I want to create the exactly the same swipe button like this https://github.com/shadowfaxtech/proSwipeButton .
I was wondering how to change the arrow of the button on user touches
I was doing this for getting swipe action.
let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(handleSwipes(_:)))
rightSwipe.direction = .right
view.addGestureRecognizer(rightSwipe)
but the thing is how to add arrows to button which change there position on user touches.
Here is the code I have written for swiping over the button. You assign image to the image view.
func createSwipeButton() {
let button = UIButton.init(type: .custom)
button.backgroundColor = UIColor.brown
button.setTitle("PLACE ORDER", for: .normal)
button.frame = CGRect.init(x: 10, y: 200, width: self.view.frame.size.width-20, height: 100)
button.addTarget(self, action: #selector(swiped(_:event:)), for: .touchDragInside)
button.addTarget(self, action: #selector(swipeEnded(_:event:)), for: .touchUpInside)
self.view.addSubview(button)
let swipableView = UIImageView.init()
swipableView.frame = CGRect.init(x: 0, y: 0, width: 20, height: button.frame.size.height)
swipableView.tag = 20
swipableView.backgroundColor = UIColor.white
button.addSubview(swipableView)
}
#objc func swiped(_ sender : UIButton, event: UIEvent) {
let swipableView = sender.viewWithTag(20)!
let centerPosition = location(event: event, subView: swipableView, superView: sender,isSwiping: true)
UIView.animate(withDuration: 0.2) {
swipableView.center = centerPosition
}
}
#objc func swipeEnded(_ sender : UIButton, event: UIEvent) {
let swipableView = sender.viewWithTag(20)!
let centerPosition = location(event: event, subView: swipableView, superView: sender, isSwiping: false)
UIView.animate(withDuration: 0.3, delay: 0, usingSpringWithDamping: 0.5, initialSpringVelocity: 5, options: .curveEaseInOut, animations: {
swipableView.center = centerPosition
}) { _ in}
}
func location(event: UIEvent, subView: UIView, superView: UIButton, isSwiping: Bool) -> CGPoint {
if let touch = event.touches(for: superView)?.first{
let previousLocation = touch.previousLocation(in: superView)
let location = touch.location(in: superView)
let delta_x = location.x - previousLocation.x;
print(subView.center.x + delta_x)
var centerPosition = CGPoint.init(x: subView.center.x + delta_x, y: subView.center.y)
let minX = subView.frame.size.width/2
let maxX = superView.frame.size.width - subView.frame.size.width/2
centerPosition.x = centerPosition.x < minX ? minX : centerPosition.x
centerPosition.x = centerPosition.x > maxX ? maxX : centerPosition.x
if !isSwiping{
let normalPosition = superView.frame.size.width * 0.5
centerPosition.x = centerPosition.x > normalPosition ? maxX : minX
centerPosition.x = centerPosition.x <= normalPosition ? minX : centerPosition.x
}
return centerPosition
}
return CGPoint.zero
}
Complete project is on github: https://github.com/IamSaurav/SwipeButton
Mmm what about something like this?
You can add an UIImage in the storyboard in the swipeImage var.
The best effect is done if the image has the same color of the text.
import UIKit
#IBDesignable
class UISwipeableLabel: UILabel {
#IBInspectable var swipeImage: UIImage? {
didSet {
configureSwipeImage()
}
}
private var swipeImageView: UIImageView?
private var rightSwipe: UIPanGestureRecognizer?
private var shouldActivateButton = true
override func awakeFromNib() {
super.awakeFromNib()
configureSwipeImage()
clipsToBounds = true
}
}
private extension UISwipeableLabel {
#objc func handleSwipes(_ sender:UIPanGestureRecognizer) {
if let centerX = swipeImageView?.center.x {
let translation = sender.translation(in: self)
let percent = centerX/frame.width
if sender.state == .changed {
if centerX < frame.width - frame.height/2 {
swipeImageView?.center.x = centerX + translation.x
sender.setTranslation(CGPoint.zero, in: swipeImageView)
} else {
swipeImageView?.center.x = frame.width - frame.height/2
if shouldActivateButton {
activateButton()
}
}
}
if sender.state == .ended || sender.state == .cancelled || sender.state == .failed {
if shouldActivateButton {
UIView.animate(withDuration: 0.25 * TimeInterval(percent)) {
self.swipeImageView?.center.x = self.frame.height/2
}
}
}
}
}
func configureSwipeImage() {
if swipeImageView != nil {
swipeImageView?.removeFromSuperview()
}
swipeImageView = UIImageView(frame: CGRect(x: 0, y: 0, width: frame.height, height: frame.height))
if let swipeImageView = swipeImageView {
swipeImageView.image = swipeImage
swipeImageView.isUserInteractionEnabled = true
swipeImageView.alpha = 0.5
addSubview(swipeImageView)
rightSwipe = UIPanGestureRecognizer(target: self, action: #selector(handleSwipes(_:)))
if let rightSwipe = rightSwipe {
swipeImageView.addGestureRecognizer(rightSwipe)
}
}
}
func activateButton() {
print("*** DO YOUR STUFF HERE ***")
}
}
You start with a UILabel and if you want, change it to use autolayout.
Related
I am creating an app where the user can add an image to a "canvas" and resize and move the image around using pinch and pan gesture recognizers. The image view is a custom one I created using this article:
Bezier Paths and Gesture Recognizers
This works really nicely. The image resizes and moves very smoothly. I can capture the center and the size of the image after the pan and pinch gestures. The problem is that after I save the size and coordinates of the image it isn't respecting those when I load it back into the "canvas". It is as if the center is offset by "X" number of pixels.
