What I have :
TextView
NSArray (string)
AVAudioplayer (not yet implemented)
When I select a word in TextView :
• Check if word exist in Array
• Start Audioplayer with associated sound
Unfortunately when I tap twice to select a word inside TextView, textViewDidChangeSelection is called twice. I don’t know why I see "Youpie" twice.
I just changed inputView to hide keyboard because I only need TextView to be used in selecting mode.
- (void)textViewDidChangeSelection:(UITextView *)tve;
{
NSString *selectedText = [tve textInRange:tve.selectedTextRange];
if(selectedText.length > 0)
{
for (NSString *text in textArray)
{
if ([selectedText isEqualToString:text])
NSLog(#"Youpie");
tve.selectedTextRange = nil;
if (ps1.playing == YES)
{
[self stopEveryPlayer];
[self updateViewForPlayerState:ps1];
}
else if ([ps1 play])
{
[self updateViewForPlayerState:ps1];
fileName.text = [NSString stringWithFormat: #"%# (%d ch.)", [[ps1.url relativePath] lastPathComponent], ps1.numberOfChannels, nil];
}
else
NSLog(#"Could not play %#\n", ps1.url);
break;
}
}
}
}
- (void)awakeFromNib
{
textArray = [[NSArray alloc] initWithObjects:#"dog",#"cat",#"person",#"bird",#"mouse", nil];
textView.inputView = [[[UIView alloc] initWithFrame:CGRectZero] autorelease];
textView.delegate = self;
// ...
}
I noticed something when I was double tapping on each good word in my text.
textViewDidChangeSelection
If a word is already selected and no action choosen, I have 1 "Youpie".
If not, I have 2 "Youpie".
I found a simple solution. I removed selectedRange after getting value. textViewDidChangeSelection called once.
What I have changed
tve.selectedTextRange = nil;
I use a subclass of UITextView to disable menu.
-(BOOL)canPerformAction:(SEL)action withSender:(id)sender
{
return NO;
return [super canPerformAction:action withSender:sender];
}
I added an implementation for AVAudioPlayer (ps1) too.
My "autoplay" is working if a known word is selecting :)
I don't have an answer for why the method gets called twice or how to prevent this, but an alternative solution might be to display an additional item in the edit menu that pops up in a text view when a word is double clicked. Then, your action for initiating a sound based on the word could be triggered from the action selector defined in that additional menu item. In this design, you'd remove your textViewDidChangeSelection and thus would not get called twice. See http://developer.apple.com/library/ios/#documentation/StringsTextFonts/Conceptual/TextAndWebiPhoneOS/AddingCustomEditMenuItems/AddingCustomEditMenuItems.html for some additional info about modifying the standard menu.
Related
In my one of UITableView have more then 10 rows. I want to scroll till last row while UITestCase running.
I have written below code to scroll till last row.
-(void)scrollToElement:(XCUIElement *)element application:(XCUIApplication *)app{
while ([self visible:element withApplication:app]) {
XCUIElement *searchResultTableView = app.tables[#"searchResultView"];
XCUICoordinate *startCoord = [searchResultTableView coordinateWithNormalizedOffset:CGVectorMake(0.5, 0.5)];
XCUICoordinate *endCoord = [startCoord coordinateWithOffset:CGVectorMake(0.0, -262)];
[startCoord pressForDuration:0.01 thenDragToCoordinate:endCoord];
}
}
-(BOOL)visible:(XCUIElement *)element withApplication:(XCUIApplication *)app{
if (element.exists && !CGRectIsEmpty(element.frame) && element.isHittable) {
return CGRectContainsRect([app.windows elementBoundByIndex:0].frame, element.frame);
} else {
return FALSE;
}
}
An i have called above method in my one of UITestCase method by below code
XCUIElement *searchResultTableView = app.tables[#"searchResultView"];
[self waitForElementToAppear:searchResultTableView withTimeout:30];
XCUIElement *table = [app.tables elementBoundByIndex:0];
XCUIElement *lastCell = [table.cells elementBoundByIndex:table.cells.count - 1];
[self scrollToElement:lastCell application:app];
By this code i can scroll to last row but after reaching last row, it continue doing scroll means can't stop scrolling.
Please help me to scroll to only last row and then it should stop to scroll so that i can perform next action event.
I have refer StackOverFlow answer but none of them meet my requirement.
