I would like to change the default size of the UISwitch in Swift 4.
I have looked at various options but they all relate to v3 and do not work.
Please can someone suggest an example that does so programmatically in Swift 4?
Thank you,
Edit:
I have tried the following examples:
switchTest.transform = CGAffineTransformMakeScale(0.75, 0.75)
switchTest.transform = CGAffineTransform(scaleX: 0.75, y: 0.75)
UISwitch *switchTest = [UISwitch new];
switchTest.transform = CGAffineTransformMakeScale(0.75, 0.75);
The error message that I received is always the same and says this:
Expected declaration
Swift 4 Code
Method 1
Drag UISwitch Storyboard. Make an outlet of your UISwitch and replace ViewDidLoad method by this code.
#IBOutlet weak var switchDemo: UISwitch!
override func viewDidLoad() {
super.viewDidLoad()
switchDemo.transform = CGAffineTransform(scaleX: 0.75, y: 0.75)
}
Method 2
Make UISwitch through programmatically.
class ViewController: UIViewController {
let switchSwift4 = UISwitch(frame:CGRect(x: 150, y: 300, width: 0, height: 0))
override func viewDidLoad() {
super.viewDidLoad()
self.switchSwift4.isOn = true
switchSwift4.setOn(true, animated: false)
switchSwift4.addTarget(self, action: #selector(switchValueDidChange(_:)), for: .valueChanged)
switchSwift4.transform = CGAffineTransform(scaleX: 0.75, y: 0.75)
self.view!.addSubview(switchSwift4)
}
#objc func switchValueDidChange(_ sender: UISwitch) {
if switchSwift4.isOn == true {
print("On")
}
else {
print("Off")
}
}
}
Related
I created a collapsible/expandable form on android. please see GIF below
https://giphy.com/gifs/zVvcKtgT9QTaa1O29O
I'm trying to create something similar on ios, so far, i've already created the bottom sheet as seen below
Looking at this GIF https://gfycat.com/dismalbronzeblowfish, you'd notice i'm able to expand and collapse the views, but there's a big gap where the view used to be, the expected behavior is that the space collapses also with an animation
Below is the code for the bottom sheet
class BottomSheetViewController: UIViewController {
// holdView can be UIImageView instead
#IBOutlet weak var holdView: UIView!
#IBOutlet weak var left: UIButton!
#IBOutlet weak var right: UIButton!
#IBOutlet weak var pickupView: UIView!
#IBOutlet weak var deliveryView: UIView!
#IBOutlet weak var deliverydetailsView: UIView!
#IBOutlet weak var pickupDetailsVIew: UIControl!
let fullView: CGFloat = 100
var partialView: CGFloat {
return UIScreen.main.bounds.height - 300
}
override func viewDidLoad() {
super.viewDidLoad()
let gesture = UIPanGestureRecognizer.init(target: self, action: #selector(BottomSheetViewController.panGesture))
view.addGestureRecognizer(gesture)
let pickupTapGesture = UITapGestureRecognizer(target: self, action: #selector(pickupButton))
let deliveryTapGesture = UITapGestureRecognizer(target: self, action: #selector(deliveryButton))
pickupView.addGestureRecognizer(pickupTapGesture)
deliveryView.addGestureRecognizer(deliveryTapGesture)
pickupView.setBorder(radius: 5, color: .black)
deliveryView.setBorder(radius: 5, color: .black)
roundViews()
deliverydetailsView.isHidden = true
pickupDetailsVIew.isHidden = true
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
prepareBackgroundView()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 0.6, animations: { [weak self] in
let frame = self?.view.frame
let yComponent = self?.partialView
self?.view.frame = CGRect(x: 0, y: yComponent!, width: frame!.width, height: frame!.height)
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func rightButton(_ sender: AnyObject) {
print("clicked")
}
#objc func pickupButton(_ sender: UITapGestureRecognizer) {
print("tap")
if pickupDetailsVIew.isHidden {
expand(pickupDetailsVIew)
collapse(deliverydetailsView)
} else {
collapse(pickupDetailsVIew)
}
}
#objc func deliveryButton(_ sender: UITapGestureRecognizer) {
print("tap")
if deliverydetailsView.isHidden {
expand(deliverydetailsView)
collapse(pickupDetailsVIew)
} else {
collapse(deliverydetailsView)
// if deliveryView.isHidden && pickupDetailsVIew.isHidden {
//
// }
}
}
func expand(_ view: UIView) {
view.isHidden = false
}
func collapse(_ view: UIView) {
view.isHidden = true
}
