I want to make SideMenu.
my code of HomeViewController:
lazy var sideMenu: SideMenuViewController = {
let menu = SideMenuViewController()
menu.stayViewObj = self
return menu
}()
Menu button's Action:
#objc func handleMenuBtn () {
sideMenu.openMenu()
}
SideMenu's viewDidLoad :
override func viewDidLoad(){
constraintLeadingPropertiesView.constant = -viewSelectProperties.frame.width
}
SideMenu's openMenu method:
func openMenu() {
debugPrint(">>>>openMenu")
let statusBarHeight = UIApplication.shared.statusBarFrame.height
let yCoordinate: CGFloat = statusBarHeight + 44.0
guard let window = UIApplication.shared.keyWindow else { return }
view.backgroundColor = UIColor(white: 0, alpha: 0.5)
view.alpha = 0
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(closeMenu)))
view.frame = window.frame
startFrame = CGRect(x: 0, y: yCoordinate, width: 0, height: window.frame.height - yCoordinate)
view.frame = startFrame!
window.addSubview(view)
UIView.animate(withDuration: 0.7, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.view.alpha = 1
self.view.frame = CGRect(x: 0, y: yCoordinate, width: window.frame.width - 80, height: window.frame.height - yCoordinate)
}, completion: nil)
}
Now, I am getting constraintLeadingPropertiesView=nil and all other properties of SideMenuController are also nil accepting stayViewObj.
so get crash on viewDidLoad.
how to solve this... any suggestion also helpful for me..
Thanks!
need to instantiateInitialViewController instead of create object via lazy Var.
let menu = UIStoryboard.init(name: "Main", bundle: nil).instantiateInitialViewController() as? SideMenuViewController
Related
I built a class to implement a circular transition between view controllers. When I hit the button to navigate to the other view controller a circle starts growing from the button until it fills the screen with the new controller. When I dismiss the view controller I expected this circle to shrink down back to the original position. It's also working. The only problem is that when the dismiss is underway the back of the screen while the circle is shrinking is completely black and after the animation is completed the new viewController appears abruptly.
Here are some photos of the effect:
Here's the code of the custom class:
class customTransition: NSObject, UIViewControllerAnimatedTransitioning{
var duration: TimeInterval = 0.5
var startPoint = CGPoint.zero
var circle = UIView()
var circleColor = UIColor.white
enum transitMode: Int {
case presenting, dismissing
}
var transitionMode: transitMode = .presenting
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let container = transitionContext.containerView
guard let to = transitionContext.view(forKey: UITransitionContextViewKey.to) else {return}
guard let from = transitionContext.view(forKey: UITransitionContextViewKey.from) else {return}
circleColor = to.backgroundColor ?? UIColor.white
if transitionMode == .presenting {
to.translatesAutoresizingMaskIntoConstraints = false
to.center = startPoint
circle = UIView()
circle.backgroundColor = circleColor
circle.frame = getFrameForCircle(rect: to.frame)
circle.layer.cornerRadius = circle.frame.width / 2
circle.transform = CGAffineTransform(scaleX: 0.01, y: 0.01)
circle.alpha = 0
circle.addSubview(to)
to.centerXAnchor.constraint(equalTo: circle.centerXAnchor).isActive = true
to.centerYAnchor.constraint(equalTo: circle.centerYAnchor).isActive = true
to.widthAnchor.constraint(equalToConstant: to.frame.width).isActive = true
to.heightAnchor.constraint(equalToConstant: to.frame.height).isActive = true
container.addSubview(circle)
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 0, options: UIView.AnimationOptions.curveLinear, animations: {
self.circle.center = from.center
self.circle.transform = CGAffineTransform.identity
self.circle.alpha = 1
}) { (sucess) in
transitionContext.completeTransition(sucess)
}
} else if transitionMode == .dismissing {
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 0, options: UIView.AnimationOptions.curveLinear, animations: {
self.circle.center = self.startPoint
self.circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
self.circle.alpha = 0
}) { (sucess) in
transitionContext.completeTransition(sucess)
}
}
}
func getFrameForCircle(rect: CGRect) -> CGRect{
let width = Float(rect.width)
let height = Float(rect.height)
let diameter = CGFloat(sqrtf(width * width + height * height))
let x: CGFloat = rect.midX - (diameter / 2)
let y: CGFloat = rect.midY - (diameter / 2)
return CGRect(x: x, y: y, width: diameter, height: diameter)
}
}
and the implementation...
let circularTransition = customTransition()
the call for the present view controller... I tried to set secondVC.modalPresentationStyle = UIModalPresentationStyle.overCurrentContext but when I set this line it ignores completely the animation transition I don't know why...
