I'm trying to make a choose-your-own adventure game that changes the text of two labels (the user choices) depending on which label the user taps. I figured I would just do a very nested if-else statement rather than bother with trying to implement a binary tree. I know how to attach the gesture recognizer to a label (I think):
let tapped1 = UITapGestureRecognizer(target: self, action: #selector(VCGame.usrChose1))
choice1.isUserInteractionEnabled = true
choice1.addGestureRecognizer(tapped1)
let tapped2 = UITapGestureRecognizer(target: self, action: #selector(VCGame.usrChose2))
choice2.isUserInteractionEnabled = true
choice2.addGestureRecognizer(tapped2)
and I can define what to do when the label is touched in the usrChose1 and usrChose2 functions, however, those functions only work once: the first time the function is chosen and my game has more than just one choice. From there, the labels will just do the same thing if the user touches them.
How would I go about having a condition inside the if-else statement that evaluates to true or false if label1 or label2 is tapped?
Here's the code for usrChoice1 and usrChoice2, for clarification
func usrChose1(sender : UITapGestureRecognizer) {
print("tap 1 working")
choice1.text = "choice1.1"
choice2.text = "choice1.2"
}
func usrChose2(sender : UITapGestureRecognizer) {
print("tap2 working")
choice1.text = "update2.1";
choice2.text = "update2.2"
}
Below image shows my requirement :
According to your requirement, I have tried the following:
I have made a dummy project with two labels inside a view controller
ViewController.swift
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var choice1Label: UILabel!
#IBOutlet weak var choiceLabel2: UILabel!
var tapStart: Bool = false
var levelType1: Level?
var levelType2: Level?
override func viewDidLoad() {
super.viewDidLoad()
let tapped1 = UITapGestureRecognizer(target: self, action: #selector(usrChose1))
choice1Label.isUserInteractionEnabled = true
choice1Label.addGestureRecognizer(tapped1)
let tapped2 = UITapGestureRecognizer(target: self, action: #selector(usrChose2))
choiceLabel2.isUserInteractionEnabled = true
choiceLabel2.addGestureRecognizer(tapped2)
setup()
}
var currentLevel1: Level?
var currentLevel2: Level?
func setup() {
let lb2Child1Child1 = Level(text: "2.1.1", subLevels: nil)
let lb2Child1Child2 = Level(text: "2.1.2", subLevels: nil)
let lb1Child1Child1 = Level(text: "1.1.1", subLevels: nil)
let lb1Child1Child2 = Level(text: "1.1.2", subLevels: nil)
let lb1Child2Child1 = Level(text: "1.2.1", subLevels: nil)
let lb1Child2Child2 = Level(text: "1.2.2", subLevels: nil)
let lb1Child1 = Level(text: "1.1", subLevels: [lb1Child1Child1, lb1Child1Child2])
let lb1Child2 = Level(text: "1.2", subLevels: [lb1Child2Child1, lb1Child2Child2])
let lb2Child1 = Level(text: "2.1", subLevels: [lb2Child1Child1, lb2Child1Child2])
let lb2Child2 = Level(text: "2.2", subLevels: nil)
levelType1 = Level(text: "1", subLevels: [lb1Child1, lb1Child2])
levelType2 = Level(text: "2", subLevels: [lb2Child1, lb2Child2])
choice1Label.text = levelType1!.text ?? ""
choiceLabel2.text = levelType2!.text ?? ""
}
func usrChose1(sender : UITapGestureRecognizer) {
if !tapStart {
currentLevel1 = levelType1
tapStart = true
}
if let subLevelsArray = currentLevel1?.subLevels {
print(subLevelsArray[0].text ?? "")
print(subLevelsArray[1].text ?? "")
choice1Label.text = subLevelsArray[0].text ?? ""
choiceLabel2.text = subLevelsArray[1].text ?? ""
currentLevel1 = subLevelsArray[0]
currentLevel2 = subLevelsArray[1]
}
}
func usrChose2(sender : UITapGestureRecognizer) {
//print("tap2 working")
// choice1Label.text = "update2.1";
//choiceLabel2.text = "update2.2"
if !tapStart {
currentLevel2 = levelType2
tapStart = true
}
if let subLevelsArray = currentLevel2?.subLevels {
print(subLevelsArray[0].text ?? "")
print(subLevelsArray[1].text ?? "")
choice1Label.text = subLevelsArray[0].text ?? ""
choiceLabel2.text = subLevelsArray[1].text ?? ""
currentLevel1 = subLevelsArray[0]
currentLevel2 = subLevelsArray[1]
}
}
}
I have made a class named Level to represent a single level and each level contains sublevels
Level.swift
import UIKit
class Level {
var text: String?