Thanks in advance.
I faced similar issue in one of my project.
In that I wanted to test "Load More" feature by TestKit framework.
Here is some workaround to achieve the same scenario.
//app : is your current instance of appliaction
//listTable : is a Table which you've found via accessibility identifier
//loadMoreTest : is a parameter to determine whether code should perform test for loadmore feature or not
- (void)testScrollableTableForApplication:(XCUIApplication *)app
forTable:(XCUIElement *)listTable
withLoadMoreTest:(BOOL)loadMoreTest {
[listTable accessibilityScroll:UIAccessibilityScrollDirectionUp];
[listTable swipeUp];
if (loadMoreTest) {
__block BOOL isLoadMoreCalled;
__block XCUIElement *lastCell;
__block __weak void (^load_more)();
void (^loadMoreCall)();
load_more = loadMoreCall = ^() {
XCUIElementQuery *tablesQuery = app.tables;
XCUIElementQuery *cellQuery = [tablesQuery.cells containingType:XCUIElementTypeCell identifier:#"LoadMoreCell"];
lastCell = cellQuery.element;
if ([lastCell elementIsWithinWindowForApplication:app]) {
[self waitForElementToAppear:lastCell withTimeout:2];
[lastCell tap];
isLoadMoreCalled = true;
[self wait:2];
}
[listTable swipeUp];
if (!isLoadMoreCalled) {
load_more();
}
};
loadMoreCall();
}
}
- (void)waitForElementToAppear:(XCUIElement *)element withTimeout:(NSTimeInterval)timeout
{
NSUInteger line = __LINE__;
NSString *file = [NSString stringWithUTF8String:__FILE__];
NSPredicate *existsPredicate = [NSPredicate predicateWithFormat:#"exists == 1"];
[self expectationForPredicate:existsPredicate evaluatedWithObject:element handler:nil];
[self waitForExpectationsWithTimeout:timeout handler:^(NSError * _Nullable error) {
if (error != nil) {
NSString *message = [NSString stringWithFormat:#"Failed to find %# after %f seconds",element,timeout];
[self recordFailureWithDescription:message inFile:file atLine:line expected:YES];
}
}];
}
create one category for XCUIElement
XCUIElement+Helper.m and import it into your respective Test class.
#import <XCTest/XCTest.h>
#interface XCUIElement (Helper)
/// Check whether current XCUIElement is within current window or not
- (BOOL)elementIsWithinWindowForApplication:(XCUIApplication *)app ;
#end
#implementation XCUIElement (Helper)
/// Check whether current XCUIElement is within current window or not
/*
#description: we need to check particular element's frame and window's frame is intersecting or not, to get perfectly outcome whether element is currently visible on screen or not, because if element has not yet appeared on screen then also the flag frame, exists and hittable can become true
*/
- (BOOL)elementIsWithinWindowForApplication:(XCUIApplication *)app {
if (self.exists && !CGRectIsEmpty(self.frame) && self.hittable)
return CGRectContainsRect(app.windows.allElementsBoundByIndex[0].frame, self.frame);
else
return false;
}
#end
To get the "Load More" cell, i've given the
cell.accessibilityIdentifier = #"LoadMoreCell";
Rest of the code is, recursive function in testScrollableTableForApplication to make Tableview scroll to reach to bottom so i can have the access of load more cell(in your case last cell). Then i am performing the action Tap to fetch new records from server. Then again i am scrolling the Table to verify if the new records has been fetched from server or not.
Tip : you can replace recursive function with do while or while loop to achieve the same.
Hope this helps!
Happy Coding!!
I have a story board that has a UITextField, UIButton, UIImage, and UILabel to display the images in an array. If you type the correct name for the image file into a text field. So, the problem is that once the text field input does not match, it should update the UILabel to display "Result not found", but it doesn't.
