Some times in my app I get this error because the UI freezes and the users tap more than once the buttons:
"pushing the same view controller instance more than once is not
supported"
I have tried this:
How to prevent multiple event on same UIButton in iOS?
And it works like a charm but if my tabbar has more than 5 elements if I tab the button that shows an element greater than 5 the more button animates from left to right.
Is there other way to prevent the double tab in an easy way that does not use animations?.
This is the code I'm using:
- (IBAction)btnAction:(id)sender {
UIButton *bCustom = (UIButton *)sender;
bCustom.userInteractionEnabled = NO;
[UIView animateWithDuration:1.0 delay:0.0 options:UIViewAnimationOptionAllowAnimatedContent animations:^{
[self selectTabControllerIndex:bCustom.tag];
} completion:^(BOOL finished){
bCustom.userInteractionEnabled = YES;
}];
}
First a tip, if you only have button's calling that selector, you can change the id to UIButton* and drop the extra variable bCustom.
Now, to solve your issue, you just need to ensure you turn userInteractionEnabled back to YES after you'd done whatever else you needed to do. Using the animation block is just an easy way because it has a completion handler built in.
You can do this simply by having selectTabControllerIndex method do the work for you.
Something like this:
- (IBAction)btnAction:(UIButton*)sender {
sender.userInteractionEnabled = NO;
[self selectTabControllerForButton:sender];
}
- (void)selectTabControllerForButton:(UIButton*)sender {
// Whatever selectTabControllerIndex does now goes here, use sender.tag as you used index
sender.userInteractionEnabled = YES;
}
If you possibly had other code you needed to execute afterwards, you could add a completion handler to your selectTabControllerIndex method instead and then call the completion handler. Inside that you'd include the sender.userInteractionEnabled = YES; line. But if it's always the same code, the first way is easier and faster.
Using userInteractionEnable=false to prevent double tap is like using a Rocket Launcher to kill a bee.
Instead, you can use myButton.enabled=false.Using this, you may be able to change ( if you want ) the layout of your button when it is deactivated.
In Swift, you can also use defer keyword, to execute a block of code that will be executed only when execution leaves the current scope.
#IBAction func btnAction(_ sender: UIButton) {
sender.isUserInteractionEnabled = false
defer {
sender.isUserInteractionEnabled = true
}
// rest of your code goes here
}
Note: This will only be helpful if the "rest of your code" is not async, so that the execution actually leaves the current scope.
In async cases you'd need to set isUserInteractionEnabled = true at the end of that async method.
Disable isUserInteractionEnabled or disable the button not work some cases, if have background API calling in next controller, push process will work asynchronously.
After some work around i thought its better to go with the other way, i found Completion handler in Objective-C or Closure in Swift can be good here.
Here is the example which i used in Objective c:
-(void)didSettingClick:(id) sender
{
if (!isPushInProcess) {
isPushInProcess = YES;
SettingVC *settings = [[SettingVC alloc] initWithcomplition:^{
isPushInProcess = NO;
}];
[self.navigationController pushViewController:settings animated:YES];
}
}
Here is method description:
dispatch_block_t pushComplition;
-(instancetype) initWithcomplition:(dispatch_block_t)complition{
self = [super init];
if (self) {
pushComplition = complition;
}
return self;
}
Inside viewDidAppear()
-(void)viewDidAppear:(BOOL)animated
{
pushComplition();
}
In swift using defer keyword is also can be good idea.
Hope It help!!!
You can disable the userInteraction for that button when user taps for first time.
Then new view controller will appear, while leaving to new View Controller call this
-(IBAction)btnAction:(UIButton *)sender {
sender.userInteractionEnabled=NO;
//do your code
}
if it is moving to another view then call below one
-(void)viewWillDisappear {
buttonName.userInteractionEnabled=YES;
}
if not moving from present view
you can call
sender.userInteractionEnabled=YES;
at the end of btnAction method.
It will work for sure.
myButton.multipleTouchEnabled = NO;
Swift 4 version of #Santo answer that worked for me:
Button code:
#IBAction func btnMapTap(_ sender: UIButton) {
sender.isUserInteractionEnabled = false
//put here your code
Add override method viewWillDisappear:
override func viewWillDisappear(_ animated: Bool) {
btnMap.isUserInteractionEnabled = true
}
Use this code: This is bool condition
button.ismultipleTouchEnabled = false
it seems that under iOS 14.x it will happen automatically when You tap.
