Why isn't my UIButton responding to touches? - cocoa-touch

I'm sure I'm overlooking the obvious as I've got countless working buttons...but...for whatever reason this one is not cooperating...
I've added a UIButton (Rounded Rect) to a UIView subclass (DialogView) which is a subview of my view controller's view. This subview is created almost entirely in IB. I've wired up the button to (IBAction)okButtonPressed:(id)sender in IB to Touch Up Inside and created a corresponding method in DialogView. However when I "touch" this button it doesn't trigger the method. userInteractionEnabled is true for the VC's view, DialogView and the UIButton.
Thinking maybe initWithCoder had to do some frame manipulation or something I added the following which successfully logs to console.
- (id)initWithCoder:(NSCoder *)decoder {
if (self = [super initWithCoder:decoder]) {
NSLog(#"DialogView initWithCoder called");
}
return self;
}
In further exploration I wired up an IBOutlet to the button and then if I try to change the titleLabel from the view controller I notice that it get's severely truncated. Default text of say "Press Me!" set in IB displays fine when view is first drawn. But if I change the text...
self.DialogView.okButton.titleLabel.text = #"Not Working";
...it gets truncated to "N..."
Dunno if this is related. Probably...
Anyone see what I've screwed up here?
Edit (adding code related to showing UIButton):
From the View Controller:
self.DialogView = [[[NSBundle mainBundle] loadNibNamed:#"DialogView" owner:self options:nil] objectAtIndex:0];;
self.DialogView.myVC = self;
self.DialogView.backgroundColor = [UIColor clearColor];
self.DialogView.center = CGPointMake(self.view.frame.size.width / 2, self.view.frame.size.height / 2);
self.DialogView.nameLabel.text = loan.fullName;
self.DialogView.noteLabel.text = loan.summaryOfLoan;
self.DialogView.amountLabel.text = [currencyFormatter stringFromNumber:loan.originalAmount];
self.DialogView.alpha = 0.0;
[self.view addSubview:DialogView];
The UILabels all displaying as expected. As is the problem UIButton. I can see it I just can't interact with it!?!
DialogView's interface:
#class MyViewController;
#interface DialogView : UIView {
IBOutlet UILabel *nameLabel, *noteLabel, *amountLabel;
IBOutlet UIImageView *arrowView;
IBOutlet UIButton *okButton;
MyViewController *myVC;
}
#property (nonatomic, retain) UILabel *nameLabel, *noteLabel, *amountLabel;
#property (nonatomic, retain) UIImageView *arrowView;
#property (nonatomic, assign) MyViewController *myVC;
#property (nonatomic, retain) UIButton *okButton;
- (IBAction)okButtonPressed:(id)sender;
#end
And DialogView's implementation:
#import "DialogView.h"
#import "MyViewController.h"
#implementation DialogView
#synthesize nameLabel, noteLabel, amountLabel, arrowView, okButton;
#synthesize myVC;
- (void)dealloc {
[nameLabel release];
[noteLabel release];
[amountLabel release];
[arrowView release];
[okButton release];
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
}
return self;
}
- (id)initWithCoder:(NSCoder *)decoder {
if (self = [super initWithCoder:decoder]) {
NSLog(#"DialogView initWithCoder called");
}
return self;
}
- (IBAction)okButtonPressed:(id)sender {
NSLog(#"pressed DialogView OK button");
[self.myVC.navigationController popViewControllerAnimated:YES];
}
- (void)drawRect:(CGRect)rect {
// Drawing code
}
#end

I thought that we should use -setTitle:forState: in order to set button's title ?
An other thought, did you check that the button's frame is not CGRectZero ? And by the way, all the frames for the view in the hierarchy ? And check that one superview in the hierarchy is not user interaction disabled ?
And, I think imageView does not respond to touches, do you have one in your code ?

I was just having more or less the same problem and I found that my containing view did not have "User Interaction Enabled".
Hope this helps.

Do you maybe have two buttons on top of one another? Change the IB project window to the detail view and see if your view has more buttons than you are expecting. Maybe you've wired up a button that's not actually getting the press you're expecting.

