I'm working on an iOS 7 app.
My ViewController.view is vertically draggable and snaps between 2 positions.
When I drag it up, the ViewController's center.y property is at around -45.
Obviously, some of the objects inside the ViewController.view are positioned "out of bounds". The problem I have with those, especially one them being a UITableView, is that they don't seem to accept touches. I actually implemented:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
And in the area which is (originally) below the ViewController.view's bounds, this method is not called on touch.
The objects are visible, I just can't interact with them. Everything that's originally located within the ViewController.view's bounds works fine.
I tried setting the ViewController.view.frame.size.height to 1000 within viewWillAppear, but that didn't seem to work. I also tried to remove and add the objects again - that doesn't work.
Do I have to put everything into a separate view under ViewController.view or is there a simpler solution?
I searched around and every example of touchesBegan I found moves a subview not the main view. When you implement touchesBegan on a view controller then it will only be called if it's top view has a touch event. So moving the view will move where the events will be caught.
A good solution would be a redesign of your layout so each subview can be dragged.
Also checkout the pan gesture. This guy has really good tutorials:
http://www.raywenderlich.com/6567/uigesturerecognizer-tutorial-in-ios-5-pinches-pans-and-more
Related
I have a custom view with custom popup on it (added as subview).
When I'm opening this popup it's frame goes out of parent view frame.
And I can't handle user interaction on the outside popup view.
How can I fix it?
I thought about this plan:
1. Add custom view on superview;
2. Add custom popup on superview (right the position where it should be on custom view)
But i think it isn't right way.
Any suggestions?
To be honest I haven't tried it yet, but you might have luck with adding a custom view on the superview and overriding pointInside:withEvent:.
I'm thinking the superview is recognizing that the tap doesn't occur inside its own frame, so it won't even check its subviews. But if you override pointInside:withEvent: you can check that the tap location is inside the subviews frame regardless of whether it's inside the superview's frame.
If that doesn't work, you might have to override hitTest:withEvent: also (or instead of). I can try to work out an example if you need more direction than that.
This Technical Q&A might help you out https://developer.apple.com/library/ios/qa/qa2013/qa1812.html
What you mention is actually the right approach: you should have a superview (it can be transparent (clear color)) that contains both the custom view and the popup inside of its frame.
On iOS, touch events are sent to a receiver at a low level in your visual hierarchy (I believe this is your Window to be specific). This receiver calls HitTest on its subviews to figure out which one to forward the event to. This happens recursively until the HitTest fails on all of a view's subviews. Then the parent of those subviews handles (or doesn't handle) the touch event.
But before the HitTest implementation even starts calling HitTest on the subviews, it calls PointInside on the superview. If PointInside returns false for the touch point, then HitTest returns null.
So overriding PointInside on the class that you call SuperView may solve the problem you're facing, but not necessarily. You may need to override PointInside on the superview of SuperView, and then on that view's superview, and so on. This is not a good solution, it is brittle and hacky. Overriding PointInside does have its uses, but this isn't one.
So try to keep all of your views within the bounds of their superview, even if you have to make a transparent superview that has no other reason to exist other than to contain other views. That's fine.
Similar questions have been asked to this, but my predicament is actually the opposite of theirs. I've got a fullscreen, paging UIScrollView, with each page being the size of the screen. Inside of that, I've got some pages that are themselves UIScrollViews, with their width greater than the screen width. The inner scrollviews are within a few layers of other UIViews, they are not direct subviews of the outer scrollview.
What I'd like is that, when I get to the end of one of the inner scrollviews, it starts scrolling the outer scrollview. From other questions I see on here, it looks like that should happen, but for some reason it doesn't. What in my setup could be causing this to stop happening? Where in the touch stack is the hand-off supposed to happen between inner and outer scrolling?
edit: Is there any way to pass touches or pan gesture commands out to the outer scroll view using I sense the inner view is past its bounds via scrollViewDidScroll delegate method?
You can call the super class touchesBegan delegate as follows
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
}
Here is the reference link: How to pass the touch event to superview when userInteractionEnabled = YES?
WWDC 2013 Session 217 Exploring Scroll Views on iOS 7 explains in detail how to nest scroll views.
I have been looking to all the other similar topics here, using UIGestureRecognizers, using hitTest:withEvent, pointInside:withEvent: etc. but nothing seems to be ok for what I need to achieve.
Basically I have a main view (self.view of a common UIViewController) and a small rectangular UIScrollView attached onto it at the bottom: the scrollView is filled with some UIImageViews and the user can scroll it as usual.
But the user should also be able to drag one UIImageView (or a copy of it) from the UIScrollView to the main view, and, this is what I am finding really difficult, with the SAME dragging gesture, hence I need a way to:
1) Distinguish between normal horizontal scrolling gesture, which should be handled by the UIScrollView the usual way and a dragging gesture over the image view.
2) Once identified a dragging gesture, should propagate the touch to the superview, which will host a copy of the UIImageView and WITH the SAME dragging gesture continue the dragging over the main view even out of the bounds of the UIScrollView.
Please note that I know that if the UIScrollView has userInteractionEnabled = NO the touch is propagated to the subviews, but 1) I want to propagate it to the superview not the subviews, 2) the userInteractionEnabled property apparently becomes active only once the initial gesture is terminated, while I need to use a single dragging gesture.
Thank you very much for any help.
So, so far I have ended up implementing the touchesShouldBegin:withEvent:inContentView: method of my UIScrollView subclass but with delayContentTouches set to YES (default) instead of NO as #nhahtdh was suggesting.
