Appearing and Disappearing UIButton - ios

I'm new to Objective C and swift (I guess we are all new to swift) but I am trying to make a UIButton appear and disappear in different locations on the screen in my app. This is what I've tried in one of my view controllers so far but it doesn't seem to work.
func addButton() {
var start: CFTimeInterval
var elapsedTime:CFTimeInterval
let Button = UIButton()
let picture = UIImage(named: "picture.png")
Button.setImage(picture, forState: UIControlState.Normal)
Button.frame = CGRectMake(0, 142, 106.6, 106.5)
self.view!.addSubview(Button)
while (elapsedTime < 1.0) {
elapsedTime = CACurrentMediaTime() - start
}
Button.removeFromSuperView()
}

You could use the convenient GCD API for the timing
dispatch_after(dispatch_time_t(1.0), dispatch_get_main_queue(), {
button.removeFromSuperView()
})
If it is always the same button, it would be better to create a variable or outlet and just recycle the button (you just let it appear and disappear by setting the alpha or the hidden property. If it is just supposed to be blinking, you could use a basic CAAnimations instead.
NB: Please get into the habit of using variable names that start with small letters, or you will end up mistaking them for class names.

Related

How to add a straight line into UISearchBar next to right Search icon?

I already had a UISearchBar (search icon is bookmarkButton inside searchTextField) like that:
Search Bar
searchBar code
private func setupSearchBar() {
searchBar.translatesAutoresizingMaskIntoConstraints = false
searchBar.backgroundImage = UIImage()
searchBar.setImage(UIImage(), for: .search, state: .normal)
searchBar.showsBookmarkButton = true
searchBar.setImage(UIImage(systemName: "magnifyingglass")?.withTintColor(self.darklightcolor, renderingMode: .alwaysOriginal).applyingSymbolConfiguration(.init(pointSize: 22)), for: .bookmark, state: .normal)
cancelButtonSearchBar = UIBarButtonItem.appearance(whenContainedInInstancesOf: [UISearchBar.self])
cancelButtonSearchBar.tintColor = .systemPink
searchBar.layer.borderColor = darklightcolor.cgColor
searchBar.layer.borderWidth = 1.5
searchBar.layer.cornerRadius = 19
searchBar.layer.backgroundColor = UIColor.clear.cgColor
searchBar.searchTextField.backgroundColor = .clear
searchBar.delegate = self
view.addSubview(searchBar)
}
Now I want to add a gray line to searchBar next to search icon like this
But I cant find anyway to add that line. Can anyone help me?
That separator is not part of UISearchbar. You should not play with the internal view hierarchy of the searchbar since it may change and it is going to break your implementation. There is also something in your code that raises a flag, setting the appearance() for buttons when contained in UISearchbars may lead to unintended tinting of buttons in other searchbars within the app. As a practice if you want to set it for all, I would suggest applying those appearance modifications in a single place, otherwise you will end up looking everywhere in your code for the one place where you set the value.
The best approach if that design is so important would be to implement something custom, at that point, it would be up to you to make the hierarchy and you could modify the hierarchy because it was created by you.
That being said, if you still want to continue with this approach, you may add this extension:
extension UISearchBar {
var cancelButtonView: UIView? {
self.searchTextField
.superview?
.subviews
.first(where: { $0.description.contains("Button") })
}
}
And use it when setting constraints for the view you've added.

How to programmaticaly add button in iOS game app swift 3?

