Objective-C highlight UIButton when selected / unselected - ios

I have a UIButton inside a UIView, when the UIButton is selected I would like have a background colour of dark gray...is this possible?
UIView *toolbar = [[UIView alloc]initWithFrame:CGRectMake(10, 50, 40, 160)];
[toolbar setBackgroundColor:[UIColor colorWithWhite: 0.70 alpha:0.5]];
toolbar.layer.cornerRadius = 5;
UIButton *penTool = [UIButton buttonWithType:UIButtonTypeCustom];
penTool.frame = CGRectMake(5, 0, 30, 30);
[penTool setImage:[UIImage imageNamed:#"pen-but" inBundle:currentBundle compatibleWithTraitCollection:nil] forState:UIControlStateNormal];
[penTool addTarget:self action:#selector(drawButtonTapped:) forControlEvents:UIControlEventTouchUpInside];
penTool.autoresizingMask = UIViewAutoresizingNone;
penTool.exclusiveTouch = YES;
penTool.tag = 1;
[toolbar addSubview:penTool];

What if you can do this?
[button setBackgroundColor:[UIColor greenColor]
forState:UIControlStateSelected];
Let's give a great API for every state, not just selected, just like UIButton default API's ability to change image and title for every state.
BGButton.h
#import <UIKit/UIKit.h>
#interface BGButton : UIButton
- (void)setBackgroundColor:(UIColor *)backgroundColor
forState:(UIControlState)state;
#end
BGButton.m
#import "BGButton.h"
#implementation BGButton {
NSMutableDictionary *_stateBackgroundColor;
}
- (instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
_stateBackgroundColor = [[NSMutableDictionary alloc] init];
}
return self;
}
- (void)setBackgroundColor:(UIColor *)backgroundColor {
[super setBackgroundColor:backgroundColor];
/*
* If user set button.backgroundColor we will set it to
* normal state's backgroundColor.
* Check if state is on normal state to prevent background being
* changed for incorrect state when updateBackgroundColor method is called.
*/
if (self.state == UIControlStateNormal) {
[self setBackgroundColor:backgroundColor forState:UIControlStateNormal];
}
}
- (void)setBackgroundColor:(UIColor *)backgroundColor
forState:(UIControlState)state {
NSNumber *key = [NSNumber numberWithInt:state];
[_stateBackgroundColor setObject:backgroundColor forKey:key];
}
/*
* state is synthesized from other flags. So we can't use KVO
* to listen for state changes.
*/
- (void)setSelected:(BOOL)selected {
[super setSelected:selected];
[self stateDidChange];
}
- (void)setEnabled:(BOOL)enabled {
[super setEnabled:enabled];
[self stateDidChange];
}
- (void)setHighlighted:(BOOL)highlighted {
[super setHighlighted:highlighted];
[self stateDidChange];
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
[self stateDidChange];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
[self stateDidChange];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
[self stateDidChange];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[super touchesCancelled:touches withEvent:event];
[self stateDidChange];
}
- (void)stateDidChange {
[self updateBackgroundColor];
}
- (void)updateBackgroundColor {
NSNumber *key = [NSNumber numberWithInt:self.state];
self.backgroundColor = [_stateBackgroundColor objectForKey:key];
}
#end
You can use it like the default UIButton API
BGButton *button = [[BGButton alloc] init];
[button setBackgroundColor:[UIColor greenColor]
forState:UIControlStateSelected];
[button setBackgroundColor:[UIColor blueColor]
forState:UIControlStateHighlighted];
[button setBackgroundColor:[UIColor orangeColor]
forState:UIControlStateDisabled];
Even if you use
button.backgroundColor = [UIColor redColor];
You will stay safe, it will be translated into
[button setBackgroundColor:[UIColor redColor]
forState:UIControlStateNormal];

if you have this code
[self.view addSubview:toolbar];
then just implement your button selector
-(void)drawButtonTapped:(UIButton*)button{
if (button.selected) {
button.backgroundColor = [UIColor clearColor];
button.selected = NO;
}else{
button.backgroundColor = [UIColor darkGrayColor];
button.selected = YES;
}
}

I don't know why guys would go through such trouble when we have this functionality built-in inside UIButton. All you need to do is use UIButtonTypeSystem That's all.
[UIButton buttonWithType:UIButtonTypeSystem]
Seriously, there's nothing more to it. Have a look at it's behavior in the screenshots.
INTERFACE BUILDER
RUN TIME
Want to change color, set tintColor to color of your choice.
ADVANTAGES
Covers titles with dynamic lengths. Not applied on all button width.
When selected, title color is transparent, your background can be seen through, try to use an image as a background.
Let's hope you have at least iOS7 as deployment target. UIButtonTypeSystem was introduce with revised UI design guidelines of iOS7 and has been there for almost 3 years.
Good Luck!

I used a UIButton subclass here:
#import "CustomButton.h"
#interface CustomButton()
#property (nonatomic,strong) UIColor *originalColor;
#end
#implementation CustomButton
- (void)didMoveToSuperview
{
self.originalColor = self.superview.backgroundColor;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
self.superview.backgroundColor = [UIColor grayColor];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
if ([self hitTest:location withEvent:nil]) {
self.superview.backgroundColor = [UIColor grayColor];
self.originalColor = self.superview.backgroundColor;
}
else
{
self.superview.backgroundColor = self.originalColor;
}
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
self.superview.backgroundColor = self.originalColor;
}
#end
If you subclass your button from this class, It should give you the desired effect. This also gives you the highlight effect. If you wish you can disable it by removing the line on touchesBegan.