Related

Using protocol to trigger a segue from a UIView inside a UIViewcontroller

CONFIGURATION:
-UIviewController embedded in Navigationcontroller.
-UIviewController has a UIscrollview as subview
-UIscrollview has some views where charts are created: each view containing a chart has its own .h and .m file and from this file I want trigger a segue to a tableview controller.
-A Tableviewcontroller was added in xcode and a segue from the UIviewController to the TableViewcontroller was created as well (Xcode)
-created a protocol in the UIView to have the segue pushed from there.
PROBLEM:
delegate always nil, segue method will never be called
UIVIEW .h file
#protocol UItoUIvcDelegate <NSObject>
-(void)triggerSegue;
#end
#interface CFfirstGraph : UIView <CPTPlotDataSource , CPTPieChartDelegate,UIActionSheetDelegate>
#property(weak, nonatomic) id <UItoUIvcDelegate> delegate;
#end
UIVIEW .m file (snippet)
-(void)pieChart:(CPTPieChart *)pieChart sliceWasSelectedAtRecordIndex:(NSUInteger)index
{
if (self.delegate == nil)
{
NSLog(#"nil");
}
[self.delegate triggerSegue];
}
UIVIEWCONTROLLER .h file
#import "CFfirstGraph.h"
#interface CFMainViewController : UIViewController <UItoUIvcDelegate, UITableViewDelegate, UITableViewDataSource>
#end
UIVIEWCONTROLLER .m file (snippet)
- (void)viewDidLoad
{
[super viewDidLoad];
self.scrollView.contentSize = CGSizeMake(320, 1000);
[self.view addSubview:self.scrollView];
CFfirstGraph *click =[[CFfirstGraph alloc]init];
click.delegate = self ;
}
-(void)triggerSegue
{
[self performSegueWithIdentifier:#"detailedData" sender:self];
NSLog(#"estoy aqui");
}
What am I doing wrong ? why the delegate is always nil ? I tried to add the method setDelegate but still no luck.
Thanks,
dom
Make CFfirstGraph as a strong property.
#property (strong, nonatomic) CFfirstGraph * click;
- (void)viewDidLoad
{
[super viewDidLoad];
self.click =[[CFfirstGraph alloc]init];
self.click.delegate = self ;
self.scrollView.contentSize = CGSizeMake(320, 1000);
[self.view addSubview:self.scrollView];
}
ok, after many hours of sweat I found the issue.
First...delegate = nil was not the main problem.
The real issue was the protocol method triggering the segue was never called.
If i create and initialize a CFfirstGraph object (or even property) it won't be related to the view created already in x-code, and this is the main issue.
On the other hand...if I "CTRL-drag" an outlet from the UIview to the CFMainViewController i will have a property that is exactly the one i need:
#interface CFMainViewController () <UIScrollViewDelegate>
#property (weak, nonatomic) IBOutlet CFfirstGraph *FirstGraph;
Then i assign the delegate to self (CFMainViewController) in the viewDidLoad:
- (void)viewDidLoad
{
[super viewDidLoad];
self.FirstGraph.delegate = self ;
}
and the delegate method "triggerSegue" will be executed being called from the UIVIEW.
Best Regards,
dom