I have written small demo app with a nav controller, a controller of class "ViewController" with a button invoking an action "pushIt".
(see code)
I have set Storyboard ID to a separated controller to "ColoredVCID" and added a global counter, just to see...
Long way SHORT: it seems working correctly.
// compulsiveTouch
//
// Created by ing.conti on 03/08/21.
import UIKit
fileprivate var cont = 0
class ViewController: UIViewController {
#IBAction func pushIt(_ sender: Any) {
cont+=1
print(cont)
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: "ColoredVCID")
self.navigationController!.present(vc, animated: true)
// OR:
self.navigationController!.pushViewController(vc, animated: true)
}
}
In PAST days I usually did:
#objc func pushItOLD(_sender: Any){
// prevent compulsive touch:
self.setButtonActive(btn: self.pushBtn!, active: false)
// now re-eanble it... after 1 second:
let when = DispatchTime.now() + 1
DispatchQueue.main.asyncAfter(deadline: when, execute: { () -> Void in
self.setButtonActive(btn: self.pushBtn!, active: true)
})
}
func setButtonActive(btn: UIButton?, active: Bool){
guard let btn = btn else{
return
}
btn.isEnabled = active
btn.alpha = (active ? 1 : 0.5)
}
that CAN BE very useful nowadays if your button for example invokes a network request... to prevent double calls.
(I added some cosmetics to use alpha.. to let user see it as "disabled" ..)
I did it like this
var callInProgress = false
func call(){
if callInProgress == true{
return
}
callInProgress = true
//Make it false when your task done
}
it will not allow user to call the function one more time untill you make callInProgress false
This is the only thing working
Related
Sometimes when user go back to the previous UIViewController, I want to do something.
If the user clicked the back button in UINavigationBar, I can capture the event.
But if they use the swipe back gesture to go back, I cannot respond to the change.
So is there any callback for swipe back gesture?
Currently I can only disable this kind of page in my app through
interactivePopGestureRecognizer.enabled = NO;
The easiest way is to hook into the one that's already built into UINavigationController by doing something like this:
override func viewDidLoad() {
super.viewDidLoad()
navigationController?.interactivePopGestureRecognizer?.addTarget(self, action: #selector(MyViewController.handleBackswipe))
}
#objc private func handleBackswipe() {
navigationController?.interactivePopGestureRecognizer?.removeTarget(self, action: #selector(MyViewController.handleBackswipe))
// insert your custom code here
}
The remember to call removeTarget(_:action:) in your selector, otherwise it'll spam your selector until the gesture ends.
Try this.It gives you some what better solution.
- (void)viewDidLoad {
[super viewDidLoad];
UIScreenEdgePanGestureRecognizer *gesture = (UIScreenEdgePanGestureRecognizer*)[self.navigationController.view.gestureRecognizers objectAtIndex:0];
[gesture addTarget:self action:#selector(moved:)];
}
In Target method.
-(void)moved:(id)sender{
// do what you want
//finally remove the target
[[self.navigationController.view.gestureRecognizers objectAtIndex:0] removeTarget:self action:#selector(moved:)];
}
I'm trying to make a AVPlayerViewController go to full screen mode programmatically, coming from "embedded" mode, however this does not appear to be possible with the published API.
Is there a workaround that I'm missing? I'm interested in obtaining the same animation to the one that you get when the user presses the full screen button on the bottom right of the controls.
Using MPMoviePlayerController is not a viable alternative since I might have more than one video playing at a time.
Thanks.
AVPlayerViewController is a subclass of UIViewController, so it is presentable like any other view controller subclass. Are you able to use presentViewController:animated:completion?
self.avPlayerController.modalPresentationStyle = UIModalPresentationOverFullScreen;
[self presentViewController:self.avPlayerController animated:YES completion:nil];
This then shows the "Done" button in the top left-hand corner.
Updated for iOS 11
There is no supported way to programmatically go fullscreen with AVPlayerViewController (a bit of an oversight in my opinion).
However, AVPlayerViewController does contain a private method that does exactly that. You'll have to decide for yourself whether you'd want to use it or not given you're not supposed to call private methods.
AVPlayerViewController+Fullscreen.h
#import <AVKit/AVKit.h>
#interface AVPlayerViewController (Fullscreen)
-(void)goFullscreen;
#end
AVPlayerViewController+Fullscreen.m
#import "AVPlayerViewController+Fullscreen.h"
#implementation AVPlayerViewController (Fullscreen)
-(void)goFullscreen {
NSString *selectorForFullscreen = #"transitionToFullScreenViewControllerAnimated:completionHandler:";
if (#available(iOS 11.3, *)) {
selectorForFullscreen = #"transitionToFullScreenAnimated:interactive:completionHandler:";
} else if (#available(iOS 11.0, *)) {
selectorForFullscreen = #"transitionToFullScreenAnimated:completionHandler:";
}
SEL fsSelector = NSSelectorFromString([#"_" stringByAppendingString:selectorForFullscreen]);
if ([self respondsToSelector:fsSelector]) {
NSInvocation *inv = [NSInvocation invocationWithMethodSignature:[self methodSignatureForSelector:fsSelector]];
[inv setSelector:fsSelector];
[inv setTarget:self];
NSInteger index = 2; //arguments 0 and 1 are self and _cmd respectively, automatically set
BOOL animated = YES;
[inv setArgument:&(animated) atIndex:index];
index++;
if (#available(iOS 11.3, *)) {
BOOL interactive = YES;
[inv setArgument:&(interactive) atIndex:index]; //arguments 0 and 1 are self and _cmd respectively, automatically set by NSInvocation
index++;
}
id completionBlock = nil;
[inv setArgument:&(completionBlock) atIndex:index];
[inv invoke];
}
}
#end
UPDATE: Swift 4 version of ToddH's answer:
private func enterFullscreen(playerViewController: AVPlayerViewController) {
let selectorName: String = {
if #available(iOS 11.3, *) {
return "_transitionToFullScreenAnimated:interactive:completionHandler:"
} else if #available(iOS 11, *) {
return "_transitionToFullScreenAnimated:completionHandler:"
} else {
return "_transitionToFullScreenViewControllerAnimated:completionHandler:"
}
}()
let selectorToForceFullScreenMode = NSSelectorFromString(selectorName)
if playerViewController.responds(to: selectorToForceFullScreenMode) {
playerViewController.perform(selectorToForceFullScreenMode, with: true, with: nil)
}
}
In iOS11 there are 2 new properties for AVPlayerViewController: entersFullScreenWhenPlaybackBegins and exitsFullScreenWhenPlaybackEnds. You can enable full screen mode right after playback begins and disable it when playback ends with these properties. If you need to enable fullscreen mode after some delay you can use private API methods as ToddH mentioned in his answer. However in iOS11 _transitionToFullScreenViewControllerAnimated:completionHandler: method is not available anymore, there is the same method called _transitionToFullScreenAnimated:completionHandler:. The second method accepts the same arguments as the first one.
I can show an example how to use it. First of all you need to create AVPlayerViewController instance in your UIViewController:
private let playerController : AVPlayerViewController = {
if let urlForPlayer = URL(string: "your_video_url") {
$0.player = AVPlayer(url: urlForPlayer)
}
return $0
} (AVPlayerViewController())
Then you need to setup view for AVPlayerViewController and add it to your current controller view. Function setupAVplayerController can do it for you:
private func setupAVplayerController() {
self.addChildViewController(self.playerController)
self.playerController.view.frame = CGRect(x: 0.0, y: 0.0, width: 200.0, height: 200.0)
self.view.addSubview(self.playerController.view)
self.playerController.didMove(toParentViewController: self)
}
Function enterFullscreen forces full screen mode for AVPlayerViewController:
private func enterFullscreen(playerViewController:AVPlayerViewController) {
let selectorName : String = {
if #available(iOS 11, *) {
return "_transitionToFullScreenAnimated:completionHandler:"
} else {
return "_transitionToFullScreenViewControllerAnimated:completionHandler:"
}
}()
let selectorToForceFullScreenMode = NSSelectorFromString(selectorName)
if playerViewController.responds(to: selectorToForceFullScreenMode) {
playerViewController.perform(selectorToForceFullScreenMode, with: true, with: nil)
}
}
And now you need to call all these functions where you need it, for example in viewDidAppear:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
//Your code
self.setupAVplayerController()
self.playerController.player?.play()
DispatchQueue.main.asyncAfter(deadline: .now() + 10) {
self.enterFullscreen(playerViewController:self.playerController)
}
}
Don't forget that this solution based on private API calls that is not recommended to use.
