why does userDefaults not working in this code - ios

import UIKit
class ViewController: UIViewController {
var nameInputTextField = UITextField()
var nameLabel = UILabel()
var button = UIButton()
override func viewDidLoad() {
super.viewDidLoad()
let storedName = UserDefaults.standard.object(forKey: "name")
if let userName = storedName as? String {
nameLabel.text = userName
}
let width = view.frame.size.width
let height = view.frame.size.height
nameInputTextField.placeholder = "Name"
nameInputTextField.borderStyle = .roundedRect
nameInputTextField.textAlignment = .center
nameInputTextField.frame = CGRect(x: width * 0.5 - width * 0.8/2 , y: height * 0.2 - height * 0.04/2, width: width * 0.8, height: height * 0.04)
view.addSubview(nameInputTextField)
nameLabel.text = "Your name: "
nameLabel.textAlignment = .center nameLabel.frame = CGRect(x: Int(width * 0.5 - width * 0.8/2) , y: Int(height * 0.3 - height * 0.04/2), width: Int(width * 0.8), height: Int(height * 0.04))
view.addSubview(nameLabel)
button.setTitle("Click to save", for: UIControl.State.normal)
button.setTitleColor(UIColor.blue, for: UIControl.State.normal)
button.frame = CGRect(x: width * 0.5 - width * 0.3/2, y: height * 0.4 - height * 0.06/2, width: width * 0.3, height: height * 0.06)
view.addSubview(button)
button.addTarget(self, action: #selector(ViewController.whenClicked), for: UIControl.Event.touchUpInside)
}
#objc func whenClicked(_ sender: Any) {
nameLabel.text = "Your name: \(nameInputTextField.text!)"
UserDefaults.standard.set(nameInputTextField.text!, forKey: "name")
}
}
Hello, I have been learning Swift, and I learned how to store data on the phone with userDefaults. I tried it with adding labels and textfields by drag and drop, but this time I decided to create those by writing myself, but this time code is not working (It's not saving the data). What is wrong?

The problem is that you set the text value of your nameLabel two times. Delete the
nameLabel.text = "Your name: "
line and consider the following suggestion:
if let userName = storedName as? String {
nameLabel.text = "Your name: \(userName)"
} else {
nameLabel.text = "Your name: "
}

Related

Make custom title view click able swift

I customise the title view add a image and labels in it know I want to make it clickable but its not working. I added tap gesture in title view but its not working.
here is my code.
func navTitleWithImageAndText(titleText: String,subTitleText:String, imageName: String) -> UIView {
// Creates a new UIView
let titleView = UIView()
let label = UILabel(frame: CGRect(x: 0, y: -15, width: 0, height: 0))
// Creates a new text label
// let label = UILabel()
label.text = titleText
label.font = UIFont.boldSystemFont(ofSize: 17)
//label.center = titleView.center
label.textColor = .white
//label.textAlignment = NSTextAlignment.center
label.sizeToFit()
let subtitleLabel = UILabel(frame: CGRect(x: 0, y: 5, width: 0, height: 0))
subtitleLabel.backgroundColor = UIColor.clear
subtitleLabel.textColor = UIColor.white
subtitleLabel.font = UIFont.systemFont(ofSize: 12)
subtitleLabel.text = subTitleText
subtitleLabel.sizeToFit()
// Creates the image view
let image = UIImageView()
image.image = UIImage(named: imageName)
// Maintains the image's aspect ratio:
let imageAspect = image.image!.size.width / image.image!.size.height
// Sets the image frame so that it's immediately before the text:
let imageX = label.frame.origin.x - label.frame.size.height * imageAspect - 20
let imageY = label.frame.origin.y
let imageWidth = label.frame.size.height * imageAspect + 15
let imageHeight = label.frame.size.height + 15
image.frame = CGRect(x: imageX, y: imageY, width: imageWidth, height: imageHeight)
image.contentMode = UIView.ContentMode.scaleAspectFit
// Adds both the label and image view to the titleView
titleView.addSubview(label)
titleView.addSubview(image)
titleView.addSubview(subtitleLabel)
// Sets the titleView frame to fit within the UINavigation Title
titleView.sizeToFit()
return titleView
}
add tap gesture in it. but why its not working.
titleView.addGestureRecognizer(titleGestureRecognizer)
I have implemented a tap gesture on a label in the following way:-
Initialize Variable
var tap_gest = UITapGestureRecognizer()
Add gesture on Label. Add the following code in "viewDidLoad()"
if normal label then use below
self.register_as_company_lbl.isUserInteractionEnabled = true // register_as_company_lbl is my label where tap gesture added
self.tap_gest.addTarget(self, action: #selector(registerAsComapany))
self.register_as_company_lbl.addGestureRecognizer(tap_gest)
if on navigation bar title then use below
self.navigationController?.navigationBar.addGestureRecognizer(tap_gest)
Define Selector method in your ViewController Class as following
#objc func registerAsComapany(){//Add your task what you perform, In my case I have to push to another screen
let vc = UIStoryboard.init(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "CompanyDetailsViewController") as! CompanyDetailsViewController
self.navigationController?.pushViewController(vc , animated: true)
}
titleView.isUserInteractionEnabled = true

