I found a calendarDatePicker here and I want to show that custom picker when user touched textField.
In my previous project I just created a default pickerView and then set it to textField's inputView and it works.
And here I've tried to do this again but THCalendarDatePicker is a viewController, not an inputView.
Here is the code:
class ViewController: UIViewController, THDatePickerDelegate {
#IBOutlet weak var textField: UITextField!
var datePicker:THDatePickerViewController?
var curDate: NSDate?
override func viewDidLoad() {
super.viewDidLoad()
self.curDate = NSDate()
datePicker = THDatePickerViewController.datePicker()
datePicker!.delegate = self
datePicker!.setAllowClearDate(false)
datePicker!.setClearAsToday(true)
datePicker!.setAutoCloseOnSelectDate(false)
datePicker!.setAllowSelectionOfSelectedDate(true)
datePicker!.setDisableHistorySelection(false)
datePicker!.setDisableFutureSelection(false)
//datePicker!.autoCloseCancelDelay = 5.0
datePicker!.selectedBackgroundColor = UIColor.blackColor()
datePicker!.currentDateColor = UIColor.yellowColor()
datePicker!.currentDateColorSelected = UIColor.yellowColor()
}
#IBAction func touchInInput(sender: AnyObject) {
datePicker!.date = curDate
datePicker!.setDateHasItemsCallback({(date:NSDate!) -> Bool in
let tmp = (arc4random() % 30) + 1
return tmp % 5 == 0
})
presentSemiViewController(datePicker!, withOptions: [
KNSemiModalOptionKeys.pushParentBack : NSNumber(bool: true),
KNSemiModalOptionKeys.animationDuration : NSNumber(float: 0.5),
KNSemiModalOptionKeys.shadowOpacity : NSNumber(float: 0.3)
])
sender.inputView == ??? // what I should code here?
}
func datePickerCancelPressed(datePicker: THDatePickerViewController!) {
self.dismissSemiModalView()
}
func datePickerDonePressed(datePicker: THDatePickerViewController!) {
self.dismissSemiModalView()
}
func datePicker(datePicker: THDatePickerViewController!, selectedDate: NSDate!) {
println(selectedDate)
}
}
Can someone help me?
My suggestions would be to
1 programmatically create a container view, populate the container with the view controller, and then try to add that as the inputView for your keyboard.
I have my doubts that would work but it's certainly wouldn't hurt to try.
2 perhaps reconsider your design (if it's your call) and use a pop over view instead that contains your date picker.
Either way let me know how it works out.
Cant you set the datePicker.view value as input view
Related
I am trying to change font size of button itself after it was pressed.
class ViewController: UIViewController {
#IBOutlet weak var buttonToResize: UIButton!
#IBAction func buttonTapped(_ sender: UIButton) {
buttonToResize.titleLabel!.font = UIFont(name: "Helvetica", size: 40)
// Also tried buttonToResize.titleLabel?.font = UIFont .systemFont(ofSize: 4)
}
However the changes are not applied.
What is interesting, to me, that if I try to resize some other button (second one) after pressing on initial (first one), it works as expected.
Like this:
class ViewController: UIViewController {
#IBOutlet weak var buttonToResize: UIButton!
#IBOutlet weak var secondButtonToResize: UIButton!
#IBAction func buttonTapped(_ sender: UIButton) {
secondButtonToResize.titleLabel!.font = UIFont(name: "Helvetica", size: 40)
}
Other properties like backgroundColor seems to apply, however with font size I face problem.
First, here's the sequence of events when you tap on a UIButton.
The button sets its own isHighlighted property to true.
The button fires any Touch Down actions, possibly multiple times if you drag your finger around.
The button fires any Primary Action Triggered actions (like your buttonTapped).
The button fires any Touch Up actions.
The button sets its own isHighlighted property to false.
Every time isHighlighted changes, the button updates its styling to how it thinks it should look. So a moment after buttonTapped, the button you pressed overwrites your chosen font with its own font.
It's worth exploring this to make sure you understand it by creating a UIButton subclass. Don't use this in production. Once you start overriding parts of UIButton, you need to override all of it.
// This class is to demonstrate the sequence of events when you press a UIButton.
// Do not use in production.
// To make this work properly, you would also have to override all the other properties that effect UIButton.state, and also UIButton.state itself.
class MyOverrideHighlightedButton : UIButton {
// Define a local property to store our highlighted state.
var myHighlighted : Bool = false
override var isHighlighted: Bool {
get {
// Just return the existing property.
return myHighlighted
}
set {
print("Setting MyOverrideHighlightedButton.isHighlighted from \(myHighlighted) to \(newValue)")
myHighlighted = newValue
// Since the UIButton remains unaware of its highlighted state changing, we need to change its appearance here.
// Use garish colors so we can be sure it works during testing.
if (myHighlighted) {
titleLabel!.textColor = UIColor.red
} else {
titleLabel!.textColor = titleColor(for: .normal)
}
}
}
}
So where does it keep pulling its old font from? On loading a view it will apply UIAppearance settings, but those will get discarded when you press the button too. iOS 15+, it looks like it uses the new UIButton.Configuration struct. So you could put this in your buttonTapped:
// The Configuration struct used here was only defined in iOS 15 and
// will fail in earlier versions.
// See https://developer.apple.com/documentation/uikit/uibutton/configuration
sender.configuration!.titleTextAttributesTransformer = UIConfigurationTextAttributesTransformer { incoming in
var outgoing = incoming
// We only want to change the font, but we could change other properties here too.
outgoing.font = UIFont(name: "Zapfino", size: 20)
return outgoing
}
I'd like to think there's a simpler way to do this. Whichever way you work, make sure it will also work in the event of other changes to your button, such as some other event setting isEnabled to false on it.
You probably want something like this
struct MyView: View {
#State var pressed: Bool = false
var body: some View {
Button(action: {
withAnimation {
pressed = true
}
}) {
Text("Hello")
}
Button(action: {
}) {
Text("Hello")
.font(pressed ? .system(size: 40) : .system(size: 20))
}
}
}
class ViewController: UIViewController {
#IBOutlet weak var buttonToResize: UIButton!
#IBAction func buttonTapped(_ sender: UIButton) {
sender.titleLabel?.font = .systemFont(ofSize: 30)
}
}
This should solve the problem. Use the sender tag instead of the IBOutlet.
Cowirrie analysis made me think of this solution (tested)
#IBAction func testX(_ sender: UIButton) {
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 0.1) {
sender.titleLabel?.font = sender.titleLabel?.font.withSize(32)
}
}
I'm creating a slider programmatically due to and Xcode bug, (don't let me center the thumb when I change the slider values, so I decided to do it using code) and I want to have a variable which saves the slider value. Is there a way to associate the variable and the target object with the control, similar to "addTarget", but instead of an action, its a variable?
I don't know if I explained myself but tell me if I need to be more specific. Thanks in advance :) for helping me.
This is my code:
import UIKit
class ViewController: UIViewController {
var slider: UISlider!
#IBOutlet weak var sliderVar: UISlider!
var currentSliderValue = 0
override func viewDidLoad() {
super.viewDidLoad()
slider = UISlider(frame: CGRect(x: 98, y: 173, width: 699, height: 30))
slider.center = self.view.center
slider.minimumValue = 1
slider.maximumValue = 100
slider.value = 50
slider.isContinuous = true
slider.addTarget(self, action: #selector(sliderMoved(_:)), for: UIControl.Event.valueChanged)
self.view.addSubview(slider)
}
#IBAction func sliderMoved(_ sender: UISlider) {
currentSliderValue = lroundf(sender.value)
}
}
My function “sliderMoved” changes the sliderCurrentValue variable, but this var won’t change until I use the slider and move it. I also have a button there, that when you touch it up it shows the slider value, but the “sliderCurrentValue” only changes its value when the slider is moved. I was thinking of creating an IBOutlet but I don’t know how to connect this one with the slider.
As far as I understand you need to bind variable to slider's value. There are several ways to achieve it. There is one way. Declare variable with custom setters and getters
class ViewController: UIViewController {
var slider: UISlider!
var sliderValue: Float {
set {
// use optional chaining here helps avoid crashes
slider?.setValue(newValue, animated: true)
}
get {
// if slider control hasn't created yet you need to return some dummy value
slider?.value ?? -1
}
}
func viewDidLoad() {
// your current implementation here
}
}
I am trying to implement one button- one click to display the first message, the second click would change to second message, the third click would change to the third message.
I looked up to one possible solution is to use UITapGestureRecognizer - single tap and double tap, which means I can trigger the button (single tap to display the first message and double tap to display the second message).
However, if I have more than two lines and I just want to display them by clicking each one (like animation). Would that be possible to just deal with that inside one UIView and UIbutton?
I currently have 3 simple messages:
#IBOutlet weak var Textfield: UITextView!
#IBOutlet weak var Changingbutton: UIButton!
#IBAction func ChangingTapped(_ btn: UIButton) {
Textfield.text = "Changing to driving"
Textfield.text = "Changing to walking"
Textfield.text = "Changing to cycling"
}
The problem now is when I click the button it would just go the last message. That might not be a clever way to do so.
Thanks so much for the inputs and I am sorry if that is a rather simple question.
You can implement a custom CaseIterable enumeration to perform a loop so that you can get the next element every time you press a button:
extension CaseIterable where Self: Equatable {
var allCases: AllCases { Self.allCases }
var nextCase: Self {
let index = allCases.index(after: allCases.firstIndex(of: self)!)
guard index != allCases.endIndex else { return allCases.first! }
return allCases[index]
}
#discardableResult
mutating func next() -> Self {
self = nextCase
return self
}
}
Create a enumeration with your transportation modes:
enum Mode: String, CaseIterable {
case cycling, driving, walking
}
add a mode property to your view controller and set the initial value
var mode: Mode = .cycling
Now you can simply call the next mode method every time you press the button:
func ChangingTapped(_ btn: UIButton) {
Textfield.text = "Changing to " + mode.next().rawValue
}
Note: It is Swift naming convention to name your methods and properties starting with a lowercase letter.
Why not just set a counter and increment it every time your IBAction is activated?
var x = 0
#IBAction func ChangingTapped(_ btn: UIButton) {
if(x==0){
Textfield.text = "Changing to driving"
}
else if(x==1){
Textfield.text = "Changing to walking"
}
else{
Textfield.text = "Changing to cycling"
}
x +=1
//if x needs to be reset
/*
if(x > 2) x = 0
*/
}
My question is: When the UITextField is empty, how do I click the "Backspace" button to go to the previous UITextField? I have been struggling trying to do this in my code below?
Second Question: How do I only allow 1 character to get entered in the UITextField?
I am new at Swift code and trying to learn. Any help would be great.
What I am trying to do is have the user be able to type in a code in the 6 UITextFields and be able to click the "Backspace" button on any one of the UITextFields with only allowing the user to enter one number in each UITextField.
Code Below:
#objc func textFieldDidChange(textfield: UITextField) {
let text = textfield.text!
if text.utf16.count == 0 {
switch textfield {
case textField2:
textField1.becomeFirstResponder()
textField1.backgroundColor = UIColor.blue
textField1.tintColor = .clear
case textField3:
textField2.becomeFirstResponder()
textField2.backgroundColor = UIColor.blue
textField2.tintColor = .clear
case textField4:
textField3.becomeFirstResponder()
textField3.backgroundColor = UIColor.blue
textField3.tintColor = .clear
case textField5:
textField4.becomeFirstResponder()
textField4.backgroundColor = UIColor.blue
textField4.tintColor = .clear
case textField6:
textField5.becomeFirstResponder()
textField5.backgroundColor = UIColor.blue
textField5.tintColor = .clear
textField6.resignFirstResponder()
textField6.backgroundColor = UIColor.blue
textField6.tintColor = .clear
default:
break
}
}
else if text.utf16.count == 1 {
switch textfield {
case textField1:
textField1.backgroundColor = UIColor.black
textField1.textColor = .white
textField1.tintColor = .clear
textField2.becomeFirstResponder()
textField2.backgroundColor = UIColor.black
textField2.textColor = .white
textField2.tintColor = .clear
case textField2:
textField3.becomeFirstResponder()
textField3.backgroundColor = UIColor.black
textField3.textColor = .white
textField3.tintColor = .clear
case textField3:
textField4.becomeFirstResponder()
textField4.backgroundColor = UIColor.black
textField4.textColor = .white
textField4.tintColor = .clear
case textField4:
textField5.becomeFirstResponder()
textField5.backgroundColor = UIColor.black
textField5.textColor = .white
textField5.tintColor = .clear
case textField5:
textField6.becomeFirstResponder()
textField6.backgroundColor = UIColor.black
textField6.textColor = .white
textField6.tintColor = .clear
case textField6:
textField6.resignFirstResponder()
default:
break
}
}
}
I'd just like to point out that I'm still relatively new to iOS and Swift in general, but even with just a few minutes of searching, I was able to find some seeds of ideas which provided me with the suggested solution.
