UIButton Touch and Hold - cocoa-touch

I haven't found a very easy way to do this. The ways I've seen require all these timers and stuff. Is there any easy way I can hold a UIButton and cause it to repeat the action over and over until it gets released?

You can do the following: Make an NSTimer that will start up when the app starts or in viewDidLoad and also make a boolean.
For example:
//Declare the timer, boolean and the needed IBActions in interface.
#interface className {
NSTimer * timer;
bool g;
}
-(IBAction)theTouchDown(id)sender;
-(IBAction)theTouchUpInside(id)sender;
-(IBAction)theTouchUpOutside(id)sender;
//Give the timer properties.
#property (nonatomic, retain) NSTimer * timer;
Now in your implementation file (.m):
//Synthesize the timer
#synthesize timer;
//When your view loads initialize the timer and boolean.
-(void)viewDidLoad {
g = false;
timer = [NSTimer scheduledTimerWithInterval: 1.0 target:self selector:#selector(targetMethod:) userInfo:nil repeats: YES];
}
Now make an IBAction for "Touch Down" set the boolean to lets say true. Then make another IBAction button for "Touch Up Inside" and "Touch Up Outside" assign the boolean to false.
For example:
-(IBAction)theTouchDown {
g = true;
}
-(IBAction)theTouchUpInside {
g = false;
}
-(IBAction)theTouchUpOutside {
g = false;
}
Then in that NSTimer method, put the following:(assume g is the boolean you have declared)
-(void) targetmethod:(id)sender {
if (g == true) {
//This is for "Touch and Hold"
}
else {
//This is for the person is off the button.
}
}
I hope this simplifies everything... I know it still uses a timer but there is not another way.

Unfortunately, it still looks like you have to code this functionality for yourself. simplest way (You still need a timer though):
A function that performs the action you want to repeat:
-(void) actionToRepeat:(NSTimer *)timer
{
NSLog(#"Action triggered");
}
in your .h file declare and set a property for a timer:
#interface ClassFoo
{
NSTimer* holdTimer;
}
Then in the .m make two IBActions:
-(IBAction) startAction: (id)sender
{
holdTimer = [NSTimer scheduledTimerWithTimeInterval:0.4 target:self selector:#selector(actionToRepeat:) userInfo:nil repeats:YES];
[holdTimer retain];
}
-(IBAction) stopAction: (id)sender
{
[holdTimer invalidate];
[holdTimer release];
holdTimer = nil;
}
Then Just link to the Touch Down event in IB from the button to startAction and the Touch Up Inside to the 'Stop Action'. It isn't a one liner but it allows you to customise the rate the action repeats as well as allowing you to trigger it from another outlet/action.
You might consider subclassing UIButton and adding this functionality if you are going to be using this functionality often - then it is only (slightly) painful to implement the first time.

An other way to use this NBTouchAndHoldButton. This is exactly what you want, and very easy to implement it:
TouchAndHoldButton * pageDownButton = [TouchAndHoldButton buttonWithType:UIButtonTypeCustom];
[pageDownButton addTarget:self action:#selector(pageDownAction:) forTouchAndHoldControlEventWithTimeInterval:0.2];
Good luck!

I cannot reply to the first one, but this line:
timer = [NSTimer scheduledTimerWithInterval: 1.0 target:self selector:#selector(targetMethod:) userInfo:nil repeats: YES];
for at least iOS 4.1 and newer needs to be:
timer = [NSTimer scheduledTimerWithTimeInterval: 1.0 target:self selector:#selector(targetMethod:) userInfo:nil repeats: YES];

I know this is an old question, but as an easy way, like to consider using "[NSObject performSelector:withObject:afterDelay:]" to repeatedly invoke methods in any particular time interval.
In this case:
NSTimeInterval someTimeInterval = 1;
- (IBAction)action:(id)sender {
UIButton * const button = sender;
if (button.state != UIControlStateHighlighted) {
return;
}
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:_cmd object:sender];
[self performSelector:_cmd withObject:sender afterDelay:someTimeInterval];
}

Related

How do I set a NSTimer to stop if a certain action is running?

