I have created a several buttons like this:
[self makeButtonsWithX:0.0f y:180.0f width:640.0f height:80.0f color:[UIColor colorWithRed:0.796 green:0.282 blue:0.196 alpha:1] button:self.redButton];
[self makeButtonsWithX:0.0f y:260.0f width:640.0f height:80.0f color:[UIColor colorWithRed:0.761 green:0.631 blue:0.184 alpha:1] button:self.yellowButton];
using this function:
- (void)makeButtonsWithX:(CGFloat)x y:(CGFloat)y width:(CGFloat)width height:(CGFloat)height color:(UIColor *)color button:(UIButton *)button
{
button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.frame = CGRectMake(x, y, width, height);
button.backgroundColor = color;
[self.view addSubview:button];
[button addTarget:self action:#selector(tappedButton:) forControlEvents:UIControlEventTouchUpInside];
}
When I tap one of them I want to know which one was tapped, using this function:
- (void)tappedButton:(UIButton *)button
{
//NSLog(#"tapped");
if ([button isEqual:self.redButton]) {
NSLog(#"Red");
}
}
Nothing happens. If I uncomment the first NSLog in the last function however, it prints every time I press a button (doesn't matter which one). Why isn't my if-statement working?
Cheers.
When you're creating the buttons, give them unique tags.
Change your tappedButton: method to this:
- (void)tappedButton:(id)sender {
if([sender tag] == 1) {
NSLog(#"Red");
}
}
And I'd probably create an enum for the tags:
typedef NS_ENUM(NSUInteger, ButtonTags) {
ButtonUnknown = 100,
ButtonRedTag = 101,
ButtonBlueTag = 102,
ButtonGreenTag = 103,
ButtonYellowTag = 104,
ButtonWhiteTag = 105
};
Now use the enum both when setting and checking the tags.
if([sender tag] == ButtonRedTag)
To set a tag:
[button setTag:ButtonRedTag];
There may be another way of determine which button was pressed, but as far as I'm concerned, using [sender tag]; is the best method. Consider this... suppose you want to call a method either when a button is pressed or a text field has resigned first responder? For example, imagine a login page, with a username/password text field and a button for login and create new account. Using sender tag, you can EASILY make all your UI elements at least start in the same method:
- (void)handleUserInteraction:(id)sender {
switch([sender tag]) {
case LoginButtonTag:
// do stuff
break;
case PasswordTextFieldTag:
// do stuff
break;
case NewAccountButtonTag:
// do stuff
break;
case BackgroundViewTappedTag:
// do stuff
break;
}
}
It might make more sense to just hook all of these UI elements up to different methods in the first place, and certainly, within the switch, they should call out to different methods, but suppose there's some bit of logic you want to execute in all 4 of these cases? Put it just before or just after the switch instead of putting it in all 4 of the methods you've created for handling these different cases, etc.
In addition, you cannot pass the button "to make" by reference. The way you call makeButtonsWithX will to not change self.redButton.
self.redButton in the if statement will be nil.
Change the return type of make ButtonsWithX from (void)to (UIButton *) and do it like this:
self.redButton = [self makeButtonsWithX: ...
Related
I've got a list of values coming from a database, which each has it's own unique id. I want to be able to delete a row from the list using that id. My issue is, I'm trying to understand how to send a value through the button action to be used in the called function.
For ex:
NSString *sId = [_idArray objectAtIndex:i];
_fId = [sId intValue];
[deleteBtn addTarget:self action:#selector(deleteFeed:_fId) forControlEvents:UIControlEventTouchUpInside];
The _fId is the value I'm trying to understand how to send to the function deleteFeed. I know it must be something simple, but I just can't pin it down when searching Google.
addTarget has defined set of params and you cannot send custom.
As a workaround you can do below:
Use the following api and set the _fId as TAG to the button:
action:#selector(deleteFeed:)
i.e.
[deleteBtn setTag:_fId]
[deleteBtn addTarget:self action:#selector(deleteFeed:) forControlEvents:UIControlEventTouchUpInside];
Now retrieve the tag from the button from the associated tag to identify the button.
- (void) deleteFeed:(UIButton*)sender{
[self deleteWithTag:sender.tag];
// Or place opening logic right here
}
I hope this helps.
What about subclassing UIButton? This way you'll be able to name the property something appropriate instead of reusing the ambiguous tag.
