So I have a folders of images in firebase and all the folders have a name, when in viewcontriller I press the button with specific name I need to receive images from the folder with same name. I have done it with just for each loop, here is the cod of my realization:
db.collection(name!).getDocuments { (snapshot, error) in
if error == nil && snapshot != nil {
var paths = [String]()
for doc in snapshot!.documents{
paths.append(doc["url"] as! String)
}
for path in paths{
let storageRef = Storage.storage().reference()
// Specify the path
let fileRef = storageRef.child(path)
// Retrive the data
fileRef.getData(maxSize: 5 * 1024 * 1024) { (data, error) in
if error == nil && data != nil{
// Create a UIImage and put it into our array for display
if let image = UIImage(data: data!){
DispatchQueue.main.async {
self.retriewedImages.append(image)
let button = UIButton(frame: CGRect(x: 10+counterX, y: 200+counterY, width: 100, height: 200))
button.setImage(image, for: .normal)
self.view.addSubview(button)
counterY = counterY + 210
if counterY == 420{
counterY = 0
counterX = counterX + 110
}
}
}
}
}
}
}
}
}
I have done in in override func viewDidLoad()
So the main problem is that firstly when view controller appears i have ugly animation when that pictures one by one appear, I need some decision or hove instantly show all of them when that view controller appears (the best way will be if they appear with view contoller), probably i need to use for each loop to create array of pictures and after that instantly show all the array or probably i may preload with the same for each loop photos. I really do not know how to deal with it and maybe someone know how to do it without ugly animation?
Related
I am grabbing a screenshot of a sub-view in my SwiftUI View to immediately pass to a share sheet in order to share the image.
The view is of a set of questions from a text array rendered as a stack of cards. I am trying to get a screenshot of the question and make it share-able along with a link to the app (testing with a link to angry birds).
I have been able to capture the screenshot using basically Asperi's answer to the below question:
How do I render a SwiftUI View that is not at the root hierarchy as a UIImage?
My share sheet launches, and I've been able to use the "Copy" feature to copy the image, so I know it's actually getting a screenshot, but whenever I click "Message" to send it to someone, or if I just leave the share sheet open, the app crashes.
The message says it's a memory issue, but doesn't give much description of the problem. Is there a good way to troubleshoot this sort of thing? I assume it must be something with how the screenshot is being saved in this case.
Here are my extensions of View and UIView to render the image:
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
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
}
}
Here's an abbreviated version of my view - the button is about halfway down, and should call the private function at the bottom that renders the image from the View/UIView extensions, and sets the "questionScreenShot" variable to the rendered image, which is then presented in the share sheet.
struct TopicPage: View {
var currentTopic: Topic
#State private var currentQuestions: [String]
#State private var showShareSheet = false
#State var questionScreenShot: UIImage? = nil
var body: some View {
GeometryReader { geometry in
Button(action: {
self.questionScreenShot = render()
if self.questionScreenShot != nil {
self.showShareSheet = true
} else {
print("Did not set screenshot")
}
}) {
Text("Share Question").bold()
}
.sheet(isPresented: $showShareSheet) {
ShareSheet(activityItems: [questionScreenShot!])
}
}
}
private func render() -> UIImage {
QuestionBox(currentQuestion: self.currentQuestions[0]).asImage()
}
}
I've found a solution that seems to be working here. I start the variable where the questionScreenShot gets stored as nil to start:
#State var questionScreenShot: UIImage? = nil
Then I just make sure to set it to 'render' when the view appears, which means it loads the UIImage so if the user clicks "Share Question" it will be ready to be loaded (I think there was an issue earlier where the UIImage wasn't getting loaded in time once the sharing was done).
It also sets that variable back to nil on disappear.
.onAppear {
self.currentQuestions = currentTopic.questions.shuffled()
self.featuredQuestion = currentQuestions.last!
self.questionScreenShot = render()
}
.onDisappear {
self.questionScreenShot = nil
self.featuredQuestion = nil
}
How do we name an image programmatically. For example, assign a name to the image generated below. A name that we can use to distinguish the image from other images drawn programmatically.
func drawOval (width: CGFloat, height: CGFloat, name: String) -> UIImage {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: width, height: height))
let image = renderer.image { ctx in
let path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: width, height: height))
path.stroke()
}
// TO DO: Assign this image a name, for example "image01"
return image
}
You can use tags on each UIImageView. I’m not aware of a way to add an identifier to a UIImage directly since it is a subclass of NSObject and not UIView. In order to add a tag to an object in Swift, the object must be a view of some kind.