Add UILabel on random position on UIView

How do I Achieve Something like below image,
I want to add n number of UILabel to screen on random position without overlapping of label, and also randomly set rotate.
Here is my code, but it is overlapping label to another label:
override func viewDidLoad() {
super.viewDidLoad()
var textDatas = ["aaa","bbb","cccccc","ddddddd","ee","ffffff","ggggg","hhhh","iiiiii","jjjjjj","kkkkkk","ll","mmmmm","nnnnnnnn","ooooooooo","ppppppppp","qqqqqqqqqqqq","rrrrrrrr","sssssss","ttttttttt","uuuuuuu","vvvv","wwww","xxxxxx","yyyy","zzzzzzz"]
textDatas.forEach { (textData) in
let randomIntX = Int.random(in: 10..<Int(ScreenSize.SCREEN_WIDTH-200))
let randomIntY = Int.random(in: 50..<Int(ScreenSize.SCREEN_HEIGHT-50))
let randomIntFontSize = Int.random(in: 10..<40)
let randomIntLabelRotate = Int.random(in: 1..<3)
let label = UILabel(frame: CGRect(x: randomIntX, y: randomIntY, width: 200, height: 30))
label.font = UIFont(name: FONT_AVENIR_HEAVY,
size: CGFloat(randomIntFontSize))
label.textColor = .white
label.textAlignment = .center
label.text = textData
label.sizeToFit()
if randomIntLabelRotate == 1 {
label.transform = CGAffineTransform(rotationAngle: -CGFloat.pi / 2)
}
self.view.addSubview(label)
}
}
Is there any library or solution of this will be very appreciated. Thanks

how to put badge on UIBarButtonItem in swift 4?

