title: Custom UIImageVIew with touchesEnded works only with the first view
body: <p>Sorry for bad title :(</p>
  
  <p>I've a controller that has a scrollview where I display some other views, in this case an IngredientImage, that is a subclass of uiimageview:</p>
  
  <pre><code>#import "IngredientImage.h"
  
  @implementation IngredientImage    
  
  - (id) initWithImage:(UIImage *)image {
      if (self = [super initWithImage:image]) {
  
      }
      [self setUserInteractionEnabled:YES];
      return self;
  }
  
  - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
      CGPoint location = [[touches anyObject] locationInView:self];
  
      if (CGRectContainsPoint([self frame], location)) {
           NSLog(@"This works...");   
      }
  }
  
  - (void)dealloc {
      [super dealloc];
  }
  
  
  @end
  </code></pre>
  
  <p>and there is the code that puts the views in the scrollview</p>
  
  <pre><code>- (void)viewDidLoad {
      [super viewDidLoad];
      [self addIngredients];
  
  }
  
  - (void)addIngredients {
      NSUInteger i;
      for (i = 1; i &lt;= 10; i++) {
          UIImage *image = [UIImage imageNamed:@"ing.png"];
          IngredientImage *imageView = [[IngredientImage alloc] initWithImage:image];
  
          // setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
          CGRect rect = imageView.frame;
          rect.size.height = 50;
          rect.size.width = 50;
          imageView.frame = rect;
          imageView.tag = i;  // tag our images for later use when we place them in serial fashion
          [ingredientsView addSubview:imageView];
          [imageView release];
          [image release];
      }
  
      UIImageView *view = nil;
      NSArray *subviews = [ingredientsView subviews];
  
      // reposition all image subviews in a horizontal serial fashion
      CGFloat curYLoc = INGREDIENT_PADDING;
      for (view in subviews) {
          if ([view isKindOfClass:[IngredientImage class]] &amp;&amp; view.tag &gt; 0) {
              CGRect frame = view.frame;
              frame.origin = CGPointMake(INGREDIENT_PADDING, curYLoc);
              view.frame = frame;
  
              curYLoc += (INGREDIENT_PADDING + INGREDIENT_HEIGHT);
          }
      }
  
      // set the content size so it can be scrollable
      [ingredientsView setContentSize:CGSizeMake([ingredientsView bounds].size.width, (10 * (INGREDIENT_PADDING + INGREDIENT_HEIGHT)))];
  }
  </code></pre>
  
  <p>the problem is that only the first view handles the touch event, and I don't know why :(</p>
  
  <p>Can you help me?</p>
  
  <p>Thanks</p>