I have an array of UIImages and I'm trying to animate it in a particular way. Just like the instagram boomerang feature.
When the animation arrives to the last frame It goes backward and arrives to the first and the process continues.
What I've been doing till now has been this:
imageView.animationImages = [myImages]
imageView.animationDuration = 0.9
imageView.animationRepeatCount = 2
imageView.image = imageView.animationImages?.first
imageView.startAnimating()
How can I achieve that boomerang Loop if possible?
I suggest we override the startAnimating() method. This way we can provide our own logic of the animation and decide what the next frame should be.
We'll create a frameTimer that will replace the image of the UIImageView every equal fraction of the animationDuration. It'll iterate over the images array forwards and backwards until stopped with the stopAnimating() method.
class BoomerangImageView: UIImageView {
// MARK: Overrides
override func startAnimating() {
guard let frames = animationImages, frames.count > 1 else {
return
}
image = frames.first
let timePerFrame = animationDuration / Double(frames.count)
let timer = Timer(fire: Date(timeIntervalSinceNow: timePerFrame),
interval: timePerFrame,
repeats: true) { [weak self] _ in
self?.changeFrame()
}
RunLoop.current.add(timer, forMode: .common)
frameTimer = timer
}
override func stopAnimating() {
frameTimer?.invalidate()
frameTimer = nil
currentFrameIndex = 0
}
// MARK: Private
private var frameTimer: Timer?
private var isAnimatingForward = true
private var currentFrameIndex = 0 {
didSet {
if let frames = animationImages,
currentFrameIndex >= 0,
currentFrameIndex < frames.count {
image = frames[currentFrameIndex]
}
}
}
private func changeFrame() {
guard let frames = animationImages, frames.count > 1 else {
stopAnimating()
return
}
let canAnimateForward = currentFrameIndex < frames.count - 1
let canAnimateBackward = currentFrameIndex > 0
isAnimatingForward = (isAnimatingForward && canAnimateForward) || (!isAnimatingForward && !canAnimateBackward)
currentFrameIndex += isAnimatingForward ? 1 : -1
}
}
Then in your view controller, you run the animation just like you planned:
class ViewController: UIViewController {
#IBOutlet weak var imageView: BoomerangImageView!
let frames: [UIImage] = [
// your images here
]
override func viewDidLoad() {
super.viewDidLoad()
imageView.animationImages = frames
imageView.animationDuration = 2
imageView.startAnimating()
}
}
It should look something like this:
var players : [Player]?
var currentplayerIndex = 0
var currentQuestion : QuestionObject!
var questions = Questions()
var score = 0
var currentQuestionPos = 0
func updateUi() {
if let score = players?[currentplayerIndex].score {
playerPoints.text = "Points: \(score)"
}
}
func loadnextQuestion () {
if(currentQuestionPos < questions.questions.count) {
currentQuestionPos += 1
if currentplayerIndex < players!.count - 1 {
currentplayerIndex += 1
} else {
currentplayerIndex = 0
}
playerTurn.text = (players?[currentplayerIndex].name)
currentQuestion = questions.questions[currentQuestionPos]
questionText.text = currentQuestion.question
}
}
#IBAction func submitButtonPressed(_ sender: UIButton) {
let i = pickerView.selectedRow(inComponent: 0)
if(currentQuestion.answer == i) {
players?[currentplayerIndex].score += 1
loadnextQuestion()
updateUi()
} else {
updateUi()
loadnextQuestion()
}
}
}
My score displays only 0 all the time.
Does not increase when the answer is right.
All the added players get 1 question each but the sore is still 0 for all the players.
Your code doesn't work because you are doing this series of things when the answer is correct:
players?[currentplayerIndex].score += 1
loadnextQuestion()
updateUi()
The player's score is indeed incremented. But notice that the next thing you do is loadnextQuestion(), which increments currentplayerIndex. This causes updateUi to update the label's text to the score of the next player, not of the player that just answered the question correctly.
One way to fix this is to swap the last two lines:
players?[currentplayerIndex].score += 1
updateUi()
loadnextQuestion()
Notice that this is the same order as in the else branch, which you wrote correctly.