Here is my code for making the resizable and movable image view:
‘’’
import UIKit
import Foundation
class MovableImage: UIImageView {
let size: CGFloat = 150.0
var imageMovedHandler:((_ x: CGFloat, _ y: CGFloat) -> ())?
var imageDeletedHandler:((_ delete: Bool) -> ())?
var longPressHandler:((_ selected: Bool) -> ())?
var imageSizeChangedHandler:((_ newImageView: MovableImage) -> ())?
let deleteButton = UIButton(type: .close)
init(origin: CGPoint) {
super.init(frame: CGRect(x: origin.x, y: origin.y, width: size, height: size)) //
debugCenterDot()
initGestureRecognizers()
}
//added a dot to try and understand what is happening with the "center" of the imageview, but it didn't show in the center of the imageview
func debugCenterDot() {
let dot = UIBezierPath(ovalIn: CGRect(x: self.center.x, y: self.center.y, width: 15, height: 15))
let dotLayer = CAShapeLayer()
dotLayer.path = dot.cgPath
dotLayer.strokeColor = UIColor.yellow.cgColor
self.layer.addSublayer(dotLayer)
self.setNeedsDisplay()
}
internal func addButton() {
deleteButton.tintColor = UIColor.red
deleteButton.backgroundColor = UIColor.white
deleteButton.addTarget(self, action: #selector(deleteSelf(sender:)), for: .touchUpInside)
deleteButton.frame = .zero //CGRect(x: 8, y: 8, width: 15, height: 15)
deleteButton.translatesAutoresizingMaskIntoConstraints = false
self.addSubview(deleteButton)
NSLayoutConstraint.activate([
deleteButton.widthAnchor.constraint(equalToConstant: 15),
deleteButton.widthAnchor.constraint(equalTo: deleteButton.heightAnchor),
deleteButton.leadingAnchor.constraint(equalTo: self.safeAreaLayoutGuide.leadingAnchor, constant: 8),
deleteButton.topAnchor.constraint(equalTo: self.safeAreaLayoutGuide.topAnchor, constant: 8),
])
}
#objc func deleteSelf(sender: UIButton) {
imageDeletedHandler?(true)
self.removeFromSuperview()
}
func initGestureRecognizers() {
let panGR = UIPanGestureRecognizer(target: self, action: #selector(didPan(panGR:)))
addGestureRecognizer(panGR)
let pinchGR = UIPinchGestureRecognizer(target: self, action: #selector(didPinch(pinchGR:)))
addGestureRecognizer(pinchGR)
let longPressGR = UILongPressGestureRecognizer(target: self, action: #selector(didLongPress(longPressGR:)))
longPressGR.minimumPressDuration = 1
addGestureRecognizer(longPressGR)
}
#objc func didLongPress(longPressGR: UILongPressGestureRecognizer) {
self.superview!.bringSubviewToFront(self)
self.layer.borderWidth = 2
self.layer.borderColor = UIColor.red.cgColor
addButton()
longPressHandler?(true)
}
#objc func didPan(panGR: UIPanGestureRecognizer) {
self.superview!.bringSubviewToFront(self)
if self.layer.borderWidth == 2 {
let translation = panGR.translation(in: self)
print("BEFORE PAN: \(self.center)")
self.center.x += translation.x
self.center.y += translation.y
print("AFTER PAN: \(self.center)")
panGR.setTranslation(CGPoint.zero, in: self)
if panGR.state == .ended {
imageMovedHandler?(self.center.x, self.center.y)
self.layer.borderWidth = 0
self.layer.borderColor = nil
self.deleteButton.removeFromSuperview()
}
}
}
#objc func didPinch(pinchGR: UIPinchGestureRecognizer) {
self.superview?.bringSubviewToFront(self)
if self.layer.borderWidth == 2 {
let scale = pinchGR.scale
self.transform = CGAffineTransform(scaleX: scale, y: scale)
if pinchGR.state == .ended {
imageSizeChangedHandler?(self)
}
}
}
func scaleOf(transform: CGAffineTransform) -> CGPoint {
let xscale = sqrt(transform.a * transform.a + transform.c * transform.c)
let yscale = sqrt(transform.b * transform.b + transform.d * transform.d)
return CGPoint(x: xscale, y: yscale)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
‘’’
And here is how I am loading it back into the "canvas" and saving it back to CoreData (save functions in closures near the bottom of the load function):
'''
func loadImages(new: Bool, enableInteraction: Bool) {
let pagePhotos = LoadPagePhotos()
var pageImages: [NSManagedObject] = []
var x: CGFloat?
var y: CGFloat?
var width: CGFloat?
var height: CGFloat?
var image: UIImage?
if isYear {
pageImages = pagePhotos.resetYearPhotosPositions(journalName: journalName, yearPosition: yearPosition)
} else {
pageImages = pagePhotos.resetPhotosPositions(journalName: journalName, monthName: monthName, weekPosition: positionWeek)
}
scrollView.mainView.newImages.forEach { i in
i.removeFromSuperview()
}
scrollView.mainView.newImages.removeAll()
if pageImages.count > 0 {
pageImages.forEach{ (photo) in
x = CGFloat((photo.value(forKey: "pageImageX") as? Float)!)
y = CGFloat((photo.value(forKey: "pageImageY") as? Float)!)
height = CGFloat((photo.value(forKey: "pageImageSizeHeight") as? Float)!)
width = CGFloat((photo.value(forKey: "pageImageSizeWidth") as? Float)!)
image = photo.value(forKey: "image") as? UIImage
let thisImage: MovableImage = MovableImage(origin: CGPoint.zero)
thisImage.contentMode = .scaleAspectFit
thisImage.center = CGPoint(x: x!, y: y!)
thisImage.image = image!
thisImage.frame.size.height = height!
thisImage.frame.size.width = width!
