I'm trying to create a new animated line every second on the screen. Each second I do get a new line, however it overrides the old one. I don't know why but it's probably something idiotic I'm overlooking. Here's my code:
func repeatThis() {
for x in 1...10 {
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), Int64(x) * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
var topLinePatha: UIBezierPath {
return UIBezierPath(rect: CGRect(x: 0, y: 0 + (x * 10), width: 1, height: 10))
}
var topLinePathb: UIBezierPath {
return UIBezierPath(rect: CGRect(x: 0, y: 0 + (x * 10), width: Int(UIScreen.mainScreen().bounds.width), height: 10))
}
let expAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expAnimation.fromValue = topLinePatha.CGPath
expAnimation.toValue = topLinePathb.CGPath
expAnimation.duration = self.animationTime
expAnimation.fillMode = kCAFillModeForwards
expAnimation.removedOnCompletion = false
self.addAnimation(expAnimation, forKey: nil)
print(x)
}
}
}
Thanks for the help
Edit 1:
Here's an issue I'm having with the animation timing where basically the animations override each other:
func repeatThis() {
var runningPath = UIBezierPath()
for x in 0...10 {
delay(Double(x) / 10) {
let topLineStartPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: 1, height: 10))
let topLineEndPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: Int(self.bounds.width), height: 10))
let fullStartPath = runningPath.copy() as! UIBezierPath
fullStartPath.appendPath(topLineStartPath)
let fullEndPath = runningPath.copy() as! UIBezierPath
fullEndPath.appendPath(topLineEndPath)
let expAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expAnimation.fromValue = fullStartPath.CGPath
expAnimation.toValue = fullEndPath.CGPath
expAnimation.duration = self.animationTime
expAnimation.fillMode = kCAFillModeForwards
expAnimation.removedOnCompletion = false
self.addAnimation(expAnimation, forKey: nil)
print(x)
runningPath = fullEndPath
}
}
}
func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
Your code is replacing the CAShapeLayer's path each time you do an animation, so for each "line" that you animate in, you lose the past lines.
To show multiple lines, you could either:
Add multiple subpaths to the CAShapeLayer's path, one for each line, using the method UIBezierPath.appendPath.
Use multiple CAShapeLayers, one for each line.
Here's alternative #1, which is a smaller change from your current code. This is a self-contained example that you can add into a new iOS project in a view controller called ViewController.
import UIKit
class MyShapeLayer: CAShapeLayer {
var animationTime: NSTimeInterval = 0.75
func repeatThis() {
// Keep track of the path so far
var runningPath = UIBezierPath()
for x in 1...10 {
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), Int64(x) * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
// We will add a rectangular subpath onto runningPath.
// It will be animated starting with:
let topLineStartPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: 1, height: 10))
// and ending with:
let topLineEndPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: Int(self.bounds.width), height: 10))
// Copy the running path, and add the starting and ending subpaths onto it
let fullStartPath = runningPath.copy() as! UIBezierPath
fullStartPath.appendPath(topLineStartPath)
let fullEndPath = runningPath.copy() as! UIBezierPath
fullEndPath.appendPath(topLineEndPath)
// Animate from fullStartPath to fullEndPath
let expAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expAnimation.fromValue = fullStartPath.CGPath
expAnimation.toValue = fullEndPath.CGPath
expAnimation.duration = self.animationTime
expAnimation.fillMode = kCAFillModeForwards
expAnimation.removedOnCompletion = false
self.addAnimation(expAnimation, forKey: nil)
print(x)
// The next time through the loop, add on to this iteration's ending path
runningPath = fullEndPath
}
}
}
}
class MyView: UIView {
override class func layerClass() -> AnyClass {
return MyShapeLayer.self
}
}
class ViewController: UIViewController {
override func loadView() {
self.view = MyView()
self.view.backgroundColor = UIColor.whiteColor()
}
override func viewDidLoad() {
if let myShapeLayer = self.view.layer as? MyShapeLayer {
myShapeLayer.repeatThis()
}
}
}
And the result:
Here's a way to do alternative #2. I made the animationTime longer so you can see that the animations for each line can overlap.