#import "ViewController.h"
#interface ViewController ()
{
myClass *myNewClass;
NSMutableArray *picArray;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
picArray = [#[#"Button_Red",#"Button_Green"]mutableCopy];
}
- (IBAction)displayImageAction:(id)sender
{
NSString *titleSearched = self.textSearchField.text;
NSString *titleNotHere = self.notFoundLabel.text;
//Declare a bool variable here and set
BOOL variable1;
for (int i = 0; i < picArray.count; i++)
{
NSString *currentPic = picArray[i];
if ([titleSearched isEqualToString:currentPic])
{
variable1 = YES;
}
}
if (variable1 == YES) {
//this works fine displays the image
self.outputImage.image = [UIImage imageNamed: titleSearched];
[self.textSearchField resignFirstResponder];
} else {
//problem is here its not showing when input for the array is not equal it should display a message label "Result Not Found" but it remains blank on the IOS simulator
titleNotHere = [NSString stringWithFormat:#"Result Not found"];
[self.textSearchField resignFirstResponder];
}
}
//Get rid of the texfield when done typing
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Retract keyboard if up
[self.textSearchField resignFirstResponder];
}
Your problem is that
titleNotHere = [NSString stringWithFormat:#"Result Not found"];
simply sets the method variable titleNotHere.
What you want is
self.notFoundLabel.text=#"Result Not found";
You will also want
self.notFoundLabel.text=#"";
when the result is found.
I think you will have to SET the value to the variable
self.notFoundLabel.text = [NSString stringWithFormat:#"Result Not found"]
or
self.notFoundLabel setText:[NSString stringWithFormat:#"Result Not found"]
UILabel.text = #"whatever..." is actually converted into [UILable setText:#"whatever..."].
NSString *labelText = UILabel.text has to be thought as NSString *labelText = [UILabel text];
This:
NSString *titleNotHere = self.notFoundLabel.text;
stores the text from the label into a variable, but updating that variable again will not change the label text - it only changes what that variable points to.
You need to explicitly update the label text:
self.notFoundLabel.text = #"Result Not found";
note also that this uses a string literal - you don't need to use a format string as you aren't adding any parameters to it.
Also, when checking booleans, don't use if (variable1 == YES) {, just use if (variable1) { (it's safer).
I'm making a word game, and ive called my custom keyboards textfield _textbox
Ive put a x button that represents "clear written text" and I only need it to appear when the user types letters into the textfield!
Then disappear after the letters were cleared!
code:
- (IBAction)btnclear:(id)sender {
NSString *oldString = _textbox.text;
NSString *newString;
newString = [oldString substringFromIndex: _textbox.text.length];
[_textbox setText:newString];
}
The image is on the button!
If you're using a UITextField you can use the standard clear button with:
_textbox.clearButtonMode = UITextFieldViewModeWhileEditing;
If you're wanting a custom appearance to the button you can use rightView and rightViewMode to manage the state for you.
Use the following code, it uses UITextFieldTextDidChangeNotification notification,which is called every time you change text in your textfield, and hides or shows your button depending on input text.
- (void) viewDidLoad
{
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(textDidChange:) name:UITextFieldTextDidChangeNotification object: _textbox];
}
- (void) textDidChange:(NSNotification *)notification
{
UITextField *tf = (UITextField*)notification.object;
_button.hidden = (tf.text.length == 0);
}
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self name:UITextFieldTextDidChangeNotification object: _textbox];
}
With the property "hidden" of the UIButton you can hide it
Check if there is text on your textView, and then hide your button
Use UITextFielDelegate method
- (void)textFieldDidEndEditing:(UITextField *)textField
{
if(textField.text.length==0){
textXclear.hidden = NO;
}else{
textXclear.hidden = YES;
}
}
There are two ways, and by hidden do you mean not visible or just disabled?
For not visible, use the button.hidden property. For disabled (meaning it can't be touched), use the button.enabled property.
As for the textfield you could do something like this:
if ([textfield.text length] > 0) {...} else {...}
//extra stuff and suggestions
Also if you are using the text in the textfield to be added to some other view (say its an add item screen), you have to create a #property regarding the added item. And then you could, rather than the aforementioned mention write the code like in the .m:
if (self.aProperty != nil) {
button.hidden = NO;
} else {
button.hidden = YES;
And you'd have to declare the property in the .h file:
#property (nonatomic, strong) ObjectYouAreUsing *aProperty;
And this may be the reason it's not working but create a new file with the NSObject subclass. This will be the ObjectYouAreUsing.
This way you can access the pure object you are using and just import it where ever you need it. Also with this, if the user were to close the screen you could then write the initWithCoder method.
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];
With the following setup
....
MyUIMenuItem *someAction = [[MyUIMenuItem alloc]initWithTitle : #"Something" action : #selector(menuItemSelected:)];
MyUIMenuItem *someAction2 = [[MyUIMenuItem alloc]initWithTitle : #"Something2" action : #selector(menuItemSelected:)];
....