scrollView.mainView.addSubview(thisImage)
scrollView.mainView.newImages.append(thisImage)
if enableInteraction {
thisImage.isUserInteractionEnabled = true
} else {
thisImage.isUserInteractionEnabled = false
}
thisImage.layer.zPosition = 1
thisImage.layer.borderWidth = 0
if new {
imageOptionsMenuView.isHidden = false
} else {
imageOptionsMenuView.isHidden = true
}
movableImage = thisImage
//for clarity sake I moved the save functions to separate block here in stack overflow so it is easier to read
}
}
'''
The closures "imageMovedHandler" and "imageSizeChangedHandler" are used to detect when moving and resizing is done and I save the image to CoreData. Here they are:
'''
if movableImage != nil {
movableImage?.imageMovedHandler = { [unowned self] (x, y) in
if self.isYear {
if self.scrollView.mainView.newImages.count > 0 {
for (idx, i) in self.scrollView.mainView.newImages.enumerated() {
if i.layer.borderWidth == 2 {
let id = idx + 1
_ = LoadPagePhotos().updateYearPhoto(journalName: self.journalName, yearPosition: self.yearPosition, pageImageId: id, imageHeight: Float(i.frame.size.height), imageWidth: Float(i.frame.size.width), imageX: Float(i.center.x), imageY: Float(i.center.y), pagePhoto: i.image!, photoPath: nil)
}
}
}
} else {
if self.scrollView.mainView.newImages.count > 0 {
for (idx, i) in self.scrollView.mainView.newImages.enumerated() {
if i.layer.borderWidth == 2 {
let id = idx + 1
_ = LoadPagePhotos().updatePhoto(journalName: self.journalName, monthName: self.monthName, weekPosition: self.positionWeek, pageImageId: id, imageHeight: Float(i.frame.size.height), imageWidth: Float(i.frame.size.width), imageX: Float(i.center.x), imageY: Float(i.center.y), pagePhoto: i.image!, photoPath: nil)
}
}
}
}
self.loadImages(new: false, enableInteraction: true)
}
movableImage?.imageSizeChangedHandler = { [unowned self] (newImageView) in
var id = 0
var img = 0
if self.isYear {
if self.scrollView.mainView.newImages.count > 0 {
for (idx, i) in self.scrollView.mainView.newImages.enumerated() {
if i.layer.borderWidth == 2 {
id = idx + 1
img = idx
}
}
self.scrollView.mainView.newImages[img] = newImageView
_ = LoadPagePhotos().updateYearPhoto(journalName: self.journalName, yearPosition: self.yearPosition, pageImageId: id, imageHeight: Float(newImageView.frame.size.height), imageWidth: Float(newImageView.frame.size.width), imageX: Float(newImageView.center.x), imageY: Float(newImageView.center.y), pagePhoto: newImageView.image!, photoPath: nil)
}
} else {
if self.scrollView.mainView.newImages.count > 0 {
for (idx, i) in self.scrollView.mainView.newImages.enumerated() {
if i.layer.borderWidth == 2 {
id = idx + 1
img = idx
}
}
self.scrollView.mainView.newImages[img] = newImageView
_ = LoadPagePhotos().updatePhoto(journalName: self.journalName, monthName: self.monthName, weekPosition: self.positionWeek, pageImageId: id, imageHeight: Float(newImageView.frame.size.height), imageWidth: Float(newImageView.frame.size.width), imageX: Float(newImageView.center.x), imageY: Float(newImageView.center.y), pagePhoto: newImageView.image!, photoPath: nil)
}
}
self.loadImages(new: false, enableInteraction: true)
}
}
}
'''
Here is an image of what is happening when I move the image around the canvas:
This first image shows where I stopped moving the image to:
This image shows where the image was loaded after saving the size and coordinates:
The desired outcome is:
When pinching, panning, and saving the image and then loading, the image retains its current coordinates and size in the canvas.
EDIT:
It should also be noted that the offset of the image when moving it only happens after "scaling
I am using AVFoundation to record audio with the setting below.
After recording successfully, I need to show the waveform of the recorded file to the user. Can anyone help me with this task?
Here is my setting for recorder:
let recordSettings =
[AVNumberOfChannelsKey: 1,
AVFormatIDKey : kAudioFormatOpus,
AVSampleRateKey: 24000.0] as [String : Any]
import UIKit
import RYKit
let normalColor = UIColor.white
let normalAlphaColor = UIColor.init(white: 1.0, alpha: 0.5)
let highlightColor = UIColor.init(red: 163.0/255.0, green: 243.0/255.0, blue: 16.0/255.0, alpha: 1.0)
let highlightAlphaColor = UIColor.init(red: 163.0/255.0, green: 243.0/255.0, blue: 16.0/255.0, alpha: 0.24)
let waveWidth = CGFloat(2.5)
let waveSpace = CGFloat(0.5)
let waveRadius = CGFloat(1.25)
let upMaxHeight = CGFloat(60)
let downMaxHeight = CGFloat(30)
let upDownSpace = CGFloat(2)
protocol WaveformScrollDelegate: NSObjectProtocol {
func didScrollToTime(time: NSInteger)
func didScrollByPercentage(percent: Double, animated: Bool)
}
class WaveformComponent: UIView, CAAnimationDelegate, UIGestureRecognizerDelegate {
private var timeLine: UILabel!
private var topView: WaveformView!
private var topViewMask: CALayer!
private var bottomView: WaveformView!
private var isAnimated = false
private let convertTime = {
(seconds: Int) -> String in
let minute = seconds / 60
let minuteStr = minute > 9 ? "\(minute)" : "0\(minute)"
let second = seconds % 60
let secondStr = second > 9 ? "\(second)" : "0\(second)"
return "\(minuteStr):\(secondStr)"
}
var animationTimer: Timer!
weak var delegate: WaveformScrollDelegate?
var isVisible = true
/*
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
}
*/
required init?(coder: NSCoder) {
super.init(coder: coder)
}
init(frame: CGRect, amplitudes: [Double]) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
self.isOpaque = true
self.clipsToBounds = true
let width = (waveWidth + waveSpace) * CGFloat(amplitudes.count / 2)
let height = upMaxHeight + downMaxHeight + upDownSpace
let waveRect = CGRect.init(x: frame.size.width/2.0, y: (frame.size.height - height)/2.0, width: width, height: height)
bottomView = WaveformView.init(frame: waveRect, amplitudes: amplitudes, isHighlight: true)
self.addSubview(bottomView)
topView = WaveformView.init(frame: waveRect, amplitudes: amplitudes, isHighlight: false)
self.addSubview(topView)
topViewMask = CALayer()
topViewMask.frame = topView.bounds
topViewMask.backgroundColor = UIColor.white.cgColor
topView.layer.mask = topViewMask
timeLine = UILabel.init(frame: CGRect.init(x: (frame.size.width - 61.5)/2.0, y: (frame.size.height - upMaxHeight - upDownSpace - downMaxHeight)/2.0 + upMaxHeight - 19.0, width: 61.5, height: 19.0))