class LineAtATimeView: UIView {
var animationTime = 1.25 // longer duration so line animations overlap
func repeatAddingLines() {
for x in 1...10 {
let time = dispatch_time(dispatch_time_t(DISPATCH_TIME_NOW), Int64(x) * Int64(NSEC_PER_SEC))
dispatch_after(time, dispatch_get_main_queue()) {
let newLayer = CAShapeLayer()
newLayer.frame = self.bounds
self.layer.addSublayer(newLayer)
let topLineStartPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: 1, height: 10))
let topLineEndPath = UIBezierPath(rect: CGRect(x: 0, y: x * 10, width: Int(self.bounds.width), height: 10))
let expAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expAnimation.fromValue = topLineStartPath.CGPath
expAnimation.toValue = topLineEndPath.CGPath
expAnimation.duration = self.animationTime
expAnimation.fillMode = kCAFillModeForwards
expAnimation.removedOnCompletion = false
newLayer.addAnimation(expAnimation, forKey: nil)
}
}
}
}
class ViewController2: UIViewController {
override func loadView() {
self.view = LineAtATimeView()
self.view.backgroundColor = UIColor.whiteColor()
}
override func viewDidLoad() {
if let v = self.view as? LineAtATimeView {
v.repeatAddingLines()
}
}
}
Related
I'm starting to learn Swift and decided to build an app but without storyboard.
My SceneDelegate scene function instantiates a TabBarController
window = UIWindow(frame: UIScreen.main.bounds)
let tb = TabBarController()
window?.rootViewController = tb
window?.makeKeyAndVisible()
window?.windowScene = windowSceme
I have a TabBarController that extends from UITabBarController which pretty much styles the tab bar and sets it all up
For each item of the Tabbar I have a ViewController. For the purpose of this question I'm going to specify the first "Home".
In Home, which extends ViewController, I have the following
let homePageView = HomePageView()
override func viewWillLayoutSubviews() {
navigationController?.isNavigationBarHidden = true
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
homePageView.setupHomePage()
view.addSubview(homePageView)
}
override func viewWillDisappear(_ animated: Bool) {
homePageView.dispose()
}
The Controller is pretty much only in charge of calling whatever is going to be displayed on the screen within HomePageView(), the main component. This last, holds two more views. One carrousel HomePageCarrousel() and one header HomePageSocialUp(). This view instantiates the two latter referred to and sets the layout programmatically and adds them as subviews. It also includes a dispose function that sets the instantiated classes to nil such as --> Instantiate - homePageCarrousel = HomePageCarrousel() and the dispose function has homePageCarrousel = nil
That works perfectly fine but when I navigate away from the current view controller via the tab bar and navigate back to it, now I have two instances of HomePageCarrousel() and HomePageSocialUp() within HomeView
I'm probably holding a strong reference somewhere but I can't figure out when. Could someone point me to where should I look to debug it or what might be that is creating the issue.
I'm also providing the code for the two views duplicated in case the issue is there
HomePageSocialUp
class HomePageSocialUp: UIView {
let logo = UIImage(named: "LogoSmiles")
let socialImages: [UIImage] = [UIImage(named: "tripadvisor")!, UIImage(named: "instagram")!, UIImage(named: "facebook")!, UIImage(named: "linkedin")!]
func setupHeaderCircle() {
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
let circlePath = UIBezierPath(arcCenter: CGPoint(x: UIScreen.main.bounds.width / 2, y: insetTop + 60), radius: CGFloat(90), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.white.cgColor
layer.addSublayer(shapeLayer)
}
func setupSocialHeader() {
setupHeaderCircle()
layer.masksToBounds = true;
backgroundColor = UIColor.TintColor
layer.shadowColor = UIColor.lightGray.cgColor
layer.shadowOpacity = 0.8
layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
layer.shadowRadius = 3.0
layer.masksToBounds = false
frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 280)
let imageView = UIImageView()
guard let logo = logo else {return}
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
imageView.frame = CGRect(x: CGFloat(Int((UIScreen.main.bounds.width - (logo.size.width)))) / 2, y: 120 - (logo.size.width / 2), width: logo.size.width, height: logo.size.height)
imageView.image = logo
addSubview(imageView)
}
}
HomePageCarrousel
class HomePageCarrousel: UIScrollView {
var images: [UIImage]?
var originX = 0
var numberOfIterations = 0
var timer: Timer?
func setupCarrousel() {
let x = (Int(UIScreen.main.bounds.width) - (Int(UIScreen.main.bounds.width) - 60)) / 2
frame = CGRect(x: x, y: (Int(frame.origin.y) - 350) / 2, width: Int(UIScreen.main.bounds.width) - 60, height: 350)
let newImage = textToImage(drawText: "Creating Smiles in unique places.", frame: frame, inImage: UIImage(named: "smiles1")!, atPoint: CGPoint(x: frame.origin.x + 20, y: frame.height - 20))
images = [newImage, UIImage(named: "smiles2")!]
