Fade UILabel in and out, changing text on screen each time - swift

I am trying to achieve the following effect
I currently have a stack view created as follows
class OnboardingWelcomeMessageStackView: UIStackView {
private lazy var retriggerAnimation = true
let messageHeader: UILabel = {
let label = UILabel()
label.text = OnboardingConstants.chatbotGreeting
label.textColor = .white
label.font = UIFont.boldSystemFont(ofSize: 24)
label.alpha = 0
label.numberOfLines = 0
label.textAlignment = .center
label.sizeToFit()
return label
}()
let messageBody: UILabel = {
let label = UILabel()
label.text = OnboardingConstants.chatbotPurpose
label.textColor = .white
label.font = UIFont.systemFont(ofSize: 16, weight: .medium)
label.alpha = 0
label.numberOfLines = 0
label.textAlignment = .center
label.sizeToFit()
return label
}()
override init(frame: CGRect) {
super.init(frame: frame)
setupStackview()
animateOnLoad()
}
required init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func animateOnLoad() -> Void {
let duration: TimeInterval = 7
UIView.animateKeyframes(withDuration: duration, delay: 0.3, options: .calculationModeLinear, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 1 / duration, animations: {
self.messageHeader.alpha = 1
})
UIView.addKeyframe(withRelativeStartTime: 3 / duration, relativeDuration: 1 / duration, animations: {
self.messageBody.alpha = 1
})
UIView.addKeyframe(withRelativeStartTime: 6 / duration, relativeDuration: 1 / duration, animations: {
if self.retriggerAnimation {
self.messageHeader.alpha = 0
self.messageBody.alpha = 0
}
})
}) { (_) in
if self.retriggerAnimation {
self.updateLabelText()
self.animateOnLoad()
}
}
}
fileprivate func updateLabelText() -> Void {
retriggerAnimation = false
messageHeader.text = OnboardingConstants.chatbotIntroduction
messageBody.text = OnboardingConstants.chatbotOnboardingWelcome
}
fileprivate func setupStackview() -> Void {
self.addArrangedSubview(messageHeader)
self.addArrangedSubview(messageBody)
}
}
Essentially once the view is added, I call animateOnLoad and then call it again with a property set to prevent it running again.
This feels very hacky and to be honest I do not like this. How can I achieve something like this effect? What is best practice / most effecient way?

The best practice would always be to introudce local reasoning when it comes to such a problem.
So, you can create a custom animation function like this.
private func fade(labels : UILabel..., toAlpha alpha : CGFloat, duration : TimeInterval, completion : ((Bool)->Void)?){
UIView.animate(withDuration: duration, animations: {
labels.forEach({$0.alpha = alpha})
}, completion: completion)
}
then call the function in viewDidAppear like this
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
fade(labels: label1, toAlpha: 1, duration: 1) { (_) in
self.fade(labels: self.label2, toAlpha: 1, duration: 1, completion: { (_) in
self.fade(labels: self.label1, self.label2, toAlpha: 0, duration: 1, completion: { (_) in
self.fade(labels: self.label1, toAlpha: 1, duration: 1, completion: { (_) in
self.fade(labels: self.label2, toAlpha: 1, duration: 1, completion: nil)
})
})
})
}
}
What I have written will perform the same exact fading sequence like what you have provided.
You can choose to write better helper functions to separate the responsibilities.. But you should get the idea
Also, remember to settle the retain cycle problem, using weak or unowned.

