Toggle UIBlurEffect in swift iOS8 - swift

I want to toggle the blur effect on top of an image I have on my iOS8 app. I know that from the basic idea of this if/else implementation is wrong, but I've got no clue how to do it correctly since I'm new to this. Any recomendation would be gladly accepted.
I'd also like to toggle text on top of the blurred image.
I've got this global constant in my view controller
var cont: Int = 0
And here is the #IBAction related to a button on top of my image.
#IBAction func moreInfo(){
/* First, create the blur effect with the "Dark" style.
All the styles are defined in UIBlurEffectStyle */
let blurEffect = UIBlurEffect(style: .Dark)
/* Then create the effect view, using the blur effect that
we just created. The effect is of type UIVisualEffect */
let blurView = UIVisualEffectView(effect: blurEffect)
blurView.frame.size = CGSize(width: 200, height: 250)
blurView.center = CGPoint(x: 160, y: 250)
/* Toggle blur*/
if (cont == 0){
view.addSubview(blurView)
} else {
/* view.removeFromSuperview(blurView)??? */ //Here should be a way to remove the blur
}
}

removeFromSuperview() needs the previous blurView.
The answer which most closely matches your code is add something like savedBlurView to save the blur view between calls.
var cont: Int = 0
var savedBlurView: UIVisualEffectView?
#IBAction func moreInfo() {
/* First, create the blur effect with the "Dark" style.
All the styles are defined in UIBlurEffectStyle */
let blurEffect = UIBlurEffect(style: .Dark)
/* Then create the effect view, using the blur effect that
we just created. The effect is of type UIVisualEffect */
let blurView = UIVisualEffectView(effect: blurEffect)
blurView.frame.size = CGSize(width: 200, height: 250)
blurView.center = CGPoint(x: 160, y: 250)
if (cont == 0) {
view.addSubview(blurView)
savedBlurView = blurView
} else {
savedBlurView?.removeFromSuperview()
savedBlurView = nil
}
}
This logic is a bit rough and can be cleaned up.
var isBlurred: Bool = false
var savedBlurView: UIVisualEffectView?
#IBAction func moreInfo() {
if !isBlurred {
let blurEffect = UIBlurEffect(style: .Dark)
let blurView = UIVisualEffectView(effect: blurEffect)
blurView.frame.size = CGSize(width: 200, height: 250)
blurView.center = CGPoint(x: 160, y: 250)
view.addSubview(blurView)
savedBlurView = blurView
isBlurred = true
} else {
savedBlurView?.removeFromSuperview()
savedBlurView = nil
isBlurred = false
}
}
Here I use a boolean to test is I need to blur, I only create the blur effect when it's needed and I update the boolean at the point I'm changing state.

Related

Tried making a custom ScrollView, but instead of scrolling it's spamming up and down

I tried to create some kind of timeline (with the Vector Illustrator mentality), using UIBezier and UI Label (kind of like in the calendar app) and then use UIPanGestureRecognizer to scroll it up and down. But whenever I scroll it in the simulator, it multiplies itself instead of moving like the images below (I use setNeedsDisplay as the scrollValue changes to redraw the whole mechanism). This is probably a small mistake a I did or maybe my code doesn't work.
I know I could use a UIScrollView or UITableView instead, but I tried making this as a small challenge as a custom made table because using pre-made objects feels limiting for someone like me who is used to CAD drawing or Vector Illustrator.
