UIImageView: How to capture just visible content after Pan & Zoom - ios

I have a UIImageView which is loaded by an ImagePicker with a photo (3k x 4k sized) which is filled into the view using AspectFit mode. I then pan and zoom the image with GestureRecognizers which adjust the transform scale and translation of the view. This works well, here is the code:
#objc private func startZooming(_ sender: UIPinchGestureRecognizer) {
let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
sender.view?.transform = scale
sender.scale = 1
}
#objc private func startPanning(_ sender: UIPanGestureRecognizer) {
let translate = sender.translation(in: mainImageView)
let center = mainImageView.center
mainImageView.center = CGPoint(x: center.x + translate.x, y: center.y + translate.y)
self.currImageTranslation.x += translate.x
self.currImageTranslation.y += translate.y
sender.setTranslation(CGPoint(x: 0, y: 0), in: mainImageView)
}
My problem is that I need the resulting visual result of the transform as a CGImage to feed into an visual inference engine. When I get the image from the UIImageView:
let image = myUIImageView.image // I get the original untransformed image
when I try:
UIGraphicsBeginImageContextWithOptions(image!.size, false, 0.0)
myImageView.layer.render(in: UIGraphicsGetCurrentContext()!)
let newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
newImage is also just the original image (untransformed)
when I try:
let rect = mainImageView.bounds
let scale = UIScreen.main.scale
var t = self.currImageTranslation
let tScale = mainImageView.transform.a
let zoomOffsetFactorX = ((t.x / rect.size.width) * tScale)
let zoomOffsetFactorY = ((t.y / rect.size.height) * tScale)
t.x = t.x - zoomOffsetFactorX
t.y = (t.y + 20.0) + zoomOffsetFactorY
// create a context
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
let context = UIGraphicsGetCurrentContext()!
let transform = mainImageView.transform
let imrect = CGRect(origin: t, size: rect.size)
context.concatenate(transform)
let tempImage = mainImageView.image
tempImage!.draw(in: imrect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
the newImage translates properly, but only at scale = 1.0, zooming with or without scaling creates fractional images, i.e., clipped to the zero, zero origin.
I would like to generate a UIImage of just what the user sees on the screen in that ImageView. Can anyone help?
With #DonMag's generous suggestions, I tried the following:
func enableZoom() {
let pinchGesture = UIPinchGestureRecognizer(target: self,
action: #selector(startZooming(_:)))
let panGesture = UIPanGestureRecognizer(target: self,
action: #selector(startPanning(_:)))
containerView.isUserInteractionEnabled = true
containerView.addGestureRecognizer(pinchGesture)
containerView.addGestureRecognizer(panGesture)
}
#objc private func startZooming(_ sender: UIPinchGestureRecognizer) {
let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
sender.view?.transform = scale
newImage()
sender.scale = 1
}
#objc private func startPanning(_ sender: UIPanGestureRecognizer) {
let translate = sender.translation(in: mainImageView)
let center = mainImageView.center
mainImageView.center = CGPoint(x: center.x + translate.x, y: center.y + translate.y)
self.currImageTranslation.x += translate.x
self.currImageTranslation.y += translate.y
sender.setTranslation(CGPoint(x: 0, y: 0), in: mainImageView)
newImage()
}
//MARK:- create cropped/panned image and infer
func newImage() -> Void {
let format = UIGraphicsImageRendererFormat()
// we want a 1:1 points-to-pixels output
format.scale = 1
let renderer = UIGraphicsImageRenderer(size: containerView.bounds.size, format: format)
let image = renderer.image { ctx in
containerView.drawHierarchy(in: containerView.bounds, afterScreenUpdates: true)
}
self.currCGImage = image.cgImage
//repeatInference() // runs only once every 0.3 s
return
}
Now the "newImage" correctly reflects the translations created by the panGesture, but seemingly ignores the pinchGesture changes in scale. The drawHierarchy seems to be ignoring the imposed transforms in the UIView. Where am I going wrong?

I'm not entirely sure what you're doing with your transform code, but this may work for you -- and is much simpler...
If I understand correctly, you have a UIImageView with .aspectFit and it is in a UIView "container" and you apply a scale and translate transform to the image view:
let format = UIGraphicsImageRendererFormat()
// we want a 1:1 points-to-pixels output
format.scale = 1
let renderer = UIGraphicsImageRenderer(size: containerView.bounds.size, format: format)
let image = renderer.image { ctx in
containerView.drawHierarchy(in: containerView.bounds, afterScreenUpdates: true)
}
Here is a complete example implementation:
class TransImageViewController: UIViewController {
let containerView = UIView()
let imageView = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
guard let img = UIImage(named: "bkg_2400x1600") else {
fatalError("Could not load the image!!!")
}
let stack = UIStackView()
stack.spacing = 20
stack.distribution = .fillEqually
let b1 = UIButton()
let b2 = UIButton()
[b1, b2].forEach { b in
b.backgroundColor = .red
b.setTitleColor(.white, for: .normal)
b.setTitleColor(.gray, for: .highlighted)
}
b1.setTitle("Transform", for: [])
b2.setTitle("Capture", for: [])
stack.addArrangedSubview(b1)
stack.addArrangedSubview(b2)
[stack, containerView, imageView].forEach {
$0.translatesAutoresizingMaskIntoConstraints = false
}
view.addSubview(stack)
view.addSubview(containerView)
containerView.addSubview(imageView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
// buttons stack at top
stack.topAnchor.constraint(equalTo: g.topAnchor, constant: 20.0),
stack.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
stack.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
// container 400x500 centered
containerView.widthAnchor.constraint(equalToConstant: 400),
containerView.heightAnchor.constraint(equalToConstant: 500),
containerView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
containerView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
// imageView constrained all 4 sides to container
imageView.topAnchor.constraint(equalTo: containerView.topAnchor),
imageView.leadingAnchor.constraint(equalTo: containerView.leadingAnchor),
imageView.trailingAnchor.constraint(equalTo: containerView.trailingAnchor),
imageView.bottomAnchor.constraint(equalTo: containerView.bottomAnchor),
])
containerView.clipsToBounds = true
imageView.contentMode = .scaleAspectFit
imageView.image = img
view.backgroundColor = .blue
containerView.backgroundColor = .yellow
imageView.backgroundColor = .orange
b1.addTarget(self, action: #selector(self.doTransform), for: .touchUpInside)
b2.addTarget(self, action: #selector(self.grabImage), for: .touchUpInside)
}
#objc func doTransform() -> Void {
var t = CGAffineTransform.identity
t = t.scaledBy(x: 4.0, y: 4.0)
t = t.translatedBy(x: -120, y: 40)
imageView.transform = t
}
#objc func grabImage() -> Void {
let format = UIGraphicsImageRendererFormat()
// we want a 1:1 points-to-pixels output
format.scale = 1
let renderer = UIGraphicsImageRenderer(size: containerView.bounds.size, format: format)
let image = renderer.image { ctx in
containerView.drawHierarchy(in: containerView.bounds, afterScreenUpdates: true)
}
// do what you want with the resulting image
print("Resulting image size:", image.size)
}
}
Using this image as my "bkg_2400x1600" image asset:
The above code starts like this (my "container" view is 400x500 pts):
Taping the "Transform" button applies .scaledBy(x: 4.0, y: 4.0) and .translatedBy(x: -120, y: 40):
and then tapping "Capture" gives me this 400x500 pixel image:

