How to get property of tapped button mapped from array? - swift

I am trying to print properties from an array containing properties of a class when tapping on that button, I have read some answers but none are working. apparently println() use to work but it seems to have been depreciated. Below is the code in question:
this is the buttons class
class Buttons{
var nature = UIButton(type: UIButton.ButtonType.custom)
var name: String
init ( name: String) {
self.name = name
}
}
this is the array in the main class
var buttonsArray=[
Buttons(name: "below")
,
Buttons(name: "front")
,
Buttons(name: "right")
]
mapping:
for val in buttonsArray{
val.nature.frame = CGRect(x: 2, y: 10, width: 20, height:20)
val.nature.layer.cornerRadius = 0.5 * 0.12*bounds.size.width
val.nature.clipsToBounds = true
val.nature.backgroundColor = .blue
sceneView.addSubview(val.nature)
val.nature.adjustsImageWhenHighlighted = false
val.nature.addTarget(self, action: #selector(profileButtonClicked), for: UIControl.Event.touchDown)
val.nature.addTarget(self, action: #selector(profileButtonOut), for: UIControl.Event.touchUpInside)
val.nature.addTarget(self, action: #selector(profileButtonOut), for: UIControl.Event.touchDragExit)
}
assigned func
#objc func profileButtonClicked(button: self){
print(button.name)
}
I get an error in the function thought but the point is to print the tapped button name.
Thanks for your time

You can change the function parameter like
#objc func profileButtonClicked(button: Button){ print(button.name) }
For reference, you can see
[1]: What is "self" used for in Swift?
You also mentioned you are getting error. It would be better if you share the error message.

Since you are getting bad access. In that case I have two solutions for you, I tested both and worked well.
First one, you need to modify your profileButtonClicked() function like below
#objc func profileButtonClicked(_ button: Buttons){
for x in buttonsArray {
if x.nature == button {
print(x.name)
break
}
}
}
Or I prefer this one,
Main class change would be,
var buttonList = [
ButtonTest(name: "below"),
ButtonTest(name: "front"),
ButtonTest(name: "right")]
for button in buttonList {
sceneView.addSubview(button)
}
You can replace Button class with ButtonTest,
class ButtonTest: UIButton {
var name: String
init(name: String){
self.name = name
super.init(frame:.zero)
self.frame = CGRect(x: 2, y: 10, width: 100, height:40)
self.layer.cornerRadius = 0.5 * 0.12 * 200
self.clipsToBounds = true
self.backgroundColor = .blue
//self.setTitle(name, for: .normal)
self.adjustsImageWhenHighlighted = false
//self.contentEdgeInsets = UIEdgeInsets(top: 10, left: 10, bottom: 0, right: -25.0)
//view.addSubview(val.nature)
self.addTarget(self, action: #selector(profileButtonClicked), for: UIControl.Event.touchDown)
//
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
#objc func profileButtonClicked(button: ButtonTest){
print(button.name)
}
}

Related

I am trying to get an UIActivityIndicatorView to show when I am loading a UITableView

