I have a simple UITextView with a custom NSLayoutManager in my app. The UITextView have a tap gesture and when you tap on UITextView it animates off the screen. My problem is that when you tap on the UITextView the entire text disappears. After debugging for a while I think it has something to do with NSTextContainer which I pass to the UITextView because If I don't pass it everything works fine. I thought it had to do something with my custom NSLayoutManager but then I tested it with a default NSLayoutManger and it is still giving the same issue.
Can you please tell me what is going wrong? I have attached a sample code for your reference. I have slowed down the animation so can see what is wrong.
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
setUpTextView()
}
private func setUpTextView() {
let rect = CGRect(origin: CGPoint(x: view.frame.origin.x,
y: view.frame.origin.y + 50
),
size: CGSize(width: view.frame.width,
height: view.frame.height - 50
)
)
let textView = MyTextView(frame: rect)
textView.backgroundColor = .gray
textView.layer.cornerRadius = 15
textView.textContainerInset.left = view.frame.width * 0.05
textView.textContainerInset.right = view.frame.width * 0.05
textView.textContainerInset.top = view.frame.height * 0.05
textView.textContainerInset.bottom = view.frame.height * 0.05
let string = "The Ultimate Fighting Championship is an American mixed martial arts promotion company based in Las Vegas, Nevada."
let attributedText = NSAttributedString(string: string, attributes: [
.font: UIFont.systemFont(ofSize: 24, weight: .semibold),
.foregroundColor: UIColor.white
])
textView.attributedText = attributedText
textView.isScrollEnabled = false
textView.isEditable = false
textView.isSelectable = false
view.addSubview(textView)
}
}
MyTextView
class MyTextView: UITextView {
override init(frame: CGRect, textContainer: NSTextContainer?) {
let textStorage = NSTextStorage()
let layoutManager = NSLayoutManager()
textStorage.addLayoutManager(layoutManager)
let textContainer = NSTextContainer(size: frame.size)
layoutManager.addTextContainer(textContainer)
super.init(frame: frame, textContainer: textContainer)
addGesture()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func addGesture() {
let gesture = UITapGestureRecognizer(target: self, action: #selector(handleTap))
addGestureRecognizer(gesture)
}
#objc func handleTap(gesture: UITapGestureRecognizer) {
UIView.animate(withDuration: 10, delay: 0) {
self.transform = CGAffineTransform(translationX: 0, y: self.frame.height)
}
}
}
The problem you're running into is that you are positioning your view "off-screen."
When UIKit generates the animation, it calculates the final position and decides that, because your text view will no longer be visible, it doesn't need to render the text container content.
If you want to continue using transform (although, I'd advise against that and instead use auto-layout), you can fix your disappearing text by animating the textView so 1-point is still inside the view's bounds, and then moving it the final point in the completion block.
Something like this:
UIView.animate(withDuration: 10.0, animations: {
self.transform = CGAffineTransform(translationX: 0, y: self.frame.height - 1.0)
}, completion: { _ in
self.transform = CGAffineTransform(translationX: 0, y: self.frame.height)
})
I'm trying to create an UIButton that will shrink down to an Activity Indicator when tapped on. The UIButton I'm referring to is named Request Ride. I have most of the code already set, but for some reason the button won't shrink and the indicator won't show up? I'll attach pictures of the app and my code.
// My app
// My end result I'm needing
// Main Storyboard
// HomeVC
#IBAction func actionBtnWasPressed(_ sender: Any) {
actionBtn.animateButton(shouldLoad: true, withMessage: nil)
}
// RoundedShadowButton
class RoundedShadowButton: UIButton {
// Variables
var originalSize: CGRect?
func setupView() {
originalSize = self.frame
self.layer.cornerRadius = 5.0
self.layer.shadowRadius = 10.0
self.layer.shadowColor = UIColor.darkGray.cgColor
self.layer.shadowOpacity = 0.3
self.layer.shadowOffset = CGSize.zero
}
override func awakeFromNib() {
setupView()
}
func animateButton(shouldLoad: Bool, withMessage message: String?) {
let spinner = UIActivityIndicatorView()
spinner.style = .large
spinner.color = UIColor.darkGray
spinner.alpha = 0.0
spinner.hidesWhenStopped = true
spinner.tag = 21
if shouldLoad {
self.addSubview(spinner)
self.setTitle("", for: .normal)
UIView.animate(withDuration: 0.2, animations: {
self.layer.cornerRadius = self.frame.height / 2
self.frame = CGRect(x: self.frame.midX - (self.frame.height / 2), y: self.frame.origin.y, width: self.frame.height, height: self.frame.height)
}) { (finished) in
if finished == true {
spinner.startAnimating()
spinner.center = CGPoint(x: self.bounds.width / 2 + 1, y: self.bounds.width / 2 + 1)
UIView.animate(withDuration: 0.2) {
spinner.alpha = 1.0
}
}
}
self.isUserInteractionEnabled = false
} else {
self.isUserInteractionEnabled = true
for subview in self.subviews {
if subview.tag == 21 {
subview.removeFromSuperview()
}
}
UIView.animate(withDuration: 0.2) {
self.layer.cornerRadius = 5.0
self.frame = self.originalSize!
self.setTitle(message, for: .normal)
}
}
}
}
One obvious thing is that this line is totally wrong:
spinner.center = CGPoint(x: self.frame.width / 2 + 1, y: self.frame.width / 2 + 1)
You are placing the spinner incorrectly. If the activity view is a subview of the button, then it needs to be centered at the middle of the button’s bounds, not its frame.
I was able to get an effect somewhat like what you are describing:
So this ought to be possible if you get your values right.
I am currently working on an animation for my ios application. When it gets triggered three blocks (UIView with borders) move down and a new block comes in from the left.
It works perfectly until I change the text of the label (Block Number) before the animation starts. The blocks spawn in completely different positions and move back to the start position. They also change their order.
The following code shows my block class. For the animation I use the getBlockView and "view.frame = GCRect(...)". For changing the label text I use the setBlockName(number: String) function.
At the moment I don´t have any idea what could cause that and would be thankful for every suggestion what could cause this weird behaviour.
class myBlock {
var positionID: Int
var blockNumber: String
let blockView: UIView
let blockNumberLabel: UILabel
init(blockNumber: String, heightScreen: CGFloat, widthScreen: CGFloat, positionID: Int) {
self.positionID = positionID
self.blockNumber = blockNumber
blockView = {
let view = UIView()
view.autoSetDimension(.height, toSize: heightScreen / 6)
view.autoSetDimension(.width, toSize: widthScreen - 80)
view.layer.borderWidth = 3
view.layer.borderColor = UIColor.MyTheme.primaryColor1.cgColor
return view
}()
blockNumberLabel = {
let label = UILabel()
label.textColor = UIColor.MyTheme.primaryColor1
label.font = UIFont(name: "ArialMT", size: 20)
label.numberOfLines = 2
label.textAlignment = .left
label.adjustsFontForContentSizeCategory = true
label.text = "Block Number: \(blockNumber)"
label.isUserInteractionEnabled = false
return label
}()
blockView.addSubview(blockNumberLabel)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .top, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .left, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .right, withInset: 5.0)
}
func getBlockView() -> UIView{
return blockView
}
func setBlockName(number: String) {
self.blockNumberLabel.text = "Block Number: \(number)"
}
func getBlockLabel() -> UILabel{
return blockNumberLabel
}
func getID() -> Int {
return positionID
}
func setID(id: Int) {
self.positionID = id
print("\(blockNumberLabel.text!): \(id)")
}
}
Animation Code:
private func moveBlocksDown(blockNumber: String) {
var resetBlock: UIView!
let animationHeight = (self.heightScreen / 6) + (self.blockDistance)
UIView.animate(withDuration: 2.0, animations: {
for var block in self.blockList {
let id = block.getID()
let blockView = block.getBlockView()
if block.getID() == 0 {
block.setBlockName(number: blockNumber)
}
print(id)
switch id {
case 0:
blockView.frame = CGRect(x: self.topX, y: self.topY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 1:
blockView.frame = CGRect(x: self.topX, y: self.middleY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 2:
blockView.frame = CGRect(x: self.topX, y: self.bottomY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 3:
blockView.frame = CGRect(x: self.topX, y: (self.bottomY + animationHeight), width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
resetBlock = blockView
default:
print("Unknown ID")
}
print("NewID \((id + 1) % 4)")
block.setID(id: (id + 1) % 4)
}
}, completion: { finish in
resetBlock.frame = CGRect(x: self.newX, y: self.newY, width: resetBlock.frame.width, height: resetBlock.frame.height)
})
}
I am facing an incomprehensible problem.
