Resend OTP timer functionality in Swift - ios

I want to set a timer of 30 seconds to send an OTP to a phone number. And while the timer is running, the resend OTP button should be disabled. Once the timer ends, the resend OTP button should get enabled and the timer label should be hidden. Onclick of the resend OTP button, the same process should continue.
In the code that I have written, the timer label is hidden the entire time and is constantly going into the if loop where it is constantly printing "invalidated".
Below is the code that I have written.
Updated Code:
#IBOutlet weak var timerLabel: UILabel!
#IBOutlet weak var resendOTPBtn: UIButton!
var countdownTimer: Timer!
var totalTime = 30
override func viewDidLoad() {
super.viewDidLoad()
if AFWrapper.isConnectedToInternet() {
timerLabel.text = ""
sendOTPCode()
sendOTPAPICall()
resendOTPBtn.isEnabled = false
} else {
self.textPopupAlert(title: ALERT_TITLE, message: OFFLINE_MSG)
}
}
// in case user closed the controller
deinit {
countdownTimer.invalidate()
}
#objc func updateTimerLabel() {
totalTime -= 1
timerLabel.text = "\(timeFormatted(totalTime))"
if totalTime == 0 {
timerLabel.text = ""
countdownTimer.invalidate()
resendOTPBtn.isEnabled = true
}
}
#IBAction func resendOTPBtnClicked(_ sender: Any) {
if AFWrapper.isConnectedToInternet() {
sendOTPAPICall()
timerLabel.text = ""
totalTime = 31
resendOTPBtn.isEnabled = false
sendOTPCode()
}
else {
self.textPopupAlert(title: ALERT_TITLE, message: OFFLINE_MSG)
}
}
func sendOTPCode() {
self.countdownTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(self.updateTimerLabel), userInfo: nil, repeats: true)
}
Initial Code:
#IBAction func resendOTPBtnClicked(_ sender: Any) {
if AFWrapper.isConnectedToInternet() {
sendOTPAPICall()
countDownTime()
}
else {
self.textPopupAlert(title: ALERT_TITLE, message: OFFLINE_MSG)
}
}
func countDownTime() {
DispatchQueue.main.asyncAfter(deadline: .now() + 60) {
self.timerLabel.isHidden = false
self.resendOTPBtn.isEnabled = false
if self.timerLabel.isHidden == false {
self.startTimer()
} else {
self.countdownTimer.invalidate()
self.resendOTPBtn.isEnabled = true
self.timerLabel.isHidden = true
}
}
}
// Method to start the timer when resend OTP button is clicked.
func startTimer() {
countdownTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateTime), userInfo: nil, repeats: true)
}
#objc func updateTime() {
DispatchQueue.main.async(){
self.timerLabel.text = self.timeFormatted(self.totalTime)
if self.totalTime != 0 {
self.totalTime -= 1
} else {
print("Invalidated")
self.endTimer()
}
}
}
func timeFormatted(_ totalSeconds: Int) -> String {
let seconds: Int = totalSeconds % 60
let minutes: Int = (totalSeconds / 60) % 60
// let hours: Int = totalSeconds / 3600
return String(format: "%02d:%02d", minutes, seconds)
}
Any solutions would be appreciated. Thank you!

#IBOutlet weak var resendCodeTimerLabel: UILabel!
#IBOutlet weak var resendCodeButton: UIButton!
var resendCodeCounter = 30
var resendCodeTimer = Timer()
override func viewDidLoad() {
super.viewDidLoad()
resendCodeTimerLabel.text = ""
sendOTPCode()
}
// in case user closed the controller
deinit {
resendCodeTimer.invalidate()
}
#objc func updateTimerLabel() {
resendCodeCounter -= 1
resendCodeTimerLabel.text = "Resend code in \(resendCodeCounter) seconds."
if resendCodeCounter == 0 {
resendCodeButton.isEnabled = true
resendCodeTimer.invalidate()
}
}
#IBAction func resendAgainButtonClicked(_ sender: UIButton) {
OTPTextField.text = ""
resendCodeCounter = 31
resendCodeButton.isEnabled = false
sendOTPCode()
}
func sendOTPCode() {
//Whatever your api logic
if otpSent {
self.resendCodeTimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(self.updateTimerLabel), userInfo: nil, repeats: true)
}
}

