Load data in new view when button is clicked with swift - swift

I am developing an app, where I create buttons programmatically. When I click a button, it will request data from a database and show it in another view.
I use button.tag to determine what data to request, and I can only get the tag once the button is clicked.
However when I click the button, it shows nothing the first time. I must click it again to see the data which I want.
override func viewDidLoad() {
super.viewDidLoad()
//parseJSON(tagId)
createButton()
// Do any additional setup after loading the view, typically from a nib.
}
func createButton(){
var j:CGFloat=60
for var i:Int = 0 ; i < myImages.count;i = i+1 {
let myButton = UIButton()
myButton.setImage(UIImage(named: "carasusto.jpg"), forState: UIControlState.Normal)
myButton.setTitleColor(UIColor.blueColor(), forState: .Normal)
myButton.frame = CGRectMake(j, j+60, 50, 50)
myButton.tag = i //assign a tag to every button
myButton.addTarget(self, action: "segueToCreate:", forControlEvents: UIControlEvents.TouchUpInside)
self.view.addSubview(myButton)
j=j+60
print(myImages[i])
}
}
and
#IBAction func segueToCreate(sender: UIButton){
tagId = String(sender.tag)//tagId needs to fetch the information
parseJSON(tagId)
performSegueWithIdentifier("segueToView", sender:self)
}
func parseJSON(tagID:String){
Alamofire.request(.GET, "http://smarttags-001-site1.btempurl.com/SmartTagsRequests.aspx", parameters: ["AjaxFunc":"GetTagAttr","TagID":"\(tagID)"]).validate().responseJSON{ response in
switch response.result{
case .Success:
if let value = response.result.value {
let json = JSON(value)
print("JSON: \(json)")
self.TagName = json[0]["TagName"].stringValue
NSLog("\(self.TagName)")
self.ContentTitle = json[0]["ContentTitle"].stringValue
NSLog("\(self.ContentTitle)")
}
case .Failure(let error):
print(error)
}enter code here
}
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
var ViewTest : ViewTwo = segue.destinationViewController as! ViewTwo
var TagNameLabel = UILabel()
TagNameLabel.frame = CGRectMake(74, 112, 182, 64)
ViewTest.view.addSubview(TagNameLabel)
TagNameLabel.text = TagName
var ContentTitleLabel = UILabel()
ContentTitleLabel.frame = CGRectMake(74, 180, 182, 64)
ViewTest.view.addSubview(ContentTitleLabel)
ContentTitleLabel.text = ContentTitle
}
}

To follow up to MirekE's answer, here are some other steps you may want to consider:
Consider using Auto Layout in place of hard-coded frames, so your UI would adapt to different size classes.
Consider alternate approaches for showing an interactive list (of images) instead of programmatically adding buttons. For example, you could use a prototype (table view or collection view) cell. Cells are selectable and can take the place of a button. Other benefits include:
A scrollable container, should you have more buttons than would fit on screen.
A single segue (or selection) is handled by the storyboard prototype cell, instead of needing to make each programmatic "button" perform a segue (or action). Since you'd know which cell was selected, you'd no longer need a tag to figure that out.
Consider passing parameters to your destination view controller, instead of trying to instantiate and create controls in prepareForSegue. The destination's view is not loaded at that point.
Consider allowing the UI to feel more responsive, such as by performing the segue and showing placeholder details which you can then update once the network request completes. Otherwise, the user may have to wait for the network response before the segue occurs (which might make them think nothing happened and needlessly tap again, leading to an additional network request).
In general, Apple (or someone else) has already provided some way to do what you want, ideally leading to less code that you have to write, debug, test, and maintain to accomplish what you want your app to do.

Most likely cause of the problem is your call to parseJson followed by prepareForSegue. parseJson is asynchronous and you don't get data back from your service before prepareForSegue is called. As a first step, move the prepareForSegue to the completion block of the parseJson.

