how to iterate through functions with button press in Swift












6















I'm learning swift and building an ARApp but can't seem to understand how to iterate through a few functions with every separate button press. I have created 3 func with animation built in and want to press the button once and funcAnimation#1 activate then tap button again to proceed to funcAnimation#2 and so forth.



@IBAction func nextAnimation(_ sender: UIButton) {
funcAnimation#1()
funcAnimation#2()
funcAnimation#3()
}


of course the problem here is that they all activate at once. I would like to iterate only on button press for each individual press. In addition I would also like to have a backButton that reverses the current animation to previous animation. I read in Apple's documentation that there is a addTarget method but I don't understand how it works or how to implement it. Please Help!










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  • Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

    – Bhavik Modi
    3 hours ago











  • You could also use completion handlers. Once a function finishes running, it runs the next.

    – cyril
    1 hour ago
















6















I'm learning swift and building an ARApp but can't seem to understand how to iterate through a few functions with every separate button press. I have created 3 func with animation built in and want to press the button once and funcAnimation#1 activate then tap button again to proceed to funcAnimation#2 and so forth.



@IBAction func nextAnimation(_ sender: UIButton) {
funcAnimation#1()
funcAnimation#2()
funcAnimation#3()
}


of course the problem here is that they all activate at once. I would like to iterate only on button press for each individual press. In addition I would also like to have a backButton that reverses the current animation to previous animation. I read in Apple's documentation that there is a addTarget method but I don't understand how it works or how to implement it. Please Help!










share|improve this question







New contributor




Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





















  • Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

    – Bhavik Modi
    3 hours ago











  • You could also use completion handlers. Once a function finishes running, it runs the next.

    – cyril
    1 hour ago














6












6








6








I'm learning swift and building an ARApp but can't seem to understand how to iterate through a few functions with every separate button press. I have created 3 func with animation built in and want to press the button once and funcAnimation#1 activate then tap button again to proceed to funcAnimation#2 and so forth.



@IBAction func nextAnimation(_ sender: UIButton) {
funcAnimation#1()
funcAnimation#2()
funcAnimation#3()
}


of course the problem here is that they all activate at once. I would like to iterate only on button press for each individual press. In addition I would also like to have a backButton that reverses the current animation to previous animation. I read in Apple's documentation that there is a addTarget method but I don't understand how it works or how to implement it. Please Help!










share|improve this question







New contributor




Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












I'm learning swift and building an ARApp but can't seem to understand how to iterate through a few functions with every separate button press. I have created 3 func with animation built in and want to press the button once and funcAnimation#1 activate then tap button again to proceed to funcAnimation#2 and so forth.



@IBAction func nextAnimation(_ sender: UIButton) {
funcAnimation#1()
funcAnimation#2()
funcAnimation#3()
}


of course the problem here is that they all activate at once. I would like to iterate only on button press for each individual press. In addition I would also like to have a backButton that reverses the current animation to previous animation. I read in Apple's documentation that there is a addTarget method but I don't understand how it works or how to implement it. Please Help!







ios swift






share|improve this question







New contributor




Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







New contributor




Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






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asked 3 hours ago









SamSam

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332




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New contributor





Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Sam is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

    – Bhavik Modi
    3 hours ago











  • You could also use completion handlers. Once a function finishes running, it runs the next.

    – cyril
    1 hour ago



















  • Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

    – Bhavik Modi
    3 hours ago











  • You could also use completion handlers. Once a function finishes running, it runs the next.

    – cyril
    1 hour ago

















Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

– Bhavik Modi
3 hours ago





Use one counter (integer) argument which increment every time on button tap. Add one condition to set that counter to zero when it reaches to limit (ie. 3)

– Bhavik Modi
3 hours ago













You could also use completion handlers. Once a function finishes running, it runs the next.

– cyril
1 hour ago





You could also use completion handlers. Once a function finishes running, it runs the next.

