Inherit properties of a UITextfield - ios

I am new to Swift programming and I have a few textfields with similar properties. Can I create one textfield with defined properties and then extend them to other textfields. num inherits properties like borderColor and borderWidth from textfield1.
class TextElement: UITextField {
var textfiedl1: UITextField = UITextField(frame:CGRectMake(38,383,299,44))
textfield1.layer.borderColor = UIColor.grayColor().CGColor
textfield1.layer.borderWidth = 1.0
}
class TextElement2 : UITextField {
var num: TextElement = TextElement(frame: CGRectMake(38,416,299,44))
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
num.backgroundColor = UIColor.redColor()
self.addSubview(num)
}
This does not give any output. The simulator screen is blank. Any solution for this.

This is completely off the top of my head (not tested) but I think you want something along the lines of the following:
Base Class:
class BaseTextField: UITextField {
init() {
super.init(frame: CGRectZero)
self.layer.borderColor = UIColor.grayColor().CGColor
self.layer.borderWidth = 1.0
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Sub Class:
class YourTextField: BaseTextField {
init(frame: CGRect, backgroundColor: UIColor) {
super.init()
self.frame = frame
self.backgroundColor = backgroundColor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage in Viewcontroller:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let textField = YourTextField(frame: CGRectMake(38, 416, 299, 44), backgroundColor: UIColor.redColor())
self.view.addSubview(textField)
}
}
Note:
You probably want to actually do something in required init?(coder aDecoder: NSCoder) but for here I left the default implementation.

What you need here is a helper object. Lightweight structs are perfect for this. Create a struct embodying the configuration features. Give the struct a method that you can call, passing self as a parameter, allowing the struct to configure your text field (warning: this is Swift 3):
struct TFConfig {
let borderColor = UIColor.gray().cgColor
let borderWidth:CGFloat = 1.0
func configure(_ tf:UITextField) {
tf.layer.borderColor = borderColor
tf.layer.borderWidth = borderWidth
}
}
class MyTextField : UITextField {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
TFConfig().configure(self)
}
}
// ... similarly for other text fields

Related

Init a property in a class with an override init and a required init? [duplicate]

