From SWIFT Playground to custom View (IBDesignable?) - xcode

Question:
I've written a custom View Component in a playground but I can't figure out how to turn it into a custom class that I can use in the Interface Builder. Specifically, I'm confused as to how to make sure my custom view will resize correctly as the IB view is changed
Sub Question
I would also like to be able to use the #IBDesignable/#IBInspectable functionality as well if possible
Playground Code
import UIKit
let labelWidth : CGFloat = 200.0
var viewWidth : CGFloat = 200.0
let labelHeight: CGFloat = 60.0
var viewHeight : CGFloat = 60.0
let xOffset : CGFloat = 20
let yOffset : CGFloat = 20
let label = UILabel(frame: CGRectMake(0, 0 + 10, labelWidth, 50))
label.text = "Custom Text"
label.backgroundColor = UIColor.greenColor()
label.layer.masksToBounds = true
//label.layer.cornerRadius = 10.0
label.textAlignment = NSTextAlignment.Center
label
let titleLabel = UILabel(frame: CGRectMake(0,0,labelWidth,20))
titleLabel.font = UIFont(name: label.font.fontName, size: 10)
titleLabel.text = " TITLE"
titleLabel.layer.masksToBounds = true
titleLabel.backgroundColor = UIColor.whiteColor()
titleLabel
let v = UIView(frame: CGRectMake(0, 0, viewWidth, viewHeight))
v.backgroundColor = UIColor.grayColor()
v.addSubview(label)
v.addSubview(titleLabel)
v.layer.borderWidth = 1
v.layer.borderColor = UIColor.redColor().CGColor
v
Playground Visual Output
Note: Obviously these are not the final colors i want to use but they help differentiate the components

I just posted this answer for a similar question.
Here is a sample class to get you started.
import UIKit
#IBDesignable
class MyTabView: UIView {
#IBInspectable tabTitle: String = ""
#IBInspectable tabColor: UIColor = UIColor.clearColor()
override init(frame: CGRect) {
super.init(frame: frame)
// Initialization code
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func prepareForInterfaceBuilder() {
// stuff for interface builder only
}
override func drawRect(rect: CGRect)
{
// this is where your view gets drawed
self.layer.cornerRadius = 10
self.layer.masksToBounds = true
}
}
Note: you only need to override drawRect if you need custom drawing.

Related

UIImage inside UIImageView is not scalling to fit

I receive a high resolution images from API, and I need to scale to fit them to my collection view cells. I'm using scaleToFit in UIImageView init but images are still in original ratio, moreover if I start to scroll in some moment they will get in full size
Cell:
final class SnapCarouselCellImpl: UICollectionViewCell, SnapCarouselCell{
var imageView: UIImageView = {
let imageView = UIImageView()
imageView.contentMode = .scaleToFill
imageView.translatesAutoresizingMaskIntoConstraints = false
return imageView
}()
override init(frame: CGRect) {
super.init(frame: frame)
addSubview(imageView)
imageView.topAnchor.constraint(equalTo: contentView.topAnchor).isActive = true
imageView.bottomAnchor.constraint(equalTo: contentView.bottomAnchor).isActive = true
imageView.leftAnchor.constraint(equalTo: contentView.leftAnchor).isActive = true
imageView.rightAnchor.constraint(equalTo: contentView.rightAnchor).isActive = true
}
VC:
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "SnapCarouselCell", for: indexPath) as! SnapCarouselCellImpl
let item = items[indexPath.row % items.count]
cell.imageView.image = UIImage(data: item.poster)
return cell
}
private func setUpCollectionView() -> UICollectionView{
let collectionView = UICollectionView(frame: self.view.frame, collectionViewLayout: flowLayout)
collectionView.showsHorizontalScrollIndicator = false
collectionView.frame = CGRect(x: 0, y: 100, width: view.frame.size.width, height: cellHeight * 1.2)
collectionView.decelerationRate = .init(rawValue: 20)
collectionView.register(SnapCarouselCellImpl.self, forCellWithReuseIdentifier: "SnapCarouselCell")
return collectionView
}
FlowLayout:
override func prepare() {
scrollDirection = .horizontal
minimumLineSpacing = 20
itemSize = CGSize(width: cellWidth, height: cellHeight)
let sideMargin = (collectionView!.bounds.width - cellWidth) / 2.0
sectionInset = UIEdgeInsets(top: 0.0, left: sideMargin, bottom: 0.0, right: sideMargin)
}
Result:
After scrolling:
You didn't provide enough code to confirm this, but...
You can probably correct the issue by changing this line in init in your SnapCarouselCellImpl class from:
addSubview(imageView)
to:
contentView.addSubview(imageView)