`
#objc func handlePresent(sender: UIButton){
let secondVC = nextVC()
secondVC.transitioningDelegate = self
present(secondVC, animated: true, completion: nil)
}
delegate methods:
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
circularTransition.startPoint = presentButton.center
circularTransition.transitionMode = .presenting
return circularTransition
}
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
circularTransition.transitionMode = .dismissing
circularTransition.startPoint = presentButton.center
return circularTransition
}
What am I missing here? Any suggestions?
No storyboard being used, just code.
If you don't use navigationController, it's necessary to use the .custom mode in the presentedviewController.
import UIKit
class TransViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
let circularTransition = customTransition()
#IBOutlet var presentButton : UIButton!
#IBAction func handlePresent(sender: UIButton){
if let secondVC = storyboard?.instantiateViewController(withIdentifier: "next"){
secondVC.modalPresentationStyle = .custom
secondVC.transitioningDelegate = self
present(secondVC, animated: true, completion: nil)
}
}
}
class BackViewController: UIViewController {
#IBAction func dismissMe(sender: UIButton){
self.dismiss(animated: true, completion: nil)
}
}
extension TransViewController: UIViewControllerTransitioningDelegate {
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
circularTransition.startPoint = presentButton.center
circularTransition.transitionMode = .presenting
return circularTransition
}
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
circularTransition.transitionMode = .dismissing
circularTransition.startPoint = presentButton.center
return circularTransition
}
}
If there is no from or to view, we have use the from and to view from containView.
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let container = transitionContext.containerView
var to : UIView!
var from : UIView!
to = transitionContext.view(forKey: UITransitionContextViewKey.to)
if to == nil {to = container}
from = transitionContext.view(forKey: UITransitionContextViewKey.from)
if from == nil {from = container}
The rest is same:
circleColor = to.backgroundColor ?? UIColor.white
if transitionMode == .presenting {
to.translatesAutoresizingMaskIntoConstraints = false
to.center = startPoint
circle = UIView()
circle.backgroundColor = circleColor
circle.frame = getFrameForCircle(rect: to.frame)
circle.layer.cornerRadius = circle.frame.width / 2
circle.transform = CGAffineTransform(scaleX: 0.01, y: 0.01)
circle.alpha = 0
circle.addSubview(to)
to.centerXAnchor.constraint(equalTo: circle.centerXAnchor).isActive = true
to.centerYAnchor.constraint(equalTo: circle.centerYAnchor).isActive = true
to.widthAnchor.constraint(equalToConstant: to.frame.width).isActive = true
to.heightAnchor.constraint(equalToConstant: to.frame.height).isActive = true
container.addSubview(circle)
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 0, options: UIView.AnimationOptions.curveLinear, animations: {
self.circle.center = from.center
self.circle.transform = CGAffineTransform.identity
self.circle.alpha = 1
}) { (sucess) in
transitionContext.completeTransition(sucess)
}
} else if transitionMode == .dismissing {
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 0, options: UIView.AnimationOptions.curveLinear, animations: {
self.circle.center = self.startPoint
self.circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
self.circle.alpha = 0
}) { (sucess) in
transitionContext.completeTransition(sucess)
}
}
}
I'm learning swift and trying to figure out how to add a view controller as a dependency into my Class I'm creating. Ideally I'd like to add it in the init stage so it's 'dependable'
But I can't quite figure it out - so I'm hoping someone can help me along the way. The error I'm getting is: Property 'self.homeController' not initialized at super.init call
Basically I have a Class that creates an overlay with a pop-up on it that has a UICollectionView that is clickable. When the you click the item, the menu animates out and THEN on complete fires the function from the homecontroller.