Making a UIButton change a UIImageView image

I'm very new to programming and objective c so please go easy on me.
I would like a UIButton (which I'm using as an IBAction) to change an the image in a UIImageView when pressed. I put the UIImageView into a UIScrollView in the storyboard but I hope I can still programmatically change the image.
I have searched absolutely everywhere for an answer for hours but nothing has worked for me either because it wasn't the right solution or I didn't do it properly.
I have tried this code and some more but they always return a "Thread 1: signal SIGABRT" when I press the button:
imageView.image = [UIImage imageNamed: #"Ruler pic inch.png"];
Here is my code so far:
ViewController.h
#import <UIKit/UIKit.h>
#import <iAd/iAd.h>
#interface ViewController : UIViewController <ADBannerViewDelegate, UIScrollViewDelegate> {
ADBannerView *adView;
BOOL bannerIsVisible;
IBOutlet UIScrollView *scrollView;
IBOutlet UIImageView *imageView;
IBOutlet UIButton *proVersion;
IBOutlet UIButton *howToUse;
}
- (IBAction)switchUnit:(id)sender;
#property (nonatomic, assign) BOOL bannerIsVisible;
#property (nonatomic, retain) IBOutlet UIScrollView *scrollView;
#property (nonatomic, retain) IBOutlet UIImageView *imageView;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize bannerIsVisible;
#synthesize scrollView;
#synthesize imageView;
- (void)viewDidLoad
{
[super viewDidLoad];
// Hide status bar:
[[UIApplication sharedApplication] setStatusBarHidden:YES];
// iAd:
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
adView.frame = CGRectOffset(adView.frame, 0, -50.0f);
[self.view addSubview:adView];
adView.delegate=self;
self.bannerIsVisible=NO;
// Setting scrollview content size to size of image
scrollView.contentSize = CGSizeMake(320,2246);
}
-(void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if (!self.bannerIsVisible) {
[UIView beginAnimations:#"animateAdBannerOn" context:NULL];
banner.frame = CGRectOffset(banner.frame, 0, 50.0f);
[UIView commitAnimations];
self.bannerIsVisible = YES;
}
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (self.bannerIsVisible) {
[UIView beginAnimations:#"animateAdBannerOff" context:NULL];
banner.frame = CGRectOffset(banner.frame, 0, -50.0f);
[UIView commitAnimations];
self.bannerIsVisible = NO;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)switchUnit:(id)sender {
// CODE THAT MAKES IMAGE CHANGE GOES HERE (I thought...)
}
#end
Help would be greatly appreciated. I'm fed up with it. I've probably done a silly mistake somewhere but I can't work it out. Thanks in advance.
General pointers:
Try to use #property for all your instance variables (it'll server you well in future)
Don't use #synthesize (the compiler does a better job of it for you)
If you have a property bob, access it by using self.bob
Turn on ARC (looks like you don't have it on currently)
Best not to have any spaces in image names
To be clear on properties, when you have a property you don't need to create instance variables in between {} of the #interface. These should be removed in order to prevent multiple definitions. The auto-synthesising done by the compiler will define the instance variables for you but you should always use the property to access the value (as in item 3 above).
That said, your - (IBAction)switchUnit:(id)sender looks fine, if a little empty. The code should be something like:
self.imageView.image = [UIImage imageNamed:#"Ruler_pic_inch.png"];
For it to work, the image Ruler_pic_inch.png would need to be in your bundle (which means it's in Xcode project and set to copy during the build.
Again, that said, your problem would seem to relate to you being confused somewhere. SIGABRT type issues would usually be picked up by the compiler and notified to you as a warning saying something like "some object may not respond to some selector". If you see any of those, look at them and work out why you're trying to ask the object a question it doesn't understand.
If you don't see any compiler warnings, then you've told the compiler that an object is going to be of one type and then actually set it to something else. In this case I'd look at your IBOutlets in Storyboard and check that they are actually set to the correct destination view (disconnect and reconnect them all to be sure).

Changing from UIView to UIView in another class

Here is a small problem I am having. I am not too good at programmatically changing views, but this is what I have:
//(.h)
#import <UIKit/UIKit.h>
#import "Detail.h"
#interface List : UIViewController <UITableViewDelegate, UITableViewDataSource>
{
}
#property (retain, nonatomic) IBOutlet UITableView *tableView;
#property (retain, nonatomic) Detail *detail;
#end
and
//(.m)
#synthesize detail=_detail;
- (Detail *)detail
{
NSLog(#"Detail UIView construction started.");
if (_detail != nil)
{
return _detail;
}
Detail *aDetailView = [[Detail alloc] init];
_detail = aDetailView;
[self.view addSubview:_detail.view];
//I never really set it to setHidden:YES, but just to make sure I'm setting it NO here.
[_detail.view setHidden:NO];
return _detail;
}
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
[UIView transitionFromView:self.view toView:self.detail.view duration:1 options:UIViewAnimationOptionTransitionFlipFromRight completion:nil];
}
As output:
2012-02-07 11:17:51.909 TodoApp[4232:fb03] Detail UIView construction started.
The view seems to do the FlipFromRight animation fine, but the screen is totally black.
As I said, I'm not good at changing views programmatically.
Thanks for any help!
=============
Answering my own question.
It was really stupid. The "Back" button in the Title bar had an unsupported configuration. So the View did not want to load... fixed it now.
- (Detail *)detail
{
NSLog(#"Detail UIView construction started.");
if (_detail != nil)
{
return _detail;
}
Detail *aDetailView = [[Detail alloc] init];
[self.view addSubview:aDetailView.view];
//I never really set it to setHidden:YES, but just to make sure I'm setting it NO here.
[aDetailView.view setHidden:NO];
_detail = aDetailView;
return _detail;
}
make these changes and let me know the result..
you are returning _detail before adding it to superview
so add this line
return _detail;
after this line [self.view addSubview:_detail.view];
like this
[self.view addSubview:_detail.view];
[_detail.view setHidden:NO];
return _detail;
Answering my own question.
It was really stupid. The "Back" button in the Title bar had an unsupported configuration. So the View did not want to load... fixed it now.

