add container to another container - problem with container.frame.origin - swift

I am testing pan Gesture Recognizer.
I add a white Container to view and then add another red container to the white container.
When I am printing the whiteContainer.frame.orgin I get correct CGPoint numbers but when I print redContaner CGPoint numbers I get 0.0, 0.0
class ViewController6 : UIViewController {
let whiteContainer = UIView()
let redContainer = UIView()
var pointOrigin2: CGPoint?
var pointOrigin3: CGPoint?
override func viewDidLoad() {
super.viewDidLoad()
setupView()
}
override func viewDidLayoutSubviews() {
pointOrigin2 = whiteContainer.frame.origin
print(pointOrigin2!)
pointOrigin3 = redContainer.frame.origin
print(pointOrigin3!)
}
private func setupView() {
view.backgroundColor = .black
configureContainer()
configureRedContainer()
addPanGestureRecognizare()
}
func configureContainer() {
view.addSubview(whiteContainer)
whiteContainer.translatesAutoresizingMaskIntoConstraints = false
whiteContainer.backgroundColor = .white
NSLayoutConstraint.activate([
whiteContainer.centerXAnchor.constraint(equalTo: view.centerXAnchor),
whiteContainer.centerYAnchor.constraint(equalTo: view.centerYAnchor),
whiteContainer.widthAnchor.constraint(equalToConstant: 200),
whiteContainer.heightAnchor.constraint(equalToConstant: 200)
])
}
func configureRedContainer() {
whiteContainer.addSubview(redContainer)
redContainer.translatesAutoresizingMaskIntoConstraints = false
redContainer.backgroundColor = .red
NSLayoutConstraint.activate([
redContainer.centerXAnchor.constraint(equalTo: view.centerXAnchor),
redContainer.centerYAnchor.constraint(equalTo: view.centerYAnchor),
redContainer.widthAnchor.constraint(equalToConstant: 50),
redContainer.heightAnchor.constraint(equalToConstant: 50)
])
}
When I am adding red Container to view (not whiteContainer.addSubview(red Container) ) I get the correct CGPoint number of the white and red container.
Why ?

Viewcontroller hasn't any calculation for the frames for subviews is not in own view if you add in viewDidLoad. If you add a subview to ViewController's view , then yes ViewController makes calculation for that view but if you add subview to view's subview , it doesnt. Thats why you can see the whiteContainer frame is not zero and redContainer is zero.
To make this you should say 'view , you should calculation it'. Thats why you must use view.layoutIfNeeded() after the constraints settings .
This gonna fix your problem
func configureRedContainer() {
whiteContainer.addSubview(redContainer)
redContainer.translatesAutoresizingMaskIntoConstraints = false
redContainer.backgroundColor = .red
NSLayoutConstraint.activate([
redContainer.centerXAnchor.constraint(equalTo: view.centerXAnchor),
redContainer.centerYAnchor.constraint(equalTo: view.centerYAnchor),
redContainer.widthAnchor.constraint(equalToConstant: 50),
redContainer.heightAnchor.constraint(equalToConstant: 50)
])
view.layoutIfNeeded() // must add after setting constraints
}

now my func PanGestute is working incorrectly. the condition "outside the white container" is triggered all the time
#OmerTekbiyik ?
func addPanGestureRecognizare() {
let pan = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture2(sender:)))
redContainer.addGestureRecognizer(pan)
}
#objc func handlePanGesture2(sender : UIPanGestureRecognizer) {
let fileView = sender.view!
switch sender.state {
case .began, .changed:
let translation = sender.translation(in: fileView)
fileView.center = CGPoint(x: fileView.center.x + translation.x, y: fileView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: fileView)
case .ended:
if fileView.frame.intersects(whiteContainer.frame) {
print("in white container")
} else {
print("outside the white container")
UIView.animate(withDuration: 0.3, animations: { fileView.frame.origin = self.pointOrigin3!})
}
default:
break
}
}

Related

align object with changeable constraints to center x point on the view

I want my swift code below to align the box to the center of the x axis. You can see from the gif below of what my code is doing. When the purple button is pressed I would like the box to be align. I am not sure how to d this because some of the constraints are declared as var I dont know where to go next.
import UIKit
class ViewController: UIViewController {
var slizer = UISlider()
var viewDrag = UIImageView()
var b2 = UIButton()
var panGesture = UIPanGestureRecognizer()
// Width, Leading and CenterY constraints for viewDrag
var widthConstraints: NSLayoutConstraint!
var viewDragLeadingConstraint: NSLayoutConstraint!
var viewDragCenterYConstraint: NSLayoutConstraint!
var tim: CGFloat = 50.0
var slidermultiplier: CGFloat = 0.6
override func viewDidLoad() {
super.viewDidLoad()
[viewDrag,slizer,b2].forEach{
$0.translatesAutoresizingMaskIntoConstraints = false
view.addSubview($0)
}
b2.backgroundColor = .purple
NSLayoutConstraint.activate([
b2.bottomAnchor.constraint(equalTo: slizer.topAnchor),
b2.leadingAnchor.constraint(equalTo: view.leadingAnchor),
b2.heightAnchor.constraint(equalTo: view.heightAnchor,multiplier: 0.05),
b2.widthAnchor.constraint(equalTo: view.widthAnchor,multiplier: 1),
slizer.bottomAnchor.constraint(equalTo: view.bottomAnchor),
slizer.leadingAnchor.constraint(equalTo: view.leadingAnchor),
slizer.heightAnchor.constraint(equalTo: view.heightAnchor,multiplier: 0.2),
slizer.widthAnchor.constraint(equalTo: view.widthAnchor,multiplier: 1),
])
slizer.addTarget(self, action: #selector(increase), for: .valueChanged)
viewDrag.backgroundColor = .orange
// no point setting a frame, since
// viewDrag has .translatesAutoresizingMaskIntoConstraints = false
//viewDrag.frame = CGRect(x: view.center.x-view.frame.width * 0.05, y: view.center.y-view.frame.height * 0.05, width: view.frame.width * 0.1, height: view.frame.height * 0.1)
// start with viewDrag
// width = "slidermultiplier" percent of view width
widthConstraints = viewDrag.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: slidermultiplier)
// Leading = "tim" pts from view leading
viewDragLeadingConstraint = viewDrag.leadingAnchor.constraint(equalTo: self.view.leadingAnchor, constant: tim)
// centered vertically
viewDragCenterYConstraint = viewDrag.centerYAnchor.constraint(equalTo: view.centerYAnchor)
NSLayoutConstraint.activate([
// viewDrag height will never change, so we can set it here
viewDrag.heightAnchor.constraint(equalTo: view.heightAnchor,multiplier: 0.3),
// activate the 3 "modifiable" constraints
widthConstraints,
viewDragLeadingConstraint,
viewDragCenterYConstraint,
])
panGesture = UIPanGestureRecognizer(target: self, action: #selector(draggedView(_:)))
viewDrag.isUserInteractionEnabled = true
viewDrag.addGestureRecognizer(panGesture)
// start the slider at the same percentage we've used
// for viewDrag's initial width
slizer.value = Float(slidermultiplier)
b2.addTarget(self, action: #selector(press), for: .touchDown)
}
#objc func press(){
}
#objc func draggedView(_ sender: UIPanGestureRecognizer) {
// old swift syntax
//self.view.bringSubview(toFront: viewDrag)
self.view.bringSubview(toFront: viewDrag)
let translation = sender.translation(in: self.view)
viewDragLeadingConstraint.constant += translation.x
viewDragCenterYConstraint.constant += translation.y
// don't do this
//viewDrag.center = CGPoint(x: viewDrag.center.x + translation.x , y: viewDrag.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
#objc func increase() {
// get the new value of the slider
slidermultiplier = CGFloat(slizer.value)
// deactivate widthConstraints
widthConstraints.isActive = false
// create new widthConstraints with slider value as a multiplier
widthConstraints = viewDrag.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: slidermultiplier)
// activate the new widthConstraints
widthConstraints.isActive = true
}
}
I recommend to work directly with frame not constraints.
Constraints are suitable when to deal with mutable screen sizes and screen rotation.
Step 1: Put your movable objects into a container view
Step 2: Handle objects by coordinate inside container view
Step 3: Add container to your view controller's view and constraint layouting it with other elements
class ViewController: UIViewController {
#IBOutlet weak var container: Container!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
container.addPanGestures()
}
#IBAction func didTapLeftButton(_ sender: Any) {
container.setLeftAlign()
}
#IBAction func didTapCenterButton(_ sender: Any) {
container.setCenterXAlign()
}
#IBAction func didTapRightButton(_ sender: Any) {
container.setRightAlign()
}
#IBAction func slide(_ sender: UISlider) {
let scale = CGFloat(max(sender.value, 0.1))
container.setWidthScale(scale)
}
}
class Container: UIView {
func setLeftAlign() {
for view in self.subviews {
view.frame.origin = CGPoint(x: 0, y: view.frame.origin.y)
}
}
func setRightAlign() {
for view in self.subviews {
view.frame.origin = CGPoint(x: self.frame.width - view.frame.width, y:view.frame.origin.y)
}
}
func setCenterXAlign() {
for view in self.subviews {
var center = view.center
center.x = self.frame.width / 2
view.center = center
}
}
func setWidthScale(_ ratio: CGFloat) {
for view in self.subviews {
var frame = view.frame
let center = view.center
frame.size.width = self.frame.width * ratio
view.frame = frame
view.center = center
}
}
func addPanGestures() {
for v in self.subviews {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(didPan(_:)))
v.addGestureRecognizer(panGesture)
}
}
private var initCenter: CGPoint!
#objc func didPan(_ sender: UIPanGestureRecognizer) {
let view = sender.view!
let translation = sender.translation(in: view)
switch sender.state {
case .began:
initCenter = view.center
case .changed:
view.center = CGPoint(x: initCenter.x + translation.x, y: initCenter.y + translation.y)
case .cancelled:
view.center = initCenter
default:
return
}
}
}

Increase UIView Height Programmatically Based on Changing SubView Height

I have been unable to figure out how to solve this issue of mine. I tried to follow the answer from this post. How to change UIView height based on elements inside it
Like the post answer says to do, I have:
set autolayout constraints between UIContainerView top to the UITextView top and UIContainerView bottom to the UITextView bottom (#1)
set height constraint on the text view (#2) and change its constant when resizing the text view (#3)
I have to do this all programmatically. I first set the frame for the container view and give it a specified height. I'm not sure if that is okay too. I also add (#1) in viewDidLoad and am unsure if that's correct.
The text view is not able to increase height either with the current constraints (it is able to if I remove the topAnchor constraint but the container view still doesn't change size).
class ChatController: UICollectionViewController, UICollectionViewDelegateFlowLayout, UIImagePickerControllerDelegate, UINavigationControllerDelegate {
lazy var containerView: UIView = {
let containerView = UIView()
containerView.translatesAutoresizingMaskIntoConstraints = false
containerView.frame = CGRect(x: 0, y: 0, width: self.view.frame.width, height: self.view.frame.height * 0.075)
return containerView
}()
lazy var textView: UITextView = {
let textView = UITextView()
textView.text = "Enter message..."
textView.isScrollEnabled = false
textView.translatesAutoresizingMaskIntoConstraints = false
textView.delegate = self
return textView
}()
override func viewDidLoad() {
super.viewDidLoad()
...
textViewDidChange(self.textView)
addContainerSubViews()
(#1)
containerView.topAnchor.constraint(equalTo: self.textView.topAnchor, constant: -UIScreen.main.bounds.size.height * 0.075 * 0.2).isActive = true
containerView.bottomAnchor.constraint(equalTo: self.textView.bottomAnchor, constant: UIScreen.main.bounds.size.height * 0.075 * 0.2).isActive = true
}
func addContainerSubViews() {
let height = UIScreen.main.bounds.size.height
let width = UIScreen.main.bounds.size.width
let containerHeight = height * 0.075
...//constraints for imageView and sendButton...
containerView.addSubview(self.textView)
self.textView.leftAnchor.constraint(equalTo: imageView.rightAnchor, constant: width/20).isActive = true
self.textView.rightAnchor.constraint(equalTo: sendButton.leftAnchor, constant: -width/20).isActive = true
(#2)
self.textView.heightAnchor.constraint(equalToConstant: containerHeight * 0.6).isActive = true
}
override var inputAccessoryView: UIView? {
get {
return containerView
}
}
(#3)
func textViewDidChange(_ textView: UITextView) {
let size = CGSize(width: view.frame.width, height: .infinity)
let estimatedSize = textView.sizeThatFits(size)
textView.constraints.forEach { (constraint) in
if constraint.firstAttribute == .height {
constraint.constant = estimatedSize.height
}
}
}
You can do this all with auto-layout / constraints. Because a UITextView with scrolling disabled will "auto-size" its height based on the text, no need to calculate height and change constraint constant.
Here's an example -- it's from a previous answer, modified to include your image view and send button:
class ViewController: UIViewController {
let testLabel: InputLabel = InputLabel()
override func viewDidLoad() {
super.viewDidLoad()
let instructionLabel = UILabel()
instructionLabel.textAlignment = .center
instructionLabel.text = "Tap yellow label to edit..."
let centeringFrameView = UIView()
// label properties
let fnt: UIFont = .systemFont(ofSize: 32.0)
testLabel.isUserInteractionEnabled = true
testLabel.font = fnt
testLabel.adjustsFontSizeToFitWidth = true
testLabel.minimumScaleFactor = 0.25
testLabel.numberOfLines = 2
testLabel.setContentHuggingPriority(.required, for: .vertical)
let minLabelHeight = ceil(fnt.lineHeight)
// so we can see the frames
centeringFrameView.backgroundColor = .red
testLabel.backgroundColor = .yellow
[centeringFrameView, instructionLabel, testLabel].forEach {
$0.translatesAutoresizingMaskIntoConstraints = false
}
view.addSubview(instructionLabel)
view.addSubview(centeringFrameView)
centeringFrameView.addSubview(testLabel)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
// instruction label centered at top
instructionLabel.topAnchor.constraint(equalTo: g.topAnchor, constant: 20.0),
instructionLabel.centerXAnchor.constraint(equalTo: g.centerXAnchor),
// centeringFrameView 20-pts from instructionLabel bottom
centeringFrameView.topAnchor.constraint(equalTo: instructionLabel.bottomAnchor, constant: 20.0),
// Leading / Trailing with 20-pts "padding"
centeringFrameView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
centeringFrameView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
// test label centered vertically in centeringFrameView
testLabel.centerYAnchor.constraint(equalTo: centeringFrameView.centerYAnchor, constant: 0.0),
