how do I dynamically updated a UILabel's text programmatically - swift

I would like to use a simple function to update the text inside a UIlabel. I'm getting the error
Thread 1: Fatal error: Unexpectedly found nil while implicitly unwrapping an Optional value
I've looked into this problem and found this excellent post that suggested using optional binding/guard statements.
import UIKit
class ViewController: UIViewController {
var mainImageView: UIImageView!
var chooseButton: UIButton!
var nameLabel: UILabel!
override func loadView() {
view = UIView()
view.backgroundColor = .white
let btn = UIButton(type: .custom) as UIButton
btn.backgroundColor = .blue
btn.layer.borderColor = UIColor.darkGray.cgColor
btn.layer.borderWidth = 2
btn.setTitle("Pick a side", for: .normal)
btn.frame = CGRect(x: 100, y: 100, width: 200, height: 100)
btn.addTarget(self, action: #selector(clickMe), for: .touchUpInside)
btn.layer.cornerRadius = btn.frame.size.height/2
self.view.addSubview(btn)
let nameLabel = UILabel()
nameLabel.text = "Here is your side"
nameLabel.textAlignment = .center
nameLabel.backgroundColor = .cyan
nameLabel.frame = CGRect(x: 100, y: 400, width: 200, height: 100)
self.view.addSubview(nameLabel)
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#objc func clickMe(sender:UIButton!) {
print("Button Clicked")
self.nameLabel.text = "updated title"
}
}

The problem seems to be that you are adding the label manually in loadView but you are creating a local label object that you add to the view and not your class property so the class property nameLabel is always nil
Change
let nameLabel = UILabel()
to
self.nameLabel = UILabel()

