I have this code in LongTapGestureRecognizer for autoscrolling a view:
-(void) longPressDetectedgesture:
(UILongPressGestureRecognizer*)recognizer
{
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
// if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer
scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
- (void)autoscrollTimerFired:(NSTimer*)timer {
CGPoint scrollPoint = self.table.contentOffset;
scrollPoint = CGPointMake(scrollPoint.x, scrollPoint.y + 1);
[self.table setContentOffset:scrollPoint animated:NO];
}
It works perfect for me, but my need is, the autoscrooling must stop when the user taps the screen for Longgesture for the second time and vise versa. How to stop this, when the user taps for a second time.
It looks like you're almost there. You probably want something like this:
if (recogniser.state == UIGestureRecognizerStateBegan) {
if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
} else {
[autoscrollTimer invalidate];
autoscrollTimer = nil;
}
}
What i usually do is declare a global BOOL Alter; and initialize it Alter = NO; in viewDidLoad (or any other method) then
-(void) longPressDetectedgesture:(UILongPressGestureRecognizer*)recognizer
{
if(Alter)
{
Alter = NO;
[autoscrollTimer inValidate];
}
else
{
Alter = YES;
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
// if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
}
create a BOOL called shouldFireTimer in viewDidLoad or similar and update it's value each time you detect a longpress
-(void) longPressDetectedgesture: (UILongPressGestureRecognizer*)recognizer {
_btnautoscrollstop.hidden = NO;
_btnautoscroll.hidden = YES;
if ( shouldFireTimer ) {
[autoscrollTimer invalidate];
autoscrollTimer = nil;
} else {
autoscrollTimer = [NSTimer
scheduledTimerWithTimeInterval:(55.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
shouldFireTimer = !shouldFireTimer;
}
- (void)autoscrollTimerFired:(NSTimer*)timer {
CGPoint scrollPoint = self.table.contentOffset;
scrollPoint = CGPointMake(scrollPoint.x, scrollPoint.y + 1);
[self.table setContentOffset:scrollPoint animated:NO];
}
or like Matt says above maybe just check nil status instead of using a BOOL. I suggest using a BOOL as you maybe firing autoscrollTimerFired in other circumstances too (from a button for example) i.e. it might not be nil when you want to call it.
Related
** I show count down timer on cell when i long press on cell.but the problem is that when i click on row timer started but suddenly when i click on second cell timer stop of previous cell and start timer new cell which i click ,but the main functionality which i need is that i have to show running previous timer and current timer . please any one give me right way for that.**
-(void)handleLongPress:(UILongPressGestureRecognizer *)gestureRecognizer
{ AppDelegate *app=(AppDelegate *)[UIApplication sharedApplication].delegate;
CGPoint p = [gestureRecognizer locationInView:ChatTable];
NSIndexPath *indexPath = [ChatTable indexPathForRowAtPoint:p];
if ([[[userArray valueForKey:#"sender_id"] objectAtIndex:indexPath.row]isEqualToString: app.userId]) {
}
else{
if (gestureRecognizer.state == UIGestureRecognizerStateBegan)
{
if ([imageCache objectForKey:[NSString stringWithFormat:#"%d",indexPath.row]]==NULL) {
}
else
{
self.picId=[[userArray valueForKey:#"pic_id"] objectAtIndex:indexPath.row];
self.imageName=[[userArray valueForKey:#"imagename"] objectAtIndex:indexPath.row];
ChatTable.userInteractionEnabled=NO;
// self.navigationController.navigationBarHidden=YES;
image=[[UIImageView alloc]initWithFrame:CGRectMake(0, 0, 320, 480)];
self.pickerValue=[[userArray valueForKey:#"seconds"] objectAtIndex:indexPath.row];
image.image=[imageCache objectForKey:[NSString stringWithFormat:#"%d",indexPath.row]];
[self.view addSubview:image];
[self showTableTime:indexPath];
}
}
else if (gestureRecognizer.state == UIGestureRecognizerStateEnded) {
UITableViewCell * myCell = [ChatTable cellForRowAtIndexPath:indexpathForTimer];
UILabel * myLabel = (UILabel *)[myCell viewWithTag:101];
myLabel.text=#"";
// self.navigationController.navigationBarHidden=NO;
