Efficient off-screen UIView rendering and mirroring - ios

I have a "off-screen" UIView hierarchy which I want render in different locations of my screen. In addition it should be possible to show only parts of this view hierarchy and should reflect all changes made to this hierarchy.
The difficulties:
The UIView method drawHierarchy(in:afterScreenUpdates:) always calls draw(_ rect:) and is therefore very inefficient for large hierarchies if you want to incorporate all changes to the view hierarchy. You would have to redraw it every screen update or observe all changing properties of all views. Draw view hierarchy documentation
The UIView method snapshotView(afterScreenUpdates:) also does not help much since I have not found a way to get a correct view hierarchy drawing if this hierarchy is "off-screen". Snapshot view documentation
"Off-Screen": The root view of this view hierarchy is not part of the UI of the app. It has no superview.
Below you can see a visual representation of my idea:

Here's how I would go about doing it. First, I would duplicate the view you are trying to duplicate. I wrote a little extension for this:
extension UIView {
func duplicate<T: UIView>() -> T {
return NSKeyedUnarchiver.unarchiveObject(with: NSKeyedArchiver.archivedData(withRootObject: self)) as! T
}
func copyProperties(fromView: UIView, recursive: Bool = true) {
contentMode = fromView.contentMode
tag = fromView.tag
backgroundColor = fromView.backgroundColor
tintColor = fromView.tintColor
layer.cornerRadius = fromView.layer.cornerRadius
layer.maskedCorners = fromView.layer.maskedCorners
layer.borderColor = fromView.layer.borderColor
layer.borderWidth = fromView.layer.borderWidth
layer.shadowOpacity = fromView.layer.shadowOpacity
layer.shadowRadius = fromView.layer.shadowRadius
layer.shadowPath = fromView.layer.shadowPath
layer.shadowColor = fromView.layer.shadowColor
layer.shadowOffset = fromView.layer.shadowOffset
clipsToBounds = fromView.clipsToBounds
layer.masksToBounds = fromView.layer.masksToBounds
mask = fromView.mask
layer.mask = fromView.layer.mask
alpha = fromView.alpha
isHidden = fromView.isHidden
if let gradientLayer = layer as? CAGradientLayer, let fromGradientLayer = fromView.layer as? CAGradientLayer {
gradientLayer.colors = fromGradientLayer.colors
gradientLayer.startPoint = fromGradientLayer.startPoint
gradientLayer.endPoint = fromGradientLayer.endPoint
gradientLayer.locations = fromGradientLayer.locations
gradientLayer.type = fromGradientLayer.type
}
if let imgView = self as? UIImageView, let fromImgView = fromView as? UIImageView {
imgView.tintColor = .clear
imgView.image = fromImgView.image?.withRenderingMode(fromImgView.image?.renderingMode ?? .automatic)
imgView.tintColor = fromImgView.tintColor
}
if let btn = self as? UIButton, let fromBtn = fromView as? UIButton {
btn.setImage(fromBtn.image(for: fromBtn.state), for: fromBtn.state)
}
if let textField = self as? UITextField, let fromTextField = fromView as? UITextField {
if let leftView = fromTextField.leftView {
textField.leftView = leftView.duplicate()
textField.leftView?.copyProperties(fromView: leftView)
}
if let rightView = fromTextField.rightView {
textField.rightView = rightView.duplicate()
textField.rightView?.copyProperties(fromView: rightView)
}
textField.attributedText = fromTextField.attributedText
textField.attributedPlaceholder = fromTextField.attributedPlaceholder
}
if let lbl = self as? UILabel, let fromLbl = fromView as? UILabel {
lbl.attributedText = fromLbl.attributedText
lbl.textAlignment = fromLbl.textAlignment
lbl.font = fromLbl.font
lbl.bounds = fromLbl.bounds
}
if recursive {
for (i, view) in subviews.enumerated() {
if i >= fromView.subviews.count {
break
}
view.copyProperties(fromView: fromView.subviews[i])
}
}
}
}
to use this extension, simply do
let duplicateView = originalView.duplicate()
duplicateView.copyProperties(fromView: originalView)
parentView.addSubview(duplicateView)
Then I would mask the duplicate view to only get the particular section that you want
let mask = UIView(frame: CGRect(x: 0, y: 0, width: yourNewWidth, height: yourNewHeight))
mask.backgroundColor = .black
duplicateView.mask = mask
finally, I would scale it to whatever size you want using CGAffineTransform
duplicateView.transform = CGAffineTransform(scaleX: xScale, y: yScale)
the copyProperties function should work well but you can change it if necessary to copy even more things from one view to another.
Good luck, let me know how it goes :)