I have a popup in a custom view controller that is presented after 1 minute thanks to my NSTimer.
My NSTimer code:
[NSTimer scheduledTimerWithTimeInterval:60.0f
target:self selector:#selector(methodB:) userInfo:nil repeats:YES];`
The method that reveals the popup
- (void) methodB:(NSTimer *)timer
{
//Do calculations.
[self showPopupWithStyle:CNPPopupStyleFullscreen];
}
I'm trying to set the NSTimer to stop running if the [self showPopupWithStyle:CNPPopupStyleFullscreen]; is currently open, running or active.
Then I would like to start the NSTimer back up again if the popup view controller is NOT open, running or active.
Any help, samples or examples would be greatly appreciated!
My project is written in Objective-C.
EDIT:
I tried the answers in the suggested "possibly similar" answer and it doesn't seem to work for what I am doing. How do I stop NSTimer?
This seems to do the trick.
#property (nonatomic, strong) CNPPopupController *popupController;
- (void)_timerFired:(NSTimer *)timer;
#end
NSTimer *_timer;
- (void)viewDidLoad {
[super viewDidLoad];
if (!_timer) {
_timer = [NSTimer scheduledTimerWithTimeInterval:10.0f
target:self
selector:#selector(_timerFired:)
userInfo:nil
repeats:YES];
}
}
- (void)_timerFired:(NSTimer *)timer {
if ([_timer isValid]) {
[self showPopupWithStyle:CNPPopupStyleFullscreen];
[_timer invalidate];
}
_timer = nil;
NSLog(#"ping");
}
If you want to restart the timer just add this code where you'd like the action to start back up.
if (!_timer) {
_timer = [NSTimer scheduledTimerWithTimeInterval:10.0f
target:self
selector:#selector(_timerFired:)
userInfo:nil
repeats:YES];
}
Hope this helps! :)