Can someone explain the code for a programatically added button in an iOS game application for swift 3 Xcode 8? All the other threads on this topic we're in single view and didn't work for me. I couldn't figure out how to add buttons to the game app Main.storyboard, so I'm trying to make a programattically added button. This is the code I'm trying to use now but doesn't work:
var playAgain = UIButton()
playAgain.setTitle("Play Again", for: .normal)
playAgain.setTitleColor(UIColor.black, for: .normal)
playAgain.backgroundColor = SKColor.green
playAgain.layer.borderWidth = 2
playAgain.layer.cornerRadius = 18
playAgain.frame = CGRect(x: (self.frame.width)/2, y: (self.frame.height)/2, width: 100, height: 36)
self.view?.addSubview(playAgain)
Why would the buttons in single view be different in game apps? Also, when(and if) this is created, how would I modify the Touches ended method to know when the button was touched?
Your code is adding the button to the .view, but using the coordinate system of the SKScene. So, your button is there, just not in view.
Assuming you want the button to be centered on the screen (at least, for now), change the placement to:
playAgain.frame = CGRect(x: 0, y: 0, width: 100, height: 36)
playAgain.center = (self.view?.center)!
self.view?.addSubview(playAgain)
This will put the button above the game scene (z-layer, that is), so you can use normal button tap without needing to deal with touches. So, right after you add the button:
self.view?.addSubview(playAgain)
playAgain.addTarget(self, action: #selector(playAgainTapped(_:)), for: .touchUpInside)
and then elsewhere in your class:
func playAgainTapped(_ sender: Any?) -> Void {
print("Play again was Tapped!")
// take whatever action you want here
}
There is another way to create a button programmatically. You can create an empty UIView and override touch method. Also you are able to process touch event on this view and simulate buttons action. I think this is a fastest way for you.

UILabel not taking appropriate frame when reloading view

So the main screen of my app has a hamburger button which can be used to navigate to other parts of the app. That being said, there's a chance someone might get notifications in other parts of the app, so I'm trying to add an indicator, which is just a subclass of UILabel which shows up over the hamburger button. When the view first loads, it looks like this, which is fine:
Okay, so when the user opens the navigation drawer I animate the hamburger button and remove the notification by hiding it (self.badge.hidden = true), and it goes away fine, like this:
Now the problem I'm facing is that when the view is animated back in, the notification badge ends up in a really weird place, even though no frames change, and if I print out the frames, it's exactly where it should be programmatically, but it actuality it ends up looking really weird, as just the tiny bubble in the top left corner:
All I'm doing to add it back is in my delegate method for when the navigation drawer closes, I try self.badge.hidden = false. So obviously there's something weird going on here.
But what's even weirder, is that if I navigate to another view, say I press one of the buttons in the navigation drawer, and then go back to the home view, then the hiding works fine, and when I unhide the notification badge then it appears exactly where it should be! As I said, this only happens if I navigate away from the home screen and then back to it, but when the app first loads and I go to the navigation drawer, then the notification badge gets put in the wrong place and is also very tiny. I've tried a lot of things to try to get this to work. Originally I was reinitializing the badge view before I added it back using the same frame I did when the view loaded, but it still ended up the way it looks now. I also tried to set it to nil and remove it from the superView instead of just hiding it, but all of the different things I've tried have resulted in the same thing: only on the home screen before navigating elsewhere, the badge doesn't end up in the right place after closing the navigation drawer. I can post more code or answer any additional questions you might have, but please help me I can't figure this one out!
Here is my initialization code in viewDidAppear:
badge = SwiftBadge(frame: CGRectMake(15, -5, 15, 15))
menuButton.addSubview(badge!)
menuButton.bringSubviewToFront(badge!)
And creating my menuButton (which I do do in viewDidLoad)
menuButton = UIButton(frame: CGRectMake(0, 0, 20, 20))
menuButton.setBackgroundImage(UIImage(named: "Side menu.png"), forState: .Normal)
let addBarItem = UIBarButtonItem(customView: addButton)
let menuButtonItem = UIBarButtonItem(customView: menuButton)
self.navigationItem.setLeftBarButtonItem(menuButtonItem, animated: true)
EDIT 2:
Code for rotating the hamburger button
let animationDuration = self.revealViewController().toggleAnimationDuration
UIView.animateWithDuration(animationDuration, animations: { () -> Void in
if !self.menuButtonRotated {
//self.badge?.removeFromSuperview()
self.badge?.hidden = true
self.menuButton.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2))
self.menuButtonRotated = true
print("Menu frame after rotation: \(self.menuButton.frame)")
} else {
self.menuButton.transform = CGAffineTransformMakeRotation(CGFloat(0))
self.menuButtonRotated = false
self.badge?.hidden = false
}
}, completion: { (bool) -> Void in
if !self.menuButtonRotated {
//self.badge = SwiftBadge(frame: CGRectMake(250, 250, 100, 100))
print("New menu frame: \(self.menuButton.frame)")
print("New badge frame: \(self.badge!.frame)")
//self.view.addSubview(self.badge!)
//self.badge?.hidden = false
}
})
Commented out code is some other things I've tried.
Well after much debugging and hair pulling, I finally figured out what the fix was. For whatever reason it seems that my menuButton frame wasn't set as soon as the animation ended, so I had to change my animation code to below, hopefully this will help someone who comes looking later:
UIView.animateWithDuration(animationDuration, animations: { () -> Void in
if !self.menuButtonRotated {
self.badge?.hidden = true
self.badge?.removeFromSuperview()
self.badge = nil
self.menuButton.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2))
self.menuButtonRotated = true
print("Menu frame after rotation: \(self.menuButton.frame)")
} else {
self.menuButton.transform = CGAffineTransformMakeRotation(CGFloat(0))
self.menuButtonRotated = false
}
}, completion: { (bool) -> Void in
if !self.menuButtonRotated {
print("New menu frame: \(self.menuButton.frame)")
print("New badge frame: \(self.badge?.frame)")
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(0.05 * Double(NSEC_PER_SEC)))
dispatch_after(delayTime, dispatch_get_main_queue()) {
self.badge = SwiftBadge(frame: CGRectMake(13, -7, 15, 15))
self.badge?.alpha = 0.95
self.menuButton.addSubview(self.badge!)
self.menuButton.layoutIfNeeded()
}
}
})

