I'm using navigationItem.setHidesBackButton(true, animated:false) to hide back button in my iOS10 app in viewDidLoad. When I do this, on navigation bar, back button label is briefly shown (it is fading out) in presenting animation instead not showing it at all, after screen change, button is gone.
How I can prevent it from happening?
Suppose you are going from Controller A to Controller B.
Currently you are applying self.navigationItem.hidesBackButton = true in the viewDidLoad of Controller B.
Add this very same code when you are pushing from A to B in Controller A's viewWillDisappear OR prepareForSegue (if you are using segue)
-(void)viewWillDisappear:(BOOL)animated{
self.navigationItem.hidesBackButton = true;
}
A safer option is in prepareForSegue as viewWillDisappear will get called whenever this Controller A is going OFF-SCREEN. But in prepareForSegue, you can check that the following code will work only when its going from Controller A to Controller B, by the following
Suppose the segue connecting from Controller A to Controller B is named "SEGUE_NAME"
-(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{
if([[segue identifier]isEqualToString:#"SEGUE_NAME"]){
/*
this means it is going from Controller A to Controller B
via segue "SEGUE_NAME"
*/
self.navigationItem.hidesBackButton = YES;
}
}
I think this would be the swift version : Forgive me if the syntax isn't appropriate
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if(segue.identifier == "SEGUE_NAME"){
self.navigationItem.hidesBackButton = true;
}
}
Related
I use a push segue to transition from a uisearchcontroller located within my root view controller, to a second view controller. When I try to use an unwind segue method to transition back to the root view controller from my second view controller, my app does not transition unless the button connected to the unwind method is pressed twice. The unwind method is called both times, however the transition only occurs upon the second call. I do not know why this occurs. Any help is appreciated. Thanks!
Unwind segue method
#IBAction func saveWordAndDefinition(segue:UIStoryboardSegue) {
self.searchController.active = false
if let definitionViewController = segue.sourceViewController as? DefinitionViewController {
saveWordToCoreData(definitionViewController.word)
}
tableView.reloadData()
}
How I linked my segue
Unwind segue
While what you're doing is permissible, it seems to be against best practice. The functionality of presenting a view controller, UITableViewController in this case, entering information, then later dismissing it with a button in the upper-right hand corner is generally associated with a modal view. In a push segue you'll get the back button in the upper-left corner for free, which will enable to you to pop the view controller off the stack without writing extra code.
Here's another Stack Overflow question that describe: What is the difference between Modal and Push segue in Storyboards?
To answer your question specifically, here are a couple links that should help:
[self.navigationController popViewControllerAnimated:YES]; is probably what you're looking for.
Dismiss pushed view from within Navigation Controller
How can I dismiss a pushViewController in iPhone/iPad?
So here's how I finally got this to work:
In my FirstViewController (the vc i'm unwinding to):
Here is my unwind segue method.
#IBAction func saveWordAndDefinition(segue:UIStoryboardSegue) {
self.navigationController?.popViewControllerAnimated(false)
}
Then I gave my unwind segue the identifier "unwind" in Storyboard.
In my SecondViewController (the vc i'm unwinding from):
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if segue.identifier == "unwind" {
if let destination = segue.destinationViewController as? VocabListViewController {
destination.saveWordToCoreData(word)
destination.tableView.reloadData()
}
}
}
I took care of passing data in the prepareForSegue method of my SecondViewController. Thanks to #Lory Huz for the suggestion. I finally figured out what you meant by it.
Works without any errors!
Since iOS8 we're allowed to use UISplitViewController on both compact and regular devices. This is great because I don't have to create two different storyboard for iPhone and iPad, but there's one problem that I'm stuck with.
If the split view controller is on iPad(if the collapsed property is NO), I can simply call this to show MasterVC on the left side.
self.splitViewController.preferredDisplayMode = UISplitViewControllerDisplayModePrimaryOverlay;
[self.splitViewController.displayModeButtonItem action];
But if it's on iPhone(if the collapsed property is YES), the displayMode is ignored, and doesn't do anything.
I cannot pop DetailVC with popToRootViewControllerAnimated because DetailVC has it's own navigation controller.