Related

Cannot display UIActivityIndicatorView

I meet a question. I am using following code to display UIActivityIndicatorView. My requirement is to be able to create an UIActivityIndicatorView and display it when I click the button with tag 1, if I click other buttons the UIActivityIndicatorView will be removed from the super view.
class ViewController: UIViewController {
lazy var acLoad:(UIActivityIndicatorView) = {
let myActivityIndicator = UIActivityIndicatorView(style: UIActivityIndicatorView.Style.white)
myActivityIndicator.center = view.center
myActivityIndicator.hidesWhenStopped = true
myActivityIndicator.startAnimating()
return myActivityIndicator
}()
//more code
#objc func btnAction(sender: UIButton){
switch sender.tag {
case 1:
print("created")
view.addSubview(acLoad)
acLoad.startAnimating()
default:
print("removed")
acLoad.stopAnimating()
acLoad.removeFromSuperview()
}
}
}
The above doesn't work, I can get the print log after click, but UIActivityIndicatorView doesn't display, any ideas?
It seems like your UIActivityIndicatorView might be misplaced (wrong frame value) - so it is not visible to you.
print("created")
view.addSubview(acLoad)
acLoad.startAnimating()
// Add this line in your button tap code
// It will tell you where it is placed inside your view
print(acLoad.frame)
If you find that it's frame is not where you want it to be, just fix your layout code and it will be where you expect it to be.
Another note - myActivityIndicator.hidesWhenStopped = true makes it automatically hide on stopAnimating() call. So you can add it only once, not remove-add every time.
Also check your view.backgroundColor vs acLoad style.

How to update buttons status when the user reopens the app? (Swift 5)

I have a question about saving the last status of the buttons for a "Hung Person" game. By using UserDefaults I was able to save almost all the status of the user when the game was closed (Screen1 shows the user's game status while playing), as you can see, the user chose 2 wrong letters that were not in the hidden word (M and N, which are in red and disabled) and the user correctly guessed the O, B, C letters (which disappeared from the alphabet and also are disabled).
When the user closes the app and when it is reopened again, I was able to reload almost all the previous data of the last session played, except for the buttons status. You can see this in Screen2. I used UserDefaults to save and load the game. I save the status of the game every time the user taps on any button (trying to guess the hidden word's characters), and I load the data back in viewDidLoad().
The game is made programmatically, I created the buttons using something like the following:
for row in 0..<5 {
for column in 0..<6 {
if counterLetter < 26 {
let letterButton = UIButton(type: .system)
letterButton.titleLabel?.font = UIFont.systemFont(ofSize: titleLabelFontSize)
letterButton.setTitle(englishAlphabet[counterLetter], for: .normal)
letterButton.isHidden = false
letterButton.isEnabled = true
letterButton.alpha = 1
letterButton.setTitleColor(.red, for: .disabled)
letterButton.addTarget(self, action: #selector(letterTapped), for: .touchUpInside)
letterButton.layer.borderWidth = 1
letterButton.layer.borderColor = UIColor.black.cgColor
// Button's frame creation
let frame = CGRect(x: column*widthButton, y: row*heightButton,
width: widthButton, height: heightButton)
letterButton.frame = frame
buttonsView.addSubview(letterButton)
letterButtons.append(letterButton)
counterLetter += 1
} else {
continue
}
}
}
It is in the letterTapped method (inside the #selector(letterTapped) part in the previous code) where I save the user's progress when any alphabet button is tapped. As I said before, I recall the player's last status in viewDidLoad().
I tried to save the buttons status inside the letterTapped method as well, but I haven't been able to save or reload the buttons status as the player's had.
Can you give me please a hand about where I have to use userDefaults to save the last session status of the alphabet buttons, please? So that when the players reopens the app, the screen2 is the same as screen1.
If you need me to share my code, I can do willingly it.
Thanks in advance.
Regards!
What you are looking for is a K.V.O called "UIApplicationWillEnterForeground" and "UIApplicationDidEnterBackground"
In your viewDidLoad of your ViewController you should do the following:
func viewDidLoad() {
super.viewDidLoad()
let notificationCenter = NotificationCenter.default
notificationCenter.addObserver(self, selector: #selector(appMovedToBackground), name: Notification.Name.UIApplicationWillEnterForeground, object: nil)
notificationCenter.addObserver(self, selector: #selector(appMovedToBackground), name: Notification.Name.UIApplicationDidEnterBackground, object: nil)
then implement these function in the same ViewController:
func appMovedToForeground() {
print("Application moved to Foreground!")
}
func appMovedToBackground() {
print("Application moved to Background!")
}
now when your app goes to the background or returns to the foreground those functions will get called

