import UIKit
extension UIView {
func toImage() -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, UIScreen.mainScreen().scale)
drawViewHierarchyInRect(self.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func sendPrint(sender: AnyObject) {
let testView = UIView(frame: CGRectMake(0, 0, 200, 200))
testView.backgroundColor = UIColor.blueColor()
let printcontroller = UIPrintInteractionController.sharedPrintController()
let printinfo = UIPrintInfo(dictionary:nil)
printinfo.jobName = "Printing an Image"
printinfo.outputType = UIPrintInfoOutputType.General
printcontroller.printInfo = printinfo
// printcontroller.printFormatter = webView.viewPrintFormatter()
printcontroller.showsNumberOfCopies = false
printcontroller.presentAnimated(true) { (_, isPrinted, error) in
if error == nil
{
if isPrinted
{
print ("Printed Successfully")
} else
{
print ("Printing failed")
}
}
}
}
}
I have written this code to AirPrint the UserInterface of of my View.
But now code is not working anymore.
I am getting runtime error : "attempting to display print options with no printing source (item/items/formatter/renderer) set"
Please help me, I am stuck in this code for the last 3 days.
I just want to generate the image from the UIView, which contains 2 or 3 labels and an image.
Related
I am writing some tutorial code for app, and would like to make screen shot of unselected tab bar item. Here is the code I have written so far:
extension UIView {
var globalFrame: CGRect {
superview?.convert(frame, to: nil) ?? .zero
}
}
extension UIView {
var snapshot: UIImage {
UIGraphicsImageRenderer(size: bounds.size).image { _ in
drawHierarchy(in: frame, afterScreenUpdates: false)
}
}
}
extension UITabBar {
func snapshotDataForTab(atIndex index: Int) -> (UIImage, CGRect) {
var tabs = subviews.compactMap { (view: UIView) -> UIControl? in
if let view = view as? UIControl {
return view
}
return nil
}
tabs.sort(by: { $0.frame.origin.x < $1.frame.origin.x })
return (tabs[index].snapshot, tabs[index].globalFrame)
}
}
Main controller:
class MainTabBarController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
selectedIndex = 0
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.presentTooltip(forTabAtIndex: 0)
}
}
private func presentTooltip(forTabAtIndex index: Int) {
let dimView = UIView(frame: view.frame)
dimView.backgroundColor = .red
view.addSubview(dimView)
let (image, frame) = tabBar.snapshotDataForTab(atIndex: index)
let imageView = UIImageView(image: image)
imageView.frame = frame
dimView.addSubview(imageView)
}
}
Interestingly enough everything works as expected when selectedIndex is 0 and I call presentTooltip for value 0. However if I call presentTooltip with 1, nothing is rendered. If I switch selectedIndex to 1, then it's reversed, and nothing gets rendered for presentTooltip with 0.
It seems I am unable to capture snapshot of inactive tab?
The snapshot function is buggy. I'm able to take snapshot of the unselected UITabbar item.
Below is the correct snapshot function:
var snapshot: UIImage {
let renderer = UIGraphicsImageRenderer(bounds: self.bounds)
return renderer.image { (context) in
self.layer.render(in: context.cgContext)
}
}
Check the project here Github Repo
This is the screenshot showing a snapshot of unselected UITabbaritem.
I make drawing book apps. And I made pencilKit in swift So as an image that I add in this question.
So I can draw several things on the canvasView. But!!! I really wanna take pictures in the photo roll so I wanna use that as the background of my canvasView.
But if canvasView.addSubview(ImageView) is in the code then my gray ImageView is bo on the top of my canvasView so if I draw things, then that things are drawn under the canvasView.
If I use imageView.sendSubviewToBack(canvasView) then nothing happen. I really did know how to insert my background image between RootView and canvasView.
Here are my image and code.
//
// ViewController.swift
// webtoon
//
// Created by 신효근 on 2020/07/13.
// Copyright © 2020 신효근. All rights reserved.
