Making NavigationBar subview clickable in Swift - ios

I have a View Controller embedded in Navigation Controller. The view has 1 WKWebView, hence, I'm setting view = webView in loadView() override.
So, I'm adding a small little sub navigation bar underneath my navigation controller to allow a user to change their location.I can add the subview to the navigation controller, I'm just not able to make it clickable.
override func loadView() {
let config = WKWebViewConfiguration()
config.processPool = YourModelObject.sharedInstance.processPool
webView = WKWebView(frame: .zero, configuration: config)
webView.navigationDelegate = self
self.webView.scrollView.delegate = self
view = webView
..
if let navigationBar = self.navigationController?.navigationBar {
let secondFrame = CGRect(x: 50, y: 44.1, width: navigationBar.frame.width, height: 30)
let secondLabel = UILabel(frame: secondFrame)
secondLabel.textColor = .black
secondLabel.text = "Getting your location..."
secondLabel.isUserInteractionEnabled = true
let guestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(setLocation(_:)))
secondLabel.addGestureRecognizer(guestureRecognizer)
secondLabel.textAlignment = .left
secondLabel.font = secondLabel.font.withSize(14)
secondLabel.tag = 1002
navigationBar.addSubview(secondLabel)
}
}
And then the setLocation function
#objc func setLocation(_ sender: Any) {
print("location label tapped")
}
But when I tap the label, I'm not getting anything printed in console. I don't know if the use of target: self is wrong for the tapGestureRecognizer or what's going on here.

I too am new to Swift, so my answer is far from guaranteed. I just know what it's like to be in your position,
Perhaps try creating a subclass of navigationBar for the sub navigation bar, i.e. mySubNavigationBar. Then in the subclass's code do all the initialization that you need to do. Including the print line so you'll know if you're getting there.
p.s. I would have put this as a comment, but I don't have enough points to add comments.

Related

Center UILabel created in code using Swift

This may be the simplest thing you can possibly due in Xcode in Swift and for some reason, it is not working properly.
I want to center a label in a view. The only other thing in the view previously was a webView added programatically but for now I have removed that so basically, I have an empty VC in which I'm trying to center a label.
There are umpteen answers on SO about this and I've tried every combination but can't get it to to work.
Can anyone suggest a foolproof way to accomplish the simple task of centering a UILabel?
Below is the code I currently have and steps I've taken along with result:
I created an empty view controller in Storyboard and embedded it in a navigation controller.
I set the View Controller in Storyboard to my swift VC class. I also have already cleaned project, closed and re-opened XCode and also deleted storyboard and recreated it in case it was corrupted. Still nothing works.
myVC.swift
import UIKit
class myVC: UIViewController,WKScriptMessageHandler, WKNavigationDelegate,WKUIDelegate {
var title= "Hello there"
var loadingLabel = UILabel()
override func viewDidLoad() {
super.viewDidLoad()
webView.navigationDelegate = self
webView.uiDelegate = self
loadingLabel.translatesAutoresizingMaskIntoConstraints = false
// loadingLabel.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
// loadingLabel.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
// loadingLabel = UILabel(frame: CGRect(x: 0, y: self.view.center.y, width: 290, height: 70))
loadingLabel.center = self.view.center
loadingLabel.textAlignment = .center
loadingLabel.font = UIFont(name: "Halvetica", size: 18.0)
loadingLabel.numberOfLines = 0
loadingLabel.text = "TEXT I WANT TO CENTER"
loadingLabel.lineBreakMode = .byTruncatingTail
loadingLabel.center = self.view.center
self.view.addSubview(loadingLabel)
self.title = title
}
override func loadView() {
super.loadView()
}
}
Add the loadingLabel as subview before adding the constraints.
view.addSubview(loadingLabel)
loadingLabel.translatesAutoresizingMaskIntoConstraints = false
loadingLabel.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
loadingLabel.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true

