I have a viewController which contains a UITableView. This viewController implements UITableViewDelegate, and UITableViewDataSource, and I'm also trying to implement the following methods:
touchesBegan
touchesMoved
touchesEnded
However, these methods are not being called. I am trying to call these methods in response to the user touching a UIImageView that is inside a UITableView, but doing so only calls this method:
- (void) tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
[self.view bringSubviewToFront:_imageView];
[UIView animateWithDuration:.3 animations:^{
CGRect rect = [self.view convertRect:[tableView rectForRowAtIndexPath:indexPath] fromView:tableView];
CGFloat floatx = _imageView.frame.origin.x - rect.origin.x;
_imageView.frame = CGRectMake(rect.origin.x + floatx, rect.origin.y, _imageView.frame.size.width, _imageView.frame.size.height);
}];
NSLog(#"Table row %d has been tapped", indexPath.row);
}
What I am hoping is to continue to call this method, but also call:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == _imageView) {
//need to make sure user can only move the UIImageView up or down
CGPoint location = [touch locationInView:_imageView];
//ensure UIImageView does not move outside UIITableView
CGPoint pt = [[touches anyObject] locationInView:_imageView];
CGRect frame = [_imageView frame];
//Only want to move the UIImageView up or down, not sideways at all
frame.origin.y += pt.y - _startLocation.y;
[_imageView setFrame: frame];
_imageView.center = location;
return;
}
}
when the user is dragging the UIImageView inside the UITableView.
Can anyone see what I am doing wrong?
Thanks in advance to all who reply
I had a similar problem to this except I was trying to implement touch detection to an UIWebView. I eventually got over it by adding a UIPanGestureRecognizer to the UIWebView's .view property.
Implement this method:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
and then add the UIPanGestureRecognizer to the UITableView like so:
UIPanGestureRecognizer *panGesture;
panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureDetected:)];
panGesture.maximumNumberOfTouches = 1;
panGesture.minimumNumberOfTouches = 1;
panGesture.delegate = self;
[self.tableView addGestureRecognizer:panGesture];
and then implement the method
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer {
}
Now, every time the UIPanGestureRecognizer detects a pan gesture, it will call that method and you can get the location of the UIPanGestureRecognizer by calling the method [recognizer locationInView:self.tableView.view]; which will return a CGPoint. You can also get the state of the UIPanGestureRecognizer by calling [recognizer state] which returns a UIGestureRecognizerState.
Have you set userInteractionEnabled on your view that the touches will be inside?
Related
I need to get touchesBegan and touchesMoved for a UIImageView within a cell of UITableView.
But touchesBegan and touchesMoved don't fire if I touch UIImageView in cell.
touchesBegan and touchesMoved work if I touch any other UIImageView that is beyond UITableView.
Here is allocation of UITableView called from viewDidLayoutSubviews()................
tableFrame = CGRectMake(y-42, x+10 + DEVICE_TABLE_BORDER_WIDTH, height, width);
device_off_tableView = [[UITableView alloc]initWithFrame:tableFrame style:UITableViewStylePlain];
device_off_tableView.rowHeight = device_off_row_height;
device_off_tableView.sectionFooterHeight = 0;
device_off_tableView.sectionHeaderHeight = 0;
device_off_tableView.scrollEnabled = YES;
device_off_tableView.bounces = YES;
device_off_tableView.delegate = self;
device_off_tableView.dataSource = self;
device_off_tableView.allowsSelection = NO;
device_off_tableView.tag = channel;
device_off_tableView.transform = CGAffineTransformMakeRotation(-M_PI/2);
device_off_tableView.autoresizesSubviews = NO;
// Add device_off_tableView to the view:
device_off_tableView.autoresizingMask = UIViewAutoresizingFlexibleHeight|UIViewAutoresizingFlexibleWidth;
off_record_index = expected_off_index = 0;
[device_off_tableView reloadData];
[[self view] addSubview: device_off_tableView];
Here is allocation of UIButton within cell...........................
// Put invisible UIButton on top of device icon, to detect start of drag: !!!
UIButton* invisible_drag_button = [UIButton buttonWithType:UIButtonTypeCustom];
invisible_drag_button.frame = CGRectMake (x,y, w,h); // location and size of device off icon
invisible_drag_button.tag = cell_record_index; // store user device's record index
[invisible_drag_button addTarget: self
action:#selector( delegate_drag_start: )
forControlEvents: UIControlEventTouchDown ];
[cell.contentView addSubview: invisible_drag_button ];
Here are touch delegates:................................
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
printf("touchesBegan \n");
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// Get touch event's details:
UITouch *touch = [[event allTouches] anyObject];
// Touching image to be dragged?
if([touch view] == self.device_drag_UIImageView)
{
printf("touchesMoved device_drag_UIImageView \n");
CGPoint location = [touch locationInView: self.view];
self.device_drag_UIImageView.center=location;
}
else
{
printf("touchesMoved WRONG IMAGE \n");
}
}
This should work assuming you have touchesMoved:withEvent: inside the cell class.
