I have added a collectionView on top of a UITabBar but its touch is not working.The screeshot for the tabBar and collectionView
The code is attached below, I want the collectionView to be touchable. Here quickAccessView is the UIView that contains the collectionView. For constraints I'm using snapKit
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
self.tabBar.bringSubviewToFront(quickAccessView)
}
private func setupQuickAccessView(){
print("this is tabBar's height", self.tabBar.frame.size.height)
self.tabBar.frame.size.height = 150
print("this is new tabBar's height", self.tabBar.frame.size.height)
self.tabBar.addSubview(quickAccessView)
quickAccessView.clipsToBounds = true
}
private func addQuickAccessViewConstraints(){
quickAccessView.snp.makeConstraints { make in
make.right.left.equalTo(self.tabBar.safeAreaLayoutGuide)
make.height.equalTo(76)
make.bottom.equalTo(self.tabBar.snp.bottom).offset(-80)
}
}
this is after modification that Aman told
The UITabBarController
final class MainTabBarController: UITabBarController {
private lazy var quickAccessView: QuickAccessView = .fromNib()
var quickAccessSupportedTabBar: QuickAccessSupportedTabBar {
self.tabBar as! QuickAccessSupportedTabBar // Even code is crashing here
}
// Even code is crashing here
override func viewDidLoad() {
super.viewDidLoad()
self.tabBar.backgroundColor = .white
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.view.frame = self.quickAccessView.bounds
setupUI()
}
}
extension MainTabBarController{
private func setupUI(){
setupQuickAcessView()
addQuickAcessViewConstraints()
}
}
// MARK: - Setting Up Quick Access view
extension MainTabBarController {
private func setupQuickAcessView(){
self.quickAccessSupportedTabBar.addSubview(quickAccessView)
}
private func addQuickAcessViewConstraints(){
quickAccessView.snp.makeConstraints { make in
make.left.right.equalTo(self.quickAccessSupportedTabBar.safeAreaLayoutGuide)
make.height.equalTo(66)
make.bottom.equalTo(self.quickAccessSupportedTabBar.snp.top)
}
}
}
the UItabBar and here it is throwing error and I too am confuse that how to access it and convert it to points
class QuickAccessSupportedTabBar: UITabBar {
override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
// if `quickAccessView` is visible, then convert `point` to its coordinate-system
// and check if it is within its bounds; if it is, then ask `quickAccessView`
// to perform the hit-test; you may skip the `isHidden` check, in-case this view
// is always present in your app; I'm assuming based on your screenshot that
// the user can dismiss / hide the `quickAccessView` using the cross icon
if !quickAccessView.isHidden {
// Convert the point to the target view's coordinate system.
// The target view isn't necessarily the immediate subview
let targetPoint = quickAccessView.convert(point, from: self)
if quickAccessView.bounds.contains(targetPoint) {
// The target view may have its view hierarchy, so call its
// hitTest method to return the right hit-test view
return quickAccessView.hitTest(targetPoint, with: event)
}
}
// else execute tabbar's default implementation
return super.hitTest(point, with: event)
}
}
I think what may be happening here is that since you've added quickAccessView as tab bar's subview, it is not accepting touches. This would be so because the tabbar's hist test will fail in this scenario.
To get around this, instead of using a UITabBar, subclass UITabBar, let us call it ToastyTabBar for reference. See the code below:
class ToastyTabBar: UITabBar {
override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
// if `quickAccessView` is visible, then convert `point` to its coordinate-system
// and check if it is within its bounds; if it is, then ask `quickAccessView`
// to perform the hit-test; you may skip the `isHidden` check, in-case this view
// is always present in your app; I'm assuming based on your screenshot that
// the user can dismiss / hide the `quickAccessView` using the cross icon
if !quickAccessView.isHidden {
// Convert the point to the target view's coordinate system.
// The target view isn't necessarily the immediate subview
let targetPoint = quickAccessView.convert(point, from: self)
if quickAccessView.bounds.contains(targetPoint) {
// The target view may have its view hierarchy, so call its
// hitTest method to return the right hit-test view
return quickAccessView.hitTest(targetPoint, with: event)
}
}
// else execute tabbar's default implementation
return super.hitTest(point, with: event)
}
}
Set this as the class of your tabBar (both in the storyboard and the swift file), and then see if that solves it for you.
You'll have to figure out a way to make quickAccessView accessible to the tabbar for the hit test check. I haven't advised on that above because I'm not familiar with your class hierarchy, and how and where you set stuff up, but this should be trivial.
If this solves it for you, please consider marking this as the answer, and if it does not then please share a little more info here about where you're having the problem.
Edit (for someone using a UITabBarController):
In response to your comment about "how to access UITabBar class from UITabBarController" here's how I would go about it.
I'm assuming you have a storyboard with the UITabBarController.
The first step (ignore this step if you already have a UITabBarController custom subclass) is that you need to subclass UITabBarController. Let us call this class ToastyTabBarController for reference. Set this class on the UITabBarController in your storyboard using the identity inspector pane in xcode.
The second step is to set the class of the UITabBar in your storyboard as ToastyTabBar (feel free to name it something more 'professional' 😊).
This is to be done in the same storyboard, in your UITabBarController scene itself. It will show the tabBar under your UITabBarController, and you can set the custom class on it using the identity inspector pane just like earlier.
The next step is to expose a computed property on your custom UITabBarController class, as shown below.
var toastyTabBar: ToastyTabBar {
self.tabBar as! ToastyTabBar
}
And that's it. Now you have a property on your UITabBarController subclass which is of ToastyTabBar type and you can use this new property, toastyTabBar, however you require.
Hope this helps.
In this view controller, there is a button that changes between light and dark mode using the following code:
#IBAction func toggleModeButtonAction(_ sender: Any) {
if let appDelegate = UIApplication.shared.delegate, let window = appDelegate.window, let unwrappedWindow = window {
unwrappedWindow.overrideUserInterfaceStyle = traitCollection.userInterfaceStyle == .dark ? .light : .dark
}
...
}
There is a mapbox map view inside of the view controller that has annotations that I add through layers. And when the function above executes, it clears the map and annotations and re-adds them.
The problem is in this annotation view, when I try to update the background color based on the userInterfaceStyle, the style is always stuck to the device system appearance (whichever one the user loads in with) and does not update. The print statement you see there only prints out the default value over and over.
class CustomAnnotationView: MGLAnnotationView {
init() { ... }
override func draw(_ rect: CGRect) {
...
print("-----> \(UITraitCollection.current.userInterfaceStyle.rawValue)")
let fillColor: UIColor = UITraitCollection.current.userInterfaceStyle == .dark ? .orange : .darkgrey
...
}
}
How do I get this view to retrieve the overrideUserInterfaceStyle style? traitCollectionDidChange function in here never executes when I add it either (presumably because the annotation is created from scratch every time which makes sense).
The reason I don't just set the color to a system one that changes between colors depending on the userInterfaceStyle, is because I eventually cast this annotationView to an image that I add in as a layer to the map. Because it's an image, it would not update the color. So I have to completely wipe the map and add the annotations back to get the correct appearance.
The issue stemmed from the UIView not having a parent when I initialized it so it had nowhere to read the traitCollection from and fell back to using the system settings. The fix was to pass in the userInterfaceStyle from the viewController and calling self.overrideUserInterfaceStyle inside of the CustomAnnotationView initializer. Hopefully this helps anyone else who runs into this kind of issue.
I have been debugging for a day and decided I have no idea what is causing the error in my app. It would be awesome if anyone could help me out figure it out.
So I created a custom UIView from a Nib File with class name ManualScreen. xibsetup() basically is in UIView extension which just loads from the Nib file. I want to send the button tap from my view to ViewController. I directly did not add this view to the ViewController because I need to remove this ManualScreen view and add another view in its place when Segment Control is moved to another option.
class ManualScreen: UIView {
var mManualViewListener:ManualViewListener!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(frame: CGRect) {
super.init(frame: CGRect.zero)
xibSetup()
}
#IBOutlet weak var counterLabel: UILabel!{
didSet {
print("labelView: \(String(describing: counterLabel))")
}
}
#IBAction func addButton(_ sender: UIButton) {
if(mManualViewListener != nil){ ->>>this is always nil for some reason
print("insdie the listener counting")
mManualViewListener.addCount()
}else{
print("listener is nil")
}
}
func addListener(manualViewListener:ManualViewListener){
print("adding listener")
mManualViewListener = manualViewListener
}
}
This UIView is initilized in the Viewcontroller and this Viewcontroller also implements my delegate protocol. When I initalized my customView in the Viewcontroller, I add this Viewcontroller as the delegate by doing
var manualScreen = ManualScreen()
manualScreen.addListener(manualViewListener: self)
My delegate protocol is
protocol ManualViewListener {
func addCount()
}
Once listener is set, I should be able to send some event (here button touch) from my view to the ViewController using manualViewListener.addcount(). But it says my manualViewListener is nil always.
