I'm trying to distinguish between horizontal swiping / panning and
vertical scrolling in a UITableView. The behavior I'm looking to
imitate (in a sense) is that of the Twitter iPad app, that has
multiple UITableView that can be moved horizontally on the screen. If
I slide my finger left or right on one of these UITableView, the view
itself moves horizontally. If I swipe vertically, the view scrolls as
expected.
I'm having trouble figuring out the correct way to implement this
behavior. I've seen some tutorials on this which involve adding touch
event handlers in the UITableViewCells, and overriding hitTest in the
UITableViewto appropriately route events depending on which direction
the gesture is moving. I've implemented some of these techniques, but
none of them work particularly well.
Does anyone know the correct way to implement this sort of behavior?
Conditionally performing actions on a UITableViewdependent on the
direction of the user's finger movement?
Thanks.
I've been struggling with a similar problem for days, and I've went through several potential solutions. I've found the best way and also the simplest solution to be subclassing UIGestureRecognizer to handle horizontal movement and attach it to your UITableViews.
The way it works is that it intercepts any touch events before they go to the UITableView (also UIScrollView). The UITableView, being a subclass of UIScrollView, has a custom UIPanGestureRecognizer built in which detects dragging and scrolls it's view accordingly. By adding your own subclass of UIGestureRecognizer, you can get the touches before the UIScrollView's gesture recognizer does. If your recognizer sees that the user is dragging horizontally, it should change it's state in an overridden touchesMoved: method to UIGestureRecognizerStateBegan. Otherwise, it sets it's state to UIGestureRecognizerCancelled, which lets the underlying UIScrollView handle the touches instead.
Here's what my UIGestureRecognizer subclass looks like:
#import <UIKit/UIGestureRecognizerSubclass.h>
#interface TableViewCellPanGestureRecognizer : UIGestureRecognizer
{
CGPoint startTouchPoint;
CGPoint currentTouchPoint;
BOOL isPanningHorizontally;
}
- (void)reset;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
#end
#implementation TableViewCellPanGestureRecognizer
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
startTouchPoint = [[touches anyObject] locationInView:nil];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
currentTouchPoint = [[touches anyObject] locationInView:nil];
if ( !isPanningHorizontally ) {
float touchSlope = fabsf((currentTouchPoint.y - startTouchPoint.y) / (currentTouchPoint.x - startTouchPoint.x));
if ( touchSlope < 1 ) {
self.state = UIGestureRecognizerStateBegan;
isPanningHorizontally = YES;
[self.view touchesCancelled:touches withEvent:event];
} else {
self.state = UIGestureRecognizerStateCancelled;
[self.view touchesCancelled:touches withEvent:event];
}
} else {
self.state = UIGestureRecognizerStateChanged;
}
}
-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesCancelled:touches withEvent:event];
self.state = UIGestureRecognizerStateCancelled;
[self.view touchesCancelled:touches withEvent:event];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesEnded:touches withEvent:event];
self.state = UIGestureRecognizerStateCancelled;
}
-(void)reset
{
[super reset];
startTouchPoint = CGPointZero;
currentTouchPoint = CGPointZero;
isPanningHorizontally = NO;
}
#end
Then I have a subclassed UITableView that attaches the recognizer to itself and implements an action method to trigger horizontal movement of individual rows:
In my UITableView init:
horizontalPanGesture = [[TableViewCellPanGestureRecognizer alloc] initWithTarget:self action:#selector(handleHorizontalDrag:)];
[self addGestureRecognizer:horizontalPanGesture];
[horizontalPanGesture release];
And the action method:
-(void)handleHorizontalDrag:(UIGestureRecognizer *)gesture
{
UIGestureRecognizerState state = gesture.state;
// Set the touched cell
if (!touchedCell){
NSIndexPath *indexPathAtHitPoint = [self indexPathForRowAtPoint:[gesture locationInView:self]];
id cell = [self cellForRowAtIndexPath:indexPathAtHitPoint];
touchedCell = cell;
startTouchPoint = [gesture locationInView:touchedCell];
}
if ( state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged ) {
// move your views horizontally
} else if ( state == UIGestureRecognizerStateEnded || state == UIGestureRecognizerStateCancelled ) {
touchedCell = nil;
}
}
The above gets the current cell being touched within the table view, and then applies horizontal movements to it as the user drags left or right. However, if my gesture recognizer determines that the touches are meant to scroll vertically, it just cancels itself and the following touches are sent on to the UITableView to initiate vertical scrolling automatically.
