I'm trying to figure out how to detect a press and hold, as well as a gesture recognizer on a UIButton.
I did search around and didn't find exactly what I was looking for.
Here is a quick gif to see what I'm trying to do: http://blitzzmobile.com/files/button.gif
(in the case of the gif the user holds on the "5" button and drags up to select the addition button.)
If anyone could give me a tip or point me in the right direction it would be greatly appreciated!
Edit : Also, I'd like to know if its possible to detect the location of the "drag" and animate accordingly. (Example: if someone drags half the distance to show the new menu, the menu animates accordingly) & the method to detect the drag release, not from the UIButton, but when the user lifts his finger after touching the UIButton and dragging, an action is called, is this possible?
For whoever might benefit from this, here is what I did:
-(IBAction) yourAction:(UISwipeGestureRecognizer *)recognizer{
if(yourbutton.highlighted){
//Do your animation/setup here.
}
}
Related
I read through a few similar questions here, but most of them are for much older versions of Swift.
This tutorial shows how to create a gesture recognizer and works pretty well: https://www.ioscreator.com/tutorials/swipe-gesture-ios-tutorial-ios11
What I'd like to accomplish is to add functionality that would allow the user to swipe up or down after pressing a button, while still holding the button, and have my app react to the combination of the specific button being pressed and the upward or downward swipe gesture.
Here's the specific design I'm trying to implement. Basically I'd like the user to press the "A" button and then swipe up or down to get the "#" or "b".
Is this possible? The # & b could be image views or buttons (though if they're buttons, I don't want them to be pressable on their own). If this is a crazy design, I welcome suggestions for improvement.
You want to use a UILongPressGestureRecognizer (probably in conjunction with image views). It has the advantage that first it recognizes a finger held down in one spot (the "A") and then it tracks the movement of that finger (panning up to the sharp or down to the flat). Where the finger is held down — i.e., is it in the "A" or not — will determine whether to recognize in the first place. Then if you do recognize, you watch where the finger goes and decide whether it has entered the sharp or the flat.
I ended up using a Pan Gesture Recognizer, and it worked out really well! I am simply using the y coordinate of the pan gesture to determine if the user is moving his/her finger up to the sharp or down to the flat.
My question is that i have a UIButton inside my app. When touch it and move my finger outside of button, highlighting continues to specific points around it and then returns back to normal.
My expectation is that when i go to outside of button boundary it should return back to normal immediately.
Do you have any idea for this problem ?
I think you need to target drag event when drags fingers goes out side the boundary of the button it should release the content and here you can check dragoutside event
Triggering a UIButton's method when user drags finger into button's area?
I have a question about programming my own third-party keyboard for iOS8. My keyboard already looks pretty good, but some functionalities are missing. If you look at the standard keyboard on an iPhone you can press any button and if you swipe your finger to another button, the touch event of the first button gets cancelled and your second button is "active". So e.g. if I press the button "E" and swipe my finger to "R" and release my finger, the letter "R" is the selected one. But I don't know how to implement this.
Now in my app when I press a button and swipe my finger around, this button never gets "released". Seems like I'm stuck on that button as long is I have my finger put on the display.
I think I need these touch events:
TouchUpInside: when the user taps a button, and releases it inside the buttons' frame, this event gets fired (that's when I want to write a letter)
TouchDragInside: That's the event when I already have my finger on the display and swipe my finger "inside" the buttons' frame.
TouchDragOutside: Same as above, just swiping outside the buttons' frame.
But here's the problem: TouchDragInside just get's fired for the button I tap. So when TouchDragOutside gets fired, I have to "release" the button and make the button active where my finger is at the moment.
I hope you understand my question, if you need some further information or some details just let me know.
You could consider not using UIControl at all.
Just use a transparent overlay on top of all the keys so that you can manually deal with which key the message should be dispatched towards.
I know this has been probably asked before but I've seen many approaches and i don't know which is best for me, so plz don't send me a link to another post unless it addresses my problem directly.
I have a controller which has a uiview on the top (like a header) (this header is bigger than it seems because is partially hidden on top). on that view i have a uibutton which now with a touch up inside shows the entire header view and taping again returns it to its starting position (changing frame with animation). I want to also be able to drag the view but only changing position on the y axis(dragging up and down)... i was thinking of adding the dragInside/Outside event to the button but this doesn't give me the position of the finger... and also want to know when the user releases the drag so the view ends animation to any of its two possible states (showing or partially hidden). Is this a "touches began" , "touches moved" , "touches ended" thing? if it is please provide a code example. I also want to do this with another view but this is on the left side... same thing but this one moves on the X axis... any help is appreciated. or maybe it can be made with drag event if i only can save a CGpoint of last touch, maybe that's better, any other suggestions
Look at using a UIPanGestureRecognizer to detect the touch movements. Use the translationInView: of the gesture to set the view y position. The translation is the total movement since the start of the gesture so you don't need to remember and accumulate the offset position yourself.
The main thing to worry about while implementing this is bounding the y position of the view so that no matter how far the user drags the view won't go too high or low on the screen.
Use a UIPanGestureRecognizer, that's a class dedicated to handling such drag/pan gestures.
Everything is described here in Apple's documentation, including examples, so you should find your answer here.
There is also some sample code in Apple Developer Library that shows you how to use Gesture Recognizers if needed.
Imagine a UIButton and a user who taps somewhere OUTSIDE the button and then slides onto it. If I want the button to detect such touches I can register it for any "Touch Drag Enter" events.
My question: is there some way to achieve the same for a UIScrollView?
I.e., I tap somewhere outside the scrollview, drag my finger onto the scrollview and as soon as I enter the scrollviews frame it starts panning? (Because by default it doesn't, I have to start my touch INSIDE the scrollview in order to pan)
If you want to do this, you will have to do a custom implementation using -touchesBegan, -touchesMoved, and -touchesEnded
The documentation for the UIResponder class (which all ViewControllers inherit from) that allows you to do this is here.
Hopefully you can figure out what to do from here. :)
As an extra hint, you will also most likely need to use this function
bool contains = CGRectContainsPoint(CGRect rect, CGPoint point);
Imagine a UIButton and a user who taps somewhere OUTSIDE the button and then slides onto it. If I want the button to detect such touches I can register it for any "Touch Drag Enter" events
Actually, no you can't. A UIControl will not get any of the control events unless the touch started in the control.
And that's for the same reason that you are seeing a similar effect with the scroll view. This is the entire basis of touch delivery on iOS. A touch "belongs" to the view that was initially touched.
After all, the runtime cannot possibly know that you are going to drag into the scroll view...