Handling AutoLayout constraint animation differences in iOS 10? - animation

I've noticed that in iOS 10 Beta 5 (about to try Beta 6), AutoLayout constraint animation behaves a bit differently.
For example, this approach does not work the same as it did in previous iOS releases:
[view addConstraints:#[constraints...]];
[view setNeedsUpdateConstraints];
[view layoutIfNeeded];
[UIView animateWithDuration:...
{
/* adjust constraint here... */
[view layoutIfNeeded]; // Only the adjusted constraints since previous layoutIfNeeded() call should animate change with duration.
} completion:{ ... }];
... In my testing, the constraints initially added with addConstraints() will also animate in iOS 10 with the UIView animateWithDuration() block... which is causing some funky/undesirable behavior so far.
For example, setting the left/right constraints in the array (but the vertical constraints in the block) causes the entire view to animate onto the screen diagonally with this approach... which is totally incorrect.
Does anyone know how to do this correctly for both iOS 9 (and below), as well as 10?

Try calling layoutIfNeeded on the view's superview, instead of the view itself.
--
I had a similar problem, my view was supposed to animate from the top at a 0 height, downward to a > 0 height (i.e. (0, 0, 320, 0) to (0, 0, 320, 44)).
Using Xcode 8 with iOS 10, the animation behavior was much different. Instead of animating downward from the top, the view animates up & down from the vertical center of the destination frame.
I fixed this by, instead of calling layoutIfNeeded on the view itself, calling it on the view's superview. Somehow, the behavior was restored.
Hope it helps!
Helpful comment by #Ramiro:
According to the documentation, layoutIfNeeded lays out the subviews (but doesn't contemplate the current view itself). So, in order to update the current view lay out, you need to call layoutIfNeeded from the super view.

In below method :
[super viewDidLoad];
Write this line:
[self.view layoutIfNeeded];

I made a small test changing H and V of a small red view:
self.red_POS_H = NSLayoutConstraint.constraints(withVisualFormat: "H:|-90-[redView]", options: defaultOptions, metrics: nil, views: viewsDictionary)
self.red_POS_V = NSLayoutConstraint.constraints(withVisualFormat: "V:|-30-[redView]", options: defaultOptions, metrics: nil, views: viewsDictionary)
self.view.addConstraints(self.red_POS_V!)
self.view.addConstraints(self.red_POS_H!)
and animated it:
// we hope is only one:
let currV = self.red_POS_V![0]
let currH = self.red_POS_H![0]
UIView.animate(withDuration: 3) {
// Make all constraint changes here
currV.constant = 100
currH.constant = 300
self.view.layoutIfNeeded() // Forces the layout of the subtree animation block and then captures all of the frame changes
}
red view moved correctly, if You comment out single line in animation, it does work, horizontally or vertically.
Small project avalable, if You need it.

Related

Automatically wrap NSTextField using Auto Layout

How does one go about having auto-layout automatically wrap an NSTextField to multiple lines as the width of the NSTextField changes?
I have numerous NSTextFields displaying static text (i.e.: labels) in an inspector pane. As the inspector pane is resized by the user, I would like the right hand side labels to reflow to multiple lines if need be.
(The Finder's Get Info panel does this.)
But I haven't been able to figure out the proper combination of auto layout constraints to allow this behavior. In all case, the NSTextFields on the right refuse to wrap. (Unless I explicitly add a height constraint that would allow it to.)
The view hierarchy is such that each gray band is a view containing two NSTextFields, the property name on the left and the property value on the right. As the user resizes the inspector pane, I would like the property value label to auto-resize it's height as need-be.
Current situation:
What I would like to have happen:
(Note that this behavior is different than most Stack Overflow questions I came across regarding NSTextFields and auto layout. Those questions wanted the text field to grow while the user is typing. In this situation, the text is static and the NSTextField is configured to look like a label.)
Update 1.0
Taking #hamstergene's suggestion, I subclassed NSTextField and made a little sample application. For the most part, it now works, but there's now a small layout issue that I suspect is a result of the NSTextField's frame not being entirely in sync with what auto-layout expects it to be. In the screenshot below, the right-hand side labels are all vertically spaced with a top constraint. As the window is resized, the Where field is getting properly resized and wrapped. However, the Kind text field does not get pushed down until I resize the window "one more pixel".
Example: If I resize the window to just the right width that the Where textfield does it's first wrap, then I get the results in the middle image. If I resize the window one more pixel, then the Kind field's vertical location is properly set.
I suspect that's because auto-layout is doing it's pass and then the frames are getting explicitly set. I imagine auto-layout doesn't see that on that pass but does it it on the next pass, and updates the positions accordingly.
Assuming that's the issue, how do I inform auto-layout of these changes I'm doing in setFrameSize so that it can run the layout again. (And, most importantly, not get caught in recursive state of layout-setFrameSize-layout-etc...)
Solution
I've come up with a solution that appears to work exactly how I was hoping. Instead of subclassing NSTextField, I just override layout in the superview of the NSTextField in question. Within layout, I set the preferredMaxLayoutWidth on the text field and then trigger a layout pass. That appears to be enough to get it mostly working, but it leaves the annoying issue of the layout being briefly "wrong". (See note above).
The solution to that appears to be to call setNeedsDisplay and then everything Just Works.
- (void)layout {
NSTextField *textField = ...;
NSRect oldTextFieldFrame = textField.frame;
[textField setPreferredMaxLayoutWidth:NSWidth(self.bounds) - NSMinX(textField.frame) - 12.0];
[super layout];
NSRect newTextFieldFrame = textField.frame;
if (oldTextFieldFrame.size.height != newTextFieldFrame.size.height) {
[self setNeedsDisplay:YES];
}
}
The simplest way to get this working, assuming you're using an NSViewController-based solution is this:
- (void)viewDidLayout {
[super viewDidLayout];
self.aTextField.preferredMaxLayoutWidth = self.aTextField.frame.size.width;
[self.view layoutSubtreeIfNeeded];
}
This simply lets the constraint system solve for the width (height will be unsolvable on this run so will be what ever you initially set it to), then you apply that width as the max layout width and do another constraint based layout pass.
No subclassing, no mucking with a view's layout methods, no notifications. If you aren't using NSViewController you can tweak this solution so that it works in most cases (subclassing textfield, in a custom view, etc.).
Most of this came from the swell http://www.objc.io/issue-3/advanced-auto-layout-toolbox.html (look at the Intrinsic Content Size of Multi-Line Text section).
If inspector pane width will never change, just check "First Runtime Layout Width" in IB (note it's 10.8+ feature).
But allowing inspector to have variable width at the same time is not possible to achieve with constraints alone. There is a weak point somewhere in AutoLayout regarding this.
I was able to achieve reliable behaviour by subclassing the text field like this:
- (NSSize) intrinsicContentSize;
{
const CGFloat magic = -4;
NSSize rv;
if ([[self cell] wraps] && self.frame.size.height > 1)
rv = [[self cell] cellSizeForBounds:NSMakeRect(0, 0, self.bounds.size.width + magic, 20000)];
else
rv = [super intrinsicContentSize];
return rv;
}
- (void) layout;
{
[super layout];
[self invalidateWordWrappedContentSizeIfNeeded];
}
- (void) setFrameSize:(NSSize)newSize;
{
[super setFrameSize:newSize];
[self invalidateWordWrappedContentSizeIfNeeded];
}
- (void) invalidateWordWrappedContentSizeIfNeeded;
{
NSSize a = m_previousIntrinsicContentSize;
NSSize b = self.intrinsicContentSize;
if (!NSEqualSizes(a, b))
{
[self invalidateIntrinsicContentSize];
}
m_previousIntrinsicContentSize = b;
}
In either case, the constraints must be set the obvious way (you have probably already tried it): high vertical hugging priority, low horizontal, pin all four edges to superview and/or sibling views.
Set in the size inspector tab in section Text Field Preferred Width to "First Runtime layout Width"
This works for me and is a bit more elegant. Additionally i've made a little sample project on Github
public class DynamicTextField: NSTextField {
public override var intrinsicContentSize: NSSize {
if cell!.wraps {
let fictionalBounds = NSRect(x: bounds.minX, y: bounds.minY, width: bounds.width, height: CGFloat.greatestFiniteMagnitude)
return cell!.cellSize(forBounds: fictionalBounds)
} else {
return super.intrinsicContentSize
}
}
public override func textDidChange(_ notification: Notification) {
super.textDidChange(notification)
if cell!.wraps {
validatingEditing()
invalidateIntrinsicContentSize()
}
}
}

iOS 8 animation bug

I have a simple method for animate view.
-(void)animateSelf
{
CABasicAnimation * animation;
animation = [CABasicAnimation animationWithKeyPath:#"position.y"];
// settings ...
[self.view.layer addAnimation:animation forKey:#"position.y"];
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
// settings ...
[self.view.layer addAnimation:animation forKey:#"transform.rotation.z"];
[UIView animateWithDuration: 1.0 animations:^{
CGRect rect = self.view.frame;
rect.origin.y += 800;
self.view.frame = rect;
} completion:nil];
}
For iOS 7 it worked well. But for iOS 8 animation behaves unpredictably. Is there a way to combine these animations for iOS 8?
I tried to replace animateWithDuration: by another CABasicAnimation, but it did not help.
The view.frame logs are correct, but the animation of view.frame jumps out of obscure origin.
After removing CABasicAnimation for position.y (the first one) bug is gone.
You have three animations:
You animate the layer's position
You animate the layer's transform
You animate the view's frame which in turn animates the layer's position.
Animations 1 and 3 collide.
On iOS 7 the behavior is that animation 3 cancels animation 1.
On iOS 8 the behavior is that animations 1 and 3 run concurrently ("Additive Animations").
I suggest you just remove animation 1 and also check out the related WWDC 2014 video (I think it was Building Interruptible and Responsive Interactions).
What worked for me was disabling autolayouts on the view and THE SUBVIEWS of the view I was animating at some point before doing the animation. Disabling autolayouts from the storyboard was not enough in iOS8.
[viewToAnimate removeFromSuperview];
[viewToAnimate setTranslatesAutoresizingMaskIntoConstraints:YES];
//addSubview again at original index
[superView insertSubview:viewToAnimate atIndex:index];
This example might help you, I wish I had discovered it before wasting hours. Rather than animate the frame, animates its contraints. Click on the auto layout constraint you would like to adjust (in interface builder e.g top constraint). Next make this an IBOutlet;
#property (strong, nonatomic) IBOutlet NSLayoutConstraint *topConstraint;
Animate upwards;
self.topConstraint.constant = -100;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:1.5 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
Animate back to original place
self.topConstraint.constant = 0;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:1.5 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
Originally posted by me here
So you would adjust the constraint for self.view.frame in your example.
I also got an issue of little nasty differences between iOS7 and iOS8 animation.
In most cases it was broken it was either:
single combination of Scale, Transform and Rotate CGAffineTransforms - the result was dependant on iOS version
or complex sequence of animations on different views - some views were 'reseting' their positions before commencing a new piece of animations. About 5% of animation pieces were affected.
I'm pretty sure there were no simultaneous animations on the problematic views.
Autolayout and constraints suggestions did not help (moreover, all animated views were create in code as autolayout interfered with animation a lot even before iOS8).
What turned out to be a universal solution for both problems is to put the problematic views into a wrapper view and use it to split-off Rotation animation or to do the animation that causes 'reset' effect. Now it functions the same in 7.1.1 and 8.1.1.

Xcode 5, why isn't the image resizing?

Hello I am trying to resize a UIImage, but even though I'm not getting any errors it is not working.
hers the code of .h file
IBOutlet UIImageView *Fish;
heres the code of .m file
Fish.frame = CGRectMake(0, 0, 300, 293);
What am I doing wrong?
Thanks for any help
The image is probably not resizing because you are just resizing the image view. Make sure in your storyboard that you make the image view (Fish), have the move ScaleToFill. I can't do screenshot due to reputation ( sorry :( )
Alternately, if your goal is not to resize the image view but to resize the image it is holding, you can do this:
UIImage *image = Fish.image;
UIImage *image = YourImageView.image;
UIImage *tempImage = nil;
CGSize targetSize = CGSizeMake(80,60);
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectMake(0, 0, 0, 0);
thumbnailRect.origin = CGPointMake(0.0,0.0);
thumbnailRect.size.width = targetSize.width;
thumbnailRect.size.height = targetSize.height;
[image drawInRect:thumbnailRect];
tempImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
YourImageView.image = tempImage;
and you would set thumbnailRect to whatever size you want.
Hope this helps! Please search Nerdy Lime on the app store to find all of my apps! Thanks!
I bet your outlet is not hooked up. In your "viewDidLoad" method, try doing this:
if(Fish)
{
Fish.frame = CGRectMake(0, 0, 300, 293);
} else {
NSLog(#"Fish is null; why did I forget to connect the outlet in my storyboard or xib?");
}
And this isn't the best way to resize your UIImageView. If you're using regular springs & struts, you can grow an outlet by clicking the springs & struts to grow based on the superview's size, e.g.:
And if you're doing AutoLayout, there's a different thing you can do (basically pin your view to all four sides of the superview).
Here is how I do it:
1) select the outlet / object you want to add constraints to (in your case, it'll be the fish image view)
2) see the segmented control at the bottom of the Interface Builder window? Click on the second one and you'll see a popover view open up with a list of possible constraints to add.
3) In my example, I'm adding constraints in my ImageView to always be 10 pixels from each edge of the superview (note the four "10"s and solid red lines meaning I'm adding four constraints).
AutoLayout is a pain to get accustomed to (and I'm still learning it myself), but I suspect that once one gets the hang of it, it'll be a powerful new tool especially as Apple brings in additional iOS screen sizes in the very near future.