#interface ButtonWithData : UIButton
#property (assign) int aValue;
#end
- (void)yourForLoopFunction {
for (NSString *sId in _idArray) {
NSString *sId = [_idArray objectAtIndex:i];
ButtonWithData *deleteBtn = [ButtonWithData buttonWithType:UIButtonTypeCustom];
deleteBtn.aValue = [sId intValue];
[deleteBtn addTarget:self action:#selector(deleteFeed:) forControlEvents:UIControlEventTouchUpInside];
[someView addSubview:deleteBtn];
}
}
This will only work if you create a new button for each array item that you want to delete. Without more code context, I can't create a better example for you to follow, unfortunately.
I understand (I think) why this isn't working, but I don't know how to get it to work.
I have a method I call in viewWillAppear like so (I've simplified the code for the sake of this question):
- (void)viewWillAppear:(BOOL)animated
{
[self displayHour:0];
}
I then have a little for loop that builds some buttons in viewDidLoad:
NSUInteger b = 0;
for (UIButton *hourButton in hourButtons) {
[hourButton setTag:b];
[hourButton setTitle:[NSString stringWithFormat:#"%lu", (unsigned long)b] forState:UIControlStateNormal];
[hourButton addTarget:self action:#selector(showHour:) forControlEvents:UIControlEventTouchUpInside];
b++;
}
Then for the action I have this:
- (IBAction)showHour:(id)sender
{
// Logs 0, 1, etc. depending on which button is tapped
NSLog(#"Button tag is: %lu", (long int)[sender tag]);
// This currently throws this error:
// No visible #interface for 'UIView' declares the selector 'displayHour:'
// What I want to do is be able to call this method on
// the main view and pass along the button tag of the
// button that was tapped.
[mainView displayHour:(long int)[sender tag]];
}
THE QUESTION is how do I call displayHour to the main view from the showHour: action?
If you need it, the displayHour method looks like this (simplified, basically updates some labels and image views on the main view):
- (void)displayHour:(NSUInteger)i
{
// The temperature
hourTemp = [[hourly objectAtIndex:i] valueForKeyPath:#"temperature"];
// The icon
hourIcon = [[hourly objectAtIndex:i] valueForKeyPath:#"icon"];
// The precipitation
hourPrecip = [[hourly objectAtIndex:i] valueForKeyPath:#"precipProbability"];
// SET DISPLAY
[hourTempField setText:hourTemp];
[hourIconFrame setImage:hourIcon];
[hourPrecipField setText:hourPrecip];
}
Thanks!
Instead of
[mainView displayHour:(long int)[sender tag]];
do:
[self displayHour:(long int)[sender tag]];
I have eight (8) UIButtons setup in my game. When one is selected it shows that it is selected and if you click it again it will show as unselected. However, I want to make it so that when you select a button and any of the other seven (7) are selected, they become unselected.
I know how to do this through the use of [buttonName setSelected:NO] but the problem is I can't pass buttonOne to buttonTwo if buttonTwo has already been passed to buttonOne because I have already imported buttonTwo's header file in buttonOne. It throws a parse error if I have both headers importing each other. I've been stuck on this for a while now and was hoping that someone might have a solution to my problem.
Thanks for any help.
Get the parent view of the current button and iterate through all the buttons inside, unselecting all of them. Then, select the current one.
// Unselect all the buttons in the parent view
for (UIView *button in currentButton.superview.subviews) {
if ([button isKindOfClass:[UIButton class]]) {
[(UIButton *)button setSelected:NO];
}
}
// Set the current button as the only selected one
[currentButton setSelected:YES];
Note: As suggested on the comments, you could keep an array of buttons and go over it the same way the above code does with the subviews of the parent view. This will improve the performance of your code in case the view containing the buttons has many other subviews inside.
I know its too late to answer this question but I did it in only small lines of code . Here is what i did :
NSArray *arrView = self.view.subviews;
for (UIButton *button in arrView) {
if ([button isKindOfClass:[UIButton class]]) {
[((UIButton *) button) setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
}
}
[button1 setTitleColor:[UIColor orangeColor] forState:UIControlStateNormal];
Simple way to do.
-(void)buttonSelected:(id)sender{
UIButton *currentButton = (UIButton *)sender;
for(UIView *view in self.view.subviews){
if([view isKindOfClass:[UIButton class]]){
UIButton *btn = (UIButton *)view;
[btn setSelected:NO];
}
}
[currentButton setSelected:YES];
}
I actually created an answer by reading all of your guys input, which I thank you greatly for. The tag property of the UIButton class was unknown to me before this post.
I created own subclass of UIButton, let's call it CustomUIButton.m. I created a NSMutableArray property for use when storing the buttons, which I'll call customButtonArray.
When I created the button, I set the tag property, and added the button to a local array on the parent view controller. After all buttons I wanted were created, I set the customButtonArray, like so:
// Initialize buttonHolderArray
NSMutableArray *buttonHolderArray = [[NSMutableArray alloc] init];
// Create a button
CustomUIButton *newButton = [[CustomUIButton alloc] initWithFrame:CGRectMake(10, 10, 50, 30)];
newButton.tag = 1;
[newButton setImage:[UIImage imageNamed:#"newButtonUnselected" forControlState:UIControlStateNormal]];
[buttonHolderArray addObject:newButton];
// Create additional buttons and add to buttonHolderArray...
// using different numbers for their tags (i.e. 2, 3, 4, etc)
// Set customButtonArray property by iterating through buttonHolderArray
NSInteger buttonCount = [buttonHolderArray count];
for (int i = 0; i < buttonCount; i++)
{
[[buttonHolderArray objectAtIndex:i] setCustomButtonArray:buttonHolderArray];
}
To deselect any other button selected when a different buttons handleTap: is called, I iterated through the customButtonArray in the subclass main file and set the selected property to NO. I also set the correct image from another array property that I manually populated with the images, which I did so the array didn't have to be populated every time a button was pressed. At the end, unselected all other buttons, like so:
// Populate two arrays: one with selected button images and the other with
// unselected button images that correspond to the buttons index in the
// customButtonArray
NSMutableArray *tempSelectedArray = [[NSMutableArray alloc] init];
[tempSelectedArray addObject:[UIImage imageNamed:#"newButtonSelected"]];
// Add the other selected button images...
// Set the property array with this array
[self setSelectedImagesArray:tempSelectedArray];
NSMutableArray *tempUnselectedArray = [[NSMutableArray alloc] init];
[tempUnselectedArray addObject:[UIImage imageNamed:#"newButtonUnselected"]];
// Add the other unselected button images...
// Set the property array with this array
[self setUnselectedImagesArray:tempUnselectedArray];
- (void)handleTap:(UIGestureRecognizer *)selector
{
// Get the count of buttons stored in the customButtonArray, use an if-elseif
// statement to check if the button is already selected or not, and iterate through
// the customButtonArray to find the button and set its properties
NSInteger buttonCount = [[self customButtonArray] count];
if (self.selected == YES)
{
for (int i = 0; i < buttonCount; i++)
{
if (self.tag == i)
{
[self setSelected:NO];
[self setImage:[[self unselectedImagesArray] objectAtIndex:i] forControlState:UIControlStateNormal];
}
}
}
else if (self.selected == NO)
{
for (int i = 0; i < buttonCount; i++)
{
if (self.tag == i)
{
[self setSelected:NO];
[self setImage:[[self selectedImagesArray] objectAtIndex:i] forControlState:UIControlStateNormal];
}
}
}
for (int i = 0; i < buttonCount; i++)
{
if (self.tag != i)
{
[self setSelected:NO];
[self setImage:[[self unselectedImagesArray] objectAtIndex:i] forControlState:UIControlStateNormal];
}
}
}
Thanks for all of the useful information though, figured I should share the final answer I came up with in detail to help anyone else that comes across this problem.
I figured out a pretty easy way to solve this. My example is for 2 buttons but you can easily add more if statements for additional buttons. Connect all buttons to the .h file as properties and name them (I did button1 & button2). Place the following code in your .m file and Connect it (via the storyboard) to all of your buttons. Make sure when you are setting up your button to set an image for BOTH the normal UIControlStateNormal & UIControlStateSelected or this wont work.
- (IBAction)selectedButton1:(id)sender {
if ([sender isSelected]) {
[sender setSelected:NO];
if (sender == self.button1) {
[self.button2 setSelected:YES];
}
if (sender == self.button2) {
[self.button1 setSelected:YES];
}
}
else
{
[sender setSelected:YES];
if (sender == self.button1) {
[self.button2 setSelected:NO];
}
if (sender == self.button2) {
[self.button1 setSelected:NO];
}
}
To answer "It throws a parse error if I have both headers importing each other"...
