I'm trying to detecting a two finger swipe touch and use it like the touch board in Mac(two finger up and two finger down listening) and the code like;
UISwipeGestureRecognizer *swipeUpTwoFinger = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeTwoFinger:)];
swipeUpTwoFinger.numberOfTouchesRequired = 2;
swipeUpTwoFinger.direction = UISwipeGestureRecognizerDirectionUp;
[self.view addGestureRecognizer:swipeUpTwoFinger];
UISwipeGestureRecognizer *swipeDownTwoFinger = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeTwoFinger:)];
swipeDownTwoFinger.numberOfTouchesRequired = 2;
swipeDownTwoFinger.direction = UISwipeGestureRecognizerDirectionDown;
[self.view addGestureRecognizer:swipeDownTwoFinger];
-(void)handleSwipeTwoFinger:(UISwipeGestureRecognizer *)swipeGestureRecognizer
{
if (swipeGestureRecognizer.direction == UISwipeGestureRecognizerDirectionUp) {
NSLog(#"handleSwipeUpTwoFinger");
}
else if (swipeGestureRecognizer.direction == UISwipeGestureRecognizerDirectionDown) {
NSLog(#"handleSwipeDownTwoFinger");
}
}
The Problem is
I could get a Up or Down Swipe when I touch,but just one event whatever I do the Up Down swipe under one pressing.
What I want is like the touch board in Mac,when I swipe up it listened and without leaving the board swipe down it could listened too.
The Question is
How could I do this with UISwipeGestureRecognizer?
Or it have limitation couldn't do what I want should I do it with UIPanGestureRecognizer or listening various touch event do logic with myself? or any other implementation ? any demo?
any suggestions would be appreciated :)
Related
I'm working on a GLKViewController based game which interprets taps and swipes as game controls. I want to support two-player mode by letting the first player tap or swipe on the left side of the screen, and letting the second player tap or swipe on the right side of the screen. In a perfect world, I'd like the gesture recognizers to work even if the swipes are sloppy and go past the centerline of the screen (with the starting point of the swipe being used to determine which player gets the input).
What would be the best way to implement this? Can I lay down a gesture recognizer on the left half of the screen, and another one on the right side of the screen? Will two separate recognizers work properly together even if both sides are being tapped/swiped rapidly at the same time? Or should I create a full-screen recognizer and parse the swipes and taps entirely on my own? I don't have experience with gesture recognizers so I don't know what the preferred approach is or how well they work when you have more than one being swiped on simultaneously.
I ended up making two UIViews overlaid on top of my GLKView, one on the left side of the screen and one on the right. Each view has a UIPanGestureRecognizer and a UILongPressGestureRecognizer (the long-press recognizer is basically a more flexible tap—I needed to use it to reject some gestures from being interpreted both as a pan and a tap at the same time). This worked magnificantly.
- (void)viewDidLoad
{
[super viewDidLoad];
// Add tap and pan gesture recognizers to handle game input.
{
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handleLeftSidePan:)];
panRecognizer.delegate = self;
[self.leftSideView addGestureRecognizer:panRecognizer];
UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLeftSideLongPress:)];
longPressRecognizer.delegate = self;
longPressRecognizer.minimumPressDuration = 0.0;
[self.leftSideView addGestureRecognizer:longPressRecognizer];
}
{
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handleRightSidePan:)];
panRecognizer.delegate = self;
[self.rightSideView addGestureRecognizer:panRecognizer];
UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleRightSideLongPress:)];
longPressRecognizer.delegate = self;
longPressRecognizer.minimumPressDuration = 0.0;
[self.rightSideView addGestureRecognizer:longPressRecognizer];
}
}
- (void)handleLeftSidePan:(UIPanGestureRecognizer *)panRecognizer
{
[self handleGameScreenPan:panRecognizer withVirtualController:&g_iPadVirtualController[0]];
}
- (void)handleRightSidePan:(UIPanGestureRecognizer *)panRecognizer
{
[self handleGameScreenPan:panRecognizer withVirtualController:&g_iPadVirtualController[1]];
}
- (void)handleLeftSideLongPress:(UILongPressGestureRecognizer *)longPressRecognizer
{
[self handleGameScreenLongPress:longPressRecognizer withVirtualController:&g_iPadVirtualController[0]];
}
- (void)handleRightSideLongPress:(UILongPressGestureRecognizer *)longPressRecognizer
{
[self handleGameScreenLongPress:longPressRecognizer withVirtualController:&g_iPadVirtualController[1]];
}
I have already tried by this code but gesture not detect.
