I tried adding var square, and all the things I did for squareView. But all I am getting is one box falling and the other just standing there. Is there an easier way to add another box which does the same action as squareView?
import UIKit
class interestViewController: UIViewController {
var squareView: UIView!
var square: UIView!
var gravity: UIGravityBehavior!
var animator: UIDynamicAnimator!
var collision: UICollisionBehavior!
override func viewDidLoad() {
super.viewDidLoad()
squareView = UIView(frame: CGRectMake(100, 100, 100, 100))
square = UIView(frame: CGRectMake(200, 100, 100, 100))
squareView.backgroundColor = UIColor.blackColor()
square.backgroundColor = UIColor.blackColor()
view.addSubview(square)
view.addSubview(squareView)
animator = UIDynamicAnimator(referenceView: view)
animator = UIDynamicAnimator(referenceView: view)
gravity = UIGravityBehavior(items: [squareView])
gravity = UIGravityBehavior(items: [square])
animator.addBehavior(gravity)
animator.addBehavior(gravity)
collision = UICollisionBehavior(items: [squareView])
collision = UICollisionBehavior(items: [square])
collision.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collision)
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
This code is sheer nonsense:
gravity = UIGravityBehavior(items: [squareView])
gravity = UIGravityBehavior(items: [square])
animator.addBehavior(gravity)
animator.addBehavior(gravity)
When you set the variable gravity to one behavior and to another behavior right in a row, the first behavior is just thrown out as if it never existed. So naturally when you get around to adding the behaviors, there is only one behavior to add: the one gravity that is left (which you then, even more nonsensically, add twice). So naturally only one block is animated.
Think of it more simply this way:
var x = 0
x = 1
x = 2
Now, what is the value of the variable x? If you think it is 0 and 1 and 2, you have not understood what a variable is.
Related
I'm writing an iOS app where the user can add text fields, then drag them around the screen to reposition them, layout-style, sort of like Keynote.
I'm currently appending the user-added UITextFields to an #IBOutlet Collection and defaulting to .borderStyle = .roundedRect to get a faint border around the selected text, indicating the field is selected. Any UITextField will be set to .roundedRect border style when textFieldDidBeginEditing is called, and switch to textField.borderStyle = .none when textFieldDidEndEditing is called.
All seems to work with one problem: when switching border style to .none, the text field loses indentation that was around the border, shifting text outward and putting it in a spot where the user hadn't intended (graphic adds a background color red, just to show the shift, but I'll eventually allow the user to set background colors, so just shifting the UITextField isn't an option).
I've also tried adapting the answer at:
Create space at the beginning of a UITextField
setting a no-padding inset for the TextView when it's a .roundedRect, but adding padding when .borderStyle is .none. This seems to have no effect.
Other answers have suggested setting
textField.layer.borderColor = UIColor.clear.cgColor
or
textField.layer.borderWidth = 0.0
but these don't seem to have any effect, either
I'm eventually going to allow the user to change fonts & sizes of each TextField, so I'd like any indentation to be consistent whether the UITextField is selected or nots elected, and regardless of font choices.
Code is below. Recommendations are most welcome, as well as setting me on a new approach, if I'm missing a better solution.
Thanks!
John
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var screenView: UIView! // a 320 x 240 view
#IBOutlet var fieldCollection: [UITextField]! // Not connected, fields created programmatically
// below are used in .inset(by:) but seems to have no effect
let padding = UIEdgeInsets(top: 0, left: 5, bottom: 0, right: 5)
let noPadding = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
override func viewDidLoad() {
super.viewDidLoad()
// hide keyboard if we tap outside of a field
let tap = UITapGestureRecognizer(target: self.view, action: #selector(UIView.endEditing(_:)))
tap.cancelsTouchesInView = false
self.view.addGestureRecognizer(tap)
createNewField()
}
// Select / deselect text fields
func textFieldDidBeginEditing(_ textField: UITextField) {
textField.borderStyle = .roundedRect
// textField.bounds.inset(by: noPadding) // effect is the same if left out
}
func textFieldDidEndEditing(_ textField: UITextField) {
textField.borderStyle = .none
// textField.bounds.inset(by: padding) // effect is the same if left out
}
// UITextField created & added to fieldCollection
func createNewField() {
let newFieldRect = CGRect(x: 0, y: 0, width: 320, height: 30)
let newField = UITextField(frame: newFieldRect)
newField.borderStyle = .roundedRect
