I have some buttons on my storyboard that I removed all text from and which I later add text to programmatically, so when the application starts the buttons are invisible. However, if a user clicks any one of the buttons, all four of the buttons show (null) in the label section of the button. I thought this might be because the buttons were enabled, so I added this code in the initWithFrame method of the subclass of UIView where the buttons are a property however it didn't change anything.
Furthermore, I don't understand why clicking one of the buttons would show (null) in the label area of all four buttons.
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.button1.enabled= NO;
self.button2.enabled= NO;
self.button3.enabled= NO;
self.button4.enabled= NO;
}
return self;
}
I then considered that maybe this initWithFrame method isn't getting run when I thought it was. I tried in the subview of UIView and didn't change result
-(id)initWithCoder:(NSCoder *)aDecoder {
if (self = [super initWithCoder:aDecoder]) {
self.answerChoice1.enabled= NO;
self.answerChoice2.enabled= NO;
self.answerChoice3.enabled= NO;
self.answerChoice4.enabled= NO;
}
return self;
}
Can you explain why all four buttons are showing (null) if I click on any one of them?
it depends i think on the selector the button is calling, and also whether you are able to distinguish your buttons.
you can use button.tag property to distinguish between your buttons as below:
// declare and allocate
UIButton* button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
// set frame
button1.frame = frameButton1;
// add to view
[self.view addSubview: button1];
// properties from docs
// button1.enabled or button1.hidden or button1 setTitle.. here
// add selector
[button1 addTarget:self selector:#selector(buttonAction:) ..UIEventTouchUpInside];
// add identifier, integer in this case
button1.tag = 1;
// repeat for other buttons
// in your selector
- (void)buttonAction:(UIButton *)sender
{
// identify button
switch (sender.tag) {
case 0:
// perform action
[self doAction];
break;
//..
}
// perform shared actions
}
Related
I'm building an messaging app, I use JSQMessageViewController to render messages and it's awesome.
Now I have a little problem trying to customize the send button:
Basically I want to replace left and right BarButtonItem to customized button with images.
After some hours of reading and searching, I got this far now:
button without text
button with text
As shown in the pictures, the voice button which is replacing the original send button is disabled if there is no text in the textField, this behavior is not what I want. How do I disable this behavior and make the button available all the time?
And this is how I customize the send button:
UIButton *rightButton = [UIButton buttonWithType:UIButtonTypeCustom];
[rightButton setBackgroundImage:[UIImage imageNamed:#"AudioButton#2x.png"] forState:UIControlStateNormal];
self.inputToolbar.contentView.rightBarButtonItem = rightButton;
if you want button available all the time,
Find This method in "JSQMessagesInputToolbar.h" And Comment These lines in OLD Code
- (void)toggleSendButtonEnabled
{
BOOL hasText = [self.contentView.textView hasText];
// if (self.sendButtonOnRight) {
// self.contentView.rightBarButtonItem.enabled = hasText;
// }
// else {
// self.contentView.leftBarButtonItem.enabled = hasText;
// }
}
in New JSQ Code
- (void)updateSendButtonEnabledState
{
if (!self.enablesSendButtonAutomatically) {
return;
}
BOOL enabled = [self.contentView.textView hasText];
// switch (self.sendButtonLocation) {
// case JSQMessagesInputSendButtonLocationRight:
// self.contentView.rightBarButtonItem.enabled = enabled;
// break;
// case JSQMessagesInputSendButtonLocationLeft:
// self.contentView.leftBarButtonItem.enabled = enabled;
// break;
// default:
// break;
// }
}
this will work if you are replacing your custom button in rightBarButtonItem
add this in viewDidAppear
[self.inputToolbar.contentView.rightBarButtonItem setEnabled:YES];
and override textview delegate
-(void)textViewDidChange:(UITextView *)textView;
I have a UIViewController with a bunch of buttons that each have a (unique) tag. I wrote the following method:
- (void) highlightButtonWithTag: (NSInteger) tag
{
UIButton *btn = (UIButton *)[self.view viewWithTag: tag];
btn.highlighted = YES;
}
What I am trying to do is have a bunch of buttons that each function like a toggle: when I tap one, it should be come active (i.e. highlighted) and the one that was highlighted before should become "un"highlighted.
