In my app the user can add images (a map) and then add pins (small images + attached note) to that image. The map is inside a scrollview. Adding the pins etc works fine, with one small exception: on Iphones in portrait mode (or more precise traitcollection == .compact) I can't get the pin to be and centered and a bit zoomed out. All of this is in a custom splitview controller; notes in the left viewcontroller, map (images + pin) in the right viewcontroller.
On iPad/iPhone in landscape this works just fine by calling:
mapImageScrollView.zoom(to: mapImageLocationPin!.frame, animated: false)
mapImageScrollView.setZoomScale(1.0, animated: true)
with the following result
On the iPhone in portrait mode the user has to click the double arrow button to navigate to the right viewcontroller with the map. using the same to lines of code as above will result in the map being zoomed in, but NOT centered on the pin.
The best I could get it is by using the following code (note that for this to work I have to set the Zoomscale before I zoom!)
mapImageScrollView.setZoomScale(0.85, animated: false)
mapImageScrollView.zoom(to: mapImageLocationPin!.frame, animated: false)
This results in centered, but NOT zoomed out
I think it is due to in the second case the right viewcontroller hasn't appeared yet (will do so only after the user taps the double arrow button), but I can't seem to find a better solution ...
Any help appreciated!
The code I use to add the pin to the map:
private func addMapImageLocationPin() {
if let location = annotation?.location {
//Activate the corresponding Map Image and update picker
selectedMapImage = location.map
mapImagePickerView.selectRow(mapImagesController.getRowFor(location.map), inComponent: 0, animated: true)
//Instantiate new Pin with annotation
mapImageLocationPin = MapImageLocationPin(with: annotation!, andMapImageSize: mapImageView.image!.size)
mapImageView.addSubview(mapImageLocationPin!)
//Desired height and width
let desiredWidth: CGFloat = 160
let desiredHeight: CGFloat = 80
//compensate for scrollView zoomscale, but never bigger than desired width & height!
let minZoomScale = mapImageScrollView.minimumZoomScale
let width = min(desiredWidth, desiredWidth / minZoomScale)
let height = min(desiredHeight, desiredHeight / minZoomScale)
//center the pin image horizontal on location
let y = location.coordinateY
let x = location.coordinateX - (width / 2)
//position (frame) the pin
mapImageLocationPin?.frame = CGRect(x: x, y: y, width: width, height: height)
//zoom to the pin, different approach for smaller screen sizes
if traitCollection.horizontalSizeClass == .compact {
mapImageScrollView.setZoomScale(0.85, animated: false)
mapImageScrollView.zoom(to: mapImageLocationPin!.frame, animated: false)
} else {
mapImageScrollView.zoom(to: mapImageLocationPin!.frame, animated: false)
mapImageScrollView.setZoomScale(1.0, animated: true)
}
}
}
At what point in the layout cycle is addMapImageLocationPin being called? If the child view isn't loaded immediately in some instances then you need to ensure that you call the positioning code after the main view has been laid out, such as in viewDidAppear:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
mapImageScrollView.zoom(to: mapImageLocationPin!.frame, animated: false)
}
Related
FirebaseUI has a nice pre-buit UI for Swift. I'm trying to position an image view above the login buttons on the bottom. In the example below, the imageView is the "Hackathon" logo. Any logo should be able to show in this, if it's called "logo", since this shows the image as aspectFit.
According to the Firebase docs page:
https://firebase.google.com/docs/auth/ios/firebaseui
You can customize the signin screen with this function:
func authPickerViewController(forAuthUI authUI: FUIAuth) -> FUIAuthPickerViewController {
return FUICustomAuthPickerViewController(nibName: "FUICustomAuthPickerViewController",
bundle: Bundle.main,
authUI: authUI)
}
Using this code & poking around with subviews in the debuggers, I've been able to identify and color code views in the image below. Unfortunately, I don't think that the "true" size of these subview frames is set until the view controller presents, so trying to access the frame size inside these functions won't give me dimensions that I can use for creating a new imageView to hold a log. Plus accessing the views with hard-coded index values like I've done below, seems like a pretty bad idea, esp. given that Google has already changed the Pre-Built UI once, adding a scroll view & breaking the code of anyone who set the pre-built UI's background color.
func authPickerViewController(forAuthUI authUI: FUIAuth) -> FUIAuthPickerViewController {
// Create an instance of the FirebaseAuth login view controller
let loginViewController = FUIAuthPickerViewController(authUI: authUI)
// Set background color to white
loginViewController.view.backgroundColor = UIColor.white
loginViewController.view.subviews[0].backgroundColor = UIColor.blue
loginViewController.view.subviews[0].subviews[0].backgroundColor = UIColor.red
loginViewController.view.subviews[0].subviews[0].tag = 999
return loginViewController
}
I did get this to work by adding a tag (999), then in the completion handler when presenting the loginViewController I hunt down tag 999 and call a function to add an imageView with a logo:
present(loginViewController, animated: true) {
if let foundView = loginViewController.view.viewWithTag(999) {
let height = foundView.frame.height
print("FOUND HEIGHT: \(height)")
self.addLogo(loginViewController: loginViewController, height: height)
}
}
func addLogo(loginViewController: UINavigationController, height: CGFloat) {
let logoFrame = CGRect(x: 0 + logoInsets, y: self.view.safeAreaInsets.top + logoInsets, width: loginViewController.view.frame.width - (logoInsets * 2), height: self.view.frame.height - height - (logoInsets * 2))
// Create the UIImageView using the frame created above & add the "logo" image
let logoImageView = UIImageView(frame: logoFrame)
logoImageView.image = UIImage(named: "logo")
logoImageView.contentMode = .scaleAspectFit // Set imageView to Aspect Fit
// loginViewController.view.addSubview(logoImageView) // Add ImageView to the login controller's main view
loginViewController.view.addSubview(logoImageView)
}
But again, this doesn't seem safe. Is there a "safe" way to deconstruct this UI to identify the size of this button box at the bottom of the view controller (this size will vary if there are multiple login methods supported, such as Facebook, Apple, E-mail)? If I can do that in a way that avoids the hard-coding approach, above, then I think I can reliably use the dimensions of this button box to determine how much space is left in the rest of the view controller when adding an appropriately sized ImageView. Thanks!
John
This should address the issue - allowing a logo to be reliably placed above the prebuilt UI login buttons buttons + avoiding hard-coding the index values or subview locations. It should also allow for properly setting background color (also complicated when Firebase added the scroll view + login button subview).
To use: Create a subclass of FUIAuthDelegate to hold a custom view controller for the prebuilt Firebase UI.
The code will show the logo at full screen behind the buttons if there isn't a scroll view or if the class's private constant fullScreenLogo is set to false.
If both of these conditions aren't meant, the logo will show inset taking into account the class's private logoInsets constant and the safeAreaInsets. The scrollView views are set to clear so that a background image can be set, as well via the private let backgroundColor.
Call it in any signIn function you might have, after setting authUI.providers. Call would be something like this:
let loginViewController = CustomLoginScreen(authUI: authUI!)
let loginNavigationController = UINavigationController(rootViewController: loginViewController)
loginNavigationController.modalPresentationStyle = .fullScreen
present(loginNavigationController, animated: true, completion: nil)
And here's one version of the subclass:
class CustomLoginScreen: FUIAuthPickerViewController {
private var fullScreenLogo = false // false if you want logo just above login buttons
private var viewContainsButton = false
private var buttonViewHeight: CGFloat = 0.0
private let logoInsets: CGFloat = 16
private let backgroundColor = UIColor.white
private var scrollView: UIScrollView?
private var viewContainingButton: UIView?
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// set color of scrollView and Button view inside scrollView to clear in viewWillAppear to avoid a "color flash" when the pre-built login UI first appears
self.view.backgroundColor = UIColor.white
guard let foundScrollView = returnScrollView() else {
print("😡 Couldn't get a scrollView.")
return
}
scrollView = foundScrollView
scrollView!.backgroundColor = UIColor.clear
guard let foundViewContainingButton = returnButtonView() else {
print("😡 No views in the scrollView contain buttons.")
return
}
viewContainingButton = foundViewContainingButton
viewContainingButton!.backgroundColor = UIColor.clear
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// Create the UIImageView at full screen, considering logoInsets + safeAreaInsets
let x = logoInsets
let y = view.safeAreaInsets.top + logoInsets
let width = view.frame.width - (logoInsets * 2)
let height = view.frame.height - (view.safeAreaInsets.top + view.safeAreaInsets.bottom + (logoInsets * 2))
var frame = CGRect(x: x, y: y, width: width, height: height)
let logoImageView = UIImageView(frame: frame)
logoImageView.image = UIImage(named: "logo")
logoImageView.contentMode = .scaleAspectFit // Set imageView to Aspect Fit
logoImageView.alpha = 0.0
// Only proceed with customizing the pre-built UI if you found a scrollView or you don't want a full-screen logo.
guard scrollView != nil && !fullScreenLogo else {
print("No scrollView found.")
