I'm new to navigation transition. I'm using Swift language for development.
What i'm trying to do is, whenever user click on the tableview cell the new view will open and it look like it coming from the image view of the cell.
I created a class of UIViewControllerAnimatedTransitioning.
class ThumbnailZoomTransitionAnimator: NSObject, UIViewControllerAnimatedTransitioning {
private let duration: TimeInterval = 0.5
var operation: UINavigationControllerOperation = .push
var thumbnailFrame = CGRect.zero
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let presenting = operation == .push
// Determine which is the master view and which is the detail view that we're navigating to and from. The container view will house the views for transition animation.
let containerView = transitionContext.containerView
guard let toView = transitionContext.view(forKey: UITransitionContextViewKey.to) else { return }
guard let fromView = transitionContext.view(forKey: UITransitionContextViewKey.from) else { return }
let storyFeedView = presenting ? fromView : toView
let storyDetailView = presenting ? toView : fromView
// Determine the starting frame of the detail view for the animation. When we're presenting, the detail view will grow out of the thumbnail frame. When we're dismissing, the detail view will shrink back into that same thumbnail frame.
var initialFrame = presenting ? thumbnailFrame : storyDetailView.frame
let finalFrame = presenting ? storyDetailView.frame : thumbnailFrame
// Resize the detail view to fit within the thumbnail's frame at the beginning of the push animation and at the end of the pop animation while maintaining it's inherent aspect ratio.
let initialFrameAspectRatio = initialFrame.width / initialFrame.height
let storyDetailAspectRatio = storyDetailView.frame.width / storyDetailView.frame.height
if initialFrameAspectRatio > storyDetailAspectRatio {
initialFrame.size = CGSize(width: initialFrame.height * storyDetailAspectRatio, height: initialFrame.height)
}
else {
initialFrame.size = CGSize(width: initialFrame.width, height: initialFrame.width / storyDetailAspectRatio)
}
let finalFrameAspectRatio = finalFrame.width / finalFrame.height
var resizedFinalFrame = finalFrame
if finalFrameAspectRatio > storyDetailAspectRatio {
resizedFinalFrame.size = CGSize(width: finalFrame.height * storyDetailAspectRatio, height: finalFrame.height)
}
else {
resizedFinalFrame.size = CGSize(width: finalFrame.width, height: finalFrame.width / storyDetailAspectRatio)
}
// Determine how much the detail view needs to grow or shrink.
let scaleFactor = resizedFinalFrame.width / initialFrame.width
let growScaleFactor = presenting ? scaleFactor: 1/scaleFactor
let shrinkScaleFactor = 1/growScaleFactor
if presenting {
// Shrink the detail view for the initial frame. The detail view will be scaled to CGAffineTransformIdentity below.
storyDetailView.transform = CGAffineTransform(scaleX: shrinkScaleFactor, y: shrinkScaleFactor)
storyDetailView.center = CGPoint(x: thumbnailFrame.midX, y: thumbnailFrame.midY)
storyDetailView.clipsToBounds = true
}
// Set the initial state of the alpha for the master and detail views so that we can fade them in and out during the animation.
storyDetailView.alpha = presenting ? 0 : 1
storyFeedView.alpha = presenting ? 1 : 0
// Add the view that we're transitioning to to the container view that houses the animation.
containerView.addSubview(toView)
containerView.bringSubview(toFront: storyDetailView)
// Animate the transition.
UIView.animate(withDuration: duration, delay: 0.0, usingSpringWithDamping: 1, initialSpringVelocity: 1.0, options: .curveEaseInOut, animations: {
// Fade the master and detail views in and out.
storyDetailView.alpha = presenting ? 1 : 0
storyFeedView.alpha = presenting ? 0 : 1
if presenting {
// Scale the master view in parallel with the detail view (which will grow to its inherent size). The translation gives the appearance that the anchor point for the zoom is the center of the thumbnail frame.