#DonMag put me on the right track. However, to get the correct scaling in the grabbed image, I needed to apply the scaleBy transform to the UIImageView, not the containerview. Also, I needed to set the format scale to the current scale factor from the pinchGesture. Here is the working version:
func enableZoom() {
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(startZooming(_:)))
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(startPanning(_:)))
containerView.isUserInteractionEnabled = true
containerView.addGestureRecognizer(pinchGesture)
containerView.addGestureRecognizer(panGesture)
}
#objc private func startZooming(_ sender: UIPinchGestureRecognizer) {
// let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
// guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
// sender.view?.transform = scale
let scaleResult = mainImageView?.transform.scaledBy(x: sender.scale, y: sender.scale)
guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
mainImageView.transform = scale
currImageScale = sender.scale
newImage()
sender.scale = 1
}
#objc private func startPanning(_ sender: UIPanGestureRecognizer) {
let translate = sender.translation(in: mainImageView)
let center = mainImageView.center
mainImageView.center = CGPoint(x: center.x + translate.x, y: center.y + translate.y)
self.currImageTranslation.x += translate.x
self.currImageTranslation.y += translate.y
sender.setTranslation(CGPoint(x: 0, y: 0), in: mainImageView)
newImage()
}
//MARK:- create cropped/panned image and infer
func newImage() -> Void {
let format = UIGraphicsImageRendererFormat()
// we want a 1:1 points-to-pixels output
format.scale = currImageScale
let renderer = UIGraphicsImageRenderer(size: containerView.bounds.size, format: format)
let image = renderer.image { ctx in
containerView.drawHierarchy(in: containerView.bounds, afterScreenUpdates: true)
}
self.currCGImage = image.cgImage
repeatInference() // runs only once every 0.3 s
return
}

Related

How do you display an image at the maximum available space?

I check if the image is vertical or horizontal. If it is horizontal, I rotate it:
#IBOutlet private weak var img: UIImageView!
img.image = file.image
let imageSize = file.image?.size
let imgWidth = imageSize?.width ?? 0
let imgHeight = imageSize?.height ?? 0
if imgWidth > imgHeight {
print("IMG HORIZONTAL")
imgDetail.transform = imgDetail.transform.rotated(by: .pi / 2)
} else {
print("IMG VERTICAL")
}
But it leaves me a space around the image. I would like it to be at the maximum size of the UIImageView.
Try this, declare your imageView:
let YourImageView: UIImageView = {
let iv = UIImageView()
iv.image = UIImage(named: "myImage")?.withRenderingMode(.alwaysOriginal)
iv.backgroundColor = .clear
iv.contentMode = .scaleAspectFit
iv.isUserInteractionEnabled = true
iv.clipsToBounds = true
iv.translatesAutoresizingMaskIntoConstraints = false
return iv
}()
in viewDidLoad set if statement and call setupConstraints:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
guard let imgWidth = YourImageView.image?.size.width else { return }
guard let imgHeight = YourImageView.image?.size.height else { return }
if imgWidth > imgHeight {
print("IMG HORIZONTAL")
guard let image = YourImageView.image else { return }
let newImage = image.rotate(radians: .pi / 2) // image rotation
YourImageView.image = newImage
} else {
print("IMG VERTICAL")
}
setupConstraints()
}
set up constraints
fileprivate func setupConstraints() {
view.addSubview(YourImageView)
YourImageView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
YourImageView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
YourImageView.leadingAnchor.constraint(equalTo: view.leadingAnchor).isActive = true
YourImageView.trailingAnchor.constraint(equalTo: view.trailingAnchor).isActive = true
}
write image extension
extension UIImage {
func rotate(radians: Float) -> UIImage? {
var newSize = CGRect(origin: CGPoint.zero, size: self.size).applying(CGAffineTransform(rotationAngle: CGFloat(radians))).size
// Trim off the extremely small float value to prevent core graphics from rounding it up
newSize.width = floor(newSize.width)
newSize.height = floor(newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, self.scale)
guard let context = UIGraphicsGetCurrentContext() else { return UIImage()}
// Move origin to middle
context.translateBy(x: newSize.width/2, y: newSize.height/2)
// Rotate around middle
context.rotate(by: CGFloat(radians))
// Draw the image at its center
self.draw(in: CGRect(x: -self.size.width/2, y: -self.size.height/2, width: self.size.width, height: self.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
this is the result normal (without image rotate extension call) and rotated (with image rotate extension call):

TextClassification/ Extraction from image How to get single text frame and string Using Core ML from a Image

