Getting touches at launch on iOS - ios

On Mac, one can always get the location of the mouse "outside the event stream" (ie, even if you've not subscribed to any delegate methods for mouseUp: et al) by calling [NSEvent mouseLocation].
Is there any way on iOS to get current touch events without listening to touchesBegan:?
I ask because there is at least one situation in which touchesBegan is not called: at app launch, if a touch is already in progress, touchesBegan is never called. In fact, neither are any of the touch-related UIEvent methods called as near as I can tell (nor UIApplication's / UIWindow's sendEvent:, apparently).
I would like to vary the behavior of my app slightly based on whether a touch is in progress at launch. Is there any way to detect an in-progress touch at app launch?

This cannot be done. The simple reason: The touch events don't belong to your app. Each touch belongs to some UI element (or responder). As you already know, this element gets the began, moved, ended, cancelled messages.
This is even true within a properly programmed app: All events regarding one touch are delivered to the very same object. After all, how would another object know what to do with that event, and how should the first object properly finish its expected behavior?
While you can (or could, but probably shouldn't) find a work around within your app, there's just no way for cross-app-touch passings.
And on the Mac you may query the mouse position, but in normal application flow there'll always be a mouse down before you get a mouse up event.
To be honest, I don't see any reason why this would be needed anyway... oh wait... I could split my app icon into several areas... not sure if it would already break privacy laws, though, if you get to know where the user has his icon on screen.

I think you could simply "extend" the application launch. When I had time consuming tasks during my application launch, I used to show the same splash screen with a UIActivityIndicator while the action was being carried out.
You could simply create a NSTimer, wait for about 2 seconds and during this time, check for touches, while the splash screen will still be showing.
To do this, in applicationDidFinishLaunch, push a ViewController that looks exactaly like the splash screen and check for touches in this ViewController. After those 2 seconds, proceed with normal initialisation. This behaviour also helps if you have time consuming tasks during initialisation.
I know, it`s a workaround, but my guess, is that it is not possible to check for touches because application will be working on the main thread and the touches also processes on the main thread. This could happen also because there are no ViewControllers or UIWindow initialised and ready to listen to touches.
Hope it helps.

You might try handling the hitTest:withEvent: instead.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event;
Since according to apple doc "Returns the farthest descendant of the receiver in the view hierarchy (including itself) that contains a specified point."

Related

Detect palm touching/releasing the iphone screen

Implementing a sort of 'distress call' button which should work as following:
User starts application and covers a screen with a palm of a hand
Some time passes, user may introduce additional touches during that time or remove some of the existing (but not all of them), location/shape of touches may change
When user releases a hand (i.e. removes last touch) a distress signal is emitted by the app
Basically, the app should register two events: (1) a screen is touched (2) all touched are released
I'm trying to use touchesBegan/touchesEnded methods and those work for small area touches (fingertips) but on touching screen with a full palm or even only palm edge a touchesCancelled gets triggered immediately while hand is still on the screen. Obviously no other events are emitted upon hand release afterwards.
I tried subclassing UIWindow and UIApplication and overriding sendEvent in those but got no additional info - large area touches are triggering touch begin and immediately touch cancel, releasing hand afterwards emits nothing. In some cases large area touches fire no events at all, not even the touchesBegan. Basically, iOS doesn't let me work with a very basic scenario - detecting just the fact of screen touch/release.
Is there any way to query the screen touch state directly and not work with responder chain? Or suppress the cancellation event from firing? Or maybe I'm missing something?
Unfortunately, as of right now, no solution exists

iOS notified when control center is opened like QuizUp do

How can I be notified when the iOS Control Center is being opened?
UIApplicationWillResignActiveNotification isn't good enough since this notification is sent also when the Notifications Center is opened, alert view appeared and other possible scenarios.
I was sure this is not possible, but QuizUp app is notified when the user open the Control Center while the user is on middle of a gameplay to prevent cheating the game.
Thanks
Hey there I did a lot of trial and error investigation and came up with a solution that turns out being very reliable. It works in all orientations and both in fullscreen (no statusbar) and in regular mode. AAWindow is a subclass of UIWindow and you can find it on GitHub.
The way I accomplished this is by overriding sendEvent in UIWindow, separating out TouchEvents from the other events and checking whether touches occur in the bottom 10 percent of the screen (which is the part that can open Control Center). If there are touches and applicationWillResignActive is called within a timespan of .5 seconds (with statusbar) or 3 seconds (without statusbar) you can be very sure that this is because of Control Center being opened. Then a NSNotification is being fired and you can react to that anywhere in the application.
I tested a UIPanGestureRecognizer approach (with and without the status bar visible—changes if the little pull tab comes up instead of control center) along with watching for the applicationWillResignActive notification, and I couldn't reliably know if control center was opened. If the pan was slow enough the gesture recognizer would trigger first, but it's definitely easy to swipe up fast enough to trigger control center and bypass the gesture recognizer firing at all.
Attempting to check if the app goes from applicationWillResignActive and then to applicationDidBecomeActive would be a pretty reliable way to know if the app entered and exited one of a couple states (control center, notification center, answering a phone call, etc), but telling the difference between say notification and control center is impossible this way.
TL;DR: I don't think there is a reliable or accurate way to tell if control center was opened, but QuizUp may be doing something interesting to fake it, and I am open to being wrong!
When Control centre is opened the cycle isn't completed. Means only the method
applicationDidResignActivity will be called but applicationDidEnterBackground won't be called. When app is minimized both methods will be called. Here you can differentiate.

