Add a UITapGestureRecognizer to a subview - ios

I have been searching for hours ... Needless to say, I'm rather new in programming.
My goal is to display a subview programmatically and to remove it by tapping on it.
Already working: Displaying the subview and removing it by tapping on the view (code below).
Doesn't work - whatever I try: Removing the subview by tapping exclusively on the subview.
Thanks for your help!
My .h-file:
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
UIImageView *canvas;
UIImageView *square;
}
#property (nonatomic, strong) UIImageView *canvas;
#property (nonatomic, strong) UIImageView *square;
#property (nonatomic) NSUInteger numberOfTouchesRequired;
- (void)handleSingleTap: (UITapGestureRecognizer *)singleTapGestureRecognizer;
#end
My .m-file:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize canvas;
#synthesize square;
- (void)handleSingleTap: (UITapGestureRecognizer *)singleTapGestureRecognizer {
NSLog(#"tapGesture");
[square removeFromSuperview];
}
- (void)loadView {
canvas = [[UIImageView alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame]];
[canvas setImage:[UIImage imageNamed:#"canvas.png"]];
self.view = canvas;
square = [[UIImageView alloc] initWithFrame:CGRectMake(170, 320, 40, 40)];
[square setImage:[UIImage imageNamed:#"square.png"]];
[self.view setUserInteractionEnabled:YES];
[canvas addSubview:square];
NSLog(#"square");
}
- (void)viewDidLoad {
[super viewDidLoad];
UITapGestureRecognizer *singleTapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap:)];
NSLog(#"initialize");
singleTapGestureRecognizer.numberOfTapsRequired = 1;
NSLog(#"number of taps");
[self.view addGestureRecognizer:singleTapGestureRecognizer];
NSLog(#"square gestureRecognizer");
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end

If you want to remove a subview exclusively, when you tap on that view, then you will need to add tap gesture on that view
[square addGestureRecognizer:singleTapGestureRecognizer];
rather than
[self.view addGestureRecognizer:singleTapGestureRecognizer];
Edit
Also you will need to setUserInteractionEnabled to YES of UIImage because UIImage's setUserInteractionEnabled is default to NO.
[square setUserInteractionEnabled:YES];

Instead of
[self.view addGestureRecognizer:singleTapGestureRecognizer];
you should say
[square addGestureRecognizer:singleTapGestureRecognizer];

Related

UITapGestureRecognizer not working on custom UIView class

I've made a custom view class. I'm initializing it in my view controller class. I've enabled user interaction then also it's not working. I've searched it in similar questions but most of them say to enable user interaction.
Here's the code I've written.
#interface ProfileCreatorViewController (){
SectionTitleView *ProfileTitle;
CGRect mainFrame;
}
#end
#implementation ProfileCreatorViewController
- (void)viewDidLoad {
[super viewDidLoad];
mainFrame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y + NAVBAR_HEIGHT, self.view.frame.size.width, self.view.frame.size.height);
CGRect profileFrame = CGRectMake(mainFrame.origin.x + 5, mainFrame.origin.y, mainFrame.size.width - 20, 50);
ProfileTitle = [[SectionTitleView alloc]initWithFrame:profileFrame withTitle:#"Profile" withUnderLineColor:[UIColor blackColor] withDownButton:[UIImage imageNamed:#"rightArrow"]];
[self.view addSubview:ProfileTitle];
UITapGestureRecognizer *recog = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(downButtonClicked)];
[ProfileTitle addGestureRecognizer:recog];
ProfileTitle.userInteractionEnabled = YES;
}
-(void) downButtonClicked{
NSLog(#"clicked");
}
You can check couple of things here
profileFrame's height and width are not very small (print profileFrame)
ProfileTitle is not complete transparent (Gesture will also not work when view's alpha is very close to 0)
ProfileTitle is not obscured by any other view (use visual debugger for that)
#interface ProfileCreatorViewController ()<UIGestureRecognizerDelegate>{
SectionTitleView *ProfileTitle;
CGRect mainFrame;
}
#end
#implementation ProfileCreatorViewController
- (void)viewDidLoad {
[super viewDidLoad];
mainFrame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y + NAVBAR_HEIGHT, self.view.frame.size.width, self.view.frame.size.height);
CGRect profileFrame = CGRectMake(mainFrame.origin.x + 5, mainFrame.origin.y, mainFrame.size.width - 20, 0);
ProfileTitle = [[SectionTitleView alloc]initWithFrame:profileFrame withTitle:#"Profile" withUnderLineColor:[UIColor blackColor] withDownButton:[UIImage imageNamed:#"rightArrow"]];
[self.view addSubview:ProfileTitle];
UITapGestureRecognizer *recog = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(downButtonClicked:)];
recog.delegate=self;
[ProfileTitle addGestureRecognizer:recog];
ProfileTitle.userInteractionEnabled = YES;
}
-(void) downButtonClicked:(UITapGestureRecognizer *)sender{
NSLog(#"clicked");
}
Add a delegate and change your method signature
Try these..
create property of your custom view like these..and also import it in your ProfileCreatorViewController.h file like these..
#import "SectionTitleView.h"
#property (nonatomic , strong) SectionTitleView *previewView;
Add UIGestureRecognizerDelegate
#interface ProfileCreatorViewController ()<UIGestureRecognizerDelegate>
{
SectionTitleView *ProfileTitle;
CGRect mainFrame;
}
set NumberOfTapsRequired if you want
UITapGestureRecognizer *recog =
[[UITapGestureRecognizer alloc]initWithTarget:self
action:#selector(downButtonClicked:)];
ProfileTitle.userInteractionEnabled = YES;
[recog setNumberOfTapsRequired:1]; //No. of taps..
[ProfileTitle addGestureRecognizer:recog];
and also its method
-(void) downButtonClicked:(UITapGestureRecognizer*)gesture
{
NSLog(#"Taped");
}
i hope it helps..
You need the UIGestureRecognizerDelegate inside the header file.
Also create a property to hold the UITapGestureRecognizer inside:
#property (strong, nonatomic) UITapGestureRecognizer tapGesture;
You also shouldn't create the UITapGestureRecognizer inside the parent class. The ProfileTitle should generate this by itself. So you'd better insert the code inside viewDidLoad inside SectionTitleView.
FYI: And don't use capitalized variable names