class SettingLauncher: NSObject, UICollectionViewDataSource, UICollectionViewDelegate, UICollectionViewDelegateFlowLayout {
private let homeController: HomeController
func showSettings(){
// window is the full device since the view is smaller due to nav
if let window = UIApplication.shared.keyWindow {
blackView.alpha = 0
blackView.backgroundColor = UIColor(white: 0, alpha: 0.6)
blackView.frame = window.frame // set RECT to the same size as device
blackView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleDismiss)))
window.addSubview(blackView)
window.addSubview(collectionView)
let height:CGFloat = CGFloat(settings.count) * cellHeight
let y = window.frame.height - height
collectionView.frame = CGRect(x: 0, y: window.frame.height, width: window.frame.width, height: window.frame.height / 2)
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.blackView.alpha = 1
self.collectionView.frame = CGRect(x: 0, y: y, width: window.frame.width, height: window.frame.height / 2)
}, completion: nil)
}
}
#objc func handleDismiss(){
UIView.animate(withDuration: 0.5,
animations:{
self.blackView.alpha = 0
if let window = UIApplication.shared.keyWindow {
self.collectionView.frame = CGRect(x: 0, y: window.frame.height, width: window.frame.width, height: window.frame.height / 2)
}
}, completion: {_ in
self.blackView.removeFromSuperview()
self.homeController.showSettingsController()
})
}
override init(){
super.init()
self.homeController = HomeController()
collectionView.dataSource = self
collectionView.delegate = self
collectionView.register(SettingsCell.self, forCellWithReuseIdentifier: cellID)
}
}
In the homecontroller, The menu button that you click initializes the settingsController and tells it to display:
let settingsLauncher = SettingLauncher()
#objc func handleMore(){
settingsLauncher.showSettings()
}
func showSettingsController(){
let dummyController = UIViewController()
navigationController?.pushViewController(dummyController, animated: true)
}
The error is telling you that you must have initialised the homeController property before you call super.init() which you don't do.
Change the code to this:
override init(){
self.homeController = HomeController()
super.init()
collectionView.dataSource = self
collectionView.delegate = self
collectionView.register(SettingsCell.self, forCellWithReuseIdentifier: cellID)
}
Figured it out with some help from #UpholderOfTruth and #Tj3n. Posting the working code below.
class SettingLauncher: NSObject, UICollectionViewDataSource, UICollectionViewDelegate, UICollectionViewDelegateFlowLayout {
let homeController: HomeController
...other UICollectionview functions
// on Item click insdie UIViewCollection
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
UIView.animate(withDuration: 0.5,
animations:{
self.blackView.alpha = 0
if let window = UIApplication.shared.keyWindow {
self.collectionView.frame = CGRect(x: 0, y: window.frame.height, width: window.frame.width, height: window.frame.height / 2)
}
}, completion: {_ in
let setting = self.settings[indexPath.item]
self.blackView.removeFromSuperview()
// Call function from Injected ViewController
self.homeController.showControllerSetting(setting: setting)
})
}
init(controller: HomeController){
homeController = controller
super.init()
collectionView.dataSource = self
collectionView.delegate = self
collectionView.register(SettingsCell.self, forCellWithReuseIdentifier: cellID)
}
}
Functions in my HomeController initializing the SettingsLauncher class
lazy var settingsLauncher:SettingLauncher = {
let launcher = SettingLauncher(controller: self)
return launcher
}()
#objc func handleMore(){
settingsLauncher.showSettings()
}
func showControllerSetting(setting: Setting){
let dummyController = UIViewController()
navigationController?.pushViewController(dummyController, animated: true)
}
I have a pan gesture recognizer in my app that does a function when swiped down. The animation used to be smooth but all of a sudden (without adding an code to that view controller) it becomes very laggy and I have to swipe down quickly for it to do that animation, It doesn't follow my finger.
What is the cause of that
class PhotoViewController: UIViewController, CLLocationManagerDelegate, UIPickerViewDataSource, UIPickerViewDelegate {
override var prefersStatusBarHidden: Bool {
return true
}
private var backgroundImage: UIImage
private var backgroundImageView: UIImageView?
private var picker: UIPickerView
var list: [String]
var locationPicked: String
var locationArray: [Any]
var partyIndex: Int = Int()
init(image: UIImage) {
self.backgroundImage = image
self.picker = UIPickerView()
self.list = ["Loading..."]
