Why my UILabel doesn't conforms to the inital frame? - ios

I'm trying to create a popup label over the imageview. But in my application it doesn't work. I've made a test application with the same screen: UIImageView and below a UIView with a UIButton on the view.
So, where are two questions.
What could be difference in a code for such a different behaviour?
Why in my application the UILabel doesn't conforms to the initial frame?
The code of the function inside my viewController is the same:
private func showBanner(startY: CGFloat, targetView: UIView) {
let height: CGFloat = 42
let finishY = startY - height
let bannerLabel = UILabel(frame: CGRect(x: 0, y: startY, width: self.view.frame.width, height: height))
bannerLabel.translatesAutoresizingMaskIntoConstraints = false
bannerLabel.font = UIFont.systemFont(ofSize: 13, weight: .regular)
bannerLabel.textColor = .lightGray
bannerLabel.backgroundColor = .black
bannerLabel.textAlignment = .center
bannerLabel.numberOfLines = 1
bannerLabel.text = "You've added the item to the favorites"
targetView.addSubview(bannerLabel)
UIView.animate(withDuration: 0.5, animations: {
bannerLabel.frame = CGRect(x: 0,
y: finishY,
width: self.view.frame.width,
height: height
)
}) {
_ in
UIView.animate(withDuration: 0.5, delay: 1.0, options: .curveLinear, animations: {
bannerLabel.frame = CGRect(x: 0,
y: startY,
width: self.view.frame.width,
height: height
)
}, completion: {
_ in
bannerLabel.removeFromSuperview()
})
}
}
The function is being called so:
showBanner(startY: itemsImageView.frame.maxY, targetView: itemsImageView)

The problem was in the line:
bannerLabel.translatesAutoresizingMaskIntoConstraints = false
As soon as this line was removed, the problem has dissapeared.

Related

How to transform multiple view to same location(CGPoint)

I've got multiple UIImageViews, spread across in a view.
#IBOutlet var leftIVs: [UIImageView]!
#IBOutlet var topIVs: [UIImageView]!
#IBOutlet var rightIVs: [UIImageView]!
I'm trying to create a function using UIView.animate... functions and 'transform' property which brings all of these UIImageViews at the center of the superview. I'm using the following code:
let performInitialTransformation: ((UIImageView)->()) = { (card) in
let cardCenter = CGPoint(x: card.frame.midX, y: card.frame.midY)
let viewCenter = CGPoint(x: self.view.bounds.midX, y: self.view.bounds.midY)
let deltaPoint = cardCenter - viewCenter //also tried (viewCenter - cardCenter)
UIView.animate(withDuration: 0.5, animations: {
card.transform = CGAffineTransform.init(translationX: deltaPoint.x, y: deltaPoint.y)
}) { (done) in
}
}
for card in topIVs {
performInitialTransformation(card)
}
for card in leftIVs {
performInitialTransformation(card)
}
for card in rightIVs {
performInitialTransformation(card)
}
I'm using this static function:
extension CGPoint {
static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: rhs.x - lhs.x, y: rhs.y - lhs.y)
}
}
NOTE: Also, I will be bringing those images back to there original position afterward for which I will use CGAffineTransform.identity
The images are not being shown in the center. How can I achieve this? Thanks in advance!
I think your problem was that you didn't reduce the size of the image view so that they stack at the exact centre of the screen.
let deltaX = (self.view.center.x - card.frame.minX) - card.frame.width/2
let deltaY = (self.view.center.y - card.frame.minY) - card.frame.height/2
UIView.animate(withDuration: 1) {
card.transform = .init(translationX: deltaX, y: deltaY)
}
What is about to use center
UIView.animate(withDuration: 0.5) {
images.forEach { $0.center = superview.center }
}
The full example
var subviewes = [UIView]()
var view = UIView(frame: CGRect.init(x: 0, y: 0, width: 30, height: 30))
view.backgroundColor = .yellow
subviewes.append(view)
view = UIView(frame: CGRect.init(x: 0, y: 0, width: 20, height: 20))
view.backgroundColor = .green
subviewes.append(view)
view = UIView(frame: CGRect.init(x: 0, y: 0, width: 10, height: 10))
view.backgroundColor = .red
subviewes.append(view)
subviewes.forEach { self.view.addSubview($0) }
UIView.animate(withDuration: 0.5) {
subviewes.forEach { $0.center = self.view.center }
}

How to create Custom Toast UIView with Button using Swift?

