I am trying to build an app where two buttons need to be pressed simultaneously.
if (self->button1.touchInside && self->button2.touchInside) {
NSLog(#"Two buttons pressed");
}
else if (!self->button1.touchInside | !self->button2.touchInside){
NSLog(#"One button pressed");
}
Both buttons are attached to the View Controller using the 'Touch Down' gesture option. When I press both buttons at the same time (with one press) the console window prints:
One button pressed
Two buttons pressed
This interferes with how my application works. I only want the console to print
Two buttons pressed
Thanks
What i understand is you need to take some action when both the buttons are pressed. Watever you try, there is going to be a lag between the touches of these buttons. A better approach would be to check if press on both buttons is finished. Hope following works for you -
#property(nonatomic, assign) BOOL firstButtonPressed;
#property(nonatomic, assign) BOOL secondButtonPressed;
//in init or viewDidLoad or any view delegates
_firstButtonPressed = NO;
_secondButtonPressed = NO;
//Connect following IBActions to Touch Down events of both buttons
- (IBAction)firstButtonPressed:(UIButton *)sender {
_firstButtonPressed = YES;
[self checkForButtonPress];
}
- (IBAction)secondButtonPressed:(UIButton *)sender {
_ secondButtonPressed = YES;
[self checkForButtonPress];
}
- (void)checkForButtonPress {
if (_firstButtonPressed && _secondButtonPressed) {
NSlog(#"Two buttons pressed");
}
}
You can do it using two boolean flags like this:
#property(nonatomic, assign) BOOL firstButtonPressed;
#property(nonatomic, assign) BOOL secondButtonPressed;
- (void)firstButtonTouchDown:(id)sender
{
_firstButtonPressed = YES;
if (_secondButtonPressed)
{
// Both buttons pressed.
}
}
- (void)secondButtonTouchDown:(id)sender
{
_secondButtonPressed = YES;
if (_firstButtonPressed)
{
// Both buttons pressed.
}
}
- (void)firstButtonTouchCancelled:(id)sender
{
_firstButtonPressed = NO;
}
- (void)secondButtonTouchCancelled:(id)sender
{
_secondButtonPressed = NO;
}
Alternatively, you can also start a timer when a touch is down and check if the second touch happens during time interval you specify.
Related
I am developing an app that I need to check which order buttons are pressed in. I had 3 buttons and if they are pressed in the incorrect order I will have a UIAlertView. How can I check the order of presses?
Thanks
You could wire up an action to the buttons (like "Touch Up Inside"), and have it log which buttons are pressed, and maybe have a counter incrementing as well. Then when the counter gets to three, have it go through the list of button presses, and verify if they are the order you anticipate.
Below is an example of what I mean. For this example, you have to wire up all 3 buttons "Touch Up Inside" to that same IBAction. Of course you replace the NSLogs with your UIAlertView, but this shows the gist of what I said.
#interface comboSOTestViewController ()
#property (strong, nonatomic) NSMutableArray *buttonTitles;
#end
#implementation comboSOTestViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.buttonTitles = [[NSMutableArray alloc]init];
}
- (IBAction)comboButtonPress:(UIButton *)sender
{
[self.buttonTitles addObject:sender.titleLabel.text];
if (self.buttonTitles.count > 2)
{
BOOL bad = NO;
NSArray *correctOrder = #[#"Second", #"Third", #"First"];
for (int i=0; i < 3; i++)
{
if (![self.buttonTitles[i] isEqualToString:correctOrder[i]])
{
bad = YES;
}
}
if (bad == YES)
{
NSLog(#"WRONG ORDER");
}
else
{
NSLog(#"CORRECT ORDER");
}
}
}
iOS unfortunately doesn't have a dropdown picker like html does with the tag. I decided that I was finally going to create one for my app, and it looks and works great. My dropdown object is a subclass of UITextField. However, I changed something and now it only works some of the time.
User interaction is enabled, but I don't want the textfield to be editable. The class in which my dropdown subclass resides is UITextField delegate, and should receive delegate methods for UITextField.
I have - (BOOL)textFieldShouldBeginEditing:(UITextField *)textField{ where I check to see if the textfield in question is a dropdown menu, and if it is, I call a method to instantiate a popover and disable editing, but the dropdown only appears on every other tap.
For example, i'll tap the "textfield" and my popover displays. I tap out so the popover goes away, then I tap on the "textfield" and nothing happens. I tap on the textfield once again and the popover appears. No idea why this is happening, here is what i'm doing:
.h
subclass : UIViewController<UITextFieldDelegate>
.m
dropdownTextField.delegate = self;
...
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField{
if(textField == self.measurementSelect){
NSLog(#"IM CALLED");
[self showPopover:textField];
return NO;
}
return YES;
}
-(void)showPopover:(id)sender{
if (_measurementPicker == nil) {
_measurementPicker = [[iPadMeasurementSelect alloc] initWithStyle:UITableViewStylePlain];
_measurementPicker.delegate = self;
}
if (_measurementPopover == nil) {
_measurementPopover = [[UIPopoverController alloc] initWithContentViewController:_measurementPicker];
[_measurementPopover presentPopoverFromRect:self.measurementSelect.frame inView:self.conversionView permittedArrowDirections:UIPopoverArrowDirectionLeft animated:YES];
}
else {
[_measurementPopover dismissPopoverAnimated:YES];
_measurementPopover = nil;
}
}
Every tap gets nslogged, so I assume my popover method is the culprit of this problem. Any ideas?
Let's rewrite by teasing apart existence of the UI elements and the visible state of the popover:
// canonical lazy getters for UI elements
- (iPadMeasurementSelect *)measurementPicker {
if (!_measurementPicker) {
_measurementPicker = [[iPadMeasurementSelect alloc] initWithStyle:UITableViewStylePlain];
_measurementPicker.delegate = self;
}
return _measurementPicker;
}
- (UIPopoverController *)measurementPopover {
if (!_measurementPopover) {
_measurementPopover = [[UIPopoverController alloc] initWithContentViewController:self.measurementPicker];
}
return _measurementPopover;
}
// now the show/hide method makes sense. it can take a bool about whether to show or hide
-(void)showPopover:(BOOL)show {
if (show) {
[self.measurementPopover presentPopoverFromRect:self.measurementSelect.frame inView:self.conversionView permittedArrowDirections:UIPopoverArrowDirectionLeft animated:YES];
} else {
[self.measurementPopover dismissPopoverAnimated:NO];
// if you want/need to create a new one each time it is shown, nil the popover here, like this:
// self.measurementPopover = nil;
}
}
When the textField begins editing, show the popover like this:
[self showPopover:YES];
And when the delegate gets the didEndEditing message:
[self showPopover:NO];
I drag 2 IBActions from a UIButton, one with touchDown event and second with drag Inside.
- (IBAction)clickButton:(UIButton *)sender {
NSLog(#"Click Button");
}
- (IBAction)dragInsideButton:(UIButton *)sender {
NSLog(#"Drag Button");
}
But when I drag inside, the touchDown action also gets fired.
How to disable touchDown event when dragInside.
Thanks!
i have solved a problem like this with using drag Events
add events to your button in .xib file or programatically.
programmatically is:
[mybut addTarget:self action:#selector(dragBegan:withEvent: )
forControlEvents: UIControlEventTouchDown];
[mybut addTarget:self action:#selector(dragMoving:withEvent: )
forControlEvents: UIControlEventTouchDragInside];
[mybut addTarget:self action:#selector(dragEnded:withEvent: )
forControlEvents: UIControlEventTouchUpInside |
UIControlEventTouchUpOutside];
then defininitons of events are:
- (void) dragBegan: (UIButton *) c withEvent:ev
{
NSLog(#"dragBegan......");
count=NO;//bool Value to decide the Down Event
c.tag=0;
[self performSelector:#selector(DownSelected:) withObject:mybut afterDelay:0.1];
//user must begin dragging in 0.1 second else touchDownEvent happens
}
- (void) dragMoving: (UIButton *) c withEvent:ev
{
NSLog(#"dragMoving..............");
c.tag++;
}
- (void) dragEnded: (UIButton *) c withEvent:ev
{
NSLog(#"dragEnded..............");
if (c.tag>0 && !count)
{
NSLog(#"make drag events");
}
}
-(void)DownSelected:(UIButton *)c
{
if (c.tag==0) {
NSLog(#"DownEvent");
count=YES;//count made Yes To interrupt drag event
}
}
This method is tested, and should do what I think you're trying to do. You can change the delay in the timer to get the effect you want. I had to connect 3 actions to the button to make this work -- the third action is a touchUp that resets the system to the starting condition.