self.locationPicked = list[0]
self.locationArray = []
super.init(nibName: nil, bundle: nil)
print(image)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
/************************************/
override func viewDidLoad() {
super.viewDidLoad()
if Reachability.isConnectedToNetwork() == true{
mapApi()
}
let backgroundImageView = UIImageView(frame: view.frame)
backgroundImageView.image = backgroundImage
backgroundImageView.isUserInteractionEnabled = true
self.backgroundImageView = backgroundImageView
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGestureRecognizerAction(_:)))
backgroundImageView.addGestureRecognizer(panGestureRecognizer)
let longGesture = UILongPressGestureRecognizer(target: self, action: #selector(longTap(sender:)))
backgroundImageView.addGestureRecognizer(longGesture)
view.addSubview(backgroundImageView)
view.backgroundColor = greenColor
picker.dataSource = self
picker.delegate = self
picker.frame = CGRect(x: ((self.view.frame.width)/2)-84, y: (self.view.frame.height)-70, width: 160, height: 40)
picker.clipsToBounds = true
picker.layer.cornerRadius = picker.bounds.size.width/20
picker.layer.borderColor = redColor.cgColor
picker.layer.borderWidth = 0
picker.backgroundColor = UIColor(colorLiteralRed: 217/255, green: 83/255, blue: 79/255, alpha: 0.85)
backgroundImageView.addSubview(picker)
print(list)
}
func panGestureRecognizerAction(_ gesture: UIPanGestureRecognizer){
let translation = gesture.translation(in: view)
if let bgImage = gesture.view{
if list.count > 1{
bgImage.frame.origin.y = translation.y
}
}
if gesture.state == .ended{
let tickName = "Tick.png"
let tickImage = UIImage(named: tickName)
let tick = UIImageView(image: tickImage!)
tick.frame = CGRect(x: ((self.view.frame.width)/2)-25, y: 150, width: 70, height: 70)
self.view.addSubview(tick)
tick.alpha = 0
let crossName = "Cross.png"
let crossImage = UIImage(named: crossName)
let cross = UIImageView(image: crossImage!)
cross.frame = CGRect(x: ((self.view.frame.width)/2)-25, y: (self.view.frame.height)-75, width: 50, height: 50)
self.view.addSubview(cross)
cross.alpha = 0
let velocity = gesture.velocity(in: view)
if (gesture.view?.frame.origin.y)! > CGFloat(100) || velocity.y > 1500 {
UIView.animate(withDuration: 0.4, animations: {
self.view.backgroundColor = greenColor
gesture.view?.frame.origin = CGPoint(x: 0, y: 275)
tick.alpha = 1
}, completion: { (true) in
UIView.animate(withDuration: 0.4, delay: 0.2, animations: {
tick.alpha = 0
})
if partyAt != nil{
self.uploadPartyPost()
} else{
self.uploadPost()
}
})
UIView.animate(withDuration: 0.5, delay: 1, animations: {
gesture.view?.frame.origin = CGPoint(x: 0, y: 0)
}, completion: { (true) in
self.dismiss(animated: true, completion: nil)
})
//send image here tick
} else if (gesture.view?.frame.origin.y)! < CGFloat(-80) || velocity.y > 1500 {
UIView.animate(withDuration: 0.2, animations: {
self.view.backgroundColor = redColor
gesture.view?.frame.origin = CGPoint(x: 0, y: -150)
cross.alpha = 1
}, completion: { (true) in
UIView.animate(withDuration: 0.5, delay: 0.7, animations: {
cross.alpha = 0
})
})
UIView.animate(withDuration: 0.2, delay: 1, animations: {
gesture.view?.frame.origin = CGPoint(x: 0, y: 0)
}, completion: { (true) in
self.dismiss(animated: true, completion: nil)
})
print("Done")
//send image here cross
} else {
UIView.animate(withDuration: 0.3, animations: {
gesture.view?.frame.origin = CGPoint(x: 0, y: 0)
})
}
}
}
After playing with translation of Pan gesture you need to set translation point back to zero.
I am trying to enable UIGestureTap on a custom view. I have a view controller, and in that view controller, when I press a button, a custom view pops up.
var transparentBackground = UIView()
#IBAction func UserViewImage(_ sender: UIButton) -> Void {
self.transparentBackground = UIView(frame: UIScreen.main.bounds)
self.transparentBackground.backgroundColor = UIColor(white: 0.0, alpha: 0.4)
UIApplication.shared.keyWindow!.addSubview(self.transparentBackground)
self.opaqueView = self.setupOpaqueView()
self.transparentBackground.addSubview(opaqueView)
UIApplication.shared.keyWindow!.bringSubview(toFront: self.transparentBackground)
self.view.bringSubview(toFront: transparentBackground)
}
I want to be able to tap on the transparentBackground view and dismiss it. So I have a dismiss function called removeAnimate()
func removeAnimate()
{
UIView.animate(withDuration: 0.25, animations: {
self.transparentBackground.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
self.transparentBackground.alpha = 0.0;
}, completion:{(finished : Bool) in
if (finished)
{
self.transparentBackground.removeFromSuperview()
}
});
}
So, in viewdidload I enabled the UITapGesture:
let gestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(removeAnimate))
self.transparentBackground.addGestureRecognizer(gestureRecognizer)
self.transparentBackground.isUserInteractionEnabled = true
I know the function removeAnimate works because I used it on a button in the transparentBackground view and it works perfectly. But when I tap on the transparentBackground view it does not dismiss and I am not sure what I am doing wrong
func setupOpaqueView() -> UIView{
let mainView = UIView(frame: CGRect(x: 16, y: 132, width: Int(UIScreen.main.bounds.width-32), height: 403))
mainView.backgroundColor = UIColor.clear
mainView.layer.cornerRadius = 6
self.imageView = UIImageView(frame: CGRect(x: 29, y: 18, width: 274, height: 350))
mainView.addSubview(OKbutton)
mainView.addSubview(self.imageView)
OKbutton.addTarget(self, action: #selector(ThirdWheelViewController.handleOKButtonTapped(_:)), for: .touchUpInside)
return mainView
}
This is an example and hope it helps you:
First of all create a variable:
var customView:UIView!
This is going to be our function for adding a custom view:
#IBAction func customAction(_ sender: AnyObject) {
self.customView = UIView.init(frame: CGRect.init(x: self.view.bounds.width / 2, y: self.view.bounds.height / 2, width: 100, height: 100))
self.customView.backgroundColor = UIColor.red
self.view.addSubview(self.customView)
let tap = UITapGestureRecognizer.init(target: self, action: #selector(self.removeFromSuperView))
tap.numberOfTapsRequired = 1
self.customView.addGestureRecognizer(tap)
}
And finally:
func removeFromSuperView() {
self.customView.alpha = 1.0
self.customView.transform = .identity
UIView.animate(withDuration: 0.3, animations: {
self.customView.alpha = 0.0
self.customView.transform = .init(scaleX: 1.5, y: 1.5)
}) { (finished) in
if !finished {
} else {
self.customView.removeFromSuperview()
}
}
}
I want put several UIViewController together:
leftViewController.view.frame = CGRect(x: -200, y: 0.0, width: size.width/drawerSize, height: size.height)
// Center Drawer
centerViewController.view.frame = CGRect(x: leftViewController.view.frame.width, y: 0.0, width: centerWidth, height: size.height)
// Right Drawer
rightViewController.view.frame = CGRect(x: centerViewController.view.frame.origin.x + centerViewController.view.frame.size.width, y: 0.0, width: size.width/drawerSize, height: size.height)
In the first line I use
leftViewController.view.frame = CGRect(x: -200, y....)
They will show correctly but I can not click buttons on leftViewController.
If
leftViewController.view.frame = CGRect(x: 0.0, y...)
then could click button but this layout is not I want.
The full code is posted by #Kevin Scardina Slide Sidebar Menu IOS 8 Swift
It now function as the picture below, And I'm trying to modify it like a slide menu bar which could hid left and right menu.
/*
To use simply instantiate NVMDrawerController as your root view in your AppDelegate, or in the
StoryBoard.
Once NVMDrawerController is instantiated, set the drawerSize of the NVMDrawerController,
and its leftViewControllerIdentifier, centerViewControllerIdentifier, and
rightViewControllerIdentifier to the Storyboard Identifier of the UIViewController
you want in the different locations.