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(startScrolling), userInfo: nil, repeats: true)
guard let imageCount = images?.count, let images = images else { return }
contentSize = CGSize(width: frame.width * CGFloat(images.count), height: frame.height)
for image in 0..<imageCount {
let imageView = UIImageView()
imageView.image = images[image]
imageView.contentMode = .scaleAspectFill
imageView.clipsToBounds = true
let xPosition = frame.width * CGFloat(image)
imageView.frame = CGRect(x: xPosition, y: 0, width: frame.width, height: frame.height)
addSubview(imageView)
}
timer?.fire()
}
func textToImage(drawText text: String, frame: CGRect, inImage image: UIImage, atPoint point: CGPoint) -> UIImage {
let textColor = UIColor.white
let textFont = UIFont(name: "Helvetica Bold" , size: 12)!
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(image.size, false, scale)
let textFontAttributes = [
NSAttributedString.Key.font: textFont,
NSAttributedString.Key.foregroundColor: textColor,
] as [NSAttributedString.Key : Any]
image.draw(in: CGRect(origin: CGPoint.zero, size: image.size))
text.draw(in: frame, withAttributes: textFontAttributes)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
#objc func startScrolling() {
print(originX)
guard let images = images else { return }
if originX == images.count {
originX = 0
numberOfIterations += 1
}
if numberOfIterations > 2 {
timer?.invalidate()
timer = nil
numberOfIterations = 0
}
let x = CGFloat(originX) * frame.size.width
setContentOffset(CGPoint(x: x, y: 0), animated: true)
originX += 1
}
}
Thanks upfront
Did you tried to remove the subviews, something like
homePageView.subviews.forEach { (view) in
//taking appropriate action to whichever view you want
view.removeFromSuperview()//for removing views
}
I would like to animate little red dot rotating around circle that is expanding in a pulse manner (go from small to big, then start back from small). It seems that little dot keeps rotating around original shape and does not take into account that circle it's expanding... I have this in code:
// MARK: - Properties
private lazy var containerView = UIView()
let littleCircleRadius: CGFloat = 10
private lazy var littleRedDot: CALayer = {
let layer = CALayer()
layer.backgroundColor = UIColor.red.cgColor
let littleDotSize = CGSize(width: 10, height: 10)
layer.frame = CGRect(x: containerView.bounds.center.x - littleDotSize.width / 2,
y: containerView.bounds.center.y - littleCircleRadius - littleDotSize.width/2 ,
width: littleDotSize.width,
height: littleDotSize.height)
return layer
}()
private lazy var littleCircleLayer: CAShapeLayer = {
let layer = CAShapeLayer()
layer.lineWidth = 1.5
layer.lineCap = .round
layer.strokeColor = UIColor.black.cgColor
layer.fillColor = UIColor.clear.cgColor
return layer
}()
// MARK: - Setup
func setup() {
view.addSubview(containerView)
containerView.frame = CGRect(x: 40, y: 200, width: 300, height: 300)
containerView.backgroundColor = UIColor.gray.withAlphaComponent(0.2)
littleCircleLayer.path = makeArcPath(arcCenter: containerView.bounds.center, radius: 10)
containerView.layer.addSublayer(littleCircleLayer)
containerView.layer.addSublayer(littleRedDot)
}
// MARK: - Animations
func animate() {
CATransaction.begin()
CATransaction.setAnimationDuration(1.5)
animateLittleRedDotRotation()
animateCircleExpanding()
CATransaction.commit()
}
func animateLittleRedDotRotation() {
let anim = CAKeyframeAnimation(keyPath: "position")
anim.duration = 1.5
anim.rotationMode = .rotateAuto
anim.repeatCount = Float.infinity
anim.path = littleCircleLayer.path
littleRedDot.add(anim, forKey: "rotate")
}
func animateCircleExpanding() {
let maxCircle = makeArcPath(arcCenter: containerView.bounds.center, radius: 100)
let circleExpandingAnim = CABasicAnimation(keyPath: "path")
circleExpandingAnim.fromValue = littleCircleLayer.path
circleExpandingAnim.toValue = maxCircle
circleExpandingAnim.repeatCount = Float.infinity
circleExpandingAnim.duration = 1.5
littleCircleLayer.add(circleExpandingAnim, forKey: "pulseCircuitAnimation")
}
This creates following effect:
However I would like to achieve for little dot to be rotating along the expanding circle path (as it animates from small circle to bigger circle), not the original small circle path. Any ideas ?