As a little iOS 14 update to ToddH's answer: the private API to call is enterFullScreenAnimated:completionHandler:. So here's an extension on AVPlayerViewController to enter full screen.
extension AVPlayerViewController {
func enterFullScreen(animated: Bool) {
perform(NSSelectorFromString("enterFullScreenAnimated:completionHandler:"), with: animated, with: nil)
}
func exitFullScreen(animated: Bool) {
perform(NSSelectorFromString("exitFullScreenAnimated:completionHandler:"), with: animated, with: nil)
}
}
This implementation doesn't offer a completion callback. If you pass a Swift closure to the completionHandler parameter, it crashes in the underlying Obj-C API. I haven't investigated how to pass the closure to make it work.
Swift 3 version for the answer of ToddH:
extension AVPlayerViewController {
func goFullScreen() {
let selector = NSSelectorFromString("_transitionToFullScreenViewControllerAnimated:completionHandler:")
if self.responds(to: selector) {
// first argument is animated (true for me), second is completion handler (nil in my case)
self.perform(selector, with: true, with: nil)
}
}
}
You can just set the videoGravity property of AVPlayerViewController.
if(fullscreen)
{
[self.avPlayerController
setVideoGravity:AVLayerVideoGravityResizeAspectFill];
}
else
{
[self.avPlayerController
setVideoGravity:AVLayerVideoGravityResizeAspect];
}
For an 'embedded' AVPlayerViewController instance, it is quite easy to programmatically have it start playback in full screen mode, and without hacking anything (calling private methods). You just need to set its entersFullScreenWhenPlaybackBegins property to true.
You need to add the controller as a child VC to the main VC, and that's basically it. In viewDidAppear(_:) you need to call play() method on the controller's player property - playback will be automatically started in fullscreen.
It's often best to check Apple sample code for these kind of tricky APIs; I think this one might be useful for a lot of AVPlayer use cases: Using AVKit in iOS.
I did not have the need to use any restricted code.
For this, I am assuming that you have added the AVPlayerViewController as a child view controller.
Then for that you will first have to remove the child view controller and then present it again as a fullscreen controller as well attach the AVPlayer view properly to it's parent view.
Here is how I did it. Please note that I am using a library called Easy Peasy for restoring the playerVC.view constraints - one can do that with proper constraints as well.
#objc func fullscreenButtonClicked() {
playerVC.willMove(toParentViewController: nil)
playerVC.view.removeFromSuperview()
playerVC.removeFromParentViewController()
self.present(self.playerVC, animated: false, completion: {
self.playerVC.view.easy.layout(Top(), Right(), Left(), Bottom())
})
}
Its pretty simple, just set
playerViewController.videoGravity = .resizeAspectFill
and it goes full screen:)
When my child performs an unwind segue, my controller's viewDidAppear gets called.
In this method (and this method alone, I need to know whether it was from an unwind or not)
Note: the child is unwinding to the very first view controller, so this is an intermediate view controller, not the true root.
You should be able to use the following to detect in each controller if the exposure of the view controller was as a result of being pushed/presented, or as a result of being exposed as a result of pop/dismiss/unwind.
This may or may be enough for your needs.
- (void) viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
// Handle controller being exposed from push/present or pop/dismiss
if (self.isMovingToParentViewController || self.isBeingPresented){
// Controller is being pushed on or presented.
}
else{
// Controller is being shown as result of pop/dismiss/unwind.
}
}
If you want to know that viewDidAppear was called because of an unwind segue as being different from a conventional pop/dismiss being called, then you need to add some code to detect that an unwind happened. To do this you could do the following:
For any intermediate controller you want to detect purely an unwind in, add a property of the form:
/** BOOL property which when TRUE indicates an unwind occured. */
#property BOOL unwindSeguePerformed;
Then override the unwind segue method canPerformUnwindSegueAction:fromViewController:withSender: method as follows:
- (BOOL)canPerformUnwindSegueAction:(SEL)action
fromViewController:(UIViewController *)fromViewController
withSender:(id)sender{
// Set the flag indicating an unwind segue was requested and then return
// that we are not interested in performing the unwind action.
self.unwindSeguePerformed = TRUE;
// We are not interested in performing it, so return NO. The system will
// then continue to look backwards through the view controllers for the
// controller that will handle it.
return NO;
}
Now you have a flag to detect an unwind and a means to detect the unwind just before it happens. Then adjust the viewDidAppear method to include this flag.
