I have an Image carousel in my app I use a UIScrollView to show the images inside. everything works fine, it's just that I want to know how do I block up movements in the UIScrollView
I'm trying to block the vertical scroll by doing:
scrollView.showsVerticalScrollIndicator = false
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
everything in that works fine and it really blocks the vertical scroll
The problem is,
that I also have a timer, that moves the UIScrollView programmatically by doing:
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
and once I block the vertical scroll,
this function to scrollReactToVisible doesn't do anything.
and I don't get any error for that.
is there a way currently to also block the scroll vertically (and allow to scroll right and left as usual) and also move the scrollview programmatically?
I'm attaching my full view controller:
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
var myPresenter: CaruselleScreenPresenterProtocol?
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: UIScrollView!
var slides:[CaruselleTipsCard] = [];
var timer:Timer?
var currentPageMultiplayer = 0
override func viewDidLoad() {
super.viewDidLoad()
myPresenter = CaruselleScreenPresenter(controller: self)
//initlizes view
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
//delegates
scrollView.delegate = self
////blocks vertical movement
scrollView.showsVerticalScrollIndicator = false
//scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
}
func scheduleTimer(_ timeInterval: TimeInterval){
timer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(timerCall), userInfo: nil, repeats: false)
}
#objc func timerCall(){
print("Timer executed")
currentPageMultiplayer = currentPageMultiplayer + 1
if (currentPageMultiplayer == 5) {
currentPageMultiplayer = 0
}
pageControl.currentPage = currentPageMultiplayer
scrollToPage(pageToMove: currentPageMultiplayer)
scheduleTimer(5)
}
func scrollToPage(pageToMove: Int) {
print ("new one")
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scrolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "findingClinitionSugue" {
let destination = segue.destination as! FirstAvailableSearchViewController
//destination.consumer = consumer
}
if (timer != nil) {
timer?.invalidate()
}
}
// protocol functions
func initlizeSlides() {
slides = createSlides()
setupSlideScrollView(slides: slides)
}
func initlizeTimer() {
scheduleTimer(5)
}
}
The problem might be about setting the contentSize height value to 0 initally, so even though timer wants scrollView to move, it cannot do that.
Can you try replacing this line:
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0)
With:
scrollView.contentInsetAdjustmentBehavior = .never
Depending the application and functionality required within the scrollview - could you disable user interaction of the scrollview so it can still be moved programmatically?
That would just be
scrollView.isUserInteractionEnabled = false
This would of course depend on whether you need items in the scrollview to be interactive
Maybe you can subclass your UIScrollView, and override touchesBegan.
class CustomScrollView: UIScrollView {
var touchesDisabled = false
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if touchesDisabled {
// here parse the touches, if they go in the horizontal direction, allow scrolling
// set tolerance for vertical movement
let tolerance: CGFloat = 5.0
let variance = touches.reduce(0, { Yvariation, touch in
Yvariation + abs(touch.location(in: view).y - touch.previousLocation(in: view).y)
})
if variance <= tolerance * CGFloat(touches.count) {
let Xtravelled = touches.reduce(0, { Xstep, touch in
Xstep + (touch.location(in: view).x - touch.previousLocation(in: view).x)
})
// scroll horizontally by the x component of hand gesture
var newFrame: CGRect = scrollView.frame
newFrame.origin.x += Xtravelled
self.scrollRectToVisible(frame, animated: true)
}
}
else {
super.touchesBegan(touches: touches, withEvent: event)
}
}
}
This way you can manually move the scrollview horizontally while disabling vertical movement when touchesDisabled is set true.
If I've understood you problem well, you can stop scrolling whenever you want with this
scrollView.isScrollEnabled = false
Using UIScrollViewDelegate (or KVO on scrollView's contentOffset), you can just counteract any vertical movement in the carousel. Something like this:
var oldYOffset: CGFloat ....
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let deltaY = oldYOffset - scrollView.contentOffset.y
oldYOffset = scrollView.contentOffset.y
scrollView.contentOffset.y -= deltaY
}
This offset change will not be visible to the user. You could even use this to increase the speed of the scrolling, invert the scrolling (pan left and scrollView scrolls right), or entirely lock the motion of the scrollView without touching isScrollEnabled, contentSize, etc.
This turned out to be quite an interesting problem...
While it is easy to lock UIScrollView scrolling to one axis only using the UIScrollViewDelegate, it is impossible to provide smooth scrolling while changing the scrolling programmatically (as you do with the Timer) at the same time.
Below, you will find a DirectionLockingScrollView class I just wrote that should make things easier for you. It's a UIScrollView that you can initialize either programmatically, or via the Interface Builder.
It features isHorizontalScrollingEnabled and isVerticalScrollingEnabled properties.
HOW IT WORKS INTERNALLY
It adds a second "control" UIScrollView that is identical to the main DirectionLockingScrollView and propagates to it all pan events intended for the main scroll view. Every time the "control" scroll view's bounds change, the change is propagated to the main scroll view BUT x and y are altered (based on isHorizontalScrollingEnabled and isVerticalScrollingEnabled) to disable scrolling on the requested axis.
DirectionLockingScrollView.swift
/// `UIScrollView` subclass that supports disabling scrolling on any direction
/// while allowing the other direction to be changed programmatically (via
/// `setContentOffset(_:animated)` or `scrollRectToVisible(_:animated)` or changing the
/// bounds etc.
///
/// Can be initialized programmatically or via the Interface Builder.
class DirectionLockingScrollView: UIScrollView {
var isHorizontalScrollingEnabled = true
var isVerticalScrollingEnabled = true
/// The control scrollview is added below the `DirectionLockingScrollView`
/// and is used to implement all native scrollview behaviours (such as bouncing)
/// based on user input.
///
/// It is required to be able to change the bounds of the `DirectionLockingScrollView`
/// while maintaining scrolling in only one direction and allowing for setting the contentOffset
/// (changing scrolling for any axis - even the disabled ones) programmatically.
private let _controlScrollView = UIScrollView(frame: .zero)
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
installCustomScrollView()
}
override init(frame: CGRect) {
super.init(frame: frame)
installCustomScrollView()
}
override func layoutSubviews() {
super.layoutSubviews()
updateCustomScrollViewFrame()
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
guard let superview = superview else {
_controlScrollView.removeFromSuperview()
return
}
superview.insertSubview(_controlScrollView, belowSubview: self)
updateCustomScrollViewFrame()
}
// MARK: - UIEvent propagation
func viewIgnoresEvents(_ view: UIView?) -> Bool {
let viewIgnoresEvents =
view == nil ||
view == self ||
!view!.isUserInteractionEnabled ||
!(view is UIControl && (view!.gestureRecognizers ?? []).count == 0)
return viewIgnoresEvents
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if viewIgnoresEvents(view) {
return _controlScrollView
}
return view
}
// MARK: - Main scrollview settings propagation to `controlScrollView`
override var contentInset: UIEdgeInsets {
didSet {
_controlScrollView.contentInset = contentInset
}
}
override var contentScaleFactor: CGFloat {
didSet {
_controlScrollView.contentScaleFactor = contentScaleFactor
}
}
override var contentSize: CGSize {
didSet {
_controlScrollView.contentSize = contentSize
}
}
override var bounces: Bool {
didSet {
_controlScrollView.bounces = bounces
}
}
override var bouncesZoom: Bool {
didSet {
_controlScrollView.bouncesZoom = bouncesZoom
}
}
}
extension DirectionLockingScrollView: UIScrollViewDelegate {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
updateBoundsFromCustomScrollView(scrollView)
}
}
private extension DirectionLockingScrollView {
/// Propagates `controlScrollView` bounds to the actual scrollview.
/// - Parameter scrollView: If the scrollview provided is not the `controlScrollView`
// the main scrollview bounds are not updated.
func updateBoundsFromCustomScrollView(_ scrollView: UIScrollView) {
if scrollView != _controlScrollView {
return
}
var newBounds = scrollView.bounds.origin
if !isHorizontalScrollingEnabled {
newBounds.x = self.contentOffset.x
}
if !isVerticalScrollingEnabled {
newBounds.y = self.contentOffset.y
}
bounds.origin = newBounds
}
func installCustomScrollView() {
_controlScrollView.delegate = self
_controlScrollView.contentSize = contentSize
_controlScrollView.showsVerticalScrollIndicator = false
_controlScrollView.showsHorizontalScrollIndicator = false
// The panGestureRecognizer is removed because pan gestures might be triggered
// on subviews of the scrollview which do not ignore touch events (determined
// by `viewIgnoresEvents(_ view: UIView?)`). This can happen for example
// if you tap and drag on a button inside the scroll view.
removeGestureRecognizer(panGestureRecognizer)
}
func updateCustomScrollViewFrame() {
if _controlScrollView.frame == frame { return }
_controlScrollView.frame = frame
}
}
USAGE
After you've included the above class in your app, don't forget to change your scroll view's class to DirectionLockingScrollView in your .xib or .storyboard.
Then update your code as below (only two lines changed, marked with // *****).
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
var myPresenter: CaruselleScreenPresenterProtocol?
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: DirectionLockingScrollView! // *****
var slides:[CaruselleTipsCard] = [];
var timer:Timer?
var currentPageMultiplayer = 0
override func viewDidLoad() {
super.viewDidLoad()
myPresenter = CaruselleScreenPresenter(controller: self)
//initlizes view
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
scrollView.isHorizontalScrollingEnabled = false // *****
//delegates
scrollView.delegate = self
////blocks vertical movement
scrollView.showsVerticalScrollIndicator = false
//scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
}
func scheduleTimer(_ timeInterval: TimeInterval){
timer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(timerCall), userInfo: nil, repeats: false)
}
#objc func timerCall(){
print("Timer executed")
currentPageMultiplayer = currentPageMultiplayer + 1
if (currentPageMultiplayer == 5) {
currentPageMultiplayer = 0
}
pageControl.currentPage = currentPageMultiplayer
scrollToPage(pageToMove: currentPageMultiplayer)
scheduleTimer(5)
}
func scrollToPage(pageToMove: Int) {
print ("new one")
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scrolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "findingClinitionSugue" {
let destination = segue.destination as! FirstAvailableSearchViewController
//destination.consumer = consumer
}
if (timer != nil) {
timer?.invalidate()
}
}
// protocol functions
func initlizeSlides() {
slides = createSlides()
setupSlideScrollView(slides: slides)
}
func initlizeTimer() {
scheduleTimer(5)
}
}
Related
I am trying to create an app home screen animation from splash, like after launch screen completed (full)screen color transforms into an app logo background color. Currently below code kind of archive what I expected. But, that transformation CAShapeLayer doesn't do with corner radius. Without corner radius it works as normal, when I try to use circle/oval/corner radius animation seems like below gif.
