Hope someone can help me. Im trying to make a zoom gesture, so when the image are presented the user can zoom the image with fingers.
My code to present the image are:
// MARK: Show image full screen
func imageTapped(img: AnyObject) {
self.navigationController?.navigationBarHidden = true
let imageView = productImage as UIImageView
let newImageView = UIImageView(image: imageView.image)
newImageView.frame = self.view.frame
newImageView.backgroundColor = .blackColor()
newImageView.contentMode = .ScaleToFill
newImageView.userInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: "dismissFullscreenImage:")
newImageView.addGestureRecognizer(tap)
self.view.addSubview(newImageView)
}
func dismissFullscreenImage(sender: UITapGestureRecognizer) {
sender.view?.removeFromSuperview()
self.navigationController?.navigationBarHidden = false
}
Use UIScrollView and add UIImgeView in scroll view
import UIKit
class ViewController: UIViewController,UIScrollViewDelegate
{
var scrollV : UIScrollView!
var imageView : UIImageView!
override func viewDidLoad()
{
super.viewDidLoad()
self.navigationController?.navigationBarHidden = true
scrollV=UIScrollView()
scrollV.frame = CGRectMake(0, 0, self.view.frame.width, self.view.frame.height)
scrollV.minimumZoomScale=1
scrollV.maximumZoomScale=3
scrollV.bounces=false
scrollV.delegate=self;
self.view.addSubview(scrollV)
imageView=UIImageView()
imageView.image = UIImage(imageLiteral: "neymar.jpg")
imageView.frame = CGRectMake(0, 0, scrollV.frame.width, scrollV.frame.height)
imageView.backgroundColor = .blackColor()
imageView.contentMode = .ScaleToFill
scrollV.addSubview(imageView)
}
func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView?
{
return imageView
}
}
Take gesture programmatically and make its method and write down this code in the method.
pinchRecognizerOnView() is my method name. Take one view or image view inside view controller and add this new view in that.Now apply gesture method on this new view.
func pinchRecognizerOnView(sender: UIPinchGestureRecognizer!) {
sender.view?.transform = CGAffineTransformScale((sender.view?.transform)!, sender.scale, sender.scale)
sender.scale = 1
// its for zoom in out screen
}
Related
I am trying to implement drop delegates on a NSCollectionViewController and having issues using a custom NSCollectionViewItem with an additional View Layer I've added onto the CollectionView Item. FWIW, The additional view is used draw a dashed border to indicate a drop area.
The drag event works fine on this collectionItem, and all other collectionItems without this view when it is hidden, but as soon as the drag event occurs on top of this view, the drag event pauses.
The drag event resumes as soon as the mouse is dragged outside of the view, but nothing happens if I release the drag while the mouse is over the view.
I would love to know what is happening here and how to prevent the custom view from "stealing" the mouse event from the CollectionViewContoller.
Delegate Method on DropViewController
func collectionView(_ collectionView: NSCollectionView, validateDrop draggingInfo: NSDraggingInfo, proposedIndexPath proposedDropIndexPath: AutoreleasingUnsafeMutablePointer<NSIndexPath>, dropOperation proposedDropOperation: UnsafeMutablePointer<NSCollectionView.DropOperation>) -> NSDragOperation {
print("1")
if proposedDropIndexPath.pointee.item <= self.destinationDirectoryArray.count {
if proposedDropOperation.pointee == NSCollectionView.DropOperation.on {
return .move
}
} else if proposedDropIndexPath.pointee.item == self.destinationDirectoryArray.count {
//There's some stuff here validating the URL removed for brevity. It works okay when the focus is outside the view, but happy to add back in if helpful
if proposedDropOperation.pointee == NSCollectionView.DropOperation.on {
return .move
}
}
return[]
}
Configuring Collection View
func configureCollectionView() {
let flowLayout = NSCollectionViewFlowLayout()
flowLayout.minimumInteritemSpacing = 8.0
flowLayout.minimumLineSpacing = 8.0
destinationCollectionView.delegate = self
destinationCollectionView.dataSource = self
destinationCollectionView.register(NSNib(nibNamed: "DestinationCollectionItem", bundle: nil), forItemWithIdentifier: directoryItemIdentifier)
destinationCollectionView.collectionViewLayout = flowLayout
destinationCollectionView.registerForDraggedTypes([.fileURL])
destinationCollectionView.setDraggingSourceOperationMask(NSDragOperation.move, forLocal: true)
}
Collection View Item Setup
class DestinationCollectionItem: NSCollectionViewItem {
#IBOutlet weak var backgroundLayer: NSView!
