Migration from Swift 3 to Swift 4 Navigation Bar broken interface - user-interface

I have migrated my app from Swift 3.1 to Swift 4.0 (Xcode 8.3.3 to Xcode 9.0) and some part of my interface is broken now. Navigation Bar of Navigation controller is complete mess. Please, look at screenshot:
There are 3 elements:
left Netfnet logo (image)
right Signal strength (image)
right QR Code button
As you can see, two images are too big and not in center and button was deformed (it should be perfect square, all images too).
There is code which generated navigation controller:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
settings()
}
func settings() {
let color = UIColor(red: 81 / 255, green: 155 / 255, blue: 22 / 255, alpha: 1.0)
self.navigationController?.navigationBar.barTintColor = color
let logoImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 35, height: 35))
logoImageView.contentMode = .scaleAspectFit
let logo = UIImage(named: "littleLogoImage")
logoImageView.image = logo
navigationItem.leftBarButtonItem = UIBarButtonItem(customView: logoImageView)
let signalStengthImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 35, height: 35))
signalStengthImageView.contentMode = .scaleAspectFit
signalStengthImageView.image = UIImage(named: "signalStrength4")
let signalStengthImageItem = UIBarButtonItem(customView: signalStengthImageView)
let button = UIButton(type: .custom)
button.setImage(UIImage(named: "qrCodeButton"), for: .normal)
button.frame = CGRect(x: 0, y: 0, width: 35, height: 35)
let qrCodeButtonItem = UIBarButtonItem(customView: button)
navigationItem.rightBarButtonItems = [qrCodeButtonItem, signalStengthImageItem] //
}
}
I can decrease resolution of images directly myself, but I just don't get why everting was fine in Swift 3.1 and in Swift 4.0 is broken.
I will be thankful for any help or advice.

You have to add width and height constraints.
Your barImageView and barButton in CustomNavigationController should be like below :
func barImageView(imageName: String) -> UIBarButtonItem {
let imgView = imageView(imageName: imageName)
let widthConstraint = imgView.widthAnchor.constraint(equalToConstant: 35)
let heightConstraint = imgView.heightAnchor.constraint(equalToConstant: 35)
heightConstraint.isActive = true
widthConstraint.isActive = true
return UIBarButtonItem(customView: imgView)
}
func barButton(imageName: String, selector: Selector) -> UIBarButtonItem {
let button = UIButton(type: .custom)
button.setImage(UIImage(named: imageName), for: .normal)
button.frame = CGRect(x: 0, y: 0, width: 35, height: 35)
button.addTarget(self, action: selector, for: .touchUpInside)
let widthConstraint = button.widthAnchor.constraint(equalToConstant: 35)
let heightConstraint = button.heightAnchor.constraint(equalToConstant: 35)
heightConstraint.isActive = true
widthConstraint.isActive = true
return UIBarButtonItem(customView: button)
}
Your signalStengthImageView in LogoWithSignalStrength:
signalStengthImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 35, height: 35))
signalStengthImageView.contentMode = .scaleAspectFit
let widthConstraint = signalStengthImageView.widthAnchor.constraint(equalToConstant: 35)
let heightConstraint = signalStengthImageView.heightAnchor.constraint(equalToConstant: 35)
heightConstraint.isActive = true
widthConstraint.isActive = true

In Xcode 9, Navigation bar items are constraints base, Add this:
if #available(iOS 11.0, *) {
logoImageView.widthAnchor.constraint(equalToConstant: 35).isActive = true
logoImageView.heightAnchor.constraint(equalToConstant: 35).isActive = true
} else {
//set frames
}

