UITouch & UIEvents: fighting the framework? - ios

Imagine a view with, say, 4 subviews, next to each other but non overlapping.
Let's call them view#1 ... view#4
All 5 such views are my own UIView subclasses (yes, I've read: Event Handling as well as iOS Event Guide and this SO question and this one, not answered yet)
When the user touches one of them, UIKit "hiTests" it and delivers subsequent events to that view: view#1
Even when the finger goes outside view#1, over say view#3.
Even if this "drag" is now over view#3, view#1 still receives touchesMoved, but view#3 receives nothing.
I want view#3 to start replying to the touches. Maybe with a "touchedEntered" of my own, together with possibly a "touchesExited" on view#1.
How would I go about this?
I can see two approaches.
side step the problem and do all the touch handling in the parent
view whenever I detect a touchesMoved outside of view#1 bounds or,
transfer to the parent view telling it to "redispatch". Not very
clear how such redispatching would work, though.
For solution #2 where I am getting confused is not about the forwarding per se, but how to find the UIVIew I want to forward to. I can obviously loop through the parent subviews until I find one whose bounds/frame contain the touch, but I am wondering if I am missing something, that Apple would have already provided but I cannot relate to this problem.
Any idea?

I have done this, but I used CALayers instead of sub-UIViews. That way, there is no worries about the subviews catching/redispatching events to the parent UIView. You might not be able to do that, but it does simplify things. My solution tended to use CGRectContainsPoint() a lot.

You may want to read Event Handling again, as it comes pretty close to answering your question:
A touch object...is associated with its hit-test view for its
lifetime, even if the touch represented by the object subsequently
moves outside the view.
Given that, if you want to accomplish your goal of having different views react to the user's finger crossing over them, and if you want to do it within the touch-handling mechanism provided by UIView, you should go with your first approach: have the parent view handle the touch. The parent can use -hitTest:withEvent: or -pointInside:withEvent: as it's tracking a touch to determine if the touch is in one of the subviews, and if so can send an appropriate message.

Related

SpriteKit prevent more than one touch at a time

I am making a SpriteKit game I was wondering if there was a way to prevent more than one touch at a time.
in my game an object gets added at every touch and I kinda don't want that. (even though its hilarious) if there is a way how do I do it? what would I use? and could you point me in the right direction? and I know that there are ways to do it as I have seen multiple games with that feature.
would I put something into 'appdelegate.swift' to prevent that or would it have something to do with the 'touches began' function I have tried several methods but none seem to work also I have searched all over google but to no avail.
if somebody could help me with this I would appreciate it but its not really that important as it doesn't upset the balance of the game at all.
You can use multipleTouchEnabled property of a UIView:
When set to YES, the view receives all touches associated with a
multi-touch sequence and starting within the view's bounds. When set
to NO, the view receives only the first touch event in a multi-touch
sequence that start within the view's bounds. The default value of
this property is NO.
Use it like this self.view.multipleTouchEnabled = false, where self is a scene.

Presentation overlay for iOS

When I demo my touch apps to remote teams the people on the other end dont know where I am touching. To remedy this, I have been working on an event intercepting view/window that can display touches over applications. No matter how may variations on nextResponder I call, I am unable to react to the touch and pass it along to the controllers underneath. Specifically scroll views dont react nor do buttons.
Is there a way to take an event, get its position, then pass it along to what ever component would have been responding to it initially (the controller underneath)?
Update:
I am making some progress with a UIView. The new view is always returning NO to pointInside.This works great for when the touch starts, but it doesnt track moves or releases. Is there a strategy to adding gesture recognizers to the touch in order to track its event lifecycle?
Joe
You could try creating your own subclass of UIApplication that overrides sendEvent:. Your implementation should call [super sendEvent:event] as well as process the event as needed.
Update your main.m and pass the name of you custom UIApplication class as the 3rd parameter to the call of UIApplicationMain.
After some more due diligence, I found my oversight. In the layer that was on top and displaying the touches, user interaction needed to be set to false. Once I set that to false, I was able to use that layer for display while catching events on the layers below. The project still isn't done but I am one step closer.
Take care,
Joe

a last touch event does not come if the view goes out of the screen programmatically

I have a situation where I apply an effect to a UIView when a touch begins and reverse that effect when that touch ends. So basically I am tracking touchesbegan, touchesEnded and touchesCancelled methods of UIView.
But the problem is that when the view goes out of the screen, i.e. when it or one of its parents gets removed from superview, it does not get any more touch events. Is there any way to give this "last" touchesended event to the view? Maybe if the UIView gets notified about being invisible, I can also use this event for that purpose.
Ok I am going to move the answers in comments to original question to make a good summary of important points.
The reason I am tracking touch events is that I want to apply some
nice effects such as glowing on touch start and remove those effects
on touch ending.
The reason why I can not simulate touchesEnded on removing those
views is that I do not directly remove them. Instead I remove one of
the ancestor views of them. I can not keep track of ancestor views
all the way to UIWindow, it is technically impossible I think.
Instead, framework should provide this to as an event I think.
I solved my problem by overriding -(void)willMoveToWindow:(UIWindow *)newWindow method and checking if newWindow is nil.

Gestures that steal touches like iOS multitasking swipe

I know what I want to do, but I'm stumped as to how to do it: I want to implement something like the iOS multitasking gestures. That is, I want to "steal" touches from any view inside my view hierarchy if the number of touches is greater than, say, two. Of course, the gestures are not meant to control multitasking, it's just the transparent touch-stealing I'm after.
Since this is a fairly complex app (which makes extensive use of viewController containment), I want this to be transparent to the views that it happens to (i. e. I want to be able to display arbitrary views and hierarchies, including UIScrollViews, MKMapViews, UIWebViews etc. without having to change their implementation to play nice with my gestures).
Just adding a gestureRecognizer to the common superview doesn't work, as subviews that are interaction enabled eat all the touches that fall on them.
Adding a visually transparent UI-enabled view as a sibling (but in front) of the main view hierarchy also doesn't work, since now this view eats all the touches. I've experimented with reimplementing touchesBegan: etc. in the touchView, but forwarding the touches to nextResponder doesn't work, because that'll be the common superview, in effect funnelling the touches right around the views that are supposed to be receiving them when the touchView gives them up.
I am sure I'm not the only one looking for a solution for this, and I'm sure there are smarter people than me that have this already figured out. I even suspect it might not actually be very hard, and just maybe my brain won't see the forest for the trees today. I'm thankful for any helpful answers anyway :)
I would suggest you to try using method swizzling, reimplementing the touchesbegan on UIView. I think that the best way is to store in a static shared variable the number of touches (so that each view can increment/decrement this value). It's just a very simple idea, take it with a grain of salt.
Hope this helps.
Ciao! :)
A possible, but potentially dangerous (if you aren't careful) approach is to subclass your application UIWindow and redefine the sendEvent: method.
As this method is called for each touch event received by the app, you can inspect it and then decide to call [super sendEvent:] (if the touch is not filtered), or don't call it (if the touch is filtered) or just defer its call if you are still recognizing the touch.
Another possibility is to play with the hitTest:withEvent: method but this would require your stealing view to be placed properly in the subview, and I think it doesn't fit well when you have many view controllers. I believe the previous solution is more general purpose.
Actually, adding a gesture recognizer on the common superview is the right way to do this. But it sound like you may need to set either delaysTouchesBegan or cancelsTouchesInView (or both) to ensure that the gesture recognizer handles everything before letting it through to the child views.

Passing touch events to appropriate sibling UIViews

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.

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