UISwipeGestureRecognizer *mSwipeUpRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(up_downBtn_waytosalon)];
[mSwipeUpRecognizer setDirection:UISwipeGestureRecognizerDirectionUp];
[self.duration_distanceView addGestureRecognizer:mSwipeUpRecognizer];
First Off, you need to always pass the gesture recognizer to your selector, otherwise you can't determine the state of your gesture.
Other than that first check if that view has userInteractionEnabled to YES, I'm guessing that view doesn't get any user interaction.
YOUR duration_distanceView view is imageView then add below line your code.
self.duration_distanceView.userInteractionEnabled = YES;
Try this code :
UISwipeGestureRecognizer *mSwipeUpRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(up_downBtn_waytosalon)];
self.duration_distanceView.userInteractionEnabled = YES;
[mSwipeUpRecognizer setDirection:UISwipeGestureRecognizerDirectionUp];
[self.duration_distanceView addGestureRecognizer:mSwipeUpRecognizer];
Initialize swipe gesture like this:
UISwipeGestureRecognizer *mSwipeUpRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(up_downBtn_waytosalon:)];
mSwipeUpRecognizer.direction = (UISwipeGestureRecognizerDirectionUp);
[self.duration_distanceView addGestureRecognizer:mSwipeUpRecognizer];
Implement the gesture action like this:
- (void) up_downBtn_waytosalon:(UISwipeGestureRecognizer *)sender {
if ( sender.direction | UISwipeGestureRecognizerDirectionUp )
NSLog(#"Its swipe up");
}
Hope this code helps.
Ok so I am helping convert an android game to iOS. The game is based on 2048, but with letters instead of numbers. I have a good bit of it working but am still learning Objective C/iOS quirks. So far I have the tiles/grid working, movement is working, etc but I need a bit of help. The goal is to allow the user to long-press on a tile to select it, then slide their finger to an adjacent tile to begin spelling a word. I have the long press portion implemented but I'm at a bit of a loss on how to get it to long-press then swipe. On top of this I already have a swipe that allows the user to move the tiles. In searching on here I've seen suggestions about subclassing so I am figuring I need to subclass the UISwipeGestureRecognizer method. I already put in the simultaneously gesture recognizer, but am unsure where to go from here.
So, there are several questions to this.
What would be the best way to do this? Implement a subclass of each UISwipeGestureRecognizer?
Will my current swipe detection interfere? (right now a swipe by itself moves tiles in direction of swipe)
I would guess I need to do a (if long press) then activate subclassed swipe methods?
Any examples to answer the above questions would be of great help. I'm not asking you to do it for me but at least point me in a general direction. Thanks!
Code below.
// Grid.m
#import "Grid.h"
#import "Tile.h"
- (void)didLoadFromCCB {
// listen for swipes to the left
UISwipeGestureRecognizer * swipeLeft= [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(swipeLeft)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
[[[CCDirector sharedDirector] view] addGestureRecognizer:swipeLeft];
// listen for swipes to the right
UISwipeGestureRecognizer * swipeRight= [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(swipeRight)];
swipeRight.direction = UISwipeGestureRecognizerDirectionRight;
[[[CCDirector sharedDirector] view] addGestureRecognizer:swipeRight];
// listen for swipes up
UISwipeGestureRecognizer * swipeUp= [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(swipeUp)];
swipeUp.direction = UISwipeGestureRecognizerDirectionUp;
[[[CCDirector sharedDirector] view] addGestureRecognizer:swipeUp];
// listen for swipes down
UISwipeGestureRecognizer * swipeDown= [[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(swipeDown)];
swipeDown.direction = UISwipeGestureRecognizerDirectionDown;
[[[CCDirector sharedDirector] view] addGestureRecognizer:swipeDown];
// listen for long press
UILongPressGestureRecognizer *longpress = [[UILongPressGestureRecognizer alloc]initWithTarget:self action:#selector(onLongPress:)];
[longpress setMinimumPressDuration:0.5];
[[[CCDirector sharedDirector] view] addGestureRecognizer:longpress];
}
- (void)swipeLeft {
[self move:ccp(-1, 0)];
}
- (void)swipeRight {
[self move:ccp(1, 0)];
}
- (void)swipeDown {
[self move:ccp(0, -1)];
}
- (void)swipeUp {
[self move:ccp(0, 1)];
}
// detect longpress, convert to NodeSpace and check if touch location is within tile boundingbox. If yes, set background white, text black.
