UIPageViewController with UISlider inside controller - increase hit area of slider - ios

I have multiple controllers in my PageViewController and in one controller I have a few sliders. Now there is a problem that user must touch exactly slider circle (I am not sure about right expression, thumb? - that moving part) and I would like to increase area in which reacts slider and not the whole PageViewController. I tried these solutions but it doesn't help:
thumbRectForBounds:
- (CGRect)thumbRectForBounds:(CGRect)bounds trackRect:(CGRect)rect value:(float)value
{
return CGRectInset ([super thumbRectForBounds:bounds trackRect:rect value:value], 15, 15);
}
Increase hitTest area:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if (CGRectContainsPoint(CGRectInset(self.frame, 200, 200), point) || CGRectContainsPoint(CGRectInset(self.frame, 200, 200), point)) {
return self;
}
return [super hitTest:point withEvent:event];
}
I have these methods in my custom slider class because I would like to reuse this. Last thing what I found and not tried yet is create some object layer over slider which "takes" gesture and disable PageViewController but I am not sure how to do it and I am not sure if it's good/best solution.

I am not a big fan of the UISlider component because as you noticed, it is not trivial to increase the hit area of the actual slider. I would urge you to replicate the UISlider instead using a pan gesture for a much better user experience:
i. create a slider background with a seperate UIImageView with a slider image.
ii. create the PanGesture:
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:);
[imageView addGestureRecognizer:pan];
iii. implement handlePan Method:
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
//pan (slide) begins
CGPoint translation = [recognizer locationInView:self.view];
translation.y = self.slideImage.center.y;
self.slideImage.center = translation;
if(recognizer.state == UIGestureRecognizerStateEnded) {
LTDebugLog(#"\n\n PAN, with spot: %f\n\n", self.slideImage.center.x);
//do something after user is done sliding
}
}
The big benefit of this method is that you will have a much better user experience as you can make the responsive UIImageView as big as you want.
Alternatively, you could subclass a UISlider and increase the hit space there, although in my experience this gives mixed results.
Hope this helps

In your CustomSlider class override thumbRectForBounds method:
Simply return rect value as you required:
- (CGRect)thumbRectForBounds:(CGRect)bounds trackRect:(CGRect)rect value:(float)value
{
return CGRectMake (bounds.origin.x, bounds.origin.y, yourWidthValue, yourHeightValue );
}
Change yourWidthValue and yourHeightValue as per your requirement. And then while using
Create object like below:
CustomSlider *slider = [[CustomSlider alloc] initWithFrame:CGRectMake(0, 0, 300, 20)];
[slider thumbRectForBounds: slider.bounds trackRect:slider.frame value:15.f]; // change values as per your requirements.
Hope this helps.

Create a custom thumb image which has a large empty margin and set that on your slider, like this:
[theSlider setThumbImage:[UIImage imageNamed:#"slider_thumb_with_margins"] forState:UIControlStateNormal];
To make the image, get a copy of the system thumb image using any one of a number of UIKit artwork extractors (just search the web for one). Open the thumb image in Photoshop and increase the canvas size by twice the margin you want to add. Make sure you change the canvas size and not the image size, as the image size will stretch the image to fill the new size. This will put empty space around the thumb which will be part of the hit-test area but since it is all transparent it won't change the look of the slider.

Related

How to make Clickable Image area with zoom in & out in iOS

I have an image as a background and I want to make certain parts of this image clickable with zooming in and out , Is there any way to do something like that ??
Don't create a new view for your gesture recognizer. The recognizer implements a locationInView: method. Set it up for the view that contains the sensitive region. On the handleGesture, hit-test the region you care about like this:
0) Do all this on the view that contains the region you care about. Don't add a special view just for the gesture recognizer.
1) Setup mySensitiveRect
#property (assign, nonatomic) CGRect mySensitiveRect;
#synthesize mySensitiveRect=_mySensitiveRect;
self.mySensitiveRect = CGRectMake(0.0, 240.0, 320.0, 240.0);
2) Create your gestureRecognizer:
gr = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
[self.view addGestureRecognizer:gr];
// if not using ARC, you should [gr release];
// mySensitiveRect coords are in the coordinate system of self.view
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer {
CGPoint p = [gestureRecognizer locationInView:self.view];
if (CGRectContainsPoint(mySensitiveRect, p)) {
//Add your zooming code here
} else {
NSLog(#"got a tap, but not where i need it");
}
}}
The sensitive rect should be initialized in myView's coordinate system, the same view to which you attach the recognizer.
Apple has a demo app called PhotoScroller that implements a zoomable, scrollable set of images (in a page view controller, but you don't need that.) That would be a good starting point for what you need.
Their sample apps used to be built into the Xcode docs. Since Xcode 6 I haven't seen them linked in the docs any more.
You can download PhotoScroller from Apple's online iOS Developer Library. (link)