I have just written a small portion of my code here as writing everything will be not feasible. If anyone wants to see the whole app, here is the GitHub link to the thing I am working. https://github.com/Rikenm/Auto-Counter-iOS
It doesn't look pretty for now. I am just working on the functionality right now.
And finally thank you for the help.
Your problem is here
override init(frame: CGRect) {
super.init(frame: CGRect.zero)
xibSetup() // this is the problem maker
}
you add a new view of the same class above it and for sure it's listener object is nil with the the screen view that you instantiate here
mManualScreen = ManualScreen()
mManualScreen.addListener(manualViewListener: self)
//
extension UIView{
func xibSetup() {
let view = loadFromNib()
addSubview(view)
stretch(view: view)
}
// 2. Loads the view from the nib in the bundle
/// Method to init the view from a Nib.
///
/// - Returns: Optional UIView initialized from the Nib of the same class name.
func loadFromNib<T: UIView>() -> T {
let selfType = type(of: self)
let bundle = Bundle(for: selfType)
let nibName = String(describing: selfType)
let nib = UINib(nibName: nibName, bundle: bundle)
guard let view = nib.instantiate(withOwner: self, options: nil).first as? T else {
fatalError("Error loading nib with name \(nibName) ")
}
return view
}
}
Instead you need
var mManualViewListener:ManualViewListener!
static func loadFromNib() -> ManualScreen {
let view = Bundle.main.loadNibNamed("ManualScreen", owner: self, options: nil)?.first as! ManualScreen
return view
}
with
mManualScreen = ManualScreen.loadFromNib()
mManualScreen.addListener(manualViewListener: self)
The problem is that you're creating 2 separate ManualScreen instances. Your method xibSetup creates and returns another ManualScreen instance and adds it as a subview of your first ManualScreen, which is attached to your detail view controller. If you set a breakpoint within addManualScreen() in your DetailViewController and inspect mManualScreen's subviews, you'll see another one.
Hence, you're setting the mManualViewListener delegate property to a ManualScreen, but the extra ManualScreen (which you shouldn't be creating) added as a subview from xibSetup() is intercepting the action, and that view doesn't have an mManualViewListener attached to it.
You should fix your view instantiation to only create one instance of ManualScreen and you will fix the problem.
I tried adding a couple of breakpoints to your code. It seems the way you're adding the view is a little (a lot?) off.
Settings Breakpoints
First off, I added a breakpoint to your addManualScreen method in line 89:
containerView.addSubview(mManualScreen)
And another breakpoint in your ManualScreen itself, the function addButton, line 51:
if(mManualViewListener != nil){
First Breakpoint Hit
OK, breakpoint one hit. What is mManualScreen at this point?
po mManualScreen
gives us amongst other things the object ID Auto_Counter.ManualScreen: 0x7fcfebe018d0
is the delegate set?
po mManualScreen.mManualViewListener
indeed it is: some : <Auto_Counter.DetailViewController: 0x7fcfeb837fb0>
Second Breakpoint Hit
OK, second breakpoint hit when I tap the + button. Is the mManualListener still set?
po mManualViewListener
Nope, we get nil
Lets take a look at the object itself then
po self
gives us
Auto_Counter.ManualScreen: 0x7fcfe8d4b300
Hang on, that's not the same object ID!
The Problem
Now take a look at xibSetup
func xibSetup() {
let view = loadFromNib()
addSubview(view)
stretch(view: view)
}
Here is where your second/inner view is created! And this is the view that reacts to your #IBAction.
Solution
You should rethink how you create your manual view, I can't really come up with the correct solution as it seems a bit convoluted at the moment, but you need to use either the nib creation method...or create it manually.
Update It seems others has found the correct solution. I hope my answer helps you in how to diagnose these kinds of problems another time at least then so you can reduce the frustration period from a day to maybe just half a day :)
Hope that helps.
Can anyone tell me how I can mimic the bottom sheet in the new Apple Maps app in iOS 10?
In Android, you can use a BottomSheet which mimics this behaviour, but I could not find anything like that for iOS.
Is that a simple scroll view with a content inset, so that the search bar is at the bottom?
I am fairly new to iOS programming so if someone could help me creating this layout, that would be highly appreciated.