override func viewDidLoad() {
super.viewDidLoad()
self.highlightState = .none
view.wantsLayer = true
view.layer?.cornerRadius = 8.0
backgroundLayer.isHidden = true
}
}
Custom Border View - Applied custom class in Xib and linked to File's Owner
class BorderedView: NSView {
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
let path : NSBezierPath = NSBezierPath(roundedRect: self.bounds, xRadius: 10.0, yRadius: 10.0)
path.addClip()
let dashHeight: CGFloat = 2
let dashLength: CGFloat = 7
let dashColor: NSColor = .lightGray
// setup the context
let currentContext = NSGraphicsContext.current!.cgContext
currentContext.setLineWidth(dashHeight)
currentContext.setLineDash(phase: 0, lengths: [dashLength])
currentContext.setStrokeColor(dashColor.cgColor)
// draw the dashed path
let cgPath : CGPath = CGPath(roundedRect: NSRectToCGRect(self.bounds), cornerWidth: 10.0, cornerHeight: 10.0, transform: nil)
currentContext.addPath(cgPath)
currentContext.strokePath()
}
}
Well - I solved this one pretty quick.
While I previously tried adding unregisterDraggedTypes() to the backgroundLayer, the issue turned out to also be occurring on the image layer. I applied it to both the Image and backgroundLayer and it works now.
Collection View Item Setup
class DestinationCollectionItem: NSCollectionViewItem {
#IBOutlet weak var backgroundLayer: NSView!
override func viewDidLoad() {
super.viewDidLoad()
self.highlightState = .none
view.wantsLayer = true
view.layer?.cornerRadius = 8.0
backgroundLayer.isHidden = true
backgroundLayer.unregisterDraggedTypes()
self.imageView?.unregisterDraggedTypes()
self.textField?.unregisterDraggedTypes()
}
}
I want to make a scroll view programmatically in xcode and want to add anchor constraints using safe area layout guide Auto Layout. And want to add some text views button and map init but could not find any proper way to do this. I have tried many codes. What is the proper code for this?
Please try below code for programmatically create Scroll view and add UIView inside XCode
Swift 4.0
import UIKit
class ViewController: UIViewController {
let scrollView: UIScrollView = {
let view = UIScrollView()
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
let myView: UIView = {
let view = UIView()
view.backgroundColor = .yellow
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
// add the scroll view to self.view
self.view.addSubview(scrollView)
// constrain the scroll view to 8-pts on each side
scrollView.leftAnchor.constraint(equalTo: view.leftAnchor, constant: 8.0).isActive = true
scrollView.topAnchor.constraint(equalTo: view.topAnchor, constant: 8.0).isActive = true
scrollView.rightAnchor.constraint(equalTo: view.rightAnchor, constant: -8.0).isActive = true
scrollView.bottomAnchor.constraint(equalTo: view.bottomAnchor, constant: -8.0).isActive = true
//Frame for UIView here
myView.frame = CGRect(x: 0, y: 0, width: self.view.frame.size.width, height: self.view.frame.size.height)
scrollView.addSubview(myView)
}
}
i´m developing an app that has a lot of view controllers and did set the back ground image with code, but i have to copy and paste that block of code in every view controller, how can i type it once and call it to reuse the code in every view controller..Thanks A lot.
var imageView: UIImageView!
let image = UIImage(named: "backGroundImage.png")!
