I have a map with drawn items. The map handles touch events and determines the touched items as if they were buttons.
I made the map a container and implemented the methods to return accessibleElements. For each item I create one instance of a UIAccessibilityElement subclass.
It seems UIAccessibilityAction protocol has no callback for a "tap" or "button pressed" event.
How would I mimic the effect of a UIButton with UIAccessibilityElement then?
Assuming you are running under iOS 5 or iOS 6, consider the following workaround. It is not optimal, but will work until there is a better way:
Create a dummy view that is not, itself, an accessibility element.
On this view, implement your "tap" handling in -touchesEnded:withEvent:.
Set your accessibility element's accessibilityActivationPoint to a value that falls within this dummy view.
Your dummy view will receive touch events when the corresponding accessibility element is activated. Make sure to ignore touch handling in your dummy view if VoiceOver and other assistive technologies are not running.
EDIT: Another less hacky approach is to implement a tap gesture recognizer on the view you're concerned with, convert the coordinate from -touchesEnded:withEvent: to screen coordinates, and manually hit test the point against the frames of your accessibility elements.
Related
I have a custom control to increment and decrement values. Now that I've added support for voice over, I've stumbled upon a problem.
My customView has the accessibility trait .adjustable and I implemented the correct methods for increasing and decreasing the values.
However, the voice over user can also double tap on that view to activate it. The problem is, that this triggers a gesture which is irrelevant to voice over users.
Is there a way to prevent an adjustable accessibility view from being activated so that the element is only adjustable, not double-tappable like a button?
There are two important properties to know when a double-tap occurs:
accessibilityActivate.
accessibilityActivationPoint.
In your case, you could just return true by overriding accessibilityActivate and if it's not enough, provide as well a CGPoint coordinate that triggers nothing (depends of your custom control and its neighborhood).
Otherwise, use the accessibilityElementIsFocused instance method to know wether you can trigger actions as this complete example shows up.
I ended up using UIAccessibility.isVoiceOverRunning to stop any tasks which would be triggered by a doubletap on that specific element.
I've created a custom view that acts like a UISlider - there is a "track", and a handle to "grab" to change the value. For particular reasons, I can't just make it a subclass of UISlider. I'm trying to make this slider as accessible as possible with VoiceOver. I have accessibilityIncrease and accessibilityDecrease on my custom view that handle single finger drag up and single finger drag down. This changes the value of the slider by 10% at a time.
However, I'd like to allow more fine grained control, just like a non-VoiceOver slider. By default , UISlider has double tap and hold, and you can drag up/down to "pan" the slider. I'd like to add exactly that to my custom view, but I can't find the correct incantation to handle the double tap and hold gesture.
Is there something I can do to mimic the double tap and hold gesture from UISlider on my custom view?
Thanks very much!!!
If you want to implement this kind of new gesture for VoiceOver users, just forget it.
The recommended gesture for this kind of UI control is definitely the implementation of adjustable value as you already did apparently.
I don't think it's a good idea to try and implement new VoiceOver gestures in an application because its users have their habits and they may be totally lost with your customed control if they cannot handle it unless you add an hint to explain but that's definitely not what I recommend anyway.
Otherwise, you could take a look at the pass through concept introduced in the What's New in Accessibility WWDC 2017 video that deals with the same idea but for a panning gesture...
Lets say that i have an animation - an image is going from left side of the screen to the right. I would like to make it a little bit interactive - when user taps on a screen i want to change direction of image movement. Whats the best approach to implement it?
What I do in some cases is take the main view of the View Controller, in Storyboard, and change the class type of that UIView to UIControl.
In the code that is accessed as MyViewController.view, which you can write:
var viewAsControl = myViewController.view as UIControl
In Swift or some equivalent of that.
The UIControl subclass of UIView is the hierarchical layer (class) that adds the action/target facilities to a view. For example, UIButton is a UIControl, because it generates events (actions), and it is also a UIView so it can be added as a subview.
Then from the Connections Inspector, accessed via the far right Icon of the far right panel (that is, the panel to the right of the storyboard editor window), I'd select the Touch Up Inside event type or some other event and drag it to an #IBAction tagged function I'd add to the View Controller's source code, to receive the tap event. From that tap notification, you can cancel the current animation and add a new one, etc...
Alternatively, you can create an IBOutlet for the view if you've turned it into a UIControl in IB, and use the addTarget() method to assign an action handler for a specific event, e.g. to make it call a function in your code.
Either way the effect will be that any time the view is tapped, it will generate the event for you to respond to
This is a pretty hypothetical question just to understand proper design but lets say I have two custom UIViews.
One of them is essentially a container that I'll call a drawer. Its purpose is to hide and show content. It's a lot like the notification center on iOS where you swipe to pull it open and flick it back up to close it. It's a generic container than can contain any other UIView. It has a UIPanGestureRecognizer to track the finger that's pulling it open/closed. It might also have a UISwipeGestureRecognizer to detect a "flick".