- (void)onLongPress:(UILongPressGestureRecognizer *) recognizer {
CGPoint touchPoint = [[CCDirector sharedDirector] convertToGL:[recognizer locationInView:[recognizer view]]];
touchPoint = [self convertToNodeSpace:touchPoint];
if (recognizer.state == UIGestureRecognizerStateBegan) {
for (Tile *tile in self.children) {
if([tile isKindOfClass:[Tile class]]) {
CGRect tileBoundingBox = tile.boundingBox;
if (CGRectContainsPoint(tileBoundingBox, touchPoint)) {
tile.backgroundNode.color = [CCColor whiteColor];
tile.valueLabel.color = [CCColor blackColor];
[self spellWord:tile.value];
[_word setString:[_word lowercaseString]];
CCLOG(#"%#", _word);
}
}
}
}
if (recognizer.state == UIGestureRecognizerStateChanged) {
}
if (recognizer.state == UIGestureRecognizerStateEnded) {
for (Tile *tile in self.children) {
if([tile isKindOfClass:[Tile class]]) {
CGRect tileBoundingBox = tile.boundingBox;
if (CGRectContainsPoint(tileBoundingBox, touchPoint)) {
tile.backgroundNode.color = [tile getColor:tile.value];
tile.valueLabel.color = [self getContrastColor:r green:g blue:b];
}
}
}
}
}
// allow for simultaneous gestures
- (BOOL)gestureRecognizer:(UIGestureRecognizer *) recognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
In answer to your questions:
This doesn't strike me as a coding situation that requires one to subclass UILongPressGestureRecognizer. Having said that, subclassing is often a nice way to clean up one's view controller code so you don't have gory gesture recognizer code in the view controller class. But there's nothing here (as I understand it) that demands that. You generally dive into subclassing of gesture recognizers where you need some special custom behavior (e.g. have the gesture fail if some complicated criterion fails). I'd first see if you could achieve the desired UX with standard gestures before I went down that road, though.
The only reason I could see the swipe gestures interfering with each other is that you've specified that shouldRecognizeSimultaneouslyWithGestureRecognizer should return YES. That's used in cases where you need multiple recognizers running at the same, which doesn't seem necessary here (and only a source of problems).
It's unclear to me as to whether you really wanted a separate swipe gesture or whether you just wanted a single gesture ("long press and drag"). If you needed that separate swipe gesture, though, you would generally specify the relative priority of gesture recognizers by specifying requireGestureRecognizerToFail (e.g. have the swipe require long press to fail in order for the swipe to be recognized). But if you really only have one gesture ("long press and drag"), then only one gesture recognizer is needed.
It seems unnecessary. If you want to detect movement after the long press has been recognized, you can put that "move after long press" code in the if statement for UIGestureRecognizedStateChanged in your onLongPress, which occurs after the long press has been recognized, but before the user lifts their finger. The UILongPressGestureRecognizer is a continuous gesture recognizer which will continue to get updates as the user's finger moves after the gesture was initially recognized.