I tried to add a double value to a subclass of UIButton in Swift. I tried all kind of inits and get and set options, but I couldn’t get it to work.
So I started with this:
class CVSTButton : UIButton {
var cvstPosition: Double
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
super.init(coder: aDecoder)
}
}
Then I tried:
class CVSTButton : UIButton {
var cvstPosition: Double {
get {
return self.cvstPosition
}
set {
self.cvstPosition = newValue
}
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
super.init(coder: aDecoder)
}
}
What’s is wrong here?
With Swift 3, according to your needs, you may choose one of the seven following code snippets to solve your problem.
1. Create your UIButton subclass with a custom initializer
This solution allows you to create instances of your UIButton subclass with the appropriate value for your property. With this solution, you can only create instances of your UIButton subclass programmatically.
import UIKit
class CustomButton: UIButton {
var myValue: Int
required init(value: Int = 0) {
// set myValue before super.init is called
self.myValue = value
super.init(frame: .zero)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let button = CustomButton(value: 0)
// let button = CustomButton() // also works
button.setTitle("Hello", for: .normal)
// auto layout
button.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(button)
button.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
button.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
print(button.myValue) // prints 0
}
}
2. Create your UIButton subclass with a convenience initializer
This solution allows you to create instances of your UIButton subclass with the appropriate value for your property. With this solution, you can only create instances of your UIButton subclass programmatically.
import UIKit
class CustomButton: UIButton {
var myValue: Int
convenience init(squareOf value: Int) {
self.init(value: value * value)
}
required init(value: Int = 0) {
// set myValue before super.init is called
self.myValue = value
super.init(frame: .zero)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let button = CustomButton(squareOf: 10)
// let button = CustomButton(value: 100) // also works
button.setTitle("Hello", for: .normal)
// auto layout
button.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(button)
button.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
button.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
print(button.myValue) // prints 100
}
}
3. Create your UIButton subclass with init(frame: CGRect) initializer
With this solution, you can only create instances of your UIButton subclass programmatically.
import UIKit
class CustomButton: UIButton {
var myValue: Int
override init(frame: CGRect) {
// set myValue before super.init is called
self.myValue = 0
super.init(frame: frame)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Usage:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let button = CustomButton(frame: .zero)
//let button = CustomButton() // also works
button.setTitle("Hello", for: .normal)
// auto layout
button.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(button)
button.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
button.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
print(button.myValue) // prints 0
}
}
4. Create your UIButton subclass with init?(coder aDecoder: NSCoder) initializer
With this solution, you can create instances of your UIButton subclass from Storyboard.
import UIKit
class CustomButton: UIButton {
var myValue: Int
required init?(coder aDecoder: NSCoder) {
// set myValue before super.init is called
self.myValue = 0
super.init(coder: aDecoder)
// set other operations after super.init, if required
backgroundColor = .red
}
}
Usage:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var button: CustomButton!
override func viewDidLoad() {
super.viewDidLoad()
print(button.myValue) // prints 0
}
}
5. Create your UIButton subclass with init(frame: CGRect) and init?(coder aDecoder: NSCoder) initializers
With this solution, you can create instances of your UIButton subclass programmatically or from Storyboard.
import UIKit
class CustomButton: UIButton {
var myValue: Int
override init(frame: CGRect) {
// set myValue before super.init is called
self.myValue = 0
super.init(frame: frame)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
// set myValue before super.init is called
self.myValue = 0
super.init(coder: aDecoder)
// set other operations after super.init if required
backgroundColor = .red
}
}
6. Create your UIButton subclass with a default property value for your property
As an alternative to the previous solutions, you can assign an initial value to your property outside of the initializers.
import UIKit
class CustomButton: UIButton {
var myValue: Int = 0
override init(frame: CGRect) {
super.init(frame: frame)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
// set other operations after super.init if required
backgroundColor = .red
}
}
7. Create your UIButton subclass with your property having an optional type
If you don't want to / can't set a default value to your property when your button is created, you must set your property type as an optional.
import UIKit
class CustomButton: UIButton {
var myValue: Int? = nil
override init(frame: CGRect) {
super.init(frame: frame)
// set other operations after super.init, if required
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
// set other operations after super.init if required
backgroundColor = .red
}
}
You need two things there -- (1) cvstPosition needs an initial value, either in the declaration or in the init before you call super.init(). (2) That call to fatalError is put in so you don't forget to implement the initializer -- it’s basically an on-purpose crash. Delete!
Setting the initial value in the declaration, there isn’t any need for an init:
class CVSTButton : UIButton {
var cvstPosition: Double = 0
}
Or setting the initial value in the initializer:
class CVSTButton : UIButton {
var cvstPosition: Double
required init(coder aDecoder: NSCoder) {
cvstPosition = 0
super.init(coder: aDecoder)
}
}
Swift >= 2.2:
Since this version subclassing the UIButton, makes your button to have .custom type.
Swift 2:
convenience init(type buttonType: UIButtonType) {
super.init(frame: CGRectZero)
// this button be automatically .Custom
}
Swift:
override class func buttonWithType(buttonType: UIButtonType) -> AnyObject {
let button = super.buttonWithType(buttonType) as! UIButton
// your default code
return button
}
Note: I'm using Swift 3 in Xcode 8.3.3
This is a simple and easy workaround I've been using when needing to add custom properties and methods to a UIButton:
class CVSTButton: UIButton {
var cvstPosition: Double
static func button(withCVSTPosition cvstPosition: Double) -> CVSTButton {
let button = CVSTButton(type: .detailDisclosure) // You may adjust the initializer used to suit your needs.
button.cvstPosition = cvstPosition // Then you can simply set the the properties (which are passed as arguments to the factor/class method)
return button
}
}
To use it:
let cvstButton = CVSTButton.button(withCVSTPosition: 2.0)

