Where to ctrl-drag IBOutlets, view class or ViewController? - swift

I'm pretty new to coding. Im not sure if an IBOutlet (button, text field, etc) ctrl-dragged from a xib should go in the xib's NSView class or in the view controller which has the NSView added as a subview.
I've been playing around with this for a while, learning as I go. I'm stuck on wondering if I have the code structured correctly. This is for MacOS so resources are limited and often dated. I'd assume that an outlet added for a button, for example, would go in the controller as views should be "dumb". If I try that the actions always have "action" set automatically and type as Any as a default - not what I'm used to seeing. I suspect this may have something to do with the class set for the file's owner and the class set for the view in IB. If anyone can outline the best way to handle this that would be fantastic, thank you!
The view that loads the xib:
class View4: NSView {
#IBOutlet weak var view: View4!
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
Bundle.main.loadNibNamed("View4", owner: self, topLevelObjects: nil)
self.frame = self.bounds
self.wantsLayer = true
self.translatesAutoresizingMaskIntoConstraints = false
self.layer?.backgroundColor = NSColor.purple.cgColor
self.roundedCorners(on: self)
// add xib to custom NSView subclass
self.addSubview(self.view)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
// Drawing code here.
}
}
The corresponding ViewController:
class View4Controller: NSViewController {
override func loadView() {
print("View4Controller.loadView")
self.view = NSView()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do view setup here.
print("View4Controller.viewDidLoad")
self.view = View4()
}
}

The idea of an outlet is to have a reference to an object that is outside of your code created. The concept is great for prototyping, but tends to become hard to manage as a project grow.
If you class is the class, then it can refer to itself. („self“ in swift or „this“ in c++) You don't need an outlet in this case.
The outlet is normally used by controller that need to maintain the view. The concept is a alternative to creating and configuring the view manually.

Related

Any way to opt out of autoresizing permanently?

I'm writing nib-less views in which I use autolayout for all my layout logic. I find myself having to turn off autoresizing with every view I instantiate. My code is littered with a lot of these:
view.translatesAutoresizingMaskIntoConstraints
Ideally I'd like to just
extension UIView/NSView {
override var translatesAutoresizingMaskIntoConstraints: Bool = false
}
and get it over with once and for all, but extensions can't override stored properties.
Is there some other simple way to switch off autoresizing for good?
Well just a suggestion since its annoying to always set that to false, just setup a function with all the shared setups for the UIView and call it every time,
its saves time and its kinda less annoying than trying and setting the values each time,
extension UIView {
func notTranslated() {
self.translatesAutoresizingMaskIntoConstraints = false
//Add any additional code.
}
}
//Usage
let view = UIView()
view.notTranslated()
You can't override this constraints properties because the UIView maybe declared in the IB
translatesAutoresizingMaskIntoConstraints according to apple.
By default, the property is set to true for any view you programmatically create. If you add views in Interface Builder, the system automatically sets this property to false.
imagine if you could override that from an extension that would lead to some conflicts if there was other UIView's that's have the opposite value True || false, so in my opinion:
Apple did this to prevent any conflicts with the views constrains, therefore if you don't like to write it every time just wrap it up in a function.
Please if anyone have additional information, don't hesitate to contribute.
UPDATE: I found this cool answer that could also work, check out the code below.
class MyNibless: UIView {
//-----------------------------------------------------------------------------------------------------
//Constructors, Initializers, and UIView lifecycle
//-----------------------------------------------------------------------------------------------------
override init(frame: CGRect) {
super.init(frame: frame)
didLoad()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
didLoad()
}
convenience init() {
self.init(frame: CGRect.zero)
}
func didLoad() {
//Place your initialization code here
//I actually create & place constraints in here, instead of in
//updateConstraints
}
override func layoutSubviews() {
super.layoutSubviews()
//Custom manually positioning layout goes here (auto-layout pass has already run first pass)
}
override func updateConstraints() {
super.updateConstraints()
//Disable this if you are adding constraints manually
//or you're going to have a 'bad time'
//self.translatesAutoresizingMaskIntoConstraints = false
translatesAutoresizingMaskIntoConstraints = false
//Add custom constraint code here
}
}
var nibless: UIView = MyNibless()
//Usage
nibless.updateConstraints()
print(nibless.translatesAutoresizingMaskIntoConstraints) //false
So simply just create MyNibless instance as UIView and this also open big door to customizations too

