UIView blocking UIScrollView's gesture recognizer - ios

Hi I have a UIView on top of a UIScrollView like this. The UIView is a container that is itself transparent but has many subviews which are not.
-------------------------
- UIScrollView -
- -
- ------------- -
- - UIView - -
- ------------- -
-------------------------
The UIView is transparent but it prevents the UIScrollView from scrolling when touched. Some of the subviews are buttons so they have tap gestures that override the scrolling action but the transparent gaps in the frame of the UIView still blocks the scrolling gesture. Is there a way to prevent this from happening? I would still like to use it as a container to hold my other subviews.

You should not set userInteractionEnabled to NO hence you want it intractable. I think the right way is to subclass a UIView and override - pointInside: withEvent: like below.
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
CGPoint localPoint = [self convertPoint:point fromView:self];
for (UIView *subview in self.subviews) {
if ([subview pointInside:localPoint withEvent:event]) {
return YES;
}
}
return NO;
}
Use this view you can interact with subviews inside the view and scroll scroll view if not touch on subviews.

Thanks for the answers guys. But I found this solution which worked well for me:
How to get touches when parent view has userInteractionEnabled set to NO in iOS

Set userInteractionEnabled to FALSE on your view inside the scroll view.
myView.userInteractionEnabled = FALSE;

Related

iOS How to make UIButton below UICollectionView receive touch?

I have next structure
UView -
- UIView2 with Button
- CollectionView - which overlap UIView2 and has contentInset
I can't make to Button receive touch events.
I try pointInside with check clear color (collectionView has backgroundColor is set to clear color)
But i need to scroll work event on blue part (UIView2)
So, i need then i touch collectionView touch also receive a UIButton
Is it possible?
Why does your collection view need to overlap the button? Anyway, you can try overriding HitTest in UIView like this:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
CGPoint pointInUIView2 = [UIView2 convertPoint:point fromView:self];
if ([UIView2 pointInside:pointInUIView2 withEvent:event])
{
return UIView2;
}
else
{
return [super hitTest:point withEvent:event];
}
}

How to make the subview outside the bounds recognize the touches

I have a view with a subview. When a button in the subview is tapped, the subview expands outside the bounds of a view, presenting couple of other buttons. However, I cannot find a way to interact with them.
I found a code at Apple's site:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
// Convert the point to the target view's coordinate system.
// The target view isn't necessarily the immediate subview
CGPoint pointForTargetView = [self.targetView convertPoint:point fromView:self];
if (CGRectContainsPoint(self.targetView.bounds, pointForTargetView)) {
// The target view may have its view hierarchy,
// so call its hitTest method to return the right hit-test view
return [self.targetView hitTest:pointForTargetView withEvent:event];
}
return [super hitTest:point withEvent:event];
}
However, I cannot understand how should I use it, so that my subview will recognize the touches.
Any help would be greately appreciated.
You need to subclass the UIView or which ever class you need and override that method. Then create an object of that subclass and use it. It will then recognize the touches.

Ignoring touch events on UIView except for the Buttons on them.

I have a MainViewController(A) and another DetailedViewController(B) as its subview. In "B" I have a UIView containing some UIControls like a UIButton, UILabel and some UIViews.
I need to ignore all the touch events within this UIView except for Button clicks and I have to remove the subView if clicked outside the UIView.
How can I accomplish this ?
A option might be to set a custom view in the detail view controller.
In that view you can override the hittest function.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *resultView = [super hitTest:point withEvent:event];
if (![resultView isKindClass:[UIButton class]])
{
resultView = nil;
}
return resultView;
}
Touches not on the buttons will than be ignored. But if you have a scroll view under it and you will start dragging on the buttons the scrollview will be ignored.

