Swift 2. Xcode 7.2. Tested on iOS 7 - 9.
Adapted from:
How to detect all touches in Swift 2
and
Subclass UIApplication with Swift
1 - Locate your project's Swift file AppDelegate.swift
, and comment out @UIApplicationMain
:
//@UIApplicationMain
2 - Add a new Swift file to your project named exactly main.swift
, and add the code:
import UIKit
UIApplicationMain(
CommandLine.argc, UnsafeMutableRawPointer(CommandLine.unsafeArgv)
.bindMemory( to: UnsafeMutablePointer<Int8>.self,
capacity: Int(CommandLine.argc)), nil, NSStringFromClass(AppDelegate.self))
3 - Add a new Swift file to your project named exactly UIApplication.swift
, and add the code:
import UIKit
@objc(MyApplication)
class MyApplication: UIApplication {
override func sendEvent(event: UIEvent) {
// Ignore .Motion and .RemoteControl event simply everything else then .Touches
if event.type != .Touches {
super.sendEvent(event)
return
}
// .Touches only
var restartTimer = true
if let touches = event.allTouches() {
// At least one touch in progress? Do not restart timer, just invalidate it
for touch in touches.enumerate() {
if touch.element.phase != .Cancelled && touch.element.phase != .Ended {
restartTimer = false
break
}
}
}
if restartTimer {
// Touches ended || cancelled, restart timer
print("Touches ended. Restart timer")
} else {
// Touches in progress - !ended, !cancelled, just invalidate it
print("Touches in progress. Invalidate timer")
}
super.sendEvent(event)
}
}
4 - Locate your project's Info.plist
file, and add a new key (Xcode menu: Editor > Add Item
), select or type key Principal class
, with string value MyApplication
.
5 - Run your project!