StackView -Swap Buttons in ArrangedSubviews - ios

I have a UIStackView initially set with 4 buttons. If I need to later swap out the last button with a new button or back to the initial button, how can I do that?
lazy var stackView: UIStackView = {
let sv = UIStackView()
sv.axis = .horizontal
sv.distribution = .fillEqually
sv.alignment = .fill
return sv
}()
// ...
var bt4: UIButton!
var bt5: UIButton!
// viewDidLoad
func configureStackView() {
view.addSubview(stackView)
stackView.addArrangedSubview(bt1)
stackView.addArrangedSubview(bt2)
stackView.addArrangedSubview(bt3)
stackView.addArrangedSubview(bt4)
// place stackView at bottom of scene
}
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
if val {
// if true replace bt4 in stackView with bt5
} else {
// if false replace bt5 in stackView with bt4
}
}

You can do this quite easily, without the need to keep a reference to bt4 and bt5:
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
// if true replace bt4 in stackView with bt5
// must have 5 buttons in the stack view
guard stackView.arrangedSubviews.count == 5 else { return }
stackView.arrangedSubviews[3].isHidden = val
stackView.arrangedSubviews[4].isHidden = !val
}
If you really want to keep a separate reference to the buttons, and add-to/remove-from the stack view, your can do this:
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
// if true replace bt4 in stackView with bt5
let btnToShow: UIButton = val ? bt5 : bt4
// we only want to replace the button if it's not already there
guard let lastButton = stackView.arrangedSubviews.last as? UIButton,
lastButton != btnToShow
else { return }
lastButton.removeFromSuperview()
stackView.addArrangedSubview(btnToShow)
}
Here are complete examples...
First, using .isHidden approach:
class StackViewController: UIViewController {
lazy var stackView: UIStackView = {
let sv = UIStackView()
sv.axis = .horizontal
sv.distribution = .fillEqually
sv.alignment = .fill
sv.spacing = 12
return sv
}()
override func viewDidLoad() {
super.viewDidLoad()
configureStackView()
}
func configureStackView() {
for i in 1...5 {
let b = UIButton()
b.setTitle("\(i)", for: [])
b.backgroundColor = .red
stackView.addArrangedSubview(b)
}
// place stackView at bottom of scene
stackView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stackView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stackView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 16.0),
stackView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -16.0),
stackView.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: -8.0),
])
// add a couple "set val" buttons
let btnSV: UIStackView = {
let sv = UIStackView()
sv.axis = .horizontal
sv.distribution = .fillEqually
sv.alignment = .fill
sv.spacing = 12
return sv
}()
["True", "False"].forEach { t in
let b = UIButton()
b.setTitle(t, for: [])
b.backgroundColor = .blue
b.addTarget(self, action: #selector(setTrueFalse(_:)), for: .touchUpInside)
btnSV.addArrangedSubview(b)
}
btnSV.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(btnSV)
NSLayoutConstraint.activate([
btnSV.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 60.0),
btnSV.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -60.0),
btnSV.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// start with button "5" hidden
swapLastButtonInStackViewWithNewButton(false)
}
#objc func setTrueFalse(_ sender: UIButton) {
guard let t = sender.currentTitle else { return }
swapLastButtonInStackViewWithNewButton(t == "True")
}
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
// if true replace bt4 in stackView with bt5
// must have 5 buttons in the stack view
guard stackView.arrangedSubviews.count == 5 else { return }
stackView.arrangedSubviews[3].isHidden = val
stackView.arrangedSubviews[4].isHidden = !val
}
}
or, using a reference to bt4 and bt5 and adding/removing them:
class StackViewController: UIViewController {
lazy var stackView: UIStackView = {
let sv = UIStackView()
sv.axis = .horizontal
sv.distribution = .fillEqually
sv.alignment = .fill
sv.spacing = 12
return sv
}()
var bt4: UIButton!
var bt5: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
configureStackView()
}
func configureStackView() {
for i in 1...5 {
let b = UIButton()
b.setTitle("\(i)", for: [])
b.backgroundColor = .red
stackView.addArrangedSubview(b)
}
// place stackView at bottom of scene
stackView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stackView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
stackView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 16.0),
stackView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -16.0),
stackView.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: -8.0),
])
// add a couple "set val" buttons
let btnSV: UIStackView = {
let sv = UIStackView()
sv.axis = .horizontal
sv.distribution = .fillEqually
sv.alignment = .fill
sv.spacing = 12
return sv
}()
["True", "False"].forEach { t in
let b = UIButton()
b.setTitle(t, for: [])
b.backgroundColor = .blue
b.addTarget(self, action: #selector(setTrueFalse(_:)), for: .touchUpInside)
btnSV.addArrangedSubview(b)
}
btnSV.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(btnSV)
NSLayoutConstraint.activate([
btnSV.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 60.0),
btnSV.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -60.0),
btnSV.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// this would go at the end of configureStackView(), but
// we'll put it here to keep the changes obvious
// references to btn4 and btn5
guard stackView.arrangedSubviews.count == 5,
let b4 = stackView.arrangedSubviews[3] as? UIButton,
let b5 = stackView.arrangedSubviews[4] as? UIButton
else {
fatalError("Bad setup - stackView does not have 5 buttons!")
}
bt4 = b4
bt5 = b5
// start with button "5" hidden
swapLastButtonInStackViewWithNewButton(false)
}
#objc func setTrueFalse(_ sender: UIButton) {
guard let t = sender.currentTitle else { return }
swapLastButtonInStackViewWithNewButton(t == "True")
}
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
// if true replace bt4 in stackView with bt5
let btnToShow: UIButton = val ? bt5 : bt4
// we only want to replace the button if it's not already there
guard let lastButton = stackView.arrangedSubviews.last as? UIButton,
lastButton != btnToShow
else { return }
lastButton.removeFromSuperview()
stackView.addArrangedSubview(btnToShow)
}
}
Edit
The above code might seem a little overly complicated -- but I think that's more related to all of the setup and "extra" checks.
As a more straight-forward answer...
As long as you have setup your stack view and have valid references to bt4 and bt5, all you need to do is this:
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
// if true replace bt4 in stackView with bt5
if val {
bt4.removeFromSuperview()
stackView.addArrangedSubview(bt5)
} else {
bt5.removeFromSuperview()
stackView.addArrangedSubview(bt4)
}
}
That will avoid the animation issues.

You can store the arrange of stack subviews like this:
lazy var stackViewArrangedSubviews = stackView.arrangedSubviews {
didSet {
setStackViewSubviews(with: stackViewArrangedSubviews)
}
}
and then
func setStackViewSubviews(with subviews: [UIView]) {
stackView.arrangedSubviews.forEach { $0.removeFromSuperview() }
subviews.forEach { stackView.addArrangedSubview($0) }
}
and finally implement the swap function like this:
func swapLastButtonInStackViewWithNewButton(_ val: Bool) {
if val {
stackViewArrangedSubviews[3] = bt5
// if true replace bt4 in stackView with bt5
} else {
stackViewArrangedSubviews[3] = bt4
// if false replace bt5 in stackView with bt4
}
}
This is not perfect, You can improve the code by your need.

UIStackView automatically removes a view when this view is hidden. So basically all you have to do is to properly set the isHidden boolean of button 4 and button 5.
class ViewController: UIViewController {
#IBOutlet private weak var button4: UIButton!
#IBOutlet private weak var button5: UIButton!
private var showButton5 = false {
didSet {
button5.isHidden = !showButton5
button4.isHidden = showButton5
}
}
override func viewDidLoad() {
super.viewDidLoad()
showButton5 = false
}
#IBAction private func toggle() {
showButton5.toggle()
}
}

