I have 3 classes, one is a a normal UIViewController in in which I have this code:
let CC0 = CustomUIView0()
self.addSubview(CC0)
the CustomUIView00 is a UIView class containing this code:
let CC1 = CustomUIView1()
self.addSubview(CC1)
Now for CC1 I would like to activate a constraint like this
NSLayoutConstraint.activate([
NSLayoutConstraint(item: CC1, attribute: NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem: ("Parent view of CC0"), attribute: NSLayoutAttribute.top, multiplier: 1, constant: 0)
])
What I tried to do is to use the UIScreen.main in the toItem place but this throws an error saying that the item needs to be an instance of UIView for this to work.
So I would essentially like to create a constraint relative to the parent of the paren view, how could I do this.
Update:
UIViewController:
let CC0 = UICustomUIView0()
self.view.insertSubview(self.CC0, at: 0)
UICustomUIView0:
init {
super.init(frame: UIScreen.main.bounds);
let CC1 = UICustomUIView1()
guard let CC1Parent = self.CC1.superview, let CC0Parent = CC1Parent.superview else {
print("Problem")
return
}
self.view.addSubview(CC1)
NSLayoutConstraint.activate([
NSLayoutConstraint(item: CC1, attribute: NSLayoutAttribute.top, relatedBy: NSLayoutRelation.equal, toItem: CC0Parent, attribute: NSLayoutAttribute.top, multiplier: 1, constant: 0)
])
}
This throws the problem print
Try below:
// guard below ensures you have the parent AND grandparent views
guard let cc1Parent = cc1.superview, let cc0Parent = cc1Parent.superview else {
// problem with accessing parent views
return
}
// now just set your constraints as per below
NSLayoutConstraint(item: cc1, attribute: .top, relatedBy: .equal, toItem: cc1Parent, attribute: .top, multiplier: 1, constant: 0)
EDIT: For UIView put code in awakeFromNib()
override func awakeFromNib() {
super.awakeFromNib()
// Set layout constraints here
}
Related
I have two custom views in my project which needs to be zoomed in the exact same proportion. So I decided to use UIScrollView for that and it fits perfectly.
I decided to develop a very simple class inherited from UIScrollView and inside of it I initialized all views structure. That way I'm avoiding any construction steps in the NIB file and my class can be used just by adding one view. But I faced an issue already on the stage of adding contentView.
Here's my class:
final class PlayerContentView: UIScrollView {
fileprivate var contentView: UIView!
override func awakeFromNib() {
super.awakeFromNib()
self.backgroundColor = .clear
setupScrollProperties()
setupContentView()
}
private func setupScrollProperties()
{
self.translatesAutoresizingMaskIntoConstraints = false
self.minimumZoomScale = 1.0
self.maximumZoomScale = 2.0
self.contentSize = frame.size
self.delegate = self
}
private func setupContentView()
{
contentView = UIView(frame: self.frame)
contentView.backgroundColor = .red
self.addSubview(contentView)
CommonSwiftUtility.setSideConstraints(superview: self, view: contentView)
CommonSwiftUtility.setSizeConstraints(superview: self, view: contentView)
}
func requireToFail(_ gestureRecognizer: UIPanGestureRecognizer) {
self.panGestureRecognizer.require(toFail: gestureRecognizer)
} }
And here're methods for adding constraints:
static func setSideConstraints(superview: UIView, view: UIView) {
let topConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .top,
relatedBy: .equal,
toItem: superview,
attribute: .top,
multiplier: 1.0, constant: 0.0)
let bottomConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .bottom,
relatedBy: .equal,
toItem: superview,
attribute: .bottom,
multiplier: 1.0, constant: 0.0)
let leadingConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .leading,
relatedBy: .equal,
toItem: superview,
attribute: .leading,
multiplier: 1.0, constant: 0.0)
let trailingConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .trailing,
relatedBy: .equal,
toItem: superview,
attribute: .trailing,
multiplier: 1.0, constant: 0.0)
superview.addConstraint(topConstraint)
superview.addConstraint(bottomConstraint)
superview.addConstraint(leadingConstraint)
superview.addConstraint(trailingConstraint)
}
static func setSizeConstraints(superview: UIView, view: UIView)
{
let wConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .width,
relatedBy: .equal,
toItem: superview,
attribute: .width,
multiplier: 1.0, constant: 0.0)
let hConstraint: NSLayoutConstraint = NSLayoutConstraint(item: view,
attribute: .height,
relatedBy: .equal,
toItem: superview,
attribute: .height,
multiplier: 1.0, constant: 0.0)
superview.addConstraint(wConstraint)
superview.addConstraint(hConstraint)
}
As you can see, I painted my contentView in red color in order to define it on the screen. After showing my PlayerContentView I get this:
PlayerContentView is stretched on the full screen so I'm expecting contentView to be full-size, but clearly it's not. Could someone please refer me to the solution of that issue? Thanks in advance!
