Add an animation to swipe gestures in Swift - swift

I have a swipe gesture in my app that when you swipe, it changes the text on screen. How would I make it so it looks like it is sliding to the new text rather than just instantly changing the text?

You could do one thing!!!add a view behind your gesture view ,that view should look same as that of gesture View(should even have same text),and once after recognizing gesture bring that view in-front of your gesture view it should have old text(don't update the text) and update your gesture view's text ones it moves behind newly added view, just change the frame of newly added view so that it gives a sliding kind of effect(change its width) once after the completing animation bring that view back to gesture view and change its frame to previous its previous value.
check this sample:
func handleGesture(sender:UISwipeGestureRecognizer) {
//bring background view to front
self.view.bringSubviewToFront(self.backGroundView)
self.gestureView.userInteractionEnabled = false
//capture its initialAutolayout constraint
let backgroundViewSpaceConstarint = self.backGroundViewLeftSpaceConstraint.constant
UIView.animateWithDuration(2, animations: { [unowned self]() -> Void in
self.someRandomValue++
// update text label in gesture view which is behind background View
self.gestureViewTextLabel.text = "swiped \(self.someRandomValue) times"
//slide backgroundView in required direction by using autolayout
self.backGroundViewLeftSpaceConstraint.constant = self.backGroundView.bounds.size.width
self.backGroundView.layoutIfNeeded()
}) { [unowned self](completion:Bool) -> Void in
//after animation complition bring gesture view to the front.
self.backgroundTextLabel.text = "swiped \(self.someRandomValue) times"
self.gestureView.userInteractionEnabled = true
//upadte background view so that it will look the same for next swipe
self.backGroundViewLeftSpaceConstraint.constant = backgroundViewSpaceConstarint
//send the background view behind gesture view
self.view.sendSubviewToBack(self.backGroundView)
}
}