UINavigationController: Apply Common Padding/Margin to all Popped View Controller's Views

I have a UINavigationController and I would like the view of every view controller that is popped onto the stack to have a common padding/margin (e.g. 25 pixels on all sides). What is the best way to accomplish this?
I originally thought that I could implement UINavigationControllerDelegate and inside the navigationController:didShowViewController:animated or navigationController:willShowViewController:animated methods, simply change the frame of the view controller that was about to be displayed. This does not seem to have an effect though.
I tried to do the same thing inside the view controller's viewDidAppear and viewWillAppear methods, but this also did not work. Ideally, I don't want to put any logic in the controllers anyway, as they may not always be used inside a navigation controller.
One last idea that I haven't tried yet is to create a "wrapper" UIViewController that would actually get pushed onto this stack. This wrapper would add the real view controller's view as a subview with a frame that would provide the desired margin. The downside here is that I would need to subclass UINavigationController and override pushViewController:animated, where the wrapper would be initialized and pushed. Apple's documentation indicates that UINavigationController is not meant to be subclassed.
Thanks in advance.
I solved this by putting a "wrapper" UIView around the UIViewController's view instead of the UIViewController itself. The wrapper view then pads the subview by setting the subview's frame in the layoutSubviews method.
I've attached the code I used for convenience. To use, replace your UINavigationController with the PaddedNavigationController, and set the PaddedNavigationController's insets property.
PaddedNavigationController.h:
#import <Foundation/Foundation.h>
#interface PaddedNavigationController : UINavigationController
{
UIEdgeInsets _insets;
}
#property (nonatomic, assign) UIEdgeInsets insets;
#end
PaddedNavigationController.m:
#import "PaddedNavigationController.h"
#interface PaddedView : UIView
{
UIView *_view;
UIEdgeInsets _insets;
}
#property (nonatomic, assign) UIEdgeInsets insets;
+ (PaddedView *) wrapView:(UIView *)view withInsets:(UIEdgeInsets)insets;
- (id) initWithView:(UIView *)view insets:(UIEdgeInsets)insets;
#end
#implementation PaddedNavigationController
#synthesize insets = _insets;
- (void) pushViewController:(UIViewController *)viewController animated:(BOOL)animated
{
//check if the UIViewController's view has already been wrapped by the PaddedView; don't want to wrap it twice
if(![viewController.view isKindOfClass:[PaddedView class]])
{
viewController.view = [PaddedView wrapView:viewController.view withInsets:self.insets];
}
[super pushViewController:viewController animated:animated];
}
- (void) setInsets:(UIEdgeInsets)insets
{
_insets = insets;
//loop through this navigation controller's view controllers and set the new insets on any PaddedViews
for(UIViewController *viewController in self.viewControllers)
{
if([viewController.view isKindOfClass:[PaddedView class]])
{
PaddedView *padded = (PaddedView *)viewController.view;
padded.insets = insets;
}
}
}
#end
#implementation PaddedView
#synthesize insets = _insets;
+ (PaddedView *) wrapView:(UIView *)view withInsets:(UIEdgeInsets)insets
{
return [[[PaddedView alloc] initWithView:view insets:insets] autorelease];
}
- (id) initWithView:(UIView *)view insets:(UIEdgeInsets)insets
{
if(self = [super initWithFrame:view.frame])
{
_insets = insets;
self.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
_view = [view retain];
[self addSubview:view];
}
return self;
}
- (void) dealloc
{
[_view release];
[super dealloc];
}
- (void) layoutSubviews
{
//apply the insets to the subview
_view.frame = CGRectMake(self.insets.left, self.insets.top, self.frame.size.width - self.insets.left - self.insets.right, self.frame.size.height - self.insets.top - self.insets.bottom);
}
- (void) setInsets:(UIEdgeInsets)insets
{
_insets = insets;
//we need to re-layout the subviews as the insets have changed
[self layoutSubviews];
}
#end