Related

“Unrecognized selector sent to instance” in UIView class when calling addTarget

I am trying to create a DropDownMenu class, but when I try to call addTarget to one of the buttons, this error comes up.
unrecognized selector sent to instance 0x7fd167f06120' terminating with uncaught exception of type NSException
I would really appreciate any help and no answer is a bad one!
Here is my entire class
class DropDownMenu: UIView {
// Main button or Pre
var main: UIButton! = UIButton(frame: CGRect(x: 0, y: 0, width: 46, height: 30))
var view: UIView!
// Title
var buttonTitles: [String]! = [""]
var titleColor: UIColor! = UIColor.black
var font: UIFont! = UIFont.systemFont(ofSize: 18)
// Individual Button
var buttonsBorderWidth: CGFloat! = 0
var buttonsBorderColor: UIColor? = UIColor.white
var buttonsCornerRadius: CGFloat! = 0
var color: UIColor! = UIColor.clear
// Button Images
var buttonsImageEdgeInsets: UIEdgeInsets? = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
var images: [UIImage]? = nil
// Onclick stuff
var target: UIViewController!
private var currentSelected: String? = nil
private var optionsStack = UIStackView()
init(main: UIButton) {
self.main = main
super.init(frame: CGRect())
}
func createDropDownMenu() {
main.addTarget(target, action: #selector(DropDownMenu.openDropdown(_:)), for: .touchUpInside)
print("Button Target?: \(main.allTargets), self.target: \(String(describing: target))")
let mainFrame = main.frame
optionsStack.frame = CGRect(x: mainFrame.minX, y: mainFrame.maxY, width: mainFrame.width, height: CGFloat(buttonTitles.count) * mainFrame.height)
optionsStack.axis = .vertical
view.addSubview(optionsStack)
var y: CGFloat! = 0
for title in buttonTitles {
let button = UIButton(frame: CGRect(x: 0, y: y, width: mainFrame.width, height: mainFrame.height))
button.setTitle(title, for: .normal)
button.setTitleColor(titleColor, for: .normal)
button.backgroundColor = color
button.titleLabel?.font = font
button.addTarget(target, action: #selector(DropDownMenu.onclick), for: .touchUpInside)
y += mainFrame.height
optionsStack.addArrangedSubview(button)
}
for button in optionsStack.arrangedSubviews {
button.isHidden = true
button.alpha = 0
}
}
#objc private func openDropdown(_ sender: UIButton) {
print("sender: \(String(describing: sender))")
optionsStack.arrangedSubviews.forEach { (button) in
UIView.animate(withDuration: 0.7) {
button.isHidden = !button.isHidden
button.alpha = button.alpha == 0 ? 1 : 0
self.view.layoutIfNeeded()
}
}
}
#objc private func onclick(_ sender: UIButton) {
let title = sender.titleLabel!.text
print(title as Any)
main.setTitle(title, for: .normal)
optionsStack.arrangedSubviews.forEach { (button) in
UIView.animate(withDuration: 0.7) {
button.isHidden = true
button.alpha = 0
}
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Here is the code and creation of the object in ViewController
let grade = UIButton(frame: CGRect(x: 50, y: 300, width: 80, height: 30))
grade.layer.borderWidth = 1
grade.setTitle("Grade", for: .normal)
grade.titleLabel?.font = UIFont.boldSystemFont(ofSize: 20)
grade.setTitleColor(UIColor.black, for: .normal)
let gradeDP = DropDownMenu(main: main)
gradeDP.buttonTitles = ["Title 1", "Title 2", "Title 3"]
gradeDP.color = UIColor.gray
gradeDP.target = self
gradeDP.titleColor = UIColor.white
gradeDP.view = view
view.addSubview(grade)
gradeDP.createDropDownMenu()
The first print statement in the createDropDownMenu() function prints...
Button Target?: [AnyHashable(<HomeworkHelp.DropDownMenu: 0x7ffb555200b0; frame = (0 0; 0 0); layer = <CALayer: 0x600002bdf5c0>>)], self.target: Optional(<HomeworkHelp.CreateAccountViewController: 0x7ffb5550a7b0>)
After editing it with the help of mightknow I came up with this class. It doesn't have any onclick actions for the mainButton in it.
class DropDownMenu: UIStackView {
var options: [String]! = [] // Labels for all of the options
var titleButton: UIButton! = UIButton() // The Main Title Button
init(options: [String]) {
self.options = options
let mainFrame = titleButton.frame
super.init(frame: CGRect(x: mainFrame.minX, y: mainFrame.maxY, width: mainFrame.width, height: mainFrame.height * CGFloat(options.count)))
var y: CGFloat = 0
for title in self.options {
let button = UIButton(frame: CGRect(x: 0, y: y, width: self.frame.width, height: mainFrame.height))