How does Apple expect us to show MasterVC(dismiss DetailVC) in code in collapsed mode if there isn't any method like dismissViewControllerAnimated:completion: for view controller that was presented with showDetail? Your help will be appreciated. Thanks
On devices which don't support the "split" mode, if
You want to present the master view controller instead of the detail when the UISplitViewController first loads, then returning YES in your delegate class (UISplitViewControllerDelegate) splitViewController:collapseSecondaryViewController:ontoPrimaryViewController: method method should do that:
- (BOOL)splitViewController:(UISplitViewController *)splitViewController collapseSecondaryViewController:(UIViewController *)secondaryViewController ontoPrimaryViewController:(UIViewController *)primaryViewController {
return YES;
}
You want to dismiss the detail view controller back to the master, after a specific event (e.g. a touch on a button). In this case you have to pop the detail view controller navigation controller:
[detailViewController.navigationController.navigationController popToRootViewControllerAnimated:YES]
Had a similar issue today trying to pop back from a detail view in a split view controller.
While I'm sure the accepted answer works fine, another approach I found that works as well and may be a bit cleaner is to use an unwind segue.
I setup an unwind segue on the master view I wanted to return to, then created a segue link to the unwind segue from the view I wanted to pop (note: assumes that you are using storyboards).
Make sure to setup the IBAction on the destination view you are popping back to:
-(IBAction)prepareForUnwind:(UIStoryboardSegue *)segue { }
Connect the exit to the segue in the storyboard for the unwind segue. Sorry, I'm not providing a lot of detail on how to setup the unwind segue, but there are many tutorials available for that.
Then on your controller you want to dismiss, connect a segue to the unwind segue of the controller you are popping back to. Be sure to name the segue.
Then on the button touch in the view controller you want to dismiss, just call
[self performSegueWithIdentifier:#"unwindSegueName" sender:self];
This worked really well and avoids digging backwards into a navigation hierarchy that may change.
Hope this is useful to someone!
Happy Holidays!
Here's what I ended up doing to pop the DetailVC if we are in a collapsed state (iPhone excluding +sizes), and show/hide the MasterVC if we are not in a collapsed state (iPad).
#IBAction func backTouchUp(_ sender: UIButton) {
if let splitViewController = splitViewController,
!splitViewController.isCollapsed {
UIApplication.shared.sendAction(splitViewController.displayModeButtonItem.action!, to: splitViewController.displayModeButtonItem.target, from: nil, for: nil)
} else {
navigationController?.popViewController(animated: true)
}
}
Thanks pNre! Here's code that will handle displaying a custom back button when collapsed and the displayModeButton when not collapsed.
lazy var backButtonItem: UIBarButtonItem = {
UIBarButtonItem(image: UIImage(named: "backImage"), style: .plain, target: self, action: #selector(dismissAnimated))
}()
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
guard let svc = splitViewController else { return }
if svc.isCollapsed {
navigationItem.leftBarButtonItem = backButtonItem
} else {
navigationItem.leftBarButtonItem = svc.displayModeButtonItem
}
}
func dismissAnimated() {
_ = navigationController?.navigationController?.popViewController(animated: true)
}
I've placed this in willLayoutSubviews() instead of viewDidLoad() so that the button will be updated adaptively, e.g., for orientation changes on iPhone 7 Plus and size class changes such as while in split view on iPad.
I have IOS Swift program, using Storyboards with NavigationController.
There are two Views, lets call them mainView, secondView.
From the mainView I have BarButtonItem to go to secondView. When pressing that button, it triggers prepareForSegue function in the mainView with segue.identifier = "secondView"
When I have opend e.g. the secondView, I have two BarButtonItems for Cancel and Save. When pressing either of them the prepareForSegue function in that view is triggered, but now the segue.identifier = nil.
I would have expected to have the segue.identifier = "cancel" or "save" depended on the button pressed in that view.
Am I misunderstanding the segue functionality? Can anyone try to enlight me about this, as this looks like a very important and useful part of storyboards and navigation - but somehow I am not getting it right.
Have you created actions for the cancel and save buttons on your second view?
Right click and drag from your storyboard to the view controller code and select action from the dropdown.
Then in the action method, perform your segue.
#Garret, #rdelmar, #syed-tariq - thank you for pointing me into the right direction.
It turned out that Unwind Segue got me on track: Xcode Swift Go back to previous viewController (TableViewController)
But I also found one error I was doing in my storyboard, as I had Navigation Controller on all views (yes, I know - stupid when you know better): How do I segue values when my ViewController is embedded in an UINavigationController?
The final puzzle was to learn about the Protocols and Deligates to get this all to work.
Putting this together, then in short:
I created a protocol in my second view (above the class)
protocol MyDelegate: class {
func getMyList(sender: MySecondView) -> [NSManagedObject] //returns a CoreData list
}
Then I created a delegate variable in my second view
weak var datasource: MyDelegate!
