I use the SWRevealViewController, and I would like to use it in a mix of Obj-C class and Swift class. It works well in the Obj-C class in Swift but my problem is that the swipe method to get the menu on the left is not working (the button is working but not the swipe):
Obj-C code to add at the beginning of the viewController to make it work :
//Side MEnu
SWRevealViewController *revealViewController = self.revealViewController;
if ( revealViewController )
{
SWRevealViewController *revealVC = self.revealViewController;
if (![revealVC uniqueNavController])
{
[revealVC setUniqueNavController:self.navigationController];
}
[_menuAction addTarget:self.revealViewController action:#selector(revealToggle:) forControlEvents:UIControlEventTouchUpInside];
[self.view addGestureRecognizer:self.revealViewController.panGestureRecognizer];
[_menuAction setImage:[UIImage imageNamed:#"Menu_burger_Clicked.png"] forState:UIControlStateHighlighted];
UITapGestureRecognizer *tap = [revealViewController tapGestureRecognizer];
tap.delegate = self;
[self.view addGestureRecognizer:tap];
}
Swift code to add at the beginning of the viewController to make it work:
//Side MEnu
let revealViewController: SWRevealViewController? = SWRevealViewController()
if revealViewController != nil {
let revealVC: SWRevealViewController? = revealViewController
if revealVC?.uniqueNavController == nil {
revealVC?.uniqueNavController = navigationController
}
menuAction.addTarget(revealViewController, action: #selector(SWRevealViewController.revealToggle(_:)), for: .touchUpInside)
view.addGestureRecognizer(revealViewController!.panGestureRecognizer())
menuAction.setImage(UIImage(named: "Menu_burger_Clicked.png"), for: .highlighted)
let tap: UITapGestureRecognizer? = revealViewController?.tapGestureRecognizer
tap?.delegate = self as? UIGestureRecognizerDelegate
if let aTap = tap {
self.view.addGestureRecognizer(aTap)
}
}
Here is the function to be triggered in the SWRevealViewController.m
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)recognizer
{
// only allow gesture if no previous request is in process
if ( _animationQueue.count == 0 )
{
if ( recognizer == _panGestureRecognizer )
return [self _panGestureShouldBegin];
if ( recognizer == _tapGestureRecognizer )
return [self _tapGestureShouldBegin];
}
return NO;
}
This works in the swift view, but this is not what I want. I want the gestureRecognizer Obj-c SWRevealViewController to be triggered from that swift view:
//PanGesture
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(recognizer:)))
self.view.addGestureRecognizer(panGestureRecognizer)
//TapGesture
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(recognizer:)))
self.view.addGestureRecognizer(tapGestureRecognizer)
func handlePan(recognizer: UIPanGestureRecognizer) {
print("PAN WORKING!!!!")
}
func handleTap(recognizer: UIPanGestureRecognizer) {
print("TAP WORKING!!!!")
}
Thanks in advance...
Here is the solution:
#objc class PlanningViewController: UIViewController, UIGestureRecognizerDelegate, UINavigationControllerDelegate {
#if SIDE_MENU
//Side MEnu
let revealViewController: SWRevealViewController = SWRevealViewController()
let revealVC: SWRevealViewController = revealViewController
if revealVC.uniqueNavController == nil
{
revealVC.uniqueNavController = navigationController
}
menuAction.addTarget(revealViewController, action: #selector(SWRevealViewController.revealToggle(_:)), for: .touchUpInside)
menuAction.setImage(UIImage(named: "Menu_burger_Clicked.png"), for: .highlighted)
if self.revealViewController() != nil
{
self.view.addGestureRecognizer(self.revealViewController().panGestureRecognizer())
self.view.addGestureRecognizer(self.revealViewController().tapGestureRecognizer)
}
#endif
Find here : Tutorial
I have a lot of UIButtons without any acion. I want call some action in tap handler function. I create single tap with UITapGestureRecognizer. When I tap not on my UIButton, single tap handler work. When I tap on my UIButton, I see animation of pressing this button, but single tap handler doesn't work. Also I create double tap, and it works fine.
Question №1
What I can do with single tap? Handler should work, when I tap on my UIButton.
Question №2
How I can get UIButton in tap handler? I need get text label from this button.
