Swift: Unable to touch canvas view on scrollView - ios

I am attempting to build an image editing function in my app. I followed this tutorial to enable zooming capability and this tutorial for the drawing portion.
I am implementing the drawing portion and realised that the canvas view is not detecting the touches when it is overlaid onto a scrollView. The current hierarchy is as such:
scrollView -> imageView -> canvas
Implementation so far:
//At the viewController that implements the Canvas UIView
var imageView: UIImageView!
var canvas = Canvas()
override func viewDidLoad() {
super.viewDidLoad()
let image = UIImage(named: "testImage")
imageView = UIImageView(image: image)
setupCanvas()
}
func setupCanvas() {
imageView.addSubview(canvas)
canvas.backgroundColor = UIColor(white: 1, alpha: 0.4)
canvas.frame = CGRect(x: 0, y: 0, width: 3000, height: 3000)
canvas.isUserInteractionEnabled = true
}
//At the Canvas class
class Canvas: UIView {
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let point = touches.first?.location(in: self) else {return}
print("Moved", point) //Breakpoint here not called
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let point = touches.first?.location(in: self) else {return}
print("Began", point) //Breakpoint here not called
}
}
At this moment, the touches seems to be interacting with the scrollViewinstead. Is there a way that detect the touches on the canvas view instead?

Ok, elementary mistake. It should be
scrollView.addSubview(canvas)
instead.

Related

How to change position of a programmatically added image view by tapping? (image view not manually added to the Main.storyboard)

Here is the code that is just about adding an image view programmatically:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let imageName = "thisIsAnImage.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
view.addSubview(imageView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// change position of image
}
}
That is how I know how to add an image view programmatically now.
I could change the position by writing code inside the viewDidLoad-function, but this function only runs at the beginning of running the app.
How to write the code (that is for adding the image view) outside the viewDidLoad-function in order to access the image and change the position by tapping?
You should store a reference to the created image view, so you can move it in the touches routine. Example:
class ViewController: UIViewController {
var imageView : UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let imageName = "image.png"
let image = UIImage(named: imageName)
imageView = UIImageView(image: image!)
view.addSubview(imageView)
imageView.frame.origin = CGPoint(x: 100, y: 100)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touchpt = touches.first?.location(in: self.view) {
imageView.frame.origin = touchpt
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touchpt = touches.first?.location(in: self.view) {
imageView.frame.origin = touchpt
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touchpt = touches.first?.location(in: self.view) {
imageView.frame.origin = touchpt
}
}
}
You should make your image view a class level variable, like so:
import UIKit
class ViewController: UIViewController {
var imageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let imageName = "thisIsAnImage.png"
let image = UIImage(named: imageName)
imageView = UIImageView(image: image!)
view.addSubview(imageView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
imageView.frame = // provide a CGRect of your choice
}
}

UIView created by touchesBegin() doesn't removed because touchesEnded() never get called when user removed the finger from the iPad

