I'm using masking.
My Code:
class ViewController: UIViewController {
#IBOutlet weak var firstImageView: UIImageView!
#IBOutlet weak var seconImageView: UIImageView!
let maskView = UIImageView()
let maskView2 = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
maskView.image = UIImage(named: "Up")
maskView2.image = UIImage(named: "Down")
firstImageView.mask = maskView
seconImageView.mask = maskView2
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
maskView.frame = firstImageView.bounds
maskView2.frame = seconImageView.bounds
}
}
UIImageView Code:
UIImageView class. I can't see this design. How can I do ? I added custom class but didn't work
#IBDesignable
class FirstImageView: UIImageView {
var maskkView: UIImageView!
override init(frame: CGRect) {
super.init(frame: frame)
layoutSubviews()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
layoutSubviews()
}
override func layoutSubviews() {
super.layoutSubviews()
maskkView.image = UIImage(named: "mask")
mask = maskkView
maskkView.frame = bounds
}
}
Storyboard:
Simulator:
How can i see with #designable this design on storyboard.
I added custom class but didn't work
I assure you that masking in layoutSubviews of an IBDesignable UIImageView does work. Example:
#IBDesignable
class MyImageView : UIImageView {
override func layoutSubviews() {
super.layoutSubviews()
let lay = CAShapeLayer()
lay.frame = self.bounds
lay.path = UIBezierPath(ovalIn: self.bounds).cgPath
self.layer.mask = lay
}
}
Result:
I suspect that the problem with your code is that you are attempting to load an image from the bundle with UIImage(named:) in your IBDesignable code; my guess is that that isn't going to work. IBDesignable code is just some stuff that runs at storyboard rendering time; it cannot behave as if it were truly the running app.
Related
I want to implement a popup notification into my app when data was being updated successfully or not. To do that I:
created a .xib file: Screenshot
created a class where I load that NIB:
import UIKit
class PopupView: UIView {
static let instance = PopupView()
#IBOutlet weak var backgroundView: UIView!
#IBOutlet weak var popupView: UIVisualEffectView!
#IBOutlet weak var symbol: UIImageView!
#IBOutlet weak var titleLabel: UILabel!
#IBOutlet weak var descriptionLabel: UILabel!
override init(frame: CGRect) {
super.init(frame: frame)
Bundle.main.loadNibNamed("PopupView", owner: self)
popupView.layer.cornerRadius = 20
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func showPopup(title: String, message: String, symbol: UIImage, on viewController: UIViewController) {
self.titleLabel.text = title
self.descriptionLabel.text = message
self.symbol.image = symbol
guard let targetView = viewController.view else { return }
backgroundView.frame = targetView.bounds
targetView.addSubview(backgroundView)
}
In the above class I created a showPopup method where defined a backgroundView frame to be equal to ViewController bounds.
When I call that method in desired ViewController I receive the behaviour where my popupView shows itself and then went off the screen straight away (black area in the GIF): GIF
Would you be so kind to help me understand and fix the reason why the popupView went off the screen and not just equal to a ViewController bounds.
The Code after Shawn Frank's answer
PopupView class:
import UIKit
class PopupView: UIView {
#IBOutlet weak var popupView: UIVisualEffectView!
#IBOutlet weak var symbol: UIImageView!
#IBOutlet weak var titleLabel: UILabel!
#IBOutlet weak var descriptionLabel: UILabel!
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
private func configure() {
if let views = Bundle.main.loadNibNamed("PopupView", owner: self) {
guard let view = views.first as? UIView else { return }
view.frame = bounds
addSubview(view)
}
}
func showPopup(title: String, message: String, symbol: UIImage, on viewController: UIViewController) {
titleLabel.text = title
descriptionLabel.text = message
self.symbol.image = symbol
popupView.layer.cornerRadius = 20
popupView.clipsToBounds = true
viewController.view.addSubview(self)
UIView.animate(withDuration: 0.3, delay: 0.0, options: .curveLinear) {
self.popupView.center.y += 40
} completion: { _ in
UIView.animate(withDuration: 0.3, delay: 3.0, options: .curveLinear) {
self.popupView.center.y -= 80
} completion: { _ in
self.popupView.removeFromSuperview()
}
}
}
}
Call in desired ViewController:
let width = CGFloat(10)
let midX = (self.view.frame.width - width) / 2.0
let frame = CGRect(x: midX, y: 0, width: width, height: 135)
let popup = PopupView(frame: frame)
popup.showPopup(title: "Test", message: "Tested super test", symbol: UIImage(named: "checkmark.circle.fill")!, on: self)
Constraints in xib: Screenshot
Current result: GIF
I do not use XIB and storyboard too much these days so I also had to refresh my memory and I used this tutorial
This is the custom PopupView class, I prefer not to use singleton for this but it is my personal preference
class PopupView: UIView {
private let xibName = "PopupView"
#IBOutlet weak var visualEffectBackground: UIVisualEffectView!
#IBOutlet weak var titleLabel: UILabel!
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
private func configure() {
if let views = Bundle.main.loadNibNamed(xibName, owner: self),
let popupView = views.first as? UIView {
popupView.frame = bounds
addSubview(popupView)
}
}
func showPopup(title: String,
on viewController: UIViewController) {
guard let targetView = viewController.view else { return }
titleLabel.text = title
layer.cornerRadius = 20
clipsToBounds = true
targetView.addSubview(self)
}
}
XIB is set up like this:
Then in the view controller:
#IBAction func didTapPopUp(_ sender: Any) {
// Give your own width, height etc
let width = CGFloat(180)
let midX = (view.frame.width - width) / 2.0
let frame = CGRect(x: midX, y: 100, width: width, height: 80)
let popup = PopupView(frame: frame)
popup.showPopup(title: "Hello", on: self)
}
Gives me this result:
Update based on artexhibit (OPs) comments
The custom view can get its frames in 3 ways that I can think of:
Directly from XIB
By providing frame during programmatic initialization
From the frame set when creating the view in storyboard
To make the view work for all these scenarios, we should not do any frame adjustment inside the custom view and leave it to the parent / container / superview
So I made the following changes to work for all scenarios:
class PopupView: UIView {
private static let xibName = "PopupView"
#IBOutlet weak var visualEffectBackground: UIVisualEffectView!
#IBOutlet weak var titleLabel: UILabel!
init() {
super.init(frame: .zero)
configure()
}
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
private func initializeWithNib() {
var popupView = UIView()
if let views = Bundle.main.loadNibNamed(PopupView.xibName,
owner: self),
let view = views.first as? UIView {
popupView = view
}
frame = popupView.bounds
addSubview(popupView)
}
private func initializeWithFrame() {
if let views = Bundle.main.loadNibNamed(PopupView.xibName,
owner: self),
let popupView = views.first as? UIView {
popupView.frame = bounds
addSubview(popupView)
}
}
private func configure() {
if frame == .zero {
initializeWithNib()
}
else {
initializeWithFrame()
}
layer.cornerRadius = 20
clipsToBounds = true
}
func showPopup(title: String,
on viewController: UIViewController) {
guard let targetView = viewController.view else { return }
print(frame)
titleLabel.text = title
targetView.addSubview(self)
}
}
Now this has the flexibility to work with all 3 scenarios:
// In code
#IBAction func didTapPopUp(_ sender: Any) {
// Default initializer
let popup = PopupView()
var originX = (view.frame.width - popup.frame.width) / 2.0
popup.frame.origin = CGPoint(x: originX, y: 100)
popup.showPopup(title: "Hello", on: self)
// Frame initializer
let popupWidth: CGFloat = 200
let popupHeight: CGFloat = 100
originX = (view.frame.width - popupWidth) / 2.0
let originY = (view.frame.height - popupHeight) / 2.0
let popupFrame = CGRect(x: originX,
y: originY,
width: popupWidth,
height: popupHeight)
let popupTwo = PopupView(frame: popupFrame)
popupTwo.showPopup(title: "Frames", on: self)
}
From storyboard
This gives the following results
I am looking for a way to refer to the IBOutlet variable in a custom class UIView, from another class. I found layoutSubviews, but each change only works on the first call, and not on each subsequent call. Thanks for help!
ViewController class:
var SB = StatusBar()
SB.update(1)
SB.update(2)
SB.update(3)
StatusBar class:
class StatusBar: UIView {
#IBOutlet var view: UIView!
#IBOutlet weak var label: UILabel!
var ActualStatus: Int!
required init?(coder: NSCoder) {
super.init(coder: coder)
xibSetup()
}
override init(frame: CGRect) {
super.init(frame: frame)
xibSetup()
}
func update(status) {
ActualStatus = status
self.layoutSubviews()
}
override func layoutSubviews() {
super.layoutSubviews()
label.text = ActualStatus
}
func xibSetup() {
view = loadViewFromNib()
view.frame = bounds
view.autoresizingMask = [UIView.AutoresizingMask.flexibleWidth, UIView.AutoresizingMask.flexibleHeight]
addSubview(view)
}
func loadViewFromNib() -> UIView {
let bundle = Bundle(for: type(of:self))
let nib = UINib(nibName: "StatusBar", bundle: bundle)
let view = nib.instantiate(withOwner: self, options: nil)[0] as! UIView
return view
}
}
Result: label.text is 1, change only works on the first call
I've subclassed an NSTextField with the following code:
import Cocoa
class CustomSearchField: NSTextField {
override func draw(_ dirtyRect: NSRect) {
self.wantsLayer = true
let textFieldLayer = CALayer()
self.layer = textFieldLayer
self.backgroundColor = NSColor.white
self.layer?.backgroundColor = CGColor.white
self.layer?.borderColor = CGColor.white
self.layer?.borderWidth = 0
super.cell?.draw(withFrame: dirtyRect, in: self)
}
}
class CustomSearchFieldCell: NSTextFieldCell {
override func drawingRect(forBounds rect: NSRect) -> NSRect {
let minimumHeight = self.cellSize(forBounds: rect).height
let newRect = NSRect(x: rect.origin.x + 25, y: (rect.origin.y + (rect.height - minimumHeight) / 2) - 4, width: rect.size.width - 50, height: minimumHeight)
return super.drawingRect(forBounds: newRect)
}
}
This is all working fine and it draws my NSTextField just as I wanted. The only problem is, as soon as I make some other part of the interface the first responder (clicking outside the NSTextField), the text inside the NSTextField (placeholder or filled in text) is fading out. As soon as I click on it again, it fades back in. I've been searching for quiet a while now, but can't really figure out why this is happening. I just want the text to be visible all the time, instead of fading in and out.
It has to do with the CALayer that I'm adding to accomplish my styling.
Whenever I run the same settings from viewDidLoad on the textfield, it works like a charm. For example:
class ViewController: NSViewController {
#IBOutlet weak var searchField: NSTextField!
override func viewDidLoad() {
initCustomSearchField()
}
private func initCustomSearchField() {
searchField.wantsLayer = true
let textFieldLayer = CALayer()
searchField.layer = textFieldLayer
searchField.backgroundColor = NSColor.white
searchField.layer?.backgroundColor = CGColor.white
searchField.layer?.borderColor = CGColor.white
searchField.layer?.borderWidth = 0
searchField.delegate = self
}
}
draw method should really be used to draw the view not setting the properties.And for your problem don't set to self.layer directly use sublayer instead .
My suggestion for your code:
class CustomTextField :NSTextField {
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
setupView()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setupView()
}
func setupView(){
textColor = .green
}
}
class CustomTextFieldCell: NSTextFieldCell {
override init(textCell string: String) {
super.init(textCell: string)
setupView()
}
required init(coder: NSCoder) {
super.init(coder: coder)
setupView()
}
func setupView(){
backgroundColor = .red
}
override func drawingRect(forBounds rect: NSRect) -> NSRect {
let newRect = NSRect(x: (rect.width - rect.width/2)/2, y: 0, width: rect.width/2, height: 20)
return super.drawingRect(forBounds:newRect)
}
override func draw(withFrame cellFrame: NSRect, in controlView: NSView) {
super.draw(withFrame: cellFrame, in: controlView)
controlView.layer?.borderColor = NSColor.white.cgColor
controlView.layer?.borderWidth = 2
}
}
I want to put all subview properties and my subview setup code in a UIView subclass and load that into my UIViewController subclass using loadView(). Then access the UIView subclass members without casting the view property of UIViewController all the time.
This is my UIView subclass AwesomeClass
class AwesomeView: UIView {
lazy var testView:UIView = {
let view = UIView()
view.backgroundColor = UIColor.red
self.addSubview(view)
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
testView.frame = CGRect(x: 10
, y: 10
, width: self.bounds.size.width - 20
, height: 100)
}
}
And my UIViewController subclass AwesomeViewController
class AwesomeViewController: UIViewController {
override func loadView() {
let view = AwesomeView()
self.view = view
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I could do something like:
var subclassedView:AwesomeView {
get {
return self.view as! AwesomeView
}
}
and
subclassedView.testView.backgroundColor = UIColor.blue
But is there a way to call testView directly with self.view in the AwesomeViewController?
Edit:
What I am looking for is Covariant return type in swift.
You can you something like this:
Instantiate an instance of AwesomeViewController in AwesomeView
class AwesomeView: UIView {
var exampleColorVariable:UIColor?
//here you instantiate your view controller
var awesomeViewController = AwesomeViewController()
lazy var testView:UIView = {
let view = UIView()
view.backgroundColor = UIColor.red
self.addSubview(view)
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
testView.frame = CGRect(x: 10
, y: 10
, width: self.bounds.size.width - 20
, height: 100)
}
}
then you can access any method in AwesomeView changing a little bit your code
class AwesomeViewController: UIViewController {
lazy var awesomeView: AwesomeView = {
let view = AwesomeView()
view.awesomeViewController = self
return view
}()
func setupView() {
view.addSubview(awesomeView)
// your constraints here
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
setupView()
// NOW YOU CAN ACCESS ANY METHOD IN YOUR VIEW awesomeView.yourFunction()
// or you access that variable
awesomeView.exampleColorVariable = .red // you can now omit UIColor in swift3
}
}
I have a custom UIView that I want to cover the screen once the user taps a button. It kind of simulates a custom view. There is child UIView in the custom UIView that should animate from the bottom (hidden at first) up to it's normal position (visible at the bottom). The problem that I am having is that it seems like layoutSubviews is a bad place to start doing animations. Where would the correct place be? Something like viewDidAppear but for UIViews.
In UIViewController:
let rect: CGRect = CGRectMake(0, 0, view.bounds.size.width, view.bounds.size.height)
let alertView = AlertView(frame: rect)
view.addSubview(alertView)
In the AlertView:
import UIKit
class AlertView: UIView {
let nibName = "AlertView"
let animationDuration = 0.5
var view: UIView!
#IBOutlet weak var notificationView: UIView!
#IBOutlet weak var notificationBottomConstraint: NSLayoutConstraint!
override init(frame: CGRect) {
super.init(frame: frame)
viewSetup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
viewSetup()
}
override func didAddSubview(subview: UIView) {
super.didAddSubview(subview)
}
func viewSetup() {
view = loadViewFromNib()
view.frame = bounds
view.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight]
// move the notification view offscreen
notificationBottomConstraint.constant = -notificationView.frame.size.height
addSubview(view)
}
func loadViewFromNib() -> UIView {
let bundle = NSBundle(forClass: self.dynamicType)
let nib = UINib(nibName: nibName, bundle: bundle)
return nib.instantiateWithOwner(self, options: nil)[0] as! UIView
}
override func layoutSubviews() {
super.layoutSubviews()
print("layoutSubviews")
animate()
}
func animate() {
// move the notification up
self.notificationBottomConstraint.constant = 0
UIView.animateWithDuration(animationDuration) { () -> Void in
self.view.setNeedsDisplay()
}
}
}
I suggest you to call your animate() function from one of these methods:
willMoveToSuperview:
didMoveToSuperview
These methods of UIView as needed to track the movement of the current view in your view hierarchy.
Reference: UIView class
Your final constraint value is not in your animate closure. Try this:
func animate() {
// move the notification up
UIView.animateWithDuration(animationDuration) { () -> Void in
self.notificationBottomConstraint.constant = 0
self.view.setNeedsDisplay()
}
}