NSTimer Not Stopping When Invalidated

I have the following code in my .h file:
#import <UIKit/UIKit.h>
#import <CoreLocation/CoreLocation.h>
#import <AVFoundation/AVFoundation.h>
#import <MapKit/MapKit.h>
#interface LandingController : UIViewController<CLLocationManagerDelegate> {
CLLocationManager *LocationManager;
AVAudioPlayer *audioPlayer;
}
#property (nonatomic, retain) NSTimer *messageTimer;
- (IBAction)LoginButton:(id)sender;
#end
I have the following code in my .m file:
#interface LandingController ()
#end
#implementation LandingController
#synthesize messageTimer;
- (void)checkForMessages
{
UIAlertView *alert = [[UIAlertView alloc]
initWithTitle:#"BINGO:"
message:#"Bingo This Works"
delegate:nil
cancelButtonTitle:#"Okay"
otherButtonTitles:nil];
[alert show];
}
- (IBAction)LoginButton:(id)sender {
if ([UserType isEqualToString:#"Owner"]) {
if (messageTimer){
[self.messageTimer invalidate];
self.messageTimer = nil;
}
} else {
if (!messageTimer){
self.messageTimer = [NSTimer scheduledTimerWithTimeInterval:10.0
target:self
selector:#selector(checkForMessages)
userInfo:nil
repeats:YES];
}
}
}
#end
But my timer doesn't want to stop when I call the invalidate.
The LoginButton is only pressed twice, once when the strResult is = to "Guard" and then the application changes it to be equal to "Owner" and the user presses the login button again, so I don't think I'm setting multiple timers.
After pressing the login button and starting the timer I segue to another view and then segue back to press the login button once more which is when I want the timer to stop. Do I need to do anything special to get the messageTimer since I switched views for a moment and then came back?
Any ideas?
Thanks!
You need to call [self.messageTimer invalidate] on the same thread on which you created the timer. Just make sure that the timer is created and invalidated on main thread.
dispatch_async(dispatch_get_main_queue(), ^{
if ([UserType isEqualToString:#"Owner"]) {
[self.messageTimer invalidate];
self.messageTimer = nil;
} else {
self.messageTimer = [NSTimer scheduledTimerWithTimeInterval:10.0
target:self
selector:#selector(checkForMessages)
userInfo:nil
repeats:YES];
}
});
NSTimer is retained by NSRunLoop, so the only way I see your issue happening is if you're actually creating more than one timer and invalidating only what you have reference to.
Example:
if(!timer)
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:(self) selector:#selector(processTimer) userInfo:nil repeats:YES];
Have you try to put repeat as No
self.messageTimer = [NSTimer scheduledTimerWithTimeInterval:10.0
target:self
selector:#selector(checkForMessages)
userInfo:nil
repeats:NO];
If the code at the end (starting with if) is called twice with UserType != Owner, you create a new timer without invalidating the old one. Now two timers are running. If the code executes a third time, you will add a third timer and so on. Executing the code with UserType == Owner only invalidates the last timer and even it is called repeatly, it does not invalidate older timers.
You have a timer leak. ;-)
How about put an NSLog in your checkForMessages method? It would be easier to check if there's really only 1 timer.
(I'd rather put this in a comment, but I don't have that much reputation....)
I have an approach for stopping or deactivate the timer, Before apply this make sure that you tried all the cases as mentioned above so you can also understand that why this approach used at last.
// Instead of self use NSTimer class, it will not provide you any crash and in selector placed any empty function and setRepeats to NO
self.messageTimer = [NSTimer scheduledTimerWithTimeInterval:100.0
target:NSTimer selector:#selector(emptyFunctionCalling)
userInfo:nil
repeats:NO];
[self.messageTimer invalidate];
self.messageTimer = nil;
So whenever the case occured that timer will not stopping then entering in this code the timer will stops permanently.
Its weird but invalidating passed timer reference and created timer reference worked for me.
delayTimer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(updateDelayLable:) userInfo:nil repeats:YES];
-(void)updateSendDataDelayLable:(NSTimer*)timer{
delayValueForGNSS--;
if (delayValueForGNSSSend==0) {
[timer invalidate];
timer = nil;
[delayTimer invalidate];
delayTimer = nil;
}
}

NSTimer stopwatch with specific control

I have a label 00:00.0 and button. When I press button the timer should stars counting on label it's no matter how many clicks I'll do. The timer should stop when I tap on label, and should reset on second tap on same label.
I tried everything, but I can't reach result :) Anybody please help me.
#interface MainViewController : UIViewController <FlipsideViewControllerDelegate> {
IBOutlet UILabel *stopWatchLabel;
NSTimer *stopWatchTimer; // Store the timer that fires after a certain time
NSDate *startDate; // Stores the date of the click on the start button
}
#property (nonatomic, retain) IBOutlet UILabel *stopWatchLabel;
- (IBAction)onStartPressed:(id)sender;
- (IBAction)onStopPressed:(id)sender;
- (void)updateTimer;
-(IBAction)onStartpressed:(id)sender{
NSTimer * timer = [[NSTimer alloc] initWithFireDate:[NSDate date] interval:1.0 target:self selector:#selector(methodthatUpdateslabel) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop]addTimer:timer forMode:NSDefaultRunLoopMode];
}
-(IBAction)onStopPressed:(id)sender{
[timer invalidate];
}
This should do it hope it helps.
Quoting some code inside my active project.
-(void)start{
[self setup];
if(_timer == nil){
_timer = [NSTimer scheduledTimerWithTimeInterval:kDefaultFireInterval target:self selector:#selector(updateLabel:) userInfo:nil repeats:YES];
_counting = YES;
}
}
-(void)pause{
[_timer invalidate];
_timer = nil;
_counting = NO;
}
That's the basic concept of implement a stopwatch, if you want to use UILabel as a stopwatch, MZTimerLabel is a perfect two line solution for you. Take a look.
Cheers.