This causes the label to always display the score of the last player, which might not be desirable. Assuming there's not like 100 players or something crazy like that, I think it would be a much better UX if you display all the player's scores:
func updateUi() {
if let scores = players?.map({ "\($0.score)" }) {
playerPoints.text = "Points: \(scores.joined(separator: ", "))"
}
}
You can replace the button action work
#IBAction func submitButtonPressed(_ sender: UIButton) {
let i = pickerView.selectedRow(inComponent: 0)
if(currentQuestion.answer == i) {
players?[currentplayerIndex].score += 1
updateUi()
loadnextQuestion()
} else {
updateUi()
loadnextQuestion()
}
}
I want to show the first item on viewdidload() and then have the user go to the next item in the array and have the option to go back and disable the back button if it’s the first index and disable the button if its the last index. Here is my code
#IBAction func back(_ sender: Any) {
c -= 1
if c == thkrArray.count{
nextButton.isEnabled = false
}
if c == 0{
backButton.isEnabled = false
}
let thkr: String = thkrArray[c]
Text1.text = thkr
}
#IBAction func A2(_ sender: Any) {
c += 1
if c == thkrArray.count{
nextButton.isEnabled = false
}
if c == 0 {
backButton.isEnabled = false
}
if c > 0{
backButton.isEnabled = false
}
let thkr: String = thkrArray[c]
Text1.text = thkr
}
The easiest way to achieve this is to add an observer to c:
var c: Int = 0 {
didSet {
Text1.text = thkrArray[c]
backButton.isEnabled = c > 0
nextButton.isEnabled = c < thkrArray.count - 1
}
}
#IBAction func back(_ sender: Any) {
c -= 1
}
#IBAction func A2(_ sender: Any) { // isn't this `next`?
c += 1
}
override func viewDidLoad() {
super.viewDidLoad()
c = 0
}
In my code I am attempting to just set the text of a UILabel. The function doing this is being called, and everything inside it executes as expected, except for the UILabel.text assignment. Below is the gist of the code being run:
override func viewDidAppear(animated: Bool) {
var count2 = count
ref.child(String(count2-3)).observeSingleEventOfType(.Value, withBlock: { (snapshot2) in
var hitterRef = snapshot2.childSnapshotForPath("/Hitter")
var pitcherRef = snapshot2.childSnapshotForPath("/Pitcher")
var playRef = snapshot2.childSnapshotForPath("/Play")
var play = String(playRef.childSnapshotForPath("/Name").value!)
var outs = playRef.childSnapshotForPath("/Outs").value! as! Int
var rbi = playRef.childSnapshotForPath("/RBI").value! as! Int
assignScore(play, outs: outs, rbis: rbi, pitcherSelected: pitcherSelected, ResultsLabel: ResultsLabel, playName: playName, pointDiff: pointDiff)
})
print("successful delay")
count2++
}
func assignScore(play:String, outs:Int, rbis:Int, pitcherSelected:Bool, ResultsLabel: UILabel, playName: UILabel, pointDiff: UILabel){
var playScore = 0.0
print("assign score is running")
if(pitcherSelected == true) {
/*
*Below section covers the outs of the batter selected
*/
//below means that the user has selected the batter
if(outs == 0){
if(play == "Walk") {
//this means that the pitcher walked the batter
playScore -= 0.5
}else {
//means just a regular out
//nothing happens
}
}
}
ResultsLabel.text = "Test Text"
print("Below text test")
}
This is my actual view
I want that the sidemenu begins at the first grey line and not on the top of the view. I would be glad if I could get an answer how i can set the height of it but i am also happy if someone could suggest me a workaround like hiding it behind the searchbar and segmented control. Thank you in advance.
This is my ENSideMenu.swift implementation
import UIKit
#objc public protocol ENSideMenuDelegate {
optional func sideMenuWillOpen()
optional func sideMenuWillClose()
optional func sideMenuDidOpen()
optional func sideMenuDidClose()
optional func sideMenuShouldOpenSideMenu () -> Bool
}
#objc public protocol ENSideMenuProtocol {
var sideMenu : ENSideMenu? { get }
func setContentViewController(contentViewController: UIViewController)
}
public enum ENSideMenuAnimation : Int {
case None
case Default
}
/**
The position of the side view on the screen.
- Left: Left side of the screen
- Right: Right side of the screen
*/
public enum ENSideMenuPosition : Int {
case Left
case Right
}
public extension UIViewController {
/**
Changes current state of side menu view.
*/
public func toggleSideMenuView () {
sideMenuController()?.sideMenu?.toggleMenu()
}
/**
Hides the side menu view.
*/
public func hideSideMenuView () {
sideMenuController()?.sideMenu?.hideSideMenu()
}
/**
Shows the side menu view.
*/
public func showSideMenuView () {
sideMenuController()?.sideMenu?.showSideMenu()
}
/**
Returns a Boolean value indicating whether the side menu is showed.
:returns: BOOL value
*/
public func isSideMenuOpen () -> Bool {
let sieMenuOpen = self.sideMenuController()?.sideMenu?.isMenuOpen
return sieMenuOpen!
}
/**
* You must call this method from viewDidLayoutSubviews in your content view controlers so it fixes size and position of the side menu when the screen
* rotates.
* A convenient way to do it might be creating a subclass of UIViewController that does precisely that and then subclassing your view controllers from it.
*/
func fixSideMenuSize() {
if let navController = self.navigationController as? ENSideMenuNavigationController {
navController.sideMenu?.updateFrame()
}
}
/**
Returns a view controller containing a side menu
:returns: A `UIViewController`responding to `ENSideMenuProtocol` protocol
*/
public func sideMenuController () -> ENSideMenuProtocol? {
var iteration : UIViewController? = self.parentViewController
if (iteration == nil) {
return topMostController()
}
repeat {
if (iteration is ENSideMenuProtocol) {
return iteration as? ENSideMenuProtocol
} else if (iteration?.parentViewController != nil && iteration?.parentViewController != iteration) {
iteration = iteration!.parentViewController
} else {
iteration = nil
}
} while (iteration != nil)
return iteration as? ENSideMenuProtocol
}
internal func topMostController () -> ENSideMenuProtocol? {
var topController : UIViewController? = UIApplication.sharedApplication().keyWindow?.rootViewController
if (topController is UITabBarController) {
topController = (topController as! UITabBarController).selectedViewController
}
while (topController?.presentedViewController is ENSideMenuProtocol) {
topController = topController?.presentedViewController
}
return topController as? ENSideMenuProtocol
}
}
public class ENSideMenu : NSObject, UIGestureRecognizerDelegate {
/// The width of the side menu view. The default value is 160.
public var menuWidth : CGFloat = 90.0 {
didSet {
needUpdateApperance = true
updateFrame()
}
}
private var menuPosition:ENSideMenuPosition = .Right
private var blurStyle: UIBlurEffectStyle = .Light
/// A Boolean value indicating whether the bouncing effect is enabled. The default value is TRUE.
public var bouncingEnabled :Bool = true
/// The duration of the slide animation. Used only when `bouncingEnabled` is FALSE.
public var animationDuration = 0.25
private let sideMenuContainerView = UIView()
private(set) var menuViewController : UIViewController!
private var animator : UIDynamicAnimator!
private var sourceView : UIView!
private var needUpdateApperance : Bool = false
/// The delegate of the side menu
public weak var delegate : ENSideMenuDelegate?
private(set) var isMenuOpen : Bool = false
/// A Boolean value indicating whether the left swipe is enabled.
public var allowLeftSwipe : Bool = true
/// A Boolean value indicating whether the right swipe is enabled.
public var allowRightSwipe : Bool = true
public var allowPanGesture : Bool = true
private var panRecognizer : UIPanGestureRecognizer?
/**
Initializes an instance of a `ENSideMenu` object.
:param: sourceView The parent view of the side menu view.
:param: menuPosition The position of the side menu view.
:returns: An initialized `ENSideMenu` object, added to the specified view.
*/
public init(sourceView: UIView, menuPosition: ENSideMenuPosition, blurStyle: UIBlurEffectStyle = .Light) {
super.init()
self.sourceView = sourceView
self.menuPosition = menuPosition
self.blurStyle = blurStyle
self.setupMenuView()
animator = UIDynamicAnimator(referenceView:sourceView)
animator.delegate = self
self.panRecognizer = UIPanGestureRecognizer(target: self, action: "handlePan:")
panRecognizer!.delegate = self
sourceView.addGestureRecognizer(panRecognizer!)
// Add right swipe gesture recognizer
let rightSwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: "handleGesture:")
rightSwipeGestureRecognizer.delegate = self
rightSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirection.Right
// Add left swipe gesture recognizer
let leftSwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: "handleGesture:")
leftSwipeGestureRecognizer.delegate = self
leftSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirection.Left
if (menuPosition == .Left) {
sourceView.addGestureRecognizer(rightSwipeGestureRecognizer)
sideMenuContainerView.addGestureRecognizer(leftSwipeGestureRecognizer)
}
else {
sideMenuContainerView.addGestureRecognizer(rightSwipeGestureRecognizer)
sourceView.addGestureRecognizer(leftSwipeGestureRecognizer)
}
}
/**
Initializes an instance of a `ENSideMenu` object.
:param: sourceView The parent view of the side menu view.
:param: menuViewController A menu view controller object which will be placed in the side menu view.
:param: menuPosition The position of the side menu view.
:returns: An initialized `ENSideMenu` object, added to the specified view, containing the specified menu view controller.
*/
public convenience init(sourceView: UIView, menuViewController: UIViewController, menuPosition: ENSideMenuPosition, blurStyle: UIBlurEffectStyle = .Light) {
self.init(sourceView: sourceView, menuPosition: menuPosition, blurStyle: blurStyle)
self.menuViewController = menuViewController
self.menuViewController.view.frame = sideMenuContainerView.bounds
self.menuViewController.view.autoresizingMask = [.FlexibleHeight, .FlexibleWidth]
sideMenuContainerView.addSubview(self.menuViewController.view)
}
/*
public convenience init(sourceView: UIView, view: UIView, menuPosition: ENSideMenuPosition) {
self.init(sourceView: sourceView, menuPosition: menuPosition)
view.frame = sideMenuContainerView.bounds
view.autoresizingMask = [.FlexibleHeight, .FlexibleWidth]
sideMenuContainerView.addSubview(view)
}
*/
/**
Updates the frame of the side menu view.
*/
func updateFrame() {
var width:CGFloat
var height:CGFloat
(width, height) = adjustFrameDimensions( sourceView.frame.size.width, height: sourceView.frame.size.height)
let menuFrame = CGRectMake(
(menuPosition == .Left) ?
isMenuOpen ? 0 : -menuWidth-1.0 :
isMenuOpen ? width - menuWidth : width+1.0,
sourceView.frame.origin.y,
menuWidth,
height
)
sideMenuContainerView.frame = menuFrame
}
private func adjustFrameDimensions( width: CGFloat, height: CGFloat ) -> (CGFloat,CGFloat) {
if floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_7_1 &&
(UIApplication.sharedApplication().statusBarOrientation == UIInterfaceOrientation.LandscapeRight ||
UIApplication.sharedApplication().statusBarOrientation == UIInterfaceOrientation.LandscapeLeft) {
// iOS 7.1 or lower and landscape mode -> interchange width and height
return (height, width)
}
else {
return (width, height)
}
}
private func setupMenuView() {
// Configure side menu container
updateFrame()
sideMenuContainerView.backgroundColor = UIColor.clearColor()
sideMenuContainerView.clipsToBounds = false
sideMenuContainerView.layer.masksToBounds = false