UIView.animate(withDuration: 0.25, animations: {logoImageView.alpha = 1.0})
self.view.addSubview(logoImageView)
self.view.sendSubviewToBack(logoImageView) // otherwise logo is on top of buttons
return
}
// update the logoImageView's frame height to subtract the height of the subview containing buttons. This way the buttons won't be on top of the logoImageView
frame = CGRect(x: x, y: y, width: width, height: height - (viewContainingButton?.frame.height ?? 0.0))
logoImageView.frame = frame
self.view.addSubview(logoImageView)
UIView.animate(withDuration: 0.25, animations: {logoImageView.alpha = 1.0})
}
private func returnScrollView() -> UIScrollView? {
var scrollViewToReturn: UIScrollView?
if self.view.subviews.count > 0 {
for subview in self.view.subviews {
if subview is UIScrollView {
scrollViewToReturn = subview as? UIScrollView
}
}
}
return scrollViewToReturn
}
private func returnButtonView() -> UIView? {
var viewContainingButton: UIView?
for view in scrollView!.subviews {
viewHasButton(view)
if viewContainsButton {
viewContainingButton = view
break
}
}
return viewContainingButton
}
private func viewHasButton(_ view: UIView) {
if view is UIButton {
viewContainsButton = true
} else if view.subviews.count > 0 {
view.subviews.forEach({viewHasButton($0)})
}
}
}
Hope this helps any who have been frustrated trying to configure the Firebase pre-built UI in Swift.
i make popup using EzPopup library, i get problem when i put popup under navigation bar.
this my code
#IBAction func showTopRightButton(_ sender: Any){
guard let pickerVC = pickerVC else { return }
pickerVC.delegate = self
let popupVC = PopupViewController(contentController: pickerVC, position: .topRight(CGPoint(x: 0, y: navigationController!.navigationBar.frame.height+20)), popupWidth: 100, popupHeight: 200)
popupVC.cornerRadius = 5
present(popupVC, animated: true, completion: nil)
}
i got a problem like my image
enter image description here
how to make same in iphone x and iphone x
In iPhone X portrait mode, the status bar is taller — 44 pts, not 20 pts
You need to add the statusBar Frame height also. Try below code:
//1.0 Get the Top bar height
let topBarHeight = UIApplication.shared.statusBarFrame.size.height + (self.navigationController?.navigationBar.frame.height ?? 0.0)
let popupVC = PopupViewController(contentController: pickerVC, position: .topRight(CGPoint(x: 0, y: topBarHeight)), popupWidth: 100, popupHeight: 200)
You can read more information on UILayout here.
I am developing a small application for tvOS where I need to show a UITextView.
Unfortunately sometimes this text can't fit inside the screen, that's why I need a way to scroll to the bottom of it programmatically.
I've tried using the following code:
self.setContentOffset(offset, animated: true)
It's actually working as intended, except for the fact that I need to handle the animation speed, so that the user can actually read; at the moment it's too fast.
This is what I tried to do, but with little success:
let offset = CGPoint(x: 0, y: contentSize.height - bounds.size.height)
UIView.animate(withDuration: 4, animations: {
self.setContentOffset(offset, animated: false)
})
I need a way to keep the text in place and scroll it to show the missing lines.
I am using a UITextView inside an UIScrollView.
Thanks.
If anyone is looking for a solution, this is what I ended up using:
var textTopDistance = 100
//calculate height of the text not being displayed
textNotVisibleHeight = descriptionLabel.contentSize.height - scrollView.bounds.size.height
func scrollText() {
//start new thread
DispatchQueue.main.async() {
//animation
UIView.animate(withDuration: 6, delay: 2, options: UIViewAnimationOptions.curveLinear, animations: {
//set scrollView offset to move the text
self.scrollView.contentOffset.y = CGFloat(self.textNotVisibleHeight - self.textTopDistance)
}, completion: nil)
}
}
It's not perfect I know, but at least it's working as intended.
I have 2 annotations to display on the mapview, but unable to set the maprect to show all of them on screen without requiring users to zoom out.
