If anyone has the app GymBuddy, then they will know what I am talking about. They seem to use the stock Number Pad keyboard but have added a "." button in the lower left as well as a bar across the top to switch to alpha characters. Does anyone know how to do this? Do I make a new view like the keyboard and pull it up and have the buttons correspond to the textField for input? I can't seem to find any information on customizing a keyboard or creating your own. Thanks
I have done this. Basically you add your own button as a subview of the UIKeyboard like this:
// This function is called each time the keyboard is going to be shown
- (void)keyboardWillShow:(NSNotification *)note {
// Just used to reference windows of our application while we iterate though them
UIWindow* tempWindow;
// Because we cant get access to the UIKeyboard throught the SDK we will just use UIView.
// UIKeyboard is a subclass of UIView anyways
UIView* keyboard;
// Check each window in our application
for(int c = 0; c < [[[UIApplication sharedApplication] windows] count]; c ++)
{
// Get a reference of the current window
tempWindow = [[[UIApplication sharedApplication] windows] objectAtIndex:c];
// Loop through all views in the current window
for(int i = 0; i < [tempWindow.subviews count]; i++)
{
// Get a reference to the current view
keyboard = [tempWindow.subviews objectAtIndex:i];
// From all the apps i have made, they keyboard view description always starts with <UIKeyboard so I did the following
if([[keyboard description] hasPrefix:#"<UIKeyboard"] == YES)
{
// Only add the Decimal Button if the Keyboard showing is a number pad. (Set Manually through a BOOL)
if (numberPadShowing && [keyboard viewWithTag:123] == nil) {
// Set the Button Type.
dot = [UIButton buttonWithType:UIButtonTypeCustom];
// Position the button - I found these numbers align fine (0, 0 = top left of keyboard)
dot.frame = CGRectMake(0, 163, 106, 53);
dot.tag = 123;
// Add images to our button so that it looks just like a native UI Element.
[dot setImage:[UIImage imageNamed:#"dotNormal.png"] forState:UIControlStateNormal];
[dot setImage:[UIImage imageNamed:#"dotHighlighted.png"] forState:UIControlStateHighlighted];
//Add the button to the keyboard
[keyboard addSubview:dot];
// When the decimal button is pressed, we send a message to ourself (the AppDelegate) which will then post a notification that will then append a decimal in the UITextField in the Appropriate View Controller.
[dot addTarget:self action:#selector(sendDecimal:) forControlEvents:UIControlEventTouchUpInside];
return;
}
else if (numberPadShowing && [keyboard viewWithTag:123])
{
[keyboard bringSubviewToFront:dot];
}
else if (!numberPadShowing)
{
for (UIView *v in [keyboard subviews]){
if ([v tag]==123)
[v removeFromSuperview];
}
}
}
}
}
}
- (void)sendDecimal:(id)sender {
// The decimal was pressed
}
Hope that's clear.
-Oscar
Check this post, this could be your answer:
UIKeyboardTypeNumberPad and the missing "return" key
Related
I've downloaded iOS 8 Gold Master for the iPhone and the SDK.
I tested the app and it works fine, except for one thing.
I have a text field where a number pad will appear if the user wants to type something, in addition, a custom button is added to the empty area when the keyboard shows up.
- (void)addButtonToKeyboard
{
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
{
// create custom button
UIButton * doneButton = [UIButton buttonWithType:UIButtonTypeCustom];
doneButton.frame = CGRectMake(-2, 163, 106, 53);
doneButton.adjustsImageWhenHighlighted = NO;
[doneButton setImage:[UIImage imageNamed:#"DoneUp.png"] forState:UIControlStateNormal];
[doneButton setImage:[UIImage imageNamed:#"DoneDown.png"] forState:UIControlStateHighlighted];
[doneButton addTarget:self action:#selector(saveNewLead:) forControlEvents:UIControlEventTouchUpInside];
// locate keyboard view
UIWindow * tempWindow = [[[UIApplication sharedApplication] windows]objectAtIndex:1];
UIView* keyboard;
for(int i=0; i<[tempWindow.subviews count]; i++)
{
keyboard = [tempWindow.subviews objectAtIndex:i];
// keyboard view found; add the custom button to it
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 3.2) {
if([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES)
[keyboard addSubview:doneButton];
} else {
if([[keyboard description] hasPrefix:#"<UIKeyboard"] == YES)
[keyboard addSubview:doneButton];
}
}
}
}
This was working fine up till now.
First of all, I'm getting this warning:
Can't find keyplane that supports type 4 for keyboard
iPhone-Portrait-NumberPad; using
3876877096_Portrait_iPhone-Simple-Pad_Default
then that custom button is also not showing, which I think because of these 2 lines:
if([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES)
and
if([[keyboard description] hasPrefix:#"<UIKeyboard"] == YES)
Any suggestions?
I too had this problem after updating to the latest Xcode Beta. The settings on the simulator are refreshed, so the laptop (external) keyboard was being detected. If you simply press:
iOS Simulator -> Hardware -> Keyboard -> Connect Hardware Keyboard
so that the entry is UNchecked then the software keyboard will be displayed once again.
The emulator tries to find a numeric keypad on the mac, but this is not found (MacBook Pro, MacBook Air and "normal/small" keyboard do not have it). You can deselect the option Connect Hardware Keyboard or just ignore the error message, it will have no negative effect on application.
Just Go to
iOS Simulator -> Hardware -> Keyboard -> Uncheck the Connect Hardware Keyboard Option.
This will fix the issue.
Your MAC keyboard will not work after performing the above step, You have to use simulator keyboard.
I am using xcode with ios 8 just uncheck the connect harware keyboard option in your Simulator-> Hardware-> Keyboard-> Connect Hardware Keyboard.
This will solve the issue.
I also had this problem and found the solution.
Below is the code which will work for iOS 8.0 and also for below versions.
I have tested it on iOS 7 and 8.0 (Xcode Version 6.0.1)
- (void)addButtonToKeyboard
{
// create custom button
self.doneButton = [UIButton buttonWithType:UIButtonTypeCustom];
//This code will work on iOS 8.3 and 8.4.
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.3) {
self.doneButton.frame = CGRectMake(0, [[UIScreen mainScreen] bounds].size.height - 53, 106, 53);
} else {
self.doneButton.frame = CGRectMake(0, 163+44, 106, 53);
}
self.doneButton.adjustsImageWhenHighlighted = NO;
[self.doneButton setTag:67123];
[self.doneButton setImage:[UIImage imageNamed:#"doneup1.png"] forState:UIControlStateNormal];
[self.doneButton setImage:[UIImage imageNamed:#"donedown1.png"] forState:UIControlStateHighlighted];
[self.doneButton addTarget:self action:#selector(doneButton:) forControlEvents:UIControlEventTouchUpInside];
// locate keyboard view
int windowCount = [[[UIApplication sharedApplication] windows] count];
if (windowCount < 2) {
return;
}
UIWindow *tempWindow = [[[UIApplication sharedApplication] windows] objectAtIndex:1];
UIView *keyboard;
for (int i = 0; i < [tempWindow.subviews count]; i++) {
keyboard = [tempWindow.subviews objectAtIndex:i];
// keyboard found, add the button
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.3) {
UIButton *searchbtn = (UIButton *)[keyboard viewWithTag:67123];
if (searchbtn == nil)
[keyboard addSubview:self.doneButton];
} else {
if([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES) {
UIButton *searchbtn = (UIButton *)[keyboard viewWithTag:67123];
if (searchbtn == nil)//to avoid adding again and again as per my requirement (previous and next button on keyboard)
[keyboard addSubview:self.doneButton];
} //This code will work on iOS 8.0
else if([[keyboard description] hasPrefix:#"<UIInputSetContainerView"] == YES) {
for (int i = 0; i < [keyboard.subviews count]; i++)
{
UIView *hostkeyboard = [keyboard.subviews objectAtIndex:i];
if([[hostkeyboard description] hasPrefix:#"<UIInputSetHost"] == YES) {
UIButton *donebtn = (UIButton *)[hostkeyboard viewWithTag:67123];
if (donebtn == nil)//to avoid adding again and again as per my requirement (previous and next button on keyboard)
[hostkeyboard addSubview:self.doneButton];
}
}
}
}
}
}
>
- (void)removedSearchButtonFromKeypad
{
int windowCount = [[[UIApplication sharedApplication] windows] count];
if (windowCount < 2) {
return;
}
UIWindow *tempWindow = [[[UIApplication sharedApplication] windows] objectAtIndex:1];
for (int i = 0 ; i < [tempWindow.subviews count] ; i++)
{
UIView *keyboard = [tempWindow.subviews objectAtIndex:i];
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 8.3){
[self removeButton:keyboard];
} else if([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES) {
[self removeButton:keyboard];
} else if([[keyboard description] hasPrefix:#"<UIInputSetContainerView"] == YES){
for (int i = 0 ; i < [keyboard.subviews count] ; i++)
{
UIView *hostkeyboard = [keyboard.subviews objectAtIndex:i];
if([[hostkeyboard description] hasPrefix:#"<UIInputSetHost"] == YES) {
[self removeButton:hostkeyboard];
}
}
}
}
}
- (void)removeButton:(UIView *)keypadView
{
UIButton *donebtn = (UIButton *)[keypadView viewWithTag:67123];
if(donebtn) {
[donebtn removeFromSuperview];
donebtn = nil;
}
}
Hope this helps.