// #IBAction func close(_ sender: AnyObject) {
// UIView.animate(withDuration: 0.3, animations: {
// let frame = self.view.frame
// self.view.frame = CGRect(x: 0, y: self.partialView, width: frame.width, height: frame.height)
// })
// }
#objc func panGesture(_ recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self.view)
let velocity = recognizer.velocity(in: self.view)
let y = self.view.frame.minY
if ( y + translation.y >= fullView) && (y + translation.y <= partialView ) {
self.view.frame = CGRect(x: 0, y: y + translation.y, width: view.frame.width, height: view.frame.height)
recognizer.setTranslation(CGPoint.zero, in: self.view)
}
if recognizer.state == .ended {
var duration = velocity.y < 0 ? Double((y - fullView) / -velocity.y) : Double((partialView - y) / velocity.y )
duration = duration > 1.3 ? 1 : duration
UIView.animate(withDuration: duration, delay: 0.0, options: [.allowUserInteraction], animations: {
if velocity.y >= 0 {
self.view.frame = CGRect(x: 0, y: self.partialView, width: self.view.frame.width, height: self.view.frame.height)
} else {
self.view.frame = CGRect(x: 0, y: self.fullView, width: self.view.frame.width, height: self.view.frame.height)
}
}, completion: nil)
}
}
func roundViews() {
view.layer.cornerRadius = 5
holdView.layer.cornerRadius = 3
// left.layer.cornerRadius = 10
// right.layer.cornerRadius = 10
// left.layer.borderColor = UIColor(red: 0, green: 148/225, blue: 247.0/255.0, alpha: 1).cgColor
// left.layer.borderWidth = 1
view.clipsToBounds = true
}
func prepareBackgroundView(){
// let blurEffect = UIBlurEffect.init(style: .dark)
// let visualEffect = UIVisualEffectView.init(effect: blurEffect)
// let bluredView = UIVisualEffectView.init(effect: blurEffect)
// bluredView.contentView.addSubview(visualEffect)
//
// visualEffect.frame = UIScreen.main.bounds
// bluredView.frame = UIScreen.main.bounds
//
// view.insertSubview(bluredView, at: 0)
}
}
I need some help/pointers in the right direction from anyone who has done this before, or who knows how to do this
Thank you
In my use case, I have a slider that moves from 0.0 to 1.0. When moving that slider I want a button's image to fade from one image to another smoothly. The button will only transition between two images. As one fades in, the other fades out and vice-versa.
There are answers on SO on how to change the image of a button over a fixed duration but I can't find something based on a changing float.
So is there a way to change the image of a button over a duration from one image to another based on a float that changes from 0.0 to 1.0?
EDIT:
For example, imagine a button that transitions smoothly from an image of a red star to a green star as you move the slider back and forth. (I know you could accomplish this other ways but I want to use two images)
Give this a shot. It is doing what you want I think. The trick is to set the layer speed to 0 and just update the timeOffset.
import UIKit
class ViewController: UIViewController {
lazy var slider : UISlider = {
let sld = UISlider(frame: CGRect(x: 30, y: self.view.frame.height - 60, width: self.view.frame.width - 60, height: 20))
sld.addTarget(self, action: #selector(sliderChanged), for: .valueChanged)
sld.value = 0
sld.maximumValue = 1
sld.minimumValue = 0
sld.tintColor = UIColor.blue
return sld
}()
lazy var button : UIButton = {
let bt = UIButton(frame: CGRect(x: 0, y: 60, width: 150, height: 150))
bt.center.x = self.view.center.x
bt.addTarget(self, action: #selector(buttonPress), for: .touchUpInside)
bt.setImage(UIImage(named: "cat1"), for: .normal)
return bt
}()
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(button)
self.view.addSubview(slider)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
addAnimation()
}
func addAnimation(){
let anim = CATransition()
anim.type = kCATransitionFade
anim.duration = 1.0
button.layer.add(anim, forKey: nil)
button.layer.speed = 0
button.setImage(UIImage(named: "cat2"), for: .normal)
}
#objc func sliderChanged(){
print("value \(slider.value)")
button.layer.timeOffset = CFTimeInterval(slider.value)
}
#objc func buttonPress(){
print("pressed")
}
}
Here is the result:
For Swift 4
//This is slider
#IBOutlet weak var mSlider: UISlider!
