Navigation between two UIViewControllers in Swift 3 programmatically - swift

In my app have two UIViewControllers (first, where user choose character, and second, where characters info is shown).
Trying do everything from code. So my code:
AppDelegate.swift:
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
self.window = UIWindow(frame: UIScreen.main.bounds)
guard let window = self.window else {
return false
}
UIApplication.shared.statusBarStyle = .lightContent
let viewController = ViewController()
let navigationController = UINavigationController(rootViewController: viewController)
window.rootViewController = navigationController
window.makeKeyAndVisible()
return true
}
ViewController: UIViewController
...
func buttonPressed(sender: UIButton) {
guard let typeName = sender.title(for: .normal), let unitType = UnitType(rawValue: typeName) else {
return
}
let unitViewController = UnitViewController(unitType: unitType)
let navigationController = UINavigationController(rootViewController: unitViewController)
self.present(navigationController, animated: true, completion: nil)
}
And UnitViewController: UIViewController (where chosen character's info is shown):
...
fileprivate func setupNavigationBar() {
let backButton = UIBarButtonItem(title: "<", style: .plain, target: self, action: #selector(backToViewController(sender:)))
self.navigationItem.setLeftBarButton(backButton, animated: true)
self.navigationItem.titleView?.backgroundColor = AppColor.Black.color
self.navigationItem.titleView?.tintColor = .white
self.navigationItem.title = "\(self.unitType.rawValue)"
}
func backToViewController(sender: AnyObject) {
self.dismiss(animated: true) {
let viewController = ViewController()
let navigationController = UINavigationController(rootViewController: viewController)
self.present(navigationController, animated: true, completion: nil)
}
}
So I have two screens:
Well, and I have some questions:
1. Getting
2016-12-02 05:48:21.855 The API Awakens[16402:551729] Warning: Attempt
to present on
whose view is not
in the window hierarchy!
warning when press 'back' button in UnitViewController. What I am doing wrong?
Gray background color and black color of NavigationBar. How change it to black and white?
How get 'system' back button for UIBarButtonItem, not just .plain with title "<"? So my UnitViewController navigation bar should looks like this:
Any help will be greatly appreciated!
UPDATE 1:
1. Warning gone, thanks to #dip
2. Made navigation bar dark, thanks to #aznelite89.
But, there is my code in AppDelegate.swift:
UINavigationBar.appearance().barTintColor = AppColor.Black.color
AppColor.Black is exact same color I'm using for background in ViewController, but that how it looks now:
Looks like alpha of NavigationBar is not 1.0...
UPDATE 2:
Different between color of NavigationBar and color I've used is 13 in RGB values, so I've hacked it setting color of NavigationBar with RGB value less by 13 than original color... It's ok now

Try this :-
let viewController = ViewController()
viewController.modalPresentationStyle = .overCurrentContext
window?.rootViewController?.present(viewController, animated: true, completion: nil)
Add this in app delegate.swift :-
UINavigationBar.appearance().barTintColor = UIColor.black
You may change these attributes on your storyboard attribute inspector

Related

Changing the back button of UINavigaitonBar with MVVM+C

I am using MVVM+C pattern to build my app. Currently I am facing a problem with changing the native back button title and image of navigation bar to the custom image without the title. I've tried a lots of solutions what I was able to find, but nothing set the different title or even an image. I've ended up with this code in AppDelegate.swift:
let navigationController: UINavigationController = .init()
if #available(iOS 13.0, *) {
let appearence = UINavigationBarAppearance()
appearence.configureWithOpaqueBackground()
appearence.backgroundColor = .backgroundColor
appearence.shadowColor = nil
appearence.shadowImage = nil
navigationController.navigationBar.standardAppearance = appearence
navigationController.navigationBar.scrollEdgeAppearance = navigationController.navigationBar.standardAppearance
} else {
navigationController.navigationBar.isTranslucent = false
navigationController.navigationBar.barTintColor = .backgroundColor
navigationController.navigationBar.shadowImage = nil
navigationController.navigationBar.shadowColor = nil
}
// This code is not working at all, always get "Back" as a default with default image =====
let backButtonBackgroundImage = UIImage(named: "backButton")
navigationController.navigationBar.backIndicatorImage = backButtonBackgroundImage
navigationController.navigationBar.backIndicatorTransitionMaskImage = backButtonBackgroundImage
let backBarButtton = UIBarButtonItem(title: "", style: .plain, target: nil, action: nil)
navigationController.navigationItem.backBarButtonItem = backBarButtton
// =========
navigationController.navigationBar.tintColor = .primary
window?.rootViewController = navigationController
window?.makeKeyAndVisible()
Also, I've followed the official documentation but without any success. As default I've set the navigation bar as hidden (because is not needed for multiple times) and I am showing it in ViewWillAppear and hiding in ViewWillDisappear methods.
Is there someone who has an idea of what's going on? Thanks!
The result of this code:
Expected result:
This is what I get with the new code:
SOLUTION:
After using code from Scott I was able to change the image and look of the navigation bar but I lost the ability to swipe back. After adding this code to the UINavigationBar extension I was able to get it back:
extension UINavigationController: UIGestureRecognizerDelegate {
#objc func goBack(sender: Any?) {
self.popViewController(animated: true)
}
override open func viewDidLoad() {
super.viewDidLoad()
interactivePopGestureRecognizer?.delegate = self
}
public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return viewControllers.count > 1
}
}
Below is some Playground code that shows a UINavigationController with a custom back button that is an image.
Note that what it does is hides the system provided back button, then substitutes another button that still performs the "back" action but on a custom UINavigationController.
There may be a more efficient way to duplicate the functionality of "back" that doesn't involve a custom class and a custom target-action setup, but I couldn't find one quickly so finding that solution can be left as an exercise for the reader.
import UIKit
import SwiftUI
import PlaygroundSupport
NSSetUncaughtExceptionHandler { error in
debugPrint(error)
}
class MyNavController : UINavigationController {
#objc func goBack(sender: Any?) {
self.popViewController(animated: true)
}
}
let navDestination1 = UIViewController()
navDestination1.navigationItem.title = "Destination 1"
let navigationController = MyNavController(rootViewController: navDestination1)
if #available(iOS 13.0, *) {
let appearence = UINavigationBarAppearance()
appearence.configureWithOpaqueBackground()
appearence.backgroundColor = .purple
appearence.shadowColor = nil
appearence.shadowImage = nil
navigationController.navigationBar.standardAppearance = appearence
navigationController.navigationBar.scrollEdgeAppearance = navigationController.navigationBar.standardAppearance
} else {
navigationController.navigationBar.isTranslucent = false
navigationController.navigationBar.barTintColor = .purple
navigationController.navigationBar.shadowImage = nil
}
let navDestination2 = UITableViewController()
navDestination2.navigationItem.title = "Destination 2"
navDestination2.navigationItem.hidesBackButton = true
navDestination2.navigationItem.leftBarButtonItem = UIBarButtonItem(
image: UIImage(systemName: "multiply.circle.fill"),
style: UIBarButtonItem.Style.done,
target: navigationController,
action: #selector(MyNavController.goBack))
navigationController.pushViewController(navDestination2, animated: true)
navigationController.view.bounds = CGRect(x: 0,y: 0,width: 320,height: 480)
PlaygroundSupport.PlaygroundPage.current.liveView = navigationController

