I have a UIScrollView (with a clear background) and behind it I have a UIImage that takes up about 1/3 of the devices height. In order to initial display the image which is sitting being the scroll view I set the scrollviews contentInset to use the same height as the image. This does exactly what I want, initialing showing the image, but scrolling down will eventually cover the image with the scroll views content.
The only issue is I added a button onto of the image. However it cannot be touched because the UIScrollView is actually over the top of it (even though the button can be seen due to the clear background). How can I get this to work.
Edit:
The following solved the problem:
//viewdidload
self.scrollView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "onScrollViewTapped:"))
...
func onScrollViewTapped(recognizer:UITapGestureRecognizer)
{
var point = recognizer.locationInView(self.view)
if CGRectContainsPoint(self.closeButton.frame, point) {
self.closeButton.sendActionsForControlEvents(UIControlEvents.TouchUpInside)
}
}
Thanks for the screenshots and reference to Google maps doing what you're looking for, I can see what you're talking about now.
I noticed that the image is clickable and is scrolled over but there is no button showing on the image itself. What you can do is put a clear button in your UIScrollView that covers the image in order to make it clickable when you're able to see it. You're not going to be able to click anything under a UIScrollView as far as I can tell.
Please let me know if that works for you.
a simple solution is to reorder the views in the document out line. The higher the view in the outline, the lower the view is as a layer
Two things to test:
1) Make sure the image that contains the button has its userInteractionEnabled set to true (the default is false). Although, since the button is a subview and added on top of the ImageView (I assume) then this might not help.
2) If that doesn't help, can you instead add the button as a subview of the UIScrollView and set its position to be where the image is? This way it should stay on the image and will be hidden as the user scrolls down, but clickable since it is a child of the ScrollView.
Some code and/or images would help as well.
I think the way to do this is to subclass whatever objects are in your UIScrollView and override touches began / touches ended. Then figure out which coordinates are being touched and whether they land within the bounds of your button
e.g. in Swift this would be:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent?) {
println("!!! touchesBegan")
if var touch = touches.first {
var touchObj:UITouch = touch as! UITouch
println("touchesBegan \(touchObj.locationInView(self))") //this locationInView should probably target the main screen view and then test coordinates against your button bounds
}
super.touchesBegan(touches, withEvent:event!)
}
See :
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIResponder_Class/index.html#//apple_ref/occ/instm/UIResponder/touchesBegan:withEvent:
And:
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UITouch_Class/index.html#//apple_ref/occ/instm/UITouch/locationInView:
You should subclass UIScrollView and override -hitTest:withEvent: like so, to make sure it only eats touches it should.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *const inherited = [super hitTest:point withEvent:event];
if (inherited == self) return nil;
return inherited;
}
Also make sure to set userInteractionEnabled to YES in your image view.
There is 2 way you can checked that weather touch event is fire on UIButton or not?
Option 1 : You need to add UITapGesture on UIScrollView. while tapping on UIScrollView. Tap gesture return touch point with respect to UIScrollView. you need to convert that touch point with respect to main UIView(that is self.view) using following method.
CGPoint originInSuperview = [superview convertPoint:CGPointZero fromView:subview];
after successfully conversation, you can checked that weather touch point is interact with UIButton frame or what. if it interact then you can perform you action that you are going to perform on UIButton selector.
CGRectContainsPoint(buttonView.frame, point)
Option 2 : Received first touch event while user touch on iPhone screen. and redirect touch point to current UIViewController. where you can check interact as like in option 1 describe. and perform your action.
Option 2 is already integrated in one of my project successfully but i have forgot the library that received first tap event and redirect to current controller. when i know its name i will remind you.
May this help you.
Related
I have an app with many different buttons arranged in a calculator like, square / rectangular format. It is actually extremely similar to the default iOS calculator. There are approximately 6 rows with 4 columns each of buttons.
Problem
The problem I am having involves the buttons in the bottom row (approximately the bottom 10th of the screen on an iPhone 4). They do not behave normally when pressed in the sense that when pressed, they have to be pressed and held (for roughly just under a second) to register a "button press". This is opposed to the standard short tap.
No other buttons besides this bottom row behave in this fashion.
Additionally, if these buttons are tapped on their upper edge, they behave normally, responding as soon as they are touched. This leads me to believe that the buttons themselves are not the problems but there is some problem with the layout of my views.
