I have 2 view controllers in my app that user can navigate from one to another.
In my first view controller I dragged from an icon in the toolbar to the second view controller to setup a segues and selected “show” from the popup.
So far no issue, I can click on the icon in the toolbar and will take me to the second view controller without any problem.
However I have also created an action from that icon using drag and drop so now I have something like this
#IBAction func setting(sender: UIBarButtonItem) {
println("Test")
}
The problem I have is the setting action is not getting fired when I click on the toolbar icon, however it will navigate to the second view controller without a problem.
Reason I want to call the setting function is to perform something prior to moving the second view controller.
Do you see any problem with the way I have implemented this?
As you are using segue from your storyboard, then that segue is triggered before the button action.If you want to perform some action on your button click, then you have to manually call the segue like this
[self performSegueWithIdentifier:#"YourSegueName" sender:sender];
then instantiate your segue like this
-(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([[segue identifier] isEqualToString:#"YourSegueName"])
{
}
}
Related
In Xcode I can control + mouse drag from a UIButton to another UIViewController, in order to enable that button to segue to that UIViewController when a user presses the button, how can I recreate this property for UIImageView ?
I tried changing its traits to Button [Check] and User Interaction Enabled [Check], plus enabling Accessibility, and Enabling User Interaction in the Attributes Inspector, however still, nothing happens when I control + mouse drag from a UIImageView to another UIViewController.
If possible* I would appreciate a solution that doesn't involve code.
*Objective-C
Use a button.
Assign a image to the button. then make the segue
You can not add segue on UIImageView. Add segue from your UIImageView's view controller to your destination view controller. Give tap gesture to your UIImageView, in action method of tap gesture use perform segue method.
See below code
-(void)tapHandeler:(UITapGestureRecognizer*)guesture
{
[self performSegueWithIdentifier:#"YOUR SEGUE IDENTIFIER" sender:self];
}
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
if([segue.identifier isEqualToString:#"YOUR SEGUE IDENTIFIER"]) {
// If you want to do any preprocessing, do here
}
}
I'm working on an iPhone app whose main navigation happens through a tab bar. However, it opens with a welcome screen that does not show the tab bar, but rather has two buttons to go to the two most common tabs. One goes to the first tab, so in my storyboard I added a segue to the main tab bar controller. This works great.
But the second button goes to the third tab, so I added a segue directly to that screen in my storyboard. This results in the tab bar not being shown. All my research into this has been obfuscated by the dozens of people who want to retain the tab bar, not create it, so I'm a bit lost on what to do. Thanks!
For the second button, you should also segue to your tabBarViewController and call
[self setSelectedIndex:2]; // If you want to show the third tab
in viewWillApear method in your tabBarViewController
If you are using storyboard segue,
add this method in your first View Controller
- (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{
if ([[segue identifier] isEqualToString:#"yourSegueName"])
{
MyTabBarVC *destinationVC = segue.destinationViewController;
destinationVC.selectedIndex = myIndex;
// myIndex's value depends on which button you pressed
}
}
I'm using storyboard, and in my storyboard I got a button which I connected with another view controller. So when you click the button, the other view controller shows up. I connected this using an Action Segue - Push in the storyboard. I also connected the button with an IBAction property. The problem is when I click the button it first goes to the view controller that its connected to, and after that it executes the IBAction function. How can I change this order?
You cannot change that order. There are two things that you can do.
First:
Use the segue only.
Overwrite prepareForSegue: and place your code there. If there is more than one segure from that view controller then you can distinguish within prepareForSegue: which one is currently being performed. For that you should provide them with unique names/segue IDs.
Second:
Use the IBAction only.
Within the IBAction method, at its very end, call performSegueWithIdentifier:sender:. Again, for that you will have to name all your segues with unique segue IDs.
The question to ask yourself is, why are you using both? Pick one and stick with it IMO.
If you want to perform some actions when the segue happens you should implement
prepareForSegue:
Update to address comment
I actually don't know how I can do it in code, how can I load a ViewController that is on my storyboard without using the Action Segue Push?
The easiest way that I've found is in your Storyboard you can set an identifier for the view controller.
Notice Storyboard ID is set to MyViewController
Now in your IBAction method you can do the following.
UIViewController *myViewController = [[UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil] instantiateViewControllerWithIdentifier:#"MyViewController"];
[self presentViewController:myViewController animated:YES completion:nil];
I solved this by chaining the IBAction from my segue. I find this approach the most useful as I can have a "save" action without a segue (chain a button to the IBAction, sometimes useful), and also use a segue for dismissing the view controller when necessary.
-(IBAction)save:(id)sender
{
/* Do some Save stuff */
}
Then in my prepareForSegue:sender:
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([[segue identifier] isEqualToString:#"save"])
{
[self save:sender];
}
}
Link up your non-segue buttons to the IBAction, and segue your unwind or other such buttons with an identifier as "save". Magic.
I have a view controller with 2 different segues that goes to 2 different view controller,and i have to implement the cancel button in both the controllers.When i press the cancel button,in both the controller,the view will return to the initial view controller.My question is how can i implement the buttons?When i try with this code the compiler warning:Multiple declaration of method "cancel:" found and ignored.Thank you.
interface:
-(IBAction)cancel:(UIStoryboardSegue *)segue;
-(IBAction)done:(UIStoryboardSegue *)segue;
-(IBAction)cancel:(UIStoryboardSegue *)segue;
implementation:
-(IBAction)done:(UIStoryboardSegue *)segue
{
if([[segue identifier] isEqualToString:#"ReturnInput"]){
AddSightingViewController *addController = [segue sourceViewController];
if (addController.birdSighting) {
[self.dataController
addBirdSightingWithSighting:addController.birdSighting];
[[self tableView]reloadData];
}
[self dismissViewControllerAnimated:YES completion:NULL];
}
}
-(IBAction)cancel:(UIStoryboardSegue *)segue
{
if([[segue identifier] isEqualToString:#"CancelInput"]){
[self dismissViewControllerAnimated:YES completion:NULL];
}
}
I'm not sure of what you're trying to do. But I think the cancel method needs to be in the 2 child View Controllers, not in the main one. One for each controller (and one cancel button for each view). That way you won't have any problems with multiple declarations of a method.
From your code I conclude that you are using (or want use) exit segues for canceling.
First, you should only have one method declaration and implementation for your cancel method in the initial view controller. In your storyboard create exit segues by control-dragging from your cancel buttons to the green exit icon blow the view controller and select the cancel method defined in the initial view controller. Do that for both view controllers. You should also give your exit segues different identifiers in your storyboard (you need to select the segue in the Document Outline to change its identifier).
Then your cancel method in your initial view controller can look something like this:
-(IBAction)cancel:(UIStoryboardSegue *)segue
{
if([[segue identifier] isEqualToString:#"CancelInput1"]) {
// Do something
} else if([[segue identifier] isEqualToString:#"CancelInput2"]) {
// Do something different
}
}
If you don't want to do anything when canceling just leave the method empty.
If you wan't to go back you need to implement an unwind segue.
To do this, define a method to go back on the original view controller (the one you want to go back). You can leave the method empty.
- (IBAction)methodName:(UIStoryboardSegue *)segue
{
}
Then on IB ctrl + drag from the button (or from the view controller) to the green "exit" icon. Select the methodName from the popup menu. If you did it from the view controller set the identifier on the segue and call it with performSegueWithIdentifier: from the button action.
Considerations:
The method name will be detected in every view controller on the storyboard.
You can define the same method name in different view controllers, but when you execute the unwind segue, you will go back to the most recent on the navigation path.
My problem seems like a generic problem, yet can't seem to find an answer for it.
I have a situation where when the user taps on a custom UITableViewCell, I would like to display an alert and then based on the response to the alert, either stay on the same view (user selecting cancel) or display another view (if the user selects proceed). And I would like to do this using the storyboard feature & segues.
How would one go about this? Do you have to do this the old fashioned way?
#user, Just create the alertView the old fashion way; I do know of any storyboard feature to do this differently. Where storyboard can help is with the segues. You can call the segues programmatically. With you alert view cancel button you can just return (i.e. do nothing). For the other option, to display another view, you can programmatically call a segue to transition to the desired view. If you don't have the proper segue already defined for some other reason on your storyboard, just create a button out and use that to create the segue and name it. Name the segue by clicking on it in storyboard and use the attributes inspector to give it name (identifier). Then hide the button or put it out of the view. I typically put these type of button on the toolbar and use spacers to keep them out of the view. Here's some sample code:
Call the segue from the alert view delegate like this:
[self performSegueWithIdentifier: #"done" sender: self];
Also implement this method to do any necessary task to prepare for the segue:
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([[segue identifier] isEqualToString:#"done"])
{
// [[segue destinationViewController] setManagedObjectContext:self.managedObjectContext];
// [[segue destinationViewController] setSelectedClient:selectedClient];
}
}
You can create segues directly from the startingViewController to multiple destinationViewControllers that can then be "performed" programmatically. You do not need to create any hidden buttons for them, which does seem like a hack.
OK I came up with a solution in keeping with the storyboard that I like.
Example:
My tableview has 2 sections, grouped, and cells are dynamic prototype. Section 0 contains one row/UITableViewCell & I don't want it to segue. Section 1 contains multiple cells that I want to trigger the segue & drill down into the detail.
In Storyboard:
I removed the segue linking the tableviewcell to the destination view controller.
I made a 'generic' segue linking the source view controller directly to the destination view controller.
In the attributes on the segue, I set the identifier ('EditTimePeriod') and set the type to Push (I presume Modal would work just the same).
In the source view controller:
In the prepareForSegue method I handled both the common 'AddTimePeriod' segue I control-dragged from my UIBarButtonItem (Add), along with the 'generic'(vc-->vc) 'EditTimePeriod' segue.
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
// handle the click of the 'Add' bar button item
if([segue.identifier isEqualToString:#"AddTimePeriod"]) {
TimePeriodViewController* tpvc = (TimePeriodViewController*)segue.destinationViewController;
tpvc.delegate = self;
// database & entity stuff for adding the new one to the mOC, etc
}
// handle the click of one of the 'editable' cells -
if([segue.identifier isEqualToString:#"EditTimePeriod"]) {
TimePeriodViewController* tpvc = (TimePeriodViewController*)segue.destinationViewController;
tpvc.delegate = self;
TimePeriod * newTP = [self.timePeriodArray objectAtIndex:self.tableView.indexPathForSelectedRow.row];
tpvc.timePeriod = newTP;
}
}
Then I implemented the tableView:didSelectRowAtIndexPath method, and put my condition in here. If the selected row was outside of section zero I called the EditTimePeriod segue manually, defining the sender as the selected tableviewcell:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
if(self.tableView.indexPathForSelectedRow.section!=0){
[self performSegueWithIdentifier:#"EditTimePeriod" sender:[tableView cellForRowAtIndexPath:indexPath]];
}
[self.tableView deselectRowAtIndexPath:indexPath animated:YES];
return;
}
would be nice to code the cell in section 0 so that it is not selectable in the first place!
Hope this helps though.
** and then 5 minutes later I took another look and realized I could just move the data from section 0 into the section header, which is more intuitive and wasn't being used anyway. leaving the design open for a standard segue from each tableviewcell without needing any condition/check. Was a good exercise anyway though :)