//Add Target for valueChanged in ViewDidLoad
self.mSlider.addTarget(self, action: #selector(ViewController.onLuminosityChange), for: UIControlEvents.valueChanged)
//called when value change
#objc func onLuminosityChange(){
let value = self.mSlider.value
print(value)
if value > 0.5 {
btnImage.imageView?.alpha = CGFloat(value)
UIView.transition(with: self.btnImage.imageView!,
duration:0.3,
options: .showHideTransitionViews,
animations: { self.btnImage.setImage(newImage, for: .normal) },
completion: nil)
}else{
btnImage.imageView?.alpha = 1 - CGFloat(value)
UIView.transition(with: self.btnImage.imageView!,
duration:0.3,
options: .showHideTransitionViews,
animations: { self.btnImage.setImage(oldImage, for: .normal) },
completion: nil)
}
}
Or Inset an Action directly via Storyboard/XIB
This is another workaround, since i tired with single button but couldn't achieve the result, so what i did is i took two buttons overlaying each other, with same size, constraints and each with separate image.
var lastSlideValue : Float = 0.0
#IBOutlet weak var slideImage: UISlider!
#IBOutlet weak var btnImageOverlay: UIButton!
#IBOutlet weak var btnSecondOverlayImage: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
btnImageOverlay.imageView?.alpha = 1.0
btnSecondOverlayImage.imageView?.alpha = 0.0
}
#IBAction func sliderValueChanged(_ sender: Any) {//UIControlEventTouchUpInside connected method
let sliderr = sender as? UISlider
let value = sliderr?.value
if lastSlideValue < (sliderr?.value ?? 0.0) {
btnSecondOverlayImage.imageView?.alpha = CGFloat(value!)
btnImageOverlay.imageView?.alpha = 1 - CGFloat(value!)
} else if lastSlideValue == sliderr?.value {
print("equal")
} else {
btnImageOverlay.imageView?.alpha = CGFloat(value!)
btnSecondOverlayImage.imageView?.alpha = 1 - CGFloat(value!)
}
}
#IBAction func userTouchedSlider(_ sender: Any) { //UIControlEventValueChanged connected method
let sliderr = sender as? UISlider
lastSlideValue = (sliderr?.value)!
}
You could use cross fade animations with single button, but binding it with slider is difficult task. Let me know if you need any assistance with the same.
I'm new to IOS programming , but strangely same code works in a different class so I don't have any idea why isn't it working
It's in Swift 3
class BottomMenu : NSObject{
//Container view
var bottomView: UIView!
//Button
var buttonContents : UIButton!
init(bottomView : UIView) {
super.init()
self.bottomView = bottomView
buttonContents = UIButton(frame: getFrame(index: 0))
buttonContents.backgroundColor = UIColor.blue //To see where to click on the screen
bottomView.addSubview(buttonContents)
buttonContents.addTarget(self, action: #selector(onClick), for: .touchUpInside)
}
func getFrame(index : CGFloat!) -> CGRect{
let screenW = UIScreen.main.bounds.width
return CGRect(x: (screenW/3) * index,
y: 0,
width: screenW/3,
height: self.bottomView.frame.size.height)
}
func onClick(sender: UIButton!){
NSLog("click")
}
}
here's the implementation of this class :
let bottomMenu = BottomMenu(bottomView: bottomNavBarContainer)
So, the "click" log never shows
Your code works fine in Playground. The error must be in the usage of the class. Parent view has userInteraction disabled or such.
import UIKit
import Foundation
import PlaygroundSupport
class BottomMenu : NSObject{
//Container view
var bottomView: UIView!
