I am developing a simple hybrid iOS app using Xcode 7 and Swift 2. I need to create submenus from my main menu.
My main menu uses a table view. Now I can create a second UITableViewController and load the sub menu within that and create a third UITableViewController to load another sub menu and so on.
But is there a better way by reusing my initial UITableViewController?
UITableViewController is embedded in a UINavigationController.
And I am using a single UIViewController to show the final textual information.
Here is my Main Menu code:
class MainMenuTableViewController: UITableViewController {
// MARK: Properties
var mainMenu = [MainMenu]()
var Item1Menu = [MainMenu]()
var Item12Menu = [MainMenu]()
var selectedMenu: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
// Load the sample data.
loadMainMenu()
loadItem1Menu()
loadItem12Menu()
}
func loadMainMenu() {
let image1 = UIImage(named: "menu-1")!
let menuItem1 = MainMenu(name: "Item 1", photo: image1, url: "no-url", urlType: "subMenu")!
let image2 = UIImage(named: "menu-2")!
let menuItem2 = MainMenu(name: "Item 2", photo: image2, url: "our-services", urlType: "localURL")!
let image3 = UIImage(named: "menu-3")!
let menuItem3 = MainMenu(name: "Item 3", photo: image3, url: "http://www.google.com", urlType: "webURL")!
let image4 = UIImage(named: "menu-1")!
let menuItem4 = MainMenu(name: "Item 4", photo: image4, url: "our-info", urlType: "localURL")!
let image5 = UIImage(named: "menu-2")!
let menuItem5 = MainMenu(name: "Item 5", photo: image5, url: "http://www.bing.com", urlType: "webURL")!
//mainMenu.removeAll()
mainMenu += [menuItem1, menuItem2, menuItem3, menuItem4, menuItem5]
}
func loadItem1Menu() {
let image = UIImage(named: "menu-1")!
let menuItem1 = MainMenu(name: "Item 1.1", photo: image, url: "our-profile", urlType: "localURL")!
let menuItem2 = MainMenu(name: "Item 1.2", photo: image, url: "no-url", urlType: "sub-menu")!
let menuItem3 = MainMenu(name: "Item 1.3", photo: image, url: "our-history", urlType: "localURL")!
//mainMenu.removeAll()
Item1Menu += [menuItem1, menuItem2, menuItem3]
}
func loadItem12Menu() {
let image = UIImage(named: "menu-1")!
let menuItem1 = MainMenu(name: "Item 1.2.1", photo: image, url: "portfolio-1", urlType: "localURL")!
let menuItem2 = MainMenu(name: "Item 1.2.2", photo: image, url: "portfolio-2", urlType: "localURL")!
let menuItem3 = MainMenu(name: "Item 1.2.3", photo: image, url: "portfolio-3", urlType: "localURL")!
//mainMenu.removeAll()
Item12Menu += [menuItem1, menuItem2, menuItem3]
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Table view data source
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return mainMenu.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
// Table view cells are reused and should be dequeued using a cell identifier.
let cellIdentifier = "MainMenuTableViewCell"
let cell = tableView.dequeueReusableCellWithIdentifier(cellIdentifier, forIndexPath: indexPath) as! MainMenuTableViewCell
// Fetches the appropriate menu for the data source layout.
let menu = mainMenu[indexPath.row]
cell.nameLabel.text = menu.name
cell.menuImageView.image = menu.photo
return cell
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
var segueString:String
selectedMenu = indexPath.row
let urlType = mainMenu[selectedMenu].urlType
if urlType == "subMenu" {
//http://stackoverflow.com/a/38763630/1019454
let vc = (UIStoryboard(name: "Main", bundle: NSBundle.mainBundle())).instantiateViewControllerWithIdentifier("MenuViewController") as! MainMenuTableViewController
vc.mainMenu = Item1Menu
// then push or present view controller
self.navigationController!.pushViewController(vc, animated: true)
} else {
switch(mainMenu[selectedMenu].urlType){
case "localURL":
segueString = "ShowLocalWeb"
default:
segueString = "ShowWeb"
}
self.performSegueWithIdentifier(segueString, sender: self)
}
}
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
/*
if segue.identifier == "ShowSubMenu" {
let subMenuController = segue.destinationViewController as! SubMenuTableViewController
subMenuController.subMenu = mainMenu[selectedMenu]
}*/
if segue.identifier == "ShowLocalWeb" {
let localViewController = segue.destinationViewController as! LocalWebViewController
localViewController.mainMenu = mainMenu[selectedMenu]
}
if segue.identifier == "ShowWeb" {
let webViewController = segue.destinationViewController as! WebViewController
webViewController.mainMenu = mainMenu[selectedMenu]
}
}
}
Actually you are all set to go. The only change you need is create an instance of MainMenuTableViewController and assign mainMenu with your new menu.