Prevent ViewController from stacking in the background when created with present

I use this code to open a new ViewController:
// Get a random next post
#IBAction func buttonNextPostTapped(_ sender: UIButton) {
let postNumber = Int.random(in: 0 ..< postIds.count)
let postId = postIds[postNumber]
PostApi.shared.getPost(postId: postId) { (post) in
let storyBoard : UIStoryboard = UIStoryboard(name: "MainApplication", bundle: nil)
let nextViewController = storyBoard.instantiateViewController(withIdentifier: "PostsViewController") as! PostsViewController
nextViewController.post = post
nextViewController.isFromRandom = true
self.present(nextViewController, animated: true, completion: {})
}
}
This code will open the same ViewController with different data. It works, however, the "old" ViewControllers will stack in the background. So if I open 10 new ViewControllers, I have 10 VC in the background.
How can I present a new ViewController, and dismiss the "old" one?
Using setViewControllers function from UINavigationController is the best way.
func setViewControllers(_ viewControllers: [UIViewController], animated: Bool)
And you can remove whichever controller you want to from stack like
if var navigationControllersArray:Array = (self.navigationController?.viewControllers) {
navigationControllersArray.remove(at: navigationControllersArray.count-2)
self.navigationController?.viewControllers = navigationControllersArray
}

Whose view is not in the window hierarchy only in First Launch

I have an Onboarding screen that I'm showing to the new users when they first open the app.
In my appDelegate I check whether is the first launch or not.
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
window = UIWindow(frame: UIScreen.main.bounds)
let storyboard = UIStoryboard(name: "Main", bundle: nil)
var initialViewController = storyboard.instantiateViewController(withIdentifier: "OnBoarding")
let userDefaults = UserDefaults.standard
if userDefaults.bool(forKey: "onBoardingComplete") {
initialViewController = storyboard.instantiateViewController(withIdentifier: "MainApp")
}
window?.rootViewController = initialViewController
window?.makeKeyAndVisible()
}
Also I have a collectionViewCell that I have some buttons and when I click them I get an Alert with informations.
Example of one button
#IBAction func guide3Btn(_ sender: Any) {
let infoVC = infoService.info(title: "Title", body: "Information")
self.window?.rootViewController?.present(infoVC, animated: true, completion: nil)
}
When the user first launches the app if he clicks the info button gets this:
Warning: Attempt to present <MyApp.InfoViewController: 0x7f91db45cfb0> on <MyApp.OnbBoardViewController: 0x7f91db506af0> whose view is not in the window hierarchy!
If the user reopens the app everything is ok. I know that when we have first launch we have onBoarding as root controller but I can't understand how to fix this.
Update
This is the infoService class. I use a new storyboard to create the alert.
class InfoService {
func info(title: String, body: String) -> InfoViewController {
let storyboard = UIStoryboard(name: "InfoStoryboard", bundle: .main)
let infoVC = storyboard.instantiateViewController(withIdentifier: "InfoVC") as! InfoViewController
infoVC.infoBody = body
infoVC.infoTitle = title
return infoVC
}
}
You can try add your storyboard instantiate code blocks to main thread using DispatchQueue.main.async like below:
I solved almost all of my whose view is not in the window hierarchy! problems.
DispatchQueue.main.async {
let infoVC = storyboard.instantiateViewController(withIdentifier: "InfoVC") as! InfoViewController
infoVC.infoBody = body
infoVC.infoTitle = title
}
return infoVC
Referenced from : https://stackoverflow.com/a/45126338/4442254

Integrating Unity+Vuforia to existing iOS project make user interaction not working

Currently I'm following this tutorial to integrate Unity+Vuforia project to my existing iOS project. I manage to be able to show the Unity view inside my ARViewController. The thing is I lost all the user interaction in my view controller: my touch event for back button not fire up.
import Foundation
class ARViewController: UIViewController {
var unityView: UIView?
static func instantiateViewController() -> ARViewController {
let controller = UIStoryboard.main.instantiateViewController(withIdentifier: "ARViewController") as! ARViewController
return controller
}
override func viewDidLoad() {
super.viewDidLoad()
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.currentUnityController = UnityAppController()
appDelegate.currentUnityController?.application(UIApplication.shared, didFinishLaunchingWithOptions: nil)
appDelegate.startUnity()
NotificationCenter.default.addObserver(self, selector: #selector(handleUnityReady), name: NSNotification.Name("UnityReady"), object: nil)
}
}
#IBAction func onBackPressed(_ sender: Any) {
dismiss(animated: true, completion: nil)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.stopUnity()
}
}
#objc func backPressedTest() {
}
#objc func handleUnityReady() {
showUnitySubView()
}
func showUnitySubView() {
guard let unityView = UnityGetGLView() else { return }
self.unityView = unityView
// insert subview at index 0 ensures unity view is behind current UI view
view?.addSubview(unityView)
unityView.translatesAutoresizingMaskIntoConstraints = false
let views = ["view": unityView]
let w = NSLayoutConstraint.constraints(withVisualFormat: "|-0-[view]-0-|", options: [], metrics: nil, views: views)
let h = NSLayoutConstraint.constraints(withVisualFormat: "V:|-50-[view]-0-|", options: [], metrics: nil, views: views)
view.addConstraints(w + h)
let button = UIButton(type: .custom)
button.setImage(#imageLiteral(resourceName: "ic_back_black").withRenderingMode(.alwaysTemplate), for: .normal)
button.addTarget(self, action:#selector(backPressed), for: .touchUpInside)
button.frame = CGRect(x: 0, y: 0, width: 28, height: 60)
button.widthAnchor.constraint(equalToConstant: button.frame.width).isActive = true
button.tintColor = UIColor.purpleBrown()
view?.addSubview(button)
}
}
I also notice that button from Unity also have any effect when I touch it. The back button inside the green bar is from Unity. And the blue button is from my ARViewController. Both seem don't reach to touch event.
Debug elements:
It happens when I put the Unity configuration at the top of application:didFinishLaunchingWithOptions:, above my existing configuration for another services that I use in the project. For someone who encounter this problem in the future, here's my appDelegate.swift:
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
self.application = application
// Another existing settings for the project, e.g. fabric
Fabric.with([Crashlytics.self])
// Put the Unity configuration at the bottom of the function
unity_init(CommandLine.argc, CommandLine.unsafeArgv)
currentUnityController = UnityAppController()
currentUnityController?.application(application, didFinishLaunchingWithOptions: launchOptions)
startUnity()
stopUnity()
return true
}
For the viewWillAppear(_:) in the view controller:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setupBackBarButtonItems(back: true, isDark: true)
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.startUnity()
showUnitySubView()
}
}
As mentioned by #Prashant in the comment, the UnityReady notification only get called once. So I don't use it.
Then I just call stopUnity() in viewWillDisappear(_:):
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
appDelegate.stopUnity()
}
}
The current problem is I can't kill the unity process if I leave the screen. It's known bug and I'm still figuring out how to do that, if it's possible.
I had the same issue but moving Unity configuration to the end of applicationDidFinishLaunchingWithOption method didn't solve it and I still had a UIWindow in front of my screen that steals all user interactions.
My solution is not to create a new window in UnityAppController.mm, but using the current application keyWindow.
Replace:
_window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
with:
_window = [UIApplication sharedApplication].keyWindow;

