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];
Related
I have a UIBarButtonItem in navigation bar. When a user clicks it, it pops to another viewController.
Now i want that when user long-press on that button (navigation bar button) I want to show a help message.
I want help to detect the onlick event and longpress event separately.
You should create a button and set UITapGestureRecognizer & UILongPressGestureRecognizer to your button
// Create a button
let yourButton = UIButton()
yourButton.backgroundColor = .red
yourButton.setTitle("long press", for: .normal)
// Create a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(didTap))
// Create a long gesture recognizer
let longGesture = UILongPressGestureRecognizer(target: self, action: #selector(long))
// You can set minimum duration of the press action
longGesture.minimumPressDuration = 3 //The default duration is 0.5 seconds.
// Add your gestures to button
yourButton.addGestureRecognizer(longGesture)
yourButton.addGestureRecognizer(tapGesture)
navigationItem.leftBarButtonItem = UIBarButtonItem(customView: yourButton)
#objc private func didTap() {
print("Did Tap")
}
#objc private func long() {
// You can show the help message in here
print("Long press")
}
try this in view didload:
let back = UIImage(named: "header_backarrow")
let backView = UIImageView(image: back)
backView.isUserInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: #selector(dismissManual))
backView.addGestureRecognizer(tap)
let backItem = UIBarButtonItem(customView: backView)
navigationItem.leftBarButtonItem = backItem
In the viewDidAppear of your view controller you can add this :
let gestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(myCalledFunction))
(myUIBarButton.value(forKey: "view") as? UIView)?.addGestureRecognizer(gestureRecognizer)
This is difficult because UIBarButton doesn't really expose its view and so you cannot directly add a gestureRecognizer to it.
You can however get a reference to its view by using the value(forKey:) method and then play with it.
Do not do this in the viewDidLoad as it is necessary for the view to have already been created in order for this to work.
All of the other answers require implementing a UIBarButtonItem(customView:) to achieve this. However this can be implemented with any UIBarButtonItem instance without implementing your own gesture recognizer code.
An #IBAction can actually be passed a second parameter containing the UIEvent triggering the action. For example, instead of defining -
#objc func doSomething(sender: UIBarButtonItem) {
}
We can define -
#objc func doSomething(sender: UIBarButtonItem, forEvent event: UIEvent) {
guard let touch = event.allTouches?.first else { return }
if touch.tapCount == 1 {
// Handle tap
} else if touch.tapCount == 0 {
// Handle long press
}
}
Source : http://li366-68.members.linode.com/2016/09/07/detecting-long-presses-on-uibarbuttonitems.html
so I found that UIBarButton has not property like longpress so all I do is take a UIButton give it longpress gesture and add that UIButton in navigation bar as UIBarButtonItem.
I hope it will helpful for someone else who is facing same problem.
let btn = UIButton(frame: CGRect(x: 0, y: 0, width: 40, height: 40))
btn.backgroundColor = .green
let gesture = UILongPressGestureRecognizer(target: self, action: #selector(longpress))
btn.addGestureRecognizer(gesture)
let barbtn = UIBarButtonItem(customView: btn)
self.navigationItem.rightBarButtonItem = barbtn
thank you :)
I'm trying to add a tap gesture to an outlet collection of labels [UILabel], like this:
#IBOutlet var subLabels: [UILabel]!
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(HomePageViewController.selectSubLabel(tap:)))
tap.numberOfTapsRequired = 1
tap.cancelsTouchesInView = false
for i in (0..<(subLabels.count)) {
subLabels[i].addGestureRecognizer(tap)
}
}
func selectSubLabel(tap: UITapGestureRecognizer) {
print("Gesture Is WORKING!")
}
and i tried to add it on a single label in storyboard; but NONE are working.
Firstly, you need to allow user interaction on a label (it is turned off by default):
for i in (0..<(subLabels.count)) {
subLabels[i].isUserInteractionEnabled = true
subLabels[i].addGestureRecognizer(tap)
}
but gesture recognizer can observe for gestures only in one view.
So, there are two options:
I. Dedicated gesture recognizer for every label
for i in (0..<(labels.count)) {
let tap = UITapGestureRecognizer(target: self, action: #selector(selectSubLabel(tap:)))
labels[i].isUserInteractionEnabled = true
labels[i].addGestureRecognizer(tap)
}
II. One gesture recognizer for the parent view of the labels
override func viewDidLoad() {
super.viewDidLoad()
for i in (0..<(labels.count)) {
subLabels[i].isUserInteractionEnabled = true
}
let tap = UITapGestureRecognizer(target: self, action: #selector(selectSubLabel(tap:)))
view.addGestureRecognizer(tap)
}
func selectSubLabel(tap: UITapGestureRecognizer) {
let touchPoint = tap.location(in: view)
guard let label = subLabels.first(where: { $0.frame.contains(touchPoint) }) else { return }
// Do your stuff with the label
}
Please check the User Interaction Enabled Attribute of your UIlabel's in Attribute inspector of Xcode. User Interaction Enabled must be ticked for detecting the tap. Please see the picture below,
I have two labels, Label1 and Label2. I want to make a single function that prints out which label is tapped by creating UITTapRecognizer for both labels calling the same function with selector that passes an argument. Below is the long way of doing it which is messy but works. If I know how to pass an argument (Int) into the selector, it would be alot cleaner.
let topCommentLbl1Tap = UITapGestureRecognizer(target: self, action: #selector(DiscoverCell().doubleTapTopComment1))
topCommentLbl1Tap.numberOfTapsRequired = 2
topCommentLbl1.userInteractionEnabled = true
topCommentLbl1.addGestureRecognizer(topCommentLbl1Tap)
let topCommentLbl2Tap = UITapGestureRecognizer(target: self, action: #selector(DiscoverCell().doubleTapTopComment2))
topCommentLbl2Tap.numberOfTapsRequired = 2
topCommentLbl2.userInteractionEnabled = true
topCommentLbl2.addGestureRecognizer(topCommentLbl2Tap)
func doubleTapTopComment1() {
print("Double Tapped Top Comment 1")
}
func doubleTapTopComment2() {
print("Double Tapped Top Comment 2")
}
Is there a way to modify the selector method such that I can do something like
func doubleTapTopComment(label:Int) {
if label == 1 {
print("label \(label) double tapped")
}
Short answer: no
The selector is called by the UITapGestureRecognizer, and you have no influence on what parameters it passes.
However, what you can do is query the recognizer's view property to get the same information.
func doubleTapComment(recognizer: UIGestureRecognizer) {
if recognizer.view == label1 {
...
}
else if recognizer.view == label2 {
...
}
}
Provide both gesture recognizers with the same selector that takes a single parameter. That action method will be passed instance of a UIGestureRecognizer, and happily, that gesture recognizer has a property called view, which is the view to which the gr is attached.
... action: #selector(doubleTapTopComment(_:))
func doubleTapTopComment(gestureRecognizer: gr) {
// gr.view is the label, so you can say gr.view.text, for example
}
I believe a UITapGestureRecognizer can only be used for a single view. That said, you can have 2 different UITapGestureRecognizers call the same selector and then access the UITapGestureRecognizer in the function. See the following code:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let label1 = UILabel()
label1.backgroundColor = UIColor.blueColor()
label1.frame = CGRectMake(20, 20, 100, 100)
label1.tag = 1
label1.userInteractionEnabled = true
self.view.addSubview(label1)
let label2 = UILabel()
label2.backgroundColor = UIColor.orangeColor()
label2.frame = CGRectMake(200, 20, 100, 100)
label2.tag = 2
label2.userInteractionEnabled = true
self.view.addSubview(label2)
let labelOneTap = UITapGestureRecognizer(target: self, action: #selector(ViewController.whichLabelWasTapped(_:)))
let labelTwoTap = UITapGestureRecognizer(target: self, action: #selector(ViewController.whichLabelWasTapped(_:)))
label1.addGestureRecognizer(labelOneTap)
label2.addGestureRecognizer(labelTwoTap)
}
Both UITapGestureRecognizers call the same function:
func whichLabelWasTapped(sender : UITapGestureRecognizer) {
//print the tag of the clicked view
print (sender.view!.tag)
}
If you try to add one of the UITapGestureRecognizers to both labels, then only the last one added will actually call the function.
You can do like this,
let topCommentLbl1Tap = UITapGestureRecognizer(target: self, action: #selector(labelTapped(_:)))
let topCommentLbl2Tap = UITapGestureRecognizer(target: self, action: #selector(labelTapped(_:)))
label1.addGestureRecognizer(topCommentLbl1Tap)
label2.addGestureRecognizer(topCommentLbl2Tap)
#objc
func textViewTapped(_ sender: UITapGestureRecognizer) {
if(sender.view.tag == label1.tag) {
print("I am label1")
} else if(sender.view.tag == label2.tag) {
print("I am label2")
}
}
don't forgot to set tags to labels.
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)
I have discovered that I can create UILabel much faster than UITextField and I plan to use UILabel most of the time for my data display app.
To make a long story short though, I wish to let the user tap on a UILabel and have my callback respond to that. Is that possible?
Thanks.
You can add a UITapGestureRecognizer instance to your UILabel.
For example:
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(labelTapped)];
tapGestureRecognizer.numberOfTapsRequired = 1;
[myLabel addGestureRecognizer:tapGestureRecognizer];
myLabel.userInteractionEnabled = YES;
If you're using storyboards you can do this entire process in the storyboard with no additional code. Add a label to the storyboard, then add a tap gesture to the label. In the Utilities pane, make sure "User Interaction Enabled" is checked for the label. From the tap gesture (at the bottom of your view controller in the storyboard), ctrl+click and drag to your ViewController.h file and create an Action. Then implement the action in the ViewController.m file.
Swift 3.0
Initialize the gesture for tempLabel
tempLabel?.text = "Label"
let tapAction = UITapGestureRecognizer(target: self, action: #selector(self.actionTapped(_:)))
tempLabel?.isUserInteractionEnabled = true
tempLabel?.addGestureRecognizer(tapAction)
Action receiver
func actionTapped(_ sender: UITapGestureRecognizer) {
// code here
}
Swift 4.0
Initialize the gesture for tempLabel
tempLabel?.text = "Label"
let tapAction = UITapGestureRecognizer(target: self, action:#selector(actionTapped(_:)))
tempLabel?.isUserInteractionEnabled = true
tempLabel?.addGestureRecognizer(tapAction)
Action receiver
func actionTapped(_ sender: UITapGestureRecognizer) {
// code here
}
Swift 2.0:
I am adding a nsmutable string as sampleLabel's text, enabling user interaction, adding a tap gesture and trigger a method.
override func viewDidLoad() {
super.viewDidLoad()
let newsString: NSMutableAttributedString = NSMutableAttributedString(string: "Tap here to read the latest Football News.")
newsString.addAttributes([NSUnderlineStyleAttributeName: NSUnderlineStyle.StyleDouble.rawValue], range: NSMakeRange(4, 4))
sampleLabel.attributedText = newsString.copy() as? NSAttributedString
let tapGesture: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: "tapResponse:")
tapGesture.numberOfTapsRequired = 1
sampleLabel.userInteractionEnabled = true
sampleLabel.addGestureRecognizer(tapGesture)
}
func tapResponse(recognizer: UITapGestureRecognizer) {
print("tap")
}
You could use a UIButton instead and set the text to what you want. The button doesn't have to look like a button if you don't want to
To add Tap gesture on UILable
UITapGestureRecognizer *tapAction = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(lblClick:)];
tapAction.delegate =self;
tapAction.numberOfTapsRequired = 1;
//Enable the lable UserIntraction
lblAction.userInteractionEnabled = YES;
[lblAction addGestureRecognizer:tapAction];
and to assess the selector method
- (void)lblClick:(UITapGestureRecognizer *)tapGesture {
}
Note: Add UIGestureRecognizerDelegate in .h file
Swift Version:
var tapGesture : UITapGestureRecognizer = UITapGestureRecognizer()
Then inside viewDidLoad(),add this:
let yourLbl=UILabel(frame: CGRectMake(x,y,width,height)) as UILabel!