Adding action to custom uiview

I have been trying to do this simple thing : adding an action to a simple custom view. I have looked over the internet and found two "easy" solution :
UITapGestureRecognizer
UIButton
I want to do this programmatically and I just need to handle the tap.
Here is my code so far, I've tried both solutions separately and together and it doesn't work !
.m
#import "AreaView.h"
#implementation AreaView
#define GREY 27.0/255.0
#define PINK_R 252.0/255.0
#define PINK_G 47.0/255.0
#define PINK_B 99.0/255.0
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity
{
self = [self initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor colorWithRed:GREY green:GREY blue:GREY alpha:1];
self.userInteractionEnabled=YES;
//Init variables
_areaName=areaName;
_capacity=capacity;
_minimumSpending=minimumSpending;
//Image view
_logoImageView = [[UIImageView alloc]initWithFrame:CGRectMake(5, 4, 66, 50)];
//_logoImageView.image = [UIImage imageNamed:imageName];
_logoImageView.backgroundColor = [UIColor grayColor];
//Label
_areaNameLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 54, 76, 18)];
_areaNameLabel.textAlignment = NSTextAlignmentCenter;
_areaNameLabel.textColor = [UIColor whiteColor];
_areaNameLabel.font = [UIFont systemFontOfSize:12.0];
_areaNameLabel.text = areaName;
//button
_button = [[UIButton alloc]initWithFrame:self.bounds];
_button.userInteractionEnabled=YES;
_button.backgroundColor=[UIColor yellowColor];
[_button addTarget:self action:#selector(handleTap:) forControlEvents:UIControlEventTouchUpInside];
//tap gesture racognizer
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapRecognizer setNumberOfTapsRequired:1];
[tapRecognizer setDelegate:self];
[self addGestureRecognizer:tapRecognizer];
[self addSubview:_logoImageView];
[self addSubview:_areaNameLabel];
[self addSubview:_button];
}
return self;
}
-(void)handleTap:(UIButton *)button
{
NSLog(#"tapped!");
}
-(void)tapped:(UITapGestureRecognizer *)recognizer
{
NSLog(#"tapped!");
}
#end
.h
#import <UIKit/UIKit.h>
#interface AreaView : UIView <UIGestureRecognizerDelegate>
#property (nonatomic) UIImageView *logoImageView;
#property (nonatomic) UILabel *areaNameLabel;
#property (nonatomic) NSString *areaName;
#property (nonatomic) int minimumSpending;
#property (nonatomic) int capacity;
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity;
#property (nonatomic, strong) UIButton *button;
#end
Thanks for your help!
EDIT
The problem is that both handleTap and tapped are never fired even if I comment the button solution or the tap gesture one to test them separately. For the button implementation, I can see it on my interface but clicking on it does nothing.
My UIView is then added programmatically several times (for several views) in a UIScrollview.
EDIT 2
The problem is more complicate than that. The custom view is inside a scrollview which is inside another different custom view whose main function is to rewrite hittest, so that touches on this view are held by the scrollview. (Here is the purpose of all that).
It seems that as long as hittest is involved, it doesn't work.
Implement this delegate method, which will help you.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
id touchedView = gestureRecognizer.view;
if ([touchedView isKindOfClass:[UIButton class]])
{
return NO; //It won't invoke gesture method, But it'll fire button method.
}
return YES;
}
I'm not sure why your UIButton and UITapGestureRecognizer selectors aren't firing. However another option to handle taps on a view is to simply override the touchesEnded:withEvent method:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
//handle a tap
}
That way, you won't have to create a UIButton or a UITapGestureRecognizer object at all.

How to set text of another class? [duplicate]

This question already has answers here:
Passing data between view controllers
(45 answers)
Closed 8 years ago.
What I have is menu at the top (vertical slider). On the top I have button, on clicking this button, the view will get scroll down and display the menu.
For this what I am doing is creating a view and showing it at top.
Now when I click on the button, I am planning to change the frame of top view with animation.
I am able to handle the frame and animation, however problem I am facing is setting the text to the right label and left button.
Below is the dropbox link to download the sample project. Any idea/ solution will be appreciated.
https://www.dropbox.com/s/pdaelw2k8ljnaki/TwoView.zip
What I tried is below code
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
However still on the right side I see products only.
Full Code
CommonViewController.h
#import <UIKit/UIKit.h>
#interface CommonViewController : UIViewController
#property (retain, nonatomic) IBOutlet UIView *topView;
#property (retain, nonatomic) IBOutlet UILabel *rightSideLabel;
#property (retain, nonatomic) IBOutlet UIButton *leftSideButton;
#property (retain, nonatomic) IBOutlet UIButton *middleButton;
#property (retain, nonatomic) IBOutlet UIImageView *topImageView;
#property (nonatomic, assign) CommonViewController *parentObject;
#end
CommonViewController.m
#import "CommonViewController.h"
#interface CommonViewController ()
#end
#implementation CommonViewController
#synthesize topView, rightSideLabel, leftSideButton, middleButton, topImageView, parentObject;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
topView = [[UIView alloc] initWithFrame:CGRectMake(0, -416, 320, 460)];
topImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
topImageView.image = [UIImage imageNamed:#"top_bar_bg4.png"];
middleButton = [UIButton buttonWithType:UIButtonTypeCustom];
[middleButton setFrame:CGRectMake(120, topView.frame.size.height-44, 80, 44)];
[middleButton setBackgroundImage:[UIImage imageNamed:#"slide_arrow_open.png"] forState:UIControlStateNormal];
leftSideButton = [UIButton buttonWithType:UIButtonTypeCustom];
[leftSideButton setFrame:CGRectMake(0, topView.frame.size.height-44, 80, 44)];
[leftSideButton setTitle:#"BACK" forState:UIControlStateNormal];
[leftSideButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
rightSideLabel = [[UILabel alloc] initWithFrame:CGRectMake(200, topView.frame.size.height-40, 110, 40)];
rightSideLabel.text = #"PRODUCTS";
rightSideLabel.textColor = [UIColor whiteColor];
rightSideLabel.backgroundColor = [UIColor clearColor];
[topView addSubview:topImageView];
[topView addSubview:middleButton];
[topView addSubview:leftSideButton];
[topView addSubview:rightSideLabel];
[self.view addSubview:topView];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
bViewController.h
#import <UIKit/UIKit.h>
#import "CommonViewController.h"
#interface bViewController : CommonViewController
#end
bViewController.m
#import "bViewController.h"
#interface bViewController ()
#end
#implementation bViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.view.backgroundColor = [UIColor lightGrayColor];
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
What I want to do is keep common things in CommonViewController
Below is what I did...
In bViewController.m, I added below.
[[NSUserDefaults standardUserDefaults] setValue:#"New Value Here" forKey:#"notValue"];
[[NSUserDefaults standardUserDefaults] synchronize];
[[NSNotificationCenter defaultCenter] postNotificationName:#"ChangeRightSideLabel" object:self];
And in CommonViewController.m, viewDidLoad
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(receiveTestNotification:) name:#"ChangeRightSideLabel" object:nil];
- (void) receiveTestNotification:(NSNotification *) notification
{
// [notification name] should always be #"TestNotification"
// unless you use this method for observation of other notifications
// as well.
if ([[notification name] isEqualToString:#"ChangeRightSideLabel"]) {
NSLog (#"Successfully received the test notification!");
trightSideLabel = [[NSUserDefaults standardUserDefaults] valueForKey:#"notValue"];
rightSideLabel.text = trightSideLabel;
}
}
You have to respect MVC design Pattern approach. So instead of "newClass.rightSideLabel.text = #"NEW VALUE HERE";" You have to write :
in NewClass.h:
-#property(strong,nonatomic) stringText;
in NewClass.m:(ViewDidLoad Method)
-rightSideLabel.text=stringText;
in the current class:
-newClass.stringText= #"NEW Value HERE";
You need to make a string property for CommonViewController and assign the text to it.
And in CommonViewController's ViewDidLoad set that text to rightSideLabel.

UIView setNeedsDisplay doesn't work

Simple code is here:
Custom MyButton.h
#interface PaiLifeReadingListButton : UIButton
#property (strong, nonatomic) UIImageView *logoImageView;
#end
Custom MyButton.m
#implementation PaiLifeReadingListButton
#synthesize logoImageView = _logoImageView;
-(id)init
{
_logoImageView = [[UIImageView alloc] initWithFrame:CGRectMake(33.0, 20.0, 80.0, 80.0)];
[_logoImageView setImage:[UIImage imageNamed:#"pic"]];
[self addSubview: _logoImageView];
}
#end
Custom MyView.h:
#property (strong, nonatomic) Mybutton *mybutton;
Custom MyView.m:
-(id) init
{
myButton = [[MyButton alloc] init];
[self addSubview:myButton];
}
ViewController.m:
#synthesize myView;
- (void)viewDidLoad
{
myView = [[Myview alloc] init];
[myView.myButton addTarget:self action:#selector(pressed:) forControlEvents:UIControlEventTouchDown];
self.view = myView;
}
-(void)pressed : (MyButton *)button
{
UIImageView *newImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"other-pic"] highlightedImage:nil];
myView.myButton.logImageView = newImageView;
[self.view setNeedsDisplay]; //----this does not work
}
When I press the button, the imageview does not change. How can I fix this?
Thank you very much!
First thing , you don't need setNeedsDisplay here. setNeedsDisplay is used for redrawing the view (it internally calls the drawRect: method of the view if required) which is not what you want.
Second, you have given the class of your button as MyButton,but in the actual .h and .m files, it is given as #interface PaiLifeReadingListButton and #implementation PaiLifeReadingListButton respectively.
Another thing, the view and button is not initialized with a frame. But I assume you have done that already, since your only problem is the image view not changing.
In your code in pressed method you should change views in the hierarchy, but you change only the object member. You can do something like
myView.myButton.logImageView.image = [UIImage imageNamed:#"other-pic"];

UIScrollView with image

Is it possible to use a UIScrollView to see an image that is about 800px long? I tried using a UIScrollView and the UIImageView but it's not scrolling. Anybody can help please?
Use:
UIScrollView *yourScrollview = [[UIScrollView alloc] initWithFrame:(CGRect){{0,0}, {320,480}}];
UIImageView *yourImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"yourImageHere.png"]];
yourImageView.frame = yourScrollview.bounds;
yourScrollview.contentSize = yourImageView.frame.size;
yourScrollview.minimumZoomScale = 0.4;
yourScrollview.maximumZoomScale = 4.0;
[yourScrollview setZoomScale:yourScrollview.minimumZoomScale];
yourScrollview.delegate = self;
[self.view addSubview:yourScrollview];
Don't forget to add UIScrollViewDelegate in your .h file
Note: ARC code
1. Create a new Project -> Single View Application
2. Put the follow code into:
"ViewController.m"
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
-(void) viewDidLoad
{
[super viewDidLoad];
UIScrollView * scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
[scrollView setContentSize:CGSizeMake(320, 800)];
UIView * myView = [[UIView alloc] initWithFrame : CGRectMake(0, 0, 320, 800)];
UIImageView * myImage = [[UIImageView alloc]initWithImage : [UIImage imageNamed:#"Test.png"]];
[myView addSubview: myImage];
[myImage release];
[scrollView addSubview: myView];
[myView release];
[self.view addSubview: scrollView];
[scrollView release];
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
#end
3. Put the Image "Test.png" into your Project (Drag Drop into Xcode -> Folder:Supporting Files)
If it is not panning it means you forgot to set the contentSize property. I have a tutorial on my website that shows how to embed a UIImageView inside a UIScrollView and set it up for both panning and zooming. It includes complete downloadable source code. See Panning and Zooming with UIScrollView
#interface ZoomViewController : UIViewController <uiscrollviewdelegate> {
IBOutlet UIScrollView *scroll;
UIImageView *image;
}
#property (nonatomic, retain) UIScrollView *scroll;
#end
</uiscrollviewdelegate></uikit>
Once check your Viewdidload method.
- (void)viewDidLoad {
image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"img_body.png"]];
[super viewDidLoad];
image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"img_body.png"]];
scroll.contentSize = image.frame.size;
[scroll addSubview:image];
scroll.minimumZoomScale = 0.4;
scroll.maximumZoomScale = 4.0;
scroll.delegate = self;
[scroll setZoomScale:scroll.minimumZoomScale];
[super viewDidLoad];
}

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