Resize subview when superview finishes loading - ios

I know theres countless similar questions on this that either all result in using flexible height/width or setting translatesAutoresizingMaskIntoConstraints to false.
I have add a view using an extension I created:
extension UIView {
func addView(storyboard: String, viewIdentier: String) {
let story = UIStoryboard(name: storyboard, bundle: nil)
let subview = story.instantiateViewController(withIdentifier: viewIdentifier)
subview.view.frame = self.bounds
self.addSubview(subview.view)
}
}
If I use this to initialise a view, in the ViewDidAppear everything works fine. But if its in the view did load then the constraints are all over the place because the contrainView that contains the view has its own constraints that are not yet loaded.
I currently use like this:
#IBOutlet weak var container: UIView!
override func viewDidLoad() {
container.addView(storyboard: "Modules", viewIdentifier: "subview")
}
I don't want to initialise the view in the ViewDidAppear because of reasons. Is there any way of fixing this so it works as expected? Or reload the subview constraints after the superview has loaded?
Also I've really tried using other solutions. I can't make this work so would really appreciate some help.

There is no way to do things in the hard-coded manner your code proposes. You are setting the frame of the subview based on self.bounds. But in viewDidLoad, we do not yet know the final value for self.bounds. It is too soon.
The appropriate place to do something that depends on knowing layout values is after layout has taken place, namely in viewDidLayoutSubviews. Be aware that this can be called many times in the course of the app's lifetime; you don't want to add the subview again every time that happens, so use a Bool flag to make sure that you add the subview only once. You might, on subsequent resizes of the superview, need to do something else in viewDidLayoutSubviews in order to make appropriate adjustments to the subview.
But the correct way to do this kind of thing is to add the subview (possibly in viewDidLoad) and give it constraints so that its frame will henceforth remain correct relative to its superview regardless of when and how the superview is resized. You seem, in your question, to reject that kind of approach out of hand, but it is, nevertheless, the right thing to do and you should drop your resistance to it.

Related

How to get the frame of a UIView that has been setup through snapkit

First off, I really want to thank the guys who have built snapkit. It has really made setting up constraints for UIViews really easy.
But for now, I have a simple question: How can I access the frame property of a view I setup using this library?
For example:
self.view.addSubview(contributePosterView)
self.contributePosterView.snp.makeConstraints { (make) in
make.left.equalTo(self.view.snp.left)
make.width.equalTo(self.view.bounds.width)
make.top.equalTo(self.table.snp.bottom)
make.bottom.equalTo(self.view.snp.bottom)
}
How can I access the frame property of the view which I have named as contributePosterView?
This is important to me especially when I have to set them up in a UIScrollview using layoutSubviews property of the said scroll view.
I checked the snapkit documentation as much as I could but still have not found an answer.
How should I go about this? Any help would be appreciated.
"SnapKit" provides methods to add constraints, using a syntax that many people find easier than the default NSLayoutContraint methods. However, it doesn't do anything to the views to make it impossible to get the resulting frames sizes.
The issue is that you are likely making your "snap" calls in viewDidLoad(), and then immediately trying to get the frame. At that point, all that has happened is that the constraints have been added, but auto-layout has not done its work.
You want to override viewDidLayoutSubviews(), at which point you can get the valid frame size:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
// now you can get the resulting frame
let f = self.contributePosterView.frame
// do what you want with the frame
}

Is this a good way to layout my view controllers

People usually get real frame size in viewDidAppear() or viewDidLayoutSubviews() to calculate their views, however I usually got problems with these approaches.
I want my views to be already calculated before they appear on the screen so viewDidAppear() is not suitable, viewWillAppear() sometimes it works sometimes it doesn't. viewDidLayoutSubviews() is called many times so it's not a good choice either.
So below is my way to handle it, I always get the desired results with this approach. Are there any disadvantages with this?
override func viewDidLoad() {
super.viewDidLoad()
self.view.frame = UIScreen.main.bounds
self.view.layoutIfNeeded()
// put everything needs to be calculated here
}
You shouldn't need to lay out your views that way.
The modern Apple recommendation is to avoid making manual changes to frame.
layoutIfNeeded
From document : Lays out the subviews immediately, if layout updates are pending.
This is a synchronous call that tells the system you want a layout and redraw of a view and its subviews, and you want it done immediately without waiting for the update cycle.
https://developer.apple.com/documentation/uikit/uiview/1622507-layoutifneeded
You should also check this WWDC video this year
https://developer.apple.com/videos/play/wwdc2018/220/
Put your code to viewLayoutSubViews dwlwgate method.