Just try to Override the UIButton with the following Method...
- (void)setHighlighted:(BOOL)highlighted {
[super setHighlighted:highlighted];
if (highlighted) {
self.backgroundColor = [UIColor darkGray];
}
}

I think you'll be want to change the selectedImage for flexibility not the background.
Add another image (e.g. pen-but-selected) in the project. Add this 2nd line for setImage:
[penTool setImage:[UIImage imageNamed:#"pen-but-selected" inBundle:currentBundle compatibleWithTraitCollection:nil] forState:UIControlStateSelected];
- (void)drawButtonTapped:(UIButton *)button {
button.selected = !button.selected;
}
If you still want to change background color. #jamil's answer would work. Make sure the buttonImage has transparent part so you can see the buttonBackground through the buttonImage.

Try using a boolean, or some other reference to the selection state of the button. You could also make use of a 'highlightColour' as well as the 'selectedColour' if you wanted closer control (should probably do this for better UX).
bool buttonIsSelected = false;
UIColor * selectedColour = [UIColor redColor];
UIColor * defaultColour = [UIColor blueColor];
UIButton * button = [UIButton new];
button.frame = CGRectMake(0,0,100,100);
button.backgroundColor = [UIColor redColor];
[self.view addSubview:button];
[button addTarget:self action:#selector(buttonTouchUp:) forControlEvents:UIControlEventTouchUpInside];
[button addTarget:self action:#selector(buttonTouchCancel:) forControlEvents:UIControlEventTouchCancel];
[button addTarget:self action:#selector(buttonTouchDown:) forControlEvents:UIControlEventTouchDown];
-(void)buttonTouchUp:(UIButton *)button {
if (buttonIsSelected){
buttonIsSelected = false;
button.backgroundColor = defaultColour;
} else {
buttonIsSelected = true;
button.backgroundColor = selectedColour;
}
}
-(void)buttonTouchCancel:(UIButton *)button {
button.backgroundColor = defaultColour;
if (buttonIsSelected){
button.backgroundColor = selectedColour;
}
}
-(void)buttonTouchDown:(UIButton *)button {
button.backgroundColor = selectedColour;
}

-(void)OnSelect:(UIButton*)button{
if (button.selected) {
button.backgroundColor = [UIColor blue];
button.selected = NO;
}else{
button.backgroundColor = [UIColor darkGrayColor];
button.selected = YES;
}
}
use the above this will work..

-(void)buttonTapped:(UIButton*)button{
button.selected =! button.selected;
if (button.selected)
button.backgroundColor = [UIColor grayColor];
else
button.backgroundColor = [UIColor clearColor];
}

Related

Change button's background colour

I am working on a project in which I create a subclass for UIButton for setting the gradient background colour.Its working fine but now there are two tabs in a ViewController there is two buttons suppose A and B. I want to change colour of button A when I clicked on Button B same like tabs functionality:
Sub class of UIButton:
// .h_file
#import <UIKit/UIKit.h>
IB_DESIGNABLE
#interface grediantButton : UIButton
#property(nonatomic)IBInspectable UIColor*topColor;
#property(nonatomic)IBInspectable UIColor*bottomColor;
#property(nonatomic)IBInspectable CGFloat cornerRadius;
- (void)customInit;
#end
// .m file
#import "grediantButton.h"
#import "UIColor+myColor.h"
#implementation grediantButton
- (instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.topColor = [UIColor clearColor];
self.bottomColor = [UIColor clearColor];
self.cornerRadius = 1;
[self customInit];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self customInit];
}
return self;
}
- (void)drawRect:(CGRect)rect {
[self customInit];
}
- (void)setNeedsLayout {
[super setNeedsLayout];
[self setNeedsDisplay];
}
- (void)prepareForInterfaceBuilder {
[self customInit];
}
- (void)customInit {
self.layer.cornerRadius = self.cornerRadius;
CAGradientLayer *gradientLayer = [[CAGradientLayer alloc] init];
gradientLayer.frame = self.bounds;
gradientLayer.cornerRadius = self.cornerRadius;
gradientLayer.colors = [NSArray arrayWithObjects:(id)[self.topColor CGColor], (id)[self.bottomColor CGColor],nil];
[self.layer setMasksToBounds:YES];
[self.layer insertSublayer:gradientLayer atIndex:0];
}
My VC Code:
#pragma mark:AddnewTownshipVC
- (IBAction)addnewTownShip:(id)sender {
[self.addnewTwnBtn setTopColor:[UIColor getTabTopColor]];
[self.addnewTwnBtn setBottomColor:[UIColor getTabBotColor]];
[self.viewalltownBtn setTopColor:[UIColor blackColor]];
[self.viewalltownBtn setBottomColor:[UIColor blackColor]];
}
#pragma mark:viewalltownshipVC
- (IBAction)viewAllTownship:(id)sender {
[self.addnewTwnBtn setTopColor:[UIColor blackColor]];
[self.addnewTwnBtn setBottomColor:[UIColor blackColor]];
[self.viewalltownBtn setTopColor:[UIColor getTabTopColor]];
[self.viewalltownBtn setBottomColor:[UIColor getTabBotColor]];
}
Tabs is like:
what happen when I click on black one tab
You should set state for UIButton multiple states.
For example, set different background images for different states.
[button setBackgroundImage:naomalImage forState:UIControlStateNormal];
[button setBackgroundImage:selectedImage forState:UIControlStateSelected];
And then, just control states.
- (IBAction)addnewTownShip:(id)sender {
button.selected = YES;
}
...
Thank you all for response.
I solved my issue by change some code in my - (void)customInit method
- (void)customInit {
self.layer.cornerRadius = self.cornerRadius;
CAGradientLayer *gradientLayer = [[CAGradientLayer alloc] init];
gradientLayer.frame = self.bounds;
gradientLayer.cornerRadius = self.cornerRadius;
gradientLayer.colors = [NSArray arrayWithObjects:(id)[self.topColor CGColor], (id)[self.bottomColor CGColor],nil];
[self.layer setMasksToBounds:YES];
if([[self.layer sublayers] objectAtIndex:0]){
[self.layer replaceSublayer:[[self.layer sublayers] objectAtIndex:0] with:gradientLayer];
}else{
[self.layer insertSublayer:gradientLayer atIndex:0];
}
}
and call this method in
#pragma mark:AddnewTownshipVC
- (IBAction)addnewTownShip:(grediantButton*)sender {
[sender setTopColor:[UIColor getTabTopColor]];
[sender setBottomColor:[UIColor getTabBotColor]];
[sender customInit];
[self.viewalltownBtn setTopColor:[UIColor blackColor]];
[self.viewalltownBtn setBottomColor:[UIColor blackColor]];
[self.viewalltownBtn customInit];
// sender.isSelected = true;
// self.viewalltownBtn.isSelected = false;
}
#pragma mark:viewalltownshipVC
- (IBAction)viewAllTownship:(grediantButton*)sender {
[self.addnewTwnBtn setTopColor:[UIColor blackColor]];
[self.addnewTwnBtn setBottomColor:[UIColor blackColor]];
[self.addnewTwnBtn customInit];
[sender setTopColor:[UIColor getTabTopColor]];
[sender setBottomColor:[UIColor getTabBotColor]];
[sender customInit];
}
simply go to the attribute inspector in storyboard see in bottom in it there has background colour you can change with it.
see here :-
https://i.stack.imgur.com/A6ecY.png

