Count tap on button xcode - objective-c

I got a (stupid) question. I'm busy with a 'tap' app (i dont know how to name it) it's a game with a button in the middle of the screen and when a play start tapping the button it need's to count the click's.
Does anoyone know what i need to use (classes) in objective-c
Thanks

Hook up an action to the tap event :
[button addTarget:self action: #selector(button_tapped) forControlEvents: UIControlEventTouchUpInside];
And increment a counter when tapped (tapCount is a property of your view controller)
- (void)button_tapped
{
self.tapCount += 1;
}

Related

How do we control next and previous icon in mpmediaplayerviewcontroller

I need to do action for next and previous button event for ios video player, here am using mpmovieplayerviewcontroller.
MPMoviePlayerController fires off MPMoviePlayerPlaybackStateDidChangeNotification when either the Prev or Next is tapped. There's no way to be notified whether each one is tapped.
The only way I found, was to create my own custom controls for backward and forward, adding a target to it to perform an action:
[prevBtn addTarget:self action:#selector(onClick:)
forControlEvents:UIControlEventTouchUpInside];
[nextBtn addTarget:self action:#selector(onClick:)
forControlEvents:UIControlEventTouchUpInside];
Then in your onClick method:
(void)onClick:(UIButton*)sender
{
if (sender == prevBtn)
{
// Do whatever when prevBtn is tapped
}
else if (sender == nextBtn)
{
// Do whatever when nextBtn is tapped
}
}
FYI: you must set the player's controlStyle property to MPMovieControlStyleNon to hide the default controls.

iOS Display Different Image on Click

Using XCode, I am trying to figure out how to display a different image when someone clicks or presses down on one of my buttons before being taken to a second screen. For example, I have a contact icon on my home screen. When a user clicks the icon, it should change to a darker version on tap before going to the contact screen. Any help is appreciated.
-(IBAction) ButtonPressed :(id)sender
{
UIButton *tempButton = (UIButton *) sender;
int tag = tempButton.tag;
NSString *viewName;
switch (tag)
{
case 1:
[FlurryAnalytics logEvent:#"Contact-Screen"];
viewName = #"ContactScreen";
if( self.appDelegate.sound)
[Click play];
[self.appDelegate moveToView:viewName];
break;
}
}
Simple, you just have to set a different image for the buttons selected state:
[myButton setImage:[UIImage imageNamed:#"mySelectedImage"] forState:UIControlStateSelected];
Or in interface builder:
Additional UIControlState's include:
enum {
UIControlStateNormal = 0,
UIControlStateHighlighted = 1 << 0,
UIControlStateDisabled = 1 << 1,
UIControlStateSelected = 1 << 2,
UIControlStateApplication = 0x00FF0000,
UIControlStateReserved = 0xFF000000
};
The state of a control; a control can have more than one state at a
time. States are recognized differently depending on the control. For
example, a UIButton instance may be configured (using the
setImage:forState: method) to display one image when it is in its
normal state and a different image when it is highlighted.
As far as I've ever noticed in Xcode, whenever you decide to implement a customized button and don't specify a second image for use in the UIControlStateSelected state, Xcode automatically darkens the button for you when the user taps the buttons to show that they were, in fact, tapped.
The 0x7f answer is almost correct (the correct state value is 'Highlighted' and not 'Selected'). For Swift users, it would be
myButton.setBackgroundImage(UIImage(named: "myButtonImagePressed.png"), forState: .Highlighted)

Best way to create dynamic list of links/buttons in iOS5 view controller

I want to create a dynamic set of links/buttons in an iOS5 view controller and am trying to figure out what might be the best way to do this.
For eg:
Item 1
Item 2
Item 3
:
:
Item N
Each of the Items is a link/button that is clickable and will do some action, like load another screen etc based on the link.
I don't know ahead of time how many items there might be so if all the items don't fit on the screen, I need to be able to scroll to view.
My question:
1. What is a better way of doing this? I could just create the labels and buttons dynamically but this seems rather cumbersome and I'm not entirely sure how I would differentiate between the different buttons (essentially I'd need some index to find out which Item was clicked).
2. Alternatively, I was wondering if I can just render this page as HTML and just have links? I've never done this and not sure how I'd associate a button with a link.
Any suggestions?
AK
You can try to use the tag property to store the index value you need when you create the button. Then evaluate it in the button tap handler by accessing using button.tag.
Maybe you can try Cordova for an HTML based approach. I'm not too familiar with it though, so I can't say for sure.
Hope it helps.
(1) You can assign UIButton tag property based on the button index. If any events were to trigger, you could recognize which button the event belongs to by checking the tag.
Sample :
// Initializing some buttons
UIButton *button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button1.tag = 1;
[button1 addTarget:self
action:#selector(buttonPushed:)
forControlEvents:UIControlEventTouchUpInside];
UIButton *button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button2.tag = 2;
[button2 addTarget:self
action:#selector(buttonPushed:)
forControlEvents:UIControlEventTouchUpInside];
Selector for button events :
- (void)buttonPushed:(id)sender {
...
if ([sender tag] == 1) {
// do something after button1 event
} else if () {
// do something after button2 event
}
...
}
(2) If you choose to do it in HTML, you could check out CMHTMLView