button.setTitle(title, for: .normal)
button.setTitleColor(titleButton.titleLabel?.textColor, for: .normal)
button.backgroundColor = titleButton.backgroundColor
button.addTarget(self, action: #selector(dropDownOptionClicked(_:)), for: .touchUpInside)
button.isHidden = true
button.alpha = 0
self.addArrangedSubview(button)
y += 1
}
}
#objc func openDropDown(_ sender: UIButton) {
print("Open DropDownMenu")
for button in self.arrangedSubviews {
UIView.animate(withDuration: 0.7) {
button.isHidden = !button.isHidden
button.alpha = button.alpha == 0 ? 1 : 0
self.layoutIfNeeded()
self.superview?.layoutIfNeeded()
}
}
}
#objc private func dropDownOptionClicked(_ sender: UIButton) {
print(sender.titleLabel?.text as Any)
}
init() {
super.init(frame: CGRect.zero)
}
required init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
And than my ViewController is ...
let dp = DropDownMenu(options: ["Label 1", "Label 2", "Label 3"])
let titleButton = UIButton(frame: CGRect(x: 100, y: 300, width: 180, height: 40))
titleButton.backgroundColor = UIColor.white
titleButton.setTitle("DropDownMenu", for: .normal)
titleButton.setTitleColor(UIColor.black, for: .normal)
titleButton.layer.borderWidth = 2
titleButton.addTarget(self, action: #selector(dp.openDropDown(_:)), for: .touchUpInside)
dp.titleButton = titleButton
The error ...
Button Target?: [AnyHashable(<HomeworkHelp.DropDownMenu: 0x7ffb555200b0; frame = (0 0; 0 0); layer = <CALayer: 0x600002bdf5c0>>)], self.target: Optional(<HomeworkHelp.CreateAccountViewController: 0x7ffb5550a7b0>)
still comes up and I am clueless as to why.
You're setting the target as a UIViewController when the method you're calling is actually a method of the DropDownMenu class. What you need to do is set the target to self instead of the target property:
main.addTarget(self, action: #selector(DropDownMenu.openDropdown(_:)), for: .touchUpInside)
EDIT: In response to your comment, here is the code I'm using to test it. There are some layout/color choices I made just to make it clear to me, but this works:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let main = UIButton(frame: CGRect(x: 0, y: 100, width: 80, height: 30))
main.layer.borderWidth = 1
main.setTitle("Grade", for: .normal)
main.titleLabel?.font = UIFont.boldSystemFont(ofSize: 20)
main.setTitleColor(UIColor.black, for: .normal)
let gradeDP = DropDownMenu(main: main)
gradeDP.buttonTitles = ["Title 1", "Title 2", "Title 3"]
gradeDP.color = UIColor.gray
gradeDP.target = self
gradeDP.titleColor = UIColor.white
gradeDP.view = UIView()
self.view.addSubview(gradeDP)
let b = self.view.bounds
gradeDP.frame = CGRect(x: b.minX, y: b.minY, width: b.width, height: b.height/2)
gradeDP.backgroundColor = UIColor.purple
gradeDP.target = self
gradeDP.addSubview(gradeDP.main)
gradeDP.createDropDownMenu()
}}
As for your code, I'm going on the assumption that the code you added in the second part of your question is inside your ViewController's viewDidLoad() method, and that the main variable you're using to initialize your DropDownMenu is an instance variable of your ViewController, because I'm not seeing it anywhere else in scope. If that's the case, there are definitely some issues. They are:
You never actually add gradeDP to your view hierarchy. If that's what the line gradeDP.view = view is supposed to do, it's not. What that code actually does is set the view property of gradeDP to be a reference to the ViewController's view property. And, unless there is code in your DropDownMenu class that you haven't included, you're not actually using that reference for anything. So, you can get rid of that line entirely, and the view property in your DropDownMenu class. If what you're trying to do is set the ViewController's view to be gradeDP, that code would be self.view = gradeDP, but I don't actually recommend doing it that way. A UIViewController's view property is used in some special functionality and probably shouldn't be messed with much. You probably want to add gradeDP as a subview, like I did in my code above.
The grade button you created is not used by your DropDownMenu. I'm guessing you meant to initialize with that instead of the main variable (that is out of scope of your code), like this:
let gradeDP = DropDownMenu(main: grade)