Tried few other StackOverflow answers which create circle animation those are not working. Here one of those.
weak var viewTransitionContext: UIViewControllerContextTransitioning!
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
viewTransitionContext = transitionContext
guard let fromVC = viewTransitionContext.viewController(forKey: .from) else { return }
guard let toVC = viewTransitionContext.viewController(forKey: .to) else { return }
if fromVC.isKind(of: SOGSplashViewController.self) && toVC.isKind(of: SOGHomeViewController.self) {
guard let toVCView = transitionContext.view(forKey: .to) else { return }
guard let fromVCView = transitionContext.view(forKey: .from) else { return }
let containerView = transitionContext.containerView
let labelWidth = UIDevice.width() * 0.75
let labelHeight = labelWidth * 0.7
let xAxis = (UIDevice.width() - labelWidth)/2.0
let yAxis = ((UIDevice.height()/2.0) - labelHeight)/2.0
let labelRect = CGRect(x: xAxis, y: yAxis, width: labelWidth, height: labelHeight)
let radius = (UIDevice.height()/2.0)*0.1
let fromFrame = fromVCView.bounds
let animationTime = transitionDuration(using: transitionContext)
let maskLayer = CAShapeLayer()
maskLayer.isOpaque = false
maskLayer.fillColor = fromVCView.backgroundColor?.cgColor
maskLayer.backgroundColor = UIColor.clear.cgColor
maskLayer.path = toPathValue.cgPath
let maskAnimationLayer = CABasicAnimation(keyPath: "path")
maskAnimationLayer.fromValue = (UIBezierPath(rect: fromFrame)).cgPath
maskAnimationLayer.toValue = toPathValue.cgPath
maskAnimationLayer.duration = animationTime
maskAnimationLayer.delegate = self as? CAAnimationDelegate
containerView.addSubview(fromVCView)
containerView.addSubview(toVCView)
fromVCView.layer.add(maskAnimationLayer, forKey: nil)
maskLayer.add(maskAnimationLayer, forKey: "path")
containerView.layer.addSublayer(maskLayer)
let deadLineTime = DispatchTime.now() + .seconds(1)
DispatchQueue.main.asyncAfter(deadline: deadLineTime) {
UIView.animate(withDuration: 0.2, animations: {
maskLayer.opacity = 0
}, completion: { (isSuccess) in
self.viewTransitionContext.completeTransition(true)
})
}
}
}
Transforming a rectangular path to a rounded rectangular path is a very complex operation if you do it through a generic way like Core Animation.. You should better use the cornerRadius property of CALayer which is animatable.
Here is a working example with a constraint based animation:
class ViewController: UIViewController {
#IBOutlet var constraints: [NSLayoutConstraint]!
#IBOutlet var contentView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) {
self.contentView.layer.cornerRadius = 10.0
self.animate(nil)
}
#IBAction func animate(_ sender: Any?) {
for c in constraints {
c.constant = 40.0
}
UIView.animate(withDuration: 4.0) {
self.view.layoutIfNeeded()
self.contentView.layer.cornerRadius = 40.0
}
}
}
contentView points to the inner view which should be animated, and constraints refer to the four layout constraints defining the distances from the view controller's view to the content view.
This is just a simple, rough example, which can certainly be improved.
I am subclassing UIView, and am trying to "drag" a CGRect back and forth across the screen. Basically I want to move(redraw) the rectangle every time I drag my finger. So far, I have this code:
var rectangle: CGRect {
get {
return CGRect(x: 200,
y: 200,
width: frame.width / 6,
height: 15)
}
set {}
}
override func draw(_ rect: CGRect) {
let gesture = UIPanGestureRecognizer(target: self, action: #selector(dragRectangle(recognizer:)))
addGestureRecognizer(gesture)
drawRectangle(rect)
}
func drawRectangle(_ rect: CGRect) {
let path = UIBezierPath(rect: rectangle)
UIColor.black.set()
path.fill()
}
#objc func dragRectangle(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self)
rectangle = CGRect(x: rectangle.midX + translation.x, y: rectangle.midY + translation.y, width: rectangle.width, height: rectangle.height)
setNeedsDisplay()
recognizer.setTranslation(CGPoint.zero, in: self)
}
This is my first time using UIPanGestureRecognizer, so I'm not sure of all the details that go into this. I have set breakpoints in drawRectangle and confirmed that this is being called. However, the rectangle on the screen does not move at all, no matter how many times I try to drag it. What's wrong?
