I have 2 groups of UIButtons with Pass or Fail. I need to check if in both groups was clicked any of the UIButtons (Pass or Fail) to scroll down to next question.
I'm using a delegate with 4 parameters (my 4 buttons) and I'm doing a if check, but is never entering in my if condition. Here's how my group of buttons looks:
Here is my code:
func tappedOnVehicleOrTrailerButtons(vehiclePassBtn: UIButton, vehicleFailBtn: UIButton, trailerPassBtn: UIButton, trailerFailBtn: UIButton) {
if (vehiclePassBtn.isTouchInside || vehicleFailBtn.isTouchInside) && (trailerPassBtn.isTouchInside || trailerFailBtn.isTouchInside) {
scrollDown()
}
}
Here is the delegate method:
// Check if the user press Pass or Fail btn for Vehicle or Trailer
#IBAction func passOrFailBtnTapped(_ sender: UIButton) {
delegate?.tappedOnVehicleOrTrailerButtons(vehiclePassBtn: vehiclePassButton, vehicleFailBtn: vehicleFailButton, trailerPassBtn: trailerPassButton, trailerFailBtn: trailerFailButton)
}
Is any other way to do it instead of if statement?
The code inside your if statement will never be reached. According to Apple's documentation
isTouchInside is a Boolean value indicating whether a tracked touch event is currently inside the control’s bounds.
Emphasis on the currently. So no two buttons will be simultaneously touched at the same time.
To achieve your goal, your buttons need some kind of state with wich you can check if the button was touched. You could simply subclass a button and add a wasTouched attribute, e. g.
class StateButton: UIButton {
override func awakeFromNib() {
super.awakeFromNib()
self.addTarget(self, action: #selector(self.buttonWasTouched), for: .touchUpInside)
}
#objc private func buttonWasTouched() {
self.isSelected = true
}
}
Your delegate method then would look like this:
func tappedOnVehicleOrTrailerButtons(vehiclePassBtn: StateButton, vehicleFailBtn: StateButton, trailerPassBtn: StateButton, trailerFailBtn: StateButton) {
if (vehiclePassBtn.isSelected || vehicleFailBtn.isSelected) && (trailerPassBtn.isSelected || trailerFailBtn.isSelected) {
scrollDown()
}
}
Related
I created a UIButton within a for-loop because the number of these button depend on a certain number in the database. However, I have to change the image of this button after it is clicked, which doesn't work.
What I have done is I tried holding an array of those buttons and trying to access the buttons like that, which I don't think is not working.
let buttonArray: [UIButton] = [UIButton]()
...extra code
for (index, num) in numberOfButtonsNeeded.enumerated() {
let button = UIButton()
button.tag = index
button.addTarget(self, action: #selector(self.tap(sender:)), for: .touchUpInside)
buttonArray.append(button)
}
...
#objc func tap(sender: UIButton) {
DispatchQueue.main.asnyc{
buttonArray[sender.tag].setImage(UIImage(named:"Somename"))
}
}
I can access the tap gesture but this button's image won't be reset. Is there a way I can access the button? I do not think this array works.
This is suspect:
#objc func tap(sender: UIButton) {
DispatchQueue.main.asnyc{
buttonArray[sender.tag].setImage(UIImage(named:"Somename"))
}
You are already on the main queue, and the sender is the button that was tapped. So you don't need the array.
#objc func tap(sender: UIButton) {
sender.setImage(UIImage(named:"Somename"))
}
I am trying to use two buttons to toggle between an animated sliding view. When the UIView loads, I want button1 to be UIColor.darkGrey and button2 to be UIColor.lightGrey. Then, when I press button2 I want button2 to become UIColor.darkGrey and button1 to become UIColor.lightGrey. If I press button1, I want button1 to be UIColor.darkGrey and button2 to be UIColor.lightGrey.
