I want to start pan gesture in 1 item. And at the instant the gesture is recognized I create a new item view at the exact same spot and transfer the pan gesture to the new item so the new hovering item moves with the fingers.
How can I do this?
Here is the code so far:
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(useItemPanGesture(_:)))
item.addGestureRecognizer(panGesture)
func useItemPanGesture(panGesture: UIPanGestureRecognizer) {
let newView = createView()
newView.addPanGesture(target: self, action: #selector(self.actualPanGesture(panGesture)))
panGesture.enabled = false
}
func actualPanGesture(panGesture: UIPanGestureRecognizer) {
//do pan gesture stuff
}
I have trouble in the transfer of the pan gesture. Line starting with newView.addPangesture.
Related
I have a UILongPressGestureRecognizer which is fired when there is 1 finger on the screen. However, as soon as I put 2 fingers, the function is not fired anymore and I need to create a new gesture for 2 fingers.
How to have UILongPressGestureRecognizer to accept a flexible amount of touches ?
let longScreenGesture = UILongPressGestureRecognizer(target: self, action: #selector(screenTapped(_:)))
longScreenGesture.minimumPressDuration=0.1
longScreenGesture.allowableMovement=0
longScreenGesture.numberOfTouchesRequired=1
sceneView.isMultipleTouchEnabled=true
sceneView.addGestureRecognizer(longScreenGesture)
#objc func screenTapped(_ sender: UILongPressGestureRecognizer)
{
print(sender.numberOfTouches) // -> Always displays 1
}
I ended up using TouchesBegan / Moved / Ended and analyzed gestures by myself
I am trying to understand a reproducible bug with my gesture recognisers. I have 2 recognisers on an MKMapView, one UITapGestureRecognizer and one UILongPressGestureRecogniser. Both of them work as expected the first time, however, if I use the long press (which adds an annotation to the map) the next tap gesture will return in the 'possible' state but never hit the 'recognized' state.
▿ Optional<Array<UIGestureRecognizer>>
▿ some : 2 elements
- 0 : <UITapGestureRecognizer: 0x7fda7543ebc0; state = Possible; view = <MKMapView 0x7fda78026e00>>
- 1 : <UILongPressGestureRecognizer: 0x7fda7543e8c0; state = Possible; view = <MKMapView 0x7fda78026e00>; numberOfTapsRequired = 0; minimumPressDuration = 0.2>
After I tap once, and nothing happens, a second tap will then perform the associated function i.e. make it to the recognized state.
I am intercepting all the clicks on the window and the tap definitely takes place each time but the first one after a long press never seems to become accepted. Is there something I'm missing here? The gestures are added as below:
let mapTap = UITapGestureRecognizer(target: self, action: #selector(mapTapped(_:)))
mapView.addGestureRecognizer(mapTap)
let pressGesture = UILongPressGestureRecognizer(target: self, action: #selector(mapLongPress(_:)))
pressGesture.minimumPressDuration = 0.2
pressGesture.numberOfTouchesRequired = 1
mapView.addGestureRecognizer(pressGesture)
Could this be to do with the other gestures which are added by default on an MKMapView?
I tried using your code and got the same result.
I solved it with a tricky solution. I hope it would be helpful for you
mapTap = UITapGestureRecognizer(target: self, action: #selector(mapTapped(_:)))
mapTap.delegate = self
mapView.addGestureRecognizer(mapTap)
pressGesture = UILongPressGestureRecognizer(target: self, action:
#selector(mapLongPress(_:)))
pressGesture.minimumPressDuration = 0.2
pressGesture.numberOfTouchesRequired = 1
mapView.addGestureRecognizer(pressGesture)
#objc func mapTapped(_ gesture: UITapGestureRecognizer) {
// your code
}
#objc func mapLongPress(_ gesture: UILongPressGestureRecognizer) {
// your code
if gesture.state == .began {
mapTap.isEnabled = false
} else if gesture.state == .cancelled || gesture.state == .ended {
mapTap.isEnabled = true
}
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
In your case you expect that the tap recognizer as well as the long press recognizer operate simultaneously: When you tap the view, both should start the recognition process. When you end the tap before the minimum tap time for the long press, the tap gesture should fire, but when you end the tap later, the long press gesture should fire.
But the Apple docs say:
UIKit normally allows the recognition of only one gesture at a time on
a single view. Recognizing only one gesture at a time is usually
preferable because it prevents user input from triggering more than
one action at a time. However, this default behavior can introduce
unintended side effects. For example, in a view that contains both pan
and swipe gesture recognizers, swipes are never recognized. Because
the pan gesture recognizer is continuous, it always recognizes its
gesture before the swipe gesture recognizer, which is discrete.
In your case, the long tap gesture recognizer is continuous while the tap gesture recognizer is discrete, so there could be a problem in recognizing the tap.
