UIMenuController is not Visible in Tableview - ios

I can not able to show custom MenuController while long Press gesture on tableview cell.
My code is as follow:
override func viewDidLoad() {
super.viewDidLoad()
self.setupLongPressGesture()
}
func setupLongPressGesture() {
let longPressGesture:UILongPressGestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(self.handleLongPress))
self.tbl.addGestureRecognizer(longPressGesture)
}
#objc func handleLongPress(_ gestureRecognizer: UILongPressGestureRecognizer){
if gestureRecognizer.state == .began {
let touchPoint = gestureRecognizer.location(in: self.tbl)
if let indexPath = tbl.indexPathForRow(at: touchPoint) {
let cell = tbl.cellForRow(at: indexPath) as! ChattingTextCell
self.view.becomeFirstResponder()
let copy = UIMenuItem(title: "piy", action: #selector(copy_text))
let menucontroller = UIMenuController.shared
menucontroller.menuItems = [copy]
menucontroller.update()
//menucontroller.setTargetRect(cell.frame, in: tbl)
menucontroller.setTargetRect(CGRect(x: 100, y: 200, width: 100, height: 50), in: self.view)
menucontroller.setMenuVisible(true, animated: true)
}
}
}
func canBecomeFirstResponder() -> Bool {
return true
}
func canPerformAction(action: Selector, withSender sender: AnyObject?) -> Bool
{
print(action)
return true
}
I already refer to many sites but all of them saying the same thing... I can not find any good tutorial for this as well...
Please help me to solve this....

Related

Handle multiple tap gesture on stackviews

I have three stackviews that I want to add tap gesture, here is my code, but I have to copy a same code again and again, cold you show me a better way to do that?
func addTapGestureToInformationLables(){
let tapLanguage = UITapGestureRecognizer(target: self, action: #selector(self.handleTapLanguage(_:)))
languageStack.addGestureRecognizer(tapLanguage)
let tapFollower = UITapGestureRecognizer(target: self, action: #selector(self.handleFollowers(_:)))
followrsStack.addGestureRecognizer(tapFollower)
let tapFollowing = UITapGestureRecognizer(target: self, action: #selector(self.handleFollowing(_:)))
followingStack.addGestureRecognizer(tapFollowing)
}
#objc func handleTapLanguage(_ sender: UITapGestureRecognizer? = nil) {
performSegue(withIdentifier: "language", sender: nil)
}
#objc func handleFollowers(_ sender: UITapGestureRecognizer? = nil) {
performSegue(withIdentifier: "followers", sender: nil)
}
#objc func handleFollowing(_ sender: UITapGestureRecognizer? = nil) {
performSegue(withIdentifier: "following", sender: nil)
}
Many Thanks
You can use a dictionary to map the UIStackView to the segue identifier and then use a single handleTap() routine to look up the identifier using the view associated with the UITapGestureRecognizer:
var actions = [UIStackView : String]()
func addTapGestureToInformationLables(){
actions = [languageStack: "language", followrsStack: "followers", followingStack: "following"]
for stackview in actions.keys {
let recognizer = UITapGestureRecognizer(target, self, action: #selector(self.handleTap))
stackview.addGestureRecognizer(recognizer)
}
}
#objc func handleTap(_ sender: UITapGestureRecognizer) {
guard let stackview = sender.view as? UIStackView,
let identifier = actions[stackview]
else { return }
performSegue(withIdentifier: identifier, sender: nil)
}