This is what I mean by "bottom sheet":
I don't know how exactly the bottom sheet of the new Maps app, responds to user interactions. But you can create a custom view that looks like the one in the screenshots and add it to the main view.
I assume you know how to:
1- create view controllers either by storyboards or using xib files.
2- use googleMaps or Apple's MapKit.
Example
1- Create 2 view controllers e.g, MapViewController and BottomSheetViewController. The first controller will host the map and the second is the bottom sheet itself.
Configure MapViewController
Create a method to add the bottom sheet view.
func addBottomSheetView() {
// 1- Init bottomSheetVC
let bottomSheetVC = BottomSheetViewController()
// 2- Add bottomSheetVC as a child view
self.addChildViewController(bottomSheetVC)
self.view.addSubview(bottomSheetVC.view)
bottomSheetVC.didMoveToParentViewController(self)
// 3- Adjust bottomSheet frame and initial position.
let height = view.frame.height
let width = view.frame.width
bottomSheetVC.view.frame = CGRectMake(0, self.view.frame.maxY, width, height)
}
And call it in viewDidAppear method:
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
addBottomSheetView()
}
Configure BottomSheetViewController
1) Prepare background
Create a method to add blur and vibrancy effects
func prepareBackgroundView(){
let blurEffect = UIBlurEffect.init(style: .Dark)
let visualEffect = UIVisualEffectView.init(effect: blurEffect)
let bluredView = UIVisualEffectView.init(effect: blurEffect)
bluredView.contentView.addSubview(visualEffect)
visualEffect.frame = UIScreen.mainScreen().bounds
bluredView.frame = UIScreen.mainScreen().bounds
view.insertSubview(bluredView, atIndex: 0)
}
call this method in your viewWillAppear
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
prepareBackgroundView()
}
Make sure that your controller's view background color is clearColor.
2) Animate bottomSheet appearance
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
UIView.animateWithDuration(0.3) { [weak self] in
let frame = self?.view.frame
let yComponent = UIScreen.mainScreen().bounds.height - 200
self?.view.frame = CGRectMake(0, yComponent, frame!.width, frame!.height)
}
}
3) Modify your xib as you want.
4) Add Pan Gesture Recognizer to your view.
In your viewDidLoad method add UIPanGestureRecognizer.
override func viewDidLoad() {
super.viewDidLoad()
let gesture = UIPanGestureRecognizer.init(target: self, action: #selector(BottomSheetViewController.panGesture))
view.addGestureRecognizer(gesture)
}
And implement your gesture behaviour:
func panGesture(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
let y = self.view.frame.minY
self.view.frame = CGRectMake(0, y + translation.y, view.frame.width, view.frame.height)
recognizer.setTranslation(CGPointZero, inView: self.view)
}
Scrollable Bottom Sheet:
If your custom view is a scroll view or any other view that inherits from, so you have two options:
First:
Design the view with a header view and add the panGesture to the header. (bad user experience).
Second:
1 - Add the panGesture to the bottom sheet view.
2 - Implement the UIGestureRecognizerDelegate and set the panGesture delegate to the controller.
3- Implement shouldRecognizeSimultaneouslyWith delegate function and disable the scrollView isScrollEnabled property in two case:
The view is partially visible.
The view is totally visible, the scrollView contentOffset property is 0 and the user is dragging the view downwards.
Otherwise enable scrolling.
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
let gesture = (gestureRecognizer as! UIPanGestureRecognizer)
let direction = gesture.velocity(in: view).y
let y = view.frame.minY
if (y == fullView && tableView.contentOffset.y == 0 && direction > 0) || (y == partialView) {
tableView.isScrollEnabled = false
} else {
tableView.isScrollEnabled = true
}
return false
}
NOTE
In case you set .allowUserInteraction as an animation option, like in the sample project, so you need to enable scrolling on the animation completion closure if the user is scrolling up.
Sample Project
I created a sample project with more options on this repo which may give you better insights about how to customise the flow.
In the demo, addBottomSheetView() function controls which view should be used as a bottom sheet.