UICollectionView fix paging position after rotation

I have a UICollectionView with the frame of
[UIScreen mainScreen].bounds
and these attributes:
_collectionView.pagingEnabled = YES;
_collectionView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
A cell has also the size of the collection view. When I rotate, the contentOffset of the collection view does not fit to the new orientation. It has still the same offset as before the rotation.
To fix this, I changed the contentOffset manually in the didRotate method.
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
_collectionView.contentOffset = CGPointMake(_newContentOffsetX, _collectionView.contentOffset.y);
}
This works, but it looks terrible. I also tried to scroll to the current IndexPath, but it hast the same ugly behaviour:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
[_collectionView scrollToItemAtIndexPath:_currentIndexPath atScrollPosition:UICollectionViewScrollPositionLeft animated:NO];
}
I need a clean transition and behaviour of updating the collection view's content offset when rotating the device.
Its better To use the
willAnimateRotationToInterfaceOrientation:duration:
When this method is called the bound of your view controllers view are already updated to the current device orientation. It seems that this method gets called inside of the rotation animation block. This means all the positions you will set inside of willAnimateRotationToInterfaceOrientation:duration: are animated.
This helps me a lot and I use it to update my view Controllers view content insets on rotation. Works like a charm! :-)
Instead of using didRotateFromInterfaceOrientation, try updating contentOffset in willRotateToInterfaceOrientation.
You'll need to make sure to compensate for using the other width/height dimension that you'll be rotating to since it won't have done the rotation yet.
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
_collectionView.contentOffset = CGPointMake(_newContentOffsetX, _collectionView.contentOffset.y);
}

NSSplitView resizes the custom NSView contained

I've a vertical NSSplitView, the bottom subview contains a custom view (eg NSView) and a NSTextView.
The NSView contains inside it two NSButtons.
When I resize the splitView, making it smaller, the NSView containing the buttons is resized, too.
I don't want this behavior.
To better explain my problem please view the attached image.
Image 1: the window at application startup, everything is ok
Image 2: I've resized making smaller the split view, only a little part of buttons is visible
Image 3: I've enlarged again the split view but as you can see the NSView remains smaller and buttons are no longer visible (if I resize the splitView to bottom the NSView 'disappears')
This is a vicious problem that's based on the legacy workings of Cocoa views. The best solution I've seen is to constrain the minimum dimension of any portion of the split view. If the subviews never collapse, their metrics don't cross into another dimension and they should re-enlarge just fine.
To do this, set up a delegate for your split view, which will implement - splitView:constrainMaxCoordinate:ofSubviewAt:. The split view will call your delegate method hoping it can leave the max divider position at the height of the split view (passing this in as the second argument), but you can simply subtract some quantity from that value (say, 60) to return it as the minimum height for the bottom view.
- (CGFloat)splitView:(NSSplitView *)aSplitView
constrainMaxCoordinate:(CGFloat)proposedMin
ofSubviewAt:(NSInteger)dividerIndex {
return proposedMin - 60;
}
Of course, you'll probably want to do more checking in this method to make sure you're talking about the right split view, and the right subview, to avoid overreaching effects, but this is the basic idea.
(See also this fabulicious article on the subject.)
Constraining the divider position did not help in my case, as I'm animating the subviews and subviews can be collapsed.
I managed to achieve an acceptable solution by implementing the splitView delegate method -splitviewWillResizeSubviews: (means, you have to connect the delegate property from the split view to your controller in IB or in code) to maintain a minimum width by setting the subview to hidden instead of shrinking it to zero:
- (void)splitViewWillResizeSubviews:(NSNotification *)notification {
NSUInteger divider = [[[notification userInfo] valueForKey:#"NSSplitViewDividerIndex"] intValue];
NSView *subview = nil;
if(divider == SPLITVIEW_DIVIDER_SIDEBAR) {
subview = (NSView*)[self.splitView.subviews objectAtIndex:SPLITVIEW_SIDEBAR_INDEX];
}
if(subview) {
if(subview.frame.size.width < SPLITVIEW_MINIMUM_SIDEBAR_WIDTH) {
CGRect correctedFrame = subview.frame;
correctedFrame.size.width = SPLITVIEW_MINIMUM_SIDEBAR_WIDTH;
subview.frame = correctedFrame;
subview.hidden = YES;
} else {
subview.hidden = NO;
}
}
}

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