Using CoreAnimation to animate the position of the red dot based upon the path assumes that the path isn't changing. You could, theoretically, define a spiral path that mirrors the expanding circle. Personally, I'd just use CADisplayLink, a special timer designed optimally for screen refreshes, and retire the CoreAnimation calls entirely. E.g.
func startDisplayLink() {
let displayLink = CADisplayLink(target: self, selector: #selector(handleDisplayLink(_:)))
displayLink.add(to: .main, forMode: .common)
}
#objc func handleDisplayLink(_ displayLink: CADisplayLink) {
let percent = CGFloat(displayLink.timestamp).truncatingRemainder(dividingBy: duration) / duration
let radius = ...
let center = containerView.bounds.center
circleLayer.path = makeArcPath(arcCenter: center, radius: radius)
let angle = percent * .pi * 2
let dotCenter = CGPoint(x: center.x + cos(angle) * radius, y: center.y + sin(angle) * radius)
redDot.path = makeArcPath(arcCenter: dotCenter, radius: 5)
}
That yields:
The full example:
class ViewController: UIViewController {
private let radiusRange: ClosedRange<CGFloat> = 10...100
private let duration: CGFloat = 1.5
private lazy var containerView: UIView = {
let containerView = UIView()
containerView.translatesAutoresizingMaskIntoConstraints = false
return containerView
}()
private lazy var redDot: CAShapeLayer = {
let layer = CAShapeLayer()
layer.fillColor = UIColor.red.cgColor
return layer
}()
private lazy var circleLayer: CAShapeLayer = {
let layer = CAShapeLayer()
layer.lineWidth = 1.5
layer.strokeColor = UIColor.black.cgColor
layer.fillColor = UIColor.clear.cgColor
return layer
}()
private weak var displayLink: CADisplayLink?
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
startDisplayLink()
}
override func viewDidDisappear(_ animated: Bool) {
super.viewDidDisappear(animated)
stopDisplayLink()
}
}
// MARK: Private utility methods
private extension ViewController {
func setup() {
addContainer()
containerView.layer.addSublayer(circleLayer)
containerView.layer.addSublayer(redDot)
}
func addContainer() {
view.addSubview(containerView)
NSLayoutConstraint.activate([
containerView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
containerView.trailingAnchor.constraint(equalTo: view.trailingAnchor),
containerView.topAnchor.constraint(equalTo: view.topAnchor),
containerView.bottomAnchor.constraint(equalTo: view.bottomAnchor)
])
}
func makeArcPath(arcCenter: CGPoint, radius: CGFloat) -> CGPath {
UIBezierPath(arcCenter: arcCenter, radius: radius, startAngle: 0, endAngle: .pi * 2, clockwise: true).cgPath
}
}
// MARK: - DisplayLink related methods
private extension ViewController {
func startDisplayLink() {
stopDisplayLink() // stop existing display link, if any
let displayLink = CADisplayLink(target: self, selector: #selector(handleDisplayLink(_:)))
displayLink.add(to: .main, forMode: .common)
self.displayLink = displayLink
}
func stopDisplayLink() {
displayLink?.invalidate()
}
#objc func handleDisplayLink(_ displayLink: CADisplayLink) {
let percent = CGFloat(displayLink.timestamp).truncatingRemainder(dividingBy: duration) / duration
let radius = radiusRange.percent(percent)
let center = containerView.bounds.center
circleLayer.path = makeArcPath(arcCenter: center, radius: radius)
let angle = percent * .pi * 2
let dotCenter = CGPoint(x: center.x + cos(angle) * radius, y: center.y + sin(angle) * radius)
redDot.path = makeArcPath(arcCenter: dotCenter, radius: 5)
}
}
// MARK: - CGRect extension
extension CGRect {
var center: CGPoint { return CGPoint(x: midX, y: midY) }
}
// MARK: - ClosedRange extension
extension ClosedRange where Bound: FloatingPoint {
func percent(_ percent: Bound) -> Bound {
(upperBound - lowerBound) * percent + lowerBound
}
}
I have modified Line graph of Minh Nguyen to some extend to show two lines one for systolic and othere for diastolic.
