My code inside a UIView Class that contains a UITextField named titleInput:
override func hitTest(point: CGPoint, withEvent event: UIEvent?) -> UIView? {
// Code to Dismiss the Keyboard when Pressed Outside Text Field
if !titleInput.pointInside(point, withEvent: event) {
endEditing(true)
}
// Return Original hitTest Result as Usual
return super.hitTest(point, withEvent: event)
}
I am experiencing a strange bug. When I first start the app, everything works as expected, touching outside the titleInput dismisses the keyboard. However, it brakes if I switch to a different app, and than come back to this app. After coming back to the app, clicking on the keyboard also dismisses the keyboard. Makes it difficult to type :)
Any idea why this is happening, and why it ONLY starts to happen after switching away from the app and then coming back to it? Also, is there a better way to do this same thing.
I would recommended doing it this way instead of what you are trying. This will just dismiss the keyboard when the enter/return key is pressed. I realize it is in Obj-C however the method calls are almost identical.
I usually do just this
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
view.endEditing(true)
super.touchesBegan(touches, withEvent: event)
}
Related
I am trying to make my interface feel more responsive. A UIView changes color on user touch and I want it to do so already when the View is touched.
I could implement a UITapGestureRecognizer but a tap is not what I am looking for, since it requires the touch to end before being recognized.
I imagine this to be quite simple. Or am I wrong?
Do I create a custom UIGestureRecognizer class?
Have you tried touchedBegan?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
// ...
}
super.touchesBegan(touches, with: event)
}
I'm creating a Custom Keyboard for iOS. I have 4 rows of keys, each key have two actions: Touch Down to highlight button, and Touch Up Inside to unhighlight the button in 0.4 seconds.
But at the left edge of the screen there is a zone where Touch Down event of any button makes a delay for about quarter of second to show highlight.
See the image
So to see highlighted version, I had to hold the button, or swipe right from it. The buttons are the same, no difference at all. When I switch from letters to symbols, this left edge zone also makes the same delay. I've tried to move all the keys to the right, about 20px, and they worked fine, without delay. Ok, stick to the edge back, and delay came back also. Then I noticed, that pressing the button on its right edge, about 1-2 pixels made no delay at all. So, it seems like the problem is in this left side edge zone of the screen particularly.
By the way, I am running this app on my 5S, I've tried to run it on my friend's 5C, the same problem. But when I run it in the simulator, there is no such delay.
Use new iOS 11 feature to solve this problem definitely.
var preferredScreenEdgesDeferringSystemGestures: UIRectEdge { get }
Documentation
I'm too creating a custom keyboard, and as far as I understand, that happens due to preferredScreenEdgesDeferringSystemGestures not working properly when overridden inside UIInputViewController, at least on iOS 13.
When you override this property in a regular view controller, it works as expected:
override var preferredScreenEdgesDeferringSystemGestures: UIRectEdge {
return [.left, .bottom, .right]
}
That's however not the case for UIInputViewController.
UPD: It appears, gesture recognizers will still get .began state update, without the delay. So, instead of following the rather messy solution below, you can add a custom gesture recognizer to handle touch events.
You can quickly test this adding UILongPressGestureRecognizer with minimumPressDuration = 0 to your control view.
Another solution:
My original workaround was calling touch down effects inside hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView?, which is called even when the touches are delayed for the view.
You have to ignore the "real" touch down event, when it fires about 0.4s later or simultaneously with touch up inside event. Also, it's probably better to apply this hack only in case the tested point is inside ~20pt lateral margins.
So for example, for a view with equal to screen width, the implementation may look like:
let edgeProtectedZoneWidth: CGFloat = 20
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let result = super.hitTest(point, with: event)
guard result == self else {
return result
}
if point.x < edgeProtectedZoneWidth || point.x > bounds.width-edgeProtectedZoneWidth
{
if !alreadyTriggeredFocus {
isHighlighted = true
}
triggerFocus()
}
return result
}
private var alreadyTriggeredFocus: Bool = false
#objc override func triggerFocus() {
guard !alreadyTriggeredFocus else { return }
super.triggerFocus()
alreadyTriggeredFocus = true
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesCancelled(touches, with: event)
alreadyTriggeredFocus = false
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
alreadyTriggeredFocus = false
}
...where triggerFocus() is the method you call on touch down event. Alternatively, you may override touchesBegan(_:with:).
I am developing a keybaord extension for iOS. On iOS 9 the keys react imediatelly except for keys along left edge of the keyboard. Those react with around 0.2 second delay. The reason is that the touches are simply delivered with this delay to the UIView that is root view of my keyboard. On iOS 8 there is no such delay.
My guess is that this delay is cause by some logic that is supposed to recognize gesture for opening "running apps screen". That is fine but the delay on a keyboard is unacceptable. Is there any way how to get those events without delay? Perhaps just setting delaysTouchesBegan to false on some UIGestureRecognizer?
This is for anyone using later versions of iOS (this is working on iOS 9 and 10 for me). My issue was caused by the swipe to go back gesture interfering with my touchesBegan method by preventing it from firing on the very left edge of the screen until either the touch was ended, or the system recognised the movement to not be that of the swipe to go back gesture.
In your viewDidLoad function in your controller, simply put:
self.navigationController?.interactivePopGestureRecognizer?.delaysTouchesBegan = false
The official solution since iOS11 is overriding preferredScreenEdgesDeferringSystemGestures of your UIInputViewController.
https://developer.apple.com/documentation/uikit/uiviewcontroller/2887512-preferredscreenedgesdeferringsys
However, it doesn't seem to work on iOS 13 at least. As far as I understand, that happens due to preferredScreenEdgesDeferringSystemGestures not working properly when overridden inside UIInputViewController, at least on iOS 13.
When you override this property in a regular view controller, it works as expected:
override var preferredScreenEdgesDeferringSystemGestures: UIRectEdge {
return [.left, .bottom, .right]
}
That' not the case for UIInputViewController, though.
UPD: It appears, gesture recognizers will still get .began state update, without the delay. So, instead of following the rather messy solution below, you can add a custom gesture recognizer to handle touch events.
You can quickly test this adding UILongPressGestureRecognizer with minimumPressDuration = 0 to your control view.
Another solution:
My original workaround was calling touch down effects inside hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView?, which is called even when the touches are delayed for the view.
You have to ignore the "real" touch down event, when it fires about 0.4s later or simultaneously with touch up inside event. Also, it's probably better to apply this hack only in case the tested point is inside ~20pt lateral margins.
So for example, for a view with equal to screen width, the implementation may look like:
let edgeProtectedZoneWidth: CGFloat = 20
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let result = super.hitTest(point, with: event)
guard result == self else {
return result
}
if point.x < edgeProtectedZoneWidth || point.x > bounds.width-edgeProtectedZoneWidth
{
if !alreadyTriggeredFocus {
isHighlighted = true
}
triggerFocus()
}
return result
}
private var alreadyTriggeredFocus: Bool = false
#objc override func triggerFocus() {
guard !alreadyTriggeredFocus else { return }
super.triggerFocus()
alreadyTriggeredFocus = true
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesCancelled(touches, with: event)
alreadyTriggeredFocus = false
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
alreadyTriggeredFocus = false
}
...where triggerFocus() is the method you call on touch down event. Alternatively, you may override touchesBegan(_:with:).
If you have access to the view's window property, you can access these system gesture recognizers and set delaysTouchesBegan to false.
Here's a sample code in swift that does that
if let window = view.window,
let recognizers = window.gestureRecognizers {
recognizers.forEach { r in
// add condition here to only affect recognizers that you need to
r.delaysTouchesBegan = false
}
}
Also relevant: UISystemGateGestureRecognizer and delayed taps near bottom of screen
I need to make a UIImageView animate up when the screen is tapped then back down when it hits the top.
This is the code I have got at the moment:
override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!) {
if (CGRectIntersectsRect(self.playerImagePhone.frame, self.floorImagePhone.frame)) {
UIView.animateWithDuration(0.4) {
self.playerImagePhone.center = CGPointMake(self.playerImagePhone.center.x, self.playerImagePhone.center.y - 50)
println("player jumped")
}
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
UIView.animateWithDuration(0.4) {
self.playerImagePhone.center = CGPointMake(self.playerImagePhone.center.x, self.playerImagePhone.center.y + 50)
println("player jumped")
}
}
This code is working to make it go up then back down but the problem is that it allows the user to hold their finger on the screen and the image will stay up. How can I make it go down as soon as the image is finished going up?
Thanks
touchesBegan can be called often... it probably isn't a good idea to perform your animations in there. You'll probably want to update a seperate object maintaining the animation, then once the animation is done (once the duration is over) you run another animation to bring the image back down.
As an alternative you can use also use animateWithDuration:animations:completion: and calling the down animation within the completion block.
I've seen this, but don't remember what Jedi technique exactly was used through interface builder to dismiss uikeboard when return key is pressed. Anyone knows how to do this?
Please do not post about using UITextFieldDelegate, I know that method, I'm only interested in forcing keyboard to be dismissed on return key being hit without any additional logic or protocol conformation.
Connect the IBAction with "Did End On Exit" event in your xib of your textfield
-(IBAction)textFieldDidEndOnExit:(UITextField *)sender
{
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let touch = touches.first{
view.endEditing(true)
}
}