- (void) viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
// Handle controller being exposed from push/present or pop/dismiss
// or an unwind
if (self.isMovingToParentViewController || self.isBeingPresented){
// Controller is being pushed on or presented.
// Initialize the unwind segue tracking flag.
self.unwindSeguePerformed = FALSE;
}
else if (self.unwindSeguePerformed){
// Controller is being shown as a result of an unwind segue
}
else{
// Controller is being shown as result of pop/dismiss.
}
}
Hopefully this meets your requirement.
For docs on handling the unwind segue chain see: https://developer.apple.com/library/ios/technotes/tn2298/_index.html
Here is a simple category on UIViewController that you can use to track whether your presented view controller is in the midst of an unwind segue. I suppose it could be flushed out more but I believe this much works for your case.
To use it you need to register the unwind segue from your unwind action method on the destination view controller:
- (IBAction) prepareForUnwind:(UIStoryboardSegue *)segue
{
[self ts_registerUnwindSegue: segue];
}
That's it. From your intermediate view controller, you can test if you are in the midst of an unwind segue:
- (void) viewDidAppear:(BOOL)animated
{
[super viewDidAppear: animated];
BOOL unwinding = [self ts_isUnwinding];
NSLog( #"%#:%#, unwinding: %#", self.title, NSStringFromSelector(_cmd), unwinding ? #"YES" : #"NO" );
}
There's no need to clean anything up; the segue will self-deregister when it ends.
Here's the full category:
#interface UIViewController (unwinding)
- (void) ts_registerUnwindSegue: (UIStoryboardSegue*) segue;
- (BOOL) ts_isUnwinding;
#end
static NSMapTable* g_viewControllerSegues;
#implementation UIViewController (unwinding)
- (void) ts_registerUnwindSegue: (UIStoryboardSegue*) segue
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
g_viewControllerSegues = [NSMapTable weakToWeakObjectsMapTable];
});
for ( UIViewController* vc = segue.sourceViewController ; vc != nil ; vc = vc.presentingViewController )
{
[g_viewControllerSegues setObject: segue forKey: vc];
}
}
- (BOOL) ts_isUnwinding
{
return [g_viewControllerSegues objectForKey: [self ts_topMostParentViewController]] != nil;
}
- (UIViewController *)ts_topMostParentViewController {
UIViewController *viewController = self;
while (viewController.parentViewController) {
viewController = viewController.parentViewController;
}
return viewController;
}
#end
Your question was really interesting to me, because I never used IB and segues before (don't judge me for that) and wanted to learn something new. As you described in your comments:
viewDidAppear will be called on B when C rewinds to A
So I come up with an easy custom solution to this:
protocol ViewControllerSingletonDelegate: class {
func viewControllerWillUnwind(viewcontroller: UIViewController, toViewController: UIViewController)
}
class ViewControllerSingleton {
static let sharedInstance = ViewControllerSingleton()
private var delegates: [ViewControllerSingletonDelegate] = []
func addDelegate(delegate: ViewControllerSingletonDelegate) {
if !self.containsDelegate(delegate) {
self.delegates.append(delegate)
}
}
func removeDelegate(delegate: ViewControllerSingletonDelegate) {
/* implement any other function by your self :) */
}
func containsDelegate(delegate: ViewControllerSingletonDelegate) -> Bool {
for aDelegate in self.delegates {
if aDelegate === delegate { return true }
}
return false
}
func forwardToDelegate(closure: (delegate: ViewControllerSingletonDelegate) -> Void) {
for aDelegate in self.delegates { closure(delegate: aDelegate) }
}
}
class SomeViewController: UIViewController, ViewControllerSingletonDelegate {
let viewControllerSingleton = ViewControllerSingleton.sharedInstance
func someFunction() { // some function where you'll set the delegate
self.viewControllerSingleton.addDelegate(self)
}
/* I assume you have something like this in your code */
#IBAction func unwindToSomeOtherController(unwindSegue: UIStoryboardSegue) {
self.viewControllerSingleton.forwardToDelegate { (delegate) -> Void in
delegate.viewControllerWillUnwind(unwindSegue.sourceViewController, toViewController: unwindSegue.destinationViewController)
}
/* do something here */
}
// MARK: - ViewControllerSingletonDelegate
func viewControllerWillUnwind(viewcontroller: UIViewController, toViewController: UIViewController) {
/* do something with the callback */
/* set some flag for example inside your view controller so your viewDidAppear will know what to do */
}
}
You also could modify the callback function to return something else, like controller identifier instead the controller itself.