– cyril
1 hour ago












3 Answers
3






active

oldest

votes


















3














Your code should like this :



// You can define this variable globally...
var counter = 0
@IBAction func nextAnimation(_ sender: UIButton) {
if (counter == 0) {
funcAnimation1()
// Increase counter count by 1 and you can add this line to completion of animation.
// You can also disable your button interaction until your animation gets complete and that way you can handle your UI
count += 1
}
else if (counter == 1) {
funcAnimation2()
// Increase counter count by 1 and you can add this line to completion of animation.
count += 1
}
else if (counter == 2) {
funcAnimation3()
// set your counter to 0 again to loop through your animation.
counter = 0
}
}


Your Back Action should look like this:



@IBAction func backAnimation(_ sender: UIButton) {
if (counter == 0) {
funcAnimation1()
// set your counter to 2 again to loop through your animation.
count = 2
}
else if (counter == 1) {
funcAnimation2()
// decrease counter count by 1 and you can add this line to completion of animation.
// You can also disable your button interaction until your animation gets complete and that way you can handle your UI
count -= 1
}
else if (counter == 2) {
funcAnimation3()
// decrease counter count by 1 and you can add this line to completion of animation.
count -= 1
}
}





share|improve this answer


























  • You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

    – Jarvis The Avenger
    2 hours ago











  • Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

    – Sam
    2 hours ago











  • Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

    – Jarvis The Avenger
    2 hours ago











  • @Sam I have updated my answer for your back button action.

    – Jarvis The Avenger
    2 hours ago













  • the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

    – Sam
    2 hours ago



















1














Another way!



Just set tag of button 1 (Ex. btnObj.tag=1)



And manage method(s) in action of the button like



My suggestion is also manage flag for animation like if 1st animation is in process then 2nd will be waiting for finish and after finishing 1st animation, button will be clicked so your animation will not mismatch.



var isAnimated = false;
@IBAction func myAnimationMethod(_ sender: UIButton) {
if isAnimated {return} // Or display appropriate message by alert
if (sender.tag == 1) {
isAnimated=true
funcAnimation1(...Your Code... After finish to set isAnimated=false)
sender.tag = 2
}
else if (sender.tag == 2) {
isAnimated=true
funcAnimation2(...Your Code... After finish to set isAnimated=false)
sender.tag = 3
}
else if (sender.tag == 3) {
isAnimated=true
funcAnimation3(...Your Code... After finish to set isAnimated=false)
sender.tag = 1
}
}





share|improve this answer

































    0














    You can forward your animations and go back to previous animation state through a back button like this .



    Step 1 : Declare two integer type variables



    var tapCount = 0 //For forwarding your animations from first to third
    var currentAnimation = 0 // For reversing the animation from current animation


    Step 2 : In your IBAction Function



        @IBAction func nextAnimation(_ sender: Any)
    {
    if tapCount == 0
    {
    if currentAnimation == 1
    {
    Animation2()
    }
    else
    {
    Animation1()
    }
    tapCount += 1

    }
    else if tapCount == 1
    {
    if currentAnimation == 2
    {
    Animation3()
    }
    else
    {
    Animation2()
    }
    tapCount += 1
    }
    else if tapCount == 2
    {
    if currentAnimation == 3
    {
    Animation1()
    }
    else
    {
    Animation3()
    }
    tapCount = 0
    }
    }


    Step 3 : In your functions



        func Animation1()  {
    currentAnimation = 1
    print("First Animation")
    }
    func Animation2() {
    currentAnimation = 2
    print("Second Animation")
    }
    func Animation3() {
    currentAnimation = 3
    print("third Animation")
    }


    Step 4: Lastly For Reversing the animation from current state



    @IBAction func backAnimation(_ sender: Any)
    {
    if currentAnimation == 2
    {
    Animation1()

    }
    else if currentAnimation == 3
    {
    Animation2()

    }
    else
    {

    }
    tapCount = 0
    }


    Hope it helps !!



    For addTarget(_:action:for:) method , this can be done without connecting a IBAction and declaring it in viewWillAppear or viewDidLoad as required.It will Associates a target object and action method with the control.