Need to mark the rec boxes around string and then to get that string after tapping
import UIKit
import Vision
class ViewController: UIViewController, ImageGet {
//MARK: OUTLETS
#IBOutlet weak var selectButton: UIButton!
//MARK: VARIABLES
var objU = UtilityClass()
var image:UIImage?
var str:String?
var uiButton : UIButton?
var arrayString = [String]()
var imageView : UIImageView = UIImageView()
//MARK: DELEGATE FUNCTION
func img(image: UIImage) {
self.image = image
imageView.image = image
setUp()
}
override func viewDidLoad() {
super.viewDidLoad()
imageView.isUserInteractionEnabled = true
// Do any additional setup after loading the view.
}
//MARK: SETUPUI
func setUp() {
let realImg = resizeImage(image: (imageView.image!) , targetSize:CGSize(width: view.frame.width, height: view.frame.height) )
self.image = realImg
self.imageView .image = self.image
imageView.isUserInteractionEnabled = true
self.imageView.frame = CGRect(x: 0, y: 0, width: realImg.size.width, height: realImg.size.height)
view.addSubview(imageView)
guard let cgimg = realImg.cgImage else {return}
let requestHandler = VNImageRequestHandler(cgImage: cgimg)
let req = VNRecognizeTextRequest(completionHandler: recognizeTextHandler)
req.recognitionLevel = .accurate
do {
try requestHandler.perform([req])
} catch {
print("Unable to perform the request: \(error)")
}
}
//MARK: SELECT THE IMAGE
#IBAction func selectButtontapped(_ sender: Any) {
objU.delegate = self
objU.obj = self
objU.ImageGet()
}
func recognizeTextHandler(request : VNRequest , error:Error?) {
guard let observation = request.results as? [VNRecognizedTextObservation], error == nil else {
return
}
_ = observation.compactMap({
$0.topCandidates(1).first?.string
}).joined(separator: "/n")
for subView in imageView.subviews {
subView.removeFromSuperview()
}
let boundingRect :[CGRect] = observation.compactMap{
observation in
guard let candidate = observation.topCandidates(1).first else {return .zero}
//find the bounding box observation
let stringRange = candidate.string.startIndex..<candidate.string.endIndex
let boxObservation = try? candidate.boundingBox(for: stringRange)
let boundingBox = boxObservation?.boundingBox ?? .zero
str = candidate.string
self.arrayString.append(str!)
let rectInImg = VNImageRectForNormalizedRect(boundingBox, Int((imageView.frame.size.width)), Int((imageView.frame.size.height)))
let convertedRect = self.getConvertedRect(boundingBox: observation.boundingBox, inImage:image!.size , containedIn: (imageView.bounds.size))
drawBoundBox(rect: convertedRect)
return rectInImg
}
print(arrayString)
print(boundingRect)
}
func drawBoundBox(rect: CGRect) {
uiButton = UIButton(type: .custom)
uiButton?.frame = rect
uiButton?.layer.borderColor = UIColor.systemPink.cgColor
uiButton?.setTitle("", for: .normal)
uiButton?.layer.borderWidth = 2
uiButton?.tag = arrayString.count
imageView.addSubview(uiButton ?? UIButton())
uiButton?.addTarget(self, action: #selector(pressed(_:)), for: .touchUpInside)
}
#objc func pressed(_ sender : UIButton) {
alert(key: arrayString[sender.tag - 1])
}
//MARK: CONVERT THE NORMALISED BOUNDING RECT
func getConvertedRect(boundingBox: CGRect, inImage imageSize: CGSize, containedIn containerSize: CGSize) -> CGRect {
let rectOfImage: CGRect
let imageAspect = imageSize.width / imageSize.height
let containerAspect = containerSize.width / containerSize.height
if imageAspect > containerAspect { /// image extends left and right
let newImageWidth = containerSize.height * imageAspect /// the width of the overflowing image
let newX = -(newImageWidth - containerSize.width) / 2
rectOfImage = CGRect(x: newX, y: 0, width: newImageWidth, height: containerSize.height)
} else { /// image extends top and bottom
let newImageHeight = containerSize.width * (1 / imageAspect) /// the width of the overflowing image
let newY = -(newImageHeight - containerSize.height) / 2
rectOfImage = CGRect(x: 0, y: newY, width: containerSize.width, height: newImageHeight)
}
let newOriginBoundingBox = CGRect(
x: boundingBox.origin.x,
y: 1 - boundingBox.origin.y - boundingBox.height,
width: boundingBox.width,
height: boundingBox.height
)
var convertedRect = VNImageRectForNormalizedRect(newOriginBoundingBox, Int(rectOfImage.width), Int(rectOfImage.height))
/// add the margins
convertedRect.origin.x += rectOfImage.origin.x
convertedRect.origin.y += rectOfImage.origin.y
return convertedRect
}
//MARK: RESIZE THE IMAGE ACCORD TO DEVICE
func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / image.size.width
let heightRatio = targetSize.height / image.size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
//MARK: POPPING ALERT WITH STRING
func alert(key:String){
let alertController = UIAlertController(title: "String", message: key, preferredStyle: .alert)
let OKAction = UIAlertAction(title: "OK", style: .default) {
(action: UIAlertAction!) in
// Code in this block will trigger when OK button tapped.
}
let copyAction = UIAlertAction(title: "Copy", style: .default) {
(action: UIAlertAction!) in
UIPasteboard.general.string = key
}
alertController.addAction(copyAction)
alertController.addAction(OKAction)
self.present(alertController, animated: true, completion: nil)
}
}

NSLayoutConsstraint constant not affecting view after UITapGestureRecognizer was tapped