It should be also noted that this problem is only present on physical devices. On the simulator, the buttons behave normally.
Context
The view containing these buttons is not the root view controller of the app. Instead it is transitioned to as so (nothing fancy here):
[self presentViewController:navController animated:YES completion:nil];
Where self is the root view controller
The view controller I am having problems with is contained within a navigation controller and is presented modally by the root view controller which you can see above.
What I have tried so far
Turning auto layout on and off: same problem
Rearranging hierarchy of views: I moved the problematic buttons on top of and behind all other
views with the same result: same problem
Multiple devices (iPhone 4, 4s, 5): same problem (although buttons respond normally on both 3.5 inch and 4 inch simulators)
Testing other apps (when buttons in this region are pressed on other apps, they behave normally)
Additional Information
Everything is laid out in Interface Builder for the problematic view controller
All of the buttons are system buttons with standard settings and are all exactly the same besides their text.
All of the elements of the screen (buttons, labels, etc. ) are subviews of the "view"
The buttons are flush against each other and should not overlap more than one or two pixels.
The problematic buttons have dimensions: 80 width X 44 height.
The problematic buttons are flush against the bottom of the screen
In addition to the buttons, there is one UIImage and several labels however these are at the top of the screen and do not overlap with any of the buttons in any way.
The cause for this issue is that Apple seems to place a GestureRecognizer at the bottom of the screen that delays touches in any other view.
After fiddling around with gesture recognizers on the App's windows I came up with a solution that incorporates a subclass of UIButton:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
BOOL inside = [super pointInside: point withEvent: event];
if (inside && !self.isHighlighted && event.type == UIEventTypeTouches)
{
self.highlighted = YES;
}
return inside;
}
The given method is getting called although touchesBegan: is called delayed. A check if the view is at the bottom of the screen may be suitable to prevent any side effects that may occur with this fix.
This sounds like an interaction between the buttons and the UIScreenEdgePanGestureRecognizer (or whatever it is) that is responsible for detecting that the user wants to bring up the system's Control Center.
There are actually two potential issues here:
There can be an interaction (i.e. conflict) between the possibility of a gesture directed at your app and a gesture directed at the system. If you have gesture recognizers, you might have to use delegate methods to mediate between them and the system's gesture recognizers.
There is a well-established bug where a tap near the screen edge (i.e. in the screen edge gesture recognizer's "zone") works but it causes the button to misbehave physically, i.e. it doesn't look as if it's been tapped even though logging shows that it has (see my answer here: https://stackoverflow.com/a/22000692/341994).
answer of Lukas in swift and deselect highlighted
extension UIButton {
public override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
var inside = super.pointInside(point, withEvent: event)
if inside != highlighted && event?.type == .Touches {
highlighted = inside
}
return inside
}
}
Swift 3 Solution
extension UIControl {
open override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
let inside = super.point(inside: point, with: event)
if inside != isHighlighted && event?.type == .touches {
isHighlighted = inside
}
return inside
}
}
I've written a full solution in swift based on Luka's answer. Just make any conflicting buttons conform to this class and the problem will be gone:
class BorderBugFixButton : UIButton {
override func awakeFromNib() {
super.awakeFromNib()
NSNotificationCenter.defaultCenter().addObserver(self, selector: "unHighlight", name: UIApplicationWillResignActiveNotification, object: nil)
}
deinit {
NSNotificationCenter.defaultCenter().removeObserver(self)
}
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
let inside = super.pointInside(point, withEvent: event)
if inside != highlighted && event?.type == .Touches {
highlighted = inside
}
return inside
}
internal func unHighlight() {
highlighted = false
}
}
P.S.: For those of you that don't like Storyboards/Xib's, just migrate the implementation of awakeFromNib() to init()
I've run into this numerous times when working with updating older Storyboards to iOS 7+, usually when the ViewController in question has a form of a UIScrollView. Double check these 2 settings in your Storyboard on the ViewController Object (Not the view, the one with the yellow circle). When I unchecked the 'Extend Edges' under top & bottom bars, the scrollView's frame was adjusted down by 64 points (height of Nav & Status bars).