    For example :



        override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view.
    nextButton.addTarget(self, action: #selector(self. nextAnimation), for: .touchUpInside) //Declared outlet as nextButton
    backButton.addTarget(self, action: #selector(self. backAnimation), for: .touchUpInside) //Declared outlet as backButton and this adds a target
    }
    @objc func nextAnimation(sender: UIButton) {
    // Do your stuff for next animation
    }
    @objc func backAnimation(sender: UIButton) {
    // Do your stuff for previous animation
    }





    share|improve this answer

























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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      3














      Your code should like this :



      // You can define this variable globally...
      var counter = 0
      @IBAction func nextAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // Increase counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count += 1
      }
      else if (counter == 1) {
      funcAnimation2()
      // Increase counter count by 1 and you can add this line to completion of animation.
      count += 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // set your counter to 0 again to loop through your animation.
      counter = 0
      }
      }


      Your Back Action should look like this:



      @IBAction func backAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // set your counter to 2 again to loop through your animation.
      count = 2
      }
      else if (counter == 1) {
      funcAnimation2()
      // decrease counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count -= 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // decrease counter count by 1 and you can add this line to completion of animation.
      count -= 1
      }
      }





      share|improve this answer


























      • You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

        – Jarvis The Avenger
        2 hours ago











      • Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

        – Sam
        2 hours ago











      • Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

        – Jarvis The Avenger
        2 hours ago











      • @Sam I have updated my answer for your back button action.

        – Jarvis The Avenger
        2 hours ago













      • the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

        – Sam
        2 hours ago
















      3














      Your code should like this :



      // You can define this variable globally...
      var counter = 0
      @IBAction func nextAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // Increase counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count += 1
      }
      else if (counter == 1) {
      funcAnimation2()
      // Increase counter count by 1 and you can add this line to completion of animation.
      count += 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // set your counter to 0 again to loop through your animation.
      counter = 0
      }
      }


      Your Back Action should look like this:



      @IBAction func backAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // set your counter to 2 again to loop through your animation.
      count = 2
      }
      else if (counter == 1) {
      funcAnimation2()
      // decrease counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count -= 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // decrease counter count by 1 and you can add this line to completion of animation.
      count -= 1
      }
      }





      share|improve this answer


























      • You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

        – Jarvis The Avenger
        2 hours ago











      • Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

        – Sam
        2 hours ago











      • Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

        – Jarvis The Avenger
        2 hours ago











      • @Sam I have updated my answer for your back button action.

        – Jarvis The Avenger
        2 hours ago













      • the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

        – Sam
        2 hours ago














      3












      3








      3







      Your code should like this :



      // You can define this variable globally...
      var counter = 0
      @IBAction func nextAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // Increase counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count += 1
      }
      else if (counter == 1) {
      funcAnimation2()
      // Increase counter count by 1 and you can add this line to completion of animation.
      count += 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // set your counter to 0 again to loop through your animation.
      counter = 0
      }
      }


      Your Back Action should look like this:



      @IBAction func backAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // set your counter to 2 again to loop through your animation.
      count = 2
      }
      else if (counter == 1) {
      funcAnimation2()
      // decrease counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count -= 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // decrease counter count by 1 and you can add this line to completion of animation.
      count -= 1
      }
      }





      share|improve this answer















      Your code should like this :



      // You can define this variable globally...
      var counter = 0
      @IBAction func nextAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // Increase counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count += 1
      }
      else if (counter == 1) {
      funcAnimation2()
      // Increase counter count by 1 and you can add this line to completion of animation.
      count += 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // set your counter to 0 again to loop through your animation.
      counter = 0
      }
      }


      Your Back Action should look like this:



      @IBAction func backAnimation(_ sender: UIButton) {
      if (counter == 0) {
      funcAnimation1()
      // set your counter to 2 again to loop through your animation.
      count = 2
      }
      else if (counter == 1) {
      funcAnimation2()
      // decrease counter count by 1 and you can add this line to completion of animation.
      // You can also disable your button interaction until your animation gets complete and that way you can handle your UI
      count -= 1
      }
      else if (counter == 2) {
      funcAnimation3()
      // decrease counter count by 1 and you can add this line to completion of animation.
      count -= 1
      }
      }






      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 2 hours ago

























      answered 3 hours ago









      Jarvis The AvengerJarvis The Avenger

      1,121916




      1,121916













      • You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

        – Jarvis The Avenger
        2 hours ago











      • Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

        – Sam
        2 hours ago











      • Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

        – Jarvis The Avenger
        2 hours ago











      • @Sam I have updated my answer for your back button action.