It seems simple; Using the storyboard, I connected a UIButton for button1 and button2 as an outlet. Then I connected each as actions. In each of the actions, I included the following code:
#IBAction func button1Action(_ sender: UIButton) {
button2.titleLabel?.textColor = UIColor.lightGray
button1.titleLabel?.textColor = UIColor.darkGray
UIView.animate(withDuration: 1){
self.side1.constant = 0
self.side2.constant = 0
self.sideA.constant = 400
self.sideB.constant = -400
self.view.layoutIfNeeded()
}
}
#IBAction func button2Action(_ sender: UIButton) {
button1.titleLabel?.textColor = UIColor.lightGray
button2.titleLabel?.textColor = UIColor.darkGray
view.layoutIfNeeded()
UIView.animate(withDuration: 1){
self.side1.constant = -400
self.side2.constant = 400
self.sideA.constant = 0
self.sideB.constant = 0
self.view.layoutIfNeeded()
}
}
When I press button1, everything works as expected; However, whenever I press button2 both buttons are UIColor.lightGrey. Am I missing something obvious?
You get some methods "for free" with buttons to manage their state. One of them is isSelected. Another is the tag property, so you can figure out which button is which. Since you've only got two buttons, you can get away with just using isSelected to figure out which is which. You can also use computed vars to make your life easier. With those things in mind, here's one approach you could utilize to managing the buttons' states:
Declare a buttons computed var, like so
#IBOutlet var firstButton: UIButton!
#IBOutlet var secondButton: UIButton!
// computed var to access your buttons
private var buttons: [UIButton] {
return [firstButton, secondButton]
}
Set up your buttons in viewDidLoad.
override func viewDidLoad() {
super.viewDidLoad()
// one setup to configure each button for selected or not selected
buttons.forEach { button in
button.setTitleColor(.darkGray,
for: .selected)
button.setTitleColor(.lightGray,
for: .normal)
}
firstButton.isSelected = true
}
func setTitleColor(_ color: UIColor?, for state: UIControl.State) will remain in effect for the lifetime of the button, so you don't need to fiddle with it after the initial declaration (unless you want to change the button's behavior later).
One #IBAction for both buttons and utilize the tag property to figure out which one is which. Since you've only got two buttons, I'm just using isSelected. Here's what your single #IBAction would look like:
#IBAction func buttonAction(_ sender: UIButton) {
UIView.animate(withDuration: 1.0) {
// flip buttons
self.buttons.forEach { button in
button.isSelected.toggle()
}
if self.firstButton.isSelected {
// tweak your constraints for firstButton.isSelected == true
// tweak your constraints for secondButton.isSelected == false
} else {
// tweak your constraints for firstButton.isSelected == false
// tweak your constraints for secondButton.isSelected == true
}
}
}
Based on your current implementation, you'll need to right click on the UIButtons on storyboard and nuke the existing IBAction connections and reconnect both buttons to the method above.
I have created a custom view that is to be used as a radio button with images and text. I need to be able to load the saved selection when the controller loads. I set my listeners this way:
for button in genderButtons {
button.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(genderTapped(_:))))
}
#objc private func genderTapped(_ sender: UITapGestureRecognizer) {
for button in genderButtons {
button.select(sender.view! == button) // Toggles the button to display selected/deslected state.
...
}
}
The problem is that I can't find a way to tell the view to select. I tried making the gesture recognizer and object, but it doesn't have any methods I can use to trigger it. The 'buttons' aren't actually buttons, they're views, so I can't send an action event.
How can I select the correct button with code?
Just call genderTapped directly, handing it the gesture recognizer already attached to the desired "button".
For example, if thisGenderButton is the one you want to "tap", say:
if let tap = thisGenderButton.gestureRecognizers?[0] as? UITapGestureRecognizer {
genderTapped(tap)
}
You can add this method in your customView like this,
Class CustomView: UIView {
public func select(_ value: Bool) {
self.backgroundColor = value ? .green: .red
}
}
and then in below method you can call select for the tapped view.
#objc private func genderTapped(_ sender: UITapGestureRecognizer) {
(sender.view as? CustomView)?.select(true)
}
I'm new to Swift and I assume this is a fundamental question to programming for iOS.
I have three buttons in my storyboard and I want to customize how those buttons look if pressed once, twice and three times.
