Programmatically setting constraints not working for my table view - ios

I have these constraints in place for my UItableView (from storyboard):
musicHomeTableView.translatesAutoresizingMaskIntoConstraints = false
musicHomeTableView.topAnchor.constraint(equalTo: view.topAnchor ).isActive = true
musicHomeTableView.bottomAnchor.constraint(equalTo: mainTabBar.topAnchor).isActive = true
musicHomeTableView.widthAnchor.constraint(equalToConstant: view.frame.width).isActive = true
The above code is called from viewDidLoad and it works fine. Yet when I try to execute this code later:
musicHomeTableView.bottomAnchor.constraint(equalTo: playerView.topAnchor).isActive = true
Nothing happens. mainTabBar and playerView are both programmatically setUp views and subviews of view.
I've tried view.layoutSubviews() and view.layOutIfNeeded()

musicHomeTableView already has a bottomAnchor constraint. You need to remove this constraint before adding another one to the same anchor. Setting another constraint to the same anchor does not remove the old constraint.
class ViewController {
var musicHomeTableViewBottomAnchorConstraint: NSLayoutConstraint?
func viewDidLoad() {
musicHomeTableViewBottomAnchorConstraint = musicHomeTableView.bottomAnchor.constraint(equalTo: view.topAnchor)
musicHomeTableViewBottomAnchorConstraint!.isActive = true
}
func addNewConstraint() {
if let constraint = musicHomeTableViewBottomAnchorConstraint {
constraint.isActive = false
}
// Add new constraint here
}
}
There are other ways to do this, but this is one.

Related

How do you remove constraint centerXAnchor?

I have a button placed in the center using centerXAnchor of superview, but now I have to change the position of the button from centerX to align leading from code. However, it's not moving to the left. Instead, it gets full width button.
buttonView!.translatesAutoresizingMaskIntoConstraints = false
buttonView!.removeConstraints(buttonView!.constraints)
NSLayoutConstraint.activate([
buttonView!.leadingAnchor.constraint(equalTo: mainView.leadingAnchor, constant: 12),
buttonView!.bottomAnchor.constraint(equalTo: mainView.bottomAnchor, constant: 20),
])
Removing/add constraints doesn't cause them to be (re)applied.
Call .setNeedsUpdateConstraints() on your view. The system will then call updateConstraints as part of its next layout pass. For complex constraint scenarios you may need your own implementation of updateConstraints, but for most cases, and definitely yours, this won't be needed (and should generally be avoided unless there is a specific reason to use it - see the docs)
first remove all Constraint
extension UIView {
public func removeAllConstraints() {
var _superview = self.superview
while let superview = _superview {
for constraint in superview.constraints {
if let first = constraint.firstItem as? UIView, first == self {
superview.removeConstraint(constraint)
}
if let second = constraint.secondItem as? UIView, second == self {
superview.removeConstraint(constraint)
}
}
_superview = superview.superview
}
self.removeConstraints(self.constraints)
self.translatesAutoresizingMaskIntoConstraints = true
self.setNeedsUpdateConstraints()
}
}
to use it
DispatchQueue.main.async { [weak self] in
self?.buttonView.removeAllConstraints()
// then you can add your constraint as you like
}
ref
There are various ways to do this, depending on exactly what you need to accomplish.
First, you said you're laying out your views in Storyboard, so...
If we're talking about one (or a few) specific views, we can create #IBOutlet vars for the constraints you want to change.
In Storyboard:
give your buttonView a centerX constraint, with Priority: Required (1000)
give your buttonView your desired leading constraint, with Priority: Low (250)
Connect them to outlets:
#IBOutlet var buttonCenterConstraint: NSLayoutConstraint!
#IBOutlet var buttonLeadingConstraint: NSLayoutConstraint!
Then, to switch from centered to leading:
buttonCenterConstraint.priority = .defaultLow
buttonLeadingConstraint.priority = .required
and you can "toggle" it back to centered with:
buttonLeadingConstraint.priority = .defaultLow
buttonCenterConstraint.priority = .required
Perhaps do the same thing with centerY and bottom constraints.
If you want a little more "flexibility," you could do something like this:
in Storyboard, set only the centerX constraint
Then, to change that to a leading constraint:
// find the centerX constraint and de-activate it
if let cxConstraint = mainView.constraints.first(where: { ($0.firstAttribute == .centerX && $0.firstItem === buttonView) }) {
cxConstraint.isActive = false
} else if let cxConstraint = mainView.constraints.first(where: { ($0.firstAttribute == .centerX && $0.secondItem === buttonView) }) {
cxConstraint.isActive = false
}
// add a new leading constraint
buttonView.leadingAnchor.constraint(equalTo: mainView.leadingAnchor, constant: 12.0).isActive = true
You could also use an extension as suggested by someone else to "remove all constraints" ... but you risk removing constraints that you do not want changed.

Clip to bounds a particular view within a subview

Problem
I have a custom UIView that has an image and selection (border) subview. I want to be able to add this custom UIView as a subview of a larger blank view. Here's the catch, the larger blank view needs to clip all of the subviews to its bounds (clipToBounds). However, the user can select one of the custom UIViews within the large blank view, where the subview is then highlighted by a border.
The problem is that because the large blank view clips to bounds, the outline for the selected subview is cut off.
I want the image in the subview to clip to the bounds of the large blank view, but still be able to see the full selection outline of the subview (which is cut off due to the large blank view's corner radius.
I am using UIKit and Swift
👎 What I Currently Have:
👍 What I Want:
The image part of the subview clips to the bounds (corner radius) of the large blank view, but the outline selection view in the subview should not.
Thanks in advance for all your help!
I think what you are looking for is not technically possible as defined by the docs
From the docs:
clipsToBounds
Setting this value to true causes subviews to be clipped to the bounds of the receiver. If set to false, subviews whose frames extend beyond the visible bounds of the receiver are not clipped. The default value is false.
So the subviews do not have control of whether they get clipped or not, it's the container view that decides.
So I believe Matic's answer is right in that the structure he proposes gives you the most flexibility.
With that being said, here are a couple of work arounds I can think of:
First, set up to recreated your scenario
Custom UIView
// Simple custom UIView with image view and selection UIView
fileprivate class CustomBorderView: UIView
{
private var isSelected = false
{
willSet
{
toggleBorder(newValue)
}
}
var imageView = UIImageView()
var selectionView = UIView()
init()
{
super.init(frame: CGRect.zero)
configureImageView()
configureSelectionView()
}
required init?(coder: NSCoder)
{
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews()
{
super.layoutSubviews()
}
private func configureImageView()
{
imageView.image = UIImage(named: "image-test")
imageView.contentMode = .scaleAspectFill
addSubview(imageView)
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
imageView.topAnchor.constraint(equalTo: topAnchor).isActive = true
imageView.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true
imageView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true
}
private func configureSelectionView()
{
selectionView.backgroundColor = .clear
selectionView.layer.borderWidth = 3
selectionView.layer.borderColor = UIColor.clear.cgColor
addSubview(selectionView)
selectionView.translatesAutoresizingMaskIntoConstraints = false
selectionView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
selectionView.topAnchor.constraint(equalTo: topAnchor).isActive = true
selectionView.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true
selectionView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true
configureTapGestureRecognizer()
}
private func configureTapGestureRecognizer()
{
let tapGesture = UITapGestureRecognizer(target: self,
action: #selector(didTapSelectionView))
selectionView.addGestureRecognizer(tapGesture)
}
#objc
private func didTapSelectionView()
{
isSelected = !isSelected
}
private func toggleBorder(_ on: Bool)
{
if on
{
selectionView.layer.borderColor = UIColor(red: 28.0/255.0,
green: 244.0/255.0,
blue: 162.0/255.0,
alpha: 1.0).cgColor
return
}
selectionView.layer.borderColor = UIColor.clear.cgColor
}
}
Then in the view controller
class ClippingTestViewController: UIViewController
{
private let mainContainerView = UIView()
private let customView = CustomBorderView()
override func viewDidLoad()
{