I tried with showAnnotations but no luck. Anyone has been able to do this in Swift and Xcode 6.1.1?
Here is my code:
class ViewController: UIViewController, MKMapViewDelegate {
#IBOutlet var map: MKMapView!
override func viewDidLoad() {
super.viewDidLoad()
var mapView = map
// 1
let point1 = CLLocationCoordinate2D(latitude: 38.915565, longitude: -77.093524)
let point2 = CLLocationCoordinate2D(latitude: 38.890693, longitude: -76.933318)
//2
let annotation = MKPointAnnotation()
annotation.setCoordinate(point1)
annotation.title = "point1"
map.addAnnotation(annotation)
let annotation2 = MKPointAnnotation()
annotation2.setCoordinate(point2)
annotation2.title = "point2"
map.addAnnotation(annotation2)
//3
// option1: set maprect to cover all annotations, doesn't work
var points = [annotation, annotation2]
var rect = MKMapRectNull
for p in points {
let k = MKMapPointForCoordinate(p.coordinate)
rect = MKMapRectUnion(rect, MKMapRectMake(k.x, k.y, 0.1, 0.1))
println("result: x = \(rect.origin.x) y = \(rect.origin.y)")
}
map.setVisibleMapRect(rect, animated: true)
// option 2: using showAnnotations, doesn't work
//map.showAnnotations(points, animated: true)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
This is what I got currently:
This is what I expected to see:
Thanks for your help.
I finally found out why the pins of the annotations had not been displayed in the visible region of the screen. I think the MapKit framework behaves a bit different than in the previous versions. Since I use autolayout to allow the map to expand to the entire screen for all devices (iPhones, iPad), setVisibleMapRect or mapView.showAnnotations of the map should be invoked in mapViewDidFinishLoadingMap, not in viewDidLoad of the view controller
For example:
func mapViewDidFinishLoadingMap(_ mapView: MKMapView) {
// this is where visible maprect should be set
mapView.showAnnotations(mapView.annotations, animated: true)
}
I had this same problem when I called
viewDidLoad() {
mapView.showAnnotations(myAnnotations, animated: false)
}
However, moving the call to viewDidLayoutSubviews() also seems to fix the problem (not that isInitialLoad is initialized to true in viewDidLoad).
viewDidLayoutSubviews() {
if isInitialLoad {
mapView.showAnnotations(myAnnotations, animated: false)
isInitialLoad = false
}
}
The difference (I think it is an advantage) of putting the call in viewDidLayoutSubviews is that the map hasn't actually displayed yet, so your initial display is that area defined by the annotations. However, it seems that it is called every time the map zooms, so you need to be sure to only call it the first time.
For me using showing annotations after map did finish loading did not work.
func mapViewDidFinishLoadingMap(mapView: MKMapView!) {
// this is where visible maprect should be set
mapView.showAnnotations(mapView.annotations, animated: true)
}
Besides showing the annotation, I needed to calculate polylines to connect the annotations and map finished loading was triggered too early.
Instead I tried mapViewDidFinishRenderingMap and it worked perfectly fine. See example below:
//MARK: - Show all objects after adding them on the map
func mapViewDidFinishRenderingMap(mapView: MKMapView, fullyRendered: Bool) {
mapView.showAnnotations(mapStages, animated: true)
}
You can try this.
I created an extension to show all the annotations using some code from here and there in swift 2.3. This will not show all annotations if they can't be shown even at maximum zoom level.
import MapKit
extension MKMapView {
func fitAllAnnotations() {
var zoomRect = MKMapRectNull;
for annotation in annotations {
let annotationPoint = MKMapPointForCoordinate(annotation.coordinate)
let pointRect = MKMapRectMake(annotationPoint.x, annotationPoint.y, 0.1, 0.1);
zoomRect = MKMapRectUnion(zoomRect, pointRect);
}
setVisibleMapRect(zoomRect, edgePadding: UIEdgeInsetsMake(20, 20, 20, 20), animated: true)
}
}
I am trying to make "Circular" scrolling in my UIScrollView, but unsuccessful.
What I want to do:
if uiscrollview reaches end, it should move to start
if uiscrollview at start and moving back, it should move to end
Appending scrollview isn't good way in my situation (other methods should get "page id")
Have you any ideas?
I've implemented this method, but it requires paging enabled. Lets assume you have five elements A,B,C,D and E. When you set up your view, you add the last element to the beginning and the first element to the end, and adjust the content offset to view the first element, like this E,[A],B,C,D,E,A. In the UIScrollViewDelegate, check if the user reach any of the ends, and move the offset without animation to the other end.