Make reusable component in Xcode storyboard

I have a specific situation but what I'm looking for is a generic solution. Currently I have a UIImageView that contains an image, a few labels, and multiple levels of constraints. I would like to configure this set of controls' properties once and reuse them inside of multiple controllers. Such that if I have to update this set, I would do it in one place and all the controller instances would get the change (sort of like how Sketch works with symbols).
You, sir, need a custom View!
My typical approach for this is to create an xib file, design the view I need, and create a class that subclasses UIView.
When you do this, you can assign the class of the xib File's Owner (in interface builder) and link up any #IBOutlets from the view to your custom class.
For the class, you'll need to implement a few methods. Here is an example custom view:
class LoadingView: UIView {
#IBOutlet var view: UIView!
#IBOutlet weak var messageLabel: UILabel!
#IBOutlet weak var activityIndicator: UIActivityIndicatorView!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
loadViewFromNib()
setUpView()
}
override init(frame: CGRect) {
super.init(frame: frame)
loadViewFromNib()
setUpView()
}
func setUpView() {
self.view.layer.cornerRadius = 10.0
self.view.layer.masksToBounds = true
}
private func loadViewFromNib() {
let bundle = Bundle.init(for: self.classForCoder)
bundle.loadNibNamed("LoadingView", owner: self, options: nil)
self.view.frame = bounds
self.addSubview(self.view)
}
}
You are required (pun intended) to implement the required init and the override init methods, and the other two are (kind of) optional. The loadViewFromNib is a convenience method that implements the logic to actually load the xib file from your app's bundle.
Don't forget to match the nib name with your xib file name! You'll thank me later. ;)
You can use this view in storyboards and use constraints, etc. by placing a regular old view and assigning its class to your custom class.
You can also play around with #IBDesignable to actually see your custom view in interface builder, though it tends to constantly reload and slow down Xcode unless you toggle a setting that I can't remember the name of right now (sorry!).
Enjoy!
What you want is not possible exactly in the way you describe it but there's a way to achieve the same result.
Create a subclass of UIView that will contain all the content you want, once you do that there are two options.
The first (and best, imo) option is to generate your layout with code when the view is initialized. This will allow you to add the view to other view controllers and it will initialize itself. The downside of this method is that you'll need to create the constraints with code.
The second option is to create a xib with your views and constraints and initialize your custom class from that xib. The downside of this is that you'll have to instantiate your view with code and place it in the view hierarchy yourself. You could create a container in the storyboard where you will add the view and pin it to the edges.

Avoid boilerplate code to setup UI in viewDidLoad

i am just wondering how did you properly setup your UI in your IOS developments with Swift. Generally, I feel like I need to put a lot of statements in viewDidLoad lifecycle method of a view controller to customize UI elements. I know that I can use storyboard to help to setup those UI elements but sometimes we need to make some adjustments programmatically. Those adjustments resulting in a huge and boilerplate code in viewDidLoad. So, how do you handle this ? Did your use extensions only for the UI part ? Specific classes ? How you can clearly separate UI from logic ?
Make a custom view for it!
If you find yourself writing a lot of this kind of code:
myView.someProperty1 = someValue1
myView.someProperty2 = someValue2
myView.someProperty3 = someValue3
myView.someProperty4 = someValue4
myView.someProperty5 = someValue5
myView.addSubView(subView1)
myView.addSubView(subView2)
myView.addSubView(subView3)
...
and the values that you give the properties are all independent of the view controller, it might be time to create a custom view.
Here is an example:
Create an xib file for your view, and name it the same name as your custom view. You will be adding the subviews of your custom view and all the constraints you need here.
And then you can do something like this:
#INDesignable // add this if you want to see your view drawn on the storyboard!
class MyCustomView: UIView {
#IBOutlet var subView1: UIImageView!
#IBOutlet var subView2: UITextField!
#IBOutlet var subView3: UIImageView!
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupView()
}
private func setupView() {
let view = viewFromNibForClass()
view.frame = bounds
view.autoresizingMask = [
UIViewAutoresizing.flexibleWidth,
UIViewAutoresizing.flexibleHeight
]
addSubview(view)
// set up your view here...
// set all the properties and stuff
}
private func viewFromNibForClass() -> UIView {
let bundle = Bundle(for: MyCustomView.self)
let nib = UINib(nibName: String(describing: type(of: self)), bundle: bundle)
let view = nib.instantiate(withOwner: self, options: nil).first as! UIView
return view
}
}