UITapGestureRecognizer on UIView gets fired after I tap on my MPVolumeSlider

I found some questions and answers here on stackoverflow for that problem, but none of the solutions there solved my problem.
My iOS App has the ability to play some music with a nice music player. I designed it with Xcode's Interface Builder and dragged out a UIView and changed its class to MPVolumeView. Everything works fine when I'm debugging my app on my iPhone 6.
Here is my problem: I also dragged out a UITapGestureRecognizer on my whole view which contains my controls like
play/pause, next/previous track (...)
and also my MPVolumeView. When I tap on that view it should fade out and disappear. Then I added a UITapGestureRecognizer on my UIImageView which shows my artwork image of the song. When I tap this image view, it should fade in my view with all controls in int - that's working properly.
BUT: When I slide the knob of the volume slider just a little bit, or if I am just touching it, the view still disappears. It seems like my MPVolumeView is forwarding my touch or something like that. I tried setting userInteractionEnabled = false on my volume slider, but that didn't help. I also set the delegate of my gesture recognizer to self and added the
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
NSLog(#"tapped");
if([gestureRecognizer.view isMemberOfClass:[UIImageView class]]) {
return true;
}
return false;
}
function to my code, which returns true or false, depending on which view I'm tapping. When I'm accessing the gestureRecognizer.view property, it doesn't recognize my MPVolumeView, just the UIView in the background.
Here my two methods which are fired after when the TapGestureRecognizers are fired:
- (IBAction)overlayViewTapped:(UITapGestureRecognizer *)sender {
if(sender.state == UIGestureRecognizerStateEnded) {
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{ self.blackOverlayView.alpha = 0.0; self.normalTimeLabel.alpha = 1.0; }
completion:nil];
}
}
- (IBAction)imageViewTapped:(UITapGestureRecognizer *)sender {
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{ self.blackOverlayView.alpha = 1.0; self.normalTimeLabel.alpha = 0.0; }
completion:nil];
}
Please help me, I'm nearly going nuts with that ..
EDIT: My music player looks like this:
After I tap anywhere on the view (except the subviews), the view should fade out and hide everything, just show the artwork image of the song and the current elapsed time. This will look like this:
As I said - the problem is, if I just tap the volume slider or slide it just a little bit, my UITapGestureRecognizer fires and fades out my complete view. How can I prevent that?
It is behaving the way it is simply because you added the gesture recognizer to the entire UIView, which includes the volume slider and whatnot.
Instead of detecting the touch in the entire view, check to see if the touch is in the area you want it.
Create a CGRect property, I'll call it touchArea:
#property CGRect touchArea;
Then specify the size of the touchArea (you can do this in the viewDidLoad):
touchArea = CGRectMake(0.0, 240.0, 320.0, 240.0);
You will have to find out where you want this and how big it should be and replace my example values with the real ones. A simple way of cheating this is to take something like a UILabel in IB and positioning and sizing it to your desire, then go to the size inspector pane and get the x, y, width and height values.
Then, before you do your fade animation, check to see if the touch was in the touchArea:
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer
{
CGPoint touchPoint = [gestureRecognizer locationInView:self.view];
if (CGRectContainsPoint(touchArea, touchPoint))
{
//do your animation here.
}
}
As a note, I would set a BOOL to check whether or not the view is faded in or out, so you can always check before animating.

iOS: detecting touch on image within UIImageView containing multiple images

I got an UIImageView composed of two images with transparancy channel activated.
The view looks something like this:
image
I would like to be able to detect precisely the touches within the center circle and distinguish them from the ones in the outern circle.
I am thinking of a collision detection algorithm based the difference between two circles. First test in the outern layer to see if there is a collision at all and then in the inner layer. If in the inner layer then activate inner botton otherwise active outern button.
Any help or suggestion in this?
Shall I create a github repo so everyone could contribute in it?
Here something than can help you:
UIImageView *myImageView;
// In viewDidLoad, the place you are created your UIImageView place this:
myImageView.userInteractionEnabled = YES;
UITapGestureRecognizer *tapInView = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapInImageView:)];
[myImageView addGestureRecognizer:tapInView];
}
-(void)tapInImageView:(UITapGestureRecognizer *)tap
{
CGPoint tapPoint = [tap locationInView:tap.view];
CGPoint centerView = tap.view.center;
double distanceToCenter = sqrt((tapPoint.x - centerView.x)*(tapPoint.x - centerView.x) + (tapPoint.y - centerView.y)*(tapPoint.y - centerView.y) );
if (distanceToCenter < RADIUS) {
// It's in center
} else {
// Touch outside
}