swift Property not initialized at super.init call

I have a class called badge that inherits from another class and I want the constructor method to tell the style of the notification.
but I'm having this error:
Property 'self.notificationStyle' not initialized at super.init call
DefaultTableViewCell class
final public class DefaultTableViewCell: UITableViewCell
enum NotificationStyle {
case numberedSquare, circle
}
var notificationStyle: NotificationStyle = .numberedSquare
my goal is whenever someone instantiates this Badge class, it will be necessary to inform the notificationStyle of it, being square or circular in this case.
how can i solve this?
Badge class
#objc public class Badge: NotifyLabel
var notificationStyle: DefaultTableViewCell.NotificationStyle
init(frame: CGRect, notificationStyle: DefaultTableViewCell.NotificationStyle) {
self.notificationStyle = notificationStyle
super.init(frame: frame)
setup(notificationStyle: notificationStyle)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup(notificationStyle: notificationStyle)
}
init(notificationStyle: DefaultTableViewCell.NotificationStyle) {
self.notificationStyle = notificationStyle
super.init(frame: .zero)
setup(notificationStyle: notificationStyle)
}
func configureBadgeNotificationStyle(notificationStyle: DefaultTableViewCell.NotificationStyle) {
textAlignment = NSTextAlignment.center
layer.borderWidth = 1
layer.borderColor = Color.bostonRed.cgColor
clipsToBounds = true
textStyle = .label
backgroundColor = Color.white
switch notificationStyle {
case .circle:
layer.cornerRadius = 8
default:
layer.cornerRadius = 2
}
}
private func setup(notificationStyle: DefaultTableViewCell.NotificationStyle) {
configureBadgeNotificationStyle(notificationStyle: notificationStyle)
configureAccessibility()
}
NotifyLabel class
public class NotifyLabel: UILabel
public init(textStyle: TextStyle) {
self.textStyle = textStyle
super.init(frame: .zero)
applyTextStyle()
}
public override init(frame: CGRect) {
super.init(frame: frame)
applyTextStyle()
}
public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
applyTextStyle()
}
You can fix this by adding a line to set notificationStyle to a default value in init?(coder aDecoder: NSCoder):
required init?(coder aDecoder: NSCoder) {
self.notificationStyle = .numberedSquare //<-- Here
super.init(coder: aDecoder)
setup(notificationStyle: notificationStyle)
}
You have to do this because in your declaration of notificationStyle, there's no default value and it must have a value before calling super.init. In your other initializers, you set it based on the incoming arguments.
This is an initializer that it sounds like you're not using anyway, but it is required with UIViews that we implement this required initializer.

How to change UITextFields default border color

How can I set a default border color for UITextFields which are not in focus when the view appears? Tried this with no success:
class UITextFieldCustom : UITextField, UITextFieldDelegate {
init(frame: CGRect, size: CGFloat) {
super.init(frame: frame)
self.layer.borderColor = UIColor.gray.cgColor
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
If you can't see new border, try to increase its width:
layer.borderWidth = 2.0
The problem you are facing is that self.layer.borderColor = UIColor.gray.cgColor is not called, because the function init(frame: CGRect, size: CGFloat) is not called. The reason why it is not called is because your textfield is not initilized in your code, for example:
func createTextField() -> UITextfield {
return UITextfield(frame: .zero, size: 100.0)
}
Your textfield is initilized from the storyboard. That is why the other init function required init?(coder aDecoder: NSCoder) exists. The sotryboard calls this function to initalize the textfield.
To solve the problem you just need to add your border modification line into the other init function, like this:
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.layer.borderColor = UIColor.gray.cgColor
}
Although one other clean approach I prefere more, is to add all setup code into the viewDidLoad method, for a clean overview, like this:
class ViewController: UIViewController {
// MARK: - Properties
#IBOutlet weak var textfield: UITextfield!
// MARK: - View's Lifecycle
override func viewDidLoad {
super.viewDidLoad()
setupTextfield()
}
// MARK: - Setup
private func setupTextfield() {
textfield.layer.borderColor = UIColor.gray.cgColor
}
}
just place your code here as well, you probably don't call this from storyboard or nib.
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.layer.borderColor = UIColor.gray.cgColor
}
use #IBDesignable class to create the border color and set the width, like this example.
import UIKit
#IBDesignable
class BorderTextField: UITextField {
#IBInspectable var borderColor: UIColor = UIColor.white{
didSet{
layer.borderColor = borderColor.cgColor
}
}
#IBInspectable var borderWidth: CGFloat = 0 {
didSet{
layer.borderWidth = borderWidth
}
}
}
the you can set the value in storyboard as needed.

