Get titleLabel during drag and drop - ios

An array of UIButton are generated programmatically. Is it possible to get the titleLabel of the UIButton triggering the drag? Or are there any ways to get info of the UIButton in the drag function?
override func viewDidLoad() {
super.viewDidLoad()
for q in question{
addButton(title:q)
}
}
func addButton(title:String){
var tbutton: UIButton = {
let button = UIButton(frame: CGRect(x: 0, y: 0,
width: buttonWidth,
height: buttonHeight))
button.center = self.view.center
button.layer.cornerRadius = 5
button.layer.masksToBounds = true
button.backgroundColor = UIColor.yellow
button.setTitleColor(.black, for: .normal)
button.setTitle(title, for: .normal)
return button
}()
view.addSubview(tbutton)
tbutton.addTarget(self,
action: #selector(drag(control:event:)),
for: UIControl.Event.touchDragInside)
tbutton.addTarget(self,
action: #selector(drag(control:event:)),
for: [UIControl.Event.touchDragExit,
UIControl.Event.touchDragOutside])
self.buttonArray.append(tbutton)
}
#objc func drag(control: UIControl, event: UIEvent) {
//print(event)
if let center = event.allTouches?.first?.location(in: self.view) {
control.center = center
}
/////////////////////////////////////////
// Get titleLabel of the button here???????????
/////////////////////////////////////////
}

class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let button = UIButton.init(frame: CGRect.init(x: 0, y: 0, width: 100, height: 100))
button.backgroundColor = .yellow
button.center = CGPoint.init(x: view.bounds.width / 2, y: view.bounds.height / 2)
view.addSubview(button)
let pangesture = UIPanGestureRecognizer.init(target: self, action: #selector(ViewController.panning(_:)))
button.addGestureRecognizer(pangesture)
}
#objc func panning(_ panGesture : UIPanGestureRecognizer){
let button = panGesture.view as! UIButton
switch panGesture.state{
case .changed:
button.center = panGesture.location(in: view)
panGesture.setTranslation(.zero, in: view)
default:
break
}
// here you can get the button's properties too.
}
}

Related

Add border to buttons in iOS scroll view on click and remove border from other buttons