changing UILabel text on a subview from main view

Ok, so I'm a relative noob with Objective-C/iOS programming, so hopefully someone with more knowledge here can help me out.
I have an iPad application using the SplitViewController template (with Core Data). I created another UIViewController (with xib file) called PlayerViewController. This View has several UILabel components on it.
I have a list of players that show up in the RootViewController (UITableView) and when you select a player, I programmatically create a PlayerViewController (in DetailViewController), pass it the NSManagedObject that was passed to the DetailViewController, try to set the text of one of the labels on the PlayerViewController's view, and then add it as a subview to the DetailViewController.
All of this works great except for the setting the text of the label on the PlayerViewController's view. I'm not sure what I'm doing wrong. I have used NSLog to confirm that the NSManagedObject is not nil and that the NSManagedObject property I'm trying to use has the correct text.
I'm at a loss here. Any help would be greatly appreciated. (Code follows):
This method is in the DetailViewController.m file:
- (void)configureView {
// Update the user interface for the detail item.
PlayerViewController *player = [[PlayerViewController alloc] init];
player.player = detailItem;
[self.view addSubview:player.view];
}
This method is called when the user selects an item from the RootViewController (This functionality, calling of configureView, is setup by the template and I haven't changed it).
Setting the player property of the PlayerViewController to object detailItem is handled in the setPlayer method of that class.
- (void)setPlayer:(NSManagedObject *)managedObject {
if (player != managedObject) {
[player release];
player = [managedObject retain];
// Update the view.
[self configureView];
}
}
I then have a configureView method as well in PlayerViewController that sets the text of the label:
- (void)configureView {
nickName.text = [[player valueForKey:#"Nickname"] description];
NSLog(#"Nickname %#", [[player valueForKey:#"Nickname"] description]);
NSLog(#"Nickname %#", nickName.text);
}
Ok, so the first NSLog statement prints the desired value, but the text of the UILabel (called nickName) returns nil.
The following is the full PlayerViewController.h & .m files:
PlayerViewController.h:
#import <UIKit/UIKit.h>
#import <CoreData/CoreData.h>
#interface PlayerViewController : UIViewController {
NSManagedObject *player;
IBOutlet UILabel *nickName;
IBOutlet UILabel *goalCount;
IBOutlet UILabel *assistCount;
IBOutlet UILabel *timeInGame;
}
#property (nonatomic, retain) IBOutlet UILabel *nickName;
#property (nonatomic, retain) IBOutlet UILabel *goalCount;
#property (nonatomic, retain) IBOutlet UILabel *assistCount;
#property (nonatomic, retain) IBOutlet UILabel *timeInGame;
#property (nonatomic, retain) NSManagedObject *player;
#end
PlayerViewController.m:
#import "PlayerViewController.h"
#implementation PlayerViewController
#synthesize nickName, goalCount, assistCount, timeInGame, player;
#pragma mark -
#pragma mark Managing the detail item
/*
When setting the player item, update the view
*/
- (void)setPlayer:(NSManagedObject *)managedObject {
if (player != managedObject) {
[player release];
player = [managedObject retain];
// Update the view.
[self configureView];
}
}
- (void)configureView {
nickName.text = [[player valueForKey:#"Nickname"] description];
NSLog(#"Nickname %#", [[player valueForKey:#"Nickname"] description]);
NSLog(#"Nickname %#", nickName.text);
}
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
#end
I'm sure I'm just missing something trivial, but I can't figure it out, and haven't been able to find any answers searching the web.
Thanks for any help!
Ok, so after playing with this for a bit and searching and searching around, I have gotten the answer to my problem. It turns out all the code I had was fine except the location of one statement. My call to configureView in PlayerViewController.m needed to be in viewDidLoad() not in the setPlayer() method. It all works great now.
Change the configureView method to that :
- (void)configureView {
nickName.text = (NSString*)[player valueForKey:#"Nickname"];
}
Yes, better place to call method is
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self configureView];
}
(void)setPlayer:(NSManagedObject *)managedObject called before your nib files loaded.