super.viewDidLoad()
view.backgroundColor = .white
title = "Clipping view"
configureMainContainerView()
configureCustomBorderView()
mainContainerView.layer.cornerRadius = 50
mainContainerView.clipsToBounds = true
}
private func configureMainContainerView()
{
mainContainerView.backgroundColor = .white
view.addSubview(mainContainerView)
mainContainerView.translatesAutoresizingMaskIntoConstraints = false
mainContainerView.leadingAnchor.constraint(equalTo: view.leadingAnchor,
constant: 20).isActive = true
mainContainerView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor,
constant: 20).isActive = true
mainContainerView.trailingAnchor.constraint(equalTo: view.trailingAnchor,
constant: -20).isActive = true
mainContainerView.heightAnchor.constraint(equalToConstant: 300).isActive = true
view.layoutIfNeeded()
}
private func configureCustomBorderView()
{
mainContainerView.addSubview(customView)
customView.translatesAutoresizingMaskIntoConstraints = false
customView.leadingAnchor.constraint(equalTo: mainContainerView.leadingAnchor).isActive = true
customView.topAnchor.constraint(equalTo: mainContainerView.safeAreaLayoutGuide.topAnchor).isActive = true
customView.trailingAnchor.constraint(equalTo: mainContainerView.trailingAnchor).isActive = true
customView.bottomAnchor.constraint(equalTo: mainContainerView.bottomAnchor).isActive = true
view.layoutIfNeeded()
}
}
This gives me your current experience
Work Around 1. - Shrink subviews on selection
When the view is not selected, everything looks fine. When the view is selected, you could reduce the width and height of the custom subview with some animation while adding the border.
Work Around 2. - Manually clip desired subviews
You go through each subview in your container view and:
Apply the clipping to any subview you desire
Apply the corner radius to the views you clip
Leaving the container view unclipped and without a corner radius
To do that, I created a custom UIView subclass for the container view
class ClippingSubView: UIView
{
override var clipsToBounds: Bool
{
didSet
{
if clipsToBounds
{
clipsToBounds = false
clipImageViews(in: self)
layer.cornerRadius = 0
}
}
}
// Recursively go through all subviews
private func clipImageViews(in view: UIView)
{
for subview in view.subviews
{
// I am only checking image view, you could check which you want
if subview is UIImageView
{
print(layer.cornerRadius)
subview.layer.cornerRadius = layer.cornerRadius
subview.clipsToBounds = true
}
clipImageViews(in: subview)
}
}
}
Then make sure to adjust the following lines where you create your views:
let mainContainerView = ClippingSubView()
// Do this only after you have added all the subviews for this to work
mainContainerView.layer.cornerRadius = 50
mainContainerView.clipsToBounds = true
This gives me your desired output
This is a pretty common problem which may have multiple solutions. In the end though I always find it best to simply go one level higher:
ContainerView (Does not clip)
ContentView (Clips)
HighlightingView (Does not clip)
You would put all your current views on ContentView. Then introduce another view which represents your selection and put it on the same level as your ContentView.
In the end this will give you most flexibility. It can still get a bit more complicated when you add things like shadows. But again "more views" is usually the end solution.
You'll likely run into a lot of problems trying to get a subview's border to display outside its superView's clipping bounds.
One approach is to add an "Outline View" as a sibling of the "Clipping View":
When you select a clippingView's subview - and drag it around - set the frame of the outlineView to match the frame of that subview.
You'll want to set .isUserInteractionEnabled = false on the outlineView so it doesn't interfere with touches on the subviews.

Unable to activate constraint with anchors error with UIimageView

Posting a question for the first time here.
So I have been trying to make an animation of an UIimageView. I did that so far. So the image moves from the middle of the screen to the top. I want to be able to make that animation with constraints. But while trying to add some constraints, I receive this error "Unable to activate constraint with anchors error".
here is the code which I try to add some constraints to banditLogo imageview.
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(banditLogo)
view.translatesAutoresizingMaskIntoConstraints = false // autolayout activation
chooseLabel.alpha = 0
signInButtonOutlet.alpha = 0
self.banditLogo.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 304).isActive = true
self.banditLogo.leftAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leftAnchor, constant: 94).isActive = true
self.banditLogo.widthAnchor.constraint(equalToConstant: 224).isActive = true
self.banditLogo.heightAnchor.constraint(equalToConstant: 289).isActive = true
}
and here is the func that makes the animation.
this func is being called in viewDidAppear and animatedImage variable of the function is referred to banditLogo UIimageView.
so when the view screen loads up, the image moves to top of the view.
func logoAnimate(animatedImage: UIImageView!, animatedLabel: UILabel!) {
UIView.animate(withDuration: 1.5, delay: 1, options: [.allowAnimatedContent]) {
animatedImage.topAnchor.constraint(equalTo: self.view.safeAreaLayoutGuide.topAnchor, constant: 5).isActive = true
animatedImage.leftAnchor.constraint(equalTo: self.view.safeAreaLayoutGuide.leftAnchor, constant: 94).isActive = true
} completion: { (true) in
UIView.animate(withDuration: 0.25) {
animatedLabel.alpha = 1
}
}
}
You may find it easier to create a class-level property to hold the image view's top constraint, then change that constraint's .constant value when you want to move it.
Here's a quick example - tapping anywhere on the view will animate the image view up or down:
class AnimLogoViewController: UIViewController {
let banditLogo = UIImageView()
// we'll change this constraint's .constant to change the image view's position
var logoTopConstraint: NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
if let img = UIImage(systemName: "person.fill") {
banditLogo.image = img
}
view.addSubview(banditLogo)
// I assume this was a typo... you want to set it on the image view, not the controller's view
//view.translatesAutoresizingMaskIntoConstraints = false // autolayout activation
banditLogo.translatesAutoresizingMaskIntoConstraints = false // autolayout activation
// create the image view's top constraint
logoTopConstraint = banditLogo.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor, constant: 304)
// activate it
logoTopConstraint.isActive = true
// non-changing constraints
self.banditLogo.leftAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leftAnchor, constant: 94).isActive = true
self.banditLogo.widthAnchor.constraint(equalToConstant: 224).isActive = true
self.banditLogo.heightAnchor.constraint(equalToConstant: 289).isActive = true
// animate the logo when you tap the view
let t = UITapGestureRecognizer(target: self, action: #selector(self.didTap(_:)))
view.addGestureRecognizer(t)
}
#objc func didTap(_ g: UITapGestureRecognizer) -> Void {
// if the logo image view is at the top, animate it down
// else, animate it up
if logoTopConstraint.constant == 5.0 {
logoTopConstraint.constant = 304.0
} else {
logoTopConstraint.constant = 5.0
}
UIView.animate(withDuration: 1.5, animations: {
self.view.layoutIfNeeded()
})
}
}
I animate views that have constraints by changing constraints, not setting them. Leave the constraints that are static "as is" - that is, use isActive = true. But those you wish to change? Put them in two arrays and activate/deactivte them. Complete the animation like you are by using UIView.animate.
For instance, let's say you wish to move banditLogo from top 304 to top 5, which appears to me to be what you trying to do. Leave all other constraints as is - left (which your code doesn't seem to change), height, and width. Now, create two arrays:
var start = [NSLayoutConstraint]()
var finish = [NSLayoutConstraint]()
Add in the constraints that change. Note that I'm not setting them as active:
start.append(banditLogo.topAnchor.constraint(equalTo: safeAreaView.topAnchor, constant: 305))
finish.append(banditLogo.topAnchor.constraint(equalTo: safeAreaView.topAnchor, constant: 5))
Initialize things in viewDidLoad or any other view controller method as needed:
NSLayoutConstraint.activate(start)
Finally, when you wish to do the animation, deactivate/activate and tell the view to show the animation:
NSLayoutConstraint.deactivate(start)
NSLayoutConstraint.activate(finish)
UIView.animate(withDuration: 0.3) { self.view.layoutIfNeeded() }
Last piece of critique, made with no intent of being offending.
Something in your code posted feels messy to me. Creating a function to move a single view should directly address the view IMHO, not pass the view into it. Maybe you are trying to move several views this way - in which case this is good code - but nothing in your question suggests it. It's okay to do the animation in a function - that way you can call it when needed. I do this all the time for something like this - sliding a tool overlay in and out. But if you are doing this to a single view, just address it directly. The code is more readable to other coders.
Also, my preference for the start is in viewDidLoad unless the VC is part of a navigation stack. But in that case, don't just use viewDidAppear, set things back to start in viewDidDisappear.
EDIT: looking at the comments, I assumed that yes you have already used translatesAutoresizingMaskIntoConstraints = false properly on every view needed.