Part of my code:
override func viewDidLoad() {
...
let singleTap = UITapGestureRecognizer(target: self, action: "singleTap:")
singleTap.numberOfTapsRequired = 1
singleTap.numberOfTouchesRequired = 1
view.addGestureRecognizer(singleTap)
let doubleTap = UITapGestureRecognizer(target: self, action: "doubleTap:")
doubleTap.numberOfTapsRequired = 2
doubleTap.numberOfTouchesRequired = 1
view.addGestureRecognizer(doubleTap)
singleTap.requireGestureRecognizerToFail(doubleTap)
...
}
func doubleTap(sender: UIGestureRecognizer) {
if sender.state == .Ended {
print("doubleTap")
}
}
func singleTap(sender: UIGestureRecognizer) {
if sender.state == .Ended {
print("singleTap")
}
}
func addButton(time:String, x:CGFloat, y:CGFloat, width:CGFloat, height:CGFloat, tag: Int) -> UIButton {
let button = UIButton(type: UIButtonType.System) as UIButton
button.frame = CGRectMake(x, y, width, height)
button.setTitle(time, forState: UIControlState.Normal)
button.tag = tag
self.scrollView.addSubview(button)
return button
}
If you want to add TapGesture into Button then do it like this way:
let singleTap = UITapGestureRecognizer(target: self, action: "singleTap:")
singleTap.numberOfTapsRequired = 1
singleTap.numberOfTouchesRequired = 1
yourButton.addGestureRecognizer(singleTap)
How do I add a touch event to a UIView?
I try:
UIView *headerView = [[[UIView alloc] initWithFrame:CGRectMake(0, 0, tableView.bounds.size.width, nextY)] autorelease];
[headerView addTarget:self action:#selector(myEvent:) forControlEvents:UIControlEventTouchDown];
// ERROR MESSAGE: UIView may not respond to '-addTarget:action:forControlEvents:'
I don't want to create a subclass and overwrite
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
In iOS 3.2 and higher, you can use gesture recognizers. For example, this is how you would handle a tap event:
//The setup code (in viewDidLoad in your view controller)
UITapGestureRecognizer *singleFingerTap =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(handleSingleTap:)];
[self.view addGestureRecognizer:singleFingerTap];
//The event handling method
- (void)handleSingleTap:(UITapGestureRecognizer *)recognizer
{
CGPoint location = [recognizer locationInView:[recognizer.view superview]];
//Do stuff here...
}
There are a bunch of built in gestures as well. Check out the docs for iOS event handling and UIGestureRecognizer. I also have a bunch of sample code up on github that might help.
Gesture Recognizers
There are a number of commonly used touch events (or gestures) that you can be notified of when you add a Gesture Recognizer to your view. They following gesture types are supported by default:
UITapGestureRecognizer Tap (touching the screen briefly one or more times)
UILongPressGestureRecognizer Long touch (touching the screen for a long time)
UIPanGestureRecognizer Pan (moving your finger across the screen)
UISwipeGestureRecognizer Swipe (moving finger quickly)
UIPinchGestureRecognizer Pinch (moving two fingers together or apart - usually to zoom)
UIRotationGestureRecognizer Rotate (moving two fingers in a circular direction)
In addition to these, you can also make your own custom gesture recognizer.
Adding a Gesture in the Interface Builder
Drag a gesture recognizer from the object library onto your view.
Control drag from the gesture in the Document Outline to your View Controller code in order to make an Outlet and an Action.
This should be set by default, but also make sure that User Action Enabled is set to true for your view.
Adding a Gesture Programmatically
To add a gesture programmatically, you (1) create a gesture recognizer, (2) add it to a view, and (3) make a method that is called when the gesture is recognized.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// 1. create a gesture recognizer (tap gesture)
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(sender:)))
// 2. add the gesture recognizer to a view
myView.addGestureRecognizer(tapGesture)
}
// 3. this method is called when a tap is recognized
#objc func handleTap(sender: UITapGestureRecognizer) {
print("tap")
}
}
Notes
The sender parameter is optional. If you don't need a reference to the gesture then you can leave it out. If you do so, though, remove the (sender:) after the action method name.
The naming of the handleTap method was arbitrary. Name it whatever you want using action: #selector(someMethodName(sender:)).
More Examples
You can study the gesture recognizers that I added to these views to see how they work.
Here is the code for that project:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var tapView: UIView!
#IBOutlet weak var doubleTapView: UIView!
#IBOutlet weak var longPressView: UIView!
#IBOutlet weak var panView: UIView!
#IBOutlet weak var swipeView: UIView!
#IBOutlet weak var pinchView: UIView!
#IBOutlet weak var rotateView: UIView!
#IBOutlet weak var label: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Tap
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tapView.addGestureRecognizer(tapGesture)
// Double Tap
let doubleTapGesture = UITapGestureRecognizer(target: self, action: #selector(handleDoubleTap))
doubleTapGesture.numberOfTapsRequired = 2
doubleTapView.addGestureRecognizer(doubleTapGesture)
// Long Press
let longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(handleLongPress(gesture:)))
longPressView.addGestureRecognizer(longPressGesture)
// Pan
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(gesture:)))
panView.addGestureRecognizer(panGesture)
// Swipe (right and left)
let swipeRightGesture = UISwipeGestureRecognizer(target: self, action: #selector(handleSwipe(gesture:)))
let swipeLeftGesture = UISwipeGestureRecognizer(target: self, action: #selector(handleSwipe(gesture:)))
swipeRightGesture.direction = UISwipeGestureRecognizerDirection.right
swipeLeftGesture.direction = UISwipeGestureRecognizerDirection.left
swipeView.addGestureRecognizer(swipeRightGesture)
swipeView.addGestureRecognizer(swipeLeftGesture)
// Pinch
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(handlePinch(gesture:)))
pinchView.addGestureRecognizer(pinchGesture)
// Rotate
let rotateGesture = UIRotationGestureRecognizer(target: self, action: #selector(handleRotate(gesture:)))
rotateView.addGestureRecognizer(rotateGesture)
}
// Tap action
#objc func handleTap() {
label.text = "Tap recognized"
// example task: change background color
if tapView.backgroundColor == UIColor.blue {
tapView.backgroundColor = UIColor.red
} else {
tapView.backgroundColor = UIColor.blue
}
}
// Double tap action
#objc func handleDoubleTap() {
label.text = "Double tap recognized"
// example task: change background color
if doubleTapView.backgroundColor == UIColor.yellow {
doubleTapView.backgroundColor = UIColor.green
} else {
doubleTapView.backgroundColor = UIColor.yellow
}
}
// Long press action
#objc func handleLongPress(gesture: UILongPressGestureRecognizer) {
label.text = "Long press recognized"
// example task: show an alert
if gesture.state == UIGestureRecognizerState.began {
let alert = UIAlertController(title: "Long Press", message: "Can I help you?", preferredStyle: UIAlertControllerStyle.alert)
alert.addAction(UIAlertAction(title: "OK", style: UIAlertActionStyle.default, handler: nil))
self.present(alert, animated: true, completion: nil)
}
}
// Pan action
#objc func handlePan(gesture: UIPanGestureRecognizer) {
label.text = "Pan recognized"
// example task: drag view
let location = gesture.location(in: view) // root view
panView.center = location
}
// Swipe action
#objc func handleSwipe(gesture: UISwipeGestureRecognizer) {
label.text = "Swipe recognized"
// example task: animate view off screen
let originalLocation = swipeView.center
if gesture.direction == UISwipeGestureRecognizerDirection.right {
UIView.animate(withDuration: 0.5, animations: {
self.swipeView.center.x += self.view.bounds.width
}, completion: { (value: Bool) in
self.swipeView.center = originalLocation
})
} else if gesture.direction == UISwipeGestureRecognizerDirection.left {
UIView.animate(withDuration: 0.5, animations: {
self.swipeView.center.x -= self.view.bounds.width
}, completion: { (value: Bool) in
self.swipeView.center = originalLocation
})
}
}
// Pinch action
#objc func handlePinch(gesture: UIPinchGestureRecognizer) {
label.text = "Pinch recognized"
if gesture.state == UIGestureRecognizerState.changed {
let transform = CGAffineTransform(scaleX: gesture.scale, y: gesture.scale)
pinchView.transform = transform
}
}
// Rotate action
#objc func handleRotate(gesture: UIRotationGestureRecognizer) {
label.text = "Rotate recognized"
if gesture.state == UIGestureRecognizerState.changed {
let transform = CGAffineTransform(rotationAngle: gesture.rotation)
rotateView.transform = transform
}
}
}
Notes
You can add multiple gesture recognizers to a single view. For the sake of simplicity, though, I didn't do that (except for the swipe gesture). If you need to for your project, you should read the gesture recognizer documentation. It is fairly understandable and helpful.
Known issues with my examples above: (1) Pan view resets its frame on next gesture event. (2) Swipe view comes from the wrong direction on the first swipe. (These bugs in my examples should not affect your understanding of how Gestures Recognizers work, though.)