After setting the space between NavBar.bottom and scrollView.top back to 0, the button started working. This might be due to the fact the scrollView.frame.bottom was 64 pixels above the bottom of the window, so touches in that area were disregarded because they were technically out of the scrollView's frame but still displayed visually for some reason.
iOS 9.3, Xcode 7.3
I would suggest that you should make a category to the UIButton class that implements Lukas' answer. For instructions on how to create a category see this post: How do I create a category in Xcode 6 or higher?
Give it an appropriate name with the traditional "+" sign, i.e. if you name it "BottomOfScreen", then the resulting file name will be "UIButton+BottomOfScreen".
If you are using objective-c, then you will get a *.h and *.m files with he new category.
*.h
#import <UIKit/UIKit.h>
#interface UIButton (BottomOfScreen)
#end
*.m
#import "UIButton+BottomOfScreen.h"
#implementation UIButton (BottomOfScreen)
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
BOOL inside = [super pointInside:point withEvent:event];
if (inside && !self.isHighlighted && (event.type == UIEventTypeTouches))
{
self.highlighted = true;
}
else
{
nil;
}
return inside;
}
#end
I was able to fix this issue by disabling delaysTouchesBegan in viewWillAppear
self.navigationController?.interactivePopGestureRecognizer?.delaysTouchesBegan = false
I've prepared this answer in the hopes that someone else might find it helpful.
My problem was a little more difficult to discover the cause, but way easier to resolve. The button in question was in a custom sideBarView and XIB with four other buttons that I had programmatically initialized and loaded into the viewController. The top four worked fine. Only the bottom didn't seem to work...
CAUSE: The CGRect defined programmatically for the custom sideBarView was actually smaller in height than the XIB needed. However, since the sideBarView wasn't clipToBounds, it showed it the lowest button, but any taps on it were registered as taps on the view below and not as taps on the lowest button.
To discover this, I checked the 3D viewer, the order of the objects in the XIB and even took comparison snaps of each of the buttons in the simulator with Color-blended layers selected and with breakpoints on didTap... it wasn't until I shortened the spaces between the constraints between each button and discovered that nothing but only the top of the lowest button would accept the tap, which gave me the clue that it was height limitation somewhere (like the initialization code).
I am subclassing a view which is the same size as my main ViewController (1024x768). This subview has a transparent background and contains buttons that are sized 50w X 50h and are positioned dynamically.
My issue is that I need to interact with content and buttons that exist beneath this view but this subview is blocking that interaction.
I've seen some posts address a similar problem, but I am unclear of the actual usage.
-pointInside:withEvent: is how iOS asks if a touch is within a particular view. If a view returns YES, iOS calls -hitTest:withEvent: to determine the particular subview of that view that was touched. That method will return self if there are no subviews at the location of that touch. So you can pass any touches that aren't on subviews back to views behind this one by implementing -pointInside:withEvent: like this:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
return ([self hitTest:point withEvent:event] != self);
}
If you need to catch some touches that aren't on subviews, your implementation will be more complicated, but this method is still the right place to tell iOS where your view is and accepts touch events.
Did you try to set userInteractionEnabled to YES or NO?
If all else fails you can bring those subviews to the front programmatically using
[self.view bringSubviewToFront:buttonToClick];
I have a Custom Scroll View, subclassing UIScrollView. I have added a scroll view in my viewcontroller nib file and changed its class to CustomScrollView. Now, this custom scroll view (made from xib) is added as a subview on self.view.
In this scroll view, I have 3 text fields and 1 UIImageView(named signImageView) added from xib. On clicking UIImageView (added a TapGestureRecogniser), a UIView named signView is added on the custom scroll view. I want to allow User to sign on this view, So I have created a class Signature.m and .h, subclassing UIView and implemented the touches methods (touchesBegan, touchesMoved and touchesEnded) and initialised the signView as follows:
signView = [[Signature alloc]initWithFrame:signImageView.frame];
[customScrollView addSubview:signView];
But when I start signing on the signView, the view gets scrolled and hence the touches methods don't get called.
I have tried adding signView on self.view instead of custom scroll view, but in that case the view remains glued to a fixed position when I start scrolling. (Its frame remains fixed in this case)
Try setting canCancelContentTouches of the scrollView to NO and delaysContentTouches to YES.
EDIT:
I see that similiar question was answered here Drag & sweep with Cocoa on iPhone (the answer is exactly the same).
