I have created a new project with one button and one hidden NSView (I called this annimationView). The idea is when user pressed the button than the hidden view should fade in and out. But nothing happens on the first time. If I press the button again it works perfectly.
This is my code. Does have anybody an idea what i'm doing wrong?
override func viewDidLoad() {
super.viewDidLoad()
animationView.wantsLayer = true
animationView.layer?.backgroundColor = NSColor(red: 223/255.0, green: 240/255.0, blue: 216/255.0, alpha: 1.0).CGColor
// Do any additional setup after loading the view.
}
#IBAction func click(sender: AnyObject) {
NSAnimationContext.runAnimationGroup({ (context) -> Void in
self.animationView.hidden = false
context.duration = 2.0
self.animationView.animator().alphaValue = 1
}, completionHandler: { () -> Void in
self.animationView.alphaValue = 0
self.animationView.hidden = true
})
}
Related
I want the view containing 2 rectangles floating in the bottom of the screen, whatever the orientation is portrait or landscape.
code is a test, when orientationDidChangeNotification happened, I Found UIDevice.current.orientation.isPortrait and UIScreen.main.bounds.height often have wrong value, why?
Anyway, test code is just reset offset = 0 in onRotated(). but it doesn't work; otherwise onTapGesture works fine.
Q1: Is it a wrong way for SwiftUI? SceneDelegate.orientationDidChangeNotification -> contentView.onRotated()?
Q2: why do UIDevice.current.orientation.isPortrait and UIScreen.main.bounds.height often have wrong value?
Q3: How to let a view float at the bottom of screen in both portrait and landscape?
let height: CGFloat = 100
struct TestView: View {
#State var offset = (UIScreen.main.bounds.height - height) / 2
var body: some View {
ZStack {
Text("+")
VStack(spacing: 0) {
Rectangle().fill(Color.blue)
Rectangle().fill(Color.red)
}
.frame(width: 100, height: height)
.offset(y: offset)
.onTapGesture {
self.offset = 0
}
}
}
func onRotated() {
// let isPortrait = UIDevice.current.orientation.isPortrait
offset = 0//(UIScreen.main.bounds.height - height) / 2
// print("\(isPortrait), screen height = \(UIScreen.main.bounds.height)")
}
}
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
let contentView = TestView()
if let windowScene = scene as? UIWindowScene {
NotificationCenter.default.addObserver(forName: UIDevice.orientationDidChangeNotification, object: nil, queue: nil) { notification in
contentView.onRotated()
}
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
...
}
contentView is not a reference, it is a value, so you call .onRotated on own copy of contentView value that lives only within callback
let contentView = TestView()
if let windowScene = scene as? UIWindowScene {
NotificationCenter.default.addObserver(forName: UIDevice.orientationDidChangeNotification, object: nil, queue: nil) { notification in
contentView.onRotated() // local copy!!!
}
instead create listener for notification publisher inside TestView, so it can change self internally.
Moreover, it is not clear the intention but SwiftUI gives possibility to track size classes via EnvironmentValues.horizontalSizeClass and EnvironmentValues.verticalSizeClass which are automatically changed on device orientation, so it is possible to make your view layout depending on those environment values even w/o notification.
See here good example on how to use size classes
Suppose I have a simple SwiftUI View that is not the ContentView such as this:
struct Test: View {
var body: some View {
VStack {
Text("Test 1")
Text("Test 2")
}
}
}
How can I render this view as a UIImage?
I've looked into solutions such as :
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
But it seems that solutions like that only work on UIView, not a SwiftUI View.
Here is the approach that works for me, as I needed to get image exactly sized as it is when placed alongside others. Hope it would be helpful for some else.
Demo: above divider is SwiftUI rendered, below is image (in border to show size)
Update: re-tested with Xcode 13.4 / iOS 15.5
Test module in project is here
extension View {
func asImage() -> UIImage {
let controller = UIHostingController(rootView: self)
// locate far out of screen
controller.view.frame = CGRect(x: 0, y: CGFloat(Int.max), width: 1, height: 1)
let size = controller.sizeThatFits(in: UIScreen.main.bounds.size)
controller.view.bounds = CGRect(origin: .zero, size: size)
controller.view.sizeToFit()
UIApplication.shared.windows.first?.rootViewController?.view.addSubview(controller.view)
let image = controller.view.asImage()
controller.view.removeFromSuperview()
return image
}
}
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
// [!!] Uncomment to clip resulting image
// rendererContext.cgContext.addPath(
// UIBezierPath(roundedRect: bounds, cornerRadius: 20).cgPath)
// rendererContext.cgContext.clip()
// As commented by #MaxIsom below in some cases might be needed
// to make this asynchronously, so uncomment below DispatchQueue
// if you'd same met crash
// DispatchQueue.main.async {
layer.render(in: rendererContext.cgContext)
// }
}
}
}
// TESTING
struct TestableView: View {
var body: some View {
VStack {
Text("Test 1")
Text("Test 2")
}
}
}
struct TestBackgroundRendering: View {
var body: some View {
VStack {
TestableView()
Divider()
Image(uiImage: render())
.border(Color.black)
}
}
private func render() -> UIImage {
TestableView().asImage()
}
}
Solution of Asperi works, but if you need image without white background you have to add this line:
controller.view.backgroundColor = .clear
And your View extension will be:
extension View {
func asImage() -> UIImage {
let controller = UIHostingController(rootView: self)
// locate far out of screen
controller.view.frame = CGRect(x: 0, y: CGFloat(Int.max), width: 1, height: 1)
UIApplication.shared.windows.first!.rootViewController?.view.addSubview(controller.view)
let size = controller.sizeThatFits(in: UIScreen.main.bounds.size)
controller.view.bounds = CGRect(origin: .zero, size: size)
controller.view.sizeToFit()
controller.view.backgroundColor = .clear
let image = controller.view.asImage()
controller.view.removeFromSuperview()
return image
}
}
If you let go of the left mouse button, my SKSpriteNode object should move along the line previously "drawn" with the mouse.
My problem is that my sprite node is moving down when I release the left mouse button.
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let object: SKSpriteNode = SKSpriteNode(imageNamed: "rabbit")
var actionArray = [SKAction()]
override func didMove(to view: SKView) {
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
object.setScale(0.2)
object.position = CGPoint(x: size.width / 2, y: size.height / 2)
object.zPosition = 0
object.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "rabbit"), size: object.size)
object.physicsBody?.mass = 0
object.physicsBody?.categoryBitMask = 0
object.physicsBody?.contactTestBitMask = 1
object.physicsBody?.collisionBitMask = 0
addChild(object)
}
override func mouseDragged(with event: NSEvent) {
actionArray.append(SKAction.move(to: event.location(in: self), duration: 1))
}
override func mouseUp(with event: NSEvent) {
object.run(SKAction.sequence(actionArray))
// Remove all actions from 'actionArray'.
actionArray.removeAll()
}
}
I have already tried it as shown below. Now my sprite node moves to the first point, where I pressed down the left mouse button.
override func mouseUp(with event: NSEvent) {
let removeAllFromActionArray = SKAction.run {
self.actionArray.removeAll()
}
actionArray.append(removeAllFromActionArray)
object.run(SKAction.sequence(actionArray))
}
I've already tried view! .Convert (event.locationInWindow, to: view! .Scene!) Instead of event.location (in: self), as indicated in Position of mouse click relative to scene, not window, but the result was the same.
I suspect that the bug lies in override func mouseUp(with event: event).
Where does the error lie or is there another solution?
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 am attempting to set up a UISlider programmatically but cannot get it to work. On the one hand slider.addTarget() works perfectly. When I move the slider the function rotateSlider(_:) gets called perfectly.
On the other hand when I try to set the start value programmatically it does not move the handle. Also if I try to hide the slider with slider.isHidden = true, nothing happens and it is not removed from the view.
var slider1: UISlider {
let frame = CGRect(x: 0, y: 0, width: 300, height: 40)
let slider1 = UISlider(frame: frame)
slider1.center = CGPoint(x: Int(self.view.frame.width) / 2, y: Int(self.view.frame.height) / 2)
slider1.minimumValue = -3
slider1.maximumValue = 3
slider1.addTarget(self, action: #selector(self.rotateSlider(_:)), for: .allTouchEvents)
return slider1
}
#objc func rotateSlider(_ sender: UISlider) {
print("rotated")
}
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(slider1)
slider1.setValue(1.0, animated: true) // This does not work
slider1.isHidden = true // This does not work
}
I know it is something trivial that I am missing?!
Thanks.