I have an UIViewController with a UITableView inside. In that table I have few rows and each row have few buttons. When the user click a button then the icon of the button is changed. I managed to save the status of the buttons in an object but I have issues with a bug which is selecting randomly other buttons when I check the selected button.
Here is my code:
// MODEL
class ChecklistItem: NSObject, NSCoding {
// Recorded values
var vehiclePass = 0 // 0 = unchecked, 1 = pass, 2 = fail
var trailerPass = 0 // 0 = unchecked, 1 = pass, 2 = fail
var vehicleComment = String()
var trailerComment = String()
}
// Set the cell of UITableView.
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: Constants.checklistCell, for: indexPath) as! ChecklistCell
let itemCategory = itemSections[indexPath.section]
let item = itemCategory.checklistItems[indexPath.row]
titleForSelectedQuestion = item.descript
cell.delegate = self
cell.configCell(item)
// 0 = questions is not checked yet ( white icon ), 1 = question was checked as PASS ( green icon ), 2 = question was checked as FAIL ( red icon )
if item.vehiclePass == 0 {
// vehicle pass = white icon & vehicle fail = white icon
cell.vehiclePassButton.setImage(UIImage(named: Constants.whiteTickIcon), for: UIControl.State.normal)
cell.vehicleFailButton.setImage(UIImage(named: Constants.whiteCrossIcon), for: UIControl.State.normal)
}
if item.trailerPass == 0 {
// trailer pass = white icon & trailer fail = white icon
cell.trailerPassButton.setImage(UIImage(named: Constants.whiteTickIcon), for: UIControl.State.normal)
cell.trailerFailButton.setImage(UIImage(named: Constants.whiteCrossIcon), for: UIControl.State.normal)
}
if item.vehiclePass == 1 {
// vehicle pass = green icon & vehicle fail = white icon
cell.vehiclePassButton.setImage(UIImage(named: Constants.greenTickIcon), for: UIControl.State.normal)
cell.vehicleFailButton.setImage(UIImage(named: Constants.whiteCrossIcon), for: UIControl.State.normal)
}
if item.vehiclePass == 2 {
// vehicle pass = white icon & vehicle fail = red icon
cell.vehiclePassButton.setImage(UIImage(named: Constants.whiteTickIcon), for: UIControl.State.normal)
cell.vehicleFailButton.setImage(UIImage(named: Constants.redCrossIcon), for: UIControl.State.normal)
}
if item.trailerPass == 1 {
// trailer pass = green icon & trailer fail = white icon
cell.trailerPassButton.setImage(UIImage(named: Constants.greenTickIcon), for: UIControl.State.normal)
cell.trailerFailButton.setImage(UIImage(named: Constants.whiteCrossIcon), for: UIControl.State.normal)
}
if item.trailerPass == 2 {
// trailer pass = white icon & trailer fail = red icon
cell.trailerPassButton.setImage(UIImage(named: Constants.whiteTickIcon), for: UIControl.State.normal)
cell.trailerFailButton.setImage(UIImage(named: Constants.redCrossIcon), for: UIControl.State.normal)
}
print("For section \(indexPath.section) row: \(indexPath.row) - vehicle status = \(item.vehiclePass)")
print("For section \(indexPath.section) row: \(indexPath.row) - trailer status = \(item.trailerPass)")
return cell
}
}
extension ChecklistVC: ChecklistCellDelegate{
// Check if user pressed Pass or Fail btn for Vehicle/Trailer and scroll to next question
func tappedOnVehicleOrTrailerButtons(vehiclePassBtn: UIButton, vehicleFailBtn: UIButton, trailerPassBtn: UIButton, trailerFailBtn: UIButton, selectedCell: ChecklistCell) {
let indexPath = questionsTableView.indexPath(for: selectedCell)
let item = itemSections[indexPath?.section ?? 0].checklistItems[indexPath?.row ?? 0]
if vehiclePassBtn.isSelected {
item.vehiclePass = 1
}
if vehicleFailBtn.isSelected {
item.vehiclePass = 2
}
if trailerPassBtn.isSelected {
item.trailerPass = 1
}
if trailerFailBtn.isSelected {
item.trailerPass = 2
}
displayChecksLeft()
questionsTableView.reloadData()
print("For section \(indexPath?.section ?? 0) row: \(indexPath?.row ?? 0) - vehicle status = \(item.vehiclePass)")
print("For section \(indexPath?.section ?? 0) row: \(indexPath?.row ?? 0) - trailer status = \(item.trailerPass)")
if (vehiclePassBtn.isSelected || vehicleFailBtn.isSelected) && (trailerPassBtn.isSelected || trailerFailBtn.isSelected) {
displayChecksLeft()
scrollDown()
}
if (vehicleFailBtn.isTouchInside || trailerFailBtn.isTouchInside) {
self.lastIndexPath = indexPath
self.performSegue(withIdentifier: Constants.goChecklistAddComment, sender: nil)
}
}
}
Here is the code for the Cell:
protocol ChecklistCellDelegate {
func tappedOnVehicleOrTrailerButtons(vehiclePassBtn: UIButton, vehicleFailBtn: UIButton, trailerPassBtn: UIButton, trailerFailBtn: UIButton, selectedCell: ChecklistCell)
func tapGestureOnCell(_ selectedCell: ChecklistCell)
}
class ChecklistCell: UITableViewCell {
// Interface Links
#IBOutlet weak var questionName: UILabel!
#IBOutlet weak var vehiclePassButton: UIButton!
#IBOutlet weak var vehicleFailButton: UIButton!
#IBOutlet weak var trailerPassButton: UIButton!
#IBOutlet weak var trailerFailButton: UIButton!
#IBOutlet weak var vehicleCommentLabel: UILabel!
#IBOutlet weak var trailerCommentLabel: UILabel!
#IBOutlet weak var tagIconImageView: UIImageView!
#IBOutlet weak var tagNameLabel: UILabel!
#IBOutlet weak var defectImageView: CustomImageView!
// Constraints Links
#IBOutlet weak var vehicleCommentHeightConstraint: NSLayoutConstraint!
#IBOutlet weak var trailerCommentHeightConstraint: NSLayoutConstraint!
#IBOutlet weak var tagIconHeightConstraint: NSLayoutConstraint!
#IBOutlet weak var tagNameBottomConstraint: NSLayoutConstraint!
#IBOutlet weak var defectImageHeightConstraint: NSLayoutConstraint!
// Properties
var delegate: ChecklistCellDelegate?
override func awakeFromNib() {
super.awakeFromNib()
let longTapGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.tapEdit(sender:)))
addGestureRecognizer(longTapGesture)
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
}
// Detect when the user press Long Tap on any cell
#objc func tapEdit(sender: UITapGestureRecognizer) {
delegate?.tapGestureOnCell(self)
}
// Config the cell for Defect and Damage Check
func configCell(_ checklistItem: ChecklistItem){
questionName.text = checklistItem.descript
defectImageView.image = UIImage(named: String(checklistItem.imagesPath?.last ?? String()))
vehicleCommentLabel.text = checklistItem.vehicleComment
trailerCommentLabel.text = checklistItem.trailerComment
tagIconImageView.image = UIImage(named: Constants.tagIcon)
}
// Function to change the icon when the user press Pass or Fail Btn
func changeIconOnBtnTap(checkedBtn: UIButton, uncheckedBtn: UIButton){
if checkedBtn.isSelected == true {
checkedBtn.isSelected = true // user can't uncheck the button
uncheckedBtn.isSelected = false // the unchecked button is white now
}else {
checkedBtn.isSelected = true
uncheckedBtn.isSelected = false
}
}
// Check if the user press Pass or Fail btn for Vehicle or Trailer
#IBAction func passOrFailBtnTapped(_ sender: UIButton) {
sender.isSelected = true
delegate?.tappedOnVehicleOrTrailerButtons(vehiclePassBtn: vehiclePassButton,
vehicleFailBtn: vehicleFailButton,
trailerPassBtn: trailerPassButton,
trailerFailBtn: trailerFailButton,
selectedCell: self)
}
}
Here is a capture with the bug:
Thanks for reading this.
The problem is here tappedOnVehicleOrTrailerButtons
if vehiclePassBtn.isSelected {
item.vehiclePass = 1
}
if vehicleFailBtn.isSelected {
item.vehiclePass = 2
}
if trailerPassBtn.isSelected {
item.trailerPass = 1
}
if trailerFailBtn.isSelected {
item.trailerPass = 2
}
you entirely depend on the buttons isSelected property which state can be dequeued to change the model values , but you should check the current model value and act accordingly
Since you send this parameter , selectedCell: ChecklistCell use it like the other method
let indexPath = tableView.indexPath(for:cell)!
let itemCategory = itemSections[indexPath.section]
let item = itemCategory.checklistItems[indexPath.row]
// then check the value in item and go on
another thing also don't reload the whole table here
questionsTableView.reloadData()
but only the affected indexPath
questionsTableView.reloadRows([indexPath],for:.none)
and put it at end of the function
Here is the fix if someone want to implement the same functionality:
// Config the cell for Defect and Damage Check
func configCell(_ checklistItem: ChecklistItem){
questionName.text = checklistItem.descript
// Detect when user press Pass or Fail on any button and execute the assigned function to change the icon
vehiclePassButton.addTarget(self, action: #selector(vehiclePassButtonTapped), for: UIControl.Event.touchUpInside)
vehicleFailButton.addTarget(self, action: #selector(vehicleFailButtonTapped), for: UIControl.Event.touchUpInside)
trailerPassButton.addTarget(self, action: #selector(trailerPassButtonTapped), for: UIControl.Event.touchUpInside)
trailerFailButton.addTarget(self, action: #selector(trailerFailButtonTapped), for: UIControl.Event.touchUpInside)
}
#objc func vehiclePassButtonTapped(){
changeIconOnBtnTap(checkedBtn: vehiclePassButton, uncheckedBtn: vehicleFailButton)
}
#objc func vehicleFailButtonTapped(){
changeIconOnBtnTap(checkedBtn: vehicleFailButton, uncheckedBtn: vehiclePassButton)
}
#objc func trailerPassButtonTapped(){
changeIconOnBtnTap(checkedBtn: trailerPassButton, uncheckedBtn: trailerFailButton)
}
#objc func trailerFailButtonTapped(){
changeIconOnBtnTap(checkedBtn: trailerFailButton, uncheckedBtn: trailerPassButton)
}
// Function to change the icon when the user press Pass or Fail Btn
func changeIconOnBtnTap(checkedBtn: UIButton, uncheckedBtn: UIButton){
if checkedBtn.isSelected{
checkedBtn.isSelected = true // user can't uncheck the button
uncheckedBtn.isSelected = false // the unchecked button is white now
} else{
checkedBtn.isSelected = false
}
checkedBtn.isSelected = false // reset button status
uncheckedBtn.isSelected = false
}
Thanks Sh_Khan for trying to help me !!!
In my code for checkmark I used button to change images for selected and unselected but unable to implement if I click on it's changing to unchecked but again selecting button it's unable to change to check image can anyone help me how to resolve this ?
var checkedImage = UIImage(named: "check")! as UIImage
var uncheckedImage = UIImage(named: "uncheck")! as UIImage
var isChecked: Bool = true
var checkMarkSelected = 0
checkMarkButton.addTarget(self, action: #selector(checkMarkAction(button:)), for: .touchUpInside)
func checkMarkAction(button : UIButton) {
if isChecked == true {
checkMarkButton.setImage(checkedImage, for: .selected)
isChecked = false
checkMarkSelected = 1
}
else {
checkMarkButton.setImage(uncheckedImage, for: .normal)
isChecked = true
checkMarkSelected = 0
}
}
Step 1: Select your CheckUIButton and set Image “Uncheck” (state config must be Default in attribute inspector)
Step 2: In attribute inspector change state config to Selected and set image “Check”
Step 3: Put following code in your UIButton action.
#IBAction func checkclick(_ sender: UIButton) {
sender.isSelected = !sender.isSelected
}
In Swift 3
#IBAction func btntouchupInsideevent(_ sender: UIButton)
{
if yourbtnOutletName.currentImage == "YourCheckImageName"
{
yourbtnOutletName.setImage(YourUncheckImage.imagetype, for: .normal)
}
else
{
btnIsEventRecouring.setImage(YourcheckImage.imagetype, for: .normal)
}
}
I think that you should add the action in the viewDidLoad() function of your view controller for that button or, if you are declaring it in a stand-alone UIButton inherited class in order to reuse it in the future in many view controllers, you should add the target in the initialiser of the UIButton.
If the code is written in that way is even strange that Xcode is not giving you warnings...
EDIT: This is a code snippet of how I would do it
//Comments
import UIKit
class ViewController: UIViewController {
//link this to the checkmark buttons
//subclass UIButton making a button with the property isChecked: Bool
#IBOutlet weak var checkmarkButton: UICheckButton!
var checkMarkSelected = 0
override function viewDidLoad() {
//do stuff with your viewdidload
}
//link this to the checkmark buttons
#IBAction func checkMarkAction(sender: UICheckButton) {
if sender.isChecked == false {
let checkedImage = UIImage(named: "check")
checkMarkButton.setImage(checkedImage, for: .normal)
sender.isChecked = true
checkMarkSelected += checkMarkSelected
} else {
let uncheckedImage = UIImage(named: "uncheck")
checkMarkButton.setImage(uncheckedImage, for: .normal)
sender.isChecked = false
checkMarkSelected -= checkMarkSelected
}
}
In Swift 4:
#IBOutlet weak var termsAndConditionsButton: UIButton!
if termsAndConditionsButton.isSelected == true {
termsAndConditionsButton.setImage(UIImage(named: "checkboxOff"), for: .normal)
termsAndConditionsButton.isSelected=false
}
else{
termsAndConditionsButton.setImage(UIImage(named: "checkboxOn"), for: .normal)
termsAndConditionsButton.isSelected=true
}
Try with this on IBAction function
sender.isSelected = !sender.isSelected
if sender.isSelected == true {
sender.isSelected = true
sender.setImage(UIImage(named: "img_on"), for: UIControl.State.selected)
}else{
sender.isSelected = false
sender.setImage(UIImage(named: "img_off"), for: UIControl.State.normal)
}
I have created a class with random questions however the switch statement does not end and the questions keep going in a loop. How do I prevent this from happening and to display another page once all 4 questions randomly have been completed?
import UIKit
class ThirdViewController: UIViewController {
#IBOutlet weak var Question: UILabel!
#IBOutlet weak var Ans1: UIButton!
#IBOutlet weak var Ans2: UIButton!
#IBOutlet weak var Ans3: UIButton!
#IBOutlet weak var Ans4: UIButton!
#IBOutlet weak var Result: UILabel!
#IBOutlet weak var Next: UIButton!
var correctAns = String()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
Hide()
Random()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func Random(){
var RandomNumber = arc4random() % 4
RandomNumber += 1
switch (RandomNumber) {
case 1:
Question.text = "Where does minal lives?"
Ans1.setTitle("dubai", for: UIControlState.normal)
Ans2.setTitle("london", for: UIControlState.normal)
Ans3.setTitle("india", for: UIControlState.normal)
Ans4.setTitle("japan", for: UIControlState.normal)
correctAns = "2"
break
case 2:
Question.text = "What is my name?"
Ans1.setTitle("Sunil", for: UIControlState.normal)
Ans2.setTitle("Harish", for: UIControlState.normal)
Ans3.setTitle("Rohit", for: UIControlState.normal)
Ans4.setTitle("Minal", for: UIControlState.normal)
correctAns = "4"
break
case 3:
Question.text = "How old are you?"
Ans1.setTitle("22", for: UIControlState.normal)
Ans2.setTitle("32", for: UIControlState.normal)
Ans3.setTitle("21", for: UIControlState.normal)
Ans4.setTitle("28", for: UIControlState.normal)
correctAns = "1"
break
case 4:
Question.text = "What are you studying?"
Ans1.setTitle("Computer Science", for: UIControlState.normal)
Ans2.setTitle("Java", for: UIControlState.normal)
Ans3.setTitle("Bio", for: UIControlState.normal)
Ans4.setTitle("Business", for: UIControlState.normal)
correctAns = "3"
break
default:
Result.text = "Finished"
break
}
}
func Hide(){
Result.isHidden = true
Next.isHidden = true
}
func Unhide(){
Result.isHidden = false
Next.isHidden = false
}
#IBAction func Ans1Action(_ sender: Any) {
Unhide()
if (correctAns == "1"){
Result.text = "Correct!"
}
else{
Result.text = "Try Again"
}
}
#IBAction func Ans2Action(_ sender: Any) {
Unhide()
if (correctAns == "2"){
Result.text = "Correct!"
}
else{
Result.text = "Try Again"
}
}
#IBAction func Ans3Action(_ sender: Any) {
Unhide()
if (correctAns == "3"){
Result.text = "Correct!"
}
else{
Result.text = "Try Again"
}
}
#IBAction func Ans4Action(_ sender: Any) {
Unhide()
if (correctAns == "4"){
Result.text = "Correct!"
}
else{
Result.text = "Try Again"
}
}
#IBAction func NextAction(_ sender: Any) {
Random()
Hide()
}
}
You need to keep a counter of the number of questions already asked. The switch (RandomNumber) will always enter one of the case statements, because RandomNumber is always in the range 1...4.
So, what you need to do is add an instance variable
private var questionCounter = 0
and modify the NextAction function, something like this:
#IBAction func NextAction(_ sender: Any) {
questionCounter += 1
if questionCounter >= 4 {
Result.text = "Finished"
// or whatever...
}
else {
Random()
Hide()
}
}
Keep in mind that by performing an arc4random() each time, the same question may appear more than once.
Create an array of Int indexes from 1 to 4.
Extract an element from the array and display that item. When the array is empty, stop:
Something like this:
var questionIndexes = [1, 2, 3, 4]
if questionIndexes.count > 0 {
let random = Int(arc4random_uniform(Uint32(questionIndexes.count)))
let index = questionIndexes.remove(at: index)
askQuestionAtIndex(index)
}
(You'll have to adjust the code to fit in with your existing code, but that's the basic idea.)
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 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()
}