Touch events on UITableView's backgroundView - ios

I've got a UITableViewController, and the tableView has a view as backgroundView (even more, it's a MKMapView), set with
self.tableView.backgroundView = _mapView;
Currently the background view is showing on the screen (I also have a transparent table header to achieve this). I'm not able to make the mapView (tableView's backgroundView) respond to user interaction. My table header, which is above the map view, is a subclass of UIView with the following override:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
LogDebug(#"Clic en transparent view");
if (_transparent)
{
return nil;
}
return [super hitTest:point withEvent:event];
}
so it's supposed to pass through the events; I don't know what's wrong, and didn't find any solution in other similar questions.
I must keep the mapView as the tableView's background property, so please take this into account.
Any idea?

it's relatively late to answer the question. But I ran into this problem on my own project, and after some research I got the answer. First off, I didn't assign the view in the back to tableView.backgroundView. Instead, I made the tableView.backgroundColor transparent then put another view under the table view.
EDIT:
by "under the table" I mean the tableView and the anotherView are children to the same parent view and tableView.zPosition is greater than anotherView.zPosition.
Then all I did is override the tableView:
(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
and let the tableView avoid holding the events that are not in its cells.
Here's the code:
-(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
/// the height of the table itself.
float height = self.bounds.size.height + self.contentOffset.y;
/// the bounds of the table.
/// it's strange that the origin of the table view is actually the top-left of the table.
CGRect tableBounds = CGRectMake(0, 0, self.bounds.size.width, height);
return CGRectContainsPoint(tableBounds, point);
}
it works like a charm for me. hope it'll help any other people who run into this problem.

I guess that the touchEvents cant be passed to tableView's backgroundView.
So, what i did is ,
For headerView which is a subclass of UIVIEW, i added a class property as mapView.
In HeaderView.h
#property (nonatomic,assign) UIView *mapView;
And, in tableViewController
-(UIView *)tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section{
HeaderView *view =[[TestView alloc] initWithFrame:CGRectMake(0, 0, 200, 100)];
view.mapView =tableView.backgroundView;
return view;
}
And override hitTest in HeaderView and return this mapView.
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event{
return self.mapView;
}
Now the mapView receives that touchEvent and responds accordingly..Add extra code that you might interest.
Hope this helps.

Santhu answer almost worked for me, I passed hit test to mapView instead of just returning it, also I needed to made a point check because I wanted only header touch events passing through so there is my version of hit test on the HeaderView:
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event{
if(point.y > self.frame.size.height){
return nil;
}
return [self.mapView hitTest:point withEvent:event];
}

Put this in a UITableView subclass, the downside is you can no longer tap cells but it hopefully is a pointer in the right direction.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{}

FYI, this is an old post, and UITableView.backgroundView does receive touches now. So, if your content in your backgroundView isn't receiving touches it's due to some other issue.

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.

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.

UIScrollview delaysContentTouches issue

I have UIScrollView loaded with UIButtons and on UIButton action I have highlighted UIImage of each UIButton.
If I don't set delaysContentTouches as NO then highlighted UIImage of UIButton will not shown if I touch up UIButton very fast. After I set delaysContentTouches property as NO then only UIButton highlighted UIImage is shown.
Now after setting delaysContentTouches property as NO for UIScrollView. I can not scroll my UIScrollView by dragging on the UIButtons. Now how can I resolve this issue.
Please give me an advise.
Thanks in advance.
Here's what works for me. Subclass UIScrollView, and implement only this method:
- (BOOL)touchesShouldCancelInContentView:(UIView *)view {
return YES;
}
Then set delaysContentTouches = NO;
Voila! Works just like the home screen: Highlights buttons immediately, but still allows scrolling :)
I found that in iOS 8, the UIScrollView's underlying UIPanGestureRecognizer is not respecting the UIScrollView's delaysContentTouches property. I consider this an iOS 8 bug. Here's my workaround:
theScrollView.panGestureRecognizer.delaysTouchesBegan = theScrollView.delaysContentTouches
OK I have resolved by implementing below method :
- (BOOL)touchesShouldCancelInContentView:(UIView *)view
{
NSLog(#"touchesShouldCancelInContentView");
if ([view isKindOfClass:[UIButton class]])
return NO;
else
return YES;
}
Unable to find a satisfactory solution online so far (and it seems to be that Apple is ignoring the issue). Found a thread on Apple's developer forum with some suggestions in there that may help: UIScrollView: 'delaysContentTouches' ignored
I was able to use the workaround from this link. To summarize the workaround (I'm para-quoting here):
UIEvent objects contain a time stamp.
You can record the time stamp at the time of touchesBegan on your
embedded subview.
In touchesMoved of scrollView's subview, look at the time stamp and
location again.
If the touch has not moved very far and more than, say, 0.1 seconds
have passed, you can assume the user touched the subview and then
delayed movement.
In this case, the UIScrollView will have decided, independently, that
this is NOT a scrolling action even though it will never tell you
that.
So, you can have a local state variable to flag that this condition of
delayed movement occurred and process events received by the subview.
Here's my code:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
// store the timestamp
_beginDragTimeStamp = event.timestamp;
// your embedded subview's touches begin code
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
// compare and ignore drag if time passed between tap and drag is less than 0.5s
if(event.timestamp - _beginDragTimeStamp < 0.5) return;
// your drag code
}
I had same issue & same hierarchy of the views, With latest sdk , just use it :
Setting delaysContentTouches to NO for UIButton in the same UITableViewCell.
self.scrollview.delaysContentTouches = NO
Create a subclass of the UIScrollView (or UITableView, or UICollectionView, or any other UIScrollView subclass that you use).
Implement the below method:
- (BOOL)touchesShouldCancelInContentView:(UIView *)view {
if ([view isKindOfClass:UIButton.class]) {
return YES;
}
return [super touchesShouldCancelInContentView:view];
}
Set this subclass at xib/storyboard as a "Custom Class" class if you use the interface builder.
Unselect Delay Touch Down in a xib or set delaysContentTouches = NO in code.

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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