How to commence the dragging of a UIImage using UIDraginInteraction? - swift

I am trying to drag an UIImage using UIDragInteraction. I am trying to implement the procedure as documented in Apple's documentation. My code is below. I am trying to perform the drag feature but currently my image is not moving even when i hold the left mouse button on the image and try to drag it (I have yet to implement the Drop implementation as i am trying to do this one step at a time). I am executing the code on a simulator.
my code:
class StartGameViewController: UIViewController{
var dragInteraction: UIDragInteraction!
var dragInteractionDelegate: UIDragInteractionDelegate!
var dragSourceImgView: UIImageView = {
let imgView = UIImageView()
imgView.backgroundColor = UIColor.red.withAlphaComponent(0.5)
imgView.contentMode = UIImageView.ContentMode.scaleToFill
return imgView
}()
var dropImgSourceView: UIImageView = {
let imgView = UIImageView()
imgView.contentMode = UIImageView.ContentMode.scaleAspectFit
imgView.backgroundColor = UIColor.blue.withAlphaComponent(0.5)
return imgView
}()
override func viewDidLoad() {
super.viewDidLoad()
dragSourceImgView.image = UIImage.init(named: "rider")
let frame = CGRect.init(x: 50, y: 50, width: 100, height: 100)
dragSourceImgView.frame = frame
container1.addSubview(dragSourceImgView)
let frameDrop = CGRect.init(x: 200, y: 50, width: 100, height: 100)
dropImgSourceView.frame = frameDrop
container1.addSubview(dropImgSourceView)
// Enable imageView as a drag source
dragInteraction = UIDragInteraction.init(delegate: self)
dragSourceImgView.addInteraction(dragInteraction)
}
}
// DRAG
extension StartGameViewController: UIDragInteractionDelegate{
// Create a Drag Item
func dragInteraction(_ interaction: UIDragInteraction, itemsForBeginning session: UIDragSession) -> [UIDragItem] {
guard let image = dragSourceImgView.image else{return []}
let itemProvider = NSItemProvider.init(object: image)
let dragItem = UIDragItem.init(itemProvider: itemProvider)
return [dragItem]
}
}

You should set your UIImageView to allow user interaction:
dragSourceImageView.userInteractionEnabled = true
If you are running on an iPhone you must also set the UIDragInteraction to be enabled:
dragInteraction.isEnabled = true