yourLbl.text = "SignUp"
tapGesture.numberOfTapsRequired = 1
yourLbl.addGestureRecognizer(tapGesture)
yourLbl.userInteractionEnabled = true
tapGesture.addTarget(self, action: "yourLblTapped:")
This works great in Xcode 12 and Swift 5
let tapAction = UITapGestureRecognizer(target: self,action:#selector(actionTapped(_:)))
userLabel?.isUserInteractionEnabled = true
userLabel?.addGestureRecognizer(tapAction)
And action method like -
#objc func actionTapped(_ sender: UITapGestureRecognizer) {
print("tapped")
}
If you want to use Multi line text in your button then create a UILabel with Multiline text and add as a subview in to your button.
for eg:
yourLabel=[Uilabel alloc]init];
yourLabel.frame=yourButtom.Frame;//(frame size should be equal to your button's frame)
[yourButton addSubView:yourLabel]
Swift 3 from Alvin George
override func viewDidLoad() {
super.viewDidLoad()
let newsString: NSMutableAttributedString = NSMutableAttributedString(string: "Tap here to read the latest Football News.")
newsString.addAttributes([NSUnderlineStyleAttributeName: NSUnderlineStyle.styleDouble.rawValue], range: NSMakeRange(4, 4))
sampleLabel.attributedText = newsString.copy() as? NSAttributedString
let tapGesture: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(ViewController.tapResponse))
tapGesture.numberOfTapsRequired = 1
sampleLabel.isUserInteractionEnabled = true
sampleLabel.addGestureRecognizer(tapGesture)
}
func tapResponse(recognizer: UITapGestureRecognizer) {
print("tap")
}
Swift version looks like this:
func addGestureRecognizerLabel(){
//Create a instance, in this case I used UITapGestureRecognizer,
//in the docs you can see all kinds of gestures
let gestureRecognizer = UITapGestureRecognizer()
//Gesture configuration
gestureRecognizer.numberOfTapsRequired = 1
gestureRecognizer.numberOfTouchesRequired = 1
/*Add the target (You can use UITapGestureRecognizer's init() for this)
This method receives two arguments, a target(in this case is my ViewController)
and the callback, or function that you want to invoke when the user tap it view)*/
gestureRecognizer.addTarget(self, action: "showDatePicker")
//Add this gesture to your view, and "turn on" user interaction
dateLabel.addGestureRecognizer(gestureRecognizer)
dateLabel.userInteractionEnabled = true
}
//How you can see, this function is my "callback"
func showDatePicker(){
//Your code here
print("Hi, was clicked")
}
//To end just invoke to addGestureRecognizerLabel() when
//your viewDidLoad() method is called
override func viewDidLoad() {
super.viewDidLoad()
addGestureRecognizerLabel()
}
I personally prefer the method of writing an extension for UILabel. This is what I use.
import UIKit
extension UILabel {
/**
* A map of actions, mapped as [ instanceIdentifier : action ].
*/
private static var _tapHandlers = [String:(()->Void)]()
/**
* Retrieve the address for this UILabel as a String.
*/
private func getAddressAsString() -> String {
let addr = Unmanaged.passUnretained(self).toOpaque()
return "\(addr)"
}
/**
* Set the on tapped event for the label
*/
func setOnTapped(_ handler: #escaping (()->Void)) {
UILabel._tapHandlers[getAddressAsString()] = handler
let gr = UITapGestureRecognizer(target: self, action: #selector(onTapped))
gr.numberOfTapsRequired = 1
self.addGestureRecognizer(gr)
self.isUserInteractionEnabled = true
}
/**
* Handle the tap event.
*/
#objc private func onTapped() {
UILabel._tapHandlers[self.getAddressAsString()]?()
}
}
You would then use it like this from any UILabel instance:
myLabel.setOnTapped {
// do something
}
This can potentially cause some memory leaks I believe, but I haven't determined how best to resolve them yet.