How can i reset UIlabel attributes to default settings in swift - ios

I created a UIlabel named etiket. then I created an action button and I made changes like color change on it. it's a sample:
#IBAction func changeColor(_ sender: Any) {
etiket.textColor = UIColor.red
then I created again an action button and now when I pressed the button I want to reset UIlabel to default settings.
I tried this method
#IBAction func sifirla(_ sender: Any) {
etiket.text = "nil"
when I tried this method UIlabel completely disappeared.
How can I reset UIlabel attributes to default settings?
I did some research, but I could not find exactly what I wanted.

You need to create a label dynamically and assign a tag value to it.
func createLabel() -> UILabel {
let lbl = UILabel(frame: CGRect(x: 10, y: 10, width: 100, height: 55))
lbl.tag = 101
//set other properties of label
return lbl
}
In changeColor method you need to get label by tag value and set its color.
#IBAction func changeColor(_ sender: Any) {
if let lbl = self.view.viewWithTag(101) as? UILabel {
lbl.textColor = UIColor.red
}
}
In sifirla method you need to get label by tag value and remove it from its super view and create a new label and add it in your current view, so by adding a new UILabel instance you will get default settings of label.
#IBAction func sifirla(_ sender: Any) {
if let lbl = self.view.viewWithTag(101) as? UILabel {
lbl.removeFromSuperview()
let newLbl = self.createLabel()
self.view.addSubview(newLbl)
}
}
Note: If you are using autolayout then you need to set constraint to label instead of frame.

Related

UIButton subclass is changing font on click

I am seeing some weird behavior from an array of buttons I have built in storyboard. I have 4 buttons each of custom type TakesContainerButton and when a button is clicked it changes to the system font, but when a different button is clicked the previously button returns to the desired font, not sure what is going on here
The buttons are also embedded in a stack view, if that matters
Here is the the implementation when one of the buttons is pressed where buttons is an array of the 4 buttons
#IBAction func filterPressed(_ sender: TakesContainerButton) {
for button in buttons {
button.unclick()
}
sender.click()
}
here is the custom class
class TakesContainerButton: UIButton {
var bottom = UIView()
func click(){
self.setTitleColor(.darkGray, for: .normal)
let xOffset:CGFloat = 10
bottom = UIView(frame: CGRect(x: xOffset / 2, y: self.frame.height - 3, width: self.frame.width - xOffset, height: 3))
bottom.layer.cornerRadius = 1.5
bottom.backgroundColor = .darkGray
self.addSubview(bottom)
}
func unclick(){
bottom.removeFromSuperview()
self.setTitleColor(UIColor(hex: "8B8B8B"), for: .normal)
}
override func awakeFromNib(){
setFont()
}
func setFont(){
self.titleLabel?.font = UIFont(name: "Lato-Bold", size: 12)
}
}
In StoryBoard set button :
Type to Custom
Style to Default and
State Config to Default
you should have something like this
Is there any specific reason that you are calling setFont() on every click. As I am able to see that you are not changing the font you should set this font at the time of view loading and leave the font as it is.

How do I change the color of two UIButtons when I press them?

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.

How to change selected buttons background in a group of buttons in swift

I'm a beginner of swift. I have 4 buttons in my view. I want to change selected buttons background property to show user. Could you please help me thanks.
If wanted them all to be the same color, you could connect them as an IBOutlet Collection and then iterate through them using a for in loop and setting their backgroundColor properties.
for button in buttons {
button.backgroundColor = UIColor.lightGreyColor()
}
Additionally if you wanted to set the color for states you can use these methods:
#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()
}

Swift iOS : Delete UITextField with button

I'm creating a textfields in viewDidLoad and i have a add new textfield button. I'm adding new textfields, but not deleting. I just don't do it because i am new. Here is my addNewTextField button func :
#IBAction func addNewTextField(sender: AnyObject) {
var myTextField: UITextField = UITextField(frame: CGRect(x: 0, y:0, width: 200.00,height: 240.00));
myTextField.placeholder = "write something"
myTextField.center = CGPointMake(160, CGFloat(height2))
height2 = height2 + 50;
self.arrayOfTextFields.append(myTextField)
self.view.addSubview(myTextField)
}
How can i delete this textfields and arrays with another button ?
You can create a new func or IBAction and create a loop to go through all of the elements in self.arrayOfTextfields. You can then grab each textfield from the array and remove it from the superview. When the loop is finished, you can clear the array.
Something like this:
for textField in arrayOfTextFields {
textField.removeFromSuperview()
}
arrayOfTextFields = []

Can't interact with UIStepper

I'm adding a few UISteppers and UITextFields programmatically, based on user's preferences. However, I can't seem to get the UIStepper touch to click - it looks like it's not registering the touch on the -/+ buttons. I tried setting User Interaction of the userTriggers UIView to disabled, but that didn't work.
1) What else can I try?
2) I also need to be able to increment the corresponding UITextField, and then write that into my UserData.plist file, and I'm not sure how to access each field. Should I add them to an array of some sort?
import UIKit
class TriggersViewController: UIViewController{
#IBOutlet var userTriggers:UIView!
#IBOutlet var saveButton:UIButton!
var triggersList:Array<String>!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
loadTriggers()
var prevInput = 250;
for index in 0..<triggersList.count{
//label for trigger
var label = UILabel(frame: CGRectMake(0, 0, 200, 21))
label.center = CGPointMake(120, CGFloat(prevInput))
label.textAlignment = NSTextAlignment.Left
label.text = triggersList[index]
userTriggers.addSubview(label)
//input box for trigger
var input = UITextField(frame: CGRectMake(0, 0, 50, 21))
input.center = CGPointMake(250, CGFloat(prevInput))
input.text = "0";
//add input to triggersView
userTriggers.addSubview(input);
//UIStepper
var stepper = UIStepper(frame: CGRectMake(0, 0, 50, 21))
stepper.center = CGPointMake(300, CGFloat(prevInput))
stepper.addTarget(self, action: "stepperValueChanged:", forControlEvents: .ValueChanged)
stepper.enabled = true
//add stepper to triggersView
userTriggers.addSubview(stepper);
prevInput += 50 //increment for height
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func stepperValueChanged(sender:UIStepper!){
println("It Works, Value is -->\(Int(sender.value).description)")
}
func loadTriggers(){
var myDict: NSDictionary?
if let path = NSBundle.mainBundle().pathForResource("UserConfigs", ofType: "plist") {
myDict = NSDictionary(contentsOfFile: path)
}
if let dict = myDict {
triggersList = dict["Triggers"] as Array<String>
}
}
}
You actually need to set user interaction on the superview to enabled. See here for more info: UIView -- "user interaction enabled" false on parent but true on child?
Also, re: second question an easy (but not so ideal) way to access each field is using tags. Clean-ish way to do that is define tags using an enum. Then access the fields using viewWithTag.
However, there are better ways than tags (e.g. they're not very error-proof because any view can be given any tag). If it's only a few text fields / steppers though you could just as easily add properties to your view controller for each one. The best solution would be to group the steppers and fields together in a UIView subclass (assuming they're next to each other) and store references to those groupings in your view controller (possibly in an array).

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