I have been struggling with UISearchController's search bar for quite a while now. I need a search feature to be implemented on a tableview but unlike conventional methods, I didn't put the search bar on a table header view. Instead, I created a UIView and added the search bar as a subview to it. The UIView which acts as a container to search bar has its constraints properly set on the storyboard with auto layout.
Here are my codes for it. Note that I did this programmatically because UISearchDisplayController and UISearchBar has been deprecated as of iOS 8 in favour of UISearchController and has yet to come to UIKit.
searchController = UISearchController(searchResultsController: nil)
searchController.searchResultsUpdater = self
searchController.dimsBackgroundDuringPresentation = false
searchController.searchBar.autoresizingMask = .FlexibleRightMargin
searchController.searchBar.delegate = self
definesPresentationContext = true
self.searchContainerView.addSubview(searchController.searchBar)
However, I did notice one odd behaviour of the search bar during rotation. When it is active on Portrait, I rotate the simulator to Landscape, and press Cancel, the search bar goes back to Portrait Width.
The same happens the other way around too.
I would appreciate any ideas or maybe some hints towards the correct direction to solve this as I have been at this for days at least. Thank you very much
So after so many days of struggling with this:
Portrait to Landscape
Make SearchBar/SearchController active in Portrait
Rotate to Landscape
Press Cancel and SearchBar will go back to Portrait width
Landscape to Potrait
Make SearchBar/SearchController active in Landscape
Rotate to Portrait
Press Cancel and SearchBar will go back to Landscape width
I finally solved it on my own. It seems that when a user presses Cancel on the SearchBar, the ViewController will call viewDidLayoutSubviews thus I tried to reset the width by calling this function in viewDidLayoutSubviews:
func setupSearchBarSize(){
self.searchController.searchBar.frame.size.width = self.view.frame.size.width
}
But that didn't work as well as I thought. So here is what I think happens. When a user activates the SearchController/SearchBar, the SearchController saves the current frame before it resizes itself. Then when a user presses Cancel or dismisses it, it will use the saved frame and resize to that frame size.
So in order to force its width to be realigned when I press Cancel, I have to implement the UISearchControllerDelegate in my VC and detect when the SearchController is dismissed, and call setupSearchBarSize() again.
Here are the relevant codes to solve this question:
class HomeMainViewController : UIViewController, UISearchControllerDelegate, UISearchResultsUpdating, UITableViewDelegate, UITableViewDataSource, UISearchBarDelegate {
#IBOutlet weak var searchContainerView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
searchController = UISearchController(searchResultsController: nil)
searchController.searchResultsUpdater = self
searchController.dimsBackgroundDuringPresentation = false
searchController.searchBar.autoresizingMask = .FlexibleRightMargin
searchController.searchBar.delegate = self
searchController.delegate = self
definesPresentationContext = true
self.searchContainerView.addSubview(searchController.searchBar)
setupSearchBarSize()
}
func setupSearchBarSize(){
self.searchController.searchBar.frame.size.width = self.view.frame.size.width
}
func didDismissSearchController(searchController: UISearchController) {
setupSearchBarSize()
}
override func viewDidLayoutSubviews() {
setupSearchBarSize()
}
}
Here is simpler solution:
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
coordinator.animate(alongsideTransition: { (context) in
self.searchController.searchBar.frame.size.width = self.view.frame.size.width
}, completion: nil)
}
Related
I'm adding an adaptive banner ad from AdMob to the bottom of a mapView in my iOS app. No problem adding it, but the banner obscures both a segmentedControl which is placed at the bottom of the mapView. (Both the mapView and the segmentedControl are inside a tabBarController, all created in Storyboard.) The ad also covers the Apple Mags logo and "Legal" information - not sure if Apple will have a problem with that.
Image example - top of segmentedControl barely visible under ad
How can I make the mapView shift up by the same amount of space taken up by the ad, so as to make the segmentedControl and Apple Maps boilerplate visible, and not shift up at all if no ad is loaded? (Or is there another best practice of handling this?)
All my AdMob code is from the official AdMob tutorial:
func getAdaptiveSize() -> GADAdSize {
var frame: CGRect
if #available(iOS 11.0, *) {
frame = view.frame.inset(by: view.safeAreaInsets)
} else {
frame = view.frame
}
let viewWidth = frame.size.width
return adSize
}
func loadAdaptiveBannerAd(){
bannerView.adSize = getAdaptiveSize()
bannerView.load(GADRequest())
}
func addBannerToView(){
bannerView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(bannerView)
NSLayoutConstraint.activate([
bannerView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
bannerView.centerXAnchor.constraint(equalTo: view.centerXAnchor)
])
}
override func viewDidLoad() {
super.viewDidLoad()
bannerView.adUnitID = "ca-app-pub-3940256099942544/2435281174"
bannerView.rootViewController = self
bannerView.backgroundColor = .darkGray
addBannerToView()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
loadAdaptiveBannerAd()
}
My hunch is that I have to fix this not by changing the placement of the ad banner itself, but by approaching either the mapView or the superview somehow, but I haven't found the solution.
You didn't show your actual layout, but I'm going to assume it looks very close to this:
The Bottom of your mapView is constrained to the Bottom of the safe-area, and the Bottom of your Segmented control is constrained to the Bottom of the mapView. If you have your SegControl also constrained to the safe-area, change that to the mapView -- that way we only have to manipulate the mapView and the SegControl will move with it.
First step, change the Priority of the Map view's bottom constraint to High (750):
and your constraints will look like this:
Next, connect that constraint to an #IBOutlet:
#IBOutlet var mapBottomConstraint: NSLayoutConstraint!
result:
Now at run-time, when you add your banner view, add a NEW Bottom constraint to your map view:
func addBannerToView(){
bannerView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(bannerView)
NSLayoutConstraint.activate([
bannerView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
bannerView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
// add this line
mapView.bottomAnchor.constraint(equalTo: bannerView.topAnchor)
])
}
Because the newly created constraint will have the default Priority of Required (1000), auto-layout will "pin" the bottom of the map view to the top of the banner. Since we gave the Storyboard-created Bottom constraint a Priority of 750, we've told auto-layout it's allowed to break that constraint without causing conflicts.
If / when you remove the banner view, that "new" constraint will be removed with it, and the Storyboard-created constraint will again be used.
So I maybe successfully created a scroll view following a tutorial but something is terribly wrong. So I'm trying to create a scroll view with a table view inside and some buttons and labels and everything works fine but as soon as I add a single constraint it all goes just white with no explanation. I would assume content view is messing things up but I'm not sure, thx in advance!
So following some other people problems I tried filling constraints programmatically and doing views and subviews programmatically aswell, keep in mind tho that rest of constraints I did on storyboard. Btw I have tried equal width and height on newView --> scroll view and nothing seems to change.
my view hierarchy looks like this
myViewController -> View -> scrollView -> newView
class ThirdViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView.addSubview(newView)
newView.leftAnchor.constraint(equalTo: scrollView.leftAnchor).isActive = true
newView.topAnchor.constraint(equalTo: scrollView.topAnchor).isActive = true
newView.rightAnchor.constraint(equalTo: scrollView.rightAnchor).isActive = true
newView.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor).isActive = true
//tableView1.dataSource = self
//tableView1.delegate = self
//tableView1.register(UITableViewCell.self, forCellReuseIdentifier: "cell1")
}
#IBOutlet weak var newView: UIView!
override func viewWillLayoutSubviews() {
scrollView.contentSize = CGSize(width: 375, height: 1950)
}
}
Sorry, if question is layout pretty badly - I'm not that pro!
I am workin on a messaging client for macOS, written in Swift. I use an NSScrollView with an NSCollectionView as the documentView to present the messages. Currently, I have implemented infinite scrolling, but now the problem is that the collectionView loads the cells starting at the top and works its way down – the default behavior for an NSCollectionView. Instead, I need it to start at the bottom and work its way up – the way that a typical messaging application displays messages.
Solutions I have tried:
Scrolling to the bottom of the collectionView as soon as the view loads or the user selects a different conversation. This solution is visibly janky and truly messes up infinite scrolling.
Overriding the isFlipped variable in the scrollView, the scrollView's contentView, and the collectionView. Doing this has had zero visible effect on any of the views.
Rotating the entire scrollView, collectionView, contentView, or collectionView cells by pi radians. As a desperate measure, I attempted to rotate the entire scrollView and was not able to do that nor rotate any of the collectionView items. I did something along the lines of wantsLayer = true
layer!.setAffineTransform(CGAffineTransform(rotationAngle: .pi))
updateLayer()
setNeedsDisplay(frameRect). This again has no visible affect.
What's the best way to go about getting the NSCollectionView to go from bottom to top? By the way, I am not using Storyboards.
Hi #will i am not sure if this code will help you, because i have used it for iPhone chat application and it works for me. In my case i have simply put collectionView in view controller.
//MARK:- View Controller life cycle method
override func viewDidLoad() {
chatCollectionView.addObserver(self, forKeyPath: "contentSize", options: .new, context: nil)
}
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if(keyPath == "contentSize"){
if let newvalue = change?[.newKey] {
let contentHeight: CGFloat = chatCollectionView.contentSize.height
let collectionHeight = chatCollectionView.frame.size.height
if contentHeight < collectionHeight {
var insets: UIEdgeInsets = chatCollectionView.contentInset
insets.top = collectionHeight - contentHeight
chatCollectionView.contentInset = insets
} else {
chatCollectionView.contentInset = .zero
}
}
}
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
chatCollectionView.removeObserver(self, forKeyPath: "contentSize")
}
I have an activity indicator that gets presented on an iPhone and iPad. In the iPad in split screen mode it gets presented to whichever side of the view that called it. I would instead like it to get presented in the middle/center the window's screen. If I do it this way wether on the iPhone in portrait or iPad in split screen mode it will always be in the center of the screen.
How do I do this?
MyView: UIViewController{
let actInd = UIActivityIndicatorView(activityIndicatorStyle: .whiteLarge)
#IBAction fileprivate func buttonPressed(_ sender: UIButton) {
guard let window = UIApplication.shared.keyWindow else { return }
//how to add actInd as subview to the window' screen?
actInd.startAnimating()
}
}
It's pretty simple. Turn off the auto-resizing mask. Add the add actInd to window, then set the center anchors.
actInd.translatesAutoresizingMaskIntoConstraints = false
window.addSubview(actInd)
actInd.centerXAnchor.constraint(equalTo: window.centerXAnchor).isActive = true
actInd.centerYAnchor.constraint(equalTo: window.centerYAnchor).isActive = true
Window is subclass of UIView. Just add it as it's subview like you're adding a view to another view. But remember that window is shared throughout your app, so adding it every-time will consume memory, remove it after your job is done.
If you want to center it in the window, you can use autoResizingMask or add constraints to it.
There seem to be a bunch of questions on this for old versions of Swift/Xcode, but for some reason it hasn't been working with the latest update. I created a NSVisualEffectView, blurryView, and added the subview to my main view:
class ViewController: NSViewController {
#IBOutlet weak var blurryView: NSVisualEffectView!
override func viewDidLoad() {
super.viewDidLoad()
//background styling
blurryView.wantsLayer = true
blurryView.blendingMode = NSVisualEffectBlendingMode.behindWindow
blurryView.material = NSVisualEffectMaterial.dark
blurryView.state = NSVisualEffectState.active
self.view.addSubview(blurryView, positioned: NSWindowOrderingMode.above, relativeTo: nil)
// Do any additional setup after loading the view.
}
...
}
But when I run it, there is no effect on the window. (when I set it to within window, and layer it on top of my other view, the blur works correctly, but I only want the window to blur.) I also tried doing the same thing in my App Delegate class, but I can't connect my window as an outlet, and therefore can't add the blurry view to the window. Here's what the code would look like:
class AppDelegate: NSObject, NSApplicationDelegate {
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
blurryView.wantsLayer = true
blurryView.blendingMode = NSVisualEffectBlendingMode.withinWindow
blurryView.material = NSVisualEffectMaterial.dark
blurryView.state = NSVisualEffectState.active
self.window.contentView?.addSubview(blurryView)
}
...
}
To get an idea if what I'm looking for: NSVisualEffectView Vibrancy
It works quite easy:
In Interface Builder drag a NSVisualEffectView directly as a subview of the main view of your scene.
In the Properties Inspector set Blending Mode to Behind Window
Add the rest of the views you need as subviews of the NSVisualEffectView
That's it, you're done
Here's an example:
Panel 1 View Controller is my blurred view, Background View is the first (non-blurred) view in my "real"view hierarchy.
Swift 5:
Simply add this to your viewWillAppear and it should work:
override func viewWillAppear() {
super.viewWillAppear()
//Adds transparency to the app
view.window?.isOpaque = false
view.window?.alphaValue = 0.98 //you can remove this line but it adds a nice effect to it
let blurView = NSVisualEffectView(frame: view.bounds)
blurView.blendingMode = .behindWindow
blurView.material = .fullScreenUI
blurView.state = .active
view.window?.contentView?.addSubview(blurView)
}