I have a UIView and and I have added tap gesture to it:
let tap = UITapGestureRecognizer(target: self, action: Selector("handleTap:"))
tap.delegate = self
myView.addGesture(tap)
I am trying to call it programmatically in the testfile.
sendActionForEvent
I am using this function, but it is not working:
myView.sendActionForEvent(UIEvents.touchUpDown)
It shows unrecognised selector sent to instance.
How can I solve this problem?
This question is related to
ios
swift
iphone
ios8
uigesturerecognizer
You need to initialize UITapGestureRecognizer with a target and action, like so:
let tap = UITapGestureRecognizer(target: self, action: "handleTap:")
tap.delegate = self
myView.addGestureRecognizer(tap)
Then, you should implement the handler, which will be called each time when a tap event occurs:
func handleTap(sender: UITapGestureRecognizer) {
// handling code
}
If you want Objective C code is given below,
UITapGestureRecognizer *gesRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleTap:)]; // Declare the Gesture.
gesRecognizer.delegate = self;
[yourView addGestureRecognizer:gesRecognizer]; // Add Gesture to your view.
// Declare the Gesture Recognizer handler method.
- (void)handleTap:(UITapGestureRecognizer *)gestureRecognizer{
NSLog(@"Tapped");
}
or you want swift code is given below,
import UIKit
class ViewController: UIViewController {
@IBOutlet weak var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Add tap gesture recognizer to view
let tapGesture = UITapGestureRecognizer(target: self, action: Selector("handleTap:"))
myView.addGestureRecognizer(tapGesture)
}
// this method is called when a tap is recognized
func handleTap(sender: UITapGestureRecognizer) {
print("tap")
}
}
Swift 4
First, create an object of UITapGestureRecognizer
var tapGesture = UITapGestureRecognizer()
The second step is to initialise UITapGestureReconizer. Enable the user interaction, then add it.
override func viewDidLoad() {
super.viewDidLoad()
tapGesture = UITapGestureRecognizer(target: self, action: #selector(YourViewController.myviewTapped(_:)))
infosView.isUserInteractionEnabled = true
infosView.addGestureRecognizer(tapGesture)
view.addSubview(infosView)
}
Third, create a method
@objc func myviewTapped(_ recognizer: UIGestureRecognizer) {
print("button is tapped")
}
I worked out on Xcode 7.3.1 on Swift 2.2. See below.
func addTapGesture() {
let tap = UITapGestureRecognizer(target: self, action: #selector(MyViewController.handleTap))
tap.numberOfTapsRequired = 1
self.myView.addGestureRecognizer(tap)
}
func handleTap() {
// Your code here...
}
I worked out on Xcode 6.4 on swift. See below.
var view1: UIView!
func assignTapToView1() {
let tap = UITapGestureRecognizer(target: self, action: Selector("handleTap"))
// tap.delegate = self
view1.addGestureRecognizer(tap)
self.view .addSubview(view1)
...
}
func handleTap() {
print("tap working")
view1.removeFromSuperview()
// view1.alpha = 0.1
}
Instead of invoking myView's UITapGestureRecognizer, you can directly call the handleTap
function,
Try the following swift code (tested in Xcode 6.3.1):
import UIKit
class KEUITapGesture150427 : UIViewController {
var _myTap: UITapGestureRecognizer?
var _myView: UIView?
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.whiteColor();
_myTap = UITapGestureRecognizer(target: self
, action: Selector("_myHandleTap:"))
_myTap!.numberOfTapsRequired = 1
_myView = UIView(frame: CGRectMake(100, 200, 100, 100))
_myView!.backgroundColor=UIColor.blueColor()
_myView!.layer.cornerRadius = 20
_myView!.layer.borderWidth = 1
_myView!.addGestureRecognizer(_myTap!)
view.addSubview(_myView!)
}
func _myHandleTap(sender: UITapGestureRecognizer) {
if sender.state == .Ended {
println("_myHandleTap(sender.state == .Ended)")
sender.view!.backgroundColor
= UIColor(red: CGFloat(drand48()), green: CGFloat(drand48()), blue: CGFloat(drand48()), alpha: 1.0);
}
}
}
Note that your target could be any subclass of UIResponder, see (tested in Xcode 6.3.1):
import UIKit
class MyTapTarget : UIResponder {
func _myHandleTap2(sender: UITapGestureRecognizer) {
if sender.state == .Ended {
println("_myHandleTap2(sender.state == .Ended)")
sender.view!.backgroundColor
= UIColor(red: CGFloat(drand48()), green: CGFloat(drand48()), blue: CGFloat(drand48()), alpha: 1.0);
}
}
}
class KEUITapGesture150427b : UIViewController {
var _myTap: UITapGestureRecognizer?
var _myView: UIView?
var _myTapTarget: MyTapTarget?
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.whiteColor();
_myTapTarget = MyTapTarget()
_myTap = UITapGestureRecognizer(target: _myTapTarget!
, action: Selector("_myHandleTap2:"))
_myTap!.numberOfTapsRequired = 1
_myView = UIView(frame: CGRectMake(100, 200, 100, 100))
_myView!.backgroundColor=UIColor.blueColor()
_myView!.layer.cornerRadius = 20
_myView!.layer.borderWidth = 1
_myView!.addGestureRecognizer(_myTap!)
view.addSubview(_myView!)
}
}
let tap = UITapGestureRecognizer(target: self, action: Selector("handleFrontTap:"))
frontView.addGestureRecognizer(tap)
// Make sure this is not private
func handleFrontTap(gestureRecognizer: UITapGestureRecognizer) {
print("tap working")
}
Complete answer for Swift 4
Step 1: create an outlet for the view
@IBOutlet weak var rightViewOutlet: UIView!
Step 2: define a tap gesture
var tapGesture = UITapGestureRecognizer()
Step 3: create ObjC function (called when view tapped)
@objc func rightViewTapped(_ recognizer: UIGestureRecognizer) {
print("Right button is tapped")
}
Step 4: add the following within viewDidLoad()
let rightTap = UITapGestureRecognizer(target: self, action: #selector(ViewController.rightViewTapped(_:)))
rightViewOutlet.addGestureRecognizer(rightTap)
xCode 9.3, Swift 4.0
class BaseVC: UIViewController, UIGestureRecognizerDelegate {
@IBOutlet weak var iView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let clickUITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(self.onSelect(_:)))
clickUITapGestureRecognizer.delegate = self
iView?.addGestureRecognizer(tap)
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
return true
}
@IBAction func onSelect(_ sender: Any) {
}
}
Just a note - Don't forget to enabled interaction on the view:
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
view.addGestureRecognizer(tap)
// view.userInteractionEnabled = true
self.view.addSubview(view)
try the following extension
extension UIView {
func addTapGesture(action : @escaping ()->Void ){
let tap = MyTapGestureRecognizer(target: self , action: #selector(self.handleTap(_:)))
tap.action = action
tap.numberOfTapsRequired = 1
self.addGestureRecognizer(tap)
self.isUserInteractionEnabled = true
}
@objc func handleTap(_ sender: MyTapGestureRecognizer) {
sender.action!()
}
}
class MyTapGestureRecognizer: UITapGestureRecognizer {
var action : (()->Void)? = nil
}
and then use it :
submitBtn.addTapGesture {
//your code
}
you can even use it for cell
cell.addTapGesture {
//your code
}
This is how it works in Swift 3:
@IBOutlet var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action:#selector(handleTap))
myView.addGestureRecognizer(tap)
}
func handleTap() {
print("tapped")
}
For Swift 4:
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
view.addGestureRecognizer(tap)
view.isUserInteractionEnabled = true
self.view.addSubview(view)
// function which is triggered when handleTap is called
@objc func handleTap(_ sender: UITapGestureRecognizer) {
print("Hello World")
}
In Swift 4, you need to explicitly indicate that the triggered function is callable from Objective-C, so you need to add @objc too your handleTap function.
See @Ali Beadle 's answer here: Swift 4 add gesture: override vs @objc
Inside ViewDidLoad
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(imageTapped(tapGestureRecognizer:)))
self.imgMainAdView.isUserInteractionEnabled = true
self.imgMainAdView.addGestureRecognizer(tapGestureRecognizer)
//MARK: - Image Tap Method -
@objc func imageTapped(tapGestureRecognizer: UITapGestureRecognizer)
{
print("Tapped")
if let url = URL(string: self.strMAinAdvLink)
{
UIApplication.shared.open(url, options: [:])
}
}
Calling Purpose
@IBAction func btnCall1Action(_ sender: Any)
{
let text = self.strPhoneNumber1!
let test = String(text.filter { !" -()".contains($0) })
UIApplication.shared.openURL(NSURL(string: "tel://\(test)")! as URL)
}
Mail Purpose
MFMailComposeViewControllerDelegate
@IBAction func btnMailAction(_ sender: Any)
{
let strEmail = SAFESTRING(str: (self.dictEventDetails?.value(forKeyPath: "Email.value_text.email") as! String))
if !MFMailComposeViewController.canSendMail()
{
AppDelegate.sharedInstance().showAlertAction(strTitle: "OK", strMessage: "Mail services are not available") { (success) in
}
return
}
let composeVC = MFMailComposeViewController()
composeVC.mailComposeDelegate = self
composeVC.setToRecipients([strEmail])
composeVC.setSubject("")
composeVC.setMessageBody("", isHTML: false)
self.present(composeVC, animated: true, completion: nil)
}
func mailComposeController(_ controller: MFMailComposeViewController, didFinishWith result: MFMailComposeResult, error: Error?)
{
controller.dismiss(animated: true, completion: nil)
}
For anyone looking to activate a views tap gesture recognizer without having direct access to the gesture recognizer... when returning to a page I had to fill bubbles that were previously filled by tapping. I kept track of those bubbles tags (bubs) ...
func fillBubs(bubs: [Int]) {
for bub in bubs {
let bubble = view.viewWithTag(bub)
if bubble == nil {continue}
for g in bubble!.gestureRecognizers! {
let tap = g as! UITapGestureRecognizer
handleBub(tap)
}
}
}
@objc func handleBub(_ sender: UITapGestureRecognizer? = nil) {
let bubble = sender?.view!
bubble?.layer.backgroundColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1)
}
STEP : 1
@IBOutlet var viewTap: UIView!
STEP : 2
var tapGesture = UITapGestureRecognizer()
STEP : 3
override func viewDidLoad() {
super.viewDidLoad()
// TAP Gesture
tapGesture = UITapGestureRecognizer(target: self, action: #selector(ViewController.myviewTapped(_:)))
tapGesture.numberOfTapsRequired = 1
tapGesture.numberOfTouchesRequired = 1
viewTap.addGestureRecognizer(tapGesture)
viewTap.isUserInteractionEnabled = true
}
STEP : 4
func myviewTapped(_ sender: UITapGestureRecognizer) {
if self.viewTap.backgroundColor == UIColor.yellow {
self.viewTap.backgroundColor = UIColor.green
}else{
self.viewTap.backgroundColor = UIColor.yellow
}
}
OUTPUT
I wanted to specify two points which kept causing me problems.