Can you set
contentView.translatesAutoresizingMaskIntoConstraints = false
I have a viewcontroller that holds multiple stackviews. There is a button that when pressed, the corresponding uiview wil become fullscreen inside the original view. There is a different button that is supposed to make the uiview go back to its original stackview. The uiview itself contains other views. I am having some problems doing that. The uiview does end up in the stackview, but not near the same size/place it used to be. I am not sure how to solve this, and been going at it for several hours now, looking at multiple sources.
This is the code that makes the uiview go fullscreen:
private func moveToFrontOfCardView(v: UIView) {
originalView = v.superview
if let stack = originalView as? UIStackView {
stack.removeArrangedSubview(v)
}
myCardView.addSubview(v)
let topConstraint = NSLayoutConstraint(item: v, attribute: .top, relatedBy: .equal, toItem: myCardView, attribute: .top, multiplier: 1, constant: 10)
let bottomConstraint = NSLayoutConstraint(item: v, attribute: .bottom, relatedBy: .equal, toItem: myCardView, attribute: .bottom, multiplier: 1, constant: -10)
let leftConstraint = NSLayoutConstraint(item: v, attribute: .left, relatedBy: .equal, toItem: myCardView, attribute: .left, multiplier: 1, constant: 10)
let rightConstraint = NSLayoutConstraint(item: v, attribute: .right, relatedBy: .equal, toItem: myCardView, attribute: .right, multiplier: 1, constant: -10)
myCardView.addConstraints([topConstraint, bottomConstraint, leftConstraint, rightConstraint])
}
And this is the code I use when I want it to go back:
private func moveToOriginalPosition(v: UIView) {
if let stack = originalView as? UIStackView {
stack.addArrangedSubview(v)
}
}
Does anyone have a clue how I could fix this?
EDIT
I've tried Saqib and Bilals answer, but I get this as a result:
Declare a class variable for tracking view's index
var selectedIndex = 0 // Contains Current Seleceted view's index
overrie func viewDidLoad() { ...
Before removing view from stackview get the view index like this selectedIndex = stack.subviews.index(of: v)
keep reference to all the constraints.
Before adding it back disable all the constraints topConstraint.isActive = false
Now add the view at the same index using stack.insertArrangedSubview(view, at: selectedIndex)
An other option is to create a same new view and just hide/unhide the one in stackview. StackView automatically fills the space accordingly for the hidden views.
You should deActivate the constraints you added to view when removed it from stackView, at the time you want add the view to the stackView again.
For this you should make the constraints instance of your viewController class and next, write your moveToOriginalPosition(v: UIView) method like this:
private func moveToOriginalPosition(v: UIView) {
if let stack = originalView as? UIStackView {
stack.addArrangedSubview(v)
topConstraint.isActive = false
bottomConstraint.isActive = false
leftConstraint.isActive = false
rightConstraint.isActive = false
}
}
Ofcourse, you should remove, these lines of codes from moveToFrontOfCardView(v: UIView) method:
self.topConstraint = NSLayoutConstraint(item: v, attribute: .top, relatedBy: .equal, toItem: myCardView, attribute: .top, multiplier: 1, constant: 10)
self.bottomConstraint = NSLayoutConstraint(item: v, attribute: .bottom, relatedBy: .equal, toItem: myCardView, attribute: .bottom, multiplier: 1, constant: -10)
self.leftConstraint = NSLayoutConstraint(item: v, attribute: .left, relatedBy: .equal, toItem: myCardView, attribute: .left, multiplier: 1, constant: 10)
self.rightConstraint = NSLayoutConstraint(item: v, attribute: .right, relatedBy: .equal, toItem: myCardView, attribute: .right, multiplier: 1, constant: -10)
myCardView.addConstraints([topConstraint, bottomConstraint, leftConstraint, rightConstraint])
and add them where you make your view initialized. and replace below lines with above lines in moveToFrontOfCardView(v: UIView) method:
topConstraint.isActive = true
bottomConstraint.isActive = true
leftConstraint.isActive = true
rightConstraint.isActive = true
By the looks of things you don't need to remove the original view. You could make a copy of it then display the copy full screen. Then when you dismiss this copy you release the reference to it
I'm developing custom components in Swift by inheriting the default components. Below there is a piece of my code:
class DirectionButton: UIButton {
var backgroundImage: UIImageView!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
styleComponent()
}
override init(frame: CGRect) {
super.init(frame: frame)
styleComponent()
}
func styleComponent() {
backgroundImage = UIImageView(image: UIImage(named: "seta-proximo"))
backgroundImage.contentMode = .ScaleAspectFit
self.setNeedsLayout()
self.layoutIfNeeded()
self.addSubview(backgroundImage)
let imageConstraints = NSLayoutConstraint(item: self, attribute: .TrailingMargin, relatedBy: .Equal, toItem: self, attribute: .Trailing, multiplier: 1, constant: 10)
backgroundImage.addConstraint(imageConstraints)
}
}
The backgroundImage variable needs to be 10 points from the right part of the button, that's why I need the constraints.
After running I got an exception like that: The view hierarchy is not prepared for the constraint.
How can I add constraints correctly?
Reading the documentation, I followed the tip to use layout anchors as #AjayBeniwal suggested. The code I needed was the following (after I add the subview to the button):
backgroundImage.trailingAnchor.constraintEqualToAnchor(self.layoutMarginsGuide.trailingAnchor, constant: -10).active = true
backgroundImage.bottomAnchor.constraintEqualToAnchor(self.layoutMarginsGuide.bottomAnchor).active = true
backgroundImage.centerYAnchor.constraintEqualToAnchor(self.layoutMarginsGuide.centerYAnchor).active = true
This way, the image is vertically centralized to the button an 20 points far from the right edge.
Edited
first do this :
backgroundImage.translatesAutoresizingMaskIntoConstraints = false
Add constraint to self not backgroundImage
You are adding constraint from self to self (incorrect) add from backroundImage to self
Constraints are incomplete. You are adding only one trailing constraint.
Overall solution is this:
func styleComponent() {
// Change clear.png with your own image name.
backgroundImage = UIImageView(image: UIImage(named: "clear.png"))
backgroundImage.contentMode = .ScaleAspectFit
self.addSubview(backgroundImage)
backgroundImage.translatesAutoresizingMaskIntoConstraints = false
let imageConstraints = NSLayoutConstraint(item: backgroundImage, attribute: .Trailing, relatedBy: .Equal, toItem: self, attribute: .Trailing, multiplier: 1, constant: -10)
self.addConstraint(imageConstraints)
let topConstraints = NSLayoutConstraint(item: backgroundImage, attribute: .Top, relatedBy: .Equal, toItem: self, attribute: .Top, multiplier: 1, constant: 10)
self.addConstraint(topConstraints)
let bottomConstraints = NSLayoutConstraint(item: backgroundImage, attribute: .Bottom, relatedBy: .Equal, toItem: self, attribute: .Bottom, multiplier: 1, constant: -10)
self.addConstraint(bottomConstraints)
let leadingConstraints = NSLayoutConstraint(item: backgroundImage, attribute: .Left, relatedBy: .Equal, toItem: self, attribute: .Left, multiplier: 1, constant: 10)
self.addConstraint(leadingConstraints)
}
The resultant output is this. You can modifiy the constants values to do according to your own will
In this case, The green is a Button and Red one is background image.
Try this and let me know if you are still getting any warning or complications.
//Give Constrain Outlet to ImageView
func setConstrain()
{
self.imageConstrain.constant = -10
self.topConstraints.constant = 10
self.bottomConstraints.constant = -10
self.leadingConstraints.constant = 10
self.layoutIfNeeded()
}
I have a UIButton that I set up with auto layout constraints in a storyboard. i also have a UIView that I initiate in the UIViewController's viewDidLoad method. I make this view have (almost) all the same properties as the UIButton but when it I run it in the simulator it doesn't "stick" to the button. here's what I have:
class ViewController: UIViewController {
#IBOutlet weak var someButton: UIButton!
func viewDidLoad() {
super.viewDidLoad()
let someView = UIView()
someView.backgroundColor = UIColor.greenColor()
someView.frame = someButton.bounds
someView.frame.origin = someButton.frame.origin
someView.autoresizingMask = someButton.autoresizingMask
someView.autoresizesSubviews = true
someView.layer.cornerRadius = someButton.layer.cornerRadius
someView.clipsToBounds = true
someView.userInteractionEnabled = false
view.insertSubview(someView, belowSubview: someButton)
}
}
I guess I’m missing the someView.auto layout constraint?
EDIT: i thought accessing the UIButton's constraints would work but they appear to be an empty array. are story board constraints are hidden?
someView.addConstraints(someButton.constraints)
thanks.
Copying the constraints that way fails because:
the constraints in the storyboard are added to the superview and not the button itself
the constraints you try to copy are referencing the button and not your new view
Instead of copying the constraints keep it simple and create new ones and reference the button:
let someView = UIView()
someView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(someView)
view.addConstraints([
NSLayoutConstraint(item: someView, attribute: .Leading, relatedBy: .Equal, toItem: someButton, attribute: .Leading, multiplier: 1, constant: 0),
NSLayoutConstraint(item: someView, attribute: .Trailing, relatedBy: .Equal, toItem: someButton, attribute: .Trailing, multiplier: 1, constant: 0),
NSLayoutConstraint(item: someView, attribute: .Top, relatedBy: .Equal, toItem: someButton, attribute: .Top, multiplier: 1, constant: 0),
NSLayoutConstraint(item: someView, attribute: .Bottom, relatedBy: .Equal, toItem: someButton, attribute: .Bottom, multiplier: 1, constant: 0)
])
I add a subView to a superview and I want to constrain the subview. But it does not do anything. The subview is added fullscreen over the superview. Please help me, what is going wrong?
This is my code:
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
setupConstraints()
}
func setupConstraints(){
heightConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: nil, attribute: NSLayoutAttribute.NotAnAttribute, multiplier: 1, constant: 80)
bottomConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.CenterY, relatedBy: NSLayoutRelation.Equal, toItem: view.superview!, attribute: NSLayoutAttribute.CenterY, multiplier: 1, constant: 30)
widthConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: view.superview!, attribute: NSLayoutAttribute.Width, multiplier: 1, constant: 0)
view.setTranslatesAutoresizingMaskIntoConstraints(false)
view.superview!.setTranslatesAutoresizingMaskIntoConstraints(false)
view.addConstraint(heightConstraint!)
view.addConstraint(widthConstraint!)
view.addConstraint(bottomConstraint!)
}
The problem is that your constraints are ambiguous (underdetermined). There is not enough information to know where to put your view.
There are four pieces of information that must be known:
* x position
* y position
* width
* height
Look at your constraints, and consider what each one determines:
heightConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: nil, attribute: NSLayoutAttribute.NotAnAttribute, multiplier: 1, constant: 80)
That's height.
bottomConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.CenterY, relatedBy: NSLayoutRelation.Equal, toItem: view.superview!, attribute: NSLayoutAttribute.CenterY, multiplier: 1, constant: 30)
That's y position.
widthConstraint = NSLayoutConstraint(item: view, attribute: NSLayoutAttribute.Width, relatedBy: NSLayoutRelation.Equal, toItem: view.superview!, attribute: NSLayoutAttribute.Width, multiplier: 1, constant: 0)
That's width.
Ooops! What about x position?
Another problem with your code could be this line:
view.superview!.setTranslatesAutoresizingMaskIntoConstraints(false)
You remove view.superview's automatically generated constraints by saying that — but you do not replace them by any new constraints. So it may be ambiguously configured too at this point (unless it already has a complete set of constraints we don't know about, but then in that case that line is unnecessary).
In my book, I provide code for some utility methods to help track down this kind of thing:
extension NSLayoutConstraint {
class func reportAmbiguity (var v:UIView?) {
if v == nil {
v = UIApplication.sharedApplication().keyWindow
}
for vv in v!.subviews as! [UIView] {
println("\(vv) \(vv.hasAmbiguousLayout())")
if vv.subviews.count > 0 {
self.reportAmbiguity(vv)
}
}
}
class func listConstraints (var v:UIView?) {
if v == nil {
v = UIApplication.sharedApplication().keyWindow
}
for vv in v!.subviews as! [UIView] {
let arr1 = vv.constraintsAffectingLayoutForAxis(.Horizontal)
let arr2 = vv.constraintsAffectingLayoutForAxis(.Vertical)
NSLog("\n\n%#\nH: %#\nV:%#", vv, arr1, arr2);
if vv.subviews.count > 0 {
self.listConstraints(vv)
}
}
}
}
If you run NSLayoutConstraint.reportAmbiguity(view.superview!), preferably in viewDidLayoutSubviews at a time after your view has been injected into the view hierarchy, you will find that view reports as ambiguous. That's why you are not seeing what you expect.