[image removeFromSuperview];
}
}
}
-(void)showTableTime:(NSIndexPath *)indexPath
{
secondsLeft=[self.pickerValue integerValue];
indexpathForTimer=indexPath;
[self countDownTimer];
}
- (void)countDownTimer {
timer =[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
}
- (void)updateCounter:(NSTimer *)theTimer {
UITableViewCell * myCell = [ChatTable cellForRowAtIndexPath:indexpathForTimer];
UILabel * myLabel = (UILabel *)[myCell viewWithTag:101];
if (secondsLeft >0) {
secondsLeft --;
UILabel * myLabel = (UILabel *)[myCell viewWithTag:101];
myLabel.text=[NSString stringWithFormat:#"0%d",secondsLeft];
}
else if(secondsLeft==0)
{
[self.image removeFromSuperview];
[timer invalidate];
ChatTable.userInteractionEnabled=YES;
myLabel.text=#"";
[self SendRequsetToServerOfSeenImage];
}
else
{
}
}
The problem is that you only store one timer/indexpath pair (you only use the variables "timer" and "indexPathForTimer"). As soon as you activate a second cell, the variable indexPathForTimer will be overwritten with the indexPath for the second cell, so you only update the second cell.
I would suggest you convert the variable timer into an NSMutableArray and indexPathForTimer into an NSMapTable and then do
// code to init the map table, perform this where you initialize your variables
// (you may want to use weakToStrong or weakToWeak depending on your memory
// management)
indexPathForTimer = [NSMapTable strongToStrongObjectsMapTable];
// use this code to create your timer instance with reference to the index path
// for which it was instantiated
NSTimer* newTimer = [NSTimer timerWithTimerInterval:1.0 target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
[timer addObject:newTimer];
[indexPathForTimer addObject:indexPath forKey:newTimer];
[NSRunLoop mainRunLoop] addTimer:newTimer forModes:NSRunLoopCommonModes];
In your updateCounter: method, you can then get the real index path like so
currentIndexPath = [indexPathForTimer objectForKey:theTimer];
Try this
- (void)countDownTimer
{
timer =[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop]addTimer:timer forMode:NSRunLoopCommonModes];
}
I think you want to run multiple timer on view or on each cell. but it become complicated to handle multiple timers that running on different cells.
When repeat button is hit for the first time then it should run infinite times and when it is hit for second time then it should not repeat audio rather it should stop looping. . Below is the code it works very well for the first time but when it is pressed again it is not stopping looping.
BOOL isFirstTime;
#interface English : UIViewController <UITextViewDelegate, ADBannerViewDelegate, UIScrollViewDelegate,
-(void) RepeatAction:(id)sender{
if(isFirstTime == YES){
player.numberOfLoops = -1;
} else {
player.numberOfLoops = 0;
}
}
- (void)playAction:(id)sender
{
if([player isPlaying])
{
[sender setImage:[UIImage imageNamed:#"1play.png"] forState:UIControlStateSelected];
[player pause];
}else{
[sender setImage:[UIImage imageNamed:#"audiopause.png"] forState:UIControlStateNormal];
[player play];
slidertimer = [NSTimer timerWithTimeInterval:1.0 target:self selector:#selector(updateProgressBar:) userInfo:nil repeats:YES];
[[NSRunLoop mainRunLoop] addTimer:slidertimer forMode:NSRunLoopCommonModes];
timer = slidertimer;
}}
Thanks for help.
-(void) RepeatAction:(id)sender{
if(isFirstTime){ // even here you need not to compare with == YES
player.numberOfLoops = -1;
isFirstTime = NO;
} else {
player.numberOfLoops = 0;
isFirstTime = YES;
}
}
I want to make a "downloading" uilabel whose label text will change dynamically when I call the method "updating":
self.checkingArray = [NSArray arrayWithObjects:#"download", #"download.", #"download..", #"download...",
nil];
- (void) updating
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
checkLabel.text = [self.checkingArray objectAtIndex:curCheckingState];
self.curCheckingState++;
if (self.curCheckingState >= 4) {
self.curCheckingState = 0;
}
But the label text stay with the text "download...", I want to know how to achieve my purpose?
Implement this:
- (void) updating
{
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
static unsigned char state = 0;
checkLabel.text = [self.checkingArray objectAtIndex:state];
if(state < 3) state++;
else state = 0;
}
Do this:
self.checkingArray = [NSArray arrayWithObjects:#"download", #"download.", #"download..", #"download...",
nil];
self.curCheckingState = 0;
- (void) updating
{
//change timer time interval if needed
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(changeText) userInfo:nil repeats:YES];
}
- (void) changeText
{
checkLabel.text = [self.checkingArray objectAtIndex:self.curCheckingState];
if (self.curCheckingState == 3) //depending on [array count]-1
{
self.curCheckingState = 0;
}
else
{
self.curCheckingState++;
}
}
I am trying to increase a variable's value while uibutton is kept pressing. But when user leaves button, increasing of variable's value will be stopped.
i have tried using threads with touch down and touchupinside but couldn't make it work.
-(void) changeValueOfDepthFields:(UIButton *)sender {
if (pressing)
pressing = NO;
else
pressing = YES;
pressingTag = 0;
while (pressing) {
[NSThread detachNewThreadSelector:#selector(increaseValue) toTarget:self withObject:nil];
}
}
- (void) stopValueChange:(UIButton *)sender {
pressing = NO;
}
[fStopUp addTarget:self action:#selector(changeValueOfDepthFields:) forControlEvents:UIControlEventTouchDown];
[fStopUp addTarget:self action:#selector(stopValueChange:) forControlEvents:UIControlEventTouchUpInside];
- (void) increaseValue {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
fstopVal = fstopVal + 0.1;
[self performSelectorOnMainThread:#selector(changeTextOfValues) withObject:nil waitUntilDone:YES];
[pool release];
}
- (void) changeTextOfValues {
fStopField.text = [NSString stringWithFormat:#"%.02f", fstopVal];
}
I wonder if there is an alternative way to do this or not. It seems very simple but couldn't think of any other solution than this one.
It is much easier to use an NSTimer.
- (void)changeValueOfDepthFields:(UIButton *)sender
{
if (!self.timer) {
self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(increaseValue) userInfo:nil repeats:YES];
}
}
- (void)stopValueChange:(UIButton *)sender
{
if (self.timer) {
[self.timer invalidate];
self.timer = nil;
}
}
- (void)increaseValue
{
fstopVal = fstopVal + 0.1;
fStopField.text = [NSString stringWithFormat:#"%.02f", fstopVal];
}
Note: The previous code is just for reference, I didn't do any memory management for example.
I've got my UITextView set up for scrolling like this,
-(void)startAutoScroll
{
NSLog(#"AutoScroll Started");
if (scrollingTimer == nil) {
scrollingTimer = [NSTimer scheduledTimerWithTimeInterval:(60.0/1000.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:nil
repeats:YES];
}
}
- (void) autoscrollTimerFired:(NSTimer *)timer
{
scrollPoint = self.completeText.contentOffset;
scrollPoint = CGPointMake(scrollPoint.x, scrollPoint.y + velocityFactor);
[self.completeText setContentOffset:scrollPoint animated:NO];
}
How to enable smooth scrolling? thanks
You can make the trick scrolling pixel by pixel with animated NO since it doesn't stop like the animated YES property after its done scrolling. The only thing you gotta set is the velocityFactor as the time your NSTimer should be called, not the scroll should move. And after the scroll is done with the contentSize, invalidate the timer and the scroll should stop.
- (void) autoscrollTimerFired:(NSTimer *)timer {
[self.completeText setContentOffset:CGPointMake(0, self.completeText.contentOffset.y + 1.0) animated:NO];
if (self.completeText.contentOffset.y != self.completeText.contentSize.height - self.completeText.frame.size.height) {
scrollingTimer = [NSTimer scheduledTimerWithTimeInterval:velocityFactor target:self selector:#selector(autoscrollTimerFired:) userInfo:nil repeats:NO];
} else {
[scrollingTimer invalidate];
}
}