scrollViewDidScroll not getting called (I set the delegate!) - ios

Situation:
I am creating an imageGallery which is a viewController that I am presenting modally. I have created it all programatically, I haven't touched the storyboard.
The viewController has a scrollView that contains ImageViews, which each hold an image. I have set scrollView.isPagingEnabled = true and it works as expected, I can scroll through the images fine.
Issue:
I am trying to do some work when the scrollView has scrolled. I have set the delegate (which seems to be the main issue people have had when I searched for an answer) but scrollViewDidScroll never gets called.
I'm completely at a loss for what is happening.I've tried quite a lot of different things, but have now run out of ideas
#objc public class ImageGallery: UIViewController, UIScrollViewDelegate {
// MARK:- VARIABLES
/// An array of imageItems
#objc public var galleryItems = [ImageGalleryItem]()
/// The index of the image the gallery should start at
#objc public var startingIndex: NSNumber?
/// The UIImage to display if there is an error
#objc public var errorImage: UIImage?
/// The UIImage to display if the ImageGalleryItem doesn't have an image
#objc public var defaultImage: UIImage?
var scrollView: UIScrollView!
// MARK:- INITS
/// Initialiser for ImageGallery passing an array of ImageGalleryItems
///
/// - Parameter ImageGalleryItems: an array of ImageGalleryItems
#objc public init() {
self.defaultImage = UIImage(named: "default", in: getResourceBundle(), compatibleWith: nil)!
self.errorImage = UIImage(named: "error", in: getResourceBundle(), compatibleWith: nil)!
super.init(nibName:nil, bundle:nil)
}
#objc public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder);
}
// MARK:- VIEW LIFECYCLES
override public func viewDidLoad() {
super.viewDidLoad()
configureScrollView()
self.scrollView.delegate = self
configureImageViews()
configurePresentationDefaults()
}
func configureScrollView() {
self.scrollView = UIScrollView(frame: view.frame)
self.scrollView.isPagingEnabled = true
self.scrollView.contentOffset = CGPoint(x: CGFloat(truncating: startingIndex ?? 0) * UIScreen.main.bounds.width, y: 0)
let imagesCount = galleryItems.count
let contentWidth = CGFloat(imagesCount) * UIScreen.main.bounds.width
self.scrollView.contentSize = CGSize(width: contentWidth, height: UIScreen.main.bounds.height)
if let toolbar = configureToolBar() {
view.addSubview(self.scrollView)
view.addSubview(toolbar)
view.bringSubviewToFront(toolbar)
}
}
private func scrollViewDidScroll(_ scrollView: UIScrollView) {
print("delegate")
}
Update
I was missing an !
private func scrollViewDidScroll(_ scrollView: UIScrollView!) {
print("delegate")
}
Did the trick.

Remove private keyword
func scrollViewDidScroll(_ scrollView: UIScrollView)

You issue comes from the private access level keyword with the scrollViewDidScroll: delegate method. The UIScrollViewDelegate is an NSObject and as the method is private it can't see the method and so the delegate method is not called. As you class is public, you need to declare the method with a public access level.
Just try this:
public func scrollViewDidScroll(_ scrollView: UIScrollView) {
print("delegate")
}

I was missing an !
private func scrollViewDidScroll(_ scrollView: UIScrollView!) {
print("delegate")
}
Solved the issue.

Related

"Protocol 'X' can only be used as a generic constraint" when trying to cast self as the protocol X