I have a login UIViewController and a ProgressLoading UIVisualEffectView.
I want to print the loading when I am making an API call and waiting for response.
Here is myProgressLoading Class
import UIKit
class ProgressLoading: UIVisualEffectView {
var text: String? {
didSet {
label.text = text
}
}
let activityIndictor: UIActivityIndicatorView = UIActivityIndicatorView(activityIndicatorStyle: UIActivityIndicatorViewStyle.gray)
let label: UILabel = UILabel()
let blurEffect = UIBlurEffect(style: .light)
let vibrancyView: UIVisualEffectView
init(text: String) {
self.text = text
self.vibrancyView = UIVisualEffectView(effect: UIVibrancyEffect(blurEffect: blurEffect))
self.vibrancyView.backgroundColor = UIColor(white: 0.2, alpha: 0.7)
super.init(effect: blurEffect)
self.setup()
}
required init?(coder aDecoder: NSCoder) {
self.text = ""
self.vibrancyView = UIVisualEffectView(effect: UIVibrancyEffect(blurEffect: blurEffect))
self.vibrancyView.backgroundColor = UIColor(white: 0.2, alpha: 0.7)
super.init(coder: aDecoder)
self.setup()
}
func setup() {
contentView.addSubview(vibrancyView)
contentView.addSubview(activityIndictor)
contentView.addSubview(label)
activityIndictor.startAnimating()
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
if let superview = self.superview {
let width = superview.frame.size.width / 2.3
let height: CGFloat = 50.0
self.frame = CGRect(x: superview.frame.size.width / 2 - width / 2,
y: superview.frame.height / 2 - height / 2,
width: width,
height: height)
vibrancyView.frame = self.bounds
let activityIndicatorSize: CGFloat = 40
activityIndictor.frame = CGRect(x: 5,
y: height / 2 - activityIndicatorSize / 2,
width: activityIndicatorSize,
height: activityIndicatorSize)
activityIndictor.color = UIColor.white
layer.cornerRadius = 8.0
layer.masksToBounds = true
label.text = text
label.textAlignment = NSTextAlignment.center
label.frame = CGRect(x: activityIndicatorSize + 5,
y: 0,
width: width - activityIndicatorSize - 15,
height: height)
label.textColor = UIColor.white
label.font = UIFont.boldSystemFont(ofSize: 16)
}
}
func show() {
self.isHidden = false
}
func hide() {
self.isHidden = true
}
}
Here is how I work with my progressLoading, a show and hide methods and declare with a text.
override func viewDidLoad() {
super.viewDidLoad()
progressLoading = ProgressLoading(text: "Loggin in...")
progressLoading?.hide()
self.view.addSubview(progressLoading!)
}
func startAnimatingLoading(viewModel: Login.ViewModel) {
self.progressLoading?.show()
}
func stopAnimatingLoading(viewModel: Login.ViewModel) {
self.progressLoading?.hide()
}
My problem is that when I wait for the response, I show the loading programatically, but nothing appears in my device. (if you wonder, I simulate long API callback by just making a breakpoint and stay on the breakpoint)
I looked inside the viewHierarchy and the Loading is right here in front of everything exactly how I want it to be.
Here is my ViewHierarchy :
Is there something I didn't get with the viewHierarchy ?
How is this possible that something is shown on the view hierarchy but not inside my device ?
Thanks you for your help, I just don't get it !
Are you making the API call on the main thread? If you start the animation and then block the main thread the progress indicator won't appear - the system needs at least one draw cycle to actually display the indicator. Move your simulated API call to a background thread and then show your indicator before the call and hide it when API responds. Hope this helps!
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.