RxSwift: How to add gesture to UILabel? - ios

I have a label with isUserInteractionEnabled set to true. Now, I need to add UITapGestureRecognizer for the label. Is there a way to add in Rx way.
I have looked at the RxSwift library here. Which they didn't provide any extension for adding gesture. The UILabel+Rx file has only text and attributedText.
Is there any workaround to add gesture to label?

A UILabel is not configured with a tap gesture recognizer out of the box, that's why RxCocoa does not provide the means to listen to a gesture directly on the label. You will have to add the gesture recognizer yourself. Then you can use Rx to observe events from the recognizer, like so:
let disposeBag = DisposeBag()
let label = UILabel()
label.text = "Hello World!"
let tapGesture = UITapGestureRecognizer()
label.addGestureRecognizer(tapGesture)
tapGesture.rx.event.bind(onNext: { recognizer in
print("touches: \(recognizer.numberOfTouches)") //or whatever you like
}).disposed(by: disposeBag)

Swift 5 (using RxGesture library).
Best and simplest option imho.
label
.rx
.tapGesture()
.when(.recognized) // This is important!
.subscribe(onNext: { [weak self] _ in
guard let self = self else { return }
self.doWhatYouNeedToDo()
})
.disposed(by: disposeBag)
Take care! If you don't use .when(.recognized) the tap gesture will fire as soon as your label is initialised!

Swift 4 with RxCocoa + RxSwift + RxGesture
let disposeBag = DisposeBag()
let myView = UIView()
myView.rx
.longPressGesture(numberOfTouchesRequired: 1,
numberOfTapsRequired: 0,
minimumPressDuration: 0.01,
allowableMovement: 1.0)
.when(.began, .changed, .ended)
.subscribe(onNext: { pan in
let view = pan.view
let location = pan.location(in: view)
switch pan.state {
case .began:
print("began")
case .changed:
print("changed \(location)")
case .ended:
print("ended")
default:
break
}
}).disposed(by bag)
or
myView.rx
.gesture(.tap(), .pan(), .swipe([.up, .down]))
.subscribe({ onNext: gesture in
switch gesture {
case .tap: // Do something
case .pan: // Do something
case .swipeUp: // Do something
default: break
}
}).disposed(by: bag)
or event clever, to return an event. i.e string
var buttons: Observable<[UIButton]>!
let stringEvents = buttons
.flatMapLatest({ Observable.merge($0.map({ button in
return button.rx.tapGesture().when(.recognized)
.map({ _ in return "tap" })
}) )
})

Those extensions are technically part of the RxCocoa libary which is currently packaged with RxSwift.
You should be able to add the UITapGestureRecognizer to the view then just use the rx.event (rx_event if older) on that gesture object.
If you have to do this in the context of the UILabel, then you might need to wrap it inside the UILabel+Rx too, but if you have simpler requirements just using the rx.event on the gesture should be a good workaround.

You can subscribe label to the tap gesture
label
.rx
.tapGesture()
.subscribe(onNext: { _ in
print("tap")
}).disposed(by: disposeBag)

As Write George Quentin. All work.
view.rx
.longPressGesture(configuration: { gestureRecognizer, delegate in
gestureRecognizer.numberOfTouchesRequired = 1
gestureRecognizer.numberOfTapsRequired = 0
gestureRecognizer.minimumPressDuration = 0.01
gestureRecognizer.allowableMovement = 1.0
})
.when(.began, .changed, .ended)
.subscribe(onNext: { pan in
let view = pan.view
let location = pan.location(in: view)
switch pan.state {
case .began:
print(":DEBUG:began")
case .changed:
print(":DEBUG:changed \(location)")
case .ended:
print(":DEBUG:end \(location)")
nextStep()
default:
break
}
})
.disposed(by: stepBag)

I simple use this extension to get the tap as Driver in UI layer.
public extension Reactive where Base: RxGestureView {
func justTap() -> Driver<Void> {
return tapGesture()
.when(.recognized)
.map{ _ in }
.asDriver { _ in
return Driver.empty()
}
}
}
When I need the tap event I call this
view.rx.justTap()