When I try to compile this code I get compile time error that's saying:
Protocol 'KeyboardScrollManagable' can only be used as a generic constraint because it has Self or associated type requirements
If I remove lines with //One and //Two comments it will work, but then AbcView doesn't have to be Scrollable anymore. I want to enforce that if you use KeyboardScrollManagable on any a ViewController's subclass, it's View will need to be Scrollable!
protocol KeyboardScrollManagable: UIViewController {
associatedtype View where View: Scrollable //One
var customView: View { get } //Two
func doSomething()
}
class ViewController<ViewModel, View: UIView>: UIViewController {
let viewModel: ViewModel
let customView: View
init(view: View, viewModel: ViewModel) {
self.viewModel = viewModel
self.customView = view
super.init(nibName: nil, bundle: nil)
}
override func loadView() {
view = customView
}
override func viewDidLoad() {
super.viewDidLoad()
(self as? KeyboardScrollManagable)?.doSomething() //ERROR:
//Protocol 'KeyboardScrollManagable' can only be used as a generic constraint because it has Self or associated type requirements
}
}
protocol Scrollable: UIView {
var scrollView: UIScrollView { get }
}
final class AbcView: UIView, Scrollable {
let scrollView: UIScrollView = {
let scrollView = UIScrollView()
scrollView.translatesAutoresizingMaskIntoConstraints = false
scrollView.backgroundColor = .clear
return scrollView
}()
//rest of the impl
}
final class AbcViewController: ViewController<AbcViewModel, AbcView> {
override func viewDidLoad() {
super.viewDidLoad()
}
}
extension AbcViewController: KeyboardScrollManagable {}
I'm stuck! Any ideas? Or am I asking too much from the Swift?

setNeedsDisplay() is not calling draw(_ rect: CGRect)

I found similar questions in this website but none of them solved my issue. Please carefully read the whole code. The setNeedsDisplay() function is not calling the draw(_ rect: CGRect) when I want to draw a line on MyView.
I created a view called "myView" in storyboard as sub View of "MyViewController" and created a IBOutlet to the view controller.
Then I created a class called "MyViewClass" and set it as the class of "myView" in storyboard.
I set the bool value drawLine to true and call function updateLine(),
the problem is the setNeedsDispaly() is not triggering the draw(_ rect: CGRect) function.
import UIKit
class MyViewClass : UIView{
var drawLine = Bool() // decides whether to draw the line
func updateLine(){
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
if drawLine == true{
guard let context = UIGraphicsGetCurrentContext() else{
return
}
context.setLineWidth(4.0)
context.setStrokeColor(UIColor.red.cgColor)
context.move(to: CGPoint(x: 415 , y: 650))
context.addLine(to: CGPoint(x:415 , y: 550))
context.strokePath()
}
}
}
class myViewController:UIViewController {
#IBOutlet weak var insideView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let myViewInstance = MyViewClass()
myViewInstance.drawLine = true
myViewInstance.updateLine()
}
}
I'm fairly new to Swift. Any help will appreciated. Thanks.
You have 2 issues:
you're not giving the new view a frame so it defaults to zero width and zero height
you're not adding the view to the view heirarchy
let myViewInstance = MyViewClass(frame: CGRect(x: 0, y: 0, width: view.bounds.width, height: view.bounds.height))
myViewInstance.backgroundColor = .white // you might want this a well
myViewInstance.drawLine = true
self.view.addSubview(myViewInstance)
myViewInstance.updateLine()
A cleaner way to have your view redraw when a property (such as drawLine) is changed is to use a property observer:
var drawLine: Bool = true {
didSet {
setNeedsDisplay()
}
}
That way, the view will automatically redraw when you change a property and then you don't need updateLine().
Note that setNeedsDisplay just schedules the view for redrawing. If you set this on every property, the view will only redraw once even if multiple properties are changed.
Note: viewDidLoad() would be a more appropriate place to add your line because it is only called once when the view is created. viewWillAppear() is called anytime the view appears so it can be called multiple times (for instance in a UITabView, viewWillAppear() is called every time the user switches to that tab).
MyView class
class myView : UIView {
var updateView : Bool = false {
didSet {
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
print("in Draw")
}
}
MyViewController
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
let view = myView()
view.updateView = true
}
}
In the storyboard i had setup the view class as myView therefore its visible.
Hopefully this will help you.

