I have view controller with UITableView. Height of table view is static and == height of screen. Number of rows in table can change and sometimes it might be a situation when number of rows is less than number of rows which can be visible, so appears some clear area on bottom of table. Can i detect tap on it without gesture recognizer? Are there some delegate methods of UITableView?
All of the supplied answers, including the accepted answer, add a UITapGestureRecognizer to the tableView; while this will work, I've found that this gesture recognizer can interfere with row taps and triggering didSelectRowAtIndexPath in a somewhat unpredictable/nondeterministic way.
If you want to detect taps in the "blank space" as well as in rows, I highly suggest adding a background view to your table, and add the gesture recognizer there:
let tap = UITapGestureRecognizer(target: self, action: #selector(tableTapped))
self.tableView.backgroundView = UIView()
self.tableView.backgroundView?.addGestureRecognizer(tap)
Yes, there are delegate methods, such as:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
However, this will only tell you if a tap occurs on an existing row. If you want to capture taps on the empty space below the rows (or on a section header) you will need to use a gesture recognizer. You can do something like this:
// in viewDidLoad or somewhere similar
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tableTapped:)];
[self.tableView addGestureRecognizer:tap];
//.........
- (void)tableTapped:(UITapGestureRecognizer *)tap
{
CGPoint location = [tap locationInView:self.tableView];
NSIndexPath *path = [self.tableView indexPathForRowAtPoint:location];
if(path)
{
// tap was on existing row, so pass it to the delegate method
[self tableView:self.tableView didSelectRowAtIndexPath:path];
}
else
{
// handle tap on empty space below existing rows however you want
}
}
EDIT: for an alternative approach, consider Connor Neville's approach from his answer on this post and add the gesture recognizer to the table's background.
Thanks to #Stonz2, swift version:
Swift 4
let tap = UITapGestureRecognizer(target: self, action: #selector(tableTapped))
self.tableView.addGestureRecognizer(tap)
#objc func tableTapped(tap:UITapGestureRecognizer) {
let location = tap.location(in: self.tableView)
let path = self.tableView.indexPathForRow(at: location)
if let indexPathForRow = path {
self.tableView(self.tableView, didSelectRowAt: indexPathForRow)
} else {
// handle tap on empty space below existing rows however you want
}
}
Swift 3
let tap = UITapGestureRecognizer(target: self, action: #selector(tableTapped))
self.tableView.addGestureRecognizer(tap)
func tableTapped(tap:UITapGestureRecognizer) {
let location = tap.location(in: self.tableView)
let path = self.tableView.indexPathForRow(at: location)
if let indexPathForRow = path {
self.tableView(self.tableView, didSelectRowAt: indexPathForRow)
} else {
// handle tap on empty space below existing rows however you want
}
}
Swift 2:
let tap = UITapGestureRecognizer(target: self, action: #selector(tableTapped))
self.tableView.addGestureRecognizer(tap)
func tableTapped(tap:UITapGestureRecognizer) {
let location = tap.locationInView(self.tableView)
let path = self.tableView.indexPathForRowAtPoint(location)
if let indexPathForRow = path {
self.tableView(self.tableView, didSelectRowAtIndexPath: indexPathForRow)
} else {
// handle tap on empty space below existing rows however you want
}
}
You don't need gesture recogniser. You should impliment <UITableViewDelegate> in your ViewController.h and then add this method to your ViewController.m:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
where indexPath is index of clicked row/column.
Related
I have a UICollectionView. If I touch a cell, it triggers a segue. If "trash" or "save" is enabled, then users should be able to touch cells to add to an array that is processed for the corresponding action.
When trash/save is enabled, the segue triggers instead of allowing multiple selection. How do I do this so that I can have 2 modes: 1 for segues and 1 for multiple selection.
-(void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath{
if (self.saveEnabled == YES) {
NSArray *itemsToDelete = [self.collectionView indexPathsForSelectedItems];
[self.itemsArray addObjectsFromArray:itemsToDelete];
}
else if (self.trashEnabled == YES) {
NSArray *itemsToDelete = [self.collectionView indexPathsForSelectedItems];
[self.itemsArray addObjectsFromArray:itemsToDelete];
}
else{
[self performSegueWithIdentifier:#"collectionUnwind" sender:self];
}
}
The key step is that you need return false in shouldPerformSegueWithIdentifier when in multi-selection mode.
Here is how I do this in swift:
override func shouldPerformSegue(withIdentifier identifier: String, sender: Any?) -> Bool {
return !self.collectionView.allowsMultipleSelection
}
And I switch between single-select and multi-select mode with long press, you can use button to do the same.
func setupLongPressGesture() {
let longPressGesture:UILongPressGestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(self.handleLongPress))
longPressGesture.minimumPressDuration = 1.0 // 1 second press
longPressGesture.delegate = self
self.collectionView.addGestureRecognizer(longPressGesture)
}
#objc func handleLongPress(_ gestureRecognizer: UILongPressGestureRecognizer){
if gestureRecognizer.state == .began {
self.labelState.text = "multiple selection enabled"
} else if gestureRecognizer.state == .ended {
self.collectionView.allowsMultipleSelection = !self.collectionView.allowsMultipleSelection
}
}
I refer to the tutorial here: https://www.appcoda.com/ios-collection-view-tutorial/
Not sure of what you really want. Tell us exactly what you do (buttons) and in which order to delete (or save) multiple cells.
By the way did you enable multiple selection on your collection view ?
[self.collectionView setAllowsMultipleSelection:YES];
EDIT :
In your storyboard, just add a segue with "collectionUnwind" identifier from your current ViewController (and not the cells of its CollectionView) to the new ViewController you want to push. If you link it to the cells, Xcode will assume you need the new ViewController to be pushed on every cell selection.
Your current code should do the rest.
I have a custom UITableView cell and I want to add a long press gesture recognizer to it. Currently, I'm doing it as so:
longPressGesture.minimumPressDuration = 1.0
longPressGesture.addTarget(self, action: "testFeedback")
cell.addGestureRecognizer(longPressGesture)
I'm doing it programmatically because I could not find a good way to detect which cell was tapped within an IBAction. However, I'm having a hard time getting this to work I want to pass a parameter through the selector. I am not opposed to doing this in storyboards, but would appreciate some guidance on it.
Thanks!
testFeedback function should look like this
func testFeedback(gestureRecognizer:UIGestureRecognizer) {
if (gestureRecognizer.state == UIGestureRecognizerState.Ended) {
var point = gestureRecognizer.locationInView(self.tableView)
if let indexPath = self.tableView.indexPathForRowAtPoint(point)
{
println(indexPath.row) /// long press ended
}
}
else if (gestureRecognizer.state == UIGestureRecognizerState.Began){
/// long press started
}
}
Using shinobi charts
Looking for examples how to add gesture recognizers (on touch up) to Tick Marks and schart annoations
I see the documentation for interacting with a series data series, but I need to add GestureRecognizers to tick marks and annotation events
I tried this for the tickMark/datapoint labels with no luck:
func sChart(chart: ShinobiChart!, alterTickMark tickMark: SChartTickMark!, beforeAddingToAxis axis: SChartAxis!) {
if let label = tickMark.tickLabel {
//added a gesture recognizer here but it didn't work
}
For the SchartAnnotations no idea how to go about adding one there
I think you're nearly there with labels. I found I just needed to set userInteractionEnabled = true e.g.
func sChart(chart: ShinobiChart!, alterTickMark tickMark: SChartTickMark!, beforeAddingToAxis axis: SChartAxis!) {
if let label = tickMark.tickLabel {
let tapRecognizer = UITapGestureRecognizer(target: self, action: "labelTapped")
tapRecognizer.numberOfTapsRequired = 1
label.addGestureRecognizer(tapRecognizer)
label.userInteractionEnabled = true
}
}
Annotations are a little trickier, as they're on a view below SChartCanvasOverlay (responsible for listening for gestures). This results in the gestures being 'swallowed' before they get to the annotation.
