Haven't found it on internet, searching on google I found Custom Keyboard as extension with is not what I need.
I need to make so that when you pressed my "Keyboard" on the bottom right (Its not actually a Keyboard, it is just a couple of UIButtons) the Inputs appear on the text field (Its the white space below ACTUAL CASH DEPOSIT).
So, when you press the text field, no keyboard should Appear, and When I start pressing the buttons of my "Custom Keyboard" the numbers should Appear.
I have found something similar in (Xcode 8 Swift 3). Using Custom Keyboard Extension with a particular Text Field But On my other Tap, Denominations I have multiple Input Fields. Like his image:
I know how to do all the code behind in terms of buttons pressed and calculations But I don't know how to make the input fields as a responder for my custom Keyboard.
You can't make it magically update - instead, I'd suggest binding all the buttons to a single function, and then then for instance use the tag property in IB to differentiate between them. Through that function update the text.
func didPressButton(button: UIButton) {
switch button.tag{
case 1: myTextField.text! += "1"
default: break
}
}
I'd caution you'll need to do some verification logic if you allow decimals so all numbers are valid.
Related
I am new to swift programming and Xcode
However I am creating a dart counter app but having trouble connecting the buttons to Text fields
I have buttons numbered 0-20 on the main story board and three text fields (one for each dart) how do I connect the buttons to the UITextFields - I can’t figure this out
Thanks
Based on my understanding of your issue, you actually need to connect the buttons to the text field in code. There is not going to be a simple way to do this in the interface builder. What you are looking for is to have some action happen when the user presses a number, and this may be added to the current value in the text field.
Create a function that handles any number button being pressed.
#IBAction func buttonPress(sender: UIButton) {
print(sender.tag)
//TODO: process the button based on its tag
}
Update all of the buttons in interface builder to have a tag value according to their number. This will let you handle them all in the same function (above) and differentiate between them.
Update the TODO block to handle the action appropriately. I would start by adding a variable to keep track of which dart number you are on, and using a switch statement to handle putting the value in the appropriate dart text box.
So there is always a current text field. Maintain an instance property that points to it. When the user taps a number, use that instance property to enter that value in that text field. When the user taps Enter, change the instance property to point to the next text field.
My app has a text field that accepts a number. After the user fills the number, I want my user to have two choice of return buttons. One return to run function A, and one return to run function B. They also have to hold down the return button for 2 seconds to make it work.
Does anyone know how to do this? Please answer in Swift.
Configure and add buttons to the text field's inputAccessoryView; this view, including its subviews (the buttons), will appear at the top of the keyboard.
Is there a native UI control for code input text field, for example like Whatsapp:
No. To achieve this, they're almost certainly tapping into the textField:shouldChangeCharactersInRange:replacementString: method for their UITextField, selectively accepting and formatting user input to match the dash-if-empty approach.
Further, I'm sure they've subclassed the field; per your comments there isn't a blue cursor - which isn't standard for a UITextField.
No there isn't. Use a UITextField, fill it with dashes, keep track of how many characters the user has entered, and replace the dashes accordingly as the user types.
There's a 4-digit code input text field called CodeInputView written in Swift.
In the past I've added a UITextField to the view and set its hidden == true. Then I show/hide the keyboard by calling becomeFirstResponder()/resignFirstResponder() on it. I listen for text did change notifications and update a visible label with the value of the hidden text field.
I have a view controller that controls 2 text fields and an array that displays in a table. How would I go about keeping a button disabled until the 2 fields have at least one character and the array is not empty. I am thinking about using cocoa bindings, however I can't seem to figure out a solution.
Currently my button is binded to
BOOL buttonIsEnabled;
I use that in a notification function in order to keep the button disabled, except the button will only reenable if I call that notification function.
-(void)controlTextDidChange
This means if i make a change in an array, the button wont reenable until I re-enter text. I can't seem to figure out an alternative solution. Any suggestions? Thank you.
One solution:
bind the two text fields two two strings (say text1 and text2)
in the text field bindings check Continuously Updates Value
Add this code:
- (BOOL)buttonIsEnabled {
return (self.text1.length>0 && self.text2.length>0);
}
+ (NSSet *)keyPathsForValuesAffectingButtonIsEnabled {
return [NSSet setWithObjects:#"text1",#"text2",nil];
}
Lastly bind the buttons enabled binding to buttonIsEnabled.
Because of the Continuously Updates Value text1 or text2 will change whenever characters are added to or removed from the text fields.
And the + (NSSet *)keyPathsForValuesAffectingButtonIsEnabled method will cause a Key-Value change notification to be posted for buttonIsEnabled whenever text1 or text2 change.
You can create a custom cell, give outlets to your 2 textfields and button.
Now on cell for row at index path after filling the textfields text values, put a condition checking the length of the textfields. If length is greater than 0 you can enable the button or keep it disable.
Along with this you need to put same code in delegate method (textFieldDidChange) of textfield. So that when ever new text is entered the button gets enable or disabled.
My aim is to have text boxes - a set amount per level for people to guess a hidden word. I don't want the UITextfield to be tapped and then bring up the keyboard, I'd like to have a different button that brings up the keyboard - if that's possible.
If each box is a separate text field how could I go about entering text. When a user types on the standard apple keypad, how could each character be inputted into a certain text field. I'd preferably like the text to show in the box as soon as a key is tapped.
I'm also having trouble clearing certain letters. Say a user mis-spells something and doesn't realise until the keyboard has resigned as first responder, how could I make it so that a user can tap on maybe two boxes if the rest of the word is spelt right and the program clear it?
Is there any way of writing the program so that it inputs text only if the text field is empty? Continuing with the example above they switch two letters, they tap to clear, they then bring up the keypad and the next key then pressed fills the empty boxes. Not allowing the program to input text in a used text field that only contains a single character?
I'm using Cocos2d - I don't know if that makes a difference. I hope you understand what I mean, although I'm rather bad at explaining.
Thank you in advance for your time and any help :).
Instead of having a textbox that you don't want users to edit, why not use a label?
To show the keyboard, you need to have it linked to some UITextField (or similar). You could use an invisible UITextField, and then monitor the input and send the characters to the correspinding labels. Refer to this question.
To check if a textfield has anything in it:
[textField.text length] > 0, but I would use labels instead of textfields.
I dont really understand the other parts of your question.