var subLevels: [Level]?
init(text: String, subLevels: [Level]?) {
self.text = text
self.subLevels = subLevels ?? nil
}
}
You have to add UITapGestureRecognizer in UILabel or UIView whatever is container.
Add 2 different Int variables in each functions usrChose1 and usrChose2 respectively, which will be work as a counter.
var i = 0
var j = 0
func usrChose1(_ recognizer: UITapGestureRecognizer) {
i++
print("Total clicked label 1 :::",i)
}
func usrChose2(_ recognizer: UITapGestureRecognizer) {
j++
print("Total clicked label 2 :::",j)
}
Related
I'm trying to get the values from 4 different variables in PrefsViewController in ViewController but when PrefsViewController is dismissed the values reset.
Snippet of ViewController.swift
class ViewController: NSViewController, NSWindowDelegate {
var triesEnabled = false
var minNumber = 0
var maxNumber = 20
var maxTries = 3
#objc func applyPrefs() {
let mainSB = NSStoryboard(name: "Main", bundle: nil)
let prefsVC: PrefsViewController = mainSB.instantiateController(withIdentifier: "prefsViewController") as! PrefsViewController
minNumber = prefsVC.prefsMinNum
maxNumber = prefsVC.prefsMaxNum
triesEnabled = prefsVC.prefsTriesEnabled
maxTries = prefsVC.prefsMaxTries
print("\(minNumber) \(maxNumber) \(triesEnabled) \(maxTries)") // here I can see that it has been reset to the default values
resetGame(minRange: minNumber, maxRange: maxNumber, isTriesEnabled: triesEnabled, triesLimit: maxTries)
}
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(applyPrefs), name: Notification.Name("notifyApplyPrefs"), object: nil )
resetGame(minRange: minNumber, maxRange: maxNumber, isTriesEnabled: triesEnabled, triesLimit: maxTries)
}
}
Snippet of PrefsViewController
class PrefsViewController: NSViewController {
var triesOn = false
var prefsMinNum: Int = 0
var prefsMaxNum: Int = 20
var prefsTriesEnabled: Bool = false
var prefsMaxTries: Int = 3
#IBAction func closeButton(_ sender: Any) {
if (!minNumTextField.stringValue.isInt || !maxNumTextField.stringValue.isInt || !triesTextField.stringValue.isInt) {
let alert = NSAlert()
alert.messageText = "Error"
alert.informativeText = "You can only enter (whole) numbers in the text fields."
alert.alertStyle = .warning
alert.addButton(withTitle: "OK")
alert.runModal()
return
}
prefsMinNum = Int(minNumTextField.intValue)
prefsMaxNum = Int(maxNumTextField.intValue)
prefsTriesEnabled = triesOn
prefsMaxTries = Int(minNumTextField.intValue)
print("minNumTextField: \(prefsMinNum) maxNumTextField: \(prefsMaxNum) triesCheckBox: \(prefsTriesEnabled) triesTextField: \(prefsMaxTries)")
NotificationCenter.default.post(name: Notification.Name("notifyApplyPrefs"), object: nil)
self.dismiss(self)
}
}
The prefs view is shown as a sheet (I don't know if that's important)
When you use instantiateController you're creating a new, never before used, instance of the controller. If you want to have the data transferred using a notification, send self as the object when you call post and then use that to get your variables.
You would also need to change applyPrefs so that it takes a Notification parameter so that the notification object is available to you.
