I need to create a very similar class of the RatingControl class that you make when you create the FoodTracker tutorial. Only difference with mine is that I need that class to be able to create different instances of the rating control, that vary with the types of images. So instead of just having my positivePointRatingButtons UIButton array, I need it to be able to instantiate either the negativePointRatingButtons or superPointRatingButtons as-well. I just dont want to make another whole class just for this purpose, and I am new so I figure Id get some help.
import UIKit
#IBDesignable class PointRatingControl: UIStackView {
//MARK: Properties
private var positivePointRatingButtons = [UIButton]()
private var negativePointRatingButtons = [UIButton]()
private var superPointRatingButtons = [UIButton]()
var rating = 0 {
didSet {
updatePointButtonSelectionStates()
}
}
#IBInspectable var circleType: Int = 1 {
didSet {
setupButtons()
}
}
#IBInspectable var circleSize: CGSize = CGSize(width: 30.0, height: 30.0) {
didSet {
setupButtons()
}
}
#IBInspectable var circleCount: Int = 10 {
didSet {
setupButtons()
}
}
//MARK: Initialization
override init(frame: CGRect) {
super.init(frame: frame)
setupButtons()
}
required init(coder: NSCoder) {
super.init(coder: coder)
setupButtons()
}
//MARK: Button Action
#objc func ratingButtonTapped(button: UIButton) {
guard let index = positivePointRatingButtons.index(of: button) else {
fatalError("The button, \(button), is not in the positiveRatingButtons array: \(positivePointRatingButtons)")
}
// Calculate the rating of the selected button
let selectedRating = index + 1
if selectedRating == rating {
// If the selected star represents the current rating, reset the rating to 0.
rating = 0
} else {
// Otherwise set the rating to the selected star
rating = selectedRating
}
}
//MARK: Private Methods
private func setupButtons() {
// Clear any existing buttons
for button in positivePointRatingButtons {
removeArrangedSubview(button)
button.removeFromSuperview()
}
positivePointRatingButtons.removeAll()
// Load button images, since its #IDDesignable in order to show in the interface builder you have to specifyexplicitly the catalog's bundle, as opposed to just using UIImage(named:) method
let bundle = Bundle(for: type(of: self))
let emptyCircle = UIImage(named: "greenCirclePhoto", in: bundle, compatibleWith: self.traitCollection)
let selectedCircle = UIImage(named: "greenFilledCirclePhoto", in: bundle, compatibleWith: self.traitCollection)
let highlightedCircle = UIImage(named: "greenSelectedCirclePhoto", in: bundle, compatibleWith: self.traitCollection)
for _ in 0..<circleCount {
let button = UIButton()
button.setImage(emptyCircle, for: .normal)
button.setImage(selectedCircle, for: .selected)
button.setImage(highlightedCircle, for: .highlighted)
button.setImage(highlightedCircle, for: [.highlighted, .selected])
button.translatesAutoresizingMaskIntoConstraints = false
button.heightAnchor.constraint(equalToConstant: circleSize.height).isActive = true
button.widthAnchor.constraint(equalToConstant: circleSize.width).isActive = true
button.addTarget(self, action: #selector(PointRatingControl.ratingButtonTapped(button:)), for: .touchUpInside)
addArrangedSubview(button)
positivePointRatingButtons.append(button)
}
updatePointButtonSelectionStates()
}
private func updatePointButtonSelectionStates() {
for (index, button) in positivePointRatingButtons.enumerated() {
// If the index of a button is less than the rating, that button should be selected.
button.isSelected = index < rating
}
}
}
Id like to be able to use #IBInspectable aswell using the circleType property I defined so that I can use like 1, 2, 3 Integers as representations for each case.
I figured out how to do it. I just made a switch case to load up different images based on the ratingType variable
I created a UIButton subclass that looks like a checkmark.