Imagine the [ ] indicates the view being shown:
E,A,B,C,[D],E,A
User swipes right
E,A,B,C,D,[E],A
User swipes right
E,A,B,C,D,E,[A]
Then, automatically set the content offset to the second element
E,[A],B,C,D,E,A
This way the user can swipe both ways creating the illusion of an infinite scroll.
E,A,[B],C,D,E,A
Update
I've uploaded a complete implementation of this algorithm. It's a very complicated class, because it also has on-click selection, infinite circular scroll and cell reuse. You can use the code as is, modify it or extract the code that you need. The most interesting code is in the class TCHorizontalSelectorView.
Link to the file
Enjoy it!
Update 2
UICollectionView is now the recommended way to achieve this and it can be used to obtain the very same behavior. This tutorial describes in details how to achieve it.
Apple has a Street Scroller demo that appears to have exactly what you want.
There's also a video from WWDC 2011 that demos their demo. ;) They cover infinite scrolling first in the video.
Try to use following code..
Sample code..
- (void)scrollViewDidEndDecelerating:(UIScrollView *)sender
{
if (scrollView.contentOffset.x == 0) {
// user is scrolling to the left from image 1 to image n(last image).
// reposition offset to show image 10 that is on the right in the scroll view
[scrollView scrollRectToVisible:CGRectMake(4000,0,320,480) animated:NO];// you can define your `contensize` for scrollview
}
else if (scrollView.contentOffset.x == 4320) {
// user is scrolling to the right from image n(last image) to image 1.
// reposition offset to show image 1 that is on the left in the scroll view
[scrollView scrollRectToVisible:CGRectMake(320,0,320,480) animated:NO];
}
}
Hope, this will help you...
With reference from #redent84, find the code logic.
override func viewWillAppear(_ animated: Bool)
{
super.viewWillAppear(animated)
scrollView.contentSize = CGSize(width: scrollView.frame.width * CGFloat(imagesArray.count), height: scrollView.frame.height)
scrollView.isPagingEnabled = true
// imagesArray.insert(imagesArray.last as? UIImage, at: 0)
// imagesArray.insert(imagesArray.first as? UIImage, at: imagesArray.count - 1)
var testArr = ["A", "B", "C", "D"]
let firstItem = testArr.first
let lastItem = testArr.last
testArr.insert(lastItem as! String, at: 0)
testArr.append(firstItem as! String)
print(testArr)
for i in 0..<imagesArray.count{
let imageview = UIImageView()
imageview.image = imagesArray[i]
imageview.contentMode = .scaleAspectFit
imageview.clipsToBounds = true
let xPosition = self.scrollView.frame.width * CGFloat(i)
imageview.frame = CGRect(x: xPosition, y: 0, width: self.scrollView.frame.width, height: self.scrollView.frame.height)
print(imageview)
scrollView.addSubview(imageview)
print("Imageview frames of i \(i) is \(imageview.frame)")
}
newStartScrolling()
}
func newStartScrolling()
{
ViewController.i += 1
let x = CGFloat(ViewController.i) * scrollView.frame.size.width
scrollView.setContentOffset(CGPoint(x: x, y: 0), animated: true)
print("X is \(x) and i is \(ViewController.i)")
if ViewController.i == imagesArray.count - 1 {
ViewController.i = 0
let x = CGFloat(ViewController.i) * scrollView.frame.size.width
//scrollView.setContentOffset(CGPoint(x: x, y: 0), animated: false)
print("X (rotate) is \(x) and i is \(ViewController.i)")
scrollView.contentOffset.x = x
self.newStartScrolling()
}
}
func backScrolling() {
ViewController.i -= 1
let x = CGFloat(ViewController.i) * scrollView.frame.size.width
scrollView.setContentOffset(CGPoint(x: x, y: 0), animated: true)
print("X is \(x) and i is \(ViewController.i)")
if ViewController.i <= 0 {
ViewController.i = imagesArray.count - 1
let x = CGFloat(ViewController.i) * scrollView.frame.size.width
scrollView.setContentOffset(CGPoint(x: x, y: 0), animated: false)
print("X (rotate) is \(x) and i is \(ViewController.i)")
self.backScrolling()
//scrollView.contentOffset.x = x
return
}
}