I also have three themes (pink, blue and orange). What I thought of doing is to create three new classes called pink,blue and orange.swift
I don't want to create them programmatically, only style them programmatically.
What I lack to understand is how do I call the function (Example: "ButtonIsPressed") from my pink.swift class into my #IBAction and #IBOutlet in the main view controller that is also object oriented (ie. I don't want to create a function for every button)?
I can't really find a decent and up-to-date Swift 3 Tutorial for this, any help or advice on this topic will be greatly appreciated.
Why can it not be as simple as?:
#IBAction func buttonPressed(_ sender: UIButton!) {
self.backgroundColor = myPinkCGolor
}
I think shallowThought's answer will work for changing backgroundColor based on button state of a specifically named IBOutlet.
I have three buttons in my storyboard and I want to customize how those buttons look if pressed once, twice and three times.
If you want to maintain "state", as in have a "counter" for how many times a button's been clicked or tapped, you can use the "tag" property of the button. Set it to zero, and in your IBAction functions increment it. (Like shallowThought said, use .touchUpInside and .touchDown for the events.)
Also, you have one minor - but important! - thing wrong in your code Brewski:
#IBAction func buttonPressed(_ sender: UIButton!) {
self.backgroundColor = myPinkCGolor
}
Should be:
#IBAction func buttonPressed(_ sender: UIButton!) {
sender.backgroundColor = myPinkCGolor
}
So combining everything - up vote to shallowThought (also, changing his AnyObject to UIButton and making it Swift 3.x syntax on the UIColors - and would end up with this. Note that there is no need for an IBOutlet, and you can wire everything up in IB without subclassing:
// .touchUpInside event
// can be adapted to show different color if you want, but is coded to always show white color
#IBAction func buttonClicked(sender: UIButton) {
sender.backgroundColor = UIColor.whiteColor()
}
// .touchDown event
// will show a different color based on tap counter
#IBAction func buttonReleased(sender: UIButton) {
switch sender.tag {
case 1:
sender.backgroundColor = UIColor.blue
case 2:
sender.backgroundColor = UIColor.red
case 3:
sender.backgroundColor = UIColor.green
default:
sender.backgroundColor = UIColor.yellow
}
sender.tag += 1
}
There is no methode to set the backgroundColor for a certain state, like there is for other UIButton properties, so you have to listen to the buttons actions:
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
#IBAction func buttonClicked(sender: AnyObject) { //Touch Up Inside action
button.backgroundColor = UIColor.whiteColor()
}
#IBAction func buttonReleased(sender: AnyObject) { //Touch Down action
button.backgroundColor = UIColor.blueColor()
}
...
}
or set a unicolor image withimage:UIImage, forState:.selected.
i want to make 2 action for a button like that.
selected and deselected action for 1 button.
#IBAction func btntouch(sender: UIButton) {
if firsttouch
{
print bla bla
change button to selected style. maybe background color.
}
else
{
}
}
how can i do that?
In case you need to split two button statuses - like ON and OFF, try this:
var buttonSwitched : Bool = false
#IBAction func btntouch(sender: UIButton) {
//this line toggle your button status variable
//if true, it goes to false, and vice versa
self.buttonSwitched = !self.buttonSwitched
if self.buttonSwitched
{
//your UI styling
}
else
{
//your opposite UI styling
}
}
Create 2 IBActions:
#IBAction func touchDown(_ sender: AnyObject) {
print("down")
}
#IBAction func touchUp(_ sender: AnyObject) {
print("up")
}
When connecting the first one, make sure the event is set to touchDown. For the second one, make sure it is set to touchUpInside
Yes, you can. Depending on your requirements, you could store the current state of the button in the view controller or in the model.
If the visual change caused by the first touch needs to be persisted across opening and closing of your view controller, store the value indicating the change in the model; if you need to reset the visuals when the view controller shows, store the value in the view controller itself:
var firstTouch = true
#IBAction func btntouch(sender: UIButton) {
if firstTouch {
firstTouch = false
...
} else {
...
}
}