iOS detect drag outside left edge of screen

In iPad when you put your finger outside top or bottom edge of screen and then drag it on screen a menu is revealed. How can I implement that?
There is specifically a Gesture Recogniser class for this, introduced in iOS 7. It's the UIScreenEdgePanGestureRecognizer. The documentation for it is here. Check it out.
To test this in the simulator, just start the drag from near the edge (~15 points).
Also, you will have to create a gestureRecognizer for each edge. You can't OR edges together, so UIRectEdgeAll won't work.
There is a simple example here. Hope this helps!
Well you can do something like this, this example is the case where you want you pan gesture to work only when the user swipes 20px inside from the right hand side of the screen
First of all add the gesture to your window
- (void)addGestures {
if (!_panGesture) {
_panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanGesture:)];
[_panGesture setDelegate:self];
[self.view addGestureRecognizer:_panGesture];
}
}
After adding the check whether the touch you recieved is a pan gesture and then perform your action accordingly
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
CGPoint point = [touch locationInView:self.view];
if (gestureRecognizer == _panGesture) {
return [self slideMenuForGestureRecognizer:gestureRecognizer withTouchPoint:point];
}
return YES;
}
Here is how you can check whether your touch is contained in the region where you want it to be
-(BOOL)isPointContainedWithinBezelRect:(CGPoint)point {
CGRect leftBezelRect;
CGRect tempRect;
//this will be the width between CGRectMaxXEdge and the screen offset, thus identifying teh region
CGFloat bezelWidth =20.0;
CGRectDivide(self.view.bounds, &leftBezelRect, &tempRect, bezelWidth, CGRectMaxXEdge);
return CGRectContainsPoint(leftBezelRect, point);
}

Swipe UILabel to alpha 0

I have a label, which I want to "swipe to delete". What I want is:
If the user touches the label, and starts dragging it to the right, the label is moving along with the finger
The more the label moves to the right, the less alpha it gets
When it reaches alpha 0, fire a method.
Any idea what the best way to implement this is?
Thanks in advance!
You'll want to use a UIPanGestureRecognizer to do this. When the gesture recognizer starts, you'll want to keep track of the starting point. You'll also want to define some amount to pan over that is considered all the way over. As the pan happens, you'll see how far over your touch has moved and move the label by that amount. You'll also determine what percentage of the way over that you've moved thru your "all the way over" distance, and set the alpha accordingly.
Once you reach the spot, you can cancel the gesture recognizer (setting its enabled property to NO) and do whatever you want to do at that point. If the user releases their touch (so the gesture recognizer ends before they drag all of the way) you'll obviously want to reset the label position and alpha at that point.
You may also want to take into account the velocity of the pan at the time it ends, and if it's over a certain velocity, go ahead and make it continue animating to the finished state at that velocity, otherwise if it's not fast enough, make it animate back to the starting state. But you may want to only bother with this after you initially implement it to see if you want this or not.
Put this in your UIViewController.
WARNING: I typed all this without XCode and never tested it. You may need to fix spelling errors and adjust numbers.
// Declare this in the anonymous category of your UIViewController
#property(nonatomic, strong) UILabel* label;
- (void)didSwipeLabel:(UISwipeGestureRecognizer*)swipe;
- (void)willRemoveLabel;
// Put the following in the usual places in .m file
- (void)viewDidLoad {
[super viewDidLoad];
self.label = [UILabel alloc] init];
self.label.font = [UIFont boldSystemFontOfSize:30.0];
self.label.text = #"SWIPE THIS LABEL TO CHANGE THE ALPHA";
[self.label sizeToFit];
[self.label addGestureRecognizer:[[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(didSwipeLabel:)]];
[self.view addSubview:self.label];
}
- (void)didSwipeLabel:(UISwipeGestureRecognizer*)swipe
{
// The value of 0.1 needs to be adjusted. Most likely it needs
// to be decreased.
if (swipe.direction == UISwipeGestureRecognizerDirectionRight) {
self.label.alpha = self.label.alpha - 0.1;
} else if (swipe.direction == UISwipeGestureRecognizerDirectionLeft) {
self.label.alpha = self.label.alpha + 0.1;
}
if (self.label.alpha <= 0.0) {
[self willRemoveLabel];
}
}
- (void)willRemoveLabel
{
NSLog(#"label should be removed");
}

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