In short, unless there is code elsewhere that you haven't shared, what your code above does is create a UIButton labeled "Grade" that is visible but doesn't actually do anything (and isn't part of your DropDownMenu), and a DropDownMenu that isn't actually visible, but would have a main button that calls openDropdown(_:) if it was. I'm guessing that's not how it's supposed to work. Hopefully the code I provided above helps get you where you want to be, though.
As for suggestions with rebuilding your class so it works properly, you may want to start with something like this:
class DropDownMenu : UIView {
var dropdownOptions : [String] = []
private var titleButton : UIButton = UIButton()
private var optionsStack : UIStackView = UIStackView()
private var optionsButtons : [UIButton] = []
#objc private func openDropdown(_ sender: UIButton) {
// Add code to make dropdown options appear. There are multiple ways of doing this. For instance, the optionsButtons could be hidden and then unhidden when it's clicked, or they could be created only once the button is clicked.
}
#objc private func selectedOption(_ sender: UIButton) {
// Code here for when option is selected
}
init(options: [String]) {
self.dropdownOptions = options
super.init(frame: CGRect.zero)
// Customize all of your subviews here, and add them to your DropDownMenu (as subviews)
// Add openDropdown(_:) target to self.titleButton
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
}
A lot of the code you have already written for your original version of the class can go inside the functions there. Also, there is a lot of unnecessary code in your original version. For example, the target variable is unused once you fixed the original error issue, the view variable is obsolete, and the createDropDownMenu() function is unnecessary because all of that code can go either in the init(options:) or openDropdown(_:) functions.
Then, if you choose to build out a class using that template, you would implement it in your ViewController's viewDidLoad() method with the code:
let dropdown = DropDownMenu(titles: ["Title 1", "Title 2", "Title 3"])
self.view.addSubview(dropdown)
// Follow that with layout code that ensures it's the proper size and in the proper location
I hope that combined with my comments make sense, are helpful, and aren't too overwhelming. What I recommend doing is starting a new empty project (or target) and building your class and adding it to a ViewController with nothing else in it. That's a good way to isolate it and check and make sure everything looks and works right. In case you want an alternate suggestion with how to build your class, you can actually try making DropDownMenu be a subclass of UIStackView (instead of UIView) with the main button and all option buttons being arranged subviews. This might actually be simpler, because it kind of cuts out the middleman, if you will, and all you'd need to do when opening/closing the dropdown is add/remove views from the .arrangedSubviews property.
Also important is that if your view needs to pass information (such as which option is selected) back to the ViewController, make sure the reference to the ViewController is marked weak so you don't create a retain cycle.
On a final note, if you're disappointed that there isn't a quick fix to get the original class to work and want to keep trying at that, there might be some way to cobble together a solution (like the code from my first answer, which does actually work...), but ultimately it will probably only cause more issues further down the line. So, best of luck with everything.
I finally figured it out! The target has to be the DropDownMenu.
titleButton.addTarget(dp, action: #selector(dp.openDropDown(_:)), for: .touchUpInside)
Here is the rest of the code...
let titleButton = UIButton(frame: CGRect(x: 50, y: 290, width: 100, height: 40))
titleButton.backgroundColor = UIColor.white
titleButton.setTitle("Grade", for: .normal)
titleButton.setTitleColor(UIColor.black, for: .normal)
titleButton.layer.borderWidth = 2
titleButton.layer.cornerRadius = 10
let dp = DropDownMenu(options: ["1", "Freshman", "Sophomore", "Junior", "Senior", "College"])
dp.titleButton = titleButton
dp.target = self
dp.borderWidth = 2
dp.spacing = 5
dp.cornerRadius = 10
dp.bgColor = UIColor.white
Adding it to subviews and creating it...
view.addSubview(titleButton)
view.addSubview(dp)
dp.createDropDownMenu()