When the view comes up, I use the viewDidAppear method to set the initial selection:
- (void) viewDidAppear:(BOOL)animated
{
self.selectedIcon = 1;
[self highlightButtonWithTag: self.selectedIcon];
}
And this seems to work just fine: when the view comes up, the first button is selected. However, when I try to update stuff through the #selector connected to the buttons, the previous button is "un"highlighted but the button with sender.tag doesn't get highlighted.
- (IBAction) selectIcon:(UIButton *)sender
{
// "Un"highlight previous button
UIButton *prevButton = (UIButton *)[self.view viewWithTag: self.selectedIcon];
prevButton.highlighted = NO;
// Highlight tapped button:
self.selectedIcon = sender.tag;
[self highlightButtonWithTag: self.selectedIcon];
}
What am I missing here?
The problem is that the system automatically highlights then unhighlights the button on touchDown and touchUp respectively. So, you need to highlight the button again, after it's unhighlighted by the system. You can do by using performSelector:withObject:afterDelay: even with a 0 delay (because the selector is scheduled on the run loop which happens after the system has done it's unhighlighting). To use that method, you have to pass an object (not an integer), so If you modify your code slightly to use NSNumbers, it would look like this,
- (void) highlightButtonWithTag:(NSNumber *) tag {
UIButton *btn = (UIButton *)[self.view viewWithTag:tag.integerValue];
btn.highlighted = YES;
}
- (void) viewDidAppear:(BOOL)animated {
self.selectedIcon = 1;
[self highlightButtonWithTag: #(self.selectedIcon)];
}
- (IBAction) selectIcon:(UIButton *)sender {
// "Un"highlight previous button
UIButton *prevButton = (UIButton *)[self.view viewWithTag: self.selectedIcon];
prevButton.highlighted = NO;
// Highlight tapped button:
self.selectedIcon = sender.tag;
[self performSelector:#selector(highlightButtonWithTag:) withObject:#(self.selectedIcon) afterDelay:0];
}
i have a Navigation Bar, wich contains a Navigation Item, which contains 2 Bar Buttons, these are created in the Storyboard, and i wanted to change 1 of the buttons at runtime, now this works:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
UINavigationItem *thisNavBar = [self myNavigationItem];
thisNavBar.rightBarButtonItem = nil; // this works, it gets removed
UIBarButtonItem *insertBtn = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemEdit target:self action:#selector(insertSkemaItem:)];
thisNavBar.rightBarButtonItem = insertBtn; // this also works, it sets the btn
}
Now, in my other method, which is called by another controller, it does not work
- (void)callChildChange {
...
// remove old btn
UINavigationItem *thisNavBar = [self skemaNavigationItem];
thisNavBar.rightBarButtonItem = nil; // does not work?
}
There is nothing wrong with the method, it runs just fine, but the nav btn item does not get removed ?
skemaNavigationItem is a Navigation item, declared in the .h file which links the navigation item i made via the storyboard.
Your UI items need to be added to your code (by ctrl-dragging) in the header file (.h) so they can be publicly accessed from other classes/view controllers.
Presuming you've done this, hiding a UI item is best done by using
relevantClass.yourViewObject.hidden = YES;
or if you really need to delete it for good,
[relevantClass.yourViewObject.view removeFromSuperView];
Edits
Options for changing target method:
Declare #property (nonatomic, assign) BOOL myButtonWasPressed; and:
- (IBAction) myButtonPressed
{
if (!self.myButtonWasPressed)
{
// This code will run the first time the button is pressed
self.myButton.text = #"New Button Text";
self.myButtonWasPressed = YES;
}
else
{
// This code will run after the first time your button is pressed
// You can even set your BOOL property back, and make it toggleable
}
}
or
- (IBAction) myButtonWasPressedFirstTime
{
// do what you need to when button is pressed then...
self.myButton.text = #"New Button Text";
[self.myButton removeTarget:self action:#selector(myButtonPressedFirstTime) forControlEvents:UIControlEventTouchUpInside];
[self.myButton addTarget:self action:#selector(myButtonPressedAgain) forControlEvents: UIControlEventTouchUpInside];
}
- (IBAction) myButtonWasPressedAgain
{
// this code will run the subsequent times your button is pressed
}
In Keynote (and other apps), I've noticed the "standard" interface of doing Undo/Redo is by providing an Undo button on the tool bar.
Clicking the button (that is always enabled) Undos the recent operation.
(If there is not recent operation to undo, it will show the Undo/Redo menu).
Long-clicking the Undo button opens an Undo/Redo menu.
I searched for methods of implementing this, and the best answer I found so far is at the following link.
I wonder if anyone knows of a simpler way?
Thanks!
After reviewing all methods and discussing with friends, below is the solution I used, for a UIBarButtonItem the responds to both taps and long-press (TapOrLongPressBarButtonItem).
It is based on the following principals:
Subclass UIBarButtonItem
Use a custom view (so it's really trivial to handle the long-press - since our custom view has no problem responding to a long-press gesture handler...)
... So far - this approach was in the other SO thread - and I didn't like this approach since I couldn't find and easy enough way of making the custom view appear like an iPad navigation bar button... Soooo...
Use UIGlossyButton by Water Lou (thanks water!). This use is encapsulated within the subclass...
The resulting code is as follows:
#protocol TapOrPressButtonDelegate;
#interface TapOrPressBarButtonItem : UIBarButtonItem {
UIGlossyButton* _tapOrPressButton;
__weak id<TapOrPressButtonDelegate> _delegate;
}
- (id)initWithTitle:(NSString*)title andDelegate:(id<TapOrPressButtonDelegate>)delegate;
#end
#protocol TapOrPressButtonDelegate<NSObject>
- (void)buttonTapped:(UIButton*)button withBarButtonItem:(UIBarButtonItem*)barButtonItem;
- (void)buttonLongPressed:(UIButton*)button withBarButtonItem:(UIBarButtonItem*)barButtonItem;
#end
#implementation TapOrPressBarButtonItem
- (void)buttonLongPressed:(UILongPressGestureRecognizer*)gesture {
if (gesture.state != UIGestureRecognizerStateBegan)
return;
if([_delegate respondsToSelector:#selector(buttonLongPressed:withBarButtonItem:)]) {
[_delegate buttonLongPressed:_tapOrPressButton withBarButtonItem:self];
}
}
- (void)buttonTapped:(id)sender {
if (sender != _tapOrPressButton) {
return;
}
if([_delegate respondsToSelector:#selector(buttonTapped:withBarButtonItem:)]) {
[_delegate buttonTapped:_tapOrPressButton withBarButtonItem:self];
}
}
- (id)initWithTitle:(NSString*)title andDelegate:(id<TapOrPressButtonDelegate>)delegate {
if (self = [super init]) {
// Store delegate reference
_delegate = delegate;
// Create the customm button that will have the iPad-nav-bar-default appearance
_tapOrPressButton = [UIGlossyButton buttonWithType:UIButtonTypeCustom];
[_tapOrPressButton setTitle:title forState:UIControlStateNormal];
[_tapOrPressButton setNavigationButtonWithColor:[UIColor colorWithRed:123.0/255 green:130.0/255 blue:139.0/255 alpha:1.0]];
// Calculate width...
CGSize labelSize = CGSizeMake(1000, 30);
labelSize = [title sizeWithFont:_tapOrPressButton.titleLabel.font constrainedToSize:labelSize lineBreakMode:UILineBreakModeMiddleTruncation];
_tapOrPressButton.frame = CGRectMake(0, 0, labelSize.width+20, 30);
// Add a handler for a tap
[_tapOrPressButton addTarget:self action:#selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside];
// Add a handler for a long-press
UILongPressGestureRecognizer* buttonLongPress_ = [[UILongPressGestureRecognizer alloc] initWithTarget:self
action:#selector(buttonLongPressed:)];
[_tapOrPressButton addGestureRecognizer:buttonLongPress_];
// Set this button as the custom view of the bar item...
self.customView = _tapOrPressButton;
}
return self;
}
// Safe guards...
- (id)initWithImage:(UIImage *)image style:(UIBarButtonItemStyle)style target:(id)target action:(SEL)action {
NSLog(#"%s not supported!", __FUNCTION__);
return nil;
}
- (id)initWithImage:(UIImage *)image landscapeImagePhone:(UIImage *)landscapeImagePhone style:(UIBarButtonItemStyle)style target:(id)target action:(SEL)action {
NSLog(#"%s not supported!", __FUNCTION__);
return nil;
}
- (id)initWithTitle:(NSString *)title style:(UIBarButtonItemStyle)style target:(id)target action:(SEL)action {
NSLog(#"%s not supported!", __FUNCTION__);
return nil;
}
- (id)initWithBarButtonSystemItem:(UIBarButtonSystemItem)systemItem target:(id)target action:(SEL)action {
NSLog(#"%s not supported!", __FUNCTION__);
return nil;
}
- (id)initWithCustomView:(UIView *)customView {
NSLog(#"%s not supported!", __FUNCTION__);
return nil;
}
#end
And all you need to do is:
1. Instantiate is as follows:
TapOrPressBarButtonItem* undoMenuButton = [[TapOrPressBarButtonItem alloc] initWithTitle:NSLocalizedString(#"Undo", #"Undo Menu Title") andDelegate:self];
2. Connect the button to the navigation bar:
[self.navigationItem setLeftBarButtonItem:undoMenuButton animated:NO];
3. Implement the TapOrPressButtonDelegate protocol, and you're done...
-(void)buttonTapped:(UIButton*)button withBarButtonItem:(UIBarButtonItem*)barButtonItem {
[self menuItemUndo:barButtonItem];
}
-(void)buttonLongPressed:(UIButton*)button withBarButtonItem:(UIBarButtonItem*)barButtonItem {
[self undoMenuClicked:barButtonItem];
}
Hope this helps anyone else...
If you are using IB (or in Xcode4 the designer...i guess it is called) then you can select "Undo" from the First responder and drag that action to a button. I can give you more specific instructions if that doesn't cover it.
Here's what it looks like
It's on the left underneath the column "Received actions" at the bottom
I believe the key is actually in the UINavigationBar itself. Unlike UIButtons or other normal touch tracking objects, I suspect UIBarItems don't handle their own touches. They don't inherit UIResponder or UIControl methods. However UINavigationBar of course does. And I've personally added gestures straight to a UINavigationBar many times.
I suggest you override touch handling in a UINavigationBar subclass and check the touches against its children. If the child is your special Undo button you can handle it accordingly.
UIButton* undoButton = [UIButton buttonWithType:UIButtonTypeCustom];
[undoButton addTarget:self action:#selector(undoPressStart:) forControlEvents:UIControlEventTouchDown];
[undoButton addTarget:self action:#selector(undoPressFinish:) forControlEvents:UIControlEventTouchUpInside];
UIBarButtonItem* navButton = [[[UIBarButtonItem alloc] initWithCustomView:undoButton] autorelease];
self.navigationItem.rightBarButtonItem = navButton;
You don't necessarily have to add the UIBarButtonItem as the rightBarButtonItem, this is just and easy way to show you how to create your UIBarButtonItem with a custom view that is the UIButton you want to handle events.
You'll need to implement the undoPressStart: and undoPressFinish: by maintaining state. I'd say on start, store the current NSDate or some granular representation of the time. On finish, if check the time elapsed and if it is beyond a certain threshold, show the menu - otherwise (as well as if the start date was never captured) perform the undo.
As an improvement, you'll likely want to observe the UIControlEventTouchDragExit event as well to cancel the long press.
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.