iPhone - Get Position of UIView within entire UIWindow - iphone

The position of a UIView can obviously be determined by view.center or view.frame etc. but this only returns the position of the UIView in relation to it's immediate superview.
I need to determine the position of the UIView in the entire 320x480 co-ordinate system. For example, if the UIView is in a UITableViewCell it's position within the window could change dramatically irregardless of the superview.
Any ideas if and how this is possible?

That's an easy one:
[aView convertPoint:localPosition toView:nil];
... converts a point in local coordinate space to window coordinates. You can use this method to calculate a view's origin in window space like this:
[aView.superview convertPoint:aView.frame.origin toView:nil];
2014 Edit: Looking at the popularity of Matt__C's comment it seems reasonable to point out that the coordinates...
don't change when rotating the device.
always have their origin in the top left corner of the unrotated screen.
are window coordinates: The coordinate system ist defined by the bounds of the window. The screen's and device coordinate systems are different and should not be mixed up with window coordinates.

Swift 5+:
let globalPoint = aView.superview?.convert(aView.frame.origin, to: nil)

Swift 3, with extension:
extension UIView{
var globalPoint :CGPoint? {
return self.superview?.convert(self.frame.origin, to: nil)
}
var globalFrame :CGRect? {
return self.superview?.convert(self.frame, to: nil)
}
}

In Swift:
let globalPoint = aView.superview?.convertPoint(aView.frame.origin, toView: nil)

Here is a combination of the answer by #Mohsenasm and a comment from #Ghigo adopted to Swift
extension UIView {
var globalFrame: CGRect? {
let rootView = UIApplication.shared.keyWindow?.rootViewController?.view
return self.superview?.convert(self.frame, to: rootView)
}
}

For me this code worked best:
private func getCoordinate(_ view: UIView) -> CGPoint {
var x = view.frame.origin.x
var y = view.frame.origin.y
var oldView = view
while let superView = oldView.superview {
x += superView.frame.origin.x
y += superView.frame.origin.y
if superView.next is UIViewController {
break //superView is the rootView of a UIViewController
}
oldView = superView
}
return CGPoint(x: x, y: y)
}

Works well for me :)
extension UIView {
var globalFrame: CGRect {
return convert(bounds, to: window)
}
}

this worked for me
view.layoutIfNeeded() // this might be necessary depending on when you need to get the frame
guard let keyWindow = UIApplication.shared.windows.first(where: { $0.isKeyWindow }) else { return }
let frame = yourView.convert(yourView.bounds, to: keyWindow)
print("frame: ", frame)

Related

find application position relative to screen point macOS swift

Trying to find applications current position in X Y coordinate. For example: An application has starting point(X,Y) + Hight, Width. How to find its starting point as CGPoint or X Y onscreen values?
Current trying with view.bounds :
class ViewController: NSViewController {
var testPoint = CGPoint.zero;
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
//testPoint = view.bounds.height //rect
//if possible following:
//testPoint = CGPoint(x: view.window?.frame.origin.x , y: view.window?.frame.origin.y)
print(testPoint)
}
}
In viewWillAppear or viewDidAppear ask the window of the view for the origin of its frame
override func viewWillAppear() {
super.viewWillAppear()
print(view.window?.frame.origin)
}
You should use NSWindow API, particularly NSWindow.frameRect.

When scrolling a tableview I need the row that's passing at the very top of the tableview

I have a table view, I need the indexpath of the row that is passing at the very top (0,0) of the tableview, I try to use the indexPathForRow(at:) which is expecting a cgpoint, I try CGPoint.zero to get the row, but the indexPath is always nil, I read that I need to play with offset of the scrollView and that point need to be in the local coordinate but so far no luck
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let cgPoint = CGPoint.zero
let indexPath = tableView.indexPathForRow(at: cgPoint)
}
Thanks for any help!
There could be only one reason why this gonna be nil because of your point not bound in tablview bounds.
Apple Documentation:
An index path representing the row and section associated with point, or nil if the point is out of the bounds of any row.
point in the local coordinate system of the table view (the table view’s bounds).
Try this.
let cgPoint = CGPoint.zero
if self.tableView.frame.contains(cgPoint) {
print("point exist so indexpath should exist")
}
Ref: Diff between bounds and frame
You need to convert (0,0) into the table view's bounds coordinate first, like this:
// Take (0,0) from parent view, find where it locates in table view's bounds
let p = tableView.superview!.convert(.zero, to: tableView)
guard let ind = tableView.indexPathForRow(at: p) else { return }
let cell = tableView.cellForRow(at: ind)! // Do what you want
Demo gif

How do I make a UIScrollView scrollable only when touches are inside a custom shape?

