Trying to make UiButton change a var in swift - swift

I am making an app in Swift and I want to make a button change a var. I have a button in each corner and name it them side it is on and i want it to change the number of swipedirection. When i try it never changes it
#IBAction func right(_ sender: UIButton) {
swipedirection = 1
}

The easiest way is to use the tag property of UIButton. Let's assume you set this property (in IB but you can also do it in code) to be 0 for left and 1 for right. All you need to do in code is this:
var swipeDirection:Int = -1 // set this way to declare that nothings has been tapped
#IBAction func buttonClicked(_ sender:UIButton) {
swipeDirection = sender.tag
}
Note that you set both buttons to this. The easiest way (if you use IB) is to code the IBAction first, then command-drag from code into IB next.

Related

how to configure the toggle method between finger touch and pencil in PencilKit after iOS 14.0?

I use this IBAction below but I get some errors. How can I make it work efficiently?
#IBAction func fingerOrPencil (_ sender: Any) {
canvasView.allowsFingerDrawing.toggle()
pencilButton.title = canvasView.allowsFingerDrawing ? "Finger" : "Pencil"
these are the errors
allowsFingerDrawing' was deprecated in iOS 14.0: Use 'drawingPolicy' property.
actually I used drawingPolicy method inside viewDidLoad as
canvasView.drawingPolicy = .anyInput
but how can I use this inside IBAction to be able to toggle?

How to create toggle button that only toggles once

I want to create a button that, when pressed, toggles to a different format and stays that way, not allowing the user to toggle it back. For example, I am trying to create a button that says "Special 1" then when it is clicked by the user, it toggles to say "USED". When the word "USED" pops up on the UIButton, it stays that way and the user cannot change it back. Please help me out I can't figure this out. I am also open to other ideas to execute this other then a UIButton, for example maybe a UITableView??
What you can do is create a boolean (true or false) variable in your ViewController, and whenever the button is tapped you set this variable so that the tap function associated with the button can be manipulated.
1.) Make an action connection from your ViewController to your code this can be done by clicking the dual view button (the two circles in the top right corner) then holding control and drag your button into your code. :
For more information on connecting views to your code: https://codewithchris.com/9-hooking-it-all-up-swift-iboutlet-properties/
Skip to 6 min for the actual connection.
2.) Now we can just make our boolean variable, and make a basic if statement:
var didClick:Bool = false
#IBAction func touchButton(_ sender: UIButton) {
if !didClick { // If didClick is false
didClick = true // Set it to true
sender.setTitle("USED", for: .normal)
}
}
Note: The sender should be set to UIButton NOT Any
Should look like this:
_ sender: UIButton
If you are using a storyboard you can write this inside the IBAction function:
#IBAction func buttonName(_ sender: UIButton) {
sender.isUserInteractionEnabled = false
// Do whatever you need to do after...
}
sender's type could be UIButton or Any depending on how you made the connection from the storyboard.

Hide button function if statement issue - Swift

I have a function to hide a slider if another button is pressed. I currently have:
#IBOutlet weak var sliderHide: UISlider!
#IBAction func sliderHide(sender: UISlider) {
if (buttonPlay.selected) {
sliderHide.hidden = false
}
else if (!buttonPlay.selected) {
sliderHide.hidden = true
}
}
The build is running but the slider only hides if itself is selected. It does nothing if the button is selected.
Use == not = when comparing,= is an assignment operator.
Moreover, if buttonImage is not a variable representing the control state of a button, but the button itself you want to do:
if buttonImage.selected == false {
}
However, you should use an #IBAction for the button if you want to run a function when it is pressed.
Please consider using an #IBAction for this kind of thing unless your button is programmatically created. You can read more about it here:
http://rshankar.com/different-ways-to-connect-ibaction-to-uibutton/
I
I think you want
add an Outlet to the slider like the picture and then wherever you play the sound, make the sliderYouMightHide.hidden = false and wherever the sound stops make the sliderYouMightHide.hidden = true. You might also want to make it hidden in viewDidLoad

Hide add button

I am trying to have a button, so the user can hide the add banner if they want to, this works but when the add banner is not displaying I want the button to also be hidden. So I added the following code, but as soon as I did so, the button stopped working. Any ideas as to why?
thank you!
override func viewDidLoad() {
super.viewDidLoad()
if Banner.hidden == false{
hideAdd.hidden = false
} else {
hideAdd.hidden = true
}
The following is the code I used to hide the banner
#IBAction func HideAddButton(sender: AnyObject) {
Banner.hidden = true
}
The easiest way to hide and unhide objects on a MainStoryboard is to change the alpha to 0 in the attributes inspector. Then when you want it to appear you can just change the alpha in your code to 1 when you want it to appear in ViewController.swift. Or Vice Versa.

Disable a Button

I want to disable a button (UIButton) on iOS after it is clicked. I am new to developing for iOS but I think the equivalent code on objective - C is this:
button.enabled = NO;
But I couldn't do that on swift.
The boolean value for NO in Swift is false.
button.isEnabled = false
should do it.
Here is the Swift documentation for UIControl's isEnabled property.
If you want the button to stay static without the "pressed" appearance:
// Swift 2
editButton.userInteractionEnabled = false
// Swift 3
editButton.isUserInteractionEnabled = false
Remember:
1) Your IBOutlet is --> #IBOutlet weak var editButton: UIButton!
2) Code above goes in viewWillAppear
The way I do this is as follows:
#IBAction func pressButton(sender: AnyObject) {
var disableMyButton = sender as? UIButton
disableMyButton.enabled = false
}
The IBAction is connected to your button in the storyboard.
If you have your button setup as an Outlet:
#IBOutlet weak var myButton: UIButton!
Then you can access the enabled properties by using the . notation on the button name:
myButton.enabled = false
Disable a button on Swift 3:
yourButton.isEnabled = false
For those who Googled "disable a button" but may have more nuanced use cases:
Disable with visual effect: As others have said, this will prevent the button from being pressed and the system will automatically make it look disabled:
yourButton.isEnabled = false
Disable without visual effect: Are you using a button in a case where it should look normal but not behave likes button by reacting to touches? Try this!
yourButton.userInteractionEnabled = false
Hide without disabling: This approach hides the button without disabling it (invisible but can still be tapped):
yourButton.alpha = 0.0
Remove: This will remove the view entirely:
yourButton.removeFromSuperView()
Tap something behind a button: Have two buttons stacked and you want the top button to temporarily act like it's not there? If you won't need the top button again, remove it. If you will need it again, try condensing its height or width to 0!
Swift 5 / SwiftUI
Nowadays it's done like this.
Button(action: action) {
Text(buttonLabel)
}
.disabled(!isEnabled)
You can enable/disable a button using isEnabled or isUserInteractionEnabled property.
The difference between two is :
isEnabled is a property of UIControl (super class of UIButton) and it has visual effects (i.e. grayed out) of enable/disable
isUserInteractionEnabled is a property of UIView (super class of UIControl) and has no visual effect although but achieves the purpose
Usage :
myButton.isEnabled = false // Recommended approach
myButton.isUserInteractionEnabled = false // Alternative approach
Let's say in Swift 4 you have a button set up for a segue as an IBAction like this #IBAction func nextLevel(_ sender: UIButton) {}
and you have other actions occurring within your app (i.e. a timer, gamePlay, etc.). Rather than disabling the segue button, you might want to give your user the option to use that segue while the other actions are still occurring and WITHOUT CRASHING THE APP. Here's how:
var appMode = 0
#IBAction func mySegue(_ sender: UIButton) {
if appMode == 1 { // avoid crash if button pressed during other app actions and/or conditions
let conflictingAction = sender as UIButton
conflictingAction.isEnabled = false
}
}
Please note that you will likely have other conditions within if appMode == 0 and/or if appMode == 1 that will still occur and NOT conflict with the mySegue button. Thus, AVOIDING A CRASH.
The button can be Disabled in Swift 4 by the code
#IBAction func yourButtonMethodname(sender: UIButon) {
yourButton.isEnabled = false
}
in order for this to work:
yourButton.isEnabled = false
you need to create an outlet in addition to your UI button.
Building on other answers here. I wanted to disable button for a few seconds to prevent double taps. Swift 5 version, xcode 13.4.1 likes this and has no warnings or errors.
#IBAction func saveComponent(_ sender: Any) {
let myButton = sender as? UIButton
myButton?.isEnabled = false
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(2000))
{
myButton?.isEnabled = true
}
}