I Know filtering oneTap/doubleTap using a Apple API. code are follows.
UITapGestureRecognizer *doubleTapGestureRecognizer = [[UITapGestureRecognizer alloc]
initWithTarget:self action:@selector(handleDoubleTap:)];
doubleTapGestureRecognizer.numberOfTapsRequired = 2;
[self addGestureRecognizer:doubleTapGestureRecognizer];
UITapGestureRecognizer *singleTapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleSingleTap:)];
singleTapGestureRecognizer.numberOfTapsRequired = 1;
**[singleTapGestureRecognizer requireGestureRecognizerToFail: doubleTapGestureRecognizer];**
[self addGestureRecognizer:singleTapGestureRecognizer];
but oneTap/doubleTap checkDelayTime is feeling a so Long (About 0.5sec?). Generally App Users of the reaction is very fast. Although 0.5 seconds is typically short-time. but In Mobile Device Environment is long-time, because users react is very important.
Speaking to the point, YouTubeApp have a very Perfectly algorithm about filtering at a moment oneTap/doubleTap. oneTap-doubleTap checkDelay is VeryVeryShort Perfectly Optimization.
oneTap(show/hidden controlBar)
doubleTap(full/default videoScreenSize)
How to implement like YoutubeApp? about oneTap-doubleTap filtering Not Using a requireGestureRecognizerToFail Selector. about very short delay oneTap-doubleTap distinguishing.
I think YoutubeApp is Not Use a requireGestureRecognizer Selector.
This is easiest to do without gesture recognizers. Then you can control the delay. The code below is a variation of Apple's original documentation that I use in one of my projects. I have blog post that talks about it as well.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
if (touch.tapCount == 2) {
//This will cancel the singleTap action
[NSObject cancelPreviousPerformRequestsWithTarget:self];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
if (touch.tapCount == 1) {
//if they tapped within the coin then place the single tap action to fire after a delay of 0.3
if (CGRectContainsPoint(coin.frame,[touch locationInView:self.view])){
//this is the single tap action being set on a delay
[self performSelector:@selector(onFlip) withObject:nil afterDelay:0.3];
}else{
//I change the background image here
}
} else if (touch.tapCount == 2) {
//this is the double tap action
[theCoin changeCoin:coin];
}
}
only thing you need to do is add extra line of code to use requireGestureRecognizerToFail
[singleTapRecognizer requireGestureRecognizerToFail:doubleTapRecognizer];
then whole code become to:
UITapGestureRecognizer *doubleTapRecognizer = [[[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(beginComicTransitions:)] autorelease];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
doubleTapRecognizer.delegate = self;
UITapGestureRecognizer *singleTapRecognizer = [[[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(bringMenu:)] autorelease];
singleTapRecognizer.numberOfTapsRequired = 1;
singleTapRecognizer.numberOfTouchesRequired = 1;
singleTapRecognizer.delegate = self;
[singleTapRecognizer requireGestureRecognizerToFail:doubleTapRecognizer];
here's requireGestureRecognizerToFail
means:
swift version code is:
let doubleTap = UITapGestureRecognizer(target: self, action: "doubleTapped:")
doubleTap.numberOfTapsRequired = 2
doubleTap.numberOfTouchesRequired = 1
self.scrollView.addGestureRecognizer(doubleTap)
let singleTap = UITapGestureRecognizer(target: self, action: "singleTap:")
singleTap.numberOfTapsRequired = 1
singleTap.numberOfTouchesRequired = 1
self.scrollView.addGestureRecognizer(singleTap)
singleTap.requireGestureRecognizerToFail(doubleTap)
The easiest way to do this is to subclass UITapGestureRecognizer and not a general UIGestureRecognizer.
Like this:
#import <UIKit/UIGestureRecognizerSubclass.h>
#define UISHORT_TAP_MAX_DELAY 0.2
@interface UIShortTapGestureRecognizer : UITapGestureRecognizer
@end
And simply implement:
@implementation UIShortTapGestureRecognizer
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(UISHORT_TAP_MAX_DELAY * NSEC_PER_SEC)), dispatch_get_main_queue(), ^
{
// Enough time has passed and the gesture was not recognized -> It has failed.
if (self.state != UIGestureRecognizerStateRecognized)
{
self.state = UIGestureRecognizerStateFailed;
}
});
}
@end
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