Determine width of UIView in Swift - swift

I have an autolayouted UIView and need to know the width of it. How do I find the width the easiest way in Swift?

You can find the width of any view by
let width = yourView.bounds.width
If you have applied a width constraint to the view and you have an outlet for that constraint then you can find it by.
let width = yourWidthConstraint.constant

The right place to get the UIScreen frame data is in viewDidLayoutSubviews as it is called after the subViews have been laid out in screen also it is called after every time your device changes orientation such as your width will be different when your user goes into landscape mode.This is called after viewWillAppear:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let viewWidth = self.myView.bounds.width
}

Inside implementation your view you can use
override func layoutSubviews() {
super.layoutSubviews()
// you can get width of view in this function
print(self.frame.size.width)
}

Related

get height of a tableView

I have a tableView between a label which is on top (constraints: align center x, align top to 20).
A button is on the bottom (constraints: align center x, align bottom to 50).
And the tableView is aligned between those two objects by top/bottom to 20.
I am trying to read out the height of the tableView, because depending which device I use the height should differ?
But if I use in my code the following, I always get the same height for the tableView.
The print result is always 616.
What am I missing/not understanding correctly?
#IBOutlet weak var tableView: UITableView!
override func viewDidLoad() {
super.viewDidLoad()
print(tableView.frame.size.height)
}
Try this method
override func viewWillLayoutSubviews() {
super.viewDidLayoutSubviews()
print(tableView.frame.size.height)
}
The reason that you see two different values printed is because this method is called right after viewdidload and once again after all the auto layout or auto resizing calculations on the views have been applied. Meaning the method viewDidLayoutSubviews is called every time the view size changes and the view layout has been recalculated.
For more info on this refer to
Apple documentation on viewdidlayoutsubviews
try getting your height in
override func viewWillLayoutSubviews() {
print(tableView.frame.size.height)
}
When your view controller is created from a storyboard, all initial frames are equal to your storyboard selected ones, so they will be correct only to device selected in the storyboard
First time you can access real frames is after first layoutSubviews, so you need this:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
print(tableView.frame.size.height)
}
Check out more about view lifecycle here
p.s. newer forget to call super. method when you're overriding something, you may break something easily. Unless the documentation says so or you're really knowing what you're doing

NSScrollView not scrolling

I have a form in a Mac app that needs to scroll. I have a scrollView embedded in a ViewController. I have the scrollView assigned with an identifier that links it to its own NSScrollView file. The constraints are set to the top, right, and left of the view controller, it also has the hight constraint set to the full height of the ViewController.
Here is my code:
import Cocoa
class ScrollView: NSScrollView {
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
// Drawing code here.
NSRect documentView.NSMakeSize(0, 0, 1058.width, 1232.height)
}
override func scrollWheel(with event: NSEvent) {
switch event.phase {
case NSEvent.Phase.began:
Swift.print("Began")
// case NSEvent.Phase.changed:
// Swift.print("Changed")
case NSEvent.Phase.ended:
Swift.print("Ended")
default:
break
}
switch event.momentumPhase {
case NSEvent.Phase.began:
Swift.print("Momentum Began")
// case NSEvent.Phase.changed:
// Swift.print("Momentum Changed")
case NSEvent.Phase.ended:
Swift.print("Momentum Ended")
default:
break
}
super.scrollWheel(with: event)
}
I cant seem to get my app to scroll at all. I think I am not setting the frame correctly. What is the best way to do set the frame correctly? Am I coding the NSScrollView correctly?
I think you are making your life very hard because you are doing things that are not exactly recommended by Apple. First of all, you should not subclass NSScrollView. Rather you should read first Introduction to Scroll View Programming Guide for Cocoa by Apple to understand how you should create the correct hierarchy of views for an NSScrollView to work correctly.
A second recommendation is for you to check this nice article about how you should set up an NSScrollView in a playground, so that you can play with the code you want to implement.
Third, using Autolayout and NSScrollView has caused a lot of grief to a lot of people. You need to set up the AutoLayout just right, so that everything is going to work as expected. I recommend that you check this answer by Ken Thomases, which clearly explains how you need to set up auto layout constraints for an NSScrollView to work properly.
I just got over the "hump" with a NSScrollView inside a NSWindow. In order for scrolling to occur the view inside the NSScrollview needs to be larger than the content window. That's hard to set with dynamic constraints. Statically setting the inner view to a larger width/height than the window "works" but the static sizes usually are not what you want.
Here is my interface builder view hierarchy and constraints, not including the programmatically added boxes
In my app the user is adding "boxes" (custom draggable views) inside the mainView, which is inside a scrollview in a NSwindow.
Here's the functionality I wanted:
If I expanded the NSWindow, I wanted the mainView inside the scrollview to expand to fill the whole window. No scrolling needed in this case if all the boxes are visible.
If I shrank the NSWindow, I wanted the mainView inside the scrollview to shrink just enough to include all my mainView subviews ("boxes"), but not any further (i added a minBorder of 20). This results in scrolling if a box's position is further right/up than the nswindow's width/height.
I found the trick is to calculate the size of the mainView I want based on the max corner of each draggable boxview, or the height/width of the content frame of the nswindow, whichever is larger.
Below is my code, including some debugging prints.
Be careful of which subviews you use to calculate the max size. If you include a subview that's dynamically attached to the right/top of the window, then your window will never shrink. If you add +20 border to that, you might infinite loop. Not a problem in my case.
extension MapWindowController: NSWindowDelegate {
func windowDidEndLiveResize(_ notification: Notification) {
if let frame = window?.frame, let content = window?.contentRect(forFrameRect: frame) {
print("window did resize \(frame)")
var maxX: CGFloat = content.width
var maxY: CGFloat = content.height
for view in mainView?.subviews ?? [] {
let frameMaxX = view.frame.maxX + minBorder
let frameMaxY = view.frame.maxY + minBorder
if frameMaxX > maxX {
maxX = frameMaxX
}
if frameMaxY > maxY {
maxY = frameMaxY
}
}
print("view maxX \(maxX) maxY \(maxY)")
print("window width \(content.width) height \(content.height)")
mainView?.setFrameSize(NSSize(width: maxX, height: maxY))
}
}
}

