I have a UISegmentedControl button with three segments.
In ViewController.m this is working just fine -- pressing the buttons fires the correct methods.
I have another separate UIButton that when it is pressed it needs to first CHECK the state of the UISegmentedControl (to see which button is currently pressed) and then fire a method according to that segment value.
Here is my code for that separate UIButton. The button itself is working, but I cannot seem to figure out how to GET the current value of the segment of the UISegmentedControl.
Many thanks for any assistance here.
I am new to OBJ-C. I know how to do this in VisualBasic, so answers that are on the more verbose side would be most appreciated as I need to know the 'why'. Thank you.
- (IBAction)decodeButton:(id)sender {
UISegmentedControl *segment = [UISegmentedControl alloc]; // THIS DOES NOT WORK.
if (segment.selectedSegmentIndex == 0) {
decode(textToDecode);
} else if(segment.selectedSegmentIndex == 1) {
decode1(textToDecode);
} else if(segment.selectedSegmentIndex == 2) {
decode2(textToDecode);
}
}
Here is a Tutorial using UISegmentedControl in iOS.
Just Create a Reference object and wire it properly to File Owner.
IBOutlet UISegmentedControl *segmentedControl;
Then set property
#property (strong, nonatomic) IBOutlet UISegmentedControl * segmentedControl;
Synthesize in .m file
#synthesize segmentedControl;
Now You can Access the selected index at any time.
- (IBAction)decodeButton:(id)sender {
if (segmentedControl.selectedSegmentIndex == 0) {
decode(textToDecode);
} else if(segmentedControl.selectedSegmentIndex == 1) {
decode1(textToDecode);
} else if(segmentedControl.selectedSegmentIndex == 2) {
decode2(textToDecode);
}
}
Your code alloc every time UISegmentedControl in the button press action. So use the following code for sUISegmentedControl creation and its action .
SegmentChangeView=[[UISegmentedControl alloc]initWithItems:[NSArray arrayWithObjects:#"Segment1",#"Segment2",#"Segment3",nil]];
SegmentChangeView.frame=CGRectMake(5, 44, self.view.bounds.size.width-10, 33);
SegmentChangeView.selectedSegmentIndex=0;
SegmentChangeView.segmentedControlStyle=UISegmentedControlStyleBar;
SegmentChangeView.momentary = YES;
[SegmentChangeView setTintColor:[UIColor blackColor]];
NSDictionary *attributes =[NSDictionary dictionaryWithObjectsAndKeys:[UIFont fontWithName:#"Arial" size:13],UITextAttributeFont,nil];
[SegmentChangeView setTitleTextAttributes:attributes forState:UIControlStateNormal];
[SegmentChangeView addTarget:self action:#selector(SegmentChangeViewValueChanged:) forControlEvents:UIControlEventValueChanged];
SegmentChangeView.autoresizingMask=UIViewAutoresizingFlexibleWidth|UIViewAutoresizingFlexibleBottomMargin;
[self.view addSubview:SegmentChangeView];
-(IBAction)SegmentChangeViewValueChanged:(UISegmentedControl *)SControl
{
if (SControl.selectedSegmentIndex==0)
{
decode(textToDecode);
}
else if (SControl.selectedSegmentIndex==1)
{
decode1(textToDecode);
}
else if (SControl.selectedSegmentIndex==2)
{
decode2(textToDecode);
}
}
You should remove UISegmentedControl *segment = [UISegmentedControl alloc] ; from your code, as it allocs anew instance of your UISegmentedControl every time, instead,
create an outlet for you UISegmentController like
#property (strong, nonatomic) IBOutlet UISegmentedControl * segment;
and then later at any point in your viewcontroller.m file, you can get the currently selected segment by using
segment.selectedSegmentIndex;
Hope this make sense,
Regards
Try like this
- (IBAction)segmentedControlChanged:(id)sender
{
UISegmentedControl *s = (UISegmentedControl *)sender;
if (s.selectedSegmentIndex == 1)
{
//code
}
else
{
//code
}
}
This code means you are creating a new Object on every click
UISegmentedControl *segment = [UISegmentedControl alloc] ;
The thing you have to do take IBOutlet (Property) of your segmentedControl then I will work for you. dont create a new object in the button method. when you will make a IBOutlet it will be link with at segmentControl and your code will work that time . Thanks
Related
I need to add a save extension selector with a text label next to it to my NSSavePanel. In the screenshot attached I try to demonstrate that I succeeded in adding an NSComboBox to my panel with the function setAccessoryView. However I have no idea how to create a custom NSView, which includes both an NSComboBox and an NSTextView or equivalent. I found no tutorials on the internet (or if I found one it was extremely outdated) showing how to create custom NSViews in objective-C in Cocoa on MacOS.