Editor place holder in source file

I don't understand the problem here, my code has no bugs, but when I hit run nothing appears on the emulator. I need help, how can I see my images appear as a Scrollview on the emulator ?
import UIKit
class ViewController: UIViewController {
#IBOutlet var mainScrollView: UIScrollView!
var imageArray = [UIImage]()
override func viewDidLoad() {
mainScrollView.frame = view.frame
super.viewDidLoad()
imageArray = [#imageLiteral(resourceName: "IMG_1750"), #imageLiteral(resourceName: "IMG_1754")]
for i in 0..<imageArray.count{
let imageView = UIImageView()
imageView.image = imageArray[i]
imageView.contentMode = .scaleAspectFit
let xPosition = self.view.frame.width * CGFloat(i)
imageView.frame = CGRect(x: xPosition, y: 0, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
mainScrollView.contentSize.width = mainScrollView.frame.width * CGFloat( i + 1)
mainScrollView.addSubview(imageView)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}

Swift - GLKit View CIFilter Image

I am trying to use a GLIKit View in order to modify an Image. The class I have so far is working well all the CIFilters except for the CILineOverlay it renders a black view. If I use any other effect it works well.
Why is the CILineOverlay not showing?
class ImageView: GLKView {
let clampFilter = CIFilter(name: "CIAffineClamp")!
let blurFilter = CIFilter(name: "CILineOverlay")!
let ciContext:CIContext
override init(frame: CGRect) {
let glContext = EAGLContext(API: .OpenGLES2)
ciContext = CIContext(
EAGLContext: glContext,
options: [
kCIContextWorkingColorSpace: NSNull()
]
)
super.init(frame: frame, context: glContext)
enableSetNeedsDisplay = true
}
required init(coder aDecoder: NSCoder) {
let glContext = EAGLContext(API: .OpenGLES2)
ciContext = CIContext(
EAGLContext: glContext,
options: [
kCIContextWorkingColorSpace: NSNull()
]
)
super.init(coder: aDecoder)!
context = glContext
enableSetNeedsDisplay = true
}
#IBInspectable var inputImage: UIImage? {
didSet {
inputCIImage = inputImage.map { CIImage(image: $0)! }
}
}
#IBInspectable var blurRadius: Float = 0 {
didSet {
//blurFilter.setValue(blurRadius, forKey: "inputIntensity")
setNeedsDisplay()
}
}
var inputCIImage: CIImage? {
didSet { setNeedsDisplay() }
}
override func drawRect(rect: CGRect) {
if let inputCIImage = inputCIImage {
clampFilter.setValue(inputCIImage, forKey: kCIInputImageKey)
blurFilter.setValue(clampFilter.outputImage!, forKey: kCIInputImageKey)
let rect = CGRect(x: 0, y: 0, width: drawableWidth, height: drawableHeight)
ciContext.drawImage(blurFilter.outputImage!, inRect: rect, fromRect: inputCIImage.extent)
}
}
}
The Apple docs states "The portions of the image that are not outlined are transparent." - this means you are drawing black lines over a black background. You can simply composite the output from the filter over a white background to make the lines appear:
let background = CIImage(color: CIColor(color: UIColor.whiteColor()))
.imageByCroppingToRect(inputCIImage.extent)
let finalImage = filter.outputImage!
.imageByCompositingOverImage(background)

UISwitch set on/off Image

I want to set my Switch like this:
But I try in ios9 , it does not work.
I saw in apple UISwitch Class Reference.
It says that :
Discussion
In iOS 7, this property has no effect.
How about iOS 9? Any one success?
My Code:
switch1 = UISwitch(frame:CGRectMake(self.view.frame.width/2 - 20, 400, 10, 100))
switch1.on = true
switch1.onTintColor = UIColor.lightGrayColor()
switch1.tintColor = UIColor.greenColor()
switch1.thumbTintColor = UIColor.blackColor()
//set on/off image
switch1.onImage = UIImage(named: "on-switch")
switch1.offImage = UIImage(named: "off-switch")
Use a UIButton instead.
let switchButton = UIButton(type: .Custom)
switchButton.selected = true
switchButton.setImage(UIImage(named: "on-switch"), forState: .Selected)
switchButton.setImage(UIImage(named: "off-switch"), forState: .Normal)
Use switchButton.isSelected instead of switch1.on. You'll have to toggle switchButton.isSelected when it is tapped, which you can do like this:
switchButton.isSelected.toggle()
For iOS 13, you could do this way:
let switcher = UISwitch()
switcher.addTarget(self, action: #selector(pressed), for: .valueChanged)
#objc func pressed(sender: UISwitch) {
let color = UIColor(patternImage: UIImage(named: sender.isOn ? "on.png": "off.png")!)
if sender.isOn {
sender.onTintColor = color
} else {
sender.tintColor = color
sender.subviews[0].subviews[0].backgroundColor = color
}
}
NOTE: your image should look like:
Then the final result is:
Not an exact answer to your question, but if you want a completely custom button switch programmatically (that you can add text to), this will work too:
import UIKit
class RDHiddenVisibleButton: UIButton {
// Hidden / Visible Button Function
var isOn = false
override init(frame: CGRect) {
super.init(frame: frame)
initButton()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initButton()
}
func initButton() {
layer.borderWidth = 2.0
layer.borderColor = Colors.radiusGreen.cgColor
layer.cornerRadius = frame.size.height/2
setTitleColor(Colors.radiusGreen, for: .normal)
addTarget(self, action: #selector(RDHiddenVisibleButton.buttonPressed), for: .touchUpInside)
}
#objc func buttonPressed() {
activateButton(bool: !isOn)
}
func activateButton(bool: Bool) {
isOn = bool
let color = bool ? Colors.radiusGreen : .clear
let title = bool ? "Hidden" : "Visible"
let titleColor = bool ? . white : Colors.radiusGreen
setTitle(title, for: .normal)
setTitleColor(titleColor, for: .normal)
backgroundColor = color
}
}

MKMapView Not being called Swift ios 8

Hi im just wondering why isnt my MapView function is not being called. I am trying to draw a line between points but all is showing is just the center location.
Thanks in advance.
import UIKit
import CoreLocation
import MapKit
class ThirdViewController: UIViewController , CLLocationManagerDelegate {
#IBOutlet weak var theMap: MKMapView!
#IBOutlet weak var theLabel: UILabel!
var manager:CLLocationManager!
var myLocations: [CLLocation] = []
override func viewDidLoad() {
super.viewDidLoad()
//Setup our Location Manager
manager = CLLocationManager()
self.manager.delegate = self
manager.desiredAccuracy = kCLLocationAccuracyBest
manager.requestAlwaysAuthorization()
manager.startUpdatingLocation()
//Setup our Map View
// theMap.delegate = self
theMap.mapType = MKMapType.Standard
theMap.showsUserLocation = true
}
func locationManager(manager:CLLocationManager, didUpdateLocations locations:[AnyObject]) {
theLabel.text = "\(locations[0])"
myLocations.append(locations[0] as CLLocation)
let spanX = 0.007
let spanY = 0.007
var newRegion = MKCoordinateRegion(center: theMap.userLocation.coordinate, span: MKCoordinateSpanMake(spanX, spanY))
theMap.setRegion(newRegion, animated: true)
println("not yet ")
if (myLocations.count > 1){
println("here ")
var sourceIndex = myLocations.count - 1
var destinationIndex = myLocations.count - 2
let c1 = myLocations[sourceIndex].coordinate
let c2 = myLocations[destinationIndex].coordinate
var a = [c1, c2]
var polyline = MKPolyline(coordinates: &a, count: a.count)
theMap.addOverlay(polyline)
}
}
func mapView(mapView: MKMapView!, rendererForOverlay overlay: MKOverlay!) -> MKOverlayRenderer! {
println("sad")
if overlay is MKPolyline {
println("aadsfsad")
var polylineRenderer = MKPolylineRenderer(overlay: overlay)
polylineRenderer.strokeColor = UIColor.blueColor()
polylineRenderer.lineWidth = 4
return polylineRenderer
}
return nil
}
}
in ios8+ MapView didn`t load LocationCoordinate automatically. If we want to use MKMapView to load the more accurate location with "mapView:didUpdateUserLocation":
Premise:
1.setup the mapView delegate.
2.setShowsUserLocation:YES
3.mapView must in a container(addSubview:mapView)!!!!!
For example:
self.mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, 1, 1)];
_mapView.delegate = self;
[_mapView setShowsUserLocation:YES];
[[UIApplication sharedApplication].keyWindow addSubview:_mapView];

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