I want put badge on UIBarButtonItem. for that I use the following reference
Add badge alert in right bar button item in swift
in this I create the 'UIBarButtonItem+Badge.swift' file and put that code in it. In my viewcontroller I take the outlet of the UIBarButtonItem. And call the function but it didn't work for me. my viewcontroller file is this
My UIBarButtonItem+Badge.swift file is
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
}
}
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(text: String?, withOffsetFromTopRight offset: CGPoint = CGPoint.zero, andColor color:UIColor = UIColor.red, andFilled filled: Bool = true, andFontSize fontSize: CGFloat = 11)
{
badgeLayer?.removeFromSuperlayer()
if (text == nil || text == "") {
return
}
addBadge(text: text!, withOffset: offset, andColor: color, andFilled: filled)
}
func addBadge(text: String, withOffset offset: CGPoint = CGPoint.zero, andColor color: UIColor = UIColor.red, andFilled filled: Bool = true, andFontSize fontSize: CGFloat = 11)
{
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: UIFont.Weight.regular) }
let badgeSize = text.size(withAttributes: [NSAttributedString.Key.font: font])
// Initialize Badge
let badge = CAShapeLayer()
let height = badgeSize.height;
var width = badgeSize.width + 2 /* padding */
//make sure we have at least a circle
if (width < height) {
width = height
}
//x position is offset from right-hand side
let x = view.frame.width - width + offset.x
let badgeFrame = CGRect(origin: CGPoint(x: x, y: offset.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.string = text
label.alignmentMode = CATextLayerAlignmentMode.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)
}
private func removeBadge() {
badgeLayer?.removeFromSuperlayer()
}
}
my viewcontroller file is this
import UIKit
#IBOutlet weak var notificationLabel: UIBarButtonItem!
in view didload function
notificationLabel.addBadge(text: "4")
Here is a swift 4 solution of #VishalPethani with small convenient changes.
Add this UIBarButtonItem to you code:
class BadgedButtonItem: UIBarButtonItem {
public func setBadge(with value: Int) {
self.badgeValue = value
}
private var badgeValue: Int? {
didSet {
if let value = badgeValue,
value > 0 {
lblBadge.isHidden = false
lblBadge.text = "\(value)"
} else {
lblBadge.isHidden = true
}
}
}
var tapAction: (() -> Void)?
private let filterBtn = UIButton()
private let lblBadge = UILabel()
override init() {
super.init()
setup()
}
init(with image: UIImage?) {
super.init()
setup(image: image)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup(image: UIImage? = nil) {
self.filterBtn.frame = CGRect(x: 0, y: 0, width: 30, height: 30)
self.filterBtn.adjustsImageWhenHighlighted = false
self.filterBtn.setImage(image, for: .normal)
self.filterBtn.addTarget(self, action: #selector(buttonPressed), for: .touchUpInside)
self.lblBadge.frame = CGRect(x: 20, y: 0, width: 15, height: 15)
self.lblBadge.backgroundColor = .red
self.lblBadge.clipsToBounds = true
self.lblBadge.layer.cornerRadius = 7
self.lblBadge.textColor = UIColor.white
self.lblBadge.font = UIFont.systemFont(ofSize: 10)
self.lblBadge.textAlignment = .center
self.lblBadge.isHidden = true
self.lblBadge.minimumScaleFactor = 0.1
self.lblBadge.adjustsFontSizeToFitWidth = true
self.filterBtn.addSubview(lblBadge)
self.customView = filterBtn
}
#objc func buttonPressed() {
if let action = tapAction {
action()
}
}
}
And then you can use it like that:
class ViewController: UIViewController {