I have added buttons to horizontal Scroll View in iOS.
override func viewDidLoad() {
super.viewDidLoad()
setUpScrollView()
// Do any additional setup after loading the view, typically from a nib.
}
func setUpScrollView() {
let buttonPadding:CGFloat = 10
var xOffset:CGFloat = 10
for i in 0 ... 10 {
let button = UIButton()
button.tag = i
button.backgroundColor = UIColor.red
button.setTitle("\(i)", for: .normal)
if(button.tag==currentTag){
button.addTarget(self, action: #selector(btnTouchUnselect), for: UIControlEvents.touchUpInside)
}
else{
button.addTarget(self, action: #selector(btnTouch), for: UIControlEvents.touchUpInside)
}
button.frame = CGRect(x: xOffset, y: CGFloat(buttonPadding), width: 70, height: 30)
xOffset = xOffset + CGFloat(buttonPadding) + button.frame.size.width;
scrollView.addSubview(button)
}
scrollView.contentSize = CGSize(width: xOffset, height: scrollView.frame.height)
}
#objc func btnTouch(button:UIButton){
print("tap touch",button.tag)
button.layer.borderColor = UIColor.black.cgColor
button.layer.borderWidth = 1.0
currentTag = button.tag
}
#objc func btnTouchUnselect(button:UIButton){
button.layer.borderColor = UIColor.white.cgColor
button.layer.borderWidth = 1.0
}
}
I want a button to get a different border color when the user clicks it and the others to stay black. But when I am using this code it turns all clicked button borders black and doesn't turn the clicked one white.
Aim Example:-Suppose I have 10 buttons, I want when button 1's is clicked then its border turns white and others' remain black; if button 2 is clicked then the borders of all turn black again including button 1, only the border of button 2 changes to white.
I need some guidance to achieve this.
I think the problem is that your buttons are only accessible in setScrollView.
so when a button tapped, in #Anton answer, just the clicked button is known in the didTap function.
I think that a better idea is to make an array of UIButtons,
initiate them in setScrollView,
and then use #Anton didTap function
class yourClass {
var buttons : [UIButton] = Array(repeatElement(UIButton(), count: 10))
override func viewDidLoad() {
super.viewDidLoad()
setUpScrollView()
// Do any additional setup after loading the view, typically from a nib.
}
func setUpScrollView() {
let buttonPadding:CGFloat = 10
var xOffset:CGFloat = 10
for i in 0...9 {
buttons[i].tag = i
buttons[i].backgroundColor = UIColor.red
buttons[i].setTitle("\(i)", for: .normal)
//Other functionality that you had set here before...
}
#objc func didTap(clickedButton: UIButton) {
for eachButton in self.buttons {
if eachButton.tag == clickedButton.tag {
eachButton.layer.borderColor = UIColor.white.cgColor
} else {
eachButton.layer.borderColor = UIColor.balck.cgColor
}
}
currentTag = clickedButton.tag
}
}
try this code
var allButtons = [UIButton]()
override func viewDidLoad() {
super.viewDidLoad()
setUpScrollView()
// Do any additional setup after loading the view, typically from a nib.
}
func setUpScrollView() {
let buttonPadding:CGFloat = 10
var xOffset:CGFloat = 10
for i in 0 ... 10 {
let button = UIButton()
button.tag = i
button.backgroundColor = UIColor.red
button.layer.borderWidth = 1.0
button.setTitle("\(i)", for: .normal)
button.addTarget(self, action: #selector(didTap), for: UIControlEvents.touchUpInside)
button.frame = CGRect(x: xOffset, y: CGFloat(buttonPadding), width: 70, height: 30)
xOffset = xOffset + CGFloat(buttonPadding) + button.frame.size.width;
scrollView.addSubview(button)
allButtons.append(button)
}
scrollView.contentSize = CGSize(width: xOffset, height: scrollView.frame.height)
}
#objc func didTap(button: UIButton) {
print("tap touch",button.tag)
allButtons.forEach { inButton in
if inButton == button {
button.layer.borderColor = UIColor.black.cgColor
} else {
button.layer.borderColor = UIColor.white.cgColor
}
}
currentTag = button.tag
}

How to set the custom inputview of the textview as same height as that of the default keyboard in iOS?

I want the height of custom inputView of the textView to be same height as that of default keyboard. I tried a lot, including:
self.textView.inputView?.autoresizingMask = .flexibleHeight
I couldn't find a solution. It's always coming less than that of default keyboard. (EDIT: This issue exists only for iPhone X)
My code:
class ViewController: UIViewController {
let textView = UITextView()
let button = UIButton()
var keyboardView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
button.addTarget(self, action: #selector(buttonAction), for: .touchUpInside)
textView.backgroundColor = .lightGray
button.backgroundColor = .red
self.view.addSubview(textView)
self.view.addSubview(button)
}
#objc func buttonAction() {
if self.textView.inputView == nil {
self.textView.inputView = keyboardView
self.textView.inputView?.autoresizingMask = .flexibleHeight
self.textView.reloadInputViews()
} else {
self.textView.inputView = nil
self.textView.reloadInputViews()
}
}
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
textView.frame = CGRect(x: 0, y: 50, width: self.view.frame.size.width - 50, height: 50)
button.frame = CGRect(x: self.view.frame.size.width - 50, y: 50, width: 50, height: 50)
}
}

How can I get events to my (sub) UIView?