*/
class NVMDrawerController: UIViewController {
// This is where you set the drawer size (i.e. for 1/3rd use 3.0, for 1/5 use 5.0)
var drawerSize:CGFloat = 4.0
var leftViewControllerIdentifier:String = "LeftController"
var centerViewControllerIdentifier:String = "CenterController"
var rightViewControllerIdentifier:String = "RightController"
private var _leftViewController:UIViewController?
var leftViewController:UIViewController {
get{
if let vc = _leftViewController {
return vc;
}
return UIViewController();
}
}
private var _centerViewController:UIViewController?
var centerViewController:UIViewController {
get{
if let vc = _centerViewController {
return vc;
}
return UIViewController();
}
}
private var _rightViewController:UIViewController?
var rightViewController:UIViewController {
get{
if let vc = _rightViewController {
return vc;
}
return UIViewController();
}
}
static let NVMDrawerOpenLeft = 0
static let NVMDrawerOpenRight = 1
var openSide:Int {
get{
return _openSide;
}
}
private var _openSide:Int = NVMDrawerOpenLeft
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
// Instantiate VC's with storyboard ID's
_leftViewController = instantiateViewControllers(leftViewControllerIdentifier)
_centerViewController = instantiateViewControllers(centerViewControllerIdentifier)
_rightViewController = instantiateViewControllers(rightViewControllerIdentifier)
// Call configDrawers() and pass the drawerSize variable.
drawDrawers(UIScreen.mainScreen().bounds.size)
self.view.addSubview(leftViewController.view)
self.view.addSubview(centerViewController.view)
self.view.addSubview(rightViewController.view)
}
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
coordinator.animateAlongsideTransition({ (UIViewControllerTransitionCoordinatorContext) -> Void in
// This is for beginning of transition
self.drawDrawers(size)
}, completion: { (UIViewControllerTransitionCoordinatorContext) -> Void in
// This is for after transition has completed.
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Drawing View
func drawDrawers(size:CGSize) {
// Calculate Center View's Size
let centerWidth = (size.width/drawerSize) * (drawerSize - 1)
// Left Drawer
leftViewController.view.frame = CGRect(x: 0.0, y: 0.0, width: size.width/drawerSize, height: size.height)
// Center Drawer
centerViewController.view.frame = CGRect(x: leftViewController.view.frame.width, y: 0.0, width: centerWidth, height: size.height)
// Right Drawer
rightViewController.view.frame = CGRect(x: centerViewController.view.frame.origin.x + centerViewController.view.frame.size.width, y: 0.0, width: size.width/drawerSize, height: size.height)
//rightViewController = rc
// Capture the Swipes
let swipeRight = UISwipeGestureRecognizer(target: self, action: Selector("swipeRightAction:"))
swipeRight.direction = .Right
centerViewController.view.addGestureRecognizer(swipeRight)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: Selector("swipeLeftAction:"))
swipeLeft.direction = .Left
centerViewController.view.addGestureRecognizer(swipeLeft)
if(openSide == NVMDrawerController.NVMDrawerOpenLeft){
openLeftDrawer()
}
else{
openRightDrawer()
}
}
// MARK: - Open Drawers
func openLeftDrawer() {
_openSide = NVMDrawerController.NVMDrawerOpenLeft
UIView.animateWithDuration(0.1, delay: 0, options: UIViewAnimationOptions.CurveEaseIn, animations:
{ () -> Void in
// move views here
self.view.frame = CGRect(x: 0.0, y: 0.0, width: self.view.bounds.width, height: self.view.bounds.height)
}, completion:
{ finished in
})
}
func openRightDrawer() {
_openSide = NVMDrawerController.NVMDrawerOpenRight
UIView.animateWithDuration(0.1, delay: 0, options: UIViewAnimationOptions.CurveEaseIn, animations:
{ () -> Void in
// move views here
self.view.frame = CGRect(x: self.view.bounds.origin.x - self.leftViewController.view.bounds.size.width, y: 0.0, width: self.view.bounds.width, height: self.view.bounds.height)
}, completion:
{ finished in
})
}
// MARK: - Swipe Handling
func swipeRightAction(rec: UISwipeGestureRecognizer){
self.openLeftDrawer()
}
func swipeLeftAction(rec:UISwipeGestureRecognizer){
self.openRightDrawer()
}
// MARK: - Helpers
func instantiateViewControllers(storyboardID: String) -> UIViewController {
if let viewController = UIStoryboard(name: "Main", bundle: nil).instantiateViewControllerWithIdentifier("\(storyboardID)") as? UIViewController{
return viewController;
}
return UIViewController();
}
}
When your view is outside of its superview,it can't receive any touch events.You should enumerate subviews in UIView(its superview) touchWithEvents function and make it receive the event.