How to assign existing buttons in an Nview to an Array - arrays

I need help to make an Array, in xcode, to collect 25 existing buttons in a Window(NView) for, for example, change background colors or titles of others buttons when one button is pressed.
Thanks.
This is the Code:
Botones.h
#import <Cocoa/Cocoa.h>
extern const NSString* Nivel[];
extern const NSString* Ayuda[];
extern const NSString* Boleo[];
BOOL Estado[5][5];
int Columna;
int Fila;
//NSColor* Rojo = (NSColor *)redColor;
#interface Botones : NSObject {
IBOutlet id Intents;
IBOutlet id Nivel;
IBOutlet id BoxBot;
NSArray *Arbot;
}
- (IBAction)OrBoton:(id)sender;
Botones.m
#import "Botones.h"
const NSString *Nivel[] = {#"101214",#"0002040507091517192202224",#"01030506080910111314151618192123"};
BOOL Estado[5][5] = {FALSE};
int Columna = 0;
int Fila = 0;
#implementation Botones
- (void)awakeFromNib {
Arbot = [[BoxBot subviews] copy];
}
- (IBAction)OrBoton:(id)sender {
[Intents setIntValue:[sender tag]];
Columna =[sender tag] % 5;
Fila = [sender tag] / 5;
if (Estado[Columna][Fila] == FALSE) {
Estado[Columna][Fila] = TRUE;
[sender setTitle:#"OK"];
//[sender setBackgroundColor:[NSColor redColor]];
}
else {
Estado[Columna][Fila] = FALSE;
[sender setTitle:#""];
//[sender setBackgroundColor:[NSColor greenColor]];
}
if (Fila > 0) {
if (Estado[Columna][Fila - 1] == FALSE) {
Estado[Columna][Fila - 1] = TRUE;
NSLog(#"%#",[BoxBot subviews]);
[[Arbot objectAtIndex:5] setTitle:#"OK"];// <-- Don't changes button's title
}
}
}

If the buttons are the only subviews in the view, you can use this:
//view is a variable pointing to the view containing the buttons
NSArray *buttons = [[view subviews] copy];
If there are other views in the view, you will have to filter them out:
//view is a variable pointing to the view containing the buttons
NSMutableArray *buttons = [[NSMutableArray alloc] initWithCapacity:25];
for(NSView *v in [view subviews]) {
if([v isKindOfClass:[NSButton class]]) [buttons addObject:v];
}
Edit
...
#interface Botones : NSObject {
IBOutlet id Intents;
IBOutlet id Nivel;
IBOutlet id BoxBot;
NSArray *ArBot;
}
...
Botones.m
...
#implementation Botones
- (void)awakeFromNib {
ArBot = [[BoxBot subviews] copy];
/*or
NSMutableArray *array = [[NSMutableArray alloc] initWithCapacity:25];
for(NSView *v in [BoxBot subviews]) {
if([v isKindOfClass:[NSButton class]]) [array addObject:v];
}
ArBot = [array copy];
[array release];*/
}
...

Related

Is there a way select a specific image for use in a UITable iOS?