You need to initialize UITapGestureRecognizer
with a target and action, like so:
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
myView.addGestureRecognizer(tap)
Then, you should implement the handler, which will be called each time when a tap event occurs:
@objc func handleTap(_ sender: UITapGestureRecognizer? = nil) {
// handling code
}
So now calling your tap gesture recognizer event handler is as easy as calling a method:
handleTap()
For anyone who is looking for Swift 3 solution
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
view.addGestureRecognizer(tap)
view.isUserInteractionEnabled = true
self.view.addSubview(view)
// function which is triggered when handleTap is called
func handleTap(_ sender: UITapGestureRecognizer) {
print("Hello World")
}
Implementing tap gesture
let tap: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: "touchHappen")
view.userInteractionEnabled = true
view.addGestureRecognizer(tap)
Calls this function when the tap is recognized.
func touchHappen() {
//Causes the view (or one of its embedded text fields) to resign the first responder status.
self.view.endEditing(true)
}
Update for For Swift 3 +
let tap = UITapGestureRecognizer(target: self, action: #selector(self.touchHappen(_:)))
yourView.addGestureRecognizer(tap)
yourView.userInteractionEnabled = true
func touchHappen(_ sender: UITapGestureRecognizer) {
print("Hello Dear you are here")
}
Swift 5.1 Example for three view
Step:1 -> Add storyboard view and add outlet viewController UIView
@IBOutlet var firstView: UIView!
@IBOutlet var secondView: UIView!
@IBOutlet var thirdView: UIView!
Step:2 -> Add storyBoard view Tag
Step:3 -> Add gesture
override func viewDidLoad() {
super.viewDidLoad()
firstView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(self.tap(_:))))
firstView.isUserInteractionEnabled = true
secondView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(self.tap(_:))))
secondView.isUserInteractionEnabled = true
thirdView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(self.tap(_:))))
thirdView.isUserInteractionEnabled = true
}
Step:4 -> select view
@objc func tap(_ gestureRecognizer: UITapGestureRecognizer) {
let tag = gestureRecognizer.view?.tag
switch tag! {
case 1 :
print("select first view")
case 2 :
print("select second view")
case 3 :
print("select third view")
default:
print("default")
}
}
Here is the simplest way to add Gestures on View in Swift 5
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
addGestures()
}
// MARK: Add Gestures to target view
func addGestures()
{
// 1. Single Tap or Touch
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.tapGetstureDetected))
tapGesture.numberOfTapsRequired = 1
view.addGestureRecognizer(tapGesture)
//2. Double Tap
let doubleTapGesture = UITapGestureRecognizer(target: self, action: #selector(self.doubleTapGestureDetected))
doubleTapGesture.numberOfTapsRequired = 2
view.addGestureRecognizer(doubleTapGesture)
//3. Swipe
let swipeGesture = UISwipeGestureRecognizer(target: self, action: #selector(self.swipeGetstureDetected))
view.addGestureRecognizer(swipeGesture)
//4. Pinch
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(self.pinchGetstureDetected))
view.addGestureRecognizer(pinchGesture)
//5. Long Press
let longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.longPressGetstureDetected))
view.addGestureRecognizer(longPressGesture)
//6. Pan
let panGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.panGestureDetected))
view.addGestureRecognizer(panGesture)
}
// MARK: Handle Gesture detection
@objc func swipeGetstureDetected() {
print("Swipe Gesture detected!!")
}
@objc func tapGetstureDetected() {
print("Touch/Tap Gesture detected!!")
}
@objc func pinchGetstureDetected() {
print("Pinch Gesture detected!!")
}
@objc func longPressGetstureDetected() {
print("Long Press Gesture detected!!")
}
@objc func doubleTapGestureDetected() {
print("Double Tap Gesture detected!!")
}
@objc func panGestureDetected()
{
print("Pan Gesture detected!!")
}
//MARK: Shake Gesture
override func becomeFirstResponder() -> Bool {
return true
}
override func motionEnded(_ motion: UIEvent.EventSubtype, with event: UIEvent?){
if motion == .motionShake
{
print("Shake Gesture Detected")
}
}
}
Swift 4
let tap = UITapGestureRecognizer(target: self, action: #selector(self.touchTapped(_:)))
self.view.addGestureRecognizer(tap)
@objc func touchTapped(_ sender: UITapGestureRecognizer) {
}
Source: Stackoverflow.com