let scale = CGAffineTransform(scaleX: growScaleFactor, y: growScaleFactor)
let translate = CGAffineTransform(translationX: storyFeedView.frame.midX - self.thumbnailFrame.midX, y: storyFeedView.frame.midY - self.thumbnailFrame.midY)
storyFeedView.transform = translate.concatenating(scale)
storyDetailView.transform = .identity
}
else {
// Return the master view to its inherent size and position and shrink the detail view.
storyFeedView.transform = .identity
storyDetailView.transform = CGAffineTransform(scaleX: shrinkScaleFactor, y: shrinkScaleFactor)
}
// Move the detail view to the final frame position.
storyDetailView.center = CGPoint(x: finalFrame.midX, y: finalFrame.midY)
}) { finished in
transitionContext.completeTransition(finished)
}
}
}
When i click on the cell then new controller open. This functionality is working correctly. But whenever i'm going back then my previous controller get disappear.
Is i'm doing something wrong here ,
// Animate the transition.
UIView.animate(withDuration: duration, delay: 0.0, usingSpringWithDamping: 1, initialSpringVelocity: 1.0, options: .curveEaseInOut, animations: {
// Fade the master and detail views in and out.
storyDetailView.alpha = presenting ? 1 : 0
storyFeedView.alpha = presenting ? 0 : 1
if presenting {
// Scale the master view in parallel with the detail view (which will grow to its inherent size). The translation gives the appearance that the anchor point for the zoom is the center of the thumbnail frame.
let scale = CGAffineTransform(scaleX: growScaleFactor, y: growScaleFactor)
let translate = CGAffineTransform(translationX: storyFeedView.frame.midX - self.thumbnailFrame.midX, y: storyFeedView.frame.midY - self.thumbnailFrame.midY)
storyFeedView.transform = translate.concatenating(scale)
storyDetailView.transform = .identity
}
else {
// Return the master view to its inherent size and position and shrink the detail view.
storyFeedView.transform = .identity
storyDetailView.transform = CGAffineTransform(scaleX: shrinkScaleFactor, y: shrinkScaleFactor)
}
// Move the detail view to the final frame position.
storyDetailView.center = CGPoint(x: finalFrame.midX, y: finalFrame.midY)
}) { finished in
transitionContext.completeTransition(finished)
}
I'm trying to Scale the master view in parallel with the detail view (which will grow to its inherent size). The translation gives the appearance that the anchor point for the zoom is the center of the thumbnail frame.
It will give zoomIn ZoomOut effect when user go back to previous controller. But When i trying to do this then my previous controller disappear.
I wanted to do like zoom transition like apple do in their apps.
Related
Update: Nov.6
Thanks to pointum I revised my question.
On 10.13, I'm trying to write a view snapshot function as general purpose NSView or window extension. Here's my take as a window delegate:
var snapshot : NSImage? {
get {
guard let window = self.window, let view = self.window!.contentView else { return nil }
var rect = view.bounds
rect = view.convert(rect, to: nil)
rect = window.convertToScreen(rect)
// Adjust for titlebar; kTitleUtility = 16, kTitleNormal = 22
let delta : CGFloat = CGFloat((window.styleMask.contains(.utilityWindow) ? kTitleUtility : kTitleNormal))
rect.origin.y += delta
rect.size.height += delta*2
Swift.print("rect: \(rect)")
let cgImage = CGWindowListCreateImage(rect, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
let image = NSImage(cgImage: cgImage!, size: rect.size)
return image
}
}
to derive a 'flattened' snapshot of the window is what I'm after. Initially I'm using this image in a document icon drag.
It acts bizarrely. It seems to work initially - window in center, but subsequently the resulting image is different - smaller, especially when window is moved up or down in screen.
I think the rect capture is wrong ?
Adding to pointum's answer I came up with this:
var snapshot : NSImage? {
get {
guard let window = self.window, let view = self.window!.contentView else { return nil }
let inf = CGFloat(FP_INFINITE)
let null = CGRect(x: inf, y: inf, width: 0, height: 0)
let cgImage = CGWindowListCreateImage(null, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
let image = NSImage(cgImage: cgImage!, size: view.bounds.size)
return image
}
}
As I only want / need a single window, specifying 'null' does the trick. Well all else fails, the docs, if you know where to look :o.
