i want to hide button on one touch itself. when the user touches the button that button should get hide but on one touch.The buttons are moving randomly. The moving buttons shoul get hide on touch. i have done it but after two three times pressing only it gets hide. i am using touchupinside event. Can anyone help me?
-(IBAction)clickButton1:(id)sender
{
if (button1.tag==1)
{
button1.hidden=TRUE;
}
else
{
button1.hidden=FALSE;
}
}
-(IBAction)clickButton2:(id)sender
{
if(button1.hidden==TRUE && button3.hidden==FALSE)
{
button2.hidden=TRUE;
}
else
{
button2.hidden=FALSE;
}
}
Thanks in advance
Replace your code with this Button touchUpInside
-(IBAction)hide:(id)sender
{
UIButton *tmp = (UIButton *)sender;
tmp.hidden = YES;
}
Replace your first IBAction method with this one:
-(IBAction)clickButton1:(id)sender
{
UIButton *button1 = (UIButton *)sender;
if (button1.tag==1)
{
button1.hidden=TRUE;
}
else
{
button1.hidden=FALSE;
}
}
You can create your button on viewDidLoad with loop
-(void) viewDidLoad{
for ( c = 0; c < 10; c++ ){
Buttons[c] = [[UIButton alloc] init];
Buttons[c].tag = c;
}
}
after that you can control the show hide with following code.
-(IBAction)yourActionMethod:(id)sender
{
//your normal action codes here
UIButton *tmp = (UIButton *)sender;
if (tmp.tag == 0) {
// some codes
} else {....}
//control buttons of the
for (int i = 0; i < tmp.tag; i++){
Buttons[i].hidden = yes;
}
}
Related
I want to set 5 buttons on uiview at random position. Buttons need maintain some spacing to each other. I mean buttons should not overlap to each other.
All buttons set on UIView come from corners with rotation animation.
btn1.transform = CGAffineTransformMakeRotation(40);
btn2.transform = CGAffineTransformMakeRotation(60);
btn3.transform = CGAffineTransformMakeRotation(90);
btn4.transform = CGAffineTransformMakeRotation(30);
btn5.transform = CGAffineTransformMakeRotation(20);
I Can rotate buttons using above code but can you pls. help me for set buttons on random position with out overlapping by each other.
If points are fix than I can set buttons with animation by this code but I want random position of buttons.
[AnimationView moveBubble:CGPointMake(18, 142) duration:1 : btn1];
[AnimationView moveBubble:CGPointMake(118, 142) duration:1 : btn2];
[AnimationView moveBubble:CGPointMake(193, 142) duration:1 : btn3];
[AnimationView moveBubble:CGPointMake(18, 216) duration:1 : btn4];
Thanks in advance.
1st, add buttons to an NSArray, only to make things easier:
NSArray *buttonArray = #[btn1,btn2,btn3,btn4,btn5];
Now, this code tries to Arrange them at random positions.
int xTemp, yTemp;
for (int i = 0; i < 5; i++) {
while (YES) {
xTemp = arc4random_uniform(view.frame.size.width - [buttonArray[i] frame].size.width);
yTemp = arc4random_uniform(view.frame.size.height - [buttonArray[i] frame].size.height);
if (![self positionx:xTemp y:yTemp intersectsAnyButtonTillIndex:i inButtonArray:buttonArray]) {
[AnimationView moveBubble:CGPointMake(xTemp, yTemp) duration:1 : buttonArray[i]];
break;
}
}
}
Implement this function somewhere too:
- (BOOL) positionx:(int)xTemp y:(int)yTemp intersectsAnyButtonTillIndex:(int)index inButtonArray:(NSArray *)buttonArray {
//Again please change the < to <= , I'm sorry, doing too many things at once.
for (int i = 0; i <= index; i++) {
CGRect frame = [buttonArray[i] frame];
//EDIT : In the logic earlier, I had wrongly done a minus where I should have done a plus.
if ((xTemp > frame.origin.x && xTemp < (frame.size.width + frame.origin.x)) && (yTemp > frame.origin.y && yTemp < (frame.size.height + frame.origin.y))) return YES;
}
return NO;
OK this is a workign soln., I hope, just added something to WolfLink's answer. Check This.
for (UIButton *button in buttonArray) {
button.frame = CGRectMake(arc4random_uniform(view.frame.size.width - button.frame.size.width), arc4random_uniform(view.frame.size.height - button.frame.size.height), button.frame.size.width, button.frame.size.height);
while ([self button:button intersectsButtonInArray:buttonArray]) {
button.frame = CGRectMake(arc4random_uniform(view.frame.size.width - button.frame.size.width), arc4random_uniform(view.frame.size.height - button.frame.size.height), button.frame.size.width, button.frame.size.height);
}
//another function
-(BOOL)button:(UIButton *)button intersectsButtonInArray:(NSArray *)array {
for (UIButton *testButton in array) {
if (CGRectIntersectsRect(button.frame, testButton.frame) && ![button isEqual:testButton]) {
return YES;
}
}
return NO;
}
Based on spiritofmysoul.wordpress's code:
//in the function where you randomize the buttons
NSArray *buttonArray = #[btn1,btn2,btn3,btn4,btn5];
for (UIButton *button in buttonArray) {
float widthOffset = self.frame.size.width-button.frame.size.width;
float heightOffset = self.frame.size.height-button.frame.size.height;
button.frame = CGRectMake(arc4random()%widthOffset, arc4random()%heightOffset, button.frame.size.width, button.frame.size.height);
while ([self button:button intersectsButtonInArray:buttonArray]) {
button.frame = CGRectMake(arc4random(), arc4random(), button.frame.size.width, button.frame.size.height);
}
//another function
-(BOOL)button:(UIButton *)button intersectsButtonInArray:(NSArray *)array {
for (UIButton *testButton in array) {
if (CGRectIntersectsRect(button.frame, testButton.frame) && ![button isEqual:testButton]) {
return YES;
}
}
return NO;
}
Beware: This will work well for small amounts of buttons on a large space but as you add buttons and you run out of space, this method will take much longer to run. If there is not enough space for all the buttons, it will become an infinite loop.
I have created a storyboard with 12 buttons, 12 smaller buttons and 12 labels.
It is like that:
btnBig1.tag = 1
btnSmall1.tag = 1
lbl1.tag = 1
btnBig2.tag = 2
btnSmall2.tag = 2
lbl2.tag = 2
etc...
Now when a procedure is called
- (IBAction)processButtonUpInside:(id)sender
{
UIButton *nButton = (UIButton*)sender;
int nInt = nButton.tag;
}
... I would like to do something with all 3 controls (big button, small button and label).
It should look like this (pseudo-code):
- (IBAction)processButtonUpInside:(id)sender
{
UIButton *nButton = (UIButton*)sender;
int nInt = nButton.tag;
UIButton *nButtonBig (UIButton*)CastFromTagID(nInt)
//do something with the big button
UIButton *nButtonSmall (UIButton*)CastFromTagID(nInt)
//do something with the small button
UILabel *nLabel (UILabel*)CastFromTagID(nInt)
//do something with the label
}
As you can see, the CastFromTagID is my "own invention". I don't know how I should actually do this.
Can somebody help?
Thank you very much.
You can use 3 a different starting point for each button family:
enum {
kTagFirstBigButton = 1000,
kTagFirstSmallButton = 2000,
kTagFirstLabel = 3000,
}
Assign the tags using them:
btnBig1.tag = kTagFirstBigButton + 1;
btnSmall1.tag = kTagFirstSmallButton + 1;
lbl1.tag = kTagFirstLabel + 1;
btnBig2.tag = kTagFirstBigButton + 2;
btnSmall2.tag = kTagFirstSmallButton + 2;
lbl2.tag = kTagFirstLabel + 2;
...
Now it's easy to find anything:
- (IBAction)processButtonUpInside:(id)sender
{
UIButton *nButton = (UIButton*)sender;
/* I'm not sure what button is `sender` here
If it's a big or small one you can guess
comparing its tag with the first tag
*/
int offset = nButton.tag;
UIButton *nButtonBig = (UIButton*)[view viewWithTag:kTagFirstBigButton + offset];
//do something with the big button
UIButton *nButtonSmall = (UIButton*)[view viewWithTag:kTagFirstSmallButton + offset];
//do something with the small button
UILabel *nLabel = (UILabel*)[view viewWithTag:kTagFirstLabel + offset];
//do something with the label
}
You shouldn't assign the same tag id to different views.
Indeed, do something like this:
btnBig1.tag = 11 btnSmall1.tag = 12 lbl1.tag = 13;
btnBig2.tag = 21 btnSmall2.tag = 22 lbl2.tag = 23;
Then consider the last digit of the tag id:
UIView *nView = (UIView *)sender;
if (lastDigit(sender.tag) == 3)
// this is a label
{
UIButton *nButtonBig = [nView.superview viewWithTag:nInt-2];
UIButton *nButtonSmall = [nView.superview viewWithTag:nInt-1];
UILabel *nLabel = (UILabel *)sender;
}
else if (lastDigit(sender.tag) == 2)
.....
where lastDigit(sender.tag) is a function that returns the last digit of a given integer.
In my case where I don't have a reference to the subviews that I want to edit under the same tag I just grab all of the subviews for a given view then loop through all of them and check the tag, if the tag match I execute some code. For example..
#define kSameViewTag 9500001
for (int i = 0; i < 10; i++) // add a bunch of same tag views //
{
UIView *someview = [UIView new];
someview.tag = kSameViewTag;
[YourParent addSubview:someview];
}
Then later on or whenever you need to loop through your views you can do.
