Is there any way to get UITapGestureRecognizer to run on touch began?
I can't use touchesBegan because I am using a UITableView and the super view steals the event essentially.
I just want to detect when the screen is first touched. Why is this so difficult? Maybe I need a different solution than using tapgesturerecognizer?
You can use state property of UIGestureRecognizer to identify various states of any gesture -
#property(nonatomic,readonly) UIGestureRecognizerState state; // the current state of the gesture recognizer
So when the gesture begin, use something like this in your registered handler method -
if (gestureRecognizer.state == UIGestureRecognizerStateBegan) {
// Do your stuff
}
You can add a tap gesture recognizer to the tableView in viewDidLoad like this:
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapGestureRecognized:)];
[self.tableView addGestureRecognizer:tapGestureRecognizer];
Then implement this method:
- (void)tapGestureRecognized:(UITapGestureRecognizer *)tapGestureRecognizer {
NSLog(#"tap gesture recognized");
}
Just tested this out, and works fine. For every tap i get the log message on my console. Note that this prevents the tableview from receiving the taps, other gestures will just be handled by the table view as usual.
You need to set delaysContentTouches = NO
Related
I need to be able to detect immediate touch and get its position. (so didSelectRowAtIndexPath can't help us since it does not act immediately when scrolling up and down fast, you need to breathe in and select one by one)
Already tried everything I can think of. Touches began in each cell does not work because it suddenly behaves like didSelectRowIndexPath when implemented in custom cell class. Same result with TableViewController, the nature of touches began (you touch it, respond right away) just won't work.
* I'm not trying to TAP. Need to be able to get TOUCH (TapGesture does not respond when swiping very carefully/slowly but touches began always does) *
Not sure it's what you need, but you can create a TapGestureRecognizer.
You will likely run into conflicts with the UITableView's own gesture recognisers, but there are mechanisms to solve these which should hopefully let you achieve your desired behaviour (look up requireGestureRecognizerToFail and UIGestureRecognizerDelegate's gestureRecognizerShouldBegin and shouldRecognizeSimultaneouslyWithGestureRecognizer).
Try this.
In cellForIndexpath method.
UITapGestureRecognizer *singleFingerTap =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(handleSingleTap:)];
singleFingerTap.delegate=self;
cell.contentView.tag=indexPath.row;
[cell.contentView addGestureRecognizer:singleFingerTap];
//The event handling method
- (void)handleSingleTap:(UITapGestureRecognizer *)recognizer {
NSLog(#"%ld",(long)recognizer.view.tag);
}
I think what you need to do, add UILongPressGestureRecognizer to tableview, so normal touch will scroll and long press will do whatever you want to. Set its minimumPressDuration like 0.2 so it won't take much time. Add action for UILongPressGestureRecognizer and in that method get location like:
CGPoint touchPointInView = [sender locationInView: self.view]; //location reespective to view
CGPoint touchPointInView1 = [sender locationInView: tableView]; //location respective to tableview
I want to change background color of UIView tap, I know how to catch touch events and gestures on UIView in iOS.
I can change color when touchesBegan fires and then change it to original color when touchesEnded or touchesCancelled fires.
This works fine, until user tap on UIView really fast, this can be determined by UITapGestureRecognizer and change background color, but I don't know how to change color after that!
I don't want to use some kind of "Timer" or similar approach.
any suggestion?
You can detect that the tap ended by checking its state:
Objective-C
if (recognizer.state == UIGestureRecognizerStateEnded) {
// change the color here
}
Swift
if recognizer.state == .Ended {
// change the color here
}
From your question it seems that you have successfully done it with following delegates of UIView.
touchesBegan:
touchesEnded:
touchesCancelled:
The second option is to use UITapGestureRecognizer which was already mentioned by you. Please try using following code in your gesture recognizer method.
Add gesture to your view:
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(viewTap:)];
[yourView addGestureRecognizer:tapGesture ];
Your gesture recognizer method
-(void) viewTap:(UITapGestureRecognizer *) gestureRecognizer
{
if(gestureRecognizer.state == UIGestureRecognizerStateEnded)
{
//All fingers are lifted.
}
}
I want the ability to change how the playback controls are presented while using the new AVPlayerViewController in AVKit. Basically, I want to overide the single finger tap gesture to do something else, and replace that gesture with a double finger tap. I am subclassing AVPlayerViewController to add this functionality.
I can add the double finger tap easily by creating a new UITapGestureRecognizer, but doing so with a single tap does nothing, as the playback controls still appear and my custom gesture method is not called. I assume because the AVPlayerViewController has a gesture with priority that is called instead.
I setup the gestures like normal...
// singleFingerTap: will never fire...
UITapGestureRecognizer *singleFingerTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(singleFingerTap:)];
singleFingerTap.numberOfTouchesRequired = 1;
singleFingerTap.delegate = self;
[self.view addGestureRecognizer:singleFingerTap];
// doubleFingerTap: will work correctly...
UITapGestureRecognizer *doubleFingerTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doubleFingerTap:)];
doubleFingerTap.numberOfTouchesRequired = 2;
doubleFingerTap.delegate = self;
[self.view addGestureRecognizer:doubleFingerTap];
Any thoughts on how to achieve this without accessing private properties? Is it even permitted? I know I can create my own view controller with an instance of AVPlayer and then create my own playback controls, but I'm hoping I can use the lightweight AVKit player here with a few simple modifications.