I do everything programmatically, so please don't judge me for that too. ;)
If this code snippet won't help you, I'd still love to see some feedback.
Suppose the segue navigation is ViewController -> FirstViewController -> SecondViewController. There is an unwind from SecondViewController to ViewController. You can add in the intermediary FirstViewController the following code to detect unwind actions.
import UIKit
class FirstViewController: UIViewController {
var unwindAction:Bool = false
override func viewDidAppear(animated: Bool) {
if unwindAction {
println("Unwind action")
unwindAction = false
}
}
override func viewControllerForUnwindSegueAction(action: Selector, fromViewController: UIViewController, withSender sender: AnyObject?) -> UIViewController? {
self.unwindAction = true
return super.viewControllerForUnwindSegueAction(action, fromViewController: fromViewController, withSender: sender)
}
}
EDIT
After giving this some thought, I decided the solution to this depends on the kind of complexity that you are dealing with here. What exactly do you do when you do the unwind segue? The solutions given here are viable and they work -- only if you want to detect whether it is an unwind action. What if you want to pass the data between the point where the unwind is happening to the root? What if there is a complex set of preparations that you wanna do in one of the intermediate view controllers? What if you want to do both of these?
In such complex scenarios, I would immediately rule out overriding the unwind methods of the view controller. Doing such operations there will work, but it won't be clean. A method will be doing what it isn't supposed to do. Smell that? That's code smell.
What if, somehow a view controller could inform the next view controller in the hierarchy of the event happening? Better yet, how do we do this without tightly coupling these two?
Protocol.
Have a protocol definition something like:
protocol UnwindResponding {
prepareForUnwindSegue(segue:UISegue , formViewController:UIViewController, withImportantInfo info:[String,AnyObject])
}
Using protocol you will keep the relationship between the objects -- the hierarchy of view controllers in this case -- explicit. At the point of occurrence of a particular event, you will delegate the call to the next controller in the hierarchy informing about the happening of a particular event in another view controller. Here is an example:
override func prepareForSegue(segue:UIStoryboardSegue, sender:AnyObject?) {
if let unwindResponder = self.presentingViewController as? UnwindResponding where segue.identifier = "unwindSegue" {
unwindResponder.prepareForUnwindSegue(segue:UISegue, fromViewController:self,info:info)
}
}
In the intermediary view controller you can do something like:
extension IntermediaryViewController : UnwindResponding {
prepareForUnwindSegue(segue:UISegue , fromViewController:UIViewController, withImportantInfo info:[String,AnyObject]) {
if let unwindResponder = self.presentingViewController {
unwindResponder.prepareForUnwindSegue(segue,fromViewController:fromViewController, info:info)
}
unwindSegue = true
}
}
Granted, you wouldn't wanna do this if you just want to detect unwind segues. Maybe you do, you'll never know what will happen in the future. Never hurts to keep your code clean.
Add method in your parent view controller
#IBAction func unwindToParent(unwindSegue: UIStoryboardSegue) {
if let childViewController = unwindSegue.sourceViewController as? ChildViewController {
println("unwinding from child")
}
}
As an exemple if the unwind segue is related to a button, in the storyboard link your button to it's view controller exit
It will propose to link to unwindToParent method
Then each time the unwind segue is performed, the unwindToParent method will be called
You can override the function unwindForSegue:towardsViewController:, which is called when the ViewController is on the path of an unwind segue. It's meant to be used to reconfigure the ViewController.
Swift example:
override func unwind(for unwindSegue: UIStoryboardSegue, towardsViewController subsequentVC: UIViewController) {
}
I want to prevent continuous multiple clicks on the same UIButton.