timeLine.backgroundColor = UIColor.init(red: 18/255.0, green: 18/255.0, blue: 18/255.0, alpha: 0.72)
timeLine.layer.cornerRadius = 9.5
timeLine.layer.masksToBounds = true
timeLine.textColor = UIColor.white
timeLine.font = UIFont.init(name: "PingFangSC-Regular", size: 8.0)
timeLine.textAlignment = .center
timeLine.text = "\(convertTime(0))/\(convertTime(amplitudes.count/2))"
self.addSubview(timeLine)
let panGesture = UIPanGestureRecognizer.init(target: self, action: #selector(handleGesture(gesture:)))
panGesture.delegate = self
addGestureRecognizer(panGesture)
isUserInteractionEnabled = true
}
func configureAmplitudes(amplitudes: [Double]) {
let width = (waveWidth + waveSpace) * CGFloat(amplitudes.count / 2)
let height = upMaxHeight + downMaxHeight + upDownSpace
self.topView.amplitudes = amplitudes
self.topView.frame = CGRect(x: screenw/2, y: 0, width: width, height: height)
self.topView.setNeedsDisplay()
topViewMask.frame = topView.bounds
self.bottomView.amplitudes = amplitudes
self.bottomView.frame = CGRect(x: screenw/2, y: 0, width: width, height: height)
self.bottomView.setNeedsDisplay()
}
func play() {
if !isAnimated {
isAnimated = true
topView.layer.add(keyframeAnimationFrom(topView.layer.position.x, to: (self.bounds.size.width - topView.layer.bounds.size.width)/2, isTop: false), forKey: "pan")
topViewMask.add(keyframeAnimationFrom(topViewMask.position.x, to: topViewMask.bounds.size.width*3/2, isTop: false), forKey: "pan")
bottomView.layer.add(keyframeAnimationFrom(bottomView.layer.position.x, to: (self.bounds.size.width - bottomView.layer.bounds.size.width)/2, isTop: false), forKey: "pan")
weak var weakSelf = self
animationTimer = Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true, block: { (timer) in
guard let presentation = weakSelf?.topView.layer.presentation() else { return }
let delta = (weakSelf!.bounds.size.width + weakSelf!.topView.bounds.size.width)/2 - presentation.position.x
weakSelf!.timeLine.text = "\(weakSelf!.convertTime(Int(round(delta / 3))))/\(weakSelf!.convertTime(weakSelf!.topView.amplitudes.count/2))"
if weakSelf!.delegate != nil {
let offset = delta / 3
let distance = weakSelf!.topView.amplitudes.count/2
if distance > 0 {
weakSelf!.delegate?.didScrollByPercentage(percent: Double(offset) / Double(distance), animated: true)
}else {
weakSelf!.delegate?.didScrollByPercentage(percent: 0, animated: true)
}
}
})
}
}
func pause() {
if isAnimated {
topView.layer.position = topView.layer.presentation()!.position
topViewMask.position = topViewMask.presentation()!.position
bottomView.layer.position = bottomView.layer.presentation()!.position
removeAnimate()
}
}
func reset() {
timeLine.text = "\(convertTime(0))/\(convertTime(topView.amplitudes.count/2))"
let position = CGPoint(x: (self.size.width + topView.size.width) / 2, y: self.size.height / 2)
topView.layer.position = position
topView.layer.removeAllAnimations()
topViewMask.position = CGPoint(x: topView.size.width / 2, y: topView.size.height / 2)
topViewMask.removeAllAnimations()
bottomView.layer.position = position
bottomView.layer.removeAllAnimations()
isAnimated = false
stopTimer()
}
func initialOffset(offset: Int) {
let position = CGPoint(x: (self.size.width + topView.size.width) / 2 - 3 * CGFloat(offset), y: self.size.height / 2)
topView.layer.position = position
topViewMask.position = CGPoint(x: topView.size.width / 2 + 3 * CGFloat(offset), y: topView.size.height / 2)
bottomView.layer.position = position
timeLine.text = "\(convertTime(offset))/\(convertTime(topView.amplitudes.count/2))"
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if otherGestureRecognizer.isKind(of: UISwipeGestureRecognizer.self) {
let swipe = otherGestureRecognizer as! UISwipeGestureRecognizer
if (swipe.direction == .up || swipe.direction == .down) && ((swipe.qmui_targetView?.parentViewController?.isKind(of: AudioPlayerViewController.self)) != nil) {
return true
}
}
return false
}
// func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldBeRequiredToFailBy otherGestureRecognizer: UIGestureRecognizer) -> Bool {
// return true
// }
#objc private func handleGesture(gesture: UIPanGestureRecognizer) {
if gesture.state == .changed {
let translation = gesture.translation(in: self)
let absX = abs(translation.x)
let absY = abs(translation.y)
if (absX > absY ) {
if (translation.x < 0) {
//向左滑动
if isAnimated {
topView.layer.position = CGPoint.init(x: max(topView.layer.presentation()!.position.x + translation.x, (self.bounds.size.width - topView.layer.bounds.size.width)/2), y: topView.layer.position.y)
topViewMask.position = CGPoint.init(x: min(topViewMask.presentation()!.position.x - translation.x, topViewMask.bounds.size.width*3/2), y: topViewMask.position.y)
bottomView.layer.position = CGPoint.init(x: max(bottomView.layer.presentation()!.position.x + translation.x, (self.bounds.size.width - bottomView.layer.bounds.size.width)/2), y: bottomView.layer.position.y)
}else {
if topView.layer.frame.origin.x + topView.layer.frame.size.width <= self.bounds.size.width / 2 {
print("左滑,切歌下一曲")
return
}
topView.layer.position = CGPoint.init(x: max(topView.layer.position.x + translation.x, (self.bounds.size.width - topView.layer.bounds.size.width)/2), y: topView.layer.position.y)
topViewMask.position = CGPoint.init(x: min(topViewMask.position.x - translation.x, topViewMask.bounds.size.width*3/2), y: topViewMask.position.y)
bottomView.layer.position = CGPoint.init(x: max(bottomView.layer.position.x + translation.x, (self.bounds.size.width - bottomView.layer.bounds.size.width)/2), y: bottomView.layer.position.y)
}
gesture.setTranslation(CGPoint.zero, in: self)
}else{
//向右滑动
if isAnimated {
topView.layer.position = CGPoint.init(x: min(topView.layer.presentation()!.position.x + translation.x, (self.bounds.size.width + topView.layer.bounds.size.width)/2), y: topView.layer.position.y)
topViewMask.position = CGPoint.init(x: max(topViewMask.presentation()!.position.x - translation.x, topViewMask.bounds.size.width/2), y: topViewMask.position.y)
bottomView.layer.position = CGPoint.init(x: min(bottomView.layer.presentation()!.position.x + translation.x, (self.bounds.size.width + bottomView.layer.bounds.size.width)/2), y: bottomView.layer.position.y)