i have a view (self.view) that is masked with another view (not a layer) using the
UIView.mask property. on self.view i installed a UIPanGestureRecognizer so when i pan across the screen the mask gets smaller and larger accordingly. in addition i installed on self.view a UITapGestureRecognizer which adds animatable UIImageViews to the screen and they are animating across a UIBezierPath. i am updating the mask size with constraints.
the problem is that after i tap the screen to add animatable views the changes i make on the mask constraint stop taking affect. i can see in the log that i do indeed change the constant of the constraint and that the UIPanGestureRecognizer is still working.
so i mean that the mask view constraint stop affecting its view. why is that? thanks
video illustration: https://youtu.be/UtNuc8nicgs
here is the code:
class UICircle: UIView {
init() {
super.init(frame: .zero)
self.clipsToBounds = true
self.backgroundColor = .yellow
self.isUserInteractionEnabled = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var diameterConstraint: NSLayoutConstraint?
var animating = false
func updateSize(_ delta: CGFloat, animated: Bool = false) {
if animating { return }
if animated {
animating = true
diameterConstraint?.constant = UIScreen.main.bounds.height * 2.1
let duration: TimeInterval = 0.6
let animation = CABasicAnimation(keyPath: "cornerRadius")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animation.fromValue = self.layer.cornerRadius
animation.toValue = UIScreen.main.bounds.height * 2.1 / 2
animation.duration = duration
self.layer.add(animation, forKey: nil)
UIView.animate(withDuration: duration, delay: 0, options: [.curveEaseOut], animations: {
self.superview?.layoutIfNeeded()
}, completion: { (success) in
if success {
self.animating = false
}
})
} else {
let newSize = diameterConstraint!.constant + (delta * 2.85)
if newSize > 60 && newSize < UIScreen.main.bounds.height * 2.1 {
diameterConstraint?.constant = newSize
}
}
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
if let superv = superview {
self.makeSquare()
self.centerHorizontallyTo(superv)
let c = NSLayoutConstraint.init(item: self, attribute: .centerY, relatedBy: .equal, toItem: superv, attribute: .bottom, multiplier: 1, constant: -40)
c.isActive = true
diameterConstraint = self.constrainHeight(superv.frame.height * 2.1)
}
}
override func layoutSubviews() {
super.layoutSubviews()
self.layer.cornerRadius = self.frame.width / 2
}
}
class ViewController: UIViewController, UIGestureRecognizerDelegate {
var circle = UICircle()
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
self.view.clipsToBounds = true
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.view.addGestureRecognizer(panGesture)
self.view.mask = circle
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
var panStarted = false
func handlePan(_ pan: UIPanGestureRecognizer) {
let delta = pan.translation(in: self.view).y
if pan.state == .began {
if delta > 0 {
panStarted = true
circle.updateSize(-delta)
}
} else if pan.state == .changed {
if panStarted {
circle.updateSize(-delta)
}
} else if pan.state == .ended || pan.state == .cancelled {
if panStarted {
circle.updateSize(self.view.frame.height * 2.1, animated: true)
}
panStarted = false
}
pan.setTranslation(.zero, in: self.view)
}
func handleTap() {
let num = Int(5 + drand48() * 10)
(1 ... num).forEach { (_) in
addView()
}
}
override var prefersStatusBarHidden: Bool {
get {
return true
}
}
func addView() {
var image: UIImageView!
let dd = drand48()
if dd < 0.5 {
image = UIImageView(image: #imageLiteral(resourceName: "heart1"))
} else {
image = UIImageView(image: #imageLiteral(resourceName: "heart2"))
}
image.isUserInteractionEnabled = false
image.contentMode = .scaleAspectFit
let dim: CGFloat = 20 + CGFloat(10 * drand48())
image.constrainHeight(dim)
image.constrainWidth(dim)
let animation = CAKeyframeAnimation(keyPath: "position")
let duration = Double(1.5 * self.view.frame.width / CGFloat((60 + drand48() * 40))) // duration = way / speed
animation.path = getPath().cgPath
animation.duration = duration
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
image.layer.add(animation, forKey: nil)
DispatchQueue.global().asyncAfter(deadline: DispatchTime.now() + duration + 1) {
DispatchQueue.main.async {
image.removeFromSuperview()
}
}
if drand48() < 0.3 {
UIView.animate(withDuration: 0.2 + 0.1 * drand48() , delay: TimeInterval(drand48() * 1), options: [.curveEaseOut, .repeat, .autoreverse], animations: {
image.transform = CGAffineTransform.init(scaleX: 1.5, y: 1.5)
}, completion: nil)
}
self.view.addSubview(image)
}
func getPath() -> UIBezierPath {
let path = UIBezierPath()
let startPoint = CGPoint.init(x: -30, y: self.view.frame.height / 2)
path.move(to: startPoint)
let r = CGFloat(400 * drand48())
let cp1 = CGPoint.init(x: self.view.frame.width * 0.33, y: self.view.frame.height * 0.25 - r)
let cp2 = CGPoint.init(x: self.view.frame.width * 0.66, y: self.view.frame.height * 0.75 + r)
let endPoint = CGPoint.init(x: self.view.frame.width + 30, y: self.view.frame.height / 2)
path.addCurve(to: endPoint, controlPoint1: cp1, controlPoint2: cp2)
return path
}
}
extension UIView {
#discardableResult
func makeSquare() -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.width, relatedBy: NSLayoutRelation.equal, toItem: self, attribute: NSLayoutAttribute.height, multiplier: 1.0, constant: 0)
NSLayoutConstraint.activate([constraint])
return constraint
}
#discardableResult
func centerHorizontallyTo(_ toItem: UIView, padding: CGFloat) -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.centerX, relatedBy: NSLayoutRelation.equal, toItem: toItem, attribute: NSLayoutAttribute.centerX, multiplier: 1.0, constant: padding)
NSLayoutConstraint.activate([constraint])
return constraint
}
#discardableResult
func constrainHeight(_ height: CGFloat, priority: UILayoutPriority = 1000) -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.height, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.height, multiplier: 0, constant: height)
constraint.priority = priority
NSLayoutConstraint.activate([constraint])
return constraint
}
#discardableResult
func constrainWidth(_ width: CGFloat) -> [NSLayoutConstraint] {
self.turnOffMaskResizing()
let constraints = NSLayoutConstraint.constraints(withVisualFormat: "H:[item(width)]", metrics: ["width" : width], views: ["item" : self])
NSLayoutConstraint.activate(constraints)
return constraints
}
func turnOffMaskResizing() {
self.translatesAutoresizingMaskIntoConstraints = false
}
}
I think it is because you add new objects to that view which will affect the constraints, and they break. What I propose is to add circle as a subview so it is not related to the other objects.
This is what I tried and it worked
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.view.addSubview(circle)
self.circle.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
self.circle.clipsToBounds = true
self.view.addGestureRecognizer(panGesture)
}
EDIT:Added images of change what will happen in your hierarchy
Before tap
After tap
Your mask seems removed after the tap - But I am not sure how to fix that, still do not see reason why can't you add subview
This is proof of my concept, took and reworked CircleMaskView from https://stackoverflow.com/a/33076583/4284508. This does what you need. It is little bit mess, so do not take it as a done thing. I use your class to get frame and radius for the other mask, so you will need to get rid of it somehow and compute radius and frame in some other manner. But it will serve
/// Apply a circle mask on a target view. You can customize radius, color and opacity of the mask.
class CircleMaskView {
private var fillLayer = CAShapeLayer()
var target: UIView?
var fillColor: UIColor = UIColor.gray {
didSet {
self.fillLayer.fillColor = self.fillColor.cgColor
}
}
var radius: CGFloat? {
didSet {
self.draw()
}
}
var opacity: Float = 0.5 {
didSet {
self.fillLayer.opacity = self.opacity
}
}
/**
Constructor
- parameter drawIn: target view
- returns: object instance
*/
init(drawIn: UIView) {
self.target = drawIn
}
/**
Draw a circle mask on target view
*/
func draw() {
guard let target = target else {
print("target is nil")
return
}
var rad: CGFloat = 0
let size = target.frame.size
if let r = self.radius {
rad = r
} else {
rad = min(size.height, size.width)
}
let path = UIBezierPath(roundedRect: CGRect(x:0, y:0, width:size.width, height:size.height), cornerRadius: 0.0)
let circlePath = UIBezierPath(roundedRect: CGRect(x:size.width / 2.0 - rad / 2.0, y:0, width:rad, height:rad), cornerRadius: rad)
path.append(circlePath)
path.usesEvenOddFillRule = true
fillLayer.path = path.cgPath
fillLayer.fillRule = kCAFillRuleEvenOdd
fillLayer.fillColor = self.fillColor.cgColor
fillLayer.opacity = self.opacity
target.layer.addSublayer(fillLayer)
}
func redraw(withCircle circle: UICircle) {
guard let target = target else {
print("target is nil")
return
}
var rad: CGFloat = 0
let size = target.frame.size
if let r = self.radius {
rad = r
} else {
rad = min(size.height, size.width)
}
let path = UIBezierPath(roundedRect: CGRect(x:0, y:0, width:size.width, height:size.height), cornerRadius: 0.0)
let circlePath = UIBezierPath(roundedRect: circle.frame, cornerRadius: circle.diameterConstraint!.constant)
path.append(circlePath)
path.usesEvenOddFillRule = true
fillLayer.path = path.cgPath
fillLayer.fillRule = kCAFillRuleEvenOdd
fillLayer.fillColor = self.fillColor.cgColor
fillLayer.opacity = self.opacity
target.layer.sublayers?.forEach { $0.removeFromSuperlayer() }
target.layer.addSublayer(fillLayer)
}
/**
Remove circle mask
*/
func remove() {
self.fillLayer.removeFromSuperlayer()
}
}
var circle = UICircle()
var circleMask: CircleMaskView?
var subviewC = UIView()
override func viewDidLoad() {
super.viewDidLoad()
self.subviewC.clipsToBounds = true
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
view.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
subviewC.backgroundColor = .clear
subviewC.frame = view.frame
self.view.addSubview(subviewC)
self.view.addSubview(circle)
circle.backgroundColor = .clear
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.subviewC.addGestureRecognizer(panGesture)
circleMask = CircleMaskView(drawIn: subviewC)
circleMask?.opacity = 1.0
circleMask?.draw()
}
override func viewDidLayoutSubviews() {
circleMask?.redraw(withCircle: circle)
}
func handlePan(_ pan: UIPanGestureRecognizer) {
let delta = pan.translation(in: self.view).y
if pan.state == .began {
if delta > 0 {
panStarted = true
circle.updateSize(-delta)
circleMask?.redraw(withCircle: circle)
}
} else if pan.state == .changed {
if panStarted {
circle.updateSize(-delta)
circleMask?.redraw(withCircle: circle)
}
} else if pan.state == .ended || pan.state == .cancelled {
if panStarted {
circle.updateSize(self.view.frame.height * 2.1, animated: true)
circleMask?.redraw(withCircle: circle)
}
panStarted = false
}
pan.setTranslation(.zero, in: self.view)
}

Annotation(Image & Text) subviews changes position after saving

I have created a PDF based application. Firstly, I get the PDF from document directory then convert it to Images and then programmatically set all images to vertically by using UIImageView & ScrollView.
Then I set different type of annotation like sign, text etc. When I finalised it to images and convert them to PDF with good result. I get different results as shown in below images.
Screen 1: convert original image size to UIImageView Size with aspect to fit ( because i have look like this type of screen) when i have convert original size to screen size at that time i have stored image original size and its used to when i have convert images to pdf after add annotation looking in screen 2.
Screen 2. when i have finalise or convert to pdf. result look in screen 2, change annotation or sign position.
let drawImage = jotViewController.renderImage() //sign image
signImg = drawImage
gestureView = UIView(frame: CGRect(x: 50, y: 300, width: 200, height: 110))
counter = counter + 1
gestureView.tag = counter
annotationImg = UIImageView(frame: CGRect(x: 0, y: 0, width:170, height: 80))
annotationImg.image = signImg
annotationImg.layer.cornerRadius = 5.0
// gestureView.frame = annotationImg.frame
cancelBtn.frame = CGRect(x: (annotationImg.frame.minX-10), y: (annotationImg.frame.maxY-10), width: 20, height: 20)
cancelBtn.setImage(#imageLiteral(resourceName: "cancel.png"), for: .normal)
cancelBtn.addTarget(self, action: #selector(cancelBtnAction), for: .touchUpInside)
gestureView.addSubview(cancelBtn)
zoomBtn.frame = CGRect(x: (annotationImg.frame.width-10), y: (annotationImg.frame.height-10), width: 20, height: 20)
zoomBtn.setImage(#imageLiteral(resourceName: "zoom.png"), for: .normal)
gestureView.addSubview(zoomBtn)
let zoomBtnpanGesture: UIPanGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(ViewController.zoomBtnPanGesture(_:)))
zoomBtnpanGesture.minimumNumberOfTouches = 1
zoomBtnpanGesture.maximumNumberOfTouches = 1
zoomBtn.addGestureRecognizer(zoomBtnpanGesture)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.handlePanGesture))
panGesture.minimumNumberOfTouches = 1
panGesture.maximumNumberOfTouches = 1
annotationImg.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
gestureView.addGestureRecognizer(panGesture)
annotationImg.clipsToBounds = true
gestureView.addSubview(annotationImg)
for getUIImageView in pdfUIImageViewArr {
if tag==0 {
let alert = UIAlertController(title: "Alert!!", message: "Please Select Signature Page.", preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default, handler: nil))
present(alert, animated: true, completion: nil)
}
if getUIImageView.tag == tag && tag != 0 {
getUIImageView.addSubview(gestureView)
}
}
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(gestureViewTapped(sender:)))
tapGesture.numberOfTapsRequired = 1
gestureView.addGestureRecognizer(tapGesture)
imageViewArr.append(annotationImg)
gestureViewArr.append(gestureView)
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")
#IBAction func storeAsPdfAction(_ sender: AnyObject) {
self.storeToDocumentDir()
let userObj = self.storyboard?.instantiateViewController(withIdentifier: "DocumentVC") as? DocumentVC
self.navigationController?.pushViewController(userObj!, animated: true)
}
func storeToDocumentDir(){
print(pdfImage.frame)
print(view.frame)
print(gestureView.frame)
for getTextViewLbl in textViewLabelArr{
getTextViewLbl.backgroundColor = UIColor.clear
}
gestureViewArr.removeFirst()
for gestureView in gestureViewArr {
print(gestureView.frame)
zoomBtn.isHidden = true
cancelBtn.isHidden = true
// pdfImage.addSubview(gestureView)
}
pdfUIImageViewArr.remove(at: 0)
var i = 1
for getPDFImage in pdfUIImageViewArr {
getPDFImage.frame = CGRect(x: 0, y: 0, width: pdfImage.frame.size.width, height: pdfImage.frame.size.height)
getPDFImage.frame = CGRect(x: 0, y: 0, width: pageRect.size.width, height: pageRect.size.height)
getPDFImage.contentMode = UIViewContentMode.scaleToFill
//
let getImage = self.imageWithView(getPDFImage)
let fileManager = FileManager.default
let paths = (NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)[0] as NSString).appendingPathComponent("img\(i).jpg")
i += 1
let image = getImage
print(paths)
let imageData = UIImageJPEGRepresentation(image, 0.5)
fileManager.createFile(atPath: paths as String, contents: imageData, attributes: nil)
setPdfImgArr.append(getImage)
}
self.createPdfFromView(pdfImage, imageArrAdd: setPdfImgArr, saveToDocumentsWithFileName: "\((setFileName)!)")
let pdfUrl = URL(fileURLWithPath:documentsFileName)
self.setImagesInScrollView(pdfUrl)
}
Problem Solved :
By Using UIScrollView Zoom:
override func viewWillLayoutSubviews() {
self.configureZoomScale()
}
func configureZoomScale() {
var xZoomScale: CGFloat = self.scrollView.bounds.size.width / self.pdfImage.bounds.size.width
var yZoomScale: CGFloat = self.scrollView.bounds.size.height / self.pdfImage.bounds.size.height
var minZoomScale: CGFloat = min(xZoomScale, yZoomScale)
//set minimumZoomScale to the minimum zoom scale we calculated
//this mean that the image cant me smaller than full screen
self.scrollView.minimumZoomScale = minZoomScale
//allow up to 4x zoom
self.scrollView.maximumZoomScale = 4
//set the starting zoom scale
self.scrollView.zoomScale = minZoomScale
}
func viewForZooming(in scrollView: UIScrollView) -> UIView?{
return pdfFinalImage
}

