I have referred to countless other questions about a press-and-hold button but there aren't many related to Swift. I have one function connected to a button using the touchUpInside event:
@IBAction func singleFire(sender: AnyObject){
//code
}
...and another function that is meant to call the function above repeatedly while the same button is held down, and stop when the button is no longer pressed:
@IBAction func speedFire(sender: AnyObject){
button.addTarget(self, action: "buttonDown:", forControlEvents: .TouchDown)
button.addTarget(self, action: "buttonUp:", forControlEvents: .TouchUpOutside)
func buttonDown(sender: AnyObject){
timer = NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "singleFire", userInfo: nil, repeats: true)
}
func buttonUp(sender: AnyObject){
timer.invalidate()
}
}
I'm not sure what I'm doing wrong, and I don't know how to setup touch events to the same button for a different function.
In my original answer, I answered the question of how to have a button recognize both a tap and a long press. In the clarified question, it appears you want this button to continuously "fire" as long as the user holds their finger down. If that's the case, only one gesture recognizer is needed.
For example, in Interface Builder, drag a long press gesture recognizer from the object library onto the button and then set the "Min Duration" to zero:
Then you can control-drag from the long press gesture recognizer to your code in the assistant editor and add an
@IBAction
to handle the long press:Or, if you also want to stop firing when the user drags their finger off of the button, add a check for the location of the gesture:
My original answer, answering the different question of how to recognize both taps and long presses on a button, is below:
Personally, I'd use tap and long press gesture recognizers, e.g.:
If you want, with the long press gesture, you could perform your action upon
.Ended
, too. It just depends upon the desired UX.FYI, you can also add these two gesture recognizers right in Interface Builder, too, (just drag the respective gestures from the object library on to the button and then control-drag from the gesture recognizer to
@IBAction
functions) but it was easier to illustrate what's going on by showing it programmatically.I updated @vacawama example codes to swift 3. Thanks.
You want rapid repeat fire when your button is held down.
Your
buttonDown
andbuttonUp
methods need to be defined at the top level, and not inside of another function. For demonstration purposes, it is clearer to forgo wiring up@IBAction
s from the Storyboard and just set up the button inviewDidLoad
:Also, I changed
.touchUpOutside
to[.touchUpInside, .touchUpOutside]
(to catch both touch up events) and callsingleFire
on the initialbuttonDown
for single fire. With these changes, pressing the button fires immediately, and then fires every0.3
seconds for as long as the button is held down.The button can be wired up in the Storyboard instead of setting it up in
viewDidLoad
. In this case, add@IBAction
tobuttonDown
andbuttonUp
. Then Control-click on your button in the Storyboard and drag from the circle next to Touch Down tofunc buttonDown
, and drag from the circles next to Touch Up Inside and Touch Up Outside tofunc buttonUp
.