To implement this, you would keep a variable outside of that function that keeps track of the current tag, then increment it in your function. For example:
var currentTag = 0
//Function now returns a UIImageView
func drawOval (width: CGFloat, height: CGFloat, name: String) -> UIImageView {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: width, height: height))
let image = renderer.image { ctx in
let path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: width, height: height))
path.stroke()
}
let imageView = UIImageView(image: image)
imageView.tag = currentTag
currentTag += 1
return imageView
}
Then later in your code:
if (imageView.tag == 0) {
//Do something
}
//You can also use
let taggedImageView = viewWithTag(0)
EDIT: If you want to save the images and load them via one of the available UIImage initializers, you can write them to a cache folder on disk, then retrieve them using UIImage(pathToFile:):
//This will store the images in the caches directory for your app, which
//the system can clear when the device is low on storage. It will not be
//cleared while your app is open, though.
func saveImageToCacheDynamically(image: UIImage, name: String) {
let paths = FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask)
let localPath = paths[0].appendingPathComponent(“ImageCache”, isDirectory: true)
do {
if FileManager.default.fileExists(atPath: localPath.absoluteString) {
//Write the png data representation of the image to disk in plaintext format
try image.pngData().write(to: localPath.appendingPathComponent("\(name).txt"))
} else {
try FileManager.default.createDirectory(at: localPath, withIntermediateDirectories: true, attributes: nil)
//Write the png data representation of the image to disk in plaintext format
try image.pngData().write(to: localPath.appendingPathComponent("\(name).txt"))
}
} catch {
print("Error locally saving image: \(error.localizedDescription)")
}
//Later in your code...
let paths = FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask)
let localPath = paths[0].appendingPathComponent("ImageCache/\(imageIdentifier).txt")
if FileManager.default.fileExists(atPath: localPath.absoluteString) {
var fileData: Data!
do {
try fileData = Data(contentsOf: localPath)
} catch {
print("Error reading image file: \(error.localizedDescription)")
}
let image = UIImage(data: fileData)
//Do something with image
} else {
print("Error: image does not exist")
}
I believe what you are looking for is something like NSCache...
You can define a cache by something similar to this:
let imageCache = NSCache<String, UIImage>()
Then you can add objects to the cache like this, where someKeyString is the 'name' you are referring to:
imageCache.setObject(someImage, forKey: someKeyString)
And then finally you can retrieve images from the cache like
imageCache.object(forKey: someKeyString)
I would recommend using extensions or something similar to maintain a reference to your cache everywhere in your app.
** NOTE:
NSCaches are cleared when memory space is short, your app closes, etc. See here
For more permanent storage, I would recommend using UserDefaults, which Apple describes as "An interface to the user’s defaults database, where you store key-value pairs persistently across launches of your app." Use this for things like profile images or things that won't change very often. I would also recommend looking into Core Data
Hey I have been struggling with this for a couple of days now and can't seem to find any documentation out side of the standard grid views for MSStickerView sizes
I am working on an app that creates MSStickerViews dynamically - it does this via converting a UIView into an UIImage saving this to disk then passing the URL to MSSticker before creating the MSStickerView the frame of this is then set to the size of the original view.
The problem I have is that when I drag the MSStickerView into the messages window, the MSStickerView shrinks while being dragged - then when dropped in the messages window, changes to a larger size. I have no idea how to control the size when dragged or the final image size
Heres my code to create an image from a view
extension UIView {
func imageFromView() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, self.isOpaque, 0.0)
defer { UIGraphicsEndImageContext() }
if let context = UIGraphicsGetCurrentContext() {
self.layer.render(in: context)
let image = UIGraphicsGetImageFromCurrentImageContext()
return image
}
return nil
}
}
And here's the code to save this to disk
extension UIImage {
func savedPath(name: String) -> URL{
let paths = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)
let filePath = "\(paths[0])/name.png"
let url = URL(fileURLWithPath: filePath)
// Save image.
if let data = self.pngData() {
do {
try data.write(to: url)
} catch let error as NSError {
}
}
return url
}
}
finally here is the code that converts the data path to a Sticker
if let stickerImage = backgroundBox.imageFromView() {
let url = stickerImage.savedPath(name: textBox.text ?? "StickerMCSticker")
if let msSticker = try? MSSticker(contentsOfFileURL: url, localizedDescription: "") {
var newFrame = self.backgroundBox.frame
newFrame.size.width = newFrame.size.width
newFrame.size.height = newFrame.size.height
let stickerView = MSStickerView(frame: newFrame, sticker: msSticker)
self.view.addSubview(stickerView)
print("** sticker frame \(stickerView.frame)")
self.sticker = stickerView
}
}
I wondered first off if there was something I need to do regarding retina sizes, but adding #2x in the file just breaks the image - so am stuck on this - the WWDC sessions seem to show stickers being created from file paths and not altering in size in the transition between drag and drop - any help would be appreciated!
I fixed this issue eventually by getting the frame from the view I was copying's frame then calling sizeToFit()-
init(sticker: MSSticker, size: CGSize) {
let stickerFrame = CGRect(x: 0, y: 0, width: size.width, height: size.height)
self.sticker = MSStickerView(frame: stickerFrame, sticker: sticker)
self.sticker.sizeToFit()
super.init(nibName: nil, bund
as the StickerView was not setting the correct size. Essentially the experience I was seeing was that the sticker size on my view was not accurate with the size of the MSSticker - so the moment the drag was initialized, the real sticker size was implemented (which was different to the frame size / autoLayout I was applying in my view)
For the life of me I can't get the GIF to display using the SwiftyGif library. Is there something I'm missing here?
var outgoingMessageView: UIImageView!
outgoingMessageView = UIImageView(frame:
CGRect(x: llamaView.frame.maxX - 50,
y: llamaView.frame.minY + 75,
width: bubbleImageSize.width,
height: bubbleImageSize.height))
outgoingMessageView.delegate = self
if textIsValidURL == true {
print("URL is valid")
outgoingMessageView.image = bubbleImage
let maskView = UIImageView(image: bubbleImage)
maskView.frame = outgoingMessageView.bounds
outgoingMessageView.mask = maskView
outgoingMessageView.frame.origin.y = llamaView.frame.minY - 25
let url = URL(string: text)
outgoingMessageView.setGifFromURL(url, manager: .defaultManager, loopCount: -1, showLoader: true)
} else {
outgoingMessageView.image = bubbleImage
}
// Set the animations
label.animation = "zoomIn"
//outgoingMessageView.animation = "zoomIn"
// Add the Subviews
view.addSubview(outgoingMessageView)
print("outgoingMessageView added")
The delegate lets me know it runs successfully via:
gifDidStart
gifURLDidFinish
Checking outgoingMessageView.isAnimatingGif() tells me it's still running.
Checking outgoingMessageView.isDisplayedInScreen(outgoingMessageView) tells me it's not being displayed
It "finishes" almost immediately, but it's the same in the example project, yet the gif still loops and displays in the project. I've changed loop counts, imageviews, not running via a mask as I intended and instead just a UIImageView, changed the GIF urls, all to no avail. Is this problem related to my view structure?
I am calling this function based on actions in a collectionView.Image Example Here
Using the latest SwiftyGIF version.
I just made a sample about this with the following code:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
testSwiftyGif()
}
public func testSwiftyGif() {
let imgPath = "https://github.com/kirualex/SwiftyGif/blob/master/SwiftyGifExample/1.gif?raw=true"
let imgUrl = URL(string: imgPath)!
var outgoingMessageView: UIImageView!
outgoingMessageView = UIImageView(frame:
CGRect(x: llamaView.frame.maxX - 50,
y: llamaView.frame.minY + 75,
width: 200,
height: 200))
outgoingMessageView.setGifFromURL(imgUrl, manager: .defaultManager, loopCount: -1, showLoader: true)
self.view.addSubview(outgoingMessageView)
print("outgoingMessageView added")
}
And it adds the gif as intended:
Aparently the issue is your view structure. The image is being added to the view, but the view is not visible due mask, frame or superview position.
Try to check the view hierarchy using the xCode View Hierarchy Debugger
I am working on UITests using XCode. I have multiple CollectionView cells.
When I perform Count in the collectionView it shows the certain count.
I can able to access first two cells but coming to the 3rd cell as 3(depends on device size). It says that specific button I am looking for in 3rd Cell as exists.
But isHittable is false.
Is there any way I can tap on the button on the 3rd Cell.
I have tried using the extension for forceTapElement() which is available online, it didn’t help.
Extension Used:
extension XCUIElement{
func forceTapElement(){
if self.isHittable{
self.tap()
}else{
let coordinate: XCUICoordinate = self.coordinate(withNormalizedOffset: .zero)
coordinate.tap()
}
}
}
Tried to perform swipeUp() and access the button. it still shows isHittable as false
The only way I've found is to swipe up untile the isHittable will be true.
app.collectionViews.cells.staticTexts["TEST"].tap()
Thread.sleep(forTimeInterval: 3)
let collectionView = app.otherElements.collectionViews.element(boundBy: 0)
let testAds = collectionView.cells
let numberOfTestAds = testAds.count
if numberOfTestAds > 0 {
let tester = collectionView.cells.element(boundBy: 2).buttons["ABC"]
for _ in 0..<100 {
guard !tester.isHittable else {
break;
}
collectionView.swipeUp()
}
}
Please note that the swipeUp() method will only move few pixels. If you want to use more comprehensive methods you can get AutoMate library and try swipe(to:untilVisible:times:avoid:from:):
app.collectionViews.cells.staticTexts["TEST"].tap()
Thread.sleep(forTimeInterval: 3)
let collectionView = app.otherElements.collectionViews.element(boundBy: 0)
let testAds = collectionView.cells
let numberOfTestAds = testAds.count
if numberOfTestAds > 0 {
let tester = collectionView.cells.element(boundBy: 2).buttons["ABC"]
collectionView.swipe(to: .down, untilVisible: tester)
// or swipe max 100 times in case 10 times is not enough
// collectionView.swipe(to: .down, untilVisible: tester, times: 100)
}