- (IBAction) menuItemSelected : (id) sender
{
UIMenuController *mmi = (UIMenuController*) sender;
}
How to figure out which menu item was selected.
And don't say that you need to have two methods... Thanks in advance.
Okay, I've solved this one. The solution isn't pretty, and the better option is "Apple fixes the problem", but this at least works.
First of all, prefix your UIMenuItem action selectors with "magic_". And don't make corresponding methods. (If you can do that, then you don't need this solution anyway).
I'm building my UIMenuItems thus:
NSArray *buttons = [NSArray arrayWithObjects:#"some", #"random", #"stuff", nil];
NSMutableArray *menuItems = [NSMutableArray array];
for (NSString *buttonText in buttons) {
NSString *sel = [NSString stringWithFormat:#"magic_%#", buttonText];
[menuItems addObject:[[UIMenuItem alloc]
initWithTitle:buttonText
action:NSSelectorFromString(sel)]];
}
[UIMenuController sharedMenuController].menuItems = menuItems;
Now your class that catches the button tap messages needs a few additions. (In my case the class is a subclass of UITextField. Yours might be something else.)
First up, the method that we've all been wanting to have but that didn't exist:
- (void)tappedMenuItem:(NSString *)buttonText {
NSLog(#"They tapped '%#'", buttonText);
}
Then the methods that make it possible:
- (BOOL)canPerformAction:(SEL)action withSender:(id)sender {
NSString *sel = NSStringFromSelector(action);
NSRange match = [sel rangeOfString:#"magic_"];
if (match.location == 0) {
return YES;
}
return NO;
}
- (NSMethodSignature *)methodSignatureForSelector:(SEL)sel {
if ([super methodSignatureForSelector:sel]) {
return [super methodSignatureForSelector:sel];
}
return [super methodSignatureForSelector:#selector(tappedMenuItem:)];
}
- (void)forwardInvocation:(NSInvocation *)invocation {
NSString *sel = NSStringFromSelector([invocation selector]);
NSRange match = [sel rangeOfString:#"magic_"];
if (match.location == 0) {
[self tappedMenuItem:[sel substringFromIndex:6]];
} else {
[super forwardInvocation:invocation];
}
}
One would expect that the action associated with a given menu item would include a sender parameter that should point to the chosen menu item. Then you could simply examine the title of the item, or do as kforkarim suggests and subclass UIMenuItem to include a proeprty that you can use to identify the item. Unfortunately, according to this SO question, the sender parameter is always nil. That question is over a year old, so things may have changed -- take a look at what you get in that parameter.
Alternately, it looks like you'll need to a different action for each menu item. Of course, you could set it up so that all your actions call a common method, and if they all do something very similar that might make sense.
Turns out it's possible to obtain the UIButton object (which is actually UICalloutBarButton) that represents UIMenuItem if you subclass UIApplication and reimplement -sendAction:to:from:forEvent:. Although only -flash selector goes through UIApplication, it's enough.
#interface MyApplication : UIApplication
#end
#implementation MyApplication
- (BOOL)sendAction:(SEL)action to:(id)target from:(id)sender forEvent:(UIEvent *)event
{
// target == sender condition is just an additional one
if (action == #selector(flash) && target == sender && [target isKindOfClass:NSClassFromString(#"UICalloutBarButton")]) {
NSLog(#"pressed menu item title: %#", [(UIButton *)target titleLabel].text);
}
return [super sendAction:action to:target from:sender forEvent:event];
}
#end
You can save target (or any data you need from it) in e.g. property and access it later from your UIMenuItem's action.
And to make your UIApplication subclass work, you must pass its name as a third parameter to UIApplicationMain():
int main(int argc, char *argv[])
{
#autoreleasepool {
return UIApplicationMain(argc, argv, NSStringFromClass([MyApplication class]), NSStringFromClass([YOUR_APP_DELEGATE class]));
}
}
This solution works on iOS 5.x-7.0 as of post date (didn't test on older versions).
ort11, you might want to create a property of myuimenuitem and set some sort of Tag. Thay way the object of sender could be recognized by its tag it. In Ibaction then you can set a switch statement that can correspond to each sender.tag and work throught that logic. I guess thats the simplest way to go.