This setup seems to be much simpler than overriding hitTest and doing all sorts of touch event trickery within the UITableView itself. It simply makes an immediate determination about the direction of the touch movement. You'll want to read up on UIGestureRecognizers - specifically about how it should be subclassed. You need to make sure to forward on certain touch events like touchesCancelled to the UITableView, as the UITableView's built in panGestureRecognizer won't be handling these events as it normally does. Obviously, you'll want to move entire table views and not individual cells, but it should be pretty straightforward.
This solution, as simple as it is, took me awhile to get exactly right for my exact needs. I am pretty new to IOS development, so I had to spend a lot of time reading about and tinkering with gesture recognizers and scroll views to figure this out.
I have never done this myself, but as a UITableView is a subclass of UIScrollView, the delegates of UITableView are also UIScrollViewDelegates. So in your UITableViewController subclass, you should be able to use UIScrollView delegates, and intercept the scrolls - making sure to also call the super method.
If you want the UITableViews to be placed "side by side" and when you swipe horizontally you expect them to all move together horizontally at the same time, (like a photo gallery with UITableViews instead of images) you can do the following:
Use a UIScrollView and add the UITableViews as the UIScrollView's subviews. You should set the scrollview's contentSize like this:
CGRect bounds = scrollView.bounds;
scrollView.contentSize=CGSizeMake(bounds.size.width * kNumOfTableViews, bounds.size.height);
so that the UIScrollview scrolls horizontally and not vertically.
You may also want to use
scrollView.pagingEnabled=YES;
depending on the desirable behaviour.
The UITableviews will respond the normal way if you slide your finger vertically and you will be able to change between UITableViews by sliding your finger horizontally.
For more details about how to do this efficiently, you can look at the WWDC 2010 video Session 104 - Designing Apps with Scroll Views and check out the source code from here: http://developer.apple.com/library/ios/#samplecode/PhotoScroller/ . This session describes how to slide between images. Instead of images you will use UITableViews
However, if you want each UITableView to be able to move horizontally independently and maybe overlap with another one as in the twitter app for iPad, this solution will not work for you, at least not out of the box.
Related
I have multiple Views inside a ViewController and I want to know when a view is tapped on and I'm not sure how to go about it
In order to check whether certain view inside another view was touched you can use hitTest.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event;
In your custom implementation of touchesBegan check every touch in touches set. The point for hitTest method can be obtained using
- (CGPoint)locationInView:(UIView *)view;
method, where the view is your superView (the one that contains other views).
EDIT: Here's a fast custom implementation:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint locationPoint = [[touches anyObject] locationInView:self];
UIView* viewYouWishToObtain = [self hitTest:locationPoint withEvent:event];
}
I hope this was helpful, Paul
Sources : Detect if certain UIView was touched amongst other UIViews
Is there a way to stop a UIScrollView from scrolling while a touch is still held down? Setting the content offset using the scrollViewDidScroll: delegate method is excessive and can cause some issues (view moves and resets quickly) with the GPU, so I was hoping for a cleaner solution, if there is one.
You can simply turn it out by using its property scrollEnabled in viewDidLoad..
self.myScrollView.scrollEnabled = NO;
I would try:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[scrollView setScrollingEnabled:NO];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[scrollView setScrollingEnabled:NO];
}
That will turn it off for a press and you can adjust detecting how far the "Move" was from the original touch to see if you want to reenable scrolling or not
I have 3 UIViews of the same size stacked on top of each other. The topmost is transparent and only used for detecting touches. The type of touch detected will determine which of the other two underlying views I want to receive the touch events. Once the topmost view is finished with the touch, I need to forward the touch events to the correct underlying view. How can I do that?
EDIT - I am adding my touch detection code. This is within MainViewController, whose view contains all 3 subviews.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
if (touch.view == self.touchOverlay) {
CGPoint touchLocation = [touch locationInView:touch.view];
//do a bunch of math to determine which view should get the touches.
if (viewAshouldGetTouches) //forward to viewA
if (viewBshouldGetTouches) //forward to viewB
}
}
}
Make your two subviews setUserInteractionEnabled:NO and handle all touches in the parent. Then, depending on touch type, send the correct view a programatic touch event. Then you don't need your clear view on the top. Basically you will be coordinating touch events from the bottom up instead of going top->bottom->middle.
You'll have to do this by creating a UIView subclass for your top view and overriding the following method :
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
// UIView will be "transparent" for touch events if we return NO
return (point.y < MIDDLE_Y1 || point.y > MIDDLE_Y2);
}
I want both my UIScrollView and its subviews to receive all touch events inside the subview. Each can respond in its own way.
Alternatively, if tap gestures were forwarded to subviews, all would be well.
A lot of people are struggling in this general area. Here are a few of the many related questions:
How does UIScrollView steal touches from its subviews
How to steal touches from UIScrollView?
How to Cancel Scrolling in UIScrollView
Incidentally, if I override hitTest:withEvent: in the scroll view, I do see the touches as long as userInteractionEnabled is YES. But that doesn't really solve my problem, because:
1) At that point, I don't know if it's a tap or not.
2) Sometimes I need to set userInteractionEnabled to NO.
EDIT: To clarify, yes, I want to treat taps differently from pans. Taps should be handled by subviews. Pans can be handled by the scroll view in the usual way.
First, a disclaimer. If you set userInteractionEnabled to NO on the UIScrollView, no touch events will be passed to the subviews. So far as I'm aware, there's no way around that with one exception: intercept touch events on the superview of the UIScrollView, and specifically pass those events to the subviews of UIScrollView. To be honest, though, I don't know why you would want to do this. If you're wanting to disable specific UIScrollView functionality (like...well, scrolling) you can do that easily enough without disabling UserInteraction.
If I understand your question, you need tap events to be processed by the UIScrollView and passed to the subviews? In any case (whatever the gesture is), I think what you're looking for is the protocol method gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer: in the protocol UIGestureRecognizerDelegate. In your subviews, whatever gesture recognizers you have, set a delegate (probably whatever class is setting the UIGestureReconginzer in the first place) on the gesture recognizer. Override the above method and return YES. Now, this gesture will be recognized along with any other recognizers that might have 'stolen' the gesture (in your case, a tap). Using this method you can even fine tune your code to only send certain kinds of gestures to the subviews or send the gesture only in certain situations. It gives you a lot of control. Just be sure to read about the method, especially this part:
This method is called when recognition of a gesture by
either gestureRecognizer or otherGestureRecognizer would block the
other gesture recognizer from recognizing its gesture. Note that
returning YES is guaranteed to allow simultaneous recognition;
returning NO, on the other hand, is not guaranteed to prevent
simultaneous recognition because the other gesture recognizer's
delegate may return YES.
Of course, there's a caveat: This only applies to gesture recognizers. So you may still have problems if you're trying to use touchesBegan:, touchesEnded, etc to process the touches. You can, of course, use hitTest: to send raw touch events on to the subviews, but why? Why process the events using those methods in UIView, when you can attach a UIGestureRecognizer to a view and get all of that functionality for free? If you need touches processed in a way that no standard UIGestureRecognizer can provide, subclass UIGestureRecognizer and process the touches there. That way you get all the the functionality of a UIGestureRecognizer along with your own custom touch processing. I really think Apple intended for UIGestureRecognizer to replace most (if not all) of the custom touch processing code that developers use on UIView. It allows for code-reuse and it's a lot easier to deal with when mitigating what code processes what touch event.
I don't know if this can help you, but I had a similar problem, where I wanted the scrollview to handle double-tap, but forward single tap to subviews. Here is the code used in a CustomScrollView
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* touch = [touches anyObject];
// Coordinates
CGPoint point = [touch locationInView:[self.subviews objectAtIndex:0]];
// One tap, forward
if(touch.tapCount == 1){
// for each subview
for(UIView* overlayView in self.subviews){
// Forward to my subclasss only
if([overlayView isKindOfClass:[OverlayView class]]){
// translate coordinate
CGPoint newPoint = [touch locationInView:overlayView];
//NSLog(#"%#",NSStringFromCGPoint(newPoint));
BOOL isInside = [overlayView pointInside:newPoint withEvent:event];
//if subview is hit
if(isInside){
Forwarding
[overlayView touchesEnded:touches withEvent:event];
break;
}
}
}
}
// double tap : handle zoom
else if(touch.tapCount == 2){
if(self.zoomScale == self.maximumZoomScale){
[self setZoomScale:[self minimumZoomScale] animated:YES];
} else {
CGRect zoomRect = [self zoomRectForScrollView:self withScale:self.maximumZoomScale withCenter:point];
[self zoomToRect:zoomRect animated:YES];
}
[self setNeedsDisplay];
}
}
Of course, the effective code should be changed, but at this point you should have all the informations you need to decide if you have to forward the event. You might need to implement this in another method as touchesMoved:withEvent:.
Hope this can help.
I was having this same problem, but with a scrollview that was inside UIPageViewController, so it had to be handled slightly differently.
By changing the cancelsTouchesInView property to false for each recognizer on the UIScrollView I was able to receives touches to buttons inside the UIPageViewController.
I did so by adding this code into viewDidLoad:
guard let recognizers = self.pageViewController.view.subviews[0].gestureRecognizers else {
print("No gesture recognizers on scrollview.")
return
}
for recognizer in recognizers {
recognizer.cancelsTouchesInView = false
}
If what you need is to differ between a touch and a scroll then you can test if touches has been moved. If this is a tap then touchHasBeenMoved will not be called then you can assume this is a touch.
At this point you can set a boolean to indicate if a movnent accoured and set this Boolean as a condition in your other methods.
I am on the road but if that's what you need I will be able to explain better later.
A hackish way to achieve your objective - not 100% exact - is to subclass the UIWindow and override the - (void)sendEvent:(UIEvent *)event;
A quick example:
in SecondResponderWindow.h header
//SecondResponderWindow.h
#protocol SecondResponderWindowDelegate
- (void)userTouchBegan:(id)tapPoint onView:(UIView*)aView;
- (void)userTouchMoved:(id)tapPoint onView:(UIView*)aView;
- (void)userTouchEnded:(id)tapPoint onView:(UIView*)aView;
#end
#interface SecondResponderWindow : UIWindow
#property (nonatomic, retain) UIView *viewToObserve;
#property (nonatomic, assign) id <SecondResponderWindowDelegate> controllerThatObserves;
#end
in SecondResponderWindow.m
//SecondResponderWindow.m
- (void)forwardTouchBegan:(id)touch onView:(UIView*)aView {
[controllerThatObserves userTouchBegan:touch onView:aView];
}
- (void)forwardTouchMoved:(id)touch onView:(UIView*)aView {
[controllerThatObserves userTouchMoved:touch onView:aView];
}
- (void)forwardTouchEnded:(id)touch onView:(UIView*)aView {
[controllerThatObserves userTouchEnded:touch onView:aView];
}
- (void)sendEvent:(UIEvent *)event {
[super sendEvent:event];
if (viewToObserve == nil || controllerThatObserves == nil) return;
NSSet *touches = [event allTouches];
UITouch *touch = [touches anyObject];
if ([touch.view isDescendantOfView:viewToObserve] == NO) return;
CGPoint tapPoint = [touch locationInView:viewToObserve];
NSValue *pointValue = [NSValue valueWithCGPoint:tapPoint];
if (touch.phase == UITouchPhaseBegan)
[self forwardTouchBegan:pointValue onView:touch.view];
else if (touch.phase == UITouchPhaseMoved)
[self forwardTouchMoved:pointValue onView:touch.view];
else if (touch.phase == UITouchPhaseEnded)
[self forwardTouchEnded:pointValue onView:touch.view];
else if (touch.phase == UITouchPhaseCancelled)
[self forwardTouchEnded:pointValue onView:touch.view];
}
It's not 100% conforms to what your were expecting - because your second responder view does not handle the touch event natively via -touchDidBegin: or so, and has to implement the SecondResponderWindowDelegate. However this hack does allow you to handle touch events on additional responders.