Draggable UIView stops posting touchesBegan after being added to UIScrollView

In Xcode 5.1 I have created a simple test app for iPhone:
The structure is: scrollView -> contentView -> imageView -> image 1000 x 1000 on the top.
And on the bottom of the single view app I have seven draggable custom UIViews.
The dragging is implemented in Tile.m with touchesXXXX methods.
My problem is: once I add a draggable tile to the contentView in my ViewController.m file - I can not drag it anymore:
- (void) handleTileMoved:(NSNotification*)notification {
Tile* tile = (Tile*)notification.object;
//return;
if (tile.superview != _scrollView && CGRectIntersectsRect(tile.frame, _scrollView.frame)) {
[tile removeFromSuperview];
[_contentView addSubview:tile];
[_contentView bringSubviewToFront:tile];
}
}
The touchesBegan isn't called for the Tile anymore as if the scrollView would mask that event.
I've searched around and there was a suggestion to extend the UIScrollView class with the following method (in my custom GameBoard.m):
- (UIView*)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView* result = [super hitTest:point withEvent:event];
NSLog(#"%s: %hhd", __PRETTY_FUNCTION__,
[result.superview isKindOfClass:[Tile class]]);
self.scrollEnabled = ![result.superview isKindOfClass:[Tile class]];
return result;
}
Unfortunately this doesn't help and prints 0 in debugger.
The problem is, partly, because user interactions are disabled on the content view. However, enabling user interactions disables scrolling as the view captures all touches. So here is the solution. Enable user interactions in storyboard, but subclass the content view like so:
#interface LNContentView : UIView
#end
#implementation LNContentView
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView* result = [super hitTest:point withEvent:event];
return result == self ? nil : result;
}
#end
This way, hit test passes only if the accepting view is not self, the content view.
Here is my commit:
https://github.com/LeoNatan/ios-newbie
The reason Tile views don't get touches is that scroll view's pan gesture recogniser consumes the events. What you need is, attach a UIPanGestureRecongnizer to each of your tiles and configure them as follows:
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)]; // handle drag in pan:method
[tile addGestureRecognizer:pan];
UIPanGestureRecognizer *scrollPan = self.scrollView.panGestureRecognizer;
[scrollPan requireGestureRecognizerToFail:pan];
Here you let scroll view's pan gesture recogniser know that you only wish scrolling to happen if none of the tiles are bing dragged.
I've checked the approach — it does work indeed. Regarding your code, you'll need to handle all touches in the gesture recogniser rather than Tile view because touch events may be consumed/delayed by hit-tested view's gesture recogniser before they reach the view itself. Please refer to UIGestureRecognizer documentation to learn more about the topic.
It looks as ir one of the views in the hierarchy is capturing the events.
Have a look at the section
The Responder Chain Follows a Specific Delivery Path
Of the Apple doc's here
Edit:
Sorry I was writing from memory. This is how i resolved a similar issue in an app of myself:
I use UITapGestureRecognizer in the view(s) that I want to detect the touch. Implement the following delegate method of the UITapGestureRecognizer:
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
The touches' set contains all the objects (views) that received the event.

Detecting clicks outside of UIScrollView

I've implemented a paged scroll according to this technique
( iOS develop. How to extend UIScrollView's scroll event responding area? ) and it works just as intended.
The view that I'm scrolling is containing a couple of buttons and I want to be able to click not only those that are centered/paged into the scrollview but also those to the left and to the right of it. I cannot find any way to solve this but I'm not really an iOS-Jedi yet, hoping one of you are though :)
So as you can see from the screenie the UIScrollView is about a third of the width of the window, the contentsize of the UIScrollView is much larger: about 1500px and contains a lot of buttons added programmatically. The cool thing with this solution, and the part that actually works, is that the buttons:
1) are paged into the scrollview
2) are visible outside the scrollview (since "clip subviews" is unchecked for the scrollview) 3) the buttons are clickable when visible inside the uiscrollview.
BUT what doesn't work is simply this:
- the buttons currently being outside of the window does not receive "their" clicks when clicking on them, the events are instead forwarded to the underlaying (the white part of the window) view.
So,
I finally managed to solve this puzzle and the solution is divided into two
parts. The problem was, as you way recall, that the click events did not travel to the
buttons that were(visible) outside the UIScrollView. It turned out that the clicks were captured by the underlying view and that it is possible to manipulate their way to finding their target by bending the rules a bit regarding who got hit and thereby tricking the events to get passed where you want them. Not really sure if this is how it should be done but it solved my problem.. . :)
1) First one must override the following method in the bottom view
so that it returns the scrollview instead of itself when appropriate.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
if (view == self)
return [self scrollView];
return view;
}
2) The scrollView must override TWO methods to hand over the clicks to its contained objects.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
// Always return us.
return view ;
}
and
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
// We want EVERYTHING!
return YES;
}
Thanks a lot for you comments and willingness to help.
I ho
Inspired by the answer #tommys mentioned, it turns out that by overriding the hinTest method of a UIView and return the scrollView instead, you actually can detach the swiping of this UIView to the scrollView.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
// Doing this make you detached the swiping to the scrollView
if (view == self)
return [self scrollView];
return view;
}
So this UIView is acting like an extension scroll area of the scrollView, the idea is here. If you make the UIView mask over the scrollView and same size of the window, then swiping anywhere inside the window makes the scrollView scroll.
Here is the example, ExtensionScrollArea
Here's my version:
hit test in container
- (UIView *) hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
if ( CGRectContainsPoint( self.frame, point ) && ! self.hidden ) // <-- *
{
if ( ! CGRectContainsPoint( scrollView.frame, point ) )
return scrollView;
}
return [super hitTest:point withEvent:event];
}
(*) This marked line is important if you are moving about or otherwise hiding your view, for instance if you have multiple views, each with their own scrollviews. If you don't have this line, you may be directing all your touches to an off-screen scrollview!
override in scrollview
- (BOOL) pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
return YES;
}
(in the hitTest of the container, you can exclude additional frames within the if statement for default behaviour) :)

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