Related

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

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

How to remove programmatically created UIViews from superview

I wanted to implement a loading overlay whilst I have content loading in from an API call however when I go to dismiss the view; I have no success.
func viewLoading(show:Bool, boxView: UIView, error: Bool, errorMessage: String){
let myNewView=UIView(frame: CGRect(x: 0, y: 0, width: boxView.frame.width, height: boxView.frame.height))
if show{
// Change UIView background colour
myNewView.backgroundColor = UIColor.black.withAlphaComponent(0.75)
myNewView.isOpaque = false
// Add rounded corners to UIView
myNewView.layer.cornerRadius = boxView.layer.cornerRadius
let activityView = UIActivityIndicatorView(style: .whiteLarge)
activityView.center = myNewView.center
activityView.startAnimating()
boxView.addSubview(myNewView)
myNewView.addSubview(activityView)
}else{
print("Done")
DispatchQueue.main.async(execute: { () -> Void in
myNewView.removeFromSuperview()
self.view.bringSubviewToFront(boxView)
})
myNewView.isHidden = true
}
}
None of the options after else have worked and I am lost at a solution.
Edit: I want the same function(s) to accommodate three different views within the one view controller.
Move myNewView outside of the viewLoading function scope, and it is better to create separate methods with their own responsibilities, like so:
class ViewController: UIViewController {
var loaderView: UIView?
func showLoading(boxView: UIView, error: Bool, errorMessage: String) {
if (self.loaderView != nil) {
self.hideLoading()
}
let newView = UIView(frame: CGRect(x: 0, y: 0, width: boxView.frame.width, height: boxView.frame.height))
newView.backgroundColor = UIColor.black.withAlphaComponent(0.75)
newView.isOpaque = false
// Add rounded corners to UIView
newView.layer.cornerRadius = boxView.layer.cornerRadius
let activityView = UIActivityIndicatorView(style: .whiteLarge)
activityView.center = newView.center
activityView.startAnimating()
boxView.addSubview(newView)
newView.addSubview(activityView)
self.loaderView = newView
}
func hideLoading() {
guard
let loaderView = self.loaderView,
let boxView = loaderView.superview
else { return }
DispatchQueue.main.async {
loaderView.removeFromSuperview()
self.view.bringSubviewToFront(boxView) // need this?
self.loaderView = nil
}
}
}
You are creating a new view every time that method is called and then you are trying to dismish that newly created view. Instead, you should save a reference of the view when you show it and call removeFromSuperview on that instance when you need to hide it.
Check this..
CommonMethods.swift
import UIKit
class CommonMethods: UIViewController {
static let actInd: UIActivityIndicatorView = UIActivityIndicatorView()
static let container: UIView = UIView()
static let loadingView: UIView = UIView()
static func showActivityIndicatory(uiView: UIView) {
container.frame = uiView.frame
container.center = uiView.center
container.backgroundColor = UIColor(red:255/255, green:255/255, blue:255/255, alpha: 0.3)
loadingView.frame = CGRect(origin: CGPoint(x: 0,y :0), size: CGSize(width: 80, height: 80))
loadingView.center = uiView.center
loadingView.backgroundColor = UIColor(red:44/255, green:44/255, blue:44/255, alpha: 0.7)
loadingView.clipsToBounds = true
loadingView.layer.cornerRadius = 10
actInd.frame = CGRect(origin: CGPoint(x: 0,y :0), size: CGSize(width: 40, height: 40))
actInd.style =
UIActivityIndicatorView.Style.whiteLarge
actInd.center = CGPoint(x: loadingView.frame.size.width / 2, y: loadingView.frame.size.height / 2);
loadingView.addSubview(actInd)
container.addSubview(loadingView)
uiView.addSubview(container)
actInd.startAnimating()
}
static func hideActivityIndicatory(uiView: UIView) {
container.removeFromSuperview()
actInd.stopAnimating()
}
}
call it from viewcontroller class like
CommonMethods.showActivityIndicatory(uiView: self.view)
CommonMethods.hideActivityIndicatory(uiView: self.view)

Swift ImageCropper returns an image outside of the specified "window"