Maintain custom UIView that is added to KeyWindow

I am working on a sync feature for my app.
What I want to achieve is to display a custom UIView that will serve as an indicator to the user, wherever screen the user at (such as navigate to dashboard, settings, profile page, etc), that the synchronization is in progress. In short term, it will stick to a position within the app statically.
After done some researches from the web, I come to a conclusion to use keyWindow and add a subview to it.
Here is my code
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
if let window = UIApplication.shared.keyWindow {
window.windowLevel = .statusBar
let uiView = UIView()
uiView.backgroundColor = .green
window.addSubview(uiView)
uiView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
uiView.heightAnchor.constraint(equalToConstant: 150),
uiView.leadingAnchor.constraint(equalTo: view.leadingAnchor, constant: 25),
uiView.topAnchor.constraint(equalTo: view.topAnchor, constant: 150),
uiView.widthAnchor.constraint(equalTo: view.widthAnchor, multiplier: 0.4)
])
}
}
Above code is working fine, I can attach a custom view to the keyWindow. However, when the user navigate to another screen, the added customView will dissappear, and only show when the user goes back to the previous screen.
Can someone guide on what part I am missing? On which part I did wrong?
Thanks
As per comments I am adding a minimum requirement to create a new window which will can now always be on top of your view controller or even other windows:
class OverlayViewController: UIViewController {
private var myWindow: UIWindow? // Our own window needs to be retained
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.black.withAlphaComponent(0.3)
view.addSubview({
let label = UILabel(frame: .zero)
label.text = "This is an overlay."
label.sizeToFit()
label.center = CGPoint(x: view.bounds.midX, y: view.bounds.midY)
return label
}())
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(onTap)))
}
#objc private func onTap() {
myWindow?.isHidden = true
myWindow?.removeFromSuperview()
myWindow = nil
}
static func showInNewWindow() {
let window = UIWindow(frame: UIScreen.main.bounds)
// window.windowLevel = .alert
// window.isUserInteractionEnabled = false
window.rootViewController = {
let controller = OverlayViewController() // OR UIStoryboard(name: "<#FileName#>", bundle: nil).instantiateViewController(withIdentifier: "<#Storyboard Identifier#>")
controller.myWindow = window
return controller
}()
window.makeKeyAndVisible()
}
}
So this is just all-in-code simple view controller example which can be used anywhere in the project by simply calling OverlayViewController.showInNewWindow(). The view controller can be from storyboard though.
The interesting part is the showInNewWindow which creates a new window and an instance of this view controller that is set as a root view controller. To show the new window all you need to call is makeKeyAndVisible. And to remove it simply hid it and remove it from superview as done in onTap. In this case the window is referenced by the view controller which should create a retain cycle. It seems that this is mandatory. It also means that we need to do some cleanup once window is dismissed by calling myWindow = nil.
There are some settings possible as well like you can disable user interaction and enable user to still use the window below this one (window.isUserInteractionEnabled = false). And you can set the level of window as to where is it displayed (window.windowLevel = .alert). You can play around a bit with these values. Which to set depends on what level you want your window to be.

UIView with label + button - Tap gesture not recognized

I added a label and an image to the navigation item title view, like this - https://stackoverflow.com/a/38548905/1373592
And I added these three lines of code, to make the title clickable.
....
let recognizer = UITapGestureRecognizer(target: self, action: #selector(MyViewController.titleTapped(_:)))
navView.isUserInteractionEnabled = true
navView.addGestureRecognizer(recognizer)
And this titleTapped function.
#objc func titleTapped(_ tapGestureRecognizer: UITapGestureRecognizer) {
print("Tapped")
}
What am I doing wrong?
I tried adding gesture recognizer to the label, and to the image (separately). That didn't work either.
Thanks.
Your NavView has no frame, so there is nothing "there" to tap.
Add this line:
// Create a navView to add to the navigation bar
let navView = UIView()
// new line
navView.frame = CGRect(x: 0, y: 0, width: 200, height: 40)
// Create the label
let label = UILabel()
and you should be on your way.
100% sure working in my app and well tested.
var tapGesture = UITapGestureRecognizer()
take your view and set IBOutlet like:
#IBOutlet weak var viewTap: UIView!
Write pretty code on viewDidLoad() like:
tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.myviewTapped(_:)))
tapGesture.numberOfTapsRequired = 1
tapGesture.numberOfTouchesRequired = 1
viewTap.addGestureRecognizer(tapGesture)
viewTap.isUserInteractionEnabled = true
this method is calling when tap gesture recognized
#objc func myviewTapped(_ sender: UITapGestureRecognizer) {
if self.viewTap.backgroundColor == UIColor.yellow {
self.viewTap.backgroundColor = UIColor.green
}else{
self.viewTap.backgroundColor = UIColor.yellow
}
}
Note: In your case you have to sure for view which view infront like UILabel or UIView that is nav and then assign the gesture to it.If your label cover the whole view then let's try to give gesture to label only.

swift - UINavigationController extension not working

I'm going to be using similar properties on all of my navigation controllers in the different view controllers with the exception of some navigation items and obviously the titles.
I made an extension planning to be able to call it and have my defaults set; however, it doesn't do anything. The code does work when I simply place it in the actual class but not when I call the SetDefaults.
Extensions:
extension UINavigationController {
func setDefaults(titleText: String){
let appDel = UIApplication.sharedApplication().delegate as! AppDelegate
//Set title label
let label = UILabel()
label.font = UIFont(name: appDel.regularDefaultFont, size: 16)
label.text = titleText
label.kern(1.0)
label.sizeToFit()
self.navigationItem.titleView = label
//Set white background tint color
self.navigationBar.barTintColor = UIColor.whiteColor()
//Set navigation bar bottom line
let bottomBorderRect = CGRect(x: 0, y: UIScreen.mainScreen().bounds.height, width: UIScreen.mainScreen().bounds.width, height: 1)
let bottomBorderView = UIView(frame: bottomBorderRect)
bottomBorderView.backgroundColor = UIColor(r: 250, g: 250, b: 250)
self.navigationBar.addSubview(bottomBorderView)
}
}
Call to SetDefaults from class with a navigationcontroller:
self.navigationController.SetDefaults("Login")
In your Storyboard you should select Segue type to show while connecting one View Controller to the other
or simply select your segue > in attributes inspector > storybook segue > kind > show ( e.g) push.
as shown in this image
It'll resolve the issue permanently :)
your code should be look like this.
let vcLogin = loginViewController(
nibName: "loginViewController",
bundle: nil)
navigationController?.pushViewController(vcLogin,
animated: true )
Hopefully this works like a water flow...

Swift: Segue directly to a view controller from camera/UIImagePickerController

In my app, I want the user to be able to be able to take a picture, be presented with the picture, and by tapping the photo a textfield can be added so that they can write on top of the image. This is exactly the same as the functionality of adding text to pictures in Snapchat.
As far as I can understand, the only way to be presented the image after having taken it and be able to edit it, is to set:
imagePicker.showsCameraControls = false
Make a custom overlay:
#IBAction func takePhoto(sender: UIButton) {
imagePicker = UIImagePickerController()
imagePicker.delegate = self
imagePicker.sourceType = .Camera
imagePicker.showsCameraControls = false
imagePicker.allowsEditing = true
let overlayView = UIView(frame: CGRectMake(0, self.view.frame.width, self.view.frame.width, self.view.frame.height-self.view.frame.width))
overlayView.backgroundColor = UIColor.blackColor()
overlayView.alpha = 0.5
println(overlayView)
let snapButton = UIView(frame: CGRectMake(150, 160, 80, 80))
snapButton.layer.cornerRadius = 40
snapButton.userInteractionEnabled = true
snapButton.backgroundColor = UIColor.purpleColor()
overlayView.addSubview(snapButton)
overlayView.bringSubviewToFront(snapButton)
let recognizer = UITapGestureRecognizer(target: self, action:Selector("handleSnapTap:"))
recognizer.delegate = self
snapButton.addGestureRecognizer(recognizer)
let cancelButton = UIView(frame: CGRectMake(40, 40, 44, 44))
cancelButton.layer.cornerRadius = 22
cancelButton.userInteractionEnabled = true
cancelButton.backgroundColor = UIColor.redColor()
overlayView.addSubview(cancelButton)
overlayView.bringSubviewToFront(cancelButton)
let cancelRecognizer = UITapGestureRecognizer(target: self, action:Selector("handleCancelTap:"))
cancelRecognizer.delegate = self
cancelButton.addGestureRecognizer(cancelRecognizer)
let changeCameraButton = UIView(frame: CGRectMake(165, 40, 44, 44))
changeCameraButton.layer.cornerRadius = 22
changeCameraButton.userInteractionEnabled = true
changeCameraButton.backgroundColor = UIColor.blueColor()
overlayView.addSubview(changeCameraButton)
overlayView.bringSubviewToFront(changeCameraButton)
let changeCameraRecognizer = UITapGestureRecognizer(target: self, action:Selector("handleChangeCameraTap:"))
changeCameraRecognizer.delegate = self
changeCameraButton.addGestureRecognizer(changeCameraRecognizer)
let flashButton = UIView(frame: CGRectMake(300, 40, 44, 44))
flashButton.layer.cornerRadius = 22
flashButton.userInteractionEnabled = true
flashButton.backgroundColor = UIColor.yellowColor()
overlayView.addSubview(flashButton)
overlayView.bringSubviewToFront(flashButton)
let flashRecognizer = UITapGestureRecognizer(target: self, action:Selector("handleFlashTap:"))
flashRecognizer.delegate = self
flashButton.addGestureRecognizer(flashRecognizer)
imagePicker.cameraOverlayView = overlayView
presentViewController(imagePicker, animated: true, completion: nil)
}
func handleSnapTap(recognizer: UITapGestureRecognizer) {
println("Take picture")
imagePicker.takePicture()
self.performSegueWithIdentifier("cameraToImageViewSegue", sender: self)
}
func handleCancelTap(recognizer: UITapGestureRecognizer) {
println("Cancel")
self.imagePicker.dismissViewControllerAnimated(true, completion: nil)
}
func handleChangeCameraTap(recognizer: UITapGestureRecognizer) {
if (hasChangedCamera == nil){
imagePicker.cameraDevice = UIImagePickerControllerCameraDevice.Front
hasChangedCamera = true
return
}
if (hasChangedCamera == true){
imagePicker.cameraDevice = UIImagePickerControllerCameraDevice.Rear
hasChangedCamera = false
return
}
if (hasChangedCamera! == false){
imagePicker.cameraDevice = UIImagePickerControllerCameraDevice.Front
hasChangedCamera = true
return
}
}
func handleFlashTap(recognizer: UITapGestureRecognizer) {
if (hasTurnedOnFlash == nil){
imagePicker.cameraFlashMode = UIImagePickerControllerCameraFlashMode.On
hasTurnedOnFlash = true
return
}
if (hasTurnedOnFlash == true){
imagePicker.cameraFlashMode = UIImagePickerControllerCameraFlashMode.Off
hasTurnedOnFlash = false
return
}
if (hasTurnedOnFlash == false){
imagePicker.cameraFlashMode = UIImagePickerControllerCameraFlashMode.On
hasTurnedOnFlash = true
return
}
}
And finally present a new view controller in which the picked image is placed in a UIView, and edit it from there. My issue is how to segue directly from the UIImagePickerController to a new view controller. I have tried the following:
func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [NSObject : AnyObject]) {
self.imagePicker.dismissViewControllerAnimated(false, completion: nil)
let vc = ModifyCameraImageViewController() //change this to your class name
self.presentViewController(vc, animated: false, completion: nil)
}
First off, this just leads to a black screen, but I'm sure there's a simple enough way around that. My main issue is the fact that the view controller from which the UIImagePickerController was presented briefly appears on the screen before the next view controller appears. This obviously does not look good. I also tried removing the dismissViewController function, as well as placing the presentViewController function above the dismissView controller function. Both of these attempts gave me the error message:
Warning: Attempt to present <xxx.ModifyCameraImageViewController: 0x145e3eb70> on <xxx.ViewController: 0x145d20a60> whose view is not in the window hierarchy!
Attempting to use performSegueWithIdentifier with a segue linking the underlying view and the next view controller gives the same error warning.
I have found the following similar question, but I am completely inept at Objective C, so I'm struggling to make any sense of it: Push a viewController from the UIImagePickerController camera view
So, can anyone help in regards to how to present a view controller directly from the UIImagePickerController?
Also, keep in mind that I'm doing this in order to be able to create a text overlay on the newly picked image (like in Snapchat), so if anyone has a more elegant solution to that, feel free to post it!
Thanks!
Ok, found a simple solution to my issue. Instead of presenting the imagePickerController from the underlying view controller when the takePicture button is pressed, and segueing to another view controller directly from there, use the takePicture button to segue to another view controller and present the imagePickerController from the viewDidLoad of the second view controller. The second view controller will then be presented when the imagePickerController is dismissed. This however requires the underlying view controller to look similar to the camera controls, and some playing around with animations for this to look natural.
let pickerController: Void = picker.dismissViewControllerAnimated(true) { _ in
UIImageView.image = info[UIImagePickerControllerOriginalImage] as? UIImage
self.performSegueWithIdentifier("segueIdentifier", sender: nil)
//Do what you want when picker is dismissed
}

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