let btn = BadgedButtonItem(with: UIImage(named: "your_image"))
override func viewDidLoad() {
super.viewDidLoad()
self.navigationItem.rightBarButtonItem = btn
btn.tapAction = {
self.btn.setBadge(with: 1)
}
}
}
Here is a repository for that with some customisation
https://github.com/Syngmaster/BadgedBarButtonItem
Here it is a simple solution for putting the badge on a navigation bar
let filterBtn = UIButton.init(frame: CGRect.init(x: 0, y: 0, width: 30, height: 30))
filterBtn.setImage(UIImage.fontAwesomeIcon(name: .filter, style: .solid,
textColor: UIColor.white,
size: CGSize(width: 25, height: 25)), for: .normal)
filterBtn.addTarget(self, action: #selector(filterTapped), for: .touchUpInside)
let lblBadge = UILabel.init(frame: CGRect.init(x: 20, y: 0, width: 15, height: 15))
self.lblBadge.backgroundColor = COLOR_GREEN
self.lblBadge.clipsToBounds = true
self.lblBadge.layer.cornerRadius = 7
self.lblBadge.textColor = UIColor.white
self.lblBadge.font = FontLatoRegular(s: 10)
self.lblBadge.textAlignment = .center
filterBtn.addSubview(self.lblBadge)
self.navigationItem.rightBarButtonItems = [UIBarButtonItem.init(customView: filterBtn)]
In your case
self.navigationItem.rightBarButtonItems = [notificationLabel.init(customView: filterBtn)]
import Foundation
import UIKit
extension UIBarButtonItem {
convenience init(icon: UIImage, badge: String, _ badgeBackgroundColor: UIColor = #colorLiteral(red: 0.9156965613, green: 0.380413115, blue: 0.2803866267, alpha: 1), target: Any? = self, action: Selector? = nil) {
let imageView = UIImageView(frame: CGRect(x: 0, y: 0, width: 24, height: 24))
imageView.image = icon
let label = UILabel(frame: CGRect(x: -8, y: -5, width: 18, height: 18))
label.text = badge
label.backgroundColor = badgeBackgroundColor
label.adjustsFontSizeToFitWidth = true
label.textAlignment = .center
label.font = UIFont.boldSystemFont(ofSize: 10)
label.clipsToBounds = true
label.layer.cornerRadius = 18 / 2
label.textColor = .white
let buttonView = UIView(frame: CGRect(x: 0, y: 0, width: 24, height: 24))
buttonView.addSubview(imageView)
buttonView.addSubview(label)
buttonView.addGestureRecognizer(UITapGestureRecognizer.init(target: target, action: action))
self.init(customView: buttonView)
}
}
Use:
item = UIBarButtonItem(icon: UIImage(), badge: "\(Test)", target: self, action: nil)
self.navigationItem.rightBarButtonItems = [item]
extension UIBarButtonItem {
func setBadge(with value: Int) {
guard let lblBadge = customView?.viewWithTag(100) as? UILabel else { return }
if value > 0 {
lblBadge.isHidden = false
lblBadge.text = "\(value)"
} else {
lblBadge.isHidden = true
}
}
func setup(image: UIImage? = nil) {
customView?.frame = CGRect(x: 0, y: 0, width: 30, height: 30)
let lblBadge = UILabel()
lblBadge.frame = CGRect(x: 20, y: 0, width: 15, height: 15)
lblBadge.backgroundColor = .red
lblBadge.tag = 100
lblBadge.clipsToBounds = true
lblBadge.layer.cornerRadius = 7
lblBadge.textColor = UIColor.white
lblBadge.font = UIFont.systemFont(ofSize: 10)
lblBadge.textAlignment = .center
lblBadge.isHidden = true
lblBadge.minimumScaleFactor = 0.1
lblBadge.adjustsFontSizeToFitWidth = true
customView?.addSubview(lblBadge)
}
}
Steps:
Drag an drop an UIButton in navigation/toolbar or add it programmatically using customView initializer.
Call setup method in view didload:
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
itemsButton.setup(image: UIImage(named: "image_name"))
}
Connect an #IBOutlet/or programmatically and call setBadge method everywhere you need:
badgeButton.setBadge(with: 10)