newField.isUserInteractionEnabled = true
newField.addGestureRecognizer(addGestureToField())
screenView.addSubview(newField)
if fieldCollection == nil {
fieldCollection = [newField]
} else {
fieldCollection.append(newField)
}
newField.delegate = self
newField.becomeFirstResponder()
}
func addGestureToField() -> UIPanGestureRecognizer {
var panGesture = UIPanGestureRecognizer()
panGesture = UIPanGestureRecognizer(target: self, action: #selector(draggedView(_:)))
return panGesture
}
// event handler when a field(view) is dragged
#objc func draggedView(_ sender:UIPanGestureRecognizer){
sender.view!.becomeFirstResponder()
let selectedView = sender.view as! UITextField
selectedView.bringSubviewToFront(selectedView)
let translation = sender.translation(in: screenView)
selectedView.center = CGPoint(x: selectedView.center.x + translation.x, y: selectedView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: screenView)
}
#IBAction func addFieldPressed(_ sender: UIButton) {
createNewField()
}
}
I was able to work around the problem by subclassing UITextField:
class PaddedTextField: UITextField {
let padding = UIEdgeInsets(top: 0, left: 8, bottom: 0, right: 8)
let noPadding = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
override open func textRect(forBounds bounds: CGRect) -> CGRect {
if self.borderStyle == .none {
let content = bounds.inset(by: padding)
return content
} else {
return bounds.inset(by: noPadding)
}
}
}
I then changed the newField object creation from using UITextField to:
let newField = PaddedTextField(frame: newFieldRect)
One more change. The height needed to be more appropriately calculated. Since all of my text fields can start out the full length of the enclosing superview (320 points), I modified the original newFieldRect, used .sizeToFit() to create a textbox with the appropriate height. The other dimensions won't be correct b/c I don't have anything in the text view, but I extract the .height and reuse this with my original initliazation parameters.
newField.sizeToFit()
let newFieldHeight = newField.frame.height
newFieldRect = CGRect(x: 0, y: 0, width: 320, height: newFieldHeight)
newField.frame = newFieldRect
Here's hoping it helps save someone time.
Swift 4, macOS 10.13
I have read a variety of answers on SO and still can't get an NSImageView to spin at its center instead of one of its corners.
Right now, the image looks like this (video): http://d.pr/v/kwiuwS
Here is my code:
//`loader` is an NSImageView on my storyboard positioned with auto layout
loader.wantsLayer = true
let oldFrame = loader.layer?.frame
loader.layer?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
loader.layer?.position = CGPoint(x: 0.5, y: 0.5)
loader.layer?.frame = oldFrame!
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(-1 * .pi * 2.0)
rotateAnimation.duration = 2
rotateAnimation.repeatCount = .infinity
loader.layer?.add(rotateAnimation, forKey: nil)
Any ideas what I am still missing?
I just created a simple demo which contains the handy setAnchorPoint extension for all views.
The main reason you see your rotation from a corner is that your anchor point is somehow reset to 0,0.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
var imageView: NSImageView!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
// Create red NSImageView
imageView = NSImageView(frame: NSRect(x: 100, y: 100, width: 100, height: 100))
imageView.wantsLayer = true
imageView.layer?.backgroundColor = NSColor.red.cgColor
window.contentView?.addSubview(imageView)
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
func applicationDidBecomeActive(_ notification: Notification) {
// Before animate, reset the anchor point
imageView.setAnchorPoint(anchorPoint: CGPoint(x: 0.5, y: 0.5))
// Start animation
if imageView.layer?.animationKeys()?.count == 0 || imageView.layer?.animationKeys() == nil {
let rotate = CABasicAnimation(keyPath: "transform.rotation")
rotate.fromValue = 0
rotate.toValue = CGFloat(-1 * .pi * 2.0)
rotate.duration = 2
rotate.repeatCount = Float.infinity
imageView.layer?.add(rotate, forKey: "rotation")
}
}
}
extension NSView {
func setAnchorPoint(anchorPoint:CGPoint) {
if let layer = self.layer {
var newPoint = NSPoint(x: self.bounds.size.width * anchorPoint.x, y: self.bounds.size.height * anchorPoint.y)
var oldPoint = NSPoint(x: self.bounds.size.width * layer.anchorPoint.x, y: self.bounds.size.height * layer.anchorPoint.y)
newPoint = newPoint.applying(layer.affineTransform())
oldPoint = oldPoint.applying(layer.affineTransform())
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.anchorPoint = anchorPoint
layer.position = position
}
}
}
As I wondered many times myself on this question, here is my own simple method to rotate any NSView. I post it also as a self reminder. It can be defined in a category if needed.
This is a simple rotation, not a continuous animation. Should be applied to an NSView instance with wantsLayer = YES.
- (void)rotateByNumber:(NSNumber*)angle {
self.layer.position = CGPointMake(NSMidX(self.frame), NSMidY(self.frame));
self.layer.anchorPoint = CGPointMake(.5, .5);
self.layer.affineTransform = CGAffineTransformMakeRotation(angle.floatValue);
}
This is the result of a layout pass resetting your view's layer to default properties. If you check your layer's anchorPoint for example, you'll find it's probably reset to 0, 0.
A simple solution is to continually set the desired layer properties in viewDidLayout() if you're in a view controller. Basically doing the frame, anchorPoint, and position dance that you do in your initial setup on every layout pass. If you subclassed NSImageView you could likely contain that logic within that view, which would be much better than putting that logic in a containing view controller.
There is likely a better solution with overriding the backing layer or rolling your own NSView subclass that uses updateLayer but I'd have to experiment there to give a definitive answer.
Modus Operandi:
1) Use an UIImageView of a base Clock Image.
2) Add MinuteHand & HourHand sublayers (containing their respective images) to the UIImageView layer.
Problem: both sublayers disappear when attempting to perform a rotation transformation.
Note: 1) I've removed the 'hour' code & ancillary radian calculations to simplify code.
2) The 'center' is the center of the clock. I had adjusted the coordinates to actually pin the hands to the clock's center.
3) The ViewDidLayoutSubviews() appear to be okay. I got the clock + hands.
class ClockViewController:UIViewController {
private let minuteLayer = CALayer()
#IBOutlet weak var clockBaseImageView: UIImageView!
#IBOutlet weak var datePicker: UIDatePicker!
override func viewDidLayoutSubviews() {
guard var minuteSize = UIImage(named: "MinuteHand")?.size,
var hourSize = UIImage(named: "HourHand")?.size
else {
return
}
var contentLayer:CALayer {
return self.view.layer
}
var center = clockBaseImageView.center
// Minute Hand:
minuteLayer.setValue("*** Minute Hand ***", forKey: "id")
minuteSize = CGSize(width: minuteSize.width/3, height: minuteSize.height/3)
minuteLayer.contents = UIImage(named: "MinuteHand")?.cgImage
center = CGPoint(x: 107.0, y: 40.0)
var handFrame = CGRect(origin: center, size: minuteSize)
minuteLayer.frame = handFrame
minuteLayer.contentsScale = clockBaseImageView.layer.contentsScale
minuteLayer.anchorPoint = center
clockBaseImageView.layer.addSublayer(minuteLayer)
}
Here's my problem: Attempting to rotate the minute hand via 0.01 radians:
func set(_ time:Date) {
minuteLayer.setAffineTransform(CGAffineTransform(rotationAngle: .01)) // random value for test.
}
Before rotation attempt:
After attempting to rotate minute hand:
The hand shifted laterally to the right vs rotate.
Why? Perhaps due to the pivot point?
I think this will solve your problem, Take a look and let me know.
import GLKit // Importing GLKit Framework
func set(_ time:Date) {
minuteLayer.transform = CGAffineTransformMakeRotation(CGFloat(GLKMathDegreesToRadians(0.01)))
}
Note: this solution doesn't solve the issue about rotating a CALayer. Instead, it bypasses the issue by replacing the layer with a subview and rotating the subview via:
func set(_ time:Date) {
minuteView.transform = CGAffineTransform(rotationAngle: 45 * CGFloat(M_PI)/180.0)
}
Here's the result:
Still, it would be nice to know how to rotate a CALayer.
I have the following code that draws a custom shape. but i want to animate the points of this shape based on a value in this case the value is called movementX or movementY. So every time i call the function shapeVoid i want the points to move in a spesific direction based on the movement values. how do i do this? see my code below:
class ViewController: UIViewController {
var movementX: CGFloat = 0.0
var movementY: CGFloat = 2.2
override func viewDidLoad() {
super.viewDidLoad()
movementUpdate = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: Selector("ShapeVoid"), userInfo: nil, repeats: true)
}
func ShapeVoid(){
view.layer.addSublayer(shape)
shape.fillColor = UIColor(red: 255/255, green: 120/255, blue: 200/255, alpha: aValue).CGColor
shape.lineWidth = 2
shape.strokeColor = UIColor.blackColor().CGColor
let shapePath = UIBezierPath()
i want to animate the points of my shape path. see below i added a value called movementX/ movmentY to move the points but this didnt do anything. how would i animate points of a path?
shapePath.moveToPoint(CGPointMake(200, 200))
shapePath.addLineToPoint(CGPointMake(230 + movementX, 250 + movementY))
shapePath.addLineToPoint(CGPointMake(150 + movementX, 300 + movementY))
shapePath.addLineToPoint(CGPointMake(100 + movementX, 280 + movementY))
shapePath.closePath()
shape.path = shapePath.CGPath
}
}
thanks in advance let me know if something is unclear :)
I have looked everywhere and tested all the code snippets posted on Stack, but nothing works for me as I need it to work.
I simply want to set:
Nav bar height
Nav bar bg color in RGB
Nav bar centered logo
I'm working with iOS8, Xcode 6 and Swift.
Many thanks for a clear answer!
This is my code in ViewController.swift
// Set nav bar height
navigationController?.navigationBar.frame.origin.y = -10
// Set nav bar bg color
var navBarColor = UIColor(red: 4 / 255, green: 47 / 255, blue: 66 / 255, alpha: 1)
navigationController?.navigationBar.barTintColor = navBarColor
// Set nav bar logo
let navBarImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 30, height: 30))
navBarImageView.contentMode = .ScaleAspectFit
let navBarImage = UIImage(named: "navBarLogo.png")
navBarImageView.image = navBarImage
navigationItem.titleView = navBarImageView
After applying the code in the accepted answer, the height doesn't seem to change at all..
It's not an easy job...and I've surveyed several articles online (most of them in Objective-C).
The most useful one is this: http://www.emdentec.com/blog/2014/2/25/hacking-uinavigationbar
But its final solution does not put items in the middle, and it's not in Swift.
So I come up with a workable version in Swift. Hope it helps some people as I was saved so many precious time on SO.
Solution in Swift:
The following code will solve some issues you may have encountered:
The title & items are not placed in the middle of the navigation bar
The title & items would flick when the user navigates between view controllers
You need to subclass the UINavigationBar first, and in your storyboard, select the navigation bar element, and in the "Identity Inspector" tab, set the new class as the Custom Class
import UIKit
class UINavigationBarTaller: UINavigationBar {
///The height you want your navigation bar to be of
static let navigationBarHeight: CGFloat = 64
///The difference between new height and default height
static let heightIncrease:CGFloat = navigationBarHeight - 44
override init(frame: CGRect) {
super.init(frame: frame)
initialize()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initialize()
}
private func initialize() {
let shift = UINavigationBarTaller.heightIncrease/2
///Transform all view to shift upward for [shift] point
self.transform =
CGAffineTransformMakeTranslation(0, -shift)
}
override func layoutSubviews() {
super.layoutSubviews()
let shift = UINavigationBarTaller.heightIncrease/2
///Move the background down for [shift] point
let classNamesToReposition: [String] = ["_UINavigationBarBackground"]
for view: UIView in self.subviews {
if classNamesToReposition.contains(NSStringFromClass(view.dynamicType)) {
let bounds: CGRect = self.bounds
var frame: CGRect = view.frame
frame.origin.y = bounds.origin.y + shift - 20.0
frame.size.height = bounds.size.height + 20.0
view.frame = frame
}
}
}
override func sizeThatFits(size: CGSize) -> CGSize {
let amendedSize:CGSize = super.sizeThatFits(size)
let newSize:CGSize = CGSizeMake(amendedSize.width, UINavigationBarTaller.navigationBarHeight);
return newSize;
}
}
Also on my gist: https://gist.github.com/pai911/8fa123d4068b61ad0ff7
iOS 10 Update:
Unfortunately, this code breaks in iOS 10, there is someone who helps fix it, here you go:
iOS 10 custom navigation bar height
And to be clear, this code is kind of hacky since it depends on the navigation bar's internal structure...so if you decide to use it anyway, be prepared for any upcoming changes that may break this code...
Nav bar height:
In a custom navigation controller subclass...
The trick with this one is to NOT change the actual height of the navigation bar and instead adjust its origin.
func viewDidLoad() {
super.viewDidLoad()
navigationBar.frame.origin.y = -10
}
Nav bar bg color in RGB:
In a custom navigation controller subclass...
func viewDidLoad() {
super.viewDidLoad()
navigationBar.barTintColor = // YOUR COLOR
}
or use the appearance proxy
UINavigationBar.appearance().barTintColor = // YOUR COLOR
Nav bar centered logo
In a custom view controller...
func viewDidLoad() {
super.viewDidLoad()
navigationItem.titleView = UIImageView(image: // YOUR LOGO)
}
Great answer from Bon Bon!
In Swift 3 however make sure you replace
let classNamesToReposition: [String] = ["_UINavigationBarBackground"]
with
let classNamesToReposition: [ String ] = [ "_UIBarBackground" ]
Otherwise, it wont work.