I'm new to Swift and have a hard time understand the event flow. The code below can be run directly in an xcode playground. I have a white UIView in the background. This view has a brown button and a red view as sub-views. Click on them and the events are logged in the controller, just as expected.
But the controller of this white view also adds another view, that has it's own controller class (SubviewController). SubviewController is green and has a blue subview with a black button. Question is... why don't I get any logs from the green, blue and black views/buttons?
import Foundation
import UIKit
import PlaygroundSupport
class TestViewController : UIViewController {
let playButton: UIButton = {
let playButton = UIButton(frame: CGRect(x: 155, y: 135, width: 160, height: 40))
playButton.setTitle("BROWN BUTTON", for: .normal)
playButton.backgroundColor = UIColor.brown
return playButton
}()
override func loadView() {
let viewWhite = UIView()
viewWhite.backgroundColor = UIColor.white
let viewRed = UIView()
viewRed.backgroundColor = UIColor.red
viewRed.frame = CGRect(x: 20, y: 20, width: 40, height: 10)
viewRed.clipsToBounds = true
let recognizer2 = UITapGestureRecognizer(target: self, action: #selector (self.handleTapRed(_:)))
viewRed.addGestureRecognizer(recognizer2)
let recognizer = UITapGestureRecognizer(target: self, action: #selector (self.handleTap(_:)))
viewWhite.addGestureRecognizer(recognizer)
playButton.addTarget(self, action: #selector (self.action) , for: .touchUpInside)
let catList = SubviewController()
viewWhite.addSubview(catList.view)
viewWhite.addSubview(playButton)
viewWhite.addSubview(viewRed)
self.view = viewWhite
}
func action() {
print("Brown button tapped")
}
func handleTap(_ sender:UITapGestureRecognizer){
print("WHITE VIEW (background view) TAPPED")
}
func handleTapRed(_ sender:UITapGestureRecognizer){
print("RED VIEW TAPPED")
}
}
class SubviewController: UIViewController {
let buttonBlack: UIButton = {
let button = UIButton(frame: CGRect(x: 40, y: 10, width: 170, height: 20))
button.backgroundColor = UIColor.black
button.setTitle("BLACK BUTTON", for: .normal)
return button
}()
let viewBlue: UIView = {
let v = UIView()
v.backgroundColor = UIColor.blue
v.frame = CGRect(x: 20, y: 40, width: 240, height: 60)
v.clipsToBounds = true
return v
}()
override func loadView() {
super.loadView()
self.view.backgroundColor = UIColor.green
buttonBlack.addTarget(self, action: #selector (self.blackKlick) , for: .touchUpInside)
self.view.addSubview(viewBlue)
self.view.frame = CGRect(x: 0, y: 40, width: 240, height: 60)
self.view.clipsToBounds = true
self.view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector (self.handleTapGreen(_:))))
viewBlue.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector (self.handleTapBlue(_:))))
viewBlue.addSubview(buttonBlack)
}
func blackKlick() {
print("Black button tapped")
}
func handleTapBlue(_ sender:UITapGestureRecognizer){
print("BLUE VIEW TAPPED")
}
func handleTapGreen(_ sender:UITapGestureRecognizer){
print("GREEN VIEW TAPPED")
}
}
PlaygroundPage.current.liveView = TestViewController()
Thanks for any help!
This line in your current code:
let catList = SubviewController()
creates a local instance of SubvieController. As soon as you exit the loadView() func, that instance is gone.
So, you need a class-level variable to keep that instance around. Add this line:
class TestViewController : UIViewController {
var catList: SubviewController!
and then remove the let from the instantiation line in loadView():
catList = SubviewController()

Add a button on right view of UItextfield in such way that, text should not overlap the button

I can add a button to a textfield on the right hand side of the UITextField using the right view however, the text overlaps on the button. Below is the code for right view button
UIView.commitAnimations()
var btnColor = UIButton(type: .Custom)
btnColor.addTarget(self, action: #selector(self.openEmoji), forControlEvents: .TouchUpInside)
btnColor.frame = CGRect(x: CGFloat(textField.frame.size.width - 25), y: CGFloat(5), width: CGFloat(25), height: CGFloat(25))
btnColor.setBackgroundImage(UIImage(named: "send.png"), forState: .Normal)
textField.addSubview(btnColor)
Please let me know how to give padding from right view for text.
use the rightView property of the UITextField. Basically, there are two properties (this one and leftView accordingly) that allow you to place custom views/controls inside the UITextField. You can control whether those views are shown or not by means of rightViewMode/leftViewMode properties:
textField.rightView = btnColor
textField.rightViewMode = .unlessEditing
for e.g
let button = UIButton(type: .custom)
button.setImage(UIImage(named: "send.png"), for: .normal)
button.imageEdgeInsets = UIEdgeInsetsMake(0, -16, 0, 0)
button.frame = CGRect(x: CGFloat(txt.frame.size.width - 25), y: CGFloat(5), width: CGFloat(25), height: CGFloat(25))
button.addTarget(self, action: #selector(self.refresh), for: .touchUpInside)
textField.rightView = button
textField.rightViewMode = .always
and call the action as
#IBAction func refresh(_ sender: Any) {
}
Create UITextField extension and add below method in it and you can change UIButton code as per your requirement.
func setRightViewIcon(icon: UIImage) {
let btnView = UIButton(frame: CGRect(x: 0, y: 0, width: ((self.frame.height) * 0.70), height: ((self.frame.height) * 0.70)))
btnView.setImage(icon, for: .normal)
btnView.imageEdgeInsets = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 3)
self.rightViewMode = .always
self.rightView = btnView
}
Correct answer Swift3+
If you just override the methods, the text may overlap the right view. This code completely solves this problem.
You UITextField subclass:
//...
private func setInsets(forBounds bounds: CGRect) -> CGRect {
var totalInsets = insets //property in you subClass
if let leftView = leftView { totalInsets.left += leftView.frame.origin.x }
if let rightView = rightView { totalInsets.right += rightView.bounds.size.width }
return UIEdgeInsetsInsetRect(bounds, totalInsets)
}
override func textRect(forBounds bounds: CGRect) -> CGRect {
return setInsets(forBounds: bounds)
}
override func placeholderRect(forBounds bounds: CGRect) -> CGRect {
return setInsets(forBounds: bounds)
}
override func editingRect(forBounds bounds: CGRect) -> CGRect {
return setInsets(forBounds: bounds)
}
override func rightViewRect(forBounds bounds: CGRect) -> CGRect {
var rect = super.rightViewRect(forBounds: bounds)
rect.origin.x -= insets.right
return rect
}
override func leftViewRect(forBounds bounds: CGRect) -> CGRect {
var rect = super.leftViewRect(forBounds: bounds)
rect.origin.x += insets.left
return rect
}
you can assign button at right view of textfield
var btnColor = UIButton(type: .Custom)
btnColor.addTarget(self, action: #selector(self.openEmoji), forControlEvents: .TouchUpInside)
btnColor.frame = CGRect(x: CGFloat(textField.frame.size.width - 25), y: CGFloat(5), width: CGFloat(25), height: CGFloat(25))
btnColor.setBackgroundImage(UIImage(named: "send.png"), forState: .Normal)
textField.rightView = btnColor
internal var btnDropDown: UIButton {
let size: CGFloat = 25.0
let button = UIButton(type: .custom)
button.setImage(#imageLiteral(resourceName: "DropDownImage"), for: .normal)
button.imageEdgeInsets = UIEdgeInsetsMake(0, -(size/2.0), 0, 0)
button.frame = CGRect(x: self.frame.size.width - size, y: 0.0, width: size, height: size)
return button
}
And I used it like this:
override func awakeFromNib() {
super.awakeFromNib()
textField.rightView = self.btnDropDown
textField.rightViewMode = .always
}
You can achieve same as shown below:
#IBOutlet weak var textField: UITextField!
var textFieldBtn: UIButton {
let button = UIButton(type: .custom)
button.setImage(UIImage(named: "image.png"), for: .normal)
button.imageEdgeInsets = UIEdgeInsetsMake(0, 0, 0, 0)
button.frame = CGRect(x: CGFloat(textField.frame.size.width - 40), y: CGFloat(5), width: CGFloat(40), height: CGFloat(30))
button.backgroundColor = UIColor.darkGray
button.addTarget(self, action: #selector(self.refreshContent), for: .touchUpInside)
return button
}
func refreshContent() {
// Add your code here to handle button.
}
Add to textField.
textField.rightView = textFieldBtn
textField.rightViewMode = .always
For Swift4
func setupUI() {
let imgSearch = UIImageView();
let imgSearch = UIImage(named: "search");
// set frame on image before adding it to the uitextfield
imgSearch.image = imagePassword;
imgSearch.frame = CGRect(x: txtSearchField.frame.size.width - 40 , y: 5, width: 22, height: 22)
txtSearchField.rightView = imgSearch
txtSearchField.rightViewMode = .always
}
Call function like this
// MARK: View lifecycle
override func viewDidLoad() {
super.viewDidLoad()
self.setupUI()
}

how to create radio buttons dynamically in swift?