sideMenuContainerView.layer.shadowOffset = (menuPosition == .Left) ? CGSizeMake(1.0, 1.0) : CGSizeMake(-1.0, -1.0)
sideMenuContainerView.layer.shadowRadius = 1.25
sideMenuContainerView.layer.shadowOpacity = 0.125
sideMenuContainerView.layer.shadowPath = UIBezierPath(rect: sideMenuContainerView.bounds).CGPath
sourceView.addSubview(sideMenuContainerView)
if (NSClassFromString("UIVisualEffectView") != nil) {
// Add blur view
let visualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: blurStyle)) as UIVisualEffectView
visualEffectView.frame = sideMenuContainerView.bounds
visualEffectView.autoresizingMask = [.FlexibleHeight, .FlexibleWidth]
sideMenuContainerView.addSubview(visualEffectView)
}
else {
// TODO: add blur for ios 7
}
}
private func toggleMenu (shouldOpen: Bool) {
if (shouldOpen && delegate?.sideMenuShouldOpenSideMenu?() == false) {
return
}
updateSideMenuApperanceIfNeeded()
isMenuOpen = shouldOpen
var width:CGFloat
var height:CGFloat
(width, height) = adjustFrameDimensions( sourceView.frame.size.width, height: sourceView.frame.size.height)
if (bouncingEnabled) {
animator.removeAllBehaviors()
var gravityDirectionX: CGFloat
var pushMagnitude: CGFloat
var boundaryPointX: CGFloat
var boundaryPointY: CGFloat
if (menuPosition == .Left) {
// Left side menu
gravityDirectionX = (shouldOpen) ? 1 : -1
pushMagnitude = (shouldOpen) ? 20 : -20
boundaryPointX = (shouldOpen) ? menuWidth : -menuWidth-2
boundaryPointY = 20
}
else {
// Right side menu
gravityDirectionX = (shouldOpen) ? -1 : 1
pushMagnitude = (shouldOpen) ? -20 : 20
boundaryPointX = (shouldOpen) ? width-menuWidth : width+menuWidth+2
boundaryPointY = -20
}
let gravityBehavior = UIGravityBehavior(items: [sideMenuContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityDirectionX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior = UICollisionBehavior(items: [sideMenuContainerView])
collisionBehavior.addBoundaryWithIdentifier("menuBoundary", fromPoint: CGPointMake(boundaryPointX, boundaryPointY),
toPoint: CGPointMake(boundaryPointX, height))
animator.addBehavior(collisionBehavior)
let pushBehavior = UIPushBehavior(items: [sideMenuContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = pushMagnitude
animator.addBehavior(pushBehavior)
let menuViewBehavior = UIDynamicItemBehavior(items: [sideMenuContainerView])
menuViewBehavior.elasticity = 0.25
animator.addBehavior(menuViewBehavior)
}
else {
var destFrame :CGRect
if (menuPosition == .Left) {
destFrame = CGRectMake((shouldOpen) ? -2.0 : -menuWidth, 0, menuWidth, height)
}
else {
destFrame = CGRectMake((shouldOpen) ? width-menuWidth : width+2.0,
0,
menuWidth,
height)
}
UIView.animateWithDuration(
animationDuration,
animations: { () -> Void in
self.sideMenuContainerView.frame = destFrame
},
completion: { (Bool) -> Void in
if (self.isMenuOpen) {
self.delegate?.sideMenuDidOpen?()
} else {
self.delegate?.sideMenuDidClose?()
}
})
}
if (shouldOpen) {
delegate?.sideMenuWillOpen?()
} else {
delegate?.sideMenuWillClose?()
}
/*let outterView = UIView(frame: CGRectMake(sideMenuContainerView.frame.width, 0,
sourceView.frame.width - sideMenuContainerView.frame.width,
sourceView.frame.height))
outterView.backgroundColor = UIColor.clearColor()
let tapRecognizer = UITapGestureRecognizer(target: self, action: "hideSideMenu")
outterView.addGestureRecognizer(tapRecognizer)
outterView.userInteractionEnabled = false
sourceView.addSubview(outterView)
sourceView.layer.zPosition = 0
outterView.userInteractionEnabled = shouldOpen */
}
public func gestureRecognizerShouldBegin(gestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer is UISwipeGestureRecognizer {