Related

UIButton action is not triggered after constraint layouts changed

I have got an UIButton on a storyboard ViewController. When I load data into the form and the layout is significantly changing the button does not recognise the touch action.
I have figured out that when button is visible on the scrollview right after it if filled with data, the touch action works.
If the data too long and the button is not visible at first, just when it is scrolled into the display, the touch action does not work.
I was checking if something is above the button, but nothing. I have tried to change the zPosition of the button, not solved the problem.
What can be the issue?
I have made custom classes from the UIScrollView and the UIButton to check how the touches event triggered. It is showing the same behaviour, which is obvious. If the button is visible right at the beginning, the UIButton's touchesBegan event is triggered. If the button moves down and not visible at the beginning, it is never triggered, but the scrollview's touchesBegan is called instead.
Depending on the size of the data I load into the page sometimes the button is visible at the beginning, but the form can be still scrolled a bit. In this case the button still work, so it seems that this behaviour is not depending on if the scrollview is scrolled before or not, just on the initial visibility of the button.
Is there any layout or display refresh function which should be called to set back the behaviour to the button?
The code portion which ensures that the contentview is resized for the scroll if the filled data requires bigger space.
func fillFormWithData() {
dispDescription.text = jSonData[0]["advdescription"]
dispLongDescription.text = jSonData[0]["advlongdesc"]
priceandcurrency.text = jSonData[0]["advprice"]! + " " + jSonData[0]["advpricecur"]!
validitydate.text = jSonData[0]["advdate"]!
contentview.layoutIfNeeded()
let contentRect = CGRect(x: 0, y: 0, width: scrollview.frame.width, height: uzenetbutton.frame.origin.y+uzenetbutton.frame.height+50)
contentview.frame.size.height = contentRect.size.height
scrollview.contentSize = contentview.bounds.size
}
Ok, so another update. I have coloured the contentview background to blue and the scrollview background to white. When I load the data and resize the layout constraints, the contentview is resizing as expected, however now the scrollview is going to the bottom. After I scroll the view it is resizing to the original size which fits the screen. Now the button is only recognised when I touch the are which is blue behind. With the white background it is not recognised anymore, so it seems that the scrollview is hiding the button.
Let me get this clear the button is added in storyboard and it is a spritekit project?? If you are using zPosition?? Why don’t u connect the UIButton via the assistant editor as an IBAction then the action is always tied to the button.
You can also do it differently
Create an SKLabelNode and put it on the screen where you want to have the button and then set a name to it as myButton
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
let tappedNodes = nodes(at: location)
for node in tappedNodes {
if node.name == "myButton" {
// call your action here
}
}
}
}
EDIT 1:
You could also try auto resizing your scrollView.content this works also if you are adding any views via the app or programmatically
private func resizeScrollView(){
print("RESIZING THE SCROLLVIEW from \(scrollView.contentSize)")
for view in scrollView.subviews {
contentRect = contentRect.union(view.frame)
}
scrollView.contentSize = CGSize(width: contentRect.size.width, height: contentRect.size.height + 150)
print("THE CONTENT SIZE AFTER RESIZING IS: \(scrollView.contentSize)")
}
EDIT 2: I think I found the issue with your project. You need to move the MessageButton(UzenetButton) above DispDescription label in the object inspector in that way it will always be above your message textView.
At the moment the UzeneButton is at the very far back in your view hierarchy so if your textView is resizing whilst editing it covers the button that is why you cannot click on it.
See #Endre Olah,
To make situation more clear do one more thing, set clipToBound property of contentview to true.
you will notice that after loading of data your button not fully visible, it means it is shifting out of bound of its parentView (ContentView)
And that's why button is not taking your touch. However, if you carefully touch upper part of button it still do its job. Because upper part is still in bound of ContentView
Solution :
After loading of data you have to make sure that you increase height of ContentView such that button should never go out of bound of its parentView(ContentView).
FOR EXAMPLE
#IBOutlet var heightConstraintOfContentView : NSLayoutConstraint!
After loading of data
let contentRect = CGRect(x: 0, y: 0, width: scrollview.frame.width, height: uzenetbutton.frame.origin.y+uzenetbutton.frame.height+50)
heightConstraintOfContentView.constant = contentRect.size.height
contentView.layoutIfNeeded()
I use following steps when I need to use scrollview with dynamic content:
1) Firstly add a scrollView with top, bottom, trailing and leading is 0 to super view.
2) Add a view to scrollView and view's trailing, leading bottom and top space to scrollView can be set to 0 (or you can add margin optionally).
3) Now, you should add UI elements like buttons, labels with appropriate top, bottom, trailing and leading margins to each other.
4) Lastly, add equal height and equal width constraint to view with Safe Area:
and change equal height priority of view to 250:
It should solve your problem with UIScrollView.
Finally, I have found the solution in another chain, once it became clear that the scrollview's contentview is resizing on scroll event to the original size. (Not clear why this is like this, but that is the fact.)
So I had to add a height constraint to the contentview in the storyboard and create an outlet to it and adjust this constraint when the content size is changing, like this:
#IBOutlet weak var ContentViewHeight: NSLayoutConstraint!
func fillFormWithData() {
dispDescription.text = jSonData[0]["advdescription"]
dispLongDescription.text = jSonData[0]["advlongdesc"]
priceandcurrency.text = jSonData[0]["advprice"]! + " " + jSonData[0]["advpricecur"]!
validitydate.text = jSonData[0]["advdate"]!
contentview.layoutIfNeeded()
let contentRect = CGRect(x: 0, y: 0, width: scrollview.frame.width, height: uzenetbutton.frame.origin.y+uzenetbutton.frame.height+50)
contentview.bounds = contentRect
scrollview.contentSize = contentRect.size
----------- This is the key line to the success ----------
ContentViewHeight.constant = contentRect.size.height
----------------------------------------------------------
}
After this is added, it works perfectly.

Dragging NSSplitView divider does not resize views

I'm working with Cocoa and I create my views in code (no IB) and I'm hitting an issue with NSSplitView.
I have a NSSplitView that I configure in the following way in my view controller, in Swift:
override func viewDidLoad() {
super.viewDidLoad()
let splitView = NSSplitView()
splitView.isVertical = true
splitView.addArrangedSubview(self.createLeftPanel())
splitView.addArrangedSubview(self.createRightPanel())
splitView.adjustSubviews()
self.view.addSubview(splitView)
...
}
The resulting view shows the two subviews and the divider for the NSSplitView, and one view is wider than the other. When I drag the diver to change the width, as soon as I release the mouse, the divider goes back to its original position, as if pulled back by a "spring".
I can't resize the two subviews; the right one always keeps a fixed size. However, nowhere in the code I fix the width of that subview, or any of its content, to a constant.
What I would like to achieve instead is that the right view size is not fixed, and that if I drag the divider at halfway through, the subviews will resize accordingly and end up with the same width.
This is a screen recording of the problem:
Edit: here is how I set the constraints. I'm using Carthography, because otherwise setting constraints in code is extremely verbose beyond the most simple cases.
private func createLeftPanel() -> NSView {
let view = NSView()
let table = self.createTable()
view.addSubview(table)
constrain(view, table) { view, table in // Cartography magic.
table.edges == view.edges // this just constraints table.trailing to
// view.trailing, table.top to view.top, etc.
}
return view
}
private func createRightPanel() -> NSView {
let view = NSView()
let label = NSTextField(labelWithString: "Name of item")
view.addSubview(label)
constrain(view, label) { view, label in
label.edges == view.edges
}
return view
}