UISearchBar Scope Bar Position?

I am here on an iPad Application and i would like to know if its possible to move the Scope Bar from right to my UISearchBar to another position?
I would like to have my Scope Bar under my Search Bar. Is that possible?
Thanks in advance.
Ok this is my solution for that. Ill implemented my own segmented control to create a possibility for a search scope.
let categories = ["Scope1", "Scope2", "Scope3"]
segmentedControl.addTarget(self, action: "changeScope:", forControlEvents: .ValueChanged)
segmentedControl.frame = CGRectMake(8, 5, 800, 30)
segmentedControl.backgroundColor = UIColor.whiteColor()
segmentedControl.tintColor = UIColor.darkGrayColor()
// add it in a scrollView, because ill got too much categories here. Just if you need that:
scrollView.contentSize = CGSizeMake(segmentedControl.frame.size.width + 16, segmentedControl.frame.size.height-1)
scrollView.showsHorizontalScrollIndicator = false;
// set first category
segmentedControl.selectedSegmentIndex = 0
scrollView.addSubview(segmentedControl)
Here is the function for the scope bar, do wantever you want when a user switches a scope:
func changeScope(sender: UISegmentedControl) {
switch(sender.selectedSegmentIndex) {
}
}
In my case, ill got several resultArrays from an Webservice, and ill only show the selected result (normally ill Add them to 1 huge resultSet)
Hope that helps maybe someone else.

UIButton in Swift is not registering touches

I'm trying to create a UIButton using Swift. It compiles fine and I can see my button in the simulator, but when I click it, nothing happens. This is the code I am using:
let settings = UIButton()
settings.addTarget(self, action: "touchedSet:", forControlEvents: UIControlEvents.TouchUpInside)
settings.setTitle("Settings", forState: .Normal)
settings.frame = CGRectMake(0, 530, 150, 50)
scrollView.addSubview(settings)
In the same class, here is the function 'touchedSet':
func touchedSet(sender: UIButton!) {
println("You tapped the button")
}
I'm using the simulator as I don't have an iOS 8.0 device, could that be the problem?
Thanks!
I see it is an old question but I just faced very similar problem yesterday. My buttons were highlighted on touch but not firing the action.
I have two view controllers. One view covers the others view and button is on the top view.
eg.
Rootviewcontroller has back view
Topviewcontroller has top view
The button on top view does not call the action if I don't add the topviewcontroler as childviewcontroller of the rootviewcontroller. After adding the topviewcontroller as childviewcontroller it started to working.
So in short: just try to add the view controller of buttons superview as childviewcontroller to the parent views viewcontroller with the following method
func addChildViewController(_ childController: UIViewController)
Selectors are a struct that have to be created.
Do it this way...
Updated for Swift 4
settingsButton.addTarget(self, action: #selector(showSettings), for: .touchUpInside)
That should do it.
For anyone else doing manual view layout running into this issue, you might have defined your subview like such:
let settingsButton: UIButton = {
let button = UIButton(type: .system)
// do some more setup
button.addTarget(self, selector: #selector(openSettings), for: .touchUpInside)
return button
}()
The error lies with the fact that you are adding a target and passing self before it is actually available.
This can be fixed in two ways
Making the variable lazy and still adding the target in the initialization block:
lazy var button: UIButton = {
let button = UIButton(type: .system)
// since this variable is lazy, we are guaranteed that self is available
button.addTarget(self, selector: #selector(openSettings), for: .touchUpInside)
return button
}()
Adding the target after your parent view has been initialized:
init() {
self.settingsButton = .init(type: .system)
super.init(frame: .zero)
self.settingsButton.addTarget(self, selector: #selector(openSettings), for: .touchUpInside)
}
In the simulator, sometimes it doesn't recognise the selector. There is a bug it seems. I just changed the action name (selector), and it worked.
let buttonPuzzle:UIButton = UIButton(frame: CGRectMake(100, 400, 100, 50))
buttonPuzzle.backgroundColor = UIColor.greenColor()
buttonPuzzle.setTitle("Puzzle", forState: UIControlState.Normal)
buttonPuzzle.addTarget(self, action: "buttonAction:", forControlEvents: UIControlEvents.TouchUpInside)
buttonPuzzle.tag = 22;
self.view.addSubview(buttonPuzzle)
Selector Function is Here:
func buttonAction(sender:UIButton!)
{
var btnsendtag:UIButton = sender
if btnsendtag.tag == 22 {
//println("Button tapped tag 22")
}
}
I have had this problem when parent view of my button has isUserInteractionEnabled == false. All subviews will have the same userInteraction as their parent view. So I have just added this line parentView.isUserInteractionEnabled = true and the problem disappeared. Hope this helps someone.
For those who are also stuck in the tutorial:
I ran in to the same problem, when I was following Apple's "Start Developing iOS Apps (Swift)". It turned out that I had overlooked these code lines in the tutorial:
override var intrinsicContentSize : CGSize {
return CGSize(width: 240, height: 44)
}
Adding them to my RatingControl fixed the problem.
I had a similar problem when i had a subViewController with buttons and tapHandlers to match, and I wanted to place this to a stack in a separate superViewController..
This cause none of the tapHandlers to to trigger, and the solution was to instead of only using addArrangedSubview(subViewController.view), I also used addChildViewController(subViewController) in the superview to allow the childViewController to continue to operate as a viewController and not just a view.
So you should use following line
settings.userInteractionEnabled = true
Old question, but thought I'd give some help to other looking for this issue. First off, I'm not entire sure this is correct so please correct me if I'm wrong.
But if you set the selector wrongly the application would crash when you press the button since it's subscribed to a selector which doesn't exist. Which means that your selector is working. My guess is that something else is blocking the touch event, assuming UIButton.enabled = true and UIButton.userInteractionEnabled = true. Usually you could check this by long pressing the button and see if it hits. If it does then you have a UIGestureRecognizer added somewhere which takes up the hits first. Could also be the UIScrollView which is delaying the touch input (there's a checkbox for this in the Inspector).
Hope this helps someone, and hope it's accurate.
I had the same issue when implementing UIButton and SearchBar on container view(UIView).
In my case, the cause was the constraint issue. Constraint to searchBar had issue and because of this, function set had never been called.
You can see if there's any from "Debug View Hierarchy" button. (constraint problem is shown as purple warning)
(env: iOS12, xcode10.1)
Interestingly enough, I just ran into the same issue on the very latest versions of iOS/Xcode (v12.4 / v10.3). Turns out the issue for me was a LayoutConstraint! No joke. I had a leading label with the uiSwitch to the right, and found that I needed to change the constraints between the two such that it wasn't a fixed constant value of 8 points (Label-8-Switch-0-|).
As soon as I changed this to a ">=" the Switch was able to change states between on/off. Laughably, it's almost like it wasn't able to change because it needs "room" (that apparently varies) to make the change with.
Not sure, but file it away as one of those "hummmm?" items in your memory.
One other item (that really shouldn't matter, frankly) is the valueChanged and tappedUpInside were both not firing (true on both an actual handset and on the simulators). Also, they were hooked up through a storyboard. But, this shouldn't matter as far as I know.
I had the same issue. The problem was the view had top constraint, but not left/right and height constraints. So, the view was shrinking to 1x1 and it was not passing the touch event to children.
By adding more constraints, the children now getting the touch event and working ...
let guide = view.safeAreaLayoutGuide
viewHeader.topAnchor.constraint(equalTo: guide.topAnchor).isActive = true
viewHeader.rightAnchor.constraint(equalTo: guide.rightAnchor).isActive = true
viewHeader.leftAnchor.constraint(equalTo: guide.leftAnchor).isActive = true
let heightConstraint = NSLayoutConstraint(item: viewHeader,
attribute: NSLayoutConstraint.Attribute.height,
relatedBy: NSLayoutConstraint.Relation.equal,
toItem: nil,
attribute: NSLayoutConstraint.Attribute.notAnAttribute,
multiplier: 1,
constant: 44)
viewHeader.addConstraints([heightConstraint])
Old question, but I also found myself stuck with an unresponding button. I simply changed my initialisation from
let button = UIButton(frame: .zero)
to
let button = UIButton(type: .system)
I can see only one problem: You have to set the action with Selector as following:
settings.addTarget(self, action: Selector("touchedSet:"), forControlEvents: UIControlEvents.TouchUpInside)
Don't forget to insert : if you need to pass parameters to the function.
You said within the same class. Make sure that the button code itself is in the viewDidLoad() and the action be outside of it but inside the class if you are working with a view.
The problem with that tutorial from Apple is the way they put the UIView (RatingControl) inside the StackView, which is incorrect. The UIView (RatingControl) should be outside of the StackView. So, the solution is:
1. Drag the UIView (RatingControl) outside of the StackView
2. Set the constraints for the new position of the RatingControl
- Leading margin to the Container equal zero
- Trailing margin to the Container equal zero
- Top margin to the StackView equal zero
With this new constraints, now the RatingControl will have the same with as the Container, no matter what is the device screen size, and always will be just behind of the StackView where the photo selector will appear.
I hope this help you guys.
Make sure you link you button with your IBOutlet instance variable in your code if you're using storyboard.
I've found similar example for Swift 2 and adapted for Swift 3. Tested it is working very well. I hope it helps.
// http://lab.dejaworks.com/ios-swift-3-playground-uibutton-action
// Trevor D. Beydag
import UIKit
import PlaygroundSupport
class Responder : NSObject {
func action() {
print("Button pressed!")
}
}
let containerView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 300.0, height: 600.0))
PlaygroundPage.current.liveView = containerView
let responder = Responder()
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 50, height: 50))
button.backgroundColor = UIColor.green
button.setTitle("TEST", for: .normal)
button.addTarget(responder, action: #selector(Responder.action), for: .touchUpInside)
containerView.addSubview(button)
I had changed the height and width constraints to 0, for some reason I needed to do this so it showed correctly on a multipurpose view for one use case, the buttons were visible but the touch stopped working.
In my case, I had a transparent UIView above the UIButton in the view hierarchy, which is why when I was "clicking on the UIButton", I was actually clicking on the transparent UIView on top of it.
Sending the transparent UIView back using parentUIView.sendSubviewToBack(transparentUIView) worked for me, because after doing this the UIButton came on top of the view hierarchy. Click on the "Debug View Hierarchy" button in Xcode to check if the UIButton is on top or not.
If you're using Autolayout to build your UI, make sure to declare all your constraints in your view and parent views.
Some times we forget to set all of them and the system complains about it, drawing your UI but not responding correctly in your touch events.
In my case, i’ve forgot to set my bottom constraint in my view so i’m here to set this comment as a reminder.
When a view like a button is placed next to another view like an image view etc. especially if if the image view is on top of another view Xcode sometimes thinks that your button is underneath that image view even though it is not. Sometimes you need to clear all the constraints and reset all constraints in order for the button to work.

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