But , I still getting this warning:
Can't find keyplane that supports type 4 for keyboard iPhone-Portrait-NumberPad; using 3876877096_Portrait_iPhone-Simple-Pad_Default
Ignoring this warning, I got it working.
Please, let me know if you able to get relief from this warning.
Go into Simulator-> Hardware->Keyboard and unchecking Connect Hardware Keyboard.
The same as many answers above BUT did not change for me until I quit and restart the simulator. xcode 8.2.1 and Simulator 10.0.
I had the same problem in Xcode 8.1 and iOS 10.1. What worked for me was going into Simulator-> Hardware->Keyboard and unchecking Connect Hardware Keyboard.
Run the app using the simulator
iOS Simulator-> Hardware-> Keyboard -> iOS uses same layout as OS X
This will fix the issue if anyone out there is running their app on their device
In your iOS App can't find a Numeric Keypad attached to your OS X. So you just need to Uncheck connect Hardware Keyboard option in your Simulator, in the following path just for testing purpose:
Simulator -> Hardware -> Keyboard -> Connect Hardware Keyboard
This will resolve the above issue.
I think you should see the below link too. It says it's a bug in the
XCode at the end of that Forum post thread!
Reference
I got the same error message for two separate reasons, so you can add them to your debugging checklist:
Context: Xcode 6.4, iOS:8.4. I was adding a toolbar with custom UIBarButtons to load with the UIKeyboardTypeNumberPad (Swift: UIKeyboardType.numberPad) , namely "Done" and "+/-". I had this problem when:
My UIToolbar was declared as a property, but I had forgotten to explicitly alloc/init it.
I had left off the last line, [myCustomToolbar sizeToFit];, which sounds like it's the same family as Holden's answer (my code here: https://stackoverflow.com/a/32016397/4898050).
Good luck
I had the same problem using distribution provisioning profile. Check that you use developer profile
Why the long code and not use the UIToolbar? since the warning is still persist?
UIToolbar is working for any iOS Version here's my sample code
UIToolbar *doneToolbar = [[UIToolbar alloc] initWithFrame:(CGRect){0, 0, 50, 50}]; // Create and init
doneToolbar.barStyle = UIBarStyleBlackTranslucent; // Specify the preferred barStyle
doneToolbar.items = #[
[[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace target:nil action:nil],
[[UIBarButtonItem alloc] initWithTitle:#"Done" style:UIBarButtonItemStylePlain target:self action:#selector(doneEditAction)] // Add your target action
]; // Define items -- you can add more
yourField.inputAccessoryView = doneToolbar; // Now add toolbar to your field's inputview and run
[doneToolbar sizeToFit]; // call this to auto fit to the view
- (void)doneEditAction {
[self.view endEditing:YES];
}
I had this problem with Flutter,
When I click on my input the keyboard doesn't appear, I fixed it by upgrade the widget where there the Form widget to stateFull.
but the warning is still here.
Maybe you should reset frame of the button, I had some problem too, and nslog the view of keyboard like this:
ios8:
"<UIInputSetContainerView: 0x7fef0364b0d0; frame = (0 0; 320 568); autoresize = W+H; layer = <CALayer: 0x7fef0364b1e0>>"
before8:
"<UIPeripheralHostView: 0x11393c860; frame = (0 352; 320 216); autoresizesSubviews = NO; layer = <CALayer: 0x11393ca10>>"
The emulator tries to find a numeric keypad on the mac, but this is not found (MacBook Pro, MacBook Air, and "normal/small" keyboard do not have it). You can deselect the option Connect Hardware Keyboard or ignore the error message, it will have no adverse effect on the application.