}else {
if topView.layer.frame.origin.x >= self.bounds.size.width / 2 {
print("右滑,切歌上一曲")
return
}
topView.layer.position = CGPoint.init(x: min(topView.layer.position.x + translation.x, (self.bounds.size.width + topView.layer.bounds.size.width)/2), y: topView.layer.position.y)
topViewMask.position = CGPoint.init(x: max(topViewMask.position.x - translation.x, topViewMask.bounds.size.width/2), y: topViewMask.position.y)
bottomView.layer.position = CGPoint.init(x: min(bottomView.layer.position.x + translation.x, (self.bounds.size.width + bottomView.layer.bounds.size.width)/2), y: bottomView.layer.position.y)
}
gesture.setTranslation(CGPoint.zero, in: self)
}
removeAnimate()
scrollTimeLineWhetherNotice(notice: false)
if delegate != nil {
let offset = (self.size.width + topView.size.width) / 2 - topView.layer.position.x
let distance = topView.size.width
delegate?.didScrollByPercentage(percent: Double(offset) / Double(distance), animated: false)
}
}
}
if gesture.state == .ended {
//考虑到歌曲存在缓冲,请手动调用play方法
// play()
scrollTimeLineWhetherNotice(notice: true)
}
}
private func scrollTimeLineWhetherNotice(notice: Bool) {
let delta = (self.bounds.size.width + self.topView.bounds.size.width)/2 - self.topView.layer.position.x
var time = NSInteger(round(delta / 3))
if time >= topView.amplitudes.count / 2 {
time = topView.amplitudes.count / 2 - 1
}
timeLine.text = "\(convertTime(time))/\(convertTime(topView.amplitudes.count/2))"
if delegate != nil && notice {
delegate?.didScrollToTime(time: time)
}
}
private func removeAnimate() {
if isAnimated {
isAnimated = false
topView.layer.removeAnimation(forKey: "pan")
topViewMask.removeAnimation(forKey: "pan")
bottomView.layer.removeAnimation(forKey: "pan")
}
}
private func keyframeAnimationFrom(_ start: CGFloat, to end: CGFloat, isTop:Bool) -> CAAnimation {
let animation = CAKeyframeAnimation.init(keyPath: "position.x")
let scale = UIScreen.main.scale
let increment = copysign(1, end - start) / scale
let numberOfSteps = Int(abs((end - start) / increment))
let positions = NSMutableArray.init(capacity: numberOfSteps)
for i in 0..<numberOfSteps {
positions.add(start + CGFloat(i) * increment)
}
animation.values = (positions as! [Any])
animation.calculationMode = .discrete
animation.isRemovedOnCompletion = false
animation.fillMode = .forwards
animation.duration = Double(Int(abs(end-start) / (AppConstants.waveWidth + AppConstants.waveSpace)))
animation.delegate = self
return animation
}
func animationDidStart(_ anim: CAAnimation) {
if anim == topView.layer.animation(forKey: "pan") {
}
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if UIApplication.shared.applicationState == .active && isVisible {
if isAnimated {
reset()
}
stopTimer()
}
}
private func stopTimer() {
guard let animationTimer = self.animationTimer else {
return
}
if animationTimer.isValid {
self.animationTimer.invalidate()
self.animationTimer = nil
}
}
deinit {
print("release WaveformComponent")
}
}
class WaveformView: UIView {
var isHighlight = false
var amplitudes = [Double]()
required init?(coder: NSCoder) {
super.init(coder: coder)
}
init(frame: CGRect, amplitudes: [Double], isHighlight: Bool) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
self.isOpaque = true
self.amplitudes = amplitudes
self.isHighlight = isHighlight
}
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
guard let context = UIGraphicsGetCurrentContext() else { return }
for i in 0..<amplitudes.count {
if i%2 == 0 {
//单数
let path = CGMutablePath()
let height = downMaxHeight * CGFloat(abs(amplitudes[i]))
path.addRoundedRect(in: CGRect.init(x: CGFloat(Int(i/2)) * (waveWidth + waveSpace), y: 62, width: 2.5, height: height), cornerWidth: 1.25, cornerHeight: 1.25 >= height/2.0 ? 0 : 1.25)
context.addPath(path)
if isHighlight {
context.setFillColor(highlightAlphaColor.cgColor)
}else {
context.setFillColor(normalAlphaColor.cgColor)
}
context.fillPath()
}else {
//双数
let path = CGMutablePath()
let height = upMaxHeight * CGFloat(abs(amplitudes[i]))
path.addRoundedRect(in: CGRect.init(x: CGFloat(Int(i/2)) * (waveWidth + waveSpace), y: 60 - height, width: 2.5, height: height), cornerWidth: 1.25, cornerHeight: 1.25 >= height/2.0 ? 0 : 1.25)
context.addPath(path)
if isHighlight {
context.setFillColor(highlightColor.cgColor)
}else {
context.setFillColor(normalColor.cgColor)
}
context.fillPath()
}
}
}
}
I don’t know if you want to create waveform from the scratch or custom, but there is a library called FDWaveformView and I have ever use this library in the past. After you install this library to your project, you can add a UIView which inherit FDWaveformView class, then provide the audio file.
Your code will likely look like this
import UIKit
import FDWaveformView
class ViewController: UIViewController {
#IBOutlet weak var mySampleWaveform: FDWaveformView!
override func viewDidLoad() {
super.viewDidLoad()
let thisBundle = Bundle(for: type(of: self))
let url = thisBundle.url(forResource: "myaudio", withExtension: "mp3")
mySampleWaveform.audioURL = url
mySampleWaveform.wavesColor = .green
mySampleWaveform.doesAllowScrubbing = true
mySampleWaveform.doesAllowStretch = true
mySampleWaveform.doesAllowScroll = true
}
}
it will show like this:
This will give you enough understanding about how does a waveform work, and you can custom many things such as color, width, height, etc.
I am trying to rotate an ImageView I have depending on the X coordinate it is on. Basically, I want it to have a rotation of 0º when x = 300 and a rotation of 180º when x = 190.
I had to program the UIPanGestureRecognizer programmatically. Here is the code I currently have right now:
#objc func personDrag(recognizer: UIPanGestureRecognizer) {
let rotationSub: CGFloat = 1
let translation = recognizer.translation(in: rView)
if let view = recognizer.view {
view.center = CGPoint(x:view.center.x + translation.x, y:view.center.y + translation.y)
view.transform = view.transform.rotated(by: CGFloat.pi - rotationSub)
}
recognizer.setTranslation(CGPoint.zero, in: rView)
}
I was going to attempt to change the rotation degree by 1 every time they panned but it doesn't really work/make sense. Any help would be appreciated. Thank you so much!
Cheers, Theo
You can build your implementation on this:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var imageview: UIImageView!
private var currentRotation: Rotation = .none
/* Certain rotation points (rotation of 0º when x = 300 and a rotation of 180º when x = 190) */
enum Rotation {
case none, xPoint190, xPoint300
}
override func viewDidLoad() {
super.viewDidLoad()
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
imageview.addGestureRecognizer(gestureRecognizer)
imageview.isUserInteractionEnabled = true
}
#IBAction func handlePan(_ gestureRecognizer: UIPanGestureRecognizer) {
guard gestureRecognizer.state == .began || gestureRecognizer.state == .changed else {
return
}
guard let imgView = gestureRecognizer.view else {
return
}
let translation = gestureRecognizer.translation(in: self.view)
imgView.center = CGPoint(x: imgView.center.x + translation.x, y: imgView.center.y + translation.y)
gestureRecognizer.setTranslation(CGPoint.zero, in: self.view)
let angle: CGFloat = self.degreesToRadians(180.0)
/* After reaching x point case - rotating and setting rotation occured to prohibit further rotation */
if imgView.layer.frame.origin.x <= 190, currentRotation != .xPoint190 {
imgView.transform = imgView.transform.rotated(by: angle)
currentRotation = .xPoint190
} else if imgView.layer.frame.origin.x >= 300, currentRotation != .xPoint300 {
imgView.transform = imgView.transform.rotated(by: angle)
currentRotation = .xPoint300
}
private func degreesToRadians(_ deg: CGFloat) -> CGFloat {
return deg * CGFloat.pi / 180
}
}
I hope this will help you.
#objc func rotateViewPanGesture(_ recognizer: UIPanGestureRecognizer) {
touchLocation = recognizer.location(in: superview)
let center = CGRectGetCenter(frame)
switch recognizer.state {
case .began:
deltaAngle = atan2(touchLocation!.y - center.y, touchLocation!.x - center.x) - CGAffineTrasformGetAngle(transform)
initialBounds = bounds
initialDistance = CGpointGetDistance(center, point2: touchLocation!)
case .changed:
let ang = atan2(touchLocation!.y - center.y, touchLocation!.x - center.x)
let angleDiff = deltaAngle! - ang
let a = transform.a
let b = transform.b
let c = transform.c
let d = transform.d
let sx = sqrt(a * a + b * b)
let sy = sqrt(c * c + d * d)
let currentScale = CGPoint(x: sx, y: sy)
let scale = CGAffineTransform(scaleX: currentScale.x, y: currentScale.y)
self.transform = scale.rotated(by: -angleDiff)
layoutIfNeeded()
case .ended:
print("end gesture status")
default:break
}
}
Using Swift5
Programmatically
Rotate view by single point touch
import UIKit
class ViewController: UIViewController {
//Variable for rotating
private var deltaAngle:CGFloat = 0
let squareView : UIView = {
let anyView = UIView()
anyView.backgroundColor = .red
anyView.isUserInteractionEnabled = true
anyView.isMultipleTouchEnabled = true
return anyView
}()
let rotateButton : UIButton = {
let button = UIButton()
button.backgroundColor = .black
button.setImage(UIImage(systemName: "rotate.right"), for: .normal)
return button
}()
override func viewDidLoad() {
super.viewDidLoad()
squareView.frame = CGRect(x: 50, y: 50, width: 100, height: 100)
rotateButton.frame = CGRect(x: 0, y: squareView.frame.height-30, width: 30, height: 30)
squareView.center = view.center
view.addSubview(squareView)
squareView.addSubview(rotateButton)
let PanToRotate = UIPanGestureRecognizer(target: self, action: #selector(handleRotateGesture(_:)))
rotateButton.addGestureRecognizer(PanToRotate)
}
#objc func handleRotateGesture(_ recognizer : UIPanGestureRecognizer){
let touchLocation = recognizer.location(in: squareView.superview)
let center = squareView.center
switch recognizer.state{
case .began :
self.deltaAngle = atan2(touchLocation.y - center.y, touchLocation.x - center.x) - atan2(squareView.transform.b, squareView.transform.a)
case .changed:
let angle = atan2(touchLocation.y - center.y, touchLocation.x - center.x)
let angleDiff = self.deltaAngle - angle
squareView.transform = CGAffineTransform(rotationAngle: -angleDiff)
default: break
}
}
}
I'm creating a game where a button who is being created moves from one side of the screen to the other when I click a button called start. The problem is that when I click start before the button who was moving reaches its end point, it stops instead of continuing (and the another created button start moving like expected).
Should I create a new CADisplayLink every time I click the start button? If so, how would I do that? Here's the code:
var button1 = UIButton()
var displayLink: CADisplayLink?
var startTime: CFAbsoluteTime?
let duration = 2.0
var leadingConstraint: NSLayoutConstraint!
var topConstraint: NSLayoutConstraint!
var l1 = false
#IBAction func start(sender: UIButton) {
n1()
}
func n1() {
l1 = false
startTime = CFAbsoluteTimeGetCurrent()
displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink?.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
func handleDisplayLink(displayLink: CADisplayLink) {
if l1 == false { // so it doesn't randomize leading constraint twice
button1 = createButton()
let randomNumber = Int(arc4random_uniform(180) + 30)
let elapsed = CFAbsoluteTimeGetCurrent() - startTime!
var percentComplete = CGFloat(elapsed / duration)
if percentComplete >= 1.0 {
percentComplete = 1.0
// self.button1.removeFromSuperview()
displayLink.invalidate()
button1.hidden = true
}
leadingConstraint.constant = CGFloat(randomNumber)
topConstraint.constant = 390 - 350 * percentComplete
NSLayoutConstraint.activateConstraints([
leadingConstraint,
topConstraint,
button1.widthAnchor.constraintEqualToConstant(75),
button1.heightAnchor.constraintEqualToConstant(75)
])
l1 = true
}
else{
let elapsed = CFAbsoluteTimeGetCurrent() - startTime!
var percentComplete = CGFloat(elapsed / duration)
if percentComplete >= 1.0 {
percentComplete = 1.0
displayLink.invalidate()
button1.hidden = true
}
topConstraint.constant = 390 - 350 * percentComplete
NSLayoutConstraint.activateConstraints([
leadingConstraint,
topConstraint,
button1.widthAnchor.constraintEqualToConstant(75),
button1.heightAnchor.constraintEqualToConstant(75)
])
}
}
func buttonPressed(sender: UIButton!) {
button1.hidden = true
displayLink?.invalidate()
}
func createButton() ->UIButton {
let button = UIButton()
button.setImage(UIImage(named: "BlueBall.png")!, forState: UIControlState.Normal)
button.addTarget(self, action: "buttonPressed:", forControlEvents: UIControlEvents.TouchUpInside)
self.view.addSubview(button)
button.translatesAutoresizingMaskIntoConstraints = false
leadingConstraint = button.leadingAnchor.constraintEqualToAnchor(view.leadingAnchor, constant: 0)
topConstraint = button.topAnchor.constraintEqualToAnchor(view.topAnchor, constant: 0)
NSLayoutConstraint.activateConstraints([
leadingConstraint,
topConstraint,
button.widthAnchor.constraintEqualToConstant(75),
button.heightAnchor.constraintEqualToConstant(75)
])
return button
}
Please help. It would be really appreciated. Thanks in advance. Anton
Okay Anton O; as discussed I post an answer how to detect a touch on a moving UIView. This works for both, CAAnimation and UIView.animationWith..