find descendant buttons in nested container

I have placed buttons in multiple nested StackViews
I then placed the views within a CollectionView (yes I recognize this isn't necessarily the best or optimal way to do this).
I'm trying to figure out how I can programmatically find all my buttons.
If I do this, all I get is my StackView instead of getting the buttons (which are now 3rd level descendants). I'd love to not have to right a nested loop and instead find a function that helps me find all descendants of type UIButton.
for subview in buttonContainer.subviews {
let button = subview as? UIButton
if button != nil {
button!.setTitle("TEST", for: UIControl.State.normal)
}
}
The reason I'm doing this is just as an exercise to learn different methods, which is why I am ok nesting multiple stack views and then placing them within a CollectionView
You need to create a recursive method like:
func buttonsIn(_ view: UIView) {
if let button = view as? UIButton {
button.setTitle("TEST", for: .normal)
} else {
view.subviews.forEach({ buttonsIn($0) })
}
}
Usage:
buttonsIn(view)
Modify the recursive method as per your requirement.
I didn't test it but using recursion you should be able to accomplish this. Something like this may work for you:
func findButtonsIn(_ view: UIView) -> [UIButton] {
var buttons: [UIButton] = []
view.subviews.forEach({
if let button = $0 as? UIButton {
buttons.append(button)
} else {
buttons.append(contentsOf: self.findButtonsIn($0))
}
})
return buttons
}
Usage
findButtonsIn(yourView)
The function will return all found UIButtons as an array.
You could use
self.findButtonsIn(UIView()).enumerated().forEach({
$0.element.setTitle("\($0.offset)", for: .normal)
})
for example to set the buttons title according to the order they were found in.

Can I change outlets using an array, instead of hard coding everything?

I have an app where a user can select a number of different buttons onscreen. When a user selects a button, it turns green and the text will be used in a later view. I am trying to make everything nice and swift by minimising the amount of code I am writing.
Every button is connected to the same action and their identity is determined by their tag. What I have done is created 2 arrays to track the card name and their on/off state. When a card is pressed the cardPressed function is called, this decides whether to turn the card green or white currently (it will do more later).
What I want to do is to perform the colour change in one line of code, instead of
cardOne.backgroundColor = UIColor.white
I want to do this [#1]
cardList[cardNumber].backgroundColor = UIColor.green
so that my outlet changes depending on the selection made. I would normally just have a massive switch statement that would read like so
switch cardList[cardNumber] {
case 0:
cardOne.backgroundColor = UIColor.green
case 1:
cardTwo.backgroundColor = UIColor.green
case 2:
cardThree.backgroundColor = UIColor.green
case So on so forth:
cardInfinity.......
default:
break
}
Obviously when I try to do [#1] I get an error because it is a string, not an outlet connection. What I would like to know, is there anyway to trick xcode into recognising it as an outlet, or better yet have a way to change the outlets I am acting upon in one line of code?
Hopefully I haven't rambled too much and you can understand my thought process! I have included all of the relevant code below, obviously it won't compile. If you have any ideas they would be appreciated, or if I'm being too optimistic and this isnt possible, just let me know :) for now I will be using a big switch statement! (maybe this is useful to me in the future!)
Thanks!
private let cardList = ["cardOne","cardTwo","cardThree"]
private var cardState = [false, false, false]
//Card functions
private func selectCard(cardNumber: Int){
cardState[cardNumber] = true
cardList[cardNumber].backgroundColor = UIColor.green
}
private func deselectCard(cardNumber: Int){
cardState[cardNumber] = false
//cardOne.backgroundColor = UIColor.white
}
//Decide which function to perform, based on the card information recieved
private func cardPressed(cardNumber: Int){
let selectedCardName = cardList[cardNumber]
let selectedCardState = cardState[cardNumber]
print("\(selectedCardName)")
print("\(selectedCardState)")
switch selectedCardState {
case true:
deselectCard(cardNumber: cardNumber)
case false:
selectCard(cardNumber: cardNumber)
}
}
//UI Connections
//Card button actions
#IBAction func buttonPressed(_ sender: UIButton) {
//Determine which button has been pressed
//let cardName = sender.currentTitle!
let cardSelection = sender.tag - 1
cardPressed(cardNumber: cardSelection)
}
//Card button outlets
#IBOutlet weak var cardOne: UIButton!
#IBOutlet weak var cardTwo: UIButton!
The solution lies in the wonderful world of object-oriented programming. Instead of using parallel arrays, you can create your own data type to group this data and behavior together.
If you created your own UIButton subclass, you could keep track of whether the button is selected with your own custom property, and make visual modifications as needed.
class CardButton: UIButton {
var isChosen: Bool = false {
didSet { backgroundColor = isChosen ? UIColor.green : UIColor.white }
}
}
If you set the buttons in the storyboard to be your new CardButton type, you can use their isChosen property in code.
Your buttonPressed function could look like this instead:
#IBAction func buttonPressed(_ sender: CardButton) {
sender.isChosen = !sender.isChosen
}
This would allow you to remove the majority of your existing code, since the data is stored inside each of your buttons.

performSegueWithIdentifier not working for programmatically generated UIButtons (iOS/Swift)

Xcode 6, Swift, iOS8
I have a view controller that is populated by dynamically generated UIButtons. The number of buttons is dependent on a data feed, and is not static. I count the number of objects in the feed and generate a button for each object. Each button is supposed to segue into a details view that displays the information for its corresponding object.
In the Interface Builder I have created a segue between the two View Controllers and named it. I have not added an IBAction to initiate the segue as I cannot tie it to a specific button.
Inside the View Controller Class I execute the following:
#IBOutlet weak var localScrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
//Define the button dimensions
let buttonWidth:CGFloat = 200
let buttonHeight:CGFloat = 113
var xPos:CGFloat = 0
var scrollViewContent:CGFloat = 0
var thumbURL:String
//keeps track of the number of videos. The count is used to set a tag on the button to help identify it.
var vidCount:Int = 0
//loop through the array of recommended video objects
for index in recommended{
//Create a button for each object
var myButton = UIButton.buttonWithType(UIButtonType.System) as! UIButton
myButton.frame = CGRectMake(xPos, 0.0, buttonWidth, buttonHeight)
//For the button action I call the handleTap function detailed below
myButton.addTarget(self, action: "handleTap:", forControlEvents: .TouchUpInside)
myButton.tag = vidCount
//The image for the button is pulled from a CDN. This code sets the image in the button.
let curVal = index.thumbURL
if let url = NSURL(string: curVal) {
if let data = NSData(contentsOfURL: url){
myButton.setBackgroundImage(UIImage(data:data), forState: UIControlState.Normal)
}
}
//add the button to the scroll view
localScrollView.addSubview(myButton)
let spacer:CGFloat = 10
xPos+=buttonWidth + spacer
scrollViewContent += buttonWidth + spacer
localScrollView.contentSize = CGSize(width: scrollViewContent, height: buttonHeight)
vidCount += 1
}
}
//function to handle the tap action
func handleTap(sender:UIButton){
//Set the variable that will be passed to the next view controller
curRecVid = recommended[sender.tag]
//initiate the segue
dispatch_async(dispatch_get_main_queue()) {
self.performSegueWithIdentifier("toSingle", sender: self)
}
}
//prepare the data to be transferred to the next view controller
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject!) {
if (segue.identifier == "toSingle") {
var targetViewController = segue.destinationViewController as! SingleViewController
targetViewController.targetVid = curRecVid
}
}
}
When I run the app in the simulator, it gets to the self.performSegueWithIdentifier("toSingle", sender: self) call and then terminates to the following uncaught exception: 'NSInvalidArgumentException', reason: '-[UILabel copyWithZone:]: unrecognized selector sent to instance 0x7fd468c8ddc0'
Any assistance in helping to track down the cause of this exception would be greatly appreciated.
It appears that the class file for the target View Controller had some sort of problem. After a comment from Epic Defeater, I wiped out its swift file, re-generated it and put in the exact same code (literally, copy/paste) and that did the trick.