How to pass array of data between UIViewControllers from #objc function

I have a Child UICollectionViewController where I have an array of images.
When I delete any photo I want to send back that array of updated images to Parent UIViewController.
Also in Child controller I have a programatically view which is called when I click on any image to expand it. When the image is expanded the user can click on a Delete button to delete photos from that array.
My array is updated correctly after delete but I can't manage to send it back to parent for some reasons.
I tried to send it back using Delegates and Protocols.
Here is my code for child controller:
protocol ListImagesDelegate {
func receiveImagesUpdated(data: [String]?)
}
class ListImagesVC: UIViewController, UICollectionViewDelegate, UICollectionViewDataSource {
// Properties
var receivedImagesPath: [String]? = []
var fullscreenImageView = UIImageView()
var indexOfSelectedImage = 0
var imagesAfterDelete: [String]? = []
var delegate: ListImagesDefectDelegate?
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
print("imagesAfterDelete: \(imagesAfterDelete ?? [])") // I'm getting the right number of images in this array.
delegate?.receiveImagesUpdated(data: imagesAfterDelete)
}
...
...
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
print("Click on photo: \(indexPath.item + 1)")
if let imagePath = receivedImagesPath?[indexPath.item] {
guard let selectedImage = loadImageFromDiskWith(fileName: imagePath) else {return}
setupFullscreenImageView(image: selectedImage)
indexOfSelectedImage = indexPath.item
}
}
private func setupFullscreenImageView(image: UIImage){
fullscreenImageView = UIImageView(image: image)
fullscreenImageView.frame = UIScreen.main.bounds
fullscreenImageView.backgroundColor = .black
fullscreenImageView.contentMode = .scaleAspectFit
fullscreenImageView.isUserInteractionEnabled = true
self.view.addSubview(fullscreenImageView)
self.navigationController?.isNavigationBarHidden = true
self.tabBarController?.tabBar.isHidden = true
let deleteButton = UIButton(frame: CGRect(x: fullscreenImageView.bounds.maxX - 50, y: fullscreenImageView.bounds.maxY - 75, width: 30, height: 40))
deleteButton.autoresizingMask = [.flexibleLeftMargin, .flexibleBottomMargin]
deleteButton.backgroundColor = .black
deleteButton.setImage(UIImage(named: "trashIcon"), for: .normal)
deleteButton.addTarget(self, action: #selector(deleteButtonTapped), for: .touchUpInside)
fullscreenImageView.addSubview(deleteButton)
}
#objc func deleteButtonTapped(button: UIButton!) {
print("Delete button tapped")
receivedImagesPath?.remove(at: indexOfSelectedImage)
imagesAfterDelete = receivedImagesPath
collectionView.reloadData()
self.navigationController?.isNavigationBarHidden = false
self.tabBarController?.tabBar.isHidden = false
fullscreenImageView.removeFromSuperview()
}
Here is the Parent controller:
var updatedImages: [String]? = []
...
...
extension NewAlbumVC: ListImagesDelegate {
func receiveImagesUpdated(data: [String]?) {
print("New array: \(data ?? [])") // This print is never called.
updatedImages = data
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToImages" {
let listImagesVC = segue.destination as! ListImagesVC
listImagesVC.delegate = self
}
}
}
I want to specify that my child controller have set a Storyboard ID ("ListImagesID") and also a segue identifier from parent to child ("goToImages"). Can cause this any conflict ?
Thanks if you read this.
It appears that the delegate is nil here
delegate?.receiveImagesUpdated(data: imagesAfterDelete)
For this
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
to trigger you must have
self.performSegue(withIdentifier:"goToImages",sender:nil)
Edit: This
let listImagesDefectVC = storyboard?.instantiateViewController(withIdentifier: "ListImagesDefectID") as! ListImagesDefectVC
listImagesDefectVC.receivedImagesPath = imagesPath
navigationController?.pushViewController(listImagesDefectVC, animated: true)
doesn't trigger prepareForSegue , so add
listImagesDefectV.delegate = self
So finally
Solution 1 :
#objc func tapOnImageView() {
let listImagesDefectVC = storyboard?.instantiateViewController(withIdentifier: "ListImagesDefectID") as! ListImagesDefectVC
listImagesDefectVC.receivedImagesPath = imagesPath
listImagesDefectVC.delegate = self
navigationController?.pushViewController(listImagesDefectVC, animated: true)
}
Solution 2 :
#objc func tapOnImageView() {
self.performSegue(withIdentifier:"goToImages",sender:nil)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goToImages" {
let listImagesVC = segue.destination as! ListImagesVC
listImagesVC.receivedImagesPath = imagesPath
listImagesVC.delegate = self
}
}

UIImageViews / Adding Multiple Stickers To A View.

Intro:
Functionality of adding multiple stickers/emoji to a view.
Setup:
There are 2 view controllers - one to which we're adding stickers, and another with a collectionview of stickers.
Stickers themselves are passed in arrays in 'prepareForSegue' func.
There are 2 arrays, one with just sticker images, another - with UIImageViews - stickers that were already panned, pinched and rotated.
Bug:
After adding 2nd sticker, the AddingStickersVC reappears but previous sticker isn't where we left if. It is pinched and zoomed, but not panned. Also new stickers are sticked to the first one (same frame?).
We can pinch and zoom previous stickers separately from new ones - (nope, they have their own frames), but we can't separate them.
End up having a stack of UIImageViews that takes rotating and pinching separately but pans all together.
Also, speed of panning is increasing after each additional sticker (the panning gesture is added multiple time?).
Hierarchy of views
Stickers are added to 'viewForEmoji' view (viewForImgAndEmoji).
AddingStickersVC:
#IBOutlet weak var viewForImgAndEmoji: UIView!
#IBOutlet weak var mainImg: UIImageView!
#IBOutlet weak var viewForSnapshot: UIView!
var imageData: Data!
var imageItself: UIImage!
var currentUserPostRef: FIRDatabaseReference!
var emojiImage: UIImage!
var geoFire: GeoFire!
var arrayOfEmojis = [UIImage]()
var arrayOfEmojiViews = [UIImageView]()
var n:Int = 1
override func viewDidLoad() {
super.viewDidLoad()
if imageData != nil {
let img = UIImage(data: imageData)
let fixedImg = img!.fixOrientation(img: img!)
mainImg.image = fixedImg
} else if imageItself != nil {
mainImg.image = imageItself
}
if arrayOfEmojiViews.count != 0 {
for emojiView1 in arrayOfEmojiViews {
viewForImgAndEmoji.addSubview(emojiView1)
}
}
// get image out of array.
if arrayOfEmojis.count != 0 {
for emoji in arrayOfEmojis {
let emojiView = UIImageView(image: emoji)
emojiView.tag = n
emojiView.frame = CGRect(x: 153, y: 299, width: 70, height: 70)
emojiView.isUserInteractionEnabled = true
let pan = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(recognizer:)))
pan.delegate = self
viewForImgAndEmoji.addGestureRecognizer(pan)
let pinch = UIPinchGestureRecognizer(target: self, action: #selector(self.handlePinch(recognizer:)))
pinch.delegate = self
viewForImgAndEmoji.addGestureRecognizer(pinch)
let rotate = UIRotationGestureRecognizer(target: self, action: #selector(self.handleRotate(recognizer:)))
rotate.delegate = self
viewForImgAndEmoji.addGestureRecognizer(rotate)
// check so we won't add previous emoji. only new.
if viewForImgAndEmoji.viewWithTag(n) == nil {
viewForImgAndEmoji.addSubview(emojiView)
}
n += 1
}
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if arrayOfEmojis.count != 0 {
for j in 1...n {
if var view1 = self.viewForImgAndEmoji.viewWithTag(j) as? UIImageView {
arrayOfEmojiViews.append(view1)
print("Zhenya: views frame is \(view1.frame)")
}
}
}
if segue.identifier == "EmojiCollectionVC" {
if let emojiCollection = segue.destination as? EmojiCollectionVC{
if let image = sender as? UIImage {
emojiCollection.userImage = image
if arrayOfEmojis.count != 0 {
//arrayToStoreEmojis
emojiCollection.arrayToStoreEmojis = arrayOfEmojis
emojiCollection.arrayToStoreEmojiViews = arrayOfEmojiViews
}
}
}
}
}
#IBAction func handlePan(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self.viewForImgAndEmoji)
if let view = recognizer.view {
view.center = CGPoint(x:view.center.x + translation.x,
y:view.center.y + translation.y)
}
recognizer.setTranslation(CGPoint.zero, in: self.viewForImgAndEmoji)
}
#IBAction func handlePinch(recognizer: UIPinchGestureRecognizer) {
let pinchPoint = recognizer.location(in: viewForImgAndEmoji)
let ourEmojiView = viewForImgAndEmoji.hitTest(pinchPoint, with: nil)
ourEmojiView!.transform = ourEmojiView!.transform.scaledBy(x: recognizer.scale, y: recognizer.scale)
recognizer.scale = 1
}
#IBAction func handleRotate(recognizer: UIRotationGestureRecognizer){
let rotatePoint = recognizer.location(in: viewForImgAndEmoji)
let ourEmojiView = viewForImgAndEmoji.hitTest(rotatePoint, with: nil)
ourEmojiView!.transform = ourEmojiView!.transform.rotated(by: recognizer.rotation)
recognizer.rotation = 0
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
And EmojiCollectionVC:
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
let cell = collectionView.cellForItem(at: indexPath) as! EmojiCollectionCell
let chosenEmoji = cell.emojiView.image as UIImage!
arrayToStoreEmojis.append(chosenEmoji!)
performSegue(withIdentifier: "backToEmojiVC", sender: arrayToStoreEmojis)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "backToEmojiVC"{
if let destinationVC = segue.destination as? EmojiVC {
if let array = sender as? [UIImage] {
destinationVC.arrayOfEmojis = arrayToStoreEmojis
destinationVC.arrayOfEmojiViews = arrayToStoreEmojiViews
let data = UIImagePNGRepresentation(userImage)
destinationVC.imageData = data
}
}
}
}
Found solution.
There reason why all new imageViews were stacked - because after panning imageViews didn't change their location in view. The whole f view was moving.
(to find this, spent 8hours tracking changes of frame origins with 'prints' at every step of the program).
And the reason the whole view was moving - because panning gesture was added to the whole view.
So instead of
let pan = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(recognizer:)))
pan.delegate = self
viewForImgAndEmoji.addGestureRecognizer(pan)
i needed:
let pan = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(recognizer:)))
pan.delegate = self
emojiView.addGestureRecognizer(pan)
What is interesting, for pinching and rotating - we still add them to the whole view that contains emojiView:
viewForImgAndEmoji.addGestureRecognizer(pinch)
...
viewForImgAndEmoji.addGestureRecognizer(rotate)