How can I create a custom NSView containing a combobox and a text label? Or how can I add two "stock" NSViews to the same NSSavePanel? Please be as detailed in your answer as possible, as I have very limited objective-c experience.
You asked how to create an NSView in Objective-C with an NSTextField and an NSComboBox as subviews.
Basically, you could define them in Interface Builder and programmatically set the resulting view in Objective-C as the accessoryView of the NSSavePanel. Alternatively, the custom NSView could be created entirely in Objective-C, which is probably the easier option here.
After instantiating an NSView, you can use addSubview: to add an NSTextField and an NSComboBox accordingly. Then you can use NSLayoutConstraints to set up Auto Layout, which takes care of sizing the accessoryView and arranging the subviews properly based on the width of the dialog.
If you create the views programmatically and use Auto Layout, you must explicitly set translatesAutoresizingMaskIntoConstraints to NO.
Should you want to set the allowedContentTypes, a textual mapping of the displayed extension to UTType via a NSDictionary might be useful.
If you set the delegate of the NSComboBox to self, then you will be informed about changes of the user selection in the NSComboBox via comboBoxSelectionDidChange:.
If the things discussed are implemented appropriately in code, it might look something like this for a self-contained example:
#import <UniformTypeIdentifiers/UniformTypeIdentifiers.h>
#import "ViewController.h"
#interface ViewController () <NSComboBoxDelegate>
#property (nonatomic, strong) NSSavePanel *savePanel;
#property (nonatomic, strong) NSDictionary<NSString *, UTType*> *typeMapping;
#end
#implementation ViewController
- (instancetype)initWithCoder:(NSCoder *)coder {
if (self = [super initWithCoder:coder]) {
_typeMapping = #{
#"jpeg": UTTypeJPEG,
#"png": UTTypePNG,
#"tiff": UTTypeTIFF
};
}
return self;
}
- (NSView *)accessoryView {
NSTextField *label = [NSTextField labelWithString:#"Filetypes:"];
label.textColor = NSColor.lightGrayColor;
label.font = [NSFont systemFontOfSize:NSFont.smallSystemFontSize];
label.alignment = NSTextAlignmentRight;
NSComboBox *comboBox = [NSComboBox new];
comboBox.editable = NO;
for (NSString *extension in self.typeMapping.allKeys) {
[comboBox addItemWithObjectValue:extension];
}
[comboBox setDelegate:self];
NSView *view = [NSView new];
[view addSubview:label];
[view addSubview:comboBox];
comboBox.translatesAutoresizingMaskIntoConstraints = NO;
label.translatesAutoresizingMaskIntoConstraints = NO;
[NSLayoutConstraint activateConstraints:#[
[label.bottomAnchor constraintEqualToAnchor:view.bottomAnchor constant:-12],
[label.widthAnchor constraintEqualToConstant:64.0],
[label.leadingAnchor constraintEqualToAnchor:view.leadingAnchor constant:0.0],
[comboBox.topAnchor constraintEqualToAnchor:view.topAnchor constant:8.0],
[comboBox.leadingAnchor constraintEqualToAnchor:label.trailingAnchor constant:8.0],
[comboBox.bottomAnchor constraintEqualToAnchor:view.bottomAnchor constant:-8.0],
[comboBox.trailingAnchor constraintEqualToAnchor:view.trailingAnchor constant:-20.0],
]];
return view;
}
- (void)comboBoxSelectionDidChange:(NSNotification *)notification {
NSComboBox *comboBox = notification.object;
NSString *selectedItem = comboBox.objectValueOfSelectedItem;
NSLog(#"### set allowedContentTypes to %# (%#)", selectedItem, self.typeMapping[selectedItem]);
[self.savePanel setAllowedContentTypes:#[ self.typeMapping[selectedItem] ]];
}
- (IBAction)onSave:(id)sender {
NSWindow *window = NSApplication.sharedApplication.windows.firstObject;
self.savePanel = [NSSavePanel new];
self.savePanel.accessoryView = [self accessoryView];
[self.savePanel beginSheetModalForWindow:window completionHandler:^(NSModalResponse result) {
if (result != NSModalResponseOK) {
return;
}
NSURL *fileURL = self.savePanel.URL;
NSLog(#"### selectedFile: %#", fileURL);
}];
}
- (void)setRepresentedObject:(id)representedObject {
[super setRepresentedObject:representedObject];
}
#end
Finally, a screenshot of the above demo code in action looks like this:
Press Cmd-N to add a new file to your project. Choose a View file to add a xib file that has a custom view.
Open the xib file and add the controls to the custom view. Press the Add button in the project window toolbar to access the user interface elements.
Use the NSNib class to load the xib file and get the custom view.
I am hoping to "automate" a click on the segmentController with the index of 0.