Activity indicator with custom image

I am loading a UIWebView and in the meantime I wan't to show a blank page with this activity indicator spinning (siri activity indicator). From what I have understand you can not change the image, but can't I use that image and create an animation with it rotating 360° and looping? Or will that drain the battery?
something like this?:
- (void)webViewDidStartLoad:(UIWebView *)webView {
//set up animation
[self.view addSubview:self.loadingImage];
//start animation
}
- (void)webViewDidFinishLoad:(UIWebView *)webView
{
//stop animation
[self.loadingImage removeFromSuperview];
}
What should I do?
Thanks in advance!
Most of this is found in Stack Overflow. Let me summarize:
Create an UIImageView which will serve as an activity indicator (inside storyboard scene, NIB, code ... wherever you wish). Let's call it _activityIndicatorImage
Load your image: _activityIndicatorImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"activity_indicator"]];
You need to use animation to rotate it. Here is the method I use:
+ (void)rotateLayerInfinite:(CALayer *)layer
{
CABasicAnimation *rotation;
rotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rotation.fromValue = [NSNumber numberWithFloat:0];
rotation.toValue = [NSNumber numberWithFloat:(2 * M_PI)];
rotation.duration = 0.7f; // Speed
rotation.repeatCount = HUGE_VALF; // Repeat forever. Can be a finite number.
[layer removeAllAnimations];
[layer addAnimation:rotation forKey:#"Spin"];
}
Inside my layoutSubviews method I initiate rotation. You could place this in your webViewDidStartLoad and webViewDidFinishLoad if this is better for your case:
- (void)layoutSubviews
{
[super layoutSubviews];
// some other code
[Utils rotateLayerInfinite:_activityIndicatorImage.layer];
}
You could always always stop rotation using [_activityIndicatorImage.layer removeAllAnimations];
You may use this beautiful loader inspired from Tumblr app:
Asich/AMTumblrHud
Swift 5
Another answer working perfect
Step 1.
Create swift file "CustomLoader.swift" and put this code in that file
import UIKit
import CoreGraphics
import QuartzCore
class CustomLoader: UIView
{
//MARK:- NOT ACCESSABLE OUT SIDE
fileprivate var duration : CFTimeInterval! = 1
fileprivate var isAnimating :Bool = false
fileprivate var backgroundView : UIView!
//MARK:- ACCESS INSTANCE ONLY AND CHANGE ACCORDING TO YOUR NEEDS *******
let colors : [UIColor] = [.red, .blue, .orange, .purple]
var defaultColor : UIColor = UIColor.red
var isUsrInteractionEnable : Bool = false
var defaultbgColor: UIColor = UIColor.white
var loaderSize : CGFloat = 80.0
/// **************** ****************** ////////// **************
//MARK:- MAKE SHARED INSTANCE
private static var Instance : CustomLoader!
static let sharedInstance : CustomLoader = {
if Instance == nil
{
Instance = CustomLoader()
}
return Instance
}()
//MARK:- DESTROY TO SHARED INSTANCE
#objc fileprivate func destroyShardInstance()
{
CustomLoader.Instance = nil
}
//MARK:- SET YOUR LOADER INITIALIZER FRAME ELSE DEFAULT IS CENTER
func startAnimation()
{
let win = UIApplication.shared.keyWindow
backgroundView = UIView()
backgroundView.frame = (UIApplication.shared.keyWindow?.frame)!
backgroundView.backgroundColor = UIColor.init(white: 0, alpha: 0.4)
win?.addSubview(backgroundView)
self.frame = CGRect.init(x: ((UIScreen.main.bounds.width) - loaderSize)/2, y: ((UIScreen.main.bounds.height) - loaderSize)/2, width: loaderSize, height: loaderSize)
self.addCenterImage()
self.isHidden = false
self.backgroundView.addSubview(self)
self.layer.cornerRadius = loaderSize/2
self.layer.masksToBounds = true
backgroundView.accessibilityIdentifier = "CustomLoader"
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(CustomLoader.ResumeLoader), name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
self.layoutSubviews()
}
//MARK:- AVOID STUCKING LOADER WHEN CAME BACK FROM BACKGROUND
#objc fileprivate func ResumeLoader()
{
if isAnimating
{
self.stopAnimation()
self.AnimationStart()
}
}
override func layoutSubviews()
{
super.layoutSubviews()
self.backgroundColor = defaultbgColor
UIApplication.shared.keyWindow?.isUserInteractionEnabled = isUsrInteractionEnable
self.AnimationStart()
}
#objc fileprivate func addCenterImage()
{
/// add image in center
let centerImage = UIImage(named: "Logo")
let imageSize = loaderSize/2.5
let centerImgView = UIImageView(image: centerImage)
centerImgView.frame = CGRect(
x: (self.bounds.width - imageSize) / 2 ,
y: (self.bounds.height - imageSize) / 2,
width: imageSize,
height: imageSize
)
centerImgView.contentMode = .scaleAspectFit
centerImgView.layer.cornerRadius = imageSize/2
centerImgView.clipsToBounds = true
self.addSubview(centerImgView)
}
//MARK:- CALL IT TO START THE LOADER , AFTER INITIALIZE THE LOADER
#objc fileprivate func AnimationStart()
{
if isAnimating
{
return
}
let size = CGSize.init(width: loaderSize , height: loaderSize)
let dotNum: CGFloat = 10
let diameter: CGFloat = size.width / 5.5 //10
let dot = CALayer()
let frame = CGRect(
x: (layer.bounds.width - diameter) / 2 + diameter * 2,
y: (layer.bounds.height - diameter) / 2,
width: diameter/1.3,
height: diameter/1.3
)
dot.backgroundColor = colors[0].cgColor
dot.cornerRadius = frame.width / 2
dot.frame = frame
let replicatorLayer = CAReplicatorLayer()
replicatorLayer.frame = layer.bounds
replicatorLayer.instanceCount = Int(dotNum)
replicatorLayer.instanceDelay = 0.1
let angle = (2.0 * M_PI) / Double(replicatorLayer.instanceCount)
replicatorLayer.instanceTransform = CATransform3DMakeRotation(CGFloat(angle), 0.0, 0.0, 1.0)
layer.addSublayer(replicatorLayer)
replicatorLayer.addSublayer(dot)
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale")
scaleAnimation.toValue = 0.4
scaleAnimation.duration = 0.5
scaleAnimation.autoreverses = true
scaleAnimation.repeatCount = .infinity
scaleAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
dot.add(scaleAnimation, forKey: "scaleAnimation")
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.toValue = -2.0 * Double.pi
rotationAnimation.duration = 6.0
rotationAnimation.repeatCount = .infinity
rotationAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
replicatorLayer.add(rotationAnimation, forKey: "rotationAnimation")
if colors.count > 1 {
var cgColors : [CGColor] = []
for color in colors {
cgColors.append(color.cgColor)
}
let colorAnimation = CAKeyframeAnimation(keyPath: "backgroundColor")
colorAnimation.values = cgColors
colorAnimation.duration = 2