It is possible however, but you'll need to add a UITapGestureRecognizer to your chart and then loop through the chart's annotations to check whether the touch point was inside an annotation. E.g.:
In viewDidLoad:
let chartTapRecognizer = UITapGestureRecognizer(target: self, action: "annotationTapped:")
chartTapRecognizer.numberOfTapsRequired = 1
chart.addGestureRecognizer(chartTapRecognizer)
And then the annotationTapped function:
func annotationTapped(recognizer: UITapGestureRecognizer) {
var touchPoint: CGPoint?
// Grab the first annotation so we can grab its superview for later use
if let firstAnnotation = chart.getAnnotations().first as? UIView {
// Convert touch point to position on annotation's superview
let glView = firstAnnotation.superview!
touchPoint = recognizer.locationInView(glView)
}
if let touchPoint = touchPoint {
// Loop through the annotations
for item in chart.getAnnotations() {
let annotation: SChartAnnotation = item as SChartAnnotation
if (CGRectContainsPoint(annotation.frame, touchPoint as CGPoint)) {
chart.removeAnnotation(annotation)
}
}
}
}
I just like to ask how can I implement the same behavior of UITableView`s swipe to delete in UICollectionView. I am trying to find a tutorial but I cannot find any.
Also, I am using PSTCollectionView wrapper to support iOS 5.
Thank you!
Edit:
The swipe recognizer is already good.
What I need now is the same functionality as UITableView's when cancelling the Delete mode, e.g. when user taps on a cell or on a blank space in the table view (that is, when user taps outside of the Delete button).
UITapGestureRecognizer won't work, since it only detects taps on release of a touch.
UITableView detects a touch on begin of the gesture (and not on release), and immediately cancels the Delete mode.
There is a simpler solution to your problem that avoids using gesture recognizers. The solution is based on UIScrollView in combination with UIStackView.
First, you need to create 2 container views - one for the visible part of the cell and one for the hidden part. You’ll add these views to a UIStackView. The stackView will act as a content view. Make sure that the views have equal widths with stackView.distribution = .fillEqually.
You’ll embed the stackView inside a UIScrollView that has paging enabled. The scrollView should be constrained to the edges of the cell. Then you’ll set the stackView’s width to be 2 times the scrollView’s width so each of the container views will have the width of the cell.
With this simple implementation, you have created the base cell with a visible and hidden view. Use the visible view to add content to the cell and in the hidden view you can add a delete button. This way you can achieve this:
I've set up an example project on GitHub. You can also read more about this solution here.
The biggest advantage of this solution is the simplicity and that you don't have to deal with constraints and gesture recognizers.
Its very simple..You need to add a customContentView and customBackgroundView behind the customContentView.
After that and you need to shift the customContentViewto the left as user swipes from right to left. Shifting the view makes visible to the customBackgroundView.
Lets Code:
First of all you need to add panGesture to your UICollectionView as
override func viewDidLoad() {
super.viewDidLoad()
self.panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.panThisCell))
panGesture.delegate = self
self.collectionView.addGestureRecognizer(panGesture)
}
Now implement the selector as
func panThisCell(_ recognizer:UIPanGestureRecognizer){
if recognizer != panGesture{ return }
let point = recognizer.location(in: self.collectionView)
let indexpath = self.collectionView.indexPathForItem(at: point)
if indexpath == nil{ return }
guard let cell = self.collectionView.cellForItem(at: indexpath!) as? CustomCollectionViewCell else{
return
}
switch recognizer.state {
case .began:
cell.startPoint = self.collectionView.convert(point, to: cell)
cell.startingRightLayoutConstraintConstant = cell.contentViewRightConstraint.constant
if swipeActiveCell != cell && swipeActiveCell != nil{
self.resetConstraintToZero(swipeActiveCell!,animate: true, notifyDelegateDidClose: false)
}
swipeActiveCell = cell
case .changed:
let currentPoint = self.collectionView.convert(point, to: cell)
let deltaX = currentPoint.x - cell.startPoint.x
var panningleft = false