Related

Sizing UIButton depending on length of titleLabel

So I have a UIButton and I'm setting the title in it to a string that is dynamic in length. I want the width of the titleLabel to be half of the screen width. I've tried using .sizeToFit() but this causes the button to use the CGSize before the constraint was applied to the titleLabel. I tried using .sizeThatFits(button.titleLabel?.intrinsicContentSize) but this also didn't work. I think the important functions below are the init() & presentCallout(), but I'm showing the entire class just for a more complete understanding. The class I'm playing with looks like:
class CustomCalloutView: UIView, MGLCalloutView {
var representedObject: MGLAnnotation
// Allow the callout to remain open during panning.
let dismissesAutomatically: Bool = false
let isAnchoredToAnnotation: Bool = true
// https://github.com/mapbox/mapbox-gl-native/issues/9228
override var center: CGPoint {
set {
var newCenter = newValue
newCenter.y -= bounds.midY
super.center = newCenter
}
get {
return super.center
}
}
lazy var leftAccessoryView = UIView() /* unused */
lazy var rightAccessoryView = UIView() /* unused */
weak var delegate: MGLCalloutViewDelegate?
let tipHeight: CGFloat = 10.0
let tipWidth: CGFloat = 20.0
let mainBody: UIButton
required init(representedObject: MGLAnnotation) {
self.representedObject = representedObject
self.mainBody = UIButton(type: .system)
super.init(frame: .zero)
backgroundColor = .clear
mainBody.backgroundColor = .white
mainBody.tintColor = .black
mainBody.contentEdgeInsets = UIEdgeInsets(top: 10.0, left: 10.0, bottom: 10.0, right: 10.0)
mainBody.layer.cornerRadius = 4.0
addSubview(mainBody)
// I thought this would work, but it doesn't.
// mainBody.translatesAutoresizingMaskIntoConstraints = false
// mainBody.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
// mainBody.leftAnchor.constraint(equalTo: self.rightAnchor).isActive = true
// mainBody.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
// mainBody.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
}
required init?(coder decoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - MGLCalloutView API
func presentCallout(from rect: CGRect, in view: UIView, constrainedTo constrainedRect: CGRect, animated: Bool) {
delegate?.calloutViewWillAppear?(self)
view.addSubview(self)
// Prepare title label.
mainBody.setTitle(representedObject.title!, for: .normal)
mainBody.titleLabel?.lineBreakMode = .byWordWrapping
mainBody.titleLabel?.numberOfLines = 0
mainBody.sizeToFit()
if isCalloutTappable() {
// Handle taps and eventually try to send them to the delegate (usually the map view).
mainBody.addTarget(self, action: #selector(CustomCalloutView.calloutTapped), for: .touchUpInside)
} else {
// Disable tapping and highlighting.
mainBody.isUserInteractionEnabled = false
}
// Prepare our frame, adding extra space at the bottom for the tip.
let frameWidth = mainBody.bounds.size.width
let frameHeight = mainBody.bounds.size.height + tipHeight
let frameOriginX = rect.origin.x + (rect.size.width/2.0) - (frameWidth/2.0)
let frameOriginY = rect.origin.y - frameHeight
frame = CGRect(x: frameOriginX, y: frameOriginY, width: frameWidth, height: frameHeight)
if animated {
alpha = 0
UIView.animate(withDuration: 0.2) { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.alpha = 1
strongSelf.delegate?.calloutViewDidAppear?(strongSelf)
}
} else {
delegate?.calloutViewDidAppear?(self)
}
}
func dismissCallout(animated: Bool) {
if (superview != nil) {
if animated {
UIView.animate(withDuration: 0.2, animations: { [weak self] in
self?.alpha = 0
}, completion: { [weak self] _ in
self?.removeFromSuperview()
})
} else {
removeFromSuperview()
}
}
}
// MARK: - Callout interaction handlers
func isCalloutTappable() -> Bool {
if let delegate = delegate {
if delegate.responds(to: #selector(MGLCalloutViewDelegate.calloutViewShouldHighlight)) {
return delegate.calloutViewShouldHighlight!(self)
}
}
return false
}
#objc func calloutTapped() {
if isCalloutTappable() && delegate!.responds(to: #selector(MGLCalloutViewDelegate.calloutViewTapped)) {
delegate!.calloutViewTapped!(self)
}
}
// MARK: - Custom view styling
override func draw(_ rect: CGRect) {
// Draw the pointed tip at the bottom.
let fillColor: UIColor = .white
let tipLeft = rect.origin.x + (rect.size.width / 2.0) - (tipWidth / 2.0)
let tipBottom = CGPoint(x: rect.origin.x + (rect.size.width / 2.0), y: rect.origin.y + rect.size.height)
let heightWithoutTip = rect.size.height - tipHeight - 1
let currentContext = UIGraphicsGetCurrentContext()!
let tipPath = CGMutablePath()
