I Follow the comment and try to fix my problem,but still not working.
when i run the test demo on the simulator,i get this:
run the demo project view
and i click the test2, i want to change button title before clear the button title, but i
get this :
after i click test2 button
i can not clear the button title when click another button.
anyone can help ??
Here is my code
-(void)addbutton
{
for (int i=0; i<3; i++)
{
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake((i*100), 0, 100, 100)];
button.titleLabel.text = #"";
[button setTag:i];
[button setTitle:[self.demoDataArray objectAtIndex:i] forState:UIControlStateNormal];
[button setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
button.backgroundColor = [UIColor clearColor];
[button addTarget:self action:#selector(setButtonTitle:) forControlEvents:UIControlEventTouchUpInside];
[self.demoView addSubview:button];
}
}
-(IBAction)setButtonTitle:(id)sender
{
if ([sender tag] == 0)
{
self.demoDataArray = [[NSArray alloc] initWithObjects:#"test5", #"test6", #"test7", #"test8", nil];
[self addbutton];
}
else if([sender tag] == 1)
{
self.demoDataArray = [[NSArray alloc] initWithObjects:#"test9", #"test10", #"test11", #"test12", nil];
[self addbutton];
}
else if([sender tag] == 3)
{
self.demoDataArray = [[NSArray alloc]initWithObjects:#"test13", #"test14", #"test15", #"test16", nil];
[self addbutton];
}
}
Every time any button is pressed, you instantiate new buttons and add them on top of the other ones. You probably want to just update the existing buttons. Try this for your -addButton method instead:
-(void)addbutton
{
for (int i=0;i<3;i++)
{
NSInteger tag = i+1;
UIButton *button = (UIButton *)[self.view viewWithTag:tag];
if (!button)
{
button = [[UIButton alloc] initWithFrame:CGRectMake((i*100), 0, 100, 100)];
[button addTarget:self action:#selector(setButtonTitle:) forControlEvents:UIControlEventTouchUpInside];
[button setTag:tag];
[button setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
button.backgroundColor = [UIColor clearColor];
[self.demoView addSubview:button];
}
button.titleLabel.text = #""; // Not actually sure you need this...
NSString *titleText = nil;
if (i < self.demoDataArray.count)
titleText = [self.demoDataArray objectAtIndex:i];
[button setTitle:titleText forState:UIControlStateNormal];
}
}
Now the button is instantiated, given a target and action, tagged, and added into the button hierarchy only when it doesn't already exist. Every time a button is tapped after that, only the titles will be updated.
Also, very important:: in order for -viewWithTag: to work, you have to use a tag for your buttons that is not equal to 0, the default tag - otherwise the button's superview will be returned. This means you'll need to make the following changes in your button handler, which already had a bug with checking the tags (checking against 3 rather than 2). Increment the tags to start at 1 and end with 3 like so:
-(IBAction)setButtonTitle:(id)sender
{
if ([sender tag] == 1)
{
self.demoDataArray = [[NSArray alloc] initWithObjects:#"test5",#"test6",#"test7",#"test8", nil];
[self addbutton];
}
else if([sender tag] == 2)
{
self.demoDataArray = [[NSArray alloc] initWithObjects:#"test9",#"test10",#"test11",#"test12", nil];
[self addbutton];
}
else if([sender tag] == 3)
{
self.demoDataArray = [[NSArray alloc]initWithObjects:#"test13",#"test14",#"test15",#"test16", nil];
[self addbutton];
}
}
That method could use some cleanup as well to eliminate duplicated code and it's probably more appropriate to use a switch statement here anyways. But that's neither here nor there.
OK, this should probably get you up and running. I didn't test or compile this so if you do have some problem with the compiler that you're not able to work through on your own please let me know and I'll see if I can spot the issue.
try this
- (IBAction)firstbtn:(UIButton *)sender {
[secondbtn setTitle:#"" forState:UIControlStateNormal];
}
Related
I have an array of UIButtons in the following code. Problem I'm having is that I need a unique method associated with each button. At the moment any button that's pressed all use the action:#selector(buttonPressed:)
I'm stuck on how to have a method hooked up to each button.