First I created an extension of CGRect, just for convenience:
extension CGRect {
init(position: CGPoint, size: CGSize) {
self.origin = CGPoint(x: position.x - (size.width / 2.0), y: position.y - (size.height / 2.0))
self.size = size
}
}
Then I created two methods which create and move the view. You can adapt the code then to your needs. (I hold a global variable called nextView to keep reference to the view, can also be extended to an array of course)
Create View:
private func createView(index: Int) {
nextView?.removeFromSuperview()
nextView = UIView()
nextView?.bounds = CGRect(x: 0, y: 0, width: 60, height: 60)
nextView?.backgroundColor = UIColor.redColor()
nextView?.center = CGPoint(x: 30, y: CGRectGetMidY(self.view.bounds))
if let nextView = nextView {
view.addSubview(nextView)
}
}
Move View:
private func moveView() {
guard let nextView = nextView else {
return
}
UIView.animateWithDuration(5.0) { () -> Void in
nextView.center = CGPoint(x: CGRectGetMaxX(self.view.bounds) + 30, y: CGRectGetMidY(self.view.bounds))
}
}
Detect Touch:
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesEnded(touches, withEvent: event)
if let touch = touches.first, nextView = nextView {
let touchRect = CGRect(position: touch.locationInView(self.view), size: CGSize(width: 20, height: 20))
guard let viewPosition = nextView.layer.presentationLayer()?.position else {
return
}
let viewRect = CGRect(position: viewPosition, size: nextView.bounds.size)
if CGRectIntersectsRect(touchRect, viewRect) {
print("👍 💯")
} else {
print("👎")
}
}
}
You can extend the methods for your needs and also add some "performance" enhancing checks (like if a view is visible and move on or return right there in the touchesEnded method, etc.)
I'm new to ios development. I am trying to make a simple fullscreen image slide show. On swipe left, the slideshow should show the next image, and swipe right the slideshow should show the previous image.
I have it working, however, if I swipe in quick succession, I get a blank screen, almost as if the animations aren't keeping up, and then when I wait a moment and swipe again the image views speed up into place and works normally again. Any idea what I'm doing wrong? What is the best practice when it comes to implementing an image carousel like this with a dynamic amount of images (here they're hardcoded)?
import UIKit
var imageArr = ["imageOne.jpg", "imageTwo.jpg", "imageThree.jpg", "imageFour.jpg", "imageFive.jpg"]
var imageIndex = 0;
class ViewController: UIViewController {
var currImage = UIImageView()
var rightImage = UIImageView()
var leftImage = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
var bounds:CGRect = UIScreen.mainScreen().bounds
var width:CGFloat = bounds.size.width
var height:CGFloat = bounds.size.height
currImage.frame = CGRect(x: 0.0, y: 0.0, width: width, height: height)
currImage.image = UIImage(named: imageArr[imageIndex])
rightImage.frame = CGRect(x: width, y: 0.0, width: width, height: height)
rightImage.image = UIImage(named: imageArr[imageIndex + 1])
leftImage.frame = CGRect(x: -width, y: 0.0, width: width, height: height)
leftImage.image = UIImage(named: imageArr[imageArr.count - 1])
self.view.addSubview(currImage)
self.view.addSubview(rightImage)
self.view.addSubview(leftImage)
var swipeLeft = UISwipeGestureRecognizer(target: self, action: "handleSwipe:")
swipeLeft.direction = UISwipeGestureRecognizerDirection.Left
self.view.addGestureRecognizer(swipeLeft)
var swipeRight = UISwipeGestureRecognizer(target: self, action: "handleSwipe:")
swipeRight.direction = UISwipeGestureRecognizerDirection.Right
self.view.addGestureRecognizer(swipeRight)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
let transitionManager = TransitionManager()
func handleSwipe(gesture: UIGestureRecognizer) {
var bounds:CGRect = UIScreen.mainScreen().bounds
var width:CGFloat = bounds.size.width
var height:CGFloat = bounds.size.height
if let swipeGesture = gesture as? UISwipeGestureRecognizer {
if (swipeGesture.direction == UISwipeGestureRecognizerDirection.Left ) {
UIView.animateWithDuration(0.5, delay: 0, usingSpringWithDamping: 0.8, initialSpringVelocity: 0.2, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.currImage.frame = CGRect(x: -width, y: 0.0, width: width, height: height)
self.rightImage.frame = CGRect(x: 0.0, y:0.0, width: width, height: height)
}, completion: { finished in
if (!finished) { return }
imageIndex++
imageIndex = imageIndex <= imageArr.count-1 ? imageIndex : 0
var leftIndex = imageIndex - 1 < 0 ? imageArr.count - 1 : imageIndex - 1
self.leftImage.image = UIImage(named: imageArr[leftIndex])
self.leftImage.frame = CGRect(x: -width, y: 0.0, width: width, height: height)
var tempImg = self.currImage
self.currImage = self.rightImage
self.rightImage = tempImg
self.rightImage.frame = CGRect(x: width, y: 0.0, width: width, height: height)
var rightIndex = imageIndex + 1 > imageArr.count - 1 ? 0 : imageIndex + 1
self.rightImage.image = UIImage(named: imageArr[rightIndex])
})
}
if (swipeGesture.direction == UISwipeGestureRecognizerDirection.Right) {
UIView.animateWithDuration(0.5, delay: 0, usingSpringWithDamping: 0.8, initialSpringVelocity: 0.2, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.currImage.frame = CGRect(x: width, y: 0.0, width: width, height: height)
self.leftImage.frame = CGRect(x: 0.0, y: 0.0, width: width, height: height)
}, completion: { finished in
imageIndex--
imageIndex = imageIndex < 0 ? imageArr.count - 1 : imageIndex
var rightIndex = imageIndex + 1 > imageArr.count - 1 ? 0 : imageIndex + 1
self.rightImage.image = UIImage(named: imageArr[rightIndex])
self.rightImage.frame = CGRect(x: width, y: 0.0, width: width, height: height)
var tempImg = self.currImage
self.currImage = self.tempImg
self.leftImage = tempCurr
self.leftImage.frame = CGRect(x: -width, y: 0.0, width: width, height: height)
var leftIndex = imageIndex - 1 < 0 ? imageArr.count - 1 : imageIndex - 1
self.leftImage.image = UIImage(named: imageArr[leftIndex])
})
}
}
}
}
Any help is much appreciated!