This problem has been answered several times before on this site, I have tried them all and none work. The difference I think is that I have a UITableView inside my UIViewController. I have tried when loading the data within viewDidLoad, here the screen I am coming from show until all is complete and my new view appears. I have also tried within viewDidAppear, here I have a blank table showing before the final view comes up.
I have tried 4 methods all from this site, I call pauseApp(n) before I start the load and restartApp(n) when completed
var spinner:UIActivityIndicatorView = UIActivityIndicatorView()
var loadingView = UIView()
var loadingLabel = UILabel()
var indicator = UIActivityIndicatorView()
#IBOutlet weak var tvTable: UITableView!
func pauseApp() {
tvTable.activityIndicatorView.startAnimating()
tvTable.activityIndicatorView.bringSubviewToFront(aIV)
UIApplication.shared.beginIgnoringInteractionEvents()
}
func pauseApp1() {
spinner = UIActivityIndicatorView(frame: CGRect(x: 0, y: 0, width: 20, height: 20))
spinner.center = self.navBar.center
spinner.hidesWhenStopped = true
spinner.style = UIActivityIndicatorView.Style.gray
self.navigationController?.view.addSubview(spinner)
spinner.startAnimating()
UIApplication.shared.beginIgnoringInteractionEvents()
}
func pauseApp2() {
tvTable.activityIndicatorView.startAnimating()
indicator.startAnimating()
indicator.backgroundColor = UIColor.white
UIApplication.shared.beginIgnoringInteractionEvents()
}
func pauseApp3() {
setLoadingScreen()
UIApplication.shared.beginIgnoringInteractionEvents()
}
func restartApp() {
// sleep(2)
tvTable.activityIndicatorView.stopAnimating()
UIApplication.shared.endIgnoringInteractionEvents()
}
func restartApp1() {
spinner.stopAnimating()
UIApplication.shared.endIgnoringInteractionEvents()
}
func restartApp2() {
// sleep(2)
indicator.stopAnimating()
indicator.hidesWhenStopped = true
UIApplication.shared.endIgnoringInteractionEvents()
}
func restartApp3() {
// sleep(2)
removeLoadingScreen()
UIApplication.shared.endIgnoringInteractionEvents()
}
private func setLoadingScreen() {
let width: CGFloat = 120
let height: CGFloat = 30
let x = (view.frame.width / 2) - (width / 2)
let y = (view.frame.height / 2) - (height / 2) - 20
loadingView.frame = CGRect(x: x, y: y, width: width, height: height)
// Sets loading text
loadingLabel.textColor = .gray
loadingLabel.textAlignment = .center
loadingLabel.text = "Loading..."
loadingLabel.frame = CGRect(x: 0, y: 0, width: 140, height: 30)
// Sets spinner
spinner.style = .gray
spinner.frame = CGRect(x: 0, y: 0, width: 30, height: 30)
spinner.startAnimating()
// Adds text and spinner to the view
loadingView.addSubview(spinner)
loadingView.addSubview(loadingLabel)
view.addSubview(loadingView)
view.bringSubviewToFront(loadingView)
}
private func removeLoadingScreen() {
spinner.stopAnimating()
spinner.isHidden = true
loadingLabel.isHidden = true
}
func activityIndicator() {
indicator = UIActivityIndicatorView(frame: CGRect(x: 0, y: 0, width: 40, height: 40))
indicator.style = UIActivityIndicatorView.Style.gray
indicator.center = self.view.center
self.view.addSubview(indicator)
}
fileprivate var ActivityIndicatorViewAssociativeKey = "ActivityIndicatorViewAssociativeKey"
public var aIV: UIActivityIndicatorView = UIActivityIndicatorView()
public extension UITableView {
var activityIndicatorView: UIActivityIndicatorView {
get {
if let aIV = getAssociatedObject(&ActivityIndicatorViewAssociativeKey) as? UIActivityIndicatorView {
return aIV
} else {
let aIV = UIActivityIndicatorView(frame: CGRect(x: 0, y: 0, width: 40, height: 40))
aIV.style = .gray
aIV.color = .gray
aIV.backgroundColor = UIColor.black
aIV.center = center
aIV.hidesWhenStopped = true
addSubview(aIV)
setAssociatedObject(aIV, associativeKey: &ActivityIndicatorViewAssociativeKey, policy: .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
aIV.bringSubviewToFront(aIV)
return aIV
}
}
set {
addSubview(newValue)
setAssociatedObject(newValue, associativeKey:&ActivityIndicatorViewAssociativeKey, policy: .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
}
}
public extension NSObject {
func setAssociatedObject(_ value: AnyObject?, associativeKey: UnsafeRawPointer, policy: objc_AssociationPolicy) {
if let valueAsAnyObject = value {
objc_setAssociatedObject(self, associativeKey, valueAsAnyObject, policy)
}
}
func getAssociatedObject(_ associativeKey: UnsafeRawPointer) -> Any? {
guard let valueAsType = objc_getAssociatedObject(self, associativeKey) else {
return nil
}
return valueAsType
}
}
Verify your Interface Builder file, specifically the order in which the components are defined. Components higher up in the hierarchy may be hidden by those defined below them. Thus it's quite possible that your tableview hides your activity view.
You should be able to confirm this fairly quickly by hiding the table view and other other views that may be on top. Depending on your activity view settings, you may also need to do tvTable.activityIndicatorView.isHidden = false. Note that since UITableView implement a built-in scrollview, adding an activity view as a child to a UITableView may not be the the best course. You are better off defining it as a child of the tableView's superview; ref:
Your attempt with pauseApp1 could work with minor modifications, but only if your view controller is hosted inside a navigation controller. You should also always define any relationship only AFTER the view is added as a subview not before.
Starting a brand new project from scratch, here's how you can display an activity indicator by code:
class ViewController: UIViewController {
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// We add some delay for fun, absolutely not required!
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) {
self.showSpinner()
}
}
private func showSpinner() {
let spinner = UIActivityIndicatorView.init(style: .gray)
self.view.addSubview(spinner)
spinner.center = self.view.center
spinner.startAnimating()
spinner.isHidden = false
spinner.hidesWhenStopped = true
}
}
Thanks Again,
The solution is to add an activityIndeicatorView with Storyboard below our TableView
Then in viewDidAppear have
#IBOutlet weak var mySpinner: UIActivityIndicatorView!
override func viewDidAppear(_ animated: Bool) {
self.pauseApp()
DispatchQueue.main.asyncAfter(deadline: .now()) {
self.doScreen()
}
}
func pauseApp() {
showSpinner()
UIApplication.shared.beginIgnoringInteractionEvents()
}
func restartApp() {
mySpinner.stopAnimating()
UIApplication.shared.endIgnoringInteractionEvents()
}
private func showSpinner() {
mySpinner.startAnimating()
mySpinner.isHidden = false
mySpinner.hidesWhenStopped = true
}
The pauseApp call put the spinner on the screen, the doScreen does all the work and calls restartApp when it has finished. My doScreen does quite a lot of work going to a service to get the data, it takes about 2 seconds with a good internet connection, but much longer when the connection is poor.

trying to add a textfield into an nsmenuitem but it wont show up

here is the code i use to try to add a textfield into an nsmenuitem
class menuitemtest1: NSTextField {
var menuitemtest1 = NSTextField()
override func viewDidChangeBackingProperties() {
menuitemtest1.frame = CGRect(x: 220, y: 8, width: 103, height: 17)
menuitemtest1.stringValue = "Maximum Lenght"
menuitemtest1.isEditable = false
menuitemtest1.textColor = .gray
menuitemtest1.isSelectable = false
menuitemtest1.drawsBackground = false
}
}
thats the class
and how i add it
var textFieldInMenutest = NSMenuItem()
menuBarMenu.addItem(textFieldInMenutest)
textFieldInMenutest.view = menuitemtest1()
You created an NSTextField subclass which has as a property, a separate and direct NSTextField instance. This makes no sense. What you intended to do, was this:
class menuitemtest1: NSTextField {
override func viewDidChangeBackingProperties() {
self.frame = CGRect(x: 220, y: 8, width: 103, height: 17)
self.stringValue = "Maximum Lenght"
self.isEditable = false
self.textColor = .gray
self.isSelectable = false
self.drawsBackground = false
}
}
As for why it "doesn't show up" — the text field you did add as the menu item's view has a zero-sized (default) frame, so it's simply invisible.
Further, viewDidChangeBackingProperties is not the correct place to set up basic properties of the field. In such a subclass, you should use the initializer, init(frame:... or init(coder: ...

Adding a target to a button prints out an error

I have the following code:
for i in 0...album.count-1 {
let button: UIButton = {
let bt = UIButton()
bt.translatesAutoresizingMaskIntoConstraints = false
bt.tintColor = UIColor.black
bt.backgroundColor = .clear
bt.addTarget(self, action: #selector(buttonPressed(sender: button, image: imageView)), for: .touchUpInside)
bt.tag = i
buttonPosition += 160
bt.layer.cornerRadius = 5
return bt
}()
//Stuff that you don't need
let imageView: UIImageView = {
let iv = UIImageView()
iv.image = images[i]
iv.contentMode = .scaleAspectFill
iv.clipsToBounds = true
iv.translatesAutoresizingMaskIntoConstraints = false
return iv
}()
}
#objc func buttonPressed(sender: UIButton!, image: UIImageView!) {
let animator = UIViewPropertyAnimator.init(duration: 0.2, curve: .linear) {
image.transform = CGAffineTransform.init(translationX: (image.frame.width + 12) * -1, y: image.frame.origin.y )
}
animator.startAnimation()
}
It prints out this error:
Variable used within its own initial value
What can I do to create a func that uses as parameters that button and that imageView that I created into the cycle?
In the end, how can I create a local func?
You're referring to button from within the very closure that creates it (in the selector clause), which is why you're getting this error. It should work fine if you change #selector(buttonPressed(sender: button, image: imageView)) to #selector(buttonPressed(sender: bt, image: imageView)). However, a cleaner way to do this would be to create a factory function, e.g.:
func makeButton(at position: CGFloat, taggedWith tag: Int) -> UIButton {
let bt = UIButton()
bt.translatesAutoresizingMaskIntoConstraints = false
bt.tintColor = UIColor.black
bt.backgroundColor = .clear
bt.addTarget(self, action: #selector(buttonPressed(sender: button, image: imageView)), for: .touchUpInside)
bt.tag = tag
/// buttonPosition += 160 /// not sure what this is supposed to do but you'd use the position param here.
bt.layer.cornerRadius = 5
return bt
}
You would then call this function to make buttons in your loop. Note that buttonPosition appears to be unused. Also note that your buttons weren't added to a collection or a view so you may want to examine where the buttons are supposed to live and place them accordingly.

Issue with using variables inside a class function (Swift Playgrounds)

I want to create a function so when a button gets pressed, the content of a variable changes. The function does get called, but I can't use any external variables inside it.
This is the code I'm having trouble with:
class Responder: NSObject {
func pressed(sender: UIButton) {
// Can't change the value of "a" here
}
}
var a: Int = 0
let responder = Responder()
let bt = UIButton(frame: CGRect(x: 0.0, y: 0.0, width: 200.0, height: 200.0))
bt.addTarget(responder, action: #selector(Responder.pressed), for: .touchUpInside)
What can I do to make this work?
It does work. You can change the value of a in pressed. I added code to your pressed method, as follows:
import UIKit
import PlaygroundSupport
class Responder: NSObject {
func pressed(sender: UIButton) {
a = a+1
print(a)
}
}
var a: Int = 0
let responder = Responder()
let bt = UIButton(frame: CGRect(x: 0.0, y: 0.0, width: 200.0, height: 200.0))
bt.addTarget(responder, action: #selector(Responder.pressed), for: .touchUpInside)
PlaygroundPage.current.liveView = bt
The button appears, and each time I tap it, a higher number is printed out, starting with 1 (because a was 0 to start with). This proves that your code can change a.

