NSAttributedString not changing colour of certain text of NSTextview - swift

I’m using NSAttributedString to change the text color of my NSTextview. When I want to change the color of a word, the color will not show. Here is my code for more detail
let main_string = “Hello World"
let string_to_color = “World"
let range = (main_string as NSString).range(of: string_to_color)
textView.textStorage?.addAttribute(NSAttributedString.Key.foregroundColor, value: NSColor.orange, range: range);
When I want the change the text Colour of another string,
let main_string = "Hello World"
let string_to_color = "World"
let range = (main_string as NSString).range(of: string_to_color)
textView.textStorage?.addAttribute(NSAttributedString.Key.foregroundColor, value: NSColor.orange, range: range)
let jhgfds = "Lorem Ipsum"
let tdftgdg = "ipsum"
let raresrgsdnge = (jhgfds as NSString).range(of: tdftgdg)
textView.textStorage?.addAttribute(NSAttributedString.Key.foregroundColor, value: NSColor.orange, range: range)
This is what happens
Can you please help me with this
Here is my full code…
import Cocoa
import WebKit
class ViewController: NSViewController, NSTextViewDelegate {
struct Keys {
static let noteBook = "noteTaking"
static let title = "appTitle"
}
#IBOutlet weak var livePreviewOn: NSButton!
var isPaused = true
var timer = Timer()
#IBOutlet var textView: NSTextView!
let defaults = UserDefaults.standard
#IBOutlet weak var webView: WKWebView!
#IBOutlet weak var scrollView: NSScrollView!
/// - Tag: setRepresentedObjectExample
override var representedObject: Any? {
didSet {
// Pass down the represented object to all of the child view controllers.
for child in children {
child.representedObject = representedObject
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
scrollView.magnification = 1.5
textView.isAutomaticQuoteSubstitutionEnabled = false
checkSavedText()
Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(self.updater), userInfo: nil, repeats: true)
}
#IBAction func pauseResume(sender: AnyObject) {
if isPaused{
timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(self.update), userInfo: nil, repeats: true)
isPaused = false
} else {
timer.invalidate()
isPaused = true
}
}
#IBAction func saveBTN(_ sender: Any) {
saveNoteBookText()
}
func saveNoteBookText() {
defaults.set(textView.string, forKey: Keys.noteBook)
}
func checkSavedText() {
let name = defaults.value(forKey: Keys.noteBook) as? String ?? ""
textView.string = name
}
#objc func update() {
saveBTN(self)
webView.loadHTMLString(textView.string, baseURL: nil)
}
#objc func updater() {
saveBTN(self)
let main_string = "Hello World"
let string_to_color = "World"
let range = (textView.textStorage!.string as NSString).range(of: string_to_color)
textView.textStorage?.addAttribute(NSAttributedString.Key.foregroundColor, value: NSColor.orange, range: range)
}
}

Related

reduce the cell background based on time swift

I would like to make sure that my cell has a background related to the remaining time. in the sense that the closer I get to 0, the more I would like it to be reduced, so that we understand that the timer is about to expire.
according to the elapsed time it automatically reduces from right to left.
this is the code I use in managing the Cell
class TimerCell: UITableViewCell {
#IBInspectable var defaultBackgroundColor: UIColor = .white
#IBInspectable var runningBackgroundColor: UIColor = .white
#IBInspectable var pausedBackgroundColor: UIColor = .white
#IBInspectable var animationDuration: Double = 0
#IBOutlet var timeLabel: UILabel!
#IBOutlet var nameLabel: UILabel!
#IBOutlet var startButton: UIButton!
#IBOutlet var pauseButton: UIButton!
#IBOutlet var stopButton: UIButton!
weak var timer: Timer? {
didSet {
guard let timer = timer else {
updater?.invalidate()
return
}
if case .running = timer.state {
startUpdater()
}
configure(animated: false)
}
}
private weak var updater: Foundation.Timer?
override func awakeFromNib() {
super.awakeFromNib()
}
override func setEditing(_ editing: Bool, animated: Bool) {
print("*** \(Date()) setEditing(\(editing), animated: \(animated)) (timer?.name: \(String(describing: timer?.name)))")
super.setEditing(editing, animated: animated)
configure(animated: animated)
}
func configure(animated: Bool = true) {
guard let timer = timer else {
return
}
UIView.animate(withDuration: animated ? animationDuration : 0) {
guard !self.isEditing else {
self.timeLabel.text = timer.initialTime.hmsString
self.startButton.safelySetIsHidden(true)
self.pauseButton.safelySetIsHidden(true)
self.stopButton.safelySetIsHidden(true)
self.backgroundColor = self.defaultBackgroundColor
return
}
self.timeLabel.text = ceil(timer.timeForState).hmsString
self.nameLabel.text = timer.name
switch timer.state {
case .stopped:
self.stopButton.safelySetIsHidden(true)
self.pauseButton.safelySetIsHidden(true)
self.startButton.safelySetIsHidden(false)
self.backgroundColor = self.defaultBackgroundColor
case .running:
self.startButton.safelySetIsHidden(true)
self.stopButton.safelySetIsHidden( ceil(timer.timeForState) == 0 ? true : false )
self.pauseButton.safelySetIsHidden( ceil(timer.timeForState) == 0 ? true : false )
self.backgroundColor = self.runningBackgroundColor
case .paused:
self.pauseButton.safelySetIsHidden(true)
self.startButton.safelySetIsHidden(false)
self.stopButton.safelySetIsHidden(false)
self.backgroundColor = self.pausedBackgroundColor
}
}
}
#IBAction private func startTimer() {
timer?.state = .running
configure()
startUpdater()
}
#IBAction private func pauseTimer() {
timer?.state = .paused
configure()
}
#IBAction private func stopTimer() {
timer?.state = .stopped
configure()
}
private func startUpdater() {
guard let timer = timer else {
return
}
let date = Date(timeIntervalSinceNow: timer.timeForState.truncatingRemainder(dividingBy: 1))
let updater = Foundation.Timer(fire: date, interval: 1, repeats: true) {
[weak timer] updater in
self.configure()
if timer?.state != .running {
updater.invalidate()
}
}
self.updater = updater
RunLoop.main.add(updater, forMode: .common)
}
}
I think you're after something like this:
That's not trivial to achieve. I did it by adding a CAGradientLayer to the view and animating its locations property. At the same time, I ran the timer to change the label value.
So you might do it that way; you would probably want to tweak the values, of course. This is just a proof-of-concept demo.

How to add two value by using UserDefault

I'm trying to make a simple ToDo app in Swift.
I want to add not only task but also Date,
but I don't know how to add two values to a variable.
I want to add a text which get from UIDatePicker to TodoAdded.
Could you give me any advise please?
import UIKit
//Variable
var TodoAdded = [String]()
class AddController: UIViewController {
//TextField
#IBOutlet weak var TodoTextField: UITextField!
//TextField for Date
#IBOutlet weak var DateTextField: UITextField!
var datePicker: UIDatePicker = UIDatePicker()
//追加ボタンの設定
#IBAction func TodoAddButten(_ sender: Any) {
//Add typed text to variable
TodoAdded.append(TodoTextField.text!)
//Empty after tapped button
TodoTextField.text = ""
//Add to UD
UserDefaults.standard.set( TodoAdded, forKey: "TodoList" )
}
override func viewDidLoad() {
super.viewDidLoad()
// Picker Setting
datePicker.datePickerMode = UIDatePicker.Mode.dateAndTime
datePicker.timeZone = NSTimeZone.local
datePicker.locale = Locale.current
DateTextField.inputView = datePicker
//
let toolbar = UIToolbar(frame: CGRect(x: 0, y: 0, width: view.frame.size.width, height: 35))
let spacelItem = UIBarButtonItem(barButtonSystemItem: .flexibleSpace, target: self, action: nil)
let doneItem = UIBarButtonItem(barButtonSystemItem: .done, target: self, action: #selector(done))
toolbar.setItems([spacelItem, doneItem], animated: true)
// InputView
DateTextField.inputView = datePicker
DateTextField.inputAccessoryView = toolbar
}
//
#objc func done() {
DateTextField.endEditing(true)
// Format
let formatter = DateFormatter()
formatter.dateFormat = "yyyy-MM-dd"
DateTextField.text = "\(formatter.string(from: Date()))"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
You can try to save it as [String:[String]]
UserDefaults.standard.set([dateTextField.text!:todoAdded], forKey: "TodoList" )
A good approach is
struct Root:Codable {
let date:Date
let tasks:[String]
}
Then use JSONDecoder / JSONEncoder to convert to object / data , after that you can easily save / read them

AVAudioplayer no resetting on viewDidAppear

The idea is simple and I do not think that the question has been asked in the past.
I want to build a simple mp3 player.
some songs displayed in a collection view the user selects a song
segue to another view with options to play, pause or stop only issue
is when you go back to the home screen to select a new song with the
current still playing. It is impossible to deactivate the current
player. When you need to play the 2 songs, the 2 are playing together
I have tried a lot of things
- create a new instance of player (player = AVAudioPlayer())
- player.pause() and player.play()
I do not see what I am doing wrong really.
this is my code :
import UIKit
import AVFoundation
class LecteurViewController: UIViewController {
var chansonSelected: Chanson? = nil
var lecteur:AVAudioPlayer = AVAudioPlayer()
var timer1 = Timer()
var timer2 = Timer()
#IBOutlet weak var dureeChansonSlider: UISlider!
#IBOutlet weak var chansonImageView: UIImageView!
#IBOutlet weak var chansonVolumeSlider: UISlider!
#IBOutlet weak var debutLabel: UILabel!
#IBOutlet weak var finLabel: UILabel!
#IBAction func stopMusicAction(_ sender: UIBarButtonItem) {
var player = AVAudioPlayer()
lecteur.stop()
LecteurManager.isActive = false
}
#IBAction func pauseMusicAction(_ sender: UIBarButtonItem) {
var player = AVAudioPlayer()
lecteur.pause()
LecteurManager.isActive = false
}
#IBAction func jouerMusicAction(_ sender: UIButton) {
if LecteurManager.isActive {
changeSong()
print("lecteur déjà en cours")
} else {
var player = AVAudioPlayer()
lecteur.play()
}
print(LecteurManager.isActive )
LecteurManager.isActive = true
}
func changeSong() {
lecteur.stop()
//lecteur = AVAudioPlayer()
jouerLecteurMp3()
print(chansonSelected!)
lecteur.play()
}
override func viewDidLoad() {
super.viewDidLoad()
configureView()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
jouerLecteurMp3()
}
func configureView() {
self.title = (chansonSelected!.titre!).capitalized
chansonImageView.image = UIImage(named: "\(chansonSelected!.image).jpgs")
//formatter 'back' button
let backBtn = UIBarButtonItem(title: "< Playlist", style: .plain, target: self, action: #selector(LecteurViewController.reset(_sender:)))
self.navigationItem.leftBarButtonItem = backBtn
self.navigationController?.navigationBar.tintColor = UIColor.white
//contrôler volume chanson
chansonVolumeSlider.addTarget(self, action: #selector(LecteurViewController.ajusterVolume(_ :)), for: UIControlEvents.valueChanged)
//contrôler durée chanson
dureeChansonSlider.addTarget(self, action: #selector(LecteurViewController.ajusterDurée(_ :)), for: UIControlEvents.valueChanged)
updateUI()
}
func updateUI() {
//indiquer position chanson
timer1 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(LecteurViewController.mettreAJourDurée), userInfo: nil, repeats: true)
//afficher durée chanson
timer2 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(LecteurViewController.afficherDurée), userInfo: nil, repeats: true)
}
func reset(_sender:UIBarButtonItem) {
self.navigationController?.popViewController(animated: true)
}
func ajusterVolume(_ sender:UISlider) {
//print("volume ajusté \(chansonVolumeSlider.value)")
lecteur.volume = chansonVolumeSlider.value
}
func ajusterDurée(_ sender:UISlider) {
lecteur.currentTime = TimeInterval(dureeChansonSlider.value)
}
func mettreAJourDurée() {
dureeChansonSlider.value = Float(lecteur.currentTime)
}
func afficherDurée() {
print("durée actuelle: \(lecteur.duration - lecteur.currentTime)")
debutLabel.text = retournerPositionActuelle()
finLabel.text = retournerDureeTotal()
}
func retournerPositionActuelle() -> String {
let seconds = Int(lecteur.currentTime) % 60
let minutes = (Int(lecteur.currentTime) / 60) % 60
return String(format: "%0.2i:%0.2i", minutes, seconds)
}
func retournerDureeTotal() -> String {
let seconds = Int(lecteur.currentTime) % 60
let minutes = (Int(lecteur.currentTime) / 60) % 60
return String(format: "%0.2i:%0.2i", minutes, seconds)
}
func jouerLecteurMp3() {
let chanson = "bensound-\(chansonSelected!.titre!)"
let fichierMp3 = Bundle.main.path(forResource: chanson, ofType: "mp3")
do {
try lecteur = AVAudioPlayer(contentsOf: URL(string: fichierMp3!)!)
dureeChansonSlider.maximumValue = Float(lecteur.duration)
} catch {
print("erreur lecture mp3")
}
}
}
Try this:
func reset(_sender:UIBarButtonItem)
{
self.navigationController?.popViewController(animated: true)
lecteur.stop()
}

Running a Timer that counts down in background when app isnt the focus? Swift

I want my countdown timer to suspend and then resume when the app leaves / returns to focus, using the time away to calculate how much time should be deducted.
I am using the app delegate file (not sure thats the right location? or if they are meant to be in the view controllers file as functions of their own?)
Issue is im getting a lot of errors such as:
Value of type 'AppDelegate' has no member 'restTimer'
Use of unresolved identifier 'nextFireDate'
Use of unresolved identifier 'selector'
restTimer was declared as a timer in my view controllers file but when i tried these blocks in that file i got an equal number of errors for unresolved identifiers
and using the following 2 code blocks
func applicationWillResignActive(_ application: UIApplication) {
guard let t = self.restTimer else { return }
nextFireDate = t.fireDate
t.invalidate()
and
func applicationDidBecomeActive(_ application: UIApplication) {
guard let n = nextFireDate else { return }
let howMuchLonger = n.timeIntervalSinceDate(NSDate())
if howMuchLonger < 0 {
print("Should have already fired \(howMuchLonger) seconds ago")
target!.performSelector(selector!)
} else {
print("should fire in \(howMuchLonger) seconds")
Timer.scheduledTimerWithTimeInterval(howMuchLonger, target: target!, selector: selector!, userInfo: nil, repeats: false)
}
}
UPDATE: Added full views code due to issue incorporating the answer
import Foundation
import UIKit
class RestController: UIViewController {
#IBOutlet weak var restRemainingCountdownLabel: UILabel!
#IBOutlet weak var setsRemainingCountdownLabel: UILabel!
#IBOutlet weak var numberOfSetsLabel: UILabel!
#IBOutlet weak var numberOfRestLabel: UILabel!
#IBOutlet weak var adjustSetsStepper: UIStepper!
#IBOutlet weak var adjustRestStepper: UIStepper!
var startDate: Date!
let startDateKey = "start.date"
let interval = TimeInterval(20)
var restTimer: Timer!
var restCount = 0
var setCount = 0
var selectedTime = 1
var selectedSets = 1
private let resignDateKey = "resign.date"
#IBAction func endSetPressed(_ sender: Any) {
if (setCount > 0){
setCount -= 1
setsRemainingCountdownLabel.text = String(setCount)
}
handleTimer()
}
#IBAction func setStepperValueChanged(_ sender: UIStepper) {
numberOfSetsLabel.text = Int(sender.value).description
self.setCount = Int(sender.value)
self.selectedSets = setCount
setsRemainingCountdownLabel.text = String(setCount)
}
#IBAction func restStepperValueChanged(_ sender: UIStepper) {
numberOfRestLabel.text = Int(sender.value).description
let timeMinSec = timeFormatted(totalSeconds: Int(sender.value)*60)
restRemainingCountdownLabel.text = timeMinSec
self.selectedTime = Int(sender.value)
restCount = self.selectedTime * 60
}
#IBAction func resetSetsButton(_ sender: Any) {
setCount = Int(adjustSetsStepper.value)
setsRemainingCountdownLabel.text = String(setCount)
}
override func viewDidLoad() {
super.viewDidLoad()
numberOfSetsLabel.text = String(selectedSets)
numberOfRestLabel.text = String(selectedTime)
createTimer(interval: interval)
NotificationCenter.default.addObserver(self, selector: #selector(willResignActive), name: NSNotification.Name.UIApplicationWillResignActive, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(didBecomeActive), name: NSNotification.Name.UIApplicationDidBecomeActive, object: nil)
}
deinit {
NotificationCenter.default.removeObserver(self)
}
#objc private func willResignActive(notification: Notification) {
print("resigning")
guard restTimer.isValid else {
UserDefaults.standard.removeObject(forKey: startDateKey)
return
}
restTimer.invalidate()
UserDefaults.standard.set(Date(), forKey: startDateKey)
}
#objc private func didBecomeActive(notification: Notification) {
print("resume")
if let startDate = UserDefaults.standard.object(forKey: startDateKey) as? Date {
let elapsed = -startDate.timeIntervalSinceNow
print("elpased time: \(elapsed) remaining time: \(interval - elapsed)")
if elapsed > interval {
timerUp()
} else {
createTimer(interval: interval - elapsed)
}
}
}
private func createTimer (interval: TimeInterval) {
restTimer = Timer.scheduledTimer(withTimeInterval: interval , repeats: false) {[weak self] _ in
self?.timerUp()
}
startDate = Date()
}
private func timerUp() {
print("At least \(interval) seconds has elapsed")
}
func handleSets() {
if (setCount > 0) {
self.restCount = self.selectedTime * 60
}
handleTimer()
}
func handleTimer() {
if (restTimer?.isValid ?? false) {
restTimer?.invalidate()
restTimer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(RestController.updateTimer), userInfo: nil, repeats: true)
} else {
restTimer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(RestController.updateTimer), userInfo: nil, repeats: true)
}
}
func updateTimer() {
if (restCount > 0){
restCount -= 1
} else if (restCount == 0){
restTimer?.invalidate()
}
restRemainingCountdownLabel.text = timeFormatted(totalSeconds: restCount)
}
func timeFormatted(totalSeconds: Int) -> String {
let seconds: Int = totalSeconds % 60
let minutes: Int = (totalSeconds / 60) % 60
return String(format: "%02d:%02d", minutes, seconds)
}
I think you cannot rely on the fact that the app will remain in memory while it is in the background. Thus, you should archive all the data you need to recreate the timer at the exact point.
For example, in applicationWillResignActive
UserDefaults.standard.set(value: t.nextFireDate forKey:"NextFireDate")
and in applicationWillEnterForeground
if let fireDate = UserDefaults.standard.object(forKey: "NextFireDate") {
// setup a timer with the correct fire date
}
You don't have to use the AppDelegate for this because it also posts notifications. You can use the AppDelegate if you want. Here is code using notifications:
class ViewController: UIViewController{
private let startDateKey = "start.date"
private let interval = TimeInterval(20)
private var startDate: Date!
private var timer: Timer!
override func viewDidLoad() {
super.viewDidLoad()
createTimer(interval: interval)
NotificationCenter.default.addObserver(self, selector: #selector(willResignActive), name: NSNotification.Name.UIApplicationWillResignActive, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(didBecomeActive), name: NSNotification.Name.UIApplicationDidBecomeActive, object: nil)
}
deinit {
NotificationCenter.default.removeObserver(self)
}
#objc private func willResignActive(notification: Notification) {
print("resigning")
guard timer.isValid else {
UserDefaults.standard.removeObject(forKey: startDateKey)
return
}
timer.invalidate()
UserDefaults.standard.set(Date(), forKey: startDateKey)
}
#objc private func didBecomeActive(notification: Notification) {
print("resume")
if let startDate = UserDefaults.standard.object(forKey: startDateKey) as? Date {
let elapsed = -startDate.timeIntervalSinceNow
print("elpased time: \(elapsed) remaining time: \(interval - elapsed)")
if elapsed > interval {
timerUp()
} else {
createTimer(interval: interval - elapsed)
}
}
}
private func createTimer (interval: TimeInterval) {
timer = Timer.scheduledTimer(withTimeInterval: interval , repeats: false) {[weak self] _ in
self?.timerUp()
}
startDate = Date()
}
private func timerUp() {
print("At least \(interval) seconds has elapsed")
}
}

Avoid copying code for a lot of buttons

Edit on my question:
Grimxn, I made a subclass and can see it works, because of the borderWidth and color. But I still have a couple of questions on how to add my function:
Should I code "func textField(textField: UITextField" or "func textField(textField: MyCustomTextField" ?
What should I do with "if textField == numberField01 {" ?
How do I 'call this' from the ViewController code ?
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var numberField01: UITextField!
#IBOutlet weak var numberField02: MyCustomTextField!
override func viewDidLoad() {
super.viewDidLoad()
numberField01.delegate = self
numberField01.keyboardType = UIKeyboardType.NumberPad
numberField02.delegate = self
numberField02.keyboardType = UIKeyboardType.NumberPad
}
class MyCustomTextField: UITextField {
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.layer.borderColor = UIColor.redColor().CGColor
self.layer.borderWidth = 1.5
func textField(textField: UITextField,
shouldChangeCharactersInRange range: NSRange,
replacementString string: String)
-> Bool {
var result = true
var prospectiveText = (textField.text as NSString).stringByReplacingCharactersInRange(range, withString: string)
prospectiveText = prospectiveText.stringByReplacingOccurrencesOfString(".", withString: "", options: NSStringCompareOptions.LiteralSearch, range: nil)
if textField == numberField01 {
if count(string)>0 {
let disallowedCharacterSet = NSCharacterSet(charactersInString: "0123456789").invertedSet
let replacementStringIsLegal = string.rangeOfCharacterFromSet(disallowedCharacterSet) == nil
let resultingStringLengthIsLegal = count(prospectiveText) <= 4
let scanner = NSScanner(string: prospectiveText)
let resultingTextIsNumeric = scanner.scanDecimal(nil) && scanner.atEnd
result = replacementStringIsLegal && resultingStringLengthIsLegal && resultingTextIsNumeric
}
}
return result
}
}
}
Original question:
The following code is working fine for one textfield (numberField01). It makes sure the input is decimal only, places a decimal point, and prevents a user to paste in a non decimal string. But I have a lot more buttons... (numberField02 and up). How can I handle more buttons, without just copying my code for each button?
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var numberField01: UITextField!
#IBOutlet weak var numberField02: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
numberField01.delegate = self
numberField01.keyboardType = UIKeyboardType.NumberPad
numberField02.delegate = self
numberField02.keyboardType = UIKeyboardType.NumberPad
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
// Tap background to add decimal point and defocus keyboard
#IBAction func userTappedBackground(sender: AnyObject) {
for view in self.view.subviews as! [UIView] {
if let textField = view as? UITextField {
if count(numberField01.text) > 0 {
var numberString = numberField01.text
numberString = numberString.stringByReplacingOccurrencesOfString(".", withString: "", options: NSStringCompareOptions.LiteralSearch, range: nil)
var numberFromString = Double(numberString.toInt()!) / 100
numberField01.text = String(format:"%.2f", numberFromString)
}
textField.resignFirstResponder()
}
}
}
func textField(textField: UITextField,
shouldChangeCharactersInRange range: NSRange,
replacementString string: String)
-> Bool {
var result = true
var prospectiveText = (textField.text as NSString).stringByReplacingCharactersInRange(range, withString: string)
prospectiveText = prospectiveText.stringByReplacingOccurrencesOfString(".", withString: "", options: NSStringCompareOptions.LiteralSearch, range: nil)
if textField == numberField01 {
if count(string)>0 {
let disallowedCharacterSet = NSCharacterSet(charactersInString: "0123456789").invertedSet
let replacementStringIsLegal = string.rangeOfCharacterFromSet(disallowedCharacterSet) == nil
let resultingStringLengthIsLegal = count(prospectiveText) <= 4
let scanner = NSScanner(string: prospectiveText)
let resultingTextIsNumeric = scanner.scanDecimal(nil) && scanner.atEnd
result = replacementStringIsLegal && resultingStringLengthIsLegal && resultingTextIsNumeric
}
}
return result
}
}
So something similar to the following:
Button GetButtonCommonFeatures(Button myButton)
{
Write common code here....
e.g. myButton.delegate = self;...
return myButton;
}
Then call your method for each button. Lets take numberField01 for example. You will include the code in the method that applies to every button.
numberField01 = GetButtonCommonFeatures(numberField01);
Hope this helps