#IBOutlet weak var imageView:UIImageView!
var i=Int()
override func viewDidLoad() {
super.viewDidLoad()
Timer.scheduledTimer(timeInterval: 3.0, target: self, selector: #selector(imageChange), userInfo: nil, repeats: true)
// Do any additional setup after loading the view.
}
#objc func imageChange(){
self.imageView.image=images[i]
if i<images.count-1{
i+=1
}
else{
i=0
}
}
I have tried CollectionView for the carousel slideshow, but it didn't work out for me. I didn't like the hackish ways I had to do to make it show images in one row and I also didn't like the fact that it cannot return the active image (there is some workaround here as well, but they don't seem reliable). So, naturally, I ended up building a custom slideshow carousel for my purpose. I will share the code here, so hopefully, it can help(or at least guide someone) with a similar problem.
NOTE: My carousel is full width, singleImagePerScreen carousel, with a swipe recognizer to swipe through images and delegate function that is triggered when an image is active(I use it to display active image - "1 of 5").
TESTED ON: SWIFT 5, XCode 12.2, iOS 14.2
// ImageCarouselView class
import UIKit
class ImageCarouselView: UIView {
private let images: [UIImage?]
private var index = 0
private let screenWidth = UIScreen.main.bounds.width
var delegate: ImageCarouselViewDelegate?
lazy var previousImageView = imageView(image: nil, contentMode: .scaleAspectFit)
lazy var currentImageView = imageView(image: nil, contentMode: .scaleAspectFit)
lazy var nextImageView = imageView(image: nil, contentMode: .scaleAspectFit)
lazy var previousImageLeadingConstraint: NSLayoutConstraint = {
return previousImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: -screenWidth)
}()
lazy var currentImageLeadingConstraint: NSLayoutConstraint = {
return currentImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: 0)
}()
lazy var nextImageLeadingConstraint: NSLayoutConstraint = {
return nextImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: screenWidth)
}()
init(_ images: [UIImage?]) {
self.images = images
super.init(frame: .zero)
self.translatesAutoresizingMaskIntoConstraints = false
setupLayout()
setupImages()
setupSwipeRecognizer()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setupLayout() {
self.subviews.forEach({ $0.removeFromSuperview() })
addSubview(previousImageView)
addSubview(currentImageView)
addSubview(nextImageView)
previousImageLeadingConstraint = previousImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: -screenWidth)
currentImageLeadingConstraint = currentImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: 0)
nextImageLeadingConstraint = nextImageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: screenWidth)
NSLayoutConstraint.activate([
previousImageLeadingConstraint,
previousImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
previousImageView.widthAnchor.constraint(equalToConstant: screenWidth),
currentImageLeadingConstraint,
currentImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
currentImageView.widthAnchor.constraint(equalToConstant: screenWidth),
nextImageLeadingConstraint,
nextImageView.centerYAnchor.constraint(equalTo: centerYAnchor),
nextImageView.widthAnchor.constraint(equalToConstant: screenWidth),
])
}
private func setupImages() {
currentImageView.image = images[self.index]
guard images.count > 1 else { return }
if (index == 0) {
previousImageView.image = images[images.count - 1]
nextImageView.image = images[index + 1]
}
if (index == (images.count - 1)) {
previousImageView.image = images[index - 1]
nextImageView.image = images[0]
}
}
private func setupSwipeRecognizer() {
guard images.count > 1 else { return }
let leftSwipe = UISwipeGestureRecognizer(target: self, action: #selector(handleSwipes))
let rightSwipe = UISwipeGestureRecognizer(target: self, action: #selector(handleSwipes))
leftSwipe.direction = .left
rightSwipe.direction = .right
self.addGestureRecognizer(leftSwipe)
self.addGestureRecognizer(rightSwipe)
}
#objc private func handleSwipes(_ sender: UISwipeGestureRecognizer) {
if (sender.direction == .left) {
showNextImage()
}
if (sender.direction == .right) {
showPreviousImage()
}
}
private func showPreviousImage() {
previousImageLeadingConstraint.constant = 0
currentImageLeadingConstraint.constant = screenWidth
UIView.animate(withDuration: 0.2, delay: 0.0, options: .curveEaseIn, animations: {
self.layoutIfNeeded()
}, completion: { _ in
self.nextImageView = self.currentImageView
self.currentImageView = self.previousImageView
self.previousImageView = self.imageView(image: nil, contentMode: .scaleAspectFit)
self.index = self.index == 0 ? self.images.count - 1 : self.index - 1
self.delegate?.imageCarouselView(self, didShowImageAt: self.index)
self.previousImageView.image = self.index == 0 ? self.images[self.images.count - 1] : self.images[self.index - 1]
self.setupLayout()
})
}
private func showNextImage() {
nextImageLeadingConstraint.constant = 0
currentImageLeadingConstraint.constant = -screenWidth
UIView.animate(withDuration: 0.2, delay: 0.0, options: .curveEaseIn, animations: {
self.layoutIfNeeded()
}, completion: { _ in
self.previousImageView = self.currentImageView
self.currentImageView = self.nextImageView
self.nextImageView = self.imageView(image: nil, contentMode: .scaleAspectFit)
self.index = self.index == (self.images.count - 1) ? 0 : self.index + 1
self.delegate?.imageCarouselView(self, didShowImageAt: self.index)
self.nextImageView.image = self.index == (self.images.count - 1) ? self.images[0] : self.images[self.index + 1]
self.setupLayout()
})
}
func imageView(image: UIImage? = nil, contentMode: UIImageView.ContentMode) -> UIImageView {
let view = UIImageView()
view.image = image
view.contentMode = contentMode
view.translatesAutoresizingMaskIntoConstraints = false
return view
}
}
// ImageCarouselViewDelegate
import UIKit
protocol ImageCarouselViewDelegate: NSObjectProtocol {
func imageCarouselView(_ imageCarouselView: ImageCarouselView, didShowImageAt index: Int)
}
// Usage
let slideshowView = ImageCarouselView(images) // initialize
self.slideshowView.delegate = self // set delegate in viewDidLoad()
extension YourViewController: ImageCarouselViewDelegate {
func imageCarouselView(_ imageCarouselView: ImageCarouselView, didShowImageAt index: Int) {
// do something with index
}
}
You can add collection view, add image in your custom collectionview cell, after that do checked Paging Enabled on props panel for collectionview. Use timer for auto slide