override func loadView() {
super.loadView()
self.imageView = UIImageView(frame: CGRectZero)
self.imageView.contentMode = .ScaleAspectFill
self.imageView.image = image
self.view.addSubview(imageView)
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
self.imageView.frame = self.view.bounds
}
What you can do is make a parent UIViewController class and have all of your view controllers inherit from that class. Somethig like this:
class MyParentViewController: UIViewController {
var imageView: UIImageView!
let image = UIImage()
override func viewDidLoad() {
super.viewDidLoad()
self.imageView = UIImageView(frame: CGRectZero)
self.imageView.contentMode = .ScaleAspectFill
self.imageView.image = image
self.view.addSubview(imageView)
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
self.imageView.frame = self.view.bounds
}
}
And then your child view controllers that enherit from this class would look something like this:
class MyViewController: MyParentViewController {
overide func viewDidLoad() {
image = UIImage(named:"My image name")
super.viewDidLoad()
}
}
Now, here is really the way you should do it
However, having multiple view controllers that are all the same probably isnt a good idea. I would just keep only the parent view controller (rename it obviously) and just change the value of "image" in the segue that leads to the view to whatever image you want. This would eliminate the need to have a ton of view controllers, and will make it easier to add more images in the future if you want.
Here's how I would do it:
protocol ImageViewBackground {
var backgroundImageView: UIImageView? {get set}
mutating func setBackgroundImage(image: UIImage)
}
extension ImageViewBackground where Self: UIViewController {
mutating func setBackgroundImage(image: UIImage) {
let backgroundImageView = self.backgroundImageView ?? setupImageView()
backgroundImageView.image = image
}
mutating func setupImageView() -> UIImageView {
let imageView = UIImageView(frame: self.view.frame)
imageView.contentMode = .ScaleAspectFill
view.addSubview(imageView)
backgroundImageView = backgroundImageView
return imageView
}
}
Then just make any UIViewController adhere to the protocol like so:
class ViewController: UIViewController, ImageViewBackground {
var backgroundImageView: UIImageView?
}
Then you can call setBackgroundImage from anywhere in your VC without having to make a generic subclass just for the background image.
I have a problem with UITextKit using exclusionPaths: when I place an image inside a TextView, that I’m editing, first everything looks fine:
But when the „Done“-Button is tapped, it will look like this, the ident is wrong:
This is the class to store the informations for the image
class ImageClass {
var image: UIImage!
var imageView: UIImageView
var imageName: String!
var active:Bool
var exclusivePath: UIBezierPath!
init(image: UIImage!, imageName: String!) {
self.image = image
imageView = UIImageView(image: image!)
self.imageName = imageName
self.active = false
self.exclusivePath = nil
}
}
The user chooses the image in a UICollectionView that fires a delegate, when the image was selected. (imageViewObjects is an array, where I can put objects of ImageClass, so I can use mutiple images)
// MARK: - SelectImageDelegate
func selectedImage(name:String) {
let image = UIImage(named: name)
let imageViewObject = ImageClass(image: image, imageName: name)
self.imageViewObjects.append(imageViewObject)
imageViewObject.imageView.frame = CGRectMake(4, 7, width!, height!)
// define the exlusionPaths
let bezierPath = self.exclusionPathForImageView(imageViewObject.imageView)
imageViewObject.exclusivePath = bezierPath
self.updateExclusionPaths()
self.textView.addSubview(imageViewObject.imageView)
}
// set UIBezierPath for the UIImageView
func exclusionPathForImageView(imageView: UIImageView) -> UIBezierPath {
let bezierPath = UIBezierPath(rect:
CGRectMake(imageView.frame.origin.x, imageView.frame.origin.y,
imageView.frame.width, imageView.frame.height))
return bezierPath
}
func updateExclusionPaths() {
textView.textContainer.exclusionPaths = []
for imageViewObject in self.imageViewObjects {
textView.textContainer.exclusionPaths.append(imageViewObject.exclusivePath)
}
}
The context of bezierPath is ok.
When „Done“ is tapped, I stop the editing
let doneBarButton = UIBarButtonItem(title: "Done", style: .Done, target: view, action: Selector("endEditing:"))
In textViewDidEndEditing() now I do nothing.