Example:
When you wish to show new menu.
let vc = MainMenuTableViewController()
vc.menu = <new menu here>
// then push or present view controller
self.navigationController.pushViewController(vc, animated: true)
Response to Comment below:
No, you dont have to create new file, but new instance of MainMenuTableViewController. You have to change the data part, in your case array that contains menu. <new menu here> refers to array of new menu items.
For this you have to Decouple the data, which will be helpful.
Edit:
Instead of creating your vc in the above fashion you can try creating it from the storyboard. Please follow the steps:
In storyboard assign storyboard identifier to MainMenuTableViewController and instead of this line
let vc = MainMenuTableViewController()
use
let vc = (UIStoryboard(name: <your storyboard file name>, bundle: NSBundle.mainBundle())).instantiateViewControllerWithIdentifier(<storyboard identifier of MainMainMenuTableViewController>)
The reason I suspect is the line that i previously is unable find cell to create and hence crasing.
If my understanding of the question is right, I'm guessing you have a main menu and want to show submenus underneath them.
One way of doing this is by inserting and deleting rows. This way you can just reuse the same UITableViewController. So, on click of Item 2 a set of rows can be inserted to the tableView at that index populated with your submenu data.
You can use the functions insertRowsAtIndexPaths(:withRowAnimation:) and deleteRowsAtIndexPaths(:withRowAnimation:) inside a block of call to tableView.beginUpdates() and tableView.endUpdates() and update the tableView datasource to achieve this.
Hope this helps.
If you want an easiest solution you should switch your datasource and call .reloadData() on the tableView.
Whether you will actually have a few objects which implement the datasource protocol and just switch between them or have an array of objects acting as your datasource and just switch content of this array is your decision and is more of a styling / architectural thing.
Related
This is the dropdown menu I want to create:
This is how my textfield should look after the item from drop down is selected:
I have tried using https://github.com/AssistoLab/DropDown this to achieve the drop down but it seems only registers a single xib.
I tried registering multiple xibs and working with it but didn't work.
I am still stuck at the dropdown part and havent got to part after slection of menu but tried using https://github.com/ElaWorkshop/TagListView to achieve the post selection part but failed.
class ViewController: UIViewController {
#IBOutlet weak var showlabel: UILabel!
#IBAction func action(_ sender: UIButton) {
chooseArticleDropDown.show()
}
let chooseArticleDropDown = DropDown()
override func viewDidLoad() {
super.viewDidLoad()
setupChooseArticleDropDown()
customizeDropDown(chooseArticleDropDown)
// Do any additional setup after loading the view.
}
func customizeDropDown(_ sender: AnyObject) {
/*** FOR CUSTOM CELLS ***/
chooseArticleDropDown.cellNib = UINib(nibName: "MyCell", bundle: nil)
chooseArticleDropDown.cellNib = UINib(nibName: "MyCell2", bundle: nil)
chooseArticleDropDown.customCellConfiguration = { (index: Index, item: String, cell: DropDownCell) -> Void in
if index % 2 == 0 {
guard let cell = cell as? MyCell else { return }
cell.optionLabel.text = item
// Setup your custom UI components
cell.logoImageView.image = UIImage(named: "logo_\(index % 10)")
}else{
guard let cell = cell as? MyCell2 else { return }
cell.optionLabel.text = item
// Setup your custom UI components
cell.lblr.text = item
cell.logoImageView.image = UIImage(named: "logo_\(index % 10)")
}
}
}
func setupChooseArticleDropDown() {
chooseArticleDropDown.anchorView = showlabel
chooseArticleDropDown.dataSource = [
"iPhone SE | Black | 64G",
"Samsung S7",
"Huawei P8 Lite Smartphone 4G",
"Asus Zenfone Max 4G",
"Apple Watwh | Sport Edition"
]
// Action triggered on selection
chooseArticleDropDown.selectionAction = { [weak self] (index, item) in
self?.showlabel.text = item
}
}
}
This code is what I tried to acive the different dropdown item view.
