I'm trying to get/keep a handle on elements in my UIStackView after I have moved it with a pan gesture.
For example, the elements I am trying to grab a handle on are things like the button tag or the text label text.
The code explained…
I am creating a UIStackView, via the function func createButtonStack(label: String, btnTag: Int) -> UIStackView
It contains a button and a text label.
When the button stack is created, I attach a pan gesture to it so I can move the button around the screen. The following 3 points work.
I get the button stack created
I can press the button and call the fun to print my message.
I can move the button stack.
The issue I have is…
Once I move the button stack the first time and the if statement gesture.type == .ended line is triggered, I lose control of the button stack.
That is, the button presses no longer work nor can I move it around any longer.
Can anyone please help? Thanks
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .lightGray
let ButtonStack = createButtonStack(label: “Button One”, btnTag: 1)
view.addSubview(ButtonStack)
ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
ButtonStack.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
let panGuesture = UIPanGestureRecognizer(target: self, action: #selector(pan(guesture:)))
ButtonStack.isUserInteractionEnabled = true
ButtonStack.addGestureRecognizer(panGuesture)
}
func createButtonStack(label: String, btnTag: Int) -> UIStackView {
let button = UIButton()
button.setImage( imageLiteral(resourceName: "star-in-circle"), for: .normal)
button.heightAnchor.constraint(equalToConstant: 100.0).isActive = true
button.widthAnchor.constraint(equalToConstant: 100.0).isActive = true
button.contentMode = .scaleAspectFit
button.tag = btnTag
switch btnTag {
case 1:
button.addTarget(self, action: #selector(printMessage), for: .touchUpInside)
case 2:
break
default:
break
}
//Text Label
let textLabel = UILabel()
textLabel.backgroundColor = UIColor.green
textLabel.widthAnchor.constraint(equalToConstant: 100.0).isActive = true
textLabel.heightAnchor.constraint(equalToConstant: 25.0).isActive = true
textLabel.font = textLabel.font.withSize(15)
textLabel.text = label
textLabel.textAlignment = .center
//Stack View
let buttonStack = UIStackView()
buttonStack.axis = UILayoutConstraintAxis.vertical
buttonStack.distribution = UIStackViewDistribution.equalSpacing
buttonStack.alignment = UIStackViewAlignment.center
buttonStack.spacing = 1.0
buttonStack.addArrangedSubview(button)
buttonStack.addArrangedSubview(textLabel)
buttonStack.translatesAutoresizingMaskIntoConstraints = false
return buttonStack
}
#objc func printMessage() {
print(“Button One was pressed”)
}
#objc func pan(guesture: UIPanGestureRecognizer) {
let translation = guesture.translation(in: self.view)
if let guestureView = guesture.view {
guestureView.center = CGPoint(x: guestureView.center.x + translation.x, y: guestureView.center.y + translation.y)
if guesture.state == .ended {
print("Guesture Center - Ended = \(guestureView.center)")
}
}
guesture.setTranslation(CGPoint.zero, in: self.view)
}
If you're using autolayout on the buttonStack you can't manipulate the guestureView.center centerX directly. You have to work with the constraints to achieve the drag effect.
So instead of ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true you should do something along the lines of:
let centerXConstraint = ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor)
centerXConstraint.isActive = true
ButtonStack.centerXConstraint = centerXConstraint
To do it like this you should declare a weak property of type NSLayoutConstraint on the ButtonStack class. You can do the same thing for the centerY constraint.
After that in the func pan(guesture: UIPanGestureRecognizer) method you can manipulate the centerXConstraint and centerYConstraint properties directly on the ButtonStack view.
Also, I see you are not setting the translatesAutoresizingMaskIntoConstraints property to false on the ButtonStack. You should do that whenever you are using autolayout programatically.
Thanks to PGDev and marosoaie for their input. Both provided insight for me to figure this one out.
My code worked with just the one button, but my project had three buttons inside a UIStackView.
Once I moved one button, it effectively broke the UIStackView and I lost control over the moved button.
The fix here was to take the three buttons out of the UIStackView and I can now move and control all three buttons without issues.
As for keeping a handle on the button / text field UIStackView, this was achieved by adding a .tag to the UIStackView.
Once I moved the element, the .ended action of the pan could access the .tag and therefore allow me to identify which button stack was moved.
