How to add a tap gesture to multiple UIViewControllers - swift

I'd like to print a message when an user taps twice on the remote of the Apple TV. I got this to work inside a single UIViewController, but I would like to reuse my code so that this can work in multiple views.
The code 'works' because the app runs without any problems. But the message is never displayed in the console. I'm using Swift 3 with the latest Xcode 8.3.3. What could be the problem?
The code of a UIViewController:
override func viewDidLoad() {
super.viewDidLoad()
_ = TapHandler(controller: self)
}
The code of the TapHandler class
class TapHandler {
private var view : UIView?
required init(controller : UIViewController) {
self.view = controller.view
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.message))
tapGesture.numberOfTapsRequired = 2
self.view!.addGestureRecognizer(tapGesture)
self.view!.isUserInteractionEnabled = true
}
#objc func message() {
print("Hey there!")
}
}

Your TapHandler just getting released. Try This:
var tapHandler:TapHandler? = nil
override func viewDidLoad() {
super.viewDidLoad()
tapHandler = TapHandler(controller: self)
}
I have tested the code and is working.

Related

Testing tableview.reloadData()

while using a MockTableView this code still not calling reloadData() from the mock,
please i wanna know what is wrong here.
following this book: Test-Driven IOS Development with Swift 4 - Third Edition
page 164, i was as an exercise
full code repo - on github
ItemListViewController.swift
import UIKit
class ItemListViewController: UIViewController, ItemManagerSettable {
#IBOutlet var tableView: UITableView!
#IBOutlet var dataProvider: (UITableViewDataSource & UITableViewDelegate &
ItemManagerSettable)!
var itemManager: ItemManager?
override func viewDidLoad() {
super.viewDidLoad()
itemManager = ItemManager()
dataProvider.itemManager = itemManager
tableView.dataSource = dataProvider
tableView.delegate = dataProvider
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
tableView.reloadData()
}
#IBAction func addItem(_ sender: UIBarButtonItem) {
if let nextViewController =
storyboard?.instantiateViewController(
withIdentifier: "InputViewController")
as? InputViewController {
nextViewController.itemManager = itemManager
present(nextViewController, animated: true, completion: nil)
}
}
}
ItemListViewControllerTest.swift
import XCTest
#testable import ToDo
class ItemListViewControllerTest: XCTestCase {
var sut: ItemListViewController!
var addButton: UIBarButtonItem!
var action: Selector!
override func setUpWithError() throws {
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier:
"ItemListViewController")
sut = vc as? ItemListViewController
addButton = sut.navigationItem.rightBarButtonItem
action = addButton.action
UIApplication.shared.keyWindow?.rootViewController = sut
sut.loadViewIfNeeded()
}
override func tearDownWithError() throws {}
func testItemListVC_ReloadTableViewWhenAddNewTodoItem() {
let mockTableView = MocktableView()
sut.tableView = mockTableView
guard let addButton = sut.navigationItem.rightBarButtonItem else{
XCTFail()
return
}
guard let action = addButton.action else{
XCTFail()
return
}
sut.performSelector(onMainThread: action, with: addButton, waitUntilDone: true)
guard let inputViewController = sut.presentedViewController as?
InputViewController else{
XCTFail()
return
}
inputViewController.titleTextField.text = "Test Title"
inputViewController.save()
XCTAssertTrue(mockTableView.calledReloadData)
}
}
extension ItemListViewControllerTest{
class MocktableView: UITableView{
var calledReloadData: Bool = false
override func reloadData() {
calledReloadData = true
super.reloadData()
}
}
}
You inject a MockTableview Then you call loadViewIfNeeded(). But because this view controller is storyboard-based and the table view is an outlet, the actual table view is loaded at this time. This replaces your MockTableview.
One solution is:
Call loadViewIfNeeded() first
Inject the MockTableview to replace the actual table view
Call viewDidLoad() directly. Even though loadViewIfNeeded() already called it, we need to repeat it now that we have a different tableview in place.
Another possible solution:
Avoid MockTableview completely. Continue to use a real table view. You can test whether it reloads data by checking whether the number of rows matches the changed data.
Yet another solution:
Avoid storyboards. You can do this with plain XIBs (but these lack table view prototype cells) or programmatically.
By the way, I see all your tearDownWithError() implementations are empty. Be sure to tear down everything you set up. Otherwise you will end up with multiple instances of your system under test alive at the same time. I explain there here: https://qualitycoding.org/xctestcase-teardown/

UIView Representative Does Not Conform to Protocol

I'm new to coding and am working on an app to display graphs using XCODE (13.1)/Swift. I want to be able to swipe to go from graph to graph, but have been unable to get it functioning. I originally tried to use a class to call for the swipe, but ran into conflicts with the UIView.
I think that the answer is to use a UIViewRepresentative, but I got an error that it did not conform to protocol. Here is the code for the approach using class (I have commented the options out as I have been troubleshooting.
/*class SwipeView: UIViewController{
override func viewDidLoad() {
super.viewDidLoad()
self.view.isUserInteractionEnabled = true
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(tapForSwipe))
swipeRight.direction = .right
self.view.addGestureRecognizer(swipeRight)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(tapForSwipe))
swipeLeft.direction = .left
self.view.addGestureRecognizer(swipeLeft)
}
#objc private func tapForSwipe(sender : UISwipeGestureRecognizer){
if sender.direction == .right {
Charttype = Charttype - 1
print("right")
}
else if sender.direction == .left {
Charttype = Charttype + 1
return
}
if Charttype > 16 {
Charttype = 16
return
}
if Charttype < 0 {
Charttype = 0
return
}
And here is the code for the UIViewRepresentative approach:
enter
struct swipeGesture : UIViewRepresentable {
func makeCoordinator() -> swipeGesture.Coordinator {
return swipeGesture.Coordinator()
}
func makeUIView(context: UIViewControllerRepresentableContext<swipeGesture>) -> UIView{
let view = UIView()
let left = UISwipeGestureRecognizer(target :context.coordinator, action: #selector(context.coordinator.left))
left.direction = .left
let right = UISwipeGestureRecognizer(target: self, action: #selector(context.coordinator.right))
right.direction = .right
view.addGestureRecognizer(left)
view.addGestureRecognizer(right)
return view
}
func updateUIView(_ uiView: UIView, context: UIViewControllerRepresentableContext<swipeGesture>) {
}
class Coordinator : NSObject{
#objc func left(){
print("left")
}
#objc func right(){
print("right")
}
}
I appreciate any help and guidance on this. Thanks!
You're confusing UIViewControllerRepresentable and UIViewRepresentable. Your two function calls above need to be:
func updateUIView(_ uiView: UIView, context: Self.Context) {
and
func makeUIView(context: Self.Context) -> UIView {
You're using UIViewControllerRepresentableContext<swipeGesture> which is not relevant here, and the source of your problems. The error message you're seeing is that swipeGesture (should be SwipeGesture, by the way, types start with upper case letters) doesn't conform to UIViewControllerRepresentable, which is true. The compiler only thinks it should because you've mentioned it in the signature of these two methods.
The wider issue may be why you think this is a solution to your problem. UIViewRepresentable is for injecting UIKit views into a SwiftUI app, yet from your question it seems like you're building a UIKit app anyway, so I'm not sure why you're going this route. But that's a different question, I think.