tipPath.move(to: CGPoint(x: tipLeft, y: heightWithoutTip))
tipPath.addLine(to: CGPoint(x: tipBottom.x, y: tipBottom.y))
tipPath.addLine(to: CGPoint(x: tipLeft + tipWidth, y: heightWithoutTip))
tipPath.closeSubpath()
fillColor.setFill()
currentContext.addPath(tipPath)
currentContext.fillPath()
}
}
This is what it looks like for a short title and a long title. When the title gets too long, I want the text to wrap and the bubble to get a taller height. As you can see in the image set below, the first 'Short Name' works fine as a map annotation bubble. When the name gets super long though, it just widens the bubble to the point it goes off the screen.
https://imgur.com/a/I5z0zUd
Any help on how to fix is much appreciated. Thanks!
To enable word-wrapping to multiple lines in a UIButton, you need to create your own button subclass.
For example:
class MultilineTitleButton: UIButton {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
func commonInit() -> Void {
self.titleLabel?.numberOfLines = 0
self.titleLabel?.textAlignment = .center
self.setContentHuggingPriority(UILayoutPriority.defaultLow + 1, for: .vertical)
self.setContentHuggingPriority(UILayoutPriority.defaultLow + 1, for: .horizontal)
}
override var intrinsicContentSize: CGSize {
let size = self.titleLabel!.intrinsicContentSize
return CGSize(width: size.width + contentEdgeInsets.left + contentEdgeInsets.right, height: size.height + contentEdgeInsets.top + contentEdgeInsets.bottom)
}
override func layoutSubviews() {
super.layoutSubviews()
titleLabel?.preferredMaxLayoutWidth = self.titleLabel!.frame.size.width
}
}
That button will wrap the title onto multiple lines, cooperating with auto-layout / constraints.
I don't have any projects with MapBox, but here is an example using a modified version of your CustomCalloutView. I commented out any MapBox specific code. You may be able to un-comment those lines and use this as-is:
class CustomCalloutView: UIView { //}, MGLCalloutView {
//var representedObject: MGLAnnotation
var repTitle: String = ""
// Allow the callout to remain open during panning.
let dismissesAutomatically: Bool = false
let isAnchoredToAnnotation: Bool = true
// https://github.com/mapbox/mapbox-gl-native/issues/9228
// NOTE: this causes a vertical shift when NOT using MapBox
// override var center: CGPoint {
// set {
// var newCenter = newValue
// newCenter.y -= bounds.midY
// super.center = newCenter
// }
// get {
// return super.center
// }
// }
lazy var leftAccessoryView = UIView() /* unused */
lazy var rightAccessoryView = UIView() /* unused */
//weak var delegate: MGLCalloutViewDelegate?
let tipHeight: CGFloat = 10.0
let tipWidth: CGFloat = 20.0
let mainBody: UIButton
var anchorView: UIView!
override func willMove(toSuperview newSuperview: UIView?) {
if newSuperview == nil {
anchorView.removeFromSuperview()
}
}
//required init(representedObject: MGLAnnotation) {
required init(title: String) {
self.repTitle = title
self.mainBody = MultilineTitleButton()
super.init(frame: .zero)
backgroundColor = .clear
mainBody.backgroundColor = .white
mainBody.setTitleColor(.black, for: [])
mainBody.tintColor = .black
mainBody.contentEdgeInsets = UIEdgeInsets(top: 10.0, left: 10.0, bottom: 10.0, right: 10.0)
mainBody.layer.cornerRadius = 4.0
addSubview(mainBody)
mainBody.translatesAutoresizingMaskIntoConstraints = false
let padding: CGFloat = 8.0
NSLayoutConstraint.activate([
mainBody.topAnchor.constraint(equalTo: self.topAnchor, constant: padding),
mainBody.leadingAnchor.constraint(equalTo: self.leadingAnchor, constant: padding),
mainBody.trailingAnchor.constraint(equalTo: self.trailingAnchor, constant: -padding),
mainBody.bottomAnchor.constraint(equalTo: self.bottomAnchor, constant: -padding),
])
}
required init?(coder decoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// MARK: - MGLCalloutView API
func presentCallout(from rect: CGRect, in view: UIView, constrainedTo constrainedRect: CGRect, animated: Bool) {
//delegate?.calloutViewWillAppear?(self)
// since we'll be using auto-layout for the mutli-line button
// we'll add an "anchor view" to the superview
// it will be removed when self is removed
anchorView = UIView(frame: rect)
anchorView.isUserInteractionEnabled = false
anchorView.backgroundColor = .clear
view.addSubview(anchorView)
view.addSubview(self)
// Prepare title label.
//mainBody.setTitle(representedObject.title!, for: .normal)
mainBody.setTitle(self.repTitle, for: .normal)
// if isCalloutTappable() {
// // Handle taps and eventually try to send them to the delegate (usually the map view).
// mainBody.addTarget(self, action: #selector(CustomCalloutView.calloutTapped), for: .touchUpInside)