I'm trying to add two numbers in Swift 5, and I want to add some error checks. I don't want to make it possible for a user to click on the plus button if both of the text fields are not filled in. I tried with the if state below but it did not work.
the whole function:
#IBAction func sum(_ sender: Any) {
let one = input1.text
let oneInt = Int(one!)
let two = input2.text
let twoInt = Int(two!)
let total = oneInt! + twoInt!
label.text = "\(total)"
if(input2.text == nil){
addBtn.isEnabled = false
}
if(input1.text == nil){
addBtn.isEnabled = false
}
}
Try to use guard like this. If your input field does not contain any value that field return blank string and when you try to get integer value from that string it will return nil and your add button will be disable.
#IBAction func sum(_ sender: Any) {
guard let text1 = input1.text, let intValue1 = Int(text1) else {
addBtn.isEnabled = false
return
}
guard let text2 = input2.text, let intValue2 = Int(text2) else {
addBtn.isEnabled = false
return
}
label.text = "\(intValue1 + intValue2)"
}
A nice and simple way is to addTarget to your textFiels. This will enable you to handle the events on the text field. In this scenario we'll use .editingChanged and use a single selector to achieve our goal:
What we'll do : We will listen for when someone types something in the textfield. Whenever a text changed was made, we'll check to see if all the textfields was populated and then if it was we enable the sum button.
A small controller sample :: Make sure to read the comments to understand the code faster
import UIKit
class ViewController: UIViewController {
#IBOutlet var textfield1: UITextField!
#IBOutlet var textfield2: UITextField!
#IBOutlet var sumButton: UIButton!
#IBOutlet weak var label: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
sumButton.isEnabled = false /// Disable the button first thing
[textfield1, textfield2].forEach {
$0.addTarget(self, action: #selector(editingChanged(_:)), for: .editingChanged) /// add targets to handle the events (in your case it listens for the 'editingChanged' event )
}
}
#objc func editingChanged(_ textField: UITextField) {
/// Here we just loop through all our textfields
for each in [textfield1, textfield2] {
if let text = each?.text { /// Just make sure the textfields text is not nil
if text.count < 1 {
// If the textfiels text has no value in, then we keep the button disabled and return
sumButton.isEnabled = false
return
}
} else {
/// Else if the text field's text is nill, then return and keep the button disabled
sumButton.isEnabled = false
return
}
}
sumButton.isEnabled = true /// If the code reaches this point, it means the textfields passed all out checks and the button can be enabled
}
#IBAction func sum(_ sender: Any) {
let one = textfield1.text!
let two = textfield2.text!
guard let oneInt = Int(one), let twoInt = Int(two) else {
print("Whatever was in that text fields, couldn't be converted to an Int")
label.text = "Be sure to add numbers."
return
}
let total = oneInt + twoInt
label.text = "\(total)"
}
}
textfields are not nil but empty strings. so make your comparison like :
if input1.text == "" {
// do your check here
}
Seems like you want to start with addBtn.isEnabled = false then update it whenever the user enters two valid integers into the text fields, i.e. Int(input1.text ?? "") != nil && Int(input2.text ?? "") != nil. You can do this by adding a target to your textfields (input1 and input2) for .editingChanged events. For example, if you're doing this in a UIViewController, you can do this in viewDidLoad:
override func viewDidLoad() {
super.viewDidLoad()
addBtn.isEnabled = false
input1.addTarget(self, action: #selector(textFieldDidEdit(_:)), for: .editingChanged)
input2.addTarget(self, action: #selector(textFieldDidEdit(_:)), for: .editingChanged)
}
Where textFieldDidEdit(_:) action looks like:
#objc func textFieldDidEdit(_ sender: UITextField) {
addBtn.isEnabled = Int(input1.text ?? "") != nil && Int(input2.text ?? "") != nil
}
Finally your sum function becomes:
#IBAction func sum(_ sender: UIButton) {
guard let oneInt = Int(input1.text ?? ""), let twoInt = Int(input2.text ?? "") else {
return
}
let total = oneInt + twoInt
label.text = "\(total)"
}
As all of the number validation has moved to the textFieldDidEdit(_:) function.