// Create buttons
NSMutableArray* buttonArray = [NSMutableArray array];
NSArray * myImages = [NSArray arrayWithObjects:#"category-cafe-unsel.png", #"category-food-unsel.png", #"category-clothing-unsel.png", #"category-health-unsel.png", #"category-tech-unsel_phone.png" , #"category-tech2-unsel.png", #"catefory-theatre-unsel.png", #"category-travel-unsel.png", nil];
// only create the amount of buttons based on the image array count
for(int i = 0;i < [myImages count]; i++)
{
// Custom UIButton
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
[btn setFrame:CGRectMake(0.0f, 20.0f, 52.0f, 52.0f)];
[btn setTitle:[NSString stringWithFormat:#"Button %d", i] forState:UIControlStateNormal];
[btn setImage:[UIImage imageNamed:[myImages objectAtIndex:i]] forState:UIControlStateNormal];
[btn addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
[buttonArray addObject:btn];
}
thanks for any help
:)
Best option is to use same method for all buttons.For that you should use tags. So each button has its own tag.
btn.tag = i;
Here tag number will be used for differentiating which button was called.
And then in the method you can get the tags, this can also be done with a switch-statement:
-(void)buttonPressed:(UIButton*)sender
{
if( sender.tag == 1 ){
} else {
}
}
Use following code:
-(void)buttonPressed:(UIButton*)sender
{
UIButton *btn = sender;
for(int i = 0;i < [myImages count]; i++)
{
if (i == [btn tag]) {
//Your code
break;
}
}
}
It's completly working fine. When you'll get Tag value, you can perform operations as per tag value.
Thanks,
Hemang.
[btn addTarget:self action:#selector(NSSelectorFromString([NSString stringWithFormat:#"button%d", i])) forControlEvents:UIControlEventTouchUpInside];
And the corresponding actions would be:
-(void)button1:(UIButton*)sender
-(void)button2:(UIButton*)sender
-(void)button3:(UIButton*)sender
-(void)button4:(UIButton*)sender
and so forth.
However, alternatively consider having one action method only and using tags to separate the buttons within the action method.
Evening All
I have the following code to fill in a grid of buttons, but how do I detect which button has been selected and pass the button image on another controller
i =0;
int i1=0;
while(i<n){
int yy = 4 +i1*79;
for(int j=0; j<4;j++){
if (i>=n) break;
CGRect rect;
rect = CGRectMake(4+79*j, yy, 75, 75);
UIButton *button=[[UIButton alloc] initWithFrame:rect];
[button setFrame:rect];
id item = [items objectAtIndex:i];
NSString *imageLink = [item objectForKey:#"link"];
UIImage *buttonImageNormal=[UIImage imageWithData: [NSData dataWithContentsOfURL: [NSURLURLWithString: imageLink]]];
[button setBackgroundImage:buttonImageNormal forState:UIControlStateNormal];
button.tag =i;
NSLog(#"index: %i", i);
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside ];
Thanks in advance
You will obtain pressed button as an argument to the callback method (buttonPressed:).
Just implement it in such manner:
- (void)buttonPressed:(UIButton *)senderButton {
UIImage *image = [senderButton backgroundImageForState:UIControlStateNormal];
//use image:)
}
You could give each button a tag, and then use the -(void)buttonPressed: posted earlier. With that function, you could do something like:
- (void)buttonPressed:(UIButton *)senderButton
{
if (senderButton.tag == 0) {
// perform segue
} else if (senderButton.tag == 1) {
// perform other segue
}
}
And so on, and so forth.
I hope that helps!