I am making an app that has a UIWebView along with a button on a single view controller. When the button is clicked, an image (of the UIWebView) is captured using UIGraphicsContext.
This part works great! But when the button is clicked, after capturing the image, it displays the image as a subview on the same view, and I have been trying to use an ImageCropper Library that draws a CGRect in another subview over the UIImageView on the screen with a submit button. The rectangle itself can be resized (dragging the corners/edges) and moved around the view.
When the submit button is clicked, another subview is displayed in the top left hand portion of screen and display the image that was cropped (after clicking submit button) The idea is to only capture what is inside the rectangle. I am able to get the code working but the image captured is of the same image but not a section that is inside the CGRect.
I have 3 images that show how it works and shows the image that is cropped incorrectly.enter image description here . Shot 1 . Shot 2
Shot 3. I believe my problems lies within the size of image captured and the size of the image with the crop rect are not equal and that is why it is distorting it.
Does anyone know what might be the cause? Sorry for the long winded question but any help would be greatly appreciated!
Here is my code below:
ViewController.swift:
class ViewController: UIViewController {
#IBOutlet var webView: UIWebView!
#IBOutlet var imageView: UIImageView!
override func viewDidLoad() {
imageView.isHidden = true
let aString = URL(string: "https://www.kshuntfishcamp.com/home.page")
webView.loadRequest(URLRequest(url: aString!))
super.viewDidLoad()
}
#IBAction func takePhotoPressed(_ sender: UIButton) {
UIGraphicsBeginImageContextWithOptions(webView.bounds.size, false, 0.0)
if let aContext = UIGraphicsGetCurrentContext(){
webView.layer.render(in: aContext)
}
let capturedImage:UIImage? = UIGraphicsGetImageFromCurrentImageContext()
imageView = UIImageView(frame: CGRect(x: 22, y: 123, width: 330, height: 330))
let image = capturedImage
imageView.image = image
imageView.contentMode = UIViewContentMode.scaleAspectFill
imageView.clipsToBounds = true
imageView.isHidden = true
webView.isHidden = true
let editView = EditImageView(frame: self.view.frame)
let image2 = capturedImage!
editView.initWithImage(image: image2)
let croppedImage = editView.getCroppedImage()
self.view.addSubview(editView)
self.view.backgroundColor = UIColor.clear
UIImageWriteToSavedPhotosAlbum(croppedImage, nil, nil, nil)
}
EditImageView.swift - source (https://github.com/Thanatos-L/LyEditImageView)-only including parts that seem relevant to solving the problem
func initWithImage(image:UIImage){
imageView = UIImageView(frame: CGRect(x: 22, y: 123, width: 330, height: 330))
imageView.tag = IMAGE_VIEW_TAG;
self.addSubview(self.imageView)
imageView.isUserInteractionEnabled = true;
imageView.image = image
imageView.frame = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
let frame = AVMakeRect(aspectRatio: imageView.frame.size, insideRect: self.frame);
imageView.frame = frame
originImageViewFrame = frame
NSLog("initWithImage %#", NSStringFromCGRect(originImageViewFrame))
imageZoomScale = 1.0
commitInit()
}
private func cropImage() {
let rect = self.convert(cropView.frame, to: imageView)
let imageSize = imageView.image?.size
let ratio = originImageViewFrame.size.width / (imageSize?.width)!
let zoomedRect = CGRect(x: rect.origin.x / ratio, y: rect.origin.y / ratio, width: rect.size.width / ratio, height: rect.size.height / ratio)
let croppedImage = cropImage(image: imageView.image!, toRect: zoomedRect)
var view: UIImageView? = self.viewWithTag(1301) as? UIImageView
if view == nil {
view = UIImageView()
}
view?.frame = CGRect(x: 0, y: 0, width: croppedImage.size.width , height: croppedImage.size.height)
view?.image = croppedImage
view?.tag = 1301
self.addSubview(view!)
}