I have a UITable, and I like to add an image in the detail view for a cell. I can handle the selection for any image from the camera roll or from the camera:
cell.imageView.image = someImage;
But how do I define a specific image - in the case above: "someImage", so that the next time the app is run, the correct image is shown for each item.
UPDATE. This is the code I'm using to snap/select an image..
- (IBAction)btnTakePicture_Clicked:(id)sender
{
NSLog(#"%s", __FUNCTION__);
UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:#"Select Image from..." delegate:self cancelButtonTitle:#"Cancel" destructiveButtonTitle:nil otherButtonTitles:#"Camera", #"Image Gallary", nil];
actionSheet.actionSheetStyle = UIActionSheetStyleBlackTranslucent;
actionSheet.alpha=0.90;
actionSheet.tag = 1;
[actionSheet showInView:self.view];
}
- (void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex
{
NSLog(#"%s", __FUNCTION__);
switch (actionSheet.tag)
{
case 1:
switch (buttonIndex)
{
case 0:
{
#if TARGET_IPHONE_SIMULATOR
UIAlertView* alert = [[UIAlertView alloc] initWithTitle:#"Ooops" message:#"Camera not available." delegate:nil cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert show];
#elif TARGET_OS_IPHONE
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.delegate = self;
//picker.allowsEditing = YES;
[self presentViewController:picker animated:YES completion:nil];
#endif
}
break;
case 1:
{
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
picker.delegate = self;
[self presentViewController:picker animated:YES completion:nil];
}
break;
}
break;
default:
break;
}
}
-(void)imagePickerController:(UIImagePickerController*)picker didFinishPickingMediaWithInfo:(NSDictionary*)info
{
NSLog(#"%s", __FUNCTION__);
dataImage = UIImageJPEGRepresentation([info objectForKey:#"UIImagePickerControllerOriginalImage"],1);
imgPicture.image = [[UIImage alloc] initWithData:dataImage];
[picker dismissViewControllerAnimated:YES completion:nil];
}
UPDATE 2. With the help from people below, I think this solution will work for me:
- (IBAction)photoLibraryAction:(id)sender
{
int c = self.capturedImages.count;
for (int i=0; i < c; i++ ){
if (self.imageView.tag == cellTag) {
NSLog(#"found it");
} else {
NSLog(#"can't find it");
}
}
}
if ([self.capturedImages count] == 1)
{
// we took a single shot
[self.imageView setImage:[self.capturedImages objectAtIndex:0]];
[self.imageView setTag:myTag];
}
I would do in this way.
#interface CustomClassCell : UITableViewCell
#property (unsafe_unretained, nonatomic) IBOutlet UIImageView *HomePicture;
#end
#interface CustomClass : NSObject
#property (nonatomic, copy) NSString *PicPath;
#end
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
CustomClassCell *cell = [tableView dequeueReusableCellWithIdentifier:#"CustomClassCellIdentifer"];
id object = [self.tableData objectAtIndex:indexPath.row];
CustomClass *myObject = (CustomClass*)object;
cell.HomePicture.image = [UIImage imageNamed:myObject.PicPath];
return cell;
}

by Adding Polyline(path) on MKMapview crashing the app in ios6

I have a requirement to adding a path in my MKMapview between two annotation pin. There is no issue with ios 5 or older but when i try to run app in ios 6 app is surprisingly quit. below is my code. If there is any correction in my code then please suggest me.
1.So my question is suggest the best way how to decrees memory in my following code so that i can solve crash in my Application.
- (void)viewDidLoad
{
NVPolylineAnnotation *annotation = [[NVPolylineAnnotation alloc] initWithPoints:pathArray mapView:_mapView];
[_mapView addAnnotation:annotation];
[annotation release];
[pathArray removeAllObjects];
}
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation
{
NSLog(#"%s",__FUNCTION__);
if ([annotation isKindOfClass:[NVPolylineAnnotation class]])
{
NSLog(#"=========ANOTATION=========NVPolylineAnnotationView START");
//ann=[ann initWithAnnotation:annotation mapView:_mapView];
NVPolylineAnnotationView *ann=[[NVPolylineAnnotationView alloc] init];
return [[ann initWithAnnotation:annotation mapView:_mapView] autorelease];//[[[NVPolylineAnnotationView alloc] initWithAnnotation:annotation mapView:_mapView] autorelease];
}
else if([annotation isKindOfClass:[MapViewAnnotation class]])
{
MKPinAnnotationView *annView=[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:#"pointers"] ;
// annView.rightCalloutAccessoryView = [UIButton buttonWithType: UIButtonTypeDetailDisclosure];
annView.animatesDrop=NO;
annView.canShowCallout = TRUE;
return [annView autorelease];
}
else if([annotation isKindOfClass:[PlacePin class]])
{
{
MKPinAnnotationView *pinView = nil;
if(annotation != mapView.userLocation)
{
static NSString *defaultPinID = #"com.invasivecode.pin";
pinView = (MKPinAnnotationView *)[mapView dequeueReusableAnnotationViewWithIdentifier:defaultPinID];
if ( pinView == nil )
pinView = [[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:defaultPinID] autorelease];
pinView.pinColor = MKPinAnnotationColorGreen;
pinView.canShowCallout = YES;
pinView.animatesDrop = NO;
}
else {
[mapView.userLocation setTitle:#"I am here"];
}
return pinView;
}
}
return nil;
}
- (void) mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)views
{
NSLog(#"%s",__FUNCTION__);
// fixes that some marker are behind the polyline
for (int i=0; i<[views count]; i++)
{
MKAnnotationView *view = [views objectAtIndex:i];
if ([view isKindOfClass:[NVPolylineAnnotationView class]])
{
[[view superview] sendSubviewToBack:view];
/* In iOS version above 4.0 we need to update the polyline view after it
has been added to the mapview and it ready to be displayed. */
NSString *reqSysVer = #"4.0";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending)
{
[self updatePolylineAnnotationView];
}
}
}
NSLog(#"----------didAddAnnotationViews");
}
- (void)updatePolylineAnnotationView
{
NSLog(#"%s",__FUNCTION__);
MKAnnotationView *annotationView = [views objectAtIndex:0];
id <MKAnnotation> mp = [annotationView annotation];
[mapView selectAnnotation:mp animated:NO];
*/
for (NSObject *a in [_mapView annotations])
{
if ([a isKindOfClass:[NVPolylineAnnotation class]])
{
NVPolylineAnnotation *polyline = (NVPolylineAnnotation *)a;
NSObject *pv = (NSObject *)[_mapView viewForAnnotation:polyline];
if ([pv isKindOfClass:[NVPolylineAnnotationView class]])
{
NVPolylineAnnotationView *polylineView =
(NVPolylineAnnotationView *)[_mapView viewForAnnotation:polyline];
[polylineView regionChanged];
}
}
}
}