I also tried it with a UIButton for the image. Similar result.
Any tip for a solution? plz help me!!!!
found a workaround:
func textViewShouldEndEditing(textView: UITextView) -> Bool {
textView.editable = false
}
and I had to add to set textView.editable = true, i.e. in viewDidLoad()
let tapGesture = UITapGestureRecognizer(target: self, action: "resetEditable")
tapGesture.numberOfTapsRequired = 1
self.textView.addGestureRecognizer(tapGesture)
func resetEditable() {
textView.editable = true
textView.becomeFirstResponder()
}
Trying to recognize a right click on a NSStatusItem I got a suggestion ( Thanks to Zoff Dino ) to use a NSClickGestureRecognizer for that. But for some bizarre reason it isn't working as it should be. I am able to recognize a left click (buttonMask = 0x1) but not a right-click (buttonMask = 0x2). This is how I would like it to work but it isn't:
func applicationDidFinishLaunching(aNotification: NSNotification) {
// Insert code here to initialize your application
if let button = statusItem.button {
// Add right click functionality
let gesture = NSClickGestureRecognizer()
gesture.buttonMask = 0x2 // right mouse
gesture.target = self
gesture.action = "rightClickAction:"
button.addGestureRecognizer(gesture)
}}
func rightClickAction(sender: NSGestureRecognizer) {
if let button = sender.view as? NSButton {
NSLog("rightClick")
}
}
UPDATE:
I still did not manage to gets to work. Somehow it doesn't react on a right click (but changing the code on a left click) does. I guess some really simple issues are occurring that seem to block it from working. Even stranger is the fact that gesture.buttonMask = 0x1 works on the left click.
An alternative solution rather than NSClickGestureRecognizer is to attach a custom view to the status bar and handle the event from there.
The small disadvantage is you have to take care of the drawing and menu delegate methods.
Here a simple example:
Create a file StatusItemView a subclass of NSView
import Cocoa
class StatusItemView: NSView, NSMenuDelegate {
//MARK: - Variables
weak var statusItem : NSStatusItem!
var menuVisible = false
var image : NSImage! {
didSet {
if image != nil {
statusItem.length = image.size.width
needsDisplay = true
}
}
}
//MARK: - Override functions
override func mouseDown(theEvent: NSEvent) {
if let hasMenu = menu {
hasMenu.delegate = self
statusItem.popUpStatusItemMenu(hasMenu)
needsDisplay = true
}
}
override func rightMouseDown(theEvent: NSEvent) {
Swift.print(theEvent)
}
//MARK: - NSMenuDelegate
func menuWillOpen(menu: NSMenu) {
menuVisible = true
needsDisplay = true
}
func menuDidClose(menu: NSMenu) {
menuVisible = false
menu.delegate = nil
needsDisplay = true
}
//MARK: - DrawRect
override func drawRect(dirtyRect: NSRect) {
statusItem.drawStatusBarBackgroundInRect(bounds, withHighlight:menuVisible)
let origin = NSMakePoint(2.0, 3.0) // adjust origin if necessary
image?.drawAtPoint(origin, fromRect: dirtyRect, operation: .CompositeSourceOver, fraction: 1.0)
}
}
In AppDelegate you need a reference to the custom menu and an instance variable for the NSStatusItem instance
#IBOutlet weak var menu : NSMenu!
var statusItem : NSStatusItem!
In applicationDidFinishLaunching create the view and attach it to the status item. Be aware to set the image of the view after attaching it to make sure the width is considered.
func applicationDidFinishLaunching(aNotification: NSNotification) {
statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1) // NSVariableStatusItemLength)
let statusItemView = StatusItemView(frame: NSRect(x: 0.0, y: 0.0, width: statusItem.length, height: 22.0))
statusItemView.statusItem = statusItem;
statusItemView.menu = menu
statusItem.view = statusItemView
statusItemView.image = NSImage(named: NSImageNameStatusAvailable)
}
The special case control-click to trigger the right-click function is not implemented.