Tap on UISlider to Set the Value
It seems like just subclassing UISlider and returning always true to the beginTracking produce the desired effect.
iOS 10 and Swift 3
class CustomSlider: UISlider {
override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
return true
}
}
Use the CustomSlider instead of UISlider afterwards in your code.
Looks like you need to actually initialize the tap gesture recognizer in your viewDidLoad() per the code example above. There's a comment there, but I don't see the recognizer being created anywhere.
Swift 2:
class ViewController: UIViewController {
var slider: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
// Setup the slider
// Add a gesture recognizer to the slider
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: "sliderTapped:")
self.slider.addGestureRecognizer(tapGestureRecognizer)
}
func sliderTapped(gestureRecognizer: UIGestureRecognizer) {
// print("A")
let pointTapped: CGPoint = gestureRecognizer.locationInView(self.view)
let positionOfSlider: CGPoint = slider.frame.origin
let widthOfSlider: CGFloat = slider.frame.size.width
let newValue = ((pointTapped.x - positionOfSlider.x) * CGFloat(slider.maximumValue) / widthOfSlider)
slider.setValue(Float(newValue), animated: true)
}
}
Swift 3:
class ViewController: UIViewController {
var slider: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
// Setup the slider
// Add a gesture recognizer to the slider
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(sliderTapped(gestureRecognizer:)))
self.slider.addGestureRecognizer(tapGestureRecognizer)
}
func sliderTapped(gestureRecognizer: UIGestureRecognizer) {
// print("A")
let pointTapped: CGPoint = gestureRecognizer.location(in: self.view)
let positionOfSlider: CGPoint = slider.frame.origin
let widthOfSlider: CGFloat = slider.frame.size.width
let newValue = ((pointTapped.x - positionOfSlider.x) * CGFloat(slider.maximumValue) / widthOfSlider)
slider.setValue(Float(newValue), animated: true)
}
}
I like this approach
extension UISlider {
public func addTapGesture() {
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
addGestureRecognizer(tap)
}
@objc private func handleTap(_ sender: UITapGestureRecognizer) {
let location = sender.location(in: self)
let percent = minimumValue + Float(location.x / bounds.width) * maximumValue
setValue(percent, animated: true)
sendActions(for: .valueChanged)
}
}
And later just call
let slider = UISlider()
slider.addTapGesture()
This is my code, based on "myuiviews" answer.
I fixed 2 little "bugs" of the original code.
1 - Tapping on 0 was too difficult, so I made it easier
2 - Sliding the slider's thumb just a little bit was also firing the "tapGestureRecognizer", which makes it return to the initial position, so I added a minimum distance filter to avoid that.
Swift 4
class ViewController: UIViewController {
var slider: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
// Setup the slider
// Add a gesture recognizer to the slider
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(sliderTapped(gestureRecognizer:)))
self.slider.addGestureRecognizer(tapGestureRecognizer)
}
@objc func sliderTapped(gestureRecognizer: UIGestureRecognizer) {
// print("A")
var pointTapped: CGPoint = gestureRecognizer.location(in: self.view)
pointTapped.x -= 30 //Subtract left constraint (distance of the slider's origin from "self.view"
let positionOfSlider: CGPoint = slider.frame.origin
let widthOfSlider: CGFloat = slider.frame.size.width
//If tap is too near from the slider thumb, cancel
let thumbPosition = CGFloat((slider.value / slider.maximumValue)) * widthOfSlider
let dif = abs(pointTapped.x - thumbPosition)
let minDistance: CGFloat = 51.0 //You can calibrate this value, but I think this is the maximum distance that tap is recognized
if dif < minDistance {
print("tap too near")
return
}
var newValue: CGFloat
if pointTapped.x < 10 {
newValue = 0 //Easier to set slider to 0
} else {
newValue = ((pointTapped.x - positionOfSlider.x) * CGFloat(slider.maximumValue) / widthOfSlider)
}
slider.setValue(Float(newValue), animated: true)
}
}