I'd duplicate the content I wish to display and crop it as I want.
Let's say I have a ContentViewController which carries the view hierarchy I wish to replicate. I would encapsule all the changes that can be made to the hierarchy inside a ContentViewModel. Something like:
struct ContentViewModel {
let actionTitle: String?
let contentMessage: String?
// ...
}
class ContentViewController: UIViewController {
func display(_ viewModel: ContentViewModel) { /* ... */ }
}
With a ClippingView (or a simple UIScrollView) :
class ClippingView: UIView {
var contentOffset: CGPoint = .zero // a way to specify the part of the view you wish to display
var contentFrame: CGRect = .zero // the actual size of the clipped view
var clippedView: UIView?
override init(frame: CGRect) {
super.init(frame: frame)
clipsToBounds = true
}
override func layoutSubviews() {
super.layoutSubviews()
clippedView?.frame = contentFrame
clippedView?.frame.origin = contentOffset
}
}
And a view controller container, I would crop each instance of my content and update all of them each time something happens :
class ContainerViewController: UIViewController {
let contentViewControllers: [ContentViewController] = // 3 in your case
override func viewDidLoad() {
super.viewDidLoad()
contentViewControllers.forEach { viewController in
addChil(viewController)
let clippingView = ClippingView()
clippingView.clippedView = viewController.view
clippingView.contentOffset = // ...
viewController.didMove(to: self)
}
}
func somethingChange() {
let newViewModel = ContentViewModel(...)
contentViewControllers.forEach { $0.display(newViewModel) }
}
}
Could this scenario work in your case ?

Related

add textview as a sublayer of an image ios swift

let ss = CATextLayer()
ss.frame = rect
ss.backgroundColor = UIColor.blue.cgColor
ss.foregroundColor = UIColor.cyan.cgColor
ss.string = mytextView.text
myImage.layer.addSublayer(ss)
I am trying to add an editable textview as a sublayer of an imageview.the problem is, i am not able to edit and also not able to add gesture recognisers for this textlayer. How can i make this textlayer do exactly what a textview does.
Just use UITextView or UITextField and add it as subview to the UIImageView, something like:
let textView = UITextView()
//configure text view like you want
//add constraints or size it as you want
myImage.addSubview(textView)
Remember UIImageView is just another subclass of UIView so you can add subviews to it like for a regular UIView.
Going on to what you are dealing with, since some of the views you add are CALayers and some will be UIViews or subclasses of both (for instance UITextView is UIView subclass)
I would add two properties to your class:
var addedViews = [Any]()
var undoStack = [Any]()
I know this is not very Swift like since you can put anything into these two arrays but still.
Then when you create a new layer or view you also add it to addedViews array:
let layer = CAShapeLayer()
layer.frame = CGRect(x: 30, y: 30, width: 100, height: 100)
layer.backgroundColor = UIColor.red.cgColor
layer.transform = CATransform3DMakeRotation(0.2, 0, 0, 1)
addedViews.append(layer)
So addedViews array will hold references to all the views you added, so when you undo you can do just the following:
if let viewLayer = addedViews.last {
if let view = viewLayer as? UIView {
view.removeFromSuperview()
} else if let layer = viewLayer as? CALayer {
layer.removeFromSuperlayer()
}
undoStack.append(viewLayer)
addedViews.removeLast()
}
If you then want to redo the change you do the same thing but you get the last view from undoStack like so:
if let viewLayer = undoStack.last {
if let view = viewLayer as? UIView {
self.view.addSubview(view)
} else if let layer = viewLayer as? CALayer {
view.layer.addSublayer(layer)
}
addedViews.append(viewLayer)
undoStack.removeLast()
}

Is it possible to "hide" a UITableViewCell behind a transparent section header?

I have a tableview in my iOS project that uses an image as background. The image does not scroll, it is static. Because of that I also have transparent cells and section headers. Now my question is how can I make the (transparent) cells to "hide" or "disappear" behind the (also transparent) section header?
Is it possible?
On your custom cell
public func maskCell(fromTop margin: CGFloat) {
layer.mask = visibilityMask(withLocation: margin / frame.size.height)
layer.masksToBounds = true
}
private func visibilityMask(withLocation location: CGFloat) -> CAGradientLayer {
let mask = CAGradientLayer()
mask.frame = bounds
mask.colors = [UIColor.white.withAlphaComponent(0).cgColor, UIColor.white.cgColor]
let num = location as NSNumber
mask.locations = [num, num]
return mask
}
and on you ViewController UIScrollViewDelegate
func scrollViewDidScroll(_ scrollView: UIScrollView) {
for cell in self.lessonsTableView.visibleCells {
let paddingToDisapear = CGFloat(25)
let hiddenFrameHeight = scrollView.contentOffset.y + paddingToDisapear - cell.frame.origin.y
if (hiddenFrameHeight >= 0 || hiddenFrameHeight <= cell.frame.size.height) {
if let customCell = cell as? LessonTableViewCell {
customCell.maskCell(fromTop: hiddenFrameHeight)
}
}
}
}

