How to change size of button in Swift? - ios

How to change height and width of UIButton, if it's constraint? This is for you easy question. But I don't understand. This is part of code where I change size
button.frame = CGRect(x: button.frame.origin.x, y: button.frame.origin.y, width: 30.0, height: 30.0)
button.widthAnchor.constraint(equalToConstant: 30.0).isActive = true
button.heightAnchor.constraint(equalToConstant: 30.0).isActive = true

If you have constraints you need to store a reference to each constraint and update the constant like this:
let button = UIButton()
let widthConstraint = button.widthAnchor.constraint(equalToConstant: 30.0)
let heightConstraint = button.heightAnchor.constraint(equalToConstant: 30.0)
NSLayoutConstraint.activate([widthConstraint, heightConstraint])
//change button size to 50x50
widthConstraint.constant = 50
heightConstraint.constant = 50
Best,
Carsten

Related

Whole content out of view

I have a Shuffle package added to my project (https://cocoapods.org/pods/Shuffle-iOS), the package works fine, but the problem is that even though I set cards width and height to my UIView, cards are out of UIView anyways, I tried changing the frame of my cards and set width and height to UIViews, but they are still out of UIView any solutions?
my UIView is mainView in code below
func card1(index: swipeCardData) -> SwipeCard {
let card = SwipeCard()
card.swipeDirections = [.left, .right, .up]
card.layer.cornerRadius = 12
card.layer.shadowOffset = CGSize.zero
card.layer.shadowOpacity = 1.0
card.layer.shadowRadius = 6.0
card.layer.masksToBounds = false
card.layer.borderWidth = 2
let view_bg = UIView(frame: CGRect(x: 16, y: 60, width: mainView.frame.size.width, height: mainView.frame.height)) // here is set cards width and frame to my UIView
card.content = view_bg
view_bg.layer.cornerRadius = 12
view_bg.clipsToBounds = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { [self] in
let view_bg1 = UIView(frame: CGRect(x: 0, y: 0, width: view_bg.frame.size.width, height: view_bg.frame.size.height))
card.content?.addSubview(view_bg1)
let img_card_type = UIImageView(frame: CGRect.zero)
img_card_type.contentMode = .scaleAspectFit
img_card_type.translatesAutoresizingMaskIntoConstraints = false
img_card_type.isHidden = true
view_bg1.addSubview(img_card_type)
img_card_type.centerXAnchor.constraint(equalToSystemSpacingAfter: view_bg1.centerXAnchor, multiplier: 1).isActive = true
img_card_type.topAnchor.constraint(equalTo: view_bg1.topAnchor, constant: 0).isActive = true
img_card_type.widthAnchor.constraint(equalToConstant: 100).isActive = true
pictures for better understanding :
as you can see on the screenshot above the card content is out of mainView which is in the background(gray box)
the end result below
The reason is you are not providing height for image view and telling to expand according to aspect ratio of image. set a max height for image view. to better UX centre imageview in both axis and a fixed either height or width and a maximum for other width or height.
img_card_type.centerXAnchor.constraint(equalToSystemSpacingAfter: view_bg1.centerXAnchor, multiplier: 1).isActive = true
img_card_type.centerYAnchor.constraint(equalToSystemSpacingAfter: view_bg1.centerYAnchor, multiplier: 1).isActive = true
img_card_type.widthAnchor.constraint(equalToConstant: 100).isActive = true
img_card_type.heightAnchor.constraint(lessThanOrEqualToConstant: 100).isActive = true

What is system spacing in a layout?

I'm having difficulty understanding what "system spacing" or "standard spacing" between views are.
import UIKit
import PlaygroundSupport
let rootView = UIView(frame: CGRect(x: 100, y: 100, width: 500, height: 500))
rootView.backgroundColor = .white
let containerView = UIView(frame: CGRect(origin: .zero, size: .init(width: 300, height: 200)))
containerView.backgroundColor = .yellow
rootView.addSubview(containerView)
let button = UIButton()
button.setTitle("Button", for: .normal)
button.backgroundColor = .red
containerView.addSubview(button)
button.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
button.widthAnchor.constraint(equalToConstant: 100),
button.leadingAnchor.constraint(equalToSystemSpacingAfter: containerView.leadingAnchor, multiplier: 1)
])
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = rootView
I noticed that there is a difference if I substituted:
button.leadingAnchor.constraint(equalTo: containerView.leadingAnchor)
for equalToSystemSpacingAfter in the position of the button. Also, how does equalToSystemSpacingAfter accommodate changes in the text size?
Answer to first question:
difference between constraint(equalTo: & .constraint(equalToSystemSpacingAfter:
Answer to second question:
Also, how does equalToSystemSpacingAfter accommodate changes in the text size?
Since you are using fixed width of 100 points, so if the button title grows in length, it will be simply truncated. To solve the issue, you should avoid setting exact width of it.

