When I enable horizontal scroll in the text view, the content is scrolling above the Vertical Ruler view. It ideally should not overlap the line number view.
Here is how it looks
To achieve horizontal scroll, I have written an extension on NSTextView
public extension NSTextView {
func wrapText(_ isWrapped: Bool) {
guard let scrollView = enclosingScrollView else { return }
scrollView.hasHorizontalScroller = !isWrapped
isHorizontallyResizable = !isWrapped
let width = isWrapped ? Int(scrollView.contentSize.width) : Int.max
maxSize = NSSize(width: width, height: Int.max)
textContainer?.size = NSSize(width: width, height: Int.max)
textContainer?.widthTracksTextView = isWrapped
}
}
Also
textView.enclosingScrollView!.hasVerticalRuler = true
Related
I can convert any SwiftUI View to a high resolution UIImage, using the code below. It works great... until... I try to use an image size larger than CGSize(width: 2730, height: 2730).
If I increase the image size to CGSize(width: 2731, height: 2731) or larger, the line:
self.drawHierarchy(in: self.layer.bounds, afterScreenUpdates: true)
in "extension UIView", can no longer draw the UIImage.
Any idea on why there is a size limitation?
One Note: I can overcome the size limitation by uncommenting the 2 lines in the "extension View" and replacing:
self.drawHierarchy(in: self.layer.bounds, afterScreenUpdates: true)
With:
layer.render(in: context.cgContext)
in the "extension UIView"... But THEN "layer.render" will not render image effects such as "blur", SceneKit subviews, or metal. So using "self.drawHierarchy" is a must.
// 1: Set breakpoint on line: print("done") to inspect the high res image
// 2: Run, then tap the image on screen to inspect the highresImage
// 3: repeat after changing the size to CGSize = CGSize(width: 2731, height: 2731)
import SwiftUI
struct ContentView: View {
#State var blurRadius: CGFloat = 4.0
let imageSize: CGSize = CGSize(width: 2730, height: 2730)
var body: some View {
testView
.frame(width: 300, height: 300)
.onTapGesture {
// Adjust blur radius based on high res image scale
blurRadius *= imageSize.width * 0.5/300
// Capture high res image of swiftUI view
let highresImage = testView.asImage(size: imageSize)
// set breakpoint here to inspect the high res image size, quality, etc.
print("done")
// reset blur radius back to 4
blurRadius = 4
}
}
var testView: some View {
ZStack {
Color.blue
Circle()
.fill(Color.red)
}
.blur(radius: blurRadius)
}
}
extension UIView {
func asImage() -> UIImage {
let format = UIGraphicsImageRendererFormat()
format.scale = 1
return UIGraphicsImageRenderer(size: self.layer.frame.size, format: format).image { context in
self.drawHierarchy(in: self.layer.bounds, afterScreenUpdates: true)
//layer.render(in: context.cgContext)
}
}
}
extension View {
func asImage(size: CGSize) -> UIImage {
let controller = UIHostingController(rootView: self)
controller.view.bounds = CGRect(origin: .zero, size: size)
//UIApplication.shared.windows.first!.rootViewController?.view.addSubview(controller.view)
let image = controller.view.asImage()
//controller.view.removeFromSuperview()
return image
}
}
I can't figure out why, but it works for me, after changing the y-coordinate of the view's origin to anything non zero. This may be a bug in UIHostingController.
If you use a very small Int, you can't see the difference, e.g.:
controller.view.bounds = CGRect(origin: CGPoint(x: 0, y: 0.0001), size: size)
I'm writing an iOS app where the user can add text fields, then drag them around the screen to reposition them, layout-style, sort of like Keynote.
I'm currently appending the user-added UITextFields to an #IBOutlet Collection and defaulting to .borderStyle = .roundedRect to get a faint border around the selected text, indicating the field is selected. Any UITextField will be set to .roundedRect border style when textFieldDidBeginEditing is called, and switch to textField.borderStyle = .none when textFieldDidEndEditing is called.