Reference a caller (UIViewController) view inside a method when it's called

I'm extending the UIView to create a custom view that will be used inside my all UIViewControllers in the app, this is created like:
extension UIView {
class func customBar() -> UIView {
let barview = UIView()
barView.backgroundColor = .red
barView.translatesAutoresizingMaskIntoConstraints = false
}
}
The caller of this method is always a UIViewController, I want to reference the caller ViewController's view's dimensions to add a constraints for the bar, this way it will always show at the same location. So I tried this:
class func customBar() -> UIView {
let barview = UIView()
barView.backgroundColor = .red
barView.translatesAutoresizingMaskIntoConstraints = false
barView.bottomAnchor.constraint(equalTo: barView.superView!.bottomAnchor, constant: -8).isActive = true
barView.rightAnchor.constraint(equalTo: barView.superView!.rightAnchor).isActive = true
barView.leftAnchor.constraint(equalTo: barView.superView!.leftAnchor).isActive = true
barView.heightAnchor.constraint(equalToConstant: 44).isActive = true
}
But this will cause a crash because when I call this function, it's not yet added to the viewController's view, thus, the superView is nil. Here's how I call it inside of viewDidLoad()
let customBar = UIView.customBar()
self.view.addSubview(customBar)
Please, if you have any question, ask me instead of downvoting.
But this will cause a crash because when I call this function, it's not yet added to the viewController's view, thus, the superView is nil.
Since the constraint-adding code must not run until the view has a superview, put it in the view's didMoveToSuperview.

dynamic UIStackView inside of UIScrollView

Due to the extensive updates since iOS7, I wanted to ask this question because of my limited experience with autolayout and the new stackview, and I am wondering what is the best design practice to implement the following in Objective-C (not swift yet):
In my view, there is a container scroll view, with a child container UIView. Within this UIView, there are a number of elements. One of the elements is a stack of UIViews which differ in number once in a while.
This element is followed by a map and other views.
This is how I plan on organizing it:
Questions
Is this the correct thing to do? How would I modify the height constraint for the stackview when I remove and add elements programmatically?
How do you add a subview to the UIStackView through interface builder? When I do, the subview takes the size of the containing stackview.
Swift 4.2
If you want use code instead of story board, i create an example using auto layout that don't need to estimate size of content.
you just need to add to stack view or remove from it and scroll height modify automatically.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(scrollView)
scrollView.addSubview(scrollViewContainer)
scrollViewContainer.addArrangedSubview(redView)
scrollViewContainer.addArrangedSubview(blueView)
scrollViewContainer.addArrangedSubview(greenView)
scrollView.leadingAnchor.constraint(equalTo: view.leadingAnchor).isActive = true
scrollView.trailingAnchor.constraint(equalTo: view.trailingAnchor).isActive = true
scrollView.topAnchor.constraint(equalTo: view.topAnchor).isActive = true
scrollView.bottomAnchor.constraint(equalTo: view.bottomAnchor).isActive = true
scrollViewContainer.leadingAnchor.constraint(equalTo: scrollView.leadingAnchor).isActive = true
scrollViewContainer.trailingAnchor.constraint(equalTo: scrollView.trailingAnchor).isActive = true
scrollViewContainer.topAnchor.constraint(equalTo: scrollView.topAnchor).isActive = true
scrollViewContainer.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor).isActive = true
// this is important for scrolling
scrollViewContainer.widthAnchor.constraint(equalTo: scrollView.widthAnchor).isActive = true
}
let scrollView: UIScrollView = {
let scrollView = UIScrollView()
scrollView.translatesAutoresizingMaskIntoConstraints = false
return scrollView
}()
let scrollViewContainer: UIStackView = {
let view = UIStackView()
view.axis = .vertical
view.spacing = 10
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
let redView: UIView = {
let view = UIView()
view.heightAnchor.constraint(equalToConstant: 500).isActive = true
view.backgroundColor = .red
return view
}()
let blueView: UIView = {
let view = UIView()
view.heightAnchor.constraint(equalToConstant: 200).isActive = true
view.backgroundColor = .blue
return view
}()
let greenView: UIView = {
let view = UIView()
view.heightAnchor.constraint(equalToConstant: 1200).isActive = true
view.backgroundColor = .green
return view
}()
}
So you might want to make the whole layout contained within the stackview. Just something to consider.
There isn't really any right way to do things. I would not set a height constraint on your UIStackView (do add a width constraint that's equal to the view's width). Only set it on the elements you add to the stack view. You will get an error, but it's just IB complaining until you add an element to your UIStackView.
To size the elements in your stackview, you have to set a horizontal constraint on them. You can then modify that single horizontal constraint in code to change the height of the object.
To add a subview you simply do:
stackView.addArrangedSubview(childVC.view)
Or in interface builder, you just drag the element into the stack view. Make sure it has that horizontal constraint or it will resize on you.

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