Make UICollectionViewFlowLayout look like cells are hiding to the background

I came across this demo and really want to learn how to do this:
So far, I've created a subclass to UICollectionViewFlowLayout that fades out the start and end of the cells. Taken from https://gist.github.com/vinhnx/bb1354b247ebfe3790563173ac72baa9
This is the part that fades out the start and end cells
for attrs in attributes {
if attrs.frame.intersects(rect) {
let distance = visibleRect.midY - attrs.center.y
let normalizedDistance = abs(distance) / (visibleRect.height * fadeFactor)
let fade = 1 - normalizedDistance
attrs.alpha = fade
}
}
How do I make the cells that is at the top stand still and not continue to slide up?
Full code of the function handling the fade:
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let attributesSuper: [UICollectionViewLayoutAttributes] = super.layoutAttributesForElements(in: rect) as [UICollectionViewLayoutAttributes]!
if let attributes = NSArray(array: attributesSuper, copyItems: true) as? [UICollectionViewLayoutAttributes]{
var visibleRect = CGRect()
visibleRect.origin = collectionView!.contentOffset
visibleRect.size = collectionView!.bounds.size
for attrs in attributes {
if attrs.frame.intersects(rect) {
let distance = visibleRect.midY - attrs.center.y
let normalizedDistance = abs(distance) / (visibleRect.height * fadeFactor)
let fade = 1 - normalizedDistance
attrs.alpha = fade
print(fade)
}
}
return attributes
}else{
return nil
}
}
The look of my app right now:

Custom UIView: animate subLayers with delay

I want to create a custom UIView subclass representing a bunch of stars on a dark-blue sky.
Therefore, I created this view:
import UIKit
class ConstellationView: UIView {
// MARK: - Properties
#IBInspectable var numberOfStars: Int = 80
#IBInspectable var animated: Bool = false
// Private properties
private var starsToDraw = [CAShapeLayer]()
// Layers
private let starsLayer = CAShapeLayer()
// MARK: - Drawing
// override func drawRect(rect: CGRect) {
override func layoutSubviews() {
// Generate stars
drawStars(rect: self.bounds)
}
/// Generate stars
func drawStars(rect: CGRect) {
let width = rect.size.width
let height = rect.size.height
let screenBounds = UIScreen.main.bounds
// Create the stars and store them in starsToDraw array
for _ in 0 ..< numberOfStars {
let x = randomFloat() * width
let y = randomFloat() * height
// Calculate the thinness of the stars as a percentage of the screen resolution
let thin: CGFloat = max(screenBounds.width, screenBounds.height) * 0.003 * randomFloat()
let starLayer = CAShapeLayer()
starLayer.path = UIBezierPath(ovalIn: CGRect(x: x, y: y, width: thin, height: thin)).cgPath
starLayer.fillColor = UIColor.white.cgColor
starsToDraw.append(starLayer)
}
// Define a fade animation
let appearAnimation = CABasicAnimation(keyPath: "opacity")
appearAnimation.fromValue = 0.2
appearAnimation.toValue = 1
appearAnimation.duration = 1
appearAnimation.fillMode = kCAFillModeForwards
// Add the animation to each star (if animated)
for (index, star) in starsToDraw.enumerated() {
if animated {
// Add 1 s between each animation
appearAnimation.beginTime = CACurrentMediaTime() + TimeInterval(index)
star.add(appearAnimation, forKey: nil)
}
starsLayer.insertSublayer(star, at: 0)
}
// Add the stars layer to the view layer
layer.insertSublayer(starsLayer, at: 0)
}
private func randomFloat() -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX)
}
}
It works quite well, here is the result:
However, I'd like to have it animated, that is, each one of the 80 stars should appear one after the other, with a 1 second delay.
I tried to increase the beginTimeof my animation, but it does not seem to do the trick.
I checked with drawRect or layoutSubviews, but there is no difference.
Could you help me ?
Thanks
PS: to reproduce my app, just create a new single view app in XCode, create a new file with this code, and set the ViewController's view as a ConstellationView, with a dark background color. Also set the animated property to true, either in Interface Builder, or in the code.
PPS: this is in Swift 3, but I think it's still comprehensible :-)
You're really close, only two things to do!
First, you need to specify the key when you add the animation to the layer.
star.add(appearAnimation, forKey: "opacity")
Second, the fill mode for the animation needs to be kCAFillModeBackwards instead of kCAFillModeForwards.
For a more detailed reference see - https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/CoreAnimation_guide/AdvancedAnimationTricks/AdvancedAnimationTricks.html
And here's a fun tutorial (for practice with CAAnimations!) - https://www.raywenderlich.com/102590/how-to-create-a-complex-loading-animation-in-swift
Hope this helps 😀
Full Code:
class ConstellationView: UIView {
// MARK: - Properties
#IBInspectable var numberOfStars: Int = 80
#IBInspectable var animated: Bool = true
// Private properties
private var starsToDraw = [CAShapeLayer]()
// Layers
private let starsLayer = CAShapeLayer()
override func awakeFromNib() {
super.awakeFromNib()
}
// MARK: - Drawing
override func layoutSubviews() {
// Generate stars
drawStars(rect: self.bounds)
}
/// Generate stars
func drawStars(rect: CGRect) {
let width = rect.size.width
let height = rect.size.height
let screenBounds = UIScreen.main.bounds
// Create the stars and store them in starsToDraw array
for _ in 0 ..< numberOfStars {
let x = randomFloat() * width
let y = randomFloat() * height
// Calculate the thinness of the stars as a percentage of the screen resolution
let thin: CGFloat = max(screenBounds.width, screenBounds.height) * 0.003 * randomFloat()
let starLayer = CAShapeLayer()
starLayer.path = UIBezierPath(ovalIn: CGRect(x: x, y: y, width: thin, height: thin)).cgPath
starLayer.fillColor = UIColor.white.cgColor
starsToDraw.append(starLayer)
}
// Define a fade animation
let appearAnimation = CABasicAnimation(keyPath: "opacity")
appearAnimation.fromValue = 0.2
appearAnimation.toValue = 1
appearAnimation.duration = 1
appearAnimation.fillMode = kCAFillModeBackwards
// Add the animation to each star (if animated)
for (index, star) in starsToDraw.enumerated() {
if animated {
// Add 1 s between each animation
appearAnimation.beginTime = CACurrentMediaTime() + TimeInterval(index)
star.add(appearAnimation, forKey: "opacity")
}
starsLayer.insertSublayer(star, above: nil)
}
// Add the stars layer to the view layer
layer.insertSublayer(starsLayer, above: nil)
}
private func randomFloat() -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX)
}
}

How come I can't access the methods of my subview?

In my ViewDidLoad:
let spiralDimension = CGFloat(ScreenWidth! * 0.10)
let spiralName = "spiral.png"
let spiralImage = UIImage(named: spiralName)
spiralView = UIImageView(image: spiralImage!)
spiralView!.frame = CGRect(x: ScreenWidth! / 2 - spiralDimension/2, y: (ScreenHeight!-TabBarHeight!) / 2 - spiralDimension/2 , width: spiralDimension, height: spiralDimension)
spiralView!.tintColor = UIColor.redColor()
self.view.addSubview(spiralView!) //works!!!
Somewhere later...
func fadeBackground(){
UIView.animateWithDuration(self.fadeTime, delay: 0, options: UIViewAnimationOptions.AllowUserInteraction, animations: {
var randomIndex = Int(arc4random_uniform(UInt32(CONSTANTS.MainColorScheme.count)))
var subviews = self.view.subviews
for v in subviews{
if v.isKindOfClass(UIImageView){
println(v) //correctly prints my spiral!
v.tintColor = CONSTANTS.MainColorScheme[randomIndex] //can't do it. XCode won't even auto-complete
}
}
}) { (stuff Bool) -> Void in
}
}
I can't assign tintColor to v, even though it prints my class correctly. Can't build successfully.
subviews returns an array of AnyObject. Thus, you need to cast v in order to set tintColor.
Try:
for v in subviews{
if let v = v as? UIImageView {
println(v)
v.tintColor = CONSTANTS.MainColorScheme[randomIndex]
}
}
You have to typecast it.
if v.isKindOfClass(UIImageView){
let iv = v as! UIImageView
v.tintColor = ...
The problem is that the subviews property is defined in iOS as a variable of type [AnyObject] so Swift doesn't know that your subviews are members of UIView, which has the property tintColor.

Resources