How to create block screen with circle loader - swift

I am doing an app that does background job that can take some time
I want to show a loader in that time
I want a black screen with a simple loader in the front of it
and show it \ hide it,
when I do actions in the background
I want to do a simple half black square with loader circle
that also blocks presses to the screen
Like in this picture:
How can I achieve that and that ?

First create one UIView which you will put in front of your LogIn view. Then add UIActivityIndicatorView to the created UIView.
let loadingIndicatorView = UIView()
let activityIndicatorView = UIActivityIndicatorView(activityIndicatorStyle: .gray)
Now the loadingIndicatorView should have same frame size as your LogIN view. For color you can set your own color with alpha as you want to show LogIn content too. Initially keep it hidden and whenever you want to show it unhide it.
loadingIndicatorView.frame = view.frame
loadingIndicatorView.backgroundColor = .gray
loadingIndicatorView.isHidden = true
Now setup activityIndicatorView, it should be shown at centre,
activityIndicatorView.center = CGPoint(
x: UIScreen.main.bounds.size.width / 2,
y: UIScreen.main.bounds.size.height / 2
)
You can set some color to the indicator,
activityIndicatorView.color = .white
activityIndicatorView.hidesWhenStopped = true
Now add this activityIndicatorView to loadingIndicatorView and loadingIndicatorView to LogIn View.
loadingIndicatorView.addSubview(activityIndicatorView)
view.addSubview(loadingIndicatorView)
Lastly for showing do,
loadingIndicator.startAnimating()
loadingIndicatorView.isHidden = false
And for hiding,
loadingIndicator.stopAnimating()
loadingIndicatorView.isHidden = true

Updated Answer
Since the OP wanted an example code. Hence the updated answer. Hope everyone gets to learn something or the other out of it.
To start with, I created a subclass of UIView and named it PSOverlaySpinner and it looks something like below:
import UIKit
class PSOverlaySpinner: UIView {
//MARK: - Variables
private var isSpinning: Bool = false
private lazy var spinner : UIActivityIndicatorView = {
var spinner = UIActivityIndicatorView(style: UIActivityIndicatorView.Style.white)
spinner.translatesAutoresizingMaskIntoConstraints = false
spinner.hidesWhenStopped = true
return spinner
}()
// MARK: - View Lifecycle Functions
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init() {
super.init(frame: CGRect.zero)
self.translatesAutoresizingMaskIntoConstraints = false
self.backgroundColor = UIColor.init(white: 0.0, alpha: 0.8)
self.isSpinning = false
self.isHidden = true
createSubviews()
}
deinit {
self.removeFromSuperview()
}
func createSubviews() -> Void {
self.addSubview(spinner)
setupAutoLayout()
}
// MARK: - Private Methods
private func setupAutoLayout() {
if #available(iOS 11.0, *) {
spinner.safeAreaLayoutGuide.centerXAnchor.constraint(equalTo: safeAreaLayoutGuide.centerXAnchor).isActive = true
spinner.safeAreaLayoutGuide.centerYAnchor.constraint(equalTo: safeAreaLayoutGuide.centerYAnchor).isActive = true
} else {
// Fallback on earlier versions
spinner.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true
spinner.centerYAnchor.constraint(equalTo: centerYAnchor).isActive = true
}
}
// MARK: - Public Methods
public func show() -> Void {
DispatchQueue.main.async {
if !self.spinner.isAnimating {
self.spinner.startAnimating()
}
self.isHidden = false
}
isSpinning = true
}
public func hide() -> Void {
DispatchQueue.main.async {
if self.spinner.isAnimating {
self.spinner.stopAnimating()
}
self.isHidden = true
}
isSpinning = false
}
}
Now move onto the ViewController that you want to add this overlay view to. Since I create my views programmatically, I will show how to do it the same way, but you can easily do it via storyboard or xibs.
Step 1 : Initialize
public lazy var spinnerView : PSOverlaySpinner = {
let loadingView : PSOverlaySpinner = PSOverlaySpinner()
return loadingView
}()
Step 2 : Add as a subview
self.view.addSubview(spinnerView)
Step 3 : Set constraints
spinnerView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor).isActive = true
spinnerView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor).isActive = true
spinnerView.topAnchor.constraint(equalTo: self.view.topAnchor).isActive = true
spinnerView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor).isActive = true
Step 4 : To show PSOverlaySpinner
spinnerView.show()
Step 5 : To hide PSOverlaySpinner
spinnerView.hide()
That is it!!
If you want you can go ahead and modify the PSOverlaySpinner as per your needs. For example, you might want to add a UILabel below the spinner indicating him of the type of action taking place and so on.
Before
After
Old Answer
If you wish to do it manually then create a UIView with the its frame matching self.view.bounds, with 0.5-0.7 alpha and black background color. Add UIActivityIndicator as its subview constrained to its center. For a spinner specific to the image you will have to use the open sourced spinners made available. A couple of them can be found here. Once done add this view as the topmost subview in self.view.

You need to import this library SVProgressHUD and then set few properties like as follows:
SVProgressHUD.setDefaultStyle(SVProgressHUDStyle.dark)
SVProgressHUD.setBackgroundColor(.clear)
SVProgressHUD.setForegroundColor(.white)
SVProgressHUD.setDefaultMaskType(.black)
SVProgressHUD.show()
//SVProgressHUD.show(withStatus: "Loading something, Loading something,Loading something ...")
This will produce same UI output as needed by you in OP. You can find a running sample at my repository (TestPreLoader)

Related

Add alpha to parentVC.view

I am trying to add alpha to the background view when tapped on a button. So far achieved adding blur but alpha not so much.
How can I add alpha to the background so that when the bottom sheet appears background will be darker and disabled.
let maxDimmedAlpha: CGFloat = 0.2
lazy var dimmedView: UIView = {
let view = UIView()
view.backgroundColor = .black
view.alpha = maxDimmedAlpha
return view
}()
#objc func shareBtnClick() {
dimmedView.frame = self.parentVC.view.bounds
dimmedView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
self.parentVC.view.addSubview(dimmedView)
if self.parentVC.navigationController != nil {
if self.parentVC.navigationController?.viewControllers.count == 1 {
showBottomSheet()
} else {
NotificationCenter.default.post(name: NSNotification.Name("ShowBottomSheet"), object: nil, userInfo: ["itemId": modalSheet(), "delegate": self])
}
} else {
showBottomSheet()
}
}
func showBottomSheet() {
let modalSheet = MainBottomSheet()
modalSheet.data = self.modalSheet()
modalSheet.delegate = self
modalSheet.modalPresentationStyle = .overCurrentContext
self.parentVC.present(modalSheet, animated: true)
}
I was able to produce the dimmed effect using this code in XCode, I'm not sure why it won't work in your project but there is an easy way to debug this.
I suggest using Debug View Hierarchy, one of XCode's best tools in my opinion. This allows you to separate every single layer of the user interface. This way, you can see if your dimmedView is actually being added to the parent view and that its frame is matching the parent view's bounds.
Keep in mind if your background is dark, you won't see this dimmedView because its backgroundColor is set to UIColor.black.
Debug View Hierarchy button

How to change the width of an NSView in a transparent window

(Swift, macOS, storyboard)
I have an NSView in a transparent window
I have this in the viewDidLoad. To make the window transparent and the NSView blue:
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2){
self.view.window?.isOpaque = false
self.view.window?.backgroundColor = NSColor.clear
}
view1.wantsLayer = true
view1.layer?.backgroundColor = NSColor.green.cgColor
I want to change the width with code when I click a button.
If it has constraints:
#IBAction func button1(_ sender: NSButton) {
view1Width.constant = 74
}
I tried without constraints and different ways to change the width. They all give the same results:
view1.frame = NSRect(x:50, y:120, width:74, height:100)
But there is still a border and a shadow where the old shape was. Why does it happen and how to solve it?
It only happens in specific circumstances:
If the window is transparent (and macOS)
I change the width and do not change the position y
The window must be active. If it is not (If I click to anywhere else) it looks as it should: the shadow around the changed NSView green.
(I have simplified the case to try to find a solution. I have created a new document and there is only this code and I am sure there is no other element)
Since the window is transparent you need to invalidate the shadows.
Apple states about invalidateShadow()
Invalidates the window shadow so that it is recomputed based on the current window shape.
Complete Self-Contained Test Program
It sets up the UI pogrammatically instead of using a storyboard. Other than that, the code is very close to your example.
Note the line:
view.window?.invalidateShadow()
in the onChange method.
import Cocoa
class ViewController: NSViewController {
private let view1 = NSView()
private let changeButton = NSButton()
private var view1Width: NSLayoutConstraint?
override func viewDidLoad() {
super.viewDidLoad()
setupUI()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2){
self.view.window?.isOpaque = false
self.view.window?.backgroundColor = NSColor.clear
}
view1.wantsLayer = true
view1.layer?.backgroundColor = NSColor.green.cgColor
}
#objc private func onChange() {
view1Width?.constant += 32
view.window?.invalidateShadow()
}
private func setupUI() {
changeButton.title = "change"
changeButton.bezelStyle = .rounded
changeButton.setButtonType(.momentaryPushIn)
changeButton.target = self
changeButton.action = #selector(onChange)
self.view.addSubview(view1)
self.view.addSubview(changeButton)
self.view1.translatesAutoresizingMaskIntoConstraints = false
self.changeButton.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
view1.centerXAnchor.constraint(equalTo: view.centerXAnchor),
view1.centerYAnchor.constraint(equalTo: view.centerYAnchor),
view1.heightAnchor.constraint(equalToConstant: 128),
changeButton.topAnchor.constraint(equalTo: view1.bottomAnchor, constant:16),
changeButton.centerXAnchor.constraint(equalTo: view1.centerXAnchor)
])
view1Width = view1.widthAnchor.constraint(equalToConstant: 128)
view1Width?.isActive = true
}
}
Result
The desired result with an update of the shadows is accomplished:

Identifying Objects in Firebase PreBuilt UI in Swift

FirebaseUI has a nice pre-buit UI for Swift. I'm trying to position an image view above the login buttons on the bottom. In the example below, the imageView is the "Hackathon" logo. Any logo should be able to show in this, if it's called "logo", since this shows the image as aspectFit.
According to the Firebase docs page:
https://firebase.google.com/docs/auth/ios/firebaseui
You can customize the signin screen with this function:
func authPickerViewController(forAuthUI authUI: FUIAuth) -> FUIAuthPickerViewController {
return FUICustomAuthPickerViewController(nibName: "FUICustomAuthPickerViewController",
bundle: Bundle.main,
authUI: authUI)
}
Using this code & poking around with subviews in the debuggers, I've been able to identify and color code views in the image below. Unfortunately, I don't think that the "true" size of these subview frames is set until the view controller presents, so trying to access the frame size inside these functions won't give me dimensions that I can use for creating a new imageView to hold a log. Plus accessing the views with hard-coded index values like I've done below, seems like a pretty bad idea, esp. given that Google has already changed the Pre-Built UI once, adding a scroll view & breaking the code of anyone who set the pre-built UI's background color.
func authPickerViewController(forAuthUI authUI: FUIAuth) -> FUIAuthPickerViewController {
// Create an instance of the FirebaseAuth login view controller
let loginViewController = FUIAuthPickerViewController(authUI: authUI)
// Set background color to white
loginViewController.view.backgroundColor = UIColor.white
loginViewController.view.subviews[0].backgroundColor = UIColor.blue
loginViewController.view.subviews[0].subviews[0].backgroundColor = UIColor.red
loginViewController.view.subviews[0].subviews[0].tag = 999
return loginViewController
}
I did get this to work by adding a tag (999), then in the completion handler when presenting the loginViewController I hunt down tag 999 and call a function to add an imageView with a logo:
present(loginViewController, animated: true) {
if let foundView = loginViewController.view.viewWithTag(999) {
let height = foundView.frame.height
print("FOUND HEIGHT: \(height)")
self.addLogo(loginViewController: loginViewController, height: height)
}
}
func addLogo(loginViewController: UINavigationController, height: CGFloat) {
let logoFrame = CGRect(x: 0 + logoInsets, y: self.view.safeAreaInsets.top + logoInsets, width: loginViewController.view.frame.width - (logoInsets * 2), height: self.view.frame.height - height - (logoInsets * 2))
// Create the UIImageView using the frame created above & add the "logo" image
let logoImageView = UIImageView(frame: logoFrame)
logoImageView.image = UIImage(named: "logo")
logoImageView.contentMode = .scaleAspectFit // Set imageView to Aspect Fit
// loginViewController.view.addSubview(logoImageView) // Add ImageView to the login controller's main view
loginViewController.view.addSubview(logoImageView)
}
But again, this doesn't seem safe. Is there a "safe" way to deconstruct this UI to identify the size of this button box at the bottom of the view controller (this size will vary if there are multiple login methods supported, such as Facebook, Apple, E-mail)? If I can do that in a way that avoids the hard-coding approach, above, then I think I can reliably use the dimensions of this button box to determine how much space is left in the rest of the view controller when adding an appropriately sized ImageView. Thanks!
John
This should address the issue - allowing a logo to be reliably placed above the prebuilt UI login buttons buttons + avoiding hard-coding the index values or subview locations. It should also allow for properly setting background color (also complicated when Firebase added the scroll view + login button subview).
To use: Create a subclass of FUIAuthDelegate to hold a custom view controller for the prebuilt Firebase UI.
The code will show the logo at full screen behind the buttons if there isn't a scroll view or if the class's private constant fullScreenLogo is set to false.
If both of these conditions aren't meant, the logo will show inset taking into account the class's private logoInsets constant and the safeAreaInsets. The scrollView views are set to clear so that a background image can be set, as well via the private let backgroundColor.
Call it in any signIn function you might have, after setting authUI.providers. Call would be something like this:
let loginViewController = CustomLoginScreen(authUI: authUI!)
let loginNavigationController = UINavigationController(rootViewController: loginViewController)
loginNavigationController.modalPresentationStyle = .fullScreen
present(loginNavigationController, animated: true, completion: nil)
And here's one version of the subclass:
class CustomLoginScreen: FUIAuthPickerViewController {
private var fullScreenLogo = false // false if you want logo just above login buttons
private var viewContainsButton = false
private var buttonViewHeight: CGFloat = 0.0
private let logoInsets: CGFloat = 16
private let backgroundColor = UIColor.white
private var scrollView: UIScrollView?
private var viewContainingButton: UIView?
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// set color of scrollView and Button view inside scrollView to clear in viewWillAppear to avoid a "color flash" when the pre-built login UI first appears
self.view.backgroundColor = UIColor.white
guard let foundScrollView = returnScrollView() else {
print("😡 Couldn't get a scrollView.")
return
}
scrollView = foundScrollView
scrollView!.backgroundColor = UIColor.clear
guard let foundViewContainingButton = returnButtonView() else {
print("😡 No views in the scrollView contain buttons.")
return
}
viewContainingButton = foundViewContainingButton
viewContainingButton!.backgroundColor = UIColor.clear
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// Create the UIImageView at full screen, considering logoInsets + safeAreaInsets
let x = logoInsets
let y = view.safeAreaInsets.top + logoInsets
let width = view.frame.width - (logoInsets * 2)
let height = view.frame.height - (view.safeAreaInsets.top + view.safeAreaInsets.bottom + (logoInsets * 2))
var frame = CGRect(x: x, y: y, width: width, height: height)
let logoImageView = UIImageView(frame: frame)
logoImageView.image = UIImage(named: "logo")
logoImageView.contentMode = .scaleAspectFit // Set imageView to Aspect Fit
logoImageView.alpha = 0.0
// Only proceed with customizing the pre-built UI if you found a scrollView or you don't want a full-screen logo.
guard scrollView != nil && !fullScreenLogo else {
print("No scrollView found.")
UIView.animate(withDuration: 0.25, animations: {logoImageView.alpha = 1.0})
self.view.addSubview(logoImageView)
self.view.sendSubviewToBack(logoImageView) // otherwise logo is on top of buttons
return
}
// update the logoImageView's frame height to subtract the height of the subview containing buttons. This way the buttons won't be on top of the logoImageView
frame = CGRect(x: x, y: y, width: width, height: height - (viewContainingButton?.frame.height ?? 0.0))
logoImageView.frame = frame
self.view.addSubview(logoImageView)
UIView.animate(withDuration: 0.25, animations: {logoImageView.alpha = 1.0})
}
private func returnScrollView() -> UIScrollView? {
var scrollViewToReturn: UIScrollView?
if self.view.subviews.count > 0 {
for subview in self.view.subviews {
if subview is UIScrollView {
scrollViewToReturn = subview as? UIScrollView
}
}
}
return scrollViewToReturn
}
private func returnButtonView() -> UIView? {
var viewContainingButton: UIView?
for view in scrollView!.subviews {
viewHasButton(view)
if viewContainsButton {
viewContainingButton = view
break
}
}
return viewContainingButton
}
private func viewHasButton(_ view: UIView) {
if view is UIButton {
viewContainsButton = true
} else if view.subviews.count > 0 {
view.subviews.forEach({viewHasButton($0)})
}
}
}
Hope this helps any who have been frustrated trying to configure the Firebase pre-built UI in Swift.

Set a bool value using model object didSet

I'm struggling to figure out how to properly set bool values using a model object's didSet. My app has a series of swipable cards where some flip and some don't. This code below is the CardView which is run for each card created.
Currently, the code works perfectly for the image and label—each card loads unique information based each card's model object. However, the button and isFlippable property are where I'm struggling.
The code right now is always loading the green pathway. The weird thing, however, is that even when the cardModel should sets the button isEnabled to false, it will still load the green (but the button won't work, so it did become disabled...)
var cardModel: CardModel! {
didSet {
imageView.image = cardModel.image
label.text = cardModel.label
flipButton.isEnabled = cardModel.isFlippable
isBackShowing = cardModel.isFlippable //Intentionally use isFlippable here because I want the initial layout to be based on this true or false value.
}
}
let imageView = UIImageView()
let label = UILabel()
let flipButton = UIButton()
var isBackShowing = false
override init(frame: CGRect) {
super.init(frame: frame)
setupLayout()
}
fileprivate func setupLayout() {
if flipButton.isEnabled == true {
if isBackShowing == true {
backgroundColor = .red
} else {
backgroundColor = .green
}
} else {
backgroundColor = .yellow
}
}
I also have code for when the button flips that alternates "isBackShowing" and then calls setupLayout()—it is working fine. But it always loads as false during the initial setup of the card.
For better readability you can little bit update your code replacing var isBackShowing = Bool() by var isBackShowing = false.
And also you can call setupLayout() to update your layout after setting of cardModel. For example didSet of cardModel can looks like this:
var cardModel: CardModel! {
didSet {
imageView.image = cardModel.image
label.text = cardModel.label
flipButton.isEnabled = cardModel.isFlippable
isBackShowing = cardModel.isFlippable
setupLayout()
}
}

Custom Activity Indicator with Swift

I am trying to create a custom activity indicator like one of these. There seems to be many approaches to animating the image, so I'm trying to figure out the best approach.
I found this tutorial with Photoshop + Aftereffects animation loop, but as the comment points out, it seems overly complex (and I don't own After Effects).
tldr: how can I take my existing image and animate it as a activity indicator (using either rotating/spinning animation or looping through an animation)
It's been a while since you posted this question, so I'm not sure if you've found the answer you're looking for.
You are right there are many ways to do what you are asking, and I don't think there's a "right way". I would make a UIView object which have a start and a stop method as the only public methods. I would also make it a singleton, so it's a shared object and not possible to put multiple instances on a UIViewController (imagine the mess it could make).
You can add a dataSource protocol which returns a UIViewController so the custom activity indicator could add itself to it's parent.
In the start method I would do whatever animations is needed (transform, rotate, GIF, etc.).
Here's an example:
import UIKit
protocol CustomActivityIndicatorDataSource {
func activityIndicatorParent() -> UIViewController
}
class CustomActivityIndicator: UIView {
private var activityIndicatorImageView: UIImageView
var dataSource: CustomActivityIndicatorDataSource? {
didSet {
self.setupView()
}
}
// Singleton
statice let sharedInstance = CustomActivityIndicator()
// MARK:- Initialiser
private init() {
var frame = CGRectMake(0,0,200,200)
self.activityIndicatorImageView = UIImageView(frame: frame)
self.activityIndicatorImageView.image = UIImage(named: "myImage")
super.init(frame: frame)
self.addSubview(self.activityIndicatorImageView)
self.hidden = true
}
internal required init?(coder aDecoder: NSCoder) {
self.activityIndicatorImageView = UIImageView(frame: CGRectMake(0, 0, 200, 200))
self.activityIndicatorImageView = UIImage(named: "myImage")
super.init(coder: aDecoder)
}
// MARK:- Helper methods
private func setupView() {
if self.dataSource != nil {
self.removeFromSuperview()
self.dataSource!.activityIndicatorParent().addSubview(self)
self.center = self.dataSource!.activityIndicatorParent().center
}
}
// MARK:- Animation methods
/**
Set active to true, and starts the animation
*/
func startAnimation() {
// A custom class which does thread handling. But you can use the dispatch methods.
ThreadController.performBlockOnMainQueue{
self.active = true
self.myAnimation
self.hidden = false
}
}
/**
This will set the 'active' boolean to false.
Remeber to remove the view from the superview manually
*/
func stopAnimation() {
ThreadController.performBlockOnMainQueue{
self.active = false
self.hidden = true
}
}
}
Mind that this is not fully tested and may need some tweaks to work 100%, but this is how I basically would handle it.