how to set popover position horizontally

i am making an app i which i am using slider and on changing the position of slider value of slider is also sliding as well, now i am stuck that i want to set when i change postion of slider in horizontall form then i need to change that popover postion also in horizontall form. I am attaching a screen shot so that u people better understand it and this is my project link https://www.dropbox.com/s/n0fl34h6t8jlazn/CustomSlider.zip?dl=0,
below is my sample code on 1 view and i am changing my uislider class to anpopoverslider:
-(void)constructSlider {
_popupView = [[ANPopoverView alloc] initWithFrame:CGRectZero];
_popupView.backgroundColor = [UIColor clearColor];
_popupView.alpha = 0.0;
[self addSubview:_popupView];
}
and below is my ANpopoverslider
#import "ANPopoverSlider.h"
#implementation ANPopoverSlider
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
[self constructSlider];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self constructSlider];
}
return self;
}
#pragma mark - UIControl touch event tracking
-(BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade in and update the popup view
CGPoint touchPoint = [touch locationInView:self];
// Check if the knob is touched. If so, show the popup view
if(CGRectContainsPoint(CGRectInset(self.thumbRect, -12.0, -12.0), touchPoint)) {
[self positionAndUpdatePopupView];
[self fadePopupViewInAndOut:YES];
}
return [super beginTrackingWithTouch:touch withEvent:event];
}
-(BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Update the popup view as slider knob is being moved
[self positionAndUpdatePopupView];
return [super continueTrackingWithTouch:touch withEvent:event];
}
-(void)cancelTrackingWithEvent:(UIEvent *)event {
[super cancelTrackingWithEvent:event];
}
-(void)endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade out the popup view
[self fadePopupViewInAndOut:NO];
[super endTrackingWithTouch:touch withEvent:event];
}
#pragma mark - Helper methods
-(void)constructSlider {
CGRect frame = CGRectMake(150, 230, 300.0, 10.0);
_popupView = [[ANPopoverView alloc] initWithFrame:frame];
_popupView.backgroundColor = [UIColor clearColor];
_popupView.alpha = 0.0;
[self addSubview:_popupView];
}
-(void)fadePopupViewInAndOut:(BOOL)aFadeIn {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
if (aFadeIn) {
_popupView.alpha = 1.0;
} else {
_popupView.alpha = 0.0;
}
[UIView commitAnimations];
}
-(void)positionAndUpdatePopupView {
CGRect zeThumbRect = self.thumbRect;
CGRect popupRect = CGRectOffset(zeThumbRect, 0, -floor(zeThumbRect.size.height * 1.5));
_popupView.frame = CGRectInset(popupRect, -20, -10);
_popupView.value = self.value;
}
#pragma mark - Property accessors
-(CGRect)thumbRect {
CGRect trackRect = [self trackRectForBounds:self.bounds];
CGRect thumbR = [self thumbRectForBounds:self.bounds trackRect:trackRect value:self.value];
return thumbR;
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
and here is my popover class
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.font = [UIFont boldSystemFontOfSize:15.0f];
UIImageView *popoverView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"sliderlabel.png"]];
[self addSubview:popoverView];
textLabel = [[UILabel alloc] init];
textLabel.backgroundColor = [UIColor clearColor];
textLabel.font = self.font;
textLabel.textColor = [UIColor colorWithWhite:1.0f alpha:0.7];
textLabel.text = self.text;
textLabel.textAlignment = NSTextAlignmentCenter;
textLabel.frame = CGRectMake(0, -2.0f, popoverView.frame.size.width, popoverView.frame.size.height);
[self addSubview:textLabel];
}
return self;
}
-(void)setValue:(float)aValue {
_value = aValue;
self.text = [NSString stringWithFormat:#"%4.2f", _value];
textLabel.text = self.text;
[self setNeedsDisplay];
}
I tried the sample project and work with simple function
#property (strong, nonatomic) IBOutlet UISlider *slider; // make the getter and setter for Slider
#property (strong, nonatomic) IBOutlet UILabel *lblText; // make the getter and setter for label
- (void)viewDidLoad {
[super viewDidLoad];
// set verticical of UIslider
CGAffineTransform trans = CGAffineTransformMakeRotation(M_PI * 0.5);
self.slider.transform = trans;
// get the events of UISlider
[self.slider addTarget:self
action:#selector(sliderDidEndSliding:)
forControlEvents:(UIControlEventTouchUpInside | UIControlEventTouchUpOutside)];
}
// this method used for hide the label after changed the value
- (void)sliderDidEndSliding:(NSNotification *)notification {
NSLog(#"Slider did end sliding...");
[self.lblText removeFromSuperview];
}
// the slider value change method
- (IBAction)slider:(UISlider*)sender
{
// add the subview the lable to slider
[self.slider addSubview:self.lblText];
self.lblText.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"sliderlabel.png"]];
self.lblText.text = [NSString stringWithFormat:#"%4.2f",sender.value];
// change the label position depend upon slider move
self.lblText.center = CGPointMake(self.slider.value*self.slider.bounds.size.width,80);
[self.lblText setTransform:CGAffineTransformMakeRotation(-M_PI / 2)];
}
here I attached the sample project for UISlider the download link

Subclass UIButton and detect UIControlEventTouchUpInside

i'm trying to detect when a button was pressed, so respond to the UIControlEventTouchUpInside event, i have tried this:
- (void)setHighlighted:(BOOL)highlighted
{
if (highlighted)
{
self.titleLabel.textColor = [UIColor whiteColor];
[self.circleLayer setFillColor:self.color.CGColor];
}
else
{
[self.circleLayer setFillColor:[UIColor clearColor].CGColor];
self.titleLabel.textColor = self.color;
}
}
but it's only when there is the finger on the button and not released, how i can detect in the subclass the touchup inside action?
What you could do is add a target in your init method, and have a boolean to keep the button state :
in CustomButton.h
#property(nonatomic,assign) BOOL selected;
in CustomButton.m
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.selected = NO;
[self addTarget:self action:#selector(toggle:) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
- (IBAction)toggle:(id)sender{
self.selected = !self.selected;
if (self.selected)
{
self.titleLabel.textColor = [UIColor whiteColor];
[self.circleLayer setFillColor:self.color.CGColor];
}
else
{
[self.circleLayer setFillColor:[UIColor clearColor].CGColor];
self.titleLabel.textColor = self.color;
}
}
Use UIControlEventTouchDown instead of UIControlEventTouchUpInside so it's action method will call when your button will be down.

