是否可以将数据扔给另一个视图控制器?

时间:2020-06-13 18:24:59

标签: ios swift uiviewcontroller

我只是制造可以在生活中使用的计时器。就像我在此处插入的图像一样,如果我返回到主ViewController,那么我想将我在set View Controller中输入的数字扔给viewController,因此当我返回主ViewController并按重新启动时,该数字将出现在文本中CountTimeLabel ..但我真的不知道如何将我在另一个视图控制器中输入的数据扔给root viewController ...请帮助我..如果我在setViewController中编写类似ViewController()。variableName = 30的代码,那剂量不好使..(我已经知道了prepare函数,但是那并不是我要寻找的。.因为这是在我回到ViewController(RootViewController)时发生的),所以我将代码放在下面。 是否有可能将数据从其他视图控制器扔给另一个视图控制器?

import UIKit

class ViewController: UIViewController{

@IBOutlet var AllTileLabel: UILabel!
@IBOutlet var SumTimeLabel: UILabel!
@IBOutlet var CountTimeLabel: UILabel!
@IBOutlet var StartButton: UIButton!
@IBOutlet var StopButton: UIButton!
@IBOutlet var ResetButton: UIButton!

var timeTrigger = true
var realTime = Timer()
var second : Int = 3000
var sum : Int = 14400
var allTime : Int = 14400
var IntSecond : Int = 0
var ifReset = false

override func viewDidLoad() {
    StartButton.layer.cornerRadius = 10
    StopButton.layer.cornerRadius = 10
    ResetButton.layer.cornerRadius = 10
    super.viewDidLoad()
    // Do any additional setup after loading the view.
}

@IBAction func StartButtonAction(_ sender: UIButton) {
    if timeTrigger { checkTimeTrigger() }
    print("Start")
}

@IBAction func StopButtonAction(_ sender: UIButton) {
    endGame()
}
@IBAction func ResetButtonAction(_ sender: UIButton) {
    print(second)
    getTimeData()
    //second = 3000
    //CountTimeLabel.text = "0:50:00"
    CountTimeLabel.text = printTime(temp: second)
    ifReset = true
}
@IBAction func Reset(_ sender: UIButton) {
    endGame()
    timeTrigger = true
    realTime = Timer()
    second = 3000
    sum = 14400
    allTime = 14400
    IntSecond = 0
    ifReset = false

    AllTileLabel.text = "8:00:00"
    SumTimeLabel.text = "0:0:0"
    CountTimeLabel.text = "0:50:00"
}

@objc func updateCounter(){
//        if String(format: "%.2f",second) == "0.00"{
        if second < 1 {
            endGame()
            CountTimeLabel.text = "종료"
        } else {
            second = second - 1
            sum = sum + 1
            allTime = allTime - 1
            AllTileLabel.text = printTime(temp: allTime)
            SumTimeLabel.text = printTime(temp: sum)
            CountTimeLabel.text = printTime(temp: second)
            print("update")
        }
    }

func checkTimeTrigger() {
    realTime = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateCounter), userInfo: nil, repeats: true)
    timeTrigger = false
}

func endGame() {
    realTime.invalidate()
    timeTrigger = true
}

func printTime(temp : Int) -> String
{
    let S = temp%60
    let H = temp/3600
    let M = temp/60 - H*60

    let returnString = String(H) + ":" + String(M) + ":" + String(S)
    return returnString
}

func getTimeData() {
    second = 20
    sum = SetViewController().real.sum
    allTime = SetViewController().real.allTime
    print(second)
}

}











import UIKit

class SetViewController: UIViewController {
@IBOutlet var View1: UIView!
@IBOutlet var View2: UIView!
@IBOutlet var InputView1: UIView!
@IBOutlet var InputView2: UIView!
@IBOutlet var SetButton: UIButton!

@IBOutlet var H1TextField: UITextField!
@IBOutlet var M1TextField: UITextField!
@IBOutlet var H2TextField: UITextField!
@IBOutlet var M2TextField: UITextField!

override func viewDidLoad() {

    super.viewDidLoad()
    H1TextField.keyboardType = .numberPad
    M1TextField.keyboardType = .numberPad
    H2TextField.keyboardType = .numberPad
    M2TextField.keyboardType = .numberPad

    View1.layer.cornerRadius = 14
    View2.layer.cornerRadius = 14
    InputView1.layer.cornerRadius = 10
    InputView2.layer.cornerRadius = 10
    SetButton.layer.cornerRadius = 10

    // Do any additional setup after loading the view.
}

@IBAction func SetButton(_ sender: UIButton) {
    self.dismiss(animated: true, completion: nil)
}

/*
// MARK: - Navigation

// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
    // Get the new view controller using segue.destination.
    // Pass the selected object to the new view controller.
}
*/

}

enter image description here

1 个答案:

答案 0 :(得分:2)

如果您是一名业余程序员,并且只想“完成”,只需使用静态。

假设Bottom: UIViewController是应用程序绝对“基础”上的“主”,根目录,视图控制器。无论发生什么情况,“底部”始终存在。

Timer: UIViewController是由于某种原因您放在顶部的(任何)其他视图控制器。

在底部,执行此操作

class Bottom: UIViewController, etc ... {

    static weak var current: Bottom? = nil

    override func viewDidLoad() {
        super.viewDidLoad()
        Bottom.current = self
    }

    func testing() {
        print("it works, WTH")
    }

请注意,您只需在ViewDidLoad中进行设置即可。

接下来,假设您在Timer中,请尝试以下操作:

class Timer: UIViewController, etc ... {

    func someFunction() {
        Bottom.current.testing()  // it's that easy
    }

就这么简单。


请注意,有关在iPhone编程中使用静态,单例和类似方法的问题,有很多 混乱

(例如,许多工程师会说“避免单例!”,这非常令人困惑,因为在iOS工程中,几乎所有都是是单例(尤其是应用本身 (!!!!!),屏幕,GPS等)

无论如何,作为初学者,请学习如何使用静态方法(如上所述,它很简单.. Bottom.current. ...),最终您可以了解此类方法的优缺点。祝你好运!