        – Jarvis The Avenger
        2 hours ago













      • the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

        – Sam
        2 hours ago



















      • You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

        – Jarvis The Avenger
        2 hours ago











      • Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

        – Sam
        2 hours ago











      • Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

        – Jarvis The Avenger
        2 hours ago











      • @Sam I have updated my answer for your back button action.

        – Jarvis The Avenger
        2 hours ago













      • the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

        – Sam
        2 hours ago

















      You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

      – Jarvis The Avenger
      2 hours ago





      You can disable the button after tap to complete the first animation and the second, then third just like that. It's all on you how you want to handle you UI flow.

      – Jarvis The Avenger
      2 hours ago













      Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

      – Sam
      2 hours ago





      Thank you Jarvis, this worked great. and the animations occur individually on every button press. I have another quick question. I have two separate buttons, one "next" which applies the animations and one "back". Is there a way to reverse the current state of the animation to the previous animation? so let's say that you're on animation #3 and on "back" button it goes automatically to previous animation state #2?

      – Sam
      2 hours ago













      Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

      – Jarvis The Avenger
      2 hours ago





      Yes, you can do that by checking on Back button. decrease your counter by 1 in it and play the animation. but there is one breaking condition don't decrease your counter if counter == 0. Reset it to 2.

      – Jarvis The Avenger
      2 hours ago













      @Sam I have updated my answer for your back button action.

      – Jarvis The Avenger
      2 hours ago







      @Sam I have updated my answer for your back button action.

      – Jarvis The Avenger
      2 hours ago















      the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

      – Sam
      2 hours ago





      the back action does register that I'm pressing the back button and it is in theory applying that change but it is not reversing the animation. Since the animation has already happened when the "next" button was pressed then you don't see anything but your answer is registering in the console. I'm using SCNTransaction for the animation but there doesn't seem to be a .reversed method. I will continue to research that but I think that is another topic. I don't want to abuse your time. Your answers did help and were spot on. Thank you!

      – Sam
      2 hours ago













      1














      Another way!



      Just set tag of button 1 (Ex. btnObj.tag=1)



      And manage method(s) in action of the button like



      My suggestion is also manage flag for animation like if 1st animation is in process then 2nd will be waiting for finish and after finishing 1st animation, button will be clicked so your animation will not mismatch.



      var isAnimated = false;
      @IBAction func myAnimationMethod(_ sender: UIButton) {
      if isAnimated {return} // Or display appropriate message by alert
      if (sender.tag == 1) {
      isAnimated=true
      funcAnimation1(...Your Code... After finish to set isAnimated=false)
      sender.tag = 2
      }
      else if (sender.tag == 2) {
      isAnimated=true
      funcAnimation2(...Your Code... After finish to set isAnimated=false)
      sender.tag = 3
      }
      else if (sender.tag == 3) {
      isAnimated=true
      funcAnimation3(...Your Code... After finish to set isAnimated=false)
      sender.tag = 1
      }
      }





      share|improve this answer






























        1














        Another way!



        Just set tag of button 1 (Ex. btnObj.tag=1)



        And manage method(s) in action of the button like



        My suggestion is also manage flag for animation like if 1st animation is in process then 2nd will be waiting for finish and after finishing 1st animation, button will be clicked so your animation will not mismatch.



        var isAnimated = false;
        @IBAction func myAnimationMethod(_ sender: UIButton) {
        if isAnimated {return} // Or display appropriate message by alert
        if (sender.tag == 1) {
        isAnimated=true
        funcAnimation1(...Your Code... After finish to set isAnimated=false)
        sender.tag = 2
        }
        else if (sender.tag == 2) {
        isAnimated=true
        funcAnimation2(...Your Code... After finish to set isAnimated=false)
        sender.tag = 3
        }
        else if (sender.tag == 3) {
        isAnimated=true
        funcAnimation3(...Your Code... After finish to set isAnimated=false)
        sender.tag = 1
        }
        }





        share|improve this answer




























          1












          1








          1







          Another way!