The first image show the how the graph should look like and second image is what I have achieved.
struct PointEntry {
let systolic: Int
let diastolic: Int
let label: String
}
extension PointEntry: Comparable {
static func <(lhs: PointEntry, rhs: PointEntry) -> Bool {
return lhs.systolic < rhs.systolic || lhs.systolic < rhs.systolic
}
static func ==(lhs: PointEntry, rhs: PointEntry) -> Bool {
return lhs.systolic == rhs.systolic && lhs.diastolic == rhs.diastolic
}
}
class LineChart: UIView {
/// gap between each point
let lineGap: CGFloat = 30.0
/// preseved space at top of the chart
let topSpace: CGFloat = 20.0
/// preserved space at bottom of the chart to show labels along the Y axis
let bottomSpace: CGFloat = 40.0
/// The top most horizontal line in the chart will be 10% higher than the highest value in the chart
let topHorizontalLine: CGFloat = 110.0 / 100.0
/// Dot inner Radius
var innerRadius: CGFloat = 8
/// Dot outer Radius
var outerRadius: CGFloat = 12
var dataEntries: [PointEntry]? {
didSet {
self.setNeedsLayout()
}
}
/// Contains the main line which represents the data
private let dataLayer: CALayer = CALayer()
/// Contains dataLayer and gradientLayer
private let mainLayer: CALayer = CALayer()
/// Contains mainLayer and label for each data entry
private let scrollView: UIScrollView = {
let view = UIScrollView()
view.showsVerticalScrollIndicator = false
view.showsHorizontalScrollIndicator = false
return view
}()
/// Contains horizontal lines
private let gridLayer: CALayer = CALayer()
/// An array of CGPoint on dataLayer coordinate system that the main line will go through. These points will be calculated from dataEntries array
private var systolicDataPoint: [CGPoint]?
private var daistolicDataPoint: [CGPoint]?
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
convenience init() {
self.init(frame: CGRect.zero)
setupView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupView()
}
private func setupView() {
mainLayer.addSublayer(dataLayer)
mainLayer.addSublayer(gridLayer)
scrollView.layer.addSublayer(mainLayer)
self.addSubview(scrollView)
}
override func layoutSubviews() {
scrollView.frame = CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height)
if let dataEntries = dataEntries {
scrollView.contentSize = CGSize(width: CGFloat(dataEntries.count) * lineGap + 30, height: self.frame.size.height)
mainLayer.frame = CGRect(x: 0, y: 0, width: CGFloat(dataEntries.count) * lineGap + 30, height: self.frame.size.height)
dataLayer.frame = CGRect(x: 0, y: topSpace, width: mainLayer.frame.width, height: mainLayer.frame.height - topSpace - bottomSpace)
systolicGradientLayer.frame = dataLayer.frame
diastolicGradientLayer.frame = dataLayer.frame
systolicDataPoint = convertDataEntriesToPoints(entries: dataEntries, isSystolic: true)
daistolicDataPoint = convertDataEntriesToPoints(entries: dataEntries, isSystolic: false)
gridLayer.frame = CGRect(x: 0, y: topSpace, width: CGFloat(dataEntries.count) * lineGap + 30, height: mainLayer.frame.height - topSpace - bottomSpace)
clean()
drawHorizontalLines()
drawVerticleLine()
drawChart(for: systolicDataPoint, color: .blue)
drawChart(for: daistolicDataPoint, color: .green)
drawLables()
}
}
/// Convert an array of PointEntry to an array of CGPoint on dataLayer coordinate system
/// - Parameter entries: Arrays of PointEntry
private func convertDataEntriesToPoints(entries: [PointEntry], isSystolic: Bool) -> [CGPoint] {
var result: [CGPoint] = []
// let gridValues: [CGFloat] = [0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1.0, 1.05]
for (index, value) in entries.enumerated() {
let difference: CGFloat = 0.125 / 30
let userValue: CGFloat = isSystolic ? CGFloat(value.systolic) : CGFloat(value.diastolic)
var height = (userValue - 30.0) * difference
height = (1.0 - height) * gridLayer.frame.size.height
let point = CGPoint(x: CGFloat(index)*lineGap + 40, y: height)
result.append(point)
}
return result
}
/// Draw a zigzag line connecting all points in dataPoints
private func drawChart(for points: [CGPoint]?, color: UIColor) {
if let dataPoints = points, dataPoints.count > 0 {
guard let path = createPath(for: points) else { return }
let lineLayer = CAShapeLayer()
lineLayer.path = path.cgPath
lineLayer.strokeColor = color.cgColor
lineLayer.fillColor = UIColor.clear.cgColor
dataLayer.addSublayer(lineLayer)
}
}
/// Create a zigzag bezier path that connects all points in dataPoints
private func createPath(for points: [CGPoint]?) -> UIBezierPath? {
guard let dataPoints = points, dataPoints.count > 0 else {
return nil
}
let path = UIBezierPath()
path.move(to: dataPoints[0])
for i in 1..<dataPoints.count {
path.addLine(to: dataPoints[i])
}
return path
}
/// Create titles at the bottom for all entries showed in the chart
private func drawLables() {
if let dataEntries = dataEntries,
dataEntries.count > 0 {
for i in 0..<dataEntries.count {
let textLayer = CATextLayer()
textLayer.frame = CGRect(x: lineGap*CGFloat(i) - lineGap/2 + 40, y: mainLayer.frame.size.height - bottomSpace/2 - 8, width: lineGap, height: 16)
textLayer.foregroundColor = UIColor.black.cgColor
textLayer.backgroundColor = UIColor.clear.cgColor
textLayer.alignmentMode = CATextLayerAlignmentMode.center
textLayer.contentsScale = UIScreen.main.scale
textLayer.font = CTFontCreateWithName(UIFont.systemFont(ofSize: 0).fontName as CFString, 0, nil)
textLayer.fontSize = 11
textLayer.string = dataEntries[i].label
mainLayer.addSublayer(textLayer)
}
}
}
/// Create horizontal lines (grid lines) and show the value of each line
private func drawHorizontalLines() {
let gridValues: [CGFloat] = [1.05, 1.0, 0.875, 0.75, 0.625, 0.5, 0.375, 0.25, 0.125]
let gridText = ["", "30", "60", "90", "120", "150", "180", "210", "240"]
for (index, value) in gridValues.enumerated() {
let height = value * gridLayer.frame.size.height
let path = UIBezierPath()
if value == gridValues.first! {
path.move(to: CGPoint(x: 30, y: height))
} else {
path.move(to: CGPoint(x: 28, y: height))
}
path.addLine(to: CGPoint(x: gridLayer.frame.size.width, y: height))
let lineLayer = CAShapeLayer()
lineLayer.path = path.cgPath
lineLayer.fillColor = UIColor.clear.cgColor
lineLayer.strokeColor = UIColor.black.cgColor
if value != gridValues.first! {
lineLayer.lineDashPattern = [4, 4]
}
lineLayer.lineWidth = 0.5
gridLayer.addSublayer(lineLayer)
let textLayer = CATextLayer()
textLayer.frame = CGRect(x: 4, y: height-8, width: 50, height: 16)
textLayer.foregroundColor = UIColor.black.cgColor
textLayer.backgroundColor = UIColor.clear.cgColor
textLayer.contentsScale = UIScreen.main.scale
textLayer.font = CTFontCreateWithName(UIFont.systemFont(ofSize: 0).fontName as CFString, 0, nil)
textLayer.fontSize = 12
textLayer.string = gridText[index]
gridLayer.addSublayer(textLayer)
}
}
private func drawVerticleLine() {
let height = gridLayer.frame.size.height * 1.05
let path = UIBezierPath()
path.move(to: CGPoint(x: 30, y: 0))
path.addLine(to: CGPoint(x: 30, y: height))
let lineLayer = CAShapeLayer()
lineLayer.path = path.cgPath
lineLayer.fillColor = UIColor.clear.cgColor
lineLayer.strokeColor = UIColor.black.cgColor
lineLayer.lineWidth = 0.5
gridLayer.addSublayer(lineLayer)
}
private func clean() {
mainLayer.sublayers?.forEach({
if $0 is CATextLayer {
$0.removeFromSuperlayer()
}
})
dataLayer.sublayers?.forEach({$0.removeFromSuperlayer()})
gridLayer.sublayers?.forEach({$0.removeFromSuperlayer()})
}
}
How can I add shadow to lines like shown in the first image and add simple line drawing animation to the Graph?
i have an Image carousel in my app
i use a UIScrollView to show the images inside.
everything works fine, it's just that i want to know how do i block up movements in the UIScrollView
for now the user can just swipe the picture up.. and i want to block it
i tried doing some fixed but none seems to work now maybe it's something in my code ?
here is my complete view controller for the UIScrollView:
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: UIScrollView!
var slides:[CaruselleTipsCard] = [];
override func viewDidLoad() {
super.viewDidLoad()
slides = createSlides()
setupSlideScrollView(slides: slides)
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
//adds dots
scrollView.delegate = self
// Do any additional setup after loading the view.
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
}
can you tell me how to block vertical swipe ?
You can try something like this,
scrollView.showsVerticalScrollIndicator = false
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
I have been trying to get this CollisionBehavior func to run.
lazy var collisionDelegate: UICollisionBehaviorDelegate = self
func collisionBehavior(_ behavior: UICollisionBehavior, beganContactFor item1: UIDynamicItem, with item2: UIDynamicItem, at p: CGPoint) {
print("colliding")
}
func collisionBehavior(_ behavior: UICollisionBehavior, beganContactFor item: UIDynamicItem, withBoundaryIdentifier identifier: NSCopying?, at p: CGPoint) {
print("colliding")
}
As you can see I tried both collisionBehavior methods. The ball and blocks are all dynamic objects and I have the screen ends being a boundary. So every time a block or "ball" hits another block, paddle, ball, or the end of the screen, it should print "colliding", but nothing gets printed to the terminal. Below is the code for the block, ball, paddle, and boundaries.
Paddle:
func paddle () {
lastPaddle.removeFromSuperview()
collider.removeItem(lastPaddle)
let yPos = CGFloat(bounds.size.height / 6 * 5)
let width = bounds.size.width / 4
let height = bounds.size.width / 20
if !first {xPos = bounds.midX; first = true}
let paddle = CGRect(x: xPos + width/2, y: yPos + height/2, width: width, height: height)
let frame = UIView(frame: paddle)
frame.backgroundColor = UIColor.red()
addSubview(frame)
let item: UIDynamicItem = frame
let dib = UIDynamicItemBehavior()
animator.addBehavior(dib)
dib.allowsRotation = false
dib.isAnchored = true
dib.elasticity = 0
dib.addItem(item)
collider.addItem(item)
lastPaddle = frame
//collider.removeBoundary(withIdentifier: "paddle")
//update()
}
Ball:
func createBall () {
xBall = bounds.midX
yBall = bounds.midY
let smallRect = CGRect(x: xBall, y: yBall, width: bounds.size.width/12, height: bounds.size.width/12)
//let lBall = CGPath(ellipseIn: smallRect, transform: nil)
ball = smallRect
let frame = UIView(frame: smallRect)
frame.backgroundColor = UIColor.green()
addSubview(frame)
let item: UIDynamicItem = frame
//collider.elasticity = 100
gravity.magnitude = 0.5
gravity.addItem(item)
collider.addItem(item)
//let arr = [item]
animator.addBehavior(ballBehaviour)
ballBehaviour.elasticity = 1.5
ballBehaviour.addItem(item)
}
Blocks and Screen End (boundary):
func createBlocks () {
for a in 0..<numberOfRows {
for b in 0..<numberOfColumns {
//let view = UIView()
let x = CGFloat(b) * (bounds.size.width/CGFloat(numberOfColumns))
let y = CGFloat(a) * (bounds.size.height/CGFloat(numberOfRows))
let width = bounds.size.width/CGFloat(numberOfColumns)/2
let height = bounds.size.height/CGFloat(numberOfRows)/8
let rect = CGRect(x: x + width/2, y: y/3 + height*3, width: width, height: height)
//print(rect)
let frame = UIView(frame: rect)
blocks.append(frame)
frame.backgroundColor = UIColor.blue()
addSubview(frame)
let item: UIDynamicItem = frame
//gravity.addItem(item)
collider.addItem(item)
blockBehaviour.addItem(item)
animator.addBehavior(blockBehaviour)
}
}
let rectangle = CGRect(x: 0, y: 0, width: bounds.size.width, height: 3/2 * bounds.size.height)
//print(rectangle)
let boundary = UIBezierPath(rect: rectangle)
collider.addBoundary(withIdentifier: "screen", for: boundary)
}
Thanks for any help
Your lazy var is not going to work. An object (self) does not somehow magically raise its hand and say "Look at me, I am the collision delegate!" That isn't how delegation operates.
The UICollisionBehavior object (which I don't actually see anywhere in your code — where is it?) has a collisionDelegate property, and it is this that must be set to self.