You should refrain from using #import in .h files as much as possible and instead declare whatever you're wanting to use as a forward class declaration:
#class MyCustomClass
#interface SomethingThatUsesMyCustomClass : UIViewController
#property (nonatomic, strong) MyCustomClass *mcc;
#end
Then #import the header in your .m file:
#import "MyCustomClass.h"
#implementation SomethingThatUsesMyCustomClass
-(MyCustomClass *)mcc
{
// whatever
}
#end
This approach will prevent errors caused by #import cycles.
Though I must say I agree with SergiusGee's comment on the question that this setup feels a bit strange.
The easiest approach here would be to get the parent UIView the buttons are on and iterate through it. Here's a quick example from my code:
for (UIView *tmpButton in bottomBar.subviews)
{
if ([tmpButton isKindOfClass:[UIButton class]])
{
if (tmpButton.tag == 100800)
{
tmpButton.selected = YES;
[tmpButton setTitleColor:[UIColor greenColor] forState:UIControlStateNormal];
[tmpButton setTitleColor:[UIColor greenColor] forState:UIControlStateHighlighted];
}else{
tmpButton.selected = NO;
[tmpButton setTitleColor:[UIColor redColor] forState:UIControlStateNormal];
[tmpButton setTitleColor:[UIColor redColor] forState:UIControlStateHighlighted];
}
}
}
Did you try using ReactiveCocoa framework and add some blocks for your code , this is not the most simple approach yet i would say it is the most effective when you have multiple dependencies and very good for scaling
I have created a small project for a solution to your problem using my suggested approach (I tried to adapt it to the good old MVC pattern instead of my preferred MVVM)
you can find it here
https://github.com/MWaly/MWButtonExamples
make sure to install cocoa pods file as we need "ReactiveCocoa" and "BlocksKit" for this sample
we will use two main classes
ViewController => The viewController object displaying the buttons
MWCustomButton => Custom UIButton which handles events
when creating the buttons a weak reference to the viewController is also created using the property
#property (weak) ViewController *ownerViewController ;
events will be handled using the help of blocksKit bk_addEventHandler method and pass it to the block of the ViewController (selectedButtonCallBackBlock)
[button bk_addEventHandler:^(id sender)
{
self.selectedButtonCallBackBlock(button);
} forControlEvents:UIControlEventTouchUpInside];
now in the ViewController for each button touched the callBackButtonBlock will be trigerred , where it will change its currently selected button if applicable
__weak __typeof__(self) weakSelf = self;
self.selectedButtonCallBackBlock=^(MWCustomButton* button){
__typeof__(self) strongSelf = weakSelf;
strongSelf.currentSelectedButton=button;
};
in the MWCustomButton class , it would listen for any changes in the property of "currentSelectedButton" of its ownerViewController and will change its selection property according to it using our good Reactive Cocoa
///Observing changes to the selected button
[[RACObserve(self, ownerViewController.currentSelectedButton) distinctUntilChanged] subscribeNext:^(MWCustomButton *x) {
self.selected=(self==x);
}];
i think this would solve your problem , again your question might be solved in a simpler way , however i believe using this approach would be more scalable and cleaner.
Loop through all views in parent view. Check if it is a UIButton(or your custom button class) and not the sender. Set all views isSelected to false. Once loop is finished, set sender button isSelected to true.
Swift 3 way:
func buttonPressed(sender: UIButton) {
for view in view.subviews {
if view is UIButton && view != sender {
(view as! UIButton).isSelected = false
}
}
sender.isSelected = true
}
Swift 4
//Deselect all tip buttons via IBOutlets
button1.isSelected = false
button2.isSelected = false
button3.isSelected = false
//Make the button that triggered the IBAction selected.
sender.isSelected = true
//Get the current title of the button that was pressed.
let buttonTitle = sender.currentTitle!
Lets say I have 10 buttons. For each button i want to pass some text... e.g. Button 1, My New Button 2, etc....
What I want to do is print this text in NSLog.
Hence I created one method and passed this to button. But I am not getting how can I pass data into it...
[myButton addTarget:self action:#selector(btnSelected:) forControlEvents:UIControlEventTouchUpInside];
-(IBAction)btnSelected:(id)sender {
NSLog(#"btnSelected data is %#", sender);
// I want to print some text for respective button here...
}
But I am not getting... any idea how to get this done?