blank collection view in user login for the first time

Good day everyone,
I have root view controller set up as my HomeViewController, in this project i am using token based authentication ( which i am storing in user defaults ) and i am using token for all my API calls.
I have a check in my viewWillAppear method to check if there is access token present and then i make the api call in viewDidAppear to populate the collection view, and this works perfectly fine at all times except the first time.
If I log in for the first time it hits the viewWillAppear, viewDidAppear and then login screen pops up and once i authenticate the user and save it in the UserDefaults, dismiss the login screen and in the HomeViewController all i get is a spinner ( which means that viewDidAppear is also been called ) but if i close the app and open it again it all works fine.
What can i change in my code to make it work in the first time please and thank you!!
class HomeViewController: UIViewController {
// MARK: - Properties
let refreshControl = UIRefreshControl()
var publishedReportList: [ReportListDetail] = []
private let reportsCollectionView: UICollectionView = {
let viewLayout = UICollectionViewFlowLayout()
let collectionView = UICollectionView(frame: .zero, collectionViewLayout: viewLayout)
collectionView.register(ReportsCollectionViewCell.self, forCellWithReuseIdentifier: ReportsCollectionViewCell.identifier)
collectionView.backgroundColor = .systemBackground
return collectionView
}()
// MARK: - Initialisation
override func viewDidLoad() {
super.viewDidLoad()
reportsCollectionView.delegate = self
reportsCollectionView.dataSource = self
print(publishedReportList.count)
refreshControl.tintColor = .blue
refreshControl.addTarget(self, action: #selector(pullToRefresh), for: .valueChanged)
reportsCollectionView.addSubview(refreshControl)
reportsCollectionView.alwaysBounceVertical = true
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// check auth status
handleNotAuthenticated()
}
override func viewDidAppear(_ animated: Bool) {
// call for reports
getReportUserLayout()
}
// MARK: - Handlers
#objc func pullToRefresh() {
// Code to refresh table view
getReportUserLayout()
}
fileprivate func getReportUserLayout() {
// publishedReportList.removeAll()
whySuchEmptyLabel.isHidden = true
spinner.show(in: view)
spinner.textLabel.text = "Loading Reports.."
DispatchQueue.main.async {
ReportsManager.shared.getReportData { [weak self] (listOfReports) in
guard let strongSelf = self else { return }
strongSelf.publishedReportList = listOfReports
if listOfReports.count == 0 {
strongSelf.whySuchEmptyLabel.isHidden = false
}
strongSelf.reportsCollectionView.reloadData()
strongSelf.spinner.dismiss()
strongSelf.refreshControl.endRefreshing()
}
}
}
private func handleNotAuthenticated() {
if UserDefaults.standard.string(forKey: "accessToken") == nil {
// show login view controller
let loginVC = LoginViewController()
loginVC.modalPresentationStyle = .overCurrentContext
present(loginVC, animated: false)
}
}
}
You are in the HomeViewController and presenting loginVC, so it will not trigger viewDidAppear or viewWillAppear because it is not disappeared from the app. You have to use closure or delegate or notification to communicate back to the HomeViewController. You can also use the Combine framework and save the state. Here is an example of using delegate.
// Add protocol
protocol ViewControllerDelegate {
func loggedIn()
}
class HomeViewController: UIViewController, ViewControllerDelegate {
private func handleNotAuthenticated() {
if UserDefaults.standard.string(forKey: "accessToken") == nil {
let loginVC = LoginViewController()
loginVC.modalPresentationStyle = .overCurrentContext
loginVC.viewDelegate = self
present(loginVC, animated: false)
}
}
}
class LoginViewController: UIViewController {
var viewDelegate: ViewControllerDelegate? = nil
func userLoggedIn() {
self.viewDelegate?.loggedIn()
}
}

Gesture recognizer is not working on UIView

I'm trying to get a few gesture recognisers to work on a UIView. The UIview is in this case a retrieved SVG image, the library that I use is SwiftSVG.
But the actual added image is a UIView, so I think that is not the problem?
override func viewDidLoad() {
super.viewDidLoad()
let svgURL = URL(string: "https://openclipart.org/download/181651/manhammock.svg")!
let hammock = UIView(SVGURL: svgURL) { (svgLayer) in
svgLayer.fillColor = UIColor(red:0.8, green:0.16, blue:0.32, alpha:1.00).cgColor
svgLayer.resizeToFit(self.v2imageview.bounds)
}
hammock.isUserInteractionEnabled = true
let tap = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
hammock.isUserInteractionEnabled = true;
hammock.addGestureRecognizer(tap)
self.view.addSubview(hammock)
}
// function which is triggered when handleTap is called
#objc func handleTap(_ sender: UITapGestureRecognizer) {
print("Hello World")
}
How can I make the recognizer work?
Thanks
You need to set a frame
hammock.frame = ///
or constraints

How to implement Interstitial iAds in Swift(Xcode 6.1)

I am trying to figure out how to switch over from my banner view iAds to interstitial iAds in order to free up space for a tabbed controller. For some reason I am completely unable to find any resource for even getting started on these ads with swift.
Could anyone please give me some information on interstitial iAds with Swift and how I can implement them in a project.
Here is a relatively cleaner and easier to follow way to implement Interstitial Ads since this way doesn't require the use of NSNotificationCentre
import UIKit
import iAd
class ViewController: UIViewController, ADInterstitialAdDelegate {
var interstitialAd:ADInterstitialAd!
var interstitialAdView: UIView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
loadInterstitialAd()
}
func loadInterstitialAd() {
interstitialAd = ADInterstitialAd()
interstitialAd.delegate = self
}
func interstitialAdWillLoad(interstitialAd: ADInterstitialAd!) {
}
func interstitialAdDidLoad(interstitialAd: ADInterstitialAd!) {
interstitialAdView = UIView()
interstitialAdView.frame = self.view.bounds
view.addSubview(interstitialAdView)
interstitialAd.presentInView(interstitialAdView)
UIViewController.prepareInterstitialAds()
}
func interstitialAdActionDidFinish(interstitialAd: ADInterstitialAd!) {
interstitialAdView.removeFromSuperview()
}
func interstitialAdActionShouldBegin(interstitialAd: ADInterstitialAd!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func interstitialAd(interstitialAd: ADInterstitialAd!, didFailWithError error: NSError!) {
}
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!) {
interstitialAdView.removeFromSuperview()
}
And it may help if you put println("Function Name") in each function just to keep track of your Interstitial Ads process. If you have any questions and or a way to improve this block of code please leave a comment. Thank You
Here is how i use in my project
//adding iAd framework
import iAd
//conform iAd delegate
class ViewController: UIViewController,ADInterstitialAdDelegate
//create instance variable
var interstitial:ADInterstitialAd!
//default iAd interstitials does not provide close button so we need to create one manually
var placeHolderView:UIView!
var closeButton:UIButton!
override func viewDidLoad() {
super.viewDidLoad()
//iAD interstitial
NSNotificationCenter.defaultCenter().addObserver(self, selector: ("runAd:"), name:UIApplicationWillEnterForegroundNotification, object: nil)
}
//iAD interstitial
func runAd(notification:NSNotification){
var timer = NSTimer.scheduledTimerWithTimeInterval(3.0, target: self, selector: Selector("dislayiAdInterstitial"), userInfo: nil, repeats: false)
cycleInterstitial()
}
func cycleInterstitial(){
// Clean up the old interstitial...
// interstitial.delegate = nil;
// and create a new interstitial. We set the delegate so that we can be notified of when
interstitial = ADInterstitialAd()
interstitial.delegate = self;
}
func presentInterlude(){
// If the interstitial managed to load, then we'll present it now.
if (interstitial.loaded) {
placeHolderView = UIView(frame: self.view.frame)
self.view.addSubview(placeHolderView)
closeButton = UIButton(frame: CGRect(x: 270, y: 25, width: 25, height: 25))
closeButton.setBackgroundImage(UIImage(named: "error"), forState: UIControlState.Normal)
closeButton.addTarget(self, action: Selector("close"), forControlEvents: UIControlEvents.TouchDown)
self.view.addSubview(closeButton)
interstitial.presentInView(placeHolderView)
}
}
// iAd Delegate Mehtods
// When this method is invoked, the application should remove the view from the screen and tear it down.
// The content will be unloaded shortly after this method is called and no new content will be loaded in that view.
// This may occur either when the user dismisses the interstitial view via the dismiss button or
// if the content in the view has expired.
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!){
placeHolderView.removeFromSuperview()
closeButton.removeFromSuperview()
interstitial = nil
cycleInterstitial()
}
func interstitialAdActionDidFinish(_interstitialAd: ADInterstitialAd!){
placeHolderView.removeFromSuperview()
closeButton.removeFromSuperview()
interstitial = nil
println("called just before dismissing - action finished")
}
// This method will be invoked when an error has occurred attempting to get advertisement content.
// The ADError enum lists the possible error codes.
func interstitialAd(interstitialAd: ADInterstitialAd!,
didFailWithError error: NSError!){
cycleInterstitial()
}
//Load iAd interstitial
func dislayiAdInterstitial() {
//iAd interstitial
presentInterlude()
}
func close() {
placeHolderView.removeFromSuperview()
closeButton.removeFromSuperview()
interstitial = nil
}
I know this is old - but I just came across
override func prepareForSegue(segue: UIStoryboardSegue,
sender: AnyObject?) {
let destination = segue.destinationViewController
as UIViewController
destination.interstitialPresentationPolicy =
ADInterstitialPresentationPolicy.Automatic
}
If you add this to your app delegate, you'll avoid that 3 second delay suggested above.
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
UIViewController.prepareInterstitialAds()
return true
}