Related

Passcode screen with UIStackView, Swift

I am trying to implement passcode screen, but I am having trouble with alignment, as you can see in this picture.
What I'm trying to do is, have three buttons in each row, so it actually looks like a "keypad". I am not quite sure how could I do this. I thought about making inside of first stack view which is vertical, four others horizontal stack views, but couldn't manage to do it. Any suggestion or help would be appreciated. Thanks :)
Code is below.
class ViewController: UIViewController {
var verticalStackView: UIStackView = {
var verticalStackView = UIStackView()
verticalStackView.translatesAutoresizingMaskIntoConstraints = false
verticalStackView.axis = .vertical
verticalStackView.distribution = .fillEqually
verticalStackView.spacing = 13
verticalStackView.alignment = .fill
verticalStackView.contentMode = .scaleToFill
verticalStackView.backgroundColor = .red
return verticalStackView
}()
var horizontalStackView: UIStackView = {
var buttons = [PasscodeButtons]()
var horizontalStackView = UIStackView(arrangedSubviews: buttons)
horizontalStackView.translatesAutoresizingMaskIntoConstraints = false
horizontalStackView.axis = .horizontal
horizontalStackView.distribution = .fillEqually
horizontalStackView.alignment = .fill
horizontalStackView.spacing = 25
horizontalStackView.contentMode = .scaleToFill
horizontalStackView.backgroundColor = .green
return horizontalStackView
}()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
configureStackView()
configureConstraints()
}
func configureStackView() {
view.addSubview(verticalStackView)
verticalStackView.addSubview(horizontalStackView)
addButtonsToStackView()
}
func addButtonsToStackView() {
let numberOfButtons = 9
for i in 0...numberOfButtons {
let button = PasscodeButtons()
button.setTitle("\(i)", for: .normal)
button.tag = i
horizontalStackView.addArrangedSubview(button)
}
}
func configureConstraints() {
verticalStackView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 200).isActive = true
verticalStackView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor, constant: 50).isActive = true
verticalStackView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor, constant: -50).isActive = true
verticalStackView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor, constant: -100).isActive = true
horizontalStackView.topAnchor.constraint(equalTo: verticalStackView.topAnchor, constant: 10).isActive = true
horizontalStackView.leadingAnchor.constraint(equalTo: verticalStackView.leadingAnchor, constant: 10).isActive = true
}
}
In case PasscodeButtons matters, here is code from there too.
class PasscodeButtons: UIButton {
override init(frame: CGRect) {
super.init(frame: frame)
setupButton()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupButton()
}
override func awakeFromNib() {
super.awakeFromNib()
setupButton()
}
private func setupButton() {
setTitleColor(UIColor.black, for: .normal)
setTitleColor(UIColor.black, for: .highlighted)
}
private func updateView() {
layer.cornerRadius = frame.width / 2
layer.masksToBounds = true
layer.borderColor = UIColor(red: 0/255.0, green: 0/255.0, blue: 0, alpha:1).cgColor
layer.borderWidth = 2.0
}
override func layoutSubviews() {
super.layoutSubviews()
updateView()
backgroundColor = .cyan
}
}
The general idea is:
need 4 horizontal stack view "button rows" ... 3 rows with 3 buttons each plus one row with 1 button (the "Zero" button)
create a vertical stack view to hold the "rows" of buttons
set all stack view distributions to .fillEqually
set all stack view spacing to the same value
Then, to generate everything, create an array of arrays of Ints for the key numbers, laid out like a keypad:
let keyNums: [[Int]] = [
[7, 8, 9],
[4, 5, 6],
[1, 2, 3],
[0],
]
Loop through, creating each row of buttons.
Here's a quick example (I modified your PasscodeButton class slightly):
class PasscodeButton: UIButton {
override init(frame: CGRect) {
super.init(frame: frame)
setupButton()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupButton()
}
override func awakeFromNib() {
super.awakeFromNib()
setupButton()
}
private func setupButton() {
setTitleColor(UIColor.black, for: .normal)
setTitleColor(UIColor.lightGray, for: .highlighted)
layer.masksToBounds = true
layer.borderColor = UIColor(red: 0/255.0, green: 0/255.0, blue: 0, alpha:1).cgColor
layer.borderWidth = 2.0
backgroundColor = .cyan
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.height * 0.5
}
}
class PassCodeViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let outerStack = UIStackView()
outerStack.axis = .vertical
outerStack.distribution = .fillEqually
outerStack.spacing = 16
let keyNums: [[Int]] = [
[7, 8, 9],
[4, 5, 6],
[1, 2, 3],
[0],
]
keyNums.forEach { rowNums in
let hStack = UIStackView()
hStack.distribution = .fillEqually
hStack.spacing = outerStack.spacing
rowNums.forEach { n in
let btn = PasscodeButton()
btn.setTitle("\(n)", for: [])
// square / round (1:1 ratio) buttons
// for all buttons except the bottom "Zero" button
if rowNums.count != 1 {
btn.heightAnchor.constraint(equalTo: btn.widthAnchor).isActive = true
}
btn.addTarget(self, action: #selector(numberTapped(_:)), for: .touchUpInside)
hStack.addArrangedSubview(btn)
}
outerStack.addArrangedSubview(hStack)
}
outerStack.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(outerStack)
// respect safe area
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
outerStack.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
outerStack.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
outerStack.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
// no bottom or height constraint
])
}
#objc func numberTapped(_ sender: UIButton) -> Void {
guard let n = sender.currentTitle else {
// button has no title?
return
}
print("Number \(n) was tapped!")
}
}
Output:
You'll likely want to play with the sizing, but that should get you on your way.
Edit - comment "I would like for 0 to stay in last row in the middle, and on the left side I would pop in touch id icon and on the right backspace button, how could I leave last row out of a shuffle?"
When you create your "grid" of buttons:
create the top three "rows" but leave the button titles blank.
create the "bottom row" of 3 buttons
set first button with "touchID" image
set title of second button to "0"
set third button with "backSpace" image
then call a function to set the "number" buttons
Change the keyNums array to:
let keyOrder: [Int] = [
7, 8, 9,
4, 5, 6,
1, 2, 3,
]
// you may want to show the "standard order" first,
// so pass a Bool parameter
// shuffle the key order if specified
let keyNums = shouldShuffle
? keyOrder.shuffled()
: keyOrder
// loop through and update the button titles
// with the new order
Here's some updated code, using a "KeyPad" UIView subclass:
enum PasscodeButtonType {
case NUMBER, TOUCH, BACKSPACE
}
class PasscodeButton: UIButton {
var pcButtonType: PasscodeButtonType = .NUMBER
override init(frame: CGRect) {
super.init(frame: frame)
setupButton()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupButton()
}
override func awakeFromNib() {
super.awakeFromNib()
setupButton()
}
private func setupButton() {
setTitleColor(UIColor.black, for: .normal)
setTitleColor(UIColor.lightGray, for: .highlighted)
layer.masksToBounds = true
layer.borderColor = UIColor(red: 0/255.0, green: 0/255.0, blue: 0, alpha:1).cgColor
layer.borderWidth = 2.0
backgroundColor = .cyan
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.height * 0.5
// button font and image sizes... adjust as desired
let ptSize = bounds.height * 0.4
titleLabel?.font = .systemFont(ofSize: ptSize)
let config = UIImage.SymbolConfiguration(pointSize: ptSize)
setPreferredSymbolConfiguration(config, forImageIn: [])
}
}
class KeyPadView: UIView {
// closures so we can tell the controller something happened
var touchIDTapped: (()->())?
var backSpaceTapped: (()->())?
var numberTapped: ((String)->())?
var spacing: CGFloat = 16
private let outerStack = UIStackView()
init(spacing spc: CGFloat) {
self.spacing = spc
super.init(frame: .zero)
commonInit()
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
// load your TouchID and Backspace button images
var touchImg: UIImage!
var backImg: UIImage!
if let img = UIImage(named: "myTouchImage") {
touchImg = img
} else {
if #available(iOS 14.0, *) {
touchImg = UIImage(systemName: "touchid")
} else if #available(iOS 13.0, *) {
touchImg = UIImage(systemName: "snow")
} else {
fatalError("No TouchID button image available!")
}
}
if let img = UIImage(named: "myBackImage") {
backImg = img
} else {
if #available(iOS 13.0, *) {
backImg = UIImage(systemName: "delete.left.fill")
} else {
fatalError("No BackSpace button image available!")
}
}
outerStack.axis = .vertical
outerStack.distribution = .fillEqually
outerStack.spacing = spacing
// add 3 "rows" of NUMBER buttons
for _ in 1...3 {
let hStack = UIStackView()
hStack.distribution = .fillEqually
hStack.spacing = outerStack.spacing
for _ in 1...3 {
let btn = PasscodeButton()
// these are NUMBER buttons
btn.pcButtonType = .NUMBER
// square / round (1:1 ratio) buttons
// for all buttons except the bottom "Zero" button
btn.heightAnchor.constraint(equalTo: btn.widthAnchor).isActive = true
btn.addTarget(self, action: #selector(keyButtonTapped(_:)), for: .touchUpInside)
hStack.addArrangedSubview(btn)
}
outerStack.addArrangedSubview(hStack)
}
// now add bottom row of TOUCH / 0 / BACKSPACE buttons
let hStack = UIStackView()
hStack.distribution = .fillEqually
hStack.spacing = outerStack.spacing
var btn: PasscodeButton!
btn = PasscodeButton()
btn.pcButtonType = .TOUCH
btn.setImage(touchImg, for: [])
btn.heightAnchor.constraint(equalTo: btn.widthAnchor).isActive = true
btn.addTarget(self, action: #selector(keyButtonTapped(_:)), for: .touchUpInside)
hStack.addArrangedSubview(btn)
btn = PasscodeButton()
btn.pcButtonType = .NUMBER
btn.setTitle("0", for: [])
btn.heightAnchor.constraint(equalTo: btn.widthAnchor).isActive = true
btn.addTarget(self, action: #selector(keyButtonTapped(_:)), for: .touchUpInside)
hStack.addArrangedSubview(btn)
btn = PasscodeButton()
btn.pcButtonType = .BACKSPACE
btn.setImage(backImg, for: [])
btn.heightAnchor.constraint(equalTo: btn.widthAnchor).isActive = true
btn.addTarget(self, action: #selector(keyButtonTapped(_:)), for: .touchUpInside)
hStack.addArrangedSubview(btn)
// add bottom buttons row
outerStack.addArrangedSubview(hStack)
outerStack.translatesAutoresizingMaskIntoConstraints = false
addSubview(outerStack)
NSLayoutConstraint.activate([
outerStack.topAnchor.constraint(equalTo: topAnchor, constant: spacing),
outerStack.leadingAnchor.constraint(equalTo: leadingAnchor, constant: spacing),
outerStack.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -spacing),
outerStack.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -spacing),
])
// use "standard number pad order" for the first time
updateNumberKeys(shouldShuffle: false)
}
func updateNumberKeys(shouldShuffle b: Bool = true) -> Void {
let keyOrder: [Int] = [
7, 8, 9,
4, 5, 6,
1, 2, 3,
0,
]
// shuffle the key order if specified
let keyNumbers = b == true
? keyOrder.shuffled()
: keyOrder
// index to step through array
var numIDX: Int = 0
// get first 3 rows of buttons
let rows = outerStack.arrangedSubviews.prefix(3)
// loop through buttons, changing their titles
rows.forEach { v in
guard let hStack = v as? UIStackView else {
fatalError("Bad Setup!")
}
hStack.arrangedSubviews.forEach { b in
guard let btn = b as? PasscodeButton else {
fatalError("Bad Setup!")
}
btn.setTitle("\(keyNumbers[numIDX])", for: [])
numIDX += 1
}
}
// change title of center button on bottom row
guard let lastRowStack = outerStack.arrangedSubviews.last as? UIStackView,
lastRowStack.arrangedSubviews.count == 3,
let btn = lastRowStack.arrangedSubviews[1] as? PasscodeButton
else {
fatalError("Bad Setup!")
}
btn.setTitle("\(keyNumbers[numIDX])", for: [])
}
#objc func keyButtonTapped(_ sender: Any?) -> Void {
guard let btn = sender as? PasscodeButton else {
return
}
switch btn.pcButtonType {
case .TOUCH:
// tell the controller TouchID was tapped
touchIDTapped?()
case .BACKSPACE:
// tell the controller BackSpace was tapped
backSpaceTapped?()
default:
guard let n = btn.currentTitle else {
// button has no title?
return
}
// tell the controller a NUmber Key was tapped
numberTapped?(n)
}
// update the number keys, but shuffle them
updateNumberKeys()
}
}
class PassCodeViewController: UIViewController {
var keyPad: KeyPadView!
override func viewDidLoad() {
super.viewDidLoad()
// play with these to see how the button sizes / spacing looks
let keyPadSpacing: CGFloat = 12
let keyPadWidth: CGFloat = 240
// init with button spacing as desired
keyPad = KeyPadView(spacing: keyPadSpacing)
keyPad.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(keyPad)
let g = view.safeAreaLayoutGuide
// center keyPad view
// its height will be set by its layout
NSLayoutConstraint.activate([
keyPad.widthAnchor.constraint(equalToConstant: keyPadWidth),
keyPad.centerXAnchor.constraint(equalTo: g.centerXAnchor),
keyPad.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
// let's show the frame of the keyPad
keyPad.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
// set closures
keyPad.numberTapped = { [weak self] str in
guard let self = self else {
return
}
print("Number key tapped:", str)
// do something with the number string
}
keyPad.touchIDTapped = { [weak self] in
guard let self = self else {
return
}
print("TouchID was tapped!")
// do something because TouchID button was tapped
}
keyPad.backSpaceTapped = { [weak self] in
guard let self = self else {
return
}
print("BackSpace was tapped!")
// do something because BackSpace button was tapped
}
}
}
and here's how it looks, setting the keypad view width to 240 and the button spacing to 12:
follow the steps:-
take a vertical stack view and add three buttons in it (for first line buttons)
take a vertical stack view and add three buttons in it (for second line buttons)
take a vertical stack view and add three buttons in it (for third line buttons)
take a vertical stack view and add three buttons in it (for fourth line buttons)
take a horizontal stackview and add all these 4 stackviews in it.

iOS UIButtons in StackView aren't being tapped

I have buttons inside a ButtonView class, to add some background and a label. These ButtonViews are added to a UIStackView which is a view in the PlayOverlay Class. PlayOverlay serves as a parent class to different kinds of overlays, in this example I have only included the BeginOverlay.
BeginOverlay is presented by the PlaySecVC. The Buttons in the BeginOverlay can't be tapped for some reason. I have tried the UIDebugging in XCode to see if there are any views in front of them, and there aren't. They are the frontmost views. I do get one error When UIDebugging that tells me that ButtonView's width, height, and x and y are ambiguous. This is because i have no constraints on it, as shown below, since they are laid out the stack view. How can I make these buttons tappable?
ViewController:
import UIKit
fileprivate struct scvc {
static let overlayWidth: CGFloat = 330
static let overlayFromCenter: CGFloat = 25
static let hotspotSize: CGFloat = 30
static let detailHeight: CGFloat = 214
static let detailWidth: CGFloat = 500
static let arrowMargin: CGFloat = 9
static let arrowSize: CGFloat = 56
static let zoomRect: CGFloat = 200
static let overlayHeight: CGFloat = 267
}
enum playState {
case play
case shuffle
case favorites
}
protocol PlaySec: class {
}
class PlaySecVC: UIViewController, PlaySec {
// MARK: UIComponents
lazy var scrollView: UIScrollView = {
let _scrollView = UIScrollView(frame: .zero)
_scrollView.translatesAutoresizingMaskIntoConstraints = false
_scrollView.clipsToBounds = false
//_scrollView.isUserInteractionEnabled = true
return _scrollView
}()
lazy var imageView: UIImageView = {
let _imageView = UIImageView(frame: .zero)
_imageView.translatesAutoresizingMaskIntoConstraints = false
_imageView.contentMode = .scaleAspectFit
//_imageView.isUserInteractionEnabled = true
return _imageView
}()
lazy var beginOverlay: BeginOverlay = {
let _beginOverlay = BeginOverlay(frame: .zero)
_beginOverlay.translatesAutoresizingMaskIntoConstraints = false
return _beginOverlay
}()
lazy var detailView: UIView = {
let _detailView = UIView(frame: .zero)
_detailView.translatesAutoresizingMaskIntoConstraints = false
_detailView.isHidden = true
//_detailView.isUserInteractionEnabled = false
return _detailView
}()
lazy var leftArrow: UIButton = {
let _leftArrow = UIButton(frame: .zero)
_leftArrow.translatesAutoresizingMaskIntoConstraints = false
_leftArrow.isHidden = false
_leftArrow.setImage(#imageLiteral(resourceName: "Left-Arrow-Outline"), for: .normal)
return _leftArrow
}()
lazy var rightArrow: UIButton = {
let _rightArrow = UIButton(frame: .zero)
_rightArrow.translatesAutoresizingMaskIntoConstraints = false
_rightArrow.isHidden = false
_rightArrow.setImage(#imageLiteral(resourceName: "Right-Arrow-Outline"), for: .normal)
return _rightArrow
}()
var state: playState = .play
// MARK: Setup
private func setup() {
let viewController = self
}
private func setupConstraints() {
view.addSubview(scrollView)
scrollView.addSubview(imageView)
view.addSubview(detailView)
view.addSubview(beginOverlay)
view.addSubview(leftArrow)
view.addSubview(rightArrow)
NSLayoutConstraint.activate([
scrollView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: view.trailingAnchor),
scrollView.topAnchor.constraint(equalTo: view.topAnchor),
scrollView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
imageView.leadingAnchor.constraint(equalTo: scrollView.leadingAnchor),
imageView.trailingAnchor.constraint(equalTo: scrollView.trailingAnchor),
imageView.topAnchor.constraint(equalTo: scrollView.topAnchor),
imageView.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor),
beginOverlay.centerXAnchor.constraint(equalTo: view.centerXAnchor),
beginOverlay.centerYAnchor.constraint(equalTo: view.centerYAnchor, constant: -25),
beginOverlay.widthAnchor.constraint(equalToConstant: scvc.overlayWidth),
beginOverlay.heightAnchor.constraint(equalToConstant: scvc.overlayHeight),
detailView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
detailView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
detailView.heightAnchor.constraint(equalToConstant: scvc.detailHeight),
detailView.widthAnchor.constraint(equalToConstant: scvc.detailWidth),
leftArrow.leadingAnchor.constraint(equalTo: view.leadingAnchor, constant: scvc.arrowMargin),
leftArrow.centerYAnchor.constraint(equalTo: view.centerYAnchor),
leftArrow.widthAnchor.constraint(equalToConstant: scvc.arrowSize),
leftArrow.heightAnchor.constraint(equalToConstant: scvc.arrowSize),
rightArrow.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor, constant: -1 * scvc.arrowMargin),
rightArrow.centerYAnchor.constraint(equalTo: view.centerYAnchor),
rightArrow.widthAnchor.constraint(equalToConstant: scvc.arrowSize),
rightArrow.heightAnchor.constraint(equalToConstant: scvc.arrowSize),
])
}
func favorite() {
}
func play() {
state = .play
}
func favoritesPlay() {
play()
state = .favorites
}
func shufflePlay() {
play()
state = .shuffle
}
override func viewDidLoad() {
super.viewDidLoad()
setup()
setupConstraints()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
/*var touch: UITouch? = touches.first
if (touch?.view != detailView && !detailView.isHidden) {
detailView.isHidden = true
}*/
super.touchesBegan(touches, with: event)
}
}
Overlay:
fileprivate struct sizeConstants {
static let pillHeight: CGFloat = 38
static let pillCornerRadius: CGFloat = sizeConstants.pillHeight / 2
static let titleFontSize: CGFloat = 13
static let detailFontSize: CGFloat = 10
static let imageCenterToLeading: CGFloat = 3
static let circleDiameter: CGFloat = 66
static let circleRadius: CGFloat = sizeConstants.circleDiameter / 2
static let buttonTextHPadding: CGFloat = 4
static let buttonTextVPadding: CGFloat = 2
static let badgeSpacing: CGFloat = 5.5
static let titleBadgeSpacing: CGFloat = 19
static let badgeImageSize: CGFloat = 32
static let badgeTextFromCenter: CGFloat = 0
static let badgeTextToImage: CGFloat = 8
static let buttonBackgroundToText: CGFloat = 6
static let circleButtonSize: CGFloat = 48
static let rectButtonWidth: CGFloat = 36
static let rectButtonHeight: CGFloat = 39
static let badgesToButtons: CGFloat = 21.5
}
class ButtonView: UIView {
lazy var buttonBackgroundView: UIView = {
let _buttonBackgroundView = UIView(frame: .zero)
_buttonBackgroundView.translatesAutoresizingMaskIntoConstraints = false
_buttonBackgroundView.backgroundColor = .black
_buttonBackgroundView.layer.cornerRadius = sizeConstants.circleRadius
return _buttonBackgroundView
}()
lazy var textBackgroundView: UIView = {
let _textBackgroundView = UIView(frame: .zero)
_textBackgroundView.translatesAutoresizingMaskIntoConstraints = false
_textBackgroundView.backgroundColor = .black
_textBackgroundView.layer.cornerRadius = _textBackgroundView.frame.height / 2
return _textBackgroundView
}()
lazy var button: UIButton = {
let _button = UIButton(frame: .zero)
_button.translatesAutoresizingMaskIntoConstraints = false
return _button
}()
lazy var label: UILabel = {
let _label = UILabel(frame: .zero)
_label.translatesAutoresizingMaskIntoConstraints = false
_label.font = .systemFont(ofSize: 15)
_label.textColor = .white
return _label
}()
var isRect: Bool = false
convenience init(rect: Bool) {
self.init(frame: .zero)
self.isRect = rect
setupViews()
}
override func updateConstraints() {
NSLayoutConstraint.activate([
buttonBackgroundView.topAnchor.constraint(equalTo: topAnchor),
buttonBackgroundView.centerXAnchor.constraint(equalTo: centerXAnchor),
buttonBackgroundView.widthAnchor.constraint(equalToConstant: sizeConstants.circleDiameter),
buttonBackgroundView.heightAnchor.constraint(equalToConstant: sizeConstants.circleDiameter),
button.centerXAnchor.constraint(equalTo: buttonBackgroundView.centerXAnchor),
button.centerYAnchor.constraint(equalTo: buttonBackgroundView.centerYAnchor),
textBackgroundView.topAnchor.constraint(equalTo: buttonBackgroundView.bottomAnchor, constant: sizeConstants.buttonBackgroundToText),
textBackgroundView.centerXAnchor.constraint(equalTo: centerXAnchor),
textBackgroundView.heightAnchor.constraint(equalTo: label.heightAnchor, constant: sizeConstants.buttonTextVPadding),
textBackgroundView.widthAnchor.constraint(equalTo: label.widthAnchor, constant: sizeConstants.buttonTextHPadding),
label.centerXAnchor.constraint(equalTo: centerXAnchor),
label.centerYAnchor.constraint(equalTo: textBackgroundView.centerYAnchor),
])
if (isRect) {
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: sizeConstants.rectButtonWidth),
button.heightAnchor.constraint(equalToConstant: sizeConstants.rectButtonHeight),
])
} else {
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: sizeConstants.circleButtonSize),
button.heightAnchor.constraint(equalToConstant: sizeConstants.circleButtonSize),
])
}
super.updateConstraints()
}
private func setupViews() {
addSubview(buttonBackgroundView)
addSubview(textBackgroundView)
addSubview(label)
addSubview(button)
label.sizeToFit()
setNeedsUpdateConstraints()
}
func setButtonProps(image: UIImage, text: String, target: Any, selector: Selector) {
self.button.addTarget(target, action: selector, for: .touchUpInside)
self.button.setImage(image, for: .normal)
self.label.text = text
}
#objc private func tapped() {
print("tapped")
}
}
class PlayOverlay: UIView {
override init(frame: CGRect) {
super.init(frame: .zero)
}
lazy var badgeStackView: UIStackView = {
let _badgeStackView = UIStackView(frame: .zero)
_badgeStackView.translatesAutoresizingMaskIntoConstraints = false
_badgeStackView.axis = .vertical
_badgeStackView.spacing = sizeConstants.badgeSpacing
_badgeStackView.distribution = .equalSpacing
return _badgeStackView
}()
lazy var buttonStackView: UIStackView = {
let _buttonStackView = UIStackView(frame: .zero)
_buttonStackView.translatesAutoresizingMaskIntoConstraints = false
_buttonStackView.axis = .horizontal
_buttonStackView.distribution = .equalSpacing
return _buttonStackView
}()
var vc: PlaySecVC!
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func updateConstraints() {
NSLayoutConstraint.activate([
badgeStackView.topAnchor.constraint(equalTo: topAnchor, constant: sizeConstants.titleBadgeSpacing),
badgeStackView.centerXAnchor.constraint(equalTo: centerXAnchor),
badgeStackView.widthAnchor.constraint(equalTo: widthAnchor),
buttonStackView.topAnchor.constraint(equalTo: badgeStackView.bottomAnchor, constant: sizeConstants.badgesToButtons),
buttonStackView.widthAnchor.constraint(equalTo: widthAnchor),
buttonStackView.centerXAnchor.constraint(equalTo: centerXAnchor),
buttonStackView.bottomAnchor.constraint(equalTo: bottomAnchor),
])
super.updateConstraints()
}
}
class BeginOverlay: PlayOverlay {
override init(frame: CGRect) {
super.init(frame: .zero)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setupViews() {
addSubview(badgeStackView)
addSubview(buttonStackView)
let shuffleButton = ButtonView(rect: false)
shuffleButton.setButtonProps(image: UIImage()/* replaced with empty image for demo */, text: "SHUFFLE", target: self, selector: #selector(shuffle))
let favoritesButton = ButtonView(rect: false)
favoritesButton.setButtonProps(image: UIImage()/* replaced with empty image for demo */, text: "FAVORITES", target: self, selector: #selector(favorites))
let playButton = ButtonView(rect: false)
playButton.setButtonProps(image: UIImage()/* replaced with empty image for demo */, text: "PLAY", target: self, selector: #selector(play))
buttonStackView.addArrangedSubview(shuffleButton)
buttonStackView.addArrangedSubview(favoritesButton)
buttonStackView.addArrangedSubview(playButton)
}
#objc private func shuffle() {
vc.shufflePlay()
}
#objc private func favorites() {
vc.favoritesPlay()
}
#objc private func play() {
vc.play()
}
}
I did some research and I figured out that since there are 2 UIStackView inside BeginOverlay, there is position ambiguity for the second one that contains the 3 UIButton. The image below may help.
Here is a place of fix. Tested with Xcode 11.4 / iOS 13.4
lazy var buttonStackView: UIStackView = {
let _buttonStackView = UIStackView(frame: .zero)
_buttonStackView.translatesAutoresizingMaskIntoConstraints = false
_buttonStackView.axis = .horizontal
_buttonStackView.distribution = .fillEqually // << here !!!
return _buttonStackView
}()
Here is complete tested module (for comparison, just in case I changed anything else). Just created single view iOS project from template and assign controller class in Storyboard.
fileprivate struct scvc {
static let overlayWidth: CGFloat = 330
static let overlayFromCenter: CGFloat = 25
static let hotspotSize: CGFloat = 30
static let detailHeight: CGFloat = 214
static let detailWidth: CGFloat = 500
static let arrowMargin: CGFloat = 9
static let arrowSize: CGFloat = 56
static let zoomRect: CGFloat = 200
static let overlayHeight: CGFloat = 267
}
enum playState {
case play
case shuffle
case favorites
}
protocol PlaySec: class {
}
class PlaySecVC: UIViewController, PlaySec {
// MARK: UIComponents
lazy var scrollView: UIScrollView = {
let _scrollView = UIScrollView(frame: .zero)
_scrollView.translatesAutoresizingMaskIntoConstraints = false
_scrollView.clipsToBounds = false
//_scrollView.isUserInteractionEnabled = true
return _scrollView
}()
lazy var imageView: UIImageView = {
let _imageView = UIImageView(frame: .zero)
_imageView.translatesAutoresizingMaskIntoConstraints = false
_imageView.contentMode = .scaleAspectFit
//_imageView.isUserInteractionEnabled = true
return _imageView
}()
lazy var beginOverlay: BeginOverlay = {
let _beginOverlay = BeginOverlay(frame: .zero)
_beginOverlay.translatesAutoresizingMaskIntoConstraints = false
return _beginOverlay
}()
lazy var detailView: UIView = {
let _detailView = UIView(frame: .zero)
_detailView.translatesAutoresizingMaskIntoConstraints = false
_detailView.isHidden = true
//_detailView.isUserInteractionEnabled = false
return _detailView
}()
lazy var leftArrow: UIButton = {
let _leftArrow = UIButton(frame: .zero)
_leftArrow.translatesAutoresizingMaskIntoConstraints = false
_leftArrow.isHidden = false
_leftArrow.setImage(UIImage(systemName: "arrow.left")!, for: .normal)
return _leftArrow
}()
lazy var rightArrow: UIButton = {
let _rightArrow = UIButton(frame: .zero)
_rightArrow.translatesAutoresizingMaskIntoConstraints = false
_rightArrow.isHidden = false
_rightArrow.setImage(UIImage(systemName: "arrow.right")!, for: .normal)
return _rightArrow
}()
var state: playState = .play
// MARK: Setup
private func setup() {
// let viewController = self
self.beginOverlay.vc = self
}
private func setupConstraints() {
view.addSubview(scrollView)
scrollView.addSubview(imageView)
view.addSubview(detailView)
view.addSubview(beginOverlay)
view.addSubview(leftArrow)
view.addSubview(rightArrow)
NSLayoutConstraint.activate([
scrollView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: view.trailingAnchor),
scrollView.topAnchor.constraint(equalTo: view.topAnchor),
scrollView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
imageView.leadingAnchor.constraint(equalTo: scrollView.leadingAnchor),
imageView.trailingAnchor.constraint(equalTo: scrollView.trailingAnchor),
imageView.topAnchor.constraint(equalTo: scrollView.topAnchor),
imageView.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor),
beginOverlay.centerXAnchor.constraint(equalTo: view.centerXAnchor),
beginOverlay.centerYAnchor.constraint(equalTo: view.centerYAnchor, constant: -25),
beginOverlay.widthAnchor.constraint(equalToConstant: scvc.overlayWidth),
beginOverlay.heightAnchor.constraint(equalToConstant: scvc.overlayHeight),
detailView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
detailView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
detailView.heightAnchor.constraint(equalToConstant: scvc.detailHeight),
detailView.widthAnchor.constraint(equalToConstant: scvc.detailWidth),
leftArrow.leadingAnchor.constraint(equalTo: view.leadingAnchor, constant: scvc.arrowMargin),
leftArrow.centerYAnchor.constraint(equalTo: view.centerYAnchor),
leftArrow.widthAnchor.constraint(equalToConstant: scvc.arrowSize),
leftArrow.heightAnchor.constraint(equalToConstant: scvc.arrowSize),
rightArrow.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor, constant: -1 * scvc.arrowMargin),
rightArrow.centerYAnchor.constraint(equalTo: view.centerYAnchor),
rightArrow.widthAnchor.constraint(equalToConstant: scvc.arrowSize),
rightArrow.heightAnchor.constraint(equalToConstant: scvc.arrowSize),
])
}
func favorite() {
}
func play() {
state = .play
}
func favoritesPlay() {
play()
state = .favorites
}
func shufflePlay() {
play()
state = .shuffle
}
override func viewDidLoad() {
super.viewDidLoad()
setup()
setupConstraints()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
/*var touch: UITouch? = touches.first
if (touch?.view != detailView && !detailView.isHidden) {
detailView.isHidden = true
}*/
super.touchesBegan(touches, with: event)
}
}
fileprivate struct sizeConstants {
static let pillHeight: CGFloat = 38
static let pillCornerRadius: CGFloat = sizeConstants.pillHeight / 2
static let titleFontSize: CGFloat = 13
static let detailFontSize: CGFloat = 10
static let imageCenterToLeading: CGFloat = 3
static let circleDiameter: CGFloat = 66
static let circleRadius: CGFloat = sizeConstants.circleDiameter / 2
static let buttonTextHPadding: CGFloat = 4
static let buttonTextVPadding: CGFloat = 2
static let badgeSpacing: CGFloat = 5.5
static let titleBadgeSpacing: CGFloat = 19
static let badgeImageSize: CGFloat = 32
static let badgeTextFromCenter: CGFloat = 0
static let badgeTextToImage: CGFloat = 8
static let buttonBackgroundToText: CGFloat = 6
static let circleButtonSize: CGFloat = 48
static let rectButtonWidth: CGFloat = 36
static let rectButtonHeight: CGFloat = 39
static let badgesToButtons: CGFloat = 21.5
}
class ButtonView: UIView {
lazy var buttonBackgroundView: UIView = {
let _buttonBackgroundView = UIView(frame: .zero)
_buttonBackgroundView.translatesAutoresizingMaskIntoConstraints = false
_buttonBackgroundView.backgroundColor = .black
_buttonBackgroundView.layer.cornerRadius = sizeConstants.circleRadius
return _buttonBackgroundView
}()
lazy var textBackgroundView: UIView = {
let _textBackgroundView = UIView(frame: .zero)
_textBackgroundView.translatesAutoresizingMaskIntoConstraints = false
_textBackgroundView.backgroundColor = .black
_textBackgroundView.layer.cornerRadius = _textBackgroundView.frame.height / 2
return _textBackgroundView
}()
lazy var button: UIButton = {
let _button = UIButton(frame: .zero)
_button.translatesAutoresizingMaskIntoConstraints = false
return _button
}()
lazy var label: UILabel = {
let _label = UILabel(frame: .zero)
_label.translatesAutoresizingMaskIntoConstraints = false
_label.font = .systemFont(ofSize: 15)
_label.textColor = .white
return _label
}()
var isRect: Bool = false
convenience init(rect: Bool) {
self.init(frame: .zero)
self.isRect = rect
setupViews()
}
override func updateConstraints() {
NSLayoutConstraint.activate([
buttonBackgroundView.topAnchor.constraint(equalTo: topAnchor),
buttonBackgroundView.centerXAnchor.constraint(equalTo: centerXAnchor),
buttonBackgroundView.widthAnchor.constraint(equalToConstant: sizeConstants.circleDiameter),
buttonBackgroundView.heightAnchor.constraint(equalToConstant: sizeConstants.circleDiameter),
button.centerXAnchor.constraint(equalTo: buttonBackgroundView.centerXAnchor),
button.centerYAnchor.constraint(equalTo: buttonBackgroundView.centerYAnchor),
textBackgroundView.topAnchor.constraint(equalTo: buttonBackgroundView.bottomAnchor, constant: sizeConstants.buttonBackgroundToText),
textBackgroundView.centerXAnchor.constraint(equalTo: centerXAnchor),
textBackgroundView.heightAnchor.constraint(equalTo: label.heightAnchor, constant: sizeConstants.buttonTextVPadding),
textBackgroundView.widthAnchor.constraint(equalTo: label.widthAnchor, constant: sizeConstants.buttonTextHPadding),
label.centerXAnchor.constraint(equalTo: centerXAnchor),
label.centerYAnchor.constraint(equalTo: textBackgroundView.centerYAnchor),
])
if (isRect) {
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: sizeConstants.rectButtonWidth),
button.heightAnchor.constraint(equalToConstant: sizeConstants.rectButtonHeight),
])
} else {
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: sizeConstants.circleButtonSize),
button.heightAnchor.constraint(equalToConstant: sizeConstants.circleButtonSize),
])
}
super.updateConstraints()
}
private func setupViews() {
addSubview(buttonBackgroundView)
addSubview(textBackgroundView)
addSubview(label)
addSubview(button)
label.sizeToFit()
setNeedsUpdateConstraints()
}
func setButtonProps(image: UIImage, text: String, target: Any, selector: Selector) {
self.button.addTarget(target, action: selector, for: .touchUpInside)
self.button.setImage(image, for: .normal)
self.label.text = text
}
#objc private func tapped() {
print("tapped")
}
}
class PlayOverlay: UIView {
override init(frame: CGRect) {
super.init(frame: .zero)
}
lazy var badgeStackView: UIStackView = {
let _badgeStackView = UIStackView(frame: .zero)
_badgeStackView.translatesAutoresizingMaskIntoConstraints = false
_badgeStackView.axis = .vertical
_badgeStackView.spacing = sizeConstants.badgeSpacing
_badgeStackView.distribution = .equalSpacing
return _badgeStackView
}()
lazy var buttonStackView: UIStackView = {
let _buttonStackView = UIStackView(frame: .zero)
_buttonStackView.translatesAutoresizingMaskIntoConstraints = false
_buttonStackView.axis = .horizontal
_buttonStackView.distribution = .fillEqually
return _buttonStackView
}()
var vc: PlaySecVC!
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func updateConstraints() {
NSLayoutConstraint.activate([
badgeStackView.topAnchor.constraint(equalTo: topAnchor, constant: sizeConstants.titleBadgeSpacing),
badgeStackView.centerXAnchor.constraint(equalTo: centerXAnchor),
badgeStackView.widthAnchor.constraint(equalTo: widthAnchor),
buttonStackView.topAnchor.constraint(equalTo: badgeStackView.bottomAnchor, constant: sizeConstants.badgesToButtons),
buttonStackView.widthAnchor.constraint(equalTo: widthAnchor),
buttonStackView.centerXAnchor.constraint(equalTo: centerXAnchor),
buttonStackView.bottomAnchor.constraint(equalTo: bottomAnchor),
])
super.updateConstraints()
}
}
class BeginOverlay: PlayOverlay {
override init(frame: CGRect) {
super.init(frame: .zero)
self.setupViews()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setupViews() {
addSubview(badgeStackView)
addSubview(buttonStackView)
let shuffleButton = ButtonView(rect: false)
shuffleButton.setButtonProps(image: UIImage(systemName: "shuffle")!/* replaced with empty image for demo */, text: "SHUFFLE", target: self, selector: #selector(shuffle))
let favoritesButton = ButtonView(rect: false)
favoritesButton.setButtonProps(image: UIImage(systemName: "bookmark")!/* replaced with empty image for demo */, text: "FAVORITES", target: self, selector: #selector(favorites))
let playButton = ButtonView(rect: false)
playButton.setButtonProps(image: UIImage(systemName: "play")!/* replaced with empty image for demo */, text: "PLAY", target: self, selector: #selector(play))
buttonStackView.addArrangedSubview(shuffleButton)
buttonStackView.addArrangedSubview(favoritesButton)
buttonStackView.addArrangedSubview(playButton)
}
#objc private func shuffle() {
vc.shufflePlay()
}
#objc private func favorites() {
vc.favoritesPlay()
}
#objc private func play() {
vc.play()
}
}
Note: as mentioned it is better to review all constrains and fix run-time ambiguities.