I have the following buttons which are adding dynamically based on some condition. Now i need to change all added buttons behaviour as radio buttons. so that I can do some actions based on the selection..
var posX = 0
var posY = 0
if trim.contains("0"){
print("contaim 0")
let button1 = UIButton(frame: CGRect(x: posX, y: posY, width: 60, height: 20))
button1.setTitleColor(UIColor.blackColor(), forState: .Normal)
button1.setTitle("No", forState: .Normal)
button1.setImage(UIImage(named: "checkbox untick.png")!, forState: .Normal)
button1.addTarget(self, action: #selector(buttonAction), forControlEvents: .TouchUpInside)
myStackview.addSubview(button1)
posX = 60
}
if trim.contains("1") {
print("contaim 1")
let button2 = UIButton(frame: CGRect(x: posX, y: posY, width: 60, height: 20))
button2.setTitleColor(UIColor.blackColor(), forState: .Normal)
button2.setTitle("Less", forState: .Normal)
button2.setImage(UIImage(named: "checkbox untick.png")!, forState: .Normal)
button2.addTarget(self, action: #selector(buttonAction), forControlEvents: .TouchUpInside)
myStackview.addSubview(button2)
posX = posX + 60
}
if trim.contains("2"){
print("contaim 2")
let button3 = UIButton(frame: CGRect(x: posX, y: posY, width: 60, height: 20))
button3.setTitleColor(UIColor.blackColor(), forState: .Normal)
button3.setTitle("Half", forState: .Normal)
button3.setImage(UIImage(named: "checkbox untick.png")!, forState: .Normal)
button3.addTarget(self, action: #selector(buttonAction), forControlEvents: .TouchUpInside)
myStackview.addSubview(button3)
posX = posX + 60
}
I have set the buttonAction methods as below buts its not working
func buttonAction(sender: UIButton!) {
print("Button tapped")
sender.setImage(UIImage(named: "checkboxredtick.png")!, forState: .Normal)
}
let buttons = [UIButton]()
// create button1
let button1 = UIButton(frame: CGRect(x: posX, y: posY, width: 60, height: 20))
button1.setTitleColor(UIColor.blackColor(), forState: .Normal)
button1.setTitle("No", forState: .Normal)
button1.setImage(UIImage(named: "checkbox untick.png")!, forState: .Normal)
// if the selected button cannot be reclick again, you can use .Disabled state
button1.setImage(UIImage(named: "checkboxredtick.png")!, forState: .Selected)
button1.addTarget(self, action: #selector(buttonAction), forControlEvents: .TouchUpInside)
myStackview.addSubview(button1)
buttons.append(button1)
// create other buttons and add into buttons ...
func buttonAction(sender: UIButton!){
for button in buttons {
button.selected = false
}
sender.selected = true
// you may need to know which button to trigger some action
// let buttonIndex = buttons.indexOf(sender)
}
In case anyone finds this useful. Here is an example of how I use DLRadioButton library (https://github.com/DavydLiu/DLRadioButton) to create RadioButtons dynamically.
You can check a complete small project to show a working code in here https://github.com/omhack/DynamicRadioButtons
import UIKit
import DLRadioButton
//Delegate to manage the Polls
protocol QuestionsDialogDelegate : class{
func questionsAnswered(polls: [Poll])
}
class QuestionsDialog: UIViewController {
#IBOutlet weak var stackView: UIStackView!
#IBOutlet var rootView: UIView!
#IBOutlet weak var nestedView: UIView!
weak var delegate: QuestionsDialogDelegate?
var questions : [Question]!
var polls = [Poll]()
var serviceType : Int = 0
var indexView : Int = 0
override func viewDidLoad() {
super.viewDidLoad()
//setting the stack view properties
stackView.alignment = UIStackViewAlignment.leading
stackView.axis = .vertical
}
//this is where the heavy logic, to create the dynamic radio buttons takes place
func showQuestions(){
if(questions.count <= 1){
rootView.frame.size.height = 200
nestedView.frame.size.height = 200
}else{
rootView.frame.size.height = 400
nestedView.frame.size.height = 400
}
for question in questions{
var otherButtons : [DLRadioButton] = []
let frame1 = CGRect(x: self.view.frame.size.width / 2 - 131, y: 350, width: 262, height: 17);
//we create a base radio button to use it as an anchor view
let firstRadioButton = createRadioButton(frame: frame1, title: "", color: UIColor.purple);
let label = UILabel()
label.textAlignment = .center
label.font = UIFont.boldSystemFont(ofSize: 17.0)
label.textColor = UIColor.darkGray.withAlphaComponent(0.85)
label.adjustsFontSizeToFitWidth = true
label.minimumScaleFactor = 0.25
label.frame = CGRect(x: 0, y: 0, width: 200, height: 30)
label.text = question.question
self.stackView.insertArrangedSubview(label, at: self.indexView)
self.indexView += 1
let poll = Poll()
poll.idQuestion = question.idQuestion
var i = 0;
for answer in question.answers{
let frame = CGRect(x: self.view.frame.size.width / 2 - 131, y: 380 + 30 * CGFloat(i), width: 300, height: 17);
let radioButton = createRadioButton(frame: frame, title: answer.answer! + " ", color: UIColor.purple)
radioButton.tag = answer.idAnswer
radioButton.params["poll"] = poll
otherButtons.append(radioButton)
self.stackView.insertArrangedSubview(radioButton, at: self.indexView)
i += 1;
self.indexView += 1
}
firstRadioButton.otherButtons = otherButtons
firstRadioButton.isHidden = true
firstRadioButton.otherButtons[1].isSelected = true
}
}
//Method to create a custom button
private func createRadioButton(frame : CGRect, title : String, color : UIColor) -> MyDLUIButton {
let radioButton = MyDLUIButton(frame: frame);
radioButton.titleLabel?.translatesAutoresizingMaskIntoConstraints = false
radioButton.titleLabel!.font = UIFont.systemFont(ofSize: 14);
radioButton.setTitle(title, for: []);
radioButton.setTitleColor(UIColor.darkGray, for: []);
radioButton.iconColor = color;
radioButton.indicatorColor = color;
radioButton.contentHorizontalAlignment = UIControlContentHorizontalAlignment.left;
radioButton.addTarget(self, action: #selector(QuestionsDialog.selectedAnswer(_:)), for: UIControlEvents.touchUpInside)
self.view.addSubview(radioButton);
return radioButton;
}
#objc func selectedAnswer(_ sender: MyDLUIButton){
let poll = sender.params["poll"] as? Poll
poll?.idAnswer = sender.tag
if let row = self.polls.index(where: {$0.idQuestion == poll?.idQuestion}) {
self.polls[row] = poll!
}else{
self.polls.append(poll!)
}
print("polls size: \(self.polls.count)")
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override func viewDidDisappear(_ animated: Bool) {
if(self.polls.count < self.questions.count){
NotificationCenter.default.post(name: NSNotification.Name(rawValue: "questionsDialogDismissed"), object: nil)
}
}
#IBAction func requestService(_ sender: UIButton) {
delegate?.questionsAnswered(polls: self.polls)
}
}
class MyDLUIButton: DLRadioButton{
var params: Dictionary<String, Any>
override init(frame: CGRect) {
self.params = [:]
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
self.params = [:]
super.init(coder: aDecoder)
}
}
I would create a tag for every UIButton, then add your UIButton to be send to your ButtonAction:
button.tag = 0
button.addTarget(object, action: #selector(YourViewController.buttonAction(_:)),
forControlEvents: .TouchUpInside)
func buttonAction(sender: UIButton!) {
let selectedButton = sender as! UIButton
print(selectedButton.tag) // here stands the correct button which is pressed
}
You could also create an Array containing all Buttons, for example:
let myButtons = [UIButton]()
let button1 = UIButton()...
button1.tag = 0
myButtons.add(button1)
And now change it like this way:
myButtons[0].setImage(.....)
Where 0 is your first button (so with tag 0) // you should set your tags in the same order in which you append it to your myButtons Array.

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