I think you can simply use
UIControl *headerView = ...
[headerView addTarget:self action:#selector(myEvent:) forControlEvents:UIControlEventTouchDown];
i mean headerView extends from UIControl.
Swift 3 & Swift 4
import UIKit
extension UIView {
func addTapGesture(tapNumber: Int, target: Any, action: Selector) {
let tap = UITapGestureRecognizer(target: target, action: action)
tap.numberOfTapsRequired = tapNumber
addGestureRecognizer(tap)
isUserInteractionEnabled = true
}
}
Use
yourView.addTapGesture(tapNumber: 1, target: self, action: #selector(yourMethod))
Based on the accepted answer you can define a macro:
#define handle_tap(view, delegate, selector) do {\
view.userInteractionEnabled = YES;\
[view addGestureRecognizer: [[UITapGestureRecognizer alloc] initWithTarget:delegate action:selector]];\
} while(0)
This macro uses ARC, so there's no release call.
Macro usage example:
handle_tap(userpic, self, #selector(onTapUserpic:));
In Swift 4.2 and Xcode 10
Use UITapGestureRecognizer for to add touch event
//Add tap gesture to your view
let tap = UITapGestureRecognizer(target: self, action: #selector(handleGesture))
yourView.addGestureRecognizer(tap)
// GestureRecognizer
#objc func handleGesture(gesture: UITapGestureRecognizer) -> Void {
//Write your code here
}
If you want to use SharedClass
//This is my shared class
import UIKit
class SharedClass: NSObject {
static let sharedInstance = SharedClass()
//Tap gesture function
func addTapGesture(view: UIView, target: Any, action: Selector) {
let tap = UITapGestureRecognizer(target: target, action: action)
view.addGestureRecognizer(tap)
}
}
I have 3 views in my ViewController called view1, view2 and view3.
override func viewDidLoad() {
super.viewDidLoad()
//Add gestures to your views
SharedClass.sharedInstance.addTapGesture(view: view1, target: self, action: #selector(handleGesture))
SharedClass.sharedInstance.addTapGesture(view: view2, target: self, action: #selector(handleGesture))
SharedClass.sharedInstance.addTapGesture(view: view3, target: self, action: #selector(handleGesture2))
}
// GestureRecognizer
#objc func handleGesture(gesture: UITapGestureRecognizer) -> Void {
print("printed 1&2...")
}
// GestureRecognizer
#objc func handleGesture2(gesture: UITapGestureRecognizer) -> Void {
print("printed3...")
}
You can achieve this by adding Gesture Recogniser in your code.
Step 1: ViewController.m:
// Declare the Gesture.
UITapGestureRecognizer *gesRecognizer = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:#selector(handleTap:)];
gesRecognizer.delegate = self;
// Add Gesture to your view.
[yourView addGestureRecognizer:gesRecognizer];
Step 2: ViewController.m:
// Declare the Gesture Recogniser handler method.
- (void)handleTap:(UITapGestureRecognizer *)gestureRecognizer{
NSLog(#"Tapped");
}
NOTE: here yourView in my case was #property (strong, nonatomic) IBOutlet UIView *localView;
EDIT: *localView is the white box in Main.storyboard from below
Heres a Swift version:
// MARK: Gesture Extensions
extension UIView {
func addTapGesture(#tapNumber: Int, target: AnyObject, action: Selector) {
let tap = UITapGestureRecognizer (target: target, action: action)
tap.numberOfTapsRequired = tapNumber
addGestureRecognizer(tap)
userInteractionEnabled = true
}
func addTapGesture(#tapNumber: Int, action: ((UITapGestureRecognizer)->())?) {
let tap = BlockTap (tapCount: tapNumber, fingerCount: 1, action: action)
addGestureRecognizer(tap)
userInteractionEnabled = true
}
}
Swift 3:
let tapGestureRecognizer: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTapGestureRecognizer(_:)))
view.addGestureRecognizer(tapGestureRecognizer)
func handleTapGestureRecognizer(_ gestureRecognizer: UITapGestureRecognizer) {
}
Objective-C:
UIControl *headerView = [[UIControl alloc] initWithFrame:CGRectMake(0, 0, tableView.bounds.size.width, nextY)];
[headerView addTarget:self action:#selector(myEvent:) forControlEvents:UIControlEventTouchDown];
Swift:
let headerView = UIControl(frame: CGRect(x: 0, y: 0, width: tableView.bounds.size.width, height: nextY))
headerView.addTarget(self, action: #selector(myEvent(_:)), for: .touchDown)
The question asks:
How do I add a touch event to a UIView?