SetImage() method removes titleLabel for UIButton

My wish is to make centered image(left) and next to it(right) the label.
Without setting an image, there was a perfectly centered titleLabel:
btnWhatsapp.titleLabel?.adjustsFontSizeToFitWidth = true
btnWhatsapp.setTitle("WhatsApp", for: .normal)
Then I added this code to add an image:
btnWhatsapp.setImage(UIImage(named: "phoneIcon"), for: .normal)
btnWhatsapp.imageView?.layer.transform = CATransform3DMakeScale(0.5, 0.6, 0.5)
btnWhatsapp.imageView?.contentMode = .scaleAspectFit
, and this iswhat I got then:
, so the title disappeared.
Maybe the problem is that image uses more space than its actual size(the size shouldnt take more widht and height than the icon size). I saw this when changed images background(should be this much grey color):
btnWhatsapp.imageView?.backgroundColor = .gray
I tried to use the imageEdgeInsets but it is very hard to calculate it to fit perfectly on every iPhone.
This is the Attributes inspector of the button:
You can't set title and image at once by default, nor position them as you describe.
If you need to have a UIButton, I'd recommend to make a UIView (or possibly horizontal UIStackView) with UIImage and UILabel inside, position them with autolayout, then you can add this view to the UIButton as a subview.
let button = UIButton(type: .custom)
button.frame = viewFrame // This is the desired frame of your custom UIView or UIStackView
button.addSubview(customView)
You will be able to position the views easily for all sizes with this approach, but you will probably want to use autolayout in real word app, instead of hardcoded frames.
Example:
override func viewDidLoad() {
super.viewDidLoad()
let image = UIImageView(frame: CGRect(x: 0, y: 0, width: 50, height: 50))
let label = UILabel(frame: CGRect(x: 0, y: 0, width: 50, height: 50))
label.text = "text"
let stack = UIStackView(arrangedSubviews: [image, label])
stack.frame = CGRect(x: 0, y: 0, width: 100, height: 50)
stack.distribution = .fillEqually
let button = UIButton()
button.frame = CGRect(x: 0, y: 0, width: 100, height: 50)
button.addSubview(stack)
view.addSubview(button)
self.view.addSubview(button)
}
Set your button under your controller class like this:
let imageButton: UIButton = {
let b = UIButton(type: .custom)
b.backgroundColor = #colorLiteral(red: 0.3411764801, green: 0.6235294342, blue: 0.1686274558, alpha: 1)
b.layer.cornerRadius = 12
b.clipsToBounds = true
b.translatesAutoresizingMaskIntoConstraints = false
let imageV = UIImageView()
imageV.image = UIImage(named: "yourImage")?.withRenderingMode(.alwaysTemplate)
imageV.tintColor = .white
imageV.contentMode = .scaleAspectFill
imageV.translatesAutoresizingMaskIntoConstraints = false
imageV.widthAnchor.constraint(equalToConstant: 30).isActive = true
let label = UILabel()
label.text = "WhatsApp"
label.textColor = .white
label.font = .systemFont(ofSize: 16, weight: .regular)
let stack = UIStackView(arrangedSubviews: [imageV, label])
stack.distribution = .fill
stack.spacing = 4
stack.axis = .horizontal
stack.translatesAutoresizingMaskIntoConstraints = false
b.addSubview(stack)
stack.heightAnchor.constraint(equalToConstant: 30).isActive = true
stack.widthAnchor.constraint(equalToConstant: 120).isActive = true
stack.centerXAnchor.constraint(equalTo: b.centerXAnchor).isActive = true
stack.centerYAnchor.constraint(equalTo: b.centerYAnchor).isActive = true
return b
}()
Now in viewDidLoad add button and set constraints in your view (in my case on top)
view.addSubview(imageButton)
imageButton.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 20).isActive = true
imageButton.heightAnchor.constraint(equalToConstant: 50).isActive = true
imageButton.widthAnchor.constraint(equalToConstant: 200).isActive = true
imageButton.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
This is the result:

My textView bottomAnchor does not seem to work?

I have a textView and I have a line, I set the line's frame without contraints and set textView frame with constraints. Simply what I want is the textView to follow the line, so I put a bottomAnchor to textView equal to the topAnchor of the line. Yet when I animate the line the textView does not follow? What am I doing wrong?
var button = UIButton()
var testLine = UIView()
let textView = UITextView()
var textViewBottomAnchorConstraint: NSLayoutConstraint?
override func viewDidLoad() {
super.viewDidLoad()
testLine.backgroundColor = .black
testLine.frame = CGRect(x: 0, y: 335, width: UIScreen.main.bounds.width, height: 10)
view.addSubview(testLine)
view.addSubview(textView)
textView.frame = .zero//CGRect(x: CGFloat(integerLiteral: 16), y: CGFloat(integerLiteral: 300), width: CGFloat(integerLiteral: 282), height: CGFloat(integerLiteral: 35))
textView.backgroundColor = UIColor.yellow
textView.text = ""
textView.font = UIFont(name: "Arial Rounded MT Bold", size: 15)
textView.translatesAutoresizingMaskIntoConstraints = false
textView.isHidden = false
textView.translatesAutoresizingMaskIntoConstraints = false
// textView.bottomAnchor.constraint(equalTo: testLine.topAnchor, constant: 0).isActive = true
textView.leadingAnchor.constraint(equalTo: view.layoutMarginsGuide.leadingAnchor, constant: 20).isActive = true
textView.trailingAnchor.constraint(equalTo: view.layoutMarginsGuide.trailingAnchor, constant: -20).isActive = true
textView.heightAnchor.constraint(equalToConstant: 40).isActive = true
textViewBottomAnchorConstraint = textView.bottomAnchor.constraint(equalTo: testLine.topAnchor, constant: 0)
textViewBottomAnchorConstraint?.isActive = true
UIView.animate(withDuration: 2, delay: 2, options: .curveEaseIn, animations: {
self.testLine.transform = CGAffineTransform.identity.translatedBy(x: 0, y: 30)
}) { (true) in
self.view.layoutIfNeeded()
}
}
As #Vollan correctly said animating transform property is not the best option. Here is quote from Apple documentation: "In iOS 8.0 and later, the transform property does not affect Auto Layout. Auto layout calculates a view’s alignment rectangle based on its untransformed frame." Therefore animation of transform property doesn't change layout of textView. I recommend you to animate frame property instead of transform.
However, if you switch to frame animation it doesn't fix all your problems. If you keep your animation inside viewDidLoad method you may encounter very strange behavior. The reason is that in viewDidLoad the view itself is not yet laid out properly. Starting animation inside viewDidLoad may lead to unpredicted results.
At last you need adjust your animation block. Apple recommends to apply layoutIfNeeded inside the animation block. Or at least they used to recommend it then autolayout was introduced - watch this WWDC video (starting from 30th minute) for further details.
If you apply all recommendations above your code should look like this:
var button = UIButton()
var testLine = UIView()
let textView = UITextView()
var textViewBottomAnchorConstraint: NSLayoutConstraint?
var triggeredAnimation = false
override func viewDidLoad() {
super.viewDidLoad()
testLine.backgroundColor = .black
testLine.frame = CGRect(x: 0, y: 335, width: UIScreen.main.bounds.width, height: 10)
view.addSubview(testLine)
view.addSubview(textView)
textView.frame = .zero//CGRect(x: CGFloat(integerLiteral: 16), y: CGFloat(integerLiteral: 300), width: CGFloat(integerLiteral: 282), height: CGFloat(integerLiteral: 35))
textView.backgroundColor = UIColor.yellow
textView.text = ""
textView.font = UIFont(name: "Arial Rounded MT Bold", size: 15)
textView.translatesAutoresizingMaskIntoConstraints = false
textView.isHidden = false
textView.translatesAutoresizingMaskIntoConstraints = false
// textView.bottomAnchor.constraint(equalTo: testLine.topAnchor, constant: 0).isActive = true
textView.leadingAnchor.constraint(equalTo: view.layoutMarginsGuide.leadingAnchor, constant: 20).isActive = true
textView.trailingAnchor.constraint(equalTo: view.layoutMarginsGuide.trailingAnchor, constant: -20).isActive = true
textView.heightAnchor.constraint(equalToConstant: 40).isActive = true
textViewBottomAnchorConstraint = textView.bottomAnchor.constraint(equalTo: testLine.topAnchor, constant: 0)
textViewBottomAnchorConstraint?.isActive = true
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// viewDidAppear may be called several times during view controller lifecycle
// triggeredAnimation ensures that animation will be called just once
if self.triggeredAnimation {
return
}
self.triggeredAnimation = true
let oldFrame = self.testLine.frame
UIView.animate(withDuration: 2, delay: 2, options: .curveEaseIn, animations: {
self.testLine.frame = CGRect(x: oldFrame.minX, y: oldFrame.minY + 30, width: oldFrame.width,
height: oldFrame.height)
self.view.layoutIfNeeded()
})
}
Anchor points make references to others positions, meaning. It is still referensed to y = 355 as you transform it and not actually "move" it.
What i recommend is that you don't mix using frame-based layout and anchorpoints / layout constraints.

how to add image view with some constraints programmatically using swift?

I am new in iOS Development. If using storyboard, I can place an Image view in view controller like this
I need to make something like that programmatically.
so I have custom view from a library called RevealingSplashView , but I need to add an image view to that custom UI View. I just know to add the image view, maybe something like this
let imageName = "yourImage.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: 0, y: 0, width: 100, height: 200)
revealingSplashView.addSubview(imageView)
but I don't know how to set that constraint to image view to
a. align to center x to superview
b. proportional width to superview 0.8
c. height constraint = 25
d. align bottom to safe area = 32
how to do that ?
here is the code I use before want to add image view
let screenSize = UIScreen.main.bounds
let iconWidth = (screenSize.width) * 0.8
let iconHeight = iconWidth * 1 // ratio 1:1
revealingSplashView = RevealingSplashView(iconImage: UIImage(named: "Loading Page Asset")!,iconInitialSize: CGSize(width: iconWidth, height: iconHeight), backgroundColor: AppColor.mainYellow.getUIColor())
revealingSplashView.animationType = SplashAnimationType.twitter
revealingSplashView.imageView?.contentMode = .scaleAspectFill
// add loading indicator to RevealingSplashView Programatically
revealingSplashViewIndicator.color = UIColor.white
revealingSplashViewIndicator.frame = CGRect(x: 0.0, y: 0.0, width: 30.0, height: 30.0)
revealingSplashViewIndicator.center = CGPoint(x: self.view.center.x, y: self.view.center.y + (iconHeight/2) + 64 )
revealingSplashView.addSubview(revealingSplashViewIndicator)
revealingSplashViewIndicator.bringSubviewToFront(self.revealingSplashView)
revealingSplashViewIndicator.startAnimating()
let window = UIApplication.shared.keyWindow
window?.addSubview(revealingSplashView)
I recommend using anchors:
let imageName = "yourImage.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
imageView.frame = CGRect(x: 0, y: 0, width: 100, height: 200)
revealingSplashView.addSubview(imageView)
// you need to turn off autoresizing masks (storyboards do this automatically)
imageView.translatesAutoresizingMaskIntoConstraints = false
// setup constraints, it is recommended to activate them through `NSLayoutConstraint.activate`
// instead of `constraint.isActive = true` because of performance reasons
NSLayoutConstraint.activate([
imageView.centerXAnchor.constraint(equalTo: revealingSplashView.centerXAnchor),
imageView.widthAnchor.constraint(equalTo: revealingSplashView.widthAnchor, multiplier: 0.8),
imageView.heightAnchor.constraint(equalToConstant: 25),
imageView.bottomAnchor.constraint(equalTo: revealingSplashView.safeAreaLayoutGuide.bottomAnchor, constant: -32),
])
To add constraints programmatically you need to set
imageView.translatesAutoresizingMaskIntoConstraints = false
then you can set the constraints:
imageView.widthAnchor.constraint(equalTo: revealingSplashView.widthAnchor, multiplier: 0.8).isActive = true
imageView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor).isActive = true
imageView.heightAnchor.constraint(equalToConstant: 25).isActive = true
imageView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
if you want to activate constraints you need to set
isActive = true
also if you support iOS < 11 you need to put a control because you don't have the safeArea
revealingSplashView.addSubview(imageView)
imageView.centerXAnchor.constraint(equalTo: revealingSplashView.centerXAnchor).isActive = true
imageView.widthAnchor.constraint(equalTo: revealingSplashView.widthAnchor, multiplier: 0.8).isActive = true
imageView.heightAnchor.constraint(equalToConstant: 25).isActive = true
imageView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor).isActive = true
imageView.translatesAutoresizingMaskIntoConstraints = false

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