How to change a variable UITextView after clicking the button?

I create UITextView with a random tag and text, but it is created with one variable, is it possible to update the variable after creation UITextView (by clicking the add button)? Maybe add a random number to it, for example newText1, newText2.. etc.
So that the next UITextView is already created with a new variable?
P.S Sorry, if the question is silly, I just recently started to study Swift
#IBOutlet weak var addTextButton: UIButton!
#IBOutlet weak var StoriesView: UIView!
var newText = UITextView()
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func addTextButton(_ sender: Any) {
let maxNumber = 10000
let i = Int(arc4random_uniform(UInt32(maxNumber)))
newText = UITextView(frame: CGRect(x: self.StoriesView.frame.origin.x + 40, y: self.StoriesView.frame.origin.y + 40, width: 380, height: 80))
self.StoriesView.addSubview(newText)
newText.font = UIFont(name: "Verdana", size: 11)
newText.text = "TAP TO EDIT #\(i)"
newText.sizeToFit()
newText.textColor = UIColor.black
newText.backgroundColor = UIColor.clear
newText.tag = i
newText.isEditable = true
newText.isSelectable = true
newText.isUserInteractionEnabled = true
newText.allowsEditingTextAttributes = true
newText.translatesAutoresizingMaskIntoConstraints = true
newText.enablesReturnKeyAutomatically = true
newText.delegate = self
}
UPD:
let fontToolbar = UIToolbar(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 50))
fontToolbar.barStyle = .default
fontToolbar.items = [
UIBarButtonItem(title: "Green", style: .plain, target: self, action: #selector(greenColor)),
UIBarButtonItem(title: "Blue", style: .plain, target: self, action: #selector(blueColor)),
UIBarButtonItem(title: "Red", style: .plain, target: self, action: #selector(redColor)),
UIBarButtonItem(barButtonSystemItem: .flexibleSpace, target: nil, action: nil),
UIBarButtonItem(title: "Close Keyboard", style: .plain, target: self, action: #selector(dismissKeyboard))]
fontToolbar.sizeToFit()
newText.inputAccessoryView = fontToolbar
in the toolBar above the keyboard I have buttons, here we change the color
#objc func redColor() {
newText.textColor = UIColor.red}
#objc func blueColor() {
newText.textColor = UIColor.blue}
#objc func greenColor() {
newText.textColor = UIColor.green}
So the color changes only in the newly created UITextView
On click of button, create a new texView and assign it a tag value. Once it is added, update the value of i to +1, so that every textView added has a new tag value.
var i = 1
var newText = UITextView()
#IBAction func addTextButton(_ sender: Any) {
newText = UITextView(frame: CGRect(x: self.StoriesView.frame.origin.x + 40, y: self.StoriesView.frame.origin.y + 40, width: 380, height: 80))
self.StoriesView.addSubview(newText)
newText.font = UIFont(name: "Verdana", size: 11)
newText.text = "TAP TO EDIT #\(i)"
newText.sizeToFit()
newText.textColor = UIColor.black
newText.backgroundColor = UIColor.clear
newText.tag = i
newText.isEditable = true
newText.isSelectable = true
newText.isUserInteractionEnabled = true
newText.allowsEditingTextAttributes = true
newText.translatesAutoresizingMaskIntoConstraints = true
newText.enablesReturnKeyAutomatically = true
newText.delegate = self
//increment i
i+=1
}
then you can access your textField via tag values like this:
if let textView = self.StoriesView.viewWithTag(i) as? UITextView {
// textView.text = "change it"
}
UPDATE:
Add textView Delegate method, and once a textView starts editing, change the newText value to the currently editing textView
class ViewController : UIViewController, UITextViewDelegate {
func textViewDidBeginEditing(_ textView: UITextView) {
newText = textView
}
}
I have modified your code a bit to have new UITextView object with button click
import UIKit
class ScannerViewController: UIViewController, UITextViewDelegate {
#IBOutlet weak var StoriesView: UIView!
#IBOutlet weak var addTextButton: UIButton!
var yposition: CGFloat!
var textFieldTag: [Int]! = []
override func viewDidLoad() {
super.viewDidLoad()
yposition = 20
}
#IBAction func addTextButton(_ sender: Any) {
let xposition = self.StoriesView.frame.origin.x
let maxNumber = 10000
let i = Int(arc4random_uniform(UInt32(maxNumber)))
textFieldTag.append(i)
let newText = UITextView(frame: CGRect(x: xposition , y: yposition , width: 380, height: 40))
self.StoriesView.addSubview(newText)
newText.font = UIFont(name: "Verdana", size: 11)
newText.text = "TAP TO EDIT #\(i)"
newText.sizeToFit()
newText.textColor = UIColor.black
newText.backgroundColor = UIColor.yellow
newText.tag = i
newText.isEditable = true
newText.isSelectable = true
newText.isUserInteractionEnabled = true
newText.allowsEditingTextAttributes = true
newText.translatesAutoresizingMaskIntoConstraints = true
newText.enablesReturnKeyAutomatically = true
newText.delegate = self
yposition = yposition + 45
}
#IBAction func accessTextFields(_ sender: Any) {
//access all text fields
for tag in textFieldTag {
if let textField = self.StoriesView.viewWithTag(tag) as? UITextView {
//change properties here
textField.backgroundColor = .cyan
}
}
//access specific text fields
if let textField = self.StoriesView.viewWithTag(textFieldTag.first!) as? UITextView {
//change properties here
textField.backgroundColor = .orange
}
if let textField = self.StoriesView.viewWithTag(textFieldTag[textFieldTag.count - 1]) as? UITextView {
//change properties here
textField.backgroundColor = .green
}
}
}
It will have an output as this!!