How to use a variable UIStackView in UITableView or UICollectionView?

I'm currently building a generic form builder using a UICollectionView.
Each form element is a cell, and for checkboxes, I'm using a UIStackView inside the cell to display all the available options.
The problem is that each time I reuse the cell, even if I remove all the arrangedSubviews, they stay in the view with the new one.
The following code is a simplified version of what I'm doing:
class cell: UICollectionViewCell {
#IBOutlet weak var stackView: UIStackView!
func setup(options: [String]) {
for option in options {
let label = UILabel()
label.text = option
stackView.addArrangedSubview(label)
}
}
override func prepareForReuse() {
super.prepareForReuse()
optionsStackView.arrangedSubviews.forEach({ optionsStackView.removeArrangedSubview(view: $0) })
}
}
Instead of that, my current workaround is to hide() each arrangedSubview in prepareForReuse() instead of removing them, but I don't like that.
If you read the Xcode docs on the removeArrangedSubview method, they say:
Discussion: This method removes the provided view from the stack’s
arrangedSubviews array. The view’s position and size will no longer be
managed by the stack view. However, this method does not remove the
provided view from the stack’s subviews array; therefore, the view is
still displayed as part of the view hierarchy.
To prevent the view from appearing on screen after calling the stack’s
removeArrangedSubview: method, explicitly remove the view from the
subviews array by calling the view’s removeFromSuperview() method, or
set the view’s isHidden property to true.
So you need to also remove the subviews from the stack view. (I also struggled with this when I first started using stack views.)
Edit:
In fact, as #kid_x points out, simply removing the subview with removeFromSuperView() works. I'm not sure what the point of removeArrangedSubview() is, TBH.
Edit #2:
I would advise against using removeArrangedSubview() at all. Instead, do one of the following:
Option 1:
If you need to remove a view from a stack view permanently, simply use removeFromSuperView().
Option 2:
If you want to remove views from your stack view and then put them back later, simply toggle the child view's isHidden property, as mentioned in suprandr's answer. The stack view will close up the empty space and reposition the remaining views as if you removed them.
In many cases, since removing from a superview in a reusable view could (and mostly, will) cause the view to be released, in a UIStackView simply putting
dynamicView.isHidden = false
to remove and
dynamicView.isHidden = true
to add again, will cause the stack view to rearrange the other arranged views.

When can I activate/deactivate layout constraints?