This is how you can do it easily. just copy paste and run this.
//
// RootController.swift
// SampleApp
//
// Created by Chanaka Caldera on 24/6/19.
// Copyright © 2019 homeapps. All rights reserved.
//
import UIKit
class RootController: UIViewController {
private var draggableView: UIView!
private var pangesture: UIPanGestureRecognizer!
override func viewDidLoad() {
super.viewDidLoad()
setdragview()
}
}
extension RootController {
fileprivate func setdragview() {
draggableView = UIView()
draggableView.translatesAutoresizingMaskIntoConstraints = false
draggableView.backgroundColor = .lightGray
view.addSubview(draggableView)
let draggableviewConstraints = [draggableView.leftAnchor.constraint(equalTo: view.leftAnchor,constant: 10),
draggableView.topAnchor.constraint(equalTo: view.topAnchor, constant: 64),
draggableView.widthAnchor.constraint(equalToConstant: 100),
draggableView.heightAnchor.constraint(equalToConstant: 40)]
NSLayoutConstraint.activate(draggableviewConstraints)
pangesture = UIPanGestureRecognizer()
draggableView.isUserInteractionEnabled = true
draggableView.addGestureRecognizer(pangesture)
pangesture.addTarget(self, action: #selector(draggableFunction(_:)))
}
}
extension RootController {
#objc fileprivate func draggableFunction(_ sender: UIPanGestureRecognizer) {
view.bringSubviewToFront(draggableView)
let translation = sender.translation(in: self.view)
draggableView.center = CGPoint(x: draggableView.center.x + translation.x, y: draggableView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
print("drag works : \(translation.x)")
}
}
here is the demo,
Hope this will help. cheers !
Try like this (check comments through code):
#IBDesignable
class Rectangle: UIView {
#IBInspectable var color: UIColor = .clear {
didSet { backgroundColor = color }
}
// draw your view using the background color
override func draw(_ rect: CGRect) {
backgroundColor?.set()
UIBezierPath(rect: rect).fill()
}
// add the gesture recognizer to your view
override func didMoveToSuperview() {
addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(pan)))
}
// your gesture selector
#objc func pan(_ gesture: UIPanGestureRecognizer) {
// update your view frame origin
frame.origin += gesture.translation(in: self)
// reset the gesture translation
gesture.setTranslation(.zero, in: self)
}
}
extension CGPoint {
static func +=(lhs: inout CGPoint, rhs: CGPoint) {
lhs.x += rhs.x
lhs.y += rhs.y
}
}
To draw rectangles on your view when panning you can do as follow:
import UIKit
class ViewController: UIViewController {
var rectangles: [Rectangle] = []
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(pan)))
}
#objc func pan(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
let rectangle = Rectangle(frame: .init(origin: gesture.location(in: view), size: .init(width: 0, height: 0)))
rectangle.fillColor = .red
rectangle.strokeColor = .white
rectangle.lineWidth = 3
view.addSubview(rectangle)
rectangles.append(rectangle)
case .changed:
let distance = gesture.translation(in: view)
let index = rectangles.index(before: rectangles.endIndex)
let frame = rectangles[index].frame
rectangles[index].frame = .init(origin: frame.origin, size: .init(width: frame.width + distance.x, height: frame.height + distance.y))
rectangles[index].setNeedsDisplay()
gesture.setTranslation(.zero, in: view)
case .ended:
break
default:
break
}
}
}
Sample Project
I figured out most of the problem as to why the rectangle wasn't moving. It turns out that I misunderstood how variable getters and setters work in Swift. Nevertheless, I changed this code:
var rectangle: CGRect {
get {
return CGRect(x: 200,
y: 200,
width: frame.width / 6,
height: 15)
}
set {}
}
to be a lazy variable:
lazy var rectangle: CGRect = {
return CGRect(x: 200,
y: 200,
width: self.frame.width / 6,
height: 15)
}()
The reason I needed get and set in the first place was because I use frame in my variable calculations, and that was not available until the view itself was fully instantiated. I also tweaked this code a bit:
rectangle = CGRect(x: rectangle.midX + translation.x, y: rectangle.midY + translation.y, width: rectangle.width, height: rectangle.height)
and used minX instead of midX:
rectangle = CGRect(x: rectangle.minX + translation.x, y: rectangle.minY + translation.y, width: rectangle.width, height: rectangle.height)
This is because CGRect is initialized with the x and y parameters being the minX and minY.
This is good progress(at least the rectangle moves). However, I am not able to figure out why the rectangle only switches places after I have released my mouse, resulting in choppy movement.
My code creates a scrollview and image view that displays a picture array from a previous view controller. However, I am trying to implement code to make it so the user may zoom in on a picture. But what ever I do, it does not work. Any suggestions on what I am doing wrong, or where to implement the zoom in code? Thank you!
import UIKit
class DestinationVC: UIViewController {
#IBOutlet weak var myScrollView: UIScrollView!
var mySelectedProtocol:Protocol?
var pageControl:UIPageControl?
var currentPageIndex:Int=0
fileprivate var count:Int=0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
if mySelectedProtocol == nil { self.navigationController?.popViewController(animated: true) }
if mySelectedProtocol!.imagesName!.count == 0 { self.navigationController?.popViewController(animated: true) }
/// We have Data
print("Img Array with Name ==> \(mySelectedProtocol?.imagesName ?? [])")
DispatchQueue.main.async {
self.addPageView()
}
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
myScrollView.delegate = self
myScrollView.minimumZoomScale = 1.0
myScrollView.maximumZoomScale = 5.0
return myScrollView
}
private func addPageView() {
myScrollView.backgroundColor=UIColor.black
myScrollView.isUserInteractionEnabled=true
myScrollView.showsHorizontalScrollIndicator=true
myScrollView.isPagingEnabled=true
myScrollView.delegate=self
myScrollView.bounces=false
self.count=mySelectedProtocol!.imagesName!.count
for i in 0..<self.count {
///Get Origin
let xOrigin : CGFloat = CGFloat(i) * myScrollView.frame.size.width
///Create a imageView
let imageView = UIImageView()
imageView.frame = CGRect(x: xOrigin, y: 0, width: myScrollView.frame.size.width, height: myScrollView.frame.size.height)
imageView.contentMode = .scaleAspectFit
imageView.image=UIImage(named: mySelectedProtocol!.imagesName![i])
myScrollView.addSubview(imageView)
}
setUpPageControl()
///Set Content Size to Show
myScrollView.contentSize = CGSize(width: myScrollView.frame.size.width * CGFloat(self.count), height: myScrollView.frame.size.height)
}
private func setUpPageControl() {
if pageControl == nil { pageControl=UIPageControl() }
pageControl!.numberOfPages = self.count
pageControl!.currentPageIndicatorTintColor = UIColor.red
pageControl!.pageIndicatorTintColor = UIColor.white
pageControl!.frame = CGRect(x: 0, y: 20, width: self.view.frame.width, height: self.view.frame.height*0.2)
pageControl!.currentPage=currentPageIndex
self.view.addSubview(pageControl!)
self.view.bringSubview(toFront: pageControl!)
}
}
extension DestinationVC: UIScrollViewDelegate {
func scrollViewWillBeginDragging(_ scrollView: UIScrollView) {
let scrollW : CGFloat = scrollView.frame.size.width
currentPageIndex = Int(scrollView.contentOffset.x / scrollW)
self.pageControl!.currentPage=currentPageIndex
}
func scrollViewDidEndDecelerating(_ scrollView: UIScrollView) {
let scrollW : CGFloat = scrollView.frame.size.width
currentPageIndex = Int(scrollView.contentOffset.x / scrollW)
self.pageControl!.currentPage=currentPageIndex
}
}
You set the minimumScale to 1.0 - that's just 1x the normal scale. If you want it to be zoom down closer, you could try setting the minimum zoom like this:
let scaleWidth = scrollView.frame.size.width / scrollView.contentSize.width
let scaleHeight = scrollView.frame.size.height / scrollView.contentSize.height
let minScale = min(scaleWidth, scaleHeight)
scrollView.minimumZoomScale = minScale
scrollView.maximumZoomScale = 1.0
scrollView.zoomScale = minScale
And set the maximumZoomScale to 1.0 - the size of the content.
i have an Image carousel in my app
i use a UIScrollView to show the images inside.
everything works fine, it's just that i want to know how do i block up movements in the UIScrollView
for now the user can just swipe the picture up.. and i want to block it
i tried doing some fixed but none seems to work now maybe it's something in my code ?
here is my complete view controller for the UIScrollView:
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: UIScrollView!
var slides:[CaruselleTipsCard] = [];
override func viewDidLoad() {
super.viewDidLoad()
slides = createSlides()
setupSlideScrollView(slides: slides)
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
//adds dots
scrollView.delegate = self
// Do any additional setup after loading the view.
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
}
can you tell me how to block vertical swipe ?
You can try something like this,
scrollView.showsVerticalScrollIndicator = false
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
I have issues with my side panel for iPad app. I need buttons stacked as below:
Expected Output:
Right now, my output produces:
Current Output:
How can I remove circles and add button sets?
import UIKit
import QuartzCore
public protocol FrostedSidebarDelegate{
func sidebar(sidebar: FrostedSidebar, willShowOnScreenAnimated animated: Bool)
func sidebar(sidebar: FrostedSidebar, didShowOnScreenAnimated animated: Bool)
func sidebar(sidebar: FrostedSidebar, willDismissFromScreenAnimated animated: Bool)
func sidebar(sidebar: FrostedSidebar, didDismissFromScreenAnimated animated: Bool)
func sidebar(sidebar: FrostedSidebar, didTapItemAtIndex index: Int)
func sidebar(sidebar: FrostedSidebar, didEnable itemEnabled: Bool, itemAtIndex index: Int)
}
var sharedSidebar: FrostedSidebar?
public enum SidebarItemSelectionStyle{
case None
se Single
case All
}
public class FrostedSidebar: UIViewController {
public var width: CGFloat = 300.0
/**
If the sidebar should show from the right.
*/
public var showFromRight: Bool = false
/**
The speed at which the sidebar is presented/dismissed.
*/
public var animationDuration: CGFloat = 0.25
/**
The size of the sidebar items.
*/
public var itemSize: CGSize = CGSize(width: 200.0, height: 200.0)
/**
The background color of the sidebar items.
*/
public var itemBackgroundColor: UIColor = UIColor(white: 1, alpha: 0.25)
/**
The width of the ring around selected sidebar items.
*/
public var borderWidth: CGFloat = 2
/**
The sidebar's delegate.
*/
public var delegate: FrostedSidebarDelegate? = nil
/**
A dictionary that holds the actions for each item index.
*/
public var actionForIndex: [Int : ()->()] = [:]
/**
The indexes that are selected and have rings around them.
*/
public var selectedIndices: NSMutableIndexSet = NSMutableIndexSet()
/**
If the sidebar should be positioned beneath a navigation bar that is on screen.
*/
public var adjustForNavigationBar: Bool = false
/**
Returns whether or not the sidebar is currently being displayed
*/
public var isCurrentlyOpen: Bool = false
/**
The selection style for the sidebar.
*/
public var selectionStyle: SidebarItemSelectionStyle = .None{
didSet{
if case .All = selectionStyle{
selectedIndices = NSMutableIndexSet(indexesInRange: NSRange(location: 0, length: images.count))
}
}
}
//MARK: Private Properties
private var contentView: UIScrollView = UIScrollView()
private var blurView: UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: .Dark))
private var dimView: UIView = UIView()
private var tapGesture: UITapGestureRecognizer? = nil
private var images: [UIImage] = []
private var borderColors: [UIColor]? = nil
private var itemViews: [CalloutItem] = []
//MARK: Public Methods
/**
Returns an object initialized from data in a given unarchiver.
*/
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
/**
Returns a sidebar initialized with the given data.
- Parameter itemImages: The images that will be used for each item.
- Parameter colors: The color of rings around each image.
- Parameter selectionStyle: The selection style for the sidebar.
- Precondition: `colors` is either `nil` or contains the same number of elements as `itemImages`.
*/
public init(itemImages: [UIImage], colors: [UIColor]?, selectionStyle: SidebarItemSelectionStyle){
contentView.alwaysBounceHorizontal = false
contentView.alwaysBounceVertical = true
contentView.bounces = true
contentView.clipsToBounds = false
contentView.showsHorizontalScrollIndicator = false
contentView.showsVerticalScrollIndicator = false
if let colors = colors{
assert(itemImages.count == colors.count, "If item color are supplied, the itemImages and colors arrays must be of the same size.")
}
self.selectionStyle = selectionStyle
borderColors = colors
images = itemImages
for (index, image) in images.enumerate(){
let view = CalloutItem(index: index)
view.clipsToBounds = true
view.imageView.image = image
contentView.addSubview(view)
itemViews += [view]
if let borderColors = borderColors{
if selectedIndices.containsIndex(index){
let color = borderColors[index]
view.layer.borderColor = color.CGColor
}
} else{
view.layer.borderColor = UIColor.clearColor().CGColor
}
}
super.init(nibName: nil, bundle: nil)
}
public override func shouldAutorotate() -> Bool {
return true
}
public override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.All
}
public override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)
if isViewLoaded(){
dismissAnimated(false, completion: nil)
}
}
public override func loadView() {
super.loadView()
view.backgroundColor = UIColor.clearColor()
view.addSubview(dimView)
view.addSubview(blurView)
view.addSubview(contentView)
tapGesture = UITapGestureRecognizer(target: self, action: #selector(FrostedSidebar.handleTap(_:)))
view.addGestureRecognizer(tapGesture!)
}
/**
Shows the sidebar in a view controller.
- Parameter viewController: The view controller in which to show the sidebar.
- Parameter animated: If the sidebar should be animated.
*/
public func showInViewController(viewController: UIViewController, animated: Bool){
layoutItems()
if let bar = sharedSidebar{
bar.dismissAnimated(false, completion: nil)
}
delegate?.sidebar(self, willShowOnScreenAnimated: animated)
sharedSidebar = self
addToParentViewController(viewController, callingAppearanceMethods: true)
view.frame = viewController.view.bounds
dimView.backgroundColor = UIColor.blackColor()
dimView.alpha = 0
dimView.frame = view.bounds
let parentWidth = view.bounds.size.width
var contentFrame = view.bounds
contentFrame.origin.x = showFromRight ? parentWidth : -width
contentFrame.size.width = width
contentView.frame = contentFrame
contentView.contentOffset = CGPoint(x: 0, y: 0)
layoutItems()
var blurFrame = CGRect(x: showFromRight ? view.bounds.size.width : 0, y: 0, width: 0, height: view.bounds.size.height)
blurView.frame = blurFrame
blurView.contentMode = showFromRight ? UIViewContentMode.TopRight : UIViewContentMode.TopLeft
blurView.clipsToBounds = true
view.insertSubview(blurView, belowSubview: contentView)
contentFrame.origin.x = showFromRight ? parentWidth - width : 0
blurFrame.origin.x = contentFrame.origin.x
blurFrame.size.width = width
let animations: () -> () = {
self.contentView.frame = contentFrame
self.blurView.frame = blurFrame
self.dimView.alpha = 0.25
}
let completion: (Bool) -> Void = { finished in
if finished{
self.delegate?.sidebar(self, didShowOnScreenAnimated: animated)
}
}
if animated{
UIView.animateWithDuration(NSTimeInterval(animationDuration), delay: 0, options: UIViewAnimationOptions(), animations: animations, completion: completion)
} else{
animations()
completion(true)
}
for (index, item) in itemViews.enumerate(){
item.layer.transform = CATransform3DMakeScale(0.3, 0.3, 1)
item.alpha = 0
item.originalBackgroundColor = itemBackgroundColor
item.layer.borderWidth = borderWidth
animateSpringWithView(item, idx: index, initDelay: animationDuration)
}
self.isCurrentlyOpen = true
}
/**
Dismisses the sidebar.
- Parameter animated: If the sidebar should be animated.
- Parameter completion: Completion handler called when the sidebar is dismissed.
*/
public func dismissAnimated(animated: Bool, completion: ((Bool) -> Void)?){
let completionBlock: (Bool) -> Void = {finished in
self.removeFromParentViewControllerCallingAppearanceMethods(true)
self.delegate?.sidebar(self, didDismissFromScreenAnimated: true)
self.layoutItems()
if let completion = completion{
completion(finished)
}
}
delegate?.sidebar(self, willDismissFromScreenAnimated: animated)
if animated{
let parentWidth = view.bounds.size.width
var contentFrame = contentView.frame
contentFrame.origin.x = showFromRight ? parentWidth : -width
var blurFrame = blurView.frame
blurFrame.origin.x = showFromRight ? parentWidth : 0
blurFrame.size.width = 0
UIView.animateWithDuration(NSTimeInterval(animationDuration), delay: 0, options: UIViewAnimationOptions.BeginFromCurrentState, animations: {
self.contentView.frame = contentFrame
self.blurView.frame = blurFrame
self.dimView.alpha = 0
}, completion: completionBlock)
} else{
completionBlock(true)
}
self.isCurrentlyOpen = false
}
/**
Selects the item at the given index.
- Parameter index: The index of the item to select.
*/
public func selectItemAtIndex(index: Int){
let didEnable = !selectedIndices.containsIndex(index)
if let borderColors = borderColors{
let stroke = borderColors[index]
let item = itemViews[index]
if didEnable{
if case .Single = selectionStyle{
selectedIndices.removeAllIndexes()
for item in itemViews{
item.layer.borderColor = UIColor.clearColor().CGColor
}
}
item.layer.borderColor = stroke.CGColor
let borderAnimation = CABasicAnimation(keyPath: "borderColor")
borderAnimation.fromValue = UIColor.clearColor().CGColor
borderAnimation.toValue = stroke.CGColor
borderAnimation.duration = 0.5
item.layer.addAnimation(borderAnimation, forKey: nil)
selectedIndices.addIndex(index)
} else{
if case .None = selectionStyle{
item.layer.borderColor = UIColor.clearColor().CGColor
selectedIndices.removeIndex(index)
}
}
let pathFrame = CGRect(x: -CGRectGetMidX(item.bounds), y: -CGRectGetMidY(item.bounds), width: item.bounds.size.width, height: item.bounds.size.height)
let path = UIBezierPath(roundedRect: pathFrame, cornerRadius: item.layer.cornerRadius)
let shapePosition = view.convertPoint(item.center, fromView: contentView)
let circleShape = CAShapeLayer()
circleShape.path = path.CGPath
circleShape.position = shapePosition
circleShape.fillColor = UIColor.clearColor().CGColor
circleShape.opacity = 0
circleShape.strokeColor = stroke.CGColor
circleShape.lineWidth = borderWidth
view.layer.addSublayer(circleShape)
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale")
scaleAnimation.fromValue = NSValue(CATransform3D: CATransform3DIdentity)
scaleAnimation.toValue = NSValue(CATransform3D: CATransform3DMakeScale(2.5, 2.5, 1))
let alphaAnimation = CABasicAnimation(keyPath: "opacity")
alphaAnimation.fromValue = 1
alphaAnimation.toValue = 0
let animation = CAAnimationGroup()
animation.animations = [scaleAnimation, alphaAnimation]
animation.duration = 0.5
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
circleShape.addAnimation(animation, forKey: nil)
}
if let action = actionForIndex[index]{
action()
}
delegate?.sidebar(self, didTapItemAtIndex: index)
delegate?.sidebar(self, didEnable: didEnable, itemAtIndex: index)
}
//MARK: Private Classes
private class CalloutItem: UIView{
var imageView: UIImageView = UIImageView()
var itemIndex: Int
var originalBackgroundColor:UIColor? {
didSet{
backgroundColor = originalBackgroundColor
}
}
required init?(coder aDecoder: NSCoder) {
itemIndex = 0
super.init(coder: aDecoder)
}
init(index: Int){
imageView.backgroundColor = UIColor.clearColor()
imageView.contentMode = UIViewContentMode.ScaleAspectFit
itemIndex = index
super.init(frame: CGRect.zero)
addSubview(imageView)
}
override func layoutSubviews() {
super.layoutSubviews()
let inset: CGFloat = bounds.size.height/2
imageView.frame = CGRect(x: 0, y: 0, width: inset, height: inset)
imageView.center = CGPoint(x: inset, y: inset)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesBegan(touches, withEvent: event)
var r: CGFloat = 0, g: CGFloat = 0, b: CGFloat = 0, a: CGFloat = 0
let darkenFactor: CGFloat = 0.3
var darkerColor: UIColor
if originalBackgroundColor != nil && originalBackgroundColor!.getRed(&r, green: &g, blue: &b, alpha: &a){
darkerColor = UIColor(red: max(r - darkenFactor, 0), green: max(g - darkenFactor, 0), blue: max(b - darkenFactor, 0), alpha: a)
} else if originalBackgroundColor != nil && originalBackgroundColor!.getWhite(&r, alpha: &a){
darkerColor = UIColor(white: max(r - darkenFactor, 0), alpha: a)
} else{
darkerColor = UIColor.clearColor()
assert(false, "Item color should be RBG of White/Alpha in order to darken the button")
}
backgroundColor = darkerColor
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesEnded(touches, withEvent: event)
backgroundColor = originalBackgroundColor
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
super.touchesCancelled(touches, withEvent: event)
backgroundColor = originalBackgroundColor
}
}
//MARK: Private Methods
private func animateSpringWithView(view: CalloutItem, idx: Int, initDelay: CGFloat){
let delay: NSTimeInterval = NSTimeInterval(initDelay) + NSTimeInterval(idx) * 0.1
UIView.animateWithDuration(0.5,
delay: delay,
usingSpringWithDamping: 10.0,
initialSpringVelocity: 50.0,
options: UIViewAnimationOptions.BeginFromCurrentState,
animations: {
view.layer.transform = CATransform3DIdentity
view.alpha = 1
},
completion: nil)
}
#objc private func handleTap(recognizer: UITapGestureRecognizer){
let location = recognizer.locationInView(view)
if !CGRectContainsPoint(contentView.frame, location){
dismissAnimated(true, completion: nil)
} else{
let tapIndex = indexOfTap(recognizer.locationInView(contentView))
if let tapIndex = tapIndex{
selectItemAtIndex(tapIndex)
}
}
}
private func layoutSubviews(){
let x = showFromRight ? parentViewController!.view.bounds.size.width - width : 0
contentView.frame = CGRect(x: x, y: 0, width: width, height: parentViewController!.view.bounds.size.height)
blurView.frame = contentView.frame
layoutItems()
}
private func layoutItems(){
let leftPadding: CGFloat = (width - itemSize.width) / 2
let topPadding: CGFloat = leftPadding
for (index, item) in itemViews.enumerate(){
let idx: CGFloat = adjustForNavigationBar ? CGFloat(index) + 0.5 : CGFloat(index)
let frame = CGRect(x: leftPadding, y: topPadding*idx + itemSize.height*idx + topPadding, width:itemSize.width, height: itemSize.height)
item.frame = frame
item.layer.cornerRadius = frame.size.width / 2
item.layer.borderColor = UIColor.clearColor().CGColor
item.alpha = 0
if selectedIndices.containsIndex(index){
if let borderColors = borderColors{
item.layer.borderColor = borderColors[index].CGColor
}
}
}
let itemCount = CGFloat(itemViews.count)
if adjustForNavigationBar{
contentView.contentSize = CGSizeMake(0, (itemCount + 0.5) * (itemSize.height + topPadding) + topPadding)
} else {
contentView.contentSize = CGSizeMake(0, itemCount * (itemSize.height + topPadding) + topPadding)
}
}
private func indexOfTap(location: CGPoint) -> Int? {
var index: Int?
for (idx, item) in itemViews.enumerate(){
if CGRectContainsPoint(item.frame, location){
index = idx
break
}
}
return index
}
private func addToParentViewController(viewController: UIViewController, callingAppearanceMethods: Bool){
if let _ = parentViewController{
removeFromParentViewControllerCallingAppearanceMethods(callingAppearanceMethods)
}
if callingAppearanceMethods{
beginAppearanceTransition(true, animated: false)
}
viewController.addChildViewController(self)
viewController.view.addSubview(view)
didMoveToParentViewController(self)
if callingAppearanceMethods{
endAppearanceTransition()
}
}
private func removeFromParentViewControllerCallingAppearanceMethods(callAppearanceMethods: Bool){
if callAppearanceMethods{
beginAppearanceTransition(false, animated: false)
}
willMoveToParentViewController(nil)
view.removeFromSuperview()
removeFromParentViewController()
if callAppearanceMethods{
endAppearanceTransition()
}
}
}
Instead of putting each button in it's own view, you need to create a view that contains 3 buttons and then add the circle to the view.