//Button
var buttonContents : UIButton!
init(bottomView : UIView) {
super.init()
self.bottomView = bottomView
buttonContents = UIButton(frame: getFrame(index: 0))
buttonContents.backgroundColor = UIColor.blue //To see where to click on the screen
bottomView.addSubview(buttonContents)
buttonContents.addTarget(self, action: #selector(onClick), for: .touchUpInside)
}
func getFrame(index : CGFloat!) -> CGRect{
let screenW = UIScreen.main.bounds.width
return CGRect(x: (screenW/3) * index,
y: 0,
width: screenW/3,
height: self.bottomView.frame.size.height)
}
func onClick(sender: UIButton!){
NSLog("click")
}
}
var container = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0))
let view = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0))
container.addSubview(view)
let buttonContents = BottomMenu(bottomView: view)
PlaygroundPage.current.liveView = container
NSObject is not a UIResponder, so it cannot process UIEvent. A solution could be to make the class descend from UIView instead of NSObject or exposing the button to add the target inside of a ViewController.
The selector #selector(onClick) indicates a function with no parameters. Your onClick function has a single parameter, so the selector should be #selector(onClick(sender:)). At least I think that's the selector format in Swift 3. I'm Still getting used to Swift selector syntax.
For Swift 3 adaptation, there are two main changes when adding a target.
Change your selector to
buttonContents.addTarget(self, action: #selector(BottomMenu.onClick(_:)), for: .touchUpInside)
Add underscore to the method
func onClick(_ sender: UIButton!){
Just to clarify:
class BottomMenu : NSObject{
//Container view
var bottomView: UIView!
//Button
var buttonContents : UIButton!
init(bottomView : UIView) {
super.init()
self.bottomView = bottomView
buttonContents = UIButton(frame: getFrame(index: 0))
buttonContents.backgroundColor = UIColor.blue //To see where to click on the screen
bottomView.addSubview(buttonContents)
buttonContents.addTarget(self, action: #selector(self.onClick(_:)), for: .touchUpInside)
}
func getFrame(index : CGFloat!) -> CGRect{
let screenW = UIScreen.main.bounds.width
return CGRect(x: (screenW/3) * index,
y: 0,
width: screenW/3,
height: self.bottomView.frame.size.height)
}
func onClick(_ sender: UIButton!){
NSLog("click")
}
}
How do I start an action when the view controller loads on screen?
I've managed to do the function I want with an #IBAction but I don't want a button press for the action to happen, I want it to start the action when the page loads
any thoughts?
class ViewController: UIViewController {
var progress: KDCircularProgress!
#IBOutlet weak var Label1: UILabel!
var LabelText = String()
var scorestart = 1.0
var anglepercent = 3.6
override func viewDidLoad() {
super.viewDidLoad()
Label1.text = LabelText
view.backgroundColor = UIColor(white: 0.22, alpha: 1)
progress = KDCircularProgress(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
progress.startAngle = -90
progress.progressThickness = 0.2
progress.trackThickness = 0.3
progress.clockwise = true
progress.gradientRotateSpeed = 10
progress.roundedCorners = false
progress.glowMode = .Forward
progress.glowAmount = 0.9
progress.setColors(UIColor.yellowColor())
progress.center = CGPoint(x: view.center.x, y: view.center.y + 25)
view.addSubview(progress)
}
#IBAction func Animate(sender: AnyObject) {
progress.angle = Double(scorestart * anglepercent)
progress.animateFromAngle(0, toAngle: 270, duration: 2) {
completed in
if completed {
print("animation stopped, completed")
} else {
print("animation stopped, was interrupted")
}
Use :-
Basic idea here is that whenever your view will load corresponding class will look up to viewWillAppear(animated: Bool) function and if it's present in the code it will execute all the code in it.The moment that particular view is about to appear on your UI, your code block in viewWillAppear(animated: Bool) will get called.
class ViewController: UIViewController {
var progress: KDCircularProgress!
#IBOutlet weak var Label1: UILabel!
var LabelText = String()
var scorestart = 1.0
var anglepercent = 3.6
override func viewDidLoad() {
super.viewDidLoad()
Label1.text = LabelText
view.backgroundColor = UIColor(white: 0.22, alpha: 1)
}
override func viewWillAppear(animated :Bool) {
super.viewWillAppear(animated)
progressActn()
//Setting up your progress layer
animateActn()
//Animating that progress layer
}
#IBAction func Animate(sender: AnyObject) {
animateActn()
}
func animateActn(){
progress.angle = Double(scorestart * anglepercent)
progress.animateFromAngle(0, toAngle: 270, duration: 2) {
completed in
if completed {
print("animation stopped, completed")
} else {
print("animation stopped, was interrupted")
}
}
}
func progressActn(){
progress = KDCircularProgress(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
progress.startAngle = -90
progress.progressThickness = 0.2
progress.trackThickness = 0.3
progress.clockwise = true
progress.gradientRotateSpeed = 10
progress.roundedCorners = false
progress.glowMode = .Forward
progress.glowAmount = 0.9
progress.setColors(UIColor.yellowColor())
progress.center = CGPoint(x: view.center.x, y: view.center.y + 25)
view.addSubview(progress)
}
}
I posted a similar post recently and I figured out what the problem is but I don't know how to fix the problem.
In my ImageViewerViewController, my cancelButtonTapped function is not being called. But I don't think the problem, necessarily, lies in this code. Here is the code:
var image: UIImage!
var imageView: UIImageView!
var scrollView: UIScrollView!
var disableSavingImage: Bool!
var pan: UIPanGestureRecognizer!
var cancelButton: UIButton!
var cancelButtonImage: UIImage!
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.0)
setCancelButton()
}
func setCancelButton() {
self.cancelButton = UIButton(type: UIButtonType.RoundedRect)
self.cancelButton.addTarget(self, action: "cancelButtonTapped:", forControlEvents: UIControlEvents.TouchUpInside)
self.cancelButton.setImage(cancelButtonImage, forState: UIControlState.Normal)
self.cancelButton.tintColor = UIColor.whiteColor()
self.cancelButton.frame = CGRectMake(self.view.frame.size.width - (self.cancelButtonImage.size.width * 2) - 18, 18, self.cancelButtonImage.size.width * 2, self.cancelButtonImage.size.height * 2)
self.view.addSubview(self.cancelButton)
}
func cancelButtonTapped(sender: UIButton) {
print("cancelButtonTapped")
}
func centerPictureFromPoint(point: CGPoint, ofSize size: CGSize, withCornerRadius radius: CGFloat) {
UIView.animateWithDuration(0.3, animations: { () -> Void in
self.view.backgroundColor = UIColor(colorLiteralRed: 0.0, green: 0.0, blue: 0.0, alpha: 1.0)
}) { (finished: Bool) -> Void in
}
}
I think the problem lies in my CathyTaskLogMessageViewController, when I change the code from
self.view.addSubview(imageViewerViewController.view) to self.presentViewController(imageViewerViewController, animated: true, completion: nil), my add target function gets called. Here's the code:
func defaultPictureButtonTapped(sender: UIButton) {
let imageViewerViewController = ImageViewerViewController()
imageViewerViewController.image = self.defaultPictureButton.imageView!.image
imageViewerViewController.cancelButtonImage = UIImage(named: "cancelButtonImage")
self.view.addSubview(imageViewerViewController.view)
imageViewerViewController.centerPictureFromPoint(self.defaultPictureButton.frame.origin, ofSize: self.defaultPictureButton.frame.size, withCornerRadius: self.defaultPictureButton.layer.cornerRadius)
// self.presentViewController(imageViewerViewController, animated: true, completion: nil)
}
However, I don't want to present a view controller. I want to add it as a subview. Anybody have any idea to fix this? And thank you so much for your help in advance.
The issue is in how you add child view controller.
You need to call addChildViewController(imageViewerViewController) before self.view.addSubview(imageViewerViewController.view)
Once what happened to me while using subviews was that the view was in front of the subview and hence the button on the subview was not getting tapped.
Try this:-
imageViewerViewController.view.layer.zPosition = 2
//You can set any value in place of 2 which is greater than zposition value of the view
self.view.addSubview(imageViewerViewController.view)
Hope this works.