The other view is a custom map widget that has UIPan/Rotation/Pinch GestureRecognizers.
I think the drawer view should be the UIGestureRecognizerDelegate for the Pan/Swipe GestureRecognizers so that it can prevent touches from being delivered unless the user is grabbing "the handle".
My first instinct is for the map to be the UIGestureRecognizerDelegate of the pan/rotation/pinch gestures so that it can allow them to all run simultaneously.
The problem I'm having is that, I really don't want the map to receive any touches or begin recognizing gestures until the drawer is completely open. I'd like to be able to enforce this behavior automatically in the drawer itself so that it works for all subviews right out of the box.
The only way that I can think to do this is to wire all of the gestures handlers to the ViewController and let it do everything, but to me that breaks encapsulation as now it has to know that the map gestures need to run simultaneously, that the drawer should only get touches on it's handle and that the map should only get touches when it's open.
What are some ways of doing this where the logic can stay in the Views where I think it belongs?
I would do something like this to make the subviews of the drawer disabled while panning. Essentially loop through the drawer's subviews and disbale interaction on them.
[self.subviews enumerateObjectsUsingBlock:^(UIView *subview, NSUInteger idx, BOOL *stop){
subview.userInteractionEnabled = NO;
}];
And something similar again for when you want to re-enable user interaction on the subviews.
This should already Just Workâ˘. A gesture recogniser is attached to a view; when a continuous gesture is recognised, all subsequent touches associated with that gesture are associated with that view.
So in your case, when the drawer pan is recognised, no touches associated with that pan should ever cause behaviour in your map view's pan/pinch/rotation gestures (unless you explicitly specify that they should using the appropriate delegate methods).
Or do you mean that you want to prevent the user from, halfway through opening the drawer, using another finger (i.e. another gesture) to start scrolling the (half-visible) map? If so, you should just set userInteractionEnabled on the drawer's contentView (or equivalent) to NO at UIGestureRecognizerStateBegan/Changed and YES again at UIGestureRecognizerStateEnded/Cancelled.
I'm trying to handle touch events with touchesBegan in an overlay to a parent UIView but also allow the touch input to pass through to sibling UIViews underneath. I expected there would be some straight-forward way to process a touch event and then say "now send it to the next responder as if this one didn't exist", but all I can find is the nextResponder method which appears to be giving back the parent to my overlay view. That parent is then not really passing it onto the next sibling of that overlay view so I'm stuck uncertain how to do what seems like a simple task that is usually accomplished with a touch callback that gets a True or False return value to tell it whether to keep processing down the widget hierarchy.
Am I missing something obvious?
Late answer, but I think you would be better off overriding hitTest:withEvent: instead of touchesBegan. It seems to me that touchesBegan is a pretty "high-level" method that is there to just do a simple thing, so you cannot alter at that level if the event if propagated further. The right place to do that is hitTest:withEvent:.
Also have a look at this S.O. answer for more details about this point.
I understand the desired behavior you're looking for Joey - I haven't found something in the API that supports this automatic messaging-up-the-chain behavior with sibling views.
What I originally wrote below was with respect to just informing a parent UIView about a touch. This still applies, but I believe you need to take it a step further and have the parent UIView use the hit testing technique that Sergio described on each of it's subviews that are siblings to the overlay, and have the parent UIView manually invoke a "do something" method on each of it's subviews that pass the hit test. Each of those sibling views can return a BOOL value on whether to abort informing other siblings or continue the chain.
If you find yourself using this pattern a lot, consider adding a category method on UIView that encapsulates the hit testing and asking views to perform a selector.
My Original Answer
With a little bit of manual work, you can wire this together yourself. I've had to do this, and it worked for me, because I had an oft-repeated use case (an overlay view on a button), where it made sense to create some custom classes. If your situation is similar, one of these techniques will suffice.
Option 1:
If the overlay doesn't need to do anything but look pretty, have it opt out of touch handling completely with userInteractionEnabled = NO. This will make it so that the touch event goes to it's parent UIView (the one it is an overlay to).
Option 2:
Have the overlay absorb the touch event (as it would by default), and then invoke a method on the parent UIView indicating that a touch or certain gesture was recognized, and here's what it is. This way, the UIView behind the overlay still gets to act on the touch recognition, even if someone else did the interception.
With Option 2, it's more a fit for simple UIControlEvent types, like UIControlEventTouchDown and UIControlEventTouchUpInside. In my case (a custom UIButton subclass with a custom overlay view on top of it), I'll wire touch down and touch up events on the button to two separate methods. These fire if a touch down or touch up inside event occurs on the button itself. But, they are also hooks I can invoke from the overlay view if I need to simulate that a button press occurred.
Depending on your needs, you could have a known protocol between the overlay and it's parent UIView or just have the overlay test the UIView informally, with a respondsToSelector: check before invoking performSelector: on it with the custom method you want called that would have fired automatically if the UIView wasn't covered by an overlay.