UIProgressView do not redraw his frame when app launch back from background - ios

i have view with `UIProgressView` and 3 dot-view. It's like a page control. Each page - the video. `progressView` displays progress of video playback
ok. I do not use constraints for left and right anchors, because my progressView should swap places with dot-view. For example, when current video is ended and next start play, we should swap positions of `progressView` with next dot-view. For swap i just change frames
and the problem is: when i move app to background and returns back, my `progressView` loses his old frame. It attaches to the left side, because `.frame.minX` is 0
and the last one: this problem occurs only after first returns from background
what i tried to do:
save progressView frames before app is going to background and restore it when app comes to foreground: progressView.frame = progressViewOldFrames and call setNeedsDisplay()
add constraint to leftAnchor with constant (frame.minX) before background and remove it after foreground
combine these 2 tries
so now it looks like
func appWillMoveInBackground() {
progressBarXConstraint = progressBar.leftAnchor.constraint(equalTo: self.leftAnchor, constant: progressBar.frame.minX)
progressBarXConstraint?.isActive = true
progressBarFrame = progressBar.frame
}
func updateProgressWidth() {
progressBarXConstraint?.isActive = false
// here i use constraints because my width and height also disables
// and only constraints helps me
progressBar.widthAnchor.constraint(equalToConstant: 32).isActive = true
progressBar.heightAnchor.constraint(equalToConstant: 6).isActive = true
progressBar.frame = progressBarFrame
progressBar.setNeedsDisplay()
}
UPDATE
ok, i should explain more. I guess i cant use constraints because we have some animation while we are scrolling. When we scroll to right - we should move our progressView to some points at right. And in this moment we should move right dot-view to the left. I mean, we do not scroll page by page, we can scroll to a half on the right, then we can return to the initial position.
this code of block did change frames of progressView and dot-view. Formulas are not important. Please, just understand the behavior of this view
func scrollViewDidScroll(_ scrollView: UIScrollView) {
// calc some math variables
// and call method that make changes in frames
pageControl.moveBetweenPages(atPercentValue: distInPercents - 100)
}
// its part of body moveBetweenPages() func
progressBar.frame = CGRect(x: progStartX + progAddDist, y: 0,
width: SizeConstants.progressBarWidth.value,
height: SizeConstants.height.value)
let dotStartX: CGFloat = SizeConstants.progressBarWidth.value + SizeConstants.itemsSpacing.value + (CGFloat(currentPageNum) * dotSectionSize)
dots[currentPageNum].view.frame = CGRect(x: dotStartX - dotAddDist, y: 0,
width: SizeConstants.dotWidth.value,
height: SizeConstants.height.value)
images shows how it looks before background and after

matt from comments suggested me use constraints instead of frames and yes, it helps and it works
only thing i can say is dont forget call setNeedsLayout() after constraints update

Related

Is there a way to move a UI element to a particular point instead of using CGAffine(translate: ) to move them by a particular amount?

I have the need to make a UIImage move from the center of the screen to the center of the top of the screen. However, CGAffine(translate:) allows you to move by a certain distance as opposed to to a certain location.
Can this be managed?
Edit: Apologies, should've had more details:
So here is the current position of my UIView:
NSLayoutConstraint.activate([
containerOne.centerXAnchor.constraint(equalTo: view.centerXAnchor),
containerOne.centerYAnchor.constraint(equalTo: view.centerYAnchor),
containerOne.heightAnchor.constraint(equalToConstant: 100),
containerOne.widthAnchor.constraint(equalToConstant: 100),
)]
and here is where I'd like for it to end up:
containerOne.centerXAnchor.constraint(equalTo: view.centerXAnchor),
containerOne.topAnchor.constraint(equalTo:view.safeAreaLayoutGuide.topAnchor),
containerOne.heightAnchor.constraint(equalToConstant: 100),
containerOne.widthAnchor.constraint(equalToConstant: 100),
While I have tried using .frame as suggested below, I am still wondering if there is a way to have the UIView shift from one constraint to another the same way CGAffine translate works. Please do let me know if I can add more details or code to my question!
You are using autolayout. So you if you need to update constraint with another constraint, you need to take a reference to old an new constraints. Then you just need to apply it and call .layoutIfNeeded() on the container view.
Like this:
let old = containerOne.centerYAnchor.constraint(equalTo: view.centerYAnchor)
old.isActive = true
And later:
let new = containerOne.topAnchor.constraint(equalTo:view.safeAreaLayoutGuide.topAnchor)
old.isActive = false
new.isActive = true
view.layoutIfNeeded() // Should be the owner of the subviews
Note that you can put .layoutIfNeeded() inside an animation block to make it animate.
Before clarifying the question
Each view has a property called frame and it's a CGRect that have a property called origin. You cam change the origin to anything you need to make it move there.
view.frame.origin.x = 100
view.frame.origin.y = 100
or both at once:
view.frame.origin = CGPoint(x: 100, y: 100)
remember origin refers to top left point of the view, you can use center instead.
There are other options but these are simplest options

Gradient layer not in the right place

I have the following code as follows:
playView.layer.cornerRadius = 16
let gradient1 = CAGradientLayer()
gradient1.frame = playView.frame
gradient1.cornerRadius = 16
if #available(iOS 10.0, *) {
// set P3 colour
} else {
// set sRGB colour
}
gradient1.startPoint = CGPoint(x: 0, y: 0)
gradient1.endPoint = CGPoint(x: 1, y: 1)
playView.layer.insertSublayer(gradient1, at: 0)
On the 3rd line of the block of code above, I set the frame of the gradient equal to the frame I want it to fill.
When I run the app on different devices, the gradient layer will only fill the correct area if the device the app is being run on is the one selected in the Interface Builder.
I currently have the code in viewDidLoad(), and so the issue can be solved by moving the code to viewDidAppear(), but then when the app is loaded, there will be a slight delay before the gradient appears, not giving a smooth look and feel.
Is there another method I can put the code in, so that the gradient shows in the correct place, whilst at the same time being there as soon as the user sees the screen? Or alternatively, a way to make the gradient fill the view, whilst still keeping the code in viewDidLoad()?
EDIT: viewWillAppear() does not work, nor does viewWillLayoutSubviews(). Surely there must be away to solve this?
You can put inside this block:
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
}
viewDidAppear() works. This screen is the root controller - I don't know if that makes a difference or not, but there is no visible delay on applying the gradient backgrounds.
I would be interested if anyone could explain this? I have a bar chart in another part of the app and in viewDidAppear() there is code to complete the bar chart, however there is a delay in it being filled in.
Change the layer.frame property inside the viewDidLayoutSubviews
method. This is to make sure that the subview (playView) has already a proper frame.

Swift 4 reverse change height of a UIView

I would like to build a progressbar. I took a rectangular view (progressBarBckgr) and put another one in front of it (progressBar).
The one in the front should increase its height by tabbing on the correct answer within a quiz app.
func updateUI () {
let numberOfAllQuestions = allQuestion.questionList.count
print(numberOfAllQuestions) //prints 3
let progressBarBckgrHeight = progressBarBckgr.frame.size.height
let progressBarBckgrHeightInt = Int(progressBarBckgrHeight)
let progressBarBckgrHeightPiece = progressBarBckgrHeightInt / numberOfAllQuestions
progressBarOutlet.frame.size.height = (progressBarBckgr.frame.height) + CGFloat (progressBarBckgrHeightPiece)
}
So with every correct clicked answer the progressbar should increase just so far, that in the end of quiz the whole backgroundprogressbar is covered.
Example:
10 Questions
-> clicked answer fills increases the progressbar's height for 1/10
In addition to that i would like to increase the bar from the bottom to the top. As i enter the property height to increase it, it only gets bigger in direction bottom. Is there a nice turnaround trick?
Thanks!!!
You also need to move the view up by the amount of height you have increased (progressBarBckgrHeightPiece)
Also, you should set the frame directly.
progressBarOutlet.frame = CGRect(x: progressBarOutlet.frame.origin.x,
y: progressBarOutlet.frame.origin.y - progressBarBckgrHeightPiece, // Notice here
width: progressBarOutlet.frame.width,
height: progressBarOutlet.frame.height + CGFloat(progressBarBckgrHeightPiece))

How to animate centered square to the top

I have a UIView in a portrait-only app.
The view is centered vertically and horizontally with AutoLayout ("manually" using storyboards).
The width equals the (main)view.width * 0.9
The height is the same size of the width (it is a square).
I want to tap a button inside this UIView and animate it only vertically until it reaches the top border of the screen (eg. height*0.9, 10 pts, whatever is possible).
When I click again, I want to reposition back the view to its original position (centered as it was when I first tapped).
During the transition the square should not be tappable.
After reading many posts I could not understand what's the best way to do this (I red mainly developers saying old techniques using centerX should be avoided and lamentations about some versions of the SO behaving in strange ways).
I suppose I should find a way to get the current "position" of the constraints and to assign a constraint the "final" position, but I was not able to do it.
Any help is appreciated
You are all going the wrong way about this.
Add one constraint that pins the view to the top, and add one constraint that pins the view to centerY. It will complain, so pick one and disable it (I think the property in Interface Builder is called Installed).
If the initial state is the view in the center, disable the constraint that pins it to the top, and viceversa.
Now write IBOutlets for both constraints in your controller and connect them to those constraints. Make sure the declaration of that variable is not weak, otherwise the variable will become nil when the constraint is disabled.
Whenever you want to toggle your animation you can enable one constraint and disable the other.
#IBOutlet var topConstraint: NSLayoutConstraint!
#IBOutlet var centerConstraint: NSLayoutConstraint!
func toggleState(moveToTop: Bool) {
UIView.animateWithDuration(0.25) {
self.topConstraint.isActive = moveToTop
self.centerConstraint.isActive = !moveToTop
self.view.layoutIfNeeded()
}
}
While you can use Autolayout to animate - to take the constraint constraining the centerY and set its constant to a value that would move to the top (e.g., constant = -(UIScreen.main.bounds.height / 2)), I would recommend using view's transform property.
So to move the view to the top you can use:
let topMargin = CGFloat(20)
let viewHalfHeight = self.view.bounds.height / 2
let boxHalfHeight = self.box.bounds.height / 2
UIView.animate(withDuration: 0.2) {
box.transform = CGAffineTransform.identity
.translatedBy(x: 0, y: -(viewHalfHeight - (boxHalfHeight + topMargin)))
}
You are moving box.center related to the view.center - so if you want to move the box to the top, you have to move its center by half a view's height (because the view's centerY is exactly height / 2 far from the view's top). That is not enough though, because then only a bottom half of the box is visible (now the box.centerY == view.top). Therefore you have to move it back by the box.bounds.height / 2 (in my code boxHalfHeight) - to make the top half visible. And to that boxHalfHeight you add topMargin so that there is some margin to the top.
Then, to move the box back to original position:
UIView.animate(withDuration: 0.2) {
box.transform = CGAffineTransform.identity
}
EDIT
If you really want to go with autolayout, you have to have a reference to the centerY constraint, so for example if it is created this way:
let boxCenterYConstraint = self.box.centerYAnchor.constraint(equalTo: self.view.centerYAnchor)
boxCenterYConstraint.isActive = true
Then you can try this:
// calculating the translation is the same
let topMargin = CGFloat(20)
let viewHalfHeight = self.view.bounds.height / 2
let boxHalfHeight = self.box.bounds.height / 2
let diff = -(viewHalfHeight - (boxHalfHeight + topMargin))
boxCenterYConstraint.constant = diff
self.view.setNeedsLayout()
UIView.animate(withDuration: 0.2) {
self.view.layoutIfNeeded()
}
And animation back:
boxCenterYConstraint.constant = 0
self.view.setNeedsLayout()
UIView.animate(withDuration: 0.2) {
self.view.layoutIfNeeded()
}

How to center the subviews of UIScrollView

I'm a beginner in creating a custom view. I'm trying to create a custom UIView with a scrollview and buttons that will look like this:
I'm adding a view(view with label of page number) inside of scrollView depending on the the number of pages. Is that how it should be?
Currently it looks like this:
My question is how can I center the subviews of scrollview? and next is what's wrong with this code? Why is that I can only see 1 label inside the view? and the other doesn't show up. How can I scroll to the selected page if the page number is not visible already in the scrollview?
Here's my code:
func addPageNumberViewWithCount(count: Int) {
var pageNumberViewX: CGFloat! = 0
let pageNumberViewDistance: CGFloat! = 10
for i in 1...count {
let pageNumberView = UIView(frame: CGRectMake(pageNumberViewX, 0, 30, 30))
pageNumberView.backgroundColor = UIColor.redColor()
pageNumberView.layer.cornerRadius = pageNumberView.frame.height / 2
pageNumberView.layer.masksToBounds = true
pageNumberView.clipsToBounds = true
// add number label
let label = UILabel(frame: CGRectMake(pageNumberViewX, 0, 30, 30))
label.center = pageNumberView.center
label.text = "\(i)"
label.textAlignment = .Center
pageNumberView.addSubview(label)
// update x for next view
pageNumberViewX = pageNumberView.frame.origin.x + pageNumberView.frame.width + pageNumberViewDistance
// add view inside scrollview
scrollView.addSubview(pageNumberView)
if i == count {
scrollView.contentSize = CGSizeMake(pageNumberViewX + pageNumberView.frame.width, 30)
}
}
}
Part of my answer will go to providing a solution to your question,and another part of my answer will go toward strongly suggesting that this not be the method you use to complete your desired tasks.
At this point, AutoLayout and Interface Builder have come a long way. Where they used to be difficult to use because of their inconsistency and unpredictability, they are now highly predictable and consistent as long as you understand the tools and how to use them.
Apple's suggested method for completing this task (which I mostly stand behind) is creating a .xib file (nib) to lay out the base components of the design, and to load the nib into the view or view controller whenever that design should be used. My question for you: have you tried this, or have you determined for some reason that this would be an unsatisfactory solution to your problem? AutoLayout exists to solve these problems not just in allowing you to achieve your desired solution in this one situation but to achieve it in other situations as well, with varying screen sizes and device types.
Now, if you were to simply ignore all of that and continue on your path, there would be a few good ways to handle your problem. One suggested solution I have:
1) Wrap your pageNumberView in another view. Constrain that view to the size of the scrollView. Doing this gives the scrollView content with which to base its scrollable content size, and gives the inner pageNumberView something to compare itself to.
2) Center the pageNumberView horizontally in its container (the new view that we just created).
Doing this, the page numbers should now center themselves in the container until they reach a size where they exceed the width of the scrollView. At that point, they will then continue to expand, making the area horizontally scrollable.
I can provide code examples of how you would do this, but frankly I would much prefer if you scrapped the idea of doing things this way and instead opted for the AutoLayout method at least, and perhaps even the Interface Builder method. I started out with iOS the same way you did, trying to do everything in code. It really isn't the best way to do things, at least with regard to iOS.
Edit: I've provided an example of how this would look in Interface Builder using UINib. I've populated the view with an example of 5 pages to show what it is like. I will see if I can make a GIF or something similar to show what each of the subviews look like.
For the OP, my suggestion would be this: Use this for reference, and go learn the constraints system. It is extremely unlikely that you will find success with iOS if you do not learn and utilize the constraints system. Coding in X values to a UIView's frame is only going to create a product with poor, inconsistent performance across devices, and will take much, much longer than it would to take the time to learn constraints.
Perhaps you should have a UICollectionView with a cell for each of these buttons. That's a better way of doing this, and you can lay it out again when the screen rotates and it changes width.
Those cells will layout offset to the left. You can solve that this way:
let pageNumberViewTotalWidth = 30 * count + (pageNumberViewDistance * count - 1)
self.collectionView.contentInset.left = (self.collectionView.frame.size.width - pageNumberViewTotalWidth) / 2
The labels aren't showing up because you're setting their frame's x to be the same as the page number view's x. It's frame should be relative to it's superview, in this case pageNumberView.
First Question of yours "how can I center the subviews of scrollview?"
Solution: lets suppose you have in total 50 pages and you want to show 5 pages at a time in the scrollview.
Then make 10 subviews of equal widths where each subview width will be equal to visible portion of the collection view that is
self.view.size.width - 2*(width of toggle button)
Then in each container view add 5 of your pageNumberView placed at equal distance
lets pageNumberViewWidth = container.width/5 - 2*margin
now pageNumberView frame will be (margin,0,pageNumberViewWidth,height)
In this way in each container view your pageNumberViews will be placed equally and it will look as if you have centred them.
Second Question "Why is that I can only see 1 label inside the view?"
Answer : Its because you are setting label frame incorrectly
let label = UILabel(frame: CGRectMake(pageNumberViewX, 0, 30, 30))
Here label is the subview of pageNumberView So you have to set its frame according to its parent's view which is pageNumberView, so change it to
let label = UILabel(frame: CGRectMake(0, 0, 30, 30))
First time it was right because pageNumberViewX is 0 for first iteration after that it become some positive value which makes its frame shifted to right but its parent's width is small so its not visible to you.
Third Question : "How can I scroll to the selected page if the page number is not visible already in the scrollview?"
For this you need to find the frame of your selected page:
you can do that by using the offset that you used to create pageNumberView.
(width of each pageNumberView)*pageNumber = starting point of the required pageNumberView.
let frame : CGRect = CGRectMake(calculated offset above, 0,30, 30)
//where you want to scroll
self.scrollView.scrollRectToVisible(frame, animated:true)
I hope this will help you in solving your problem
Edit for first problem
func addPageNumberViewWithCount(count: Int) {
var containerViewX: CGFloat! = 0
let pageNumberViewDistance: CGFloat! = 10
let pageNumberViewPerSubview = 5
var numberOfSubview = count/pageNumberViewPerSubview
if(count % pageNumberViewPerSubview > 0){
numberOfSubview = numberOfSubview + 1
}
var pagesLeft = count
for i in 1...numberOfSubview {
var pageNumberViewX: CGFloat! = 0
let containerView : UIView = UIView(frame:CGRectMake(containerViewX,0,scrollView.frame.size.width,scrollView.frame.size.height))
if(pagesLeft < pageNumberViewPerSubview){
for k in 1...pagesLeft{
}
}
else{
for j in 1...pageNumberViewPerSubview{
let pageNumberView = UIView(frame: CGRectMake(pageNumberViewX, 0, 30, 30))
pageNumberView.backgroundColor = UIColor.redColor()
pageNumberView.layer.cornerRadius = pageNumberView.frame.height / 2
pageNumberView.layer.masksToBounds = true
pageNumberView.clipsToBounds = true
// add number label
let label = UILabel(frame: CGRectMake(0, 0, 30, 30))
label.text = "\(i)"
label.textAlignment = .Center
pageNumberView.addSubview(label)
// update x for next view
pageNumberViewX = pageNumberView.frame.origin.x + pageNumberView.frame.width + pageNumberViewDistance
containerView.addSubview(pageNumberView)
}
containerViewX = containerViewX + scrollView.frame.size.width
// add view inside scrollview
scrollView.addSubview(containerView)
pagesLeft = pagesLeft - pageNumberViewPerSubview
}
if i == count {
scrollView.contentSize = CGSizeMake(numberOfSubview*scrollView.frame.size.width, 30)
}
}
}

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