I'm looking to create a view with these buttons. There is a background animation when one of the button touched.
Not sure how to do this.
Is custom segmented buttons the way to go?
I went with custom control
import UIKit
protocol MSegmentedControlDelegate:AnyObject {
func segSelectedIndexChange(to index:Int)
}
class MSegmentedControl: UIControl {
private var buttonTitles:[String]!
private var buttons: [UIButton]!
private var selectorView: UIView!
var textColor:UIColor = .black
var selectorViewColor: UIColor = .white
var selectorTextColor: UIColor = .red
weak var delegate:MSegmentedControlDelegate?
public private(set) var selectedIndex : Int = 0
convenience init(frame:CGRect,buttonTitle:[String]) {
self.init(frame: frame)
self.buttonTitles = buttonTitle
}
override func draw(_ rect: CGRect) {
super.draw(rect)
self.backgroundColor = UIColor.white
updateView()
}
func setButtonTitles(buttonTitles:[String]) {
self.buttonTitles = buttonTitles
self.updateView()
}
func setIndex(index:Int) {
buttons.forEach({ $0.setTitleColor(textColor, for: .normal) })
let button = buttons[index]
selectedIndex = index
button.setTitleColor(selectorTextColor, for: .normal)
let selectorPosition = frame.width/CGFloat(buttonTitles.count) * CGFloat(index)
UIView.animate(withDuration: 0.2) {
self.selectorView.frame.origin.x = selectorPosition
}
}
#objc func buttonAction(sender:UIButton) {
for (buttonIndex, btn) in buttons.enumerated() {
btn.setTitleColor(textColor, for: .normal)
if btn == sender {
let selectorPosition = frame.width/CGFloat(buttonTitles.count) * CGFloat(buttonIndex)
selectedIndex = buttonIndex
delegate?.segSelectedIndexChange(to: selectedIndex)
UIView.animate(withDuration: 0.3) {
self.selectorView.frame.origin.x = selectorPosition
}
btn.setTitleColor(selectorTextColor, for: .normal)
}
}
}
}
//Configuration View
extension MSegmentedControl {
private func updateView() {
createButton()
configSelectorView()
configStackView()
}
private func configStackView() {
let stack = UIStackView(arrangedSubviews: buttons)
stack.axis = .horizontal
stack.alignment = .fill
stack.distribution = .fillEqually
addSubview(stack)
stack.translatesAutoresizingMaskIntoConstraints = false
stack.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
stack.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
stack.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
stack.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
}
private func configSelectorView() {
let selectorWidth = frame.width / CGFloat(self.buttonTitles.count)
selectorView = UIView(frame: CGRect(x: 0, y: 8, width: selectorWidth, height: 32))
selectorView.backgroundColor = selectorViewColor
selectorView.layer.cornerRadius = 16
selectorView.layer.opacity = 0.5
addSubview(selectorView)
}
private func createButton() {
buttons = [UIButton]()
buttons.removeAll()
subviews.forEach({$0.removeFromSuperview()})
for buttonTitle in buttonTitles {
let button = UIButton(type: .system)
button.setTitle(buttonTitle, for: .normal)
button.addTarget(self, action:#selector(MSegmentedControl.buttonAction(sender:)), for: .touchUpInside)
button.setTitleColor(textColor, for: .normal)
button.titleLabel?.font = UIFont.systemFont(ofSize: 16, weight: .semibold)
buttons.append(button)
}
buttons[0].setTitleColor(selectorTextColor, for: .normal)
}
}
Usage:
private let segControl: MSegmentedControl = {
let segControl = MSegmentedControl(
frame: CGRect(x: 0, y: 240, width: 280, height: 50),
buttonTitle: ["Average","Total","Pending"])
segControl.textColor = M.Colors.greyWhite
segControl.selectorTextColor = .white
return segControl
}()
To access index change event:
Implement the delegate on parent view:
addSubview(segControl)
segControl.delegate = self
Delegate:
func segSelectedIndexChange(to index: Int) {
switch index {
case 0: print("Average")
case 1: print("Total")
case 2: print("Pending")
default: break
}
}
Result:
Related
I am making a custom segment controller. I faced into the following problem: the text inside the selectable view is not centered. I would like to find a universal solution so that the text remains in the center of the selected segment, regardless of the number of cells. Please , hellp. Thanks a lot!
Image: Example of problem
Code:
#IBDesignable
class CustomSegmentedCntrl: UIControl {
private var buttons = [UIButton]()
private var selector: UIView!
var selectedSegmentIndex = 0
private var segments = [String]() {
didSet {
updateView()
}
}
#IBInspectable
var borderWidth: CGFloat = 0 {
didSet {
layer.borderWidth = borderWidth
}
}
#IBInspectable
var borderColor: UIColor = UIColor.clear {
didSet {
layer.borderColor = borderColor.cgColor
}
}
#IBInspectable
var textColor: UIColor = .clear {
didSet {
updateView()
}
}
#IBInspectable
var selectorColor: UIColor = .clear {
didSet {
updateView()
}
}
#IBInspectable
var selectorTextColor: UIColor = .clear {
didSet {
updateView()
}
}
func configure(with segmentButtons:[String]) {
self.segments = segmentButtons
}
func setProperties(borderWidth: CGFloat, borderColor: UIColor, textColor: UIColor, selectorColor: UIColor, selectorTextColor: UIColor) {
self.borderWidth = borderWidth
self.borderColor = borderColor
self.selectorColor = selectorColor
self.textColor = textColor
self.selectorTextColor = selectorTextColor
}
func updateView() {
buttons.removeAll()
subviews.forEach { $0.removeFromSuperview()}
let buttonTitles = segments
for buttonTitle in buttonTitles {
let button = UIButton(type: .system)
button.setTitle(buttonTitle, for: .normal)
button.setTitleColor(textColor, for: .normal)
button.addTarget(self, action: #selector(buttonTapped(button:)), for: .touchUpInside)
buttons.append(button)
}
let selectorWidth = frame.width / CGFloat(buttonTitles.count)
selector = UIView(frame: CGRect(x: 0, y: 0, width: selectorWidth, height: frame.height))
selector.layer.cornerRadius = frame.height/2
selector.backgroundColor = selectorColor
addSubview(selector)
///Stack view constraints
let stackView = UIStackView(arrangedSubviews: buttons)
stackView.axis = .horizontal
stackView.alignment = .fill
stackView.distribution = .fillProportionally
addSubview(stackView)
stackView.translatesAutoresizingMaskIntoConstraints = false
stackView.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
stackView.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
stackView.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
stackView.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
}
override func draw(_ rect: CGRect) {
layer.cornerRadius = frame.height/2
}
#objc func buttonTapped(button: UIButton) {
for (buttonIndex, btn) in buttons.enumerated() {
btn.setTitleColor(textColor, for: .normal)
if btn == button {
print(buttonIndex)
selectedSegmentIndex = buttonIndex
let selectorStartPosition = frame.width/CGFloat(buttons.count) * CGFloat(buttonIndex)
UIView.animate(withDuration: 0.2, animations: {
self.selector.frame.origin.x = selectorStartPosition
})
btn.setTitleColor(selectorTextColor, for: .normal)
}
}
}
}
ViewController is look like this:
//View at the storyboard
#IBOutlet weak var secondSegmentedControll: CustomSegmentedCntrl!
func installSecondCell() {
self.secondSegmentedControll.borderColor = .green
self.secondSegmentedControll.selectorTextColor = .blue
self.secondSegmentedControll.selectorColor = .red
self.secondSegmentedControll.configure(with: ["one", "two", "three", "four"])
self.secondSegmentedControll.borderWidth = 1
}
override func viewDidLoad() {
super.viewDidLoad()
installSecondCell()
}
Solution: Add this: stackView.distribution = .fillEqually to updateView()
Using Swift 5.1.3, iOS13.3, XCode11.3,
I try to create a simple Button Target Action.
However, the Button is inside its own StackView class and moreover, is a lazy button.
Why is the Target Action not working in my Code ? i.e. callButtonMethod is never called !
Could it be because of the late API responses or is it because a lazy button cannot do target action. I am clueless at the moment.
Thank you for any help on this.
Here is my code:
class CockpitHeaderStackView: UIStackView {
weak var profileBtnDelegate: CallButtonProfileImage?
var profileImageView = UIImageView()
var profileName = "Cockpit".localized
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
if let profile = MyAPI.profile, let person = profile.person {
profileName = "\(person.firstName ?? "") \(person.lastName ?? "")"
}
MyAPI.getPicture(PictureType.avatar) { [weak self] (error, image) in
guard let self = self else { return } // check if self still alive otherwise bail out
DispatchQueue.main.async {
if let image = image {
self.profileImageView.image = image
} else {
self.profileImageView.image = #imageLiteral(resourceName: "profile-placeholder-small")
}
self.profileImageView.contentMode = .scaleAspectFill
self.axis = .horizontal
self.alignment = .bottom
self.spacing = 10.0
self.addArrangedSubview(self.titleLabel)
self.addArrangedSubview(self.button)
}
}
}
lazy var titleLabel: UILabel = {
let labelWidth: CGFloat = UIScreen.main.bounds.width - 16.0 - 10.0 - 36.0 - 16.0 // FullScreenWidth minus (Leading + Spacing + ButtonWidth + Trailing)
let label = UILabel()
label.font = AppConstants.Font.NavBar_TitleFont
label.text = profileName
label.textColor = .white
label.tintColor = .white
label.widthAnchor.constraint(equalToConstant: labelWidth).isActive = true
label.translatesAutoresizingMaskIntoConstraints = false
return label
}()
lazy var button: UIButton = {
let buttonWidth: CGFloat = 36.0
let button = UIButton(frame: CGRect(origin: .zero, size: CGSize(width: buttonWidth, height: buttonWidth)))
button.setImage(self.profileImageView.image, for: .normal)
button.addTarget(self, action: #selector(callButtonMethod), for: .touchUpInside)
button.frame = CGRect(x: 0, y: 0, width: 36, height: 36)
button.layer.cornerRadius = button.frame.size.width / 2
button.layer.masksToBounds = false
button.clipsToBounds = true
button.translatesAutoresizingMaskIntoConstraints = false
button.widthAnchor.constraint(equalToConstant: buttonWidth).isActive = true
button.heightAnchor.constraint(equalToConstant: buttonWidth).isActive = true
return button
}()
#objc func callButtonMethod() {
profileBtnDelegate?.callProfileBtnMethod()
}
}
The CockpitHeaderStackView is used to create a custom NavigationBar of my ViewController.
Here the code for the custom NavigationBar with usage of the CockpitHeaderStackView :
protocol CallButtonProfileImage: AnyObject {
func callProfileBtnMethod()
}
class MyViewController: UIViewController {
// ...
lazy var titleStackView: CockpitHeaderStackView = {
let titleStackView = CockpitHeaderStackView(frame: CGRect(origin: .zero, size: CGSize(width: view.bounds.width, height: 88.0)))
titleStackView.translatesAutoresizingMaskIntoConstraints = false
return titleStackView
}()
lazy var cockpitHeaderView: UIView = {
let cockpitHeaderView = UIView(frame: CGRect(origin: .zero, size: CGSize(width: view.bounds.width, height: 88.0)))
cockpitHeaderView.addSubview(titleStackView)
titleStackView.leadingAnchor.constraint(equalTo: cockpitHeaderView.leadingAnchor, constant: 16.0).isActive = true
titleStackView.topAnchor.constraint(equalTo: cockpitHeaderView.topAnchor).isActive = true
titleStackView.trailingAnchor.constraint(equalTo: cockpitHeaderView.trailingAnchor, constant: -16.0).isActive = true
titleStackView.bottomAnchor.constraint(equalTo: cockpitHeaderView.bottomAnchor).isActive = true
return cockpitHeaderView
}()
override func viewDidLoad() {
super.viewDidLoad()
// ...
view.clipsToBounds = true
navigationController?.set_iOS12_lookAndFeel()
navigationItem.backBarButtonItem = UIBarButtonItem(title: "", style: .plain, target: nil, action: nil)
navigationItem.largeTitleDisplayMode = .always
}
override func viewWillLayoutSubviews() {
// replace NavBar title by custom cockpitHeaderView
self.title = ""
self.navigationItem.titleView = self.cockpitHeaderView
// position the cockpitHeaderView inside the largeTitleDisplayMode NavBar
self.cockpitHeaderView.translatesAutoresizingMaskIntoConstraints = false
self.cockpitHeaderView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor).isActive = true
if let navBarBottomAnchor = self.navigationController?.navigationBar.bottomAnchor {
if UIScreen.main.bounds.height > 568.0 {
self.cockpitHeaderView.topAnchor.constraint(equalTo: navBarBottomAnchor, constant: -48.0).isActive = true
} else {
self.cockpitHeaderView.topAnchor.constraint(equalTo: navBarBottomAnchor, constant: -46.0).isActive = true // iPhone SE space limitation
}
} else {
self.cockpitHeaderView.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 89.0).isActive = true
}
}
func callProfileBtnMethod() {
print("right BarButton called here")
}
}
I finally found "a solution": The lazy initialisations seem to be the cause of the error-behaviour.
In fact, when I replace all lazy initialisation and also eliminate the StackView (called CockpitHeaderStackView) and put everything in non-lazy let-constants, then it works !!
Here is the final and relevant code (i.e. I placed everything inside the viewWillAppearmethod):
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let cardsHorizontalController = CardsHorizontalController()
self.view.addSubview(cardsHorizontalController.view)
cardsHorizontalController.view.translatesAutoresizingMaskIntoConstraints = false
cardsHorizontalController.view.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 100.0).isActive = true
cardsHorizontalController.view.heightAnchor.constraint(equalToConstant: 279).isActive = true
cardsHorizontalController.view.widthAnchor.constraint(equalToConstant: UIScreen.main.bounds.width).isActive = true
navigationController?.set_iOS12_lookAndFeel()
navigationItem.backBarButtonItem = UIBarButtonItem(title: "", style: .plain, target: nil, action: nil)
navigationItem.largeTitleDisplayMode = .always
PeaxAPI.getPicture(PictureType.avatar) { [weak self] (error, image) in
guard let self = self else { return } // check if self still alive otherwise bail out
DispatchQueue.main.async {
if let image = image {
self.profileImageView.image = image
} else {
self.profileImageView.image = #imageLiteral(resourceName: "profile-placeholder-small")
}
self.profileImageView.contentMode = .scaleAspectFill
if let profile = PeaxAPI.profile, let person = profile.person {
self.profileName = "\(person.firstName ?? "") \(person.lastName ?? "")"
}
let titleStackView = UIStackView(frame: CGRect(origin: .zero, size: CGSize(width: self.view.bounds.width, height: 88.0)))
titleStackView.isUserInteractionEnabled = true
titleStackView.translatesAutoresizingMaskIntoConstraints = false
titleStackView.axis = .horizontal
titleStackView.alignment = .bottom
titleStackView.spacing = 10.0
let labelWidth: CGFloat = UIScreen.main.bounds.width - 16.0 - 10.0 - 36.0 - 16.0 // FullScreenWidth minus (Leading + Spacing + ButtonWidth + Trailing)
let label = UILabel()
label.font = AppConstants.Font.NavBar_TitleFont
label.text = self.profileName
label.textColor = .white
label.tintColor = .white
label.widthAnchor.constraint(equalToConstant: labelWidth).isActive = true
label.translatesAutoresizingMaskIntoConstraints = false
let buttonWidth: CGFloat = 36.0
let button = UIButton(frame: CGRect(origin: .zero, size: CGSize(width: buttonWidth, height: buttonWidth)))
button.setImage(self.profileImageView.image, for: .normal)
button.isUserInteractionEnabled = true
button.addTarget(self, action: #selector(self.callProfileBtnMethod), for: .touchUpInside)
button.frame = CGRect(x: 0, y: 0, width: 36, height: 36)
button.layer.cornerRadius = button.frame.size.width / 2
button.layer.masksToBounds = false
button.clipsToBounds = true
button.translatesAutoresizingMaskIntoConstraints = false
button.widthAnchor.constraint(equalToConstant: buttonWidth).isActive = true
button.heightAnchor.constraint(equalToConstant: buttonWidth).isActive = true
titleStackView.addArrangedSubview(label)
titleStackView.addArrangedSubview(button)
let cockpitHeaderView = UIView(frame: CGRect(origin: .zero, size: CGSize(width: self.view.bounds.width, height: 88.0)))