If the user tap-n-holds the signView (for about 0.3-0.5 seconds) then view's touchesBegan: method gets fired and all events from that moment on go to the signView until touchesEnded: is called.
If user quickly swipes trough the signView then UIScrollView takes over.
Since you already have UIView subclassed with touchesBegan: method implemented maybe you could somehow indicate to user that your app is prepared for him to sign ('green light' equivalent).
You could also use touchesEnded: to turn off this green light.
It might be better if you add signImageView as as subView of signView (instead of to customScrollView) and hide it when touchesBegan: is fired). You would add signView to customScrollview at the same place where you add signImageView in existing code instead.
With this you achieve that there is effectively only one subView on that place (for better touch-passing efficiency. And you could achieve that green light effect by un-hiding signImageView in touchesBegan:/touchesEnded:
If this app-behaviour (0.3-0.5s delay) is unacceptable then you'd also need to subclass UIScrollView. There Vignesh's method of overriding UIScrollView's touchesShouldBegin: could come to the rescue. There you could possibly detect if the touch accoured in signView and pass it to that view immediately.
When ever you add a scrollview in your view hierarchy it swallows all touches.Hence you are not getting the touches began. So to get the touches in your signon view you will have to pass the touches to signon view. This is how you do it.
We achieved this with a UIScrollView subclass that disables the pan gesture recogniser for a list of views that you provide.
class PanGestureSelectiveScrollView: UIScrollView {
var disablePanOnViews: [UIView]?
override func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
guard let disablePanOnViews = disablePanOnViews else {
return super.gestureRecognizerShouldBegin(gestureRecognizer)
}
let touchPoint = gestureRecognizer.location(in: self)
let isTouchingAnyDisablingView = disablePanOnViews.first { $0.frame.contains(touchPoint) } != nil
if gestureRecognizer === panGestureRecognizer && isTouchingAnyDisablingView {
return false
}
return true
}
}
I currently have a map view with some annotation on it. I have the annotation with custom images. The problem I am trying to fix is the sensitivity of the images. When I try to drag them, it feels like I have to touch the exact center for it to be focused on. Is there a way to make the touch bounds bigger?
To do this, you need to subclass MKAnnotationView to create your own custom MKAnnotationView. In your subclass, override the following functions:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent*)event
{
// Return YES if the point is inside an area you want to be touchable
}
- (UIView*)hitTest:(CGPoint)point withEvent:(UIEvent*)event
{
// Return the deepest view that the point is inside of.
}
This allows interactive views (such as buttons, etc.) to be pressed. The default implementation in MKAnnotationView is not strict on pointInside and hitTest because it allows presses that are actually inside one annotation to get sent to a different annotation. It does this by figuring out the closest annotation center to the touch-point and sending the events to that annotation, this is so that close-together (overlapping) annotations don't block each other from being selected. However, in your case you probably want to block other annotations if the user is to select and drag the topmost annotation, so the above method is probably what you want, or else it will set you on the right path.
EDIT:
I was asked in comments for an example implementation of hitTest:withEvent: - This depends on exactly what you are trying to achieve. The original question suggested touching and dragging images within the annotation whereas in my case I have some buttons inside the annotation that I want to be interactive. Here's my code:
- (UIView*)hitTest:(CGPoint)point withEvent:(UIEvent*)event
{
UIView* hitView = [super hitTest:point withEvent:event];
if (hitView != nil)
{
// ensure that the callout appears above all other views
[self.superview bringSubviewToFront:self];
// we tapped inside the callout
if (CGRectContainsPoint(self.resultView.callButton.frame, point))
{
hitView = self.resultView.callButton;
}
else if (CGRectContainsPoint(self.resultView.addButton.frame, point))
{
hitView = self.resultView.addButton;
}
else
{
hitView = self.resultView.viewDetailsButton;
}
[self preventSelectionChange];
}
return hitView;
}
As you can see it's quite simple - The MKAnnotationView implementation (called as super on the first line of my implementation) only returns the first (outermost) view, it does not drill down through the view hierarchy to see which sub-view the touch is actually inside. In my case I just check if the touch is inside one of three buttons and return those. In other circumstances you may have simple rectangle-based drilling down through the hierarchy or more complex hit tests for example to avoid transparent areas within your view to allow touches to pass through those parts. If you do need to drill down, CGRectContainsPoint can be used the same way I have used it, but remember to offset your points into local view coordinates for each view-level you drill into.