I've tried looping through the gestures in AVPlayerViewController's view and removing them, but the gestureRecognizers property was empty. Even if I could do this, I wouldn't know how to add back the gesture to display the playback controls on a double finger tap instead of the single finger tap.
Any suggestions would be much appreciated! Especially whether this is possible/allowed or not. Thanks!
EDIT:
I have found a way to explicitly unblock the player's private gesture that was blocking my own gesture.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldBeRequiredToFailByGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
id firstGesture = gestureRecognizer;
id secondGesture = otherGestureRecognizer;
if ([firstGesture isKindOfClass:[UITapGestureRecognizer class]] && [secondGesture isKindOfClass:[UITapGestureRecognizer class]]) {
UITapGestureRecognizer *tapGesture = firstGesture;
UITapGestureRecognizer *otherTapGesture = secondGesture;
if (tapGesture.numberOfTapsRequired == otherTapGesture.numberOfTapsRequired && tapGesture.numberOfTouches == otherTapGesture.numberOfTouches) {
// Disable the single tap that shows the playback controls...
return YES;
}
}
return NO;
}
This effectively prevents the playback controls from appearing on a tap, and my singleTapGesture: fires as expected. However, I now have the issue of getting the playback controls to appear on a different gesture. Is it possible to reroute the private gesture, or simulate the private gesture programmatically?
Why not just check/modify the target/remove the default gesture recognizers first?
You can access them with the standard UIView's gestureRecognizers.
The gestures recognizers may be buried inside a private subview.
Another solution would be to set userInteractionEnabled to NO and add your gesture recognizers to the superview or to a "overlay" transparent view.
I'd like to code my own tap gesture recognizer, to detect the number of taps and number of touches (I don't want to use the iOS tap gesture recognizer because I want to extend it later in various other manners) ;
I tried the following : use the first motionBegin number of touches as the numberOfTouches of the tap, increment the numberOfTaps, and start the tap detection timer to detect the tap gesture if no new taps has been seen in a while
The problem is that one quickly realises that when doing a double-touch tap gesture, iOS either correctly detects one motionBegin with a double touch, or two quick one touch events. I guess a correct implementation should try to detect those quick one touch events that happen closely, but I'm wondering if there is a better way to implement the gesture recognizer.
Someone knows how the iOS tap gesture is implemented?
1. Add UIGestureRecognizerDelegate in your .h file. like
#interface finalScreenViewController : UIViewController <UIGestureRecognizerDelegate>
{
// do your stuff
}
2. Create a view in your viewDidLoad method (or any other method) you wanna to add the gesture in your .m file
ex
UIView * myView=[[UIView alloc]init];
myView.frame=CGRectMake(0,0.self.view.frame.size.width,self.view.frame.size.height);
[self.view addSubView: myView];
UITapGestureRecognizer *letterTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapMethod:)];
letterTapRecognizer.numberOfTapsRequired = 1;
[myView addGestureRecognizer:letterTapRecognizer];
3. you can get view by
- (void) tapMethod:(UITapGestureRecognizer*)sender {
UIView *view = sender.view;
NSLog(#"%d", view.tag);//By tag, you can find out where you had tapped.
}
I have a 2d map that the user can zoom and pan using the gesture recognizers. While it works, i want the user to start panning immediately after a zoom once they have 1 finger lifted. Unfortunately, in the docs it says:
The gesture ends (UIGestureRecognizerStateEnded) when both fingers
lift from the view.
which is pretending me from going from a pinch zoom to a pan right away. What could i do to fix this?
This is possible, and easy! It involves being your gesture recognizer's delegate. Something no-one seems to know exists. In my view controller subclass I have declared both conforming to the protocol <UIGestureRecognizerDelegate> and two ivars:
UIPinchGestureRecognizer *myPinchGR;
UIPanGestureRecognizer *myPanGR;
These ivars are instantiated in view did load. Notice setting self as the delegate.
-(void)viewDidLoad{
[super viewDidLoad];
myPanGR = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panTarget:)];
myPanGR.delegate = self;
[self.view addGestureRecognizer:myPanGR];
myPinchGR = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchTarget:)];
myPinchGR.delegate = self;
[self.view addGestureRecognizer:myPinchGR];
}
One of the delegate calls made by a UIGestureRecognizer is shouldRecognizeSimultaneouslyWithGestureRecognizer: if I had more than two gesture recognizers then this function would have to contain some logic. But since there are only two I can just return YES.
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer{
return YES;
}
Now you do have to include a little (very little) extra logic in your action methods to screen for the appropriate conditions.
-(void)panTarget:(UIPanGestureRecognizer *)panGR{
if (panGR.numberOfTouches > 1) return;
NSLog(#"panny");
}
-(void)pinchTarget:(UIPinchGestureRecognizer *)pinchGR{
if (pinchGR.numberOfTouches < 2) return;
NSLog(#"pinchy");
}
Run this code an look at the logs. you will see when you move one finger you will see "panny" when you place a second finger down you will see "pinchy", and back and forth.
Use this code inside the gesture handling method.
if (gesture.numberOfTouches != 2) {
// code here to end pinching
}
As Gesture handling method will be called immediately when user lift a finger while 2 finger pinching.