Try the following on your UITableViewController
self.tableView.canCancelContentTouches = NO;
self.tableView.delaysContentTouches = NO;
Image views have the userInteractionEnabled set to NO. Which means that you wont get the touch events. Set that to YES and it may fix your problem. However the better way to do this is to use a UIPanGestureRecognizer. You would still need to set userInteractionEnabled to YES but it works better with the tableview
I have a custom view that will pinch zoom, but I'd like to also slide it around in any direction. The zoom works well, and the moving works well, but so far it's just one or the other. The touchesMoved method never gets called.
The scrollView has a subView which the user will touch and move. It will function like a little map. On the subView are several custom labels. I have a tap Gesture recognizer on the labels, which works fine now, and will still need to work when the zoom and moving is corrected.
I also tried [scrollView setScrollEnabled:NO]; and other things, but that didn't allow both to work. How can touches Moved be called? What will I need to do to allow both to work?
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view setUserInteractionEnabled:YES];
scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
[scrollView setMinimumZoomScale:.7];
[scrollView setMaximumZoomScale:1.5];
[scrollView setAutoresizesSubviews:YES];
[scrollView setUserInteractionEnabled:YES];
scrollView.delegate = self;
[self.view addSubview:scrollView];
CGRect mapFrame = CGRectMake(0, 0, 300, 300);//temp numbers
subView = [[UIView alloc]initWithFrame:mapFrame];
subView.userInteractionEnabled=YES;
subView.autoresizesSubviews=YES;
[scrollView addSubview:subView];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touchesMoved");
touch = [touches anyObject];
CGPoint location = [touch locationInView:subView];
CGPoint prevLoc = [touch previousLocationInView:subView];
CGPoint origin = subView.frame.origin;
origin.x += (location.x - prevLoc.x);
origin.y += (location.y - prevLoc.y);
CGRect newFrame = subView.frame;
newFrame.origin = origin;
subView.frame = newFrame;
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return subView;
}
//label sample
newCity =[[MyCustomClass alloc] initWithFrame:CGRectMake(x, y, 95, 40)];
newCity.userInteractionEnabled = YES;
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(touchUp:)];
[newCity addGestureRecognizer:tapGesture];
[subView addSubview:newCity];
I'm also getting this in the log and don't know why. "Ignoring call to [UIPanGestureRecognizer setTranslation:inView:] since gesture recognizer is not active.
" I removed the pan gesture recognizer, after that didn't work. I'm using Xcode 4.5.2
My header is
#interface CitiesViewController : UIViewController <UIScrollViewDelegate, UIGestureRecognizerDelegate>
{
UIView *subView;
}
#property(nonatomic, strong) UIView *subView;
#property(nonatomic, strong) UIScrollView *scrollView;
To solve this I removed the TouchesMoved entirely and used a panGestureRecognizer instead. Hopefully it helps someone.
I added this to my subView:
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(handlePan:)];
[pan setDelegate:self];
[subView addGestureRecognizer:pan];
Add this method:
- (void)handlePan:(UIPanGestureRecognizer *)recognizer {
CGPoint translation = [recognizer translationInView:subView];
subView.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
}
I never did figure out why that message Ignoring call to [UIPanGestureRecognizer setTranslation:inView:] is still occurring, but this seems to work.
I have a UIImageView that I am trying to move using a UIPanGestureRecognizer object. The UIImageView is positioned over top of a UITableView, and serves as a scrollbar. I want this UIImageView to be moved by the user up or down the UITableView, not sideways. To accomplish this, I have implemented UIGestureRecognizerDelegate, and I have the following methods:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return YES;
}
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer {
NSLog(#"Do I get called?");
//_startLocation is a property of type CGPoint that I declare in the .h file
_startLocation = [recognizer locationInView:_imageView];
NSLog(#"The point is: %d", _startLocation);
CGRect frame = [_imageView frame];
frame.origin.y += frame.origin.y - _startLocation.y;
[_imageView setFrame: frame];
_imageView.center = _startLocation;
}
The method, panGestureDetected is called from viewDidLoad as follows:
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureDetected:)];
panGesture.maximumNumberOfTouches = 1;
panGesture.minimumNumberOfTouches = 1;
panGesture.delegate = self;
[_table addGestureRecognizer:panGesture];
Unfortunately, my UIImageView moves all over the place frantically on the screen when I try to move it. I want to see a smooth scrolling UIImageView go up/down while the user drags it. Can anyone see what I am doing wrong?
In your handler method just keep this line and remove all other.
_imageView.center.y = [recognizer locationInView:[_imageView superView]].y;
You need to get location in superView, not imageView itself. And just change the y value of center.
I have made an animation that moves across the screen, my animation loops continuously. How can I stop the animation when you tap the animated image, Then let the animation continue when you lift the touch?
I know how to use TouchesMoved to move a specified button like this:
CGPoint point = [[[event allTouches] anyObject] locationInView:self.view];
UIControl *control = sender;
control.center = point;
But getting it to work with my animation. I would like the animation to continue after I touch it.
SelectedCellViewController.h
// SelectedCellViewController.h
#import <Accounts/Accounts.h>
#import <QuartzCore/QuartzCore.h>
#interface SelectedCellViewController : UIViewController {
IBOutlet UIImageView *imageView;
UIImageView *rocket;
}
#end
viewControllertoShow.m
#import "SelectedCellViewController.h"
#interface SelectedCellViewController ()
#end
#implementation SelectedCellViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
}
return self;
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
#pragma mark - View lifecycle
- (void)viewDidLoad {
[super viewDidLoad];
[self performSelector:#selector(imageSpawn:) withObject:nil afterDelay:3];
}
- (void) imageSpawn:(id) sender
{
UIImage* image = [UIImage imageNamed:#"ae"];
rocket = [[UIImageView alloc] initWithImage:image];
rocket.frame = CGRectMake(-25, 200, 25, 40);
[UIView animateWithDuration:5
delay:0.2f
options:UIViewAnimationCurveEaseInOut | UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^(){rocket.frame=CGRectMake(345, 200, 25, 40);}
completion:^(BOOL fin) {
}];
[self.view addSubview:rocket];
UITapGestureRecognizer *tapped = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(ballTapped:)];
tapped.numberOfTapsRequired = 1;
[rocket addGestureRecognizer:tapped];
[rocket setUserInteractionEnabled:YES];
}
-(void)ballTapped:(UIGestureRecognizer *)gesture
{
CGPoint location = [gesture locationInView:gesture.view];
//then write code to remove the animation
[self.view.layer removeAllAnimations];
NSLog(#"Tag = %d", gesture.view.tag);
rocket.frame = CGRectMake(location.x,location.y,25,40);
}
- (void)dismissView {
[self dismissViewControllerAnimated:YES completion:NULL];
}
- (void)viewDidUnload {
}
#end
As you had already stated in your question ,you can get the touched point using
CGPoint point = [[[event allTouches] anyObject] locationInView:self.view];
Then check check whether this point lies inside the coordinates of the animated UIImageview and then stop animation.
But if you are using scrollview, you won't be able to use this because scrollview will not return any UIView touch events.
As your image view is animating, a better choice will be adding a UITapGestureRecogniser to the image view when you add it s subview, like this
- (void) imageSpawn:(id) sender
{
UIImage* image = [UIImage imageNamed:#"ae"];
UIImageView *rocket = [[UIImageView alloc] initWithImage:image];
rocket.frame = CGRectMake(-25, 200, 25, 40);
[UIView animateWithDuration:5
delay:0.2f
options:UIViewAnimationCurveEaseInOut | UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^(){rocket.frame=CGRectMake(345, 200, 25, 40);}
completion:^(BOOL fin) {
}];
[myScrollView addSubview:rocket];
UITapGestureRecognizer *tapped = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(ballTapped:)];
tapped.numberOfTapsRequired = 1;
[self.rocket addGestureRecognizer:tapped];
[rocket setUserInteractionEnabled:YES];
}
And in the target function write code to stop the animation:
-(void)ballTapped:(UIGestureRecognizer *)gesture
{
//here also you can get the tapped point if you need
CGPoint location = [gesture locationInView:gesture.view];
//then write code to remove the animation
[self.view.layer removeAllAnimations];
}
EDIT:
If you are trying to stop the image view at the touched point, you can add this to ballTapped event:
rocket.frame = CGRectMake(location.x,location.y,25,40);
But for this you have to declare UIImageView *rocket outside this particular method, i.e. declare to in your header file.
Another way is to add this to the parent view of the animation -
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
self.animating = NO;
return [super hitTest:point withEvent:event];
}
use an (atomic) property, then check the property in the animation to see if it should be stopped. We use this to stop a photo gallery which is running so that the user can manually move the photos. You could also check in here if the point is in a specific area if necessary. This method runs before any touch methods are called.
try like this may be it helps you, in the middle of the animation if you touch on the imageview then animation removes from the view .
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint lastLocation = [touch locationInView: self.view];
if([[touch view] isKindOfClass:[UIImageView class]]){
[youImageView.layer removeAllAnimations];
youImageView.center=lastLocation;//assign your image view center when the animation removes from the view.
}
}
and add #import <QuartzCore/QuartzCore.h> framework.
I am using UIPageController to implement a page based navigation application. I would like to enable the swipe gestures only at the margin of the page and prevent that from the inner content view. The page has a margin of 20 pixels:
contentView.frame = CGRectInset(self.view.frame, 20, 20);
Upon recognising a gesture you should be able to retrieve the locationInView and then if this is an acceptable value proceed, otherwise not.
First add in the class interface.
#interface MyPageViewController :UIViewController<UIPageViewControllerDelegate, UIGestureRecognizerDelegate>
Then in viewDidLoad add
for (UIGestureRecognizer *recognizer in self.pageViewController.gestureRecognizers) {
recognizer.delegate = self;
}
Then implement shouldReceiveTouch method
#pragma mark - UIGestureRecognizer delegate methods
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch{
CGPoint touchPoint = [touch locationInView:self.pageViewController.view];
CGRect innerRect = CGRectInset(self.pageViewController.view.frame, 40, 40);
if (CGRectContainsPoint(innerRect, touchPoint)) {
return NO;
}
return YES;
}