          Just set tag of button 1 (Ex. btnObj.tag=1)



          And manage method(s) in action of the button like



          My suggestion is also manage flag for animation like if 1st animation is in process then 2nd will be waiting for finish and after finishing 1st animation, button will be clicked so your animation will not mismatch.



          var isAnimated = false;
          @IBAction func myAnimationMethod(_ sender: UIButton) {
          if isAnimated {return} // Or display appropriate message by alert
          if (sender.tag == 1) {
          isAnimated=true
          funcAnimation1(...Your Code... After finish to set isAnimated=false)
          sender.tag = 2
          }
          else if (sender.tag == 2) {
          isAnimated=true
          funcAnimation2(...Your Code... After finish to set isAnimated=false)
          sender.tag = 3
          }
          else if (sender.tag == 3) {
          isAnimated=true
          funcAnimation3(...Your Code... After finish to set isAnimated=false)
          sender.tag = 1
          }
          }





          share|improve this answer















          Another way!



          Just set tag of button 1 (Ex. btnObj.tag=1)



          And manage method(s) in action of the button like



          My suggestion is also manage flag for animation like if 1st animation is in process then 2nd will be waiting for finish and after finishing 1st animation, button will be clicked so your animation will not mismatch.



          var isAnimated = false;
          @IBAction func myAnimationMethod(_ sender: UIButton) {
          if isAnimated {return} // Or display appropriate message by alert
          if (sender.tag == 1) {
          isAnimated=true
          funcAnimation1(...Your Code... After finish to set isAnimated=false)
          sender.tag = 2
          }
          else if (sender.tag == 2) {
          isAnimated=true
          funcAnimation2(...Your Code... After finish to set isAnimated=false)
          sender.tag = 3
          }
          else if (sender.tag == 3) {
          isAnimated=true
          funcAnimation3(...Your Code... After finish to set isAnimated=false)
          sender.tag = 1
          }
          }






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 2 hours ago









          rmaddy

          240k27315379




          240k27315379










          answered 2 hours ago









          GovaadiyoGovaadiyo

          921321




          921321























              0














              You can forward your animations and go back to previous animation state through a back button like this .



              Step 1 : Declare two integer type variables



              var tapCount = 0 //For forwarding your animations from first to third
              var currentAnimation = 0 // For reversing the animation from current animation


              Step 2 : In your IBAction Function



                  @IBAction func nextAnimation(_ sender: Any)
              {
              if tapCount == 0
              {
              if currentAnimation == 1
              {
              Animation2()
              }
              else
              {
              Animation1()
              }
              tapCount += 1

              }
              else if tapCount == 1
              {
              if currentAnimation == 2
              {
              Animation3()
              }
              else
              {
              Animation2()
              }
              tapCount += 1
              }
              else if tapCount == 2
              {
              if currentAnimation == 3
              {
              Animation1()
              }
              else
              {
              Animation3()
              }
              tapCount = 0
              }
              }


              Step 3 : In your functions



                  func Animation1()  {
              currentAnimation = 1
              print("First Animation")
              }
              func Animation2() {
              currentAnimation = 2
              print("Second Animation")
              }
              func Animation3() {
              currentAnimation = 3
              print("third Animation")
              }


              Step 4: Lastly For Reversing the animation from current state



              @IBAction func backAnimation(_ sender: Any)
              {
              if currentAnimation == 2
              {
              Animation1()

              }
              else if currentAnimation == 3
              {
              Animation2()

              }
              else
              {

              }
              tapCount = 0
              }


              Hope it helps !!



