I have a button that contains a finger print image like the picture above. that fingerPrint button has a function to segue to viewController2. that fingerPrint button exists on the viewController1.
when the viewController1 is opened for the first time, I will get a data from the server, if I don't have that data, I shouldn't segue to viewController2 .
but sometimes we have an error as the response of my request. if I get the error response, then I want that finger button to be rectangular button that has 'Refresh' as the title and has different function to make request again to the server
how to achieve change the shape of existing UI Button?
class ViewController1 : UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
getDataFromServer()
}
#IBAction func fingerPrintButtonDidPressed(_ sender: Any) {
}
func getDataFromServer() {
// send request to get data from server
}
}
It is usually best to do it either all in code or all in storyboard. To do it in storyboard I suggest one of the following:
Create 2 buttons and in code hide one or another depending on your state
Assign different images and texts for different button states (there is a dropdown in interface builder) and then change the state of a button in runtime
To do it in code overall I suggest simply changing the values.
Assume you have something like this:
enum ViewState {
case idle
case success
case failed
}
var state: ViewState = .idle {
didSet {
refreshButton()
}
}
Now you can set your state when you get a response or on any event needed. All you need to implement is refreshButton.
func refreshButton() {
switch state {
case .idle:
button.setTitle(nil, for: .normal)
button.setImage(fingerprintImage, for: .normal)
button.backgroundColor = .clear
case .success:
button.setTitle(nil, for: .normal)
button.setImage(fingerprintImage, for: .normal)
button.backgroundColor = .clear
case .failed:
button.setTitle("REFRESH", for: .normal)
button.setImage(nil, for: .normal)
button.backgroundColor = .green
}
}
You can then use the same switch inside your button action (on press).
if isError
{
button.type = .system
button.backgroundColor - UIColor.green
button.setTitle("REFRESH" for: .normal)
button.addTarget(--------)
}
else
{
button.type = .custom
button.setImage(UIImage(named: "yourImageName.png") for: .normal)
button.addTarget(--------)
}
Simple Solution is : Use two buttons one for figure Image second for Refresh text. And use button isHidden property vice-versa.
For Auto layout
If you are using Auto layout then use constraint IBOutlet and change it's constant property value. it will change your button height or width.
For Auto resize
if you are using Auto resize than you can change you button frame which you want
Related
I am a beginner so sorry if it is a stupid question but I am trying to add new elements to a stack view that was made with a storyboard. I want to do it every time a button was pressed and I want the same color, size, constraint... how do I do this?
here is an image of my code
and this is the image of my storyboard structure
and this is what I made with the storyboard
and I want to add another button like the other ones every time the settings button is pressed
pls, can anyone help?
Connect your stack view to an #IBOutlet such as:
#IBOutlet var stackView: UIStackView!
Instead of trying to "copy" the button you designed in Storyboard, use a function to create a new button with your desired properties:
func makeNewButton() -> UIButton {
// create a button
let b = UIButton()
// set your desired font
b.titleLabel?.font = .systemFont(ofSize: 18.0, weight: .light)
// set background color to your desired light-green
b.backgroundColor = UIColor(red: 0.0, green: 0.85, blue: 0.0, alpha: 1.0)
// set title colors for normal and highlighted
b.setTitleColor(.white, for: .normal)
b.setTitleColor(.gray, for: .highlighted)
return b
}
Now, your function for tapping the "Settings" button could look like this:
#IBAction func settingsButtonPressed(_ sender: Any) {
// call func that returns a new button with your
// desired colors, font, etc
let newButton = makeNewButton()
// set the title (presumably you'll be getting a new title string from somewhere)
newButton.setTitle("New Button", for: [])
// give it an action
newButton.addTarget(self, action: #selector(self.btnTapped(_:)), for: .touchUpInside)
// add it to the stack view
stackView.addArrangedSubview(newButton)
}
Edit the above code assumed an existing function for handling the button action - such as:
#objc func btnTapped(_ sender: UIButton) {
// do something when the button is tapped
print("A button was tapped...")
}
I am wanting to add sounds to my app. I have added a UIButton with two images, soundON and soundOFF.
When I call the sound settings in the app the first time, they toggle fine with each image.
However, when I return to the sound settings a second and subsequent time, it is like the soundOff images does not disappear when the soundOn image is displayed.
Odd as the code is so short and simple.
func soundButton() {
sounds = UIButton(frame : CGRect(x: 65, y: 70, width: 40, height:40))
sounds.setImage(UIImage(named : "soundON"), for : .normal)
sounds.setImage(UIImage(named : "soundOFF"), for : .selected)
sounds.showsTouchWhenHighlighted = true
sounds.addTarget(self, action: #selector(soundButtonTapped), for: .touchUpInside)
self.soundView.addSubview(sounds)
}
#objc func soundButtonTapped(_ sender: Any) {
sounds.isSelected.toggle()
isSoundOn.toggle()
}
I have added a video to show the issue as this will save a ton of typing.
http://www.reeflifeapps.com/soundError.mov
Any help is greatly appreciated.
update:
I had the button on a UIView that was hidden on startup of the puzzle. When the user pressed the "Sounds Settings" icon, the sound setting UIView was unhidden. I had the button on this func to unhide the sound settings. I moved it to viewDidLoad() and it fixed it.
I suggest you to define a boolean variable that keeps the current state of your button. Then, you should set current image of button according to the current state of the variable.
var isSoundOn = false
#objc func soundButtonTapped(_ sender: Any) {
isSoundOn.toggle()
if isSoundOn {
// your logic when sound on (set button selected image, action etc)
} else {
// logic when sound off (set button not selected image, action etc)
}
}
If you still want to use soundButton.isSelected as your boolean variable,do not define images for different states in soundButton.setImage(yourImage, for: .selected) and soundButton.setImage(yourImage, for: .normal) and define them as follows:
soundButton.setImage(soundButton.isSelected ? soundOnImage : soundOffImage, for: .normal)
One of those two approaches above can be used.
UPDATE:
As Lloyd Kaijzer stated, isSoundOn = !isSoundOn updated as isSoundOn.toggle()
I have a button with icon, I want when pressed button icon fill with color and when pressed again empty color and return to the previous state
Note: As much as possible I do not want to change icon after every pressed.
Here is example how you can achieve that, let me know if you don’t understand something.
class ViewController: UIViewController {
#IBOutlet weak var someBtn: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
configureUI()
}
//Setting up images for normal and selected state.
func configureUI() {
let image = UIImage(named: "image")
let imageFilled = UIImage(named: "image-filled")
someBtn.setImage(image, for: .normal)
someBtn.setImage(imageFilled, for: .selected)
}
#IBAction func someBtnPressed(_ sender: Any) {
// Toggle basically makes someBtn’s selected state either true or false when pressed
someBtn.isSelected.toggle()
}
}
You can call setImage(_:for:) method to set the image of the button for a particular state.
The button is at the normal state when the user is not pressing it, so you should do:
yourButton.setImage(hollowHeart, for: .normal)
The button is at the highlighted state when the user is touching it, so you should do:
yourButton.setImage(filledHeart, for: .highlighted)
You just need to do this once after you create the button, probably in viewDidLoad.
I am trying to implement favorite and unfavorite functionality into my cell. Here, Initially I am showing in collection view cell button icon favorite (gray), its mean unfavorite but after clicked the button it will show green, its mean favorite. From JSON I am getting response which cells are already favorite and others unfavorite icon. Its working fine but when I click JSON favorite enabled green button it’s not changing gray by single click, its working fine double click but every click I am calling JSON so 3rd click it will be add again favorite.
Here, below my code -
var checked = false
#IBAction func favoritesTapped(_ sender: Any) {
if checked {
favbutton.setImage(UIImage(named: "item_grayfav.png"), for: .normal)
checked = false
delegate?.unfavoriteButtonPressed(cell: self)
} else {
favbutton.setImage(UIImage(named: "item_greenfav.png"), for: .normal)
checked = true
delegate?.favoriteButtonPressed(cell: self)
}
}
Above code I am using for button click to change image and also initially I fixed gray checked = false
Into collection view cell at item
if indexPath.row < cfavoritesIDData.count {
if let i = cfavoritesIDData[indexPath.item] {
cell.favbutton.setImage(UIImage(named: "item_greenfav.png"), for: .normal)
}
else {
print("id is nil")
cell.favbutton.setImage(UIImage(named: "item_grayfav.png"), for: .normal)
}
}
Issues: If I click JSON enabled green button (favorite), its calling to unfavorite well but button icon not changing green after 3’rd click only its changing gray.
You need to store your cell model in your View Controller, the cell should not have a checked boolean, when you are configuring your cell in cellForRow: you should tell it there wether it is checked or not.
When pressing the button you should have a delegate callback or closure to tell the View Controller that the cell at IndexPath 'x' has pressed its favourite button and check the model as to wether or not the reaction would be checked or not, then reconfigure the cell again.
You can use the UIButton's selected property instead of checked variable:
if indexPath.row < favoritesIDData.count {
if let i = cfavoritesIDData[indexPath.item] {
cell.favbutton.setImage(UIImage(named: "item_greenfav.png"), for: .normal)
cell.favbutton.setSelected = true
}
else {
print("id is nil")
cell.favbutton.setImage(UIImage(named: "item_grayfav.png"), for: .normal)
cell.favbutton.setSelected = false
}
}
#IBAction func favoritesTapped(_ UIButton: favButton) {
if favButton.isSelected {
favbutton.setImage(UIImage(named: "item_grayfav.png"), for: .normal)
checked = false
delegate?.unfavoriteButtonPressed(cell: self)
} else {
favbutton.setImage(UIImage(named: "item_greenfav.png"), for: .normal)
checked = true
delegate?.favoriteButtonPressed(cell: self)
}
}
Note: Don't copy paste change according to correct syntax.
When I first run my app, I retrieve a number from my server and display it for my UIButton label. Think of this as a notification number displayed on a red UIButton.
When I remove a notification within the app, I want my UIButton label decrement by 1. I am able to get the decremented number from the server after I delete a notification, but I can't display this new number on the UIButton. The button always displays the number when the app is first fired.
I call makeButtonView() method after I remove a notification to update the UIButton
func makeButtonView(){
var button = makeButton()
view.addSubView(button)
button.tag = 2
if (view.viewWithTag(2) != nil) {
view.viewWithTag(2)?.removeFromSuperview()
var updatedButton = makeButton()
view.addSubview(updatedButton)
}else{
println("No button found with tag 2")
}
}
func makeButton() -> UIButton{
let button = UIButton(frame: CGRectMake(50, 5, 60, 40))
button.setBackgroundImage(UIImage(named: "redBubbleButton"), forState: .Normal)
API.getNotificationCount(userID) {
data, error in
button.setTitle("\(data)", forState: UIControlState.Normal)
}
button.addTarget(self, action: "targetController:", forControlEvents: UIControlEvents.TouchUpInside)
return button
}
Use this code for Swift 4 or 5
button.setTitle("Click Me", for: .normal)
I need more information to give you a proper code. But this approach should work:
lazy var button : UIButton = {
let button = UIButton(frame: CGRectMake(50, 5, 60, 40))
button.setBackgroundImage(UIImage(named: "redBubbleButton"), forState: .Normal)
button.addTarget(self, action: "targetController:", forControlEvents: UIControlEvents.TouchUpInside)
return button
}()
func makeButtonView(){
// This should be called just once!!
// Likely you should call this method from viewDidLoad()
self.view.addSubview(button)
}
func updateButton(){
API.getNotificationCount(userID) {
data, error in
// be sure this is call in the main thread!!
button.setTitle("\(data)", forState: UIControlState.Normal)
}
}
There have been some updates since Swift 4. This works for me:
self.button.setTitle("Button Title", for: UIControl.State.init(rawValue: 0))
Replace button with your IBOutlet name. You can also use a variable or array in place of the quoted text.
It's fairly simple ...
import UIKit
class ViewController: UIViewController {
#IBOutlet var button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
button.setTitle("hello world", forState: UIControlState.Normal)
}
}
I believe if you set the state to normal, the value will propagate by default to other states so long as you haven't explicitly set a title for those states.
Said differently, if you set it for normal, it should also display this title when the button enters additional states
UIControlState.allZeros
UIControlState.Application
UIControlState.Disabled
UIControlState.Highlighted
UIControlState.Reserved
UIControlState.Selected
Lastly, here's Apple's documentation in case you have other questions.
Since your API call should be running on a background thread you need to dispatch your UI update back to the main thread like this:
DispatchQueue.main.async {
button.setTitle(“new value”, forState: .normal)
}
After setting the title, just a simple redraw of the button will do:
button.setNeedsDisplay();