// Leading / Trailing with 20-pts "padding"
testLabel.leadingAnchor.constraint(equalTo: centeringFrameView.leadingAnchor, constant: 20.0),
testLabel.trailingAnchor.constraint(equalTo: centeringFrameView.trailingAnchor, constant: -20.0),
// height will be zero if label has no text,
// so give it a min height of one line
testLabel.heightAnchor.constraint(greaterThanOrEqualToConstant: minLabelHeight),
// centeringFrameView height = 3 * minLabelHeight
centeringFrameView.heightAnchor.constraint(equalToConstant: minLabelHeight * 3.0)
])
// to handle user input
testLabel.editCallBack = { [weak self] str in
guard let self = self else { return }
self.testLabel.text = str
}
testLabel.doneCallBack = { [weak self] in
guard let self = self else { return }
// do something when user taps done / enter
}
let t = UITapGestureRecognizer(target: self, action: #selector(self.labelTapped(_:)))
testLabel.addGestureRecognizer(t)
}
#objc func labelTapped(_ g: UITapGestureRecognizer) -> Void {
testLabel.becomeFirstResponder()
testLabel.inputContainerView.theTextView.text = testLabel.text
testLabel.inputContainerView.theTextView.becomeFirstResponder()
}
}
class InputLabel: UILabel {
var editCallBack: ((String) -> ())?
var doneCallBack: (() -> ())?
override var canBecomeFirstResponder: Bool {
return true
}
override var canResignFirstResponder: Bool {
return true
}
override var inputAccessoryView: UIView? {
get { return inputContainerView }
}
lazy var inputContainerView: CustomInputAccessoryView = {
let v = CustomInputAccessoryView()
v.editCallBack = { [weak self] str in
guard let self = self else { return }
self.editCallBack?(str)
}
v.doneCallBack = { [weak self] in
guard let self = self else { return }
self.resignFirstResponder()
}
return v
}()
}
class CustomInputAccessoryView: UIView, UITextViewDelegate {
var editCallBack: ((String) -> ())?
var doneCallBack: (() -> ())?
let theTextView: UITextView = {
let tv = UITextView()
tv.isScrollEnabled = false
tv.font = .systemFont(ofSize: 16)
tv.autocorrectionType = .no
tv.returnKeyType = .done
return tv
}()
let imgView: UIImageView = {
let v = UIImageView()
v.contentMode = .scaleAspectFit
v.clipsToBounds = true
return v
}()
let sendButton: UIButton = {
let v = UIButton()
return v
}()
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .lightGray
autoresizingMask = [.flexibleHeight, .flexibleWidth]
if let img = UIImage(named: "testImage") {
imgView.image = img
} else {
imgView.backgroundColor = .systemBlue
}
let largeConfig = UIImage.SymbolConfiguration(pointSize: 22, weight: .regular, scale: .large)
let buttonImg = UIImage(systemName: "paperplane.fill", withConfiguration: largeConfig)
sendButton.setImage(buttonImg, for: .normal)
[theTextView, imgView, sendButton].forEach { v in
addSubview(v)
v.translatesAutoresizingMaskIntoConstraints = false
}
// if we want to see the image view and button frames
//[imgView, sendButton].forEach { v in
// v.backgroundColor = .systemYellow
//}
NSLayoutConstraint.activate([
// constrain image view 40x40 with 8-pts leading
imgView.widthAnchor.constraint(equalToConstant: 40.0),
imgView.heightAnchor.constraint(equalTo: imgView.widthAnchor),
imgView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: 8.0),
// constrain image view 40x40 with 8-pts trailing
sendButton.widthAnchor.constraint(equalToConstant: 40.0),
sendButton.heightAnchor.constraint(equalTo: sendButton.widthAnchor),
sendButton.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -8.0),
// constrain text view with 10-pts from
// image view trailing
// send button leading
theTextView.leadingAnchor.constraint(equalTo: imgView.trailingAnchor, constant: 10),
theTextView.trailingAnchor.constraint(equalTo: sendButton.leadingAnchor, constant: -10),
// constrain image view and button
// centered vertically
// at least 8-pts top and bottom
imgView.centerYAnchor.constraint(equalTo: centerYAnchor),
sendButton.centerYAnchor.constraint(equalTo: centerYAnchor),
imgView.topAnchor.constraint(greaterThanOrEqualTo: topAnchor, constant: 8.0),
sendButton.topAnchor.constraint(greaterThanOrEqualTo: topAnchor, constant: 8.0),
imgView.bottomAnchor.constraint(lessThanOrEqualTo: bottomAnchor, constant: -8.0),
sendButton.bottomAnchor.constraint(lessThanOrEqualTo: bottomAnchor, constant: -8.0),
// constrain text view 8-pts top/bottom
theTextView.topAnchor.constraint(equalTo: topAnchor, constant: 8.0),
theTextView.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -8.0),
])
theTextView.delegate = self
}
func textView(_ textView: UITextView, shouldChangeTextIn range: NSRange, replacementText text: String) -> Bool {
if (text == "\n") {
textView.resignFirstResponder()
doneCallBack?()
}
return true
}
func textViewDidChange(_ textView: UITextView) {
editCallBack?(textView.text ?? "")
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override var intrinsicContentSize: CGSize {
return .zero
}
}
Output:

func is reseting position of pan gesture

The func addBlackView is adding a black view everytime the func is called. The black view is connected a to uiPangesture the problem is evertyime the func addblackview is called the code is reseting the position of wherever the first black has been moved. You can see what is goin on in the gif below. I just want the 1st black view to not move and stay in the same position if a new black view is Called.
import UIKit
class ViewController: UIViewController {
var image1Width2: NSLayoutConstraint!
var iHieght: NSLayoutConstraint!
var currentView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(currentView)
view.addSubview(button)
button.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
button.trailingAnchor.constraint(equalTo: view.trailingAnchor, constant: -16),
button.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 16),
button.widthAnchor.constraint(equalToConstant: 100),
button.heightAnchor.constraint(equalToConstant: 80),
])
button.addTarget(self,action: #selector(addBlackView),for: .touchUpInside)
}
let slider:UISlider = {
let slider = UISlider(frame: .zero)
return slider
}()
private lazy var button: UIButton = {
let button = UIButton()
button.backgroundColor = .blue
button.setTitleColor(.white, for: .normal)
button.setTitle("add", for: .normal)
return button
}()
let blackView: UIView = {
let view = UIView()
view.backgroundColor = .black
return view
}()
var count = 0
#objc
private func addBlackView() {
let newBlackView = UIView(frame: CGRect(x: 20, y: 20, width: 100, height: 100)) // whatever frame you want
newBlackView.backgroundColor = .orange
self.view.addSubview(newBlackView)
self.currentView = newBlackView
let recognizer = UIPanGestureRecognizer(target: self, action: #selector(moveView(_:)))
newBlackView.addGestureRecognizer(recognizer)
newBlackView.isUserInteractionEnabled = true
image1Width2 = newBlackView.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: 0.1)
image1Width2.isActive = true
iHieght = newBlackView.heightAnchor.constraint(equalTo: view.heightAnchor, multiplier: 0.1)
iHieght.isActive = true
count += 1
newBlackView.tag = (count)
newBlackView.translatesAutoresizingMaskIntoConstraints = false
newBlackView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
newBlackView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
}
#objc private func moveView(_ recognizer: UIPanGestureRecognizer) {
switch recognizer.state {
case .changed:
let translation = recognizer.translation(in: self.view)
recognizer.view!.center = .init(x: recognizer.view!.center.x + translation.x,
y: recognizer.view!.center.y + translation.y)
recognizer.setTranslation(.zero, in: self.view)
default:
break
}
}
}
They always go back to the centre because you have constrained the black (orange) views to the centre:
newBlackView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
newBlackView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
You shouldn't even be able to drag any of the views at all, but I guess setting center ignores constraints for some reason. Anyway, when you add a new view, UIKit calls view.setNeedsLayout/layoutIfNeeded somewhere down the line, and this causes all the views to realise "oh wait, I'm supposed to be constrained to the centre!" and snap back. :D
If you want to keep using constraints, try storing the centre X and Y constraints of all the views in an array:
var centerXConstraints: [NSLayoutConstraint] = []
var centerYConstraints: [NSLayoutConstraint] = []
And append to them when you add a new view:
let yConstraint = newBlackView.centerYAnchor.constraint(equalTo: view.centerYAnchor)
let xConstraint = newBlackView.centerXAnchor.constraint(equalTo: view.centerXAnchor)
xConstraint.isActive = true
yConstraint.isActive = true
centerXConstraints.append(xConstraint)
centerYConstraints.append(yConstraint)
Then, rather than changing the center, change the constant of these constraints:
let centerXConstraint = centerXConstraints[recognizer.view!.tag - 1]
let centerYConstraint = centerYConstraints[recognizer.view!.tag - 1]
centerXConstraint.constant += translation.x
centerYConstraint.constant += translation.y
Alternatively, and this is what I would do, just remove all your constraints, and translateAutoresizingMaskIntoConstraints = true. This way you can freely set your center.

UIView is Being Over Written Every Time Func is Called

My swift codes goal is to place a uiview every time the button is pressed. In my gif you can see every time the blue button is called it is over written. When the code is pressed the gif should have 2 uiviews in it. You can see the transparent uiview of where the first view disappears. Basically all that is wrong with this code is when the addBlackView is called it should add to the views on the screen basically just like a infinite array.
import UIKit
class ViewController: UIViewController {
var image1Width2: NSLayoutConstraint!
var iHieght: NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
view.addSubview(slider)
slider.translatesAutoresizingMaskIntoConstraints = false
slider.value = 0.5
slider.isUserInteractionEnabled = true
NSLayoutConstraint.activate([
slider.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
slider.leadingAnchor.constraint(equalTo: view.leadingAnchor),
slider.heightAnchor.constraint(equalToConstant: 100),
slider.widthAnchor.constraint(equalTo: view.widthAnchor,multiplier: 1),
])
view.addSubview(button)
button.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
button.trailingAnchor.constraint(equalTo: view.trailingAnchor, constant: -16),
button.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 16),
button.widthAnchor.constraint(equalToConstant: 100),
button.heightAnchor.constraint(equalToConstant: 80),
])
button.addTarget(self,action: #selector(addBlackView),for: .touchUpInside)
slider.addTarget(self, action: #selector(increase), for: .allEvents)
}
let slider:UISlider = {
let slider = UISlider(frame: .zero)
return slider
}()
private lazy var button: UIButton = {
let button = UIButton()
button.backgroundColor = .blue
button.setTitleColor(.white, for: .normal)
button.setTitle("add", for: .normal)
return button
}()
let blackView: UIView = {
let view = UIView()
view.backgroundColor = .black
return view
}()
#objc
private func addBlackView() {
self.view.addSubview(blackView)
blackView.translatesAutoresizingMaskIntoConstraints = false
blackView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
blackView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
image1Width2 = blackView.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: 0.1)
image1Width2.isActive = true
iHieght = blackView.heightAnchor.constraint(equalTo: view.heightAnchor, multiplier: 0.1)
iHieght.isActive = true
view.layoutIfNeeded()
let recognizer = UIPanGestureRecognizer(target: self, action: #selector(moveView(_:)))
blackView.addGestureRecognizer(recognizer)
}
#objc private func moveView(_ recognizer: UIPanGestureRecognizer) {
switch recognizer.state {
case .began:
print("gesture began")
case .changed:
let translation = recognizer.translation(in: self.view)
recognizer.view!.center = .init(x: recognizer.view!.center.x + translation.x,
y: recognizer.view!.center.y + translation.y)
recognizer.setTranslation(.zero, in: self.view)
default:
break
}
}
#objc func increase() {
image1Width2.constant = CGFloat(slider.value) * view.frame.size.width * 0.10
iHieght.constant = CGFloat(slider.value) * view.frame.size.width * 0.10
}}
The problem is that you're reusing and resetting blackView every time you execute addBlackView, so the changes you've made will be lost (hence why the view goes back in the center after you pressed the button).
You would need to create a complete new view in addBlackView, which would be your 'currentView' that you are manipulating and then add add gesture recognizers to it. Then once you execute addBlackView again, the 'currentView' would be 'validated' (stored in an array or whatever you need to do with it) and then you create another one to manipulate.
Something like this:
private func addBlackView() {
let newBlackView = UIView(frame: CGRect(0, 0, 10, 10)) // whatever frame you want
self.view.addSubview(newBlackView)
self.currentView = newBlackView
}

use uipangesture on a nslayout constraint

My swift code below is using nslayout constraints in view did load. I have tried to place a uipangestureRecognizer on a imageview. To get the image view to move around the uiview controller. Right now If I touch the imageview nothing happens. I understand that I have placed permenent constraints in view did load. I just dont know how to get the imageview to move around. The image view I am trying to move is fight[0].
import UIKit
class ViewController: UIViewController {
var pic = UIImageView()
var draw = UIView()
let fight = (0..<10).map { _ in UIImageView() }
var g2 = UIPanGestureRecognizer()
override func viewDidLoad() {
super.viewDidLoad()
fight[0].image = UIImage(named: "a.png")
g2 = UIPanGestureRecognizer(target: self, action: #selector(ViewController.g1Method))
fight[0].addGestureRecognizer(g2)
fight.forEach{
$0.backgroundColor = .clear
view.addSubview($0)
$0.translatesAutoresizingMaskIntoConstraints = false
}
[pic,draw].forEach{
$0.backgroundColor = .red
view.addSubview($0)
$0.translatesAutoresizingMaskIntoConstraints = false
}
// Do any additional setup after loading the view.
NSLayoutConstraint.activate ([
fight[0].trailingAnchor.constraint(equalTo: view.trailingAnchor, constant :0),
fight[0].topAnchor.constraint(equalTo: view.topAnchor, constant : 50),
fight[0].heightAnchor.constraint(equalTo: view.heightAnchor, multiplier: 0.10, constant: 0),
fight[0].widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: 0.10, constant: 0),
fight[0].leadingAnchor.constraint(equalTo: view.leadingAnchor, constant : 0),
])
}
#objc func g1Method(_ sender: UIPanGestureRecognizer){
self.view.bringSubviewToFront(sender.view!)
let tranistioon = sender.translation(in: self.view)
sender.view!.center = CGPoint(x: sender.view!.center.x + tranistioon.x, y: sender.view!.center.y + tranistioon.y)
sender.setTranslation(CGPoint.zero,in: self.view) }
}
By default, UIImageView do not have user interaction enabled.
Add this line inside viewDidLoad():
fight[0].isUserInteractionEnabled = true
You should now be able to drag that image view around.