Access properties from subview to ViewController Swift

how I can access the properties of my subview to viewcontroller.
example: If I have a #IBOutlet weak var loginBtn: UIButton! how can I access that to my view controller? I did a lot of things and tutorial in how to do that but still I didn't manage to make it work.
And also I'm confuse what's the best way to load xib? there's a lot of way that I saw in tutorial but I want to know also how they do it in production app.
protocol UserLoginDelegate {
func userDidLogin(status: Bool, message: String)
}
#IBDesignable class LoginWidget: UIView {
var loginDelegate: UserLoginDelegate?
var loginView: UIView!
var nibName: String = "LoginWidget"
let defaults = NSUserDefaults.standardUserDefaults()
#IBOutlet weak var loginButton: UIButton!
#IBOutlet weak var email: UITextField!
#IBOutlet weak var password: UITextField!
#IBOutlet weak var name: UITextField!
#IBAction func loginBtn(sender: AnyObject) {
// init
override init(frame: CGRect) {
super.init(frame: frame)
// set anything that uses the view or visible bounds
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
// setup
setup()
}
func setup() {
loginView = loadViewFromNib()
loginView.frame = bounds
loginView.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight]
addSubview(loginView)
}
func loadViewFromNib() -> UIView {
let bundle = NSBundle(forClass: self.dynamicType)
let nib = UINib(nibName: nibName, bundle: bundle)
let view = nib.instantiateWithOwner(self, options: nil)[0] as! UIView
return view
}
}
Controller
class AuthenticationViewController: UIViewController, UserLoginDelegate {
override func viewDidLoad() {
super.viewDidLoad()
loginWidget = LoginWidget(frame: CGRect(x: 0, y: 171, width: 375, height: 247))
authenticationSegment.setEnabled(true, forSegmentAtIndex: 0)
loginWidget.loginDelegate = self
self.view.addSubview(loginWidget)
// Do any additional setup after loading the view.
}
}
Just first, about SO: The goal here is to sort of have a crowd sourced knowledge base(an ontology!) that follows a pattern. Regular users like questions in the form of:
I'm confused about this. I want to accomplish this very specific thing. Here is my code that I've tried. I think this is the problem. Can you tell me how to do this properly or make it work?
So the in the end we get a long list of indexed searchable issues with direct solutions. These sort of wishy washy, non specific, multi-question, confusing posts tend to get downvoted, disregarded, told to rephrase, etc etc.
I'll address your questions:
If I have a #IBOutlet weak var loginBtn: UIButton! how can I access
that to my view controller? I did a lot of things and tutorial in how
to do that but still I didn't manage to make it work.
With a UIButton, or any UIControl subclass, you can drag an #IBAction into your view controller. Accomplish this by ctrl dragging from the storyboard button in question to your code(same way you made the outlet), and selecting Action from the drop down. Then you can optionally change the type of object sending this action (Is it a UIButton, or can anyone call this method, it just happens to be linked to the button), or you can change the control event that it it gets called for (ie is it when they touch DOWN on the button or touch up while the finger is still touching inside the button, this second is the default.)
More generally, if you have a complicated view that is not a control, you can always add a gesture recognizer to it(ie a UITapGestureRecognizer) and drag an IBAction from that, (drag the gesture recognizer onto the view, then from the left pane, ctrl drag from the gesture rec. to your code and select action again).
Finally, and this is more than you need currently, but if you have a view that must inform the view controller of something, or to tell the view controller(or any object) to do something like "send me data please", you can use the delegate pattern. Just briefly: You define a protocol to list the methods and variables needed by the protocol. You make your delegate object conform to this protocol by giving each method an implementation, then you put a variable in your view like
weak var delegate: MyProtocol?
The delegate pattern is important in Swift, and you should probably read up on it. You have probably worked with it if you've used a table view, for instance.
And also I'm confuse what's the best way to load xib? there's a lot of
way that I saw in tutorial but I want to know also how they do it in
production app.
Here's how I start every view that is a xib file's owner. I believe this is the proper way and would appreciate correction if this is wrong. This is swift 3, which you should be using at this point.. it's much better!
#IBOutlet var mainView: UIView!
// the above is the outlet from the xib's main view. which I always call main view
override init(frame: CGRect) {
super.init(frame: frame)
combinedInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
combinedInit()
}
func combinedInit(){
Bundle.main.loadNibNamed("XibFileName", owner: self, options: nil)
addSubview(mainView)
mainView.frame = self.bounds
// more initialization stuff
}