How to catch losing focused event in iOS application?

My application receives and process all touch events, received through UIWindow object. So, for every touch event I create a record and at any moment I can check how much fingers on the screen... Everething worked fine until I tried to use system gestures (switch between tasks, call task manager)... In this case i received all four touchesBegan events, but not tochesEnded. In other words my application doesn't receive any touch events if they are become system gestures.
The question is: How can I catch ALL touch events?
Thank You!
The trick is to handle correctly touchesCancelled:withEvent: which is fired when the application lose focus on multitasking gesture.
I think I got the answer: So, I think it's impossible or incorrect to catch any touch event after application will resign its focuse. So, I just need to handle applicationWillResignActive and applicationDidBecomeActive events to catch and process my issue... In other words, I have to delete all my touch entries when my application loses the focuse.

Why are my iPad touch events being delayed (sometimes up to a second)?

I'm working on a game, and I'm using a CAEAGLLayer backed UIView subclass to present the game engine. Touch handling is done using -touchesBegan:withEvent: et. al.
Everything works fine, except that very rarely, if one of the on-screen controls is tapped rapidly, -touchesBegan:withEvent: doesn't get called for somewhere between 0.1 and 1-2 seconds. This happens maybe one in 20 times, and only if you tap the screen rapidly (4-5 times) first. It seems to be more likely to happen if I am also holding down another finger on a different control on the screen.
Thinking that it was something to do with my own code, I subclassed UIApplication so I could add a logging statement to -sendEvent:. When the laggy touch happens, -sendEvent: doesn't get called until some period of time after the touch has started, so it the touch handling code inside my UIView subclass doesn't appear to be at fault.
Does anyone have any idea what's going on here (other than iOS having some obscure bug)? Is there some sort of internal "events queue" that makes event delivery become laggy when it fills up? Has anyone else experienced this?
Touch events are only dispatched in the main UI run loop, and sometimes only when the main run loop goes idle for a bit. So if your app is busy handling several previous touch events in a row without taking a break, the main UI run loop might be saturated, and thus not get any further touch events until done with the current stuff.
Touch events also have time stamps. So you can check if they're coming too fast (faster than your event handlers and resulting UI updates can run), and skip or combine some of the event handlers, as appropriate for your app, if you want the app to stay maximally responsive.

Trouble toggling the userInteractionEnabled property in iOS

I am developing a tic tac toe game for iOS and I am using a combination of UIButtons and UIImageViews to allow for user interaction and to display the moves made. My problem is that the buttons continue to accept user input before the cpu makes it's move, which breaks my game logic. I have made several attempts to toggle the userInteractionEnabled property, but I have only been able to turn it off. The engine that gets everything started in the game is my buttonPressed method. I also toggle the userInteractionEnabled property within this method and therein lies my problem: How do I re-enable the property after disabling user interaction? Is there a method that is called in between events that I can overwrite?
I have searched the web and I have searched through the developer documentation provided by Apple and I found information on the touchesBegan and touchesEnded methods. However, from what I understand, those methods need to be explicitly called which brings me back to my original problem of not being able to call those functions without the user's interaction.
If anyone can help, I would greatly appreciate it! I have been racking my brain over this for the past couple of weeks and I am just not seeing a solution.
I'd think that for a game like tic-tac-toe, calculating the countermove should be so fast that it can be done immediately in response to the first button press. If you're doing something complicated to calculate the next move, like kicking off a thread, you might want to reconsider that.
Let's say, though, that your game is something like chess or go, where coming up with a countermove might take a bit longer. Your view controller should have a method to make a move for the current player, let's call it -makeMove:. Your -buttonPressed action should call that method to make a move for the user. In response, -makeMove: should update the state of the game, switch the current player to the next player. If the new current player is the computer, it should then disable the controls and start the process of calculating the next move. Let's imagine that's done by invoking some NSOperation, so that coming up with the next move is an asynchronous task. Once the operation has come up with a move, it should again invoke -makeMove: (by calling -performSelectorOnMainThread:), which will again update the game state and the current player. This time, though, it should see that the new current player is not the computer, and so it should re-enable the controls.

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