My tabBar-based app has multiple segmentControllers in a tab in the ViewDidAppear method, I would like to automatically have it "click" the first segmented controller.
if (segmentController.selectedSegmentIndex == 0) {
//stuff here
}
if (segmentController.selectedSegmentIndex == 1) {
//stuff here
}
Does anyone know how I might accomplish this? Thank you!
If you're creating it programmatically, you could lazy load it like this:
#interface ExampleViewController : UIViewController
#property (nonatomic, strong) UISegmentedControl *segmentedControl;
- (void)segmentedControlClicked:(UISegmentedControl *)segmentedControl;
#end
#implementation ExampleViewController
- (UISegmentedControl *)segmentedControl
{
if (!_segmentedControl)
{
NSArray *items = #[#"First", #"Second", #"Third"];
_segmentedControl = [[UISegmentedControl alloc] initWithItems:items];
[_segmentedControl addTarget:self
action:#selector(segmentedControlClicked:)
forControlEvents:UIControlEventValueChanged];
[_segmentedControl setSelectedSegmentIndex:0]; // Set Default selection
CGRect frame = _segmentedControl.frame;
frame.origin = CGPointMake(0.0f, 0.0f); // Move to wherever you need it
[self.view addSubview:_segmentedControl];
}
return _segmentedControl;
}
- (void)segmentedControlClicked:(UISegmentedControl *)segmentedControl
{
// Whatever your code is goes here...
}
#end
If you're wanting a method to be called also initially, you can call it within your viewDidLoad: method as such:
- (void)viewDidLoad
{
[self.segmentedControl setSelectedSegmentIndex:0]; // Set desired default index (optional if set in lazy load as shown above)
[self segmentedControlClicked:self.segmentedControl];
}
This would hence simulate a click on desired default index.
Be careful putting the above into viewDidAppear: (you could if you really wanted to) because anytime the view comes to the front, this method will be called (in example, if this view controller presents a modal view controller, once the modal is dismissed, this view controller's viewDidAppear: method will be called).
Cheers!
Set the selectedSegmentIndex property on your UISegmentedControl in your viewDidAppear (or viewDidLoad) method.
self.segmentedController.selectedSegemntIndex = 1;
UISegmentedControl Reference
I have a round rect UIButton with an action method defined to it -(IBAction)btnclicked:(id)sender. Now I wanna create another method -(void)disableButton which disables this button of mine. So I can call this function whenever I need. How can I use this mybtn.enabled = NO; into this function? What will this function look like?
Here is a simple solution
I assume mybtn will be in your header file as a instance variable
Take another button and bind this below IBAction or you can call this function directly in the same class like this [self disableButton];
-(IBAction)disableButton {
//Disable mybtn
mybtn.enabled = NO;
}
If you are using IB for button then create an IBOutlet for your button and map it with the button in InterfaceBuilder.
IBOutlet UIBUTTON *mybtn;
Now in :
-(void)disableButton{
mybtn.enabled = NO;
}
.h
{
IBOutlet UIBUTTON *mybtn;
}
-(IBAction)btnclicked:(id)sender;
-(void)disableButton;
.m
-(IBAction)btnclicked:(id)sender{
[self disableButton];
}
-(void)disableButton {
mybtn.enabled = NO;
}
I'm really new to app development and I am building an app (that will be more complex but this is just the basis of it which I will later expand). What I have currently is view with a UIImageView and UIButton, code below. I can get the button to set an image from the resources folder, but what I want is for the button to update the UIImageView with a new image each time it is press e.g. press once = image1, pressed twice = image2...etc From what I have been reading I think I should have the images in an array with a key or something then I can just update it with ++ I know this is really vague but as I said I'm really new so any help would be greatly appreciated!
#interface NextImageViewController : UIViewController {
IBOutlet UIImageView *imageView;
}
- (IBAction) nextImagePush;
#end
#implementation NextImageViewController
- (IBAction) nextImagePush {
UIImage *img = [UIImage imageNamed:#"image1"];
[imageView setImage:img];
}
#interface NextImageViewController : UIViewController {
IBOutlet UIImageView *imageView;
NSInteger imageCount;
NSArray * imageArray;
}
- (IBAction) nextImagePush;
#end
#implementation NextImageViewController
- (IBAction) nextImagePush {
UIImage *img = [UIImage imageNamed:[imageArray objectAtIndex:imageCount]];
[imageView setImage:img];
imageCount++;
if (imageCount >= [imageArray count]){
imageCount = 0;
}
}
- (void) viewDidLoad {
imageArray = [[NSArray alloc]
initWithObjects:#"image1", #"image2", #"image3", nil];
imageCount = 0;
}
Try something like that. You wil have to set the initial image and change the count depending on what you set it.
You can simply create a NSArray or NSMutableArray and fill it with all the images you want to show. Then, using a variable visible at global scope (ie a field of your interface), you can use
[imageView setImage:[arrayOfImages objectAtIndex:(index++ % [arrayOfImages count])]];
This code will also show the first image after the last one is displayed.
A really rudimentary way to do this is set a integer. Define it as 0,
and the first time you click the button you add 1 to it.
This definitely isn't working code, but its just to help you get a start. I strongly suggest a book like Big Nerd Ranch's book on iOS or Beginning IPhone 4 Development.
-(IBAction)pic
if variable == 0 {
//show the first image
variable++;
}
else if variable == 1 {
//show the second image
variable++;
}
hi im a beginner to programming and have been stuck on this task for ages and seem to be getting nowhere.
basically i have several textfields that generates the input information on a different page when the user presses a button. i would like the button to be disabled until all text fields are filled with information.
so far i have this:
- (void)textFieldDidEndEditing:(UITextField *)textField
{
// make sure all fields are have something in them
if ((textfbookauthor.text.length > 0)&& (textfbookedition.text.length > 0)&& (textfbookplace.text.length > 0)&& (textfbookpublisher.text.length > 0) && (textfbookpublisher.text.length > 0) && (textfbooktitle.text.length > 0) && (textfbookyear.text.length > 0)) {
self.submitButton.enabled = YES;
}
else {
self.submitButton.enabled = NO;
}
}
the problem is the 'submitButton' is coming up with an error, what needs to go in its place?
i tried to put my button 'bookbutton'in it instead but its not working.
this is my function for the 'generate' button
-(IBAction)bookbutton:(id)sender;
{
NSString* combinedString = [NSString stringWithFormat:
#"%# %# %#.%#.%#:%#.",
textfbookauthor.text,
textfbookyear.text,
textfbooktitle.text,
textfbookedition.text,
textfbookplace.text,
textfbookpublisher.text];
BookGenerate*bookg = [[BookGenerate alloc] init];
bookg.message = combinedString;
bookg.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentModalViewController:bookg animated:YES];
[BookGenerate release];
}
if anybody knows how i can make it work or what i need to add please help.
thanks in advance
Make an Outlet for every UITextField and create an IBAction in your .h:
IBOutlet UITextField *textField1;
IBOutlet UITextField *textField2;
IBOutlet UITextField *textField3;
IBOutlet UIButton *button
- (IBAction)editingChanged;
Connect all the outlets and connect the IBAction to every textfield with editingChanged:
- (IBAction)editingChanged {
if ([textfield1.text length] != 0 && [textfield2.text length] != 0 && [textfield3.text length] != 0) {
[button setEnabled:YES];
}
else {
[button setEnabled:NO];
}
}
Note that you can also use [textfield.text isEqualToString:#""] and put a ! in front of it (!means 'not') to recognize the empty textField, and say 'if the textField is empty do...'
And:
- (void)viewDidLoad {
[super viewDidLoad];
[button setEnabled:NO];
}
If you have a button and you want to enable it only if there is a text in a textfield or textview, implement the follow method
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text
{
if (textView.text.length > 1 || (text.length > 0 && ![text isEqualToString:#""]))
{
self.button.enabled = YES;
}
else
{
self.button.enabled = NO;
}
return YES;
}
Few solutions are available on these posts as well
Very Similar Query
A different version of it
Key here is using (extending) UITextFieldDelegate class and it's associated function
//Need to have the ViewController extend UITextFieldDelegate for using this feature
func textField(textField: UITextField, shouldChangeCharactersInRange range: NSRange, replacementString string: String) -> Bool {
// Find out what the text field will be after adding the current edit
let text = (textField.text as NSString).stringByReplacingCharactersInRange(range, withString: string)
if !text.isEmpty{//Checking if the input field is not empty
button.userInteractionEnabled = true //Enabling the button
} else {
button.userInteractionEnabled = false //Disabling the button
}
// Return true so the text field will be changed
return true
}
You should use" textfield should change chracters in range" (see apple docs for uitextviewdelegate). because it updates as users type information." Textfield did end editing" only fires when the users finishes editing a textfield or hits enter. In most cases, someone will fill in the last field and leave the cursor sitting there and expect the button to become enabled...but that wont happen using "textfield did end editing" just because they entered input.
You can also do this to check the length
if([self.textfiele.text isEqualToString:#""])
In addition to having IBOutlets for each UITextField, it might be helpful to have an IBOutletCollection declared that contains all 3 text fields in an array.
#property (nonatomic, retain) IBOutletCollection(UITextField) NSArray *textFields;
Then in your implementation just #synthesize textFields and you can quickly loop the text fields it contains, checking for text.
- (IBAction)editingChanged
{
BOOL buttonShouldBeEnabled = YES;
for (UITextField *field in self.textFields)
if (!field.text.length)
buttonShouldBeEnabled = NO;
button.enabled = buttonShouldBeEnabled;
}