Does UILabel have any value to make it selectable?

Does UILabel have any value that can be set in order to make it selectable?
I have a label that I want to be selectable, (long press and a copy btn shows up) kinda like in Safari.
Self-contained Solution (Swift 5)
You can adapt the solution from #BJHSolutions and NSHipster to make the following self-contained SelectableLabel:
import UIKit
/// Label that allows selection with long-press gesture, e.g. for copy-paste.
class SelectableLabel: UILabel {
override func awakeFromNib() {
super.awakeFromNib()
isUserInteractionEnabled = true
addGestureRecognizer(
UILongPressGestureRecognizer(
target: self,
action: #selector(handleLongPress(_:))
)
)
}
override var canBecomeFirstResponder: Bool {
return true
}
override func canPerformAction(_ action: Selector, withSender sender: Any?) -> Bool {
return action == #selector(copy(_:))
}
// MARK: - UIResponderStandardEditActions
override func copy(_ sender: Any?) {
UIPasteboard.general.string = text
}
// MARK: - Long-press Handler
#objc func handleLongPress(_ recognizer: UIGestureRecognizer) {
if recognizer.state == .began,
let recognizerView = recognizer.view,
let recognizerSuperview = recognizerView.superview {
recognizerView.becomeFirstResponder()
UIMenuController.shared.setTargetRect(recognizerView.frame, in: recognizerSuperview)
UIMenuController.shared.setMenuVisible(true, animated:true)
}
}
}
Yes, you need to implement a UIMenuController from a long press gesture applied to your UILabel. There is an excellent article about this on NSHipster, but the gist of the article is the following.
Create a subclass of UILabel and implement the following methods:
override func canBecomeFirstResponder() -> Bool {
return true
}
override func canPerformAction(action: Selector, withSender sender: AnyObject?) -> Bool {
return (action == "copy:")
}
// MARK: - UIResponderStandardEditActions
override func copy(sender: AnyObject?) {
UIPasteboard.generalPasteboard().string = text
}
Then in your view controller, you can add a long press gesture to your label:
let gestureRecognizer = UILongPressGestureRecognizer(target: self, action: "handleLongPressGesture:")
label.addGestureRecognizer(gestureRecognizer)
and handle the long press with this method:
func handleLongPressGesture(recognizer: UIGestureRecognizer) {
if let recognizerView = recognizer.view,
recognizerSuperView = recognizerView.superview
{
let menuController = UIMenuController.sharedMenuController()
menuController.setTargetRect(recognizerView.frame, inView: recognizerSuperView)
menuController.setMenuVisible(true, animated:true)
recognizerView.becomeFirstResponder()
}}
NOTE: This code is taken directly from the NSHipster article, I am just including it here for SO compliance.
UILabel inherits from UIView so you can just add a long press gesture recognizer to the label. Note that you have to change isUserInteractionEnabled to true, because it defaults to false for labels.
import UIKit
class ViewController: UIViewController {
let label = UILabel()
override func viewDidLoad() {
view.addSubview(label)
label.text = "hello"
label.translatesAutoresizingMaskIntoConstraints = false
label.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
label.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
let longPressGestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(longPressLabel(longPressGestureRecognizer:)))
label.addGestureRecognizer(longPressGestureRecognizer)
label.isUserInteractionEnabled = true
}
#objc private func longPressLabel (longPressGestureRecognizer: UILongPressGestureRecognizer) {
if longPressGestureRecognizer.state == .began {
print("long press began")
} else if longPressGestureRecognizer.state == .ended {
print("long press ended")
}
}
}
I've implemented a UILabel subclass that provides all of the functionality needed. Note that if you're using this with interface builder, you'll need to adjust the init methods.
/// A label that can be copied.
class CopyableLabel: UILabel
{
// MARK: - Initialisation
/// Creates a new label.
init()
{
super.init(frame: .zero)
let gestureRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(handleLongPressGesture(_:)))
self.addGestureRecognizer(gestureRecognizer)
self.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder)
{
fatalError("init(coder:) has not been implemented")
}
// MARK: - Responder chain
override var canBecomeFirstResponder: Bool
{
return true
}
// MARK: - Actions
/// Method called when a long press is triggered.
func handleLongPressGesture(_ gestuerRecognizer: UILongPressGestureRecognizer)
{
guard let superview = self.superview else { return }
let menuController = UIMenuController.shared
menuController.setTargetRect(self.frame, in: superview)
menuController.setMenuVisible(true, animated:true)
self.becomeFirstResponder()
}
override func copy(_ sender: Any?)
{
UIPasteboard.general.string = self.text
}
}