Using Autolayout to position UITextField next to UILabel

I would like to use auto layout to position a UITextField next to cell.textLabel when a UITableView goes into edit mode. The code that I have works correctly but I get a message in the log that says some existing constraints had to be broken.
UILabel *label = cell.textLabel;
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(0.0, 0.0, 400.0, 22.0)];
textField.placeholder = cell.textLabel.text;
textField.translatesAutoresizingMaskIntoConstraints = NO;
textField.text = text;
[cell.contentView addSubview:textField];
[cell addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"H:[label]-[textField]-|"
options:0
metrics:nil
views:NSDictionaryOfVariableBindings(label,textField)]];
[cell addConstraint:[NSLayoutConstraint constraintWithItem:textField attribute:NSLayoutAttributeCenterY relatedBy:NSLayoutRelationEqual toItem:label attribute:NSLayoutAttributeCenterY multiplier:1.0 constant:0]];
Log message is:
(
"<NSAutoresizingMaskLayoutConstraint:0x1066abc0 h=--& v=--& H:[UITableViewCellContentView:0x9a7d070(934)]>",
"<NSAutoresizingMaskLayoutConstraint:0x10660a90 h=--& v=--& H:[UILabel:0x9a93ef0(914)]>",
"<NSLayoutConstraint:0x1065ea60 H:[UITextField:0x1065c660]-(NSSpace(20))-| (Names: '|':UITableViewCellContentView:0x9a7d070 )>",
"<NSAutoresizingMaskLayoutConstraint:0x10660a50 h=--& v=--& UILabel:0x9a93ef0.midX == + 467>",
"<NSLayoutConstraint:0x10669280 H:[UILabel:0x9a93ef0]-(NSSpace(8))-[UITextField:0x1065c660]>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x10669280 H:[UILabel:0x9a93ef0]-(NSSpace(8))-[UITextField:0x1065c660]>
I think that this is caused by conflicting restraints with the cell.textLabel width. So my question is if there is another way to have a textfield in a standard table view cell that stretches from the textLabel width to the end of the cell without breaking default constraints. I feel like I'm close but I can't quite get there. I've searched Google over for three weeks but can't quite get my head around this. I've also watched WWDC videos on auto layout (perhaps I'm just an idiot). Thanks for your help.
Instead of trying to manipulate Apple's standard cell, I took the plunge and wrote my own UITableViewCell subclass that mimics UITableViewCellStyleValue1. When the tableview goes into edit mode, in the simplest terms I hide the value label and display the textfield. For those who might be struggling with the same thing, I'm posting some code to help you get started:
#interface NXAlphaNumericTextFieldCell : UITableViewCell<UITextFieldDelegate,NumberKeyboardDelegate>
#property (strong, nonatomic) UITextField *inputTextField;
#property (strong, nonatomic) UILabel *titleLabel;
#property (strong, nonatomic) UILabel *valueLabel;
#property (strong, nonatomic) NSArray *xTitleLabelConstraints;
#property (strong, nonatomic) NSArray *xTextFieldConstraints;
#property (strong, nonatomic) NSArray *xValueLabelConstraints;
#end
And a few methods in the implementation:
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
// Initialization code
self.titleLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 0, 44.0f)];
self.titleLabel.translatesAutoresizingMaskIntoConstraints = NO;
self.titleLabel.font = [UIFont boldSystemFontOfSize:16.0f];
self.titleLabel.backgroundColor = [UIColor clearColor];
self.valueLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 0, 44.0f)];
self.valueLabel.translatesAutoresizingMaskIntoConstraints = NO;