// } else {
// // Disable tapping and highlighting.
// mainBody.isUserInteractionEnabled = false
// }
self.translatesAutoresizingMaskIntoConstraints = false
anchorView.autoresizingMask = [.flexibleTopMargin, .flexibleLeftMargin, .flexibleRightMargin, .flexibleBottomMargin]
NSLayoutConstraint.activate([
self.centerXAnchor.constraint(equalTo: anchorView.centerXAnchor),
self.bottomAnchor.constraint(equalTo: anchorView.topAnchor),
self.widthAnchor.constraint(lessThanOrEqualToConstant: constrainedRect.width),
])
if animated {
alpha = 0
UIView.animate(withDuration: 0.2) { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.alpha = 1
//strongSelf.delegate?.calloutViewDidAppear?(strongSelf)
}
} else {
//delegate?.calloutViewDidAppear?(self)
}
}
func dismissCallout(animated: Bool) {
if (superview != nil) {
if animated {
UIView.animate(withDuration: 0.2, animations: { [weak self] in
self?.alpha = 0
}, completion: { [weak self] _ in
self?.removeFromSuperview()
})
} else {
removeFromSuperview()
}
}
}
// MARK: - Callout interaction handlers
// func isCalloutTappable() -> Bool {
// if let delegate = delegate {
// if delegate.responds(to: #selector(MGLCalloutViewDelegate.calloutViewShouldHighlight)) {
// return delegate.calloutViewShouldHighlight!(self)
// }
// }
// return false
// }
//
// #objc func calloutTapped() {
// if isCalloutTappable() && delegate!.responds(to: #selector(MGLCalloutViewDelegate.calloutViewTapped)) {
// delegate!.calloutViewTapped!(self)
// }
// }
// MARK: - Custom view styling
override func draw(_ rect: CGRect) {
print(#function)
// Draw the pointed tip at the bottom.
let fillColor: UIColor = .red
let tipLeft = rect.origin.x + (rect.size.width / 2.0) - (tipWidth / 2.0)
let tipBottom = CGPoint(x: rect.origin.x + (rect.size.width / 2.0), y: rect.origin.y + rect.size.height)
let heightWithoutTip = rect.size.height - tipHeight - 1
let currentContext = UIGraphicsGetCurrentContext()!
let tipPath = CGMutablePath()
tipPath.move(to: CGPoint(x: tipLeft, y: heightWithoutTip))
tipPath.addLine(to: CGPoint(x: tipBottom.x, y: tipBottom.y))
tipPath.addLine(to: CGPoint(x: tipLeft + tipWidth, y: heightWithoutTip))
tipPath.closeSubpath()
fillColor.setFill()
currentContext.addPath(tipPath)
currentContext.fillPath()
}
}
Here is a sample view controller showing that "Callout View" with various length titles, restricted to 70% of the width of the view:
class CalloutTestVC: UIViewController {
let sampleTitles: [String] = [
"Short Title",
"Slightly Longer Title",
"A ridiculously long title that will need to wrap!",
]
var idx: Int = -1
let tapView = UIView()
var ccv: CustomCalloutView!
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(red: 0.8939146399, green: 0.8417750597, blue: 0.7458069921, alpha: 1)
tapView.backgroundColor = .systemBlue
tapView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(tapView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
tapView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
tapView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
tapView.widthAnchor.constraint(equalToConstant: 60),
tapView.heightAnchor.constraint(equalTo: tapView.widthAnchor),
])
// tap the Blue View to cycle through Sample Titles for the Callout View
// using the Blue view as the "anchor rect"
let t = UITapGestureRecognizer(target: self, action: #selector(gotTap))
tapView.addGestureRecognizer(t)
}
#objc func gotTap() -> Void {
if ccv != nil {
ccv.removeFromSuperview()
}
// increment sampleTitles array index
// to cycle through the strings
idx += 1
let validIdx = idx % sampleTitles.count
let str = sampleTitles[validIdx]
// create a new Callout view
ccv = CustomCalloutView(title: str)
// to restrict the "callout view" width to less-than 1/2 the screen width
// use view.width * 0.5 for the constrainedTo width
// may look better restricting it to 70%
ccv.presentCallout(from: tapView.frame, in: self.view, constrainedTo: CGRect(x: 0, y: 0, width: view.frame.size.width * 0.7, height: 100), animated: false)
}
}
It looks like this:
The UIButton class owns the titleLabel and is going to position and set the constraints on that label itself. More likely than not you are going to have to create a subclass of UIButton and override its "updateConstraints" method to position the titleLabel where you want it to go.
Your code should probably not be basing the size of the button off the size of the screen. It might set the size of off some other view in your hierarchy that happens to be the size of the screen but grabbing the screen bounds in the middle of setting a view's size is unusual.

Animate UILabel from a location to another location in the save UIViewController

I have 2 UILabels: usernameLabel located in left top corner and fadingWelcomeMessageLabel where I show a welcome message to user.
I want to implement a simple animation with a custom duration of few seconds which will minimise the size and fade (disolve) my fadingWelcomeMessageLabel from is original position to usernameLabel position.
How will be this possible ?
Below is a screenshot with what I want to do and also my current source code.
Thanks in advance.
import UIKit
class ViewController: UIViewController {
var fadingWelcomeMessageLabel: UILabel!
var usernameLabel : UILabel!
override func viewDidLoad() {
super.viewDidLoad()
setupUsernameLabel()
setupWelcomeMessageLabel()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
UILabel.transition(with: usernameLabel, duration: 0.5, options: UIView.AnimationOptions.transitionCrossDissolve, animations: {
}, completion: { (fininshed: Bool) -> () in
self.fadeWelcomeMessage(message: "Hello, Mr User !", color: .orange, finalAlpha: 0.0)
})
}
func setupUsernameLabel() {
usernameLabel = UILabel()
usernameLabel.text = "Mr User"
usernameLabel.numberOfLines = 0
view.addSubview(usernameLabel)
usernameLabel.translatesAutoresizingMaskIntoConstraints = false
usernameLabel.leftAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leftAnchor, constant: 10).isActive = true
usernameLabel.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 0).isActive = true
usernameLabel.widthAnchor.constraint (equalToConstant: 200).isActive = true
usernameLabel.heightAnchor.constraint (equalToConstant: 50).isActive = true
}
func setupWelcomeMessageLabel() {
// Fading Welcome Message Label
fadingWelcomeMessageLabel = UILabel()
fadingWelcomeMessageLabel.text = String()
fadingWelcomeMessageLabel.numberOfLines = 0
view.addSubview(fadingWelcomeMessageLabel)
fadingWelcomeMessageLabel.isHidden = true
fadingWelcomeMessageLabel.translatesAutoresizingMaskIntoConstraints = false
fadingWelcomeMessageLabel.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor).isActive = true
fadingWelcomeMessageLabel.topAnchor.constraint (equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 0).isActive = true
fadingWelcomeMessageLabel.widthAnchor.constraint (equalTo: view.safeAreaLayoutGuide.widthAnchor).isActive = true
fadingWelcomeMessageLabel.heightAnchor.constraint (equalToConstant: 200).isActive = true
}
func fadeWelcomeMessage(message: String, color: UIColor, finalAlpha: CGFloat) {
fadingWelcomeMessageLabel.text = message
fadingWelcomeMessageLabel.alpha = 1.0
fadingWelcomeMessageLabel.isHidden = false
fadingWelcomeMessageLabel.textAlignment = .center
fadingWelcomeMessageLabel.backgroundColor = color
fadingWelcomeMessageLabel.layer.cornerRadius = 5
fadingWelcomeMessageLabel.layer.masksToBounds = true
fadingWelcomeMessageLabel.font = UIFont.systemFont(ofSize: 24.0)
UIView.animate(withDuration: 6.0, animations: { () -> Void in
self.fadingWelcomeMessageLabel.alpha = finalAlpha
})
}
}
CGAffineTransform can help you. You can run my code and change value according to your needs. I have showed only for fadingWelcomeMessageLabel. Hope you will get the idea.
class ViewController: UIViewController {
let fadingWelcomeMessageLabel = UILabel()
let usernameLabel = UILabel()
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .gray
viewSetup()
}
override func viewDidAppear(_ animated: Bool) {
DispatchQueue.main.asyncAfter(deadline: .now()+3, execute: {
UIView.animate(withDuration: 1.5) {
self.fadingWelcomeMessageLabel.transform = CGAffineTransform(translationX: -300, y: -2200).concatenating(CGAffineTransform(scaleX: 0.4, y: 0.2))
}
})
}
func viewSetup() {
fadingWelcomeMessageLabel.frame = CGRect(x: 10, y: view.frame.height/2 - 50, width: view.frame.width - 20, height: 300)
fadingWelcomeMessageLabel.text = "Welcome Mr. David"
fadingWelcomeMessageLabel.textColor = .green
fadingWelcomeMessageLabel.textAlignment = .center
fadingWelcomeMessageLabel.backgroundColor = .red
view.addSubview(fadingWelcomeMessageLabel)
}
}
Solution for my issue was resolved with 1 line of code inside animation closure:
func fadeWelcomeMessage(message: String, color: UIColor, finalAlpha: CGFloat) {
fadingWelcomeMessageLabel.text = message
fadingWelcomeMessageLabel.alpha = 1.0
fadingWelcomeMessageLabel.isHidden = false
fadingWelcomeMessageLabel.textAlignment = .center
fadingWelcomeMessageLabel.backgroundColor = color
fadingWelcomeMessageLabel.layer.cornerRadius = 5
fadingWelcomeMessageLabel.layer.masksToBounds = true
fadingWelcomeMessageLabel.font = UIFont.systemFont(ofSize: 24.0)
UIView.animate(withDuration: 6.0, delay: 4.0, animations: { () -> Void in
self.fadingWelcomeMessageLabel.transform = CGAffineTransform(translationX: -180, y: -80).scaledBy(x: 0.20, y: 0.20)
self.fadingWelcomeMessageLabel.alpha = finalAlpha
}) { finish in
self.setupWelcomeMessageLabel()
}
}
Output:

executing a customizable function after an animation

I'm trying to execute a function after an animation. This will need to be a different function each time so I introduced an argument as a CGFunction. What's weird though is that when I'm running this code I actually get "yes" printed to console which means that it's working fine. But the program crashes a few seconds later, and what's even weirder is that "view running" actually never gets printed to console. If anybody could take a look and let me know what's causing this problem I'd really appreciate it. Thanks.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
addWelcomeLabel()
print("view running")
}
func addWelcomeLabel() {
let welcomeLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 500, height: 100))
welcomeLabel.alpha = 0.0
welcomeLabel.center = CGPoint(x: self.view.center.x, y: self.view.center.y)
welcomeLabel.text = "Welcome"
welcomeLabel.textAlignment = .center
welcomeLabel.font = UIFont.boldSystemFont(ofSize: 50)
welcomeLabel.textColor = UIColor(displayP3Red: 160/255, green: 160/255, blue: 160/255, alpha: 160/255)
view.addSubview(welcomeLabel)
fadeViewInThenOut(view: welcomeLabel, delay: 5, afterCompletion: hello() as! CGFunction)
}
func fadeViewInThenOut(view: UILabel, delay: TimeInterval, afterCompletion: CGFunction) {
let animationDuration = 1.00
let action = afterCompletion
UIView.animate(
withDuration: animationDuration,
delay: 1,
animations: { () -> Void in view.alpha = 1}) { (Bool) -> Void in
UIView.animate(
withDuration: animationDuration,
delay: delay,
animations: { () -> Void in view.alpha = 0},
completion: { finished in action //insert here what i want it to do after
})
}
}
func hello(){
print("yes")
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
addWelcomeLabel()
}
func addWelcomeLabel() {
let welcomeLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 500, height: 100))
welcomeLabel.alpha = 0.0
welcomeLabel.center = CGPoint(x: self.view.center.x, y: self.view.center.y)
welcomeLabel.text = "Welcome"
welcomeLabel.textAlignment = .center
welcomeLabel.font = UIFont.boldSystemFont(ofSize: 50)
welcomeLabel.textColor = UIColor(displayP3Red: 160/255, green: 160/255, blue: 160/255, alpha: 160/255)
view.addSubview(welcomeLabel)
fadeViewInThenOut(view: welcomeLabel, delay: 5, afterCompletion: hello())
}
func fadeViewInThenOut(view: UILabel, delay: TimeInterval, afterCompletion: (())) {
let animationDuration = 1.00
let action = afterCompletion
UIView.animate(
withDuration: animationDuration,
delay: 1,
animations: { () -> Void in view.alpha = 1}) { (Bool) -> Void in
UIView.animate(
withDuration: animationDuration,
delay: delay,
animations: { () -> Void in view.alpha = 0},
completion: { finished in action //insert here what i want it to do after
print("action")
})
}
}
func hello(){
print("yes")
}
}

Value of type 'UIImageView' has no member 'fadeIn'

Currently working on making an image fade in and out. I created two functions 'fadeIn' and 'fadeOut' they seem right to me but I can't seem to get them working. I keep getting Value of type 'UIImageView' has no member 'fadeIn'.
var imageView : UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
imageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
imageView.contentMode = .scaleAspectFit
imageView.center = self.view.center
imageView.image = image
self.view.addSubview(imageView)
imageView.isHidden = true
imageView.alpha = 0
imageView.fadeIn()
func fadeIn(withDuration duration: TimeInterval = 1.0) {
UIImageView.animate(withDuration: duration, animations: {
self.imageView.alpha = 1.0
})
}
func fadeOut(withDuration duration: TimeInterval = 1.0) {
UIImageView.animate(withDuration: duration, animations: {
self.imageView.alpha = 0.0
})
}
Move these funcs to an extension on UIImageView, rather than have them in viewDidLoad
class myViewController: UIViewController {
func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
imageView.fadeIn()
}
}
extension UIImageView {
func fadeIn(withDuration duration: TimeInterval = 1) {
UIView.animate(withDuration: duration) {
self.alpha = 1.0
}
}
func fadeOut(withDuration duration: TimeInterval = 1) {
UIiew.animate(withDuration: duration) {
self.alpha = 0.0
}
}
}

How to move a label only once (swift)?

I created a label programmatically, and initially the label don't appear , only when button "appear" is touched (Ok). I want to know how to move the label only once. If the label was moved for the first time, when I touch the button again, nothing must happen.
import UIKit
class ViewController: UIViewController {
var label = UILabel()
var screenWidth: CGFloat = 0.0
var screenHeight: CGFloat = 0.0
override func viewDidLoad() {
super.viewDidLoad()
let screenSize: CGRect = UIScreen.mainScreen().bounds
screenWidth = screenSize.width
screenHeight = screenSize.height
label = UILabel(frame: CGRectMake(0, 64, screenWidth, 70))
label.textAlignment = NSTextAlignment.Center
label.backgroundColor = UIColor.blackColor()
label.text = "Label Appear"
label.font = UIFont(name: "HelveticaNeue-Bold", size: 16.0)
label.textColor = UIColor.whiteColor()
view.addSubview(label)
// Do any additional setup after loading the view, typically from a nib.
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.label.center.y -= self.view.bounds.width
}
#IBAction func appear(sender: AnyObject) {
UIView.animateWithDuration(0.5, animations: {
self.label.center.y += self.view.bounds.width
}, completion: nil)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
One solution is to add a boolean that indicate if the label has already moved or hasn't.
For example :
var hasLabelAlreadyMoved = false
...
#IBAction func appear(sender: AnyObject) {
/*
We want to move the label if the bool is set to false ( that means it hasn't moved yet ),
else ( the label has already moved ) we exit the function
*/
guard !self.hasLabelAlreadyMoved else {
return
}
self.hasLabelAlreadyMoved = true
UIView.animateWithDuration(0.5, animations: {
self.label.center.y += self.view.bounds.width
}, completion: nil)
}