if currentPoint.x < cell.startPoint.x{
panningleft = true
}
if cell.startingRightLayoutConstraintConstant == 0{
if !panningleft{
let constant = max(-deltaX,0)
if constant == 0{
self.resetConstraintToZero(cell,animate: true, notifyDelegateDidClose: false)
}else{
cell.contentViewRightConstraint.constant = constant
}
}else{
let constant = min(-deltaX,self.getButtonTotalWidth(cell))
if constant == self.getButtonTotalWidth(cell){
self.setConstraintsToShowAllButtons(cell,animate: true, notifyDelegateDidOpen: false)
}else{
cell.contentViewRightConstraint.constant = constant
cell.contentViewLeftConstraint.constant = -constant
}
}
}else{
let adjustment = cell.startingRightLayoutConstraintConstant - deltaX;
if (!panningleft) {
let constant = max(adjustment, 0);
if (constant == 0) {
self.resetConstraintToZero(cell,animate: true, notifyDelegateDidClose: false)
} else {
cell.contentViewRightConstraint.constant = constant;
}
} else {
let constant = min(adjustment, self.getButtonTotalWidth(cell));
if (constant == self.getButtonTotalWidth(cell)) {
self.setConstraintsToShowAllButtons(cell,animate: true, notifyDelegateDidOpen: false)
} else {
cell.contentViewRightConstraint.constant = constant;
}
}
cell.contentViewLeftConstraint.constant = -cell.contentViewRightConstraint.constant;
}
cell.layoutIfNeeded()
case .cancelled:
if (cell.startingRightLayoutConstraintConstant == 0) {
self.resetConstraintToZero(cell,animate: true, notifyDelegateDidClose: true)
} else {
self.setConstraintsToShowAllButtons(cell,animate: true, notifyDelegateDidOpen: true)
}
case .ended:
if (cell.startingRightLayoutConstraintConstant == 0) {
//Cell was opening
let halfOfButtonOne = (cell.swipeView.frame).width / 2;
if (cell.contentViewRightConstraint.constant >= halfOfButtonOne) {
//Open all the way
self.setConstraintsToShowAllButtons(cell,animate: true, notifyDelegateDidOpen: true)
} else {
//Re-close
self.resetConstraintToZero(cell,animate: true, notifyDelegateDidClose: true)
}
} else {
//Cell was closing
let buttonOnePlusHalfOfButton2 = (cell.swipeView.frame).width
if (cell.contentViewRightConstraint.constant >= buttonOnePlusHalfOfButton2) {
//Re-open all the way
self.setConstraintsToShowAllButtons(cell,animate: true, notifyDelegateDidOpen: true)
} else {
//Close
self.resetConstraintToZero(cell,animate: true, notifyDelegateDidClose: true)
}
}
default:
print("default")
}
}
Helper methods to update constraints
func getButtonTotalWidth(_ cell:CustomCollectionViewCell)->CGFloat{
let width = cell.frame.width - cell.swipeView.frame.minX
return width
}
func resetConstraintToZero(_ cell:CustomCollectionViewCell, animate:Bool,notifyDelegateDidClose:Bool){
if (cell.startingRightLayoutConstraintConstant == 0 &&
cell.contentViewRightConstraint.constant == 0) {
//Already all the way closed, no bounce necessary
return;
}
cell.contentViewRightConstraint.constant = -kBounceValue;
cell.contentViewLeftConstraint.constant = kBounceValue;
self.updateConstraintsIfNeeded(cell,animated: animate) {
cell.contentViewRightConstraint.constant = 0;
cell.contentViewLeftConstraint.constant = 0;
self.updateConstraintsIfNeeded(cell,animated: animate, completionHandler: {
cell.startingRightLayoutConstraintConstant = cell.contentViewRightConstraint.constant;
})
}
cell.startPoint = CGPoint()
swipeActiveCell = nil
}
func setConstraintsToShowAllButtons(_ cell:CustomCollectionViewCell, animate:Bool,notifyDelegateDidOpen:Bool){
if (cell.startingRightLayoutConstraintConstant == self.getButtonTotalWidth(cell) &&
cell.contentViewRightConstraint.constant == self.getButtonTotalWidth(cell)) {
return;
}
cell.contentViewLeftConstraint.constant = -self.getButtonTotalWidth(cell) - kBounceValue;
cell.contentViewRightConstraint.constant = self.getButtonTotalWidth(cell) + kBounceValue;
self.updateConstraintsIfNeeded(cell,animated: animate) {
cell.contentViewLeftConstraint.constant = -(self.getButtonTotalWidth(cell))
cell.contentViewRightConstraint.constant = self.getButtonTotalWidth(cell)
self.updateConstraintsIfNeeded(cell,animated: animate, completionHandler: {(check) in
cell.startingRightLayoutConstraintConstant = cell.contentViewRightConstraint.constant;
})
}
}
func setConstraintsAsSwipe(_ cell:CustomCollectionViewCell, animate:Bool,notifyDelegateDidOpen:Bool){
if (cell.startingRightLayoutConstraintConstant == self.getButtonTotalWidth(cell) &&
cell.contentViewRightConstraint.constant == self.getButtonTotalWidth(cell)) {