I've set up multiple sets of constraints in IB, and I'd like to programmatically toggle between them depending on some state. There's a constraintsA outlet collection all of which are marked as installed from IB, and a constraintsB outlet collection all of which are uninstalled in IB.
I can programmatically toggle between the two sets like so:
NSLayoutConstraint.deactivateConstraints(constraintsA)
NSLayoutConstraint.activateConstraints(constraintsB)
But... I can't figure out when to do that. It seems like I should be able to do that once in viewDidLoad, but I can't get that to work. I've tried calling view.updateConstraints() and view.layoutSubviews() after setting the constraints, but to no avail.
I did find that if I set the constraints in viewDidLayoutSubviews everything works as expected. I guess I'd like to know two things...
Why am I getting this behavior?
Is it possible to activate/deactivate constraints from viewDidLoad?
I activate and deactivate NSLayoutConstraints in viewDidLoad, and I do not have any problems with it. So it does work. There must be a difference in setup between your app and mine :-)
I'll just describe my setup - maybe it can give you a lead:
I set up #IBOutlets for all the constraints that I need to activate/deactivate.
In the ViewController, I save the constraints into class properties that are not weak. The reason for this is that I found that after deactivating a constraint, I could not reactivate it - it was nil. So, it seems to be deleted when deactivated.
I do not use NSLayoutConstraint.deactivate/activate like you do, I use constraint.active = YES/NO instead.
After setting the constraints, I call view.layoutIfNeeded().
Maybe you could check your #properties, replace weak with strong.
Sometimes it because active = NO set self.yourConstraint = nil, so that you couldn't use self.yourConstraint again.
override func viewDidLayoutSubviews() {
// do it here, after constraints have been materialized
}
I believe the problem you are experiencing is due to constraints not being added to their views until AFTER viewDidLoad() is called. You have a number of options:
A) You can connect your layout constraints to an IBOutlet and access them in your code by these references. Since the outlets are connected before viewDidLoad() kicks off, the constraints should be accessible and you can continue to activate and deactivate them there.
B) If you wish to use UIView's constraints() function to access the various constraints you must wait for viewDidLayoutSubviews() to kick off and do it there, since that is the first point after creating a view controller from a nib that it will have any installed constraints. Don't forget to call layoutIfNeeded() when you're done. This does have the disadvantage that the layout pass will be performed twice if there are any changes to apply and you must ensure that there is no possibility that an infinite loop will be triggered.
A quick word of warning: disabled constraints are NOT returned by the constraints() method! This means if you DO disable a constraint with the intention of turning it back on again later you will need to keep a reference to it.
C) You can forget about the storyboard approach and add your constraints manually instead. Since you're doing this in viewDidLoad() I assume that the intention is to only do it once for the full lifetime of the object rather than changing the layout on the fly, so this ought to be an acceptable method.
You can also adjust the priority property to "enable" and "disable" them (750 value to enable and 250 to disable for example). For some reason changing the active BOOL didn't had any effect on my UI. No need for layoutIfNeeded and can be set and changed at viewDidLoad or any time after that.
The proper time to deactivate unused constraints:
-(void)viewWillLayoutSubviews{
[super viewWillLayoutSubviews];
self.myLittleConstraint.active = NO;
}
Keep in mind that viewWillLayoutSubviews could be called multiple times, so no heavy calculations here, okay?
Note: if you want to reactive some of the constraints later, then always store strong reference to them.
When a view is being created the following life cycle methods are called in order:
loadView
viewDidLoad
viewWillAppear
viewWillLayoutSubviews
viewDidLayoutSubviews
viewDidAppear
Now to your questions.
Why am I getting this behavior?
Answer: Because when you try to set the constraints on the views in viewDidLoad the view does not have its bounds, hence constraints cannot be set. It's only after viewDidLayoutSubviews that the view's bounds are finalized.
Is it possible to activate/deactivate constraints from viewDidLoad?
Answer: No. Reason explained above.
I have found as long as you set up the constraints per normal in the override of - (void)updateConstraints (objective c), with a strong reference for the initiality used active and un-active constraints. And elsewhere in the view cycle deactivate and/or activate what you need, then calling layoutIfNeeded, you should have no issues.
The main thing is not to constantly reuse the override of updateConstraints and to separate the activations of the constraints, as long as you call updateConstraints after your first initialization and layout. It does seem to matter after that where in the view cycle.

Where should I be setting autolayout constraints when creating views programmatically

I see different examples where constraints are set. Some set them in viewDidLoad / loadView (after the subview was added). Others set them in the method updateViewConstraints, which gets called by viewDidAppear.
When I try setting constraints in updateViewContraints there can be a jumpiness to the layout, e.g. slight delay before the view appears. Also, if I use this method, should I clear out existing constraints first i.e. [self.view [removeConstraints:self.view.constraints]?
I set up my constraints in viewDidLoad/loadView (I'm targeting iOS >= 6). updateViewConstraints is useful for changing values of constraints, e.g. if some constraint is dependent on the orientation of the screen (I know, it's a bad practice) you can change its constant in this method.
Adding constraints in viewDidLoad is showed during the session "Introduction to Auto Layout for iOS and OS X" (WWDC 2012), starting from 39:22. I think it's one of those things that are said during lectures but don't land in the documentation.
UPDATE: I've noticed the mention of setting up constraints in Resource Management in View Controllers:
If you prefer to create views programmatically, instead of using a
storyboard, you do so by overriding your view controller’s loadView
method. Your implementation of this method should do the following:
(...)
3.If you are using auto layout, assign sufficient constraints to each of
the views you just created to control the position and size of your
views. Otherwise, implement the viewWillLayoutSubviews and
viewDidLayoutSubviews methods to adjust the frames of the subviews in
the view hierarchy. See “Resizing the View Controller’s Views.”
UPDATE 2: During WWDC 2015 Apple gave a new explanation of updateConstraints and updateViewConstraints recommended usage:
Really, all this is is a way for views to have a chance to make changes to constraints just in time for the next layout pass, but it's often not actually needed.
All of your initial constraint setup should ideally happen inside Interface Builder.
Or if you really find that you need to allocate your constraints programmatically, some place like viewDidLoad is much better.
Update constraints is really just for work that needs to be repeated periodically.
Also, it's pretty straightforward to just change constraints when you find the need to do that; whereas, if you take that logic apart from the other code that's related to it and you move it into a separate method that gets executed at a later time, your code becomes a lot harder to follow, so it will be harder for you to maintain, it will be a lot harder for other people to understand.
So when would you need to use update constraints?
Well, it boils down to performance.
If you find that just changing your constraints in place is too slow, then update constraints might be able to help you out.
It turns out that changing a constraint inside update constraints is actually faster than changing a constraint at other times.
The reason for that is because the engine is able to treat all the constraint changes that happen in this pass as a batch.
I recommend creating a BOOL and setting them in the -updateConstraints of UIView (or -updateViewConstraints, for UIViewController).
-[UIView updateConstraints]: (apple docs)
Custom views that set up constraints themselves should do so by overriding this method.
Both -updateConstraints and -updateViewConstraints may be called multiple times during a view's lifetime. (Calling setNeedsUpdateConstraints on a view will trigger this to happen, for example.) As a result, you need to make sure to prevent creating and activating duplicate constraints -- either using a BOOL to only perform certain constraint setup only once, or by making sure to deactivate/remove existing constraints before creating & activating new ones.
For example:
- (void)updateConstraints { // for view controllers, use -updateViewConstraints
if (!_hasLoadedConstraints) {
_hasLoadedConstraints = YES;
// create your constraints
}
[super updateConstraints];
}
Cheers to #fresidue in the comments for pointing out that Apple's docs recommend calling super as the last step. If you call super before making changes to some constraints, you may hit a runtime exception (crash).
This should be done in ViewDidLoad, as per WWDC video from Apple and the documentation.
No idea why people recommend updateConstraints. If you do in updateConstraints you will hit issues with NSAutoresizingMaskLayoutConstraint with auto resizing because your views have already taken into account the auto masks. You would need to remove them in updateConstraints to make work.
UpdateConstraints should be for just that, when you need to 'update' them, make changes etc from your initial setup.
Do it in view did layout subviews method
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
}
I have this solution to change constraints before those who are in the storyboard are loaded.
This solution removes any lags after the view is loaded.
-(void)updateViewConstraints{
dispatch_async(dispatch_get_main_queue(), ^{
//Modify here your Constraint -> Activate the new constraint and deactivate the old one
self.yourContraintA.active = true;
self.yourContraintB.active= false;
//ecc..
});
[super updateViewConstraints]; // This must be the last thing that you do here -> if! ->Crash!
}
You can set them in viewWillLayoutSubviews: too:
override func viewWillLayoutSubviews() {
if(!wasViewLoaded){
wasViewLoaded = true
//update constraint
//also maybe add a subview
}
}
This worked for me:
Swift 4.2
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Modify your constraints in here
...
}
Although honestly I am not sure if it is worth it. It seems a bit slower to load than in viewDidLoad(). I just wanted to move them out of the latter, because it's getting massive.
Add your constraints in viewWillLayoutSubviews() to add constraints programmatically
See Apple Documentation in Custom Layout Section
If possible, use constraints to define all of your layouts. The
resulting layouts are more robust and easier to debug. You should only
override the viewWillLayoutSubviews or layoutSubviews methods when you
need to create a layout that cannot be expressed with constraints
alone.
Following example is to pass any view to another class. create my view from storyboard
Swift 5.0
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
DispatchQueue.main.async {
self.abcInstance = ABC(frame: self.myView.frame)
}
}
If you miss DispatchQueue.main.async, it will take time to update constraints in viewWillAppear. Create myView in storyboard and give constraints same as screen width & height, then try printing frame of myView. It will give accurate value in DispatchQueue.main.async or in viewDidAppear but not give accurate value in viewWillAppear without DispatchQueue.main.async.

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