Use CGWindowListCreateImage:
let rect = /* view bounds converted to screen coordinates */
let image = CGWindowListCreateImage(rect, .optionIncludingWindow,
CGWindowID(window.windowNumber), .bestResolution)
To save the image use something like this:
let dest = CGImageDestinationCreateWithURL(url, "public.jpeg", 1, nil)
CGImageDestinationAddImage(destination, image, nil)
CGImageDestinationFinalize(destination)
Note that screen coordinates are flipped. From the docs:
The coordinates of the rectangle must be specified in screen coordinates, where the screen origin is in the upper-left corner of the main display and y-axis values increase downward
Xcode swift 4
I have some views that are added dynamically in code one below another.
Each new view top anchor is connected to previous view bottom anchor.
And each view have a button that make view to expand/collapse with animation. Here is button code :
let fullHeight : CGFloat = 240
let smallHeight : CGFloat = 44
let currentHeigth = rootView.frame.size.height //I use this to get current height and understand expanded view or not
let heighCons = rootView.constraints.filter //I use this to deactivate current height Anchor constraint
{
$0.firstAttribute == NSLayoutAttribute.height
}
NSLayoutConstraint.deactivate(heighCons)
rootView.layoutIfNeeded()
if currentHeigth == smallHeight
{
rootView.heightAnchor.constraint(equalToConstant: fullHeight).isActive = true
rootView.setNeedsLayout()
UIView.animate(withDuration: 0.5)
{
rootView.layoutIfNeeded() //animation itself
}
}
else
{
rootView.heightAnchor.constraint(equalToConstant: smallHeight).isActive = true
rootView.setNeedsLayout()
UIView.animate(withDuration: 0.5)
{
rootView.layoutIfNeeded() //animation itself
}
}
This all works perfectly but i have a problem : view that below current expanding view changes it y position immediately with no animation. Its just jumping to previous view bottom anchor, that would be active after animation finish.
So my question is :
1) what is the right way to make height constraint animation, when views are connected to each other by bottom/top animation?
2) my goal is just to make a view that would expand/collapse on button click, maybe i should do it another way?
Here's an approach using Visiblity Gone Extension
extension UIView {
func visiblity(gone: Bool, dimension: CGFloat = 0.0, attribute: NSLayoutAttribute = .height) -> Void {
if let constraint = (self.constraints.filter{$0.firstAttribute == attribute}.first) {
constraint.constant = gone ? 0.0 : dimension
self.layoutIfNeeded()
self.isHidden = gone
}
}
}
Usage
expanview.visiblity(gone: true,dimension: 0)
Example
#IBOutlet weak var msgLabel: UILabel!
#IBOutlet weak var expanview: UIView!
#IBAction func toggleCollapisbleView(_ sender: UIButton) {
if sender.isSelected{
sender.isSelected = false
expanview.visiblity(gone: false,dimension: 128)
sender.setTitle("Collapse",for: .normal)
}
else{
sender.isSelected = true
expanview.visiblity(gone: true,dimension: 0)
sender.setTitle("Expand",for: .normal)
msgLabel.text = "Visiblity gone"
}
}
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'm developing image gallery like slider using UIPageViewController and I'm having troubles with UIPageViewController automatic insets in Scroll transition style mode.