UIRefreshControl in UIScrollView Doesn't disappear on endRefreshing

I tried to use a UIRefreshControll in a UIScrollView but I had the problem that I needed to scroll a lot in order to get it to refresh. I needed to use both hands to make it work so I decided to write some scrolling logic to start the refreshing.
Now the problem is that sometimes the endRefreshing function doesn't make the UIRefreshControll view disappear and I end up having it there forever.
I have tried called endRefreshing in the main queue with a delay and it doesn't work. I have also tried setting isHidden to true and also removeFromSuperView. I've had no luck in making it work.
import UIKit
class RefreshableView : UIView {
#IBOutlet weak var scrollView: UIScrollView!
private let refreshControl = UIRefreshControl()
private var canRefresh = true
var refreshFunction: (() -> ())?
func setupUI() {
backgroundColor = ColorName.grayColor.color
scrollView.refreshControl = refreshControl
}
func endRefreshing() {
self.refreshControl.endRefreshing()
}
}
extension RefreshableView: UIScrollViewDelegate {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if scrollView.contentOffset.y < -100 {
if canRefresh && !self.refreshControl.isRefreshing {
self.canRefresh = false
self.refreshControl.beginRefreshing()
self.refreshFunction?()
}
} else if scrollView.contentOffset.y >= 0 {
self.canRefresh = true
}
}
}
The scroll view's refreshControl handles the pull-to-refresh feature automatically, so you don't need any of the scrollViewDidScroll() code.
Assuming your storyboard looks something like this, where:
the view with the Red background is an instance of RefreshableView class
it contains a scroll view (connected via #IBOutlet)
and some content in the scroll view (here I have just a single label)
Your code can be like this:
class RefreshableView : UIView {
#IBOutlet var scrollView: UIScrollView!
private let refreshControl = UIRefreshControl()
var refreshFunction: (() -> ())?
func setupUI() {
backgroundColor = .gray
refreshControl.addTarget(self, action: #selector(didPullToRefresh), for: .valueChanged)
scrollView.refreshControl = refreshControl
}
#objc func didPullToRefresh() {
print("calling refreshFunction in controller")
self.refreshFunction?()
}
func endRefreshing() {
print("end refreshing called from controller")
self.refreshControl.endRefreshing()
}
}
class RefreshTestViewController: UIViewController {
#IBOutlet var theRefreshableView: RefreshableView!
override func viewDidLoad() {
super.viewDidLoad()
theRefreshableView.setupUI()
theRefreshableView.refreshFunction = {
print("simulating refresh for 2 seconds...")
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) {
[weak self] in
guard let self = self else { return }
// do what you want to update the contents of theRefreshableView
// ...
// then tell theRefreshableView to endRefreshing
self.theRefreshableView.endRefreshing()
}
}
}
}