In my case, I am trying to create toast message popup with custom UI design like below sample image. It should be common class with button actions and it should allow to call from other ViewControllers with some message and time interval passing parameters. I am looking some initiation codebase with .XIB. Please help me to achieve this.
Expected Toast UI
It is not tested but it might help you
func showToast(message : String) {
// add label
let toastLabel = UILabel(frame: CGRect(x: 30, y: self.view.frame.size.height-150, width: 330, height: 35))
toastLabel.text = message
toastLabel.alpha = 1.0
toastLabel.layer.cornerRadius = 10;
toastLabel.clipsToBounds = true
//add button
let button = UIButton.init(type: .custom)
button.frame = CGRect.init(x: toastLabel.frame.width - 50, y: toastLabel.frame.origin.y + 20, width: 40, height: 40)
self.view.addSubview(toastLabel)
self.view.addSubview(button)
UIView.animate(withDuration: 4.0, delay: 0.1, options: .curveEaseOut, animations: {
toastLabel.alpha = 0.0
}, completion: {(isCompleted) in
toastLabel.removeFromSuperview()
})
}

Cannot animate UIImageview

My issue is that when I press the button that runs the dealToPlayer function(), everything acts as if a card has been dealt, updates total value of cards dealt, but it does not show any animation of the card being dealt or placed. Why might this be? I am not using auto layout for this scene at all.
func dealToPlayer() {
let index = Int(arc4random_uniform(UInt32(deckCards.count)))
let drawnCard = deckCards.remove(at: index)
randomCards.append(drawnCard)
randomCard = randomCards[3 + cardSelect]
image = UIImageView(frame: CGRect(x: self.deckLocation.x, y: self.deckLocation.y, width: self.width, height: self.height))
image.image = mapping[randomCard]
cardsOut = cardsOut + 1
print("cards out is currently: \(cardsOut)")
cardSelect = cardSelect + 1
UIView.animate(withDuration: 0.5, delay: 1.5, options: [], animations: {
self.image.frame = CGRect(x: self.cardTwoLocation.x - (self.cardsOut * self.thirdWidth), y: self.cardTwoLocation.y, width: self.width, height: self.height)
}, completion: nil)
checkPlayerValue()
}
First, make sure your image view is added to your view controller.
Second, make sure your animation is called by putting a break point.
Third, print out the location and make sure the new x and y are valid, and they are different than the previous x and y.
Here is a sample duplicate of your code an it works fine
image = UIImageView(frame: CGRect(x: 100, y: 100, width: 100, height: 100))
image.backgroundColor = .red
self.view.addSubview(image)
UIView.animate(withDuration: 0.5, delay: 1.5, options: [], animations: {
self.image.frame = CGRect(x: 200, y: 200, width: 100, height: 100)
}, completion: nil)

create a custom view programmatically then animate it

I'm creating a custom view programmatically, which is working fine, then I'm trying to animate the view. For some strange reason the view is animating at all, I'm not sure why. Here is the code:
override func viewDidLoad() {
super.viewDidLoad()
let customView = UIView(frame: CGRect(x: 10, y: 10, width: 100, height: 100))
customView.backgroundColor = UIColor.blue
customView.layer.cornerRadius = 25
customView.layer.borderWidth = 8
customView.layer.borderColor = UIColor.red.cgColor
self.view.addSubview(customView)
UIView.animate(withDuration: 4, animations: {
customView.transform.translatedBy(x: 40, y: 60)
customView.transform.rotated(by: CGFloat.pi/2)
customView.transform.scaledBy(x: 0, y: 0.5)
})
}
you better call this animation block in viewDidAppear, with some delay.
import UIKit
class ViewController: UIViewController {
var customView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
customView = UIView(frame: CGRect(x: 10, y: 10, width: 100, height: 100))
customView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleTap)))
customView.backgroundColor = UIColor.blue
customView.layer.cornerRadius = 25
customView.layer.borderWidth = 8
customView.layer.borderColor = UIColor.red.cgColor
self.view.addSubview(customView)
}
override func viewDidAppear(_ animated: Bool) {
UIView.animate(withDuration: 5, delay: 1, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.customView.transform = CGAffineTransform(scaleX: 1, y: 0.5)
self.customView.transform = CGAffineTransform(rotationAngle: CGFloat.pi/2)
self.customView.transform = CGAffineTransform(translationX: 40, y: 60)
}, completion: nil)
}
func handleTap() {
UIView.animate(withDuration: 5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.customView.transform = CGAffineTransform(scaleX: 1, y: 0.5)
self.customView.transform = CGAffineTransform(rotationAngle: CGFloat.pi/2)
self.customView.transform = CGAffineTransform(translationX: 40, y: 60)
}, completion: nil)
}
}
Your question is not correct. your view is not animating.
Why?
You are using a return function and your customView needs to catch the modified version like this.
customView.transform = customView.transform.translatedBy(x: 40, y: 60)
So your code would be like this.
let customView = UIView(frame: CGRect(x: 10, y: 10, width: 100, height: 100))
customView.backgroundColor = UIColor.blue
customView.layer.cornerRadius = 25
customView.layer.borderWidth = 8
customView.layer.borderColor = UIColor.red.cgColor
self.view.addSubview(customView)
UIView.animate(withDuration: 4, animations: {
customView.transform = customView.transform.translatedBy(x: 40, y: 60)
//customView.transform = customView.transform.rotated(by: CGFloat.pi/2)
//customView.transform = customView.transform.scaledBy(x: 0, y: 0.5)
})
There are lots of online resources how to group animation.Just google it.:)