UIScrollView programmatically add buttons and scroll

I'm new to ios and Objective-C. Please be a little bit patient with me.
THe functionality in my app, which I'm trying to develop, is a small scrolling toolbar, which contains several buttons, state toggling buttons. Also there is another button above the toolbar which slides in and out the toolbar. The second functionality I achieved successfully, using a view for the whole setup and when the slide button touch up event animates the whole view up and down.
For the scrollview, I wanted to add buttons programmatically, hence I drew an outlet to the class and tried adding a self created button as a subview. However I cannot see the button. Nor can I observe the scrollview sliding.
THe following is the way I'm adding the button:
Also, my total view for the above functionality is very less in size than the total view controller
UIButton *button = [[UIButton alloc] init];
button.titleLabel.text = #"hello";
[_scrollTop setContentSize:self.view.frame.size];
[_scrollTop addSubview:button];
The two images down, I hope, should help you understand the functionality I'm trying to develop. If anybody is aware of existence of similar functionality, please do direct me.
Edit: Code totally is
//
// HCILocationViewController.m
// app2
//
// Created by Ravi Vooda on 13/03/13.
// Copyright (c) 2013 housing.co.in. All rights reserved.
//
#import "HCILocationViewController.h"
#import "HCIAnnotationViewController.h"
#interface HCILocationViewController ()
#property int widMap;
#property BOOL showExploreOptions;
#end
#implementation HCILocationViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
_mapLocationView.delegate = self;
MKPointAnnotation *annotation = [[HCIAnnotationViewController alloc]
initwithHouse:[self singleHome]];
[_mapLocationView addAnnotation:annotation];
_widMap = 10000;
_showExploreOptions = NO;
/*
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button addTarget:self
action:#selector(aMethod:)
forControlEvents:UIControlEventTouchDown];
[button setTitle:#"Show View" forState:UIControlStateNormal];
button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);//give values whatever you want.
[_scrollTop addSubview:button];
*/
[self addButtonsToScrollView];
}
- (void)addButtonsToScrollView
{
NSInteger buttonCount = 4;
CGRect buttonFrame = CGRectMake(5.0f, 5.0f, self.scrollTop.frame.size.width-10.0f, 40.0f);
for (int index = 0; index <buttonCount; index++) {
UIButton *button = [[UIButton alloc]initWithFrame:buttonFrame];
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
[button setTag:index+1];
NSString *title = [NSString stringWithFormat:#"Button %d",index+1];
[button setTitle:title forState:UIControlStateNormal];
[self.scrollTop addSubview:button];
buttonFrame.origin.y+=buttonFrame.size.height+5.0f;
}
CGSize contentSize = self.scrollTop.frame.size;
contentSize.height = buttonFrame.origin.y;
[self.scrollTop setContentSize:contentSize];
}
- (void)buttonPressed:(UIButton *)button
{
NSLog(#"button pressed");
switch (button.tag) {
case 1:
//Do something
break;
default:
break;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(MKAnnotationView*) mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation {
NSString *identifier = #"currDetailsIdentifier";
MKPinAnnotationView *annotationView = (MKPinAnnotationView *)[_mapLocationView dequeueReusableAnnotationViewWithIdentifier:identifier];
if (annotationView == nil) {
annotationView = [[MKPinAnnotationView alloc]
initWithAnnotation:annotation
reuseIdentifier:identifier];
} else {
annotationView.annotation = annotation;
}
annotationView.enabled = YES;
annotationView.canShowCallout = YES;
return annotationView;
}
-(void) mapViewDidFinishLoadingMap:(MKMapView *)mapView
{
MKMapRect zoomRect = MKMapRectNull;
for (id <MKAnnotation> annotation in mapView.annotations) {
MKMapPoint annotationPoint = MKMapPointForCoordinate(annotation.coordinate);
MKMapRect pointRect = MKMapRectMake(
annotationPoint.x - (_widMap / 2),
annotationPoint.y - (_widMap/2),
_widMap,
_widMap);
if (MKMapRectIsNull(zoomRect)) {
zoomRect = pointRect;
} else {
zoomRect = MKMapRectUnion(zoomRect, pointRect);
}
}
[mapView setVisibleMapRect:zoomRect animated:YES];
}
-(void) setMyHouse:(NSDictionary *)singleHouse {
self.singleHome = singleHouse;
}
- (IBAction)toggleExploreOptionsView:(UIButton *)sender {
sender.selected = !sender.selected;
if (_showExploreOptions){
NSLog(#"Close Options");
[UIView animateWithDuration:0.2 animations:^{
_exploreView.frame = CGRectMake(_exploreView.frame.origin.x, _exploreView.frame.origin.y + _exploreOptionsView.frame.size.height, _exploreView.frame.size.width, _exploreView.frame.size.height + _exploreOptionsView.frame.size.height);
}];
}
else {
NSLog(#"Open Options");
[UIView animateWithDuration:0.2 animations:^{
_exploreView.frame = CGRectMake(_exploreView.frame.origin.x, _exploreView.frame.origin.y - _exploreOptionsView.frame.size.height, _exploreView.frame.size.width, _exploreView.frame.size.height - _exploreOptionsView.frame.size.height);
}];
}
_showExploreOptions = !_showExploreOptions;
}
#end
If I understood your question correctly you need to have view which should show up and collapse on a button click event. When the view is shown, it should have a scrollable list of buttons. And you are asking help to show many buttons to scrollView.
Demo Source Code
- (void)addButtonsToScrollView
{
NSInteger buttonCount = 5;
CGRect buttonFrame = CGRectMake(5.0f, 5.0f, self.scrollTop.frame.size.width-10.0f, 40.0f);
for (int index = 0; index <buttonCount; index++) {
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button setFrame:buttonFrame];
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
[button setTag:index+1];
NSString *title = [NSString stringWithFormat:#"Button %d",index+1];
[button setTitle:title forState:UIControlStateNormal];
[self.scrollTop addSubview:button];
buttonFrame.origin.y+=buttonFrame.size.height+5.0f;
}
CGSize contentSize = self.scrollTop.frame.size;
contentSize.height = buttonFrame.origin.y;
[self.scrollTop setContentSize:contentSize];
}
- (void)buttonPressed:(UIButton *)button
{
switch (button.tag) {
case 1:
//Do something
break;
default:
break;
}
}

Checkbox in iOS application

I need to add checkbox controls to my form. I know that there is no such control in iOS SDK. How could I do this?
this has been driving me mad too and I found a different solution that works well for me and avoids having to use images.
Add a new label object to Interface Builder.
Create an IBOutlet property in Xcode and connect it up to it. In the code below I've called it 'fullyPaid' as I want to know if someone has fully paid a sum of money.
Add the 2 functions below.
The 'touchesBegan' function checks if you touched somewhere inside the 'fullyPaid' label object and if so, it calls the 'togglePaidStatus' function.
The 'togglePaidStatus' function sets up two strings which have the unicode characters representing an empty box (\u2610) and a checked box (\u2611) respectively. Then it compares what's currently in the 'fullyPaid' object and toggles it with the other string.
You might want to call the togglePaidStatus function in the viewDidLoad function to set it to an empty string initially.
Obviously you can add extra checks to prevent users toggling the checkbox if the label is not enabled, but that's not shown below.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (CGRectContainsPoint([fullyPaid frame], [touch locationInView:self.view]))
{
[self togglePaidStatus];
}
}
-(void) togglePaidStatus
{
NSString *untickedBoxStr = [[NSString alloc] initWithString:#"\u2610"];
NSString *tickedBoxStr = [[NSString alloc] initWithString:#"\u2611"];
if ([fullyPaid.text isEqualToString:tickedBoxStr])
{
fullyPaid.text = untickedBoxStr;
}
else
{
fullyPaid.text = tickedBoxStr;
}
[tickedBoxStr release];
[untickedBoxStr release];
}
Generally, you would use the UISwitch for checkbox-like functionality.
You could roll your own though by using an image control with two images (checked/unchecked) and switching the images when they touch the control/
If you're showing a group of options and the user can select one of them, use a tableview with a checkmark accessory and a different text color on the selected row.
If you have a single option, your best bet is to use a switch. If you can't or don't want to, use a button, setting the normal image to an empty box and the selected image to a checked box. You'll have to make those two images yourself or find stock graphics to use for them.
Extending to Adrean's idea, i've achieved this using a very simple approach.
My idea is to change button (lets say checkBtn) text depending upon its state, and then change button's state in its IBAction.
Below is the code how i did this:
- (void)viewDidLoad
{
[super viewDidLoad];
[checkBtn setTitle:#"\u2610" forState:UIControlStateNormal]; // uncheck the button in normal state
[checkBtn setTitle:#"\u2611" forState:UIControlStateSelected]; // check the button in selected state
}
- (IBAction)checkButtonTapped:(UIButton*)sender {
sender.selected = !sender.selected; // toggle button's selected state
if (sender.state == UIControlStateSelected) {
// do something when button is checked
} else {
// do something when button is unchecked
}
}
I wanted to do this programmatically, and also solve the problem that the hit area was really too small. This is adapted from various sources, including Mike and Mike's commenter Agha.
In your header
#interface YourViewController : UIViewController {
BOOL checkboxSelected;
UIButton *checkboxButton;
}
#property BOOL checkboxSelected;;
#property (nonatomic, retain) UIButton *checkboxButton;
-(void)toggleButton:(id)sender;
And in your implementation
// put this in your viewDidLoad method. if you put it somewhere else, you'll probably have to change the self.view to something else
// create the checkbox. the width and height are larger than actual image, because we are creating the hit area which also covers the label
UIButton* checkBox = [[UIButton alloc] initWithFrame:CGRectMake(100, 60,120, 44)];
[checkBox setImage:[UIImage imageNamed:#"checkbox.png"] forState:UIControlStateNormal];
// uncomment below to see the hit area
// [checkBox setBackgroundColor:[UIColor redColor]];
[checkBox addTarget:self action:#selector(toggleButton:) forControlEvents: UIControlEventTouchUpInside];
// make the button's image flush left, and then push the image 20px left
[checkBox setContentHorizontalAlignment:UIControlContentHorizontalAlignmentLeft];
[checkBox setImageEdgeInsets:UIEdgeInsetsMake(0.0, 20.0, 0.0, 0.0)];
[self.view addSubview:checkBox];
// add checkbox text text
UILabel *checkBoxLabel = [[UILabel alloc] initWithFrame:CGRectMake(140, 74,200, 16)];
[checkBoxLabel setFont:[UIFont boldSystemFontOfSize:14]];
[checkBoxLabel setTextColor:[UIColor whiteColor]];
[checkBoxLabel setBackgroundColor:[UIColor clearColor]];
[checkBoxLabel setText:#"Checkbox"];
[self.view addSubview:checkBox];
// release the buttons
[checkBox release];
[checkBoxLabel release];
And put this method in too:
- (void)toggleButton: (id) sender
{
checkboxSelected = !checkboxSelected;
UIButton* check = (UIButton*) sender;
if (checkboxSelected == NO)
[check setImage:[UIImage imageNamed:#"checkbox.png"] forState:UIControlStateNormal];