I would thus try to explicitly allow both recognizers to simultaneous recognice their gestures. An example how to do this is given here.
As soon as the long press recognizer fires, you could cancel the recognition operation of the tap recognizer.
Hope this helps!
My collection view is working great. It shows a grid of photos and lists hundreds of them. You can swipe vertically to scroll through them all. Life is good. However, I now have a new requirement. I need to be able to detect when the user is swiping left or right. I need to be able to intercept this gesture so I can attach behavior to left and right swipes while keeping intact my collection view's vertical scroll capabilities. Any ideas?
In swift?
If it helps for reference heres a link to my Github project.
https://github.com/StarShowsStudios/GodCards
If you open the project in Xcode you can see the detail view controller. It gets its information from a plist file called cards according to the selected collection cell controller
You can add left and right swipe gesture recognizer to detect left and right swipe.
override func awakeFromNib() {
super.awakeFromNib()
// Add Left Swipe Gesture
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(SomeClass.respondToSwipeGesture(_:)))
swipeLeft.direction = UISwipeGestureRecognizerDirection.Left
self.addGestureRecognizer(swipeLeft)
// Add Right Swipe Gesture
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(SomeClass.respondToSwipeGesture(_:)))
swipeRight.direction = UISwipeGestureRecognizerDirection.Right
self.addGestureRecognizer(swipeRight)
}
// This function detects Swipe direction and perform action
func respondToSwipeGesture(gesture: UIGestureRecognizer) {
if let swipeGesture = gesture as? UISwipeGestureRecognizer {
switch swipeGesture.direction {
case UISwipeGestureRecognizerDirection.Right:
print("Swiped right")
rightSwipeAction()
case UISwipeGestureRecognizerDirection.Left:
print("Swiped left")
leftSwipeAction()
default:
break
}
}
}
I am trying to determine if there is a means of programmatically setting a gesture recognizer state, to force it to begin prior to it actually detecting user input.
For example, I am adding a pan gesture recognizer to an image when a long press is detected, like so;
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: "longPressed:")
myImage.addGestureRecognizer(longPressRecognizer)
func longPressed(sender: UILongPressGestureRecognizer) {
let mainWidth = UIScreen.mainScreen().bounds.width
let mainHeight = UIScreen.mainScreen().bounds.height
let myView: UIView(frame: CGRect(x: 0, y: 0, width: mainWidth, height: mainHeight)
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: "handlePan:")
myView.addGestureRecognizer(gestureRecognizer)
self.view.addSubview(myView)
}
In the handlePan() function, I'm able to determine when the pan starts and ends;
func handlePan(gesture: UIPanGestureRecognizer) {
if gesture!.state == UIGestureRecognizerState.Began {
print("Started pan")
}
if gesture!.state == UIGestureRecognizerState.Ended {
print("Ended pan")
}
}
My issue is that, to detect when the gesture started, the user has to (1) long press on the image, (2) release their finger, (3) press and hold and start panning. Ideally, I'd like to have the user (1) long press on the image, (2) start panning.
To accomplish this, I'm imagining I need to figure out a way to "trick" things into believing that the pan gesture already began.
note: In practicality, there is more complexity than what's presented here, which is why I need to add a subview with the pan gesture, rather than just adding the pan gesture to the image directly.
What you want to do is add both gesture recognizes up front, set their delegates to your class, allow them to recognize simultaneously (using the below method), and only use the data from the pan when the long press has successfully been recognized.
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWithGestureRecognizer otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
I'm trying to create a keyboard the allows single tap, double tap, and triple tap. So I want to add a UITapGestureRecognizer() to each button in my keyboard. I know how to do this manually from the xib file (add each letter it's own gesture, which would take ages) but not quite sure how to do it in the Controller.
I wrote this for double tap in the viewDidLoad() method:
let doubleTap: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: "doubleTapCharacter:")
doubleTap.numberOfTapsRequired = 2
for button in self.view.subviews{
button.addGestureRecognizer(doubleTap)
}
and created a doubleTapCharacter() method but it's still not working. I also want to be able to send information to the doubleTapCharacter method.
Any help would be much appreciated. Also, I'm very new to swift so if the instructions are complicated, I'd highly appreciate it if you can break it down a little.
create and add the gesture recognizers:
for button in view.subviews {
// create the gesture recognizer
let doubleTapRecognizer = UITapGestureRecognizer(target: self, action: "doubleTapCharacter:")
doubleTapRecognizer.numberOfTapsRequired = 2
// add gesture recognizer to button
button.addGestureRecognizer(doubleTapRecognizer)
}
then implement the target method:
func doubleTapCharacter(doubleTapRecognizer: UITapGestureRecognizer) {
let tappedButton = doubleTapRecognizer.view as! UIButton
print(tappedButton.titleForState(UIControlState.Normal))
}