How to correctly use the selector in swift 3 programming language [duplicate]

Why doesn't this work in swift 3 ? It crashes at runtime saying:
'-[my_app_name.displayOtherAppsCtrl tap:]: unrecognized selector sent
to instance 0x17eceb70'
override func viewDidLoad() {
super.viewDidLoad()
// Uncomment the following line to preserve selection between presentations
// self.clearsSelectionOnViewWillAppear = false
// Register cell classes
//self.collectionView!.register(ImageCell.self, forCellWithReuseIdentifier: reuseIdentifier)
// Do any additional setup after loading the view.
let lpgr = UITapGestureRecognizer(target: self, action: Selector("tap:"))
lpgr.delegate = self
collectionView?.addGestureRecognizer(lpgr)
}
func tap(gestureReconizer: UITapGestureRecognizer) {
if gestureReconizer.state != UIGestureRecognizerState.ended {
return
}
let p = gestureReconizer.location(in: self.collectionView)
let indexPath = self.collectionView?.indexPathForItem(at: p)
if let index = indexPath {
//var cell = self.collectionView?.cellForItem(at: index)
// do stuff with your cell, for example print the indexPath
print(index.row)
} else {
print("Could not find index path")
}
}
Selector("tap:") should now be written as #selector(tap(gestureReconizer:))
Also, you should declare tap as func tap(_ gestureRecognizer: UITapGestureRecognizer) as per the new Swift API Guidelines in which case your selector would then become #selector(tap(_:)).
In Swift 3 it works like this:
#IBOutlet var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action:#selector(handleTap))
myView.addGestureRecognizer(tap)
}
func handleTap() {
print("tapped")
}
Swift 3 came with new syntax so instead of using Selector("tap:"), #selector(tap(gestureReconizer:)) is
Swift 3:
class MYPTempController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let btn = UIButton(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
view.addSubview(btn)
btn.addTarget(self, action: #selector(MYPTempController.btnClick), for: .touchUpInside)
}
#objc fileprivate func btnClick() {
print("--click--")
}
}
//带参数
btn.addTarget(self, action: #selector(MYPTempController.btnClick(_:)), for: .touchUpInside)
//监听方法
func btnClick(_ sender: UIButton) {
print("--click--")
}

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