Recently I found sometimes my gif image not shown. So I write a test code for it:
import UIKit
import ImageIO
extension UIImage {
static func gifImageArray(data: NSData) -> [UIImage] {
let source = CGImageSourceCreateWithData(data, nil)!
let count = CGImageSourceGetCount(source)
if count <= 1 {
return [UIImage(data: data)!]
} else {
var images = [UIImage](); images.reserveCapacity(count)
for i in 0..<count {
let image = CGImageSourceCreateImageAtIndex(source, i, nil)!
images.append( UIImage(CGImage: image) )
}
return images;
}
}
static func gifImage(data: NSData) -> UIImage? {
let gif = gifImageArray(data)
if gif.count <= 1 {
return gif[0]
} else {
return UIImage.animatedImageWithImages(gif, duration: NSTimeInterval(gif.count) * 0.1)
}
}
}
class ViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
let _gifData : NSData = NSData(contentsOfURL: NSURL(string: "https://upload.wikimedia.org/wikipedia/commons/d/d3/Newtons_cradle_animation_book_2.gif")!)!
lazy var _gifImageArray : [UIImage] = UIImage.gifImageArray(self._gifData)
lazy var _gifImage : UIImage = UIImage.gifImage(self._gifData)!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let table = UITableView(frame: self.view.bounds, style: .Plain)
table.dataSource = self
table.delegate = self
self.view.addSubview(table)
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 1000;
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1;
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let identifier = "cell"
var cell : UITableViewCell! = tableView.dequeueReusableCellWithIdentifier(identifier);
if cell == nil {
cell = UITableViewCell(style: .Default, reuseIdentifier: identifier)
}
if let imageView = cell.imageView {
/** 1. use the same UIImage object created by animatedImageWithImages
the image disappear when reuse, and when touching cell, it reappear. */
imageView.image = self._gifImage
/** 2. create different UIImage by using same image array. this still not work */
// imageView.image = UIImage.animatedImageWithImages(self._gifImageArray, duration: NSTimeInterval(self._gifImageArray.count) * 0.1)
/** 3. create different UIImage from data, this seems work
but use a lot of memories. and seems it has performance issue. */
// imageView.image = UIImage.gifImage(self._gifData)
/** 4. use same image array as imageView's animationImages.
this kind works, but have different api than just set image.
and when click on cell, the animation stops. */
// imageView.image = self._gifImageArray[0]
// imageView.animationImages = self._gifImageArray
// imageView.startAnimating()
}
return cell
}
}
Notice in the cellForRowAtIndexPath: method, I tried different way to set imageView.
when I po object in lldb, I notice the animated imageView have a CAKeyframeAnimation. does this makes a tip?
How can I make the gif shown perfectly? Any suggestion would be helpful.
Here is a preview: after scroll, gif disappear, and reappear when touch
After I tried many times, I have finally figured out that I need to change:
imageView.image = self._gifImage
to:
imageView.image = nil // this is the magical!
imageView.image = self._gifImage
just set image to nil before set to new image, and the animation work!! It's just like a magical!
This is definitely apple's bug.
try by replacing imageView with myImageview or other name because cell have default imageView property so when you call cell.imageView then it returns cell's default imageview i think. so change your cell's imageview's variable name. hope this will help :)
maybe image class need SDAnimatedImage instead of UIImage
I have a Table View with basic label of Table View Cell. I labelled the cell as "January", "February", "March", etc. When user tap on "January", an image with file name "jan.jpeg" will be showed using the following Swift code:
override func viewDidLoad() {
super.viewDidLoad()
let image = UIImage(named: "jan.jpeg")!
imageView = UIImageView(image: image)
imageView.frame = CGRect(origin: CGPointMake(0.0, 0.0), size:image.size)
}
My question is, is it possible when user tap on "February", "feb.jpeg" will be showed, whereas "mar.jpeg will be showed if user tap on "Mar"? How to implement this?
When a cell is selected, the tableView:didSelectRowAtIndexPath: delegate method is called. If you have a predefined list of cells, you can test which cell is being tapped and load the correct image. For example:
have a variable var imgName: String outside of all functions in the viewcontroller with your tableView.
Also put this function in the viewcontroller with your tableView:
func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
if indexPath.row == 0 {
imgName = "jan.jpeg"
}
else if indexPath.row == 1 {
imgName = "feb.jpeg"
}
else if indexPath.row == 2 {
imgName = "mar.jpeg"
}
else {
// Handle else
}
self.performSegueWithIdentifier("showImageSegue", sender: self)
}
You will need to go to interface builder and name the segue between your viewcontrollers to "showImageSegue".
Additionally, implement the prepareForSegue: function:
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject!) {
let destinationVC = segue.destinationViewController as ImageViewController // Replace ImageViewController with whatever the name of your destination viewcontroller is.
destinationVC.imageName = imgName
}
Finally, inside the ImageViewController class, add this:
var imageName: String
override func viewDidLoad() {
let image = UIImage(named: imageName)
imageView = UIImageView(image: image)
imageView.frame = CGRect(origin: CGPointMake(0,0, 0,0), size: image.size)
}
Please bear with me. I'm new to programming and new to StackOverflow. I hope that my question will grant me a warm response for entering the programming community. An acquaintance, whose opinion I trust, told me to post this email to him on StackOverflow.
What do I have to do to get two instances of NSObject to work in the same ViewController? I've initialized an NSObject subclass called SideBar and RightSideBar. They both draw from NSObject. The cells in the menu are called created by a TableViewController I created programatically. I followed a tutorial that did everything programmatically because I didn't know that Storyboard is better for building things.
Below is the code base.
EDITED: Sorry for being long winded. I don't know how to make this any shorter and as complete
===========
****Note the SideBar subclass is the left menu. The RightSideBar class has the same initializer setup and is the right menu. I want to be able to make them both appear on the same ViewController in the same instance of the same ViewController if possible.****
This is the left TableViewController:
import UIKit
//this protocol of the sidebar delegate manages the selection of the item in the row.
protocol SidebarTableViewControllerDelegate {
func sidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class SidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:SidebarTableViewControllerDelegate?
var tableData:Array <String> = []
var imageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return tableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = tableData[indexPath.row]
cell!.imageView!.image = imageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.sidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
This is the right table view controller:
//setting up the RightSidebarControllerDelegate
protocol RightSidebarTableViewControllerDelegate {
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class RightSidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:RightSidebarTableViewControllerDelegate?
var rightTableData:Array <String> = []
var rightImageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return rightTableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = rightTableData[indexPath.row]
cell!.imageView!.image = rightImageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.rightSidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
Here is where my problems may start with SideBar:NSObject. This is the left SideBar to be initialized:
import UIKit
#objc protocol SideBarDelegate {
func sideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
optional func sideBarWillDeinitialize()
}
//this class sets up the actual sidebar.
class SideBar: NSObject, SidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let sideBarTableViewTopInset:CGFloat = 25.0
let sideBarContainerView:UIView = UIView()
let sideBarTableViewController:SidebarTableViewController = SidebarTableViewController()
var originView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:SideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(sourceView: UIView, menuItems: Array<String>, menuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
originView = sourceView
sideBarTableViewController.tableData = menuItems
sideBarTableViewController.imageData = menuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: originView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
sideBarContainerView.frame = CGRectMake(-barWidth, originView.frame.origin.y + 45, barWidth, originView.frame.size.height)
//setting up the color of the sidebar.
sideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
sideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
originView.addSubview(sideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = sideBarContainerView.bounds
sideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
sideBarTableViewController.delegate = self
sideBarTableViewController.tableView.frame = sideBarContainerView.bounds
sideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
sideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
sideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
sideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
sideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: sideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the sideBarTableViewController.
sideBarTableViewController.tableView.reloadData()
sideBarContainerView.addSubview(sideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? 0.5 : -0.5
let magnitude:CGFloat = (shouldOpen) ? 20 : -20
let boundaryX:CGFloat = (shouldOpen) ? barWidth : -barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [sideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [sideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, originView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [sideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [sideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func sidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.sideBarDidSelectButtonAtIndex(indexPath.row)
}
}
This is the right SideBar:NSObject that will eventually initialize the right menu.
import UIKit
#objc protocol RightSideBarDelegate {
func rightSideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
}
class RightSideBar: NSObject, RightSidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let rightSideBarTableViewTopInset:CGFloat = 25.0
let rightSideBarContainerView:UIView = UIView()
let rightSideBarTableViewController:RightSidebarTableViewController = RightSidebarTableViewController()
var rightOriginView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:RightSideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(rightSourceView: UIView, rightMenuItems: Array<String>, rightMenuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
rightOriginView = rightSourceView
rightSideBarTableViewController.rightTableData = rightMenuItems
rightSideBarTableViewController.rightImageData = rightMenuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: rightOriginView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
rightSideBarContainerView.frame = CGRectMake(rightOriginView.frame.size.width + barWidth , rightOriginView.frame.origin.y + 45, barWidth, rightOriginView.frame.size.height)
//setting up the color of the sidebar.
rightSideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
rightSideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
rightOriginView.addSubview(rightSideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = rightSideBarContainerView.bounds
rightSideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
rightSideBarTableViewController.delegate = self
rightSideBarTableViewController.tableView.frame = rightSideBarContainerView.bounds
rightSideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
rightSideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
rightSideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
rightSideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
rightSideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: rightSideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the rightSideBarTableViewController.
rightSideBarTableViewController.tableView.reloadData()
rightSideBarContainerView.addSubview(rightSideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? -0.5 : 0.5
let magnitude:CGFloat = (shouldOpen) ? -20 : 20
let boundaryX:CGFloat = (shouldOpen) ? -barWidth : barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [rightSideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [rightSideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, rightOriginView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [rightSideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [rightSideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.rightSideBarDidSelectButtonAtIndex(indexPath.row)
}
}
Finally this is my current code for the DoubleMenuViewController. Something happens when I segue to the DoubleMenuViewController to break the menus. The menus won't even load. However, if I'm in a SingleMenuViewController that only calls SideBar:NSObject then the code will work so long as I'm only calling one menu. In this DoubleMenuViewController, I have the initialization section commented out for the RightSideBar class because I'm working on a solution. I know this code for this ViewController is garbled. I'm trying everything I can think of. See my remarks after the code to see what I've tried:
import UIKit
class DoubleMenuViewController: UIViewController, SideBarDelegate, RightSideBarDelegate {
var sideBar:SideBar?
var ondemandSideBar:SideBar {
get {
if sideBar == nil {
//setting up the menu items for the sidebar.
sideBar = SideBar(sourceView: self.view, menuItems: ["Home", "Share", "About", "Help"], menuImages: [homeImage!, shareImage!, aboutImage!, helpImage!])
sideBar!.delegate = self
SideBar.new()
}
return sideBar!
}
}
//initializes the "RightSideBar"
var rightSideBar:RightSideBar?
var ondemandRightSideBar:RightSideBar {
get {
if rightSideBar == nil {
rightSideBar = RightSideBar(rightSourceView: self.view, rightMenuItems: [//Other items], rightMenuImages: [//Other Items])
rightSideBar!.delegate = self
RightSideBar.new()
}
return rightSideBar!
}
}
var homeImage = UIImage(named: "Home")
var shareImage = UIImage(named: "Share")
var aboutImage = UIImage(named: "About")
var helpImage = UIImage(named: "Help")
#IBOutlet weak var currentMenuControl: UIBarButtonItem!
#IBAction func currentMenuDisplay(sender: AnyObject) {
if currentMenuControl.tag == 1 {
ondemandSideBar.showSideBar(true)
currentMenuControl.tag = 0
} else {
ondemandSideBar.showSideBar(false)
currentMenuControl.tag = 1
}
}
#IBOutlet weak var progressionMenuControl: UIBarButtonItem!
#IBAction func progressionMenuDisplay(sender: AnyObject) {
if progressionMenuControl.tag == 1 {
ondemandRightSideBar.showSideBar(true)
progressionMenuControl.tag = 0
} else {
ondemandRightSideBar.showSideBar(false)
progressionMenuControl.tag = 1
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func sideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
func rightSideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
}
Here's what I've tried:
I've tried altering the positioning of CGFloats since SubViews seem
to come from the left.
I've renamed all the RightSideBar variables and class names
everything to overcome a runtime confusion in instance variables and
class names. This includes renaming the initializers that you saw in
the NSObject SubClass and the target view controller.
I've tried using control flow in the viewDidLoad method with a
button tag. I took away the swipe features to show the menu and
added buttons because I thought system was struggling to deal with
the Swipes.
I've tried deinitializing in the SideBar subclass file of NSObject.
All that got me was an infinite loop that crashed the application
after login.
Then I tried ondemand initialization in the
targetViewController.....DoubleMenuViewController and
SingleMenuViewController. I returned to a working menu with buttons
in the SingleMenuViewController but it still won't show the left and
right menu in the DoubleMenuViewController.
Last I tried deinitializing the SideBar (left SideBar) and the RightSideBar in the DoubleMenuViewController. However, when I add println() functions to all my sections the debugger doesn't run the print function for me to get values of objects or even show typed states like "This". I added the print functions because I wasn't sure if I would know when deinitialization and reinitialization occurred.
It seems that my menu is initialized from the SideBar: NSObject file and the RightSideBar:NSObject file. What I mean is that my menu is being created before I hit the target view controller. This isn't a problem for me so long as I can get the compiler to initialize the SideBar and the RightSideBar in the same View Controller, but it won't do that.
I just need to be able to control both menus with swipes or button taps.
I think I have a problem with my initializers overriding each other.
However, I don't know how to fix that problem. I've read through the Swift manual and read articles on the internet. I've also searched StackOverflow.
You ask:
How do I Initialize two instances of NSObject in the same view controller?
Setting aside why you're dealing with NSObject at all (in Objective-C all classes have to subclass from NSObject ultimately, in Swift that's no longer the case), if you want to instantiate two objects, you simply have to have one property for each.
If these are lazily instantiated, as your code snippet suggests, then you have to identify where that lazily instantiated property is referenced (e.g. you might trigger it from a "swipe from edge" gesture) or what have you. Set a breakpoint in the code that references that lazily instantiated property and make sure you're getting there at all.
--
I had some observations on one of your code snippets. You say that you're instantiating your side bar like so:
var sideBar : SideBar?
var ondemandSideBar : SideBar {
get {
if sideBar == nil {
sideBar = SideBar(sourceView, menuItems, menuImage etc.)
sideBar!.delegate
SideBar.new()
}
}
}
I don't think that's what you're really doing because you're not setting the delegate, you're both instantiating the SideBar as well as calling new (which you shouldn't be doing from Swift), you're not returning a value, etc.
Also, that pattern of having a stored property that is instantiated by some computed property has a certain Objective-C je ne sais quoi. I'm inferring that you want a lazily instantiated property. If that's the case, I'd be inclined to use a single lazy stored property. And I'd then set that property lazily using a closure:
I'd expect something like this pattern
protocol SideBarDelegate : class { // specify class so we can use `weak` reference
func didChooseMenuItem(sender: SideBar, item: Int)
}
class SideBar {
weak var delegate: SideBarDelegate? // make sure this is weak to avoid strong reference cycle
}
class ViewController: UIViewController, SideBarDelegate {
lazy var sideBar: SideBar = {
let _sideBar = SideBar(sourceView, menuItems, menuImage, etc.)
_sideBar.delegate = self
return _sideBar
}()
func didChooseMenuItem(sender: SideBar, item: Int) {
// handle it here
}
// etc.
}
This way, the sideBar won't be instantiated until you reference sideBar somewhere in your code, but when you do, it will be instantiated with the code inside that closure.
I'm working on an app that has a menu that slides in from the left. The menu built programatically using a UITableView and an NSObject. I've been able to populate the slide out menu with items but I don't know how to create a segue with an Identifier without using Interface Builder.
Here's what I am tying to do in my tableView:
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
let cellForRow = tableView.cellForRowAtIndexPath(indexPath)
let cellLabel = cellForRow?.textLabel?.text
delegate?.sideBarControlDidSelectRow(indexPath, cellName: cellLabel!)
if (cellLabel == "Item1") {
self.performSegueWithIdentifier("item1Settings", sender: nil)
} else {
self.performSegueWithIdentifier("item2Settings", sender: nil)
}
}
( gist: SideBarTableViewController)
When I click a cell in the menu I get the following error:
2015-06-11 18:35:28.720 SideBarApp[2862:1111870] * Terminating app
due to uncaught exception 'NSInvalidArgumentException', reason:
'Receiver () has no
segue with identifier 'item1Settings''
* First throw call stack: (0x1822882d8 0x193aac0e4 0x186fe4c00 0x10000b030 0x10000b108 0x186df1474 0x186eab790 0x186d4c240
0x186cbc6ec 0x1822402a4 0x18223d230 0x18223d610 0x1821692d4
0x18b97f6fc 0x186d2efac 0x1000147cc 0x19412aa08) libc++abi.dylib:
terminating with uncaught exception of type NSException
After searching stack I found a few solutions in Objective-C but nothing for Swift with this scenario.
How do I segue from a programmatically created UITableView?
This is where I assemble the UITableView programmatically:
SideBar.swift View Entire File
func setupSideBar(){
sideBarContainerView.frame = CGRectMake(-barWidth - 1, originView.frame.origin.y, barWidth, originView.frame.size.height)
sideBarContainerView.backgroundColor = UIColor.clearColor()
sideBarContainerView.clipsToBounds = false
originView.addSubview(sideBarContainerView)
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = sideBarContainerView.bounds
sideBarContainerView.addSubview(blurView)
sideBarTableViewController.delegate = self
sideBarTableViewController.tableView.frame = sideBarContainerView.bounds
sideBarTableViewController.tableView.clipsToBounds = false
sideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
sideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
sideBarTableViewController.tableView.scrollsToTop = false
sideBarTableViewController.tableView.contentInset = UIEdgeInsetsMake(sideBarTableViewTopInset, 0, 0, 0)
sideBarTableViewController.tableView.reloadData()
sideBarContainerView.addSubview(sideBarTableViewController.tableView)
}
Here is where I call it:
ViewController.swift (initial view)
override func viewDidLoad() {
super.viewDidLoad()
imageView.image = UIImage(named: "image2")
sideBar = SideBar(sourceView: self.view, menuItems: ["first item", "second item", "funny item", "another item"])
sideBar.delegate = self
}
What it looks like you're trying to do is open a settings page when you select a cell. To do this, you need to define a new UIViewController to hold the settings page code. Also create a UIStoryboardSegue to connect the current UIViewController and your new SettingsViewController.
Then, using override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) you can get the SettingsViewController just before it is opened, set whatever properties you need to on it, and let it finish launching with this new data at its disposal. Some data you might pass along could contain information telling the SettingsViewController which cell was selected, and what interface it should therefor offer to the user.
If that isn't working out for you, you can instantiate the SettingsViewController, set properties on it, and when you're ready, call currentController.presentViewController(settingsController, animated: blah, completion: blah)
Do you have an segue with the identifier item1Settings? To check select your segue and check in the identifier is set to item1Settings. It seems that swift is not finding this name setup in your storyboard.
I figured it out... I needed to perform the segue from my viewController not my SideBarTableViewController:
class ViewController: UIViewController, SideBarDelegate {
override func viewDidLoad() {
super.viewDidLoad()
sideBar = SideBar(sourceView: self.view, menuItems: ["Item1", "item2"])
sideBar.delegate = self
}
func sideBarDidSelectButtonAtIndex(index: Int) {
if (index == 0) {
self.performSegueWithIdentifier("item1", sender: self)
} else {
self.performSegueWithIdentifier("item2", sender: self)
}
}