colorAnimation.repeatCount = .infinity
colorAnimation.autoreverses = true
dot.add(colorAnimation, forKey: "colorAnimation")
}
self.isAnimating = true
self.isHidden = false
}
//MARK:- CALL IT TO STOP THE LOADER
func stopAnimation()
{
if !isAnimating
{
return
}
UIApplication.shared.keyWindow?.isUserInteractionEnabled = true
let winSubviews = UIApplication.shared.keyWindow?.subviews
if (winSubviews?.count)! > 0
{
for viw in winSubviews!
{
if viw.accessibilityIdentifier == "CustomLoader"
{
viw.removeFromSuperview()
// break
}
}
}
layer.sublayers = nil
isAnimating = false
self.isHidden = true
self.destroyShardInstance()
}
//MARK:- GETTING RANDOM COLOR , AND MANAGE YOUR OWN COLORS
#objc fileprivate func randomColor()->UIColor
{
let randomRed:CGFloat = CGFloat(drand48())
let randomGreen:CGFloat = CGFloat(drand48())
let randomBlue:CGFloat = CGFloat(drand48())
return UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
}
override func draw(_ rect: CGRect)
{
}
}
find the func name and "addCenterImage" and replace the image name with your custom image.
Step 2
Create the AppDelegate class instance out side of the AppDelegate class like this.
var AppInstance: AppDelegate!
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate
{ func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
{
AppInstance = self
}
Step 3.
put these two func in your AppDelegate
//MARK: - Activity Indicator -
func showLoader()
{
CustomLoader.sharedInstance.startAnimation()
}
func hideLoader()
{
CustomLoader.sharedInstance.stopAnimation()
}
Step 4. Use the functions like this whenever you want to animate your loader and stop.
AppInstance.showLoader()
AppInstance.hideLoader()
HAPPY LOADING...
SWIFT 4 Sweet And Simply just put extension UIView{}
Modified answer of #gandhi Mena
if you want to create your own custom Loading indicator
Create a UIView extension which create and customize your brand logo as a custom indicator put this code in you global declaration file.
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat?,backgroundColor: UIColor?, textColor:UIColor?, message: String?) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor //Background color of your view which you want to set
var selfWidth = view.frame.width
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = view.frame.height
let loopImages = UIImageView()
let imageListArray = ["image1", "image2"] // Put your desired array of images in a specific order the way you want to display animation.
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(0.8)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 30
let imageFrameY = (selfHeigh / 2) - 60
var imageWidth = CGFloat(60)
var imageHeight = CGFloat(60)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont(name: "SFUIDisplay-Regular", size: 17.0)! // Your Desired UIFont Style and Size
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = textColor ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
// Define UIView frame
self.frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width , height: UIScreen.main.bounds.size.height)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
return self }}
Hide an indicator something like this you can remove subview at the top from the subview stack. put this code in the same globally declared swift file.
func hideLoader(removeFrom : UIView){
removeFrom.subviews.last?.removeFromSuperview()
}
Now you can shoot at the mark by this code
To display activity indicator in your view controller put this code when you want to display.
self.view.addSubview(UIView().customActivityIndicator(view: self.view, widthView: nil, backgroundColor:"Desired color", textColor: "Desired color", message: "Loading something"))
To hide animating loader you can user above function you defined in the globally. In your ViewController.swift where you want to hide put this line of code.
hideLoader(removeFrom: self.view)
imageListArray looks like this.
I've faced a similar issue lately. And this is my solution. Basically, it's what topic starter initially wanted: blank page with custom activity indicator on it.
I have partly used #Azharhussain Shaikh answer but I've implemented auto-layout instead of using frames and added a few other refinements with the intention to make usage as simple as possible.
So, it's an extension for UIView with two methods: addActivityIndicator() and removeActivityIndicator()
extension UIView {
func addActivityIndicator() {
// creating a view (let's call it "loading" view) which will be added on top of the view you want to have activity indicator on (parent view)
let view = UIView()
// setting up a background for a view so it would make content under it look like not active
view.backgroundColor = UIColor.white.withAlphaComponent(0.7)
// adding "loading" view to a parent view
// setting up auto-layout anchors so it would cover whole parent view
self.addSubview(view)
view.translatesAutoresizingMaskIntoConstraints = false
view.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
view.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
view.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
view.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
// creating array with images, which will be animated
// in my case I have 30 images with names activity0.png ... activity29.png
var imagesArray = [UIImage(named: "activity\(0)")!]
for i in 1..<30 {
imagesArray.append(UIImage(named: "activity\(i)")!)
}
// creating UIImageView with array of images
// setting up animation duration and starting animation
let activityImage = UIImageView()
activityImage.animationImages = imagesArray
activityImage.animationDuration = TimeInterval(0.7)
activityImage.startAnimating()
// adding UIImageView on "loading" view
// setting up auto-layout anchors so it would be in center of "loading" view with 30x30 size
view.addSubview(activityImage)
activityImage.translatesAutoresizingMaskIntoConstraints = false
activityImage.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
activityImage.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
activityImage.widthAnchor.constraint(equalToConstant: 30).isActive = true
activityImage.heightAnchor.constraint(equalToConstant: 30).isActive = true
}
func removeActivityIndicator() {
// checking if a view has subviews on it
guard let lastSubView = self.subviews.last else { return }
// removing last subview with an assumption that last view is a "loading" view
lastSubView.removeFromSuperview()
