i want to implement a singleton spinner, because any app that has a api needs a spinner. well I can code a spinner custom, but my problem is that I should code the next line ever if I want to show it.
let rosetaGIF = UIImage(named: "wheel.png")
let ind = MyIndicator(frame: CGRect(x: 0, y: 0, width: (rosetaGIF?.size.width)!/2, height: (rosetaGIF?.size.height)!/2), image: rosetaGIF!)
view.addSubview(ind)
view.alpha = 0.5
ind.startAnimating()
that's not good, because I must put this lines every time that I want to show the spinner, well, my spinner class is the next. I'm using swift 4.2
import UIKit
class MyIndicator: UIActivityIndicatorView {
let loadingView = UIView(frame: (UIApplication.shared.delegate?.window??.bounds)!)
let imageView = UIImageView()
let sizeView = UIViewController()
init(frame: CGRect, image: UIImage) {
super.init(frame: frame)
imageView.frame = bounds
imageView.image = image
imageView.contentMode = .scaleAspectFit
imageView.center = CGPoint(x: sizeView.view.frame.width/2, y: sizeView.view.frame.height/2)
imageView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
addSubview(imageView)
}
required init(coder: NSCoder) {
fatalError()
}
override func startAnimating()
{
isHidden = false
rotate()
}
override func stopAnimating()
{
isHidden = true
removeRotation()
}
private func rotate() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.toValue = NSNumber(value: Double.pi * 1)
rotation.duration = 1
rotation.isCumulative = true
rotation.repeatCount = Float.greatestFiniteMagnitude
self.imageView.layer.add(rotation, forKey: "rotationAnimation")
}
private func removeRotation() {
self.imageView.layer.removeAnimation(forKey: "rotationAnimation")
}
}
what should I do for that the spinner will be singleton?
thanks
I suggest you create a util class and make that class Singleton.
import UIKit
class Util {
static let shared = Util()
private init(){}
var loader: MyIndicator?
func showLoader(view: UIView){
hideLoader()
let rosetaGIF = UIImage(named: "wheel.png")
loader = MyIndicator(frame: CGRect(x: 0, y: 0, width: (rosetaGIF?.size.width)!/2, height: (rosetaGIF?.size.height)!/2), image: rosetaGIF!)
view.addSubview(loader!)
view.alpha = 0.5
loader?.startAnimating()
}
func hideLoader(){
loader?.stopAnimating()
loader?.removeFromSuperview()
}
}
How to use this class
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
Util.shared.showLoader(view: view) // for showing the loader
Util.shared.hideLoader() // for hiding the loader
}
}
Create a Base Controller with your spinner, then inherit other Controllers from you Base Controller and show the spinner whenever you want.
class BaseViewController: UIViewController {
var activityIndicator: UIActivityIndicatorView!
override func viewDidLoad() {
super.viewDidLoad()
activityIndicator = UIActivityIndicatorView(frame: CGRect(x: (UIScreen.main.bounds.width-40)/2, y: (UIScreen.main.bounds.height-40)/2, width: 40, height: 40))
activityIndicator.transform = CGAffineTransform(scaleX: 2, y: 2)
activityIndicator.color = .darkGray
view.addSubview(activityIndicator)
}
}
class ViewController: BaseViewController {
override func viewDidLoad() {
super.viewDidLoad()
activityIndicator.startAnimating() // you can show the spinner wherever you want.
}
}
hope this will help to you.
Related
Hy,
I'm trying to customize a slider by changing the thumb image and add a label over the picture.
For this, in my view in I set the image for slider thumb:
class SliderView: NibLoadingView {
#IBOutlet weak var slider: ThumbTextSlider!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
contentView = legacyLoadXib()
setup()
}
override func setup() {
super.setup()
self.slider.setThumbImage(UIImage(named: "onb_cc_slider_thumb")!, for: .normal)
self.slider.thumbTextLabel.font = UIFont(name: Fonts.SanFranciscoDisplayRegular, size: 14)
}
}
In ThumbTextSlider class I set the text label as below:
class ThumbTextSlider: UISlider {
var thumbTextLabel: UILabel = UILabel()
private var thumbFrame: CGRect {
return thumbRect(forBounds: bounds, trackRect: trackRect(forBounds: bounds), value: value)
}
override func layoutSubviews() {
super.layoutSubviews()
thumbTextLabel.frame = thumbFrame
}
override func awakeFromNib() {
super.awakeFromNib()
addSubview(thumbTextLabel)
thumbTextLabel.layer.zPosition = layer.zPosition + 1
}
}
When I made test the result was a little different.
How, can I fix the issue ?
The expected result:
Kind regards
This class may help you. In class instead of image I created image you can replace with you thumb image.
class ThumbTextSlider: UISlider {
private var thumbTextLabel: UILabel = UILabel()
private var thumbFrame: CGRect {
return thumbRect(forBounds: bounds, trackRect: trackRect(forBounds: bounds), value: value)
}
private lazy var thumbView: UIView = {
let thumb = UIView()
return thumb
}()
override func layoutSubviews() {
super.layoutSubviews()
thumbTextLabel.frame = CGRect(x: thumbFrame.origin.x, y: thumbFrame.origin.y, width: thumbFrame.size.width, height: thumbFrame.size.height)
self.setValue()
}
private func setValue() {
thumbTextLabel.text = self.value.description
}
override func awakeFromNib() {
super.awakeFromNib()
addSubview(thumbTextLabel)
thumbTextLabel.textAlignment = .center
thumbTextLabel.textColor = .blue
thumbTextLabel.adjustsFontSizeToFitWidth = true
thumbTextLabel.layer.zPosition = layer.zPosition + 1
let thumb = thumbImage()
setThumbImage(thumb, for: .normal)
}
private func thumbImage() -> UIImage {
let width = 100
thumbView.frame = CGRect(x: 0, y: 15, width: width, height: 30)
thumbView.layer.cornerRadius = 15
let renderer = UIGraphicsImageRenderer(bounds: thumbView.bounds)
return renderer.image { rendererContext in
rendererContext.cgContext.setShadow(offset: .zero, blur: 5, color: UIColor.black.cgColor)
thumbView.backgroundColor = .red
thumbView.layer.render(in: rendererContext.cgContext)
}
}
override func trackRect(forBounds bounds: CGRect) -> CGRect {
return CGRect(origin: bounds.origin, size: CGSize(width: bounds.width, height: 5))
}
}
so i make this bottomsheet view with xib and theres nothing wrong with my code, its just i only want to show it once, i mean like everytime i click the button its get triggered. which is fine but if i rapidly click the button it will also load bunch of time according on how many times i click. i only want to show once i mean no matter how much you rapidly click it only gonna show the xib view once, until i dismiss the button on the xib and it will do the same thing.
here's some video to make it more clearly
https://drive.google.com/file/d/12pwGdTiP_1QZlYc8tV-BlIIQQ5yYrfto/view?usp=sharing
i put a gif on that gdrive link
for the code
Xib Controller :
OrderActionSheetView: UIViewController {
#IBOutlet weak var Text: UILabel!
#IBOutlet weak var vieww: UIView!
#IBOutlet weak var botView: UIView!
#IBAction func cobaLagiBTn(_ sender: Any) {
let closeView = screenSize.height
UIView.animate(withDuration: 0.3, animations: {
self.view.alpha = 0.0
self.view.transform = CGAffineTransform(scaleX: 1.0, y: 1.0)
let frame = self.view.frame
self.view.frame = CGRect(x: 0, y: closeView, width: frame.width, height: frame.height)
})
}
let fullView: CGFloat = 0
let screenSize: CGRect = UIScreen.main.bounds
override func viewDidLoad() {
super.viewDidLoad()
vieww.layer.cornerRadius = 20
vieww.layer.borderWidth = 0.5
vieww.layer.borderColor = UIColor(red:222/255, green:225/255, blue:227/255, alpha: 1).cgColor
vieww.clipsToBounds = true
botView.layer.masksToBounds = false
botView.layer.shadowColor = UIColor.black.cgColor
botView.layer.shadowOpacity = 0.14
botView.layer.shadowOffset = CGSize(width: 0, height: 0)
botView.layer.shadowRadius = 2.7
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 0.3) { [weak self] in
let frame = self?.view.frame
let yComponent = self?.fullView
self?.view.frame = CGRect(x: 0, y: yComponent!, width: frame!.width, height: frame!.height)
}
}
func prepareBackgroundView(){
let blurEffect = UIBlurEffect.init(style: .light)
let visualEffect = UIVisualEffectView.init(effect: blurEffect)
let bluredView = UIVisualEffectView.init(effect: blurEffect)
bluredView.contentView.addSubview(visualEffect)
visualEffect.frame = UIScreen.main.bounds
bluredView.frame = UIScreen.main.bounds
view.insertSubview(bluredView, at: 0)
}
func Show(){
self.view.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
self.view.alpha = 0.0
UIView.animate(withDuration: 0.25, animations: {
self.view.alpha = 1.0
self.view.transform = CGAffineTransform(scaleX: 1.0, y: 1.0)
})
}
}
View Controller :
class BottomSheetViewController: UIViewController {
#IBAction func Button(_ sender: Any) {
let text = "Connection Failed"
addBottomSheetView(text: text)
}
override func viewDidLoad() {
super.viewDidLoad()
}
func addBottomSheetView(text : String) {
// 1- Init bottomSheetVC
let bottomSheetVC = OrderActionSheetView()
// 2- Add bottomSheetVC as a child view
self.addChild(bottomSheetVC)
self.view.addSubview(bottomSheetVC.view)
bottomSheetVC.didMove(toParent: self)
// 3- Adjust bottomSheet frame and initial position.
let height = view.frame.height
let width = view.frame.width
bottomSheetVC.view.frame = CGRect(x: 0, y: self.view.frame.maxY, width: width, height: height)
bottomSheetVC.Text.text = text
}
}
i just need to know how to stop popping up twice, cause its kinda really some big bugs.....
like i said earlier i just want the xib view to shown only once no matter how many times you rapidly click the button.
Thanks guys :)
As here you add a new instance every click
func addBottomSheetView(text : String) {
// 1- Init bottomSheetVC
let bottomSheetVC = OrderActionSheetView()
// 2- Add bottomSheetVC as a child view
self.addChild(bottomSheetVC)
self.view.addSubview(bottomSheetVC.view)
bottomSheetVC.didMove(toParent: self)
So either
1-You need to add a bool variable like
var isShown = false
and in beginning of method add this code
guard !isShown else { return }
isShown = true
and when you remove the view make
isShown = false
Or
2- create an instance variable like
var bottomSheetVC:OrderActionSheetView?
and in beginning of method
guard bottomSheetVC == nil else { return }
bottomSheetVC = OrderActionSheetView()
and when you remove it do
bottomSheetVC.view.removeFromSuperview()
bottomSheetVC = nil
I am getting a flicker (likely view controller not fully loaded) for a split second upon first load on my second view controller. I've tried to preset through a segue as well as setting it in a custom initializer prior to load. The affect that I've created is to keep the same background for each view controller. Note, that this only occurs upon first transition over to the view controller. It doesn't happen after the first segue.
Help is greatly appreciated. I'm including the applicable code below.
First View Controller:
class ViewController: UIViewController, UIPickerViewDelegate, UIPickerViewDataSource, UITextFieldDelegate, UIScrollViewDelegate
{
// Background Image
var backgroundImage: UIImageView!
var backgroundImages: [String] = ["canyon.jpeg","channel.jpeg","glacier.jpeg","northernlights.jpeg", "jungle"]
var currentBackground = 0
init(_ coder: NSCoder? = nil)
{
// Logic Goes Here
if let coder = coder
{
super.init(coder: coder)!
} else
{
super.init(nibName: nil, bundle: nil)
}
}
required convenience init(coder: NSCoder)
{
self.init(coder)
}
override func viewDidLoad()
{
setUpView()
super.viewDidLoad()
}
func setUpView()
{
backgroundImage = UIImageView(frame: CGRect( x: 0 , y: 0, width: ScreenWidth, height: ScreenHeight))
backgroundImage.image = UIImage(named: backgroundImages[currentBackground])
backgroundImage.alpha = 1
let playButtonPercent:CGFloat = 0.75
playButton = UIButton(frame: CGRect(x: (ScreenWidth * 0.5) - (ScreenWidth * playButtonPercent / 2), y: (ScreenHeight * (3 / 4)) - (ScreenHeight * (15/480)), width: (ScreenWidth * playButtonPercent), height: ScreenHeight * (30/480)))
playButton.setTitle("PLAY", for: UIControlState())
playButton.addTarget(self, action: #selector(self.playRelease), for: .touchUpInside)
self.view.addSubview(backgroundImage)
self.view.addSubview(playButton)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?)
