UITapGestureRecognizer-hacer que funcione en el toque hacia abajo, no retocar?
Para lo que estoy usando el evento tap es muy sensible al tiempo, así que tengo curiosidad si es posible activar UITapGestureRecognizer cuando el usuario simplemente toca, en lugar de requerir que retoques también.
4 answers
Crea tu subclase personalizada TouchDownGestureRecognizer e implementa gestos en touchesBegan:
TouchDownGestureRecognizer.h
#import <UIKit/UIKit.h>
@interface TouchDownGestureRecognizer : UIGestureRecognizer
@end
TouchDownGestureRecognizer.m
#import "TouchDownGestureRecognizer.h"
#import <UIKit/UIGestureRecognizerSubclass.h>
@implementation TouchDownGestureRecognizer
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
if (self.state == UIGestureRecognizerStatePossible) {
self.state = UIGestureRecognizerStateRecognized;
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
self.state = UIGestureRecognizerStateFailed;
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
self.state = UIGestureRecognizerStateFailed;
}
@end
Aplicación:
#import "TouchDownGestureRecognizer.h"
TouchDownGestureRecognizer *touchDown = [[TouchDownGestureRecognizer alloc] initWithTarget:self action:@selector(handleTouchDown:)];
[yourView addGestureRecognizer:touchDown];
-(void)handleTouchDown:(TouchDownGestureRecognizer *)touchDown{
NSLog(@"Down");
}
Implementación rápida:
import UIKit
import UIKit.UIGestureRecognizerSubclass
class TouchDownGestureRecognizer: UIGestureRecognizer
{
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent)
{
if self.state == .Possible
{
self.state = .Recognized
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent)
{
self.state = .Failed
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent)
{
self.state = .Failed
}
}
Aquí está la sintaxis Swift para pegar en 2017:
import UIKit.UIGestureRecognizerSubclass
class SingleTouchDownGestureRecognizer: UIGestureRecognizer {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
if self.state == .possible {
self.state = .recognized
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
self.state = .failed
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
self.state = .failed
}
}
Tenga en cuenta que este es un reemplazo directo para UITap
. Así que en código como...
func add(tap v:UIView, _ action:Selector) {
let t = UITapGestureRecognizer(target: self, action: action)
v.addGestureRecognizer(t)
}
Puedes cambiar a....
func add(hairtriggerTap v:UIView, _ action:Selector) {
let t = SingleTouchDownGestureRecognizer(target: self, action: action)
v.addGestureRecognizer(t)
}
Pruebas muestra que no se llamará más de una vez. Funciona como un reemplazo drop-in; solo puede intercambiar entre las dos llamadas.
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2017-02-27 11:37:57
Use un UILongPressGestureRecognizer y establezca su minimumPressDuration
en 0. Actuará como un aterrizaje durante el estado UIGestureRecognizerStateBegan
.
Para Swift 4
func setupTap() {
let touchDown = UILongPressGestureRecognizer(target:self, action: #selector(didTouchDown))
touchDown.minimumPressDuration = 0
view.addGestureRecognizer(touchDown)
}
func didTouchDown(gesture: UILongPressGestureRecognizer) {
if (gesture.state == .began){
doSomething()
}
}
Para el Objetivo-C
Ejemplo:
-(void)setupLongPress
{
self.longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(didLongPress:)];
self.longPress.minimumPressDuration = 0;
[self.view addGestureRecognizer:self.longPress];
}
-(void)didLongPress:(UILongPressGestureRecognizer *)gesture
{
if (gesture.state == UIGestureRecognizerStateBegan){
[self doSomething];
}
}
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2018-05-06 18:16:37
Swift (sin subclase)
Aquí hay una versión de Swift similar a La respuesta Objective-C de Rob Caraway.
La idea es usar un reconocedor de gestos de pulsación larga con el minimumPressDuration
establecido en cero en lugar de usar un reconocedor de gestos de pulsación. Esto se debe a que el reconocedor de gestos de pulsación larga informa que los eventos de toque comenzaron mientras que el gesto de toque no lo hace.
import UIKit
class ViewController: UIViewController {
@IBOutlet weak var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Add "long" press gesture recognizer
let tap = UILongPressGestureRecognizer(target: self, action: #selector(tapHandler))
tap.minimumPressDuration = 0
myView.addGestureRecognizer(tap)
}
// called by gesture recognizer
@objc func tapHandler(gesture: UITapGestureRecognizer) {
// handle touch down and touch up events separately
if gesture.state == .began {
// do something...
print("tap down")
} else if gesture.state == .ended { // optional for touch up event catching
// do something else...
print("tap up")
}
}
}
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2018-04-01 02:05:34
Esta es otra solución. Crear subclase de UIControl. Puede usarlo como UIView incluso en Storyboard porque UIControl es una subclase de UIView.
class TouchHandlingView: UIControl {
}
Y añádele un objetivo:
@IBOutlet weak var mainView: TouchHandlingView!
...
mainView.addTarget(self, action: "startAction:", forControlEvents: .TouchDown)
...
Entonces la acción designada se llamará como UIButton:
func startAction(sender: AnyObject) {
print("start")
}
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2016-02-21 11:00:11