return;
}
cell.contentViewLeftConstraint.constant = -self.getButtonTotalWidth(cell) - kBounceValue;
cell.contentViewRightConstraint.constant = self.getButtonTotalWidth(cell) + kBounceValue;
self.updateConstraintsIfNeeded(cell,animated: animate) {
cell.contentViewLeftConstraint.constant = -(self.getButtonTotalWidth(cell))
cell.contentViewRightConstraint.constant = self.getButtonTotalWidth(cell)
self.updateConstraintsIfNeeded(cell,animated: animate, completionHandler: {(check) in
cell.startingRightLayoutConstraintConstant = cell.contentViewRightConstraint.constant;
})
}
}
func updateConstraintsIfNeeded(_ cell:CustomCollectionViewCell, animated:Bool,completionHandler:#escaping ()->()) {
var duration:Double = 0
if animated{
duration = 0.1
}
UIView.animate(withDuration: duration, delay: 0, options: [.curveEaseOut], animations: {
cell.layoutIfNeeded()
}, completion:{ value in
if value{ completionHandler() }
})
}
I have created a sample project here in Swift 3.
It is a modified version of this tutorial.
In the Collection View Programming Guide for iOS, in the section Incorporating Gesture Support, the docs read:
You should always attach your gesture recognizers to the collection view itself and not to a specific cell or view.
So, I think it's not a good practice to add recognizers to UICollectionViewCell.
I followed a similar approach to #JacekLampart, but decided to add the UISwipeGestureRecognizer in the UICollectionViewCell's awakeFromNib function so it is only added once.
UICollectionViewCell.m
- (void)awakeFromNib {
UISwipeGestureRecognizer* swipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeToDeleteGesture:)];
swipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
[self addGestureRecognizer:swipeGestureRecognizer];
}
- (void)swipeToDeleteGesture:(UISwipeGestureRecognizer *)swipeGestureRecognizer {
if (swipeGestureRecognizer.state == UIGestureRecognizerStateEnded) {
// update cell to display delete functionality
}
}
As for exiting delete mode, I created a custom UIGestureRecognizer with an NSArray of UIViews. I borrowed the idea from #iMS from this question: UITapGestureRecognizer - make it work on touch down, not touch up?
On touchesBegan, if the touch point isn't within any of the UIViews, the gesture succeeds and delete mode is exited.
In this way, I am able to pass the delete button within the cell (and any other views) to the UIGestureRecognizer and, if the touch point is within the button's frame, delete mode will not exit.
TouchDownExcludingViewsGestureRecognizer.h
#import <UIKit/UIKit.h>
#interface TouchDownExcludingViewsGestureRecognizer : UIGestureRecognizer
#property (nonatomic) NSArray *excludeViews;
#end
TouchDownExcludingViewsGestureRecognizer.m
#import "TouchDownExcludingViewsGestureRecognizer.h"
#import <UIKit/UIGestureRecognizerSubclass.h>
#implementation TouchDownExcludingViewsGestureRecognizer
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (self.state == UIGestureRecognizerStatePossible) {
BOOL touchHandled = NO;
for (UIView *view in self.excludeViews) {
CGPoint touchLocation = [[touches anyObject] locationInView:view];
if (CGRectContainsPoint(view.bounds, touchLocation)) {
touchHandled = YES;
break;
}
}
self.state = (touchHandled ? UIGestureRecognizerStateFailed : UIGestureRecognizerStateRecognized);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
self.state = UIGestureRecognizerStateFailed;
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
self.state = UIGestureRecognizerStateFailed;
}
#end
Implementation (in the UIViewController containing UICollectionView):
#import "TouchDownExcludingViewsGestureRecognizer.h"
TouchDownExcludingViewsGestureRecognizer *touchDownGestureRecognizer = [[TouchDownExcludingViewsGestureRecognizer alloc] initWithTarget:self action:#selector(exitDeleteMode:)];
touchDownGestureRecognizer.excludeViews = #[self.cellInDeleteMode.deleteButton];
[self.view addGestureRecognizer:touchDownGestureRecognizer];
- (void)exitDeleteMode:(TouchDownExcludingViewsGestureRecognizer *)touchDownGestureRecognizer {
// exit delete mode and disable or remove TouchDownExcludingViewsGestureRecognizer
}
You can try adding a UISwipeGestureRecognizer to each collection cell, like this:
-(UICollectionViewCell *)collectionView:(UICollectionView *)collectionView
cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
CollectionViewCell *cell = ...
