I am developing a math application that lets the user drag coins (UIButton) into a yellow box(UIImageView) that will have a display of the total amount of money in the yellow box. After some help on stack overflow and my own discoveries I have come up with the method below. Basically the problem is that every time I move the coin slightly, the label that displays how much money is in the yellow box increases(Every slight movement of the coin when it is in the yellow box increases the total amount).
I am trying to increment the total amount of the yellow box only once when the coin fully enters the yellow box. If the coin is than dragged out of the yellow box, the total amount is subtracted. I am currently using touch drag inside on all of the coins. I am not sure where I am going wrong. Any suggestions will be greatly appreciated.
-(IBAction)dragged_out:(id)sender withEvent: (UIEvent *) event
{
UIButton *selected = (UIButton *)sender;
selected.center = [[[event allTouches] anyObject] locationInView:self.view];
if(CGRectContainsRect(yellowBox.frame, selected.frame))
{
amountYellowBox += 5;
totalAmountYellowBox.text =[NSString stringWithFormat:#"Current Amount: %d",amountYellowBox];
}
}
Thanks,
Ryan W
Some time ago I did something similar. I only used the touch processing.
May be the example code will help.
Create new empty project.
Add to project "coin.png" (PNG image 32x32 like below).
In project create new file named ViewController as subclass of UIViewController without xib.
In AppDelegate.m file remove all and add code below:
#import "AppDelegate.h"
#import "ViewController.h"
#implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
_window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[_window makeKeyAndVisible];
ViewController *viewController = [ViewController new];
[_window setRootViewController:viewController];
return YES;
}
#end
In ViewController.m file remove all and add code below:
#import "ViewController.h"
#interface ViewController ()
#property (nonatomic) int amount;
#property (nonatomic, strong) UILabel *count;
#property (nonatomic, strong) UIView *coinBox;
#end
#implementation ViewController
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([[touch view] isKindOfClass:[UIImageView class]])
{
[[touch view] setCenter:[touch locationInView:[[touch view] superview]]];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([[touch view] isKindOfClass:[UIImageView class]])
{
[[touch view] setCenter:[touch locationInView:[[touch view] superview]]];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([[touch view] isKindOfClass:[UIImageView class]])
{
if(CGRectContainsRect(_coinBox.frame, [touch view].frame))
{
_amount += 5;
_count.text =[NSString stringWithFormat:#"Amount: %d",_amount];
[[touch view] setUserInteractionEnabled:NO];
}
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
[self createCoinBox];
[self createCoins];
}
- (void)createCoinBox
{
_coinBox = [[UIView alloc] initWithFrame:CGRectMake(120.0, 200.0, 80.0, 80.0)];
[_coinBox setBackgroundColor:[UIColor yellowColor]];
[[self view] addSubview:_coinBox];
_count = [[UILabel alloc] initWithFrame:CGRectMake(200.0, 200.0, 120.0, 32.0)];
[_count setBackgroundColor:[UIColor grayColor]];
[_count setText:#"Amount: 0"];
[[self view] addSubview:_count];
}
- (void)createCoins
{
for (int i = 0; i < 8; i++)
{
UIImageView *coin = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"coin"]];
CGRect coinFrame = CGRectMake(40.0 * i, 40.0, 32.0, 32.0);
[coin setFrame:coinFrame];
[coin setUserInteractionEnabled:YES];
[[self view] addSubview:coin];
}
}
#end
Run project. And try to drag and drop a coin inside the yellow box and outside it
I have a very complex app with lots of stacked views which contain lots of buttons ,drawing areas and other custom touch handling . I am displaying a draggable helper view which can be on top of all the other views . I need to dismiss this view if the user taps anywhere outside the helper view . I have tried using multiple UIWindows and adding Gesture recognizers to the UIWindow .
A easy is to add a transparent button which bounds is equal the superview's bounds. And the superview insert the transparent button below your helper view.
The transparent button add a click event which can dismiss the helper view and the transparent button it self.
For example :
UIButton *transparencyButton = [[UIButton alloc] initWithFrame:superview.bounds];
transparencyButton.backgroundColor = [UIColor clearColor];
[superview insertSubview:transparencyButton belowSubview:helperView];
[transparencyButton addTarget:self action:#selector(dismissHelper:) forControlEvents:UIControlEventTouchUpInside];
and the dismissHelper: method can do this :
- (void)dismissHelper:(UIButton *)sender
{
[helperView dismiss];
sender.hidden = YES;
// or [sender removeFromSuperview]
}
You can check the view being touched by going through the touches and looking at the .view property of the touch. It reflects the view from where the view actually originates.
Assuming that you keep a reference to your view (either via an IBOutlet or otherwise) to your view called "myView" the below works.
In your .m file. The touchesBegan: function is triggered every time the user touches a finger down. We loop through the touches to see if the originating view of the touch is NOT equal to "myView". This comparison could also be done via checking the class, tag or any other property you use to identify your view. Examples given below.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touches began");
UITouch *touch = [touches anyObject];
if(touch.view!=myView){
myView.hidden = YES;
}
}
Or in case of using a tag:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touches began");
UITouch *touch = [touches anyObject];
if(touch.view.tag!=23){
myView.hidden = YES;
}
}
create an hittestintercept view. this can make the view below handle events like before.
#protocol HitTestInterceptViewDelegate <NSObject>
- (BOOL)interceptHitTest:(CGPoint)point withEvent:(UIEvent *)event;
#end
#interface HitTestInterceptView : UIView
#property(nonatomic, weak) id<HitTestInterceptViewDelegate> hitTestInterceptDelegate;
#end
HtiTestInterceptView.m
#import "HitTestInterceptView.h"
#implementation HitTestInterceptView
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if ([_hitTestInterceptDelegate interceptHitTest:point withEvent:event] == NO) {
return [super hitTest:point withEvent:event];
}
return nil;
}
#end
then use it in the toast view
- (void)dismissIfTouchOutsideInView:(UIView *)view {
if (_interceptView != nil) return;
_interceptView = [[HitTestInterceptView alloc] initWithFrame:view.bounds];
_interceptView.backgroundColor = [UIColor clearColor];
_interceptView.hitTestInterceptDelegate = self;
[view insertSubview:_interceptView belowSubview:self];
}
- (BOOL)interceptHitTest:(CGPoint)point withEvent:(UIEvent *)event {
dispatch_async(dispatch_get_main_queue(), ^{
// [self dismiss];
});
return YES;
}
Now that our app has shipped, our person in charge of training has a request:
"The app is cool, but we need a mode showing the movement of the fingers, like how gestures show up in the Simulator or iPad's laser pointer mode in Keynote [so we can capture films]."
This is an app that uses a UITabBarController with xibs for each tab (4). This is a pretty complicated app with interacting gesture recognizers and I was having "first, do no harm" nightmares...
I tried adding a simple "global UIView" above the tab controller using the scheme here: http://www.james-vandyne.com/creating-universal-overlays-using-uiviews-on-ios/
My "PresentationView" attempt:
in my app delegate:
UIWindow *mainWindow = [[UIApplication sharedApplication] keyWindow];
[self setPresentationView:[[PresentationView alloc] initWithFrame: [mainWindow frame]]];
[mainWindow insertSubview:presentationView aboveSubview:mainWindow];
The class:
// PresentationView.h
#import <UIKit/UIKit.h>
#interface PresentationView : UIView
{
NSMutableDictionary *touchesInView;
}
#property (nonatomic, retain) NSMutableDictionary *touchesInView;
#end
#import "PresentationView.h"
#import "TouchPoint.h"
#implementation PresentationView
#synthesize touchesInView;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
[ self setAlpha:0.1];
[self setBackgroundColor:[UIColor whiteColor]];
[self setUserInteractionEnabled:YES];
[self setMultipleTouchEnabled:YES];
touchesInView = [[NSMutableDictionary alloc] init];
}
return self;
}
- (void) dealloc
{
[touchesInView release];
touchesInView = nil;
[super dealloc];
}
- (void)drawRect:(CGRect)rect
{
if ([touchesInView count] < 1)
return;
CGContextRef context = UIGraphicsGetCurrentContext();
NSEnumerator *touchEnum = [touchesInView objectEnumerator];
TouchPoint *nextTouch;
float rad = 24;
while (nextTouch = [touchEnum nextObject]) {