Update[11/1/2018]:
I try to test the code step by step and found that:
The method touchesEnded was never called for the leftover UIView.
Same for the method touchesCancelled
I am following the Apple Documentation on implementing a multitouch app.
The url is :
https://developer.apple.com/documentation/uikit/touches_presses_and_gestures/handling_touches_in_your_view/implementing_a_multitouch_app
I am using the 4 methods:
- touchesBegan(:with:),
- touchesMoved(:with:),
- touchesEnded(:with:),
- touchesCancelled(:with:)
to create a UIView on the touching location when touchesBegan is called. Update the UIView location when touchesMoved is called. And finally, remove the UIView when touchesEnded and touchedCancelled is called.
The problem is when I am tapping really fast on the screen, the UIView doesn't remove from the superview. The code is basically the same as the code provided in the URL with different graphics. I add another view which offset a little bit from the touch location to have a better look on the touch point.
Example of the leftover UIView
Another Image, same code as the comment below
I don't understand what's wrong and why is this happening. I suspect that touchesEnded() was never called but I don't know why. And I would like to ask is there any method to prevent this from happening (no leftover UIView)?
I am using XCode Version 9.2 (9C40b) and iPad Air 2.
I have try the app on different iPad model and same thing happen.
Part of the codes:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
createViewForTouch(touch: touch)
}
}
func createViewForTouch( touch : UITouch ) {
let newView = TouchSpotView() //TouchSportView is a custom UIView
newView.bounds = CGRect(x: 0, y: 0, width: 1, height: 1)
newView.center = touch.location(in: self)
// Add the view and animate it to a new size.
addSubview(newView)
UIView.animate(withDuration: 0.2) {
newView.bounds.size = CGSize(width: 100, height: 100)
}
// Save the views internally
touchViews[touch] = newView //touchViews is a dict, i.e. touchView[UITouch:TouchSportView]
}
func removeViewForTouch (touch : UITouch ) {
if let view = touchViews[touch] {
view.removeFromSuperview()
touchViews.removeValue(forKey: touch)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
removeViewForTouch(touch: touch)
}
}
For the full code, please see the attached URL for apple documentation.
Many thanks for your generous help!!!!
Tried following code (copy pasted from the link you provided) and it works perfectly both on actual device and simulator:
import UIKit
class ViewController: UIViewController {
override func loadView() {
view = TouchableView()
view.backgroundColor = .white
}
}
class TouchableView: UIView {
var touchViews = [UITouch:TouchSpotView]()
override init(frame: CGRect) {
super.init(frame: frame)
isMultipleTouchEnabled = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
isMultipleTouchEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
createViewForTouch(touch: touch)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let view = viewForTouch(touch: touch)
// Move the view to the new location.
let newLocation = touch.location(in: self)
view?.center = newLocation
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
removeViewForTouch(touch: touch)
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
removeViewForTouch(touch: touch)
}
}
func createViewForTouch( touch : UITouch ) {
let newView = TouchSpotView()
newView.bounds = CGRect(x: 0, y: 0, width: 1, height: 1)
newView.center = touch.location(in: self)
// Add the view and animate it to a new size.
addSubview(newView)
UIView.animate(withDuration: 0.2) {
newView.bounds.size = CGSize(width: 100, height: 100)
}
// Save the views internally
touchViews[touch] = newView
}
func viewForTouch (touch : UITouch) -> TouchSpotView? {
return touchViews[touch]
}
func removeViewForTouch (touch : UITouch ) {
if let view = touchViews[touch] {
view.removeFromSuperview()
touchViews.removeValue(forKey: touch)
}
}
}
class TouchSpotView : UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.lightGray
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// Update the corner radius when the bounds change.
override var bounds: CGRect {
get { return super.bounds }
set(newBounds) {
super.bounds = newBounds
layer.cornerRadius = newBounds.size.width / 2.0
}
}
}
So, if you are doing something more with it, add that additional code to the question, or if you removed something from the code, let us know. Otherwise, it should work.
EDIT
For completeness I am including a GitHub link to a minimal project, that works for me.
Instead of finding why touchesCancelled and touchesEnded were not called, using event?.allTouches method to check all touch which UITouch is not being handled.

Implement ink annotations on iOS 11 PDFKit document

I want to allow the user to draw on an iOS 11 PDFKit document viewed in a PDFView. The drawing should ultimately be embedded inside the PDF.
The latter I have solved by adding a PDFAnnotation of type "ink" to the PDFPage with a UIBezierPath corresponding to the user's drawing.
However, how do I actually record the touches the user makes on top of the PDFView to create such an UIBezierPath?
I have tried overriding touchesBegan on the PDFView and on the PDFPage, but it is never called. I have tried adding a UIGestureRecognizer, but didn't accomplish anything.
I'm assuming that I need to afterwards use the PDFView instance method convert(_ point: CGPoint, to page: PDFPage) to convert the coordinates obtained to PDF coordinates suitable for the annotation.
In the end I solved the problem by creating a PDFViewController class extending UIViewController and UIGestureRecognizerDelegate. I added a PDFView as a subview, and a UIBarButtonItem to the navigationItem, that serves to toggle annotation mode.
I record the touches in a UIBezierPath called signingPath, and have the current annotation in currentAnnotation of type PDFAnnotation using the following code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: pdfView)
signingPath = UIBezierPath()
signingPath.move(to: pdfView.convert(position, to: pdfView.page(for: position, nearest: true)!))
annotationAdded = false
UIGraphicsBeginImageContext(CGSize(width: 800, height: 600))
lastPoint = pdfView.convert(position, to: pdfView.page(for: position, nearest: true)!)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: pdfView)
let convertedPoint = pdfView.convert(position, to: pdfView.page(for: position, nearest: true)!)
let page = pdfView.page(for: position, nearest: true)!
signingPath.addLine(to: convertedPoint)
let rect = signingPath.bounds
if( annotationAdded ) {
pdfView.document?.page(at: 0)?.removeAnnotation(currentAnnotation)
currentAnnotation = PDFAnnotation(bounds: rect, forType: .ink, withProperties: nil)
var signingPathCentered = UIBezierPath()
signingPathCentered.cgPath = signingPath.cgPath
signingPathCentered.moveCenter(to: rect.center)
currentAnnotation.add(signingPathCentered)
pdfView.document?.page(at: 0)?.addAnnotation(currentAnnotation)
} else {
lastPoint = pdfView.convert(position, to: pdfView.page(for: position, nearest: true)!)
annotationAdded = true
currentAnnotation = PDFAnnotation(bounds: rect, forType: .ink, withProperties: nil)
currentAnnotation.add(signingPath)
pdfView.document?.page(at: 0)?.addAnnotation(currentAnnotation)
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: pdfView)
signingPath.addLine(to: pdfView.convert(position, to: pdfView.page(for: position, nearest: true)!))
pdfView.document?.page(at: 0)?.removeAnnotation(currentAnnotation)
let rect = signingPath.bounds
let annotation = PDFAnnotation(bounds: rect, forType: .ink, withProperties: nil)
annotation.color = UIColor(hex: 0x284283)
signingPath.moveCenter(to: rect.center)
annotation.add(signingPath)
pdfView.document?.page(at: 0)?.addAnnotation(annotation)
}
}
The annotation toggle button just runs:
pdfView.isUserInteractionEnabled = !pdfView.isUserInteractionEnabled
This was really the key to it, as this disables scrolling on the PDF and enables me to receive the touch events.
The way the touch events are recorded and converted into PDFAnnotation immediately means that the annotation is visible while writing on the PDF, and that it is finally recorded into the correct position in the PDF - no matter the scroll position.
Making sure it ends up on the right page is just a matter of similarly changing the hardcoded 0 for page number to the pdfView.page(for: position, nearest:true) value.
I've done this by creating a new view class (eg Annotate View) and putting on top of the PDFView when the user is annotating.
This view uses it's default touchesBegan/touchesMoved/touchesEnded methods to create a bezier path following the gesture. Once the touch has ended, my view then saves it as an annotation on the pdf.
Note: you would need a way for the user to decide if they were in an annotating state.
For my main class
class MyViewController : UIViewController, PDFViewDelegate, VCDelegate {
var pdfView: PDFView?
var touchView: AnnotateView?
override func loadView() {
touchView = AnnotateView(frame: CGRect(x: 0, y: 0, width: 375, height: 600))
touchView?.backgroundColor = .clear
touchView?.delegate = self
view.addSubview(touchView!)
}
func addAnnotation(_ annotation: PDFAnnotation) {
print("Anotation added")
pdfView?.document?.page(at: 0)?.addAnnotation(annotation)
}
}
My annotation view
class AnnotateView: UIView {
var path: UIBezierPath?
var delegate: VCDelegate?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Initialize a new path for the user gesture
path = UIBezierPath()
path?.lineWidth = 4.0
var touch: UITouch = touches.first!
path?.move(to: touch.location(in: self))
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// Add new points to the path
let touch: UITouch = touches.first!
path?.addLine(to: touch.location(in: self))
self.setNeedsDisplay()
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
path?.addLine(to: touch!.location(in: self))
self.setNeedsDisplay()
let annotation = PDFAnnotation(bounds: self.bounds, forType: .ink, withProperties: nil)
annotation.add(self.path!)
delegate?.addAnnotation(annotation)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
self.touchesEnded(touches, with: event)
}
override func draw(_ rect: CGRect) {
// Draw the path
path?.stroke()
}
override init(frame: CGRect) {
super.init(frame: frame)
self.isMultipleTouchEnabled = false
}
}
EDIT:
jksoegaard's answer, while being the inspiration to all of my work on this matter, has a flaw: during touchedMoved, multiple PDF annotations are created, and consequently the PDF page becomes bogged down with annotations, which affects its loading time severely. I wrote code that draws on a CAShapeLayer during the touchedMoved phase, and creates the completed PDF annotation only in the touchesEnded phase.
My implementation is a subclass of UIGestureRecognizer, and it allows you to choose between pen, highlighter and eraser, and choose color and width. It also includes an undo manager. The example project is here.
Original Answer
Adding to jksoegaard's excellent answer, a few clarifications for newbies like myself:
You need to include UIBezierPath+.swift in your project for .moveCenter and rect.center to be recognized. Download from https://github.com/xhamr/paintcode-path-scale.
These lines can be excluded:
UIGraphicsBeginImageContext(CGSize(width: 800, height: 600))
and
let page = pdfView.page(for: position, nearest: true)!
You need to declare a few global vars outside the functions:
var signingPath = UIBezierPath()
var annotationAdded : Bool?
var lastPoint : CGPoint?
var currentAnnotation : PDFAnnotation?
Finally, if you want the ink to be wider and nicely colored, you need to do two things:
a. Every time before you see annotation.add or currentAnnotation.add, you need (use annotation or currentAnnotation as needed by that function):
let b = PDFBorder()
b.lineWidth = { choose a pixel number here }
currentAnnotation?.border = b
currentAnnotation?.color=UIColor.{ your color of choosing }
I recommend specifying a low alpha for the color. The result is beautiful, and affected by the speed of your stroke. For example, red would be:
UIColor(red: 255/255.0, green: 0/255.0, blue: 0/255.0, alpha: 0.1)
b. The rect in which every touch is recorded needs to accommodate for the thicker lines. Instead of
let rect = signingPath.bounds
Try, for an example of 10px of thickness:
let rect = CGRect(x:signingPath.bounds.minX-5,
y:signingPath.bounds.minY-5, width:signingPath.bounds.maxX-
signingPath.bounds.minX+10, height:signingPath.bounds.maxY-
signingPath.bounds.minY+10)
IMPORTANT: The touchesEnded function also makes use of the currentAnnotation variable. You must repeat the definition of rect within that function as well (either the short one or my suggested one above), and repeat the definition of currentAnnotation there as well:
currentAnnotation = PDFAnnotation(bounds: rect, forType: .ink, withProperties: nil)
If you don't, a single tap that did not move will make your app crash.
I can verify that once the file is saved, the annotations are retained. Sample code for saving:
let pdfData = pdfDocument?.dataRepresentation()
let annotatedPdfUrl = URL(fileURLWithPath: "\
(NSSearchPathForDirectoriesInDomains(.documentsDirectory, .userDomainMask,
true)[0])/AnnotatedPDF.pdf")
try! pdfData!.write(to: annotatedPdfUrl)

Drag UIButton without it shifting to center [Swift 3]

So I found out how to make a button draggable using the UIPanGestureRecognizer. But the only way I know how to do it is by storing and dragging the button by the center. The problem with this is if you try and drag the button from a corner, the button instantly shifts from the corner to the center. What I'm looking for is a solution that would keep my finger on a selected place while moving without instantly locking onto the center.
The code I'm currently using:
func buttonDrag(pan: UIPanGestureRecognizer) {
print("Being Dragged")
if pan.state == .began {
print("panIF")
buttonCenter = button.center // store old button center
}else {
print("panELSE")
let location = pan.location(in: view) // get pan location
button.center = location // set button to where finger is
}
}
Thanks in advance.
This can be done at least in two different ways, one using GestureRecognizer your question way and other way is subclassing the UIView and implementing the touchesBegan, touchesMoved , touchesEnded, touchesCancelled in general will work for any UIView subclass can be UIButton or UILabel or UIImageView etc...
In your way, using GestureRecognizer I make a few changes you still require a var to keep the origin CGPoint of the touch in your UIButton so we get the touch position relative to the UIButton and when the drag continue adjust the UIButton origin according to the origin touch position and the positions of the movement
Method 1 GestureRecognizer
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
var buttonOrigin : CGPoint = CGPoint(x: 0, y: 0)
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let gesture = UIPanGestureRecognizer(target: self, action: #selector(buttonDrag(pan:)))
self.button.addGestureRecognizer(gesture)
}
func buttonDrag(pan: UIPanGestureRecognizer) {
print("Being Dragged")
if pan.state == .began {
print("panIF")
buttonOrigin = pan.location(in: button)
}else {
print("panELSE")
let location = pan.location(in: view) // get pan location
button.frame.origin = CGPoint(x: location.x - buttonOrigin.x, y: location.y - buttonOrigin.y)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Method 2 UIView subclass in this case UIButton subclass
Use this UIButton subclass
import UIKit
class DraggableButton: UIButton {
var localTouchPosition : CGPoint?
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
let touch = touches.first
self.localTouchPosition = touch?.preciseLocation(in: self)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
let touch = touches.first
guard let location = touch?.location(in: self.superview), let localTouchPosition = self.localTouchPosition else{
return
}
self.frame.origin = CGPoint(x: location.x - localTouchPosition.x, y: location.y - localTouchPosition.y)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
self.localTouchPosition = nil
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesCancelled(touches, with: event)
self.localTouchPosition = nil
}
}
Result
Hope this helps you

Is it possible to cancel a touch from inside touchesBegan or touchesMoved?

In my main view in a UIViewController I have a mapView and a another view (Let's say view A) that is above mapView. Both of them have frames equal to self.view.bounds. The view A is a rectangle that is resizable similar to those used to crop images. My goal here is to let the user specify an area on the map. So, I want the user to be able to zoom in an out of the map as well as change the rectangle width and height proportions since only letting the view A to be an unrealizable square would limit it too much.
I got this project from GitHub https://github.com/justwudi/WDImagePicker from which I am using the resizable rectangle functionality. In the second picture of the Github link, there's a rectangle with 8 dots and a shaded area outside. I want to be able to let the touch pass to the map which is behind the view A if the user touches on the shaded area. Only if the user clicks on the area inside the dots or on the dots (so that he wants to resize the rectangle) I want the view A to recognize the touch. So, I modified the code on touch on the view A and have this:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if cropBorderView.frame.contains(touch.location(in: self)){
print("touch contains - touchesbegan")
//self.isUserInteractionEnabled = true
}
else{
print("Touch does not contain - touchesbegan")
self.touchesCancelled(touches, with: event)
//return
}
let touchPoint = touch.location(in: cropBorderView)
anchor = self.calculateAnchorBorder(touchPoint)
fillMultiplyer()
resizingEnabled = true
startPoint = touch.location(in: self.superview)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
print("inside touches moved")
if let touch = touches.first {
if cropBorderView.frame.contains(touch.location(in: self)){
print("touch contains - touchesmoved")
//self.isUserInteractionEnabled = true
}
else{
print("Touch does not contain - touchesmoved ")
self.touchesCancelled(touches, with: event)
//return
}
if resizingEnabled! {
self.resizeWithTouchPoint(touch.location(in: self.superview))
}
}
}
It is indeed recognizing the touch when I click inside and outside as I wanted, but it is not stopping the touch when I click outside. This means calling self.touchesCancelled(touches, with: event) is not working. Calling return gives a crash and does not work as well. Are there any solutions to this problem?
Thank you for your time and consideration.
touchesCancelled(_:with:) just a notification for UITouch, it will not work this way.
As far as I understand, you implemented touch handlers in your overlay UIView, if so, you can try to replace the call to self.touchesCancelled(touches, with: event) with cancelTracking(with:) function from UIControl class implementation:
else {
print("Touch does not contain - touchesmoved ")
self.cancelTracking(with event)
}
Update solution, based on hitTest:
I've checked possible solutions and it seems that you can use hitTest: to avoid unnecessary touch recognitions. The following example is Swift Playground, you can tap and drag touches and see what happens in the console:
import UIKit
import PlaygroundSupport
class JSGView : UIView {
var centerView = UIView()
override func didMoveToSuperview() {
frame = CGRect(x: 0, y: 0, width: 320, height: 480)
backgroundColor = UIColor.clear
centerView.frame = CGRect(x: 110, y: 190, width: 100, height: 100)
centerView.backgroundColor = UIColor.blue
addSubview(centerView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
dump(event)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if (hitTest(touch.location(in: self), with: event) != nil) {
print("Touch passed hit test and seems valid")
super.touchesCancelled(touches, with: event)
return
}
}
print("Touch isn't passed hit test and will be ignored")
super.touchesMoved(touches, with: event)
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if centerView.bounds.contains(centerView.convert(point, from: self)) {
return centerView
}
return nil
}
}
class JSGViewController : UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.frame = CGRect(x: 0, y: 0, width: 320, height: 480)
let customView = JSGView()
view.addSubview(customView)
}
}
let controller = JSGViewController()
PlaygroundPage.current.liveView = controller.view

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