Class 'ProductDetailViewController' has no initializers

I am trying to create scrollable imageview. Currently using swift 4.0. While running I am getting "has no initializers" error. I am not sure what code brought this error. I am new to swift and I am unable to track what is going on.
Class 'ProductDetailViewController' has no initializers I am getting this error.
Can any one please tell me how to fix this error.
Entire view controller code is given below. Thanks in advance
import UIKit
import SwiftyJSON
class ProductDetailViewController: UIViewController,UIScrollViewDelegate {
//Outlers
#IBOutlet weak var scrollView: UIScrollView!
//Global variables
var productDict : JSON = []
var arrayOfProductImageUrls : Array<Any> = []
var zoomScroll : UIScrollView
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
self.initialSetup()
self.scrollViewSetup()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
//Mark: - Scrollview Setup
func initialSetup() {
self.scrollView.delegate = self
}
func scrollViewSetup() {
let productsArray : Array = self.arrayOfProductImageUrls;
self.scrollView.backgroundColor = UIColor.white
var frame : CGRect = CGRectMake(0, 0, self.scrollView.frame.size.width, 360)
for (index, value) in productsArray.enumerated() {
//Imageview Setup
let productImageView : UIImageView
let width : NSInteger = Int(frame.width)
productImageView.frame.origin.x = CGFloat(Int (width * index))
productImageView.frame.origin.y = 0
//Scrollview Setup
zoomScroll.frame = frame;
zoomScroll.backgroundColor = UIColor.clear
zoomScroll.showsVerticalScrollIndicator = false
zoomScroll.showsHorizontalScrollIndicator = false
zoomScroll.delegate = self
zoomScroll.minimumZoomScale = 1.0
zoomScroll.maximumZoomScale = 6.0
zoomScroll.tag = index
zoomScroll.isScrollEnabled = true
self.scrollView.addSubview(zoomScroll)
//Setting image
let imageUrl : URL = (productsArray[index] as AnyObject).url
productImageView.sd_setImage(with: imageUrl)
if index < productsArray.count {
productImageView.frame = zoomScroll.bounds
productImageView.contentMode = UIViewContentMode.redraw
productImageView.clipsToBounds = true
productImageView.backgroundColor = UIColor.clear
zoomScroll.addSubview(productImageView)
}
self.scrollView.contentSize = CGSizeMake(CGFloat(frame.origin.x) + CGFloat(width), productImageView.frame.size.height)
}
}
//Mark : Custom methods
func CGRectMake(_ x: CGFloat, _ y: CGFloat, _ width: CGFloat, _ height: CGFloat) -> CGRect {
return CGRect(x: x, y: y, width: width, height: height)
}
func CGSizeMake(_ width: CGFloat, _ height: CGFloat) -> CGSize {
return CGSize(width: width, height: height)
}
}
#Saurabh Prajapati. Nice and quick catch.
For more, The Swift Programming Language states
Classes and structures must set all of their stored properties to an
appropriate initial value by the time an instance of that class or
structure is created. Stored properties cannot be left in an
indeterminate state.
You can set an initial value for a stored property within an
initializer, or by assigning a default property value as part of the
property’s definition.
Let me explain more, the problem was with scrollView property that does not have a default value. As above mentioned, all variables in Swift must always have a value or nil (make it optional). When you make it optional, you allow it to be nil by default, removing the need to explicitly give it a value or initialize it.
Here we are using ! optional so the default value will be nil
class ViewController : UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
}
Setting nil as the default value
class ViewController : UIViewController {
#IBOutlet weak var scrollView: UIScrollView! = nil
}
Setting the default value, creating an object now it is not nil.
class ViewController : UIViewController {
#IBOutlet weak var scrollView: UIScrollView = UIScrollView()
}
But we can't-do like that, we are not setting the default value here.
class ViewController : UIViewController {
#IBOutlet weak var scrollView: UIScrollView
}
I hope it will help.
I had the same echo
it was so easy to solve it by using ! after any variable like this
var ref: DatabaseReference!

Swift 3 UIScrollview not asking zooming

This is driving me nuts!
I'm basing my UIScrollView on http://koreyhinton.com/blog/uiscrollview-crud.html to make it programatic, so have set up a container view inside my scrollview. But it pans, but won't zoom.
class BinaryTreeViewController: UIViewController, UIScrollViewDelegate {
var scrollView: UIScrollView!
var containerView : UIView!
override func viewDidLoad() {
super.viewDidLoad()
let width:CGFloat = self.view.bounds.width
let height:CGFloat = self.view.bounds.height
scrollView = UIScrollView()
scrollView.delegate = self
scrollView.minimumZoomScale = 0.5
scrollView.maximumZoomScale = 2.0
scrollView.contentSize = CGSize(width: width*2, height: 2000)
scrollView.backgroundColor = .red
containerView = UIView()
scrollView.addSubview(containerView)
view.addSubview(scrollView)
containerView.isUserInteractionEnabled = true
scrollView.isUserInteractionEnabled = true
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
scrollView.frame = view.bounds
containerView.frame = CGRect(x: 0, y: 0, width: scrollView.contentSize.width, height: scrollView.contentSize.height)
}
override func viewWillLayoutSubviews() {
//I create a view called "theView"
containerView.addSubview(theView)
}
The following functions do not fire at any point
func update(zoomScale: CGFloat, offSet: CGPoint) {
scrollView.zoomScale = zoomScale
}
func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
return containerView
}
func scrollViewDidZoom(_ scrollView: UIScrollView) {
NSLog("scroll")
}
You really don't need to do so much code for that purpose.
You can set up all you need for scrollView in storyboard, and you only need outlet for the view you wish to zoom.
Set up a controller, add scrollview, connect delegate property to view controller, add zooming view as subview in IB.
In the class, conform controller to UIScrollViewDelegate, and use viewForZooming, a scrollView delegate method.
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var zoomer: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return zoomer
}
}
P.S. Use newer resources for learning, Ray Wenderlich, AppCoda, etc - its a big web full of good sources, and Swift is in constant change.

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