Set UITableView header view height depends on its childviews

I have a headerview in my UITableView but I can't find a solution to make it dynamically height. In my headerview I have a UITextView which height depends on its content.
What I have tried so far.
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
sizeHeaderToFit()
}
func sizeHeaderToFit() {
let headerView = mTabView.tableHeaderView!
mTxtViewDescription.sizeToFit()
mConDescriptionHeight.constant = mTxtViewDescription.frame.height
print(mContainerView.frame.maxY)
headerView.frame.size.height += mTxtViewDescription.frame.height
}
The green area is my headerview
Changing the height of the frame of a UITableView header that's already been set won't recalculate the height, meaning you can't just change the height of a tableHeaderView as its layout is managed by the tableView. You need to set the tableHeaderView again, setting the property triggers the new calculation.
There are a number of questions going into detail about this, several linked from this one.

Where to get frame size of custom UIView in its subclass

When does the correct frame size of the UIView is calculated when I add my custom UIView by using storyboard?
I can't get correct frame size in UIView's init(frame: CGRect) or init(coder aDecoder: NSCoder) or awakeFromNib(). I get the correct size in override func layoutSubviews() but this time the view is not added to the view controller's view.
Edit:
I want to do this in the UIView subclass because I add a CAGradientLayer layer (which has same size with my view) to my custom UIView. There must be a better way than setting up the view in UIViewControllers viewDidLayoutSubviews method.
There are two vertical constraints (trailing and leading space to superview) that adjust the width of my custom view. But the width is 600 in the mentioned methods, not the screen width.
func viewWillAppear(_ animated: Bool)
This is called on the viewController after the view hierarchy is in place and the geometry is set up.
It is usually the best place to arrange geometry-dependent viewController code, and is called just before transition animations are run.
It is followed by a call to viewDidAppear which is called after transition animations have completed.
update
as you want to set this directly in a custom view (rather than in the viewController) the appropriate UIView function to override is layoutSubviews. Be sure to call super.layoutSubviews() in the override.
override func layoutSubviews() {
super.layoutSubviews()
//self.frame will be correct here
}
This will be called after the viewController's viewWillAppear and before viewDidAppear
update 2: collectionView cells
Collection view cells get their frame data from the collectionview's layout. When a cell needs to know it's geometry, you can override applyLayoutAttributes
func applyLayoutAttributes(_ layoutAttributes: UICollectionViewLayoutAttributes!)
One of the default layoutAttributes is the frame property. See also my comment below on how to extract the frame directly from collectionView.layout.
Since viewDidLayoutSubviews() is getting called multiple times, I'd recommend using the viewDidAppear() delegate.
viewDidLoad() is called before any frame was set.
viewDidLayoutSubviews() is called during frame sizing and will be called multiple times with different frame sizes (usually frameZero before a frame is calculated).
viewDidAppear() All frames are set.
You should have an IBOutlet to your UIView and in the viewDidLayoutSubviews() method, get the size by yourViewOutlet.frame.size.

Right part of UIScrollView doesn't work in Landscape mode

Using the Interface Builder, I created a view with a UIScrollView in it.
I programmaticly add the buttons to the empty UIScrollView.
When the orientation changes, I use
- (void) willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
to call a method that resets the buttons on screen.
After that, the uiScrollView-content gets a new size using setContentSize.
No matter the width of the ContentSize, I can only interact (scroll/or tap a button) on the first 320px of the screen - which is the screen width in portrait mode.
When I set the contentSize-width to 2000, I can scroll to the left, but only with my fingers on the first 320 px instead of the full 480 (using a 3.5 inch iPhone).
What am I missing?
You need to resize the scrollview's frame, not just the content size (in fact, often you don't need to resize the content size, as the content may not change following an orientation change, but just the frame).
I had the same problem with a Popup (UIView) that was called from a (UIViewController).
In the UIViewController the popup was created as followed
func createPopup() {
let myPopup = MyPopup(frame: UIScreen.mainScreen().bounds)
self.view.addSubview(myPopup)
}
In the Popup (UIView) I needed to override layoutSubviews as follows:
override func layoutSubviews() {
super.layoutSubviews()
self.setNeedsDisplay()
let mainScreenBounds = UIScreen.mainScreen().bounds
view.frame = mainScreenBounds
super.frame = mainScreenBounds <-- Need to update the parent
** perform additional rotation/orientation code here **
}