This image explains what happens in the Simulator:
The code I used is below:
import UIKit
class ViewController: UIViewController {
var tlobject = TimelineView()
let gesto = UIPanGestureRecognizer()
override func viewDidLoad() {
super.viewDidLoad()
// ===== Add TimelineView Object to view
let TLObjectFrame = CGRect(x: 0, y: 40, width: 100, height: 100)
tlobject = TimelineView(frame: TLObjectFrame)
view.addSubview(tlobject)
// ===== ADD TOUCH GESTURE =====
gesto.addTarget(self, action: #selector(touchinput))
view.addGestureRecognizer(gesto)
}
var touchStartLocation: Int = 0
var scrollDistance: Int = 0
var lastScrollDistance: Int = 0
//The following func calculates the distance scrolled/travelled by Touch gesture on the YAxis and sends the result value (scrollDistance) to the Timeline mechanism where it defines the Yposition of every UIBezier. Thanks to Mitchell Hudson on Youtube for helping me figure out how to do it on his Tutorial "06 11 touches value"
#objc func touchinput (sender: UIPanGestureRecognizer) {
if sender.state == UIGestureRecognizer.State.began {
touchStartLocation = Int(sender.location(in: view).y)
lastScrollDistance = scrollDistance
}
if sender.state == UIGestureRecognizer.State.changed {
let touchEndLocation = Int(sender.location(in: view).y)
let currentScrollDistance = touchEndLocation - touchStartLocation
print("deltaY", currentScrollDistance)
var newScrollDistance = lastScrollDistance + currentScrollDistance
scrollDistance = newScrollDistance
tlobject.totalScrollDistance = scrollDistance //send scrollValue to TimelineView
}
if sender.state == UIGestureRecognizer.State.ended {
print("lastScrollDistance", lastScrollDistance)
print("scroll Distance", scrollDistance)
}
}
}
//Created a new View with the TimeLine mechanism
class TimelineView: UIView {
var totalScrollDistance: Int = 0 {
didSet{
setNeedsDisplay() //this gets called everytime UIgesture position changes
}
}
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
timelinemechanism()
}
func timelinemechanism() {
let lineElements: Array = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
let spacing: Int = 30
let scrollDistance: Int = totalScrollDistance
let totalElements: Int = lineElements.count
for n in 1...totalElements {
//Get UILabel/UILine Yposition on screen = Array index number * the spacing + scroll distance by touch pan gesture
let yPosition = lineElements[n - 1] * spacing + scrollDistance
let linepath = UIBezierPath()
linepath.move(to: CGPoint(x: 60, y: yPosition))
linepath.addLine(to: CGPoint(x: 300, y: yPosition))
let lineshape = CAShapeLayer()
lineshape.path = linepath.cgPath
lineshape.strokeColor = UIColor.blue.cgColor
//lineshape.fillColor = UIColor.white.cgColor
//lineshape.lineWidth = 1
self.layer.addSublayer(lineshape)
let hourlabel = UILabel()
hourlabel.frame = CGRect(x: 5, y: yPosition - 20, width: 45, height: 40)
hourlabel.text = "\(n):00"
//hourlabel.font = UIFont(name: "Avenir-Claro", size: 12)
hourlabel.textColor = UIColor.blue
hourlabel.textAlignment = NSTextAlignment.right
self.addSubview(hourlabel)
}
}
}
Inside draw you only have to draw something. You add new subviews/sublayers and do not remove old ones.
Creating a new view every time you change a frame is very resource-intensive. And you don't need that, because you have the same views, you only need to change the position.
Instead, you can create your views at start and use layoutSubviews to update your views positions:
class TimelineView: UIView {
var totalScrollDistance: Int = 0 {
didSet{
setNeedsLayout() //this gets called everytime UIgesture position changes
}
}
private var lastLayoutTotalScrollDistance: Int = 0
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
createTimelinemechanism()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var lineShapes = [CAShapeLayer]()
var hourLabels = [UILabel]()
override func layoutSubviews() {
super.layoutSubviews()
let offset = totalScrollDistance - lastLayoutTotalScrollDistance
lastLayoutTotalScrollDistance = totalScrollDistance
lineShapes.forEach { lineShape in
lineShape.frame.origin.y += CGFloat(offset)
}
hourLabels.forEach { hourLabel in
hourLabel.frame.origin.y += CGFloat(offset)
}
}
func createTimelinemechanism() {
let lineElements: Array = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
let spacing: Int = 30
let totalElements: Int = lineElements.count
for n in 1...totalElements {
//Get UILabel/UILine Yposition on screen = Array index number * the spacing + scroll distance by touch pan gesture
let yPosition = lineElements[n - 1] * spacing
let linepath = UIBezierPath()
linepath.move(to: CGPoint(x: 60, y: yPosition))
linepath.addLine(to: CGPoint(x: 300, y: yPosition))
let lineshape = CAShapeLayer()
lineshape.path = linepath.cgPath
lineshape.strokeColor = UIColor.blue.cgColor
//lineshape.fillColor = UIColor.white.cgColor
//lineshape.lineWidth = 1
// disable default layer position animation
lineshape.actions = [
"position": NSNull(),
]
self.layer.addSublayer(lineshape)
lineShapes.append(lineshape)
let hourlabel = UILabel()
hourlabel.frame = CGRect(x: 5, y: yPosition - 20, width: 45, height: 40)
hourlabel.text = "\(n):00"
//hourlabel.font = UIFont(name: "Avenir-Claro", size: 12)
hourlabel.textColor = UIColor.blue
hourlabel.textAlignment = NSTextAlignment.right
self.addSubview(hourlabel)
hourLabels.append(hourlabel)
}
}
}
More generally, you can just list all the subviews/sublayers and not keep them in separate containers.
I spent a bit more time with your question since my first thought was wrong. Let me start by saying that your approach here is not the right way to go about this. But it looks to me like you're playing with different aspects of the framework just to learn your way around and I can respect that. I spent many years working on as vector drawing program (Macromedia FreeHand) and even wrote a book about drawing with Quartz 2D back in 2006 so I understand the desire to draw it yourself.