Here is my layout:
UIViewController with UIContainerView (magenta background)
UIPageViewController linked to the container (from #1)
List of dynamically created view UIViewController(s) within the page controller (from #2), full width-height views (1. orange, 2. red, 3. green)
It used to work fine for a long time and continue to work with iOS 11 unless it's rendered on iPhone X device with safe area:
I've checked a lot of various options and was able to confirm that it's related specifically to the Scroll mode of the Page Controller. If I switch to PageCurl transition style - it works as expected (full height):
The Page Controller doesn't expose a lot of options to control this behavior for the scroll mode and I wasn't able to "hack" it as well by searching the controls tree and modifying various insets and frame and contentSize related properties. What I can clearly see is that once view controller is created, my scroll view contentSize and frame is 34px smaller then the container frame
> view.frame
{{X=0,Y=0,Width=375,Height=732}}
Bottom: 732
Height: 732
IsEmpty: false
Left: 0
Location: {{X=0, Y=0}}
Right: 375
Size: {{Width=375, Height=732}}
Top: 0
Width: 375
X: 0
Y: 0
> scroll.frame
{{X=-5,Y=0,Width=385,Height=698}}
Bottom: 698
Height: 698
IsEmpty: false
Left: -5
Location: {{X=-5, Y=0}}
Right: 380
Size: {{Width=385, Height=698}}
Top: 0
Width: 385
X: -5
Y: 0
> scroll.contentSize
{{Width=1155, Height=698}}
Height: 698
IsEmpty: false
Width: 1155
I've also set up my autolayout constraints to be linked to superview rather than safe area:
Here is my code for the Home Controller and all the rest is set in a storyboard (alert: C# Xamarin syntax)
private List<UIViewController> viewControllers;
public HomePageViewController (IntPtr handle) : base ( handle)
{
}
public override void ViewDidLoad()
{
base.ViewDidLoad();
var child1 = new UIViewController();
child1.View.BackgroundColor = UIColor.Orange;
var child2 = new UIViewController();
child2.View.BackgroundColor = UIColor.Red;
var child3 = new UIViewController();
child3.View.BackgroundColor = UIColor.Green;
this.viewControllers = new List<UIViewController>
{
child1,
child2,
child3,
};
this.SetViewControllers(new UIViewController[] { child1 }, UIPageViewControllerNavigationDirection.Forward, false, null);
this.GetNextViewController = (c, r) =>
{
var current = this.viewControllers.IndexOf(this.ViewControllers[0]);
if (current >= this.viewControllers.Count - 1)
return null;
return this.viewControllers[current + 1];
};
this.GetPreviousViewController = (c, r) =>
{
var current = this.viewControllers.IndexOf(this.ViewControllers[0]);
if (current <= 0)
return null;
return this.viewControllers[current - 1];
};
}
How can I force my children view controllers to have full height (equals to the frame height of the parent container)?
I think you can solve this issue using code and custom layout. I mean create your UIPageViewController and insert its view to your UIViewController in code not on storyboard. I think you
should override UIViewController.viewDidLayoutSubviews() and set your rects "manually" (at least the one of the UIPageViewController.) Well, when you do it in code, sometimes you even don't need to override UIViewController.viewDidLayoutSubviews() because the template by Apple itself didn't do this. I think because any created view has translatesAutoresizingMaskIntoConstraints = true. So you can also follow this approach.
There is an example when you create a new project and state it is a page based app.
Here is the template if you want (WARNING: This is a part of a template by Apple itself)
var pageViewController: UIPageViewController?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
// Configure the page view controller and add it as a child view controller.
self.pageViewController = UIPageViewController(transitionStyle: .scroll, navigationOrientation: .horizontal, options: nil)
self.pageViewController!.delegate = self
let startingViewController: DataViewController = self.modelController.viewControllerAtIndex(0, storyboard: self.storyboard!)!
let viewControllers = [startingViewController]
self.pageViewController!.setViewControllers(viewControllers, direction: .forward, animated: false, completion: {done in })
self.pageViewController!.dataSource = self.modelController
self.addChildViewController(self.pageViewController!)
self.view.addSubview(self.pageViewController!.view)
// Set the page view controller's bounds using an inset rect so that self's view is visible around the edges of the pages.
var pageViewRect = self.view.bounds
if UIDevice.current.userInterfaceIdiom == .pad {
pageViewRect = pageViewRect.insetBy(dx: 40.0, dy: 40.0)
}
self.pageViewController!.view.frame = pageViewRect
self.pageViewController!.didMove(toParentViewController: self)
}
You can extend this functionality by extending
I had a similar issue that only happened in the X sizes and after hours of trails and errors I got it fixed.