UISwipeGestureRecognizer* gestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(userDidSwipe:)];
[gestureRecognizer setDirection:UISwipeGestureRecognizerDirectionRight];
[cell addGestureRecognizer:gestureRecognizer];
}
followed by:
- (void)userDidSwipe:(UIGestureRecognizer *)gestureRecognizer {
if (gestureRecognizer.state == UIGestureRecognizerStateEnded) {
//handle the gesture appropriately
}
}
With iOS 14, you can use UICollectionViewLayoutListConfiguration in conjunction with UICollectionViewCompositionalLayout to get this functionality natively for free, no custom cells or gesture recognizes needed.
If your minimum deploy target is >= iOS 14.x, this is probably the preferred method from now on, and it will also let you to adopt modern cell configuration with UIContentView and UIContentConfiguration to boot.
There is a more standard solution to implement this feature, having a behavior very similar to the one provided by UITableView.
For this, you will use a UIScrollView as the root view of the cell, and then position the cell content and the delete button inside the scroll view. The code in your cell class should be something like this:
override init(frame: CGRect) {
super.init(frame: frame)
addSubview(scrollView)
scrollView.addSubview(viewWithCellContent)
scrollView.addSubview(deleteButton)
scrollView.isPagingEnabled = true
scrollView.showsHorizontalScrollIndicator = false
}
In this code we set the property isPagingEnabled to true to make the scroll view to stop scrolling only at the boundaries of its content. The layout subviews for this cell should be something like:
override func layoutSubviews() {
super.layoutSubviews()
scrollView.frame = bounds
// make the view with the content to fill the scroll view
viewWithCellContent.frame = scrollView.bounds
// position the delete button just at the right of the view with the content.
deleteButton.frame = CGRect(
x: label.frame.maxX,
y: 0,
width: 100,
height: scrollView.bounds.height
)
// update the size of the scrolleable content of the scroll view
scrollView.contentSize = CGSize(width: button.frame.maxX, height: scrollView.bounds.height)
}
With this code in place, if you run the app you will see that the swipe to delete is working as expected, however, we lost the ability to select the cell. The problem is that since the scroll view is filling the whole cell, all the touch events are processed by it, so the collection view will never have the opportunity to select the cell (this is similar to when we have a button inside a cell, since touches on that button don't trigger the selection process but are handled directly by the button.)
To fix this problem we just have to indicate the scroll view to ignore the touch events that are processed by it and not by one of its subviews. To achieve this just create a subclass of UIScrollView and override the following function:
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let result = super.hitTest(point, with: event)
return result != self ? result : nil
}
Now in your cell you should use an instance of this new subclass instead of the standard UIScrollView.
If you run the app now you will see that we have the cell selection back, but this time the swipe isn't working 😳. Since we are ignoring touches that are handled directly by the scroll view, then its pan gesture recognizer won't be able to start recognizing touch events. However, this can be easily fixed by indicating to the scroll view that its pan gesture recognizer will be handled by the cell and not by the scroll. You do this adding the following line at the bottom of your cell's init(frame: CGRect):
addGestureRecognizer(scrollView.panGestureRecognizer)
This may look like a bit hacky, but it isn't. By design, the view that contains a gesture recognizer and the target of that recognizer don't have to be the same object.
After this change all should be working as expected. You can see a full implementation of this idea in this repo
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapTapTap:)];
[self.view1 addGestureRecognizer:tapGesture];
[self.view2 addGestureRecognizer:tapGesture];
[tapGesture release];
In the above code only taps on view2 are recognized. If I comment out the third line then taps on view1 are recognized. If I'm right and you can only use a gesture recognizer once, I'm not sure if this is a bug or it just needs some more documentation.
A UIGestureRecognizer is to be used with a single view. I agree the documentation is spotty. That UIGestureRecognizer has a single view property gives it away:
view
The view the gesture recognizer is attached to. (read-only)
#property(nonatomic, readonly) UIView *view
Discussion You attach (or add) a gesture recognizer to a UIView object
using the addGestureRecognizer:
method.
I got around it by using the below.
for (UIButton *aButton in myButtons) {
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPress:)];
longPress.minimumPressDuration=1.0;
[aButton addGestureRecognizer:longPress];
[longPress release];
}
Then in my handleLongPress method I just set a UIButton equal to the view of the gesture recognizer and branch what I do based upon that button
- (void)handleLongPress:(UILongPressGestureRecognizer*)gesture {
if ( gesture.state == UIGestureRecognizerStateEnded ) {
UIButton *whichButton=(UIButton *)[gesture view];
selectedButton=(UIButton *)[gesture view];
....
}
For Swift 3 in case anyone requires this:
Based on Bhavik Rathod Answer above.
func setGestureRecognizer() -> UIPanGestureRecognizer {
var panRecognizer = UIPanGestureRecognizer()
panRecognizer = UIPanGestureRecognizer (target: self, action: #selector(pan(panGesture:)))
panRecognizer.minimumNumberOfTouches = 1
panRecognizer.maximumNumberOfTouches = 1
return panRecognizer
}
///set the recognize in multiple views
view1.addGestureRecognizer(setGestureRecognizer())
view2.addGestureRecognizer(setGestureRecognizer())
No you should not attach gesture recognizers to more than one view.
There is this explicit information in the Apple documentation:
Gesture Recognizers Are Attached to a View
Every gesture recognizer is associated with one view. By contrast, a
view can have multiple gesture recognizers, because a single view
might respond to many different gestures. For a gesture recognizer to
recognize touches that occur in a particular view, you must attach the
gesture recognizer to that view.
Event Handling Guide for iOS - Gesture Recognizers Apple Developer Library
While as others mention they might work in some cases it is clearly against the documentation and could change in any future iOS version.
What you can do is add separate gesture recognisers to the views you want to monitor and they can share a common action.
We can do something Like this, it's easy and simple
1) create function as below in your controller (this function will return GestureRecognizer)
-(UITapGestureRecognizer*)setRecognizer{
UITapGestureRecognizer *gestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(openProfile)];
[gestureRecognizer setNumberOfTapsRequired:1];
return gestureRecognizer;
}
2) now set this recognizer in multiple views
[self.view1 addGestureRecognizer:[self setRecognizer]];
[self.view2 addGestureRecognizer:[self setRecognizer]];
Well if someone does not want to code for adding gesture view for multiple buttons like kwalker has answered above, and want to do it via Interface Builder this may help you.
1) You can add Long Press gesture Recognizer from Object Library like you add other objects like UIButtons and UILabels.
Initially what I ended up using was I took only one
2) Set referencing outlets to UIButton and sent actions with File's Owner.
Note: If you have multiple UIButton or any other object you will need separate gesture recognizer for each of them. For more details please refer to this question of mine.Getting wrong UIButton tag on Long press gesture recognizer
if you have fixed view I suggest you doing something like this
[self.view1 addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapTapTap:)]];
[self.view2 addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapTapTap:)]];
that way will reduce multiple different useless variable
You could create a generic extension on view to add gesture recognizers easily.