Sample Project Screenshots
- Partial View
- FullView
- Scrollable View
Update iOS 15
In iOS 15, you can now use the native UISheetPresentationController.
if let sheet = viewControllerToPresent.sheetPresentationController {
sheet.detents = [.medium(), .large()]
// your sheet setup
}
present(viewControllerToPresent, animated: true, completion: nil)
Notice that you can even reproduce its navigation stack using the overcurrentcontext presentation mode:
let nextViewControllerToPresent: UIViewController = ...
nextViewControllerToPresent.modalPresentationStyle = .overCurrentContext
viewControllerToPresent.present(nextViewControllerToPresent, animated: true, completion: nil)
Legacy
I released a library based on my answer below.
It mimics the Shortcuts application overlay. See this article for details.
The main component of the library is the OverlayContainerViewController. It defines an area where a view controller can be dragged up and down, hiding or revealing the content underneath it.
let contentController = MapsViewController()
let overlayController = SearchViewController()
let containerController = OverlayContainerViewController()
containerController.delegate = self
containerController.viewControllers = [
contentController,
overlayController
]
window?.rootViewController = containerController
Implement OverlayContainerViewControllerDelegate to specify the number of notches wished:
enum OverlayNotch: Int, CaseIterable {
case minimum, medium, maximum
}
func numberOfNotches(in containerViewController: OverlayContainerViewController) -> Int {
return OverlayNotch.allCases.count
}
func overlayContainerViewController(_ containerViewController: OverlayContainerViewController,
heightForNotchAt index: Int,
availableSpace: CGFloat) -> CGFloat {
switch OverlayNotch.allCases[index] {
case .maximum:
return availableSpace * 3 / 4
case .medium:
return availableSpace / 2
case .minimum:
return availableSpace * 1 / 4
}
}
SwiftUI (12/29/20)
A SwiftUI version of the library is now available.
Color.red.dynamicOverlay(Color.green)
Previous answer
I think there is a significant point that is not treated in the suggested solutions: the transition between the scroll and the translation.
In Maps, as you may have noticed, when the tableView reaches contentOffset.y == 0, the bottom sheet either slides up or goes down.
The point is tricky because we can not simply enable/disable the scroll when our pan gesture begins the translation. It would stop the scroll until a new touch begins. This is the case in most of the proposed solutions here.
Here is my try to implement this motion.
Starting point: Maps App
To start our investigation, let's visualize the view hierarchy of Maps (start Maps on a simulator and select Debug > Attach to process by PID or Name > Maps in Xcode 9).
It doesn't tell how the motion works, but it helped me to understand the logic of it. You can play with the lldb and the view hierarchy debugger.
Our view controller stacks
Let's create a basic version of the Maps ViewController architecture.
We start with a BackgroundViewController (our map view):
class BackgroundViewController: UIViewController {
override func loadView() {
view = MKMapView()
}
}
We put the tableView in a dedicated UIViewController:
class OverlayViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
lazy var tableView = UITableView()
override func loadView() {
view = tableView
tableView.dataSource = self
tableView.delegate = self
}
[...]
}
Now, we need a VC to embed the overlay and manage its translation.
To simplify the problem, we consider that it can translate the overlay from one static point OverlayPosition.maximum to another OverlayPosition.minimum.
For now it only has one public method to animate the position change and it has a transparent view:
enum OverlayPosition {
case maximum, minimum
}
class OverlayContainerViewController: UIViewController {
let overlayViewController: OverlayViewController
var translatedViewHeightContraint = ...
override func loadView() {
view = UIView()
}
func moveOverlay(to position: OverlayPosition) {
[...]
}
}
Finally we need a ViewController to embed the all:
class StackViewController: UIViewController {
private var viewControllers: [UIViewController]
override func viewDidLoad() {
super.viewDidLoad()
viewControllers.forEach { gz_addChild($0, in: view) }
}
}
In our AppDelegate, our startup sequence looks like:
let overlay = OverlayViewController()
let containerViewController = OverlayContainerViewController(overlayViewController: overlay)
let backgroundViewController = BackgroundViewController()
window?.rootViewController = StackViewController(viewControllers: [backgroundViewController, containerViewController])
The difficulty behind the overlay translation
Now, how to translate our overlay?
Most of the proposed solutions use a dedicated pan gesture recognizer, but we actually already have one : the pan gesture of the table view.
Moreover, we need to keep the scroll and the translation synchronised and the UIScrollViewDelegate has all the events we need!
A naive implementation would use a second pan Gesture and try to reset the contentOffset of the table view when the translation occurs:
func panGestureAction(_ recognizer: UIPanGestureRecognizer) {
if isTranslating {
tableView.contentOffset = .zero
}
}
But it does not work. The tableView updates its contentOffset when its own pan gesture recognizer action triggers or when its displayLink callback is called. There is no chance that our recognizer triggers right after those to successfully override the contentOffset.
