I'm new to programming and very new to Swift so am in need of help please.
I want to create a view where images will appear and then disappear from the screen at a specific time. The time will be indicated by a label and also a slider. For example, When 5 seconds is indicated on the the label the image will appear, After 10 seconds on the label, the image will disappear. After 15 seconds another image will appear and so on. This would continue for 60 seconds. This time label would also be connected to the slider. I would like to do this completely in code if possible
Any suggestions as to an efficient way to achieve this would be very much appreciated.
You can use an UIImageView, UILabel, UISlider and NSTimer to achieve this. Make sure you keep the NSTimer instance as a member variable in your ViewController
For example, your viewDidAppear would start the NSTimer with the default interval (lets say 5 seconds):
Your ViewController would look something like this:
import UIKit
class MyViewController : UIViewController
{
// Connect these outlets via InterfaceBuilder
#IBOutlet weak var imageView : UIImageView!
#IBOutlet weak var label : UILabel!
#IBOutlet weak var slider : UISlider!
var timer : NSTimer!
override func viewDidLoad()
{
super.viewDidLoad()
slider.addTarget(self, action: Selector("sliderValueChanged"), forControlEvents: .ValueChanged)
}
override func viewDidAppear(animated: Bool)
{
super.viewDidAppear(animated)
self.startTimerWithInterval(5)
}
func sliderValueChanged()
{
let newValue = slider.value
self.startTimerWithInterval(NSTimeInterval(newValue))
}
func timerDidFire()
{
// Do something with the imageView
}
private func startTimerWithInterval(seconds: NSTimeInterval)
{
if self.timer != nil { self.timer.invalidate() }
self.timer = NSTimer(timeInterval: seconds, target: self, selector: Selector("timerDidFire"), userInfo: nil, repeats: true)
}
}
Related
I am trying to write an alarm clock like the new Bedtime feature of IOS 10 but I am fairly new to Swift. I have 2 UISliders: one is for when to sleep and the other when to wake up. My question is: How can I combine the two UISliders? and how can I make it count minutes and hours? Is it possible to have gridlines and stop points in the slider? My idea is to have increments of 0.12 and whenever the value reaches 0.60, I would count it as 1 hour and "..." minutes.
EDIT: Added image and code
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var sleepTime: UISlider!
#IBOutlet weak var displaySleep: UITextField!
var sliderValue1 = 12
var sliderValue2 = 12
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
#IBAction func slider1Changed(_ sender: UISlider!) {
var currentValue1 = Int(sender.value)
displaySleep.text = "\(sliderValue2 - currentValue1) hours of sleep"
}
#IBAction func slider2Changed(_ sender: UISlider!) {
var currentValue2 = Int(sender.value)
displaySleep.text = "\(currentValue2 - sliderValue1) hours of sleep"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
To answer your first question.
You can combine the two sliders by utilizing a Segmented Control. When the user selects either "Sleep" or "Wake Up" it will change the Slider values accordingly upon implementation.
Control click then drag from your segmented control to your View Controller class to create a IBAction connection. Make sure to change the type to UISegmentedControl.
#IBAction func onControlChanged(_ sender: UISegmentedControl) {
switch sender.selectedSegmentIndex {
case 0: // Sleep selected
// Update Slider
break
case 1: // Wake Up selected
// Update Slider
break
default:
break
}
}
I am new to Mac OSX and with Apple promoting the fact that the bodies of code are becoming similar decided to tell the folk I am writing code for we should be able to do a Mac OSX version. iPhone and iPad versions are all good and about to release second version so no issues there.
So I am subclassing NSWindowController to get access to the Toolbar and worked out how to remove and add items on the toolbar, but for the life of me I can not get one NSViewController (firstViewController) to dismiss and bring up the second NSViewController (secondViewController) in the same NSWindowController.
So the 2 issues are that
1. I want to be able to performSegueWithIdentifier from the first NSViewController in code and
2. bring up the second NSViewController by replacing the first NSViewController in the same NSWindowController.
If I add a button to the firstViewController and put a segue to the secondViewController then when I select the button the secondViewController comes up just fine but in a seperate window not the same NSWindowController that I want it to and the firstViewController does not get replaced but stays in the NSWindowController.
So I know the segue idea will work but its not working in code and when I do insert the segue from a button it works but into a seperate NSViewController that is not part of the NSWindowController.