//
import UIKit
import PencilKit
class ViewController: UIViewController, PKCanvasViewDelegate, PKToolPickerObserver {
#IBOutlet weak var canvasView: PKCanvasView!
let canvasWidth : CGFloat = 768
let canvasOverscrollHight : CGFloat = 500
var imageView = UIImageView()
var drawing = PKDrawing()
let picker = UIImagePickerController()
override func viewDidLoad() {
super.viewDidLoad()
canvasView.delegate = self
canvasView.drawing = drawing
canvasView.alwaysBounceVertical = true
canvasView.allowsFingerDrawing = true
if let window = parent?.view.window,
let toolPicker = PKToolPicker.shared(for: window){
toolPicker.setVisible(true, forFirstResponder:canvasView)
toolPicker.addObserver(canvasView)
canvasView.becomeFirstResponder()
}
self.imageView.frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 500)
self.imageView.backgroundColor = .gray
imageView.sendSubviewToBack(canvasView)
}
// override func viewDidLayoutSubviews() {
// let canvasScale = canvasView.bounds.width/canvasWidth
// canvasView.minimumZoomScale = canvasScale
// canvasView.maximumZoomScale = canvasScale
// canvasView.zoomScale = canvasScale
// }
override var prefersHomeIndicatorAutoHidden: Bool {
return true
}
#IBAction func saveDrawingToCameraRoll(_ sender: Any) {
}
#IBAction func addButtonPressed(_ sender: Any) {
self.present(self.picker, animated: true)
}
}
extension ViewController: UIImagePickerControllerDelegate, UINavigationControllerDelegate {
private func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
var newImage: UIImage? = nil
print("Start")
print(info)
print("end")
if let possibleImage = info["UIImagePickerControllerEditedImage"] as? UIImage { // 수정된 이미지가 있을 경우
newImage = possibleImage
} else if let possibleImage = info["UIImagePickerControllerOriginalImage"] as? UIImage { // 오리지널 이미지가 있을 경우
newImage = possibleImage
}
imageView.image = newImage // 받아온 이미지를 이미지 뷰에 넣어준다.
picker.dismiss(animated: true) // 그리고 picker를 닫아준다.
}
}
Here is my code it works for me
canvasView.isOpaque = false
canvasView.backgroundColor = UIColor.clear
canvasView.delegate = context.coordinator
canvasView.becomeFirstResponder()
let imageView = UIImageView(image: canvasImage)
imageView.contentMode = .scaleAspectFill
imageView.clipsToBounds = true
let contentView = canvasView.subviews[0]
contentView.addSubview(imageView)
contentView.sendSubviewToBack(imageView)
I already tried both loadingview.removeFromSuperView and loadingView.isHidden = true
Yes, it removes or hides the view, but I can't click on my root view anymore.
I also tried animatonview.background = .forceFinish, but doesn't do the job.
import UIKit
import Lottie
class LoadingAnimationView: UIView {
#IBOutlet weak var loadingView: UIView!
let animationView = AnimationView()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func awakeFromNib() {
super.awakeFromNib()
}
func loadAnimation() {
let animation = Animation.named("success")
animationView.animation = animation
animationView.contentMode = .scaleAspectFill
loadingView.addSubview(animationView)
animationView.backgroundBehavior = .pauseAndRestore
animationView.translatesAutoresizingMaskIntoConstraints = false
animationView.topAnchor.constraint(equalTo: loadingView.layoutMarginsGuide.topAnchor).isActive = true
animationView.leadingAnchor.constraint(equalTo: loadingView.leadingAnchor, constant: 0).isActive = true
animationView.bottomAnchor.constraint(equalTo: loadingView.bottomAnchor).isActive = true
animationView.trailingAnchor.constraint(equalTo: loadingView.trailingAnchor, constant:0).isActive = true
animationView.setContentCompressionResistancePriority(.fittingSizeLevel, for: .horizontal)
animationView.play(fromProgress: 0,
toProgress: 1,
loopMode: .playOnce,
completion: { (finished) in
if finished {
print("Animation Complete")
//please put solution here? dismiss or end loadingView or animationView
} else {
print("Animation cancelled")
}
})
}
EDIT 2:
I'm using the loadingView when the success message is received or 200.
func goOnlineMode(){
APIManager.sharedInstance.fetchServerStatus(completion: { data, error in
if error != nil{
print("Connection Failed")
} else {
if data?.status == 200 || data?.msg == "success" {
print("connected")
loadAnimation(true)
self.setCloudStateValue(value: true)
self.vc.cloudstateChecker()
} else {
print("fail to connect")
}
}
})
}
}
this is my function loading boolean in loadAnimation for Loading the xib.
func loadAnimation(_ display: Bool) {
if (display) {
let window = UIApplication.shared.keyWindow!
if Singleton.animationView == nil {
if let view = Bundle.main.loadNibNamed("LoadingAnimationView", owner: window, options:nil)![0] as? LoadingAnimationView {
Singleton.animationView = view
Singleton.animationView?.frame.size = CGSize(width: window.bounds.width, height: window.bounds.height)
window.addSubview(Singleton.animationView!)
window.layoutIfNeeded()
Singleton.animationView?.loadAnimation()
Singleton.animationView?.translatesAutoresizingMaskIntoConstraints = false
Singleton.animationView?.leftAnchor.constraint(equalTo: window.leftAnchor).isActive = true
Singleton.animationView?.rightAnchor.constraint(equalTo: window.rightAnchor).isActive = true
Singleton.animationView?.topAnchor.constraint(equalTo: window.topAnchor, constant:-60).isActive = true
Singleton.animationView?.bottomAnchor.constraint(equalTo: window.bottomAnchor).isActive = true
window.layoutIfNeeded()
}
}
} else {
if (Singleton.animationView != nil) {
Singleton.animationView?.removeFromSuperview()
Singleton.animationView = nil
}
}
}
Try with this:
Swift 5
animationView.play { (finished) in
animationViewNewOrder!.isHidden = true
}
I solved my problem by using NotificationCenter
Swift 4.2
Add this NotificationCenter Observer in your MainViewController, and also register a Notification.Name to your Constants
NotificationCenter.default.addObserver(self, selector: #selector(removeAnimation(notification:)), name: HIDE_ANIMATION, object: nil)
}
also add this together with your observer
#objc func removeAnimation(notification:NSNotification) {
loadingAnimation(false)
}
I put this Notification Post in my newly created hideAnimation function in LoadingAnimationView.
func hideAnimation() {
NotificationCenter.default.post(name: Notification.Name(HIDE_ANIMATION.rawValue), object: nil)
loadingView.removeFromSuperview()
}
and put the hideAnimation function to your completion finish.
I'm building camera App.
I want to preview and photo frame 1:1.
But how can I do that?
I've tried previewView frame change.
self.previewView?.frame.size = CGSize(width: 300, height: 300)
But It does not working.
class CameraViewController: UIViewController {
// MARK: - Properties
// MARK: Declared
var captureSession: AVCaptureSession?
var captureOutput: AVCapturePhotoOutput?
// MARK: IBOutlet
#IBOutlet weak var previewView: PreviewView!
// MARK: - Methods
// MARK: View Life Cycle
override func viewDidLoad() {
super.viewDidLoad()
self.configureInput()
self.configureOutput()
self.configurePreview()
self.runCamera()
}
// MARK: Configure
private func configureInput() {
self.captureSession = AVCaptureSession()
self.captureSession?.beginConfiguration()
self.captureSession?.sessionPreset = .hd4K3840x2160
guard let videoDevice = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back) else { return }
guard let videoDeviceInput = try? AVCaptureDeviceInput(device: videoDevice), self.captureSession?.canAddInput(videoDeviceInput) == true else { return }
self.captureSession?.addInput(videoDeviceInput)
}
private func configureOutput() {
let photoOutput = AVCapturePhotoOutput()
self.captureOutput = photoOutput
guard self.captureSession?.canAddOutput(photoOutput) == true else { return }
self.captureSession?.sessionPreset = .photo
self.captureSession?.addOutput(photoOutput)
self.captureSession?.commitConfiguration()
}
private func configurePreview() {
self.previewView?.videoPreviewlayer.session = self.captureSession
}
private func runCamera() {
self.captureSession?.startRunning()
}
}
This is my code.
I made this read after apple's article. (https://developer.apple.com/documentation/avfoundation/cameras_and_media_capture/setting_up_a_capture_session)
You could use this to change the preview layer frame to make it fill your preview view:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
previewLayer.frame = cameraView.bounds
previewLayer.videoGravity = .resizeAspectFill
}
I have tried a number of times and the best i get is there would be an animation which never cancels or stop regardless of the command i use.
After following #Mattias example, i updated my code and looks something like this:
// DESIGN ANIMATION... TKTRANSITIONSUBMITBUTTON
#IBOutlet weak var btnFromNib: TKTransitionSubmitButton!
#IBAction func onTapButton(sender: AnyObject) {
btnFromNib.startLoadingAnimation()
if let email = self.emailField.text where email != "", let password = self.passwordField.text where password != "" {
DataService.ds.REF_BASE.authUser(email, password: password, withCompletionBlock: { error, authData in
if error != nil {
self.btnFromNib.returnToOriginalState()
if error.code == STATUS_ACCOUNT_NONEXIST {
self.showErrorAlert("This User does not exist", msg: "Please Sign Up")
} else {
}
} else {
self.btnFromNib.startFinishAnimation(1, completion: {
let myTabbarController = self.storyboard?.instantiateViewControllerWithIdentifier("myTabbarController") as! UITabBarController
let appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.window?.rootViewController = myTabbarController
myTabbarController.transitioningDelegate = self
})
}
})
}
}
The button yet keeps spinning / animating without stopping. After checking the custom animation class the function inherits from :
public func startLoadingAnimation() {
self.cachedTitle = titleForState(.Normal)
self.setTitle("", forState: .Normal)
self.shrink()
NSTimer.schedule(delay: shrinkDuration - 0.25) { timer in
self.spiner.animation()
}
}
public func startFinishAnimation(delay: NSTimeInterval, completion:(()->())?) {
NSTimer.schedule(delay: delay) { timer in
self.didEndFinishAnimation = completion
self.expand()
self.spiner.stopAnimation()
}
}
public func animate(duration: NSTimeInterval, completion:(()->())?) {
startLoadingAnimation()
startFinishAnimation(duration, completion: completion)
}
public override func animationDidStop(anim: CAAnimation, finished flag: Bool) {
let a = anim as! CABasicAnimation
if a.keyPath == "transform.scale" {
didEndFinishAnimation?()
NSTimer.schedule(delay: 1) { timer in
self.returnToOriginalState()
}
}
}
func returnToOriginalState() {
self.layer.removeAllAnimations()
self.setTitle(self.cachedTitle, forState: .Normal)
}
I noticed it had a public overide func animationDidStop(anim: CAAnimation, finished: Bool) to be the function to stop the animation. But when i use it, i get this error!
How do i rightfully get this to work? ...
Thanks in Advance
** UPDATED QUESTION **
I checked the code of TKTransitionSubmitButton and there are public methods called startLoadingAnimation(), returnToOriginalState() and startFinishAnimation().
I suggest:
Button tapped
startLoadingAnimation()
Check credentials
If wrong/error: returnToOriginalState()
If correct: startFinishAnimation()
Transition, from TKTransitionSubmitButton documentation:
btn.startFinishAnimation {
//Your Transition
let secondVC = SecondViewController()
secondVC.transitioningDelegate = self
self.presentViewController(secondVC, animated: true, completion: nil)
}
Edit: As far as I can see .animate() of the class calls both the start and finish animation, and that's why you can't cancel it.
EDIT2 This one works as intended for me (however I'm not sure about the static cornerRadius)
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var submitButton: TKTransitionSubmitButton!
override func viewDidLoad() {
super.viewDidLoad()
submitButton.layer.cornerRadius = 15
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func buttonPressed(sender: AnyObject) {
submitButton.startLoadingAnimation()
delay(2, closure: {
self.checkCredentials()
})
}
func checkCredentials()
{
//FAKING WRONG CREDENTIALS
let userAndPasswordCorrect = false
if !userAndPasswordCorrect
{
submitButton.returnToOriginalState()
//Alert or whatever
}
}
//Faking network delay
func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
}
I checked the code of TKTransitionSubmitButton.
I resolve this issue. please try to stop animation under DispatchQueue.main.async and working well.
'func apicallforLogin() {
let urlString = "http://"
guard let requestUrl = URL(string:urlString) else { return }
let request = URLRequest(url:requestUrl)
let task = URLSession.shared.dataTask(with: request) {
(data, response, error) in
if error == nil,let usableData = data {
DispatchQueue.main.async {
self.btnLogin.startFinishAnimation(0.1, completion: {
let HomeVC = self.storyboard?.instantiateViewController(withIdentifier: "HomeViewController") as! HomeViewController
HomeVC.transitioningDelegate = self
self.navigationController?.pushViewController(HomeVC, animated: false)
})
}
print(usableData)
}else{
DispatchQueue.main.async {
self.btnLogin.returnToOriginalState()
}
}
}
task.resume()'
Well you might have got the answer by now but just I would like to give my answer. You can just copy below code and everything will work fine. I have made the change and had created the pull request for this issue.
import Foundation
import UIKit
#IBDesignable
open class TKTransitionSubmitButton : UIButton, UIViewControllerTransitioningDelegate, CAAnimationDelegate {
lazy var spiner: SpinerLayer! = {
let s = SpinerLayer(frame: self.frame)
return s
}()
#IBInspectable open var spinnerColor: UIColor = UIColor.white {
didSet {
spiner.spinnerColor = spinnerColor
}
}
open var didEndFinishAnimation : (()->())? = nil
let springGoEase = CAMediaTimingFunction(controlPoints: 0.45, -0.36, 0.44, 0.92)
let shrinkCurve = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
let expandCurve = CAMediaTimingFunction(controlPoints: 0.95, 0.02, 1, 0.05)
let shrinkDuration: CFTimeInterval = 0.1
#IBInspectable open var normalCornerRadius:CGFloat = 0.0 {
didSet {
self.layer.cornerRadius = normalCornerRadius
}
}
var cachedTitle: String?
var isAnimating = false
public override init(frame: CGRect) {
super.init(frame: frame)
self.setup()
}
public required init!(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
self.setup()
}
func setup() {
self.clipsToBounds = true
spiner.spinnerColor = spinnerColor
}
open func startLoadingAnimation() {
self.isAnimating = true
self.cachedTitle = title(for: UIControlState())
self.setTitle("", for: UIControlState())
self.layer.addSublayer(spiner)
// Animate
self.cornerRadius()
self.shrink()
_ = Timer.schedule(delay: self.shrinkDuration - 0.25) { timer in
self.spiner.animation()
}
}
open func startFinishAnimation(_ delay: TimeInterval,_ animation: CAMediaTimingFunction, completion:(()->())?) {
self.isAnimating = true
_ = Timer.schedule(delay: delay) { timer in
self.didEndFinishAnimation = completion
self.expand(animation)
self.spiner.stopAnimation()
}
}
open func animate(_ duration: TimeInterval,_ animation: CAMediaTimingFunction, completion:(()->())?) {
startLoadingAnimation()
startFinishAnimation(duration, animation, completion: completion)
}
open func setOriginalState() {
self.returnToOriginalState()
self.spiner.stopAnimation()
}
public func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
let a = anim as! CABasicAnimation
if a.keyPath == "transform.scale" {
didEndFinishAnimation?()
_ = Timer.schedule(delay: 1) { timer in
self.returnToOriginalState()
}
}
}
open func returnToOriginalState() {
self.spiner.removeFromSuperlayer()
self.layer.removeAllAnimations()
self.setTitle(self.cachedTitle, for: UIControlState())
self.spiner.stopAnimation()
self.isAnimating = false
}
func cornerRadius() {
let cornerRadiusAnim = CABasicAnimation(keyPath: "cornerRadius")
// cornerRadiusAnim.fromValue = frame.width
cornerRadiusAnim.toValue = frame.height/2
cornerRadiusAnim.duration = shrinkDuration
cornerRadiusAnim.timingFunction = shrinkCurve
cornerRadiusAnim.fillMode = kCAFillModeForwards
cornerRadiusAnim.isRemovedOnCompletion = false
layer.add(cornerRadiusAnim, forKey: cornerRadiusAnim.keyPath)
}
func shrink() {
let shrinkAnim = CABasicAnimation(keyPath: "bounds.size.width")
shrinkAnim.beginTime = CACurrentMediaTime() + 0.1
shrinkAnim.fromValue = frame.width
shrinkAnim.toValue = frame.height
shrinkAnim.duration = shrinkDuration
shrinkAnim.timingFunction = shrinkCurve
shrinkAnim.fillMode = kCAFillModeForwards
shrinkAnim.isRemovedOnCompletion = false
layer.add(shrinkAnim, forKey: shrinkAnim.keyPath)
}
func expand(_ animation: CAMediaTimingFunction) {
let expandAnim = CABasicAnimation(keyPath: "transform.scale")
expandAnim.fromValue = 1.0
expandAnim.toValue = 26.0
expandAnim.timingFunction = animation
expandAnim.duration = 0.3
expandAnim.delegate = self
expandAnim.fillMode = kCAFillModeForwards
expandAnim.isRemovedOnCompletion = false
layer.add(expandAnim, forKey: expandAnim.keyPath)
}
}