It isn't asking for a tap event.
Specifically OP wants to implement UIControlEventTouchDown
Switching the UIView to UIControl is the right answer here because Gesture Recognisers don't know anything about .touchDown, .touchUpInside, .touchUpOutside etc.
Additionally, UIControl inherits from UIView so you're not losing any functionality.
If all you want is a tap, then you can use the Gesture Recogniser. But if you want finer control, like this question asks for, you'll need UIControl.
https://developer.apple.com/documentation/uikit/uicontrol?language=objc
https://developer.apple.com/documentation/uikit/uigesturerecognizer?language=objc
Swift 5.3
Solution with Closure, based on: UIGestureRecognizer with closure
final class BindableGestureRecognizer: UITapGestureRecognizer {
private var action: () -> Void
init(action: #escaping () -> Void) {
self.action = action
super.init(target: nil, action: nil)
self.addTarget(self, action: #selector(execute))
}
#objc private func execute() {
action()
}
}
public extension UIView {
/// A discrete gesture recognizer that interprets single or multiple taps.
/// - Parameters:
/// - tapNumber: The number of taps necessary for gesture recognition.
/// - closure: A selector that identifies the method implemented by the target to handle the gesture recognized by the receiver. The action selector must conform to the signature described in the class overview. NULL is not a valid value.
func addTapGesture(tapNumber: Int = 1, _ closure: (() -> Void)?) {
guard let closure = closure else { return }
let tap = BindableGestureRecognizer(action: closure)
tap.numberOfTapsRequired = tapNumber
addGestureRecognizer(tap)
isUserInteractionEnabled = true
}
}
Using:
view.addTapGesture { [weak self] in
self?.view.backgroundColor = .red
}
Simple and Useful Extension:
extension UIView {
private struct OnClickHolder {
static var _closure:()->() = {}
}
private var onClickClosure: () -> () {
get { return OnClickHolder._closure }
set { OnClickHolder._closure = newValue }
}
func onTap(closure: #escaping ()->()) {
self.onClickClosure = closure
isUserInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: #selector(onClickAction))
addGestureRecognizer(tap)
}
#objc private func onClickAction() {
onClickClosure()
}
}
Usage:
override func viewDidLoad() {
super.viewDidLoad()
let view = UIView(frame: .init(x: 0, y: 0, width: 80, height: 50))
view.backgroundColor = .red
view.onTap {
print("View Tapped")
}
}
Here is ios tapgesture;
First you need to create action for GestureRecognizer after write the below code under the action as shown below
- (IBAction)tapgesture:(id)sender
{
[_password resignFirstResponder];
[_username resignFirstResponder];
NSLog(#" TapGestureRecognizer tapped");
}
Another way is adding a transparent button to the view
UIButton *b = [UIButton buttonWithType:UIButtonTypeCustom];
b.frame = CGRectMake(0, 0, headerView.width, headerView.height);
[headerView addSubview:b];
[b addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchDown];
And then, handle click:
- (void)buttonClicked:(id)sender
{}
Create a gesture recognizer (subclass), that will implement touch events, like touchesBegan. You can add it to the view after that.
This way you'll use composition instead subclassing (which was the request).
Why don't you guys try SSEventListener?
You don't need to create any gesture recognizer and separate your logic apart to another method. SSEventListener supports setting listener blocks on a view to listen for single tap gesture, double tap gesture and N-tap gesture if you like, and long press gesture. Setting a single tap gesture listener becomes this way:
[view ss_addTapViewEventListener:^(UITapGestureRecognizer *recognizer) { ... } numberOfTapsRequired:1];
How to recognize double touch on UIButton ?
Add an target-action for the control event UIControlEventTouchDownRepeat, and do action only when the touch's tapCount is 2.
Objective-C:
[button addTarget:self action:#selector(multipleTap:withEvent:)
forControlEvents:UIControlEventTouchDownRepeat];
...
-(IBAction)multipleTap:(id)sender withEvent:(UIEvent*)event {
UITouch* touch = [[event allTouches] anyObject];
if (touch.tapCount == 2) {
// do action.
}
}
As #Gavin commented, double-tap on a button is an unusual gesture. On the iPhone OS double-tap is mostly used for zoomable views to zoom into/out of a region of focus. It may be unintuitive for the users if you make the gesture to perform other actions.