UIPopoverController, Xcode 6, IOS 8 using Swift

I'm having some trouble getting a UIPopover to appear using swift. The code that is commented out works fine in Objective-C, but doesn't work using Swift. When I tap the + in my view controller I do get the "click" in my debugger, however no popover appears.
class PlayerInformationTableViewController: UITableViewController, NSFetchedResultsControllerDelegate, UIPopoverControllerDelegate {
#IBOutlet weak var addBarButtonItem: UIBarButtonItem!
var playerInformationViewController = PlayerInformationViewController()
var popover:UIPopoverController? = nil
override func viewDidLoad() {
super.viewDidLoad()
/*
//setup the popover
_cuesPopoverViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"CuesPopoverViewController"];
self.cuesPopover = [[UIPopoverController alloc] initWithContentViewController:_cuesPopoverViewController];
self.cuesPopover.popoverContentSize = CGSizeMake(540, 300);
self.cuesPopover.delegate = self;
*/
playerInformationViewController.storyboard?.instantiateViewControllerWithIdentifier("PlayerInformationViewController")
popover?.contentViewController = playerInformationViewController
popover?.popoverContentSize = CGSizeMake(300, 300)
popover?.delegate = self
// Uncomment the following line to preserve selection between presentations
// self.clearsSelectionOnViewWillAppear = false
// Uncomment the following line to display an Edit button in the navigation bar for this view controller.
// self.navigationItem.rightBarButtonItem = self.editButtonItem()
}
#IBAction func addPopover(sender: AnyObject) {
println("Click")
popover?.presentPopoverFromBarButtonItem(addBarButtonItem, permittedArrowDirections: UIPopoverArrowDirection.Any, animated: true)
}
Solution
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func addPopover(sender: AnyObject) {
var popoverViewController = self.storyboard?.instantiateViewControllerWithIdentifier("PlayerInformationViewController") as UIViewController
popoverViewController.modalPresentationStyle = .Popover
popoverViewController.preferredContentSize = CGSizeMake(450, 450)
let popoverPresentationViewController = popoverViewController.popoverPresentationController
popoverPresentationViewController?.permittedArrowDirections = .Any
popoverPresentationViewController?.delegate = self
popoverPresentationViewController?.barButtonItem = sender as UIBarButtonItem
presentViewController(popoverViewController, animated: true, completion: nil)
}
Here is a simple example for iOS 8. Popover are presented using adaptivity apis in iOS 8.
class PlayerInformationTableViewController: UITableViewController, UIPopoverPresentationControllerDelegate, NSFetchedResultsControllerDelegate{
...
#IBAction func addPopover(sender: UIBarButtonItem){
let playerInformationViewController = PlayerInformationViewController()
playerInformationViewController.modalPresentationStyle = .Popover
playerInformationViewController.preferredContentSize = CGSizeMake(300, 300)
let popoverPresentationViewController = playerInformationViewController.popoverPresentationController
popoverPresentationViewController?.permittedArrowDirections = .Any
popoverPresentationViewController?.delegate = self
popoverPresentationController?.barButtonItem = sender
presentViewController(playerInformationViewController, animated: true, completion: nil)
}
func adaptivePresentationStyleForPresentationController(controller: UIPresentationController!) -> UIModalPresentationStyle{
return .None
}
}
Display Popover with contentView from xib
func showPopover(sender: AnyObject) {
let contentViewController = UINib(nibName: "ContentVC", bundle: nil).instantiateWithOwner(nil, options: nil)[0] as ContentVC
contentViewController.modalPresentationStyle = UIModalPresentationStyle.Popover
var detailPopover: UIPopoverPresentationController = contentViewController.popoverPresentationController!
detailPopover.delegate = self
detailPopover.barButtonItem = sender as UIBarButtonItem
detailPopover.permittedArrowDirections = UIPopoverArrowDirection.Any
presentViewController(contentViewController,
animated: true, completion:nil)
}
Next allows to make not full screen PopoverView on iPhone
for this do not forget to inherit MainViewController: UIPopoverPresentationControllerDelegate and set delegate to PopoverView
func adaptivePresentationStyleForPresentationController(controller: UIPresentationController!) -> UIModalPresentationStyle
{
return .None
}
It looks like your popover is nil. Where are you assigning/instantiating it?
Try changing this:
popover?.presentPopoverFromBarButtonItem(addBarButtonItem, permittedArrowDirections: UIPopoverArrowDirection.Any, animated: true)
To this:
if let pop = popover {
pop.presentPopoverFromBarButtonItem(addBarButtonItem, permittedArrowDirections: UIPopoverArrowDirection.Any, animated: true)
} else {
NSLog("Error: Popover was nil")
}
I imagine you'll see that error message in your console. In the .XIB for your PlayerInformationTableViewController, do you have a UIPopoverController?
If so, you probably need to ensure that the var popover is either (1) being manually instantiated in your awakeFromNib, or that it's an #IBOutlet and is being connected properly.
Alternatively, can you simply use the popover already present in your playerInformationViewController?