Strangely enough even only implementing the method was sufficient for my subviews to intercept the dragging, and still my scrollview is scrolling properly, while with delayContentTouches set to NO I was not able to scroll it as all the subviews were starting to move around.
Really the credit for this is #nhahtdh, so man, if you post an answer I will accept it, thank you very much for your help.
I'll try and keep it simple.
I have a UIScrollview with around 10 images attached. I currently have it so that i can touch an image and drag it around on the scroll view.
I did this by creating the subclass UIImageview and implementing the touchesMoved etc. I can still scroll the view fine, but the problem comes when trying to drag an image too fast. It seems the program first checks if the view is being scrolled and then fires touchesMoved in the UIImage class.
Is there anyway I can switch this around so that the first check is if an image is touched, then if not pass the response onto the scrollview.
Any help would be great. Thanks.
The simplest way to do this would be use one finger to move an image, and two fingers to scroll the view.
If you're on iOS 5, this is super easy:
self.scrollView.panGestureRecognizer.minimumNumberOfTouches = 2;
If you want to support older versions of iOS, you have to do a little more work:
for (UIGestureRecognizer *gesture in self.scrollView.gestureRecognizers){
if ([gesture isKindOfClass:[UIPanGestureRecognizer class]]){
((UIPanGestureRecognizer *)gesture).minimumNumberOfTouches = 2;
}
}
If you want to use one-finger gestures for both, there are a few ways to do it. You could attach a UIPanGestureRecognizer to each image view. You might need to tell the scroll view's own UIPanGestureRecognizer to defer to the image view recognizers, using the requireGestureRecognizerToFail: message.
Another way would be to set the scroll view's UIPanGestureRecognizer's delegate to an object you create that implements the gestureRecognizer:shouldReceiveTouch: method. In that method, you can check whether the touch's view is one of your image views. If so, return NO to prevent the scroll view's pan gesture recognizer from activating.
Your question is a little confusing to me but I will assume that you have a UIScrollView with 10 UIImageViews inside it which you want to drag around.
My suggestion would be to use a gesture recognizer (UIPanGestureRecognizer) attached to every UIIImageView in order to implement the dragging behaviour. I find gesture recognizers to be a more solid approach on this kind of behavior.
If you don't know how to work with gesture recognizers, I can post a short code example to demonstrate how you can drag any type of UIView. Just ask in a comment and I will write it.
I have a situation similar to these two posts (1907297 AND 689684) and to describe my situation most concisely, I present this text/graphical layout (similar to what you'd see in IB, dots used to enforce indent levels)
UIView (MainView: 320x460)
. .UIScrollView (ScrollView: 320x460)
. .UIView (OverlayView: 320x40)
. . . .UIButton (ArbitraryButton1)
. . . .UILabel (ArbitraryLabel1)
. . . .UILabel (ArbitraryLabel2)
The goal here is for the OverlayView to serve as a unified, transparent container to position and display some arbitrary buttons/labels on top of the ScrollView. These buttons/labels should remain stationary while the content in the ScrollView beneath moves with user swipes. The buttons/labels may sometimes be hidden/unhidden/scaled in unison (with animation) which is what makes it handy to have them all grouped in the single OverlayView.
The trouble is that, while taps on the OverlayView seem to transmit right through to the underlying ScrollView just nicely, swiping motions have no effect. I can detect/intercept the swipes by overriding the
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
method in the OverlayView, however I haven't yet found a way to properly pass those along to the ScrollView in a way that makes it scroll. Evidently the touchesMoved method is not what UIScrollView uses to detect/interpret swipes?
All the other similar posts I've researched have either found a different solution that wouldn't work in my case or have just gone unsolved. I've also seen mention of employing touchesShouldBegin / touchesShouldCancel though I don't grasp how that would be implemented. Anyhow, still hopeful that there's some insight from the community that can allow me to come up with an elegant solution for this - any sample code would be fantastic.
Thanks in advance, Joel.
P.S. - I should also mention that I need to make this compatible with iOS 3.0 so I think trying to use UIGestureRecognizers is out.
Here's an easier solutions that worked well for me:
In the OverlayView (the view on top of UIScrollView), make the width and height both 0 (so that the view is no longer technically on top of the scrollview) and set clipsToBounds = NO (so that the contents of the OverlayView still show up on top of the scrollview). It worked like a charm for me.
self.OverlayView.clipsToBounds = NO;
CGRect frame = self.OverlayView.frame;
self.OverlayView.frame = CGRectMake(frame.origin.x, frame.origin.y, 0, 0);
Note that if OverlayView contains interactive controls (like the button above) then they will no longer work. You'll need to move it into it's own view above the UIScrollView.
How about, at runtime in viewDidLoad you take the buttons out of the container view and place them in the view as subviews directly (and get rid of the container view)? Then there's no container view to intercept swipes but you can still use a view to group things in IB.
Also potentially you could put the container view in as a subview of the scroll view instead, and in the scroll view delegate keep re-positioning the view whenever the user scrolls. That would seem to have a high potential for being jittery but may be worth a try.
Also if the containing view is a visual container and you need to see it, you could instead use a CALayer that was placed in the superview on top of the CALayer for rendering the scroll view, since CALayers have nothing to do with input and would not each touches.
You should subclass UIScrollView and override the touchesShouldCancelInContentView: method
-(BOOL)touchesShouldCancelInContentView:(UIView *)view
{
if ([view isKindOfClass:[UIButton class]]) {//or whatever class you want to be able to scroll in
return YES;
}
if ([view isKindOfClass:[UIControl class]]) {
return NO;
}
return YES;
}