When i tapped on my TabBar's first image it should be highlighted like the below image -
enter image description here
But when i tap on the first icon it's doing nothing, tap on the second icon it's highlighting the first icon, tap on the 3rd icon highlighting it's previous icon (second icon) and so on. It might be an indexing problem. Need some help to find this issue. Thank you. My TabBar current view-
enter image description here
Here is my code -
import UIKit
class ViewController: BaseViewController {
//MARK: Outlets
#IBOutlet var warningsIcon: UIImageView!
#IBOutlet var incidentsIcon: UIImageView!
#IBOutlet var notificationsIcon: UIImageView!
#IBOutlet var myMessagesIcon: UIImageView!
#IBOutlet var warningsTitle: UILabel!
#IBOutlet var incidentsTitle: UILabel!
#IBOutlet var notificationsTitle: UILabel!
#IBOutlet var myMessagesTitle: UILabel!
#IBOutlet var containerView: UIView!
//MARK: PROPERTIES
var previousSelectedIcon:UIImageView!
var previousSeelctedTitle:UILabel!
var previousIndex:Int!
var currentIndex:Int!
var previousVc:UIViewController!
fileprivate var i = 0
open var subViewController:UIViewController?
var unTappedIcon = ["warnings","incidents","notifications","my-messages"]
var tappedIcon = ["warnings_tapped","Incidents_tapped","notifications_tapped","myMessages_tapped"]
override func viewDidLoad() {
super.viewDidLoad()
addSlideMenuButton()
// Do any additional setup after loading the view, typically from a nib.
previousVc = self;
previousSelectedIcon = warningsIcon
previousSeelctedTitle = warningsTitle
previousIndex = 0;
currentIndex = 0;
//place sub view controller if any
placeSubViewControllerIfNeeded()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
//place sub view controller if needed
func placeSubViewControllerIfNeeded() -> Void{
if let vc = subViewController {
vc.view.frame = self.containerView.frame
self.addChildViewController(vc)
//vc.view.frame = self.view.frame
self.containerView.addSubview(vc.view)
self.view.sendSubview(toBack: vc.view)
}
}
//MARK: For Tab bar
func updateTapView(title:UILabel, icon:UIImageView) {
previousSeelctedTitle.textColor = UIColor(red:0.60, green:0.60, blue:0.60, alpha:1.0)
previousSelectedIcon.image = UIImage.init(named: unTappedIcon[previousIndex])
title.textColor = UIColor(red:0.26, green:0.18, blue:0.49, alpha:1.0)
icon.image = UIImage.init(named: tappedIcon[currentIndex])
}
func removePreviousViewController() {
previousVc.willMove(toParentViewController: nil)
previousVc.view.removeFromSuperview()
previousVc.removeFromParentViewController()
}
func getStoryBoardByIndentifier(identifier:String)->UIStoryboard {
return UIStoryboard.init(name: identifier, bundle: nil)
}
func showSubViewContrller(subViewController:UIViewController) {
self.addChildViewController(subViewController)
subViewController.view.frame = containerView.frame
self.containerView.addSubview(subViewController.view)
subViewController.didMove(toParentViewController: self)
previousVc = subViewController
}
//Mark:- Action button for warnings
#IBAction func onClickWarnings(_ sender: UITapGestureRecognizer) {
print("Hi there i am just a warning")
self.warningsIcon.image = UIImage.init(named: "warnings_tapped")
previousIndex = currentIndex
currentIndex = 0
updateTapView( title: warningsTitle, icon: warningsIcon)
previousSeelctedTitle = warningsTitle
previousSelectedIcon = warningsIcon
if i > 0{
removePreviousViewController()
print("i am already removed")
}
let storyBoard = getStoryBoardByIndentifier(identifier: "warnings")
let vc = storyBoard.instantiateViewController(withIdentifier: "WarningsViewController") as! WarningsViewController
showSubViewContrller(subViewController: vc)
i += 1
}
//Mark:- Action button for warnings
#IBAction func onClickIncidents(_ sender: UITapGestureRecognizer) {
print("Hi there i am just a warning")
self.incidentsIcon.image = UIImage.init(named: "Incidents_tapped")
previousIndex = currentIndex
currentIndex = 1
updateTapView( title: incidentsTitle, icon: incidentsIcon)
previousSeelctedTitle = incidentsTitle
previousSelectedIcon = incidentsIcon
if i > 0{
removePreviousViewController()
print("i am already removed")
}
let storyBoard = getStoryBoardByIndentifier(identifier: "incidents")
let vc = storyBoard.instantiateViewController(withIdentifier: "IncidentsViewController") as! IncidentsViewController
showSubViewContrller(subViewController: vc)
i += 1
}
//Mark:- Action button for warnings
#IBAction func onClickNotifications(_ sender: UITapGestureRecognizer) {
print("Really true")
self.notificationsIcon.image = UIImage.init(named: "notifications_tapped")
previousIndex = currentIndex
currentIndex = 2
updateTapView(title: notificationsTitle, icon: notificationsIcon)
previousSeelctedTitle = notificationsTitle
previousSelectedIcon = notificationsIcon
if i > 0 {
removePreviousViewController()
print("I am already removed")
}
let storyBoard = getStoryBoardByIndentifier(identifier: "notifications")
let vc = storyBoard.instantiateViewController(withIdentifier: "NotificationsViewController") as! NotificationsViewController
showSubViewContrller(subViewController: vc)
i += 1
}
//Mark:- Action button for warnings
#IBAction func onClickMyMessages(_ sender: UITapGestureRecognizer) {
print("ha ha..i believe in that")
self.myMessagesIcon.image = UIImage.init(named: "myMessages_tapped")
previousIndex = currentIndex
currentIndex = 3
updateTapView(title: myMessagesTitle , icon: myMessagesIcon)
previousSeelctedTitle = myMessagesTitle
previousSelectedIcon = myMessagesIcon
if i > 0 {
removePreviousViewController()
print("i am alreday removed")
}
let storyBoard = getStoryBoardByIndentifier(identifier: "myMessages")
let vc = storyBoard.instantiateViewController(withIdentifier: "MyMessagesViewController") as! MyMessagesViewController
showSubViewContrller(subViewController: vc)
i += 1
}
}
Looks like you are adding view ineach viewcotroller which you want to show as if a tab bar item.. this might not be the right way to do.. what you can do is make your custom tabbar controller
class SampleViewController: UITabBarController {
#IBOutlet var tabBarView: UIView!
#IBOutlet weak var item1Btn: UIButton!
#IBOutlet weak var item2Btn: UIButton!
#IBOutlet weak var item3Btn: UIButton!
#IBOutlet weak var item4Btn: UIButton!
#IBOutlet weak var item5Btn: UIButton!
let item1Image = #imageLiteral(resourceName: "profileUnselected")
let item1Selected = #imageLiteral(resourceName: "profile")
let item2Image = #imageLiteral(resourceName: "notificationUnselected")
let item2Selected = #imageLiteral(resourceName: "notificationSelected")
let item3Image = #imageLiteral(resourceName: "game")
let item3Selected = #imageLiteral(resourceName: "game")
let item4Image = #imageLiteral(resourceName: "cookbooksUnselected")
let item4Selected = #imageLiteral(resourceName: "cookbooks")
let item5Image = #imageLiteral(resourceName: "searchTabUnselected")
let item5Selected = #imageLiteral(resourceName: "searchTabSelected")
let unSelectedColor = UIColor.lightGray
let selectedColor = UIColor.white
let appColor = UIColor(red: 22.0/255.0, green: 168.0/255.0, blue: 225.0/255.0, alpha: 1.0)
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
if UIDevice().userInterfaceIdiom == .phone {
switch UIScreen.main.nativeBounds.height {
case 2436:
offsetHeight = 44.0
default:
print("unknown")
}
}
addTabView()
}
func addTabView() {
Bundle.main.loadNibNamed("TabBarView", owner: self, options: nil)
tabBarView.frame = CGRect(x:
0 , y: Helper.getScreenHeight() - AppConstants.kTabBarheight - offsetHeight, width: Helper.getScreenWidth(), height: AppConstants.kTabBarheight)
self.view.addSubview(tabBarView)
self.item3Btn.sendActions(for: .touchUpInside) //here i showed my third tab bar item initially
}
#IBAction func tabBarBtnClick(_ sender: UIButton) {
var isViewToChange = false
let currentIndex = self.selectedIndex
var tochangeIndex = sender.tag
self.item1Btn.setImage(item1Image, for: .normal)
self.item2Btn.setImage(item2Image, for: .normal)
self.item3Btn.setImage(item3Image, for: .normal)
self.item4Btn.setImage(item4Image, for: .normal)
self.item5Btn.setImage(item5Image, for: .normal)
switch sender.tag {
case 0:
self.item1Btn.setImage(item1Selected, for: .normal)
if currentIndex != 0{
isViewToChange = true
tochangeIndex = 0
}
else{
(self.viewControllers?[currentIndex] as! UINavigationController).popToRootViewController(animated: true)
}
case 1:
self.item2Btn.setImage(item2Selected, for: .normal)
if currentIndex != 1{
isViewToChange = true
tochangeIndex = 1
}
else{
(self.viewControllers?[currentIndex] as! UINavigationController).popToRootViewController(animated: true)
}
case 2:
if currentIndex != 2{
isViewToChange = true
tochangeIndex = 2
}
else{
(self.viewControllers?[currentIndex] as! UINavigationController).popToRootViewController(animated: true)
}
case 3:
self.item4Btn.setImage(item4Selected, for: .normal)
if currentIndex != 3{
isViewToChange = true
tochangeIndex = 3
}
else{
(self.viewControllers?[currentIndex] as! UINavigationController).popToRootViewController(animated: true)
}
case 4:
self.item5Btn.setImage(item5Selected, for: .normal)
if currentIndex != 4{
isViewToChange = true
tochangeIndex = 4
}
else{
(self.viewControllers?[currentIndex] as! UINavigationController).popToRootViewController(animated: true)
}
default:
break
}
if isViewToChange {
let _ = self.selectedViewController?.view
let _ = self.viewControllers?[tochangeIndex].view
self.selectedIndex = tochangeIndex
}
}
func hideTabbar() {
self.tabBar.isHidden = true
var frame = tabBarView.frame
frame.origin.y = Helper.getScreenHeight() + 200
tabBarView.frame = frame
}
func showTabbar() {
self.tabBar.isHidden = false
var frame = tabBarView.frame
frame.origin.y = Helper.getScreenHeight() - AppConstants.kTabBarheight - offsetHeight
tabBarView.frame = frame
}
}
here i have aded methods for you to either show the tab bar of hide as we push into the stack of each tab bar item..