NSTimer within a class

I have a timer class set up that is basically handling all of count down timer logic. All it does is on button press - counts from 60 to 0 seconds.
I have the following code in a Timer.m class.
- (void)advanceTimer
{
self.lengthOfTime = [NSNumber numberWithInt:self.lengthOfTime.intValue - 1];
NSLog(#"%#",self.lengthOfTime);
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(advanceTimer) userInfo:nil repeats:NO];
}
- (void)startCountdown
{
if (!self.lengthOfTime) self.lengthOfTime = [NSNumber numberWithInt:60];
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(advanceTimer) userInfo:nil repeats:NO];
}
What I am looking to do is create a timer object in my View Controller that will update a label from the ViewController.m. Currently - the class works because I can NSLog from the Timer class and it counts down correctly. I thought about having the advanceTimer method return - but I can't seem to wrap my head around how to update the label in the ViewController with the returned data.
The only way I cold get the return to work was to have a button that refreshed the label to the correct countdown time... I can't get it to automatically count down...
Well, if you know how to update a label by clicking a button, you have everything in place to connect everything else:
If your view controller has an IBOutlet for the label and an IBAction that updates it, why not call the view-controller's action in your advanceTimer method?
Yet easier, you could connect your timer class to the label.
You might do it like this:
// Timer.h:
#interface Timer : NSObject
#property (retain, nonatomic) IBOutlet UILabel *timeLabel;
#property (assign, nonatomic) NSInteger secondsRemaining;
#property (assign, nonatomic) NSTimer *timer;
- (IBAction)startCountdown:(id)sender;
- (IBAction)stopCountdown:(id)sender;
- (void)timerFired:(NSTimer *)timer;
#end
// Timer.m
#implementation Timer
#synthesize timeLabel = timeLabel_;
#synthesize secondsRemaining = secondsRemaining;
#synthesize timer = timer_;
- (void)setTimer:(NSTimer *)timer
{
if (timer = timer_)
return;
[timer_ invalidate];
timer_ = timer;
}
- (void)scheduleTimer
{
if (self.secondsRemaining <= 0) {
self.timer = nil;
} else {
self.timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(timerFired:) userInfo:nil repeats:NO];
}
}
- (void)timerFired:(NSTimer *)timer
{
self.secondsRemaining -= 1;
NSString *displayString = [NSString stringWithFormat:#"%d", self.secondsRemaining];
self.timeLabel.text = displayString;
[self scheduleTimer];
}
- (IBAction)startCountdown:(id)sender
{
self.secondsRemaining = 60;
[self scheduleTimer];
}
- (IBAction)stopCountdown:(id)sender
{
self.timer = nil;
}
- (void)dealloc
{
[timeLabel_ release];
[super dealloc];
}
#end
This code has a two benefits:
You can cancel your timer.
Your view controller does not need to know anything about this — you can set this up in interface builder, entirely.
Correct me if I'm wrong, but I think you should retain that NSTimer in a class member. Otherwise the timer is destroyed when finishing the method.
#property (nonatomic,retain) NSTimer * yourTimer;
In the .m file
#synthesize yourTimer;
And then
- (void)advanceTimer
{
self.lengthOfTime = [NSNumber numberWithInt:self.lengthOfTime.intValue - 1];
NSLog(#"%#",self.lengthOfTime);
self.yourTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(advanceTimer) userInfo:nil repeats:NO];
}
- (void)startCountdown
{
if (!self.lengthOfTime) self.lengthOfTime = [NSNumber numberWithInt:60];
self.yourTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(advanceTimer) userInfo:nil repeats:NO];
}
I fixed also your NSNumber alloc, so there are no memory leaks ;)
Explaining it, NSTimer scheduledTimerWithTimeInterval: gives you an NSTimer with autorelease. If this Timer is not retained by some member, it gets released as soon as the method ends and, since no other pointer is retaining it, it gets freed. Maybe that's the explanation ;). Never worked with NSTimers
The countdown class needs to save a link back to the ViewController and then call a method on it.
One approach would be to use the delegate pattern. Have the Countdown class's init method as initWithDelegate:(id)delegate and a predefined callback method (like updateCountdown:(NSNumber*)currentCountdown). The ViewController sends itself as the delegate and implements the update method.
Another approach is the target/action pattern. NSTimer uses this approach. The init method would be initWithTarget:(id)target selector:(SEL)selector. The ViewController sends itself as the target and whatever selector it wants to use (as long as it takes an NSNumber as it's sole argument).
In both cases in advanceTimer the Countdown class will use performSelector:withObject: to call the ViewController's update method.
If you really want a true one second timer then set it to repeat. Otherwise you will drift slowly by the amount of time the advanceTimer method takes to fire and complete. At the end of the countdown use a reference to the timer to invalidate it.

Objective C & iOS: running a timer? NSTimer/Threads/NSDate/etc

I am working on my first iOS app, and have run in the first snag I have not been able to find a good answer for.
The problem: I have a custom UIGestureRecognizer and have it all wired up correctly, and I can run code for each touch in the #selector after recognition. This has been fine for most things, but it's a little too much input for others.
My goal: To make a timer that triggers at a specified interval to run the logic, and to be able to cancel this at the moment touches are cancelled.
Why I am asking here: There are a lot of possibilities for solutions, but none has stood out as the best to implement. So far it seems like
performSelector (and some variations on this)
NSThread
NSTimer
NSDate
Operation Queues
I think I found some others as well...
From all the research, some form of making a thread seems the route to go, but I am at a loss at which would work best for this situation.
An example of an implementation: an NSPoint is taken every 0.10 seconds, and the distance between the previous and current point is taken. [Taking the distance between every point was yielding very messy results].
The relevant code:
- (void)viewDidLoad {
CUIVerticalSwipeHold *vSwipe =
[[CUIVerticalSwipeHold alloc]
initWithTarget:self
action:#selector(touchHoldMove:)];
[self.view addGestureRecognizer:vSwipe];
[vSwipe requireGestureRecognizerToFail:doubleTap];
}
...
- (IBAction)touchHoldMove:(UIGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
}
if (sender.state == UIGestureRecognizerStateBegan) {
}
//other stuff to do goes here
}
Use an NSTimer
Set it up like this:
theTimer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(yourMethodThatYouWantRunEachTimeTheTimerFires) userInfo:nil repeats:YES];
Then when you want to cancel it, do something like this:
if ([theTimer isValid])
{
[theTimer invalidate];
}
Note that in the above example you would need to declare the "theTimer" instance of NSTimer where it will be available to both methods. In the above example the "0.5" means that the timer will fire twice a second. Adjust as needed.
For the sake of completeness, I am adding my final implementation here (not sure this is the way to do it, but here goes)
.h
#interface {
NSTimer *myTimer;
}
#property (nonatomic, retain) NSTimer *myTimer;
.m
#synthesize myTimer;
-------------------------------------------
- (void)viewDidLoad {
//Relevant snipet
CUIVerticalSwipeHold *vSwipe =
[[CUIVerticalSwipeHold alloc]
initWithTarget:self
action:#selector(touchHoldMove:)];
[self.view addGestureRecognizer:vSwipe];
[vSwipe requireGestureRecognizerToFail:doubleTap];
}
-------------------------------------------
- (IBAction)touchHoldMove:(UIGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
//Cancel the timer when the gesture ends
if ([myTimer isValid])
{
[myTimer invalidate];
}
}
}
if (sender.state == UIGestureRecognizerStateBegan) {
//starting the timer when the gesture begins
myTimer = [NSTimer scheduledTimerWithTimeInterval:someTimeIncrement
target:self
selector:#selector(someSelector)
userInfo:nil
repeats:YES];
}
}