I am not sure if it's applicable for you or not but the way I have my page view controller VCs is that each VC has an image filling its background. I have 3 pages. Scrolling for the first time looked normal but when I would reverse scroll from page 2 to 1 or from 1 to 0, page 1's image would show around 40 pixels from the side when it should be completely hidden (similar to your screenshots).
So to fix it I had to either set the images to Aspect Fit or clips to bounds = true. I used the latter because it worked better for the UI.
I achieved to have my UIPageViewController display with full screen height with the following code :
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
guard let contentScrollView = view.subviews.first(where: { $0 is UIScrollView }) else { return }
contentScrollView.frame.size.height = view.frame.height
}
Swift 4, macOS 10.13
I have read a variety of answers on SO and still can't get an NSImageView to spin at its center instead of one of its corners.
Right now, the image looks like this (video): http://d.pr/v/kwiuwS
Here is my code:
//`loader` is an NSImageView on my storyboard positioned with auto layout
loader.wantsLayer = true
let oldFrame = loader.layer?.frame
loader.layer?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
loader.layer?.position = CGPoint(x: 0.5, y: 0.5)
loader.layer?.frame = oldFrame!
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(-1 * .pi * 2.0)
rotateAnimation.duration = 2
rotateAnimation.repeatCount = .infinity
loader.layer?.add(rotateAnimation, forKey: nil)
Any ideas what I am still missing?
I just created a simple demo which contains the handy setAnchorPoint extension for all views.
The main reason you see your rotation from a corner is that your anchor point is somehow reset to 0,0.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
var imageView: NSImageView!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
// Create red NSImageView
imageView = NSImageView(frame: NSRect(x: 100, y: 100, width: 100, height: 100))
imageView.wantsLayer = true
imageView.layer?.backgroundColor = NSColor.red.cgColor
window.contentView?.addSubview(imageView)
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
func applicationDidBecomeActive(_ notification: Notification) {
// Before animate, reset the anchor point
imageView.setAnchorPoint(anchorPoint: CGPoint(x: 0.5, y: 0.5))
// Start animation
if imageView.layer?.animationKeys()?.count == 0 || imageView.layer?.animationKeys() == nil {
let rotate = CABasicAnimation(keyPath: "transform.rotation")
rotate.fromValue = 0
rotate.toValue = CGFloat(-1 * .pi * 2.0)
rotate.duration = 2
rotate.repeatCount = Float.infinity
imageView.layer?.add(rotate, forKey: "rotation")
}
}
}
extension NSView {
func setAnchorPoint(anchorPoint:CGPoint) {
if let layer = self.layer {
var newPoint = NSPoint(x: self.bounds.size.width * anchorPoint.x, y: self.bounds.size.height * anchorPoint.y)
var oldPoint = NSPoint(x: self.bounds.size.width * layer.anchorPoint.x, y: self.bounds.size.height * layer.anchorPoint.y)
newPoint = newPoint.applying(layer.affineTransform())
oldPoint = oldPoint.applying(layer.affineTransform())
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.anchorPoint = anchorPoint
layer.position = position
}
}
}
As I wondered many times myself on this question, here is my own simple method to rotate any NSView. I post it also as a self reminder. It can be defined in a category if needed.
This is a simple rotation, not a continuous animation. Should be applied to an NSView instance with wantsLayer = YES.
- (void)rotateByNumber:(NSNumber*)angle {
self.layer.position = CGPointMake(NSMidX(self.frame), NSMidY(self.frame));
self.layer.anchorPoint = CGPointMake(.5, .5);
self.layer.affineTransform = CGAffineTransformMakeRotation(angle.floatValue);
}
This is the result of a layout pass resetting your view's layer to default properties. If you check your layer's anchorPoint for example, you'll find it's probably reset to 0, 0.
A simple solution is to continually set the desired layer properties in viewDidLayout() if you're in a view controller. Basically doing the frame, anchorPoint, and position dance that you do in your initial setup on every layout pass. If you subclassed NSImageView you could likely contain that logic within that view, which would be much better than putting that logic in a containing view controller.
There is likely a better solution with overriding the backing layer or rolling your own NSView subclass that uses updateLayer but I'd have to experiment there to give a definitive answer.