self.valueLabel.textColor = [UIColor colorWithRed:81.0/255.0 green:102.0/255.0 blue:145.0/255.0 alpha:1.0];
self.valueLabel.backgroundColor = [UIColor clearColor];
self.inputTextField = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 100, 44.0f)];
self.inputTextField.translatesAutoresizingMaskIntoConstraints = NO;
self.inputTextField.autocapitalizationType = UITextAutocapitalizationTypeWords;
self.inputTextField.autocorrectionType = UITextAutocorrectionTypeYes;
self.inputTextField.clearButtonMode = UITextFieldViewModeAlways;
self.inputTextField.delegate = self;
[self.contentView addSubview:self.valueLabel];
[self.contentView addSubview:self.titleLabel];
[self.contentView addSubview:self.inputTextField];
UILabel *textLabel = self.titleLabel;
NSDictionary *labelTextFieldViewsDictionary = NSDictionaryOfVariableBindings(textLabel);
self.xTitleLabelConstraints = [NSLayoutConstraint constraintsWithVisualFormat:#"|-[textLabel]"
options:0
metrics:nil
views:labelTextFieldViewsDictionary];
UITextField *textfield = self.inputTextField;
labelTextFieldViewsDictionary = NSDictionaryOfVariableBindings(textLabel, textfield);
self.xTextFieldConstraints = [NSLayoutConstraint constraintsWithVisualFormat:#"|-[textLabel]-50-[textfield]-|"
options:0
metrics:nil
views:labelTextFieldViewsDictionary];
UILabel *valueLabel = self.valueLabel;
labelTextFieldViewsDictionary = NSDictionaryOfVariableBindings(valueLabel);
self.xValueLabelConstraints = [NSLayoutConstraint constraintsWithVisualFormat:#"H:[valueLabel]-|"
options:0
metrics:nil
views:labelTextFieldViewsDictionary];
[self setNeedsUpdateConstraints];
}
return self;
}
- (void)setSelected:(BOOL)selected animated:(BOOL)animated
{
[super setSelected:selected animated:animated];
// Configure the view for the selected state
if (self.isEditing) {
[self.inputTextField becomeFirstResponder];
}
}
- (void)setEditing:(BOOL)editing animated:(BOOL)animated
{
[super setEditing:editing animated:animated];
[self addConstraints:self.xTitleLabelConstraints];
if (editing) {
if (self.inputType == kCellInputTypeAlphaNumeric) {
self.inputTextField.keyboardType = UIKeyboardTypeAlphabet;
} else if (self.inputType == kCellInputTypeEmail) {
self.inputTextField.keyboardType = UIKeyboardTypeEmailAddress;
} else if (self.inputType == kCellInputTypePhoneNumber) {
self.inputTextField.keyboardType = UIKeyboardTypeNamePhonePad;
} else {
if (!self.numberKeyboard) {
self.numberKeyboard = [[NumberKeyboard alloc] initWithNibName:#"NumberKeyboard" bundle:nil];
self.numberKeyboard.textField = self.inputTextField;
self.numberKeyboard.showsPeriod = YES;
self.numberKeyboard.delegate = self;
}
self.inputTextField.inputView = self.numberKeyboard.view;
}
self.inputTextField.text = self.valueLabel.text;
self.inputTextField.placeholder = self.titleLabel.text;
self.valueLabel.hidden = YES;
self.inputTextField.hidden = NO;
[self removeConstraints:self.xValueLabelConstraints];
[self addConstraints:self.xTextFieldConstraints];
} else {
[self.inputTextField resignFirstResponder];
self.inputTextField.hidden = YES;
self.valueLabel.hidden = NO;
[self removeConstraints:self.xTextFieldConstraints];
[self addConstraints:self.xValueLabelConstraints];
}
}
- (void)updateConstraints
{
[super updateConstraints];
if (self.editing) {
[self removeConstraints:self.xValueLabelConstraints];
[self addConstraints:self.xTextFieldConstraints];
} else {
[self removeConstraints:self.xTextFieldConstraints];
[self addConstraints:self.xValueLabelConstraints];
}
}