I know you didn't ask for code, but if you wanted a swipe gesture, as well as a long press gesture that was, essentially, the idea of picking it up and dragging it, you could do something like the following. Note, I make the swipe gesture require the long press to fail, so if the user is long pressing, that takes precedence, otherwise it does swipe. But you may not need the swipe gesture at all, so if you don't need it, just remove it altogether:
#import <UIKit/UIGestureRecognizerSubclass.h>
- (void)viewDidLoad {
[super viewDidLoad];
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPress:)];
[self.view addGestureRecognizer:longPress];
// if you needed a second gesture, a swipe, completely distinct from the long press and drag
// gesture, you could add it like so:
//
// UISwipeGestureRecognizer *swipe = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipe:)];
// [swipe requireGestureRecognizerToFail:longPress];
// // do additional swipe configuration
// [self.view addGestureRecognizer:swipe];
}
- (void)handleSwipe:(UISwipeGestureRecognizer *)gesture
{
// do your separate swipe stuff here
}
- (void)handleLongPress:(UILongPressGestureRecognizer *)gesture
{
static UIView *tileToMove;
static CGPoint startCenter;
static CGPoint startLocation;
CGPoint location = [gesture locationInView:self.view];
switch (gesture.state) {
case UIGestureRecognizerStateBegan:
{
// find the tile
tileToMove = [self findTileToMove:location];
if (tileToMove) {
// if found, capture state ...
startCenter = tileToMove.center;
startLocation = location;
// ... and animate "pick up tile", so the user gets positive feedback
// that the drag/swipe portion of the gesture is starting.
[UIView animateWithDuration:0.25 animations:^{
tileToMove.transform = CGAffineTransformMakeScale(1.2, 1.2);
}];
} else {
gesture.state = UIGestureRecognizerStateFailed;
}
break;
}
case UIGestureRecognizerStateChanged:
{
// move the tile as the user's finger moves
CGPoint translate = CGPointMake(location.x - startLocation.x, location.y - startLocation.y);
// note, if you want to constrain the translation to be, for example, on the
// x-axis alone, you could do something like:
//
// CGPoint translate = CGPointMake(location.x - startLocation.x, 0);
tileToMove.center = CGPointMake(startCenter.x + translate.x, startCenter.y + translate.y);
break;
}
case UIGestureRecognizerStateEnded:
{
// animate "drop the tile"
[UIView animateWithDuration:0.25 animations:^{
tileToMove.transform = CGAffineTransformIdentity;
// if you want the tile to "snap" to some location having let it go,
// set the `center` or `frame` here.
}];
// clear our variables, just in case
tileToMove = nil;
startCenter = CGPointZero;
startLocation = CGPointZero;
break;
}
default:
break;
}
}
- (UIView *)findTileToMove:(CGPoint)location
{
for (UIView *tile in self.tiles) {
if (CGRectContainsPoint(tile.frame, location)) {
return tile;
}
}
return nil;
}
This might not be quite the exact UI you're looking for, but it illustrates:
How to have two gestures, where one requires the other to fail in order to establish a precedence between the gestures (and clearly only an issue if you want two distinct gestures, which you probably don't);
To not have shouldRecognizeSimultaneouslyWithGestureRecognizer method because I don't want them both to be recognized simultaneously. Note, that's only needed if you really need two gestures, which you may or may not need; and
How to have a long press that not only recognizes initial long press, but subsequent swipe/drag movement, too.
I'm writing code to move my two fingers up or down on a view to change some status. The code as below:
UISwipeGestureRecognizer *aSwipeGesture = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeGesture:)];
[aSwipeGesture setDirection:UISwipeGestureRecognizerDirectionUp | UISwipeGestureRecognizerDirectionDown];
aSwipeGesture.numberOfTouchesRequired = 2;
[self.View addGestureRecognizer:aSwipeGesture];
- (void)swipeGesture:(UISwipeGestureRecognizer *)sender {
NSLog(#"Swipe received.");
if (sender.direction==UISwipeGestureRecognizerDirectionUp) {
NSLog(#"swipe up");
} else if (sender.direction==UISwipeGestureRecognizerDirectionDown) {
NSLog(#"swipe down");
}
}
However the only print log I could receive was Swipe received as below shows. I couldn't get the message for swipe up or swipe down, did I miss anything? Thanks
ViewController.m:228 Swipe received.
ViewController.m:228 Swipe received.
ViewController.m:228 Swipe received.
ViewController.m:228 Swipe received.
ViewController.m:228 Swipe received.
ViewController.m:228 Swipe received.
Updated: I have to use two fingers to finish the swipe action.
Try this
UISwipeGestureRecognizer *aSwipeGestureUp = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeGesture:)];
[aSwipeGesture setDirection:UISwipeGestureRecognizerDirectionUp];
aSwipeGestureUp.numberOfTouchesRequired = 2;
[self.View addGestureRecognizer:aSwipeGestureUp];
UISwipeGestureRecognizer *aSwipeGestureDown = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeGesture:)];
[aSwipeGestureDown setDirection:UISwipeGestureRecognizerDirectionDown];
aSwipeGestureDown.numberOfTouchesRequired = 2;
[self.View addGestureRecognizer:aSwipeGestureDown];
sadly the API makes no sense at all, you can SET a UISwipeGestureRecognizer to recognize a swipe in any of the 4 directions, but it will not tell you what direction the swipe happened in.
they were careful enough to allow the 4 constants to be used together (it's a bitmap) but the API is just broken.
you will have to use one recognizer for each direction, a shame !
In your case you have set Direction of swipe as UISwipeGestureRecognizerDirectionUp | UISwipeGestureRecognizerDirectionDown . So in delegate callback you will receive same value for sender.direction, that is why the logs are not printed as the enum value is not matching with sender.direction value.
If you want to handle separately the up and down swipe, you need to create 2 swipe gestures with up and down swipe directions and add to your view. Then based on the direction of sender do the task.
UISwipeGestureRecognizer *Updown=[[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(handleGestureNext:)];
Updown.delegate=self;
[Updown setDirection:UISwipeGestureRecognizerDirectionDown | UISwipeGestureRecognizerDirectionUp];
[overLayView addGestureRecognizer:Updown];
UISwipeGestureRecognizer *LeftRight=[[UISwipeGestureRecognizer alloc]initWithTarget:self action:#selector(handleGestureNext:)];
LeftRight.delegate=self;
[LeftRight setDirection:UISwipeGestureRecognizerDirectionLeft | UISwipeGestureRecognizerDirectionRight];
[overLayView addGestureRecognizer:LeftRight];
overLayView.userInteractionEnabled=NO;
-(void)handleGestureNext:(UISwipeGestureRecognizer *)recognizer
{
NSLog(#"Swipe Recevied");
//Left
//Right
//Top
//Bottom
}
remove aSwipeGesture.numberOfTouchesRequired = 2; and try
In my app I have added the new Gesture Recognizers that are available in the 3.2 SDK. Everything appears to be working correctly and the response time on the screen been very fast. But for some reason when I add requireGestureRecognizerToFail to some of my gestures, there is a very visible delay when the gesture is triggered. Below is a snippet of the code that I use to create the Gesture Recognizers. Does anyone know why there is a delay and how I can fix it? I'm using requireGestureRecognizerToFail to prevent the SingleTap gesture from triggering when the user performs a DoubleTap.
- (void)createGestureRecognizers {
//Single Finger Double-Tap
UITapGestureRecognizer *singleFingerDTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleSingleDoubleTap:)];
singleFingerDTap.numberOfTapsRequired = 2;
[super addGestureRecognizer:singleFingerDTap];
//Single Finger Tap
UITapGestureRecognizer *singleFingerTap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(handleSingleTap:)];
singleFingerTap.numberOfTapsRequired = 1;
[singleFingerTap requireGestureRecognizerToFail:singleFingerDTap];
[self addGestureRecognizer:singleFingerTap];
//Two Finger Pan
UIPanGestureRecognizer *panGesture2 = [[UIPanGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePanGesture2:)];
panGesture2.maximumNumberOfTouches = 2;
[super addGestureRecognizer:panGesture2];
//Single Finger Pan
UIPanGestureRecognizer *panGesture1 = [[UIPanGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePanGesture1:)];
panGesture1.maximumNumberOfTouches = 1;
[panGesture1 requireGestureRecognizerToFail:panGesture2];
[super addGestureRecognizer:panGesture1];
[singleFingerDTap release];
[singleFingerTap release];
[panGesture1 release];
[panGesture2 release];
}
If you want to distinguish between a single and double tap, you must wait long enough to figure out that no second tap is coming before you can call it a single tap. The alternative would be to design all your single tap actions in such a way that they can asynchronously be canceled or reverted when a double tap is detected.
For example, if you have a single tap change pages and a double tap zoom, then you would have to animate a page changing on single tap, then reverse the animation and zoom instead when a second tap is detected. By then the view that handled the single tap may have moved. In most cases, that is more trouble and confusion then it is worth.