Here added few images for your understanding
and also dont forgot to set the tag for each button in tab bar view, so that when any button clicked, same method is called and we handle it from there
I have a VC like this
for the checkBoxes i have embedded UIButtons and i am changing their image on click. Here's my code
#IBOutlet weak var bestSellerButton: UIButton!
#IBOutlet weak var trendingButton: UIButton!
#IBOutlet weak var lowToHighButton: UIButton!
#IBOutlet weak var highToLowButton: UIButton!
var isBoxClicked = Bool()
func updateCheckImageOnClick(button: UIButton) {
if isBoxClicked == true {
isBoxClicked = false
button.setImage(UIImage.init(named: "checkmark"), for: UIControlState.normal)
}
else {
isBoxClicked = true
button.setImage(UIImage(), for: UIControlState.normal)
}
}
#IBAction func clickedBestSellerBtn(_ sender: Any) {
updateCheckImageOnClick(button: bestSellerButton)
}
#IBAction func clickedTrendingBtn(_ sender: Any) {
updateCheckImageOnClick(button: trendingButton)
}
likewise for the rest two. Now the check mark image is being set properly every time on click gets set and unset, but i want to restrict the user like if he clicks on best seller btn he's unable to choose the rest, likewise if he clicks trending he can't select any other. How would i do that?
Make the Other button disabled in particular scenario.
isUserInteractionEnabled = false
You could rename updateCheckImageOnClick(button: UIButton) to something generic in order to add some logic inside, like:
func update(button: UIButton) {
isBoxClicked = !isBoxClicked
button.setImage(isBoxClicked ? UIImage(named: "checkmark") : UIImage(), for: UIControlState.normal)
if button == bestSellerButton {
trendingButton.isEnabled = false
lowToHighButton.isEnabled = false
highToLowButton.isEnabled = false
} else if button == trendingButton {
bestSellerButton.isEnabled = false
lowToHighButton.isEnabled = false
highToLowButton.isEnabled = false
} else if button == highToLowButton {
trendingButton.isEnabled = false
lowToHighButton.isEnabled = false
bestSellerButton.isEnabled = false
} else {
bestSellerButton.isEnabled = false
trendingButton.isEnabled = false
highToLowButton.isEnabled = false
}
}
Usama I've implemented a simple button action for all those buttons which may accomplish your need. Here is the step by step implementation -
First, Declare these variables -
var buttonSelected:Bool = false
var selectedButton : UIButton?
Second, Add a single #IBAction for all buttons -
Third, Here is the action method -
#IBAction func btnSelection(_ sender: UIButton) {
if(buttonSelected){
if(selectedButton == sender){
buttonSelected = false
selectedButton = nil
sender.setImage(UIImage(), for: UIControlState.normal)
}
else{
// It's not the previously selected button
//Do your stuff
}
}
else{
buttonSelected = true
selectedButton = sender
sender.setImage(UIImage.init(named: "checkmark"), for: UIControlState.normal)
}
}
Hope it will help you to start with.
I made a custom checkbox with button by creatin a class of UIButton
here is the class
import UIKit
class CheckBox: UIButton {
// Images
let checkedImage = UIImage(named: "ic_check_box")! as UIImage
let uncheckedImage = UIImage(named: "ic_check_box_outline_blank")! as UIImage
// Bool property
var isChecked: Bool = false {
didSet{
if isChecked == true {
self.setImage(checkedImage, forState: .Normal)
} else {
self.setImage(uncheckedImage, forState: .Normal)
}
}
}
override func awakeFromNib() {
self.addTarget(self, action: "buttonClicked:", forControlEvents: UIControlEvents.TouchUpInside)
self.isChecked = false
}
func buttonClicked(sender: UIButton) {
if sender == self {
isChecked = !isChecked
}
}
}
I have two checkboxes in the viewcontroller but I dont know how to set checkbox in the ViewController.class to do when checkBox "Si" is checked, the checkbox "No" set unchecked like in the image
Your CheckBox class should adopt a delegation pattern so that it can advise its delegate (which in this case would be your view controller) that its value has changed. Then in your view controller you can update the other checkbox as required:
protocol CheckBoxDelegate {
func checkBoxDidChange(checkbox: CheckBox) -> Void
}
class CheckBox: UIButton {
// Images
let checkedImage = UIImage(named: "ic_check_box")! as UIImage
let uncheckedImage = UIImage(named: "ic_check_box_outline_blank")! as UIImage
weak var delegate: CheckBoxDelegate?