Our only chance is either to take part of the layout phase (by overriding layoutSubviews of the scroll view calls at each frame of the scroll view) or to respond to the didScroll method of the delegate called each time the contentOffset is modified. Let's try this one.
The translation Implementation
We add a delegate to our OverlayVC to dispatch the scrollview's events to our translation handler, the OverlayContainerViewController :
protocol OverlayViewControllerDelegate: class {
func scrollViewDidScroll(_ scrollView: UIScrollView)
func scrollViewDidStopScrolling(_ scrollView: UIScrollView)
}
class OverlayViewController: UIViewController {
[...]
func scrollViewDidScroll(_ scrollView: UIScrollView) {
delegate?.scrollViewDidScroll(scrollView)
}
func scrollViewDidEndDragging(_ scrollView: UIScrollView, willDecelerate decelerate: Bool) {
delegate?.scrollViewDidStopScrolling(scrollView)
}
}
In our container, we keep track of the translation using a enum:
enum OverlayInFlightPosition {
case minimum
case maximum
case progressing
}
The current position calculation looks like :
private var overlayInFlightPosition: OverlayInFlightPosition {
let height = translatedViewHeightContraint.constant
if height == maximumHeight {
return .maximum
} else if height == minimumHeight {
return .minimum
} else {
return .progressing
}
}
We need 3 methods to handle the translation:
The first one tells us if we need to start the translation.
private func shouldTranslateView(following scrollView: UIScrollView) -> Bool {
guard scrollView.isTracking else { return false }
let offset = scrollView.contentOffset.y
switch overlayInFlightPosition {
case .maximum:
return offset < 0
case .minimum:
return offset > 0
case .progressing:
return true
}
}
The second one performs the translation. It uses the translation(in:) method of the scrollView's pan gesture.
private func translateView(following scrollView: UIScrollView) {
scrollView.contentOffset = .zero
let translation = translatedViewTargetHeight - scrollView.panGestureRecognizer.translation(in: view).y
translatedViewHeightContraint.constant = max(
Constant.minimumHeight,
min(translation, Constant.maximumHeight)
)
}
The third one animates the end of the translation when the user releases its finger. We calculate the position using the velocity & the current position of the view.
private func animateTranslationEnd() {
let position: OverlayPosition = // ... calculation based on the current overlay position & velocity
moveOverlay(to: position)
}
Our overlay's delegate implementation simply looks like :
class OverlayContainerViewController: UIViewController {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
guard shouldTranslateView(following: scrollView) else { return }
translateView(following: scrollView)
}
func scrollViewDidStopScrolling(_ scrollView: UIScrollView) {
// prevent scroll animation when the translation animation ends
scrollView.isEnabled = false
scrollView.isEnabled = true
animateTranslationEnd()
}
}
Final problem: dispatching the overlay container's touches
The translation is now pretty efficient. But there is still a final problem: the touches are not delivered to our background view. They are all intercepted by the overlay container's view.
We can not set isUserInteractionEnabled to false because it would also disable the interaction in our table view. The solution is the one used massively in the Maps app, PassThroughView:
class PassThroughView: UIView {
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if view == self {
return nil
}
return view
}
}
It removes itself from the responder chain.
In OverlayContainerViewController:
override func loadView() {
view = PassThroughView()
}
Result
Here is the result:
You can find the code here.
Please if you see any bugs, let me know ! Note that your implementation can of course use a second pan gesture, specially if you add a header in your overlay.
Update 23/08/18
We can replace scrollViewDidEndDragging with
willEndScrollingWithVelocity rather than enabling/disabling the scroll when the user ends dragging:
func scrollView(_ scrollView: UIScrollView,
willEndScrollingWithVelocity velocity: CGPoint,
targetContentOffset: UnsafeMutablePointer<CGPoint>) {
switch overlayInFlightPosition {
case .maximum:
break
case .minimum, .progressing:
targetContentOffset.pointee = .zero
}
animateTranslationEnd(following: scrollView)
}
We can use a spring animation and allow user interaction while animating to make the motion flow better:
func moveOverlay(to position: OverlayPosition,
duration: TimeInterval,
velocity: CGPoint) {
overlayPosition = position
translatedViewHeightContraint.constant = translatedViewTargetHeight
UIView.animate(
withDuration: duration,
delay: 0,
usingSpringWithDamping: velocity.y == 0 ? 1 : 0.6,
initialSpringVelocity: abs(velocity.y),
options: [.allowUserInteraction],
animations: {
self.view.layoutIfNeeded()
}, completion: nil)
}
Try Pulley:
Pulley is an easy to use drawer library meant to imitate the drawer
in iOS 10's Maps app. It exposes a simple API that allows you to use
any UIViewController subclass as the drawer content or the primary
content.
https://github.com/52inc/Pulley
I wrote my own library to achieve the intended behaviour in ios Maps app. It is a protocol oriented solution. So you don't need to inherit any base class instead create a sheet controller and configure as you wish. It also supports inner navigation/presentation with or without UINavigationController.
See below link for more details.
https://github.com/OfTheWolf/UBottomSheet
You can try my answer https://github.com/SCENEE/FloatingPanel. It provides a container view controller to display a "bottom sheet" interface.
It's easy to use and you don't mind any gesture recognizer handling! Also you can track a scroll view's(or the sibling view) in a bottom sheet if needed.
This is a simple example. Please note that you need to prepare a view controller to display your content in a bottom sheet.
import UIKit
import FloatingPanel
class ViewController: UIViewController {
var fpc: FloatingPanelController!
override func viewDidLoad() {
super.viewDidLoad()
fpc = FloatingPanelController()
// Add "bottom sheet" in self.view.
fpc.add(toParent: self)
// Add a view controller to display your contents in "bottom sheet".
let contentVC = ContentViewController()
fpc.set(contentViewController: contentVC)
// Track a scroll view in "bottom sheet" content if needed.
fpc.track(scrollView: contentVC.tableView)
}
...
}
Here is another example code to display a bottom sheet to search a location like Apple Maps.
iOS 15 in 2021 adds UISheetPresentationController, which is Apple's first public release of an Apple Maps-style "bottom sheet":
UISheetPresentationController
UISheetPresentationController lets you present your view controller as a sheet. Before you present your view controller, configure its sheet presentation controller with the behavior and appearance you want for your sheet.
Sheet presentation controllers specify a sheet's size based on a detent, a height where a sheet naturally rests. Detents allow a sheet to resize from one edge of its fully expanded frame while the other three edges remain fixed. You specify the detents that a sheet supports using detents, and monitor its most recently selected detent using selectedDetentIdentifier.
https://developer.apple.com/documentation/uikit/uisheetpresentationcontroller
This new bottom sheet control is explored in WWDC Session 10063: Customize and Resize Sheets in UIKit
Unfortunately....
In iOS 15, the UISheetPresentationController has launched with only medium and large detents.
A small detent is notably absent from the iOS 15 API, which would be required to display an always-presented "collapsed" bottom sheet like Apple Maps:
Custom smaller Detents in UISheetPresentationController?
The medium detent was released to handle use cases such as the Share Sheet or the "••• More" menu in Mail: a button-triggered half sheet.
In iOS 15, Apple Maps is now using this UIKit sheet presentation rather than a custom implementation, which is a huge step in the right direction. Apple Maps in iOS 15 continues to show the "small" bar, as well as a 1/3rd height bar. But those view sizes are not public API available to developers.
UIKit engineers at the WWDC 2021 Labs seemed to know that a small detent would be a hugely popular UIKit component. I would expect to see an API expansion for iOS 16 next year.
We’ve just released a pure Swift Package supporting iOS 11.4+ which provides you a BottomSheet with theme and behavior options you can customize. This component is easy to use, and flexible. You can find it here: https://github.com/LunabeeStudio/LBBottomSheet.
A demo project is available in this repository too.
For example, it supports different ways to manage the needed height, and also adds to the controller behind it the ability to detect height changes and adapt its bottom content inset.
You can find more information on the GitHub repository and in the documentation: https://lbbottomsheet.lunabee.studio.
I think it can help you to do what you’re looking for. Don’t hesitate to tell me if you have comments/questions :)
Here you can see one of all the possible BottomSheet configurations:
**for iOS 15 Native Support available for this **
#IBAction func openSheet() {
let secondVC = self.storyboard?.instantiateViewController(withIdentifier: "SecondViewController")
// Create the view controller.
if #available(iOS 15.0, *) {
let formNC = UINavigationController(rootViewController: secondVC!)
formNC.modalPresentationStyle = UIModalPresentationStyle.pageSheet
guard let sheetPresentationController = formNC.presentationController as? UISheetPresentationController else {
return
}
sheetPresentationController.detents = [.medium(), .large()]
sheetPresentationController.prefersGrabberVisible = true
present(formNC, animated: true, completion: nil)
} else {
// Fallback on earlier versions
}
}
iOS 15 finally adds a native UISheetPresentationController!
Official documentation
https://developer.apple.com/documentation/uikit/uisheetpresentationcontroller
I recently created a component called SwipeableView as subclass of UIView, written in Swift 5.1 . It support all 4 direction, has several customisation options and can animate and interpolate different attributes and items ( such as layout constraints, background/tint color, affine transform, alpha channel and view center, all of them demoed with the respective show case ). It also supports the swiping coordination with the inner scroll view if set or auto detected. Should be pretty easy and straightforward to be used ( I hope 🙂)
Link at https://github.com/LucaIaco/SwipeableView
proof of concept:
Hope it helps
If you are looking for a SwiftUI 2.0 solution that uses View Struct, here it is:
https://github.com/kenfai/KavSoft-Tutorials-iOS/tree/main/MapsBottomSheet
Maybe you can try my answer https://github.com/AnYuan/AYPannel, inspired by Pulley. Smooth transition from moving the drawer to scrolling the list. I added a pan gesture on the container scroll view, and set shouldRecognizeSimultaneouslyWithGestureRecognizer to return YES. More detail in my github link above. Wish to help.
TL;DR
Need to keep autorotation, but exclude one UIView from autorotating on orientation change, how?
Back story
I need to keep a UIView stationary during the animation accompanied by autorotation (which happens on orientation change). Similar to how the iOS camera app handles the rotation (i.e controls rotate in their place).
Things I've tried
Returning false from shouldAutorotate(), subscribing to UIDeviceOrientationDidChangeNotification, and trying to manually handle the rotation event for each view separately.
Works well if you don't need to change any of your UIViews' places, otherwise it's a pain figuring out where it should end up and how to get it there
Placing a non rotating UIWindow under the main UIWindow, and setting the main UIWindow background colour to clear.
This works well if it's only one item, but I don't want to manage a bunch of UIWindows
Inverse rotation I.e rotating the UIView in the opposite direction to the rotation. Not reliable, and looks weird, it's also vertigo inducing
Overriding the animation in the viewWillTransitionToSize method. Failed
And a bunch of other things that would be difficult to list here, but they all failed.
Question
Can this be done? if so, how?
I'm supporting iOS8+
Update This is how the views should layout/orient given #Casey's example:
I have faced with same problem and found example from Apple, which helps to prevent UIView from rotation: https://developer.apple.com/library/ios/qa/qa1890/_index.html
However, if UIView is not placed in the center of the screen, you should handle new position manually.
i think part of the reason this is so hard to answer is because in practice it doesn't really make sense.
say i make a view that uses autolayout to look like this in portrait and landscape:
if you wanted to prevent c from rotating like you are asking, what would you expect the final view to look like? would it be one of these 3 options?
without graphics of the portrait/landscape view you are trying to achieve and a description of the animation you are hoping for it'll be very hard to answer your question.
are you using NSLayoutConstraint, storyboard or frame based math to layout your views? any code you can provide would be great too
If you're wanting to have the same effect as the camera app, use size classes (see here and here).
If not, what is wrong with creating a UIWindow containing a view controller that doesn't rotate? The following code seems to work for me (where the UILabel represents the view you don't want to rotate).
class ViewController: UIViewController {
var staticWindow: UIWindow!
override func viewDidLoad() {
super.viewDidLoad()
showWindow()
}
func showWindow() {
let frame = CGRect(x: 10, y: 10, width: 100, height: 100)
let vc = MyViewController()
let label = UILabel(frame: frame)
label.text = "Hi there"
vc.view.addSubview(label)
staticWindow = UIWindow(frame: frame)
staticWindow.rootViewController = MyViewController()
staticWindow.windowLevel = UIWindowLevelAlert + 1;
staticWindow.makeKeyAndVisible()
staticWindow.rootViewController?.presentViewController(vc, animated: false, completion: nil)
}
}
class MyViewController: UIViewController {
override func shouldAutorotate() -> Bool {
return false
}
override func shouldAutomaticallyForwardRotationMethods() -> Bool {
return false
}
override func shouldAutomaticallyForwardAppearanceMethods() -> Bool {
return false
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
}