How to preform an action while the button is pressed? - ios

I have a button and i need to change the label while the button is pressed to #"PRESSED" and if it's let go I need to change it to #"LET GO".
I've found many answers, but i have no idea how to implement them in Xcode 5.
That are the ones i tried:
You can start your action on the touchDownInside and stop it on the touchUpInside actions - you can hook them up in IB.
or
Add targets to your button for both control states, UIControlEventTouchDown and UIControlEventTouchUpInside or UIControlEventTouchUpOutside
or even
Add a dispatch source iVar to your controller...
dispatch_source_t _timer;
Then, in your touchDown action, create the timer that fires every so many seconds. You will do your repeating work in there.
If all your work happens in UI, then set queue to be
dispatch_queue_t queue = dispatch_get_main_queue();
and then the timer will run on the main thread.
- (IBAction)touchDown:(id)sender {
if (!_timer) {
dispatch_queue_t queue = dispatch_get_global_queue(
DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
_timer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, queue);
// This is the number of seconds between each firing of the timer
float timeoutInSeconds = 0.25;
dispatch_source_set_timer(
_timer,
dispatch_time(DISPATCH_TIME_NOW, timeoutInSeconds * NSEC_PER_SEC),
timeoutInSeconds * NSEC_PER_SEC,
0.10 * NSEC_PER_SEC);
dispatch_source_set_event_handler(_timer, ^{
// ***** LOOK HERE *****
// This block will execute every time the timer fires.
// Do any non-UI related work here so as not to block the main thread
dispatch_async(dispatch_get_main_queue(), ^{
// Do UI work on main thread
NSLog(#"Look, Mom, I'm doing some work");
});
});
}
dispatch_resume(_timer);
}
Now, make sure to register for both touch-up-inside and touch-up-outside
- (IBAction)touchUp:(id)sender {
if (_timer) {
dispatch_suspend(_timer);
}
}
Make sure you destroy the timer
- (void)dealloc {
if (_timer) {
dispatch_source_cancel(_timer);
dispatch_release(_timer);
_timer = NULL;
}
}
I am new to iOS and have no idea whatsoever how to do any of that! Thanks a lot for any help in advance!

I would do this with a GestureRecognzier. Here is some code:
- (void)viewDidLoad
{
[super viewDidLoad];
UILongPressGestureRecognizer *gr = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(buttonIsPressed:)];
gr.minimumPressDuration = 0.1;
[self.button addGestureRecognizer:gr];
}
-(IBAction)buttonIsPressed:(UILongPressGestureRecognizer*)gesture {
if (gesture.state == UIGestureRecognizerStateBegan) {
self.label.text = #"Button is pressed!";
}
else if (gesture.state == UIGestureRecognizerStateEnded) {
self.label.text = #"Button is not pressed";
}
}
You need an IBOutlet for the label and the button.

The first method does what you want, here's an example implementation:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
UIButton *myButton = [[UIButton alloc] initWithFrame:CGRectMake(self.view.bounds.size.width / 2.0 - 50.0, self.view.bounds.size.height / 2.0 - 25.0, 100.0, 50.0)];
myButton.backgroundColor = [UIColor colorWithRed:0.2 green:0.3 blue:0.8 alpha:1.0];
[myButton setTitle:#"PRESS ME" forState:UIControlStateNormal];
[myButton addTarget:self action:#selector(setPressed:) forControlEvents:UIControlEventTouchDown];
[myButton addTarget:self action:#selector(setLetGo:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:myButton];
}
-(void)setPressed:(id)sender
{
UIButton *myButton = (UIButton *)sender;
[myButton setTitle:#"PRESSED" forState:UIControlStateNormal];
}
-(void)setLetGo:(id)sender
{
UIButton *myButton = (UIButton *)sender;
[myButton setTitle:#"LET GO" forState:UIControlStateNormal];
}

If you are new to xCode this can be difficult to understand. Follow this and you'll be allright.
Go to Storyboard and put a button in the view now go to the Inspector and change State config from Default to Highlighted
In placeholder 'highlighted title' put 'Pressed'
Now click on the Assistant Editor to open the .m file next to Storyboard
CNTRL + Click and drag from the Button to the .m file code to create a TouchUpInside event, mine called buttonPressed
Put this code in the method body and you are good to go!
This is what it will look like, pressed and released:

Related

How to trigger UIControlEventValueChanged of UISlider without touch UISlider in iOS?