I am creating some UIbutton dynamically. And a user click any one of the buttons will display something (ex: different views). So I successfully made the buttons, get the tags. But in the IBAction method below, because all these buttons are dynamically created. So I can't use if, else if statement to show the view based on the tag number. I am thinking of using loops? any ideas?
Here is my code:
NSMutableArray *buttonsArray = [[NSMutableArray alloc] initWithObjects:nil];
for(int i = 0; i < [someArray count]; i++)
{
button = [[UIButton alloc] initWithFrame:CGRectMake(btnX,btnY,btnW,btnH)];
button.tag = i;
[buttonsArray addObject:button];
[[buttonsArray objectAtIndex:i] addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
button.titleLabel.text = [NSString stringWithFormat:#"Click it"];
[self.view addSubview:button];
btnY = btnY + 120;
}
`-(IBAction) buttonPressed:(id)sender `
{
UIButton *btn = (UIButton *)sender;
NSLog(#"%ld", btn.tag);
//Don't know the number of buttons, so this is not gonna work
if( btn.tag == 1)
{
//do something
}
if( btn.tag == 2)
{
//do something
}
if( btn.tag == 3)
{
//do something
}
if( btn.tag == 4)
{
//do something
}
}
loop is not the perfect solution here i think...agree with Jennis...use switch instead of if else statement...if you want to use loop try:
-(IBAction) buttonPressed:(id)sender{
UIButton *selectedbtn = (UIButton *)sender;
for (UIButton *bttn in buttonsArray) {
if ([bttn.tag == selectedbtn.tag ) {
//do something
}
}
}
you get Multiple UIbutton ? b'coz your X and Y are same for all..
All is OK in your code except two things.
(1) Change the coordinates of buttons so you get different position for all the buttons in the view.
(2) Change the following code:
[[buttonsArray objectAtIndex:i] addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
with this code:
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
Let me know if any further help required.
how do i make these buttons so that only one can be used at a time? Im not getting any errors right now when i run btw. Im just looking for a solution to my challenge. Thanks for any help
they are generated in a for loop like this:
for (int l=0; l<list.length; l++) {
UIButton *aButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[aButton setTag:l];
CGRect buttonRect = CGRectMake(11+charact*20, -40 + line*50, 18, 21);
aButton.frame = buttonRect;
[aButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[aButton setTitle:#" " forState:UIControlStateNormal];
[gameScroll addSubview:aButton];
}
And then the action for when a button is clicked is:
- (void) buttonClicked:(UIButton *)sender {
int tag = sender.tag;
if (sender.selected == TRUE) {
[sender setSelected:FALSE];
[sender setBackgroundColor:[UIColor clearColor]];
}
else if (sender.selected == FALSE) {
[sender setSelected:TRUE];
[sender setBackgroundColor:[UIColor redColor]];
}
}
right now everything works but i want it to know if theres already a button selected and deselect that other button, or else to automatically deselect any time the user clicks outside of the range of that button
thanks in advance
I would suggest to put all ur buttons to Array in your button initialisation
NSMutableArray* buttons = [NSMutableArray arrayWithCapacity: list.length];
for (int l=0; l<list.length; l++) {
UIButton *aButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[aButton setTag:l];
CGRect buttonRect = CGRectMake(11+charact*20, -40 + line*50, 18, 21);
aButton.frame = buttonRect;
[aButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[aButton setTitle:#" " forState:UIControlStateNormal];
[gameScroll addSubview:aButton];
[buttons addObject: aButton];
}
and every time buttonClicked triggered, then do your logic:
for (UIButton* button in buttons)
{
if (button != sender)
{
[button setSelected: FALSE];
[button setBackgroundColor:[UIColor redColor]];
}
}
int tag = sender.tag;
if (sender.selected == TRUE) {
[sender setSelected:FALSE];
[sender setBackgroundColor:[UIColor clearColor]];
}
else if (sender.selected == FALSE) {
[sender setSelected:TRUE];
[sender setBackgroundColor:[UIColor redColor]];
}
hope helps :)
You can store currently selected button in a separate variable and deselect it in buttonClicked: method:
- (void) buttonClicked:(UIButton *)sender {
int tag = sender.tag;
currentButton.selected = NO;
if (currentButton != sender){
currentButton = sender;
currentButton.selected = YES;
}
else{
currentButton = nil;
}
}
Also you can specify background colour for each state in button itself so you actually don't need to change it each time manually
If you also want to deselect your button when user just touches the screen you can implement touchesEnded:withEvent: in your view controller and reset currentButton in it (that method will get called if no other control intercept the touch event - so it may not be sufficient in all cases)
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event{
currentButton.selected = NO;
currentButton = nil;
}
So I dynamically create 3 UIButtons (for now), with this loop:
NSMutableArray *sites = [[NSMutableArray alloc] init];
NSString *one = #"Constution Center";
NSString *two = #"Franklin Court";
NSString *three = #"Presidents House";
[sites addObject: one];
[one release];
[sites addObject: two];
[two release];
[sites addObject: three];
[three release];
NSString *element;
int j = 0;
for (element in sites)
{
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
//setframe (where on screen)
//separation is 15px past the width (45-30)
button.frame = CGRectMake(a, b + (j*45), c, d);
[button setTitle:element forState:UIControlStateNormal];
button.backgroundColor = [SiteOneController myColor1];
[button addTarget:self action:#selector(showCCView:)
forControlEvents:UIControlEventTouchUpInside];
[button setTag:j];
[self.view addSubview: button];
j++;
}
The #Selector method is here:
- (void) showCCView:(id) sender {
UIButton *button = (UIButton *)sender;
int whichButton = button.tag;
NSString* myNewString = [NSString stringWithFormat:#"%d", whichButton];
self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
self.view.backgroundColor = [UIColor whiteColor];
UINavigationBar *cc = [SiteOneController myNavBar1:#"Constitution Center Content"];
UINavigationBar *fc = [SiteOneController myNavBar1:#"Franklin Court Content"];
UINavigationBar *ph = [SiteOneController myNavBar1:#"Presidents House Content"];
if (whichButton = 0)
{
NSLog(myNewString);
[self.view addSubview:cc];
}
else if (whichButton = 1)
{
NSLog(myNewString);
[self.view addSubview:fc];
}
else if (whichButton = 2)
{
NSLog(myNewString);
[self.view addSubview:ph];
}
}
Now, it is printing the correct button tag to NSLog, as shown in the method, however EVERY SINGLE BUTTON is displaying a navigation bar with "Franklin Court" as the title, EVERY SINGLE ONE, even though when I click button 0, it says "Button 0 clicked" in the console, but still performs the else if (whichButton = 1) code.
Am I missing something here?
You're using the = operator instead of the == operator in your conditions, which makes an assignment instead of a comparison.
Since the returned value of an assignment is the assigned value, first whichButton becomes 0 and that evaluates to false, and then whichButton becomes 1 and that evaluates to true, and no matter what you do you end up with the Franklin Court option.
You have a problem where you should have used == instead of =.
Instead of this:
if (whichButton = 0)
{
NSLog(myNewString);
[self.view addSubview:cc];
}
...
Try this:
if (whichButton == 0)
{
NSLog(myNewString);
[self.view addSubview:cc];
}
else if (whichButton == 1)
{
NSLog(myNewString);
[self.view addSubview:fc];
}
else if (whichButton == 2)
{
NSLog(myNewString);
[self.view addSubview:ph];
}
Or this:
NSLog (myNewString); //occurs in all cases.
switch (whichButton)
{
case 0:
[self.view addSubview:cc];
break;
case 1:
[self.view addSubview:fc];
break;
case 2:
[self.view addSubview:ph];
break;
default:
// optionally handle the case where the button's tag was not 0, 1, or 2.
}