Fade in/out Image in UIIamgeView happens with no duration - uiimageview

I have a UIIamge I created programmatically in viewDidLoad of a DetailViewController. I would like to .transitionCrossDissolve between its current image to another image. My problem is that once the DetailViewCOntroller is displayed the switch happens right away no matter the duration. I never even see the first image. I am using the following code.
let rect = CGRect(x: 0, y: UIApplication.shared.statusBarFrame.height, width: view.frame.size.width, height: view.frame.size.height / 3.0)
let imageView = UIImageView(frame: rect)
imageView.image = #imageLiteral(resourceName: "head1")
imageView.contentMode = .scaleAspectFill
imageView.clipsToBounds = true
view.addSubview(imageView)
UIView.transition(with: imageView,
duration: 16.0,
options: .transitionCrossDissolve,
animations: { imageView.image = #imageLiteral(resourceName: "head3") },
completion: nil)

Try to start the animation in the viewDidAppear delegate. Think thats the problem.

Related

Convert SwiftUI View to UIImage on iOS 14+

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)

NSImageView (added programmatically) doesn't show image, but shows color

Swift 4. Very simple project, all I did - just added a NSImageView programmatically, backgroundColor and NSImage from the .jpg file. I see the good pink color, but can't see the image at all! I tried many different approaches and some was successful (Image showed up well in collection view and if NSImageView was added manually in the story board) but I need in simple programmatically method. Here is all of my code:
class ViewController: NSViewController {
var image: NSImage = NSImage()
var ivTest = NSImageView()
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(self.ivTest)
self.ivTest.wantsLayer = true
self.ivTest.layer?.backgroundColor = NSColor.systemPink.cgColor
self.ivTest.layer?.frame = NSRect(x: 0, y: 0, width: 100, height: 100)
let manager = FileManager.default
var url = manager.urls(for: .documentDirectory, in: .userDomainMask).first
url = url?.appendingPathComponent("night.jpg")
image = NSImage(byReferencing: url!)
if (image.isValid == true){
print("valid")
print("image size \(image.size.width):\(image.size.height)")
self.ivTest.image = image
} else {
print("not valid")
}
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}
output:
result:
thank so much...
--- edited ---
Yes, thank You! Just added this and saw image:
self.ivTest.frame = NSRect(x: 0, y: 0, width: 100, height: 100)

macOS Swift CALayer.contents does not load image

The code below creates a red rectangle that is animated to move across the view from left to right. I would like to have an arbitrary shape loaded from an image to either superimpose or replace the rectangle. However, the circleLayer.contents = NSImage statement in the initializeCircleLayer function doesn't produce any effect. The diagnostic print statement seems to verify that the image exists and has been found, but no image appears in the view. How do I get an image into the layer to replace the animated red rectangle? Thanks!
CODE BELOW:
import Cocoa
class ViewController: NSViewController {
var circleLayer = CALayer()
override func viewDidLoad() {
super.viewDidLoad()
self.view.wantsLayer = true
initializeCircleLayer()
simpleCAAnimationDemo()
}
func initializeCircleLayer(){
circleLayer.bounds = CGRect(x: 0, y: 0, width: 150, height: 150)
circleLayer.position = CGPoint(x: 50, y: 150)
circleLayer.backgroundColor = NSColor.red.cgColor
circleLayer.cornerRadius = 10.0
let testIm = NSImage(named: NSImage.Name(rawValue: "testImage"))
print("testIm = \(String(describing: testIm))")
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage
circleLayer.contentsGravity = kCAGravityCenter
self.view.layer?.addSublayer(circleLayer)
}
func simpleCAAnimationDemo(){
circleLayer.removeAllAnimations()
let animation = CABasicAnimation(keyPath: "position")
let startingPoint = NSValue(point: NSPoint(x: 50, y: 150))
let endingPoint = NSValue(point: NSPoint(x: 600, y: 150))
animation.fromValue = startingPoint
animation.toValue = endingPoint
animation.repeatCount = Float.greatestFiniteMagnitude
animation.duration = 10.0
circleLayer.add(animation, forKey: "linearMovement")
}
}
Why it doesn't work
The reason why
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage
doesn't work is because it's a reference to the cgImage(forProposedRect:context:hints:) method, meaning that its type is
((UnsafeMutablePointer<NSRect>?, NSGraphicsContext?, [NSImageRep.HintKey : Any]?) -> CGImage?)?
You can see this by assigning NSImage(named: NSImage.Name(rawValue: "testImage"))?.cgImage to a local variable and ⌥-clicking it to see its type.
The compiler allows this assignment because circleLayer.contents is an Any? property, so literally anything can be assigned to it.
How to fix it
As of macOS 10.6, you can assign NSImage objects to a layers contents directly:
circleLayer.contents = NSImage(named: NSImage.Name(rawValue: "testImage"))

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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