The preventSelectionChange method is to prevent my custom annotation from becoming selected, I am using it as a customisable/interactive callout from map pins and this keeps the pin it relates to selected instead of allowing the selection to change to this annotation.
Did you subclass MKAnnotationView or did you change the just set the image property of it?
Here's the documentation for setting the image property.
Discussion:
Assigning a new image to this property also changes the size of the view’s frame so that it matches the width and height of the new image. The position of the view’s frame does not change.
Check the size of the frame of your annotation view, which is where your object can receive touches.
I implemented something similar in the following manner
Create a subclass of the Gesture Recognizer class that handles touches
Create a subclass of the UIImage class, this class uses the recognizer class to handle your gestures
Use this in the annotation
The gesture recognizer subclass will handle your gestures if you perform them at any point in the image. This should help you.
Keep us updated on whether this solution worked for u...
#jhabbott solution never worked for me, as I mentioned here.
I have an image and a label side by side. The image was shown by setting annotationview image property, and the label by adding an UILabel
I redirected the func point(inside:with:) method to the UILabel one (which included the image zone) and hitTest did return exactly the same view whether I clicked on the label or the image. But label click did not produce any callback...
Finally, I ended up by enlarging the MKAnnotationView frame to enclose label + image, I set annotationView.image to nil, and I created my custom UIImageView.
Because I wanted the anchor point at the middle of the image, I had to set a custom one :
self.frame = CGRect(x: 0, y: 0, width:
self.myLabel.frame.width, height: self.myLabel.frame.height)
self.centerOffset = CGPoint(x: self.frame.width/2, y: self.myImageView.frame.height/2)
Then I deleted point(inside:with:) and hitTest(point:with:) overrides that did nothing.
And now, for the first time, my annotation view is completely reactive.
Hey everyone. I've searched the web and really haven't found a problem quite like this. My set up is as follows: I am trying to make an app where a user drags uiimageviewss on a uiview inside a uiscrollview (which can zoom in), but also drag the image to a trashcan to be deleted. When the scrollview is zoomed in, the user can still drag because I have subclassed uiimageview and overridden the touchesMoved method. I want the user to be able to drag the uiimageviews to a trashcan in the bottom right corner of the screen. What I implemented already works when the uiscrollview is normal zoom scale, but when you zoom in you cannot drag the image to the trashcan, because well, the trashcan is a subview of the controller's view itself (this was so that it wouldn't zoom with the uiview) and of course is not in the right coordinates of the screen for the uiscrollview.
I've found a view method called ConvertRect that converts a rectangle to the coordinates of whatever view you give to the method, but this doesn't seem to be working. I do a check within each mapimage(the imageview subclass) that checks the frame of the uiimageview intersects the frame of the trashcan. So I try this method before I do that check, but like I said it doesn't seem to be working.
So with all that complicatedness, let me say in a nutshell my problem. I want to drag images over to a trashcan regardless of what zoom level at uiscrollview is at. I can make the trashcan part of the uiscrollview but I need a way to make it keep in the bottom right corner and also not zoom when the uiscrollview does. Any ideas would be so greatly appreciated, thanks guys. :)
I had the exact same challenge.
In can just describe it in short:
When you start dragging the image REMOVE it from the UISCrollView and add it as a subview the the main view of your ViewController.
make sure that the image won't get lost in the process (means: someone still retaining it).
While dragging, constantly check to see if your image entered or left the boundaries of the trash can. you can do it with the method bellow:
-(void) checkForTrashCan
{
CGRect rect = [self.delegate.trashCan convertRect:self.view.frame fromView:self.view.superview];
if ([self.delegate.trashCan rectIntersectBounds:rect])
{
if (NOT self.isInTrashMode)
{
[self enterTrashMode];
}
}
else
{
if (self.isInTrashMode)
{
[self exitTrashMode];
}
}
}
When the method rectIntersectBounds is just a simple extension method for UIView class that i wrote:
-(BOOL) rectIntersectBounds : (CGRect) rect
{
return CGRectIntersectsRect(self.bounds, rect);
}
When the drag ended check if your view is inside the trash can, and act according to the result.