All seems to work with one problem: when switching border style to .none, the text field loses indentation that was around the border, shifting text outward and putting it in a spot where the user hadn't intended (graphic adds a background color red, just to show the shift, but I'll eventually allow the user to set background colors, so just shifting the UITextField isn't an option).
I've also tried adapting the answer at:
Create space at the beginning of a UITextField
setting a no-padding inset for the TextView when it's a .roundedRect, but adding padding when .borderStyle is .none. This seems to have no effect.
Other answers have suggested setting
textField.layer.borderColor = UIColor.clear.cgColor
or
textField.layer.borderWidth = 0.0
but these don't seem to have any effect, either
I'm eventually going to allow the user to change fonts & sizes of each TextField, so I'd like any indentation to be consistent whether the UITextField is selected or nots elected, and regardless of font choices.
Code is below. Recommendations are most welcome, as well as setting me on a new approach, if I'm missing a better solution.
Thanks!
John
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var screenView: UIView! // a 320 x 240 view
#IBOutlet var fieldCollection: [UITextField]! // Not connected, fields created programmatically
// below are used in .inset(by:) but seems to have no effect
let padding = UIEdgeInsets(top: 0, left: 5, bottom: 0, right: 5)
let noPadding = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
override func viewDidLoad() {
super.viewDidLoad()
// hide keyboard if we tap outside of a field
let tap = UITapGestureRecognizer(target: self.view, action: #selector(UIView.endEditing(_:)))
tap.cancelsTouchesInView = false
self.view.addGestureRecognizer(tap)
createNewField()
}
// Select / deselect text fields
func textFieldDidBeginEditing(_ textField: UITextField) {
textField.borderStyle = .roundedRect
// textField.bounds.inset(by: noPadding) // effect is the same if left out
}
func textFieldDidEndEditing(_ textField: UITextField) {
textField.borderStyle = .none
// textField.bounds.inset(by: padding) // effect is the same if left out
}
// UITextField created & added to fieldCollection
func createNewField() {
let newFieldRect = CGRect(x: 0, y: 0, width: 320, height: 30)
let newField = UITextField(frame: newFieldRect)
newField.borderStyle = .roundedRect
newField.isUserInteractionEnabled = true
newField.addGestureRecognizer(addGestureToField())
screenView.addSubview(newField)
if fieldCollection == nil {
fieldCollection = [newField]
} else {
fieldCollection.append(newField)
}
newField.delegate = self
newField.becomeFirstResponder()
}
func addGestureToField() -> UIPanGestureRecognizer {
var panGesture = UIPanGestureRecognizer()
panGesture = UIPanGestureRecognizer(target: self, action: #selector(draggedView(_:)))
return panGesture
}
// event handler when a field(view) is dragged
#objc func draggedView(_ sender:UIPanGestureRecognizer){
sender.view!.becomeFirstResponder()
let selectedView = sender.view as! UITextField
selectedView.bringSubviewToFront(selectedView)
let translation = sender.translation(in: screenView)
selectedView.center = CGPoint(x: selectedView.center.x + translation.x, y: selectedView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: screenView)
}
#IBAction func addFieldPressed(_ sender: UIButton) {
createNewField()
}
}
I was able to work around the problem by subclassing UITextField:
class PaddedTextField: UITextField {
let padding = UIEdgeInsets(top: 0, left: 8, bottom: 0, right: 8)
let noPadding = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
override open func textRect(forBounds bounds: CGRect) -> CGRect {
if self.borderStyle == .none {
let content = bounds.inset(by: padding)
return content
} else {
return bounds.inset(by: noPadding)
}
}
}
I then changed the newField object creation from using UITextField to:
let newField = PaddedTextField(frame: newFieldRect)
One more change. The height needed to be more appropriately calculated. Since all of my text fields can start out the full length of the enclosing superview (320 points), I modified the original newFieldRect, used .sizeToFit() to create a textbox with the appropriate height. The other dimensions won't be correct b/c I don't have anything in the text view, but I extract the .height and reuse this with my original initliazation parameters.
newField.sizeToFit()
let newFieldHeight = newField.frame.height
newFieldRect = CGRect(x: 0, y: 0, width: 320, height: newFieldHeight)
newField.frame = newFieldRect
Here's hoping it helps save someone time.