[[ UIColor redColor] set];
CGContextAddArc(context, nextTouch.current.x, nextTouch.current.y, rad, 0.0, M_PI*2, 1);
CGContextFillPath(context);
CGContextStrokePath(context);
}
}
- (UIView *) hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
[self setNeedsDisplay];
return [[[[[UIApplication sharedApplication] keyWindow] subviews] objectAtIndex:0] hitTest:point withEvent:event];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *t in touches )
{
NSValue *key = [NSValue valueWithPointer:t];
CGPoint loc = [t locationInView:self];
TouchPoint *newTouch = [[TouchPoint alloc] init];
[newTouch setBegan:loc];
[newTouch setCurrent:loc];
[newTouch setTapCount:[t tapCount]];
[touchesInView setObject:newTouch forKey:key];
[newTouch release];
}
[self setNeedsDisplay];
[[[[[UIApplication sharedApplication] keyWindow] subviews] objectAtIndex:0] touchesBegan:touches withEvent:event];
}
// More touch methods- all ignored
This kinda works- the view sits atop all the other views, and hitTest:withEvent: fires, and I was successfully drawing a red circle at the hit point in drawRect:.
But it breaks down when I try to track touches- touchesBegan/Moved/Ended don't fire. (Yes, I have turned on UserInteractionEnabled and setMultipleTouchEnabled for this global view). Fortunately, I haven't screwed up gesture recognition on anything below- the other views are getting events, and the app is behaving normally under this global view.
Normally I use IB to build/locate views and don't build them in code from scratch, so it's very possible there's (a?/several?) simple UIView properties I'm not setting up right... but I can't see it. Or am I going to get myself in trouble with this, trying to forward events down the chain?
There's a good framework called FingerTips that does this.
It's also easy to implement and it only shows the circles if there is an external display so you are presenting it.
I have a UIWindow with a text field, a button, and a table.
I would like to be able to track all the touches on the screen and then forward them to the element being touched.
I have read about overriding sendEvent in the Apple documentation but I still do not understand:
How to use hitTest to retrieve the element being touched
How to forward touches
This is what I have so far.
- (void) sendEvent:(UIEvent *)event
{
for (UITouch *touch in [event allTouches])
{
/* Get coordinates of touch */
CGPoint point = [touch locationInView:self];
/* Get subview being touched */
/* something like this???
UIView *receiver = [self hitTest:point withEvent:event];
*/
/* Forward touch event to right view */
/* how??? */
}
[super sendEvent:(UIEvent *)event];
}
Thank you.
I am not sure this is the best solution but I am following what has been posted here.
Basically I have a subclass of UIView covering the entire space. Such class contains a reference to ALL the elements that can be touched. (I wish there was a way to avoid that)
This is the code in the header
#interface SubclassUIView : UIView {
UITextField *text;
UITableView *table;
UIButton *button;
UIToolbar *toolbar;
}
And this is the implementation:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
CGPoint tableHit = [table convertPoint:point fromView:self];
CGPoint buttonHit = [button convertPoint:point fromView:self];
CGPoint toolbarHit = [toolbar convertPoint:point fromView:self];
CGPoint messageHit = [text convertPoint:point fromView:self];
if ([table pointInside:tViewHit withEvent:event]) return table;
else if ([button pointInside:buttonHit withEvent:event]) return button;
else if ([toolbar pointInside:toolbarHit withEvent:event]) return toolbar;
else if ([text pointInside:messageHit withEvent:event]) return text;
return [super hitTest:point withEvent:event];
}
I'm not sure what I am doing wrong but I try to catch touches on a MKMapView object. I subclassed it by creating the following class :
#import <UIKit/UIKit.h>
#import <MapKit/MapKit.h>
#interface MapViewWithTouches : MKMapView {
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *) event;
#end
And the implementation :
#import "MapViewWithTouches.h"
#implementation MapViewWithTouches
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *) event {
NSLog(#"hello");
//[super touchesBegan:touches withEvent:event];
}
#end
But it looks like when I use this class, I see nothing on the Console :
MapViewWithTouches *mapView = [[MapViewWithTouches alloc] initWithFrame:self.view.frame];
[self.view insertSubview:mapView atIndex:0];
Any idea what I'm doing wrong?
The best way I have found to achieve this is with a Gesture Recognizer. Other ways turn out to involve a lot of hackish programming that imperfectly duplicates Apple's code, especially in the case of multitouch.
Here's what I do: Implement a gesture recognizer that cannot be prevented and that cannot prevent other gesture recognizers. Add it to the map view, and then use the gestureRecognizer's touchesBegan, touchesMoved, etc. to your fancy.
How to detect any tap inside an MKMapView (sans tricks)
WildcardGestureRecognizer * tapInterceptor = [[WildcardGestureRecognizer alloc] init];
tapInterceptor.touchesBeganCallback = ^(NSSet * touches, UIEvent * event) {
self.lockedOnUserLocation = NO;
};
[mapView addGestureRecognizer:tapInterceptor];
WildcardGestureRecognizer.h
//
// WildcardGestureRecognizer.h
// Copyright 2010 Floatopian LLC. All rights reserved.
//
#import <Foundation/Foundation.h>
typedef void (^TouchesEventBlock)(NSSet * touches, UIEvent * event);
#interface WildcardGestureRecognizer : UIGestureRecognizer {
TouchesEventBlock touchesBeganCallback;
}
#property(copy) TouchesEventBlock touchesBeganCallback;
#end
WildcardGestureRecognizer.m
//
// WildcardGestureRecognizer.m
// Created by Raymond Daly on 10/31/10.
// Copyright 2010 Floatopian LLC. All rights reserved.
//
#import "WildcardGestureRecognizer.h"
#implementation WildcardGestureRecognizer
#synthesize touchesBeganCallback;
-(id) init{
if (self = [super init])
{
self.cancelsTouchesInView = NO;
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if (touchesBeganCallback)
touchesBeganCallback(touches, event);
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)reset
{
}
- (void)ignoreTouch:(UITouch *)touch forEvent:(UIEvent *)event
{
}
- (BOOL)canBePreventedByGestureRecognizer:(UIGestureRecognizer *)preventingGestureRecognizer
{
return NO;
}
- (BOOL)canPreventGestureRecognizer:(UIGestureRecognizer *)preventedGestureRecognizer
{
return NO;
}
#end
SWIFT 3
let tapInterceptor = WildCardGestureRecognizer(target: nil, action: nil)
tapInterceptor.touchesBeganCallback = {
_, _ in
self.lockedOnUserLocation = false
}
mapView.addGestureRecognizer(tapInterceptor)
WildCardGestureRecognizer.swift
import UIKit.UIGestureRecognizerSubclass
class WildCardGestureRecognizer: UIGestureRecognizer {
var touchesBeganCallback: ((Set<UITouch>, UIEvent) -> Void)?
override init(target: Any?, action: Selector?) {
super.init(target: target, action: action)
self.cancelsTouchesInView = false
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
touchesBeganCallback?(touches, event)
}
override func canPrevent(_ preventedGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
override func canBePrevented(by preventingGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
}
After a day of pizzas, screamings, I finally found the solution! Very neat!
Peter, I used your trick above and tweaked it a little bit to finally have a solution which work perfectly with MKMapView and should work also with UIWebView
MKTouchAppDelegate.h
#import <UIKit/UIKit.h>
#class UIViewTouch;
#class MKMapView;
#interface MKTouchAppDelegate : NSObject <UIApplicationDelegate> {
UIWindow *window;
UIViewTouch *viewTouch;
MKMapView *mapView;
}
#property (nonatomic, retain) UIViewTouch *viewTouch;
#property (nonatomic, retain) MKMapView *mapView;
#property (nonatomic, retain) IBOutlet UIWindow *window;
#end
MKTouchAppDelegate.m
#import "MKTouchAppDelegate.h"
#import "UIViewTouch.h"
#import <MapKit/MapKit.h>
#implementation MKTouchAppDelegate
#synthesize window;
#synthesize viewTouch;
#synthesize mapView;
- (void)applicationDidFinishLaunching:(UIApplication *)application {
//We create a view wich will catch Events as they occured and Log them in the Console
viewTouch = [[UIViewTouch alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
//Next we create the MKMapView object, which will be added as a subview of viewTouch
mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
[viewTouch addSubview:mapView];
//And we display everything!
[window addSubview:viewTouch];
[window makeKeyAndVisible];
}
- (void)dealloc {
[window release];
[super dealloc];
}
#end
UIViewTouch.h
#import <UIKit/UIKit.h>
#class UIView;
#interface UIViewTouch : UIView {
UIView *viewTouched;
}
#property (nonatomic, retain) UIView * viewTouched;
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
#end
UIViewTouch.m
#import "UIViewTouch.h"
#import <MapKit/MapKit.h>
#implementation UIViewTouch
#synthesize viewTouched;
//The basic idea here is to intercept the view which is sent back as the firstresponder in hitTest.
//We keep it preciously in the property viewTouched and we return our view as the firstresponder.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
NSLog(#"Hit Test");
viewTouched = [super hitTest:point withEvent:event];
return self;
}
//Then, when an event is fired, we log this one and then send it back to the viewTouched we kept, and voilĂ !!! :)
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Began");
[viewTouched touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Moved");
[viewTouched touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Ended");
[viewTouched touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Cancelled");
}
#end
I hope that will help some of you!
Cheers
UITapGestureRecognizer *tgr = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(handleGesture:)];
tgr.numberOfTapsRequired = 2;
tgr.numberOfTouchesRequired = 1;
[mapView addGestureRecognizer:tgr];
[tgr release];
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer
{
if (gestureRecognizer.state != UIGestureRecognizerStateEnded)
return;
CGPoint touchPoint = [gestureRecognizer locationInView:mapView];
CLLocationCoordinate2D touchMapCoordinate = [mapView convertPoint:touchPoint toCoordinateFromView:mapView];
//.............
}
For a MKMapView the real working solution is with gesture recognization !
Me I wanted to stop updating the center of the map on my location when I drag the map or pinch to zoom.
So, create and add your gesture recognizer to the mapView :
- (void)viewDidLoad {
...
// Add gesture recognizer for map hoding
UILongPressGestureRecognizer *longPressGesture = [[[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPressAndPinchGesture:)] autorelease];
longPressGesture.delegate = self;
longPressGesture.minimumPressDuration = 0; // In order to detect the map touching directly (Default was 0.5)
[self.mapView addGestureRecognizer:longPressGesture];
// Add gesture recognizer for map pinching
UIPinchGestureRecognizer *pinchGesture = [[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPressAndPinchGesture:)] autorelease];
pinchGesture.delegate = self;
[self.mapView addGestureRecognizer:pinchGesture];
// Add gesture recognizer for map dragging
UIPanGestureRecognizer *panGesture = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanGesture:)] autorelease];
panGesture.delegate = self;
panGesture.maximumNumberOfTouches = 1; // In order to discard dragging when pinching
[self.mapView addGestureRecognizer:panGesture];
}
Look the UIGestureRecognizer Class Reference to see all available gesture recognizer.
Because we've defined the delegate to self, we have to implement the protocole UIGestureRecognizerDelegate :
typedef enum {
MapModeStateFree, // Map is free
MapModeStateGeolocalised, // Map centred on our location
MapModeStateGeolocalisedWithHeading // Map centred on our location and oriented with the compass
} MapModeState;
#interface MapViewController : UIViewController <CLLocationManagerDelegate, UIGestureRecognizerDelegate> {
MapModeState mapMode;
}
#property (nonatomic, retain) IBOutlet MKMapView *mapView;
...
And override the methode gestureRecognizer:gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer: in order to allow recognize multiple gestures simultaneously, if I understood right :
// Allow to recognize multiple gestures simultaneously (Implementation of the protocole UIGestureRecognizerDelegate)
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
Now write the methodes which will be called by our gesture recognizers :
// On map holding or pinching pause localise and heading
- (void)handleLongPressAndPinchGesture:(UIGestureRecognizer *)sender {
// Stop to localise and/or heading
if (sender.state == UIGestureRecognizerStateBegan && mapMode != MapModeStateFree) {
[locationManager stopUpdatingLocation];
if (mapMode == MapModeStateGeolocalisedWithHeading) [locationManager stopUpdatingHeading];
}
// Restart to localise and/or heading
if (sender.state == UIGestureRecognizerStateEnded && mapMode != MapModeStateFree) {
[locationManager startUpdatingLocation];
if (mapMode == MapModeStateGeolocalisedWithHeading) [locationManager startUpdatingHeading];
}
}
// On dragging gesture put map in free mode
- (void)handlePanGesture:(UIGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateBegan && mapMode != MapModeStateFree) [self setMapInFreeModePushedBy:sender];
}
Just in case somebody is trying to do the same like me: I wanted to create an annotation at the point where the user taps. For that I used the UITapGestureRecognizer solution:
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(didTapOnMap:)];
[self.mapView addGestureRecognizer:tapGestureRecognizer];
[tapGestureRecognizer setDelegate:self];
- (void)didTapOnMap:(UITapGestureRecognizer *)gestureRecognizer
{
CGPoint point = [gestureRecognizer locationInView:self.mapView];
CLLocationCoordinate2D coordinate = [self.mapView convertPoint:point toCoordinateFromView:self.mapView];
.......
}
However, didTapOnMap: was also called when I tapped on the annotation and a new one would be created. The solution is to implement the UIGestureRecognizerDelegate:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
if ([touch.view isKindOfClass:[MKAnnotationView class]])
{
return NO;
}
return YES;
}
You probably will need to overlay a transparent view to catch the touches just like is done so often with UIWebView-based controls. The Map View already does a bunch of special things with a touch in order to allow the map to be moved, centered, zoomed, etc... that the messages are not getting bubbled up to your app.
Two other (UNTESTED) options I can think of:
1) Resign the first responder via IB and set it to "File's Owner" to allow file's Owner to respond to the touches. I an dubious that this will work because MKMapView extends NSObject, not UIView ans a result the touch events still may not get propagated up to you.
2) If you want to trap when the Map state changes (such as on a zoom) just implement the MKMapViewDelegate protocol to listen for particular events. My hunch is this is your best shot at trapping some interaction easily (short of implementing the transparent View over the Map). Do not forget to set the View Controller housing the MKMapView as the map's delegate (map.delegate = self).
Good Luck.
I haven't experimented, but there's a good chance MapKit is based around a class cluster, and therefore subclassing it is difficult and ineffective.
I'd suggest making the MapKit view a subview of a custom view, which should allow you to intercept touch events before they reach it.
So after half a day of messing around with this I found the following:
As everyone else found, pinching doesn't work. I tried both subclassing MKMapView and the method described above (intercepting it). And the result is the same.
In the Stanford iPhone videos, a guy from Apple says that many of the UIKit things will
cause alot of errors if you "transfer" the touch requests (aka the two methods described above), and you probably won't get it to work.
THE SOLUTION: is described here: Intercepting/Hijacking iPhone Touch Events for MKMapView. Basically you "catch" the event before any responder gets it, and interpret it there.
In Swift 3.0
import UIKit
import MapKit
class CoordinatesPickerViewController: UIViewController {
#IBOutlet var mapView: MKMapView!
override func viewDidLoad() {
super.viewDidLoad()
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(clickOnMap))
mapView.addGestureRecognizer(tapGestureRecognizer)
}
#objc func clickOnMap(_ sender: UITapGestureRecognizer) {
if sender.state != UIGestureRecognizerState.ended { return }
let touchLocation = sender.location(in: mapView)
let locationCoordinate = mapView.convert(touchLocation, toCoordinateFrom: mapView)
print("Tapped at lat: \(locationCoordinate.latitude) long: \(locationCoordinate.longitude)")
}
}
Make the MKMapView a subview of a custom view and implement
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
in the custom view to return self instead of the subview.
Thanks for the pizza and screamings - you saved me lots of time.
multipletouchenabled will work sporadically.
viewTouch.multipleTouchEnabled = TRUE;
In the end, I switched out the views when I needed to capture the touch (different point in time than needing pinchzooms):
[mapView removeFromSuperview];
[viewTouch addSubview:mapView];
[self.view insertSubview:viewTouch atIndex:0];
I notice that you can track the number and location of touches, and get the location of each in a view:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Moved %d", [[event allTouches] count]);
NSEnumerator *enumerator = [touches objectEnumerator];
id value;
while ((value = [enumerator nextObject])) {
NSLog(#"touch description %f", [value locationInView:mapView].x);
}
[viewTouched touchesMoved:touches withEvent:event];
}
Has anyone else tried using these values to update the map's zoom level? It would be a matter of recording the start positions, and then the finish locations, calculating the relative difference and updating the map.
I'm playing with the basic code provided by Martin, and this looks like it will work...
Here's what I put together, that does allow pinch zooms in the simulator (haven't tried on a real iPhone), but I think would be fine:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch Began %d", [touches count]);
reportTrackingPoints = NO;
startTrackingPoints = YES;
[viewTouched touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if ([[event allTouches] count] == 2) {
reportTrackingPoints = YES;
if (startTrackingPoints == YES) {
BOOL setA = NO;
NSEnumerator *enumerator = [[event allTouches] objectEnumerator];
id value;
while ((value = [enumerator nextObject])) {
if (! setA) {
startPointA = [value locationInView:mapView];
setA = YES;
} else {
startPointB = [value locationInView:mapView];
}
}
startTrackingPoints = NO;
} else {
BOOL setA = NO;
NSEnumerator *enumerator = [[event allTouches] objectEnumerator];
id value;
while ((value = [enumerator nextObject])) {
if (! setA) {
endPointA = [value locationInView:mapView];
setA = YES;
} else {
endPointB = [value locationInView:mapView];
}
}
}
}
//NSLog(#"Touch Moved %d", [[event allTouches] count]);
[viewTouched touchesMoved:touches withEvent:event];
}
- (void) updateMapFromTrackingPoints {
float startLenA = (startPointA.x - startPointB.x);
float startLenB = (startPointA.y - startPointB.y);
float len1 = sqrt((startLenA * startLenA) + (startLenB * startLenB));
float endLenA = (endPointA.x - endPointB.x);
float endLenB = (endPointA.y - endPointB.y);
float len2 = sqrt((endLenA * endLenA) + (endLenB * endLenB));
MKCoordinateRegion region = mapView.region;
region.span.latitudeDelta = region.span.latitudeDelta * len1/len2;
region.span.longitudeDelta = region.span.longitudeDelta * len1/len2;
[mapView setRegion:region animated:YES];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (reportTrackingPoints) {
[self updateMapFromTrackingPoints];
reportTrackingPoints = NO;
}
[viewTouched touchesEnded:touches withEvent:event];
}
The main idea is that if the user is using two fingers, you track the values. I record the starting and ending points in startPoints A and B. Then I record the current tracking points, and when I'm done, on touchesEnded, I can call a routine to calculate the relative lengths of the line between the points I start with, and the line between the point I end with using simple hypotenuse calc. The ratio between them is the zoom amount: I multiply the region span by that amount.
Hope it's useful to someone.
I took the idea of an "overlay" transparent view, from MystikSpiral's answer, and it worked perfectly for what I was trying to achieve; quick, and clean solution.
In short, I had a custom UITableViewCell (designed in IB) with a MKMapView on the left-hand-side and some UILabels on the right. I wanted to make the custom cell so you could touch it anywhere and this would push a new view controller. However touching the map didn't pass touches 'up' to the UITableViewCell until I simply added a UIView of the same size as the map view right on top of it (in IB) and made it's background the 'clear color' in code (don't think you can set clearColor in IB??):
dummyView.backgroundColor = [UIColor clearColor];
Thought it might help someone else; certainly if you want to achieve the same behaviour for a table view cell.
I don't understand why other answers are so complicated. The solution is really just one line:
mapView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(mapTapped)))
#objc func mapTapped() {}