Swift Animation Similar to Line Chart - ios

my question can be a little bit confusing, however I will do my best to explain it. So I need to create a view like below in the image, which looks like a line chart.
In other words, the line thumbs should be interactive, so that user can move them up and down, which will led to the movement of "ropes" between each pair. The problem is I can not figure out to start what kind of structure in swift so that I can create this view. So far, I am thinking about to create separate sliders and connect them by drawing, lines between them, but I think there should be some better solution. Any help, idea, advice or hint is appreciated. Thanks in advance.

Part 1. Learning to use "drawRect" in a UIView
Make a custom view, i.e. subclass UIView. To draw the nine angled line segments (and indeed the grid behind) you'll need to master core graphics. Fortunately there are many of QA on this very topic:
How to draw a line in the simplest way in swift
Part 2. Custom layers in UIView
You'll have to learn about adding custom CALayers to views. There are many examples of this, eg
https://stackoverflow.com/a/57465440/294884
https://stackoverflow.com/a/41553784/294884
(Note that for the small text labels, I would probably simply add many UILabels programmatically, which you will also need to learn about.)
Part 3. Using UISlider
There's really nothing wrong with using a UISlider for each of your red dots. If you're just getting started with iOS, I suggest trying that first to become familiar with it.
A handy tip is, simply use a horizontal stack view to hold them all - you can space them as you wish.
Part 4. Using gestures
Beyond UISlider. The red buttons would most likely be custom UIViews. And, most simply, you would use UIPanGestureRecognizer to detect the finger moving.
Again you can find many QA on this field of study, example Move UIView within parent view using pangesture
If you master these four general fields you will be able to achieve the view in question, good luck!

Related

How to create a reversed Bottom Sheet from the top in iOS?

I need to implement a reversed bottom sheet which should be sliding from the top of the parent view to the bottom.I have done my research and found plenty of supported libraries, but all of them don't work with sliding from the top of the view. I have tried to apply translation and reverse a drawer layout by 180 degrees in Pulley, but it created issues with safe area in iPhoneX for example.
Perhaps I am overcomplicating things with manually editing libraries, but I would like to get possible solutions or sample codes for creating this particular UI.
It should be done with regular interface builder in code, not in Swift UI at the moment.
Perhaps the easiest way is create it manually?
It's not that hard to create a black overlay that animates in while having a rounded corners white view animating from the top?
I think editing existing libraries to make it work is more work than doing this yourself? :)
I can supply some code if you need it but perhaps try it yourself and come back with your code and I can help update it to make it work properly?

Which Controller is Used in App?

i am starting a new project based upon some Sketch design. It has following two designs: this and this so my question is how to accomplish this effect, which UIViewController is used here, is there some code example similar to this?
They are both most likely using either a UITableview or UICollectionView.
The cells are customised with what looks like a clear background and shadows all over the place.
They should be fairly straight forward to do. Just very unusual in that you'll have to set a clear background on the cell and add views for the data/images etc...

Design for annotating UICollectionView selections with additional controls

Using UICollectionView and excellent help given on here on StackOverflow, I've been able to build a "Gantt Chart" style control for my iPhone:
Cosmetics aside (I'm doing the functional right now, I've got a graphics designer on tap to look at colors and all that).
Background aside, the spans were relatively straightforward to do with a custom UICollectionViewLayout subclass. Each span is an item.
But I need to add some functionality, and am unsure how to proceed. Where I'm trying to go is illustrated roughly as:
Sketchy cosmetics aside, the point is that I want to "annotate" whatever the currently selected span is with additional information (I promise to find someone to help me look it pretty). And I want them to be active, I'm not sure if it brings up an editing control or does drag, but I want to be able recognize gestures on either the numbers or the bold lines and do things with them, distinct from touching on the span which drives selection.
I can think of (at least) 3 ways to try and implement this:
Use supplementary views. Cause selection to invalidateLayout, detect the selected state in my prepareLayout, and generate additional layout attributes for the two anchors. Implement a subclass of UICollectionReusableView which does the drawing, and adds touchable subviews (or its own gesture recognizers). This feels... wrong. I get the idea that supplementary views are more for headers and footers, not for controls that come and go as the selection state changes. But maybe it's an appropriate extension of the facility?
Use the backgroundView (or selectedBackgroundView, not sure it matters) of my current SpanCell class (which is a subclass of UICollectionViewCell). As long as I disable clipsToBounds, I can draw the annotation around the bounds of the span. I'll have to give it some knowledge of the big picture to find the endpoints, but that's not too offensive. I would just show/hide this view in response to selection changes. This seems like the best way to do it.
Do it in the main backgroundView of the entire UICollectionView. As shown, I've already got a specialized backgroundView which shows the the current time grid, strip style. I could further extend this view to draw annotations and manage touchable sub controls in response to selection changes. This would give me most direct implementation, but it feels like I'll end up with a big monster "doing too many jobs" object for the background.
Question then, for those who have more experience, is which route would you go? Would it be one of the above 3? Or something different? And why?
While your question is very technical with UICollectionView implementation, which I am not very familiar with, this seems like a job for the container (in this case, the collection view). Imagine you need your annotation to consider, in addition to the selected item, other items? Like for example, avoiding collision between annotation lines and another item?
For me, option number 3 seems like the most correct one. If you fear a large class, you can extern it to an annotation controller class, which should be notified whenever the annotations should be updated.

What is the canonical way to animate views over a fixed background?

In my two recent questions here and here I laid out my problem a bit, but I want to ask a more general question here. First my goal: I am trying to animate views side to side with a fixed background image.
I am new to iOS, and so I don't know all the tools that are available to me, but each time I started hacking this together I kept thinking that there must be a built-in way to do this. I didn't want to reinvent the wheel, so what is the common way to implement this?
The best approach I think is making a UIView based in two main views:
The background, that always will stay
And on top of it, another UIView with your animated view
In case you want to animate it, its quite easy, just check this:
iPhone UIView Animation Best Practice

How to create multidirectional infinite/circular scrolling view like the HBO GO iPad App

My question is essentially what it says in the title--I would like to create a scrolling view similar to the one that appears under the 'Home' tab of the HBO GO iPad application.
I have looked into circular/infinite UIScrollViews, but they only discuss infinite content in one direction (either horizontal OR vertical) and bring up many problems when scroll speed gets too high. So my question is twofold:
A) Could they have created this scrolling view by subclassing UIScrollView? If so, please do let me know how?
B) If not, does anyone have ideas as to a starting point for how they could have created it? It runs very, very smoothly even at fast acceleration, and I'm trying to figure out how they created this.
Thanks in advance!
Reposting to get answer ;-)
The sample is named StreetScroller.
Referenced video is here.
I believe the successful technique will be to apply the techniques in the video in either a 2x2 or 3x3 grid and handle scrolling in both directions.
I have put together a library that provides an infinitely scrolling view in all directions. It allows you to very easily achieve the effect you’re looking for and much more. As the user scrolls around, the framework lays out the tiles and lets the delegate know so it can set up the tiles' presentations. This is indeed done by subclassing UIScrollView and as for performance, the framework introduces no lag: full 60 fps no matter how fast you scroll.
The framework with a sample app that displays Flickr images in an infinitely scrolling wall is here: https://github.com/vovagalchenko/scroll-for-days. Additionally, here's a video of the sample app in action: https://cloud.box.com/s/d6bgvlot175au5a3jeh5
I don't think there is an easy way to do it by sub classing UIScrollView
I have done something similar with a UIView and a custom gesture recognizer, moving views around nice they disappear off the side of the screen.
I hope this helps you.

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