In my first view I implemented the protocol, which was just one simple function returning a list that I needed in my second view
In my first view I have prepareForSegue where I catch the correct segue.identifier and there I set the delegate by going through segue.destinationViewController, like this
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using [segue destinationViewController].
// Pass the selected object to the new view controller.
if segue.identifier == "mySegue" {
let vc = segue.destinationViewController as! MySecondView
vc.delegate = self
}
}
and that was about it - now magically the flow is correct, segues happening, deligates passing correctly, and all good :)
I've just figured out what is an unwind segue and how to use it with the great answers from this question. Thanks a lot.
However, here's a question like this:
Let's say there is a button in scene B which unwind segues to scene A, and before it segues I want something to be done, such as saving the data to database. I created an action for this button in B.swift, but it seems it goes directly to scene A without taking the action appointed.
Anyone knows why or how to do this?
Thank you.
You can do it the way you describe, or by using a prepareForSegue override function in the viewController you are unwinding from:
#IBAction func actionForUnwindButton(sender: AnyObject) {
println("actionForUnwindButton");
}
or...
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
println("prepareForSegue");
}
The first example is as you describe. The button is wired up to the unwind segue and to the button action in Interface Builder. The button action will be triggered before the segue action. Perhaps you didn't connect the action to the button in interface builder?
The second example gives you have access to the segue's sourceViewController and destinationViewController in case that is also useful (you also get these in the unwind segue's function in the destination view controller).
If you want to delay the unwind segue until the button's local action is complete, you can invoke the segue directly from the button action (instead of hooking it up in the storyboard) using self.performSegueWithIdentifier (or follow wrUS61's suggestion)
EDIT
you seem to have some doubts whether you can work this by wiring up your button both to an unwind segue and to a button action. I have set up a little test project like this:
class BlueViewController: UIViewController {
#IBAction func actionForUnwindButton(sender: AnyObject) {
println("actionForUnwindButton");
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
println("prepareForSegue");
}
}
class RedViewController: UIViewController {
#IBAction func unwindToRed(sender: UIStoryboardSegue) {
println("unwindToRed");
}
}
BlueViewController has a button that is connected in the storyboard to BOTH the unwindToRed unwind segue AND the actionForUnwindButton button. It also overrides prepareForSegue so we can log the order of play.
Output:
actionForUnwindButton
prepareForSegue
unwindToRed
Storyboard:
EDIT 2
your demo project shows this not working. The difference is that you are using a barButtonItem to trigger the action, whereas I am using a regular button. A barButtonItem fails, whereas a regular button succeeds. I suspect that this is due to differences in the order of message passing (what follows is conjecture, but fits with the observed behaviour):
(A) UIButton in View Controller
ViewController's button receives touchupInside
- (1) sends action to it's method
- (2) sends segue unwind action to storyboard segue
all messages received, and methods executed in this order:
actionForUnwindButton
prepareForSegue
unwindToRed
(B) UIBarButtonItem in Navigation Controller Toolbar
Tool bar buttonItem receives touchupInside
- (1) sends segue unwind action to storyboard segue
- (2) (possibly, then) sends action to viewController's method
Order of execution is
prepareForSegue
unwindToRed
actionForUnwindButton
prepareForSegue and unwind messages received. However actionForUnwindButton message is sent to nil as viewController is destroyed during the segue. So it doesn't get executed, and the log prints
prepareForSegue
unwindToRed
In the case of (B), the viewController is destroyed before the method reaches it, so does not get triggered
So it seems your options are...
(a) use a UIButton with action and unwind segue
(b) trigger your actions using prepareForSegue, which will be triggered while the viewController is still alive, and before the segue takes place.
(c) don't use an unwind segue, just use a button action. In the action method you can 'unwind' by calling popToViewController on your navigation controller.
By the way, if you implement a toolBar on the viewController (not using the navigation controller's toolbar) the result is the same: segue gets triggered first, so button action fails.
If you are able to perform unWind Segue Successfully. Then the method in destination View Controller is called just before the segue take place, you can do what ever you want in source viewcontroller by using the segue object.
- (IBAction)unwindToThisViewController:(UIStoryboardSegue *)unwindSegue
{
CustomViewController *vc = (CustomViewController*) unwindSegue.sourceViewController;
[vc performAnyMethod];
[vc saveData];
NSString *temp = vc.anyProperty;
}
if you want your logic in source Controller then implement prepareForSegue in Scene B and set the unWind segue Identifier from Storyboard > Left View hierarchy Panel > under Exit in Scene B.
-(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([[segue identifier] isEqualToString:#"backToSource"])
{
NSLog(#"Going Back");
}
}
At first, you should call the send data function in prepareForSegue method.
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
if([[segue identifier] isEqualToString:#"UnwindIdentifier"]) {
// send data
}
}
If you don't want to let unwind segue happen before getting response from the server, you should override
- (BOOL)shouldPerformSegueWithIdentifier:(NSString *)identifier sender:(id)sender
method and return NO;. Then you can perform segue manually when you get the server response by calling:
[self performSegueWithIdentifier:#"UnwindIdentifier" sender:sender];
Based on the Stanford iOS course I am playing with modal view controllers. In the demo they have a button that would launch a modal view and when it is clicked the function prepareForSegue is called. I mimicked the code and implementation into my project with the only difference is that my demo is on an iPhone storyboard and theirs is on the iPad.
I noticed that while my modal view controller is coming up, it does not call prepareForSegue prior to that. I searched the Stanford project to see where they may register any segue behavior before prepareForSegue is called but there is no evidence. Can anyone shed some light on this. I searched stack overflow and all I found were that users were missing the call implementation of performSegueWithIdentifier. However, in the Stanford demo they never do that.
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([segue.identifier hasPrefix:#"Create Label"]) {
AskerViewController *asker = (AskerViewController *)segue.destinationViewController;
asker.question = #"What do you want your label to say?";
asker.answer = #"Label Text";
asker.delegate = self;
}
}
Here is an example of there storyboard:
Here is an example of my storyboard:
In the debugger when I stop in the Stanford Demo code the call stack shows that the storyboard is performing a segue action, what do I need to configure in my storyboard to achieve the same result?
Well, as it turns out, my view controller where button calls the modal view did not have the right class where prepareForSegue is implemented. It was the default UIViewController instead of my custom class.
The way I figured it out was by putting a break point in viewDidLoad and even that was not breaking and thus I suspected that in the storyboard I did not have the right class associated with the view where the button is implemented.
For others with this problem, if you are now using Swift 3 having the following function will not throw errors as it is the correct syntax but it will not work because it is the Swift 2 function:
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// code
}
You must update to Swift 3 "prepare" function for it to work for segues:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// code
}
When hooking up an automatic segue for a table view, there is, in addition to Amro's answer (not assigning your corresponding subclass), another two cases where prepareForSegue might not be called. Ensure you've:
hooked up the segue from the table view prototype cell, not the table view controller.
used a segue from under the "Selection Segue" group in the segue connection pop-up menu, not one under "Accessory Action".
[Click image to enlarge]
Whether its an Modal or Push Segue below code will always be called
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([segue.identifier isEqualToString:#"Create Label"]) {
SignUpViewController *asker = segue.destinationViewController;
}
}
I had a similar problem with UICollectionViewCell as the source of segue.
It seems that for the storyboard segue to work (without performSegueWithIdentifier) it's required that you have a custom subclass of UICollectionViewCell, and use it as a Class for the CollectionViewCell on the story board.
I had a similar issue.
The thought process was:
make sure you have the correct method signature. It has changed in Swift 3.
Then make sure the way you have hooked up the button (or whatever that triggers the segue) matches with the way you have hooked the segue in storyboard. Sometimes you call a button, but haven't properly hooked up the segue from that button to the destination viewcontroller.
Be sure the identifier of the segue is correct. Though this isn't the reason the prepareForSegue doesn't get called, this only the reason that a specific segue isn't called.
In my case, it ocured because my controller was extending another controller (Eureka Form View Controller = FormViewController) witch has implemented the performSegue function like this:
open override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// code
}
My function was implemented like this:
func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// code
}
To solve this, i just added override before:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// code
}
Voila!
In my case, I did not set the module under the name of the class in the storyboard of the view controller that contains the segue. It was set to none and once I clicked in the module field it set to the correct project / module and resolved the issue.
In my case, I have a base class for several view controllers in my project. That base class has an implementation of prepareForSegue() which wasn't getting called in every case. The problem was that in one of my view controllers that inherits from the base class and overrides its prepareForSegue() implementation, I forgot to call super.prepareForSegue().
Firstly you have to select on your button + ctrl drag item to you view controller choose selection segue .Later, you have to name segue identifier properly.
Don't connect to one view controller to other view controller.
import UIKit.framework for this
Then this method will get called.
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([segue.identifier isEqualToString:#"identifierName"])
{
NSIndexPath *indexPath = [self.tableView indexPathForSelectedRow];
ExampleViewController *destViewController = segue.destinationViewController;
}
}