Related

NSMenu Subclass does not respond to mouse click

I am subclassing an NSPopUpButton with the purpose of having control over the drawing methods of the button itself, but also the NSMenu that will pop up. Therefore I am also subclassing NSMenu and - most importantly - setting the view of each menu item to a custom NSView.
So far I have managed to come very close to the appearance of the original NSPopupButton and its menu. In the code, I provide a small window that will display an original NSButton on the left side and an instance of my custom version on the right.
However, the custom menu does not function properly. The following issues occur:
The button can be clicked and the menu will pop up. When the mouse is moved inside the menu, the item on which the pointer is hovering will highlight properly, except for the item that is selected: when the mouse exits its tracking area to the neighboring item, this one will be highlighted, but the first one will not lose highlight color. Only when entering the selected item again and then exiting it a second time it will lose the highlight properly.
Clicking an item will NOT dismiss the menu, the menu does not respond to any click within one of its items. The menu will however be dismissed when a click outside the menu occurs.
The button and the menu are fully functional when using the keyboard: Tab switches between the standard and the custom PopUpButton, space will summon the menu, the arrow buttons move the selection, and space or return will make a selection and dismiss the menu.
The first menu entry (Item 1) can not be selected, when dismissing the menu with enter or space when Item 1 is highlighted the Item that was selected before will stay selected.
Problem 4 is possibly unrelated, my main question is:
Why do the CustomMenuItemViews not respond to mouse events the way a stock Menu does? I assume that there is either a method that I have to override, a delegate that has to be set somewhere, or both, but I have not yet managed to find the part of the code where I have to hook in.
I was at least able to pinpoint the problem to the overridden method willOpenMenu - if I do not override, I get normal behavior, but of course, the menu will then be drawn by the cocoa method.
import Cocoa
import AppKit
#main
class AppDelegate: NSObject, NSApplicationDelegate {
var window: NSWindow!
func applicationDidFinishLaunching(_ aNotification: Notification) {
window.contentViewController = MyViewController(size: NSSize(width: 200, height: 80))
}
}
class MyViewController: NSViewController {
public init(size: NSSize) {
super.init(nibName: nil, bundle: nil)
self.view = MyInnerView(frame: NSRect(x: 0, y: 0, width: size.width, height: size.height))
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class MyInnerView: NSView, NSMenuDelegate {
public override init(frame: NSRect) {
super.init(frame: frame)
let standardPopUp = NSPopUpButton(title: "Switch", target: nil, action: nil)
standardPopUp.frame = NSRect(x: 10, y: constant.buttonFrameY, width: 80, height: constant.buttonFrameHeigth)
standardPopUp.addItems(withTitles: ["Item 1", "Item 2", "Item 3"])
let popUpCell = CustomPopUpButtonCell()
let customPopUp = CustomPopUpButton(title: "Switch", target: nil, action: nil)
customPopUp.cell = popUpCell
customPopUp.menu = CustomPopUpMenu()
customPopUp.menu?.delegate = self
customPopUp.frame = NSRect(x: 90, y: constant.buttonFrameY, width: 80, height: constant.buttonFrameHeigth)
customPopUp.addItems(withTitles: ["Item 1", "Item 2", "Item 3"])
self.addSubview(standardPopUp)
self.addSubview(customPopUp)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class CustomPopUpButton: NSPopUpButton {
override func drawFocusRingMask() {
// prevent focus ring drawing
}
override func becomeFirstResponder() -> Bool {
(self.cell as! CustomPopUpButtonCell).hasFocus = true
self.needsDisplay = true
return true
}
override func resignFirstResponder() -> Bool {
(self.cell as! CustomPopUpButtonCell).hasFocus = false
self.needsDisplay = true
return true
}
// this function breaks the intended behaviour
override func willOpenMenu(_ menu: NSMenu, with event: NSEvent) {
for (index,item) in self.menu!.items.enumerated() {
item.view = MenuItemCustomView(frame: NSRect(x: 0, y: 0, width: 150, height: constant.popUpMenuCellHeigth))
item.view?.menu = menu
(item.view as! MenuItemCustomView).text = item.title
if self.indexOfSelectedItem == index {
(item.view as! MenuItemCustomView).selected = true
}
}
}
}
class CustomPopUpMenu: NSMenu {
}
class CustomPopUpButtonCell: NSPopUpButtonCell {
var hasFocus = false
override func draw(withFrame cellFrame: NSRect, in controlView: NSView) {
let context = NSGraphicsContext.current!.cgContext
// calculate width
let buttonWidth = CGFloat(60)
// draw rounded rect with shadow
let buttonRect = CGRect(x: constant.popUpButtonInset, y: (cellFrame.height/2 - constant.popUpButtonHeigth/2) - constant.popUpButtonVerticalOffset, width: buttonWidth, height: constant.popUpButtonHeigth)
let roundedRect = CGPath.init(roundedRect: buttonRect, cornerWidth: constant.popUpButtonCornerRadius, cornerHeight: constant.popUpButtonCornerRadius, transform: nil)
let shadowColor = CGColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 0.5)
context.setShadow(
offset: CGSize(width: 0, height: 0),
blur: 3.0,
color: shadowColor)
context.setLineWidth(3)
context.setFillColor(.white)
context.addPath(roundedRect)
context.fillPath()
context.setShadow(offset: CGSize(), blur: 0)
// draw arrow rect
