Currently, I am trying to add UITapGestureRecognizer
to a UIView
in order to start a timer. However, whenever I tap the UIView
multiple times by mistake, multiple gestures get recognized and timers run twice, or multiple times faster than usual.
I want to make sure that only 1 timer action / 1 tap gesture is recognized by the UIView
and the 2nd tap onwards would be redundant (and later I will work on ensuring the 2nd tap "stops" the timer).
I tried reading this answer, but it didn't quite guide me on how I can prevent 2nd tap onwards or customize actions based on the states, and am still trying to figure it out, but I am getting stuck at this question.
Please help if you have any insights on how I can resolve this issue.
class ActiveExerciseTableViewCell: UITableViewCell, UITextFieldDelegate {
var restTimer = Timer()
var restTimeRemaining: Int = 180
func setUpActiveExerciseUIViewLayout(){
timerLabel.translatesAutoresizingMaskIntoConstraints = false
timerLabel.centerXAnchor.constraint(equalTo: contentView.centerXAnchor).isActive = true
timerLabel.topAnchor.constraint(equalTo: contentView.topAnchor, constant: (contentView.frame.height-tableviewContentViewTabBarHeight)*0.55).isActive = true
timerLabel.widthAnchor.constraint(equalToConstant: contentView.frame.width * 0.7).isActive = true
timerLabel.heightAnchor.constraint(equalToConstant: 80).isActive = true
timerLabel.font = .boldSystemFont(ofSize: 64)
activeExerciseTimerUIView.translatesAutoresizingMaskIntoConstraints = false
activeExerciseTimerUIView.centerXAnchor.constraint(equalTo: contentView.centerXAnchor).isActive = true
activeExerciseTimerUIView.topAnchor.constraint(equalTo: contentView.topAnchor, constant: (contentView.frame.height-tableviewContentViewTabBarHeight)*0.25).isActive = true
activeExerciseTimerUIView.widthAnchor.constraint(equalToConstant: 225).isActive = true
activeExerciseTimerUIView.heightAnchor.constraint(equalToConstant: 225).isActive = true
let timerStartGesture = UITapGestureRecognizer(target: self, action: #selector(playTapped))
timerStartGesture.numberOfTapsRequired = 1
activeExerciseTimerUIView.addGestureRecognizer(timerStartGesture)
activeExerciseTimerUIView.isUserInteractionEnabled = true
}
@objc func playTapped(_ sender: Any) {
restTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(step), userInfo: nil, repeats: true)
}
@IBAction func pauseTapped(_ sender: Any) {
restTimer.invalidate()
}
@IBAction func resetTapped(_ sender: Any) {
restTimer.invalidate()
restTimeRemaining = 180
timerLabel.text = "\(restTimeRemaining)"
}
@objc func step() {
if restTimeRemaining > 0 {
restTimeRemaining -= 1
} else {
restTimer.invalidate()
restTimeRemaining = 180
}
timerLabel.text = prodTimeString(time: TimeInterval(restTimeRemaining))
}
func prodTimeString(time: TimeInterval) -> String {
let Minutes = Int(time) / 60 % 60
let Seconds = Int(time) % 60
return String(format: "%02d:%02d", Minutes, Seconds)
}
}
Use a boolean to handle state changes:
class ActiveExerciseTableViewCell: UITableViewCell, UITextFieldDelegate {
var restTimer = Timer()
var restTimeRemaining: Int = 180
var timerInitiated: Bool = false /// here!
func setUpActiveExerciseUIViewLayout() {
timerLabel.translatesAutoresizingMaskIntoConstraints = false
timerLabel.centerXAnchor.constraint(equalTo: contentView.centerXAnchor).isActive = true
timerLabel.topAnchor.constraint(equalTo: contentView.topAnchor, constant: (contentView.frame.height-tableviewContentViewTabBarHeight)*0.55).isActive = true
timerLabel.widthAnchor.constraint(equalToConstant: contentView.frame.width * 0.7).isActive = true
timerLabel.heightAnchor.constraint(equalToConstant: 80).isActive = true
timerLabel.font = .boldSystemFont(ofSize: 64)
activeExerciseTimerUIView.translatesAutoresizingMaskIntoConstraints = false
activeExerciseTimerUIView.centerXAnchor.constraint(equalTo: contentView.centerXAnchor).isActive = true
activeExerciseTimerUIView.topAnchor.constraint(equalTo: contentView.topAnchor, constant: (contentView.frame.height-tableviewContentViewTabBarHeight)*0.25).isActive = true
activeExerciseTimerUIView.widthAnchor.constraint(equalToConstant: 225).isActive = true
activeExerciseTimerUIView.heightAnchor.constraint(equalToConstant: 225).isActive = true
let timerStartGesture = UITapGestureRecognizer(target: self, action: #selector(playTapped))
timerStartGesture.numberOfTapsRequired = 1
activeExerciseTimerUIView.addGestureRecognizer(timerStartGesture)
activeExerciseTimerUIView.isUserInteractionEnabled = true
}
@objc func playTapped(_ sender: Any) {
if !timerInitiated { /// check here
restTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(step), userInfo: nil, repeats: true)
self.timerInitiated = true
}
}
@IBAction func pauseTapped(_ sender: Any) {
restTimer.invalidate()
}
@IBAction func resetTapped(_ sender: Any) {
restTimer.invalidate()
restTimeRemaining = 180
timerLabel.text = "\(restTimeRemaining)"
}
@objc func step() {
if restTimeRemaining > 0 {
restTimeRemaining -= 1
} else {
restTimer.invalidate()
restTimeRemaining = 180
}
timerLabel.text = prodTimeString(time: TimeInterval(restTimeRemaining))
}
func prodTimeString(time: TimeInterval) -> String {
let Minutes = Int(time) / 60 % 60
let Seconds = Int(time) % 60
return String(format: "%02d:%02d", Minutes, Seconds)
}
}
If the timerInitiated
boolean is true, It would mean that the exercise has already begun and won't schedule any more timers unless the boolean is changed.