Common init when using constants

Utilizing constants in subclasses with lot of initializers to override is tedious. Look at the class below, I need to duplicate the code in both initializers.
class Test : UIView {
let subview: UIView
override init(frame: CGRect) {
subview = UIView() // once
super.init(frame: frame)
}
required init(coder aDecoder: NSCoder) {
subview = UIView() // twice
super.init(coder: aDecoder)
}
}
If I try to make use of a common initializer then I get the following errors (see the comments)
override init(frame: CGRect) {
commonInit() // 1: Use of 'self' in method call 'commonInit' before super.init initializes self
super.init(frame: frame) // 2: Property 'self.subview' is not in initialized at super.init call
}
private func commonInit() {
subview = UIView() // 3: Cannot assign to 'subview' in 'self'
}
It works fine if I do not use a constant and define the subview like:
var subview: UIView?
And then of course switch order in init like this:
super.init(frame: frame)
commonInit()
So my question: is there no way to use a common initializer for constants in Swift as of now?
EDIT: I totally forgot to mention that the struggle here is that I can't initiate the subview before I'm in the init, it's initiated based on data that is not known when declaring the constant.
Try this:
class Test : UIView {
let subview = UIView()
override init(frame: CGRect) {
super.init(frame: frame)
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
Another option:
class Test : UIView {
let subview:UIView
init(frame: CGRect?, coder: NSCoder?) {
// The first phase initialization here
subview = UIView()
if let frame = frame {
super.init(frame: frame)
}
else if let coder = coder {
super.init(coder: coder)
}
else {
super.init()
}
// the Second phase initialization here
self.addSubview(subview)
}
convenience init() {
self.init(frame: nil, coder: nil)
}
override convenience init(frame: CGRect) {
self.init(frame: frame, coder: nil)
}
required convenience init(coder aDecoder: NSCoder) {
self.init(frame: nil, coder: aDecoder)
}
}
A little bit cleaner alternative:
class Test : UIView {
let subview:UIView
private enum SuperInitArg {
case Frame(CGRect), Coder(NSCoder), None
}
private init(_ arg: SuperInitArg) {
subview = UIView()
switch arg {
case .Frame(let frame): super.init(frame:frame)
case .Coder(let coder): super.init(coder:coder)
case .None: super.init()
}
addSubview(subview)
}
convenience init() {
self.init(.None)
}
override convenience init(frame: CGRect) {
self.init(.Frame(frame))
}
required convenience init(coder aDecoder: NSCoder) {
self.init(.Coder(aDecoder))
}
}
Do the following:
class Test : UIView {
let subview = UIView()
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
//edit subview properties as needed
}
}
This works well for me:
// Declare this somewhere (it can be used by multiple classes)
class FrameCoder: NSCoder {
let frame: CGRect
init(_ frame: CGRect) {
self.frame = frame
super.init()
}
}
Then, when you want a common initializer pattern, use this:
class MyView: UIView {
let something: SomeType
required init(coder aDecoder: NSCoder) {
if (aDecoder is FrameCoder) {
super.init(frame: (aDecoder as! FrameCoder).frame)
}
else {
super.init(coder: aDecoder)
}
// Common initializer code goes here...
something = // some value
}
override init(frame: CGRect) {
self.init(coder: FrameCoder(frame))
}
}
The advantage of using this method is you don't need to create default values for let definitions -- you can set them to the correct values in context, just like you would if there were only a single initializer.
Note that you can use this technique for initializers taking arbitrary values (not just for init(frame: CGRect)) -- you can create a specific NSCoder subclass to wrap any value and type you need to pass to an initializer, and then chain it into your init(coder:) method.
(also, there's probably some way to do this with a generic... haven't quite figured that out yet! Anyone...?)
One option is following the Xcode pattern:
class Test : UIView {
var subview: UIView!
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() {
subview = UIView()
}
}
Notice your subview is a var
Another option is:
class Test : UIView {
let subview: UIView = {
let sv = UIView()
// some config, (i.e.: bgColor etc., frame is not yet _real_
// can't yet access instance's frame and other properties
return sv
}()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() {
// frame might be valid, preferably use layout constraints
addSubview(subview)
}
}
Hope this helps

How do I write a custom init for a UIView subclass in Swift?

Say I want to init a UIView subclass with a String and an Int.
How would I do this in Swift if I'm just subclassing UIView? If I just make a custom init() function but the parameters are a String and an Int, it tells me that "super.init() isn't called before returning from initializer".
And if I call super.init() I'm told I must use a designated initializer. What should I be using there? The frame version? The coder version? Both? Why?
The init(frame:) version is the default initializer. You must call it only after initializing your instance variables. If this view is being reconstituted from a Nib then your custom initializer will not be called, and instead the init?(coder:) version will be called. Since Swift now requires an implementation of the required init?(coder:), I have updated the example below and changed the let variable declarations to var and optional. In this case, you would initialize them in awakeFromNib() or at some later time.
class TestView : UIView {
var s: String?
var i: Int?
init(s: String, i: Int) {
self.s = s
self.i = i
super.init(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
I create a common init for the designated and required. For convenience inits I delegate to init(frame:) with frame of zero.
Having zero frame is not a problem because typically the view is inside a ViewController's view; your custom view will get a good, safe chance to layout its subviews when its superview calls layoutSubviews() or updateConstraints(). These two functions are called by the system recursively throughout the view hierarchy. You can use either updateContstraints() or layoutSubviews(). updateContstraints() is called first, then layoutSubviews(). In updateConstraints() make sure to call super last. In layoutSubviews(), call super first.
Here's what I do:
#IBDesignable
class MyView: UIView {
convenience init(args: Whatever) {
self.init(frame: CGRect.zero)
//assign custom vars
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
override func prepareForInterfaceBuilder() {
super.prepareForInterfaceBuilder()
commonInit()
}
private func commonInit() {
//custom initialization
}
override func updateConstraints() {
//set subview constraints here
super.updateConstraints()
}
override func layoutSubviews() {
super.layoutSubviews()
//manually set subview frames here
}
}
Swift 5 Solution
You can try out this implementation for running Swift 5 on XCode 11
class CustomView: UIView {
var customParam: customType
var container = UIView()
required init(customParamArg: customType) {
self.customParam = customParamArg
super.init(frame: .zero)
// Setting up the view can be done here
setupView()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setupView() {
// Can do the setup of the view, including adding subviews
setupConstraints()
}
func setupConstraints() {
// setup custom constraints as you wish
}
}
Here is how I do it on iOS 9 in Swift -
import UIKit
class CustomView : UIView {
init() {
super.init(frame: UIScreen.mainScreen().bounds);
//for debug validation
self.backgroundColor = UIColor.blueColor();
print("My Custom Init");
return;
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented"); }
}
Here is a full project with example:
UIView Example Project (with SubView example)
Here is how I do a Subview on iOS in Swift -
class CustomSubview : UIView {
init() {
super.init(frame: UIScreen.mainScreen().bounds);
let windowHeight : CGFloat = 150;
let windowWidth : CGFloat = 360;
self.backgroundColor = UIColor.whiteColor();
self.frame = CGRectMake(0, 0, windowWidth, windowHeight);
self.center = CGPoint(x: UIScreen.mainScreen().bounds.width/2, y: 375);
//for debug validation
self.backgroundColor = UIColor.grayColor();
print("My Custom Init");
return;
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented"); }
}

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