NSArray *subviews = [[YourParent subviews] copy];
for (UIView *v in subviews)
{
if (v.tag == kSameViewTag)
{
// Do some code //
}
}
Now this may become an performance issue if you have a lot of subviews so you can always run it on the background thread then jump into the main thread to do UI updates. For Example:
NSArray *subviews = [[YourParent subviews] copy];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
for (UIView *v in subviews)
{
if (v.tag == kSameViewTag)
{
dispatch_async(dispatch_get_main_queue(), ^{
// Do Some UI Stuff Here //
});
}
}
});
Following code i am writing to hide some buttons in viewDidLoad. Here Buttons Are hiding
- (void)viewDidLoad
{
for (int i = 100; i<117; i++)
{
UIButton *smileyButton = (UIButton *)[scroll viewWithTag:i];
UITextField *smileyFields = (UITextField *)[scroll viewWithTag:i];
UIImageView *smileyImage = (UIImageView *)[scroll viewWithTag:i];
smileyFields.hidden = YES;
smileyButton.hidden = YES;
}
}
Now in Following Action am making Buttons Visible. But buttons are not Visible
-(IBAction)editButton:(id)sender
{
for (int i = 100; i<117; i++)
{
UIButton *smileyButton = (UIButton *)[scroll viewWithTag:i];
UITextField *smileyFields = (UITextField *)[scroll viewWithTag:i];
UIImageView *smileyImage = (UIImageView *)[scroll viewWithTag:i];
[smileyFields setHidden:NO]; //TextFields Not Visible
[smileyButton setHidden:NO]; //Buttons Not Visbile
}
}
If you have several views with the same tag, function viewWithTag will return only one view, so if you call this 3 times, you get always the same view.
To do what you want, you could iterate all subviews and check tags:
for (UIView *aView in scrollView.subviews) {
if (aView.tag >= 100 && aView.tag < 117) {
aView.hidden = NO;
}
}
Are you building the view controller in Interface Builder? If so, set the Tag of each thing you want to hide to a different number: try something simple like 1, 2, 3, etc. If you're building in code set the tag property instead. Remember your maximum tag number (let's assume it's 4).
Then add the following to your .h:
- (void)setTaggedViewsHidden:(BOOL)hidden;
and the following to your .m:
- (void)setTaggedViewsHidden:(BOOL)hidden {
for (NSInteger tag = 1; tag <= 4; tag++) {
[scroll viewWithTag:tag].hidden = hidden;
}
}
In your viewDidLoad call it like so:
[self setTaggedViewsHidden:YES];
and in your editButton: selector call it as:
[self setTaggedViewsHidden:NO];
Remember to adjust the code in setTaggedViewsHidden to match the tags you're using. The best way to do this is to #define a constant for the min and max tags and use those in the for loop.
I want to change the image in image view on button click but it does not changing. I am using JPG image to load in image View
- (IBAction) changeImage:(id)sender
{
UIButton *tappedButton = (UIButton*) sender;
NSInteger selectedIndex = [tappedButton tag];
if (selectedIndex==0)
{
UIImage *modelimage = [UIImage imageNamed:#"compositone.jpg"];
modelImagewView.image=modelimage;
}
else
{
UIImage *modelimage = [UIImage imageNamed:#"composittwo.jpg"];
modelImagewView.image=modelimage;
}
}
Try this format - modelImagewView.image = [UIImage imageNamed:#"composittwo.jpg"];
Also, make sure you have set tag numbers properly so that selectedIndex is not always 0. At the same time check if you have linked this IBAction to the appropriate button.
Try This Code
- (IBAction) changeImage:(id)sender
{
UIButton *tappedButton = (UIButton*) sender;
if (tappedButton.tag==0)
{
modelImageView.image=[UIImage imageNamed:#"compositone.jpg"];
}
else
{
modelImageView.image=[UIImage imageNamed:#"composittwo.jpg"];
}
}
how to change two labels one by one with one button
-(IBAction)see :(id) sender
{
labl1.text=[NSString stringWithFormat:#"hi"];
labl2.text=[NSString stringWithFormat:#"helo"];
}
Try with below
Suppose you have two UILabel in memory.
//Set text
labl1.text=[NSString stringWithFormat:#"hi"];
labl2.text=[NSString stringWithFormat:#"helo"];
//Set their frame
labl1.frame = CGRectMake(x,y,width,height);
labl2.frame = CGRectMake(x,y,width,height);
...........
...........
//Add to super view
[self.view addSubviews:labl1];
[self.view addSubviews:labl2];
-(IBAction)see :(id) sender
{
if(SomeCondition)
{
labl1.hidden = NO;
labl2.hidden = YES;
}
else
{
labl2.hidden = NO;
labl1.hidden = YES;
}
}