Swift 3:
button.addTarget(self, action: #selector(multipleTap(_:event:)), for: UIControlEvents.touchDownRepeat)
And then:
func multipleTap(_ sender: UIButton, event: UIEvent) {
let touch: UITouch = event.allTouches!.first!
if (touch.tapCount == 2) {
// do action.
}
}
If you are working with swift 5, #kennytm's solution won't work. So you can write an objective-c/swift function and add it as gesture with number of desired taps.
let tap = UITapGestureRecognizer(target: self, action: #selector(doubleTapped))
tap.numberOfTapsRequired = 2
btn.addGestureRecognizer(tap)
and then
#objc func doubleTapped() {
// your desired behaviour.
}
Here button can be tapped any number of times and it will show as tapped. But the above function won't execute until button tapped for required number of times.
[button addTarget:self action:#selector(button_TouchDown:) forControlEvents:UIControlEventTouchDown];
[button addTarget:self action:#selector(button_TouchDownRepeat:withEvent:) forControlEvents:UIControlEventTouchDownRepeat];
-(void)button_one_tap:(UIButton*) button
{
NSLog(#"button_one_tap");
}
-(void)button_double_tap:(UIButton*) button
{
NSLog(#"button_double_tap");
}
-(void)button_TouchDown:(UIButton*) button
{
NSLog(#"button_TouchDown");
[self performSelector:#selector(button_one_tap:) withObject:button afterDelay:0.3 /*NSEvent.doubleClickInterval maybe too long*/];
}
-(void)button_TouchDownRepeat:(UIButton*) button withEvent:(UIEvent*)event {
NSLog(#"button_TouchDownRepeat");
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(button_one_tap:) object:button];
UITouch* touch = [[event allTouches] anyObject];
//NSLog(#"touch.tapCount = %ld", touch.tapCount);
if (touch.tapCount == 2) {
// do action.
[self button_double_tap:button];
}
}
#IBOutlet weak var button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
button.addTarget(self, action: "didTap:", forControlEvents: .TouchUpInside)
button.addTarget(self, action: "didDoubleTap:", forControlEvents: .TouchDownRepeat)
}
var ignoreTap = false
func didTap(sender: UIButton) {
if ignoreTap {
ignoreTap = false
print("ignoretap", sender)
return
}
print("didTap", sender)
}
func didDoubleTap(sender: UIButton) {
ignoreTap = true
print("didDoubleTap", sender)
}
try to use this for the button event
UIControlEventTouchDownRepeat
let aButton = UIButton()
a.addTarget(self, action: "handler:", forControlEvents: .TouchUpInside)
func handler(btn: UIButton) {
//Is there anyway can I know the controlEvent is "TouchUpInside" in this method?
}
as the example above, I wanna know the ControlEventType at #selector, could not found the correct API or it's impossible?
You can either provide different methods for the different control events:
a.addTarget(self, action: "touchDownHandler:", forControlEvents: .TouchDown)
a.addTarget(self, action: "touchUpHandler:", forControlEvents: .TouchUpInside)
func touchDownHandler(btn: UIButton) {
}
func touchUpHandler(btn: UIButton) {
}
As noted in another answer you can also get the event in your handler and inspect that for the type of touch, here it is in Swift:
a.addTarget(self, action: "handleTouch:event:", forControlEvents: .AllTouchEvents)
// ...
func handleTouch(button: UIButton, event: UIEvent) {
if let touch = event.touchesForView(button)?.first as? UITouch {
switch touch.phase {
case .Began:
println("touch began")
case .Ended:
println("touch ended")
case .Moved:
println("touch moved")
case .Cancelled:
println("touch cancelled")
case .Stationary:
println("touch stationary")
}
}
}
You can change your action to take the event parameter, like this:
[button addTarget:self action:#selector(callback:event:) forControlEvents:UIControlEventTouchDown | UIControlEventTouchCancel];
-(void)callback:(UIButton *)button (UIEvent*)event {
...
}
Adding a second parameter to your callback will make Cocoa pass the event to you, so that you could check what has triggered the callback.
thanks to dasblinkenlight
I'm afraid you have to create multiple functions (which could then call a common handler function, of course):
a.addTarget(self, action: "handleTouchUpInside:", forControlEvents: .TouchUpInside)
a.addTarget(self, action: "handleTouchUpOutside:", forControlEvents: .TouchUpOutside)
You are allowed to add an action which accepts an extra UIEvent parameter, but unfortunately it won't contain any information about the control event type.