Swift: Reusable UIView in storyboard and sizing constraints

I'm trying to create a reusable UIView in Swift that I can plug into my Storyboard view controllers. My key issue right now is that the reusable UIView "widget" doesn't fully fit into the UIView box in the storyboard. I followed this tutorial to set up the reusable UIView widget
Created a subclass of UIView and a corresponding .xib -- and connected these:
import UIKit
class MyWidgetView: UIView {
#IBOutlet var view: UIView!;
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder);
NSBundle.mainBundle().loadNibNamed("MyWidgetView", owner: self, options: nil);
self.addSubview(self.view);
}
}
In the XIB, which is the interface file corresponding to the code above, I used UIView with Freeform size under the Simulated Metrics, and Scale to Fill under View mode.
In the main storyboard, I added a UIView block (same rectangular shape) and changed the Class to MyWidgetView
It works, but the components I created in the XIB look squished in the actual app, despite the fact that I used layout constraints in both the XIB and also the main storyboard.
See the screenshot. The pink part isn't supposed to appear, since that is just a color of the UIVIew on the main storyboard that I added to test the sizing. That UIView is actually MyWidgetView (after I changed the class in step 3. So in theory, since MyWidgetView == the UIView on the main storyboard, and that UIView has constraints that make it rectangular in the superview, then why is my widget squished? The blue part below should extend all the way right.
The actual view hierarchy loaded from the nib file in your code is added via
self.addSubview(self.view). So, the frame of your self.view actually has no relationship with its parent, i.e. MyWidgetView.
You may choose either adding layout constraints through code or just setting its frame after being added as a subview. Personally, I prefer the latter. In my experiment, the following is what works for me. I am using Xcode 6.4, which I think is not the same one as yours.
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
if let nibsView = NSBundle.mainBundle().loadNibNamed("MyWidgetView", owner: self, options: nil) as? [UIView] {
let nibRoot = nibsView[0]
self.addSubview(nibRoot)
nibRoot.frame = self.bounds
}
}
Alternatively the variable frame can be overridden. This code worked for me when CardImgText was set to files owner for the view.
class CardImgTxt: NSView {
#IBOutlet var view: NSView!
override var frame: NSRect{
didSet{
view.frame = bounds
}
}
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
// Drawing code here.
}
required init?(coder: NSCoder) {
super.init(coder: coder)
NSBundle.mainBundle().loadNibNamed("View", owner: self, topLevelObjects: nil)
addSubview(view)
}
}
if you are more interested in efficiency than real time updating. Then replace :
override var frame: NSRect{
didSet{
view.frame = bounds
}
}
with:
override func viewDidEndLiveResize() {
view.frame = bounds
}