Change tab in tab bar controller using finger swipe

I have three tabs in my tabbar controller and I want to switch between these tabs just like tinder switches the tab using finger touch. I have done it using UISwipeGestureRecognizer but its not exactly same as that of Tinder (the dating app ) swiping.
I have added UISwipeGestureRecognizer on one of the Tabbar controller and then added the function to change the tabbar selected index. But the animations is not controlled by finger touch. I want the swiping should be controlled by finger touch.
I think the best way to do it is to put all your tab views in a UIScrollView. You place them next to each other.
Implement the scroll view delegate methods in your tabbarController.
You'll probably need scrollViewDidEndScrollingAnimation and scrollViewDidEndDecelerating to know on which view you are when the user stops scrolling, like this:
let page_width=UIScreen.main.bounds.width
let page=Int(floor((scrollView.contentOffset.x-page_width/2)/page_width)+1)
Here, I assume each of your tab view is the same size as the screen.
I am bit late but I found my ans -
I have created 4 UIviewcontrollers programatically and then
created an array of it.
var views = [CareTeamTableViewController(),VFCChatQViewController(), NewAccountViewController(), ShareViewController()]
Then I added a scrollview in my main UiViewController
private func initMainScroll() {
scrollView = UIScrollView.init()
scrollView?.delegate = self
scrollView?.showsHorizontalScrollIndicator = false
scrollView?.isPagingEnabled = true
self.view.addSubview(scrollView!)
}
and then added the views array like :
func setupScrollView(complete:()->()) {
scrollView?.frame = views.first!.view.frame
scrollView?.contentSize = CGSize(width: CGFloat(views.count) * UIScreen.main.bounds.width, height: 0)
_ = views.map({ addViewToScrollView($0) })
_ = views.map({ $0.view.frame.origin = CGPoint(x: CGFloat(views.index(of: $0)!) * UIScreen.main.bounds.width, y: 0) })
complete()
}
func addViewToScrollView(_ viewController: UIViewController) {
scrollView?.addSubview(viewController.view)
viewController.willMove(toParentViewController: self)
addChildViewController(viewController)
}

Pop view controller using Screen edge pan gesture recogniser not following the thumb

As soon as I've added custom bar navigation bar button item I've lost the ability to use the default function to go back. I'd like to have the ability to use "swipe from edge" to go back.
I've added the Edge Pan Gesture Recogniser and connected it to #IBAction, but the dismissing action happens completely as soon as the pan gesture is recognised.
Instead of slowly following my thumb (as seen in other apps), the current view moves out with predefined animation.
How to make the animation following my thumb using Edge Pan Gesture Recogniser?
#IBAction func edgeSwipe(sender: AnyObject) {
navigationController?.popViewControllerAnimated(true)
}
There's no need to add Edge Pan Gesture Recogniser. Following #beyowulf's suggestions I've been able to implement the swipe to go back feature that behaves the same way as the default system implementation does - the views edge follows my thumb as I swipe it to dismiss it.
So I've removed the ScreenEdge Pan Gesture Recogniser from the storyboard and also removed the related #IBAction.
I've made my first view controller to be the delegate for interactivePopGestureRecognizer. Here's the code:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
navigationController?.interactivePopGestureRecognizer?.delegate = self
}
}
extension ViewController: UIGestureRecognizerDelegate {
func gestureRecognizerShouldBegin(gestureRecognizer: UIGestureRecognizer) -> Bool {
return navigationController?.viewControllers.count > 1 ? true : false
}
}

Using UIPageViewControllers scroll over entire view, including UIButtons

I have a UIView with a PageViewController and 4 UIButtons as subviews. The PageViewController and the button subviews are independent from each other. (PageViewController scrolls across 4 pages while the UIButtons remain constant)
The problem I'm facing is that the buttons take quite a bit of space and I'd like to use this scroll gesture anywhere on the UIView including the areas with buttons.
If the user taps on the button, its respective action would occur but I'd like if I can START a scroll/swipe gesture on a button and have the PageViewControllers scroll feature work.
I've tried/searched several ways including using UIScrollView instead of a PageViewController. Any help would be greatly appreciated. Thanks in advance. :)
Just add your own gesture recogniser and watch for gestures which velocity is greater in the x direction and going from left to right.
override func gestureRecognizerShouldBegin(gestureRecognizer: UIGestureRecognizer) -> Bool {
if (gestureRecognizer.isMemberOfClass(UIPanGestureRecognizer)){
let point:CGPoint = (gestureRecognizer as UIPanGestureRecognizer).velocityInView(self)
if (abs(point.x) > abs(point.y)){
return true
}
}
}
Handle the gesture over here:
func handlePanGestureRecognizer(gesture: UIPanGestureRecognizer){
let translation:CGPoint = gesture.translationInView(self)
if(translation.x > 0){
//its going from left to right...
//...transition to the previous page
}else{
//...transition to the next page
}