Here is the class:
import UIKit
#IBDesignable
class CheckedButton: UIButton {
// MARK: - Properties
#IBInspectable var checked: Bool = false {
didSet {
// Toggle the check/uncheck images
updateImage()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup() {
updateImage()
self.addTarget(self, action: #selector(tapped), for: .touchUpInside)
}
private func updateImage() {
let image = checked ? UIImage(named: "checked") : UIImage(named: "unchecked")
self.setImage(image, for: .normal)
}
/// Called each time the button is tapped, and toggles the checked property
#objc private func tapped() {
checked = !checked
print("New value: \(checked)")
}
}
Since I set the checkedproperty as #IBInspectable, I see it in IB :
The weird thing is:
if I let this property as default, it is correctly showing in the storyboard
but if I choose either on or off inthe inspector, the screen is not updated properly.
As the class is marked #IBDesignable, I would expect the button appearance to update in IB according to the value set for this property in the inspector tab.
Got a clue?
UIimage(named:) method uses main bundle but Interface Builder load resources in different way.
Try this:
UIImage(named: "checked", in: bundle, compatibleWith: nil)
#IBDesignable
class CheckedButton: UIButton {
// MARK: - Properties
#IBInspectable var checked: Bool = false {
didSet {
// Toggle the check/uncheck images
updateImage()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
override func prepareForInterfaceBuilder() {
super.prepareForInterfaceBuilder()
setup()
}
internal func setup() {
self.addTarget(self, action: #selector(tapped), for: .touchUpInside)
}
private func updateImage() {
let bundle = Bundle(for: CheckedButton.self)
let image = checked ? UIImage(named: "checked", in: bundle, compatibleWith:nil) : UIImage(named: "unchecked", in: bundle, compatibleWith:nil)
self.setBackgroundImage(image, for: .normal)
}
/// Called each time the button is tapped, and toggles the checked property
#objc private func tapped() {
checked = !checked
print("New value: \(checked)")
}
My suggestion is in using other custom function for getting image from assets:
extension UIImage {
public static func image(name: String, _ sender: UIView?) -> UIImage? {
#if TARGET_INTERFACE_BUILDER
if let sender = sender {
let bundle = Bundle(for: sender.classForCoder)
return UIImage(named: name, in: bundle, compatibleWith: sender.traitCollection)
} else {
return UIImage(named: name)
}
#else
return UIImage(named: name)
#endif
}
}
For your example:
private func updateImage() {
let image = checked ? UIImage.image(name: "checked", self) : UIImage(name: "unchecked", self)
setImage(image, for: .normal)
}
Also, UIButton class has checked state, which you can use without creation own sub class:
let btn = UIButton(type: .custom)
btn.setImage(UIImage.image(name: "unchecked", self), for: .normal)
btn.setImage(UIImage.image(name: "checked", self), for: .selected)
btn.isSelected = true // change button state between checked and unchecked
Sorry if this was already asked/answered.
I'm trying to create a CustomButton (UIView) that detects touch down and up (to customize changes in background color, text color, etc).
I've tried touchesBegan but it reacts too slow.
I've tried UILongPressGestureRecognizer but it doesn't fall back to dragging a UIScrollView below. I mean: when dragging over the button it doesn't drag the scroll view.
Here's my solution so far, using UILongPressGestureRecognizer, with ideas taken from here.
Please, can you think of a better solution than mine? Thanks!
/** View that can be pressed like a button */
import UIKit
class ButtonView : UIView, UIGestureRecognizerDelegate {
static let NoChange = { (btn:ButtonView) in }
var enabled = true
/* Called when the view goes to normal state (set desired appearance) */
var onNormal = NoChange
/* Called when the view goes to pressed state (set desired appearance) */
var onPressed = NoChange
/* Called when the view is released (perform desired action) */
var action = {}
override init(frame: CGRect)
{
super.init(frame: frame)
let recognizer = UILongPressGestureRecognizer(target: self, action: #selector(touched))
recognizer.delegate = self
recognizer.minimumPressDuration = 0.0
addGestureRecognizer(recognizer)
userInteractionEnabled = true
}
override func layoutSubviews() {
super.layoutSubviews()
onNormal(self)
}
func touched(sender: UILongPressGestureRecognizer)
{
guard enabled else { return }
print("Current state: \(sender.state.rawValue)")
if sender.state == .Began {
onPressed(self)
} else if sender.state == .Ended {
onNormal(self)
action()
} else if sender.state == .Changed {
onNormal(self)
// This cancels recognizer when dragging
// TODO: but doesn't drag scroll view
sender.enabled = false
sender.enabled = true
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage:
let button = ButtonView()
// add some views to the ButtonView, e.g. add a label
button.onNormal = { $0.backgroundColor = normalColor }
button.onPressed = { $0.backgroundColor = pressedColor }
button.action = { doSomethingWhenButtonIsClicked() }
Another solution with UIControl. It reacts slower but it's not too bad, and you can drag a UIScrollView below.
/**
* View that can be pressed like a button.
*
* Note that, since UIView has userInteractionEnabled = true by default,
* you should disable it for UIView layers that you put insde this ButtonView.
* Otherwise the ButtonView will not receive the touch events.
*/
// See: http://stackoverflow.com/q/40726283/custom-button-view
import UIKit
class ButtonView : UIControl {
static let NoChange = { (btn:ButtonView) in }
/* Called when the view goes to normal state (set desired appearance) */
var onNormal = NoChange
/* Called when the view goes to pressed state (set desired appearance) */
var onPressed = NoChange
/* Called when the view goes to disabled state, i.e. enabled = false (set desired appearance) */
var onDisabled = NoChange
/* Called when the view is released (perform desired action) */
var action = {}
override init(frame: CGRect)
{
super.init(frame: frame)
self.addTarget(self, action: #selector(pressed), forControlEvents: .TouchDown)
self.addTarget(self, action: #selector(clicked), forControlEvents: .TouchUpInside)
self.addTarget(self, action: #selector(cancelled), forControlEvents: [.TouchCancel, .TouchDragExit, .TouchUpOutside])
userInteractionEnabled = true // this is the default!
}
override func layoutSubviews() {
super.layoutSubviews()
updateBaseStyle()
}
func pressed() {
onPressed(self)
}
func clicked() {
onNormal(self)
action()
}
func cancelled() {
onNormal(self)
}
override var enabled: Bool {
willSet(e) {
super.enabled = e
updateBaseStyle()
}
}
func updateBaseStyle() {
if self.enabled {
onNormal(self)
} else {
onDisabled(self)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage is similar (I just added onDisable):
let button = ButtonView()
// add some views to the ButtonView, e.g. add a label
// note child views should have userInteractionEnabled = false
button.onNormal = { $0.backgroundColor = normalColor }
button.onPressed = { $0.backgroundColor = pressedColor }
button.onDisabled = { $0.backgroundColor = disabledColor }
button.action = { callToAction() }
I was able to create a custom checkbox button class. However, when I attempt to place the button in my view, I don't get an image. Setting the background color simply returns a square of that size. Here is my code for adding the box:
let box:CheckBox = CheckBox()
box.frame = CGRectMake(screenSize.width/2, screenSize.height/2, 200, 200)
self.view.addSubview(box)
I created the class as follows:
class CheckBox: UIButton {
override init(frame: CGRect) {
super.init(frame: frame)
//other stuff
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// Images
let checkedImage = UIImage(named: "checked_checkbox")
let uncheckedImage = UIImage(named: "checkbox_unchecked_icon")
// 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 {
if isChecked == true {
isChecked = false
} else {
isChecked = true
}
}
}
}
Move your awakeFromNib code into your init().
awakeFromNib is only called when you're initialising from a nib/xib file.
This never gets called. You can test this by setting a breakpoint.
This is how it should look:
override init(frame: CGRect) {
super.init(frame: frame)
self.addTarget(self, action: "buttonClicked:", forControlEvents: UIControlEvents.TouchUpInside)
self.isChecked = false
}
This way, self.isChecked gets called, an image is set, and you'll see more than a grey box.
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()
}