You can associate data with objects as :
Firstly import this class : #import <objc/runtime.h>
Then create a key as
static char * kIndexPathAssociationKeySTR = "associated_string_key";
then associate string as :
** Here you can associate any type of data with button like : NSMutableArray or NSString etcetra**
NSString *myAttachedValue = #"This is the info I am associating with button";
objc_setAssociatedObject(self.testBtn,
kIndexPathAssociationKeySTR,
myAttachedValue,
OBJC_ASSOCIATION_RETAIN);
then access it in your method you called on button event as :
- (IBAction)btnTouched:(UIButton *)sender {
NSString *valueIs = (NSString *)objc_getAssociatedObject(self.testBtn, kIndexPathAssociationKeySTR);
NSLog(#"value is : %#",valueIs);
}
Hope it helps you.
set tag for the button
[myButton addTarget:self action:#selector(btnSelected:) forControlEvents:UIControlEventTouchUpInside];
myButton.tag = 1;
now compare tag
-(IBAction)btnSelected:(id)sender {
UIButton *button = (UIButton *)
if(button.tag == 1) { //do button 1 stuff
NSLog(#"btnSelected data is %#", sender);
}
}
Also you can probably checkout Blocks, extend a uibutton to support blocks (UIButton block equivalent to addTarget:action:forControlEvents: method?).
Try this,
[myButton setAccessibilityValue:#"Some text"];
[myButton addTarget:self action:#selector(btnSelected:) forControlEvents:UIControlEventTouchUpInside];
-(IBAction)btnSelected:(id)sender {
NSLog(#"btnSelected data is %#", [sender accessibilityValue];);
// I want to print some text for respective button here...
}
I have made 20 Buttons dynamically, and I got the tag values of all Buttons.
But I need to know how to use that tag values.
I need information on every button pressed with tag values.
So, how do I use those tag values?
You need to set target-action of each button.
[button setTarget:self action:#selector(someMethod:) forControlEvents:UIControlEventTouchUpInside];
Then implement someMethod: like this:
- (void)someMethod:(UIButton *)sender {
if (sender.tag == 1) {
// do action for button with tag 1
} else if (sender.tag == 2) {
// do action for button with tag 2
} // ... and so on
}
Why do you need to use the tag to get the button. You can directly get the buttons reference from its action method.
- (void)onButtonPressed:(UIButton *)button {
// "button" is the button which is pressed
NSLog(#"Pressed Button: %#", button);
// You can still get the tag
int tag = button.tag;
}
I hope you have added the target-action for the button.
[button addTarget:self action:#selector(onButtonPressed:)
forControlEvents:UIControlEventTouchUpInside];
You can get reference to that your buttons using that tags. For example, you've added UIButtons to UIView *mainView. To get reference to that buttons you should write following:
UIButton *buttonWithTag1 = (UIButton *)[mainView viewWithTag:1];
Set the tags like this :
for (createButtonIndex=0; createButtonIndex<buttonsCount; createButtonIndex++)
{
buttonCaps.tag=createButtonIndex;
}
And add the method to trap the tags :-
-(void)buttonsAction:(id)sender
{
UIButton *instanceButton = (UIButton*)sender;
switch(instanceButton.tag)
{
case 1(yourTags):
//Code
break;
case 2:
//Code
break;
}
}
Hope this Helps !!
- (IBAction)buttonPressed:(id)sender {
UIButton selectedButton = (UIButton *)sender;
NSLog(#"Selected button tag is %d%", selectedButton.tag);
}
usefully we use btn tag if You Write One Function For (more than one) Buttons .in action if we want to write separate Action For button at that situvation we use btn tag.it can get two ways
I) case sender.tag
//if we have four buttons Add,mul,sub,div having Same selector and add.tag=10
mul.tag=20,sub.tag=30,div.tag=40;
-(IBAction) dosomthing:(id)sender
{
int x=10;
int y=20;
int result;
if(sender.tag==10)
{
result=x+y;
}else if(sender.tag==20)
{
result=x*y;
}else if(sender.tag==30)
{
result=x-y;
}else if(sender.tag==40)
{
result=x/y;
}
NSLog(#"%i",result);
}
2)Case
UIButton *btn=[self.view viewWithTag:10];
then you got object of add button uyou can Hide It With btn.hidden=YES;
UIButton *btn = (UIButton *)[mainView viewWithTag:button.tag];