else
[check setImage:[UIImage imageNamed:#"checkbox-checked.png"] forState:UIControlStateNormal];
}
Here is my version of checkbox for iphone.
It is single class which extends UIButton.
It is simple so i will paste it here.
CheckBoxButton.h file content
#import <UIKit/UIKit.h>
#interface CheckBoxButton : UIButton
#property(nonatomic,assign)IBInspectable BOOL isChecked;
#end
CheckBoxButton.m file content
#import "CheckBoxButton.h"
#interface CheckBoxButton()
#property(nonatomic,strong)IBInspectable UIImage* checkedStateImage;
#property(nonatomic,strong)IBInspectable UIImage* uncheckedStateImage;
#end
#implementation CheckBoxButton
-(id)init
{
self = [super init];
if(self)
{
[self addTarget:self action:#selector(switchState) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
-(id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if(self)
{
[self addTarget:self action:#selector(switchState) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if(self)
{
[self addTarget:self action:#selector(switchState) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
-(void)setIsChecked:(BOOL)isChecked
{
_isChecked = isChecked;
if(isChecked)
{
[self setImage:self.checkedStateImage forState:UIControlStateNormal];
}
else
{
[self setImage:self.uncheckedStateImage forState:UIControlStateNormal];
}
}
-(void)switchState
{
self.isChecked = !self.isChecked;
[self sendActionsForControlEvents:UIControlEventValueChanged];
}
#end
You can set images for checked/unchecked as well as isChecked property in the attribute inspector of visual studio.
To add CheckBoxButton in storyboard or xib, simple add UIButton and set custom class like on next image.
Button will send UIControlEventValueChanged event, every time when isChecked state is changed.
Everyones code here is very long, slightly messy, and could be done a lot simpler. I have a project on GitHub that subclass UIControl that you can download and check out and gives you an almost native checkbox UI element:
https://github.com/Brayden/UICheckbox
I like the idea of Adrian to use the characters rather than images. But I don't like the box, it need only the checkmark itself (#"\u2713"). I draw a box (a rounded box) programmatically and place an UILabel contains the checkmark inside it. This way of implementation makes it easy to use the custom view in any application without care about any dependent resource. You can also customize the color of the checkmark, the rounded box and the background with ease.
Here's the complete code:
#import <UIKit/UIKit.h>
#class CheckBoxView;
#protocol CheckBoxViewDelegate
- (void) checkBoxValueChanged:(CheckBoxView *) cview;
#end
#interface CheckBoxView : UIView {
UILabel *checkMark;
bool isOn;
UIColor *color;
NSObject<CheckBoxViewDelegate> *delegate;
}
#property(readonly) bool isOn;
#property(assign) NSObject<CheckBoxViewDelegate> *delegate;
- (void) drawRoundedRect:(CGRect) rect inContext:(CGContextRef) context;
#end
#import "CheckBoxView.h"
#define SIZE 30.0
#define STROKE_WIDTH 2.0
#define ALPHA .6
#define RADIUS 5.0
#implementation CheckBoxView
#synthesize isOn, delegate;
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:CGRectMake(frame.origin.x, frame.origin.y, SIZE, SIZE)])) {
// Initialization code
}
//UIColor *color = [UIColor blackColor];
color = [[UIColor alloc] initWithWhite:.0 alpha:ALPHA];
self.backgroundColor = [UIColor clearColor];
checkMark = [[UILabel alloc] initWithFrame:CGRectMake(STROKE_WIDTH, STROKE_WIDTH, SIZE - 2 * STROKE_WIDTH, SIZE - 2*STROKE_WIDTH)];
checkMark.font = [UIFont systemFontOfSize:25.];
checkMark.text = #"\u2713";
checkMark.backgroundColor = [UIColor clearColor];
checkMark.textAlignment = UITextAlignmentCenter;
//checkMark.textColor = [UIColor redColor];
[self addSubview:checkMark];
[checkMark setHidden:TRUE];
isOn = FALSE;
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code
CGRect _rect = CGRectMake(STROKE_WIDTH, STROKE_WIDTH, SIZE - 2 * STROKE_WIDTH, SIZE - 2*STROKE_WIDTH);
[self drawRoundedRect:_rect inContext:UIGraphicsGetCurrentContext()];
[checkMark setHidden:!isOn];
}
- (void)dealloc {
[checkMark release];
[color release];
[super dealloc];
}
- (void) drawRoundedRect:(CGRect) rect inContext:(CGContextRef) context{
CGContextBeginPath(context);
CGContextSetLineWidth(context, STROKE_WIDTH);
CGContextSetStrokeColorWithColor(context, [color CGColor]);
CGContextMoveToPoint(context, CGRectGetMinX(rect) + RADIUS, CGRectGetMinY(rect));
CGContextAddArc(context, CGRectGetMaxX(rect) - RADIUS, CGRectGetMinY(rect) + RADIUS, RADIUS, 3 * M_PI / 2, 0, 0);
CGContextAddArc(context, CGRectGetMaxX(rect) - RADIUS, CGRectGetMaxY(rect) - RADIUS, RADIUS, 0, M_PI / 2, 0);
CGContextAddArc(context, CGRectGetMinX(rect) + RADIUS, CGRectGetMaxY(rect) - RADIUS, RADIUS, M_PI / 2, M_PI, 0);
CGContextAddArc(context, CGRectGetMinX(rect) + RADIUS, CGRectGetMinY(rect) + RADIUS, RADIUS, M_PI, 3 * M_PI / 2, 0);
CGContextClosePath(context);
CGContextStrokePath(context);
}
#pragma mark Touch
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint loc = [touch locationInView:self];