I have create an UISlider like the following code:
BrightnessSlider = [[UISlider alloc] initWithFrame:CGRectMake(sliderXpoint, 530, sliderwidth, 20)];
BrightnessSlider.minimumValue = 0;
BrightnessSlider.maximumValue = 100;
BrightnessSlider.value = 50;
BrightnessSlider.continuous = YES;
[BrightnessSlider addTarget:self action:#selector(BrightnessSliderValueChanged:) forControlEvents:UIControlEventValueChanged];
[BrightnessSlider addTarget:self action:#selector(BrightnessSliderTouchUpInside:) forControlEvents:UIControlEventTouchUpInside];
And it will trigger the following event when I touch the UISlider.
- (void)BrightnessSliderValueChanged:(UISlider *)sender {
BrightnessLabel.text = [NSString stringWithFormat:#"%#%.0f", NSLocalizedString(#"Brightness", #""), sender.value];
}
I want to trigger the UIControlEventValueChanged without touch the UISlider.
For example , When I set the value to UISlider like the following code:
[BrightnessSlider setValue:(BrightnessSlider.value + 1)];
How do I trigger the UIControlEventValueChanged of UISlider without touch UISlider in iOS?
You can do something like this to trigger action programmatically:
[BrightnessSlider sendActionsForControlEvents:UIControlEventValueChanged];
You can fire
dispatch_async(dispatch_get_main_queue(), ^{
[BrightnessSlider sendActionsForControlEvents: UIControlEventTouchUpInside];
[BrightnessSlider sendActionsForControlEvents: UIControlEventTouchUpInside];
});
The key is make sure you do in main thread.

iOS disable programatically created buttons until function completion

Hi and thanks in advance for you patience and help :)
Here is what I am doing:
- I create programmatically multiple buttons that call the same function
And what I want to accomplish:
- after a button is pressed, I want the common function to run and all the buttons to be disabled so that the function won't be called again during execution of the firs call. after the first call is ended I want to reenable the buttons.
Here is how I create the buttons:
#interface ViewController ()
{
UIButton *button;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
int tagForTheButton = 0;
int yPossition = 0;
int xPossition = 0;
for (int numberOfTheColomn = 0; numberOfTheColomn < 6; numberOfTheColomn++) {
button = [UIButton buttonWithType:UIButtonTypeCustom];
button.adjustsImageWhenHighlighted = NO;
button.frame = CGRectMake(xPossition, yPossition, 64, 64);
button.tag = tagForTheButton;
[button setTitle:title forState:UIControlStateNormal];
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
[self.scroll addSubview:button];
yPossition=yPossition+100;
tagForTheButton++;
}
}
-(void)buttonPressed:(id)sender{
//This is my attempt to disable the buttons
//previous mistake used 2578
for (int numberForIncrease; numberForIncrease<6; numberForIncrease++) {
if (button.tag == numberForIncrease) {
UIButton *btn = (UIButton*)[self.scroll viewWithTag:numberForIncrease];
btn.enabled=NO;
[btn setUserInteractionEnabled:NO];
}
}
}
You must be disabling it incorrectly. The docs for UIButton.enabled state:
If the enabled state is NO, the control ignores touch events and
subclasses may draw differently.
Check that DisableButton is being called by adding an NSLog() call, & do away with the DisableButton method altogether:
dispatch_sync(dispatch_get_main_queue(), ^{
self.view.userInteractionEnabled = NO;
_btn_sync_outlet.enabled = NO;
_btn_sync_outlet.userInteractionEnabled = NO;
});
This might helps you :)
I don't understand why you need to loop from 0 to 2577 for disabling a button which you already have an iVar pointing to..?
why don't you just switch off userInteraction to your entire view (or if that is not possible to a containerView which holds all the buttons)?
[self.view setUserInteractionEnabled: NO ];
or, failing that why not just haver an iVar there?
{
BOOL _ignoreButtons;
}
-(void)buttonPressed:(id)sender{
if (!_ignoreButtons){
_ignoreButtons = YES;
//do your time consuming job, possibly on bg thread
//on completion..
_ignoreButtons = NO;
}
}

ios 8 custom keyboard hold button to delete?

I am currently building a custom keyboard and I am almost done. One problem that I have is with the delete button. When the user taps the delete button, it does what it should do and deletes the previous text entry. However when the user holds the button down, nothing happens. How do I make it so that when the user holds down the delete button, the keyboard continuously deletes like in the standard ios keyboard? This is my current code:
pragma mark Keyboards
- (void)addGesturesToKeyboard{
[self.keyboard.deleteKey addTarget:self action:#selector(pressDeleteKey)forControlEvents:UIControlEventTouchUpInside];
and:
-(void)pressDeleteKey{
[self.textDocumentProxy deleteBackward];
}
Thanks for your help.
Swift 3 Use "allowableMovement" property
override func viewDidLoad() {
super.viewDidLoad()
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(KeyboardViewController.handleLongPress(_:)))
longPress.minimumPressDuration = 0.5
longPress.numberOfTouchesRequired = 1
longPress.allowableMovement = 0.1
buttonDelete.addGestureRecognizer(longPress)
}
func handleLongPress(_ gestureRecognizer: UIGestureRecognizer) {
textDocumentProxy.deleteBackward()
}
you can do this by managing button’s events like touchdown, touchupinside and touchoutside.
When button press at that time start timer with delay of 0.2 seconds and delete last characters from textDocumentProxy until button’s touchup method will fire and after that you just need to invalidate timer.
[self.btnDelete addTarget:self action:#selector(btnTocuhDown:) forControlEvents:UIControlEventTouchDown];
[self.btnDelete addTarget:self action:#selector(btnTouchUp:) forControlEvents:UIControlEventTouchUpInside];
[self.btnDelete addTarget:self action:#selector(btnTouchUp:) forControlEvents:UIControlEventTouchUpOutside];
-(void) btnTocuhDown
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(kpTimerMethod:) userInfo:nil repeats:YES];
self.kpTimer = timer;
__weak typeof(self)weakSelf = self;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^(void){
if (timer == self.kpTimer) {
[weakSelf.kpTimer fire];
}
});
-(void)kpTimerMethod:(NSTimer *)timer
if (self.btnDelete.highlighted)
{
[self deleteLastCharacter];
}
else
{
[timer invalidate];
self.kpTimer = nil;
}
-(void)deleteLastCharacter
NSString *strInput = self.textDocumentProxy.documentContextBeforeInput;
if (strInput.length > 1)
NSString *coupleOfLastCharacters = [strInput substringWithRange:NSMakeRange(strInput.length-2, 2)];
if( [#"yo" caseInsensitiveCompare:coupleOfLastCharacters] == NSOrderedSame ) {
[self.textDocumentProxy deleteLastCharacter];
}
}
[self.textDocumentProxy deleteLastCharacter];
-(void) btnTouchUp
[self.kpTimer invalidate];
self.kpTimer = nil;
- (void)addGesturesToKeyboard{
UILongPressGestureRecognizer *ges = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPress:)];
ges.minimumPressDuration = 0.1;
ges.numberOfTouchesRequired = 1;
ges.delegate = self;
[self.mykeyboard.deleteKey addGestureRecognizer:ges];
}
- (void)longPress:(UILongPressGestureRecognizer*)gesture {
[self.textDocumentProxy deleteBackward];
}
Set a counter as soon as the screen is touched, such as 2-5 seconds.
The situation known as Long press gesture, and here is the link to the simliar questions.
Long press gesture on UICollectionViewCell

EXC_BAD_ACCESS on selector in objective C

I've got a UIBarButtonItem category where I build UIBarButtonItems with custom UIButtons, since I've found UIButtons easier to customize then UIBarButtonItems.
Now, I'd like to continue to use the BarButtonItem's target and action properties instead of using those in the button so that the BarButtonItem can continue to be customized externally without anyone having to know the implementation details (i.e., that it is using a button internally).
Now, in order to do that, I'm written up this code in my category:
+ (UIBarButtonItem *)backBarButtonItemWithColor:(UIColor *)color
{
UIImage *closeIcon = [MyImageUtility navBarBackArrow];
if (color) closeIcon = [closeIcon imageWithColorOverlay:color];
UIButton *close = [[UIButton alloc] initWithFrame:CGRectMake(0.0f, 0.0f, closeIcon.size.width+10.0f, closeIcon.size.height+10.0f)];
UIBarButtonItem *item = [[UIBarButtonItem alloc] initWithCustomView:close];
[close setImage:closeIcon forState:UIControlStateNormal];
[close addTarget:item action:#selector(SD_executeBarButtonItemAction) forControlEvents:UIControlEventTouchUpInside];
return item;
}
- (void)SD_executeBarButtonItemAction
{
[self.target performSelector:self.action];
}
Whenever the SD_executeBarButtonItemAction is called, I get a exc_bad_access on the selector, though I am not sure why. Any ideas? Is there a way around this?
Thanks!
EDIT:
here is the code being called by that selector that is crashing:
void (^transition)(void) = ^(void) {
[self.rightContainer setFrame:[self offscreenContainerFrame]];
[self.centerContainer setAlpha:1.0f]; //TODO: this is unreliable in iOS6 -- we should add a view to the top of it to darken
[self.centerContainer setTransform:CGAffineTransformIdentity];
};
[self notifyWillShowPrimaryViewController];
[self performBlock:transition animated:YES completion:^(BOOL finished) {
[self notifyDidShowPrimaryViewController];
[self setForegroundController:self.primaryNavigationController];
if (block != NULL) block(finished);
}];
Your code is a recursive call.
- (void)SD_executeBarButtonItemAction
{
[self.target performSelector:self.action];
}
You set like:
[close addTarget:item action:#selector(SD_executeBarButtonItemAction) forControlEvents:UIControlEventTouchUpInside];
Where item is a UIBarButtonItem.

Keeping a UIButton selected after a touch

After my user clicks a button, I'd like that button to stay pushed during the time that I perform a network operation. When the network operation is complete, I want the button to return to its default state.
I've tried calling -[UIButton setSelected:YES] right after the button push (with a corresponding call to -[UIButton setSelected:NO] after my network op finishes) but it doesn't seem to do anything. Same thing if I call setHighlighted:.
I suppose I could try swapping out the background image to denote a selected state for the duration of the network op, but that seems like a hack. Any better suggestions?
Here's what my code looks like:
- (IBAction)checkInButtonPushed
{
self.checkInButton.enabled = NO;
self.checkInButton.selected = YES;
self.checkInButton.highlighted = YES;
[self.checkInActivityIndicatorView startAnimating];
[CheckInOperation startWithPlace:self.place delegate:self];
}
- (void)checkInCompletedWithNewFeedItem:(FeedItem*)newFeedItem wasNewPlace:(BOOL)newPlace possibleError:(NSError*)error;
{
[self.checkInActivityIndicatorView stopAnimating];
self.checkInButton.enabled = YES;
self.checkInButton.selected = NO;
self.checkInButton.highlighted = NO;
}
How are you setting the images for the different UIControlStates on the button? Are you setting a background image for UIControlStateHighlighted as well as UIControlStateSelected?
UIImage *someImage = [UIImage imageNamed:#"SomeResource.png"];
[button setBackgroundImage:someImage forState:UIControlStateHighlighted];
[button setBackgroundImage:someImage forState:UIControlStateSelected];
If you're setting the selected state on the button touch down event rather than touch up inside, your button will actually be in a highlighted+selected state, so you'll want to set that too.
[button setBackgroundImage:someImage forState:(UIControlStateHighlighted|UIControlStateSelected)];
Edit:
To sum up my remarks in the comments and to address the code you posted...you need to set your background images for the full UIControl state that you're in. According to your code snippet, this control state would be disabled + selected + highlighted for the duration of the network operation. This means that you would need to do this:
[button setBackgroundImage:someImage forState:(UIControlStateDisabled|UIControlStateHighlighted|UIControlStateSelected)];
If you remove the highlighted = YES, then you would need this:
[button setBackgroundImage:someImage forState:(UIControlStateDisabled|UIControlStateSelected)];
Get the picture?
I have an easier way. Just use "performSelector" with 0 delay to perform [button setHighlighted:YES] . This will perform re-highlighting after the current runloop ends.
- (IBAction)buttonSelected:(UIButton*)sender {
NSLog(#"selected %#",sender.titleLabel.text);
[self performSelector:#selector(doHighlight:) withObject:sender afterDelay:0];
}
- (void)doHighlight:(UIButton*)b {
[b setHighlighted:YES];
}
"Everything gets better when you turn power on"
button.selected = !button.selected;
works perfectly... after I connected the outlet to the button in the Interface Builder.
You do not need to setBackgroundImage:forState:, the builder allows you to specify the background (gets resized if necessary) or/and foreground (not resizing) images.
Try using NSOperationQueue to achieve this. Try out code as follows:
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
theButton.highlighted = YES;
}];
Hope this helps.
Use a block so you don't have to build a whole separate method:
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 0), dispatch_get_main_queue(), ^{
theButton.highlighted = YES;
});
Update
To be clear you still need to set the background (or normal image) for the combination states as well as the regular ones like sbrocket says in the accepted answer. At some point your button will be both selected and highlighted, and you won't have an image for that unless you do something like this:
[button setBackgroundImage:someImage forState (UIControlStateHighlighted|UIControlStateSelected)];
Otherwise your button can fall back to the UIControlStateNormal image for the brief selected+highlighted state and you'll see a flash.
In swift I'm doing it like the following.
I create a Subclass of UIButton and implemented a custom property state
class ActiveButton: UIButton {
private var _active = false
var active:Bool {
set{
_active = newValue
updateState()
}
get{
return _active
}
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.addTarget(self, action: #selector(ActiveButton.touchUpInside(_:)), forControlEvents: .TouchUpInside)
}
func touchUpInside(sender:UIButton) {
active = !active
}
private func updateState() {
NSOperationQueue.mainQueue().addOperationWithBlock {
self.highlighted = self.active
}
}
}
Works perfectly for me.
I had a similar problem where I wanted a button to keep it's highlight after click.
The problem is if you try to use setHighlighted:YES inside of you click action it will reset right after you click action, - (IBAction)checkInButtonPushed
I solved this by using a NSTimer like this
NSTimer *timer;
timer = [NSTimer scheduledTimerWithTimeInterval: 0.01
target: self
selector: #selector(selectCurrentIndex)
userInfo: nil
repeats: NO];
and then call setHighlighted:YES from my selectCurrentIndex method. I use regular UIButtonTypeRoundedRect buttons.
I have another way ...if you don't want to use images, and you want the effect of a pressed button, You can subclass the Button and here's my code:
in the .h File:
#interface reservasButton : UIButton {
BOOL isPressed;
}
#end
In the .m File:
#import <QuartzCore/QuartzCore.h>
#implementation reservasButton
-(void)setupView { //This is for Shadow
self.layer.shadowColor = [UIColor blackColor].CGColor;
self.layer.shadowOpacity = 0.5;
self.layer.shadowRadius = 1;
self.layer.shadowOffset = CGSizeMake(2.0f, 2.0f); //comment
// self.layer.borderWidth = 1;
self.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
self.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter;
// [self setBackgroundColor:[UIColor whiteColor]];
// self.opaque = YES;
}
-(id)initWithFrame:(CGRect)frame{
if((self = [super initWithFrame:frame])){
[self setupView];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder{
if((self = [super initWithCoder:aDecoder])){
[self setupView];
}
return self;
}
//Here is the important code
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
if (isPressed == FALSE) {
self.contentEdgeInsets = UIEdgeInsetsMake(1.0,1.0,-1.0,-1.0);
self.layer.shadowOffset = CGSizeMake(1.0f, 1.0f);
self.layer.shadowOpacity = 0.8;
[super touchesBegan:touches withEvent:event];
isPressed = TRUE;
}
else {
self.contentEdgeInsets = UIEdgeInsetsMake(0.0,0.0,0.0,0.0);
self.layer.shadowOffset = CGSizeMake(2.0f, 2.0f);
self.layer.shadowOpacity = 0.5;
[super touchesEnded:touches withEvent:event];
isPressed = FALSE;
}
} `
Here is a C# / MonoTouch (Xamarin.iOS) implementation using approaches presented above. It assumes you have set the Highlighted image state already, and configures the selected and selected|highlighted states to use the same image.
var selected = button.BackgroundImageForState(UIControlState.Highlighted);
button.SetBackgroundImage(selected, UIControlState.Selected);
button.SetBackgroundImage(selected, UIControlState.Selected | UIControlState.Highlighted);
button.TouchUpInside += delegate
{
NSTimer.CreateScheduledTimer(TimeSpan.FromMilliseconds(0), delegate
{
button.Highlighted = true;
NSTimer.CreateScheduledTimer(TimeSpan.FromMilliseconds(200), delegate
{
button.Highlighted = false;
});
});
};

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