ViewController Containment with Subclassing

in an attempt to up my "getting away from massive view controllers" I am trying some stuff with view controller containment.
Here's what I want:
have a base class with a scroll view and an embedded stack view
inherit from that class with an implementation of my desired scene
being able to add child view controllers as needed to my implementation
I expect something like this:
Here's the code I am trying to achieve this with:
import UIKit
/**
Base class
*/
class PrototypeStackViewController: UIViewController {
private let scrollView: UIScrollView = {
let s = UIScrollView()
s.translatesAutoresizingMaskIntoConstraints = false
s.contentMode = .scaleToFill
return s
}()
private let stackView: UIStackView = {
let s = UIStackView()
s.translatesAutoresizingMaskIntoConstraints = false
s.axis = .vertical
s.alignment = .fill
s.distribution = .fill
s.contentMode = .scaleToFill
return s
}()
override func loadView() {
view = UIView()
view.backgroundColor = .systemGray
view.addSubview(scrollView)
scrollView.addSubview(stackView)
let nstraint = stackView.heightAnchor.constraint(equalTo: scrollView.frameLayoutGuide.heightAnchor)
stackViewHeightConstraint.priority = .defaultLow
NSLayoutConstraint.activate([
scrollView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
scrollView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor),
scrollView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
stackView.leadingAnchor.constraint(equalTo: scrollView.leadingAnchor),
stackView.trailingAnchor.constraint(equalTo: scrollView.trailingAnchor),
stackView.topAnchor.constraint(equalTo: scrollView.topAnchor),
stackView.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor),
stackViewHeightConstraint
])
}
override func viewDidLoad() {
super.viewDidLoad()
}
func add(child: UIViewController) {
addChild(child)
stackView.addArrangedSubview(child.view)
child.didMove(toParent: self)
}
func remove(child: UIViewController) {
guard child.parent != nil else { return }
child.willMove(toParent: nil)
stackView.removeArrangedSubview(child.view)
child.view.removeFromSuperview()
child.removeFromParent()
}
}
/**
Implementation of my scene
*/
class PrototypeContainmentViewController: PrototypeStackViewController {
lazy var topViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemRed
t.label.text = "Top View Controller"
return t
}()
lazy var centerViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemGreen
t.label.text = "Center View Controller"
return t
}()
lazy var bottomViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemBlue
t.label.text = "Bottom View Controller"
return t
}()
override func loadView() {
super.loadView()
add(child: topViewController)
add(child: centerViewController)
add(child: bottomViewController)
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
/**
Sample View Controller
*/
class PrototypeSubViewController: UIViewController {
lazy var label: UILabel = {
let l = UILabel()
l.translatesAutoresizingMaskIntoConstraints = false
return l
}()
override func loadView() {
view = UIView()
view.backgroundColor = .systemRed
view.addSubview(label)
NSLayoutConstraint.activate([
label.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor, constant: 12),
label.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor, constant: -12),
label.centerYAnchor.constraint(equalTo: view.centerYAnchor),
label.centerXAnchor.constraint(equalTo: view.centerXAnchor),
])
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
Here's what I get:
If you look close, you can even see the "Bottom View Controller" label – but on top the green center view controller.
I am missing something here in my love-hate-relation with auto layout, that much is for sure...
You are missing the width constraint that ensures that the stack view fills the width of the scroll view:
stackView.widthAnchor.constraint(equalTo: scrollView.widthAnchor)
Also I would set your label constraints in this way:
NSLayoutConstraint.activate([
label.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor, constant: 12),
label.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor, constant: -12),
label.top.constraint(equalTo: view.topAnchor),
label.bottomAnchor.constraint(equalTo: view.bottomAnchor),
])
Had to make some tweaks to make it work.
First of all, to span over the whole width, I was missing stackView.widthAnchor.constraint(equalTo: scrollView.widthAnchor), which Francesco Deliro correctly told me in the other answer.
Also, turns out I needed to change my stackViews distribution to .fillProportionally.
The code I was able to get what I showed on the question's picture is now this:
/**
Base Class
*/
class PrototypeStackViewController: UIViewController {
private let scrollView: UIScrollView = {
let s = UIScrollView()
s.translatesAutoresizingMaskIntoConstraints = false
s.contentMode = .scaleToFill
return s
}()
private let stackView: UIStackView = {
let s = UIStackView()
s.translatesAutoresizingMaskIntoConstraints = false
s.axis = .vertical
s.alignment = .fill
s.distribution = .fillProportionally //CHANGED to this
s.contentMode = .scaleToFill
return s
}()
override func loadView() {
view = UIView()
view.backgroundColor = .systemGray
view.addSubview(scrollView)
scrollView.addSubview(stackView)
NSLayoutConstraint.activate([
scrollView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
scrollView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor),
scrollView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
//CHANGED set of constraints here, seems as though width and heigt anchors are needed
stackView.widthAnchor.constraint(equalTo: scrollView.widthAnchor),
stackView.heightAnchor.constraint(equalTo: scrollView.heightAnchor),
stackView.centerXAnchor.constraint(equalTo: scrollView.centerXAnchor),
stackView.centerYAnchor.constraint(equalTo: scrollView.centerYAnchor)
])
}
override func viewDidLoad() {
super.viewDidLoad()
}
func add(child: UIViewController) {
addChild(child)
stackView.addArrangedSubview(child.view)
child.didMove(toParent: self)
}
func remove(child: UIViewController) {
guard child.parent != nil else { return }
child.willMove(toParent: nil)
stackView.removeArrangedSubview(child.view)
child.view.removeFromSuperview()
child.removeFromParent()
}
}
class PrototypeContainmentViewController: PrototypeStackViewController {
lazy var topViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemRed
t.label.text = "Top View Controller"
return t
}()
lazy var centerViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemGreen
t.label.text = "Center View Controller"
return t
}()
lazy var bottomViewController: PrototypeSubViewController = {
let t = PrototypeSubViewController()
t.view.backgroundColor = .systemBlue
t.label.text = "Bottom View Controller"
return t
}()
override func loadView() {
super.loadView()
add(child: topViewController)
add(child: centerViewController)
add(child: bottomViewController)
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
class PrototypeSubViewController: UIViewController {
lazy var label: UILabel = {
let l = UILabel()
l.translatesAutoresizingMaskIntoConstraints = false
l.textAlignment = .center
return l
}()
override func loadView() {
view = UIView()
view.backgroundColor = .systemRed
view.addSubview(label)
NSLayoutConstraint.activate([
//CHANGED to this set of constraints
label.centerYAnchor.constraint(equalTo: view.centerYAnchor),
label.centerXAnchor.constraint(equalTo: view.centerXAnchor),
])
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
Hope that this answer will help future me and potentially others as well :-)

Add tap gesture to a nested stackview

I've been trying to add tap gesture to a list of stackviews which are deeply nested in another stackview and a scrollview.
I'm not sure why is my implementation is not working.
In my code I'm using a selector but I would like to use a closure so I could pass into a function with parameters something like this (linkToOpen:String)->Void
import UIKit
import PlaygroundSupport
class TestViewController: UIViewController {
var aboutText:[String] = []
var fbLinks:[String] = []
let scrollView = UIScrollView()
let stackView = UIStackView()
let tap = UITapGestureRecognizer(target: self, action: #selector(didTapCard(sender: )))
override func viewDidLoad() {
super.viewDidLoad()
//Add and setup scroll view
self.view.addSubview(self.scrollView)
self.scrollView.translatesAutoresizingMaskIntoConstraints = false;
//Constrain scroll view
self.scrollView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor, constant: 5).isActive = true;
self.scrollView.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 30).isActive = true;
self.scrollView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor, constant: -5).isActive = true;
self.scrollView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor, constant: 0).isActive = true;
self.scrollView.addSubview(self.stackView)
self.stackView.translatesAutoresizingMaskIntoConstraints = false
self.stackView.axis = .vertical
self.stackView.alignment = UIStackView.Alignment.fill
self.stackView.spacing = 10;
//constrain stack view to scroll view
self.stackView.leadingAnchor.constraint(equalTo: self.scrollView.leadingAnchor).isActive = true;
self.stackView.topAnchor.constraint(equalTo: self.scrollView.topAnchor).isActive = true;
self.stackView.trailingAnchor.constraint(equalTo: self.scrollView.trailingAnchor).isActive = true;
self.stackView.bottomAnchor.constraint(equalTo: self.scrollView.bottomAnchor).isActive = true;
self.stackView.widthAnchor.constraint(equalTo: scrollView.widthAnchor).isActive = true;
fbLinks.append("Some text")
fbLinks.append("Some other text but longer")
fbLinks.append("Some other text but way longer then the previous was")
fbLinks.append("text again what a surprise")
fbLinks.append("guess what this is a text too")
for link in fbLinks
{
let sw:UIStackView = generateStackedItem(imageName:"bolt",text: link)
stackView.addArrangedSubview(sw)
}
}
func generateText(text:String)->UILabel
{
let textLabel = UILabel()
textLabel.text = NSLocalizedString(text, comment: "")
textLabel.textAlignment = .left
textLabel.numberOfLines = 0
textLabel.lineBreakMode = .byWordWrapping
return textLabel
}
func generateStackedItem(imageName:String,text:String)->UIStackView
{
let stackView = UIStackView()
stackView.axis = NSLayoutConstraint.Axis.horizontal
stackView.distribution = .fill
stackView.alignment = .center
stackView.spacing = 5.0
let label = generateText(text: text)
//stackView.addArrangedSubview(imageView)
stackView.addArrangedSubview(label)
stackView.translatesAutoresizingMaskIntoConstraints = false
stackView.heightAnchor.constraint(equalTo: label.heightAnchor, constant: 5).isActive = true
stackView.isUserInteractionEnabled = true
stackView.addGestureRecognizer(tap)
return stackView
}
func openLink(link:String){
if let url = URL(string: link) {
UIApplication.shared.open(url)
}
}
#objc func didTapCard (sender: UITapGestureRecognizer) {
// let clickedView = cardView[sender.view!.tag]
print("View tapped !")
}
}
let vc = TestViewController()
vc.view.backgroundColor = .white
PlaygroundPage.current.liveView = vc
You can add a gesture recognizer to only one view.
Think of it like a label...
If you instantiate a label, then try to add it to 4 different stack views, it will only exist in the last stack view to which you've added it.
So, you need to create a new recognizer for each view:
stackView.isUserInteractionEnabled = true
// create new Tap Gesture Reconizer here
let tap = UITapGestureRecognizer(target: self, action: #selector(didTapCard(sender:)))
stackView.addGestureRecognizer(tap)
Then, in your action selector, you can get a reference to that view (and its properties / subviews / etc):
#objc func didTapCard (sender: UITapGestureRecognizer) {
if let sv = sender.view as? UIStackView,
let label = sv.arrangedSubviews.first as? UILabel,
let str = label.text {
print("Stack view with:", str, "was tapped!")
}
}
Here is your complete class, edited with those changes:
class TestViewController: UIViewController {
var aboutText:[String] = []
var fbLinks:[String] = []
let scrollView = UIScrollView()
let stackView = UIStackView()
override func viewDidLoad() {
super.viewDidLoad()
//Add and setup scroll view
self.view.addSubview(self.scrollView)
self.scrollView.translatesAutoresizingMaskIntoConstraints = false;
//Constrain scroll view
self.scrollView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor, constant: 5).isActive = true;
self.scrollView.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 30).isActive = true;
self.scrollView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor, constant: -5).isActive = true;
self.scrollView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor, constant: 0).isActive = true;
self.scrollView.addSubview(self.stackView)
self.stackView.translatesAutoresizingMaskIntoConstraints = false
self.stackView.axis = .vertical
self.stackView.alignment = UIStackView.Alignment.fill
self.stackView.spacing = 10;
//constrain stack view to scroll view
self.stackView.leadingAnchor.constraint(equalTo: self.scrollView.leadingAnchor).isActive = true;
self.stackView.topAnchor.constraint(equalTo: self.scrollView.topAnchor).isActive = true;
self.stackView.trailingAnchor.constraint(equalTo: self.scrollView.trailingAnchor).isActive = true;
self.stackView.bottomAnchor.constraint(equalTo: self.scrollView.bottomAnchor).isActive = true;
self.stackView.widthAnchor.constraint(equalTo: scrollView.widthAnchor).isActive = true;
fbLinks.append("Some text")
fbLinks.append("Some other text but longer")
fbLinks.append("Some other text but way longer then the previous was")
fbLinks.append("text again what a surprise")
fbLinks.append("guess what this is a text too")
for link in fbLinks
{
let sw:UIStackView = generateStackedItem(imageName:"bolt",text: link)
stackView.addArrangedSubview(sw)
}
}
func generateText(text:String)->UILabel
{
let textLabel = UILabel()
textLabel.text = NSLocalizedString(text, comment: "")
textLabel.textAlignment = .left
textLabel.numberOfLines = 0
textLabel.lineBreakMode = .byWordWrapping
return textLabel
}
func generateStackedItem(imageName:String,text:String)->UIStackView
{
let stackView = UIStackView()
stackView.axis = NSLayoutConstraint.Axis.horizontal
stackView.distribution = .fill
stackView.alignment = .center
stackView.spacing = 5.0
let label = generateText(text: text)
//stackView.addArrangedSubview(imageView)
stackView.addArrangedSubview(label)
stackView.translatesAutoresizingMaskIntoConstraints = false
stackView.heightAnchor.constraint(equalTo: label.heightAnchor, constant: 5).isActive = true
stackView.isUserInteractionEnabled = true
// create new Tap Gesture Reconizer here
let tap = UITapGestureRecognizer(target: self, action: #selector(didTapCard(sender:)))
stackView.addGestureRecognizer(tap)
return stackView
}
func openLink(link:String){
if let url = URL(string: link) {
UIApplication.shared.open(url)
}
}
#objc func didTapCard (sender: UITapGestureRecognizer) {
if let sv = sender.view as? UIStackView,
let label = sv.arrangedSubviews.first as? UILabel,
let str = label.text {
print("Stack view with:", str, "was tapped!")
}
}
}
Note: That will work, but is not a particularly great way to do it.
A better approach would probably be to create a custom class that has its own stack view with imageView and label... and its own tap gesture recognizer. Then use either closures or protocol / delegate pattern to process the action.

Adding more tableViews as subview on my main scrollView depending on a UISwitch state works only after application relaunches

UPDATED BELOW!
I have a UI structure with a horizontal scrollView nesting 5 tableViews – each representing a day of the week. I have added a UISwitch to add weekend to the week, so when the user switches it on, two more tableview-subviews are added to the scrollView. So far so good, but the switch change only takes effect, when I relaunch the application. Looks like ViewDidLoad() makes it happen, but nothing else. I added a Bool variable called isWeekOn. Its state is managed from viewDidLoad:
isWeekendOn = UserDefaults.standard.bool(forKey: "switchState")
dayTableViews = fiveOrSevenDayTableViews()
where fiveOrSevenTableViews() is a closure returning the array of tableviews with the proper count and dayTableViews is my local array variable.
lazy var fiveOrSevenDayTableViews: () -> [DayTableView] = {
if self.isWeekendOn == false {
return [self.mondayTableView, self.tuesdayTableview, self.wednesdayTableview, self.thursdayTableView, self.fridayTableView]
} else {
return [self.mondayTableView, self.tuesdayTableview, self.wednesdayTableview, self.thursdayTableView, self.fridayTableView, self.saturdayTableView,self.sundayTableView]
}
}
I added a didSet property observer to isWeekendOn and that also calls setupViews(), where the number of tableviews is also decided by calling fiveOrSevenTableViews closure .
var isWeekendOn: Bool = false {
didSet {
print("LessonVC IsWeekendon: ",isWeekendOn)
dayTableViews = fiveOrSevenDayTableViews()
setupViews()
print("didset daytableviews", fiveOrSevenDayTableViews().count)
}
}
Where my setupViews() looks like:
func setupViews() {
setupScrollView()
let numberOfTableViews = CGFloat(dayTableViews.count)
let stackView = UIStackView(arrangedSubviews: fiveOrSevenDayTableViews())
print("setupViews stacview subviews count", stackView.arrangedSubviews.count)
stackView.axis = .horizontal
stackView.distribution = .fillEqually
scrollView.addSubview(stackView)
setupStackViewConstraints(stackView, numberOfTableViews)
}
And setupScrollView():
private func setupScrollView() {
let numberOfTableViews = CGFloat(dayTableViews.count)
print("setupScrollview dableviews", numberOfTableViews)
scrollView.frame = CGRect(x: 0, y: 0, width: view.bounds.width, height:0)
scrollView.contentSize = CGSize(width: view.frame.width * numberOfTableViews, height: 0)
view.addSubview(scrollView)
setupScrollviewConstraints()
}
All the print statements are called properly, so I am wondering, why the changes actually do not take effect real time, and instead working only relaunch.
What I tried:
As #maniponken suggested, i made a function which looks like:
func readdStackView(_ stackView: UIStackView) { stackView.removeFromSuperview()
setupViews() }
than I call this within the isWeekendOn didSet observer. Didn't work out unfortunately.
UPDATE:
Actually when I put anything in my isWeekendon didSet observer, doesn't work! For example changing my navigationBar backgroundColor...etc Everything is reflecting on console though, in the print statements! Those functions also take effect at relaunch only.I have no idea what I am doing wrong.
UPDATE2:
Removing the tables works without problem with a local UIButton! My Problem is the following though: I have a settings view controller, which has a switch for setting 5 or 7 table views. Realtime update does not work with that switch, only with le local button, triggering an #objc func. I still need that settings panel for the user though!
Try this, it's not a stackview but it works for adding (and removing) tableviews to a ViewController.
This method is not using Storyboards
In your viewcontroller, containing the tableview
import Foundation
import UIKit
class SevenTableviews: UIViewController, UITableViewDelegate, UITableViewDataSource {
let tableView1: UITableView = {
let tv = UITableView()
tv.backgroundColor = .white
tv.separatorStyle = .none
return tv
}()
let tableView2: UITableView = {
let tv = UITableView()
tv.backgroundColor = .white
tv.separatorStyle = .none
return tv
}()
let tableSwitch: UISwitch = {
let switchBtn = UISwitch()
switchBtn.addTarget(self, action: #selector(switchTables), for: .touchUpInside)
return switchBtn
}()
var isTableTwoShowing = false
let reuseIdentifier = "DaysCell"
var days = ["monday", "tuesday", "wednesday", "thursday", "friday"]
var weekendDays = ["saturday", "sunday"]
override func viewDidLoad() {
super.viewDidLoad()
setupTableview()
}
func setupTableview() {
tableView1.dataSource = self
tableView1.delegate = self
tableView1.register(DaysTableviewCell.self, forCellReuseIdentifier: reuseIdentifier)
view.addSubview(tableView1)
tableView1.anchor(top: view.safeAreaLayoutGuide.topAnchor, left: view.leftAnchor, bottom: view.centerYAnchor, right: view.rightAnchor)
if isTableTwoShowing == true {
tableView2.dataSource = self
tableView2.delegate = self
tableView2.register(DaysTableviewCell.self, forCellReuseIdentifier: reuseIdentifier)
view.addSubview(tableView2)
tableView2.anchor(top: view.centerYAnchor, left: view.leftAnchor, bottom: view.safeAreaLayoutGuide.bottomAnchor, right: view.rightAnchor)
}
view.addSubview(tableSwitch)
tableSwitch.anchor(bottom: view.safeAreaLayoutGuide.bottomAnchor, right: view.rightAnchor, paddingBottom: 24, paddingRight: 12)
}
#objc func switchTables() {
if tableSwitch.isOn {
isTableTwoShowing = true
setupTableview()
} else {
isTableTwoShowing = false
tableView2.removeFromSuperview()
}
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
if tableView == tableView1 {
return days.count
} else if tableView == tableView2 {
return weekendDays.count
} else {
return 0
}
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: reuseIdentifier) as! DaysTableviewCell
if tableView == tableView1 {
cell.dateLabel.text = days[indexPath.row]
return cell
} else {
cell.dateLabel.text = weekendDays[indexPath.row]
return cell
}
}
}
in your tableviewCell-class:
import Foundation
import UIKit
class DaysTableviewCell: UITableViewCell {
let identifier = "DaysCell"
let cellContainer: UIView = {
let view = UIView()
view.backgroundColor = .white
view.backgroundColor = Colors.boxBack
view.setCellShadow()
return view
}()
let dateLabel: UILabel = {
let label = UILabel()
label.font = UIFont.systemFont(ofSize: 20)
return label
}()
override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) {
super.init(style: style, reuseIdentifier: reuseIdentifier)
setupViews()
}
func setupViews() {
selectionStyle = .none
addSubview(cellContainer)
cellContainer.anchor(top: topAnchor, left: leftAnchor, bottom: bottomAnchor, right: rightAnchor, paddingTop: 4, paddingLeft: 8, paddingBottom: 4, paddingRight: 8, height: 35)
cellContainer.addSubview(dateLabel)
dateLabel.anchor(top: cellContainer.topAnchor, left: cellContainer.leftAnchor, bottom: cellContainer.bottomAnchor, right: cellContainer.rightAnchor, paddingTop: 4, paddingLeft: 8, paddingBottom: 4, paddingRight: 8)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
I am using the same cell class for both tableviews but you can decide yourself how you want to do this.
Also, my constraints are set with an extension i found from a tutorial once:
extension UIView {
func anchor(top: NSLayoutYAxisAnchor? = nil, left: NSLayoutXAxisAnchor? = nil, bottom: NSLayoutYAxisAnchor? = nil, right: NSLayoutXAxisAnchor? = nil, paddingTop: CGFloat? = 0, paddingLeft: CGFloat? = 0, paddingBottom: CGFloat? = 0, paddingRight: CGFloat? = 0, width: CGFloat? = nil, height: CGFloat? = nil) {
translatesAutoresizingMaskIntoConstraints = false
if let top = top {
topAnchor.constraint(equalTo: top, constant: paddingTop!).isActive = true
}
if let left = left {
leftAnchor.constraint(equalTo: left, constant: paddingLeft!).isActive = true
}
if let bottom = bottom {
if let paddingBottom = paddingBottom {
bottomAnchor.constraint(equalTo: bottom, constant: -paddingBottom).isActive = true
}
}
if let right = right {
if let paddingRight = paddingRight {
rightAnchor.constraint(equalTo: right, constant: -paddingRight).isActive = true
}
}
if let width = width {
widthAnchor.constraint(equalToConstant: width).isActive = true
}
if let height = height {
heightAnchor.constraint(equalToConstant: height).isActive = true
}
}
}
Hope this helps
Couple notes:
You don't need to re-create / re-add your stack view ever time the switch gets changed. Add it in viewDidLoad() and then add / remove the "DayTableViews"
Use constraints for your stack view inside your scroll view, instead of calculating .contentSize.
Probably want to use an array of your "Day Tables" rather than having individual mondayTableView, tuesdayTableView, etc... vars.
Here's an example you can work from. I used a simple UIView with a centered label as a simulated "DayTableView" - should be pretty clear. Everything is via code - no #IBOutlet or #IBAction - so to test this, create a new project, add this code, and assign the startup view controller to AddToScrollViewController:
//
// AddToScrollViewController.swift
//
// Created by Don Mag on 11/15/19.
//
import UIKit
class DayTableView: UIView {
// simple UIView with a centered label
// this is just simulatig a UITableView
let theLabel: UILabel = {
let v = UILabel()
v.translatesAutoresizingMaskIntoConstraints = false
v.textAlignment = .center
v.backgroundColor = .yellow
return v
}()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() -> Void {
addSubview(theLabel)
NSLayoutConstraint.activate([
theLabel.centerXAnchor.constraint(equalTo: centerXAnchor),
theLabel.centerYAnchor.constraint(equalTo: centerYAnchor),
])
}
}
class AddToScrollViewController: UIViewController {
let theSwitch: UISwitch = {
let v = UISwitch()
return v
}()
let scrollView: UIScrollView = {
let v = UIScrollView()
v.backgroundColor = .orange
return v
}()
let stackView: UIStackView = {
let v = UIStackView()
v.axis = .horizontal
v.distribution = .fillEqually
v.spacing = 16
return v
}()
let mondayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Monday"
return v
}()
let tuesdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Tuesday"
return v
}()
let wednesdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Wednesday"
return v
}()
let thursdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Thursday"
return v
}()
let fridayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Friday"
return v
}()
let saturdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Saturday"
return v
}()
let sundayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Sunday"
return v
}()
var dayTableViews: [DayTableView] = [DayTableView]()
lazy var fiveOrSevenDayTableViews: () -> [DayTableView] = {
if self.isWeekendOn == false {
return [self.mondayTableView, self.tuesdayTableView, self.wednesdayTableView, self.thursdayTableView, self.fridayTableView]
} else {
return [self.mondayTableView, self.tuesdayTableView, self.wednesdayTableView, self.thursdayTableView, self.fridayTableView, self.saturdayTableView,self.sundayTableView]
}
}
var isWeekendOn: Bool = false {
didSet {
print("LessonVC IsWeekendon: ",isWeekendOn)
dayTableViews = fiveOrSevenDayTableViews()
setupViews()
print("didset daytableviews", fiveOrSevenDayTableViews().count)
}
}
override func viewDidLoad() {
super.viewDidLoad()
// for each of these views...
[theSwitch, scrollView, stackView].forEach {
// we're going to use auto-layout
$0.translatesAutoresizingMaskIntoConstraints = false
}
// for each of these views...
[mondayTableView, tuesdayTableView, wednesdayTableView, thursdayTableView, fridayTableView, saturdayTableView, sundayTableView].forEach {
// we're going to use auto-layout
$0.translatesAutoresizingMaskIntoConstraints = false
// constrain widths to 160 (change to desired table view widths)
$0.widthAnchor.constraint(equalToConstant: 160.0).isActive = true
// give them a background color so we can see them
$0.backgroundColor = .systemBlue
}
// add the (empty) stack view to the scroll view
scrollView.addSubview(stackView)
// add the switch to the view
view.addSubview(theSwitch)
// add the scroll view to the view
view.addSubview(scrollView)
// use safe area for view elements
let g = view.safeAreaLayoutGuide
// we need to constrain the scroll view contents (the stack view, in this case)
// to the contentLayoutGuide so auto-layout can handle the content sizing
let sg = scrollView.contentLayoutGuide
NSLayoutConstraint.activate([
// put switch in top-left corner
theSwitch.topAnchor.constraint(equalTo: g.topAnchor, constant: 12.0),
theSwitch.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 12.0),
// constrain scroll view 12-pts below the switch
// and leading / trailing / bottom at Zero
scrollView.topAnchor.constraint(equalTo: theSwitch.bottomAnchor, constant: 12.0),
scrollView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
scrollView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
// constrain the stack view to the scroll view's contentLayoutGuide
// with 8-pts padding on each side (easier to see the framing)
stackView.topAnchor.constraint(equalTo: sg.topAnchor, constant: 8.0),
stackView.bottomAnchor.constraint(equalTo: sg.bottomAnchor, constant: -8.0),
stackView.leadingAnchor.constraint(equalTo: sg.leadingAnchor, constant: 8.0),
stackView.trailingAnchor.constraint(equalTo: sg.trailingAnchor, constant: -8.0),
// constrain height of stack view to height of scroll view frame,
// minus 16-pts (for 8-pt padding)
stackView.heightAnchor.constraint(equalTo: scrollView.heightAnchor, constant: -16),
])
// add a target for the switch
theSwitch.addTarget(self, action: #selector(switchChanged(_:)), for: .valueChanged)
// set based on saved state in UserDefaults
isWeekendOn = UserDefaults.standard.bool(forKey: "switchState")
}
#objc func switchChanged(_ sender: Any) {
// switch was tapped (toggled on/off)
if let v = sender as? UISwitch {
// update state in UserDefaults
UserDefaults.standard.set(v.isOn, forKey: "switchState")
// update the UI
isWeekendOn = v.isOn
}
}
func setupViews() {
// first, remove any existing table views
stackView.arrangedSubviews.forEach {
$0.removeFromSuperview()
}
// get the array of 5 or 7 table views
let a = fiveOrSevenDayTableViews()
// add the table views to the stack view
a.forEach {
stackView.addArrangedSubview($0)
}
print("setupViews stacview subviews count", stackView.arrangedSubviews.count)
}
}
Scrolled to the right with the "weekend switch" off:
Scrolled to the right immediately after turning the "weekend switch" on:
Edit
Here is a slightly different (bit more efficient) approach. Instead of adding / removing table views, simply show / hide the Saturday and Sunday tables. The stack view will automatically handle the scroll view's content size.
Full updated example:
//
// AddToScrollViewController.swift
//
// Created by Don Mag on 11/15/19.
//
import UIKit
class DayTableView: UIView {
// simple UIView with a centered label
// this is just simulatig a UITableView
let theLabel: UILabel = {
let v = UILabel()
v.translatesAutoresizingMaskIntoConstraints = false
v.textAlignment = .center
v.backgroundColor = .yellow
return v
}()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() -> Void {
addSubview(theLabel)
NSLayoutConstraint.activate([
theLabel.centerXAnchor.constraint(equalTo: centerXAnchor),
theLabel.centerYAnchor.constraint(equalTo: centerYAnchor),
])
}
}
class AddToScrollViewController: UIViewController {
let theSwitch: UISwitch = {
let v = UISwitch()
return v
}()
let scrollView: UIScrollView = {
let v = UIScrollView()
v.backgroundColor = .orange
return v
}()
let stackView: UIStackView = {
let v = UIStackView()
v.axis = .horizontal
v.distribution = .fillEqually
v.spacing = 16
return v
}()
let mondayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Monday"
return v
}()
let tuesdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Tuesday"
return v
}()
let wednesdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Wednesday"
return v
}()
let thursdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Thursday"
return v
}()
let fridayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Friday"
return v
}()
let saturdayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Saturday"
return v
}()
let sundayTableView: DayTableView = {
let v = DayTableView()
v.theLabel.text = "Sunday"
return v
}()
var isWeekendOn: Bool = false {
didSet {
print("LessonVC IsWeekendon: ",isWeekendOn)
setupViews()
}
}
override func viewDidLoad() {
super.viewDidLoad()
// for each of these views...
[theSwitch, scrollView, stackView].forEach {
// we're going to use auto-layout
$0.translatesAutoresizingMaskIntoConstraints = false
}
// for each of these views...
[mondayTableView, tuesdayTableView, wednesdayTableView, thursdayTableView, fridayTableView, saturdayTableView, sundayTableView].forEach {
// we're going to use auto-layout
$0.translatesAutoresizingMaskIntoConstraints = false
// constrain widths to 160 (change to desired table view widths)
$0.widthAnchor.constraint(equalToConstant: 160.0).isActive = true
// give them a background color so we can see them
$0.backgroundColor = .systemBlue
// add them to the stack view
stackView.addArrangedSubview($0)
}
// add the stack view to the scroll view
scrollView.addSubview(stackView)
// add the switch to the view
view.addSubview(theSwitch)
// add the scroll view to the view
view.addSubview(scrollView)
// use safe area for view elements
let g = view.safeAreaLayoutGuide
// we need to constrain the scroll view contents (the stack view, in this case)
// to the contentLayoutGuide so auto-layout can handle the content sizing
let sg = scrollView.contentLayoutGuide
NSLayoutConstraint.activate([
// put switch in top-left corner
theSwitch.topAnchor.constraint(equalTo: g.topAnchor, constant: 12.0),
theSwitch.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 12.0),
// constrain scroll view 12-pts below the switch
// and leading / trailing / bottom at Zero
scrollView.topAnchor.constraint(equalTo: theSwitch.bottomAnchor, constant: 12.0),
scrollView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
scrollView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
scrollView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
// constrain the stack view to the scroll view's contentLayoutGuide
// with 8-pts padding on each side (easier to see the framing)
stackView.topAnchor.constraint(equalTo: sg.topAnchor, constant: 8.0),
stackView.bottomAnchor.constraint(equalTo: sg.bottomAnchor, constant: -8.0),
stackView.leadingAnchor.constraint(equalTo: sg.leadingAnchor, constant: 8.0),
stackView.trailingAnchor.constraint(equalTo: sg.trailingAnchor, constant: -8.0),
// constrain height of stack view to height of scroll view frame,
// minus 16-pts (for 8-pt padding)
stackView.heightAnchor.constraint(equalTo: scrollView.heightAnchor, constant: -16),
])
// add a target for the switch
theSwitch.addTarget(self, action: #selector(switchChanged(_:)), for: .valueChanged)
// set based on saved state in UserDefaults
isWeekendOn = UserDefaults.standard.bool(forKey: "switchState")
// update the switch UI
theSwitch.isOn = isWeekendOn
}
#objc func switchChanged(_ sender: Any) {
// switch was tapped (toggled on/off)
if let v = sender as? UISwitch {
// update state in UserDefaults
UserDefaults.standard.set(v.isOn, forKey: "switchState")
// update the UI
isWeekendOn = v.isOn
}
}
func setupViews() {
// show or hide Sat and Sun table views
saturdayTableView.isHidden = !isWeekendOn
sundayTableView.isHidden = !isWeekendOn
}
}
Why don’t you make a horizontal collection view instead of the normal scroll view. It would be easier to call reloadData whenever you want to add or delete a cell (and of course each cell is a tableView)
Finally I have solved the problem.
UPDATE: The main reason I had to set up NotificationCenter for this matter, is that I used UITabBarController to add SettingsVC to my app instead of presenting it modally. Details below.
//Skip this part for answer
My main problem – as it turned out – was that my UISwitch was on a separate vc, called SettingsViewController.
This switch supposed to do the tableview-adding and removing on my main vc. I tried with delegate protocols, targeting shared instance of settingsVC, nothing worked, but adding a local button for this – which is definitely not what I wanted.
Then I read about NotificationCenter!
I remembered it from Apples App Development For Swift book,I read last year, but forgot since.
// So the Anwswer
After I set my constraints correctly based on the great hint of #DonMag, I set up NotificationCenter for my SettingsViewController, posting to my Main VC.
class SettingsViewController: UITableViewController {
private let reuseID = "reuseId"
lazy var switchButton: UISwitch = {
let sw = UISwitch()
sw.addTarget(self, action: #selector(switchPressed), for: .valueChanged)
sw.onTintColor = AdaptiveColors.navigationBarColor
return sw
}()
static let switchNotification = Notification.Name("SettingsController.switchNotification")
var isOn = Bool() {
didSet {
NotificationCenter.default.post(name:SettingsViewController.switchNotification, object: nil)
}
}
#objc func switchPressed(_ sender: UISwitch) {
UserDefaults.standard.set(sender.isOn, forKey: "switchState")
self.isOn = sender.isOn
}
then in the mainVC:
override func viewDidLoad() {
super.viewDidLoad()
scrollView.delegate = self
view.backgroundColor = .white
isWeekendOn = UserDefaults.standard.bool(forKey: "switchState")
// The Solution:
NotificationCenter.default.addObserver(self, selector: #selector(handleRefresh), name: SettingsViewController.switchNotification, object: nil)
dayTableViews = fiveOrSevenDayTableViews()
print("daytableviews count ", dayTableViews.count)
scrollView.delegate = self
editButtonItem.title = LocalizedString.edit
navigationItem.title = localizedDays[currentPage]
setupNavigationBar()
setupButtons()
setupTableViews()
setupViews()
isWeekendOn == true ? setupCurrentDayViewFor_7days() : setupCurrentDayViewFor_5days()
}
then here in mainVC's #objc func handleRefresh() { } i am handling the removal or addition!
UPDATE:
in SettingsVC:
static let switchOnNotification = Notification.Name("SettingsController.switchOnNotification")
static let switchOffNotification = Notification.Name("SettingsController.switchOffNotification")
var isOn = Bool() {
didSet {
}
willSet {
if newValue == true {
NotificationCenter.default.post(name:SettingsViewController.switchOnNotification, object: nil)
} else if newValue == false {
NotificationCenter.default.post(name:SettingsViewController.switchOffNotification, object: nil)
}
}
}
in viewDidLoad in mainVC:
NotificationCenter.default.addObserver(self, selector: #selector(handleAddWeekendTableViews), name: SettingsViewController.switchOnNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(handleRemoveWeekendTableViews), name: SettingsViewController.switchOffNotification, object: nil)
#objc func handleAddWeekendTableViews() {
[saturdayTableView, sundayTableView].forEach {
stackView.addArrangedSubview($0)
dayTableViews.append($0)
}
}
#objc func handleRemoveWeekendTableViews() {
manageCurrentPage()
dayTableViews.removeLast(2)
[saturdayTableView, sundayTableView].forEach {
$0.removeFromSuperview()
}
}
This one is actually working!

Resources