if(CGRectContainsPoint(self.bounds, loc)){
isOn = !isOn;
//[self setNeedsDisplay];
[checkMark setHidden:!isOn];
if([delegate respondsToSelector:#selector(checkBoxValueChanged:)]){
[delegate checkBoxValueChanged:self];
}
}
}
in .h file
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
{
BOOL isChecked;
UIImageView * checkBoxIV;
}
#end
And .m file
- (void)viewDidLoad
{
[super viewDidLoad];
isChecked = NO;
//change this property according to your need
checkBoxIV = [[UIImageView alloc] initWithFrame:CGRectMake(10, 10, 15, 15)];
checkBoxIV.image =[UIImage imageNamed:#"checkbox_unchecked.png"];
checkBoxIV.userInteractionEnabled = YES;
UITapGestureRecognizer *checkBoxIVTapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handlecheckBoxIVTapGestureTap:)];
checkBoxIVTapGesture.numberOfTapsRequired = 1;
[checkBoxIV addGestureRecognizer:checkBoxIVTapGesture];
}
- (void)handlecheckBoxIVTapGestureTap:(UITapGestureRecognizer *)recognizer {
if (isChecked) {
isChecked = NO;
checkBoxIV.image =[UIImage imageNamed:#"checkbox_unchecked.png"];
}else{
isChecked = YES;
checkBoxIV.image =[UIImage imageNamed:#"checkbox_checked.png"];
}
}
This will do the trick...
I made it with a UITextField to avoid drawing anything strange but I liked putting inside as text the tick unicode (Unicode Character 'CHECK MARK' (U+2713)) for the NSString: #"\u2713".
This way, in my .h file (implementing the protocol for the UITextField 'UITextFieldDelegate'):
UITextField * myCheckBox;
In my viewDidLoad or the function to prepare the UI:
...
myCheckBox = [[UITextField alloc] initWithFrame:aFrame];
myCheckBox.borderStyle = UITextBorderStyleRoundedRect; // System look like
myCheckBox.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
myCheckBox.textAlignment = NSTextAlignmentLeft;
myCheckBox.delegate = self;
myCheckBox.text = #" -"; // Initial text of the checkbox... editable!
...
Then, add an event selector for reating in the touch event and calling 'responseSelected' event:
...
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(checkboxSelected)];
[myCheckBox addGestureRecognizer:tapGesture];
...
Finally respond to that selector
-(void) checkboxSelected
{
if ([self isChecked])
{
// Uncheck the selection
myCheckBox.text = #" -";
}else{
//Check the selection
myCheckBox.text = #"\u2713";
}
}
The function 'isChecked' only checks if the text is the #"\u2713" check mark. To prevent showing the keyboard when the text field is selected use the event of the UITextField 'textFieldShouldBeginEditing' and add the event selector to manage the selection:
-(BOOL)textFieldShouldBeginEditing:(UITextField *)textField
{
// Question selected form the checkbox
[self checkboxSelected];
// Hide both keyboard and blinking cursor.
return NO;
}
Subclass UIButton, drop a button to view controller, select it and change class name to CheckBox in the identity inspector.
#import "CheckBox.h"
#implementation CheckBox
#define checked_icon #"checked_box_icon.png"
#define empty_icon #"empty_box_icon.png"
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
[self setImage:[UIImage imageNamed:empty_icon] forState:UIControlStateNormal];
[self addTarget:self action:#selector(didTouchButton) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
- (void)didTouchButton {
selected = !selected;
if (selected)
[self setImage:[UIImage imageNamed:checked_icon] forState:UIControlStateNormal];
else
[self setImage:[UIImage imageNamed:empty_icon] forState:UIControlStateNormal];
}
#end
I made one recently. Free to acquire from GitHub. See if this will help. The effect is like
user Aruna Lakmal; FYI, when you add this code to IB as you describe initWithFrame is not called, initWithCoder is. Implement initWithCoder and it will work as you describe.
A simple UIButton subclass will able to behave like checkbox found in Android.
import UIKit
class CheckedUIButton: UIButton {
var checked: Bool = false {
didSet {
if checked {
setImage(UIImage(systemName: "checkmark.circle"), for: .normal)
} else {
setImage(UIImage(systemName: "circle"), for: .normal)
}
}
}
//initWithFrame to init view from code
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
//initWithCode to init view from xib or storyboard
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
private func commonInit() {
addTarget(self, action: #selector(self.checkedTapped), for: .touchUpInside)
}
#objc
private func checkedTapped() {
self.checked.toggle()
}
}
Output
(Unchecked state)
(Checked state)
A simple UIButton subclass using SF symbols does the trick
class CheckBoxButton: UIButton {
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setup()
}
func setup() {
setImage(UIImage(systemName: "square.fill"), for: .normal)
setImage(UIImage(systemName: "checkmark.square.fill"), for: .selected)
}
}
Storyboard
If you are using storyboard, ensure button type is set to custom as seen in the image below
Usage
All you have to do is toggle the isSelected variable in action/selector method
#objc func toggle(_ sender: UIButton) {
sender.isSelected.toggle()
}
Demo

Resources