} }
"Rotating" effect is achieved by those 30 images you've put in imagesArray. Each image is a new frame of a rotating indicator like this.
Usage. In your view controller for showing an activity indicator simply put:
view.addActivityIndicator()
For removing an activity indicator:
view.removeActivityIndicator()
For example, in case of using it with table view (like I do) it can be used like this:
func setLoadingScreen() {
view.addActivityIndicator()
tableView.isScrollEnabled = false
}
func removeLoadingScreen() {
view.removeActivityIndicator()
tableView.isScrollEnabled = true
}
It works in Swift 4.
Swift 5.0 version of accepted Answer
public extension UIImageView {
func spin(duration: Float) {
let rotation = CABasicAnimation(keyPath: "transform.rotation")
rotation.fromValue = 0
rotation.toValue = 2 * Double.pi
rotation.duration = 0.7
rotation.repeatCount = duration
layer.add(rotation, forKey: "spin")
}
func stopSpinning() {
layer.removeAllAnimations()
}
}
Without Image , you can use third party library
for objective C (also support in iOS 6) https://github.com/shebinkoshy/UIControllsRepo
for swift https://github.com/shebinkoshy/Activity-Indicator-Swift
Advantages
-> Able to set colors for spinner
-> Available in different sizes like tiny, small, medium, large, very large
-> Able to set Title (center and bottom) for medium, large, very large sizes
You can set an images to your activityIndicator. I created a function for add custom image to activityIndicator. Here is what I created.
public func showProgressView(view: UIView) -> UIImageView {
let containerView = UIView()
let progressView = UIView()
var activityIndicatorImageView = UIImageView()
if let statusImage = UIImage(named: Constants.ActivityIndicatorImageName1) {
let activityImageView = UIImageView(image: statusImage)
containerView.frame = view.frame
containerView.backgroundColor = UIColor(hex: 0xffffff, alpha: 0.3)
progressView.frame = CGRectMake(0, 0, 80, 80)
progressView.center = CGPointMake(view.bounds.width / 2, view.bounds.height / 2)
progressView.backgroundColor = UIColor(hex: 0x18bda3, alpha: 0.7)
progressView.clipsToBounds = true
progressView.layer.cornerRadius = 10
activityImageView.animationImages = [UIImage(named: Constants.ActivityIndicatorImageName1)!,
UIImage(named: Constants.ActivityIndicatorImageName2)!,
UIImage(named: Constants.ActivityIndicatorImageName3)!,
UIImage(named: Constants.ActivityIndicatorImageName4)!,
UIImage(named: Constants.ActivityIndicatorImageName5)!]
activityImageView.animationDuration = 0.8;
activityImageView.frame = CGRectMake(view.frame.size.width / 2 - statusImage.size.width / 2, view.frame.size.height / 2 - statusImage.size.height / 2, 40.0, 48.0)
activityImageView.center = CGPointMake(progressView.bounds.width / 2, progressView.bounds.height / 2)
dispatch_async(dispatch_get_main_queue()) {
progressView.addSubview(activityImageView)
containerView.addSubview(progressView)
view.addSubview(containerView)
activityIndicatorImageView = activityImageView
}
}
return activityIndicatorImageView
}
You can call this method everywhere in your code. And just call the startAnimating method. If you want to hide just call the stopAnimating method.
it works in both SWITF 3 and 4
var activityIndicator = UIActivityIndicatorView()
var myView : UIView = UIView()
func viewDidLoad() {
spinnerCreation()
}
func spinnerCreation() {
activityIndicator.activityIndicatorViewStyle = .whiteLarge
let label = UILabel.init(frame: CGRect(x: 5, y: 60, width: 90, height: 20))
label.textColor = UIColor.white
label.font = UIFont.boldSystemFont(ofSize: 14.0)
label.textAlignment = NSTextAlignment.center
label.text = "Please wait...."
myView.frame = CGRect(x: (UIScreen.main.bounds.size.width - 100)/2, y: (UIScreen.main.bounds.size.height - 100)/2, width: 100, height: 100)
myView.backgroundColor = UIColor.init(white: 0.0, alpha: 0.7)
myView.layer.cornerRadius = 5
activityIndicator.center = CGPoint(x: myView.frame.size.width/2, y: myView.frame.size.height/2 - 10)
myView.addSubview(activityIndicator)
myView.addSubview(label)
myView.isHidden = true
self.window?.addSubview(myView)
}
#IBAction func activityIndicatorStart(_ sender: Any) {
myView.isHidden = false
self.activityIndicator.startAnimating()
self.view.isUserInteractionEnabled = false
self.view.bringSubview(toFront: myView)
}
#IBAction func activityIndicatorStop(_ sender: Any)() {
myView.isHidden = true
self.activityIndicator.stopAnimating()
self.view.isUserInteractionEnabled = true
}
You can create your custom activity Indicator with this in Swift 3 & 4:
Create a new file with name: UIViewExtension.Swift and copy this code and paste in your new file file:
import UIkit
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat? = nil,backgroundColor: UIColor? = nil, message: String? = nil,colorMessage:UIColor? = nil ) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor ?? UIColor.clear
self.layer.cornerRadius = 10
var selfWidth = view.frame.width - 100
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = CGFloat(100)
let selfFrameX = (view.frame.width / 2) - (selfWidth / 2)
let selfFrameY = (view.frame.height / 2) - (selfHeigh / 2)
let loopImages = UIImageView()
//ConfigCustomLoading with secuence images
let imageListArray = [UIImage(named:""),UIImage(named:""), UIImage(named:"")]
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(1.3)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 17
let imageFrameY = (selfHeigh / 2) - 35
var imageWidth = CGFloat(35)
var imageHeight = CGFloat(35)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont.boldSystemFont(ofSize: 17)
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = colorMessage ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
//Define frames
//UIViewFrame
self.frame = CGRect(x: selfFrameX, y: selfFrameY, width: selfWidth , height: selfHeigh)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
return self
}
}
And then you can use it in your ViewController like this:
import UIKit
class ExampleViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(UIView().customActivityIndicator(view: self.view,backgroundColor: UIColor.green))
}
//function for stop and desappear loading
func deseappearLoading(){
self.view.subviews.last?.removeFromSuperview()
}
}
Don't forget replace [UIImage(named:" "),UIImage(named:" "), UIImage(named:" ")] with your names of images and adjust the TimeInterval(1.3). Enjoy it.

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