let arrowRect = CGRect(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectWidth - constant.popUpButtonArrowRectGap, y: (cellFrame.height/2 - constant.popUpButtonArrowRectWidth/2 - constant.popUpButtonVerticalOffset), width: constant.popUpButtonArrowRectWidth, height: constant.popUpButtonArrowRectWidth)
let arrowRoundedRect = CGPath.init(roundedRect: arrowRect, cornerWidth: constant.popUpButtonArrowRectCornerRadius, cornerHeight: constant.popUpButtonArrowRectCornerRadius, transform: nil)
context.setFillColor(NSColor.controlAccentColor.cgColor)
context.addPath(arrowRoundedRect)
context.fillPath()
// draw arrows
context.setStrokeColor(.white)
context.setLineWidth(1.5)
context.setLineCap(.round)
context.move(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectWidth - constant.popUpButtonArrowRectGap + 5, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset + 2)))
context.addLine(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectWidth/2 - constant.popUpButtonArrowRectGap, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset + constant.popUpButtonArrowRectWidth/2 - 3)))
context.addLine(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectGap - 5, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset + 2)))
context.strokePath()
context.move(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectWidth - constant.popUpButtonArrowRectGap + 5, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset - 2)))
context.addLine(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectWidth/2 - constant.popUpButtonArrowRectGap, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset - constant.popUpButtonArrowRectWidth/2 + 3)))
context.addLine(to: CGPoint(x: constant.popUpButtonInset + buttonWidth - constant.popUpButtonArrowRectGap - 5, y: (cellFrame.height/2 - constant.popUpButtonVerticalOffset - 2)))
context.strokePath()
// draw text
let textColor: NSColor = .black
let attributes = [
NSAttributedString.Key.font : NSFont(name: "Lucida Grande", size: CGFloat(12)),
NSAttributedString.Key.foregroundColor : textColor
]
let textPosition = NSPoint(x: constant.popUpButtonInset + constant.popUpButtonArrowRectGap, y: constant.popUpButtonVerticalOffset + 8 - constant.popUpButtonArrowRectGap)
NSAttributedString(string: self.selectedItem!.title, attributes: attributes as [NSAttributedString.Key : Any]).draw(at: textPosition)
if hasFocus {
let buttonRect = CGRect(x: constant.popUpButtonInset - constant.popUpButtonFocusRingThickness/4, y: (cellFrame.height/2 - constant.popUpButtonHeigth/2) - constant.popUpButtonVerticalOffset - constant.popUpButtonFocusRingThickness/4, width: buttonWidth + constant.popUpButtonFocusRingThickness*0.5, height: constant.popUpButtonHeigth + constant.popUpButtonFocusRingThickness*0.5)
let roundedRect = CGPath.init(roundedRect: buttonRect, cornerWidth: constant.popUpButtonFocusRingCornerRadius, cornerHeight: constant.popUpButtonFocusRingCornerRadius, transform: nil)
context.setLineWidth(constant.popUpButtonFocusRingThickness)
context.setStrokeColor((NSColor.keyboardFocusIndicatorColor).cgColor)
context.addPath(roundedRect)
context.strokePath()
}
}
}
class MenuItemCustomView: NSView {
var text: String = ""
var scaleFactor: CGFloat = 1
var selected = false
override func draw(_ dirtyRect: NSRect) {
let context = NSGraphicsContext.current!.cgContext
context.setLineWidth(1)
var textColor: NSColor
if self.enclosingMenuItem!.isHighlighted {
textColor = .white
context.setStrokeColor(.white
)
// draw selection frame
let arrowRect = CGRect(x: constant.popUpMenuSelectionInset, y: 0, width: (self.frame.width - constant.popUpMenuSelectionInset*2), height: self.frame.height)
let arrowRoundedRect = CGPath.init(roundedRect: arrowRect, cornerWidth: constant.popUpButtonArrowRectCornerRadius, cornerHeight: constant.popUpButtonArrowRectCornerRadius, transform: nil)
context.setFillColor(NSColor.controlAccentColor.cgColor)
context.addPath(arrowRoundedRect)
context.fillPath()
} else {
textColor = .black
context.setStrokeColor(.black)
}
let attributes = [
NSAttributedString.Key.font : NSFont(name: "Lucida Grande", size: CGFloat(12*scaleFactor)),
NSAttributedString.Key.foregroundColor : textColor
]
let textPosition = NSPoint(x: constant.popUpMenuTextX*scaleFactor, y: constant.popUpMenuTextY*scaleFactor)
NSAttributedString(string: self.text, attributes: attributes as [NSAttributedString.Key : Any]).draw(at: textPosition)
if selected {
// draw checkmark
context.setLineWidth(2*scaleFactor)
let inset = constant.popUpMenuSelectionInset
context.move(to: CGPoint(x: (inset + 3)*scaleFactor, y: (self.frame.height/2)))
context.addLine(to: CGPoint(x: (inset + 7)*scaleFactor, y: self.frame.height*0.3))
context.addLine(to: CGPoint(x: (inset + 13)*scaleFactor, y: (self.frame.height*0.7)))
context.strokePath()
}
}
}
struct constant {
static let popUpButtonHeigth = CGFloat(20)
static let popUpButtonInset = CGFloat(4)
static let popUpButtonCornerRadius = CGFloat(5)
static let popUpButtonVerticalOffset = CGFloat(1.5)
static let popUpButtonFocusRingThickness = CGFloat(4)
static let popUpButtonFocusRingCornerRadius = CGFloat(6)
static let popUpButtonArrowRectWidth = CGFloat(15)
static let popUpButtonArrowRectGap = CGFloat(2)
static let popUpButtonArrowRectCornerRadius = CGFloat(3)
static let popUpMenuCellHeigth = CGFloat(24)
static let popUpMenuTextX = CGFloat(25)
static let popUpMenuTextY = CGFloat(4)
static let popUpMenuSelectionInset = CGFloat(5)
static let buttonFrameY = CGFloat(10)
static let buttonFrameHeigth = CGFloat(35)
}

How to update different views using SwiftUI?

I am aiming to make a program in which I am using using SwiftUI buttons to update by SCNView in SceneKit. I have a cylinder as a SCNCylinder in my SCNView inside a frame in SwiftUI. I want my cylinder to rotate about 180° after I press the button. In my current code I have used #State and #Binding to update the view. But somehow the cylinder rotates as soon as I run the code, not waiting for me to touch the button. Not sure why this happens
Here is my code :
struct ContentView: View {
#State var rotationAngle: Float = 180
var body: some View {
VStack{
Button(action: {
// What to perform
self.rotationAngle = 180
}) {
// How the button looks like
Text("180°")
.frame(width: 100, height: 100)
.position(x: 225, y: 500)
}
SceneKitView(angle: self.$rotationAngle)
.frame(width: 300, height: 300)
.position(x: 225, y: 0)
}
}
}
struct SceneKitView: UIViewRepresentable {
#Binding var angle: Float
func degreesToRadians(_ degrees: Float) -> CGFloat {
return CGFloat(degrees * .pi / 180)
}
func makeUIView(context: UIViewRepresentableContext<SceneKitView>) -> SCNView {
let sceneView = SCNView()
sceneView.scene = SCNScene()
sceneView.allowsCameraControl = true
sceneView.autoenablesDefaultLighting = true
sceneView.backgroundColor = UIColor.white
sceneView.frame = CGRect(x: 0, y: 10, width: 0, height: 1)
return sceneView
}
func updateUIView(_ sceneView: SCNView, context: UIViewRepresentableContext<SceneKitView>) {
let cylinder = SCNCylinder(radius: 0.02, height: 2.0)
let cylindernode = SCNNode(geometry: cylinder)
cylindernode.position = SCNVector3(x: 0, y: 0, z: 0)
cylinder.firstMaterial?.diffuse.contents = UIColor.green
cylindernode.pivot = SCNMatrix4MakeTranslation(0, -1, 0)
let rotation = SCNAction.rotate(by: self.degreesToRadians(self.angle), around: SCNVector3(1, 0, 0), duration: 5)
sceneView.scene?.rootNode.addChildNode(cylindernode)
cylindernode.runAction(rotation)
}
typealias UIViewType = SCNView
}
I want the cylinder to rotate after I press the button. Please help me with this problem.
just set startingAngle to 0
#State var rotationAngle: Float = 0

Uitextfield background color blurry?

I am trying to make the background color of a UItextfield blurry. When I try the code below, my app crashes when it runs. Has anyone tried this before and knows how to make a UITextfield blurry?
let p = UITextField()
let blurEffect = UIBlurEffect(style: .light)
let blurView = UIVisualEffectView(effect: blurEffect)
p.layer.isOpaque = true
p.layer.backgroundColor = blurView as! CGColor
I found a solution where you place a view behind the UITextfield, and make it transparent.
let v = UIView()
v.frame = CGRect(x: 30, y: 100, width: 180, height: 30)
let blurEffect = UIBlurEffect(style: .light)
let blurView = UIVisualEffectView(effect: blurEffect)
blurView.frame = v.bounds
blurView.backgroundColor = .clear
v.addSubview(blurView)
let p = UITextField()
p.frame = CGRect(x: 0, y: 0, width: 180, height: 30)
p.layer.isOpaque = true
p.backgroundColor = .clear
v.addSubview(p)
self.view.backgroundColor = .red
self.view.addSubview(v)
This is an example of proposed solution, with background image instead of red color, to emphasize the blur effect
self.view.backgroundColor = UIColor(patternImage: UIImage(named: "background") ?? UIImage())

Text Field with Only top and Bottom Border using swift 2

I have a page for forgot password. It has only a text field asking the user to fill in their email address. The Designer designed the text field with top and bottom border only.
I tried answer from here UITextField Only Top And Bottom Border
but in the result it only shows bottom border for the text field.
Like in the image i would like to create a grey border for top and bottom
To remove Fights with views you could create a tableView with a static cell that contains a TextField. Voila done... Top and bottom border comes for free and you will use standard apple stuff :)
If you really want to draw the layers than follow the steps on your linked questions:
CALayer *topBorder = [CALayer layer];
topBorder.frame = CGRectMake(0, 0, self.frame.size.width, 1);
topBorder.backgroundColor = [UIColor blackColor].CGColor;
[myTextField.layer addSublayer:topBorder];
CALayer *bottomBorder = [CALayer layer];
bottomBorder.frame = CGRectMake(0, self.frame.size.height - 1, self.frame.size.width, 1);
bottomBorder.backgroundColor = [UIColor blackColor].CGColor;
[myTextField.layer addSublayer:bottomBorder];
In Swift:
let topBorder = CALayer()
topBorder.frame = CGRectMake(0, 0, bounds.size.width, 1)
topBorder.backgroundColor = UIColor.grayColor()
textField.layer.addSublayer(topBorder)
let bottomBorder = CALayer()
bottomBorder.frame = CGRectMake(0, bounds.size.height-1, bounds.size.width, 1)
bottomBorder.backgroundColor = UIColor.grayColor()
textField.layer.addSublayer(bottomBorder)
Thanks #El Captain for the valuable comment and nice answer by #Bjorn Ro even if it was in Objective-c i think.
And my answer for the question is (i'm using swift 2 Xcode 7)
Override the function viewDidLayoutSubviews() in your swift file. And the Code for the same is
override func viewDidLayoutSubviews() {
// Creates the bottom border
let borderBottom = CALayer()
let borderWidth = CGFloat(2.0)
borderBottom.borderColor = UIColor.grayColor().CGColor
borderBottom.frame = CGRect(x: 0, y: forgotPasswordEmailText.frame.height - 1.0, width: forgotPasswordEmailText.frame.width , height: forgotPasswordEmailText.frame.height - 1.0)
borderBottom.borderWidth = borderWidth
forgotPasswordEmailText.layer.addSublayer(borderBottom)
forgotPasswordEmailText.layer.masksToBounds = true
// Creates the Top border
let borderTop = CALayer()
borderTop.borderColor = UIColor.grayColor().CGColor
borderTop.frame = CGRect(x: 0, y: 0, width: forgotPasswordEmailText.frame.width, height: 1)
borderTop.borderWidth = borderWidth
forgotPasswordEmailText.layer.addSublayer(borderTop)
forgotPasswordEmailText.layer.masksToBounds = true
}
forgotPasswordEmailText is the text field for entering Email
The Final output looks like this... with a gray Colour border (Screen shot of iPhone 4s Simulator)
Good suggestions for programatic solution posted so far. But I figured I'd share an Interfacebuilder solution....
1) Create view collection in your view controller
#IBOutlet private var borderViews: [UIView]?
2) Create 2 UIViews in interface builder 1px high constrained to where you want them around the textfield
3) Connect the 2 views in interface builder to borderViews IBOutlet
4) Customise appearance of both views by using setValue forKeyPath... for example, on success you may want the border to turn green
setValue(UIColor.green, forKeyPath: "borderViews.backgroundColor")
In Swift 3 use extension:
Create Swift file
import UIKit
extension UITextField {
func setBottomBorder() {
self.borderStyle = .none
self.layer.backgroundColor = UIColor.white.cgColor
self.layer.masksToBounds = false
self.layer.shadowColor = UIColor.gray.cgColor
self.layer.shadowOffset = CGSize(width: 0.0, height: 1.0)
self.layer.shadowOpacity = 1.0
self.layer.shadowRadius = 0.0
}
}
Call from anywhere:
PasswordField.setBottomBorder();
Here's a nice and easy Swift 4 implementation that handles resizing views as well :)
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
viewToShadow.backgroundColor = .white
viewToShadow.layer.masksToBounds = false
viewToShadow.layer.sublayers?
.filter { layer -> Bool in
return layer.backgroundColor == UIColor.almostBlack.alpha(0.5).cgColor
}
.forEach { layer in
layer.removeFromSuperlayer()
}
[CGRect(x: 0.0, y: 0.0, width: viewToShadow.bounds.width, height: 0.5),
CGRect(x: 0.0, y: viewToShadow.bounds.height, width: viewToShadow.bounds.width, height: 0.5)]
.forEach { frame in
let layer = CALayer()
layer.frame = frame
layer.backgroundColor = UIColor.almostBlack.alpha(0.5).cgColor
viewToShadow.layer.addSublayer(layer)
}
}
Use handy extension for it
extension UITextField {
func addTopBorder(){
let bottomLine = CALayer()
bottomLine.frame = CGRect.init(x: 0, y: 0, width: self.frame.size.width, height: 1)
bottomLine.backgroundColor = UIColor.white.cgColor
self.borderStyle = UITextField.BorderStyle.none
self.layer.addSublayer(bottomLine)
}
func addBottomBorder(){
let bottomLine = CALayer()
bottomLine.frame = CGRect.init(x: 0, y: self.frame.size.height - 1, width: self.frame.size.width, height: 1)
bottomLine.backgroundColor = UIColor.white.cgColor
self.attributedPlaceholder = NSAttributedString(string: self.placeholder ?? "-", attributes: [NSAttributedString.Key.foregroundColor : #colorLiteral(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)])
self.borderStyle = UITextField.BorderStyle.none
self.layer.addSublayer(bottomLine)
}
}
use it in you controller like this
yourTextfield.addTopBorder()
yourTextfield.addBottomBorder()
and don't forget to use it on main thread
DispatchQueue.main.async {
self.yourTextfield.addTopBorder()
self.yourTextfield.addBottomBorder()
}

Why is UIBarButtonItem image always fuzzy/blurry/pixelated

Here is my current code:
var reply = UIBarButtonItem(image: UIImage(named: "reply"), style: UIBarButtonItemStyle.Plain, target: self, action: Selector("reply:"))
self.navigationItem.rightBarButtonItem = reply
The button in the top right corner is always fuzzy. This is a screenshot from an iPhone4s device so it is not a retina-related issue.
I have tried different image sizes ranging from 30x30 to 512x512 and adding the image using customView. These methods have not fixed the issue.
Thanks in advance.
I have solved it using this method:
var replyBtn = UIButton(frame: CGRect(x: 0, y: 0, width: 30, height: 30))
replyBtn.setImage(UIImage(named: "reply"), forState: UIControlState.Normal)
replyBtn.addTarget(self.navigationController, action: Selector("reply:"), forControlEvents: UIControlEvents.TouchUpInside)
var item = UIBarButtonItem(customView: replyBtn)
self.navigationItem.rightBarButtonItem = item
It displays a very crisp button using the exact same image.
From IOS human interface guide the icon should be 22x22
Take a look at the documentation here:
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/BarIcons.html
Try this:
func createBarButton(image: String, size: CGSize, offset: (x: CGFloat, y: CGFloat) = (0,0), hightlightable: Bool = true, action: Selector) -> UIBarButtonItem {
let btn = UIButton(type: .custom)
let img = UIImage(named: image)
btn.setBackgroundImage(img, for: .normal)
btn.addTarget(self, action: action, for: .touchUpInside)
btn.frame = CGRect(x: offset.x, y: offset.y, width: size.width, height: size.height)
btn.adjustsImageWhenHighlighted = hightlightable
let view = UIView(frame: CGRect(x: 0, y: 0, width: size.width, height: size.height))
// view.bounds = view.bounds.offsetBy(dx: offset.x, dy: offset.y)
view.addSubview(btn)
let barButton = UIBarButtonItem(customView: view)
return barButton
}
self.navigationItem.rightBarButtonItem = createBarButton(image: "YOUR_IMAGE",
size: CGSize(width: 35, height: 35),
offset: (x: -10, y: 0),
action: #selector(showXY))

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