I'm trying to add profile icons via UIImageViews to a UIStackView in order to keep the icons centered in a view. How would I go about adding UIImageViews of a fixed frame to a UIStackView and keep the UIStackView centered in the main view according to varying numbers of UIImageViews in the UIStackView?
let memberIcons: UIStackView = {
let iconView = UIStackView()
iconView.translatesAutoresizingMaskIntoConstraints = false
iconView.axis = .horizontal
iconView.spacing = 5
iconView.distribution = .equalSpacing
iconView.alignment = .center
return iconView
}()
for member in story!.members {
let circle = UIImageView()
circle.frame = CGRect(x: 0, y: 0, width: 36, height: 36)
circle.translatesAutoresizingMaskIntoConstraints = false
circle.layer.cornerRadius = CGFloat(circle.frame.width / 2)
circle.image = member.profilePicture
circle.contentMode = .scaleAspectFill
circle.clipsToBounds = true
memberIcons.addArrangedSubview(circle)
}
Because you set memberIcons.distribution = .equalSpace, the stack view will ask its subviews for their intrinsic sizes. When asked, the UIImage (i.e. circle) will calculate its intrinsic size as "image pixel size / scale", which is not what you want -- you want the image to be of fixed size (36 x 36).
Use Auto Layout on circle:
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(memberIcons)
memberIcons.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
memberIcons.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
// Limit the stack view's width to no more than 75% of the superview's width
// Adjust as needed
memberIcons.widthAnchor.constraint(lessThanOrEqualTo: view.widthAnchor, multiplier: 0.75).isActive = true
let width: CGFloat = 36.0
for member in story!.members {
// We don't care about the frame here as we're gonna use auto layout
let circle = UIImageView(frame: .zero)
circle.translatesAutoresizingMaskIntoConstraints = false
circle.layer.cornerRadius = width / 2
circle.image = member.profilePicture
circle.contentMode = .scaleAspectFill
circle.clipsToBounds = true
circle.layer.borderWidth = 1
circle.layer.borderColor = UIColor.lightGray.cgColor
memberIcons.addArrangedSubview(circle)
circle.widthAnchor.constraint(equalToConstant: width).isActive = true
circle.heightAnchor.constraint(equalToConstant: width).isActive = true
}
}
Result:
Because we limit the width of the UIStackView, there a maximum number of profile images you can add (7 in this case) before you get a bunch of auto layout error on the console. You can enclose the Stack View inside a Scroll View or use a Collection View for a matrix-like display.
I am dynamically creating a scrollView and having a page control associated with it.I have an array of buttons and these buttons is being added to the scroll view dynamically.While the buttons thats are added in the first page are visible , some buttons are not visible , but they are being added to the Scroll View.
UIScrollView frame = CGRect(x: 0, y: 0, width: 340, height: 150)
scrollView.contentSize = CGSize(width: scrollView.frame.size.width * CGFloat(page), height: scrollView.frame.size.height)
In my case , I have 2 pages , so the content width is 680.
On scrolling the view , the content offset of the scroll view is 340 , although the the buttons that are invisible are within the contentSize , the buttons are still not visible ,
Following are the frames of the button that are not visible ,
<UIButton: 0x7ffdf0f26bb0; frame = (355 10; 62 32); opaque = NO; layer = <CALayer: 0x610000030840>>,
<UIButton: 0x7ffdf0f27110; frame = (427 10; 98 32); opaque = NO; layer = <CALayer: 0x610000030960>>,
<UIButton: 0x7ffdf0f27670; frame = (535 10; 112 32); opaque = NO; layer = <CALayer: 0x610000030a80>>
As far as page control is concerned , even if i remove the page control , I see the same behavior in the scrollview.
I am not sure if i have to check for anything specific on the scrollview.
#IBAction func changePage(sender: UIPageControl) -> () {
let x = CGFloat(pageControl.currentPage + 1) * scrollView.frame.size.width
scrollView.setContentOffset(CGPoint(x: x,y :scrollView.frame.size.height), animated: true)
}
func scrollViewDidEndDecelerating(_ scrollView: UIScrollView) {
let pageNumber = round(scrollView.contentOffset.x / scrollView.frame.size.width)
pageControl.currentPage = Int(pageNumber)
}
The issues was not with the page control or scrollview , I was using an extension to round corners of the scrollView which was causing this issue ,
extension UIView {
func roundCorners(corners:UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
}}
I still don't understand why adding mask to the layer was messing the scrollView.
In my application, I have been adding support for NSTextView allowing subviews to work naturally with the text editor. (For example, pressing "enter" drops every subview lower than the insertion point, and text wraps around subviews.)
I have successfully been able to get word wrap around subviews by overridinglineFragmentRectForProposedRect(proposedRect: NSRect,
sweepDirection: NSLineSweepDirection,
movementDirection: NSLineMovementDirection,
remainingRect: NSRectPointer) -> NSRect.
However, when a subview is dragged, or resized, the breaks in the text need to be recalculated to get the desired effect. The text needs to update itself to wrap around the subview as it is dragged or resized. However, I noticed that typing on a line updates the lineFragmentRect for that line. Is there a way to immediately mark the text as "dirty" after the subview is dragged? Here is the code for the text container subclass:
import Cocoa
class CASTextContainer: NSTextContainer {
var mainView: CASTextView = CASTextView()
var textSubviews: Array<AnyObject> {
get {
return mainView.subviews
}
}
override var simpleRectangularTextContainer: Bool {
get {
return false
}
}
func rectForActiveRange() -> NSRect {
let range = layoutManager.glyphRangeForCharacterRange(textView.selectedRange, actualCharacterRange:nil)
var rect = layoutManager.boundingRectForGlyphRange(range, inTextContainer: self)
rect = NSOffsetRect(rect, textView.textContainerOrigin.x, textView.textContainerOrigin.y)
return rect;
}
override func lineFragmentRectForProposedRect(proposedRect: NSRect,
sweepDirection: NSLineSweepDirection,
movementDirection: NSLineMovementDirection,
remainingRect: NSRectPointer) -> NSRect
{
remainingRect.initialize(NSZeroRect)
var frames: Array<NSRect> = []
if textSubviews.isEmpty {
let fullRect = NSMakeRect(0, 0, containerSize.width, containerSize.height)
return NSIntersectionRect(fullRect, proposedRect)
}
for view in textSubviews {
frames.append(view.frame)
}
// Sort the array so that the frames are ordered by increasing origin x coordinate.
let fullRect = NSMakeRect(0, 0, containerSize.width, containerSize.height)
let region = NSIntersectionRect(fullRect, proposedRect)
let sortedFrames: Array<NSRect> = sorted(frames, { (first: NSRect, second: NSRect) -> Bool in
return first.origin.x < second.origin.x
})
// Get the first rectangle height that overlaps with the text region's height.
var textDrawingRegion = NSZeroRect
var subviewFrame = NSZeroRect // Will be needed later to set remainingRect pointer.
var precedingRegion: NSRect = NSZeroRect // Hold the view frame preceding our insertion point.
for frame in sortedFrames {
if region.origin.y + NSHeight(region) >= frame.origin.y &&
region.origin.y <= frame.origin.y + NSHeight(frame)
{
if region.origin.x <= frame.origin.x {
// Calculate the distance between the preceding subview and the approaching one.
var width: CGFloat = frame.origin.x - precedingRegion.origin.x - NSWidth(precedingRegion)
textDrawingRegion.origin = region.origin
textDrawingRegion.size = NSMakeSize(width, NSHeight(region))
subviewFrame = frame
break
}
else {
precedingRegion = frame
}
}
}
if textDrawingRegion == NSZeroRect {
return region
}
else {
// Set the "break" in the text to the subview's location:
let nextRect = NSMakeRect(subviewFrame.origin.x + NSWidth(subviewFrame),
region.origin.y,
NSWidth(proposedRect),
NSHeight(proposedRect))
remainingRect.initialize(nextRect)
return textDrawingRegion
}
}
}