Thanks again for all of the input.
Related
Goal:
Hide a UIButton(w/ image) once a view is hidden.
I have a layout whereby the map view can be hidden when user taps(UITapGestureRecognizer) on the screen. When this happen, I would like to hide the "follow user button" triangle. Currently I am not able to do it.
What I've tried: (from multiple google/SO posts)
1)
followUserButton.removeFromSuperview()
followUserButton.widthAnchor.constraint(equalToConstant: 150).isActive = true
followUserButton.heightAnchor.constraint(equalToConstant: 150).isActive = true
followUserButton.setImage(image:nil for: .normal)
the last one I tried is basically just making the image black in color (to blend into the background). This does look like a success, but (see gif image), for some reason, the first click, will still show the button (very light black/grey - in the bottom middle of image). Click again, the map view comes on, then click again and it finally disappears
followUserButton.tintColor = .black
followUserButton.isHidden = true
this is how I'm adding my button programatically
var followUserImage: UIImage!
var followUserButton: UIButton!
override func viewDidLoad() {
setupFollowUserButton()
}
func setupFollowUserButton() {
addFollowUserButton()
self.view.addSubview(followUserButton)
constraintFollowUserButton()
}
func hideFollowUserButton() {
if vcTrainMapView.isHidden {
if followUserButton != nil {
// followUserButton.removeFromSuperview()
// followUserButton.tintColor = .black
followUserButton.isHidden = true
}
} else if followUserButton != nil {
followUserButton.tintColor = .lightGray
}
}
func addFollowUserButton() {
followUserButton = UIButton(type: UIButton.ButtonType.custom)
followUserImage = UIImage(named: "follow_user_high")
followUserButton.setImage(followUserImage, for:.selected)
followUserImage = (UIImage(named: "follow_user"))
followUserButton.setImage(followUserImage, for: .normal)
followUserButton.tintColor = .lightGray
followUserButton.addTarget(self, action: #selector(buttonAction(_:)), for: .touchUpInside)
}
#objc private func buttonAction(_ sender: UIButton) {
self.followUserStatus = !self.followUserStatus
sender.isSelected.toggle()
}
func constraintFollowUserButton() {
followUserButton.translatesAutoresizingMaskIntoConstraints = false
followUserButton.bottomAnchor.constraint(equalTo: vcTrainMapView.bottomAnchor, constant: -10).isActive = true
followUserButton.leadingAnchor.constraint(equalTo: vcTrainMapView.leadingAnchor, constant: 10).isActive = true
followUserButton.widthAnchor.constraint(equalToConstant: 50).isActive = true
followUserButton.heightAnchor.constraint(equalToConstant: 50).isActive = true
}
this is what I've achieved w/ #3 above. (the button is very light in the gif)
If you're going to be hiding and showing a button at the same time as a detail view (your map view), and you're displaying the button so that it looks like it's on that view, you could just add the button directly to that view rather than the view controller main view.
You can, of course, still control the action of the button from the view controller, but if it's added to the map view then the button will be hidden when the map view is hidden.
I have a pop up UIView as a control window. Contains sliders and buttons from the AudioKitUI framework.
I have a touch tap gesture set up to close the Pop up view but of course it also closes the UIview when I tap a button. Is it possible to ignore the tap gesture when the AKButton is pressed?
Everything is enclosed in its own class structure.
This is the gesture code at the top of my Overide Init.
override init(frame: CGRect) {
super.init(frame: frame)
self.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(animateout)))
and the code for my AKButton.
// Dynamics on/off button
let dynamicsButton = AKButton(title: "") { button in
if boxDynamicStatus[boxBloqDoubleTapped] == false {
button.title = "FLOATING"
boxDynamicStatus[boxBloqDoubleTapped] = true
boxBloqArray[boxBloqDoubleTapped].physicsBody?.isDynamic = true
} else {
boxDynamicStatus[boxBloqDoubleTapped] = false
button.title = "FIXED"
boxBloqArray[boxBloqDoubleTapped].physicsBody?.isDynamic = false
}
}
// Set button text from box array
if boxDynamicStatus[boxBloqDoubleTapped] == false {
dynamicsButton.title = "FIXED"
} else {
dynamicsButton.title = "FLOATING"
}
I don't get this issue with the sliders I suppose because of the moving gesture rather than it being a tap.
All the buttons/sliders are held within a container
fileprivate let container: UIView = {
let v = UIView()
v.translatesAutoresizingMaskIntoConstraints = false
v.backgroundColor = UIColor.black.withAlphaComponent(0.3)
v.layer.cornerRadius = 5
return v
}()
can the gesture be programmed to not register within the container margins?
I think this may be the effectively the same question as here: Prevent click through view in swift
So, it could be solved with the z-index ordering of your views. If you provided a working version of your code, or some playground version, I could test, but this is the best I can suggest with the information given.
I am trying to add tap gesture for a dynamically created UILabel in a function in swift 4, but it is not firing UITapGestureRecognizer function. it is working when i add tap gesture from viewDidLoad function, but i have to add tap gesture from other function.
here is the code
override func viewDidLoad() {
super.viewDidLoad()
createLabel()
}
func createLabel() {
let label = UILabel()
label.text = "abc"
label.numberOfLines = 0
label.frame.size.width = self.otherlinksStack.bounds.width
label.font = label.font.withSize(17) // my UIFont extension
label.sizeToFit()
label.tag = 1
self.otherlinksStack.addSubview(label)
let labelTapGesture = UITapGestureRecognizer(target:self,action:#selector(self.doSomethingOnTap))
label.isUserInteractionEnabled = true
label.addGestureRecognizer(labelTapGesture)
}
#objc func doSomethingOnTap() {
print("tapped")
}
You're doing a couple things wrong...
// your code
label.frame.size.width = self.otherlinksStack.bounds.width
label.sizeToFit()
If you're adding the label to a stackView, there is no need to set its frame -- let the stack view handle that. If your stackView's alignment is set to .fill it will stretch the label to its width anyway. If it's not set to fill, the label will expand horizontally as needed, based on its text. So, also, no need to call .sizeToFit().
// your code
self.otherlinksStack.addSubview(label)
When add a view to a stack view, use .addArrangedSubview, otherwise it will be added overlaid on top of another view in the stack view.
This should work fine (it does in my quick test):
func createLabel() {
let label = UILabel()
label.text = "abc"
label.numberOfLines = 0
label.font = label.font.withSize(17) // my UIFont extension
label.tag = 1
// give the label a background color so we can see it
label.backgroundColor = .cyan
// enable user interaction on the label
label.isUserInteractionEnabled = true
// add the label as an Arranged Subview to the stack view
self.otherlinksStack.addArrangedSubview(label)
// create the gesture recognizer
let labelTapGesture = UITapGestureRecognizer(target:self,action:#selector(self.doSomethingOnTap))
// add it to the label
label.addGestureRecognizer(labelTapGesture)
}
#objc func doSomethingOnTap() {
print("tapped")
}
Use this code for adding the Tap Gesture:
let tapGesture: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapGestureMethod(_:)))
tapGesture.numberOfTapsRequired = 1
tapGesture.numberOfTouchesRequired = 1
yourLabel.isUserInteractionEnabled = true
yourLabel.addGestureRecognizer(tapGesture)
This is the tap gesture method:
#objc func tapGestureMethod(_ gesture: UITapGestureRecognizer) {
Do your code here
}
func addTapGesture() {
let labelTapGesture = UITapGestureRecognizer(target: self, action: #selector(doSomethingOnTap))
//Add this line to enable user interaction on your label
myLabel.isUserInteractionEnabled = true
myLabel.addGestureRecognizer(labelTapGesture)
}
#objc func doSomethingOnTap() {
print("tapped")
}
Then call addTapGesture() from viewDidLoad or from whichever function you wanna add tap from.
If your gesture works from viewDidLoad, then after adding from other function the gesture might override by other control's gestures..
Try adding gesture on control which is seperate from all other controls.
I added a label and an image to the navigation item title view, like this - https://stackoverflow.com/a/38548905/1373592
And I added these three lines of code, to make the title clickable.
....
let recognizer = UITapGestureRecognizer(target: self, action: #selector(MyViewController.titleTapped(_:)))
navView.isUserInteractionEnabled = true
navView.addGestureRecognizer(recognizer)
And this titleTapped function.
#objc func titleTapped(_ tapGestureRecognizer: UITapGestureRecognizer) {
print("Tapped")
}
What am I doing wrong?
I tried adding gesture recognizer to the label, and to the image (separately). That didn't work either.
Thanks.
Your NavView has no frame, so there is nothing "there" to tap.
Add this line:
// Create a navView to add to the navigation bar
let navView = UIView()
// new line
navView.frame = CGRect(x: 0, y: 0, width: 200, height: 40)
// Create the label
let label = UILabel()
and you should be on your way.
100% sure working in my app and well tested.
var tapGesture = UITapGestureRecognizer()
take your view and set IBOutlet like:
#IBOutlet weak var viewTap: UIView!
Write pretty code on viewDidLoad() like:
tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.myviewTapped(_:)))
tapGesture.numberOfTapsRequired = 1
tapGesture.numberOfTouchesRequired = 1
viewTap.addGestureRecognizer(tapGesture)
viewTap.isUserInteractionEnabled = true
this method is calling when tap gesture recognized
#objc func myviewTapped(_ sender: UITapGestureRecognizer) {
if self.viewTap.backgroundColor == UIColor.yellow {
self.viewTap.backgroundColor = UIColor.green
}else{
self.viewTap.backgroundColor = UIColor.yellow
}
}
Note: In your case you have to sure for view which view infront like UILabel or UIView that is nav and then assign the gesture to it.If your label cover the whole view then let's try to give gesture to label only.
I'm using CosmicMind's Material library for swift. I'm trying to get the Menu example to work with programmatic autolayout - where can I find an example of how to make this work?
From the examples on Github I haven't figured out a way to use autolayout.
/// Prepares the FlatMenu example.
private func prepareFlatbMenuExample() {
let btn1: FlatButton = FlatButton()
btn1.addTarget(self, action: "handleFlatMenu", forControlEvents: .TouchUpInside)
btn1.setTitleColor(MaterialColor.white, forState: .Normal)
btn1.backgroundColor = MaterialColor.blue.accent3
btn1.pulseColor = MaterialColor.white
btn1.setTitle("Sweet", forState: .Normal)
view.addSubview(btn1)
let btn2: FlatButton = FlatButton()
btn2.setTitleColor(MaterialColor.blue.accent3, forState: .Normal)
btn2.borderColor = MaterialColor.blue.accent3
btn2.pulseColor = MaterialColor.blue.accent3
btn2.borderWidth = .Border1
btn2.setTitle("Good", forState: .Normal)
view.addSubview(btn2)
let btn3: FlatButton = FlatButton()
btn3.setTitleColor(MaterialColor.blue.accent3, forState: .Normal)
btn3.borderColor = MaterialColor.blue.accent3
btn3.pulseColor = MaterialColor.blue.accent3
btn3.borderWidth = .Border1
btn3.setTitle("Nice", forState: .Normal)
view.addSubview(btn3)
// Initialize the menu and setup the configuration options.
flatMenu = Menu(origin: CGPointMake(spacing, view.bounds.height - height - spacing))
flatMenu.direction = .Down
flatMenu.spacing = 8
flatMenu.buttonSize = CGSizeMake(120, height)
flatMenu.buttons = [btn1, btn2, btn3]
}
flatMenu is of type Menu from the Material library, and is a class that holds each of the buttons in the menu. It appears the "origin" is what controls the positioning on the page, but because Menu isn't a UIView subclass, I'm not sure how to use this with autolayout.
public class Menu {
...
}
What view do you have the buttons in? Try positioning the superview with AutoLayout using the same dimensions as your button size and then set the origin of the Menu as CGRectZero.
Also make sure you have clipsToBounds for the superview set to false (the default). And because the buttons are outside the bounds of your autolayout placed view, you'll need to use a custom UIView subclass like the one below to handle the actions on the buttons.
class MenuParentView: UIView {
override func hitTest(point: CGPoint, withEvent event: UIEvent?) -> UIView? {
//because the subviews will be outside the bounds of this view
//we need to look at the subviews to see if we have a hit
for subview in self.subviews {
let pointForTargetView = subview.convertPoint(point, fromView: self)
if CGRectContainsPoint(subview.bounds, pointForTargetView) {
return subview.hitTest(pointForTargetView, withEvent: event)
}
}
return super.hitTest(point, withEvent: event)
}
}