let swipeGestureRecognizer = gestureRecognizer as! UISwipeGestureRecognizer
if !self.allowLeftSwipe {
if swipeGestureRecognizer.direction == .Left {
return false
}
}
if !self.allowRightSwipe {
if swipeGestureRecognizer.direction == .Right {
return false
}
}
}
else if gestureRecognizer.isEqual(panRecognizer) {
if allowPanGesture == false {
return false
}
animator.removeAllBehaviors()
let touchPosition = gestureRecognizer.locationOfTouch(0, inView: sourceView)
if menuPosition == .Left {
if isMenuOpen {
if touchPosition.x < menuWidth {
return true
}
}
else {
if touchPosition.x < 25 {
return true
}
}
}
else {
if isMenuOpen {
if touchPosition.x > CGRectGetWidth(sourceView.frame) - menuWidth {
return true
}
}
else {
if touchPosition.x > CGRectGetWidth(sourceView.frame)-25 {
return true
}
}
}
return false
}
return true
}
internal func handleGesture(gesture: UISwipeGestureRecognizer) {
toggleMenu((self.menuPosition == .Right && gesture.direction == .Left)
|| (self.menuPosition == .Left && gesture.direction == .Right))
}
internal func handlePan(recognizer : UIPanGestureRecognizer){
let leftToRight = recognizer.velocityInView(recognizer.view).x > 0
switch recognizer.state {
case .Began:
break
case .Changed:
let translation = recognizer.translationInView(sourceView).x
let xPoint : CGFloat = sideMenuContainerView.center.x + translation + (menuPosition == .Left ? 1 : -1) * menuWidth / 2
if menuPosition == .Left {
if xPoint <= 0 || xPoint > CGRectGetWidth(self.sideMenuContainerView.frame) {
return
}
}else{
if xPoint <= sourceView.frame.size.width - menuWidth || xPoint >= sourceView.frame.size.width
{
return
}
}
sideMenuContainerView.center.x = sideMenuContainerView.center.x + translation
recognizer.setTranslation(CGPointZero, inView: sourceView)
default:
let shouldClose = menuPosition == .Left ? !leftToRight && CGRectGetMaxX(sideMenuContainerView.frame) < menuWidth : leftToRight && CGRectGetMinX(sideMenuContainerView.frame) > (sourceView.frame.size.width - menuWidth)
toggleMenu(!shouldClose)
}
}
private func updateSideMenuApperanceIfNeeded () {
if (needUpdateApperance) {
var frame = sideMenuContainerView.frame
frame.size.width = menuWidth
sideMenuContainerView.frame = frame
sideMenuContainerView.layer.shadowPath = UIBezierPath(rect: sideMenuContainerView.bounds).CGPath
needUpdateApperance = false
}
}
/**
Toggles the state of the side menu.
*/
public func toggleMenu () {
if (isMenuOpen) {
toggleMenu(false)
}
else {
updateSideMenuApperanceIfNeeded()
toggleMenu(true)
}
}
/**
Shows the side menu if the menu is hidden.
*/
public func showSideMenu () {
if (!isMenuOpen) {
toggleMenu(true)
}
}
/**
Hides the side menu if the menu is showed.
*/
public func hideSideMenu () {
if (isMenuOpen) {
toggleMenu(false)
}
}
}
extension ENSideMenu: UIDynamicAnimatorDelegate {
public func dynamicAnimatorDidPause(animator: UIDynamicAnimator) {
if (self.isMenuOpen) {
self.delegate?.sideMenuDidOpen?()
} else {
self.delegate?.sideMenuDidClose?()
}
}
public func dynamicAnimatorWillResume(animator: UIDynamicAnimator) {
print("resume")
}
}
This is my ENSideMenuNavigationController.swift
import UIKit
public class ENSideMenuNavigationController: UINavigationController, ENSideMenuProtocol {
public var sideMenu : ENSideMenu?
public var sideMenuAnimationType : ENSideMenuAnimation = .Default
// MARK: - Life cycle
public override func viewDidLoad() {
super.viewDidLoad()
}
public init( menuViewController: UIViewController, contentViewController: UIViewController?) {
super.init(nibName: nil, bundle: nil)
if (contentViewController != nil) {
self.viewControllers = [contentViewController!]
}
sideMenu = ENSideMenu(sourceView: self.view, menuViewController: menuViewController, menuPosition:.Right)
view.bringSubviewToFront(navigationBar)
}
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
public override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Navigation
public func setContentViewController(contentViewController: UIViewController) {
self.sideMenu?.toggleMenu()
switch sideMenuAnimationType {
case .None:
self.viewControllers = [contentViewController]
break
default:
contentViewController.navigationItem.hidesBackButton = true
self.setViewControllers([contentViewController], animated: true)
break
}
}
}
This is my MyMenuTableViewController:
import UIKit
class MyMenuTableViewController: UITableViewController {
var selectedMenuItem : Int = 0
override func viewDidLoad() {
super.viewDidLoad()
// Customize apperance of table view
tableView.contentInset = UIEdgeInsetsMake(116.0, 0, 0, 0) //
tableView.separatorStyle = .None
tableView.backgroundColor = UIColor.whiteColor()
tableView.scrollsToTop = false
tableView.allowsSelection = false
// Preserve selection between presentations
self.clearsSelectionOnViewWillAppear = false
tableView.selectRowAtIndexPath(NSIndexPath(forRow: selectedMenuItem, inSection: 0), animated: false, scrollPosition: .Middle)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Table view data source
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
// Return the number of sections.
return 1
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// Return the number of rows in the section.
return 1
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell = tableView.dequeueReusableCellWithIdentifier("CELL")
if (cell == nil) {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "CELL")
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkGrayColor()
let selectedBackgroundView = UIView(frame: CGRectMake(0, 0, cell!.frame.size.width, cell!.frame.size.height))
selectedBackgroundView.backgroundColor = UIColor.grayColor().colorWithAlphaComponent(0.2)
cell!.selectedBackgroundView = selectedBackgroundView
}
//cell!.textLabel?.text = "social Network #\(indexPath.row+1)"
cell!.imageView?.image = UIImage(named: "Facebook")
return cell!
}
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
print("did select row: \(indexPath.row)")
if (indexPath.row == selectedMenuItem) {
return
}
selectedMenuItem = indexPath.row
//Present new view controller
let mainStoryboard: UIStoryboard = UIStoryboard(name: "Main",bundle: nil)
var destViewController : UIViewController
switch (indexPath.row) {
case 0:
destViewController = mainStoryboard.instantiateViewControllerWithIdentifier("ViewController1")
break
case 1:
destViewController = mainStoryboard.instantiateViewControllerWithIdentifier("ViewController2")
break
case 2:
destViewController = mainStoryboard.instantiateViewControllerWithIdentifier("ViewController3")
break
default:
destViewController = mainStoryboard.instantiateViewControllerWithIdentifier("ViewController4")
break
}
sideMenuController()?.setContentViewController(destViewController)
}
}
This is my MyNavigationController.swift
import UIKit
class MyNavigationController: ENSideMenuNavigationController, ENSideMenuDelegate {
override func viewDidLoad() {
super.viewDidLoad()
sideMenu = ENSideMenu(sourceView: self.view, menuViewController: MyMenuTableViewController(), menuPosition:.Right)
//sideMenu?.delegate = self //optional
sideMenu?.menuWidth = 90.0 // optional, default is 160
// sideMenu?.bouncingEnabled = false
//sideMenu?.allowPanGesture = false
// make navigation bar showing over side menu
view.bringSubviewToFront(navigationBar)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - ENSideMenu Delegate
func sideMenuWillOpen() {
print("sideMenuWillOpen")
}
func sideMenuWillClose() {
print("sideMenuWillClose")
}
func sideMenuDidClose() {
print("sideMenuDidClose")
}
func sideMenuDidOpen() {
print("sideMenuDidOpen")
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
In your menu tableViewController you should implement
let MinHeight: CGFloat = 100.0
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
let tHeight = tableView.bounds.height
let temp = tHeight/CGFloat(items.count) //Item size on your side menu
return temp > MinHeight ? temp : MinHeight
}