// Bool property
var isChecked: Bool = false {
didSet{
if isChecked == true {
self.setImage(checkedImage, forState: .Normal)
} else {
self.setImage(uncheckedImage, forState: .Normal)
}
}
}
override func awakeFromNib() {
self.addTarget(self, action: "buttonClicked:", forControlEvents: UIControlEvents.TouchUpInside)
self.isChecked = false
}
func buttonClicked(sender: UIButton) {
isChecked = !isChecked
self.delegate?.checkBoxDidChange(self)
}
}
Then, in your View Controller:
class ViewController: UIViewController, CheckBoxDelegate {
#IBOutlet var siCheckBox: CheckBox! // Initialise some other way if you aren't using storyboard/nib
#IBOutlet var noCheckBox: CheckBox!
override func viewDidLoad() {
super.viewDidLoad()
self.siCheckBox.delegate = self
self.noCheckBox.delegate = self
}
//Mark: CheckBoxDelegate
func checkBoxDidChange(checkbox: CheckBox) {
if checkbox == self.siCheckBox {
self.noCheckBox.isChecked = !checkbox.isChecked
} else {
self.siCheckBox.isChecked = !checkbox.isChecked
}
}
From a user experience point of view, I would question why you need both checkboxes. A checkbox is an on/off control, so you would normally have text like "Select really great option?" with a single checkbox for yes/no; checked is yes, unchecked is no.
I would move func buttonClicked(sender: UIButton) to the parent ViewController.
let siCheckBox = CheckBox()
let noCheckBox = CheckBox()
func checkBoxToggled(sender: AnyObject) {
noCheckbox.isChecked = !noCheckbox.isChecked
siCheckbox.isChecked = !siCheckbox.isChecked
}
This is only safe if you're sure at least 1 is always checked. Otherwise I would add an if statement to make sure at l is checked.
I am working on a "to do" app in Swift and using Firebase as my backend.
On the first tap on my checkbox to signal that a task has been done, the UI updates and the variable should become true (a checkmark appears) but firebase and the local instance of the bool value for that item do not update to false. After a second tap, the UI continues to have normal functionality (the checkmark disappears); but firebase and the local instance both update to true. Following taps from then on are reversed (True for no checkmark and false for checkmark). When I stop the simulator in Xcode and re-run, the values and UI that load in are correct. It is not until I try and tap on the checkmark that I get the incorrect functionality again. Firebase only updates after the second tap and change in UI. I have include just the code that pertains to the checkbox. I think the problem happens in the doneHit function but I am not quite sure why its happening.
Please help. If there is an easier way to go about this, that would be helpful too.
protocol TaskCellDelegate {
func doneHit(cell : TaskCell)
}
class TaskCell : UITableViewCell {
var delegate : TaskCellDelegate?
#IBOutlet weak var label: UILabel!
#IBOutlet weak var checkBox: CheckBox!
#IBOutlet weak var detailLabel: UILabel!
override func awakeFromNib() {
super.awakeFromNib()
checkBox.addTarget(self, action: "buttonClicked:", forControlEvents: UIControlEvents.TouchUpInside)
}
func buttonClicked(sender:UIButton) {
delegate?.doneHit(self)
}
}
class CheckBox: UIButton {
//images
let checkedImage = UIImage(named: "checkedbox")
let unCheckedImage = UIImage(named: "uncheckedbox")
//bool propety
var isChecked:Bool = false{
didSet {
if isChecked == true{
self.setImage(checkedImage, forState: .Normal)
}
else {
self.setImage(unCheckedImage, forState: .Normal)
}
}
}
override func awakeFromNib() {
self.addTarget(self, action: "buttonClicked:", forControlEvents: UIControlEvents.TouchUpInside)
}
func buttonClicked(sender:UIButton) {
if(sender == self){
if isChecked == false {
isChecked = true
} else {
isChecked = false
}
}
}
}
func doneHit(cell:TaskCell) {
if let ip = tableView.indexPathForCell(cell) {
var task = tasks[ip.row]
task.done = cell.checkBox.isChecked
if task.done == true {
task.completedBy = "Completed by: \(self.user)"
cell.label.textColor = UIColor.grayColor()
}
else {
task.completedBy = ""
cell.label.textColor = UIColor.blackColor()
}
let taskNameRef = self.ref.childByAppendingPath("tasks/\(task.title)")
let completedByData = ["completedBy": "\(self.user)"]
let doneData = ["done": task.done]
taskNameRef.updateChildValues(completedByData)
taskNameRef.updateChildValues(doneData)
}
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("TaskCell", forIndexPath: indexPath) as! TaskCell
// Configure the cell...
cell.selectionStyle = .None
let idx = tasks[indexPath.row]
if let label = cell.viewWithTag(1) as? UILabel {
label.text = idx.title
if idx.done == true {
label.textColor = UIColor.grayColor()
} else {
label.textColor = UIColor.blackColor()
}
if let checkBox = cell.viewWithTag(2) as? CheckBox {
checkBox.isChecked = idx.done
}
if let userCompleted = cell.viewWithTag(3) as? UILabel {
if idx.done == true {
userCompleted.text = "Completed By: \(idx.completedBy)"
}
else {
userCompleted.text = ""
}
}
}
print("Task.done is: \(idx.done)")
print("isChecked is:\(cell.checkBox.isChecked)")
cell.delegate = self
return cell
}
Figured it out myself after 3 days. I scrapped the Checkbox class and turned the checkbox into a UIImageView and added a gesture recognizer. The rest was just moving the Checkbox logic into the TaskTVC class under the doneHit method.
I am developing an app that allows to do survey. My layout is generated from XML based questions.
I need to create radio buttons (single choice) and checkboxes (multiple answers). I did not find anything useful for swift.
Does anyone have an idea?
Checkbox
You can create your own CheckBox control extending UIButton with Swift:
import UIKit
class CheckBox: UIButton {
// Images
let checkedImage = UIImage(named: "ic_check_box")! as UIImage
let uncheckedImage = UIImage(named: "ic_check_box_outline_blank")! as UIImage
// Bool property
var isChecked: Bool = false {
didSet {
if isChecked == true {
self.setImage(checkedImage, for: UIControl.State.normal)
} else {
self.setImage(uncheckedImage, for: UIControl.State.normal)
}
}
}
override func awakeFromNib() {
self.addTarget(self, action:#selector(buttonClicked(sender:)), for: UIControl.Event.touchUpInside)
self.isChecked = false
}
#objc func buttonClicked(sender: UIButton) {
if sender == self {
isChecked = !isChecked
}
}
}
And then add it to your views with Interface Builder:
Radio Buttons
Radio Buttons can be solved in a similar way.
For example, the classic gender selection Woman - Man:
import UIKit
class RadioButton: UIButton {
var alternateButton:Array<RadioButton>?
override func awakeFromNib() {
self.layer.cornerRadius = 5
self.layer.borderWidth = 2.0
self.layer.masksToBounds = true
}
func unselectAlternateButtons() {
if alternateButton != nil {
self.isSelected = true
for aButton:RadioButton in alternateButton! {
aButton.isSelected = false
}
} else {
toggleButton()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
unselectAlternateButtons()
super.touchesBegan(touches, with: event)
}
func toggleButton() {
self.isSelected = !isSelected
}
override var isSelected: Bool {
didSet {
if isSelected {
self.layer.borderColor = Color.turquoise.cgColor
} else {
self.layer.borderColor = Color.grey_99.cgColor
}
}
}
}
You can init your radio buttons like this:
override func awakeFromNib() {
self.view.layoutIfNeeded()
womanRadioButton.selected = true
manRadioButton.selected = false
}
override func viewDidLoad() {
womanRadioButton?.alternateButton = [manRadioButton!]
manRadioButton?.alternateButton = [womanRadioButton!]
}
For Radio Buttons and CheckBoxes there is nothing that comes built in.
You can implement Checkboxes easily yourself. You can set an uncheckedImage for your button for UIControlStateNormal and a checkedImage for your UIControlStateSelected. Now on tap, the button will change its image and alternate between checked and unchecked image.
To use radio buttons, you have to keep an Array for all the buttons that you want to behave as radio buttons. Whenever a button is pressed, you need to uncheck all other buttons in the array.
For radio buttons you can use SSRadioButtonsController
You can create a controller object and add buttons array to it like
var radioButtonController = SSRadioButtonsController()
radioButtonController.setButtonsArray([button1!,button2!,button3!])
The main principle is something like this here.
Swift 5, Checkbox with animation
NOTE:- if you want to remove the blue background while isSelected change the UIButton type from System to Custom
Check my Example for the Checkbox and Radio button
https://github.com/rashidlatif55/CheckBoxAndRadioButton
Create an outlet for the button
#IBOutlet weak var checkBoxOutlet:UIButton!{
didSet{
checkBoxOutlet.setImage(UIImage(named:"unchecked"), for: .normal)
checkBoxOutlet.setImage(UIImage(named:"checked"), for: .selected)
}
}
Create an extension of UIButton
extension UIButton {
//MARK:- Animate check mark
func checkboxAnimation(closure: #escaping () -> Void){
guard let image = self.imageView else {return}
UIView.animate(withDuration: 0.1, delay: 0.1, options: .curveLinear, animations: {
image.transform = CGAffineTransform(scaleX: 0.85, y: 0.85)
}) { (success) in
UIView.animate(withDuration: 0.1, delay: 0, options: .curveLinear, animations: {
self.isSelected = !self.isSelected
//to-do
closure()
image.transform = .identity
}, completion: nil)
}
}
}
How to use
#IBAction func checkbox(_ sender: UIButton){
sender.checkboxAnimation {
print("I'm done")
//here you can also track the Checked, UnChecked state with sender.isSelected
print(sender.isSelected)
}
}
Check out DLRadioButton. You can add and customize radio buttons directly from the Interface Builder. Also works with Swift perfectly.
Update: version 1.3.2 added square buttons, also improved performance.
Update: version 1.4.4 added multiple selection option, can be used as checkbox as well.
Update: version 1.4.7 added RTL language support.
