Implement a dictionary value into a count down timer - swift

Iā€™m making an appllication quiz in which i want to implement the value of the dictionary to be the intial value of the countdown timer so if the "soft" key is targeted the count down timer starts from 300 instead of 60
import UIKit
class ViewController: UIViewController {
let eggTimes :[String:Int]=["Soft":300,"Medium":420,"Hard":720
]
var count: Int = 60
func startCountDown() {
Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(updateCounter), userInfo: nil, repeats: true)
}
#objc func updateCounter() {
if count>0 {
count-=1
countDownLabel.text = "\(count)"
print(count)
}
}
#IBOutlet weak var countDownLabel: UILabel!
#IBAction func hardnessSelected(_ sender: UIButton) {
startCountDown()
let hardness=sender.currentTitle!
let result = eggTimes[hardness]!
print(result)
}
} ```

let hardness=sender.currentTitle!
count = eggTimes[hardness]!
startCountDown()

Set count before starting the countdown
#IBAction func hardnessSelected(_ sender: UIButton) {
let hardness = sender.currentTitle!
count = eggTimes[hardness]!
startCountDown()
}
But it's easier to assign tags to the 3 buttons, the three values 300, 420 and 720.
Then you can delete the dictionary and write
#IBAction func hardnessSelected(_ sender: UIButton) {
count = sender.tag
startCountDown()
}

Related

ViewController doesn't pass data on completion

I have 2 ViewControllers.
TimerViewController passes a variable to the EditTimerViewConroller. EditTimerViewConroller edits it and should pass it back, but it looks like code in .completion is not executed.
Any advice how to fix it?
My code is:
TimerViewController
import UIKit
import AVFoundation //play sounds
class TimerViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
var player: AVAudioPlayer!
var timer = Timer()
var totalTime = 10.0
var secondsRemaining = 10.0
var secondsPassed = 0.0
let timerStep = 0.1
#IBOutlet weak var timerLabel: UILabel!
#IBOutlet weak var progressBar: UIProgressView!
#IBAction func startPressed(_ sender: UIButton) {
//works fine
}
#IBAction func editTimerButtinPresed(_ sender: UIButton) {
self.performSegue(withIdentifier: "goToEditTimer", sender: self)
let editTimer = EditTimerViewController()
editTimer.completion = { [weak self] duration in
DispatchQueue.main.async {
self?.totalTime = Double(duration!)
print("editTimer completed, totalTime now is \(self?.totalTime)")
}
}
}
func playSound(fileName: String) {
//works fine
}
#objc func updateTimer() {
//works fine
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToEditTimer" {
let destinationVC = segue.destination as! EditTimerViewController
destinationVC.duration = Int(totalTime)
print("Pasing duration = \(totalTime) to Edit screen")
}
}
EditTimerViewController
import UIKit
class EditTimerViewController: UIViewController {
let maxDuration = 60
var duration: Int? //timer duraton is passed from Timer
public var completion: ((Int?) -> Void)?
override func viewDidLoad() {
super.viewDidLoad()
durationSlider.minimumValue = 0
durationSlider.maximumValue = Float(maxDuration)
durationSlider.value = Float(duration!)
durationLabel.text = String(duration!) + "s"
}
#IBOutlet weak var durationLabel: UILabel!
#IBOutlet weak var durationSlider: UISlider!
#IBAction func durationSliderChanged(_ sender: UISlider) {
duration = Int(sender.value)
print(duration!)
durationLabel.text = String(duration!) + "s"
}
#IBAction func cancelPressed(_ sender: UIButton) {
print("Cancel pressed, dismissing Edit screen")
self.dismiss(animated: true, completion: nil)
}
#IBAction func savePressed(_ sender: UIButton) {
print("Save pressed, duration is \(duration!)")
completion?(duration!)
self.dismiss(animated: true, completion: nil)
}
}
In the output after pressing Save button I see
Save pressed, duration is 11
but after it there is no sign of
editTimer completed, totalTime now is 11
and timer duration never changes
Change
#IBAction func editTimerButtinPresed(_ sender: UIButton) {
self.performSegue(withIdentifier: "goToEditTimer", sender: self)
let editTimer = EditTimerViewController()
editTimer.completion = { [weak self] duration in
DispatchQueue.main.async {
self?.totalTime = Double(duration!)
print("editTimer completed, totalTime now is \(self?.totalTime)")
}
}
}
To
#IBAction func editTimerButtinPresed(_ sender: UIButton) {
self.performSegue(withIdentifier: "goToEditTimer", sender: self)
}
And move completion inside prepare
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToEditTimer" {
let destinationVC = segue.destination as! EditTimerViewController
destinationVC.duration = Int(totalTime)
print("Pasing duration = \(totalTime) to Edit screen")
destinationVC.completion = { [weak self] duration in
DispatchQueue.main.async {
self?.totalTime = Double(duration!)
print("editTimer completed, totalTime now is \ (self?.totalTime)")
}
}
}
}

How can I make variables inside an IBAction public to all view controllers?

So I'm trying to make a Chess Time app, where both players have access to a clock and they change the time between bullet(3minutes), Blitz(5minutes), and Rapid(10Minutes). Well in my second view controller SettingsController I made 3 IBActions UIButtons for this.
#IBAction func bulletPressed(_ sender: UIButton) {
var storedTime = bullet
self.delegate?.storedTimeTimer()
self.navigationController?.popViewController(animated: true)
}
#IBAction func blitzPressed(_ sender: UIButton) {
var storedTime = blitz
}
#IBAction func rapidPressed(_ sender: UIButton) {
var storedTime = rapid
}
This is my SettingsController, my whole point is trying to get the storedTime into the first controller. I tried to use a delegate, but I couldn't get it to work.
Here is the full First Controller:
import UIKit
class ChessTimer: UIViewController {
#IBOutlet weak var playerTimer1: UILabel!
#IBOutlet weak var playerTimer2: UILabel!
var timer = Timer()
var time = 10
var isTimerRunning = false
override func viewDidLoad() {
super.viewDidLoad()
if isTimerRunning == false {
runTimer()
}
}
#IBAction func restartButton(_ sender: UIButton) {
}
#IBAction func pausePressed(_ sender: UIButton) {
timer.invalidate()
}
#IBAction func settingsPressed(_ sender: UIButton) {
performSegue(withIdentifier: "goToSettings", sender: self)
}
func runTimer() {
timer = Timer.scheduledTimer(timeInterval: 1, target: self,selector:
(#selector(ChessTimer.updateTimer)),userInfo: nil, repeats: true)
isTimerRunning = true
}
#objc func updateTimer() {
if storedTime! < 1 {
timer.invalidate()
playerTimer1.text = "00:00"
playerTimer2.text = "00:00"
}
else {
storedTime! -= 1
playerTimer1.text = prodTimeString(time: TimeInterval(storedTime)!)
}
}
func prodTimeString(time: TimeInterval) -> String {
let prodMinutes = Int(time) / 60 % 60
let prodSeconds = Int(time) % 60
return String(format: "%02d:%02d", prodMinutes, prodSeconds)
}
#IBAction func playerButton1(_ sender: UIButton) {
}
#IBAction func playerButton2(_ sender: UIButton) {
}
}
extension ChessTimer: SettingsControllerDelegate {
func storedTimeTimer() {
}
}
This is the second full controller
import UIKit
class SettingsController: UIViewController {
var bullet = "03:00"
var blitz = "05:00"
var rapid = "10:00"
var storedTime = 0
var delegate: SettingsControllerDelegate?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#IBAction func bulletPressed(_ sender: UIButton) {
var storedTime = bullet
self.delegate?.storedTimeTimer()
self.navigationController?.popViewController(animated: true)
}
#IBAction func blitzPressed(_ sender: UIButton) {
var storedTime = blitz
}
#IBAction func rapidPressed(_ sender: UIButton) {
var storedTime = rapid
}
}
protocol SettingsControllerDelegate {
func storedTimeTimer()
}
This can be achieved using a Constants.swift file.
Click File -> New -> File -> Swift File and then name it Constants.swift.
In Constants.swift, declare var storedTime = 0.
Delete var storedTime = 0 from your view controllers, you'll only need it in Constants.swift. (So delete it from SettingsController, etc.)
The storedTime variable will now be public to all view controllers. šŸ‘
Hope this helps someone!

Run Counter while button press

I am very new to swift and I want to make a button work like this:
Press the Button and hold. While the Button is pressed the label value goes up like every second +1 until the button is released.
This is what I get so far:
class ViewController: UIViewController {
var counter = 0;
override func viewDidLoad() {
super.viewDidLoad();
}
#IBOutlet weak var label: UILabel!
#IBAction func btn(_ sender: Any) {
if (sender as AnyObject).state != .ended{
counter+=1;
// wait 100ms
self.label.text = String (counter);
}
}
}
This is how I linked it:
You can achieve this using the UIButton actions Touch Down and Touch Up Inside
class ViewController: UIViewController {
var timer : Timer?
var startTime = 0
var timerReset = true // I don't know what logic you want. This basically has been added so the number is not set to 0 immediately when you release the button. You can also add another button to reset startTime variable and the label
#IBOutlet weak var numberLabel: UILabel!
#IBOutlet weak var numberButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
numberLabel.text = String(startTime) //initial value
// Do any additional setup after loading the view.
}
#IBAction func holdingTheButton(_ sender: Any) {
print("I am holding")
timerReset = false // reset to false since you are holding the button
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(updateTime), userInfo: nil, repeats: true)
}
#IBAction func buttonReleased(_ sender: Any) {
print("button released")
startTime = 0
timer?.invalidate()
timer = nil
timerReset = true // reset to true since you released.
}
#objc func updateTime(){
//update label every second
print("updating label ")
if timerReset {
startTime = 0
}
startTime += 1
numberLabel.text = String(startTime)
}
}
IMPORTANT: Make sure you are connecting in the right way. Touch Down has to be used if you want to call the function while you hold the button:
In your console, you should see this happening if you release the button after 10 SECONDS:
If you want to have a button to reset, you can just add the it and then connect it to the following function (but also make sure you remove the bool timeReset and the if statement inside updateTime:
#IBAction func resetTimer(_ sender: Any) {
startTime = 0
numberLabel.text = String(startTime)
}
You can achieve it using two sent event touch of UIButton and a Timer.
var counter = 0
var timer: Timer?
#IBAction func buttonTouchUpInside(_ sender: Any) {
timer?.invalidate()
print(counter)
}
#IBAction func buttonTouchDown(_ sender: Any) {
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(increaseCount), userInfo: nil, repeats: true)
}
#objc func increaseCount() {
counter += 1
print(counter)
}

Adding Previous and Next buttons to Audio Player

I'm curious how to add functionality to the next/previous buttons. I have more .mp3 files in my project, but I'm not sure how to set the button functions to click through them. I think I need to set a variable and call the viewdidload() function inside the button function. I am just not 100% certain how to do that.
Noob here, be nice. :)
var player = AVAudioPlayer()
var timer = Timer()
#objc func updateScrubber(){
scrubber.value = Float(player.currentTime)
}
#IBAction func play(_ sender: Any) {
player.play()
timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(ViewController.updateScrubber), userInfo: nil, repeats: true)
}
#IBAction func pause(_ sender: Any) {
player.pause()
}
#IBAction func previous(_ sender: Any) {
}
#IBAction func next(_ sender: Any) {
}
#IBAction func sliderMoved(_ sender: Any) {
player.volume = volume.value
}
#IBOutlet weak var volume: UISlider!
#IBAction func scrubberMoved(_ sender: Any) {
player.currentTime = TimeInterval(scrubber.value)
}
#IBOutlet weak var scrubber: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
let audioPath = Bundle.main.path(forResource: "threatofjoy", ofType: "mp3")
do {
try player = AVAudioPlayer(contentsOf: URL(fileURLWithPath: audioPath! ))
scrubber.maximumValue = Float(player.duration)
} catch {
print("Error")
}
I solved this by placing the songs in an array and creating a current song function to call in the button methods.

Stopwatch code Issue

I am trying to create a stopwatch app, for some reason when I press the start button in the app, instead of it going, 1,2,3,4,5 etc. It shows this '<'. I have gone over the code but I can find nothing.
class ViewController: UIViewController {
var timer = NSTimer()
var time = 0
func result() {
time + 1
timeLabel.text = "\(timer)"
}
#IBOutlet var timeLabel: UILabel!
#IBAction func stop(sender: AnyObject) {
timer.invalidate()
time = 0
timeLabel.text = "0"
}
#IBAction func timeButton(sender: AnyObject) {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("result"), userInfo: nil, repeats: true)
}
}
You have a typo: timeLabel.text = "\(timer)" should be timeLabel.text = "\(time)".
Also, time + 1 should be time += 1. With those changes, the following code works:
class ViewController: UIViewController {
var timer = NSTimer()
var time = 0
func result() {
time += 1
timeLabel.text = "\(time)"
}
#IBOutlet var timeLabel: UILabel!
#IBAction func stop(sender: AnyObject) {
timer.invalidate()
time = 0
timeLabel.text = "0"
}
#IBAction func timeButton(sender: AnyObject) {
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: #selector(result), userInfo: nil, repeats: true)
}
}