I've reworked your example using "raw" drawing at the CGContext level. I was playing with your code in a Playground so I restructured the view creation a bit too (just so it shows up in the Playground nicely). You should be able to copy and paste this into an iOS playground and see the results.
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
class ViewController: UIViewController {
let gesto = UIPanGestureRecognizer()
let timelineView = TimelineView()
override func viewDidLoad() {
super.viewDidLoad()
view.translatesAutoresizingMaskIntoConstraints = true
self.view.backgroundColor = UIColor.red
self.view.bounds = CGRect(x:0, y:0, width: 320, height: 700)
// ===== Add TimelineView Object to view
view.addSubview(timelineView)
timelineView.frame = CGRect(x: 20, y: 20, width: 280, height: 660)
timelineView.backgroundColor = UIColor.white
debugPrint(timelineView.bounds)
// ===== ADD TOUCH GESTURE =====
gesto.addTarget(self, action: #selector(touchinput))
timelineView.addGestureRecognizer(gesto)
}
var touchStartLocation: Int = 0
var scrollDistance: Int = 0
var lastScrollDistance: Int = 0
//The following func calculates the distance scrolled/travelled by Touch gesture on the YAxis and sends the result value (scrollDistance) to the Timeline mechanism where it defines the Yposition of every UIBezier. Thanks to Mitchell Hudson on Youtube for helping me figure out how to do it on his Tutorial "06 11 touches value"
#objc func touchinput (sender: UIPanGestureRecognizer) {
if sender.state == UIGestureRecognizer.State.began {
touchStartLocation = Int(sender.location(in: view).y)
lastScrollDistance = scrollDistance
}
if sender.state == UIGestureRecognizer.State.changed {
let touchEndLocation = Int(sender.location(in: view).y)
let currentScrollDistance = touchEndLocation - touchStartLocation
print("deltaY", currentScrollDistance)
scrollDistance = lastScrollDistance + currentScrollDistance
timelineView.totalScrollDistance = scrollDistance //send scrollValue to TimelineView
}
if sender.state == UIGestureRecognizer.State.ended {
print("lastScrollDistance", lastScrollDistance)
print("scroll Distance", scrollDistance)
}
}
}
//Created a new View with the TimeLine mechanism
class TimelineView: UIView {
var totalScrollDistance: Int = 0 {
didSet {
setNeedsDisplay() //this gets called everytime UIgesture position changes
}
}
override func draw(_ rect: CGRect) {
if let cgContext = UIGraphicsGetCurrentContext() {
drawTimeline(cgContext: cgContext)
}
}
func drawTimeline(cgContext: CGContext) {
let numElements = 10
let spacing = 30
let scrollDistance = totalScrollDistance
for n in 0..<numElements {
let yPosition = n * spacing + scrollDistance
cgContext.saveGState()
cgContext.setLineWidth(1.0)
cgContext.setStrokeColor(UIColor.blue.cgColor)
cgContext.move(to: CGPoint(x: 60, y: yPosition))
cgContext.addLine(to: CGPoint(x: 300, y: yPosition))
cgContext.strokePath()
let label : NSString = "\(n):00" as NSString
label.draw(at: CGPoint(x: 5, y: yPosition - 20),
withAttributes: [.foregroundColor : UIColor.blue])
cgContext.restoreGState()
}
}
}
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = ViewController()
The drawRect of the custom view grabs the current CGContext and passes it to the routine that does the drawing. Using something like UIBezierPath will work, of course (you saw that it did) but it has overhead (creating an actual object, copying the object into the context graphics state on each drawing, etc) that you don't necessarily need.
I'm not sure what you were doing with CAShapeLayer. You'd typically use that if you had a shape that you want to animate around the screen. I suppose you felt that, in scrolling, you might want to do that. But again this is something where you'd want to create the shape layer outside of the drawing path, keep ahold of it, manipulate it outside of the drawing path, then let the system handle worry about putting it on the screen appriopriately.
Your instincts on text are pretty good. You really don't want to handle Text drawing yourself in a system as complex as iOS. There's Unicode issues, glyph substitution, positional forms, ligatures, bi-di text... a whole host of challenges for drawing text on iOS that it's best to leave to things like UILabel. But you want to keep building your view hierarchy separate from drawing in your view hierarchy. drawRect can be called any time even a pixel of your view needs to be redrawn and adding a new subview each time is not the best way to go. In my reworked example, I'm drawing the text using NSString - It's still not the "right" way to do it but it's fairly low level while still giving the framework a chance to do some of the text handling.
In the end you would want to work with the frameworks instead of against them. You'd want to use something like UIScrollView because it will handle a thousand details (bouncing at the boundaries, ease-in/ease-out animation, touch point tracking, fast and slow scrolling, etc) but for a learning experience your code is just fine and I hope you enjoy working with iOS more!

Background Image not changing in Swift

So basically I am trying to have this app change its background when a button is pushed. The way I'm trying to do it is to set a variable 0 and if the button is pushed it will either make it 1 less or 1 more. Currently, the background does change if I manually change the variable in the class but it does not change when I tried to use the buttons.
This is my code for my changing the background
///////////////////////////////////////////////////
let gameVC = SelectCharViewController()
override func didMove(to view: SKView) {
let backgroundCheck2 = gameVC.getter()
physicsWorld.contactDelegate = self
// var backgroundImage = SKSpriteNode(imageNamed: "background")
if(backgroundCheck2 == 0){
let backgroundImage = SKSpriteNode(imageNamed: "background")
backgroundImage.size = CGSize(width: frame.size.width, height: frame.size.height)
backgroundImage.position = CGPoint(x: frame.midX, y: frame.midY)
backgroundImage.zPosition = -1
addChild(backgroundImage)
}
else{
let backgroundImage = SKSpriteNode(imageNamed: "background2")
backgroundImage.size = CGSize(width: frame.size.width, height: frame.size.height)
backgroundImage.position = CGPoint(x: frame.midX, y: frame.midY)
backgroundImage.zPosition = -1
addChild(backgroundImage)
}
And this is my code for the buttons
import UIKit
class SelectCharViewController: UIViewController {
public var backgroundCheck = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#IBAction func nightShift(_sender: UIButton){
print(backgroundCheck)
self.backgroundCheck+=1;
print(backgroundCheck)
}
#IBAction func dayShift(_sender: UIButton){
print(backgroundCheck)
self.backgroundCheck-=1;
print(backgroundCheck)
}
func getter() -> Int{
return self.backgroundCheck
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destination.
// Pass the selected object to the new view controller.
}
*/
}
There are probably a number of things you could be doing differently (using a boolean instead of an integer, for example).
But I suspect that you aren't seeing the desired behavior because your image-changing code is located in didMove(to:), which is only called when the scene is first presented.
To make it work on button press, you could move that code to your own function, like this:
func changeBackground(backgroundCheck2: Int) {
if backgroundCheck2 == 0 {
let backgroundImage = SKSpriteNode(imageNamed: "background")
backgroundImage.size = CGSize(width: frame.size.width, height: frame.size.height)
backgroundImage.position = CGPoint(x: frame.midX, y: frame.midY)
backgroundImage.zPosition = -1
addChild(backgroundImage)
} else {
let backgroundImage = SKSpriteNode(imageNamed: "background2")
backgroundImage.size = CGSize(width: frame.size.width, height: frame.size.height)
backgroundImage.position = CGPoint(x: frame.midX, y: frame.midY)
backgroundImage.zPosition = -1
addChild(backgroundImage)
}
}
Then, call changeBackground(backgroundCheck2:) from your button logic, wherever that may be.
You'll need a single instance of your scene. Something like this:
struct Something {
static var scene = GameScene()
}
So, in this case, you'd call your function like this:
Something.scene.changeBackground(backgroundCheck2: 1)

Why is the layout of an skscene is not the same in all devices

**hi
i want to make a brick shooter game and I started doing the border lines that are near the edges of the screen and I implemented the code(below) and it should work be the same on all devices but when I try it in an iPhone 8 everything goes fine and when I try it in an iPad or iPhonex it looks different like it zoomed in for some reason
Even the standard hello world label is the same
Can you please help me
And thanks **
func crwalls(){
// for i in 1...3 {
let spce = self.frame.width/12
let wall = SKSpriteNode(imageNamed: "liiine")
wall.size = CGSize(width: 20, height: self.frame.height/1.5)
wall.position = CGPoint(x: frame.minX + 30, y: frame.midY + (self.size.width/4) )
wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: ((wall.size.width)), height: ((wall.size.height))))
//floor.physicsBody?.categoryBitMask = floorbit
wall.physicsBody?.isDynamic = false
print("mmm")
self.addChild(wall)
let wall3 = SKSpriteNode(imageNamed: "liiine")
wall3.size = CGSize(width: 20, height: self.frame.height/1.5)
wall3.position = CGPoint(x: frame.maxX - 30, y: frame.midY + (self.size.width/4) )
wall3.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: ((wall3.size.width)), height: ((wall3.size.height))))
//floor.physicsBody?.categoryBitMask = floorbit
wall3.physicsBody?.isDynamic = false
print("mmm")
self.addChild(wall3)
let wall4 = SKSpriteNode(imageNamed: "liiine")
wall4.size = CGSize(width: self.frame.width - 40, height: 20)
wall4.position = CGPoint(x: self.frame.midX, y: self.frame.maxY - spce)
wall4.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: ((wall4.size.width)), height: ((wall4.size.height))))
//floor.physicsBody?.categoryBitMask = floorbit
wall4.physicsBody?.isDynamic = false
print("mmm")
self.addChild(wall4)
}
‘’’
Yes I agree its annoying that Xcode doesn't have a 'do all option' to scale everything perfectly for all different device screen sizes.
Still here is something you might want to look into a little to see if these give you any better results:
SKSceneScaleMode.apple
So there are a few different options for scale mode that you can select. Have a play with the ones listed in the linked document. Just change the highlighted part in the GameViewController to what you would prefer
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "MainScene") {
scene.scaleMode = .**aspectFill**
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override var prefersStatusBarHidden: Bool {
return true
}
}
Simple answer to "Why is the layout of an skscene is not the same in all devices."
Because that would be impossible. This is like asking why can't clothing stores sell just 1 size clothing.
Screens come in all shapes and sizes, so it is up to you to determine how it will appear to the user.
The most simplest solution is building your game with a square scene. This will cover all aspect rations both tall and wide.
Of course, this may not be ideal to actual gameplay because you may end up losing more scene on the sides then you want.
Another solution is to make your SKView the reciprocal ratio of your scene and use .aspectFill on your view. This will make it so that your sides will show more information on wider devices, but your tall devices will receive the amount of information you want them to see.

How to remove programmatically created UIViews from superview

I wanted to implement a loading overlay whilst I have content loading in from an API call however when I go to dismiss the view; I have no success.
func viewLoading(show:Bool, boxView: UIView, error: Bool, errorMessage: String){
let myNewView=UIView(frame: CGRect(x: 0, y: 0, width: boxView.frame.width, height: boxView.frame.height))
if show{
// Change UIView background colour
myNewView.backgroundColor = UIColor.black.withAlphaComponent(0.75)
myNewView.isOpaque = false
// Add rounded corners to UIView
myNewView.layer.cornerRadius = boxView.layer.cornerRadius
let activityView = UIActivityIndicatorView(style: .whiteLarge)
activityView.center = myNewView.center
activityView.startAnimating()
boxView.addSubview(myNewView)
myNewView.addSubview(activityView)
}else{
print("Done")
DispatchQueue.main.async(execute: { () -> Void in
myNewView.removeFromSuperview()
self.view.bringSubviewToFront(boxView)
})
myNewView.isHidden = true
}
}
None of the options after else have worked and I am lost at a solution.
Edit: I want the same function(s) to accommodate three different views within the one view controller.
Move myNewView outside of the viewLoading function scope, and it is better to create separate methods with their own responsibilities, like so:
class ViewController: UIViewController {
var loaderView: UIView?
func showLoading(boxView: UIView, error: Bool, errorMessage: String) {
if (self.loaderView != nil) {
self.hideLoading()
}
let newView = UIView(frame: CGRect(x: 0, y: 0, width: boxView.frame.width, height: boxView.frame.height))
newView.backgroundColor = UIColor.black.withAlphaComponent(0.75)
newView.isOpaque = false
// Add rounded corners to UIView
newView.layer.cornerRadius = boxView.layer.cornerRadius
let activityView = UIActivityIndicatorView(style: .whiteLarge)
activityView.center = newView.center
activityView.startAnimating()
boxView.addSubview(newView)
newView.addSubview(activityView)
self.loaderView = newView
}
func hideLoading() {
guard
let loaderView = self.loaderView,
let boxView = loaderView.superview
else { return }
DispatchQueue.main.async {
loaderView.removeFromSuperview()
self.view.bringSubviewToFront(boxView) // need this?
self.loaderView = nil
}
}
}
You are creating a new view every time that method is called and then you are trying to dismish that newly created view. Instead, you should save a reference of the view when you show it and call removeFromSuperview on that instance when you need to hide it.
Check this..
CommonMethods.swift
import UIKit
class CommonMethods: UIViewController {
static let actInd: UIActivityIndicatorView = UIActivityIndicatorView()
static let container: UIView = UIView()
static let loadingView: UIView = UIView()
static func showActivityIndicatory(uiView: UIView) {
container.frame = uiView.frame
container.center = uiView.center
container.backgroundColor = UIColor(red:255/255, green:255/255, blue:255/255, alpha: 0.3)
loadingView.frame = CGRect(origin: CGPoint(x: 0,y :0), size: CGSize(width: 80, height: 80))
loadingView.center = uiView.center
loadingView.backgroundColor = UIColor(red:44/255, green:44/255, blue:44/255, alpha: 0.7)
loadingView.clipsToBounds = true
loadingView.layer.cornerRadius = 10
actInd.frame = CGRect(origin: CGPoint(x: 0,y :0), size: CGSize(width: 40, height: 40))
actInd.style =
UIActivityIndicatorView.Style.whiteLarge
actInd.center = CGPoint(x: loadingView.frame.size.width / 2, y: loadingView.frame.size.height / 2);
loadingView.addSubview(actInd)
container.addSubview(loadingView)
uiView.addSubview(container)
actInd.startAnimating()
}
static func hideActivityIndicatory(uiView: UIView) {
container.removeFromSuperview()
actInd.stopAnimating()
}
}
call it from viewcontroller class like
CommonMethods.showActivityIndicatory(uiView: self.view)
CommonMethods.hideActivityIndicatory(uiView: self.view)

Swift add badge to navigation barButtonItem and UIButton

I am trying to display badge on my notification button, in app as displayed on AppIcon.