How to make Horizontal scrollView and some buttons in it (programming)

sorry,I have a problem.I don't use storyBoard.
I want to make a view like this.
photo by terenceLuffy/AppStoreStyleHorizontalScrollView
but I try to do this.
Finlly,scrollView just show last button like this.
This is code:
var scView:UIScrollView = UIScrollView()
var buttonPadding:CGFloat = 10
var xOffset:CGFloat = 10
scView.backgroundColor = UIColor.blue
scView.translatesAutoresizingMaskIntoConstraints = false
func viewDidLoad() {
for i in 0 ... 10 {
let button = UIButton()
button.tag = i
button.backgroundColor = UIColor.darkGray
button.setTitle("\(i)", for: .normal)
button.addTarget(self, action: #selector(btnTouch), for: UIControlEvents.touchUpInside)
button.frame = CGRect(x: xOffset, y: CGFloat(buttonPadding), width: 70, height: 30)
xOffset = xOffset + CGFloat(buttonPadding) + button.frame.size.width
scView.addSubview(button)
}
scView.contentSize = CGSize(width: xOffset, height: scView.frame.height)
}
please help me.
Thanks all!
There are two ways of achieving it :) One the hard way using scrollView and calculating offset and setting views programmatically on ScrollView as subView else use CollectionView
Step 1:
Add a UICollectionView to storyboard, set the height of collectionView to match your requirement :)
Step 2
Create a cell, size of which depends on your requirement. I have created a cell with background colour orange/pink. Added a label on it to show your number.
Step 3:
Set the reusable cell identifier to the cell and set its class as well :)
Step 4 :
Set collectionView scroll direction to horizontal :)
Step 5:
Now implement collectionView delegates and data source methods :)
extension ViewController : UICollectionViewDataSource,UICollectionViewDelegate {
func numberOfSections(in collectionView: UICollectionView) -> Int {
return 1
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return 10
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "myCell", for: indexPath) as! MyCollectionViewCell
cell.myLabel.text = "ABCD"
return cell;
}
}
Thats all :)
Final O/P
Look at collectionView with cell ABCD :D
Additional Info
If you are dragging a collectionView on UIViewController, you might see that the collectionView leaves a gap at the top which you can solve by unchecking Adjust ScrollView Insets of ViewController :)
I have tried your code and changed it a bit. It works as expected, unless you have something other going on:
var scView:UIScrollView!
let buttonPadding:CGFloat = 10
var xOffset:CGFloat = 10
override func viewDidLoad() {
super.viewDidLoad()
scView = UIScrollView(frame: CGRect(x: 0, y: 120, width: view.bounds.width, height: 50))
view.addSubview(scView)
scView.backgroundColor = UIColor.blue
scView.translatesAutoresizingMaskIntoConstraints = false
for i in 0 ... 10 {
let button = UIButton()
button.tag = i
button.backgroundColor = UIColor.darkGray
button.setTitle("\(i)", for: .normal)
//button.addTarget(self, action: #selector(btnTouch), for: UIControlEvents.touchUpInside)
button.frame = CGRect(x: xOffset, y: CGFloat(buttonPadding), width: 70, height: 30)
xOffset = xOffset + CGFloat(buttonPadding) + button.frame.size.width
scView.addSubview(button)
}
scView.contentSize = CGSize(width: xOffset, height: scView.frame.height)
}
import UIKit
class ViewController: UIViewController {
var imageStrings:[String] = []
var myScrollView:UIScrollView!
#IBOutlet weak var previewView: UIImageView!
var scrollWidth : CGFloat = 320
let scrollHeight : CGFloat = 100
let thumbNailWidth : CGFloat = 80
let thumbNailHeight : CGFloat = 80
let padding: CGFloat = 10
override func viewDidLoad() {
super.viewDidLoad()
imageStrings = ["image01","image02","image03","image04","image05","image06","image07","image08"]
scrollWidth = self.view.frame.width
//setup scrollView
myScrollView = UIScrollView(frame: CGRectMake(0, self.view.frame.height - scrollHeight, scrollWidth, scrollHeight))
//setup content size for scroll view
let contentSizeWidth:CGFloat = (thumbNailWidth + padding) * (CGFloat(imageStrings.count))
let contentSize = CGSize(width: contentSizeWidth ,height: thumbNailHeight)
myScrollView.contentSize = contentSize
myScrollView.autoresizingMask = UIViewAutoresizing.FlexibleWidth
for(index,value) in enumerate(imageStrings) {
var button:UIButton = UIButton.buttonWithType(.Custom) as! UIButton
//calculate x for uibutton
var xButton = CGFloat(padding * (CGFloat(index) + 1) + (CGFloat(index) * thumbNailWidth))
button.frame = CGRectMake(xButton,padding, thumbNailWidth, thumbNailHeight)
button.tag = index
let image = UIImage(named:value)
button.setBackgroundImage(image, forState: .Normal)
button.addTarget(self, action: Selector("changeImage:"), forControlEvents: .TouchUpInside)
myScrollView.addSubview(button)
}
previewView.image = UIImage(named: imageStrings[0])
self.view.addSubview(myScrollView)
}
// Do any additional setup after loading the view, typically from a nib.
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func changeImage(sender:UIButton){
let name = imageStrings[sender.tag]
previewView.image = UIImage(named: name)
}
}
Its easy with minimal use of storyboard. You can avoid that rather easily. All you need are:
Scroll view
Horizontal stack view
Set the constraints of the above as shown in the project
A number of buttons - as many view controllers that need to be displayed.
A container view - this will be the view that will hold the active view controller.
Please refer to this project for some sample code:
https://github.com/equitronix/horizontalScrollMenu
//make that variable gloabl
let button = UIButton.init(type: .custom)
var arrMmenu : NSMutableArray = []
var selectedIndex : Int = 0
#IBOutlet weak var btnScrollView: UIScrollView!
var lineArray : NSMutableArray = []
var buttonArray : NSMutableArray = []
//Call buttonCreated()
//MARK:- Create an Horizontral LayOut
func buttonCreated()
{
btnScrollView.contentSize.width = 0
namesOfMenu = ["GMC","GPA","GTL"]
var scrollwidth: CGFloat = 10.0
for j in 0..<namesOfMenu.count
{
let name = namesOfMenu[j] as! String
let size : CGSize? = name.size(withAttributes : [NSAttributedStringKey.font : UIFont.systemFont(ofSize: 10.0)])
let textsize = CGSize(width : CGFloat(ceilf(Float(size!.width))), height : CGFloat(ceilf(Float(size!.height))))
var strikwidth : CGFloat = textsize.width
strikwidth = textsize.width + 30
let frame = CGRect(x: scrollwidth , y : CGFloat(7),width :CGFloat(strikwidth + 20) , height :CGFloat(20))
let frameLine = CGRect(x: scrollwidth , y : CGFloat(30),width :CGFloat(strikwidth + 20) , height :CGFloat(2))
let button = UIButton(type: .custom)
let line = UIView()
line.frame = frameLine
button.tag = j
view.tag = j
button.frame = frame
line .backgroundColor = UIColor.red
button.backgroundColor = UIColor.red
button.setTitleColor(UIColor.white, for: UIControlState.normal)
button.layer.borderColor = UIColor.white.cgColor
button.titleLabel?.textAlignment = .center
button.addTarget(self, action: #selector(self.buttonEvent(_:)), for: .touchUpInside)
button.setTitle(name, for : .normal)
scrollwidth = scrollwidth + strikwidth + 30
let strofMenu = namesOfMenu[selectedIndex] as! String
if (j == selectedIndex)
{
if(strofMenu == "GMC")
{
// apicall()
}
line.backgroundColor = hexStringToUIColor(hex: "#3174C7")
button.backgroundColor = UIColor.clear
button.setTitleColor(hexStringToUIColor(hex: "#3174C7"), for: UIControlState.normal)
}else
{
line.backgroundColor = UIColor.clear
button.backgroundColor = UIColor.clear
button.setTitleColor(MyConstant.Color.dark_gray_shade, for: UIControlState.normal)
}
button.titleLabel?.font = MyConstant.fontApp.Regular
buttonArray.add(button)
lineArray.add(line)
btnScrollView.addSubview(button)
btnScrollView.addSubview(line)
}
btnScrollView.contentSize = CGSize(width : CGFloat(scrollwidth), height : CGFloat(40.0))
btnScrollView.isPagingEnabled = false
btnScrollView.showsHorizontalScrollIndicator = false
btnScrollView.showsVerticalScrollIndicator = false
}
//MARK:- Button Event
#objc func buttonEvent(_ sender : UIButton)
{
let index = sender.tag
selectedIndex = index
let getRepoName = namesOfMenu[index] as! String
print(getRepoName)
for i in 0..<buttonArray.count
{
let buttonone : UIButton = (buttonArray[i] as! UIButton)
let line : UIView = (lineArray[i]) as! UIView
if i == selectedIndex
{
buttonone.backgroundColor = UIColor.clear
line.backgroundColor = hexStringToUIColor(hex: "#3174C7")
buttonone.setTitleColor(hexStringToUIColor(hex: "#3174C7"), for: .normal)
//
// if(getRepoName == "GMC")
// {
// clickedCellIndexes.add(0)
//
// arrmutablefordata.removeAllObjects()
// tblhome.reloadData()
// apicall()
// }
//buttonone.titleLabel
}else
{
buttonone.backgroundColor = UIColor.clear
line.backgroundColor = UIColor.clear
buttonone.setTitleColor(MyConstant.Color.dark_gray_shade, for: .normal)
}
}
}
Doing it from the storyboard using scroll view and stack views makes this a very simple solution. Along with a bunch of sub view controllers and transitions. I have posted sample code on GitHub. Please take a look here:
https://github.com/equitronix/horizontalScrollMenu
Let me know if this works.

how to fix error in cell.contentView.addSubview swift?

i have problem in code but I don't understand where ?
is coming after slid table view to down !
like this image : http://s18.postimg.org/xgszi1l21/problem.png
d func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as UITableViewCell
// MARK: إنشاء ليبل عنوان القسم
let lblSectionName:UILabel = UILabel(frame: CGRect(x: 60, y: 7, width: self.view.frame.width - 70, height: 10))
lblSectionName.text = arraySectionName[indexPath.row] as? String
lblSectionName.textAlignment = NSTextAlignment.Right
lblSectionName.font = UIFont.systemFontOfSize(18)
lblSectionName.textColor = UIColor(netHex: 0x1484c4)
// lblSectionName.backgroundColor = UIColor.redColor()
// MARK: إنشاء ليبل وصف القسم
let lblSectionDescription:UILabel = UILabel(frame: CGRect(x: 65, y: 15, width: self.view.frame.width - 70, height: 45))
lblSectionDescription.numberOfLines = 2
lblSectionDescription.text = arraySectionDescription[indexPath.row] as? String
lblSectionDescription.textAlignment = NSTextAlignment.Right
lblSectionDescription.font = UIFont.systemFontOfSize(14)
lblSectionDescription.textColor = UIColor(netHex: 0x757575)
// MARK:\إنشاء صورة الأقسام
let imageName:NSString = arraySectionPathImage[indexPath.row] as NSString
let imageURL = NSURL(string: imageName)
let imageData = NSData(contentsOfURL: imageURL!)
let image = UIImage(data: imageData!)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: 4, y: 7.5, width:60, height: 60)
// Mark: لعمل الصورة بشكل دائري
// imageView.layer.cornerRadius = imageView.frame.size.width / 2 //MARK: لعمل الصوره بشكل دائري
imageView.layer.cornerRadius = 10.0 //MARK: لعمل منحنيات بالصوره
imageView.layer.borderColor = UIColor(netHex: 0xb5b5b5).CGColor
imageView.layer.backgroundColor = UIColor(netHex: 0x4183D7).CGColor
imageView.layer.borderWidth = 1.5
imageView.clipsToBounds = true
//
// cell.textLabel?.text = arraySectionName[indexPath.row] as? String
// MARK: تغيير لون خلفية View
view.backgroundColor = UIColor(netHex: 0xfafafa)
// MARK: لتغيير لون خلفية Cell
if((count%2) == 0)
{
cell.backgroundColor = UIColor(netHex: 0xf0f0f0)
}else
{
cell.backgroundColor = UIColor(netHex: 0xfafafa)
}
count++
// MARK: وضع المحتوى في Cell
cell.contentView.addSubview(lblSectionName)
cell.contentView.addSubview(lblSectionDescription)
cell.contentView.addSubview(imageView)
return cell
}

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