Based on your (improved) question, I believe a different approach is required. What you really don't want to use a text component. "Why"?
I here you ask. Because they don't actually provide you with the functionality that you want and come with a considerable overhead.
For this, what you really want is more control. You want to know when a key is pressed and you want to respond to it (I know, sounds like a text component, but) and be notified when more extended functionality occurs, like the delete key is pressed.
After a few minutes of research, some trial and error, I found that the UIKeyInput is more along the lines of what you want.
It will tell you when text is inserted and, more importantly, will tell you when Delete is pressed
The added benefit is, you can filter the input directly. You can take the first character from the String and ignore the rest or auto fill the following elements with the remaining text. You can perform validation (for numerical only content) and what ever else you might want to do
So, I started a really new project, added a UILabel to the UIViewController in the storyboard, bound it to the source and implemented the UIKeyInput protocol as such...
class ViewController: UIViewController {
override var canBecomeFirstResponder: Bool {
return true
}
#IBOutlet weak var label: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) {
becomeFirstResponder()
}
}
extension ViewController: UIKeyInput {
var hasText: Bool {
return true
}
func insertText(_ text: String) {
print(text)
label.text = text
}
func deleteBackward() {
print("Delete backward")
}
}
I ran the project and when a key was typed, the label was updated with the new key and when delete was pressed, the Delete backward text was printed to console.
Now. You have some choices to make. To use a single UIViewController and (maybe) a series of UILabels and manage interactions within it, so when a key is typed, you present the next label as the input focus (and when delete is pressed, you move back) or do you create a series of UIControls which represent each digit and manage via some delegate call back process.
You may also need to implement the UITextInputTraits protocol, which will allow you to control the keyboard presented
You might also like to have a read through Responding to Keyboard Events on iOS, CustomTextInputView.swift and Showing the iOS keyboard without a text input which were just some of the resources I used to hobble this basic example together with.
you can use this extension for your second question:
import UIKit
private var maxLengths = [UITextField: Int]()
extension UITextField {
#IBInspectable var maxLength: Int {
get {
guard let length = maxLengths[self] else {
return Int.max
}
return length
}
set {
maxLengths[self] = newValue
addTarget(
self,
action: #selector(limitLength),
for: UIControlEvents.editingChanged
)
}
}
#objc func limitLength(textField: UITextField) {
guard let prospectiveText = textField.text,
prospectiveText.count > maxLength
else {
return
}
let selection = selectedTextRange
let maxCharIndex = prospectiveText.index(prospectiveText.startIndex, offsetBy: maxLength)
text = prospectiveText.substring(to: maxCharIndex)
selectedTextRange = selection
}
}
when you add this extension to your project you can see an extra attribute in "Attribute Inspector" tab and you can set the max length of UITextField.
I am building Application in iOS swift 3.0. I am creating dynamic UIViews. I need to remove custom view randomly, But currently I am unable to relocate the positions as I get the gaps between the two views and I want remove them, as shows in the picture with code below, Kindly help me with this.
class ViewController: UIViewController {
var myView: subView!
var y : CGFloat!
var tag : Int = 0
#IBOutlet weak var addButton: UIButton!
override func viewDidLoad() {
y = 1
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
func cancelbutton(_ sender: UIButton)
{
let selectViewTagValue : Int = sender.tag /// save the selected view tag value
for object in self.view.subviews {
if ((object is subView) && object.tag == selectViewTagValue)
{
object.removeFromSuperview()
}
}
}
#IBAction func buttonAction(_ sender: Any) {
y = y + 110
myView = subView(frame: CGRect(x: 80, y: y, width: 300, height: 100))
myView.tag = tag
myView.actionButton.tag = tag
tag = tag + 1
myView.backgroundColor = UIColor.green
myView.actionButton.addTarget(self, action: (#selector(cancelbutton(_:))), for: UIControlEvents.touchUpInside)
self.view.addSubview(myView)
}
Please Help me this issue... "Thanks in advance"
When you have multiple similar views to be displayed and re-arranged dynamically, UITableView is a smart choice. Re-arranging frames would be tedious to maintain and requires lot of code to implement. Why not use tools provided by UITableView? Just use deleteRowsAtIndexPaths to delete your view and the rest will be taken care for you.