UIButton's target is fired before animation

I have programmed a Quiz in Xcode where I've created UIButtons programmatically displaying the answer to a question. When the user clicks the button the next question is loaded and the buttons position i shuffled to not make the right answer in the same place for each question (the right answer is however under the same UIButton for every question.)
This is how I create my buttons:
if (self.buttonRightAnswer == nil)
{
self.buttonRightAnswer = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[self.buttonRightAnswer addTarget:self action:#selector(rightAnswer) forControlEvents:UIControlEventTouchDown];
[self.view addSubview:self.buttonRightAnswer];
}
self.buttonRightAnswer.frame = CGRectMake(20.0, [[randomPositionArray objectAtIndex:0] floatValue], 280.0, 40.0);
[self.buttonRightAnswer setTitle:[[self.quiz.arrayWithQuestions objectAtIndex:questionNr - 1]valueForKey:#"RightAnswer"] forState:UIControlStateNormal];
When the user clicks the right an answer the next question loads. Here it's a problem. The next question loads with the same method only shuffled positions and the animation of the press-down of the button is drawn after the buttons been moved resulting in the user seeing where the right answer is now.
How can I wait for the animation before moving the buttons?
I could solve this by having the buttons stay in one place, shuffling out the questions over the buttons and comparing the users answer with the right answer.. but this requires a hell of a lot more code.
You can use some of shit-code and insert some kind of 'sleep' before next shuffling buttons
Before you create the buttons againg (after a question was answered), you can add something like (if you use differen images for button states)
-(void)waitUntilButtonDeselected
{
bool selected = YES;
while (selected)
{
bool selected = (self.buttonRightAnswer.currentBackgroundImage == UIImageOfNotSelectedButton);
}
}
The idea here is to check if the image of the button corresponds to not selected button.
Typically when using a UIButton, events are triggered on UIControlEventTouchUpInside, or at the end of the touch.
You're triggering it on the touch down which is causing issues with the animation you want to happen.
It might be simpler for you to switch to using UIControlEventTouchUpInside instead of UIControlEventTouchDown since this should solve your problem and be more consistent with other iPhone apps.

MPMoviePlayerController adding UIButton to view that fades with controls

I am trying to add a UIButton to the view of a MPMoviePlayerController along with the standard controls. The button appears over the video and works as expected receiving touch events, but I would like to have it fade in and out with the standard controls in response to user touches.
I know I could accomplish this by rolling my own custom player controls, but it seems silly since I am just trying to add one button.
EDIT
If you recursively traverse the view hierarchy of the MPMoviePlayerController's view eventually you will come to a view class called MPInlineVideoOverlay. You can add any additional controls easily to this view to achieve the auto fade in/out behavior.
There are a few gotchas though, it can sometimes take awhile (up to a second in my experience) after you have created the MPMoviePlayerController and added it to a view before it has initialized fully and created it's MPInlineVideoOverlay layer. Because of this I had to create an instance variable called controlView in the code below because sometimes it doesn't exist when this code runs. This is why I have the last bit of code where the function calls itself again in 0.1 seconds if it isn't found. I couldn't notice any delay in the button appearing on my interface despite this delay.
-(void)setupAdditionalControls {
//Call after you have initialized your MPMoviePlayerController (probably viewDidLoad)
controlView = nil;
[self recursiveViewTraversal:movie.view counter:0];
//check to see if we found it, if we didn't we need to do it again in 0.1 seconds
if(controlView) {
UIButton *backButton = [UIButton buttonWithType:UIButtonTypeCustom];
[controlView addSubview:backButton];
} else {
[self performSelector:#selector(setupAdditionalControls) withObject:nil afterDelay:0.1];
}
}
-(void)recursiveViewTraversal:(UIView*)view counter:(int)counter {
NSLog(#"Depth %d - %#", counter, view); //For debug
if([view isKindOfClass:NSClassFromString(#"MPInlineVideoOverlay")]) {
//Add any additional controls you want to have fade with the standard controls here
controlView = view;
} else {
for(UIView *child in [view subviews]) {
[self recursiveViewTraversal:child counter:counter+1];
}
}
}
It isn't the best solution, but I am posting it in case someone else is trying to do the same thing. If Apple was to change the view structure or class names internal to the control overlay it would break. I am also assuming you aren't playing the video full screen (although you can play it fullscreen with embeded controls). I also had to disable the fullscreen button using the technique described here because the MPInlineVideoOverlay view gets removed and released when it is pressed: iPad MPMoviePlayerController - Disable Fullscreen
Calling setupAdditionalControls when you receive the fullscreen notifications described above will re-add your additional controls to the UI.
Would love a more elegant solution if anyone can suggest something other than this hackery I have come up with.
My solution to the same problem was:
Add the button as a child of the MPMoviePlayerController's view;
fade the button in and out using animation of its alpha property, with the proper durations;
handle the player controller's touchesBegan, and use that to toggle the button's visibility (using its alpha);
use a timer to determine when to hide the button again.
By trial-and-error, I determined that the durations that matched the (current) iOS ones are:
fade in: 0.1s
fade out: 0.2s
duration on screen: 5.0s (extend that each time the view is touched)
Of course this is still fragile; if the built-in delays change, mine will look wrong, but the code will still run.