Transform UIView within bounds

I am trying to make a view transform and kind of have a circle effect until it reaches certain points then it just fills a rectangle. This is for a material design project I am working on. All the code is in Swift 2.0 on an iOS 8 or above device.
func helloWorld(sender: UIButton) {
let point = sender.frame.origin
let rippleViewInitFrame: CGRect = CGRect(x: point.x, y: point.y, width: 4, height: 4)
let rippleView: UIView = UIView(frame: rippleViewInitFrame)
rippleView.backgroundColor = UIColor.MDColor.blue
let bounds: CGRect = CGRect(x: 0, y: 0, width: self.view.frame.size.width, height: self.view.frame.size.height)
rippleView.layer.masksToBounds = true
rippleView.layer.cornerRadius = 2
self.view.addSubview(rippleView)
UIView.animateWithDuration(0.5, delay: 0.0, options: .CurveEaseInOut, animations: {
rippleView.transform = CGAffineTransformMakeScale(200.0, 200.0)
rippleView.bounds = bounds
}, completion: {
finished in
print(rippleView.frame.origin.x)
})
}
Currently the view just grows beyond the size of the screen.
The print statement returns -37176 instead of say 0. I want it to fill the screen and nothing more.
If you want it to fill a rectangle.
1) create a rectangular container UIView.
2) add your rippleView as a subview to this rectangular uiview.
set the clipsToBounds property to yes of your container view.
and just do the animation.
let rectView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100));
rectView.backgroundColor = UIColor.redColor()
// initialRippleView
let rippleView = UIView(frame: CGRect(x: 15, y: 15, width: 2, height: 2));
rippleView.backgroundColor = UIColor.whiteColor()
rippleView.cornerRadius = rippleView.width / 2;
rectView.addSubview(rippleView);
rectView.clipsToBounds = true;
UIView.animateWithDuration(5) { () -> Void in
rippleView.transform = CGAffineTransformMakeScale(100, 100);
}
Try in playground.
import UIKit
import XCPlayground
// the main View
let iPhone = UIView(frame: CGRect(x: 0, y: 0, width: 320, height: 568));
iPhone.backgroundColor = UIColor.greenColor();
// the rect View that will be the bounds of the animation
let rectView = UIView(frame: CGRect(x: 0, y: 0, width: 150, height: 150));
rectView.backgroundColor = UIColor.redColor()
rectView.center = iPhone.center;
// initialRippleView
let rippleView = UIView(frame: CGRect(x: 15, y: 15, width: 2, height: 2));
rippleView.layer.cornerRadius = 1;
rippleView.backgroundColor = UIColor.whiteColor()
iPhone.addSubview(rectView);
rectView.addSubview(rippleView);
// this property clips the drawings of subview to be clipped to the bounds of rectView.
rectView.clipsToBounds = true;
UIView.animateWithDuration(5) { () -> Void in
// you may need to calculate the right scale factor
rippleView.transform = CGAffineTransformMakeScale(200, 200);
}
// Playground stuff
XCPShowView("Container View", view: iPhone);
Copy this code in a playground File
Show the Assistant editor
Press play (in the left bottom corner)

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