I am trying to find some programming guide from Apple on the issue but no luck so far.
Here is an overview from my Storyboard:
Here is my NSWindowController subclassed and the func loginToMe2Team is trigger from the NSToolBar and its working just find as the print statements show up on the console.
import Cocoa
class me2teamWindowsController: NSWindowController {
#IBOutlet var mySignUp : NSToolbarItem!
#IBOutlet var myToolbar : NSToolbar!
let controller = ViewController()
override func windowDidLoad() {
super.windowDidLoad()
print("window loaded")
}
override func windowWillLoad() {
print("window will load")
}
#IBAction func logInToMe2Team(sender: AnyObject){
controller.LogIn() //THIS IS THE FUNC I AM TESTING WITH
}
#IBAction func signUpToMe2Team(sender: AnyObject){
controller.signUp()
}
Here is my NSViewController subclassed with the func LogIn. Its getting selected just fine but the performSegueWithIdentifier is not. And I did cut and past the Identifier to make absolutely sure it was the same.
import Cocoa
import WebKit
class ViewController: NSViewController {
#IBOutlet weak var theWebPage: WebView!
#IBOutlet weak var progressIndicator: NSProgressIndicator!
override func viewDidLoad() {
super.viewDidLoad()
let urlString = "https://thewebpage.com.au"
self.theWebPage.mainFrame.loadRequest(NSURLRequest(URL: NSURL(string: urlString)!))
}
override func viewDidAppear() {
}
func LogIn() {
print("I logged in")
self.performSegueWithIdentifier("goToTeamPage", sender: self)
//THIS IS THE BIT THATS NOT WORKING
}
func signUp() {
print("I have to sign up now")
}
override var representedObject: AnyObject? {
didSet {
}
}
func webView(sender: WebView!, didStartProvisionalLoadForFrame frame: WebFrame!)
{
self.progressIndicator.startAnimation(self)
}
func webView(sender: WebView!, didFinishLoadForFrame frame: WebFrame!)
{
self.progressIndicator.stopAnimation(self)
}
}
You need to use a custom segue class (or possibly NSTabViewController if it’s enough for your needs). Set the segue’s type to Custom, with your class name specified:
…and implement it. With no animation, it’s simple:
class ReplaceSegue: NSStoryboardSegue {
override func perform() {
if let src = self.sourceController as? NSViewController,
let dest = self.destinationController as? NSViewController,
let window = src.view.window {
// this updates the content and adjusts window size
window.contentViewController = dest
}
}
}
In my case, I was using a sheet and wanted to transition to a different sheet with a different size, so I needed to do more:
class ReplaceSheetSegue: NSStoryboardSegue {
override func perform() {
if let src = self.sourceController as? NSViewController,
let dest = self.destinationController as? NSViewController,
let window = src.view.window {
// calculate new frame:
var rect = window.frameRectForContentRect(dest.view.frame)
rect.origin.x += (src.view.frame.width - dest.view.frame.width) / 2
rect.origin.y += src.view.frame.height - dest.view.frame.height
// don’t shrink visible content, prevent minsize from intervening:
window.contentViewController = nil
// animate resizing (TODO: crossover blending):
window.setFrame(window.convertRectToScreen(rect), display: true, animate: true)
// set new controller
window.contentViewController = dest
}
}
}
I want to add an image to a button, and when it is clicked, i want it to change. I'm very new to Swift so I know very little.
I have it like this:
//
// ViewController.swift
// Tip Calculator
//
// Created by ios4 on 10/16/15.
// Copyright (c) 2015 ios4. All rights reserved.
//
import UIKit
class ViewController: UIViewController
{
#IBOutlet weak var tipAmount: UILabel!
#IBOutlet weak var userBillTextField: UITextField!
#IBOutlet weak var tenOutlet: UIButton!
override func viewDidLoad()
{
tipAmount.text = " "
// var billDouble = (userBillTextField.text as NSString).doubleValue
super.viewDidLoad()
}
#IBAction func calculateButton(sender: UIButton)
{
var billDouble = NSString(string: userBillTextField.text).doubleValue
tipAmount.text = String( stringInterpolationSegment: billDouble * 0.15)
}
#IBAction func tenButton(sender: UIButton)
{
}
and I want the outlet called ten outlet to change to a different image called 10_selected_image from 10_unselected_image.
Any help?
Here are my instructions for this : https://s3.amazonaws.com/mmhighschool/MasterDocs/TipCalculator/TipCalculatorAppDirections.pdf
I'm currently working on stretch 3
You should be able to use set image for control state in your button action
button.setImage(image: UIImage(named: <image name>), forState: UIControlState.Normal)
If you need more info about how to make a "toggle button" this thread has a good answer to that
How to use a UIButton as a toggle switch
For me in Swift 5 is working like:
boton1.setBackgroundImage(UIImage(named: "image Name"), for: UIControl.State.normal)
I am trying to pass data between two viewContollers in an OS X storyboard application using Swift. When I press a button on VC1, it opens VC2, and prepareForSegue is run. However, I can't pass data back to VC1 because a. prepareForSegue isn't being run (because a window isn't being opened) and b. because even if it were, VC1 doesn't know data is being sent and I can't figure out a function (something like viewDidBecomeFocus, if such a function existed) to let it know to look. I feel like there must be a way to do this.
If you know of a way to do this in IOS but not OSX, it could still be useful.
Thanks!
Let assume that in your first ViewController you have one label and one button. When pressed, that button open popover (SecondViewController) with one textfield (and one button what says ready or close etc.), where you want take its value and assign it to your label. That is where delegates and protocols come handy.
SecondViewController:
#objc protocol TextDelegate {
func passedString(textValue: String)
}
class SecondViewController: NSViewController {
#IBOutlet weak var textField: NSTextField!
weak var delegate: TextDelegate?
override func viewDidLoad() {
super.viewDidLoad()
// Do view setup here.
}
#IBAction func closePopOver(sender: AnyObject) {
if delegate != nil {
delegate!.passedString(textField.stringValue)
}
self.dismissViewController(self)
}
}
This is ViewController:
#IBOutlet weak var myLabel: NSTextField!
override func prepareForSegue(segue: NSStoryboardSegue, sender: AnyObject?) {
if segue.identifier == "mySegue" {
let vc = segue.destinationController as! SecondViewController
vc.delegate = self
}
}
func passedString(textValue: String) {
myLabel.stringValue = textValue
}
Im simply trying to make it so when I click on a UIButton (for which it currently shows the image of a shell), the image changes into something else (in this case, a coin).
This is what i tried so far and have not had any success. I cant find anything to do this for Swift.Thanks.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var lblOutput: UILabel!
#IBOutlet weak var lblWin: UILabel!
#IBOutlet weak var lblLost: UILabel!
#IBOutlet weak var lblWinsAmt: UILabel!
#IBOutlet weak var lblLossesAmt: UILabel!
let coin = UIImage(named: "penny_head") as UIImage;
override func viewDidLoad() {
super.viewDidLoad()
//imgShell1.hidden = true //doesnt work
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func btnStart(sender: UIButton) {
}
#IBAction func btnShell1(sender: UIButton) {
sender.setImage(coin,forState: UIControlState.Highlighted);
}
The way you're setting up the control is incorrect. Assuming you have a button property named btnShell (and it's the button you want to setup) change your viewDidLoad() method to:
override func viewDidLoad()
{
super.viewDidLoad()
btnShell.setImage(imgShell1, forState:.Normal);
btnShell.setImage(coin, forState:.Highlighted);
}
And then remove the setImage(_:forState:) call from the action method:
#IBAction func btnShell1(sender: UIButton) {
sender.setImage(coin,forState: UIControlState.Highlighted);
}
To permanently change the button image on tap, you have to use the .Normal enum case and not .Highlighted for the control state:
sender.setImage(coin,forState: UIControlState.Normal)
Setting the image for the .Highlighted state makes the new image appear only when the button is in that state, i.e. when it is tapped.
If you are looking to change the UIButton's background image permanently you have to use Antonio's method:
sender.setImage(coin,forState: UIControlState.Normal)
This won't change the UIKit's default highlighting when you tap the button. When you don't want the button to be highlighted when you touch it or have different appearances for different states, then you might be better off using an UIImageView.
In viewDidLoad():
imgView?.image = imgOne
imgView?.userInteractionEnabled = true
imgView?.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "changeImage:"))
The function that changes the image:
func changeImage(recognizer: UITapGestureRecognizer){
self.imgView?.image = imgTwo
}
You can also use isSelected.
button.setImage(image2, for: .normal)
button.setImage(image1, for: .selected)