This method is inspired by and extended from MITHIN KUMAR's TapDetectingWindow
I've implemented a paged scroll according to this technique
( iOS develop. How to extend UIScrollView's scroll event responding area? ) and it works just as intended.
The view that I'm scrolling is containing a couple of buttons and I want to be able to click not only those that are centered/paged into the scrollview but also those to the left and to the right of it. I cannot find any way to solve this but I'm not really an iOS-Jedi yet, hoping one of you are though :)
So as you can see from the screenie the UIScrollView is about a third of the width of the window, the contentsize of the UIScrollView is much larger: about 1500px and contains a lot of buttons added programmatically. The cool thing with this solution, and the part that actually works, is that the buttons:
1) are paged into the scrollview
2) are visible outside the scrollview (since "clip subviews" is unchecked for the scrollview) 3) the buttons are clickable when visible inside the uiscrollview.
BUT what doesn't work is simply this:
- the buttons currently being outside of the window does not receive "their" clicks when clicking on them, the events are instead forwarded to the underlaying (the white part of the window) view.
So,
I finally managed to solve this puzzle and the solution is divided into two
parts. The problem was, as you way recall, that the click events did not travel to the
buttons that were(visible) outside the UIScrollView. It turned out that the clicks were captured by the underlying view and that it is possible to manipulate their way to finding their target by bending the rules a bit regarding who got hit and thereby tricking the events to get passed where you want them. Not really sure if this is how it should be done but it solved my problem.. . :)
1) First one must override the following method in the bottom view
so that it returns the scrollview instead of itself when appropriate.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
if (view == self)
return [self scrollView];
return view;
}
2) The scrollView must override TWO methods to hand over the clicks to its contained objects.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
// Always return us.
return view ;
}
and
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
// We want EVERYTHING!
return YES;
}
Thanks a lot for you comments and willingness to help.
I ho
Inspired by the answer #tommys mentioned, it turns out that by overriding the hinTest method of a UIView and return the scrollView instead, you actually can detach the swiping of this UIView to the scrollView.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView *view = [super hitTest:point withEvent:event];
// Doing this make you detached the swiping to the scrollView
if (view == self)
return [self scrollView];
return view;
}
So this UIView is acting like an extension scroll area of the scrollView, the idea is here. If you make the UIView mask over the scrollView and same size of the window, then swiping anywhere inside the window makes the scrollView scroll.
Here is the example, ExtensionScrollArea
Here's my version:
hit test in container
- (UIView *) hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
if ( CGRectContainsPoint( self.frame, point ) && ! self.hidden ) // <-- *
{
if ( ! CGRectContainsPoint( scrollView.frame, point ) )
return scrollView;
}
return [super hitTest:point withEvent:event];
}
(*) This marked line is important if you are moving about or otherwise hiding your view, for instance if you have multiple views, each with their own scrollviews. If you don't have this line, you may be directing all your touches to an off-screen scrollview!
override in scrollview
- (BOOL) pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
return YES;
}
(in the hitTest of the container, you can exclude additional frames within the if statement for default behaviour) :)