cockpitHeaderView.isUserInteractionEnabled = true
cockpitHeaderView.addSubview(titleStackView)
titleStackView.leadingAnchor.constraint(equalTo: cockpitHeaderView.leadingAnchor, constant: 16.0).isActive = true
titleStackView.topAnchor.constraint(equalTo: cockpitHeaderView.topAnchor).isActive = true
titleStackView.trailingAnchor.constraint(equalTo: cockpitHeaderView.trailingAnchor, constant: -16.0).isActive = true
titleStackView.bottomAnchor.constraint(equalTo: cockpitHeaderView.bottomAnchor).isActive = true
// replace NavBar title by custom cockpitHeaderView
self.title = ""
self.navigationItem.titleView = cockpitHeaderView
cockpitHeaderView.sizeToFit()
}
}
}
I had to add addTarget after adding the button as a subview and that worked
I'm creating a custom, reusable segmented controller using UIViews and I'm having a problem with overlapping views. It currently looks like this:
You can see that the blue selector is under the buttons but I want it to sit at the bottom and be four pixels high. To do this, I have:
let numberOfButtons = CGFloat(buttonTitles.count)
let selectorWidth = frame.width / numberOfButtons
let selectorYPosition = frame.height - 3 <--- This cause it to be hidden behind the button
selector = UIView(frame: CGRect(x: 0, y: selectorYPosition, width: selectorWidth, height: 4))
selector.layer.cornerRadius = 0
selector.backgroundColor = selectorColor
addSubview(selector)
bringSubviewToFront(selector) <--- I thought this would work but it does nothing
which results in the selector UIView being hidden behind the segment UIView (I have the Y position set to - 3 so you can see how it's being covered up. I actually want it to be - 4, but that makes it disappear entirely):
I thought using bringSubviewToFront() would bring it in front of the segment UIView but it doesn't seem to do anything. I've looked through Apple View Programming Guide and lots of SO threads but can't find an answer.
Can anybody help me see what I'm missing?
Full code:
class CustomSegmentedControl: UIControl {
var buttons = [UIButton]()
var selector: UIView!
var selectedButtonIndex = 0
var borderWidth: CGFloat = 0 {
didSet {
layer.borderWidth = borderWidth
}
}
var borderColor: UIColor = UIColor.black {
didSet {
layer.borderColor = borderColor.cgColor
}
}
var separatorBorderColor: UIColor = UIColor.lightGray {
didSet {
}
}
var commaSeparatedTitles: String = "" {
didSet {
updateView()
}
}
var textColor: UIColor = .lightGray {
didSet {
updateView()
}
}
var selectorColor: UIColor = .blue {
didSet {
updateView()
}
}
var selectorTextColor: UIColor = .black {
didSet {
updateView()
}
}
func updateView() {
buttons.removeAll()
subviews.forEach { $0.removeFromSuperview() }
// create buttons
let buttonTitles = commaSeparatedTitles.components(separatedBy: ",")
for buttonTitle in buttonTitles {
let button = UIButton(type: .system)
button.setTitle(buttonTitle, for: .normal)
button.setTitleColor(textColor, for: .normal)
button.backgroundColor = UIColor.white
button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside)
buttons.append(button)
}
// make first button selected
buttons[0].setTitleColor(selectorTextColor, for: .normal)
let numberOfButtons = CGFloat(buttonTitles.count)
let selectorWidth = frame.width / numberOfButtons
let selectorYPosition = frame.height - 3
selector = UIView(frame: CGRect(x: 0, y: selectorYPosition, width: selectorWidth, height: 4))
selector.layer.cornerRadius = 0
selector.backgroundColor = selectorColor
addSubview(selector)
bringSubviewToFront(selector)
let stackView = UIStackView(arrangedSubviews: buttons)
stackView.axis = .horizontal
stackView.alignment = .fill
stackView.distribution = .fillEqually
addSubview(stackView)
stackView.translatesAutoresizingMaskIntoConstraints = false
stackView.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
stackView.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
stackView.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
stackView.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
}
#objc func buttonTapped(button: UIButton) {
for (buttonIndex, btn) in buttons.enumerated() {
btn.setTitleColor(textColor, for: .normal)
if btn == button {
let numberOfButtons = CGFloat(buttons.count)
let selectorStartPosition = frame.width / numberOfButtons * CGFloat(buttonIndex)
UIView.animate(withDuration: 0.3, animations: { self.selector.frame.origin.x = selectorStartPosition })
btn.setTitleColor(selectorTextColor, for: .normal)
}
}
sendActions(for: .valueChanged)
}
}
You are covering up your selector with the stackView.
You need to do:
bringSubviewToFront(selector)
after you have added all of the views. Move that line to the bottom of updateView().
I have 8 buttons and I want to display a picture every time I press the buttons.
What I wonder is, do I need to have 8 functions to display these images?
Or is there any easier ways?
Here is how I've done it, it works as it should, but I do not want to repeat the same things over and over again?
var imageView1:UIImageView!
var imageView2:UIImageView!
var imageView3:UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
showImage1()
showImage2()
showImage3()
tapGestureRecognizerFunc()
}
#objc func button1Tap() {
if self.imageView1.isHidden {
self.imageView1.isHidden = false
}else{
self.imageView1.isHidden = true
}
}
#objc func button2Tap() {
if self.imageView2.isHidden {
self.imageView2.isHidden = false
}else{
self.imageView2.isHidden = true
}
}
#objc func button3Tap() {
if self.imageView3.isHidden {
self.imageView3.isHidden = false
}else{
self.imageView3.isHidden = true
}
}
func showImage1() {
imageView1 = UIImageView(frame: CGRect(x: 271, y: 8, width: 29, height: 29))
imageView1.image = UIImage(named: "Done.png")
imageView1.contentMode = .scaleAspectFit
View1.addSubview(imageView1)
imageView1.isHidden = true
}
func showImage2() {
imageView2 = UIImageView(frame: CGRect(x: 271, y: 8, width: 29, height: 29))
imageView2.image = UIImage(named: "Done.png")
imageView2.contentMode = .scaleAspectFit
View2.addSubview(imageView2)
imageView2.isHidden = true
}
func showImage3() {
imageView2 = UIImageView(frame: CGRect(x: 271, y: 8, width: 29, height: 29))
imageView2.image = UIImage(named: "Done.png")
imageView2.contentMode = .scaleAspectFit
View3.addSubview(imageView2)
imageView2.isHidden = true
}
func tapGestureRecognizerFunc () {
let exercise1Tap = UITapGestureRecognizer(target: self, action: #selector(button1Tap))
exercise1Tap.numberOfTapsRequired = 2
View1.addGestureRecognizer(exercise1Tap)
let exercise2Tap = UITapGestureRecognizer(target: self, action: #selector(button2Tap))
exercise2Tap.numberOfTapsRequired = 2
View2.addGestureRecognizer(exercise2Tap)
let exercise3Tap = UITapGestureRecognizer(target: self, action: #selector(button3Tap))
exercise3Tap.numberOfTapsRequired = 2
View3.addGestureRecognizer(exercise3Tap)
}
yes i'm newbie
Since I don't know, where and how you create the Buttons it is difficult to answer.
The following is just a tip.
You should use an array of UIImageView
Your callback should use the Form buttonAction(sender : UIButton)
You could use a tag for the button to get the number of the corresponding button
For example:
class ViewController: UIViewController {
var imageviews : [UIImageView] = []
override func viewDidLoad() {
super.viewDidLoad()
for i in 1...8 {
let imageview = UIImageView()
view.addSubview(imageview)
imageview.tag = i
imageviews.append(imageview)
let button = UIButton(frame: CGRect(x: 0, y: CGFloat(i)*50.0, width: 100, height: 30))
view.addSubview(button)
button.setTitle("Button \(i)", for: .normal)
button.setTitleColor(.black, for: .normal)
button.tag = i
button.addTarget(self, action: #selector(buttonAction), for: .touchUpInside)
}
}
#objc func buttonAction(sender : UIButton) {
let index = sender.tag
print("Button \(index) pressed")
imageviews[index].isHidden = !imageviews[index].isHidden
}
}
When I do this in AppDelegate:
window?.rootViewController = {
let mainController = MenuViewController()
return mainController
}()
I get this:
But when I do this in AppDelegate:
window?.rootViewController = {
let mainController = UINavigationController(rootViewController: MenuViewController())
return mainController
}()
I get this:
Why and how do I fix? Please specify which information if more information is needed.
Here is the MenuView code that lays out the buttons manually and also sets up the properties of the buttons:
class MenuView: UIView {
//title
let titleLabel: UILabel = {
let label = UILabel()
label.text = "Survive The Attackers!!"
label.backgroundColor = UIColor.white
return label
}()
//set up buttons
let newGameButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("New Game", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
let resumeButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("Resume Game", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
let highScoresButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("High Scores", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
//add subviews and initialize the view
override init(frame: CGRect){
super.init(frame: frame)
self.backgroundColor = UIColor(patternImage: UIImage(named: "background1.png")!)
addSubview(titleLabel)
addSubview(newGameButton)
addSubview(resumeButton)
addSubview(highScoresButton)
}
required init?(coder aDecoder: NSCoder) {
fatalError("It's Apple. What did you expect?")
}
//manually layout the main menu
override func layoutSubviews() {
var cursor: CGPoint = .zero
let buttonHeight = CGFloat(40.0);
let buttonWidth = CGFloat(160.0);
let labelWidth = buttonWidth + 20;
let spacing = bounds.height/4
let titleY = 2/3 * spacing
cursor.y = titleY
cursor.x = bounds.width/2 - labelWidth/2
titleLabel.frame = CGRect(x: cursor.x, y: cursor.y, width: labelWidth, height: buttonHeight)
cursor.y = spacing
cursor.x = bounds.width/2 - buttonWidth/2
newGameButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
cursor.y += spacing
resumeButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
cursor.y += spacing
highScoresButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
}
The buttons are laid out manually in layoutSubviews
Here is my MenuView controller code:
class MenuViewController: UIViewController {
var delegateID: String = UUIDVendor.vendUUID()
private var menuView: MenuView {
return view as! MenuView
}
init(){
super.init(nibName: nil, bundle: nil)
//edgesForExtendedLayout = .init(rawValue: 0)
}
required init?(coder aDecoder: NSCoder){
fatalError()
}
//loads the view in and sizes it correctly
override func loadView() {
view = MenuView()
//extendedLayoutIncludesOpaqueBars = false
}
override func viewDidLoad() {
menuView.newGameButton.addTarget(self, action: #selector(MenuViewController.newGameButtonTapped(button:)), for: .touchUpInside)
menuView.resumeButton.addTarget(self, action: #selector(MenuViewController.resumeGameButtonTapped(button:)), for: .touchUpInside)
menuView.highScoresButton.addTarget(self, action: #selector(MenuViewController.highScoreButtonTapped(button:)), for: .touchUpInside)
menuView.setNeedsLayout()
}
//fuction that handles the event when the newGameButton is tapped
#objc func newGameButtonTapped(button: UIButton){
//reset the data in the model somehow
navigationController?.pushViewController(GameViewController(), animated: true)
}
//function that handles the event when the resume game button is tapped
#objc func resumeGameButtonTapped(button: UIButton){
}
//function that handels the event when the high scores button is tapped
#objc func highScoreButtonTapped(button: UIButton){
}
call super for layoutSubviews
private var menuView: MenuView = {
let vw = MenuView()
return vw
}()
override func viewDidLoad() {
super.viewDidLoad()
view = MenuView() //Add here
//Your code
}
And remove loadView() from MenuViewController