Note: if you uncheck Connect Hardware Keyboard your mac keyboard will not work for the simulator
Okay here's a simple fix for getting 'done' button to show and work in an app in both iOS 9, iOS 8 and below when I got similar error. It could be observed after running an app and viewing it via 'View's Hierarchy' (i.e. clicking on the 'View Hierarchy' icon from Debug Area bar while app is running on device and inspecting your views in Storyboard), that the keyboard is presented on different windows in iOS 9 compared to iOS 8 and below versions and have to be accounted for.
addButtonToKeyboard
- (id)addButtonToKeyboard
{
if (!doneButton)
{
// create custom button
UIButton * doneButton = [UIButton buttonWithType:UIButtonTypeCustom];
doneButton.frame = CGRectMake(-2, 163, 106, 53);
doneButton.adjustsImageWhenHighlighted = NO;
[doneButton setImage:[UIImage imageNamed:#"DoneUp.png"] forState:UIControlStateNormal];
[doneButton setImage:[UIImage imageNamed:#"DoneDown.png"] forState:UIControlStateHighlighted];
[doneButton addTarget:self action:#selector(saveNewLead:) forControlEvents:UIControlEventTouchUpInside];
}
NSArray *windows = [[UIApplication sharedApplication] windows];
//Check to see if running below iOS 9,then return the second window which bears the keyboard
if ([[[UIDevice currentDevice] systemVersion] floatValue] < 9.0) {
return windows[windows.count - 2];
}
else {
UIWindow* keyboardWithDoneButtonWindow = [ windows lastObject];
return keyboardWithDoneButtonWindow;
}
}
And this is how you could removeKeyboardButton from keyboard if you want.
- (void)removeKeyboardButton {
id windowTemp = [self addButtonToKeyboard];
if (windowTemp) {
for (UIView *doneButton in [windowTemp subviews]) {
if ([doneButton isKindOfClass:[UIButton class]]) {
[doneButton setHidden:TRUE];
}
}
}
}
I hope to insert subview in front of displayed keyboard. I am using the following code:
[self.view bringSubviewToFront: myView];
but the subview does not display.
I am not exactly sure what you are looking for, but my best guess is you want to subview a "done"/"return" over the keypad.
You maybe able to do this by doing something like this (when the keyboard comes up)
UIWindow* tempWindow = [[[UIApplication sharedApplication] windows] objectAtIndex:1];
UIView* keyboard;
for(int i=0; i<[tempWindow.subviews count]; i++)
{
keyboard = [tempWindow.subviews objectAtIndex:i];
// keyboard view found; add the custom button to it
if([[keyboard description] hasPrefix:#"UIKeyboard"] == YES)
[keyboard addSubview:doneButton];
}
The bringSubviewToFront idea failed because it (the keyboard) is not a subview of your application.
Credit to Artyom from this question
Rather than using this for loop to find the correct window you can instead use:
UIWindow * window = [UIApplication sharedApplication].windows.lastObject;
[window addSubview:_menuView];
[window bringSubviewToFront:_menuView];
As long as you are adding it while the is keyboard active then the keyboard will always be the last view added and it reduces the code complexity greatly.
#Altaf, the prefix you mention in your code is not the good one. You should use:
if([[keyboard description] hasPrefix:#"<UIPeripheralHostView"] == YES)
See an example, with Touchpose classes to show touches on demo applications, that I modified to display the animation over the keyboard.
How do I find and remove the view corresponding to the built-in iPhone keyboard?
In this project, the user enters input into a UITextField that's always the first responder.
In previous versions of iOS (2.1 --> 4, I believe) we added a listener for the
[[NSNotificationCenter defaultCenter]
addObserver: self
selector: #selector(keyboardWillShow:)
name: UIKeyboardWillShowNotification
object: nil
];
When the keyboard is about to show, we then remove it (and our textfield remains first responder).
- (void)keyboardWillShow:(NSNotification *)note {
UIWindow* tempWindow;
UIView* keyboard;
UIView* minusView = nil;
for(int c = 0; c < [[[UIApplication sharedApplication]
windows] count]; c ++) {
tempWindow = [[[UIApplication sharedApplication]
windows] objectAtIndex:c];
// Loop through all views in the current window
for(int i = 0; i < [tempWindow.subviews count]; i++) {
keyboard = [tempWindow.subviews objectAtIndex:i];
//the keyboard view description always starts with <UIKeyboard
if([[keyboard description] hasPrefix:#"<UIKeyboard"] == YES) {
minusView = keyboard;
}
}
}
[minusView removeFromSuperview];
}
This approach no longer works, because in iOS 5 there isn't a view of type UIKeyboard that can be found this way.
However, there is a view with the following description <UITextEffectsWindow: 0x693cca0; frame = (0 0; 320 480); hidden = YES; opaque = NO; layer = <UIWindowLayer: 0x693cdb0>> which I have tried to remove with the removeFromSuperview and setIsHidden methods.
Any tips on removing the keyboard and keeping first responder status?
The left screenshot below is the loading screen, which depicts the buttons layout as intended. The right screencap shows how the built-in keyboard obscures the calculator buttons.
You should not be removing the keyboard. The keyboard window is private and, as you have discovered, likely to change between releases.
The correct way to get the effect you want is to set your text field's inputView property to the view that contains your calculator buttons. Then iOS will take care of showing that view for you, instead of showing the default keyboard.
This is documented in “Custom Views for Data Input” in the Text, Web, and Editing Programming Guide for iOS.
I realize that this is the inverse of most posts, but I would like for the keyboard to remain up even if the 'keyboard down' button is pressed.
Specifically, I have a view with two UITextFields. With the following delegate method
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
return NO;
}
I am able to keep the keyboard up even if the user presses the Done button on the keyboard or taps anywhere else on the screen EXCEPT for that pesky keyboard down button on the bottom right of the keyboard.
I am using this view like a modal view (though the view is associated with a ViewController that gets pushed in a UINavigationController), so it really works best from a user perspective to keep the keyboard up all of the time. If anyone knows how to achieve this, please let me know! Thanks!
UPDATE Still no solution! When Done is pressed, it triggers textFieldShouldReturn, but when the Dismiss button is pressed, it triggers textFieldDidEndEditing. I cannot block the textField from ending editing or it never goes away. Somehow, I really want to have a method that detects the Dismiss button and ignores it. If you know a way, please enlighten me!
There IS a way to do this. Because UIKeyboard subclasses UIWindow, the only thing big enough to get in UIKeyboard's way is another UIWindow.
- (void)viewDidLoad {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(coverKey) name:UIKeyboardDidShowNotification object:nil];
[super viewDidLoad];
}
- (void)coverKey {
CGRect r = [[UIScreen mainScreen] bounds];
UIWindow *myWindow = [[UIWindow alloc] initWithFrame:CGRectMake(r.size.width - 50 , r.size.height - 50, 50, 50)];
[myWindow setBackgroundColor:[UIColor clearColor]];
[super.view addSubview:myWindow];
[myWindow makeKeyAndVisible];
}
This works on iPhone apps. Haven't tried it with iPad. You may need to adjust the size of myWindow. Also, I didn't do any mem management on myWindow. So, consider doing that, too.
I think I've found a good solution.
Add a BOOL as instance variable, let's call it shouldBeginCalledBeforeHand
Then implement the following methods:
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField
{
shouldBeginCalledBeforeHand = YES;
return YES;
}
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField
{
return shouldBeginCalledBeforeHand;
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
shouldBeginCalledBeforeHand = NO;
}
As well as
- (BOOL)textFieldShouldReturn:(UITextField *)textField
{
return NO;
}
to prevent the keyboard from disappearing with the return button. The trick is, a focus switch from one textfield to another will trigger a textFieldShouldBeginEditing beforehand. If the dismiss keyboard button is pressed this doesn't happen. The flag is reset after a textfield has gotten focus.
Old not perfect solution
I can only think of a not perfect solution. Listen for the notification UIKeyboardDidHideNotification and make of the textfields first responder again. This will move the keyboard out of sight and back again. You could keep record of which textfield was the last firstResponder by listening for UIKeyboardWillHideNotification and put focus on it in the didHide.
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardDidHide:)
name:UIKeyboardDidHideNotification
object:nil];
...
- (void)keyboardDidHide:(id)sender
{
[myTextField becomeFirstResponder];
}
For iOS 9/10 and Swift 3, use this to create a rect which overlaps the "Hide keyboard" - Button
override func viewDidLoad() {
NotificationCenter.default.addObserver(self, selector: #selector(coverKey), name: .UIKeyboardDidShow, object: nil)
}
func coverKey() {
if let keyboardWindow = UIApplication.shared.windows.last {
let r = UIScreen.main.bounds
let myWindow = UIWindow.init(frame: CGRect(x: r.size.width - 50 , y: r.size.height - 50, width: 50, height: 50))
myWindow.backgroundColor = UIColor.clear
myWindow.isHidden = false
keyboardWindow.addSubview(myWindow)
keyboardWindow.bringSubview(toFront: myWindow)
}
}
Notice that this adds a sub view to the keyboard window instead of the main window
Try adding a custom on top of the keyboard dismiss button so that the user won't be able to tab the dismiss button. I have used this method in one of my application.
- (void)addButtonToKeyboard {
// create custom button
UIButton *blockButton = [UIButton buttonWithType:UIButtonTypeCustom];
blockButton.frame = //set the frame here, I don't remember the exact frame
[blockButton setImage:[UIImage imageNamed:#"block_button.png"] forState:UIControlStateNormal];
// locate keyboard view
UIWindow *appWindows = [[[UIApplication sharedApplication] windows] objectAtIndex:1];
UIView *keyboard;
for (int i=0; i<[appWindows.subviews count]; i++) {
keyboard = [appWindows.subviews objectAtIndex:i];
// keyboard found, add the button
if ([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES && [self.textField isFirstResponder]) {
[keyboard addSubview:doneButton];
}
}
}
Try this...
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField{
return NO;
}
You can use notification as mentioned by Nick Weaver.
I have a project where there are 64 buttons, you have to click certain ones, then click 'done'. If you clicked the right ones, you get some points, and those then need to disappear.
I have let the user keep track of which buttons are pressed by doing sender setSelected:TRUE.
The first bit is all working fine, but I'd like to be able to then hide the buttons that were selected when the user clicked 'done'.
My current thoughts are:
- what I used in Actionscript to do the same thing was
for (i=1;i++;i<65) {
if(getProperty ("b"+ i, _visible) == true) {do blah blah blah} }
I'm really really really hoping there is an obvious equivalent in objective C that does the same thing?
I definitely do not want to have to go through all 64 buttons and type if ([b1 isSelected == TRUE]etc...
I can't just use sender, as it may be several buttons that have previously been selected that I need to access.
EDIT -
This is now the code that is called when user presses one of the 64 buttons.
-(IBAction) pressed:(id)sender {
UIButton *button = (UIButton *)sender;
if ([sender isSelected] ==FALSE) {
[sender setSelected:TRUE];
}
else {
[sender setSelected:FALSE];
}
if ([myArray containsObject:sender])
{
[myArray removeObject:sender];
}
else {
[myArray addObject:sender];
}
}
This is called when they press the 'done' button.
-(IBAction) checkTotal:(id)sender {
if (total == [(totaltxt.text) intValue]) {
score += 1;
scoretxt.text = [NSString stringWithFormat:#"%i", score];
for (UIButton *b in myArray)
{
[b setHidden:TRUE];
}
[myArray removeAllObjects];
}
else {
// some indication that they pressed the button but were wrong.
}
}
It unfortunately still won't hide the button.
It works if I change it to [n1 setHidden:TRUE] to hide the matching textbox above the button, but won't hide even a specific button -eg- [b1 setHidden:TRUE], let alone all the buttons in my array.
AAAAAAAARGH!!!!
Any ideas?
You can iterate on your view's subviews, and check whether the subview is a button:
for (UIView *view in self.view.subviews)
{
if ([view isKindOfClass: [UIButton class]])
{
// Do processing here
// For instance:
if ((UIButton *)view).isSelected)
view.hidden = YES;
}
}
If you dont want to iterate through all the buttons then how about store a reference to your button in an array then just iterate through that array and clear it when the use clicks done?
-(void)click:(id)sender
{
if([myArray containsObject:sender])
[myArray removeObject:sender];
else
[myArray addObject:sender];
}
-(void)doneClicked:(id)sender
{
for(UIButton *b in myArray)
{
[b setHidden:TRUE];
}
[myArray removeAllObjects]; //whateverr the method is i dont remember it off the top of my head
}
Try [b setAlpha:0.0];
Set the tag when creating the buttons and store the tag index in an array.
-(IBAction) pressed:(id)sender {
}
by sender.tag
then finally run the loop hide all object
and again run loop to unhide the object if it exists in array.