{
if (segue.identifier == "Play")
{
if let nextViewController = (segue.destination as? GameListViewController)
{
nextViewController.currentBackground = currentBackground
nextViewController.backgroundImage.image = UIImage(named: self.backgroundImages[currentBackground])
}
}
}
func playRelease()
{
// Segue
performSegue(withIdentifier: "Play", sender: self)
}
}
View Controller 2:
class GameListViewController: UIViewController, UITableViewDataSource, UITableViewDelegate
{
let backgroundImages = ["canyon.jpeg","channel.jpeg","glacier.jpeg","northernlights.jpeg", "jungle"]
var currentBackground = 0
var backgroundImage: UIImageView!
override func viewDidLoad()
{
backgroundImage = UIImageView(frame: CGRect( x: 0 , y: 0, width: ScreenWidth, height: ScreenHeight))
super.viewDidLoad()
setUpView()
}
}
func setUpView()
{
backgroundImage.image = UIImage(named: backgroundImages[currentBackground])
backgroundImage.alpha = 1
self.view.addSubview(backgroundImage)
view.sendSubview(toBack: backgroundImage)
}
}
I currently have a subclass of UIView which contains numerous subviews. I wish to add a UISwipeGesture to the subviews but unfortunately the swipe gesture is not recognized. I've set userInteractionEnabled = true and direction of the swipe gesture but nothing works.
public class CardStackView: UIView{
public var dataSource = [UIImage]()
private var swipeGuesture: UISwipeGestureRecognizer!
override public func layoutSubviews() {
for img in dataSource{
let view = AppView(image: img, frame: self.frame)
self.addSubview(view)
}
animateSubview()
self.userInteractionEnabled = true
}
func animateSubview(){
for (index, sView) in self.subviews.enumerate() {
swipeGuesture = UISwipeGestureRecognizer(target: self, action: #selector(self.swipeGuestureDidSwipeRight(_:)))
swipeGuesture.direction = .Right
sView.addGestureRecognizer(swipeGuesture)
sView.userInteractionEnabled = true
let move: CGFloat = CGFloat(-20 + index * 20)
let opacity = Float(1 - 0.2 * CGFloat(index))
sView.shadowOpacity(opacity).shadowOffset(CGSizeMake(20 - CGFloat(index) * 5, 20 - CGFloat(index) * 5)).shadowRadius(5).moveX(-move).moveY(-move).gravity().shadowColor(UIColor.grayColor()).duration(1)
.completion({
}).animate()
}
}
func swipeGuestureDidSwipeRight(gesture: UISwipeGestureRecognizer) {
print("Swiped right")
let subview = self.subviews[0]
subview.moveX(-60).duration(1).animate()
}
}
Example
class ExampleController: UIViewController {
var stackView: CardStackView!
override func viewDidLoad() {
super.viewDidLoad()
stackView = CardStackView(frame: CGRect(x: 20, y: 80, width: 200, height: 200))
stackView.dataSource = [UIImage(named: "2008")!, UIImage(named: "2008")!]
self.view.addSubview(stackView)
}
}
self.view.bringSubviewToFront(yourSubview)
try this code for all your subviews and if it doesn't work try this in your controller class for your CardStackView.
Try to call setNeedsLayout for stackView:
override func viewDidLoad() {
super.viewDidLoad()
stackView = CardStackView(frame: CGRect(x: 20, y: 80, width: 200, height: 200))
stackView.dataSource = [UIImage(named: "2008")!, UIImage(named: "2008")!]
stackView.setNeedsLayout()
self.view.addSubview(stackView)
}
Some of the frames of my views can be set only after layoutSubviews has been called:
class CustomButton: UIButton {
let border = CAShapeLayer()
init() {
super.init(frame: CGRectZero)
border.fillColor = UIColor.whiteColor().CGColor
layer.insertSublayer(border, atIndex: 0)
}
override func layoutSubviews() {
super.layoutSubviews()
border.frame = layer.bounds
border.path = UIBezierPath(rect: bounds).CGPath
}
}
Because I want to animate border in a later state, I only want the code in layoutSubviews to be called once. To do that, I use the following code:
var initial = true
override func layoutSubviews() {
super.layoutSubviews()
if initial {
border.frame = layer.bounds
border.path = UIBezierPath(rect: bounds).CGPath
initial = false
}
}
Question:
I was wondering if there is a better way of doing this. A more elegant and functional way, without having to use an extra variable.
There is a way to do it without an extra variable (albeit not particularly elegant too) which relies on lazy static properties initialization:
class CustomButton: UIButton {
struct InitBorder {
// The static property definition
static let run: Void = {
border.frame = layer.bounds
border.path = UIBezierPath(rect: bounds).CGPath
}()
}
let border = CAShapeLayer()
init() {
super.init(frame: CGRectZero)
border.fillColor = UIColor.whiteColor().CGColor
layer.insertSublayer(border, atIndex: 0)
}
override func layoutSubviews() {
super.layoutSubviews()
// The call which initializes the static property
let _ = InitBorder.run
}
}
let initial = false
override func layoutSubviews() {
super.layoutSubviews()
if initial {
border.frame = layer.bounds
border.path = UIBezierPath(rect: bounds).CGPath
initial = false
}
}