Reputation: 45
In my Swift app, I want to point rear camera at object, then click a button. In my view controller, I'm trying to pick up the UIButton press for the programatically placed button, positioned over a cameraOverlayView.
I don't need to take a picture - I'm just using camera to point at object, then click button.
Compiles to iPhone. I seem to either get camera working, or button, but not both at same time. The imagePicker sits over the button and hides it. Can anyone advise how to get the button and imagePicker to work together? Thanks in advance.
import UIKit
import MobileCoreServices
class FirstViewController: UIViewController {
@IBOutlet weak var imageView: UIImageView!
let imagePicker: UIImagePickerController! = UIImagePickerController()
func noCamera() {
let alertVC = UIAlertController(
title: "No Camera",
message: "Sorry, this device has no camera",
preferredStyle: .Alert)
let okAction = UIAlertAction(
title: "OK",
style:.Default,
handler: nil)
alertVC.addAction(okAction)
presentViewController(
alertVC,
animated: true,
completion: nil)
}
// THIS IS THE FUNCTION I'M TRYING TO CALL
func buttonAction(sender: UIButton!) {
if sender.tag == 1 {
print("Button tapped")
let alertVC = UIAlertController(
title: "Button pressed",
message: "Button pressed",
preferredStyle: .Alert)
let okAction = UIAlertAction(
title: "OK",
style:.Default,
handler: nil)
alertVC.addAction(okAction)
presentViewController(
alertVC,
animated: true,
completion: nil)
}
}
@IBAction func useCamera(sender: UIButton) { // A SEPARATE STORYBOARD BUTTON IS USED TO CALL THIS INITIALLY
if (UIImagePickerController.isSourceTypeAvailable(.Camera)) {
if UIImagePickerController.availableCaptureModesForCameraDevice(.Rear) != nil {
//Create camera overlay
let pickerFrame = CGRectMake(
0,
UIApplication.sharedApplication().statusBarFrame.size.height,
imagePicker.view.bounds.width,
imagePicker.view.bounds.height - imagePicker.navigationBar.bounds.size.height - imagePicker.toolbar.bounds.size.height)
// Sights
let sightDiam: CGFloat = 50 // size of sights
let sightFrame = CGRectMake(
pickerFrame.width/2 - sightDiam/2,
pickerFrame.height/2 - sightDiam/2,
sightDiam,
sightDiam)
UIGraphicsBeginImageContext(pickerFrame.size)
let context = UIGraphicsGetCurrentContext()
CGContextSaveGState(context)
CGContextSetLineWidth(context, 2) // linewidth
CGContextSetStrokeColorWithColor(context, UIColor.yellowColor().CGColor) // colour
// Outer circle
CGContextStrokeEllipseInRect(context, sightFrame)
// Inner dot
CGContextStrokeEllipseInRect(context, CGRectMake(sightFrame.minX + sightFrame.width/2-1,sightFrame.minY + sightFrame.height/2-1,2,2))
// Top tick
CGContextMoveToPoint(context, sightFrame.minX + sightFrame.width/2, sightFrame.minY + 7)
CGContextAddLineToPoint(context, sightFrame.minX + sightFrame.width/2, sightFrame.minY - 7)
// Bottom tick
CGContextMoveToPoint(context, sightFrame.origin.x + sightFrame.width/2, sightFrame.minY + sightFrame.size.height+7)
CGContextAddLineToPoint(context, sightFrame.origin.x + sightFrame.width/2, sightFrame.minY + sightFrame.size.height-7)
// Left tick
CGContextMoveToPoint(context, sightFrame.minX-7, sightFrame.minY + sightFrame.height/2)
CGContextAddLineToPoint(context, sightFrame.minX+7, sightFrame.minY + sightFrame.height/2)
// Right tick
CGContextMoveToPoint(context, sightFrame.minX + sightFrame.width-7, sightFrame.minY + sightFrame.height/2)
CGContextAddLineToPoint(context, sightFrame.minX + sightFrame.width+7, sightFrame.minY + sightFrame.height/2)
// Draw
CGContextStrokePath(context)
CGContextRestoreGState(context)
let overlayImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
let overlayView = UIImageView(frame: pickerFrame)
overlayView.image = overlayImage
let screenSize = UIScreen.mainScreen().bounds.size
let aspectRatio:CGFloat = 4.0/3.0
let scale = screenSize.height/screenSize.width * aspectRatio
imagePicker.allowsEditing = false
imagePicker.sourceType = .Camera
imagePicker.cameraCaptureMode = .Photo
imagePicker.modalPresentationStyle = .FullScreen
imagePicker.showsCameraControls = false // keep off
imagePicker.cameraOverlayView = overlayView
imagePicker.cameraViewTransform = CGAffineTransformMakeScale(scale, scale);
overlayView.userInteractionEnabled = true
// Add Button (programatically)
let buttonBorder: CGFloat = 30 // size of button
let buttonHeight: CGFloat = 50 // height of button
var button: UIButton = UIButton(type: UIButtonType.System) as UIButton
button.frame = CGRectMake(
buttonBorder,
screenSize.height - buttonBorder - buttonHeight,
screenSize.width - (buttonBorder * 2),
buttonHeight)
button.backgroundColor = UIColor.yellowColor()
button.setTitle("Aim at object", forState: UIControlState.Normal)
button.tag = 1
button.addTarget(self, action: "buttonAction:", forControlEvents: .TouchUpInside)
button.userInteractionEnabled = true
overlayView.addSubview(button)
overlayView.bringSubviewToFront(button)
button.userInteractionEnabled = true
presentViewController(imagePicker, animated: false,
completion: {})
// I WANTED THE BUTTON CLICK ABOVE TO CALL 'buttonAction'
// BUT THE BUTTON NEVER GETS ACTIVATED - WHY NOT?
} else {
noCamera() // no rear camera
}
} else {
noCamera() // no camera
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
There is good advice already in post - UIButton not calling event in imageView but that didn't help me. Thanks
Upvotes: 1
Views: 198
Reputation: 45
I think I've cracked it and post this if it helps others. This SO post was the clue.
The problem was the button on the cameraOverlay on the UIImagePickerController showed on-screen, but didn't register touches. As @Dia Kharrat noted in that post, 'the overlay UIView's frame was not large enough. The clipsToBounds property for a UIView is by default set to NO, which means its subviews are still visible even if they are outside the parent's frame... essentially, make sure your overlay's frame is large enough, or that your subviews of the overlay are positioned within its bounds.' I had placed button outside overlay - but it was still showing.
I added overlayView.clipsToBounds = true
to test and the button disappeared on running, proving comment above. So solution is to define the initial picker frame as full screen size, adding code:
let screenSize = UIScreen.mainScreen().bounds.size // line moved to top of code
let pickerFrame = CGRectMake(0,0,screenSize.width,screenSize.height) // Full screen size
The rest of code above remains unchanged. Now buttonAction does get called. Thanks for help @TroyT and @Fr4nc3sc0NL.
Upvotes: 2
Reputation: 9391
I looked around at other SO posts for this similar case, and there are some. This post does something similar, and the answers recommend setting userInteractionEnabled
on the imageView
. The documentation also states that UIImageView
overrides the userInteractionEnabled
property to be false
.
So pretty much:
imageView.userInteractionEnabled = true
You already said in the comments that the button is on the top of the views, so this is probably the only thing that's keeping the button from receiving touch events.
Upvotes: 0
Reputation: 575
Maybe you have to add @IBAction
in front of func buttonAction(sender: UIButton!)
Upvotes: 0