swift playgrounds display uiview with nonstop looping

I create and display uiview in live view windows, when i create the button and add to the uiview , the program fail with nonstop looping which continuously load addbutton . Did somebody meet this problem and please tell me why :-)
import UIKit
import PlaygroundSupport
class MyViewController : UIViewController {
var label1 : UILabel?
override func loadView() {
let view = UIView()
view.backgroundColor = .white
print("code run here ")
let label = UILabel()
label.frame = CGRect(x: 150, y: 200, width: 200, height: 20)
label.text = "Hello World!"
label.textColor = .black
label1 = label
view.addSubview(label)
let k1:UIButton = addnewbutton() as! UIButton
//view.addSubview(k1)
self.view = view
}
#objc func buttonPressed(sender: UIButton!) {
var alertController = UIAlertController(title: "title", message: "message", preferredStyle: UIAlertControllerStyle.alert)
self.present(alertController, animated: true, completion: nil)
}
func addnewbutton() -> UIView{
var btn : UIButton
btn = UIButton()
btn.frame = CGRect(x:200,y:300,width:100,height:25)
btn.setTitle("clickme",for: UIControlState.normal)
//btn.titleLabel?.text = "clickme"
btn.backgroundColor = UIColor.black
btn.titleLabel?.textColor = UIColor.white
btn.titleColor(for: UIControlState.normal)
btn.addTarget(self, action: #selector(buttonPressed), for: UIControlEvents.touchUpInside)
view.addSubview(btn)
return btn
}
}
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()
You add the button here
view.addSubview(btn)
inside addnewbutton
which recursively searches for the parent view of the VC and it's not yet setted inside loadView so control calls it again and the problem happens to infinite loop , so comment that line and uncomment this
view.addSubview(k1) // which is inside loadView
BTW make the return of addnewbutton to UIButton directly instead of a cast

Updating UILabel with UISlider throwing "unresolved identifier" error for Sender call

The code below is the only code I am using. I have programmatically built a UISlider with a label that I want to update. I've written a function that should call the sender of the UISlider and update the label field to the value of the slider. But it keeps throwing the "unresolved identifier" error for the variable name of the label. Where do I place the function so it can access the label value? I've tried everything.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad()
{
super.viewDidLoad()
let mySlider = UISlider(frame:CGRect(x: 60, y:550, width: 300, height: 20))
mySlider.minimumValue = 5
mySlider.maximumValue = 60
mySlider.isContinuous = true
mySlider.tintColor = .white
mySlider.addTarget(self, action: #selector(ViewController.sliderValueDidChange(_:)), for: .valueChanged)
let minuteLabel = UILabel(frame: CGRect(1500, 2000, 150, 1200))
minuteLabel.center = CGPoint(200, 350)
minuteLabel.textAlignment = .center
minuteLabel.font = UIFont(name: minuteLabel.font.fontName, size:250)
mySlider.addTarget(self, action: #selector(ViewController.sliderValueDidChange(_:)),for: .valueChanged)
minuteLabel.textColor = UIColor.white
minuteLabel.text = "\(mySlider.value)"
self.view.addSubview(minuteLabel)
self.view.addSubview(mySlider)
}
public func sliderValueDidChange(_sender: UISlider) {
minuteLabel.text = "\(_sender.value)"
}
}
It's because you create minuteLabel in viewDidLoad() but not assigning to any property inside your ViewController.
You can just create property minuteLabel inside class and assign your minuteLabel from viewDidLoad() to this.
class ViewController: UIViewController {
private var minuteLabel: UILabel?
override func viewDidLoad()
{
super.viewDidLoad()
let mySlider = UISlider(frame:CGRect(x: 60, y:550, width: 300, height: 20))
mySlider.minimumValue = 5
mySlider.maximumValue = 60
mySlider.isContinuous = true
mySlider.tintColor = .white
mySlider.addTarget(self, action: #selector(ViewController.sliderValueDidChange(_:)), for: .valueChanged)
let minuteLabel = UILabel(frame: CGRect(1500, 2000, 150, 1200))
minuteLabel.center = CGPoint(200, 350)
minuteLabel.textAlignment = .center
minuteLabel.font = UIFont(name: minuteLabel.font.fontName, size:250)
mySlider.addTarget(self, action: #selector(ViewController.sliderValueDidChange(_:)),for: .valueChanged)
minuteLabel.textColor = UIColor.white
minuteLabel.text = "\(mySlider.value)"
self.view.addSubview(minuteLabel)
self.view.addSubview(mySlider)
self.minuteLabel = minuteLabel // assign to class property
}
public func sliderValueDidChange(_sender: UISlider) {
minuteLabel?.text = "\(_sender.value)"
}
}

