UITapGestureRecognizer is not working with my UIImageView Class on my UIViewController.
HousePictureView *pictureHouse = [[HousePictureView alloc] init:[dictionary objectForKey:#"photo_url"]];
UITapGestureRecognizer *picturestap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(showpictures)];
picturestap.numberOfTapsRequired = 1;
[pictureHouse addGestureRecognizer:picturestap];
[parentScroll addSubview:pictureHouse];
HousePictureView.m
#interface HousePictureView() {
CGFloat screenwidth;
}
#property (strong, nonatomic) UIImageView *pictureView;
#end
#implementation HousePictureView
-(id)init:(NSString*)url
{
screenwidth = [UIScreen mainScreen].bounds.size.width; // Width of this screen
if(self = [super init])
{
_pictureView = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,screenwidth,300)];
[_pictureView setImageWithURL:[NSURL URLWithString:url] placeholderImage:[Functions resizeImage:[UIImage imageNamed:#"nophoto"] newSize:CGSizeMake(screenwidth,300)]];
_pictureView.userInteractionEnabled = YES;
[self addSubview:_pictureView];
}
return self;
}
#end
HousePictureView.h
#interface HousePictureView : UIImageView
- (id)init:(NSString*)url;
#end
Why does it not possible to have an event while userInteractionEnabled form views parents are activated?
Thank you for your help :)
mmmhhh you have created an UIImageView custom class with a property UIImageView added like a subview. Why?
Just use "self".
It does not work because you're adding a tap gesture on a UIImageView that is under another.
Related
I have a UIImageView that contains four ImageView as subviews. Each ImageView acts as a page that the user can scroll forward and go to the next page (image). However, i am unable to achieve this scrolling to next page. It only shows the first image. Here is my implementation
TutorialViewController.h
#import <UIKit/UIKit.h>
#interface TutorialViewController : UIViewController{
}
#property (nonatomic, retain) IBOutlet UIScrollView *tutorialScrollView;
#end
TutorialViewController.m
#import "TutorialViewController.h"
#interface TutorialViewController () <UIScrollViewDelegate>
#end
#implementation TutorialViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.tutorialScrollView.pagingEnabled = YES;
self.tutorialScrollView.showsHorizontalScrollIndicator = NO;
self.tutorialScrollView.scrollEnabled = YES;
self.tutorialScrollView.delegate = self;
}
-(void)viewDidAppear:(BOOL)animated
{
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
UIImageView *page1 = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,screenWidth,screenHeight)];
page1.image = [UIImage imageNamed:#"tutorial1.png"];
UIImageView *page2 = [[UIImageView alloc] initWithFrame:CGRectMake(screenWidth * 2,0,screenWidth,screenHeight)];
page2.image = [UIImage imageNamed:#"tutorial2.png"];
UIImageView *page3 = [[UIImageView alloc] initWithFrame:CGRectMake(screenWidth * 3,0,screenWidth, screenHeight)];
page3.image = [UIImage imageNamed:#"tutorial3.png"];
UIImageView *page4 = [[UIImageView alloc] initWithFrame:CGRectMake(screenWidth * 4,0,screenWidth, screenHeight)];
page4.image = [UIImage imageNamed:#"tutorial4.png"];
[self.tutorialScrollView addSubview:page1];
[self.tutorialScrollView addSubview:page2];
[self.tutorialScrollView addSubview:page3];
[self.tutorialScrollView addSubview:page4];
}
#end
You should set contentSize for UIScrollView:
[self.tutorialScrollView setContentSize:CGSizeMake(screenWidth*numOfPages, screenHeight)];
You will need to set the ContentSize of the scrollView.
self.tutorialScrollView.contentSize = CGSizeMake(imageView.frame.size.width * numberOfImages, self.tutorialScrollView.frame.size.height);
This will scroll your scrollView in horizontal direction.
I am building a ViewController just to show one image. I added the ImageView programmatically to a scroll view. I would like to allow the user to zoom in and out. This is my code
#interface ImageViewerViewController ()<UIScrollViewDelegate>
#property (nonatomic, strong) UIImageView *ImageView;
#property (weak, nonatomic) IBOutlet UIScrollView *Scroll;
#end
#implementation ImageViewerViewController
-(UIView*) viewForZoomingInScrollView{
return self.ImageView;
}
-(void) viewDidLoad{
self.Scroll.minimumZoomScale = 0.2;
self.Scroll.maximumZoomScale = 1.5;
self.Scroll.delegate = self;
NSLog(#"View did load");
if(self.imageName)
[self updateImage];
}
-(void)setImageName:(NSString *)imageName{
NSLog(#"set Image");
_imageName = imageName;
}
-(void)updateImage{
self.ImageView =[[UIImageView alloc]init];
self.ImageView.image = [UIImage imageNamed:self.imageName];
[self.ImageView sizeToFit];
self.Scroll.contentSize = self.imageName? self.ImageView.image.size: CGSizeZero;
[self.Scroll addSubview:self.ImageView];
}
#end
As you see, I already set the delegate of the scroll to self and I added the protocol header and the needed message.
But the zooming feature is not working.
Could you help me please?
I appreciate your time and efforts.
Regards,
This will work as I created a demo of it. If anything do else let me know.
-(void)viewDidLoad
{
float minimumScale = [_floorPlanImageView frame].size.width /[_floorPlanScrollView frame].size.width;
_floorPlanScrollView.maximumZoomScale = 5; //Change as per you need
_floorPlanScrollView.minimumZoomScale = minimumScale; //Change as you need
_floorPlanScrollView.zoomScale = minimumScale;
_floorPlanScrollView.delegate =self;
_floorPlanScrollView.clipsToBounds = YES;
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return _floorPlanImageView;
}
I have been trying to do this simple thing : adding an action to a simple custom view. I have looked over the internet and found two "easy" solution :
UITapGestureRecognizer
UIButton
I want to do this programmatically and I just need to handle the tap.
Here is my code so far, I've tried both solutions separately and together and it doesn't work !
.m
#import "AreaView.h"
#implementation AreaView
#define GREY 27.0/255.0
#define PINK_R 252.0/255.0
#define PINK_G 47.0/255.0
#define PINK_B 99.0/255.0
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity
{
self = [self initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor colorWithRed:GREY green:GREY blue:GREY alpha:1];
self.userInteractionEnabled=YES;
//Init variables
_areaName=areaName;
_capacity=capacity;
_minimumSpending=minimumSpending;
//Image view
_logoImageView = [[UIImageView alloc]initWithFrame:CGRectMake(5, 4, 66, 50)];
//_logoImageView.image = [UIImage imageNamed:imageName];
_logoImageView.backgroundColor = [UIColor grayColor];
//Label
_areaNameLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 54, 76, 18)];
_areaNameLabel.textAlignment = NSTextAlignmentCenter;
_areaNameLabel.textColor = [UIColor whiteColor];
_areaNameLabel.font = [UIFont systemFontOfSize:12.0];
_areaNameLabel.text = areaName;
//button
_button = [[UIButton alloc]initWithFrame:self.bounds];
_button.userInteractionEnabled=YES;
_button.backgroundColor=[UIColor yellowColor];
[_button addTarget:self action:#selector(handleTap:) forControlEvents:UIControlEventTouchUpInside];
//tap gesture racognizer
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapRecognizer setNumberOfTapsRequired:1];
[tapRecognizer setDelegate:self];
[self addGestureRecognizer:tapRecognizer];
[self addSubview:_logoImageView];
[self addSubview:_areaNameLabel];
[self addSubview:_button];
}
return self;
}
-(void)handleTap:(UIButton *)button
{
NSLog(#"tapped!");
}
-(void)tapped:(UITapGestureRecognizer *)recognizer
{
NSLog(#"tapped!");
}
#end
.h
#import <UIKit/UIKit.h>
#interface AreaView : UIView <UIGestureRecognizerDelegate>
#property (nonatomic) UIImageView *logoImageView;
#property (nonatomic) UILabel *areaNameLabel;
#property (nonatomic) NSString *areaName;
#property (nonatomic) int minimumSpending;
#property (nonatomic) int capacity;
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity;
#property (nonatomic, strong) UIButton *button;
#end
Thanks for your help!
EDIT
The problem is that both handleTap and tapped are never fired even if I comment the button solution or the tap gesture one to test them separately. For the button implementation, I can see it on my interface but clicking on it does nothing.
My UIView is then added programmatically several times (for several views) in a UIScrollview.
EDIT 2
The problem is more complicate than that. The custom view is inside a scrollview which is inside another different custom view whose main function is to rewrite hittest, so that touches on this view are held by the scrollview. (Here is the purpose of all that).
It seems that as long as hittest is involved, it doesn't work.
Implement this delegate method, which will help you.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
id touchedView = gestureRecognizer.view;
if ([touchedView isKindOfClass:[UIButton class]])
{
return NO; //It won't invoke gesture method, But it'll fire button method.
}
return YES;
}
I'm not sure why your UIButton and UITapGestureRecognizer selectors aren't firing. However another option to handle taps on a view is to simply override the touchesEnded:withEvent method:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
//handle a tap
}
That way, you won't have to create a UIButton or a UITapGestureRecognizer object at all.
Simple code is here:
Custom MyButton.h
#interface PaiLifeReadingListButton : UIButton
#property (strong, nonatomic) UIImageView *logoImageView;
#end
Custom MyButton.m
#implementation PaiLifeReadingListButton
#synthesize logoImageView = _logoImageView;
-(id)init
{
_logoImageView = [[UIImageView alloc] initWithFrame:CGRectMake(33.0, 20.0, 80.0, 80.0)];
[_logoImageView setImage:[UIImage imageNamed:#"pic"]];
[self addSubview: _logoImageView];
}
#end
Custom MyView.h:
#property (strong, nonatomic) Mybutton *mybutton;
Custom MyView.m:
-(id) init
{
myButton = [[MyButton alloc] init];
[self addSubview:myButton];
}
ViewController.m:
#synthesize myView;
- (void)viewDidLoad
{
myView = [[Myview alloc] init];
[myView.myButton addTarget:self action:#selector(pressed:) forControlEvents:UIControlEventTouchDown];
self.view = myView;
}
-(void)pressed : (MyButton *)button
{
UIImageView *newImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"other-pic"] highlightedImage:nil];
myView.myButton.logImageView = newImageView;
[self.view setNeedsDisplay]; //----this does not work
}
When I press the button, the imageview does not change. How can I fix this?
Thank you very much!
First thing , you don't need setNeedsDisplay here. setNeedsDisplay is used for redrawing the view (it internally calls the drawRect: method of the view if required) which is not what you want.
Second, you have given the class of your button as MyButton,but in the actual .h and .m files, it is given as #interface PaiLifeReadingListButton and #implementation PaiLifeReadingListButton respectively.
Another thing, the view and button is not initialized with a frame. But I assume you have done that already, since your only problem is the image view not changing.
In your code in pressed method you should change views in the hierarchy, but you change only the object member. You can do something like
myView.myButton.logImageView.image = [UIImage imageNamed:#"other-pic"];
Is it possible to use a UIScrollView to see an image that is about 800px long? I tried using a UIScrollView and the UIImageView but it's not scrolling. Anybody can help please?
Use:
UIScrollView *yourScrollview = [[UIScrollView alloc] initWithFrame:(CGRect){{0,0}, {320,480}}];
UIImageView *yourImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"yourImageHere.png"]];
yourImageView.frame = yourScrollview.bounds;
yourScrollview.contentSize = yourImageView.frame.size;
yourScrollview.minimumZoomScale = 0.4;
yourScrollview.maximumZoomScale = 4.0;
[yourScrollview setZoomScale:yourScrollview.minimumZoomScale];
yourScrollview.delegate = self;
[self.view addSubview:yourScrollview];
Don't forget to add UIScrollViewDelegate in your .h file
Note: ARC code
1. Create a new Project -> Single View Application
2. Put the follow code into:
"ViewController.m"
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
-(void) viewDidLoad
{
[super viewDidLoad];
UIScrollView * scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
[scrollView setContentSize:CGSizeMake(320, 800)];
UIView * myView = [[UIView alloc] initWithFrame : CGRectMake(0, 0, 320, 800)];
UIImageView * myImage = [[UIImageView alloc]initWithImage : [UIImage imageNamed:#"Test.png"]];
[myView addSubview: myImage];
[myImage release];
[scrollView addSubview: myView];
[myView release];
[self.view addSubview: scrollView];
[scrollView release];
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
#end
3. Put the Image "Test.png" into your Project (Drag Drop into Xcode -> Folder:Supporting Files)
If it is not panning it means you forgot to set the contentSize property. I have a tutorial on my website that shows how to embed a UIImageView inside a UIScrollView and set it up for both panning and zooming. It includes complete downloadable source code. See Panning and Zooming with UIScrollView
#interface ZoomViewController : UIViewController <uiscrollviewdelegate> {
IBOutlet UIScrollView *scroll;
UIImageView *image;
}
#property (nonatomic, retain) UIScrollView *scroll;
#end
</uiscrollviewdelegate></uikit>
Once check your Viewdidload method.
- (void)viewDidLoad {
image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"img_body.png"]];
[super viewDidLoad];
image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"img_body.png"]];
scroll.contentSize = image.frame.size;
[scroll addSubview:image];
scroll.minimumZoomScale = 0.4;
scroll.maximumZoomScale = 4.0;
scroll.delegate = self;
[scroll setZoomScale:scroll.minimumZoomScale];
[super viewDidLoad];
}