So far whatever i have researched is related to Obj. C, but nothing that specifically discussed way to implement that solution into Swift,
Please help to find a solution to add a custom class / code to achieve Badge on UiBarbutton and UiButton.
Researched so far:
https://github.com/Marxon13/M13BadgeView
along with MKBadge class etc.
There is a more elegant solution with an extension for UIButtonItem
extension CAShapeLayer {
func drawCircleAtLocation(location: CGPoint, withRadius radius: CGFloat, andColor color: UIColor, filled: Bool) {
fillColor = filled ? color.cgColor : UIColor.white.cgColor
strokeColor = color.cgColor
let origin = CGPoint(x: location.x - radius, y: location.y - radius)
path = UIBezierPath(ovalIn: CGRect(origin: origin, size: CGSize(width: radius * 2, height: radius * 2))).cgPath
}
}
private var handle: UInt8 = 0
extension UIBarButtonItem {
private var badgeLayer: CAShapeLayer? {
if let b: AnyObject = objc_getAssociatedObject(self, &handle) as AnyObject? {
return b as? CAShapeLayer
} else {
return nil
}
}
func addBadge(number: Int, withOffset offset: CGPoint = CGPoint.zero, andColor color: UIColor = UIColor.red, andFilled filled: Bool = true) {
guard let view = self.value(forKey: "view") as? UIView else { return }
badgeLayer?.removeFromSuperlayer()
// Initialize Badge
let badge = CAShapeLayer()
let radius = CGFloat(7)
let location = CGPoint(x: view.frame.width - (radius + offset.x), y: (radius + offset.y))
badge.drawCircleAtLocation(location: location, withRadius: radius, andColor: color, filled: filled)
view.layer.addSublayer(badge)
// Initialiaze Badge's label
let label = CATextLayer()
label.string = "\(number)"
label.alignmentMode = CATextLayerAlignmentMode.center
label.fontSize = 11
label.frame = CGRect(origin: CGPoint(x: location.x - 4, y: offset.y), size: CGSize(width: 8, height: 16))
label.foregroundColor = filled ? UIColor.white.cgColor : color.cgColor
label.backgroundColor = UIColor.clear.cgColor
label.contentsScale = UIScreen.main.scale
badge.addSublayer(label)
// Save Badge as UIBarButtonItem property
objc_setAssociatedObject(self, &handle, badge, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
func updateBadge(number: Int) {
if let text = badgeLayer?.sublayers?.filter({ $0 is CATextLayer }).first as? CATextLayer {
text.string = "\(number)"
}
}
func removeBadge() {
badgeLayer?.removeFromSuperlayer()
}
}
This great code was created by Stefano Vettor and you can find all the details at:
https://gist.github.com/freedom27/c709923b163e26405f62b799437243f4
Working Solution :
Step 1:
Firstly create new swift file which is a subclass to UIButton as follows:
import UIKit
class BadgeButton: UIButton {
var badgeLabel = UILabel()
var badge: String? {
didSet {
addbadgetobutton(badge: badge)
}
}
public var badgeBackgroundColor = UIColor.red {
didSet {
badgeLabel.backgroundColor = badgeBackgroundColor
}
}
public var badgeTextColor = UIColor.white {
didSet {
badgeLabel.textColor = badgeTextColor
}
}
public var badgeFont = UIFont.systemFont(ofSize: 12.0) {
didSet {
badgeLabel.font = badgeFont
}
}
public var badgeEdgeInsets: UIEdgeInsets? {
didSet {
addbadgetobutton(badge: badge)
}
}
override init(frame: CGRect) {
super.init(frame: frame)
addbadgetobutton(badge: nil)
}
func addbadgetobutton(badge: String?) {
badgeLabel.text = badge
badgeLabel.textColor = badgeTextColor
badgeLabel.backgroundColor = badgeBackgroundColor
badgeLabel.font = badgeFont
badgeLabel.sizeToFit()
badgeLabel.textAlignment = .center
let badgeSize = badgeLabel.frame.size
let height = max(18, Double(badgeSize.height) + 5.0)
let width = max(height, Double(badgeSize.width) + 10.0)
var vertical: Double?, horizontal: Double?
if let badgeInset = self.badgeEdgeInsets {
vertical = Double(badgeInset.top) - Double(badgeInset.bottom)
horizontal = Double(badgeInset.left) - Double(badgeInset.right)
let x = (Double(bounds.size.width) - 10 + horizontal!)
let y = -(Double(badgeSize.height) / 2) - 10 + vertical!
badgeLabel.frame = CGRect(x: x, y: y, width: width, height: height)
} else {
let x = self.frame.width - CGFloat((width / 2.0))
let y = CGFloat(-(height / 2.0))
badgeLabel.frame = CGRect(x: x, y: y, width: CGFloat(width), height: CGFloat(height))
}
badgeLabel.layer.cornerRadius = badgeLabel.frame.height/2
badgeLabel.layer.masksToBounds = true
addSubview(badgeLabel)
badgeLabel.isHidden = badge != nil ? false : true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.addbadgetobutton(badge: nil)
fatalError("init(coder:) is not implemented")
}
}
Step 2:
Create a function in your base file which u can use in each View Controller :
func addBadge(itemvalue: String) {
let bagButton = BadgeButton()
bagButton.frame = CGRect(x: 0, y: 0, width: 44, height: 44)
bagButton.tintColor = UIColor.darkGray
bagButton.setImage(UIImage(named: "ShoppingBag")?.withRenderingMode(.alwaysTemplate), for: .normal)
bagButton.badgeEdgeInsets = UIEdgeInsets(top: 20, left: 0, bottom: 0, right: 15)
bagButton.badge = itemvalue
self.navigationItem.rightBarButtonItem = UIBarButtonItem(customView: bagButton)
}
Step 3 :
Use above function from any View Controller in this way :
self.addBadge(itemvalue: localStorage.string(forKey: "total_products_in_cart") ?? "0")
First create label, then right bar button. On right bar button add subview which will be badge count. Finally add navigation right bar button.
SWIFT 5
let badgeCount = UILabel(frame: CGRect(x: 22, y: -05, width: 20, height: 20))
badgeCount.layer.borderColor = UIColor.clear.cgColor
badgeCount.layer.borderWidth = 2
badgeCount.layer.cornerRadius = badgeCount.bounds.size.height / 2
badgeCount.textAlignment = .center
badgeCount.layer.masksToBounds = true
badgeCount.textColor = .white
badgeCount.font = badgeCount.font.withSize(12)
badgeCount.backgroundColor = .red
badgeCount.text = "4"
let rightBarButton = UIButton(frame: CGRect(x: 0, y: 0, width: 35, height: 35))
rightBarButton.setBackgroundImage(UIImage(named: "NotificationBell"), for: .normal)
rightBarButton.addTarget(self, action: #selector(self.onBtnNotification), for: .touchUpInside)
rightBarButton.addSubview(badgeCount)
let rightBarButtomItem = UIBarButtonItem(customView: rightBarButton)
navigationItem.rightBarButtonItem = rightBarButtomItem
I had the same task. I didn't want to use third-party libraries. Firstly, I tried Stefano's solution and it's great however I decided to implement my own way to solve it.
In my humble opinion, there are simple steps described below briefly:
Create UIView instance within .xib file and put necessary items like UILabel or UIImageView instance depending on your design requirements.
The final action I did in this step is putting invisible button in the top of view's hierarchy.
Create YourCustomView.swift and link all #IBOutlets from xib to current file inside your custom view class implementation.
Next, implement class function in YourCustomView class which will load custom view from xib and return it as YourCustomView instance.
Finally, add your custom badge to your custom view controller instance!
My result is..
P.S. If you need to implement #IBActions I recommend to link your custom view and custom view controller through the delegate pattern.
using M13BadgeView.. use this code
(im using fontawesome.swift for buttons :: https://github.com/thii/FontAwesome.swift)
let rightButton = UIButton(frame: CGRect(x:0,y:0,width:30,height:30))
rightButton.titleLabel?.font = UIFont.fontAwesome(ofSize: 22)
rightButton.setTitle(String.fontAwesomeIcon(name: .shoppingBasket), for: .normal)
let rightButtonItem : UIBarButtonItem = UIBarButtonItem(customView: rightButton)
let badgeView = M13BadgeView()
badgeView.text = "1"
badgeView.textColor = UIColor.white
badgeView.badgeBackgroundColor = UIColor.red
badgeView.borderWidth = 1.0
badgeView.borderColor = UIColor.white
badgeView.horizontalAlignment = M13BadgeViewHorizontalAlignmentLeft
badgeView.verticalAlignment = M13BadgeViewVerticalAlignmentTop
badgeView.hidesWhenZero = true
rightButton.addSubview(badgeView)
self.navigationItem.rightBarButtonItem = rightButtonItem
Good answer #Julio Bailon (https://stackoverflow.com/a/45948819/1898973)!
Here is the author's site with full explanation: http://www.stefanovettor.com/2016/04/30/adding-badge-uibarbuttonitem/.
It seems not to be working on iOS 11, maybe because the script try to access the "view" property of the UIBarButtonItem. I made it work:
By creating a UIButton and then creating the UIBarButtonItem using the UIButton as a customView:
navigationItem.rightBarButtonItem = UIBarButtonItem.init(
customView: shoppingCartButton)
By replacing the line in the UIBarButtonItem extension:
guard let view = self.value(forKey: "view") as? UIView else { return }
with the following:
guard let view = self.customView else { return }
Seems elegant to me and, best of all, it worked!
You can set below constraints to UILabel with respect to UIButton
align UILabel's top and trailing to UIButton
And when you need to show badge set text to UILabel and when you don't want to show badge then set empty string to UILabel
Download This
For BarButtonItem : Drag and Drop UIBarButtonItem+Badge.h and UIBarButtonItem+Badge.m class in project.
Write this code for set Badges:
self.navigationItem.rightBarButtonItem.badgeValue = "2"
self.navigationItem.rightBarButtonItem.badgeBGColor = UIColor.black
For UIButtton : Drag and Drop UIButton+Badge.h and UIButton+Badge.m class in project.
self.notificationBtn.badgeValue = "2"
self.notificationBtn.badgeBGColor = UIColor.black
Answer with extension from Julio will not work.
Starting from iOS 11 this code will not work cause line of code below will not cast UIView. Also it's counting as private API and seems to be will not pass AppStore review.
guard let view = self.value(forKey: "view") as? UIView else { return }
Thread on Apple Developer Forum
Second thing that this snippet always draws circle, so it can't fit numbers bigger than 9.
Here the simplified version by using custom view
Easy and clear solution if you are looking for only adding the red dot without the number;
private var handle: UInt8 = 0;
extension UIBarButtonItem {
private var badgeLayer: CAShapeLayer? {
if let b: AnyObject = objc_getAssociatedObject(self, &handle) as AnyObject? {
return b as? CAShapeLayer
} else {
return nil
}
}
func setBadge(offset: CGPoint = .zero, color: UIColor = .red, filled: Bool = true, fontSize: CGFloat = 11) {
badgeLayer?.removeFromSuperlayer()
guard let view = self.value(forKey: "view") as? UIView else {
return
}
var font = UIFont.systemFont(ofSize: fontSize)
if #available(iOS 9.0, *) {
font = UIFont.monospacedDigitSystemFont(ofSize: fontSize, weight: .regular)
}
//Size of the dot
let badgeSize = UILabel(frame: CGRect(x: 22, y: -05, width: 10, height: 10))
// initialize Badge
let badge = CAShapeLayer()
let height = badgeSize.height
let width = badgeSize.width
// x position is offset from right-hand side
let x = view.frame.width + offset.x - 17
let y = view.frame.height + offset.y - 34
let badgeFrame = CGRect(origin: CGPoint(x: x, y: y), size: CGSize(width: width, height: height))
badge.drawRoundedRect(rect: badgeFrame, andColor: color, filled: filled)
view.layer.addSublayer(badge)
// initialiaze Badge's label
let label = CATextLayer()
label.alignmentMode = .center
label.font = font
label.fontSize = font.pointSize
label.frame = badgeFrame
label.foregroundColor = filled ? UIColor.white.cgColor : color.cgColor
label.backgroundColor = UIColor.clear.cgColor
label.contentsScale = UIScreen.main.scale
badge.addSublayer(label)
// save Badge as UIBarButtonItem property
objc_setAssociatedObject(self, &handle, badge, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
// bring layer to front
badge.zPosition = 1_000
}
private func removeBadge() {
badgeLayer?.removeFromSuperlayer()
}
}
// MARK: - Utilities
extension CAShapeLayer {
func drawRoundedRect(rect: CGRect, andColor color: UIColor, filled: Bool) {
fillColor = filled ? color.cgColor : UIColor.white.cgColor
strokeColor = color.cgColor
path = UIBezierPath(roundedRect: rect, cornerRadius: 7).cgPath
}
}
The source of the code:
https://gist.github.com/freedom27/c709923b163e26405f62b799437243f4
I only made a few changes to eliminate the number.
The MIBadgeButton-Swift is working also on UIBarButtonItems.
Here is my code after the navigation bar is created:
let rightBarButtons = self.navigationItem.rightBarButtonItems
let alarmsBarButton = rightBarButtons?.last
let alarmsButton = alarmsBarButton.customView as! MIBadgeButton?
alarmsButton.badgeString = "10"
You can do it programmatically with
self.tabBarItem.badgeColor = .red
or use the storyboard. See: