I'm developing a quiz app for educational use and whilst testing to see if it was 'foolproof' noticed that a second tap would transfer to the next question causing my quiz to jump 2 questions.
In the quiz, I have a pop-up that either tells the student they were correct or tells them what the correct answer was. I delay the loading of the next question for about 4 seconds to let student have another quick look at question and possible answers.
I've tried using isUserInteractionEnabled = false to prevent a second tap being detected but it doesn't seem to be having any effect. Code for this section is:
@IBAction func answerPressed(_ sender: UIButton) {
if sender.tag == selectedAnswer {
self.view.isUserInteractionEnabled = false
ProgressHUD.showSuccess("Correct")
print("correct")
score = score + 1
scoreLabel.text = "Score: \(score)"
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(2), execute: {
// Put your code which should be executed with a delay here
self.progressClick = self.progressClick + 1
self.questionNumber = self.questionNumber + 1
self.updateProgress()
self.updateQuestion()
})
self.view.isUserInteractionEnabled = true
}
else {
self.view.isUserInteractionEnabled = false
ProgressHUD.showError("Good Try. \(allQuestions.list[questionNumber].revealAnswer)")
print("wrong")
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(4), execute: {
// Put your code which should be executed with a delay here
self.progressClick = self.progressClick + 1
self.questionNumber = self.questionNumber + 1
self.updateProgress()
self.updateQuestion()
})
self.view.isUserInteractionEnabled = true
}
}
func updateQuestion(){
if questionNumber < (presentNumber + 10) {
questionDiagram.image = UIImage(named:(allQuestions.list[questionNumber].questionPicture))
questionText.text = "Q \(questionNumber + 1). " + allQuestions.list[questionNumber].question
optionA.setTitle(allQuestions.list[questionNumber].optionA, for: UIControl.State.normal)
optionB.setTitle(allQuestions.list[questionNumber].optionB, for: UIControl.State.normal)
optionC.setTitle(allQuestions.list[questionNumber].optionC, for: UIControl.State.normal)
optionD.setTitle(allQuestions.list[questionNumber].optionD, for: UIControl.State.normal)
selectedAnswer = allQuestions.list[questionNumber].correctAnswer
}
else if questionNumber == allQuestions.list.count {
let alert = UIAlertController(title: "Awesome", message: "Finished all the Quizes. Do you want to start again?", preferredStyle: .alert)
let restartAction = UIAlertAction(title: "Restart", style: .default, handler: {action in self.restartQuiz()})
alert.addAction(restartAction)
present(alert, animated: true, completion: nil)
}
else if questionNumber == 10 {
let alert = UIAlertController(title: "Well Done", message: "That Quiz is done. The next Quiz will now load.", preferredStyle: .alert)
let restartAction2 = UIAlertAction(title: "Continue", style: .default, handler: {action in self.restartQuiz()})
alert.addAction(restartAction2)
present(alert, animated: true, completion: nil)
}
}
Reenabling user interactions is part of what needs to be delayed. Change
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(2), execute: {
// Put your code which should be executed with a delay here
self.progressClick = self.progressClick + 1
self.questionNumber = self.questionNumber + 1
self.updateProgress()
self.updateQuestion()
})
self.view.isUserInteractionEnabled = true
To
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(2), execute: {
// Put your code which should be executed with a delay here
self.progressClick = self.progressClick + 1
self.questionNumber = self.questionNumber + 1
self.updateProgress()
self.updateQuestion()
self.view.isUserInteractionEnabled = true
})
And so on, throughout.
you can do this:
UIApplication.shared.beginIgnoringInteractionEvents()
and after propagating to next quiz
UIApplication.shared.endIgnoringInteractionEvents()
A fix with the storyboard would be do overlay everything with a clear UIView: name that, for example, Display, then, run the following functions when needed.
func disallowTouch() {
self.DisplayView.isHidden = false
self.DisplayView.isUserInteractionEnabled = false
{
You'll of course have to create another function doing the opposite:
func allowTouch() {
self.DisplayView.isHidden = true
self.DisplayView.isUserInteractionEnabled = true
{
I hope this helps, as it's not a conventional fix.
Problem:
It is because you are enabling user interaction right away.
Solution:
You need to move self.view.isUserInteractionEnabled = true
for all your conditions inside DispatchQueue method in order to wait before enabling it again.
Check this sample:
if sender.tag == selectedAnswer {
self.view.isUserInteractionEnabled = false
ProgressHUD.showSuccess("Correct")
print("correct")
score = score + 1
scoreLabel.text = "Score: \(score)"
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(2), execute: {
// Put your code which should be executed with a delay here
self.progressClick = self.progressClick + 1
self.questionNumber = self.questionNumber + 1
self.updateProgress()
self.updateQuestion()
self.view.isUserInteractionEnabled = true //This line moved inside DispatchQueue
})
}
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