Related

how to restart the timer in swift

i am making an application where i am using OTP screen . i worked out with the timer functionality and also able to change the text and show the timer again . my issue is i am not able to restart the timer again. it gets stuck in 00:10.
Here is my following code please Help !!
#IBOutlet weak var butttonName: ButtonDesign!
var countTimer:Timer!
var counter = 10
var restartTimer = false
var isTimerRunning = false
override func viewDidLoad() {
if isTimerRunning == false {
startTimer()}
}
func startTimer() {
self.countTimer = Timer.scheduledTimer(timeInterval: 1 , target: self, selector: #selector(OTPVerificationViewController.changeTitle), userInfo: nil, repeats: true)
isTimerRunning = true
}
#objc func changeTitle()
{
if counter != 0
{
butttonName.setTitle(timeString(time: TimeInterval(counter)), for: .normal)
counter -= 1
butttonName.isEnabled = false
} else {
countTimer.invalidate()
butttonName.setTitle("Resend", for: .normal)
}
}
#IBAction func verifyButton(_ sender: UIButton) {
if butttonName.currentTitle == "Resend" {
print("clicked when name is resend !!!")
if restartTimer == true {
startTimer()
restartTimer = false
}
} else {
print("clicked when it is name is verify")
self.performSegue(withIdentifier: "confirmPassword", sender: self)
}
}
I want to restart the timer whenever the user clicked on "Resend" Button and want to perform segue whenever the user clicked on "Verify" button . both button are the same one i am changing the name on run time
You need to restart the counter too
if butttonName.currentTitle == "Resend" {
counter = 10
// startTimer()
}
Just make the method just like below:
var count = 120
func updateCounter(){
if #available(iOS 10.0, *) {
Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true, block: { (timer) in
if(self.count > 0){
self.lblTime.text = "\(self.count)"
self.count = self.count-1
}else {
self.lblTime.text = "0"
timer.invalidate()
self.btnresend.isHidden = false // in your case you can change the title of the button
}
})
} else {
// Fallback on earlier versions
Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(self.timerMethod), userInfo: nil, repeats: true)
}
}
#objc func timerMethod() {
if(self.count > 0){
self.lblTime.text = "\(self.count)"
self.count = self.count-1
}else {
self.lblTime.text = "0:0"
self.btnresend.isHidden = false
}
}
And from where you want to restart the time just call the update counter method
with set count 120 or you want
self.count = 120

When I pause my timer, then try to start it again, it does not run

I'm building an app in Swift 3. When I press start the first time my timer begins, but when I pause it and try to press start again, the timer does not budge. To give context, the timer, with an amount of time attached to it, is selected from a table. each time the timer load, the start button works initially.
protocol TimerViewControllerDelegate: class {
func viewController(_ controller: ViewController, didFinishEditing item: TaskData)
}
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var timerLabel: UILabel!
#IBOutlet weak var pauseButton: UIButton!
#IBOutlet weak var startButton: UIButton!
#IBOutlet weak var timerTaskName: UILabel!
#IBOutlet weak var timerTimeSetting: UILabel!
#IBOutlet weak var progressView: UIProgressView!
weak var delegate: TimerViewControllerDelegate?
var timerTask: TaskData?
var timer: Timer?
var progressViewSpeed: Double = 0.0
#IBAction func cancel(_ sender: Any) {
timer?.invalidate()
dismiss(animated: true, completion: nil)
delegate?.viewController(self, didFinishEditing: timerTask!)
}
#IBAction func startButtonTapped(_ sender: Any) {
timerTask?.startTime = Date()
runTimer()
if timerTask?.isTaskRunning == true {
runTimer()
self.startButton.isEnabled = false
self.pauseButton.isEnabled = true
} else {
//retrieve start time and run
timerTask?.startTime = Date()
runTimer()
self.startButton.isEnabled = false
self.pauseButton.isEnabled = true
}
}
func runTimer() {
guard timer == nil else {
return
}
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(ViewController.updateTimer)), userInfo: nil, repeats: true)
}
#IBAction func pauseButtonTapped(_ sender: UIButton) {
if timerTask?.isTaskRunning == true {
timer?.invalidate()
if let timerTask = timerTask, timerTask.isTaskRunning {
// Calculate the difference between now and when the timerTask was started
let difference = Int(Date().timeIntervalSince(timerTask.startTime!))
timerTask.taskRemaining -= difference
if timerTask.taskRemaining == 0 {
// Do something when there's no time remaining on the task?
}
timerTask.startTime = nil
}
}
else {
timerTask?.startTime = Date()
runTimer()
self.pauseButton.setTitle("Pause",for: .normal)
}
self.startButton.isEnabled = true
self.pauseButton.isEnabled = false
}
/*
#IBAction func resetButtonTapped(_ sender: Any) {
timer.invalidate()
seconds = 60
self.timerLabel.text = timeString(time: TimeInterval(seconds))
if self.resumeTapped == true {
self.resumeTapped = false
self.pauseButton.setTitle("Pause",for: .normal)
}
isTimerRunning = false
pauseButton.isEnabled = false
startButton.isEnabled = true
}
*/
func updateTimer() {
guard let timerTask = timerTask else {
return
}
if timerTask.taskRemaining < 1 {
timer?.invalidate()
timer = nil
//Send alert to indicate "time's up!"
} else {
updateTime()
}
progressViewSpeed = 1 / Double(timerTask.taskRemaining)
progressView.progress += Float(progressViewSpeed)
}
func timeString(time:TimeInterval) -> String {
let hours = Int(time) / 3600
let minutes = Int(time) / 60 % 60
let seconds = Int(time) % 60
return String(format:"%02i:%02i:%02i", hours, minutes, seconds)
}
override func viewDidLoad() {
super.viewDidLoad()
guard let timerTask = timerTask else {
return
}
if timerTask.isTaskRunning {
startButton.isEnabled = false
pauseButton.isEnabled = true
runTimer()
} else {
startButton.isEnabled = true
pauseButton.isEnabled = false
}
timerTaskName.text = timerTask.task
updateTime()
self.progressView.transform = CGAffineTransform.identity.rotated(by: CGFloat.pi / 2).scaledBy(x: 1, y: 150)
}
func updateTime() {
guard let timerTask = timerTask else {
return
}
if let startTime = timerTask.startTime {
// Calculate the difference between now and when the timerTask was started
let difference = Int(Date().timeIntervalSince(startTime))
if timerTask.taskRemaining == difference {
// Do something when there's no time remaining on the task
timer?.invalidate()
timer = nil
}
timerLabel.text = timeString(time: TimeInterval(timerTask.taskRemaining - difference))
} else {
timerLabel.text = timeString(time: TimeInterval(timerTask.taskRemaining))
}
}
}
Once you've invalidated an NSTimer, you can't use it again. You should create the new object.
See here for more From NSTimer Docs
Calling this method requests the removal of the timer from the current run loop; as a result, you should always call the invalidate method from the same thread on which the timer was installed. Invalidating the timer immediately disables it so that it no longer affects the run loop. The run loop then removes and releases the timer, either just before the invalidate method returns or at some later point. Once invalidated, timer objects cannot be reused.
You need to invalidate it and recreate it. "isPaused" bool to keep track of the state
var isPaused = true
var timer: Timer?
#IBAction func pauseResume(sender: AnyObject) {
if isPaused{
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: (#selector(ViewController.updateTimer)), userInfo: nil, repeats: true)
pauseButton.isHidden = false
startButton.isHidden = true
isPaused = false
} else {
pauseButton.isHidden = true
startButton.isHidden = false
timer.invalidate()
isPaused = true
}
}

Stop watch working fine only first time in Swift

I made a stopwatch in swift. It has three buttons- play, stop, reset. it has a display in the middle where I display the seconds passed.
My code runs fine. But the watch runs very fast after the stop or reset.
I am not able to figure out what is the fuss.
please help!
var time = 0
var timer = NSTimer()
var pause = Bool(false)
#IBOutlet var result: UILabel!
func displayResult() {
if pause != true
{
time++
result.text = String(time)
}
}
#IBAction func reset(sender: AnyObject) {
time = 0
result.text = String(time)
}
#IBAction func pause(sender: AnyObject) {
pause = true
}
#IBAction func play(sender: AnyObject) {
pause = false
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("displayResult") , userInfo: nil, repeats: true)
}
Your pause action should be:
#IBAction func pause(sender: AnyObject) {
timer.invalidate()
pause = true
}
UPD:
var time = 0
var timer = NSTimer()
var pause = true // 1
func displayResult() {
if pause != true
{
time++
label.text = String(time)
}
}
#IBAction func reset(sender: AnyObject) {
time = 0
label.text = String(time)
timer.invalidate() // 2
pause = true // 3
}
#IBAction func pause(sender: AnyObject) {
timer.invalidate() // 4
pause = true
}
#IBAction func play(sender: AnyObject) {
// 5
if pause == true {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("displayResult") , userInfo: nil, repeats: true)
pause = false
}
}

How can I launch series of timer in Swift 2.0?

I need launch the timer few times in sequence (one after another). And of course I need update Label with timer results.
For example, I have two periods (50 sec and 10 sec) and I need to make a series of periods: 50-10-50-10-50-10.
How can I do it?
import UIKit
class StartTimerViewController: UIViewController {
let firstPeriodTime = 50
let secondPeriodTime = 10
var currentPeriodTime: Int!
let repetitionTime = 3
var timer: NSTimer!
var timeCount = 0
#IBOutlet weak var timerLabel: UILabel!
// MARK: - IBAction method implementation
#IBAction func start(sender: AnyObject) {
// I know it's wrong... This is my question!!!!!
var i = 1
while i <= repetitionTime {
currentPeriodTime = firstPeriodTime
startTimer()
currentPeriodTime = secondPeriodTime
startTimer()
i = i + 1
}
}
// MARK: - Timer method implementation
func startTimer() {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target:self, selector: "updateCounter", userInfo: nil, repeats: true)
print("timer start")
}
func updateCounter() {
if timeCount < currentPeriodTime {
timeCount++
let currentTime = Double(currentPeriodTime - timeCount)
timerLabel.text = timeString(currentTime)
}
else {
timer.invalidate()
timeCount = 0
}
}
func timeString(time:NSTimeInterval) -> String {
let minutes = Int(time) / 60
let seconds = time - Double(minutes) * 60
return String(format:"%02i:%02i",minutes,Int(seconds))
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Please use the code below
#IBOutlet weak var _lblTimer: UILabel!
var timer = NSTimer()
var intValue = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update50:", userInfo: nil, repeats: true)
}
func update50(timer : NSTimer){
intValue += 1
_lblTimer.text = intValue.description
if(intValue == 50){
intValue = 0
timer.invalidate()
self.timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update10:", userInfo: nil, repeats: true)
}
}
func update10(timer : NSTimer){
intValue += 1
_lblTimer.text = intValue.description
if(intValue == 10){
intValue = 0
timer.invalidate()
self.timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "update50:", userInfo: nil, repeats: true)
}
}

How to use a countdown timer to stop a game - iOS [SWIFT] -

My game is supposed to be stopped after 60s. But nothing happens with my timer code.
var timer = NSTimer()
var counter:Int = 60
var labelCounter:SKLabelNode = SKLabelNode()
Here is the code in my GameScene class :
func startTimer()
{
timer = NSTimer.scheduledTimerWithTimeInterval(1.0
, target: self, selector: Selector("updateTimer:"), userInfo: nil, repeats: true)
}
func updateTimer(dt:NSTimer)
{
counter--
if counter == 0 {
timer.invalidate()
removeCountDownTimerView()
} else{
labelCounter.text = "\(counter)"
}
}
func removeCountDownTimerView()
{
scene.view.paused = true
}
thank you for your insight :-)
Try something like this....
override func viewDidLoad() {
super.viewDidLoad()
//calling the wait function
self.callForWait()
}
func callForWait(){
//setting the delay time 60secs.
let delay = 60 * Double(NSEC_PER_SEC)
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(time, dispatch_get_main_queue()) {
//call the method which have the steps after delay.
self.stepsAfterDelay()
}
}
func stepsAfterDelay(){
//your code after delay takes place here...
}
I had this in a game. Hope it helps:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
startGame()
}
var startTime = NSTimeInterval()
var timer = NSTimer()
var gameTime:Double = 10
func startGame() {
let aSelector : Selector = "updateTime"
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: aSelector, userInfo: nil, repeats: true)
startTime = NSDate.timeIntervalSinceReferenceDate()
}
func updateTime() {
var currentTime = NSDate.timeIntervalSinceReferenceDate()
var elapsedTime = currentTime - startTime
var seconds = gameTime-elapsedTime
if seconds > 0 {
elapsedTime -= NSTimeInterval(seconds)
println("\(Int(seconds))")
} else {
timer.invalidate()
}
}
}

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