UIViewController as rootViewController of UINavigationController causes root views buttons to move

When I do this in AppDelegate:
window?.rootViewController = {
let mainController = MenuViewController()
return mainController
}()
I get this:
But when I do this in AppDelegate:
window?.rootViewController = {
let mainController = UINavigationController(rootViewController: MenuViewController())
return mainController
}()
I get this:
Why and how do I fix? Please specify which information if more information is needed.
Here is the MenuView code that lays out the buttons manually and also sets up the properties of the buttons:
class MenuView: UIView {
//title
let titleLabel: UILabel = {
let label = UILabel()
label.text = "Survive The Attackers!!"
label.backgroundColor = UIColor.white
return label
}()
//set up buttons
let newGameButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("New Game", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
let resumeButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("Resume Game", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
let highScoresButton: UIButton = {
let button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.setTitle("High Scores", for: .normal)
button.setTitleColor(UIColor.black, for: .normal)
button.backgroundColor = UIColor.white
button.layer.borderWidth = 2.0;
button.layer.borderColor = UIColor.black.cgColor
return button
}()
//add subviews and initialize the view
override init(frame: CGRect){
super.init(frame: frame)
self.backgroundColor = UIColor(patternImage: UIImage(named: "background1.png")!)
addSubview(titleLabel)
addSubview(newGameButton)
addSubview(resumeButton)
addSubview(highScoresButton)
}
required init?(coder aDecoder: NSCoder) {
fatalError("It's Apple. What did you expect?")
}
//manually layout the main menu
override func layoutSubviews() {
var cursor: CGPoint = .zero
let buttonHeight = CGFloat(40.0);
let buttonWidth = CGFloat(160.0);
let labelWidth = buttonWidth + 20;
let spacing = bounds.height/4
let titleY = 2/3 * spacing
cursor.y = titleY
cursor.x = bounds.width/2 - labelWidth/2
titleLabel.frame = CGRect(x: cursor.x, y: cursor.y, width: labelWidth, height: buttonHeight)
cursor.y = spacing
cursor.x = bounds.width/2 - buttonWidth/2
newGameButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
cursor.y += spacing
resumeButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
cursor.y += spacing
highScoresButton.frame = CGRect(x: cursor.x, y: cursor.y, width: buttonWidth, height: buttonHeight)
}
The buttons are laid out manually in layoutSubviews
Here is my MenuView controller code:
class MenuViewController: UIViewController {
var delegateID: String = UUIDVendor.vendUUID()
private var menuView: MenuView {
return view as! MenuView
}
init(){
super.init(nibName: nil, bundle: nil)
//edgesForExtendedLayout = .init(rawValue: 0)
}
required init?(coder aDecoder: NSCoder){
fatalError()
}
//loads the view in and sizes it correctly
override func loadView() {
view = MenuView()
//extendedLayoutIncludesOpaqueBars = false
}
override func viewDidLoad() {
menuView.newGameButton.addTarget(self, action: #selector(MenuViewController.newGameButtonTapped(button:)), for: .touchUpInside)
menuView.resumeButton.addTarget(self, action: #selector(MenuViewController.resumeGameButtonTapped(button:)), for: .touchUpInside)
menuView.highScoresButton.addTarget(self, action: #selector(MenuViewController.highScoreButtonTapped(button:)), for: .touchUpInside)
menuView.setNeedsLayout()
}
//fuction that handles the event when the newGameButton is tapped
#objc func newGameButtonTapped(button: UIButton){
//reset the data in the model somehow
navigationController?.pushViewController(GameViewController(), animated: true)
}
//function that handles the event when the resume game button is tapped
#objc func resumeGameButtonTapped(button: UIButton){
}
//function that handels the event when the high scores button is tapped
#objc func highScoreButtonTapped(button: UIButton){
}
call super for layoutSubviews
private var menuView: MenuView = {
let vw = MenuView()
return vw
}()
override func viewDidLoad() {
super.viewDidLoad()
view = MenuView() //Add here
//Your code
}
And remove loadView() from MenuViewController