Related

Long Press Gesture Recognizer location(in: view) not correctly calculating location

I'm using a UIScrollView to display an image with various markers on top. The image view has a UILongPressGestureRecognizer that detects long presses. When the long press event is detected, I want to create a new marker at that location.
The problem I'm having is that when I zoom in or out, the location of the gesture recognizer's location(in: view) seems to be off. Here's a snippet of my implementation:
let longPressGestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(self.onLongPress(gesture:)))
self.hostingController.view.addGestureRecognizer(longPressGestureRecognizer)
#objc func onLongPress(gesture: UILongPressGestureRecognizer) {
switch gesture.state {
case .began:
guard let view = gesture.view else { break }
let location = gesture.location(in: view)
let pinPointWidth = 32.0
let pinPointHeight = 42.0
let x = location.x - (pinPointWidth / 2)
let y = location.y - pinPointHeight
let finalLocation = CGPoint(x: x, y: y)
self.onLongPress(finalLocation)
default:
break
}
}
Please note that I'm using a UIViewControllerRepresentable that contains a UIViewController with a UIScrollView that is surfaced to my SwiftUI View. Maybe this might be causing it.
Here's the SwiftUI code:
var body: some View {
UIScrollViewWrapper(scaleFactor: $scaleFactor, onLongPress: onInspectionCreated) {
ZStack(alignment: .topLeading) {
Image(uiImage: image)
ForEach(filteredInspections, id: \.syncToken) { inspection in
InspectionMarkerView(
scaleFactor: scaleFactor,
xLocation: CGFloat(inspection.xLocation),
yLocation: CGFloat(inspection.yLocation),
iconName: iconNameForInspection(inspectionMO: inspection),
label: inspection.readableIdPaddedOrNewInspection)
.onTapGesture {
selectedInspection = inspection
}
}
}
}
.clipped()
}
Here's a link to a reproducible example project:
https://github.com/Kukiwon/sample-project-zoom-long-press-location
Here's a recording of the problem:
Link to video
Any help is greatly appreciated!
I don't use SwiftUI, but I've seen some quirky stuff looking at UIHostingController implementations, and it appears a specific quirk is hitting you.
I inset your scroll view by 40-pts and gave the main view a red background to make it a little easier to see what's going on.
First, add a 2-pixel blue line around the border of your sheet_hd image, and scroll all the way to the bottom-left corner. It should look like this:
As you zoom in, keeping the scroll at bottom-left, it will look like this:
So far, so good -- and using a long-press to add a marker works as expected.
However, as soon as we zoom out to less than 1.0 zoom scale:
we can no longer see the bottom edge of the image.
Zooming back in makes it more obvious:
And the long-press location is incorrect.
For further clarification, if we set .clipsToBounds = false on the scroll view, and set .alpha = 0.5 on the image view, we see this:
We can drag the view up to see the bottom edge, but as soon as we release the touch is bounces back below the frame of the scroll view.
What should fix this is to use this extension:
// extension to remove safe area from UIHostingController
// source: https://stackoverflow.com/a/70339424/6257435
extension UIHostingController {
convenience public init(rootView: Content, ignoreSafeArea: Bool) {
self.init(rootView: rootView)
if ignoreSafeArea {
disableSafeArea()
}
}
func disableSafeArea() {
guard let viewClass = object_getClass(view) else { return }
let viewSubclassName = String(cString: class_getName(viewClass)).appending("_IgnoreSafeArea")
if let viewSubclass = NSClassFromString(viewSubclassName) {
object_setClass(view, viewSubclass)
}
else {
guard let viewClassNameUtf8 = (viewSubclassName as NSString).utf8String else { return }
guard let viewSubclass = objc_allocateClassPair(viewClass, viewClassNameUtf8, 0) else { return }
if let method = class_getInstanceMethod(UIView.self, #selector(getter: UIView.safeAreaInsets)) {
let safeAreaInsets: #convention(block) (AnyObject) -> UIEdgeInsets = { _ in
return .zero
}
class_addMethod(viewSubclass, #selector(getter: UIView.safeAreaInsets), imp_implementationWithBlock(safeAreaInsets), method_getTypeEncoding(method))
}
objc_registerClassPair(viewSubclass)
object_setClass(view, viewSubclass)
}
}
}
Then, in viewDidLoad() in your UIScrollViewViewController:
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(self.scrollView)
self.pinEdges(of: self.scrollView, to: self.view)
// add this line
self.hostingController.disableSafeArea()
self.hostingController.willMove(toParent: self)
self.scrollView.addSubview(self.hostingController.view)
self.pinEdges(of: self.hostingController.view, to: self.scrollView)
self.hostingController.didMove(toParent: self)
self.hostingController.view.alpha = 0
}
Quick testing (obviously, you'll want to thoroughly test it) seems good... we can scroll all the way to the bottom, and long-press location is back where it should be.

How do I determine if location of my gesture recognizer is inside any view?

I simply have a wrapper UIView with following image views as subviews: A, B, C:
This is how I simply define tap fo my UIView:
let tapGesture = UITapGestureRecognizer()
wrapper.addGestureRecognizer(tapGesture)
tapGesture.rx.event.bind(onNext: { [weak self] recognizer in
let subviews = self?.wrapper.subviews.filter { $0.tag == 231 } ?? []
print("location: \(recognizer.location(in: self?.wrapper))")
//how do I find here in what subviews my tap is located inside? Example, if I tap in area of 3, then `A, B, C`, if area of 2 then `B, C`...
}).disposed(by: bag)
Simply check if the frames of A, B, and/or C contains the point of the touch in wrapperView:
let locationInWrapper = recognizer.location(in: self?.wrapper)
if viewA.frame.contains(locationInWrapper) {
// A is tapped
}
if viewB.frame.contains(locationInWrapper) {
// B is tapped
}
if viewC.frame.contains(locationInWrapper) {
// C is tapped
}
Using the same approach, you can filter the subviews rather than using 3 if statements:
let tappedViews = subviews.filter { $0.frame.contains(locationInWrapper) }

How to force tap on UIButton using RxSwift?

This is how I subscribe for tap action on UIButton:
_ = mainView.loginButton.rx.tap.subscribe { _ in
//this is not called at all
}
and now I need to force that action to check if my dependencies work great, but subscribe handler is not called.
func testRouterDidCallWithError() {
let view = LoginView()
let controller = LoginViewController(view: view)
controller.loadView()
view.loginButton.sendActions(for: .touchUpInside) //here is the point
}
This works ("ReactiveX/RxSwift" ~> 4.0)
someButton.rx.tap
.bind {
debugPrint("button tapped")
}
.disposed(by: disposeBag)
Somewhere else
someButton.sendActions(for: .touchUpInside)

Trouble moving CollectionViewCell to the end

I have a UICollectionView in a UIViewController. I've configured a gesture recognizer to move cells. It works fine for moving a cell to any index except the end. Most aggravatingly, the app doesn't crash when I attempt to move a cell to the end--it just hangs. I can back out of ReorderViewControllerand go back to it. The view reloads normally.
I call this method from viewDidLoad to configure the gesture recognizer:
func configureGestureRecognizer() {
// configure longPressGestureRecognizer
longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(ReorderViewController.handleLongPressGesture))
longPressGesture.minimumPressDuration = 0.5
longPressGesture.delegate = self
self.collectionView.addGestureRecognizer(longPressGesture)
}
When the UILongPressGestureRecognizer is triggered, its handler is called:
func handleLongPressGesture(gesture: UILongPressGestureRecognizer) {
guard let selectedIndexPath = self.collectionView.indexPathForItem(at: gesture.location(in: self.collectionView)) else {
return
}
let selectedCell = collectionView.cellForItem(at: selectedIndexPath)
switch gesture.state {
case .began:
print("began")
editMode = true
collectionView.beginInteractiveMovementForItem(at: selectedIndexPath)
selectedCell?.isSelected = true
case .changed:
editMode = true
selectedCell?.isSelected = true
print("changed")
collectionView.updateInteractiveMovementTargetPosition(gesture.location(in: self.collectionView))
case .ended:
print("ended")
editMode = false
selectedCell?.isSelected = false
collectionView.endInteractiveMovement()
default:
print("default")
editMode = false
selectedCell?.isSelected = false
collectionView.cancelInteractiveMovement()
}
}
I can move cells with the gesture without any trouble so long as I'm not moving one to the end. Most annoyingly, the app doesn't crash--it just hangs. I can press the "Back" button on the NavBar and go to the prior ViewController without crashing and return to ReorderViewController.
Here's my code for moving cells:
func collectionView(_ collectionView: UICollectionView, moveItemAt sourceIndexPath: IndexPath, to destinationIndexPath: IndexPath) {
let stuffToReorder = currentRoutine?.myOrderedSet.mutableCopy() as! NSMutableOrderedSet
stuffToReorder.exchangeObject(at: sourceIndexPath.row, withObjectAt: destinationIndexPath.row)
currentRoutine?.myOrderedSet = stuffToReorder as NSOrderedSet
appDelegate.saveContext()
}
Any thoughts re: where my mistake is are greatly appreciated.
I think I've cracked it. My hunch about CoreData being the issue was a red herring (which is just as well as I don't have much experience of it!). The hang up was caused by the guard statement at the start of your handler method. Specifically, your method checks that there is a valid index path related to the gesture location; if the gesture moves out of the collection view, I think everything gets confused and therefore you get the hang (rather than a crash) as the function keeps exiting at that point. Moving things around a bit, however, seems to solve the problem:
func handleLongPressGesture(gesture: UILongPressGestureRecognizer) {
guard let _ = collectionVC.collectionView else { return }
switch gesture.state {
case .began:
guard let selectedIndexPath = collectionVC.collectionView!.indexPathForItem(at: gesture.location(in: collectionVC.collectionView)) else { return }
selectedCell = collectionVC.collectionView!.cellForItem(at: selectedIndexPath)
print("began")
lastGoodLocation = gesture.location(in: collectionVC.collectionView!)
collectionVC.collectionView!.beginInteractiveMovementForItem(at: selectedIndexPath)
selectedCell.isSelected = true
case .changed:
selectedCell?.isSelected = true
if collectionVC.collectionView!.frame.contains(gesture.location(in: view)) {
print(gesture.location(in: view))
print(collectionVC.collectionView!.frame)
print("INSIDE COLLECTION VIEW!")
collectionVC.collectionView!.updateInteractiveMovementTargetPosition(gesture.location(in: collectionVC.collectionView!))
lastGoodLocation = gesture.location(in: collectionVC.collectionView!)
}
else
{
print("OUTSIDE COLLECTION VIEW!")
collectionVC.collectionView!.updateInteractiveMovementTargetPosition(lastGoodLocation) // Not sure this is needed
}
print("changed")
case .ended:
print("ended")
selectedCell?.isSelected = false
collectionVC.collectionView!.endInteractiveMovement()
default:
print("default")
selectedCell?.isSelected = false
collectionVC.collectionView!.cancelInteractiveMovement()
}
}
Implementing things this way, I moved the guard statement for selectedCell into the .began case of your switch, as this is the only place that it is initialised. I therefore had to declare selectedCell as a class property so that it could be referenced within the other cases later on. I also introduced a CGPoint variable, lastGoodLocation, which stores the last location for which a valid index path is available - this way, if the gesture ends outside the collection view, the cell is sent to that index path.
Anyway, this is a bit rough but certainly seems to prevent the hang. Hope that helps!

UIPercentDrivenInteractiveTransition doesn't get to animation's completion on fast gesture

I have created an interactive transition. My func animateTransition(transitionContext: UIViewControllerContextTransitioning) is quite normal, I get the container UIView, I add the two UIViewControllers and then I do the animation changes in a UIView.animateWithDuration(duration, animations, completion).
I add a UIScreenEdgePanGestureRecognizer to my from UIViewController. It works well except when I do a very quick pan.
In that last scenario, the app is not responsive, still on the same UIViewController (the transition seems not to have worked) but the background tasks run. When I run the Debug View Hierarchy, I see the new UIViewController instead of the previous one, and the previous one (at least its UIView) stands where it is supposed to stand at the end of the transition.
I did some print out and check points and from that I can say that when the problem occurs, the animation's completion (the one in my animateTransition method) is not reached, so I cannot call the transitionContext.completeTransition method to complete or not the transition.
I could see as well that the pan goes sometimes from UIGestureRecognizerState.Began straight to UIGestureRecognizerState.Ended without going through UIGestureRecognizerState.Changed.
When it goes through UIGestureRecognizerState.Changed, both the translation and the velocity stay the same for every UIGestureRecognizerState.Changed states.
EDIT :
Here is the code:
animateTransition method
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
self.transitionContext = transitionContext
let containerView = transitionContext.containerView()
let screens: (from: UIViewController, to: UIViewController) = (transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)!, transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!)
let parentViewController = presenting ? screens.from : screens.to
let childViewController = presenting ? screens.to : screens.from
let parentView = parentViewController.view
let childView = childViewController.view
// positionning the "to" viewController's view for the animation
if presenting {
offStageChildViewController(childView)
}
containerView.addSubview(parentView)
containerView.addSubview(childView)
let duration = transitionDuration(transitionContext)
UIView.animateWithDuration(duration, animations: {
if self.presenting {
self.onStageViewController(childView)
self.offStageParentViewController(parentView)
} else {
self.onStageViewController(parentView)
self.offStageChildViewController(childView)
}}, completion: { finished in
if transitionContext.transitionWasCancelled() {
transitionContext.completeTransition(false)
} else {
transitionContext.completeTransition(true)
}
})
}
Gesture and gesture handler:
weak var fromViewController: UIViewController! {
didSet {
let screenEdgePanRecognizer = UIScreenEdgePanGestureRecognizer(target: self, action: "presentingViewController:")
screenEdgePanRecognizer.edges = edge
fromViewController.view.addGestureRecognizer(screenEdgePanRecognizer)
}
}
func presentingViewController(pan: UIPanGestureRecognizer) {
let percentage = getPercentage(pan)
switch pan.state {
case UIGestureRecognizerState.Began:
interactive = true
presentViewController(pan)
case UIGestureRecognizerState.Changed:
updateInteractiveTransition(percentage)
case UIGestureRecognizerState.Ended:
interactive = false
if finishPresenting(pan, percentage: percentage) {
finishInteractiveTransition()
} else {
cancelInteractiveTransition()
}
default:
break
}
}
Any idea what might happen?
EDIT 2:
Here are the undisclosed methods:
override func getPercentage(pan: UIPanGestureRecognizer) -> CGFloat {
let translation = pan.translationInView(pan.view!)
return abs(translation.x / pan.view!.bounds.width)
}
override func onStageViewController(view: UIView) {
view.transform = CGAffineTransformIdentity
}
override func offStageParentViewController(view: UIView) {
view.transform = CGAffineTransformMakeTranslation(-view.bounds.width / 2, 0)
}
override func offStageChildViewController(view: UIView) {
view.transform = CGAffineTransformMakeTranslation(view.bounds.width, 0)
}
override func presentViewController(pan: UIPanGestureRecognizer) {
let location = pan.locationInView((fromViewController as! MainViewController).tableView)
let indexPath = (fromViewController as! MainViewController).tableView.indexPathForRowAtPoint(location)
if indexPath == nil {
pan.state = .Failed
return
}
fromViewController.performSegueWithIdentifier("chartSegue", sender: pan)
}
I remove the "over" adding lines => didn't fix it
I added updateInteractiveTransition in .Began, in .Ended, in both => didn't fix it
I turned on shouldRasterize on the layer of the view of my toViewController and let it on all the time => didn't fix it
But the question is why, when doing a fast interactive gesture, is it not responding quickly enough
It actually works with a fast interactive gesture as long as I leave my finger long enough. For example, if I pan very fast on more than (let say) 1cm, it's ok. It's not ok if I pan very fast on a small surface (let say again) less than 1cm
Possible candidates include the views being animated are too complicated (or have complicated effects like shading)
I thought about a complicated view as well but I don't think my view is really complicated. There are a bunch of buttons and labels, a custom UIControl acting as a segmented segment, a chart (that is loaded once the controller appeared) and a xib is loaded inside the viewController.
Ok I just created a project with the MINIMUM classes and objects in order to trigger the problem. So to trigger it, you just do a fast and brief swipe from the right to the left.
What I noticed is that it works pretty easily the first time but if you drag the view controller normally the first time, then it get much harder to trigger it (even impossible?). While in my full project, it doesn't really matter.
When I was diagnosing this problem, I noticed that the gesture's change and ended state events were taking place before animateTransition even ran. So the animation was canceled/finished before it even started!
I tried using GCD animation synchronization queue to ensure that the updating of the UIPercentDrivenInterativeTransition doesn't happen until after `animate:
private let animationSynchronizationQueue = dispatch_queue_create("com.domain.app.animationsynchronization", DISPATCH_QUEUE_SERIAL)
I then had a utility method to use this queue:
func dispatchToMainFromSynchronizationQueue(block: dispatch_block_t) {
dispatch_async(animationSynchronizationQueue) {
dispatch_sync(dispatch_get_main_queue(), block)
}
}
And then my gesture handler made sure that changes and ended states were routed through that queue:
func handlePan(gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .Began:
dispatch_suspend(animationSynchronizationQueue)
fromViewController.performSegueWithIdentifier("segueID", sender: gesture)
case .Changed:
dispatchToMainFromSynchronizationQueue() {
self.updateInteractiveTransition(percentage)
}
case .Ended:
dispatchToMainFromSynchronizationQueue() {
if isOkToFinish {
self.finishInteractiveTransition()
} else {
self.cancelInteractiveTransition()
}
}
default:
break
}
}
So, I have the gesture recognizer's .Began state suspend that queue, and I have the animation controller resume that queue in animationTransition (ensuring that the queue starts again only after that method runs before the gesture proceeds to try to update the UIPercentDrivenInteractiveTransition object.
Have the same issue, tried to use serialQueue.suspend()/resume(), does not work.
This issue is because when pan gesture is too fast, end state is earlier than animateTransition starts, then context.completeTransition can not get run, the whole animation is messed up.
My solution is forcing to run context.completeTransition when this situation happened.
For example, I have two classes:
class SwipeInteractor: UIPercentDrivenInteractiveTransition {
var interactionInProgress = false
...
}
class AnimationController: UIViewControllerAnimatedTransitioning {
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
if !swipeInteractor.interactionInProgress {
DispatchQueue.main.asyncAfter(deadline: .now()+transitionDuration) {
if context.transitionWasCancelled {
toView?.removeFromSuperview()
} else {
fromView?.removeFromSuperview()
}
context.completeTransition(!context.transitionWasCancelled)
}
}
...
}
...
}
interactionInProgress is set to true when gesture began, set to false when gesture ends.
I had a similar problem, but with programmatic animation triggers not triggering the animation completion block. My solution was like Sam's, except instead of dispatching after a small delay, manually call finish on the UIPercentDrivenInteractiveTransition instance.
class SwipeInteractor: UIPercentDrivenInteractiveTransition {
var interactionInProgress = false
...
}
class AnimationController: UIViewControllerAnimatedTransitioning {
private var swipeInteractor: SwipeInteractor
..
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
...
if !swipeInteractor.interactionInProgress {
swipeInteractor.finish()
}
...
UIView.animateWithDuration(...)
}
}

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