Search bar and search display controller with segue

Never called when a search table cell is tapped
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([segue.identifier isEqualToString:#"Show Detail"])
{
Player *player = [self.fetchedResultsController objectAtIndexPath:[self.tableView indexPathForSelectedRow]];
[segue.destinationViewController setPlayer:player];
}
}
This filters the list correctly, but the prepareForSegue is never called when a search table cell is tapped.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Player Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
}
if (tableView == self.tableView)
{
// normal table view population
Player *player = [self.fetchedResultsController objectAtIndexPath:indexPath];
cell.textLabel.text = [[NSString alloc] initWithFormat:#"#%# %# %#", player.number, player.firstName, player.lastName];
cell.detailTextLabel.text = [[NSString alloc] initWithFormat:#"%#", player.position];
[cell.imageView setImageWithURL:[NSURL URLWithString:player.photo] placeholderImage:[UIImage imageNamed:#"playerplaceholder.jpg"]];
}
else if(tableView == self.searchDisplayController.searchResultsTableView)
{
// search view population
Player *player = [self.filteredFetchedResultsController objectAtIndexPath:indexPath];
cell.textLabel.text = [[NSString alloc] initWithFormat:#"#%# %# %#", player.number, player.firstName, player.lastName];
cell.detailTextLabel.text = [[NSString alloc] initWithFormat:#"%#", player.position];
[cell.imageView setImageWithURL:[NSURL URLWithString:player.photo] placeholderImage:[UIImage imageNamed:#"playerplaceholder.jpg"]];
}
return cell;
}
you need to put IF that check if the search have results.
like in this code:
if ([[segue identifier]isEqualToString:#"ShowDetails"])
{
ShowDetailsViewController *sdvc = (ShowDetailsViewController *)[segue destinationViewController];
NSIndexPath *indexPath = [[self tableView] indexPathForSelectedRow];
Books *selectedBooks = nil;
if(self.searchDisplayController.active)
selectedBooks = (Books *)[[self searchResults]objectAtIndex:[[[[self searchDisplayController]searchResultsTableView]indexPathForSelectedRow]row]];
else
selectedBooks = (Books *)[[self fetchResultsController] objectAtIndexPath:indexPath];
sdvc.currentBooks = selectedBooks;
}

NSMutableArray out of instances of sprites

I have an array called spriteArray:
#property (retain) NSMutableArray *spriteArray;
#synthesize spriteArray = spriteArray_;
And I have a sprite:
#property (nonatomic, assign) CCSprite *sprite;
#synthesize sprite = sprite_;
I create a certain number of sprites depending on the value of spriteNumber (an integer):
for (int i = 0; i < spriteNumber; i++) {
if ([spritetype_ isEqualToString:#"typeOne"]) {
self.sprite = [[typeOne alloc] initTypeOne];
self.sprite.position = randomPoint;
[self.spriteArray addObject:self.sprite];
[self addChild:self.sprite];
}}
The sprites initialise successfully, and appear on the screen as they should. However, when I try to use them for collision detection, only one of them works:
if (CGRectIntersectsRect(self.sprite.boundingBox, self.swat.boundingBox)) {
//swat is another sprite
NSLog(#"detected");
}
What I wanted is to 'index' each of the sprites as they are being created, so that the collision detection works.
SAMPLE CODE: http://pastebin.com/swNUwB6U
Use the tag property for the sprite.
for (int i = 0; i < spriteNumber; i++) {
if ([spritetype_ isEqualToString:#"typeOne"]) {
typeOne *typeOneSprite = [[typeOne alloc] initTypeOne];
typeOneSprite.position = randomPoint;
// USE TAG!
typeOneSprite.tag = i;
[self.spriteArray addObject:typeOneSprite];
[self addChild:typeOneSprite];
// Don't forget to release if you are not using ARC.
}}
Then call the tag value in the collision detection code.
[self.spriteArray enumerateObjectsUsingBlock:^(id obj, NSUInteger index, BOOL *stop)
{
typeOne *spriteOne = (typeOne *)obj;
if (CGRectIntersectsRect(spriteOne.boundingBox, self.swat.boundingBox))
{
//swat is another sprite
if (spriteOne.tag == numberyouwant){}
NSLog(#"detected");
}
}];

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