First of all I must say your question was not very clear, it took me a while to figure out what you actually want to achieve. I hope I understand correctly. Without simply typing out the actual code you need, this is how I would approach it:
I would create an array with dictionaries containing the letter as key and the point as value, looking something like this:
[
["A": CGPoint(x: 0, y: 0)],
["B": CGPoint(x: 0, y: 0)],
["C": CGPoint(x: 0, y: 0)],
["D": CGPoint(x: 0, y: 0)],
["E": CGPoint(x: 0, y: 0)],
["F": CGPoint(x: 0, y: 0)],
]
(or nicer, this array could have custom models containing similar info)
Then, use this array to plot the UIButtons on the view, giving each UIButton a reference to the item in the array by subclassing it, e.g the key of the dictionary.
CustomButton: UIButton {
var key: String?
}
Then when tapping the first button, store that key in a local variable named start
and when tapping the second button store that key in a local variable named end
. Subsequently, loop through the array and find the matching start
key and use the values in the array to draw the lines until you find the matching end
key.
Since I was in the mood, I created a simple playground demo, but this is usually not the way it works. You don’t just ask for sample code, you ask for help to solve a problem.
Anyway, you can find the demo here: https://gist.github.com/pvroosendaal/f1617fe7e164bc94f0d37d3175252e2f
By the way, this is by far the crappiest piece of code I wrote, but it does what you want.
I hope it makes sense, otherwise, please let me know.
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