Swift add badge to navigation barButtonItem and UIButton

I am trying to display badge on my notification button, in app as displayed on AppIcon.
So far whatever i have researched is related to Obj. C, but nothing that specifically discussed way to implement that solution into Swift,
Please help to find a solution to add a custom class / code to achieve Badge on UiBarbutton and UiButton.
Researched so far:
https://github.com/Marxon13/M13BadgeView
along with MKBadge class etc.
There is a more elegant solution with an extension for UIButtonItem
extension CAShapeLayer {
func drawCircleAtLocation(location: CGPoint, withRadius radius: CGFloat, andColor color: UIColor, filled: Bool) {
fillColor = filled ? color.cgColor : UIColor.white.cgColor
strokeColor = color.cgColor
let origin = CGPoint(x: location.x - radius, y: location.y - radius)
path = UIBezierPath(ovalIn: CGRect(origin: origin, size: CGSize(width: radius * 2, height: radius * 2))).cgPath
}
}
private var handle: UInt8 = 0
extension UIBarButtonItem {
private var badgeLayer: CAShapeLayer? {
if let b: AnyObject = objc_getAssociatedObject(self, &handle) as AnyObject? {
return b as? CAShapeLayer
} else {
return nil
}
}
func addBadge(number: Int, withOffset offset: CGPoint = CGPoint.zero, andColor color: UIColor = UIColor.red, andFilled filled: Bool = true) {
guard let view = self.value(forKey: "view") as? UIView else { return }
badgeLayer?.removeFromSuperlayer()
// Initialize Badge
let badge = CAShapeLayer()
let radius = CGFloat(7)
let location = CGPoint(x: view.frame.width - (radius + offset.x), y: (radius + offset.y))
badge.drawCircleAtLocation(location: location, withRadius: radius, andColor: color, filled: filled)
view.layer.addSublayer(badge)
// Initialiaze Badge's label
let label = CATextLayer()
label.string = "\(number)"
label.alignmentMode = CATextLayerAlignmentMode.center
label.fontSize = 11
label.frame = CGRect(origin: CGPoint(x: location.x - 4, y: offset.y), size: CGSize(width: 8, height: 16))
label.foregroundColor = filled ? UIColor.white.cgColor : color.cgColor
label.backgroundColor = UIColor.clear.cgColor
label.contentsScale = UIScreen.main.scale
badge.addSublayer(label)
// Save Badge as UIBarButtonItem property
objc_setAssociatedObject(self, &handle, badge, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
func updateBadge(number: Int) {
if let text = badgeLayer?.sublayers?.filter({ $0 is CATextLayer }).first as? CATextLayer {
text.string = "\(number)"
}
}
func removeBadge() {
badgeLayer?.removeFromSuperlayer()
}
}
This great code was created by Stefano Vettor and you can find all the details at:
https://gist.github.com/freedom27/c709923b163e26405f62b799437243f4
Working Solution :
Step 1:
Firstly create new swift file which is a subclass to UIButton as follows:
import UIKit
class BadgeButton: UIButton {
var badgeLabel = UILabel()
var badge: String? {
didSet {
addbadgetobutton(badge: badge)
}
}
public var badgeBackgroundColor = UIColor.red {
didSet {
badgeLabel.backgroundColor = badgeBackgroundColor
}
}
public var badgeTextColor = UIColor.white {
didSet {
badgeLabel.textColor = badgeTextColor
}
}
public var badgeFont = UIFont.systemFont(ofSize: 12.0) {
didSet {
badgeLabel.font = badgeFont
}
}
public var badgeEdgeInsets: UIEdgeInsets? {
didSet {
addbadgetobutton(badge: badge)
}
}
override init(frame: CGRect) {
super.init(frame: frame)
addbadgetobutton(badge: nil)
}
func addbadgetobutton(badge: String?) {
badgeLabel.text = badge
badgeLabel.textColor = badgeTextColor
badgeLabel.backgroundColor = badgeBackgroundColor
badgeLabel.font = badgeFont
badgeLabel.sizeToFit()
badgeLabel.textAlignment = .center
let badgeSize = badgeLabel.frame.size
let height = max(18, Double(badgeSize.height) + 5.0)
let width = max(height, Double(badgeSize.width) + 10.0)
var vertical: Double?, horizontal: Double?
if let badgeInset = self.badgeEdgeInsets {
vertical = Double(badgeInset.top) - Double(badgeInset.bottom)
horizontal = Double(badgeInset.left) - Double(badgeInset.right)
let x = (Double(bounds.size.width) - 10 + horizontal!)
let y = -(Double(badgeSize.height) / 2) - 10 + vertical!
badgeLabel.frame = CGRect(x: x, y: y, width: width, height: height)
} else {
let x = self.frame.width - CGFloat((width / 2.0))
let y = CGFloat(-(height / 2.0))