I am creating an app where I have annotation view showing that when you click it shows on the DetailsViewController that annotation data. However, I get "Name", and "Address" data but for phone Number I am getting set as nil. So, if you guys can see my code & help me solve it, I will be appreciated it.
Here is my code:
import UIKit
import MapKit
protocol UserLocationDelegate {
func userLocation(latitude :Double, longitude :Double)
}
class NearMeMapViewController: ARViewController, ARDataSource, MKMapViewDelegate, CLLocationManagerDelegate {
var nearMeIndexSelected = NearMeIndexTitle ()
var locationManager : CLLocationManager!
var nearMeARAnnotations = [ARAnnotation]()
var nearMeRequests = [NearMeRequest]()
var delegate : UserLocationDelegate!
var place: Place?
override func viewDidLoad() {
super.viewDidLoad()
self.title = nearMeIndexSelected.indexTitle
self.locationManager = CLLocationManager ()
self.locationManager.delegate = self
self.locationManager.desiredAccuracy = kCLLocationAccuracyBest
self.locationManager.distanceFilter = kCLHeadingFilterNone
self.locationManager.requestWhenInUseAuthorization()
self.locationManager.startUpdatingLocation()
self.dataSource = self
self.headingSmoothingFactor = 0.05
self.maxVisibleAnnotations = 30
getNearMeIndexSelectedLocation()
}
func getNearMeIndexSelectedLocation()
{
let nearMeRequest = MKLocalSearchRequest()
nearMeRequest.naturalLanguageQuery = nearMeIndexSelected.indexTitle
let nearMeregion = MKCoordinateRegionMakeWithDistance(self.locationManager.location!.coordinate, 250, 250)
nearMeRequest.region = nearMeregion
let nearMeSearch = MKLocalSearch(request: nearMeRequest)
nearMeSearch.start { (response : MKLocalSearchResponse?, error :Error?) in
for requestItem in (response?.mapItems)! {
let nearMeIndexRequest = NearMeRequest ()
nearMeIndexRequest.name = requestItem.name
nearMeIndexRequest.coordinate = requestItem.placemark.coordinate
nearMeIndexRequest.address = requestItem.placemark.addressDictionary?["FormattedAddressLines"] as! [String]
nearMeIndexRequest.street = requestItem.placemark.addressDictionary?["Street"] as! String!
nearMeIndexRequest.city = requestItem.placemark.addressDictionary?["City"] as! String
nearMeIndexRequest.state = requestItem.placemark.addressDictionary?["State"] as! String
nearMeIndexRequest.zip = requestItem.placemark.addressDictionary?["ZIP"] as! String
self.nearMeRequests.append(nearMeIndexRequest)
print(requestItem.placemark.name)
}
for nearMe in self.nearMeRequests {
let annotation = NearMeAnnotation(nearMeRequest: nearMe)
self.nearMeARAnnotations.append(annotation)
self.setAnnotations(self.nearMeARAnnotations)
}
}
}
func ar(_ arViewController: ARViewController, viewForAnnotation: ARAnnotation) -> ARAnnotationView {
let annotationView = NearMeARAnnotationView(annotation: viewForAnnotation)
// annotationView.delegate = self
annotationView.frame = CGRect(x: 0, y: 0, width: 150, height: 50)
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.tapBlurButton(_:)))
annotationView.addGestureRecognizer(tapGesture)
return annotationView
}
func tapBlurButton(_ sender: UITapGestureRecognizer) {
if let annotationView = sender.view as? NearMeARAnnotationView {
if let detailsVc = storyboard?.instantiateViewController(withIdentifier: "DetailsViewController")
as? DetailsViewController {
detailsVc.annotation = annotationView.annotation
if let annotation = annotationView.annotation as? Place {
detailsVc.place = annotation
}
self.navigationController?.pushViewController(detailsVc, animated: true)
}
}
}
}
Just looking over your code quickly:
"\(nearMeAnnotation.nearMeRequest.phone)"
All the other ones have a forced unwrap, this one doesn't. Most probably the value is nil and since you ask for a string representation of a wrapped var that might really be nil sometimes.
I think you should use a default value everywhere instead of a forced unwrap, like:
"\(nearMeAnnotation.nearMeRequest.phone ?? "")"
but also:
"\(nearMeAnnotation.nearMeRequest.street ?? "") \(nearMeAnnotation.nearMeRequest.state ?? "") \(nearMeAnnotation.nearMeRequest.state ?? "") \(nearMeAnnotation.nearMeRequest.zip ?? "")"
With forced unwraps your application will crash if a certain value is not set. This could be handled more elegantly if they're really required, for example already in the constructor of your object. There's the root cause of the optionals you're seeing. In this case NearMeAnnotation.
I have this piece of code
class func catchWeightList(catchWeightButton : UIButton, productCatchWeightList:NSArray){
let window = UIApplication.sharedApplication().keyWindow
let tap = UITapGestureRecognizer(target: self, action: Selector("handleTap:"))
let catchWeightVC = CatchWeight.init(nibName: "CatchWeight", bundle: nil,dataSource: productCatchWeightList, catchWeightButton: catchWeightButton)
if catchWeightVC.view.superview == nil {
let y = catchWeightButton.frame.origin.y+catchWeightButton.frame.height+64
catchWeightVC.view.frame = CGRectMake(catchWeightButton.frame.origin.x, y ,catchWeightButton.frame.width, 90)
window?.addSubview(catchWeightVC.view)
window?.addGestureRecognizer(tap)
}
else{
catchWeightVC.view.removeFromSuperview()
window?.removeGestureRecognizer(tap)
}
}
class func handleTap(sender: UITapGestureRecognizer? = nil) {
// catchWeightVC?.view.removeFromSuperview()
let window = UIApplication.sharedApplication().keyWindow
window?.removeGestureRecognizer(sender!)
}
How to pass catchWeightVC in handleTap?
Initially I had this code working when I was just animating the one UIImageView that I had. But then I changed it to animate several dynamically created UIImageViews, however since they are dynamically created inside a for loop, I'm finding it difficult to animate them as I did the initial one.
override func viewDidLoad() {
super.viewDidLoad()
var sprite: UIImage = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
for var i = 0; i < locations.count; i++ {
println(locations[i]["locationx"])
var locationx = locations[i]["locationx"] as String
var locationy = locations[i]["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite: UIImageView
mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
}
func flash() {
var mapSprite:UIImageView?
if mapSprite?.alpha == 1 {
mapSprite?.alpha = 0
} else {
mapSprite?.alpha = 1
}
}
This does not work as the mapSprite in the flash function is different to the one in the for loop. How can I refer to the one in the for loop and then animate it? Or would there be a better alternative to what I'm currently doing?
Many thanks!
EDIT
Using Xcode 6.2
You need to store the views into a property and then enumerate that property each time your timer event is fired
var sprites: [UIImageView]?
override func viewDidLoad() {
super.viewDidLoad()
var sprite = UIImage(named: "sprites/areaLocatorSprite.png")!
var locations:NSArray = animal[eventData]["locations"] as NSArray
self.sprites = map(locations) {
var locationx = $0["locationx"] as String
var locationy = $0["locationy"] as String
let x = NSNumberFormatter().numberFromString(locationx)
let y = NSNumberFormatter().numberFromString(locationy)
let cgfloatx = CGFloat(x!)
let cgfloaty = CGFloat(y!)
var mapSprite = UIImageView(image: sprite)
mapSprite.frame = CGRectMake(cgfloatx,cgfloaty,10,10)
townMap.addSubview(mapSprite)
return mapSprite
}
timer = NSTimer.scheduledTimerWithTimeInterval(0.35, target: self, selector: Selector("flash"), userInfo: nil, repeats: true)
}
func flash() {
if let sprites = self.sprites {
for sprite in sprites {
sprite.alpha = sprite.alpha == 0 ? 1 : 0
}
}
}