I tried with enabled and exclusiveTouch properties but it didn't work. Such as:
-(IBAction) buttonClick:(id)sender{
button.enabled = false;
[UIView animateWithDuration:1.0 delay:0.0 options:UIViewAnimationOptionAllowAnimatedContent animations:^{
// code to execute
}
completion:^(BOOL finished){
// code to execute
}];
button.enabled = true;
}
What you're doing is, you simply setting enabled on/off outside of the block. This is wrong, its executing once this method will call, thus its not disabling the button until completion block would call. Instead you should reenable it once your animation would get complete.
-(IBAction) buttonClick:(id)sender{
button.enabled = false;
[UIView animateWithDuration:1.0 delay:0.0 options:UIViewAnimationOptionAllowAnimatedContent animations:^{
// code to execute
}
completion:^(BOOL finished){
// code to execute
button.enabled = true; //This is correct.
}];
//button.enabled = true; //This is wrong.
}
Oh and yes, instead of true and false, YES and NO would looks nice. :)
Instead of using UIView animation I decided to use the Timer class to enable the button after a time interval. Here is the answer using Swift 4:
#IBAction func didTouchButton(_ sender: UIButton) {
sender.isUserInteractionEnabled = false
//Execute your code here
Timer.scheduledTimer(withTimeInterval: 2, repeats: false, block: { [weak sender] timer in
sender?.isUserInteractionEnabled = true
})
}
This is my solution:
NSInteger _currentClickNum; //Save the current value of the tag button is clicked
//Button click event
- (void)tabBt1nClicked:(UIButton *)sender
{
NSInteger index = sender.tag;
if (index == _currentClickNum) {
NSLog(#"Click on the selected current topic, not execution method, avoiding duplicate clicks");
}else {
[[self class] cancelPreviousPerformRequestsWithTarget:self selector:#selector(tabBtnClicked:) object:sender];
sender.enabled = NO;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
sender.enabled = YES;
});
_currentClickNum = index;
NSLog(#"Column is the current click:%ld",_currentClickNum);
}
}
In my case setting isEnabled was not fast enough to prevent multiple taps. I had to use a property and a guard to prevent multiple taps. And the action method is calling a delegate which normally dismisses the view controller but with multiple button taps it was not dismissing. dismiss(...) must cancel itself if code is still executing on the view controller, not sure. Regardless, I had to add a manual dismiss in the guard.
Here's my solution...
private var didAlreadyTapDone = false
private var didNotAlreadyTapDone: Bool {return !didAlreadyTapDone}
func done() {
guard didNotAlreadyTapDone else {
self.dismiss(animated: true, completion: nil)
return
}
didAlreadyTapDone = true
self.delegate.didChooseName(name)
}
I am stumped and I hope someone can help.
I am calling the resign first responder method for all five of my text fields prior to a segue. The segue occurs, if the keyboard was visible prior to the segue, the keyboard remains no matter what I do. This did not happen in IOS6. It is only happening in IOS7.
Thank you so much in advance for your assistance.
Here is the scenario:
The user touches one text field at time to enter data. The keyboard has no problems changing from first responder from one field to the next and can be resigned from the DONE button without issues. The problem comes when the user touches a field that will be populated from the picker view. If the keyboard was visible from one of the previous text fields, it won't go away.
I have this code attempting to resignFirstResponder on the editingDidBegin action of two of the fields. I am using these two fields to hold numbers but I am filling them from a picker on the next view.
- (IBAction)txtRatioOrHullTypeTouched:(id)sender
{
// Hide the keyboard before the segue to the picker occurs.
[self.txtPitch resignFirstResponder];
[self.txtRPM resignFirstResponder];
[self.txtSlipOrSpeed resignFirstResponder];
[self.txtRatio resignFirstResponder];
[self.txtHullType resignFirstResponder];
segueToPicker = YES; // Raise flag indicating that this segue is to the picker.
[self performSegueWithIdentifier:#"toPicker" sender:sender];
}
I also put this same code in the viewWillDisappear as shown here:
- (void)viewWillDisappear:(BOOL)animated // Unchanged
{
// Hide the keyboard before the segue to the picker occurs.
[self.txtPitch resignFirstResponder];
[self.txtRPM resignFirstResponder];
[self.txtSlipOrSpeed resignFirstResponder];
[self.txtRatio resignFirstResponder];
[self.txtHullType resignFirstResponder];
[super viewWillDisappear:animated];
}
Both of these methods are on the initial view, ViewController.m file.
I ended up here removing the text field causing the problem and replacing them with buttons. No scenario I tried (dozens) got this code to work as expected in IOS7, even though it all worked flawlessly in IOS6.
I tried all of the above and it worked as long as i dismissed the controller with a button. The function that was called when pressing the button could call the TextField's resignFirstResponder() function and all was well.
However, when an edge swipe was performed to dismiss the controller the keyboard kept popping up the next time I showed it. In my code I reuse the same controller between views. This might not be wise but, it's snappy!
After trying everything the internet had written (well not really, but pretty close) about this I found that i could implement the TextField's textViewShouldBeginEditing() and return false between the ViewControllers ViewDidDisappear and ViewDidAppear. It's ha hack, but it did the trick when nothing else worked.
I hope this helps you guys!
Swift code:
In my ViewController
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
myTextField.allowEdit = true
}
override func viewDidDisappear(animated: Bool) {
super.viewDidDisappear(animated)
myTextField.allowEdit = false
}
In my TextField class
class MyTextField: UIView, UITextFieldDelegate {
var allowEdit = true
func textFieldShouldBeginEditing(textView: UITextView) -> Bool {
return allowEdit
}
}
You can call endEditing: on the view controller with the text fields. Your viewWillDisappear: method will look like this:
- (void)viewWillDisappear:(BOOL)animated
{
[self.view endEditing:YES];
[super viewWillDisappear:animated];
}
Contributing my 2 cents worth. dismissing keyboard correctly on iOS 9.2, a minimalist sample, FYI.
...
#property (assign) BOOL isTransitioning;
...
-(void)viewWillAppear:(BOOL) animated {
self.isTransitioning = YES;
}
-(void)viewWillDisappear:(BOOL) animated {
self.isTransitioning = YES;
}
-(void)viewDidAppear:(BOOL) animated {
self.isTransitioning = NO;
}
-(void)viewDidDisappear:(BOOL) animated {
self.isTransitioning = NO;
}
-(BOOL) textViewShouldBeginEditing:(UITextView*) tv {
if (self.isTransitioning) {
return NO;
}
return YES;
}
I think due to the way you are leaving the view through a picker, without going through an exit, you need to include the following in your viewController:
- (BOOL) disablesAutomaticKeyboardDismissal
{
return NO;
}
Swift, 2017
override var disablesAutomaticKeyboardDismissal: Bool {
get { return false }
set { }
}
So it seems now that the text field that controls the keyboard will not allow resignation. I used the canResignFirstResponder query on that field and the result (boolean) was FALSE. I also noticed that i get a flashing cursor in the field even after the resignFirstResponder is called. – Larry J Oct 25 '13 at 23:32
I know this is old, but I had a similar issue and wanted to share what worked for me in case it might help anyone else:
After reading the above comment I found that moving [self.view endEditing:YES] from where I had it in textFieldDidBeginEditing to textFieldSHOULDBeginEditing did the trick for me. Now the keyboard is dismissing properly before my segue.
Taking Zaheer's comment into Swift this works very well for me.
view.endEditing(true)
This is a problem i have frequently. My best method to cope is creating a clear button under the keyboard and having that call a dismiss helper. Control the clear button by toggling its isHidden property. Tapping outside the keyboard will hit that clear button and call the dismiss helper. What it won't do is trigger your segue, the user will need to tap again to navigate out but that keyboard will be gone.
in viewDidLoad():
var clearButton: UIButton!
self.clearButton = UIButton(frame: self.view.frame)
self.clearButton.backgroundColor = .clear
self.clearButton.addTarget(self, action: #selector(self.dismissHelper(_:)), for: .touchUpInside)
self.view.addSubview(self.clearButton)
self.clearButton.isHidden = true
Then add the dismiss helper:
func dismissHelper(_ sender: UIButton?) {
self.clearButton.isHidden = true
view.endEditing(true)
}
func displayClearButton(){
print("display clear button, hidden = false")
self.clearButton.isHidden = false
}
then on your textfield add the target
self.textField.addTarget(self, action: #selector(self.displayClearButton), for: .editingDidBegin)