badgeLabel.frame = CGRect(x: x, y: y, width: CGFloat(width), height: CGFloat(height))
}
badgeLabel.layer.cornerRadius = badgeLabel.frame.height/2
badgeLabel.layer.masksToBounds = true
addSubview(badgeLabel)
badgeLabel.isHidden = badge != nil ? false : true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.addbadgetobutton(badge: nil)
fatalError("init(coder:) is not implemented")
}
}
Step 2:
Create a function in your base file which u can use in each View Controller :
func addBadge(itemvalue: String) {
let bagButton = BadgeButton()
bagButton.frame = CGRect(x: 0, y: 0, width: 44, height: 44)
bagButton.tintColor = UIColor.darkGray
bagButton.setImage(UIImage(named: "ShoppingBag")?.withRenderingMode(.alwaysTemplate), for: .normal)
bagButton.badgeEdgeInsets = UIEdgeInsets(top: 20, left: 0, bottom: 0, right: 15)
bagButton.badge = itemvalue
self.navigationItem.rightBarButtonItem = UIBarButtonItem(customView: bagButton)
}
Step 3 :
Use above function from any View Controller in this way :
self.addBadge(itemvalue: localStorage.string(forKey: "total_products_in_cart") ?? "0")
First create label, then right bar button. On right bar button add subview which will be badge count. Finally add navigation right bar button.
SWIFT 5
let badgeCount = UILabel(frame: CGRect(x: 22, y: -05, width: 20, height: 20))
badgeCount.layer.borderColor = UIColor.clear.cgColor
badgeCount.layer.borderWidth = 2
badgeCount.layer.cornerRadius = badgeCount.bounds.size.height / 2
badgeCount.textAlignment = .center
badgeCount.layer.masksToBounds = true
badgeCount.textColor = .white
badgeCount.font = badgeCount.font.withSize(12)
badgeCount.backgroundColor = .red
badgeCount.text = "4"
let rightBarButton = UIButton(frame: CGRect(x: 0, y: 0, width: 35, height: 35))
rightBarButton.setBackgroundImage(UIImage(named: "NotificationBell"), for: .normal)
rightBarButton.addTarget(self, action: #selector(self.onBtnNotification), for: .touchUpInside)
rightBarButton.addSubview(badgeCount)
let rightBarButtomItem = UIBarButtonItem(customView: rightBarButton)
navigationItem.rightBarButtonItem = rightBarButtomItem
I had the same task. I didn't want to use third-party libraries. Firstly, I tried Stefano's solution and it's great however I decided to implement my own way to solve it.
In my humble opinion, there are simple steps described below briefly:
Create UIView instance within .xib file and put necessary items like UILabel or UIImageView instance depending on your design requirements.
The final action I did in this step is putting invisible button in the top of view's hierarchy.
Create YourCustomView.swift and link all #IBOutlets from xib to current file inside your custom view class implementation.
Next, implement class function in YourCustomView class which will load custom view from xib and return it as YourCustomView instance.
Finally, add your custom badge to your custom view controller instance!
My result is..
P.S. If you need to implement #IBActions I recommend to link your custom view and custom view controller through the delegate pattern.
using M13BadgeView.. use this code
(im using fontawesome.swift for buttons :: https://github.com/thii/FontAwesome.swift)
let rightButton = UIButton(frame: CGRect(x:0,y:0,width:30,height:30))
rightButton.titleLabel?.font = UIFont.fontAwesome(ofSize: 22)
rightButton.setTitle(String.fontAwesomeIcon(name: .shoppingBasket), for: .normal)
let rightButtonItem : UIBarButtonItem = UIBarButtonItem(customView: rightButton)
let badgeView = M13BadgeView()
badgeView.text = "1"
badgeView.textColor = UIColor.white
badgeView.badgeBackgroundColor = UIColor.red
badgeView.borderWidth = 1.0
badgeView.borderColor = UIColor.white
badgeView.horizontalAlignment = M13BadgeViewHorizontalAlignmentLeft
badgeView.verticalAlignment = M13BadgeViewVerticalAlignmentTop
badgeView.hidesWhenZero = true
rightButton.addSubview(badgeView)
self.navigationItem.rightBarButtonItem = rightButtonItem
Good answer #Julio Bailon (https://stackoverflow.com/a/45948819/1898973)!
Here is the author's site with full explanation: http://www.stefanovettor.com/2016/04/30/adding-badge-uibarbuttonitem/.
It seems not to be working on iOS 11, maybe because the script try to access the "view" property of the UIBarButtonItem. I made it work:
By creating a UIButton and then creating the UIBarButtonItem using the UIButton as a customView:
navigationItem.rightBarButtonItem = UIBarButtonItem.init(
customView: shoppingCartButton)
By replacing the line in the UIBarButtonItem extension:
guard let view = self.value(forKey: "view") as? UIView else { return }
with the following:
guard let view = self.customView else { return }
Seems elegant to me and, best of all, it worked!
You can set below constraints to UILabel with respect to UIButton
align UILabel's top and trailing to UIButton
And when you need to show badge set text to UILabel and when you don't want to show badge then set empty string to UILabel
Download This
For BarButtonItem : Drag and Drop UIBarButtonItem+Badge.h and UIBarButtonItem+Badge.m class in project.
Write this code for set Badges:
self.navigationItem.rightBarButtonItem.badgeValue = "2"
self.navigationItem.rightBarButtonItem.badgeBGColor = UIColor.black
For UIButtton : Drag and Drop UIButton+Badge.h and UIButton+Badge.m class in project.
self.notificationBtn.badgeValue = "2"
self.notificationBtn.badgeBGColor = UIColor.black
Answer with extension from Julio will not work.
Starting from iOS 11 this code will not work cause line of code below will not cast UIView. Also it's counting as private API and seems to be will not pass AppStore review.
guard let view = self.value(forKey: "view") as? UIView else { return }
Thread on Apple Developer Forum
Second thing that this snippet always draws circle, so it can't fit numbers bigger than 9.
Here the simplified version by using custom view
Easy and clear solution if you are looking for only adding the red dot without the number;
private var handle: UInt8 = 0;
extension UIBarButtonItem {
private var badgeLayer: CAShapeLayer? {
if let b: AnyObject = objc_getAssociatedObject(self, &handle) as AnyObject? {
return b as? CAShapeLayer
} else {
return nil
}
}
func setBadge(offset: CGPoint = .zero, color: UIColor = .red, filled: Bool = true, fontSize: CGFloat = 11) {
badgeLayer?.removeFromSuperlayer()
guard let view = self.value(forKey: "view") as? UIView else {
return
}
var font = UIFont.systemFont(ofSize: fontSize)
if #available(iOS 9.0, *) {
font = UIFont.monospacedDigitSystemFont(ofSize: fontSize, weight: .regular)
}
//Size of the dot
let badgeSize = UILabel(frame: CGRect(x: 22, y: -05, width: 10, height: 10))
// initialize Badge
let badge = CAShapeLayer()
let height = badgeSize.height
let width = badgeSize.width
// x position is offset from right-hand side
let x = view.frame.width + offset.x - 17
let y = view.frame.height + offset.y - 34
let badgeFrame = CGRect(origin: CGPoint(x: x, y: y), size: CGSize(width: width, height: height))
badge.drawRoundedRect(rect: badgeFrame, andColor: color, filled: filled)
view.layer.addSublayer(badge)
// initialiaze Badge's label
let label = CATextLayer()
label.alignmentMode = .center
label.font = font
label.fontSize = font.pointSize
label.frame = badgeFrame
label.foregroundColor = filled ? UIColor.white.cgColor : color.cgColor
label.backgroundColor = UIColor.clear.cgColor
label.contentsScale = UIScreen.main.scale
badge.addSublayer(label)
// save Badge as UIBarButtonItem property
objc_setAssociatedObject(self, &handle, badge, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
// bring layer to front
badge.zPosition = 1_000
}
private func removeBadge() {
badgeLayer?.removeFromSuperlayer()
}
}
// MARK: - Utilities
extension CAShapeLayer {
func drawRoundedRect(rect: CGRect, andColor color: UIColor, filled: Bool) {
fillColor = filled ? color.cgColor : UIColor.white.cgColor
strokeColor = color.cgColor
path = UIBezierPath(roundedRect: rect, cornerRadius: 7).cgPath
}
}
The source of the code:
https://gist.github.com/freedom27/c709923b163e26405f62b799437243f4
I only made a few changes to eliminate the number.
The MIBadgeButton-Swift is working also on UIBarButtonItems.
Here is my code after the navigation bar is created:
let rightBarButtons = self.navigationItem.rightBarButtonItems
let alarmsBarButton = rightBarButtons?.last
let alarmsButton = alarmsBarButton.customView as! MIBadgeButton?
alarmsButton.badgeString = "10"
You can do it programmatically with
self.tabBarItem.badgeColor = .red
or use the storyboard. See: