NSAttributedString: image not showing up in UILabel - swift

For some reason, the image does not display. I have dropped test.png and test#2x.png both under Image.xcassets/ I also dropped it within the project. None of that helped. Any assistance would be greatly appreciated.
var testView: UILabel = UILabel(frame: CGRectMake(20, 20, self.view.frame.width-40, self.view.frame.height-40))
var a = "Testing..."
var attachment = NSTextAttachment()
//This is the image that I would like to add
// I have dropped test.png and test#2x.png under Image.xcassets
attachment.image = UIImage(named: "test")
var attachmentString = NSAttributedString(attachment: attachment)
let attrsB = NSAttributedString(
string: "2nd line..Testing testing",
attributes: NSDictionary(
object: UIFont(name: "HelveticaNeue", size: 18.0)!,
forKey: NSFontAttributeName) as [NSObject : AnyObject])
a.appendAttributedString(attrsB)
let attributedTextToDisplay = NSMutableAttributedString(attributedString: a)
attributedTextToDisplay.appendAttributedString(attachmentString)
testView.attributedText = attributedTextToDisplay
self.view.addSubview(testView)

You need to allow your label to have multiple lines if you want to display more than 1 line.
var testView: UILabel = UILabel(frame: CGRectMake(20, 20, self.view.frame.width-40, self.view.frame.height-40))
testView.numberOfLines = 0;
Tips:
Use Storyboard & Interface Builder. WYSIWYG.
Use AutoLayout, it solves a lot of resizing for you
Use asserts if you are unsure of the content of a variable
Step into debugger and push on the eye icon to reveal quicklook
Eliminating all these variables will help you find out the root cause, and not worry, say, about whether or not your image is loaded. See sample below.
For good measures, I also explicitly typed a into a a:NSMutableAttributedString.
var a:NSMutableAttributedString

I had the issue when I used didSet {} on the IBOutlet, moving the code to ViewDidLoad() method solved it.

Related

Is this a UITextView transparency bug?

This issue came up in relation to a problem I had yesterday for which I should be able to create a workaround. As I investigated further, I found that it occurs more broadly than I originally thought. I had previously only noticed it in displayed text that included at least one newline character, but that's not the case below.
The problem seems to result from using the NSLayoutManager's boundingRect method to obtain (among other things) individual character widths and then using those widths to set characters' UITextView frame width properties. Doing so apparently causes the setting of the text view's backgroundColor to UIColor.clear to be ignored (i.e., the background becomes opaque). The Playground code below reproduces the problem, shown in red text, and shows the workaround of using a constant for widths, in black. The tighter the kerning, the more pronounced the effect.
Is this a bug? Or is it a quirk due to something else?
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
class MyViewController : UIViewController {
override func loadView() {
let view = UIView()
view.bounds = CGRect(x: -100, y: -100, width: 200, height: 200)
view.backgroundColor = .white
let str = "..T.V.W.Y.."
let strStorage = NSTextStorage(string: str)
let layoutManager = NSLayoutManager()
strStorage.addLayoutManager(layoutManager)
let textContainer = NSTextContainer(size: view.bounds.size)
textContainer.lineFragmentPadding = 0.0
layoutManager.addTextContainer(textContainer)
let strArray = Array(str)
struct CharInfo {
var char: Character
var origin: CGPoint?
var size: CGSize?
}
var charInfoArray = [CharInfo]()
for index in 0..<str.count {
charInfoArray.append(CharInfo.init(char: strArray[index], origin: nil, size: nil))
let charRange = NSMakeRange(index, 1)
let charRect = layoutManager.boundingRect(forGlyphRange: charRange, in: textContainer)
charInfoArray[index].origin = charRect.origin
charInfoArray[index].size = charRect.size
}
for charInfo in charInfoArray {
let textView0 = UITextView()
textView0.backgroundColor = UIColor.clear // Ignored in this case!!
textView0.text = String(charInfo.char)
textView0.textContainerInset = UIEdgeInsets.zero
let size0 = charInfo.size!
textView0.frame = CGRect(origin: charInfo.origin!, size: size0)
textView0.textContainer.lineFragmentPadding = CGFloat(0.0)
textView0.textColor = UIColor.red
view.addSubview(textView0)
let textView1 = UITextView()
textView1.backgroundColor = UIColor.clear // Required
textView1.text = String(charInfo.char)
textView1.textContainerInset = UIEdgeInsets.zero
var size1 = charInfo.size!
size1.width = 20 // But changing .height has no effect on opacity
textView1.frame = CGRect(origin: charInfo.origin!, size: size1)
textView1.frame = textView1.frame.offsetBy(dx: 0, dy: 20)
textView1.textContainer.lineFragmentPadding = CGFloat(0.0)
textView1.textColor = UIColor.black
view.addSubview(textView1)
}
self.view = view
}
}
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()
This does seem to be a bug, but it's with NSLayoutManager's instance method boundingRect(forGlyphRange:in:). It only looks like it could be a transparency change.
According to Apple's documentation, boundingRect(forGlyphRange:in:) is supposed to "[return] a single bounding rectangle (in container coordinates) enclosing all glyphs and other marks drawn in the given text container for the given glyph range, including glyphs that draw outside their line fragment rectangles and text attributes such as underlining." But that's not what it's doing.
In this case, the width of each boundingRect gets reduced by the amount that the next glyph was shifted to the left, due to kerning. You can test this, for example, using str = "ToT" and adding print(size0.width) right after it is set. You'll get this:
6.0 // "T"; should have been 7.330078125
6.673828125 // "o"
7.330078125 // "T"
Until this bug is fixed, a workaround would be to calculate glyph size for each character in isolation.

Programmatically place partial image over another in UIView using Swift 3

I just started working on Swift last week and i need a suggestion if the following approach is right ways of laying partial image on top of another image.
I have a UIView in which I am creating 3 images programmatically. Left arrow image, middle mobile image and right arrow image as shown below. Can I partially place arrow images 50% on the mobile image?
I have tried:
func setupUI(){
let mobileImage = UIImage(named: "mobile")
let arrowImage = UIImage(named: "arrow")
middleView = UIImageView(frame: CGRect(x: arrowImage!.size.width/2, y:0 , width:mobileImage!.size.width, height:mobileImage!.size.height))
middleView.image = mobileImage
middleView.layer.borderWidth = 1.0
middleView.layer.cornerRadius = 5.0
self.addSubview(middleView)
let yForArrow = mobileImage!.size.height - arrowImage!.size.height
leftArrow = UIImageView(frame: CGRect(x: 0, y:yForArrow, width:arrowImage!.size.width, height:arrowImage!.size.height))
leftArrow.image = arrowImage
self.addSubview(leftArrow)
let rightArrowX = mobileImage!.size.width
rightView = UIImageView(frame: CGRect(x: rightArrowX, y:yForArrow, width:arrowImage!.size.width, height:arrowImage!.size.height))
rightView.image = arrowImage
self.addSubview(rightView)
}
*At start it was not working, as i forgot to add setupUI() in init method. As shown in answer bellow.
Is setting frame correct way of doing it OR i should be using constraints?
To me it looks bad approach as i am hard coding the numbers in CGRect.
*This image is created in MS paint to show what it should look on iPhone.
I found the problem i missed adding setupUI() in init method.
SetupUI programatically adds images on UIView. As it was missing so no image was appearing in the iPhone simulator.
override init(frame: CGRect) {
super.init(frame: frame)
setupUI() // Code to add images in UIView
}

tvOS: Anyway to display a subtitle outside of the AVPlayer?

So the scenario is that there is a view where the user can enable/disable subtitles in an app I'm helping to develop.
On that view there is a sample text saying "This is what captions look like", and at the moment it's just a basic, unstyled UILabel. Ideally I would like it to be styled in a similar manner to how the user has customized their captions in the System Settings.
Is this possible in any way? I've envisioned two possible method:
Create an AVPlayer instance and a .vtt file with the text, load it into the view and pause the player. I'm not sure this is possible with a sample video (and it would somehow have to be transparent as there is an image behind the sample sub text).
Somehow get all the styling (font, size, background color, etc) the user has set for their subtitle and create an attributed string to match that
Method 2 seems like the most feasible way, but I don't know if we have access to those settings in code.
So I figured it out! It basically makes use a combination of the Media Accessibility API, which allows you to get the values the user has chosen for their captions/subtitle settings, Attributed Strings, and a subclass UILabel (although this could maybe be substituted with a UITextView as that will allow you to set it's UIEdgeInsets natively)
So, first, the subclass is to allow the UILabel to be inset. This is because captions can have a background color AND a text highlight color and without the inset, the text highlight is all you see. So the function the subclass is simple:
class InsetUILabel: UILabel {
override func drawTextInRect(rect: CGRect) {
let inset: CGFloat = 15
let insets: UIEdgeInsets = UIEdgeInsets(top: inset, left: inset/2, bottom: inset, right: inset/2)
super.drawTextInRect(UIEdgeInsetsInsetRect(rect, insets))
}
}
And for generating the actual label. This uses a label called textSample, but you can obviously make it a little more general.
import MediaAccessibility
func styleLabel(sampleText: String) {
let domain = MACaptionAppearanceDomain.User
// Background styling
let backgroundColor = UIColor(CGColor: MACaptionAppearanceCopyWindowColor(domain, nil).takeRetainedValue())
let backgroundOpacity = MACaptionAppearanceGetWindowOpacity(domain, nil)
textSample.layer.backgroundColor = backgroundColor.colorWithAlphaComponent(backgroundOpacity).CGColor
textSample.layer.cornerRadius = MACaptionAppearanceGetWindowRoundedCornerRadius(domain, nil)
// Text styling
var textAttributes = [String:AnyObject]()
let fontDescriptor = MACaptionAppearanceCopyFontDescriptorForStyle(domain, nil, MACaptionAppearanceFontStyle.Default).takeRetainedValue()
let fontName = CTFontDescriptorCopyAttribute(fontDescriptor, "NSFontNameAttribute") as! String
let fontColor = UIColor(CGColor: MACaptionAppearanceCopyForegroundColor(domain, nil).takeRetainedValue())
let fontOpacity = MACaptionAppearanceGetForegroundOpacity(domain, nil)
let textEdgeStyle = MACaptionAppearanceGetTextEdgeStyle(domain, nil)
let textHighlightColor = UIColor(CGColor: MACaptionAppearanceCopyBackgroundColor(domain, nil).takeRetainedValue())
let textHighlightOpacity = MACaptionAppearanceGetBackgroundOpacity(domain, nil)
let textEdgeShadow = NSShadow()
textEdgeShadow.shadowColor = UIColor.blackColor()
let shortShadowOffset: CGFloat = 1.5
let shadowOffset: CGFloat = 3.5
switch(textEdgeStyle) {
case .None:
textEdgeShadow.shadowColor = UIColor.clearColor()
case .DropShadow:
textEdgeShadow.shadowOffset = CGSize(width: -shortShadowOffset, height: shortShadowOffset)
textEdgeShadow.shadowBlurRadius = 6
case .Raised:
textEdgeShadow.shadowOffset = CGSize(width: 0, height: shadowOffset)
textEdgeShadow.shadowBlurRadius = 5
case .Depressed:
textEdgeShadow.shadowOffset = CGSize(width: 0, height: -shadowOffset)
textEdgeShadow.shadowBlurRadius = 5
case .Uniform:
textEdgeShadow.shadowColor = UIColor.clearColor()
textAttributes[NSStrokeColorAttributeName] = UIColor.blackColor()
textAttributes[NSStrokeWidthAttributeName] = -2.0
default:
break
}
textAttributes[NSFontAttributeName] = UIFont(name: fontName, size: (textSample.font?.pointSize)!)
textAttributes[NSForegroundColorAttributeName] = fontColor.colorWithAlphaComponent(fontOpacity)
textAttributes[NSShadowAttributeName] = textEdgeShadow
textAttributes[NSBackgroundColorAttributeName] = textHighlightColor.colorWithAlphaComponent(textHighlightOpacity)
textSample.attributedText = NSAttributedString(string: sampleText, attributes: textAttributes)
}
Now the text highlight section makes use of shadows, with values I think look pretty good, but you might want to tweak them a tiny bit. Hope this helps!

SystemStatusBar statusItem title being cut short on OS X

I am trying to display an OS X application statusItem in the System Status Bar and am having success with everything except the fact that the title is being cut off. I am initializing everything like so:
let statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1)
func applicationDidFinishLaunching(aNotification: NSNotification) {
let icon = NSImage(named: "statusIcon")
icon?.template = true
statusItem.image = icon
statusItem.menu = statusMenu
statusItem.title = "This is a test title"
}
The problem is the statusItem.title is appearing like so:
As you can see the application next to mine (iStatMenuBar) is cutting off the title to my application (or something similar is happening)
If I comment out the icon for the statusItem, it works and shows the entire title but when I re-add the icon it cuts off again. Is there a way for the two (icon and title) to co exist? I have reviewed some Apple docs and may have missed a critical piece which explains this.
Thanks guys.
One option would be to assign a custom view to your statusBarItem and within that view's class override drawRect(dirtyRect: NSRect) e.g.
private var icon:StatusMenuView?
let bar = NSStatusBar.systemStatusBar()
item = bar.statusItemWithLength(-1)
self.icon = StatusMenuView()
item!.view = icon
and StatusMenuView might look like:
// This is an edited copy & paste from one of my personal projects so it might be missing some code
class StatusMenuView:NSView {
private(set) var image: NSImage
private let titleString:NSString = "really long title..."
init() {
icon = NSImage(named: "someImage")!
let myWideStatusBarItemFrame = CGRectMake(0, 0, 180.0, NSStatusBar.systemStatusBar().thickness)
super.init(frame.rect)
}
override func drawRect(dirtyRect: NSRect)
{
self.item.drawStatusBarBackgroundInRect(dirtyRect, withHighlight: self.isSelected)
let size = self.image.size
let rect = CGRectMake(2, 2, size.width, size.height)
self.image.drawInRect(rect)
let titleRect = CGRectMake( 2 + size.width, dirtyRect.origin.y, 180.0 - size.width, size.height)
self.titleString.drawInRect(titleRect, withAttributes: nil)
}
}
Now, the above might change your event handling, you'll need to handle mouseDown in the StatusMenuView class.

How to display a string/int within a UIView in Swift?

this is a very simple question, but I can't find an answer anywhere. I am trying to display a high score within a CGRect, but cannot figure out exactly how to do it. I am currently trying to do this on a playground so that might have something to do with it. Thanks for the help.
You can make a UILabel in a Swift playground. Here's how it might look:
Here's the code from the playground:
import UIKit
let score = 200
let label = UILabel(frame: CGRect(x: 0, y: 0, width: 300, height: 20))
label.backgroundColor = UIColor.purpleColor()
label.textColor = UIColor.orangeColor()
label.text = "High Score: \(score)"
A CGRect is the frame or dimensions assigned to a UIView, not the UIView itself. I would suggest creating a UILabel and add that to your view. You can set the text on the UILabel to, in your case, the high score variable as a string. Im not sure if it is possible to do this in a playground, but I may be mistaken. A XCode project would work perfect for this, but again, im not sure about the playground.
To do this in a playground, it would look like this:
import UIKit
import XCPlayground
let view = UIView(frame: CGRectMake(0,0,500,500)) //create a view and give it a proper size
let label = UILabel(frame: CGRectMake(0,0,100,23)) //create a label with a size
label.text = "My Label" //give the label some text
view.backgroundColor = UIColor.lightGrayColor() //default view in Playground as black background
view.addSubview(label) //add the label to the view
XCPlaygroundPage.currentPage.liveView = view //tell playgound to display your view as the root view in the assistant editor
You need to open the assistant editor in the playground to see the result (the two circles icon in the upper right corner)