How to change UISlider Thumb Appearance when Touch Ends

I am changing the color of a UISlider by calling .thumbTintColor
#IBAction func slider1Master(sender: AnyObject) {
slider1.thumbTintColor = UIColor.orangeColor()}
It works, but I want the color to change back to it's original state when the touch ends (user lifts finger).
Does anyone have any suggestions? Thank you.
You can use "setThumbImage" instead.
Then you have the option of setting an image for a specific state of action.
For the image, just create a rounder image with the color you desire.
//Creating an Image with rounded corners:
extension UIImage {
class func createThumbImage(size: CGFloat, color: UIColor) -> UIImage {
let layerFrame = CGRectMake(0, 0, size, size)
let shapeLayer = CAShapeLayer()
shapeLayer.path = CGPathCreateWithEllipseInRect(layerFrame.insetBy(dx: 1, dy: 1), nil)
shapeLayer.fillColor = color.CGColor
shapeLayer.strokeColor = color.colorWithAlphaComponent(0.65).CGColor
let layer = CALayer.init()
layer.frame = layerFrame
layer.addSublayer(shapeLayer)
return self.imageFromLayer(layer)
}
class func imageFromLayer(layer: CALayer) -> UIImage {
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, UIScreen.mainScreen().scale)
layer.renderInContext(UIGraphicsGetCurrentContext()!)
let outputImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return outputImage
}
}
//Setting the image for a selected state of UISlider:
func setupSlider() {
let size:CGFloat = 12
let highlightedStateOrangeColorImage = UIImage.createThumbImage(size, color: UIColor.orangeColor())
let defaultStateBlueColorImage = UIImage.createThumbImage(size, color: UIColor.blueColor())
self.slider.setThumbImage(highlightedStateOrangeColorImage, forState: UIControlState.Highlighted)
self.slider.setThumbImage(defaultStateBlueColorImage, forState: UIControlState.Normal)
}
You can safely accept McMatan’s solution as your answer. It is good for several reasons.
the colour changes back to its original state when the user lifts a finger, as you requested
using the extension to create a shape does away with image assets for the UISlider
it could also be used to draw images for circular UIButtons and circular UIViews.
it can also create a shape with colours matching other UISlider design elements (if so desired).
The code below does just that. I used McMatan’s UIImage extension with no changes other than translation to Swift 3. But I have split his function setUpSlider() into two, one for drawing the circular image in its default state, the other for drawing it in its highlighted state.
By accepting McMatan’s solution, you will encourage those who contribute their experience and free time to continue making this forum worthwhile for the rest of us. So please do.
class ViewController: UIViewController {
var slider: UISlider!
let defaultColour = UIColor.blue
let highlightedColour = UIColor.orange
let thumbSize = 20
override func viewDidLoad() {
super.viewDidLoad()
slider = UISlider(frame: CGRect(x: 0, y: 0, width: 200, height: 23))
slider.minimumValue = 0
slider.minimumTrackTintColor = defaultColour
slider.maximumValue = 100
slider.maximumTrackTintColor = highlightedColour
slider.center = view.center
slider.value = slider.maximumValue / 2.0
let highlightedImage = makeHighlightedImage()
let defaultImage = makeDefaultImage()
slider.setThumbImage(highlightedImage, for: UIControlState.highlighted)
slider.setThumbImage(defaultImage, for: UIControlState.normal)
slider.isContinuous = false
view.addSubview(slider)
slider.addTarget(self, action: #selector(sliderValueChanged), for: UIControlEvents.valueChanged)
}
func sliderValueChanged(sender: UISlider){
print(sender.value)
}
func makeHighlightedImage() -> (UIImage) {
let size = CGFloat(thumbSize)
let highlightedStateImage = UIImage.createThumbImage(size: size, color: highlightedColour)
return (highlightedStateImage)
}
func makeDefaultImage() -> (UIImage) {
let size = CGFloat(thumbSize)
let defaultStateImage = UIImage.createThumbImage(size: size, color: defaultColour)
return (defaultStateImage)
}
}
Extension translated to Swift 3
import UIKit
extension UIImage {
class func createThumbImage(size: CGFloat, color: UIColor) -> UIImage {
let layerFrame = CGRect(x: 0, y: 0, width: size, height: size)
let shapeLayer = CAShapeLayer()
shapeLayer.path = CGPath(ellipseIn: layerFrame.insetBy(dx: 1, dy: 1), transform: nil)
shapeLayer.fillColor = color.cgColor
shapeLayer.strokeColor = color.withAlphaComponent(0.65).cgColor
let layer = CALayer.init()
layer.frame = layerFrame
layer.addSublayer(shapeLayer)
return self.imageFromLayer(layer: layer)
}
class func imageFromLayer(layer: CALayer) -> UIImage {
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, UIScreen.main.scale)
layer.render(in: UIGraphicsGetCurrentContext()!)
let outputImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return outputImage!
}
}
I came up with an answer similar to MCMatan's but without the need for a UIImage extension:
func setThumbnailImage(for slider: UISlider, thumbnailHeight: CGFloat, thumbnailColor: UIColor) {
let cornerRadius: CGFloat = 25
let rect = CGRect(x: 0, y: 0, width: thumbnailHeight, height: thumbnailHeight)
let size = CGSize(width: thumbnailHeight, height: thumbnailHeight)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
// this is what makes it round
UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).addClip()
thumbnailColor.setFill()
UIRectFill(rect)
if let newImage = UIGraphicsGetImageFromCurrentImageContext() {
slider.setThumbImage(nil, for: .normal)
slider.setThumbImage(newImage, for: .normal)
}
UIGraphicsEndImageContext()
}
To use:
override func viewDidLoad() {
super.viewDidLoad()
setThumbnailImage(for: yourSlider, thumbnailHeight: 20.0, thumbnailColor: UIColor.red)
}
or
func someActionJustFinishedNowUpdateThumbnail() {
setThumbnailImage(for: yourSlider, thumbnailHeight: 40.0, thumbnailColor: UIColor.blue)
}
or
func setThumbnailToSliderHeight() {
let sliderHeight = yourSlider.frame.size.height
setThumbnailImage(for: yourSlider, thumbnailHeight: sliderHeight, thumbnailColor: UIColor.purple)
}

Swift add badge to navigation barButtonItem and UIButton

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