I am working on creating an image collage app. And I am going to have multiple UIScrollView's. The scroll views will have boundaries with custom shapes and the user will be able to dynamically change the corners of the shapes where they intersect. The scroll views have UIImageView's as subviews.
The scroll views are subviews of other UIView's. I applied a CAShapeLayer mask to each of these UIView's. That way I can mask the scroll views with no problem.
But the problem is that, I can only scroll the contents of the last scroll view added. Also, I can pan and zoom beyond the boundaries of the masks. I should only able to pan or zoom when I am touching inside the boundaries of the polygons that I have as masks.
I tried;
scrollView.clipsToBounds = true
scrollView.layer.masksToBounds = true
But the result is the same.
Unfortunately I'm not able to post screenshots but, here is the code that I use to create masks for the UIViews:
func createMask(v: UIView, viewsToMask: [UIView], anchorPoint: CGPoint)
{
let frame = v.bounds
var shapeLayer = [CAShapeLayer]()
var path = [CGMutablePathRef]()
for i in 0...3 {
path.append(CGPathCreateMutable())
shapeLayer.append(CAShapeLayer())
}
//define frame constants
let center = CGPointMake(frame.origin.x + frame.size.width / 2, frame.origin.y + frame.size.height / 2)
let bottomLeft = CGPointMake(frame.origin.x, frame.origin.y + frame.size.height)
let bottomRight = CGPointMake(frame.origin.x + frame.size.width, frame.origin.y + frame.size.height)
switch frameType {
case 1:
// First view for Frame Type 1
CGPathMoveToPoint(path[0], nil, 0, 0)
CGPathAddLineToPoint(path[0], nil, bottomLeft.x, bottomLeft.y)
CGPathAddLineToPoint(path[0], nil, anchorPoint.x, bottomLeft.y)
CGPathAddLineToPoint(path[0], nil, anchorPoint.x, anchorPoint.y)
CGPathCloseSubpath(path[0])
// Second view for Frame Type 1
CGPathMoveToPoint(path[1], nil, anchorPoint.x, anchorPoint.y)
CGPathAddLineToPoint(path[1], nil, anchorPoint.x, bottomLeft.y)
CGPathAddLineToPoint(path[1], nil, bottomRight.x, bottomRight.y)
CGPathAddLineToPoint(path[1], nil, bottomRight.x, anchorPoint.y)
CGPathCloseSubpath(path[1])
// Third view for Frame Type 1
CGPathMoveToPoint(path[2], nil, 0, 0)
CGPathAddLineToPoint(path[2], nil, anchorPoint.x, anchorPoint.y)
CGPathAddLineToPoint(path[2], nil, bottomRight.x, anchorPoint.y)
CGPathAddLineToPoint(path[2], nil, bottomRight.x, 0)
CGPathCloseSubpath(path[2])
default:
break
}
for (key, view) in enumerate(viewsToMask) {
shapeLayer[key].path = path[key]
view.layer.mask = shapeLayer[key]
}
}
So, how can I make the scroll views behave in such a way that they will only scroll or zoom content when touches happen inside their corresponding mask boundaries?
EDIT:
According to the answer to this question: UIView's masked-off area still touchable? the masks only modify what you can see, not the area that you can touch. So I subclassed the UIScrollView and tried to override the hitTest:withEvent: method like so,
protocol CoolScrollViewDelegate: class {
var scrollViewPaths: [CGMutablePathRef] { get set }
}
class CoolScrollView: UIScrollView
{
weak var coolDelegate: CoolScrollViewDelegate?
override func hitTest(point: CGPoint, withEvent event: UIEvent?) -> UIView?
{
if CGPathContainsPoint(coolDelegate?.scrollViewPaths[tag], nil, point, true) {
return self
} else {
return nil
}
}
}
But with this implementation, I can only check against the last scroll view and path boundaries change when I zoom in. For example if I zoom in on the image the hitTest:withEvent: method returns nil.
I would agree with #Kendel in the comments - to start with it might be an easier approach to create a UIScrollView subclass that knows how to mask itself with a particular shape. Keeping the shape logic within a scroll view subclass will keep things tidy, and allow you to easily restrict touches to within the shape (I'll come to that in a minute).
It's a little hard to tell from your description exactly how your shaped views should behave, but as a brief example your ShapedScrollView might look like something like this:
import UIKit
class ShapedScrollView: UIScrollView {
// MARK: Types
enum Shape {
case First // Choose a better name!
}
// MARK: Properties
private let shapeLayer = CAShapeLayer()
var shape: Shape = .First {
didSet { setNeedsLayout() }
}
// MARK: Initializers
init(frame: CGRect, shape: Shape = .First) {
self.shape = shape
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// MARK: Layout
override func layoutSubviews() {
super.layoutSubviews()
updateShape()
}
// MARK: Updating the Shape
private func updateShape() {
// Disable core animation actions to prevent changes to the shape layer animating implicitly
CATransaction.begin()
CATransaction.setDisableActions(true)
if bounds.size != shapeLayer.bounds.size {
// Bounds size has changed, completely update the shape
shapeLayer.frame = CGRect(origin: contentOffset, size: bounds.size)
shapeLayer.path = pathForShape(shape).CGPath
layer.mask = shapeLayer
} else {
// Bounds size has NOT changed, just update origin of shape path to
// match content offset - makes it appear stationary as we scroll
var shapeFrame = shapeLayer.frame
shapeFrame.origin = contentOffset
shapeLayer.frame = shapeFrame
}
CATransaction.commit()
}
private func pathForShape(shape: Shape) -> UIBezierPath {
let path = UIBezierPath()
switch shape {
case .First:
// Build the shape path, whatever that might be...
// path.moveToPoint(...)
// ...
}
return path
}
}
So making the touches only work inside the specified shape is the easy part. We already have a reference to a shape layer that describes the shape we want to restrict touches to. UIView provides a helpful hit-testing method that lets you specify whether or not a particular point should be considered to be "inside" that view: pointInside(_:withEvent:). Simply add the following override to ShapedScrollView:
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
return CGPathContainsPoint(shapeLayer.path, nil, layer.convertPoint(point, toLayer: shapeLayer), false)
}
This just says: "If point (converted to the shape layer's coordinate system) is inside the shape's path, consider it to be inside the view; otherwise consider it outside the view."
If a scroll view that masks itself isn't appropriate, you can still adopt this technique by using a ShapedScrollContainerView: UIView with a scrollView property. Then, apply the shape mask to the container as above, and again use pointInside(_:withEvent:) to test whether it should respond to particular touch points.

Accessibility (Voice Over) with Sprite Kit

I'm attempting to add support for Voice Over accessibility in a puzzle game which has a fixed board. However, I'm having trouble getting UIAccessibilityElements to show up.
Right now I'm overriding accessibilityElementAtIndex, accessibilityElementCount and indexOfAccessibilityElement in my SKScene.
They are returning an array of accessible elements as such:
func loadAccessibleElements()
{
self.isAccessibilityElement = false
let pieces = getAllPieces()
accessibleElements.removeAll(keepCapacity: false)
for piece in pieces
{
let element = UIAccessibilityElement(accessibilityContainer: self.usableView!)
element.accessibilityFrame = piece.getAccessibilityFrame()
element.accessibilityLabel = piece.getText()
element.accessibilityTraits = UIAccessibilityTraitButton
accessibleElements.append(element)
}
}
Where piece is a subclass of SKSpriteNode and getAccessibilityFrame is defined:
func getAccessibilityFrame() -> CGRect
{
return parentView!.convertRect(frame, toView: nil)
}
Right now one (wrongly sized) accessibility element seems to appear on the screen in the wrong place.
Could someone point me in the right direction?
Many thanks
EDIT:
I've tried a hack-ish work around by placing a UIView over the SKView with UIButton elements in the same location as the SKSpriteNodes. However, accessibility still doesn't want to work. The view is loaded as such:
func loadAccessibilityView()
{
view.isAccessibilityElement = false
view.accessibilityElementsHidden = false
skView.accessibilityElementsHidden = false
let accessibleSubview = UIView(frame: view.frame)
accessibleSubview.userInteractionEnabled = true
accessibleSubview.isAccessibilityElement = false
view.addSubview(accessibleSubview)
view.bringSubviewToFront(accessibleSubview)
let pieces = (skView.scene! as! GameScene).getAllPieces()
for piece in pieces
{
let pieceButton = UIButton(frame: piece.getAccessibilityFrame())
pieceButton.isAccessibilityElement = true
pieceButton.accessibilityElementsHidden = false
pieceButton.accessibilityTraits = UIAccessibilityTraitButton
pieceButton.setTitle(piece.getText(), forState: UIControlState.Normal)
pieceButton.setBackgroundImage(UIImage(named: "blue-button"), forState: UIControlState.Normal)
pieceButton.alpha = 0.2
pieceButton.accessibilityLabel = piece.getText()
pieceButton.accessibilityFrame = pieceButton.frame
pieceButton.addTarget(self, action: Selector("didTap:"), forControlEvents: UIControlEvents.TouchUpInside)
accessibleSubview.addSubview(pieceButton)
}
UIAccessibilityPostNotification(UIAccessibilityScreenChangedNotification, nil)
}
The buttons are placed correctly, however accessibility just isn't working at all. Something seems to be preventing it from working.
I've searched in vain for a description of how to implement VoiceOver in Swift using SpriteKit, so I finally figured out how to do it. Here's some working code that converts a SKNode to an accessible pushbutton when added to a SKScene class:
// Add the following code to a scene where you want to make the SKNode variable named “leave” an accessible button
// leave must already be initialized and added as a child of the scene, or a child of other SKNodes in the scene
// screenHeight must already be defined as the height of the device screen, in points
// Accessibility
private var accessibleElements: [UIAccessibilityElement] = []
private func nodeToDevicePointsFrame(node: SKNode) -> CGRect {
// first convert from frame in SKNode to frame in SKScene's coordinates
var sceneFrame = node.frame
sceneFrame.origin = node.scene!.convertPoint(node.frame.origin, fromNode: node.parent!)
// convert frame from SKScene coordinates to device points
// sprite kit scene origin is in lower left, accessibility device screen origin is at upper left
// assumes scene is initialized using SKSceneScaleMode.Fill using dimensions same as device points
var deviceFrame = sceneFrame
deviceFrame.origin.y = CGFloat(screenHeight-1) - (sceneFrame.origin.y + sceneFrame.size.height)
return deviceFrame
}
private func initAccessibility() {
if accessibleElements.count == 0 {
let accessibleLeave = UIAccessibilityElement(accessibilityContainer: self.view!)
accessibleLeave.accessibilityFrame = nodeToDevicePointsFrame(leave)
accessibleLeave.accessibilityTraits = UIAccessibilityTraitButton
accessibleLeave.accessibilityLabel = “leave” // the accessible name of the button
accessibleElements.append(accessibleLeave)
}
}
override func didMoveToView(view: SKView) {
self.isAccessibilityElement = false
leave.isAccessibilityElement = true
}
override func willMoveFromView(view: SKView) {
accessibleElements = []
}
override func accessibilityElementCount() -> Int {
initAccessibility()
return accessibleElements.count
}
override func accessibilityElementAtIndex(index: Int) -> AnyObject? {
initAccessibility()
if (index < accessibleElements.count) {
return accessibleElements[index] as AnyObject
} else {
return nil
}
}
override func indexOfAccessibilityElement(element: AnyObject) -> Int {
initAccessibility()
return accessibleElements.indexOf(element as! UIAccessibilityElement)!
}
Accessibility frames are defined in the fixed physical screen coordinates, not UIView coordinates, and transforming between them is kind of tricky.
The device origin is the lower left of the screen, with X up, when the device is in landscape right mode.
It's a pain converting, I've no idea why Apple did it that way.

Determine if UIView is visible to the user?

is it possible to determine whether my UIView is visible to the user or not?
My View is added as subview several times into a Tab Bar Controller.
Each instance of this view has a NSTimer that updates the view.
However I don't want to update a view which is not visible to the user.
Is this possible?
Thanks
For anyone else that ends up here:
To determine if a UIView is onscreen somewhere, rather than checking superview != nil, it is better to check if window != nil. In the former case, it is possible that the view has a superview but that the superview is not on screen:
if (view.window != nil) {
// do stuff
}
Of course you should also check if it is hidden or if it has an alpha > 0.
Regarding not wanting your NSTimer running while the view is not visible, you should hide these views manually if possible and have the timer stop when the view is hidden. However, I'm not at all sure of what you're doing.
You can check if:
it is hidden, by checking view.hidden
it is in the view hierarchy, by checking view.superview != nil
you can check the bounds of a view to see if it is on screen
The only other thing I can think of is if your view is buried behind others and can't be seen for that reason. You may have to go through all the views that come after to see if they obscure your view.
This will determine if a view's frame is within the bounds of all of its superviews (up to the root view). One practical use case is determining if a child view is (at least partially) visible within a scrollview.
Swift 5.x:
func isVisible(view: UIView) -> Bool {
func isVisible(view: UIView, inView: UIView?) -> Bool {
guard let inView = inView else { return true }
let viewFrame = inView.convert(view.bounds, from: view)
if viewFrame.intersects(inView.bounds) {
return isVisible(view: view, inView: inView.superview)
}
return false
}
return isVisible(view: view, inView: view.superview)
}
Older swift versions
func isVisible(view: UIView) -> Bool {
func isVisible(view: UIView, inView: UIView?) -> Bool {
guard let inView = inView else { return true }
let viewFrame = inView.convertRect(view.bounds, fromView: view)
if CGRectIntersectsRect(viewFrame, inView.bounds) {
return isVisible(view, inView: inView.superview)
}
return false
}
return isVisible(view, inView: view.superview)
}
Potential improvements:
Respect alpha and hidden.
Respect clipsToBounds, as a view may exceed the bounds of its superview if false.
The solution that worked for me was to first check if the view has a window, then to iterate over superviews and check if:
the view is not hidden.
the view is within its superviews bounds.
Seems to work well so far.
Swift 3.0
public func isVisible(view: UIView) -> Bool {
if view.window == nil {
return false
}
var currentView: UIView = view
while let superview = currentView.superview {
if (superview.bounds).intersects(currentView.frame) == false {
return false;
}
if currentView.isHidden {
return false
}
currentView = superview
}
return true
}
I benchmarked both #Audrey M. and #John Gibb their solutions.
And #Audrey M. his way performed better (times 10).
So I used that one to make it observable.
I made a RxSwift Observable, to get notified when the UIView became visible.
This could be useful if you want to trigger a banner 'view' event
import Foundation
import UIKit
import RxSwift
extension UIView {
var isVisibleToUser: Bool {
if isHidden || alpha == 0 || superview == nil {
return false
}
guard let rootViewController = UIApplication.shared.keyWindow?.rootViewController else {
return false
}
let viewFrame = convert(bounds, to: rootViewController.view)
let topSafeArea: CGFloat
let bottomSafeArea: CGFloat
if #available(iOS 11.0, *) {
topSafeArea = rootViewController.view.safeAreaInsets.top
bottomSafeArea = rootViewController.view.safeAreaInsets.bottom
} else {
topSafeArea = rootViewController.topLayoutGuide.length
bottomSafeArea = rootViewController.bottomLayoutGuide.length
}
return viewFrame.minX >= 0 &&
viewFrame.maxX <= rootViewController.view.bounds.width &&
viewFrame.minY >= topSafeArea &&
viewFrame.maxY <= rootViewController.view.bounds.height - bottomSafeArea
}
}
extension Reactive where Base: UIView {
var isVisibleToUser: Observable<Bool> {
// Every second this will check `isVisibleToUser`
return Observable<Int>.interval(.milliseconds(1000),
scheduler: MainScheduler.instance)
.map { [base] _ in
return base.isVisibleToUser
}.distinctUntilChanged()
}
}
Use it as like this:
import RxSwift
import UIKit
import Foundation
private let disposeBag = DisposeBag()
private func _checkBannerVisibility() {
bannerView.rx.isVisibleToUser
.filter { $0 }
.take(1) // Only trigger it once
.subscribe(onNext: { [weak self] _ in
// ... Do something
}).disposed(by: disposeBag)
}
Tested solution.
func isVisible(_ view: UIView) -> Bool {
if view.isHidden || view.superview == nil {
return false
}
if let rootViewController = UIApplication.shared.keyWindow?.rootViewController,
let rootView = rootViewController.view {
let viewFrame = view.convert(view.bounds, to: rootView)
let topSafeArea: CGFloat
let bottomSafeArea: CGFloat
if #available(iOS 11.0, *) {
topSafeArea = rootView.safeAreaInsets.top
bottomSafeArea = rootView.safeAreaInsets.bottom
} else {
topSafeArea = rootViewController.topLayoutGuide.length
bottomSafeArea = rootViewController.bottomLayoutGuide.length
}
return viewFrame.minX >= 0 &&
viewFrame.maxX <= rootView.bounds.width &&
viewFrame.minY >= topSafeArea &&
viewFrame.maxY <= rootView.bounds.height - bottomSafeArea
}
return false
}
I you truly want to know if a view is visible to the user you would have to take into account the following:
Is the view's window not nil and equal to the top most window
Is the view, and all of its superviews alpha >= 0.01 (threshold value also used by UIKit to determine whether it should handle touches) and not hidden
Is the z-index (stacking value) of the view higher than other views in the same hierarchy.
Even if the z-index is lower, it can be visible if other views on top have a transparent background color, alpha 0 or are hidden.
Especially the transparent background color of views in front may pose a problem to check programmatically. The only way to be truly sure is to make a programmatic snapshot of the view to check and diff it within its frame with the snapshot of the entire screen. This won't work however for views that are not distinctive enough (e.g. fully white).
For inspiration see the method isViewVisible in the iOS Calabash-server project
The simplest Swift 5 solution I could come up with that worked in my situation (I was looking for a button embedded in my tableViewFooter).
John Gibbs solution also worked but in my cause I did not need all the recursion.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let viewFrame = scrollView.convert(targetView.bounds, from: targetView)
if viewFrame.intersects(scrollView.bounds) {
// targetView is visible
}
else {
// targetView is not visible
}
}
In viewWillAppear set a value "isVisible" to true, in viewWillDisappear set it to false. Best way to know for a UITabBarController subviews, also works for navigation controllers.
Another useful method is didMoveToWindow()
Example: When you push view controller, views of your previous view controller will call this method. Checking self.window != nil inside of didMoveToWindow() helps to know whether your view is appearing or disappearing from the screen.
This can help you figure out if your UIView is the top-most view. Can be helpful:
let visibleBool = view.superview?.subviews.last?.isEqual(view)
//have to check first whether it's nil (bc it's an optional)
//as well as the true/false
if let visibleBool = visibleBool where visibleBool { value
//can be seen on top
} else {
//maybe can be seen but not the topmost view
}
try this:
func isDisplayedInScreen() -> Bool
{
if (self == nil) {
return false
}
let screenRect = UIScreen.main.bounds
//
let rect = self.convert(self.frame, from: nil)
if (rect.isEmpty || rect.isNull) {
return false
}
// 若view 隐藏
if (self.isHidden) {
return false
}
//
if (self.superview == nil) {
return false
}
//
if (rect.size.equalTo(CGSize.zero)) {
return false
}
//
let intersectionRect = rect.intersection(screenRect)
if (intersectionRect.isEmpty || intersectionRect.isNull) {
return false
}
return true
}
In case you are using hidden property of view then :
view.hidden (objective C) or view.isHidden(swift) is read/write property. So you can easily read or write
For swift 3.0
if(view.isHidden){
print("Hidden")
}else{
print("visible")
}