/a/5567684/6543020
I ran into this problem with programmatic views.
My UIView with the gesture recognizer had .isUserInteractionEnabled = true, but it did not respond to taps until I set .isUserInteractionEnabled = true for its parent views as well.
Most likely you add UIGestureRecognizer in wrong place. Here is working sample with UIView from storyboard. If you create your UIView dynamically then you should put this initialization in the correct constructor.
class TestView: UIView
{
override func awakeFromNib()
{
self.userInteractionEnabled = true
self.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "handleTap:"))
}
func handleTap(gestureRecognizer: UITapGestureRecognizer)
{
println("Here")
}
}
I found the solution to this problem after lot of trial and error. So there are two solution two this
1. Either add the GestureRecognizer in viewDidLoad() and turn
userInteractionEnabled = true
2. If using computed property use lazy var instead of let to the property.
lazy var profileImageView: UIImageView = {
let iv = UIImageView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
iv.image = #imageLiteral(resourceName: "gameofthrones_splash")
iv.contentMode = .scaleAspectFill
iv.translatesAutoresizingMaskIntoConstraints = false
iv.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleSelectProfileImageView)))
iv.isUserInteractionEnabled = true
return iv
}()
For anyone that is still having problems even with all the previous answers, make sure you are using UITapGestureRecognizer instead of UIGestureRecognizer, I kept missing this detail while trying to find what was wrong.
This Code works for me with XCode 7.0.1
import UIKit
class ImageView: UIImageView {
init(frame: CGRect, sender: Bool, myImage: UIImage) {
super.init(frame: frame)
self.image = myImage
initBorderStyle(sender)
// enable user interaction on image.
self.userInteractionEnabled = true
let gesture = UITapGestureRecognizer(target: self, action: "previewImage:")
addGestureRecognizer(gesture)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func previewImage(myGesture: UITapGestureRecognizer? = nil) {
print("i'm clicked")
}
private func initBorderStyle(sender: Bool) {
self.layer.masksToBounds = true
self.layer.cornerRadius = 8
self.layer.borderWidth = 0.5
self.layer.borderColor = getBorderColor(sender)
self.backgroundColor = getColor(sender)
}
func getBorderColor(sender: Bool) -> CGColor {
var result: CGColor
if sender {
result = UIColor(red: 0.374, green: 0.78125, blue: 0.0234375, alpha: 0.5).CGColor
} else {
result = UIColor(red: 0.3125, green: 0.6015625, blue: 0.828125, alpha: 0.5).CGColor
}
return result
}
}
Xcode 11.4 Swift 5.2
UserInteraction is enabled by default on Custom UIView
import UIKit
class YourView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(tapped))
self.addGestureRecognizer(tapGesture)
}
#objc func tapped() {
// do something
}
}
If you want to be notified elsewhere that the custom UIView has been tapped, then it is convenient to use a Notification.
It is best to create this as an extension to prevent it being Stringly typed.
extension Notification.Name {
static let DidTapMyView = Notification.Name("DidTapMyView")
}
In your custom UIView when the tapped function is called
#objc func tapped() {
NotificationCenter.default.post(name: .DidTapMyView, object: self)
}
In your UIViewController where you want to listen for the Notification:
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(myViewWasTapped), name: .DidTapMyView, object: nil)
}
#objc func myViewWasTapped() {
// Notified here - do something
}
Here's a list of my findings in 2021, XCode 13:
Make sure both your view and all of its superviews have set width & height constraints(this one is crucial)
Set isUserInteractionEnabled = true for your view
There's no need to set explicit frame or isUserInteractionEnabled for other super views
In addition the above (userInteractionEnabled, clipsToBounds, etc.), if you are working with a view in a child view controller be sure that you have added it as a child with myParentViewController.addChild(myChildViewController) — we've run into a couple of situations now where visible views were not firing recognizing gestures because their view controllers hadn't been added, and presumably the VCs themselves were not being retained.
It turned out that my gesture didn't work because it was in a normal class, and not a subclass of UIView or anything.
I solved the issue by creating a subclass of UIView that I had an instance of in this normal class and placed the gesture logic in that.
I solved my issue by setting the height to the UIView.
optionView.heightAnchor.constraint(equalToConstant: 18).isActive = true
I had the same issue in my programmatically created ViewController. The bug was fixed when I added a backgroundColor to the view.
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBackground
let tap = UITapGestureRecognizer(target: self.view, action: #selector(UIView.endEditing))
view.addGestureRecognizer(tap)
}
}