              For addTarget(_:action:for:) method , this can be done without connecting a IBAction and declaring it in viewWillAppear or viewDidLoad as required.It will Associates a target object and action method with the control.



              For example :



                  override func viewDidLoad() {
              super.viewDidLoad()
              // Do any additional setup after loading the view.
              nextButton.addTarget(self, action: #selector(self. nextAnimation), for: .touchUpInside) //Declared outlet as nextButton
              backButton.addTarget(self, action: #selector(self. backAnimation), for: .touchUpInside) //Declared outlet as backButton and this adds a target
              }
              @objc func nextAnimation(sender: UIButton) {
              // Do your stuff for next animation
              }
              @objc func backAnimation(sender: UIButton) {
              // Do your stuff for previous animation
              }





              share|improve this answer






























                0














                You can forward your animations and go back to previous animation state through a back button like this .



                Step 1 : Declare two integer type variables



                var tapCount = 0 //For forwarding your animations from first to third
                var currentAnimation = 0 // For reversing the animation from current animation


                Step 2 : In your IBAction Function



                    @IBAction func nextAnimation(_ sender: Any)
                {
                if tapCount == 0
                {
                if currentAnimation == 1
                {
                Animation2()
                }
                else
                {
                Animation1()
                }
                tapCount += 1

                }
                else if tapCount == 1
                {
                if currentAnimation == 2
                {
                Animation3()
                }
                else
                {
                Animation2()
                }
                tapCount += 1
                }
                else if tapCount == 2
                {
                if currentAnimation == 3
                {
                Animation1()
                }
                else
                {
                Animation3()
                }
                tapCount = 0
                }
                }


                Step 3 : In your functions



                    func Animation1()  {
                currentAnimation = 1
                print("First Animation")
                }
                func Animation2() {
                currentAnimation = 2
                print("Second Animation")
                }
                func Animation3() {
                currentAnimation = 3
                print("third Animation")
                }


                Step 4: Lastly For Reversing the animation from current state



                @IBAction func backAnimation(_ sender: Any)
                {
                if currentAnimation == 2
                {
                Animation1()

                }
                else if currentAnimation == 3
                {
                Animation2()

                }
                else
                {

                }
                tapCount = 0
                }


                Hope it helps !!



                For addTarget(_:action:for:) method , this can be done without connecting a IBAction and declaring it in viewWillAppear or viewDidLoad as required.It will Associates a target object and action method with the control.



                For example :



                    override func viewDidLoad() {
                super.viewDidLoad()
                // Do any additional setup after loading the view.
                nextButton.addTarget(self, action: #selector(self. nextAnimation), for: .touchUpInside) //Declared outlet as nextButton
                backButton.addTarget(self, action: #selector(self. backAnimation), for: .touchUpInside) //Declared outlet as backButton and this adds a target
                }
                @objc func nextAnimation(sender: UIButton) {
                // Do your stuff for next animation
                }
                @objc func backAnimation(sender: UIButton) {
                // Do your stuff for previous animation
                }





                share|improve this answer




























                  0












                  0








                  0







                  You can forward your animations and go back to previous animation state through a back button like this .



                  Step 1 : Declare two integer type variables



                  var tapCount = 0 //For forwarding your animations from first to third
                  var currentAnimation = 0 // For reversing the animation from current animation


                  Step 2 : In your IBAction Function



                      @IBAction func nextAnimation(_ sender: Any)
                  {
                  if tapCount == 0
                  {
                  if currentAnimation == 1
                  {
                  Animation2()
                  }
                  else
                  {
                  Animation1()
                  }
                  tapCount += 1

                  }
                  else if tapCount == 1
                  {
                  if currentAnimation == 2
                  {
                  Animation3()
                  }
                  else
                  {
                  Animation2()
                  }
                  tapCount += 1
                  }
                  else if tapCount == 2
                  {
                  if currentAnimation == 3
                  {
                  Animation1()
                  }
                  else
                  {
                  Animation3()
                  }
                  tapCount = 0
                  }
                  }


                  Step 3 : In your functions



                      func Animation1()  {
                  currentAnimation = 1
                  print("First Animation")
                  }
                  func Animation2() {
                  currentAnimation = 2
                  print("Second Animation")
                  }
                  func Animation3() {
                  currentAnimation = 3
                  print("third Animation")
                  }


                  Step 4: Lastly For Reversing the animation from current state



                  @IBAction func backAnimation(_ sender: Any)
                  {
                  if currentAnimation == 2
                  {
                  Animation1()

                  }
                  else if currentAnimation == 3
                  {
                  Animation2()

                  }
                  else
                  {

                  }
                  tapCount = 0
                  }


                  Hope it helps !!



                  For addTarget(_:action:for:) method , this can be done without connecting a IBAction and declaring it in viewWillAppear or viewDidLoad as required.It will Associates a target object and action method with the control.



                  For example :



                      override func viewDidLoad() {
                  super.viewDidLoad()
                  // Do any additional setup after loading the view.
                  nextButton.addTarget(self, action: #selector(self. nextAnimation), for: .touchUpInside) //Declared outlet as nextButton
                  backButton.addTarget(self, action: #selector(self. backAnimation), for: .touchUpInside) //Declared outlet as backButton and this adds a target
                  }
                  @objc func nextAnimation(sender: UIButton) {
                  // Do your stuff for next animation
                  }
                  @objc func backAnimation(sender: UIButton) {
                  // Do your stuff for previous animation
                  }





                  share|improve this answer















                  You can forward your animations and go back to previous animation state through a back button like this .



                  Step 1 : Declare two integer type variables



                  var tapCount = 0 //For forwarding your animations from first to third
                  var currentAnimation = 0 // For reversing the animation from current animation


                  Step 2 : In your IBAction Function



                      @IBAction func nextAnimation(_ sender: Any)
                  {
                  if tapCount == 0
                  {
                  if currentAnimation == 1
                  {
                  Animation2()
                  }
                  else
                  {
                  Animation1()
                  }
                  tapCount += 1

                  }
                  else if tapCount == 1
                  {
                  if currentAnimation == 2
                  {
                  Animation3()
                  }
                  else
                  {
                  Animation2()
                  }
                  tapCount += 1
                  }
                  else if tapCount == 2
                  {
                  if currentAnimation == 3
                  {
                  Animation1()
                  }
                  else
                  {
                  Animation3()
                  }
                  tapCount = 0
                  }
                  }


                  Step 3 : In your functions



                      func Animation1()  {
                  currentAnimation = 1
                  print("First Animation")
                  }
                  func Animation2() {
                  currentAnimation = 2
                  print("Second Animation")
                  }
                  func Animation3() {
                  currentAnimation = 3
                  print("third Animation")
                  }


                  Step 4: Lastly For Reversing the animation from current state



                  @IBAction func backAnimation(_ sender: Any)
                  {
                  if currentAnimation == 2
                  {
                  Animation1()

                  }
                  else if currentAnimation == 3
                  {
                  Animation2()

                  }
                  else
                  {

                  }
                  tapCount = 0
                  }


                  Hope it helps !!



                  For addTarget(_:action:for:) method , this can be done without connecting a IBAction and declaring it in viewWillAppear or viewDidLoad as required.It will Associates a target object and action method with the control.



                  For example :



                      override func viewDidLoad() {
                  super.viewDidLoad()
                  // Do any additional setup after loading the view.
                  nextButton.addTarget(self, action: #selector(self. nextAnimation), for: .touchUpInside) //Declared outlet as nextButton
                  backButton.addTarget(self, action: #selector(self. backAnimation), for: .touchUpInside) //Declared outlet as backButton and this adds a target
                  }
                  @objc func nextAnimation(sender: UIButton) {
                  // Do your stuff for next animation
                  }
                  @objc func backAnimation(sender: UIButton) {
                  // Do your stuff for previous animation
                  }






                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 1 hour ago

























                  answered 1 hour ago









                  Diksha BhargavaDiksha Bhargava

                  638




                  638






















                      Sam is a new contributor. Be nice, and check out our Code of Conduct.










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