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Old 10-08-2011, 10:48 PM   #1 (permalink)
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Default how to use touchesBegan in IBAction

hello there, in my app i have one UIButton, created by the interface builder.
its connected by a IBAction, the one which does the sounds functions.
i want it to have a different behavior when there is a double touch(2 fingers at the same time) , or multiple touch, and in case of single touches, it hass the normal behavier.
what is the best way to do this?


Calling in IBAction the function
- (void)touchesBeganNSSet *)touches withEventUIEvent *)event

Or what?

Thanks a lot!


-(IBAction) snare: (id)sender{

// if (tapCount >= 2) {
// NSLog(@"2 fingers or more, at the same time");
// }
//else{ }

NSString *path = [[NSBundle mainBundle] pathForResource:@"caixa" ofType:@"wav"];
AVAudioPlayer* theAudio1=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio1.delegate=self;
[theAudio1 play];
}
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Old 10-08-2011, 11:00 PM   #2 (permalink)
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Use a UITapGestureRecognizer. Look at the docs if you are confused. Still confused, then ask. If you do ask, ask specific questions, not "I don't know how to do this. Can you please write some code so that I can copy and paste it and basically get some free code?"
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Old 10-08-2011, 11:19 PM   #3 (permalink)
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Quote:
Originally Posted by Domele View Post
Use a UITapGestureRecognizer. Look at the docs if you are confused. Still confused, then ask. If you do ask, ask specific questions, not "I don't know how to do this. Can you please write some code so that I can copy and paste it and basically get some free code?"

i readed about UITapGestureRecognizer but didn`t understand exactly.
I have to use UITapGestureRecognizer inside my IBAction function?
I`m sorry... i`m newbie on this !
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Old 10-08-2011, 11:36 PM   #4 (permalink)
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You use UIGestureRecognizers by creating them, adding a target and action pair to it, and attaching it to the view (your button). A UITapGestureRecognizer has certain properties you can set such as numberOfTaps and numberOfTouches.

To do all these things, look at the methods defined in the docs.
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Old 10-09-2011, 12:20 PM   #5 (permalink)
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Quote:
Originally Posted by FabinhoSmash View Post
hello there, in my app i have one UIButton, created by the interface builder.
its connected by a IBAction, the one which does the sounds functions.
i want it to have a different behavior when there is a double touch(2 fingers at the same time) , or multiple touch, and in case of single touches, it hass the normal behavier.
what is the best way to do this?


Calling in IBAction the function
- (void)touchesBeganNSSet *)touches withEventUIEvent *)event

Or what?

Thanks a lot!


-(IBAction) snare: (id)sender{

// if (tapCount >= 2) {
// NSLog(@"2 fingers or more, at the same time");
// }
//else{ }

NSString *path = [[NSBundle mainBundle] pathForResource:@"caixa" ofType:@"wav"];
AVAudioPlayer* theAudio1=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio1.delegate=self;
[theAudio1 play];
}
You don't call touchesBegan. You write a touchesBegan method, and the system calls it when it detects touches on your object. You could write your own touchesBegan method to detect double-taps, but I would recommend against that for a beginner.

As the other poster said, you could also create a UIGestureRecognizer and attach it to your button. However, that's probably a little beyond your current abilities, based on the nature of the questions you're asking.

There's actually a much simpler way.

When you connect your button to your action in interface builder, connect it to the "touch down repeat" event instead of the usual "touch up inside." Your action will only get called if the tap count is greater than 1.

If you want to detect only double-taps, not triple (or greater) numbers of taps, it gets a little more complicated.

You need to write your IBAction method with an extra parameter, the event that triggers it. The IBAction should take this form:

Code:
- (void)action:(id)sender forEvent:(UIEvent *)event
Then you can check the tapCount property of the event that is passed in to your IBAction. If tapCount == 2, the event was a double-tap. Otherwise, you just ignore the event.

Your snare event might look like this:

Code:
- (void)snare:(id)sender forEvent:(UIEvent *)event
{
  if (event.tapCount !=2)
    return;
  //At this point, we know we got a double-tap. Do whatever we need to do.
}
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Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 10-09-2011, 07:13 PM   #6 (permalink)
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Quote:
Originally Posted by Duncan C View Post
You don't call touchesBegan. You write a touchesBegan method, and the system calls it when it detects touches on your object. You could write your own touchesBegan method to detect double-taps, but I would recommend against that for a beginner.

As the other poster said, you could also create a UIGestureRecognizer and attach it to your button. However, that's probably a little beyond your current abilities, based on the nature of the questions you're asking.

There's actually a much simpler way.

When you connect your button to your action in interface builder, connect it to the "touch down repeat" event instead of the usual "touch up inside." Your action will only get called if the tap count is greater than 1.

If you want to detect only double-taps, not triple (or greater) numbers of taps, it gets a little more complicated.

You need to write your IBAction method with an extra parameter, the event that triggers it. The IBAction should take this form:

Code:
- (void)action:(id)sender forEvent:(UIEvent *)event
Then you can check the tapCount property of the event that is passed in to your IBAction. If tapCount == 2, the event was a double-tap. Otherwise, you just ignore the event.

Your snare event might look like this:

Code:
- (void)snare:(id)sender forEvent:(UIEvent *)event
{
  if (event.tapCount !=2)
    return;
  //At this point, we know we got a double-tap. Do whatever we need to do.
}



Hey Duncan! Thanks for the tips and the reply !

what i want to do its something like that:
i have a button connected by ibaction, and i put what you say within a extra parameter, the event.

I want IF i press with one finger, the sounds = "A"
ELSE the sound = "B"

i did what you say, but now i don`t use touchesBegan, tapCount it`s not defined. and i think tapcount it`s used to tell how many touches would be repeated, and not how many fingers, right?

I need the numbers os fingers at the same time
If one finger sound = a
if two or more fingers sound = b


Thanks a lot !!
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Old 10-09-2011, 08:07 PM   #7 (permalink)
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Quote:
Originally Posted by FabinhoSmash View Post
Hey Duncan! Thanks for the tips and the reply !

what i want to do its something like that:
i have a button connected by ibaction, and i put what you say within a extra parameter, the event.

I want IF i press with one finger, the sounds = "A"
ELSE the sound = "B"

i did what you say, but now i don`t use touchesBegan, tapCount it`s not defined. and i think tapcount it`s used to tell how many touches would be repeated, and not how many fingers, right?

I need the numbers os fingers at the same time
If one finger sound = a
if two or more fingers sound = b


Thanks a lot !!

Oops. Sorry, I misunderstood. Yes, I was talking about double-tapping with a single finger.

The other poster has the right idea using a UITapGestureRecognizer.

You should be able to create a pair of UITapGestureRecognizer objects and attach them to your button. set the numberOfTouchesRequired on one of the recognizers to 2. (the default is 1 tap.)

Add a target and action to each one. You can use a separate action method for each so you can tell them apart, or use the same method, and check the numberOfTouches method of the sender in the action method.

Disclaimer: I've barely used gesture recognizers. The above is from a quick survey of the docs. (Most of the code I've written has been for any device with iOS 3.0 or later, so I've tended to steer away from 4.0 APIs until recently.)

I did a little digging in the docs, and found a sample app included in Xcode called SimpleGestureRecognizers. I modified it to attach 2 tap recognizers to a view instead of one, as I described above. It worked. In my case, I checked numberOfTouches in the action method, and used that to tell if it was a 1-finger or 2-finger touch.
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See this tutorial on using UIView animations and layer animations:

See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.

Last edited by Duncan C; 10-09-2011 at 08:14 PM.
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Old 10-09-2011, 08:27 PM   #8 (permalink)
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You scared me there for a second Duncan. I am using UIGestureRecognizer for iOS 3.2 and later and you said it was 4.0 API. For reference to anybody that views this thread, all the current UIGestureRecognizers work in iOS 3.2 and later.
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Old 10-09-2011, 08:46 PM   #9 (permalink)
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Quote:
Originally Posted by Domele View Post
You scared me there for a second Duncan. I am using UIGestureRecognizer for iOS 3.2 and later and you said it was 4.0 API. For reference to anybody that views this thread, all the current UIGestureRecognizers work in iOS 3.2 and later.
Oops, my bad.
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Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 10-09-2011, 09:58 PM   #10 (permalink)
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Quote:
Originally Posted by Duncan C View Post
Oops. Sorry, I misunderstood. Yes, I was talking about double-tapping with a single finger.

The other poster has the right idea using a UITapGestureRecognizer.

You should be able to create a pair of UITapGestureRecognizer objects and attach them to your button. set the numberOfTouchesRequired on one of the recognizers to 2. (the default is 1 tap.)

Add a target and action to each one. You can use a separate action method for each so you can tell them apart, or use the same method, and check the numberOfTouches method of the sender in the action method.

Disclaimer: I've barely used gesture recognizers. The above is from a quick survey of the docs. (Most of the code I've written has been for any device with iOS 3.0 or later, so I've tended to steer away from 4.0 APIs until recently.)

I did a little digging in the docs, and found a sample app included in Xcode called SimpleGestureRecognizers. I modified it to attach 2 tap recognizers to a view instead of one, as I described above. It worked. In my case, I checked numberOfTouches in the action method, and used that to tell if it was a 1-finger or 2-finger touch.

Where i have to create a pair of UITapGestureRecognizer objects?? And what i should do with the action attached in this object? i started something, but dont know what do for sure...


-(IBAction) snare: (id) sender forEvent : ( UIEvent * ) event {

UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleSingleTap];
UITapGestureRecognizer *doubleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleDoubleTap];

[doubleTap setNumberOfTapsRequired:2];
[singleTap requireGestureRecognizerToFail:doubleTap];


if (doubleTap) {
NSString *path = [[NSBundle mainBundle] pathForResource:@"caixa" ofType:@"wav"];
AVAudioPlayer* theAudio1=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio1.delegate=self;
[theAudio1 play];
}
else
{
NSString *path = [[NSBundle mainBundle] pathForResource:@"bumbo" ofType:@"wav"];
AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio3.delegate=self;
[theAudio3 play];
}

[singleTap release];
[doubleTap release];

}


thanks for the replies !
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Old 10-10-2011, 07:33 AM   #11 (permalink)
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Quote:
Originally Posted by FabinhoSmash View Post
Where i have to create a pair of UITapGestureRecognizer objects?? And what i should do with the action attached in this object? i started something, but dont know what do for sure...


-(IBAction) snare: (id) sender forEvent : ( UIEvent * ) event {

UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleSingleTap];
UITapGestureRecognizer *doubleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleDoubleTap];

[doubleTap setNumberOfTapsRequired:2];
[singleTap requireGestureRecognizerToFail: doubleTap];


if (doubleTap) {
NSString *path = [[NSBundle mainBundle] pathForResource:@"caixa" ofType:@"wav"];
AVAudioPlayer* theAudio1=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio1.delegate=self;
[theAudio1 play];
}
else
{
NSString *path = [[NSBundle mainBundle] pathForResource:@"bumbo" ofType:@"wav"];
AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPathath] error:NULL];

theAudio3.delegate=self;
[theAudio3 play];
}

[singleTap release];
[doubleTap release];

}


thanks for the replies !

No, you've got it wrong.

In your viewDidLoad method, create two tap gesture recognizers, with the code you have above:

Code:
UITapGestureRecognizer *singleTap = 
  [[UITapGestureRecognizer alloc] initWithTarget:self 
  action:@selector(handleSingleTap:)];
UITapGestureRecognizer *doubleTap = 
  [[UITapGestureRecognizer alloc] initWithTarget:self 
  action:@selector(handleDoubleTap:)];
[doubleTap setNumberOfTapsRequired:2];

//There's no need to use the requireGestureRecognizerToFail method.

//Then add both gesture recognizers to your button:

[myButton addGestureRecognizer: singleTap];
[myButton addGestureRecognizer: doubleTap];
[singleTap release];
[doubleTap release];
Now get rid of your snare method. Instead, your singleTap and doubleTap IBActions will be called:


Code:
-(IBAction) handleSingleTap:  (id)  sender
{
  NSString *path = [[NSBundle mainBundle] 
    pathForResource:@"bumbo" ofType:@"wav"];
  AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] 
    initWithContentsOfURL:[NSURL fileURLWithPath:path] 
    error:NULL];

  theAudio3.delegate=self;
  [theAudio3 play];
}

-(IBAction) handleDoubleTap:  (id)  sender
{
  NSString *path = [[NSBundle mainBundle] 
    pathForResource:@"caixa" ofType:@"wav"];
  AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] 
    initWithContentsOfURL:[NSURL fileURLWithPath:path] 
    error:NULL];

  theAudio3.delegate=self;
  [theAudio3 play];
}


The singleTap gesture recognizer will detect single taps on your button and invoke the handleSingleTap action, and the doubleTap gesture recognizer will double single taps on your button and invoke the handleDoubleTap action.


Make sense?
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See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 10-10-2011, 06:21 PM   #12 (permalink)
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Quote:
Originally Posted by Duncan C View Post
No, you've got it wrong.

In your viewDidLoad method, create two tap gesture recognizers, with the code you have above:

Code:
UITapGestureRecognizer *singleTap = 
  [[UITapGestureRecognizer alloc] initWithTarget:self 
  action:@selector(handleSingleTap:)];
UITapGestureRecognizer *doubleTap = 
  [[UITapGestureRecognizer alloc] initWithTarget:self 
  action:@selector(handleDoubleTap:)];
[doubleTap setNumberOfTapsRequired:2];

//There's no need to use the requireGestureRecognizerToFail method.

//Then add both gesture recognizers to your button:

[myButton addGestureRecognizer: singleTap];
[myButton addGestureRecognizer: doubleTap];
[singleTap release];
[doubleTap release];
Now get rid of your snare method. Instead, your singleTap and doubleTap IBActions will be called:


Code:
-(IBAction) handleSingleTap:  (id)  sender
{
  NSString *path = [[NSBundle mainBundle] 
    pathForResource:@"bumbo" ofType:@"wav"];
  AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] 
    initWithContentsOfURL:[NSURL fileURLWithPath:path] 
    error:NULL];

  theAudio3.delegate=self;
  [theAudio3 play];
}

-(IBAction) handleDoubleTap:  (id)  sender
{
  NSString *path = [[NSBundle mainBundle] 
    pathForResource:@"caixa" ofType:@"wav"];
  AVAudioPlayer* theAudio3=[[AVAudioPlayer alloc] 
    initWithContentsOfURL:[NSURL fileURLWithPath:path] 
    error:NULL];

  theAudio3.delegate=self;
  [theAudio3 play];
}


The singleTap gesture recognizer will detect single taps on your button and invoke the handleSingleTap action, and the doubleTap gesture recognizer will double single taps on your button and invoke the handleDoubleTap action.


Make sense?



Yeah make a lot of sense! hahah
i made with requireGestureRecognizerToFail, but if don`t need i`ll try without. It`s working, and i put with CGrect to this worked in a especific area!

But if i need to put, 2 fingers or more? how to do??

thanks A LOT !!!
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Old 10-10-2011, 06:48 PM   #13 (permalink)
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Quote:
Originally Posted by FabinhoSmash View Post
Yeah make a lot of sense! hahah
i made with requireGestureRecognizerToFail, but if don`t need i`ll try without. It`s working, and i put with CGrect to this worked in a especific area!

But if i need to put, 2 fingers or more? how to do??

thanks A LOT !!!
Sorry, I don't understand what you just said.

The code I posted creates 2 tap gesture recognizers. The first one responds to a single finger tap. The second one responds to a two-finger tap. So I already told you how to handle a one-finger and a two-finger tap.

The gesture recognizers invoke separate actions.

If you need to handle a 3-finger tap, create a tap recognizer and set it's numberOfTouchesRequired to 3. It will invoke it's action method when it detects a 3-finger tap.
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See this tutorial on using UIView animations and layer animations:

See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 10-10-2011, 09:10 PM   #14 (permalink)
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Quote:
Originally Posted by Duncan C View Post
Sorry, I don't understand what you just said.

The code I posted creates 2 tap gesture recognizers. The first one responds to a single finger tap. The second one responds to a two-finger tap. So I already told you how to handle a one-finger and a two-finger tap.

The gesture recognizers invoke separate actions.

If you need to handle a 3-finger tap, create a tap recognizer and set it's numberOfTouchesRequired to 3. It will invoke it's action method when it detects a 3-finger tap.


huuum ok !
yeah, I would like to put 2 or more fingers... is there any way to do it like this? or just create a tap recognizer for every finger ??

thanks !

if
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Old 10-10-2011, 09:32 PM   #15 (permalink)
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Quote:
Originally Posted by FabinhoSmash View Post
huuum ok !
yeah, I would like to put 2 or more fingers... is there any way to do it like this? or just create a tap recognizer for every finger ??

thanks !

if
Argggggghh!

I told you exactly what you need to do, in great and painful detail, including code. Go back and read what I wrote. The answers are there.
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See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 10-10-2011, 10:07 PM   #16 (permalink)
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Quote:
Originally Posted by Duncan C View Post
Argggggghh!

I told you exactly what you need to do, in great and painful detail, including code. Go back and read what I wrote. The answers are there.

I understood Duncan !

had more one thing, but forget! you already helped me a lot !!

Thanks man !!
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