#interface LastViewController ()
#property (nonatomic) BOOL touchedDown;
#property (strong,nonatomic) NSTimer *downTimer;
#end
#implementation LastViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.touchedDown = NO;
}
-(IBAction)clickDown:(id)sender {
self.downTimer = [NSTimer scheduledTimerWithTimeInterval:.3 target:self selector:#selector(buttonAction:) userInfo:nil repeats:NO];
}
-(IBAction)dragInside:(id)sender {
[self.downTimer invalidate];
[self buttonAction:self];
}
-(void) buttonAction:(id) sender {
if ([sender isKindOfClass:[NSTimer class]]) {
self.touchedDown = YES;
NSLog(#"click down");
}else{
if (! self.touchedDown) {
NSLog(#"Drag");
}
}
}
-(IBAction)touchUpAction:(id)sender {
self.touchedDown = NO;
}
Try this way:
isClicked is property of type BOOL. Set to YES.
- (IBAction)clickButton:(UIButton *)sender { //touch down
if(isClick==YES){
NSLog(#"Click Button");
//do all your stuffs here
}
isClick=YES;
}
- (IBAction)dragInsideButton:(UIButton *)sender {
NSLog(#"Drag Button");
isClick=NO;
}
On top of this you can also implement removeTarget:Action:
Which ever method gets called first set isClick=NO, I expect clickButton is called first in button action.
I got from Two action methods for an UIButton; next track and seek forward:
Change it As per your requirement.
Personally I'd just track the button's state with an integer on your view controller or within a button subclass. If you track what the button is doing you can control what each of the actions do. In your .h file put in some stuff like this:
enum {
MyButtonScanning,
MyButtonStalling,
MyButtonIdle
};
#interface YourClass : UIViewController {
NSInteger buttonModeAt;
}
#property (nonatomic) NSInteger buttonModeAt;
-(IBAction)buttonPushedDown:(id)sender;
-(void)tryScanForward:(id)sender;
-(IBAction)buttonReleasedOutside:(id)sender;
-(IBAction)buttonReleasedInside:(id)sender;
#end
And then in your .m file throw in some of this stuff:
#implementation YourClass
///in your .m file
#synthesize buttonModeAt;
///link this to your button's touch down
-(IBAction)buttonPushedDown:(id)sender {
buttonModeAt = MyButtonStalling;
[self performSelector:#selector(tryScanForward:) withObject:nil afterDelay:1.0];
}
-(void)tryScanForward:(id)sender {
if (buttonModeAt == MyButtonStalling) {
///the button was not released so let's start scanning
buttonModeAt = MyButtonScanning;
////your actual scanning code or a call to it can go here
[self startScanForward];
}
}
////you will link this to the button's touch up outside
-(IBAction)buttonReleasedOutside:(id)sender {
if (buttonModeAt == MyButtonScanning) {
///they released the button and stopped scanning forward
[self stopScanForward];
} else if (buttonModeAt == MyButtonStalling) {
///they released the button before the delay period finished
///but it was outside, so we do nothing
}
self.buttonModeAt = MyButtonIdle;
}
////you will link this to the button's touch up inside
-(IBAction)buttonReleasedInside:(id)sender {
if (buttonModeAt == MyButtonScanning) {
///they released the button and stopped scanning forward
[self stopScanForward];
} else if (buttonModeAt == MyButtonStalling) {
///they released the button before the delay period finished so we skip forward
[self skipForward];
}
self.buttonModeAt = MyButtonIdle;
}
After that just link the button's actions to what I've noted in the comments before the IBactions. I haven't tested this but it should work.
i'm not sure it will work but you can try
- (IBAction)dragInsideButton:(UIButton *)sender {
[sender removeTarget:self forSelector:#selector(clickButton:) forControlEvent:UIControlEventTouchDown];
}
I have a view with several UIButtons. I have successfully implemented using UILongPressGestureRecognizer with the following as the selector;
- (void)longPress:(UILongPressGestureRecognizer*)gesture {
if ( gesture.state == UIGestureRecognizerStateEnded ) {
NSLog(#"Long Press");
}
}
What I need to know within this method is which UIButton received the longpress since I need to do something different, depending on which button received the longpress.
Hopefully the answer is not some issue of mapping the coordinates of where the longpress occured to the bounds of the buttons - would rather not go there.
Any suggestions?
Thanks!
This is available in gesture.view.
Are you adding the long tap gesture controller to the UIView that has the UIButtons as subviews? If so, something along the lines of #Magic Bullet Dave's approach is probably the way to go.
An alternative is to subclass UIButton and add to each UIButton a longTapGestureRecogniser. You can then get your button to do what you like. For example, it could send a message identifying itself to a view controller. The following snippet illustrates methods for the subclass.
- (void) setupLongPressForTarget: (id) target;
{
[self setTarget: target]; // property used to hold target (add #property and #synthesise as appropriate)
UILongPressGestureRecognizer* longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:button action:#selector(longPress:)];
[self addGestureRecognizer:longPress];
[longPress release];
}
- (void) longPress: (UIGestureRecognizer*) recogniser;
{
if (![recogniser isEnabled]) return; // code to prevent multiple long press messages
[recogniser setEnabled:NO];
[recogniser performSelector:#selector(setEnabled:) withObject: [NSNumber numberWithBool:YES] afterDelay:0.2];
NSLog(#"long press detected on button");
if ([[self target] respondsToSelector:#selector(longPressOnButton:)])
{
[[self target] longPressOnButton: self];
}
}
In your view controller you might have code something like this:
- (void) viewDidLoad;
{
// set up buttons (if not already done in Interface Builder)
[buttonA setupLongPressForTarget: self];
[buttonB setupLongPressForTarget: self];
// finish any other set up
}
- (void) longPressOnButton: (id) sender;
{
if (sender = [self buttonA])
{
// handle button A long press
}
if (sender = [self buttonB])
{
// handle button B long press
}
// etc.
}
If your view contains multiple subViews (like lots of buttons) you can determine what was tapped:
// Get the position of the point tapped in the window co-ordinate system
CGPoint tapPoint = [gesture locationInView:nil];
UIView *viewAtBottomOfHeirachy = [self.window hitTest:tapPoint withEvent:nil];
if ([viewAtBottomOfHeirachy isKindOfClass:[UIButton class]])
I have 2 buttons on my view and i want to disable the first button when i click on an other button and disable the second when I click again on the button.
I have tried with this code
if (button1.enable = NO) {
button2.enable = NO;
}
So I have in a NavigationBar a "+" button and 5 disable buttons in my view.
When I push the "+" button I want to enable the first button and when I push again that enable the second…
Thanks
if (button1.enabled == YES)
{
button1.enabled = NO;
button2.enabled = YES;
}
else (button2.enabled == YES)
{
button2.enabled = NO;
button1.enabled = YES;
}
Is that what your looking for? It would be an IBAction for the other button.
button1.enable = YES should be button1.enable == YES
a better readable form: [button1 isEnabled]
You're saying
if (button1.enabled = NO) {
when you probably mean
if (button1.enabled == NO) {
= is the assignment operator, and == is the boolean equality operator. What you're doing at the moment is assigning YES to button1.enable, which obviously enables button1. Then, because button.enable is true, control enters the if's clause and enables button2.
EDIT: To answer your new question ("When I push the "+" button I want to enable the first button and when I push again that enable the second..."), let's say that you initialise the button states somewhere. In your #interface add an instance variable
NSArray *buttons;
so your interface declaration looks something like
#interface YourViewController: UIViewController {
IBOutlet UIButton *button1;
IBOutlet UIButton *button2;
IBOutlet UIButton *button3;
IBOutlet UIButton *button4;
IBOutlet UIButton *button5;
NSArray *buttons;
}
and then initialise buttons like so:
-(void)viewDidLoad {
[super viewDidLoad];
buttons = [NSArray arrayWithObjects: button1, button2, button3, button4, button5, nil];
[buttons retain];
for (UIButton *each in buttons) {
each.enabled = NO;
}
-(void)viewDidUnload {
[buttons release];
[super viewDidUnload];
}
Let's say you hook up the + button's Touch Up Inside event handler to plusPressed:. Then you'd have
-(IBAction)plusPressed: (id) button {
for (UIButton *each in buttons) {
if (!each.enabled) {
each.enabled = YES;
break;
}
}
}
Each time plusPressed: is called, the next button in the array will be enabled. (I'm writing the above away from a compiler; there may be syntax errors.)
You could also make buttons a property. I didn't, because other classes have no business accessing buttons.