I'm not sure if you are still looking for an answer for this, but I was just looking at this myself today; and I managed to get it to work for me.
The key to it, is using a UILongPressGestureRecognizer
instead of just a UITapGestureRecognizer
, we can then set the minimumPressDuration
of the recognizer to 0; making it act as a tap recognizer, except you can now actually check its state.
Putting what ali59a suggested will work for you, just by replacing the UITapGestureRecognizer
with a UILongPressGestureRecognizer
. However, I found that this didn't seem to quite put the thumbRect directly under my thumb. It appeared a bit off to me.
I created my own UISlider subclass for my project, and here is how I implemented the "tap and slide feature" for me.
In my init
method:
UILongPressGestureRecognizer *longPress = [[UILongPressGestureRecognizer alloc]initWithTarget:self action:@selector(tapAndSlide:)];
longPress.minimumPressDuration = 0;
[self addGestureRecognizer:longPress];
Then my tapAndSlide:
method:
- (void)tapAndSlide:(UILongPressGestureRecognizer*)gesture
{
CGPoint pt = [gesture locationInView: self];
CGFloat thumbWidth = [self thumbRect].size.width;
CGFloat value;
if(pt.x <= [self thumbRect].size.width/2.0)
value = self.minimumValue;
else if(pt.x >= self.bounds.size.width - thumbWidth/2.0)
value = self.maximumValue;
else {
CGFloat percentage = (pt.x - thumbWidth/2.0)/(self.bounds.size.width - thumbWidth);
CGFloat delta = percentage * (self.maximumValue - self.minimumValue);
value = self.minimumValue + delta;
}
if(gesture.state == UIGestureRecognizerStateBegan){
[UIView animateWithDuration:0.35 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
[self setValue:value animated:YES];
[super sendActionsForControlEvents:UIControlEventValueChanged];
} completion:nil];
}
else [self setValue:value];
if(gesture.state == UIGestureRecognizerStateChanged)
[super sendActionsForControlEvents:UIControlEventValueChanged];
}
Where I also used a method to return the frame of my custom thumbRect:
- (CGRect)thumbRect {
CGRect trackRect = [self trackRectForBounds:self.bounds];
return [self thumbRectForBounds:self.bounds trackRect:trackRect value:self.value];
}
I also have my slider animate to the position where the user first taps, over 0.35 seconds. Which I reckon looks pretty sweet, so I included that in that code.
If you don't want that, simply try this:
- (void)tapAndSlide:(UILongPressGestureRecognizer*)gesture
{
CGPoint pt = [gesture locationInView: self];
CGFloat thumbWidth = [self thumbRect].size.width;
CGFloat value;
if(pt.x <= [self thumbRect].size.width/2.0)
value = self.minimumValue;
else if(pt.x >= self.bounds.size.width - thumbWidth/2.0)
value = self.maximumValue;
else {
CGFloat percentage = (pt.x - thumbWidth/2.0)/(self.bounds.size.width - thumbWidth);
CGFloat delta = percentage * (self.maximumValue - self.minimumValue);
value = self.minimumValue + delta;
}
[self setValue:value];
if(gesture.state == UIGestureRecognizerStateChanged)
[super sendActionsForControlEvents:UIControlEventValueChanged];
}
I hope that makes sense, and helps you.
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