Solution for Radio Button in Swift 4.2 without using third-party libraries
Create RadioButtonController.swift file and place following code in it:
import UIKit
class RadioButtonController: NSObject {
var buttonsArray: [UIButton]! {
didSet {
for b in buttonsArray {
b.setImage(UIImage(named: "radio_off"), for: .normal)
b.setImage(UIImage(named: "radio_on"), for: .selected)
}
}
}
var selectedButton: UIButton?
var defaultButton: UIButton = UIButton() {
didSet {
buttonArrayUpdated(buttonSelected: self.defaultButton)
}
}
func buttonArrayUpdated(buttonSelected: UIButton) {
for b in buttonsArray {
if b == buttonSelected {
selectedButton = b
b.isSelected = true
} else {
b.isSelected = false
}
}
}
}
Use it as below in your view controller file:
import UIKit
class CheckoutVC: UIViewController {
#IBOutlet weak var btnPaytm: UIButton!
#IBOutlet weak var btnOnline: UIButton!
#IBOutlet weak var btnCOD: UIButton!
let radioController: RadioButtonController = RadioButtonController()
override func viewDidLoad() {
super.viewDidLoad()
radioController.buttonsArray = [btnPaytm,btnCOD,btnOnline]
radioController.defaultButton = btnPaytm
}
#IBAction func btnPaytmAction(_ sender: UIButton) {
radioController.buttonArrayUpdated(buttonSelected: sender)
}
#IBAction func btnOnlineAction(_ sender: UIButton) {
radioController.buttonArrayUpdated(buttonSelected: sender)
}
#IBAction func btnCodAction(_ sender: UIButton) {
radioController.buttonArrayUpdated(buttonSelected: sender)
}
}
Be sure to add radio_off and radio_on images in Assets.
Result:
There's a really great library out there you can use for this (you can actually use this in place of UISwitch): https://github.com/Boris-Em/BEMCheckBox
Setup is easy:
BEMCheckBox *myCheckBox = [[BEMCheckBox alloc] initWithFrame:CGRectMake(0, 0, 50, 50)];
[self.view addSubview:myCheckBox];
It provides for circle and square type checkboxes
And it also does animations:
shorter ios swift 4 version:
#IBAction func checkBoxBtnTapped(_ sender: UIButton) {
if checkBoxBtn.isSelected {
checkBoxBtn.setBackgroundImage(#imageLiteral(resourceName: "ic_signup_unchecked"), for: .normal)
} else {
checkBoxBtn.setBackgroundImage(#imageLiteral(resourceName: "ic_signup_checked"), for:.normal)
}
checkBoxBtn.isSelected = !checkBoxBtn.isSelected
}
A very simple checkbox control.
#IBAction func btn_box(sender: UIButton) {
if (btn_box.selected == true)
{
btn_box.setBackgroundImage(UIImage(named: "box"), forState: UIControlState.Normal)
btn_box.selected = false;
}
else
{
btn_box.setBackgroundImage(UIImage(named: "checkBox"), forState: UIControlState.Normal)
btn_box.selected = true;
}
}
For a checkbox, you don't need to subclass the UIButton. It already has the isSelected property to handle this.
checkbox = UIButton.init(type: .custom)
checkbox.setImage(UIImage.init(named: "iconCheckboxOutlined"), for: .normal)
checkbox.setImage(UIImage.init(named: "iconCheckboxFilled"), for: .selected)
checkbox.addTarget(self, action: #selector(self.toggleCheckboxSelection), for: .touchUpInside)
Then in the action method toggle it's isSelected state.
#objc func toggleCheckboxSelection() {
checkbox.isSelected = !checkbox.isSelected
}
Steps to Create Radio Button
BasicStep : take Two Button. set image for both like selected and unselected.
than add action to both button.
now start code
1)Create variable :
var btnTag : Int = 0
2)In ViewDidLoad Define :
btnTag = btnSelected.tag
3)Now In Selected Tap Action :
#IBAction func btnSelectedTapped(sender: AnyObject) {
btnTag = 1
if btnTag == 1 {
btnSelected.setImage(UIImage(named: "icon_radioSelected"), forState: .Normal)
btnUnSelected.setImage(UIImage(named: "icon_radioUnSelected"), forState: .Normal)
btnTag = 0
}
}
4)Do code for UnCheck Button
#IBAction func btnUnSelectedTapped(sender: AnyObject) {
btnTag = 1
if btnTag == 1 {
btnUnSelected.setImage(UIImage(named: "icon_radioSelected"), forState: .Normal)
btnSelected.setImage(UIImage(named: "icon_radioUnSelected"), forState: .Normal)
btnTag = 0
}
}
Radio Button is Ready for you
You can simply subclass UIButton and write your own drawing code to suit your needs. I implemented a radio button like that of android using the following code. It can be used in storyboard as well.See example in Github repo
import UIKit
#IBDesignable
class SPRadioButton: UIButton {
#IBInspectable
var gap:CGFloat = 8 {
didSet {
self.setNeedsDisplay()
}
}
#IBInspectable
var btnColor: UIColor = UIColor.green{
didSet{
self.setNeedsDisplay()
}
}
#IBInspectable
var isOn: Bool = true{
didSet{
self.setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
self.contentMode = .scaleAspectFill
drawCircles(rect: rect)
}
//MARK:- Draw inner and outer circles
func drawCircles(rect: CGRect){
var path = UIBezierPath()
path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: rect.width, height: rect.height))
let circleLayer = CAShapeLayer()
circleLayer.path = path.cgPath
circleLayer.lineWidth = 3
circleLayer.strokeColor = btnColor.cgColor
circleLayer.fillColor = UIColor.white.cgColor
layer.addSublayer(circleLayer)
if isOn {
let innerCircleLayer = CAShapeLayer()
let rectForInnerCircle = CGRect(x: gap, y: gap, width: rect.width - 2 * gap, height: rect.height - 2 * gap)
innerCircleLayer.path = UIBezierPath(ovalIn: rectForInnerCircle).cgPath
innerCircleLayer.fillColor = btnColor.cgColor
layer.addSublayer(innerCircleLayer)
}
self.layer.shouldRasterize = true
self.layer.rasterizationScale = UIScreen.main.nativeScale
}
/*
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isOn = !isOn
self.setNeedsDisplay()
}
*/
override func awakeFromNib() {
super.awakeFromNib()
addTarget(self, action: #selector(buttonClicked(sender:)), for: UIControl.Event.touchUpInside)
isOn = false
}
#objc func buttonClicked(sender: UIButton) {
if sender == self {
isOn = !isOn
setNeedsDisplay()
}
}
}
I made a super simple class to handle this in a Mac application I'm working on. Hopefully, this is helpful to someone
RadioButtonController Class:
class RadioButtonController: NSObject {
var buttonArray : [NSButton] = []
var currentleySelectedButton : NSButton?
var defaultButton : NSButton = NSButton() {
didSet {
buttonArrayUpdated(buttonSelected: self.defaultButton)
}
}
func buttonArrayUpdated(buttonSelected : NSButton) {
for button in buttonArray {
if button == buttonSelected {
currentleySelectedButton = button
button.state = .on
} else {
button.state = .off
}
}
}
}
Implementation in View Controller:
class OnboardingDefaultLaunchConfiguration: NSViewController {
let radioButtonController : RadioButtonController = RadioButtonController()
#IBOutlet weak var firstRadioButton: NSButton!
#IBOutlet weak var secondRadioButton: NSButton!
#IBAction func folderRadioButtonSelected(_ sender: Any) {
radioButtonController.buttonArrayUpdated(buttonSelected: folderGroupRadioButton)
}
#IBAction func fileListRadioButtonSelected(_ sender: Any) {
radioButtonController.buttonArrayUpdated(buttonSelected: fileListRadioButton)
}
override func viewDidLoad() {
super.viewDidLoad()
radioButtonController.buttonArray = [firstRadioButton, secondRadioButton]
radioButtonController.defaultButton = firstRadioButton
}
}
For checkboxes there is actually a built-in solution in the form of UITableViewCell accessories. You can set up your form as a UITableView in which each cell as a selectable option and use accessoryType to set a check mark for selected items.
Here is a pseudo-code example:
let items = [SelectableItem]
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
// Get the item for the current row
let item = self.items[indexPath.row]
// ...dequeue and set up the `cell` as you wish...
// Use accessoryType property to mark the row as checked or not...
cell.accessoryType = item.selected ? .checkmark : .none
}
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
// Unselect row
tableView.deselectRow(at: indexPath, animated: false)
// Toggle selection
let item = self.items[indexPath.row]
item.selected = !item.selected
tableView.reloadData()
}
Radio buttons however do require a custom implementation, see the other answers.
The decision of checking or unchecking the checkbox button is something out of the scope of the view. View itself should only take care of drawing the elements, not deciding about the internal state of that. My suggested implementation is as follows:
import UIKit
class Checkbox: UIButton {
let checkedImage = UIImage(named: "checked")
let uncheckedImage = UIImage(named: "uncheked")
var action: ((Bool) -> Void)? = nil
private(set) var isChecked: Bool = false {
didSet{
self.setImage(
self.isChecked ? self.checkedImage : self.uncheckedImage,
for: .normal
)
}
}
override func awakeFromNib() {
self.addTarget(
self,
action:#selector(buttonClicked(sender:)),
for: .touchUpInside
)
self.isChecked = false
}
#objc func buttonClicked(sender: UIButton) {
if sender == self {
self.action?(!self.isChecked)
}
}
func update(checked: Bool) {
self.isChecked = checked
}
}
It can be used with Interface Builder or programmatically. The usage of the view could be as the following example:
let checkbox_field = Checkbox(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
checkbox_field.action = { [weak checkbox_field] checked in
// any further checks and business logic could be done here
checkbox_field?.update(checked: checked)
}
I don't have enough reputation to comment, so I'll leave my version of Salil Dwahan's version here. Works for Swift 5, XCode 11.3.
First place your button on IB, select type "Custom" and create an outlet and an action with the Assistant Layout (Ctrl + Drag). Include the following code and it should end like this:
class YourViewController: UIViewController {
#IBOutlet weak var checkbox: UIButton!
#IBAction func checkboxTapped(_ sender: UIButton) {
checkbox.isSelected = !checkbox.isSelected
}
override func viewDidLoad() {
super.viewDidLoad()
checkbox.setImage(UIImage.init(named: "checkMark"), for: .selected)
}
}
Don't forget to add the image to Assets and change the name to match!
checkbox.isSelected is the way to check
Though some of the answers mention it rightly that we can use the Selected State to set an image for Selected state of the button, it won't work elegantly when the button has to have both image and text.
Like many, I ended by subclassing UIButton; however, added support for setting images from Interface Builder.
Below is my code:
import UIKit
class CustomCheckbox: UIButton {
#IBInspectable var defaultStateImage: UIImage? = nil {
didSet{
self.setNeedsDisplay()
}
}
#IBInspectable var selectedStateImage: UIImage? = nil {
didSet{
self.setNeedsDisplay()
}
}
#IBInspectable var gapPadding: CGFloat = 0 {
didSet{
self.setNeedsDisplay()
}
}
#IBInspectable var isChecked: Bool = false {
didSet{
self.setNeedsDisplay()
}
}
var defaultImageView: UIImageView? = nil
var selectedImageView: UIImageView? = nil
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
override func layoutSubviews() {
super.layoutSubviews()
setup()
}
func setup() {
if(defaultStateImage != nil) {
defaultImageView = UIImageView(image: defaultStateImage)
defaultImageView?.translatesAutoresizingMaskIntoConstraints = false
addSubview(defaultImageView!)
let length = CGFloat(16)
titleEdgeInsets.left += length
NSLayoutConstraint.activate([
defaultImageView!.leadingAnchor.constraint(equalTo: self.leadingAnchor, constant: -gapPadding),
defaultImageView!.centerYAnchor.constraint(equalTo: self.titleLabel!.centerYAnchor, constant: 0),
defaultImageView!.widthAnchor.constraint(equalToConstant: length),
defaultImageView!.heightAnchor.constraint(equalToConstant: length)
])
}
if(selectedStateImage != nil) {
selectedImageView = UIImageView(image: selectedStateImage)
selectedImageView!.translatesAutoresizingMaskIntoConstraints = false
addSubview(selectedImageView!)
let length = CGFloat(16)
titleEdgeInsets.left += length
NSLayoutConstraint.activate([
selectedImageView!.leadingAnchor.constraint(equalTo: self.leadingAnchor, constant: -gapPadding),
selectedImageView!.centerYAnchor.constraint(equalTo: self.titleLabel!.centerYAnchor, constant: 0),
selectedImageView!.widthAnchor.constraint(equalToConstant: length),
selectedImageView!.heightAnchor.constraint(equalToConstant: length)
])
}
if defaultImageView != nil {
defaultImageView!.isHidden = isChecked
}
if selectedImageView != nil {
selectedImageView!.isHidden = !isChecked
}
self.addTarget(self, action: #selector(checkChanged(_:)), for: .touchUpInside)
}
#objc func checkChanged(_ btn : UIButton){
self.isChecked = !self.isChecked
if defaultImageView != nil {
defaultImageView!.isHidden = isChecked
}
if selectedImageView != nil {
selectedImageView!.isHidden = !isChecked
}
}
}
Create 2 buttons one as "YES" and another as "NO".
Create a BOOL property Ex: isNRICitizen = false
Give same button connection to both the buttons and set a tag
(Ex: Yes button - tag 10 and No button -tag 20)
#IBAction func btnAction(_ sender:UIButton) {
isNRICitizen = sender.tag == 10 ? true : false
isNRICitizen ? self.nriCitizenBtnYes.setImage(#imageLiteral(resourceName: "radioChecked"), for: .normal) : self.nriCitizenBtnYes.setImage(#imageLiteral(resourceName: "radioUnchecked"), for: .normal)
isNRICitizen ? self.nriCitizenBtnNo.setImage(#imageLiteral(resourceName: "radioUnchecked"), for: .normal) : self.nriCitizenBtnNo.setImage(#imageLiteral(resourceName: "radioChecked"), for: .normal)
}
Swift 5.0 Updated Simple RadioButton For Swift (No Library)
First set images to button One Checked and Second Unchecked.
Then Provide 2 Outlet Of RadioButton.
#IBOutlet weak var radioMale: UIButton!
#IBOutlet weak var radioFemale: UIButton!
Create IBAction With Both Button Action in One Method.
#IBAction func btnRadioTapped(_ sender: UIButton) {
radioMale.setImage(UIImage(named: "Unchecked"), for: .normal)
radioFemale.setImage(UIImage(named: "Unchecked"), for: .normal)
if sender.currentImage == UIImage(named: "Unchecked"){
sender.setImage(UIImage(named: "Checked"), for: .normal)
}else{
sender.setImage(UIImage(named: "Unchecked"), for: .normal)
}
}
Couldn't find an easy SwiftUI version in this thread so here is a quick component using SF symbols.
struct CheckBox: View {
private let checked = Image("checkmark.square.fill")
private let unChecked = Image("checkmark.square")
#State private var isChecked: Bool = false
var body: some View {
ZStack {
isChecked == false ? unChecked : checked
}.onTapGesture {
isChecked.toggle()
}
}
}
If you use Image when change state. Try this:
var nightButtonState: Bool = false {
didSet {
nightButtonState ? autoNightButton.setBackgroundImage(UIImage(named: "unchecked_icon"), for: .normal) : autoNightButton.setBackgroundImage(UIImage(named: "checked_icon"), for: .normal)
}
}
Button action:
#IBAction func autoNightButtonAction(_ sender: UIButton) {
self.nightButtonState.toggle()
}