This is just an example but it could look like this
extension UIView {
func setGestureRecognizer<Gesture: UIGestureRecognizer>(of type: Gesture.Type, target: Any, actionSelector: Selector, swipeDirection: UISwipeGestureRecognizer.Direction? = nil, numOfTaps: Int = 1) {
let getRecognizer = type.init(target: target, action: actionSelector)
switch getRecognizer {
case let swipeGesture as UISwipeGestureRecognizer:
guard let direction = swipeDirection else { return }
swipeGesture.direction = direction
self.addGestureRecognizer(swipeGesture)
case let tapGesture as UITapGestureRecognizer:
tapGesture.numberOfTapsRequired = numOfTaps
self.addGestureRecognizer(tapGesture)
default:
self.addGestureRecognizer(getRecognizer)
}
}
}
To add a 2 tap recognizer on a view you would just call:
let actionSelector = #selector(actionToExecute)
view.setGestureRecognizer(of: UITapGestureRecognizer.self, target: self, actionSelector: actionSelector, numOfTaps: 2)
You could also easily add a swipe recognizer
view.setGestureRecognizer(of: UISwipeGestureRecognizer.self, target: self, actionSelector: actionSelector, swipeDirection: .down)
and so on.
Just remember that the target must be linked to the selector.
Override class by '<UIScrollViewDelegate>'
And use this method in .m class:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer{
return YES;
}
This method will help you to enable multiple swipe on a single view..
What about re write (recreate) your GestureRecognize every time that you add a gesture recognizer pointing to the same func.
In below case it works. I am using IBOutletCollection
Swift 2:
#IBOutlet var topicView: [UIView]!
override func viewDidLoad() {
for view in self.topicView as [UIView] {
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "viewClicked:"))
}
}
func viewClicked(recognizer: UITapGestureRecognizer) {
print("tap")
}
I know this is an old post but I figured something similar and hopefully it's useful someone else. I simply stored my imageViews in an array and assigned it to to the same gesture recognizer in a function to set up each image view.
In my viewDidLoad():
imageViewList = [imageView, imageView2, imageView3]
setupImageViews(imageViews: imageViewList)
Function to setup image views:
func setupImageViews(imageViews: [UIImageView]) {
for imageView in imageViews {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(imageTapped(tapGestureRecognizer:)))
imageView.isUserInteractionEnabled = true
imageView.addGestureRecognizer(tapGestureRecognizer)
//set up image to be displayed with the right aspect
imageView.autoresizingMask = [.flexibleWidth, .flexibleHeight, .flexibleBottomMargin, .flexibleRightMargin, .flexibleLeftMargin, .flexibleTopMargin]
imageView.contentMode = .scaleAspectFit // OR .scaleAspectFill
imageView.clipsToBounds = true
}
}
And in the action selector imageTapped(), you can have corresponding code for whichever image view tapped.
#objc func imageTapped(tapGestureRecognizer: UITapGestureRecognizer)
{
switch tapGestureRecognizer.view {
case imageView:
print("tapped Image View 1") //add your actions here
case imageView2:
print("tapped Image View 2") //add your actions here
case imageView3:
print("tapped Image View 3") //add your actions here
default:
print("Tap not detected")
}
_ = tapGestureRecognizer.view as! UIImageView
//additional code...
}
You can do it using this code my views which are imageviews in the xib.
- (void)viewDidLoad
{
firstIV.tag = 501;
secondIV.tag = 502;
thirdIV.tag = 503;
forthIV.tag = 504;
[self addTapGesturetoImageView: firstIV];
[self addTapGesturetoImageView: secondIV];
[self addTapGesturetoImageView: thirdIV];
[self addTapGesturetoImageView: forthIV];
}
-(void)addTapGesturetoImageView:(UIImageView*)iv
{
iv.userInteractionEnabled = YES;
UITapGestureRecognizer * textfielBGIVTapGasture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(textfielBGIVTapped:)];
textfielBGIVTapGasture.numberOfTapsRequired = 1;
[iv addGestureRecognizer:textfielBGIVTapGasture];
}
- (void)textfielBGIVTapped:(UITapGestureRecognizer *)recognizer {
int tag = recognizer.view.tag-500;
switch (tag) {
case 1:
{
//firstIV tapped;
break;
}
case 2:
{
//secondIV tapped;
break;
}
case 3:
{
//thirdIV tapped;
break;
}
case 4:
{
//forthIV tapped;
break;
}
default: {
break;
}
}
}