Refactoring unruly functions

Hi

I am trying to learn Swift/iOS using @hollance’s cool book and my app deviates from the book, but takes many of the lessons learned. I am trying to refactor this code, I don’t expect someone to rewrite this for me, but it would be great to have some ideas. I’m still getting used to the swift/iOS environment and don’t know much of the SDK as I’m coming from other languages. Here is two functions that I would feel could be improved/shortened

The first function I have is a series of user text fields where I’m using a UIPicker, this just drops the picker when done is touched.

The second is me adding a uipicker and custom toolbar to each of the outlets along with a target that is used later on in the code to confirm that user has filled in all the necessary fields.

// drops the uipickerview when called
func donePicker(sender: UITextField){

    if sportTextField.isFirstResponder(){
        sportTextField.resignFirstResponder()
    } else if periods.isFirstResponder(){
        periods.resignFirstResponder()
    } else if length.isFirstResponder() {
        length.resignFirstResponder()
    } else if noOfPlayers.isFirstResponder() {
        noOfPlayers.resignFirstResponder()
    } else if teamName.isFirstResponder() {
        teamName.resignFirstResponder()
    }
    
}


override func viewDidLoad() {
    super.viewDidLoad()
    // set pickerview
    self.pickerView = UIPickerView()
    NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(updatePicker), name: UITextFieldTextDidBeginEditingNotification, object: nil)
    pickerView.showsSelectionIndicator = true
    pickerView.delegate = self
    // add pickerview for each field
    sportTextField.inputView = pickerView
    sportTextField.inputAccessoryView = toolBarSetUp()
    periods.inputView = pickerView
    periods.inputAccessoryView = toolBarSetUp()
    length.inputAccessoryView = toolBarSetUp()
    noOfPlayers.inputAccessoryView = toolBarSetUp()
    teamName.inputAccessoryView = toolBarSetUp()
    // add targets to fields to make sure fields aren't empty
    teamName.addTarget(self, action: #selector(checkFields), forControlEvents: .EditingDidEnd)
    sportTextField.addTarget(self, action: #selector(checkFields), forControlEvents: .EditingDidEnd)
    periods.addTarget(self, action: #selector(checkFields), forControlEvents: .EditingDidEnd)
    length.addTarget(self, action: #selector(checkFields), forControlEvents: .EditingDidEnd)
    noOfPlayers.addTarget(self, action: #selector(checkFields), forControlEvents: .EditingDidEnd)
    
    // if edited team then change nav title
    if let team = teamToEdit {
        title = "Edit Team"
        teamName.text = team.name
        sportTextField.text = team.sport
        noOfPlayers.text = String(team.no_of_players)
        periods.text = String(team.no_of_periods)
        length.text = String(team.period_length)
        doneBarButton.enabled = true
    }
}

indent preformatted text by 4 spaces

Thanks for any help with this :slight_smile:

In donePicker() there is a trick to hide the keyboard without having to check which thing is currently first responder:

UIApplication.sharedApplication().sendAction(#selector(resignFirstResponder), to:nil, from:nil, forEvent:nil)

That’s cool! Thank you :slight_smile: