Swift / SnappingSlider / two instances of the slider - ios

I'm using the SnappingSlider.
I want to use two instances of the Slider and be able to change different values depending on the used Slider.
This is my current code:
import UIKit
import SnappingSlider
class ViewController: UIViewController, SnappingSliderDelegate {
private var remainingTime:Double = 0
private let remainingTimeLabel:UILabel = UILabel(frame: CGRectZero)
private let remainingTimeSlider:SnappingSlider = SnappingSlider(frame: CGRectMake(0.0, 0.0, 10.0, 10.0), title: "Slide Me")
private let percentageSlider:SnappingSlider = SnappingSlider(frame: CGRectMake(0.0, 0.0, 10.0, 10.0), title: "Slide Me")
override func viewDidLoad() {
super.viewDidLoad()
remainingTimeLabel.frame = CGRectMake(0.0, 0.0, self.view.bounds.size.width * 0.5, 80.0)
remainingTimeLabel.center = CGPointMake(self.view.bounds.size.width * 0.5, self.view.bounds.size.height * 0.21 - remainingTimeLabel.bounds.size.height * 0.75)
remainingTimeLabel.font = UIFont(name: "TrebuchetMS-Bold", size: 25.0)
remainingTimeLabel.textColor = UIColor.lightGrayColor()
remainingTimeLabel.textAlignment = NSTextAlignment.Center
remainingTimeLabel.text = "\(remainingTime)"
self.view.addSubview(remainingTimeLabel)
remainingTimeSlider.delegate = self
remainingTimeSlider.frame = CGRectMake(0.0, 0.0, self.view.bounds.size.width * 0.9, 50.0)
remainingTimeSlider.center = CGPointMake(self.view.bounds.size.width * 0.5, self.view.bounds.size.height * 0.2)
self.view.addSubview(remainingTimeSlider)
percentageSlider.delegate = self
percentageSlider.frame = CGRectMake(0.0, 0.0, self.view.bounds.size.width * 0.9, 50.0)
percentageSlider.center = CGPointMake(self.view.bounds.size.width * 0.5, self.view.bounds.size.height * 0.4)
self.view.addSubview(percentageSlider)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func snappingSliderDidIncrementValue(slider: SnappingSlider) {
remainingTime += 0.5
remainingTimeLabel.text = "\(remainingTime)"
}
func snappingSliderDidDecrementValue(slider: SnappingSlider) {
remainingTime = max(0, remainingTime - 0.5)
remainingTimeLabel.text = "\(remainingTime)"
}
}
I want to do something like this:
func snappingSliderDidIncrementValue(slider: SnappingSlider) {
if slider == sliderA {
remainingTime += 0.5
remainingTimeLabel.text = "\(remainingTime)"
} else if slider == sliderB {
integerXY = += 0.5
labelXY.text = "\(remainingTime)"
}
I have send the author of the Slider an email and got the follwing text back: You can set a single object to act as a delegate for multiple instances of the slider. So, you’d set the .delegate property of the sliders to be whatever object you have conforming to the delegate and then you’d do the check inside of the delegate callbacks exactly how you’ve shown underneath.
But I don't get it... Help is very appreciated.
Edit:

You need to do something like this:
func snappingSliderDidIncrementValue(slider: SnappingSlider) {
if slider == remainingTimeSlider {
remainingTime += 0.5
remainingTimeLabel.text = "\(remainingTime)"
}
else if slider == percentageSlider {
// do something for this slider
}
}

Related

How to Make an UIButton Shrink Into an UIActivityIndicator When Pressed?

I'm trying to create an UIButton that will shrink down to an Activity Indicator when tapped on. The UIButton I'm referring to is named Request Ride. I have most of the code already set, but for some reason the button won't shrink and the indicator won't show up? I'll attach pictures of the app and my code.
// My app
// My end result I'm needing
// Main Storyboard
// HomeVC
#IBAction func actionBtnWasPressed(_ sender: Any) {
actionBtn.animateButton(shouldLoad: true, withMessage: nil)
}
// RoundedShadowButton
class RoundedShadowButton: UIButton {
// Variables
var originalSize: CGRect?
func setupView() {
originalSize = self.frame
self.layer.cornerRadius = 5.0
self.layer.shadowRadius = 10.0
self.layer.shadowColor = UIColor.darkGray.cgColor
self.layer.shadowOpacity = 0.3
self.layer.shadowOffset = CGSize.zero
}
override func awakeFromNib() {
setupView()
}
func animateButton(shouldLoad: Bool, withMessage message: String?) {
let spinner = UIActivityIndicatorView()
spinner.style = .large
spinner.color = UIColor.darkGray
spinner.alpha = 0.0
spinner.hidesWhenStopped = true
spinner.tag = 21
if shouldLoad {
self.addSubview(spinner)
self.setTitle("", for: .normal)
UIView.animate(withDuration: 0.2, animations: {
self.layer.cornerRadius = self.frame.height / 2
self.frame = CGRect(x: self.frame.midX - (self.frame.height / 2), y: self.frame.origin.y, width: self.frame.height, height: self.frame.height)
}) { (finished) in
if finished == true {
spinner.startAnimating()
spinner.center = CGPoint(x: self.bounds.width / 2 + 1, y: self.bounds.width / 2 + 1)
UIView.animate(withDuration: 0.2) {
spinner.alpha = 1.0
}
}
}
self.isUserInteractionEnabled = false
} else {
self.isUserInteractionEnabled = true
for subview in self.subviews {
if subview.tag == 21 {
subview.removeFromSuperview()
}
}
UIView.animate(withDuration: 0.2) {
self.layer.cornerRadius = 5.0
self.frame = self.originalSize!
self.setTitle(message, for: .normal)
}
}
}
}
One obvious thing is that this line is totally wrong:
spinner.center = CGPoint(x: self.frame.width / 2 + 1, y: self.frame.width / 2 + 1)
You are placing the spinner incorrectly. If the activity view is a subview of the button, then it needs to be centered at the middle of the button’s bounds, not its frame.
I was able to get an effect somewhat like what you are describing:
So this ought to be possible if you get your values right.

Animation bug when swiping UIView

I'm developing an app which has a 3 view and which is a card view like in Tinder. I'm creating views in a for loop. When I have more than 4 views, everything works fine. When It has only 3 cards, everything looks okey at first ,when the app opens, but after swiping one card, It gets broken. Last card moves with some bug. I'm trying to edit the code to work with 3 card but can't figure out. By the way, ImageCard is just a UIView class.
EDIT: My problem is that when It has 3 cards, App opens with 3 cards shown on screen but after a swipe, last card doesn't show on the screen, only 2 cards shown in screen. After swipe card on the front should goes to backmost and 3 cards should be seen again. When It has more than 5 cards, everything works fine like I explained and 3 cards shown on screen (What It needs to be)
I'm sure showNextCard() function occurs the problem but to be sure here is the full code :
class WelcomeViewController: UIViewController {
/// Data structure for custom cards
var cards = [ImageCard]()
override func viewDidLoad() {
super.viewDidLoad()
dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
print(self.view.frame.height)
print(self.view.frame.width)
let screenWidth = self.view.frame.width
let screenHeight = self.view.frame.height
//When add new cards to self.cards and call layoutCards() again
for i in 1...5 {
let card = ImageCard(frame: CGRect(x: 0, y: 0, width: screenWidth - screenWidth / 5, height: screenWidth))
card.tag = i
card.label.text = "Card Number: \(i)"
cards.append(card)
}
lastIndex = cards.count
// 2. layout the first cards for the user
layoutCards()
}
/// Scale and alpha of successive cards visible to the user
let cardAttributes: [(downscale: CGFloat, alpha: CGFloat)] = [(1, 1), (0.92, 0.8), (0.84, 0.6), (0.76, 0.4)]
let cardInteritemSpacing: CGFloat = 12
/// Set up the frames, alphas, and transforms of the first 4 cards on the screen
func layoutCards() {
// frontmost card (first card of the deck)
let firstCard = cards[0]
self.view.addSubview(firstCard)
firstCard.layer.zPosition = CGFloat(cards.count)
firstCard.center = self.view.center
firstCard.frame.origin.y += 23
firstCard.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(handleCardPan)))
// the next 3 cards in the deck
for i in 1...3 {
if i > (cards.count - 1) { continue }
let card = cards[i]
card.layer.zPosition = CGFloat(cards.count - i)
// here we're just getting some hand-picked vales from cardAttributes (an array of tuples)
// which will tell us the attributes of each card in the 4 cards visible to the user
let downscale = cardAttributes[i].downscale
let alpha = cardAttributes[i].alpha
card.transform = CGAffineTransform(scaleX: downscale, y: downscale)
card.alpha = alpha
// position each card so there's a set space (cardInteritemSpacing) between each card, to give it a fanned out look
card.center.y = self.view.center.y + 23
card.frame.origin.x = cards[0].frame.origin.x + (CGFloat(i) * cardInteritemSpacing * 3)
// workaround: scale causes heights to skew so compensate for it with some tweaking
if i == 3 {
card.frame.origin.x += 1.5
}
self.view.addSubview(card)
}
// make sure that the first card in the deck is at the front
self.view.bringSubview(toFront: cards[0])
}
/// This is called whenever the front card is swiped off the screen or is animating away from its initial position.
/// showNextCard() just adds the next card to the 4 visible cards and animates each card to move forward.
func showNextCard() {
let animationDuration: TimeInterval = 0.2
// 1. animate each card to move forward one by one
for i in 1...3{
if i > (cards.count - 1) { continue }
let card = cards[i]
let newDownscale = cardAttributes[i - 1].downscale
let newAlpha = cardAttributes[i - 1].alpha
UIView.animate(withDuration: animationDuration, delay: (TimeInterval(i - 1) * (animationDuration / 2)), usingSpringWithDamping: 0.8, initialSpringVelocity: 0.0, options: [], animations: {
card.transform = CGAffineTransform(scaleX: newDownscale, y: newDownscale)
card.alpha = newAlpha
if i == 1 {
card.center = self.view.center
card.frame.origin.y += 23
} else {
card.center.y = self.view.center.y + 23
card.frame.origin.x = self.cards[1].frame.origin.x + (CGFloat(i - 1) * self.cardInteritemSpacing * 3)
}
}, completion: { (_) in
if i == 1 {
card.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(self.handleCardPan)))
}
})
}
// 2. add a new card (now the 4th card in the deck) to the very back
if 4 > (cards.count - 1) {
if cards.count != 1 {
self.view.bringSubview(toFront: cards[1])
}else{
//self.view.bringSubview(toFront: cards.last!)
}
return
}
let newCard = cards[4]
newCard.layer.zPosition = CGFloat(cards.count - 4)
let downscale = cardAttributes[3].downscale
let alpha = cardAttributes[3].alpha
// initial state of new card
newCard.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
newCard.alpha = 0
newCard.center.y = self.view.center.y + 23
newCard.frame.origin.x = cards[1].frame.origin.x + (4 * cardInteritemSpacing * 3)
self.view.addSubview(newCard)
// animate to end state of new card
UIView.animate(withDuration: animationDuration, delay: (3 * (animationDuration / 2)), usingSpringWithDamping: 0.8, initialSpringVelocity: 0.0, options: [], animations: {
newCard.transform = CGAffineTransform(scaleX: downscale, y: downscale)
newCard.alpha = alpha
newCard.center.y = self.view.center.y + 23
newCard.frame.origin.x = self.cards[1].frame.origin.x + (3 * self.cardInteritemSpacing) + 1.5
}, completion: { (_) in
})
// first card needs to be in the front for proper interactivity
self.view.bringSubview(toFront: self.cards[1])
}
/// Whenever the front card is off the screen, this method is called in order to remove the card from our data structure and from the view.
func removeOldFrontCard() {
cards.append(cards[0])
cards[0].removeFromSuperview()
cards.remove(at: 0)
layoutCards()
}
private func isVerticalGesture(_ recognizer: UIPanGestureRecognizer) -> Bool {
let translation = recognizer.translation(in: self.view!)
if fabs(translation.y) > fabs(translation.x) {
return true
}
return false
}
/// UIKit dynamics variables that we need references to.
var dynamicAnimator: UIDynamicAnimator!
var cardAttachmentBehavior: UIAttachmentBehavior!
/// This method handles the swiping gesture on each card and shows the appropriate emoji based on the card's center.
#objc func handleCardPan(sender: UIPanGestureRecognizer) {
// Ensure it's a horizontal drag
let velocity = sender.velocity(in: self.view)
if abs(velocity.y) > abs(velocity.x) {
return
}
// if we're in the process of hiding a card, don't let the user interace with the cards yet
if cardIsHiding { return }
// change this to your discretion - it represents how far the user must pan up or down to change the option
// distance user must pan right or left to trigger an option
let requiredOffsetFromCenter: CGFloat = 80
let panLocationInView = sender.location(in: view)
let panLocationInCard = sender.location(in: cards[0])
switch sender.state {
case .began:
dynamicAnimator.removeAllBehaviors()
let offset = UIOffsetMake(cards[0].bounds.midX, panLocationInCard.y)
// card is attached to center
cardAttachmentBehavior = UIAttachmentBehavior(item: cards[0], offsetFromCenter: offset, attachedToAnchor: panLocationInView)
//dynamicAnimator.addBehavior(cardAttachmentBehavior)
let translation = sender.translation(in: self.view)
print(sender.view!.center.x)
if(sender.view!.center.x < 555) {
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
}else {
sender.view!.center = CGPoint(x:sender.view!.center.x, y:554)
}
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .changed:
//cardAttachmentBehavior.anchorPoint = panLocationInView
let translation = sender.translation(in: self.view)
print(sender.view!.center.y)
if(sender.view!.center.x < 555) {
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
}else {
sender.view!.center = CGPoint(x:sender.view!.center.x, y:554)
}
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .ended:
dynamicAnimator.removeAllBehaviors()
if !(cards[0].center.x > (self.view.center.x + requiredOffsetFromCenter) || cards[0].center.x < (self.view.center.x - requiredOffsetFromCenter)) {
// snap to center
let snapBehavior = UISnapBehavior(item: cards[0], snapTo: CGPoint(x: self.view.frame.midX, y: self.view.frame.midY + 23))
dynamicAnimator.addBehavior(snapBehavior)
} else {
let velocity = sender.velocity(in: self.view)
let pushBehavior = UIPushBehavior(items: [cards[0]], mode: .instantaneous)
pushBehavior.pushDirection = CGVector(dx: velocity.x/10, dy: velocity.y/10)
pushBehavior.magnitude = 175
dynamicAnimator.addBehavior(pushBehavior)
// spin after throwing
var angular = CGFloat.pi / 2 // angular velocity of spin
let currentAngle: Double = atan2(Double(cards[0].transform.b), Double(cards[0].transform.a))
if currentAngle > 0 {
angular = angular * 1
} else {
angular = angular * -1
}
let itemBehavior = UIDynamicItemBehavior(items: [cards[0]])
itemBehavior.friction = 0.2
itemBehavior.allowsRotation = true
itemBehavior.addAngularVelocity(CGFloat(angular), for: cards[0])
dynamicAnimator.addBehavior(itemBehavior)
showNextCard()
hideFrontCard()
}
default:
break
}
}
/// This function continuously checks to see if the card's center is on the screen anymore. If it finds that the card's center is not on screen, then it triggers removeOldFrontCard() which removes the front card from the data structure and from the view.
var cardIsHiding = false
func hideFrontCard() {
if #available(iOS 10.0, *) {
var cardRemoveTimer: Timer? = nil
cardRemoveTimer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true, block: { [weak self] (_) in
guard self != nil else { return }
if !(self!.view.bounds.contains(self!.cards[0].center)) {
cardRemoveTimer!.invalidate()
self?.cardIsHiding = true
UIView.animate(withDuration: 0.2, delay: 0, options: [.curveEaseIn], animations: {
self?.cards[0].alpha = 0.0
}, completion: { (_) in
self?.removeOldFrontCard()
self?.cardIsHiding = false
})
}
})
} else {
// fallback for earlier versions
UIView.animate(withDuration: 0.2, delay: 1.5, options: [.curveEaseIn], animations: {
self.cards[0].alpha = 0.0
}, completion: { (_) in
self.removeOldFrontCard()
})
}
}
}
ImageCard Class:
class ImageCard: UIView {
let label = UILabel()
override init(frame: CGRect) {
super.init(frame: frame)
// card style
self.backgroundColor = UIColor.blue
self.layer.cornerRadius = 26
label.font = Font.gothamBold?.withSize(30)
label.textColor = UIColor.white
self.addSubview(label)
label.anchor(self.topAnchor, left: self.leftAnchor, bottom: nil, right: nil, topConstant: 0, leftConstant: 0, bottomConstant: 0, rightConstant: 0, widthConstant: 0, heightConstant: 0)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
I found you forget to turn off your dynamicAnimator after animations. At least, you need to turn off animator about cards[0]. Otherwise, it becomes unpredictable. You can use your removeOldFrontCard() like this. Hope this is the answer.
func removeOldFrontCard() {
dynamicAnimator.removeAllBehaviors()
cards.append( cards.remove(at: 0))
layoutCards()
}
You start at index 1 but index of an Array starts with 0
// the next 3 cards in the deck
for i in 1...3 {
if i > (cards.count - 1) { continue }
let card = cards[i]
...
}
Change that to:
// the next 3 cards in the deck
for i in 0...2 {
if i > (cards.count - 1) { break }
let card = cards[i]
...
}

CGRect in Swift 3 rotating with correct origin

I'm trying to rotate a line (thin rectangle) around its endpoint. I have it working fine, but step 2 is to shorten the line and have it still rotate around the endpoint (center of rotation).
// Create and add a colored square
var rod = UIView()
var countsteps = 0
var Mass = 1
var Radius = 1.00
let rectWidth = screenWidth * 0.5
let rectVertical = screenHeight * 0.5
let rectLeft = screenWidth * 0.5
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
// set background color to blue
rod.backgroundColor = UIColor(red: 145/255, green: 170/255, blue: 157/255, alpha: 1)
//rod Line
rod.frame = CGRect(x: rectLeft, y: rectVertical, width: 3, height: rectWidth)
// finally, add the square to the screen
self.view.addSubview(rod)
//Create Timer
_ = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(Acceleration.update), userInfo: nil, repeats: true)
}
func update() {
UIView.animate(withDuration: 0.1, animations: {
//Slope Line
let rectSize = CGFloat(self.Radius) * self.rectWidth / 100
let amountRotation = CGFloat(CGFloat(self.countsteps)/57.3)
let originPoint = CGPoint(x: 0,y: 0)
self.rod.layer.anchorPoint = originPoint
self.rod.transform = CGAffineTransform(rotationAngle: amountRotation)
self.countsteps = self.countsteps + 1
if (self.countsteps > 359) {
self.countsteps = 0
}
})
}
I tried adding this line:
self.rod.frame.size = CGSize(width: 3.00, height: rectSize)
But, that makes the box rotate while changing proportions around a different axis.
Try adding this line:
self.rod.layer.position = originPoint
so, your update func looks like:
func update() {
UIView.animate(withDuration: 0.1, animations: {
//Slope Line
let rectSize = CGFloat(self.Radius) * self.rectWidth / 100
let amountRotation = CGFloat(CGFloat(self.countsteps)/57.3)
let originPoint = CGPoint(x: 0,y: 0)
self.rod.layer.anchorPoint = originPoint
self.rod.layer.position = originPoint
self.rod.transform = CGAffineTransform(rotationAngle: amountRotation)
self.countsteps = self.countsteps + 1
if (self.countsteps > 359) {
self.countsteps = 0
}
})
}
I seriously recommend adding some color to layers and views background, with some alpha, it is quite useful to detect what the system is doing, like a visual debug.

How to implement range slider in Swift

I'm trying to implement Range Slider and I used custom control called NMRangeSlider.
But when I use it, the slider doesn't appear at all. Could it be also because it's all written in Objective-C?
This is how I've currently implemented it:
var rangeSlider = NMRangeSlider(frame: CGRectMake(16, 6, 275, 34))
rangeSlider.lowerValue = 0.54
rangeSlider.upperValue = 0.94
self.view.addSubview(rangeSlider)
To create a custom Range Slider I found a good solution here: range finder tutorial iOS 8 but I needed this in swift 3 for my project. I updated this for Swift 3 iOS 10 here:
in your main view controller add this to viewDidLayOut to show a range slider.
override func viewDidLayoutSubviews() {
let margin: CGFloat = 20.0
let width = view.bounds.width - 2.0 * margin
rangeSlider.frame = CGRect(x: margin, y: margin + topLayoutGuide.length + 170, width: width, height: 31.0)
}
create the helper function to print slider output below viewDidLayoutSubviews()
func rangeSliderValueChanged() { //rangeSlider: RangeSlider
print("Range slider value changed: \(rangeSlider.lowerValue) \(rangeSlider.upperValue) ")//(\(rangeSlider.lowerValue) \(rangeSlider.upperValue))
}
Create the file RangeSlider.swift and add this to it:
import UIKit
import QuartzCore
class RangeSlider: UIControl {
var minimumValue = 0.0
var maximumValue = 1.0
var lowerValue = 0.2
var upperValue = 0.8
let trackLayer = RangeSliderTrackLayer()//= CALayer() defined in RangeSliderTrackLayer.swift
let lowerThumbLayer = RangeSliderThumbLayer()//CALayer()
let upperThumbLayer = RangeSliderThumbLayer()//CALayer()
var previousLocation = CGPoint()
var trackTintColor = UIColor(white: 0.9, alpha: 1.0)
var trackHighlightTintColor = UIColor(red: 0.0, green: 0.45, blue: 0.94, alpha: 1.0)
var thumbTintColor = UIColor.white
var curvaceousness : CGFloat = 1.0
var thumbWidth: CGFloat {
return CGFloat(bounds.height)
}
override init(frame: CGRect) {
super.init(frame: frame)
trackLayer.rangeSlider = self
trackLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(trackLayer)
lowerThumbLayer.rangeSlider = self
lowerThumbLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(lowerThumbLayer)
upperThumbLayer.rangeSlider = self
upperThumbLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(upperThumbLayer)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
func updateLayerFrames() {
trackLayer.frame = bounds.insetBy(dx: 0.0, dy: bounds.height / 3)
trackLayer.setNeedsDisplay()
let lowerThumbCenter = CGFloat(positionForValue(value: lowerValue))
lowerThumbLayer.frame = CGRect(x: lowerThumbCenter - thumbWidth / 2.0, y: 0.0,
width: thumbWidth, height: thumbWidth)
lowerThumbLayer.setNeedsDisplay()
let upperThumbCenter = CGFloat(positionForValue(value: upperValue))
upperThumbLayer.frame = CGRect(x: upperThumbCenter - thumbWidth / 2.0, y: 0.0,
width: thumbWidth, height: thumbWidth)
upperThumbLayer.setNeedsDisplay()
}
func positionForValue(value: Double) -> Double {
return Double(bounds.width - thumbWidth) * (value - minimumValue) /
(maximumValue - minimumValue) + Double(thumbWidth / 2.0)
}
override var frame: CGRect {
didSet {
updateLayerFrames()
}
}
override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
previousLocation = touch.location(in: self)
// Hit test the thumb layers
if lowerThumbLayer.frame.contains(previousLocation) {
lowerThumbLayer.highlighted = true
} else if upperThumbLayer.frame.contains(previousLocation) {
upperThumbLayer.highlighted = true
}
return lowerThumbLayer.highlighted || upperThumbLayer.highlighted
}
func boundValue(value: Double, toLowerValue lowerValue: Double, upperValue: Double) -> Double {
return min(max(value, lowerValue), upperValue)
}
override func continueTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
let location = touch.location(in: self)
// 1. Determine by how much the user has dragged
let deltaLocation = Double(location.x - previousLocation.x)
let deltaValue = (maximumValue - minimumValue) * deltaLocation / Double(bounds.width - thumbWidth)
previousLocation = location
// 2. Update the values
if lowerThumbLayer.highlighted {
lowerValue += deltaValue
lowerValue = boundValue(value: lowerValue, toLowerValue: minimumValue, upperValue: upperValue)
} else if upperThumbLayer.highlighted {
upperValue += deltaValue
upperValue = boundValue(value: upperValue, toLowerValue: lowerValue, upperValue: maximumValue)
}
// 3. Update the UI
CATransaction.begin()
CATransaction.setDisableActions(true)
updateLayerFrames()
CATransaction.commit()
sendActions(for: .valueChanged)
return true
}
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
lowerThumbLayer.highlighted = false
upperThumbLayer.highlighted = false
}
}
Next add the thumb layer subclass file RangeSliderThumbLayer.swift and add this to it:
import UIKit
class RangeSliderThumbLayer: CALayer {
var highlighted = false
weak var rangeSlider: RangeSlider?
override func draw(in ctx: CGContext) {
if let slider = rangeSlider {
let thumbFrame = bounds.insetBy(dx: 2.0, dy: 2.0)
let cornerRadius = thumbFrame.height * slider.curvaceousness / 2.0
let thumbPath = UIBezierPath(roundedRect: thumbFrame, cornerRadius: cornerRadius)
// Fill - with a subtle shadow
let shadowColor = UIColor.gray
ctx.setShadow(offset: CGSize(width: 0.0, height: 1.0), blur: 1.0, color: shadowColor.cgColor)
ctx.setFillColor(slider.thumbTintColor.cgColor)
ctx.addPath(thumbPath.cgPath)
ctx.fillPath()
// Outline
ctx.setStrokeColor(shadowColor.cgColor)
ctx.setLineWidth(0.5)
ctx.addPath(thumbPath.cgPath)
ctx.strokePath()
if highlighted {
ctx.setFillColor(UIColor(white: 0.0, alpha: 0.1).cgColor)
ctx.addPath(thumbPath.cgPath)
ctx.fillPath()
}
}
}
}
Finally add the track layer subclass file RangeSliderTrackLayer.swift and add the following to it:
import Foundation
import UIKit
import QuartzCore
class RangeSliderTrackLayer: CALayer {
weak var rangeSlider: RangeSlider?
override func draw(in ctx: CGContext) {
if let slider = rangeSlider {
// Clip
let cornerRadius = bounds.height * slider.curvaceousness / 2.0
let path = UIBezierPath(roundedRect: bounds, cornerRadius: cornerRadius)
ctx.addPath(path.cgPath)
// Fill the track
ctx.setFillColor(slider.trackTintColor.cgColor)
ctx.addPath(path.cgPath)
ctx.fillPath()
// Fill the highlighted range
ctx.setFillColor(slider.trackHighlightTintColor.cgColor)
let lowerValuePosition = CGFloat(slider.positionForValue(value: slider.lowerValue))
let upperValuePosition = CGFloat(slider.positionForValue(value: slider.upperValue))
let rect = CGRect(x: lowerValuePosition, y: 0.0, width: upperValuePosition - lowerValuePosition, height: bounds.height)
ctx.fill(rect)
}
}
}
Build Run and Get:
UPDATE:
It did not show to me, because it was all white. So the solution, without using any other framework and sticking with this one - you need to set all the views for all the components and then it will display well:
I have tried to import it in Swift as I used it before in Objective-C code, but without any luck. If I set everything properly and add it either in viewDidLoad() or viewDidAppear(), nothing gets displayed. One thing is worth mentioning, though - when I enter View Debug Hierarchy, the slider actually is there on the canvas:
But it's simply not rendered with all the colors that I did set before adding in it to the view. For the record - this is the code I used:
override func viewDidAppear(animated: Bool) {
var rangeSlider = NMRangeSlider(frame: CGRectMake(50, 50, 275, 34))
rangeSlider.lowerValue = 0.54
rangeSlider.upperValue = 0.94
let range = 10.0
let oneStep = 1.0 / range
let minRange: Float = 0.05
rangeSlider.minimumRange = minRange
let bgImage = UIView(frame: rangeSlider.frame)
bgImage.backgroundColor = .greenColor()
rangeSlider.trackImage = bgImage.pb_takeSnapshot()
let trackView = UIView(frame: CGRectMake(0, 0, rangeSlider.frame.size.width, 29))
trackView.backgroundColor = .whiteColor()
trackView.opaque = false
trackView.alpha = 0.3
rangeSlider.trackImage = UIImage(named: "")
let lowerThumb = UIView(frame: CGRectMake(0, 0, 8, 29))
lowerThumb.backgroundColor = .whiteColor()
let lowerThumbHigh = UIView(frame: CGRectMake(0, 0, 8, 29))
lowerThumbHigh.backgroundColor = UIColor.blueColor()
rangeSlider.lowerHandleImageNormal = lowerThumb.pb_takeSnapshot()
rangeSlider.lowerHandleImageHighlighted = lowerThumbHigh.pb_takeSnapshot()
rangeSlider.upperHandleImageNormal = lowerThumb.pb_takeSnapshot()
rangeSlider.upperHandleImageHighlighted = lowerThumbHigh.pb_takeSnapshot()
self.view.addSubview(rangeSlider)
self.view.backgroundColor = .lightGrayColor()
}
Using the method for capturing the UIView as UIImage mentioned in this question:
extension UIView {
func pb_takeSnapshot() -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, UIScreen.mainScreen().scale)
drawViewHierarchyInRect(self.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Other solution:
You can also try sgwilly/RangeSlider instead, it's written in Swift and therefore you won't even need a Bridging Header.
try this code :
override func viewDidLayoutSubviews() {
let margin: CGFloat = 20.0
let width = view.bounds.width - 2.0 * margin
rangeSlider.frame = CGRect(x: margin, y: margin + topLayoutGuide.length,
width: width, height: 31.0)
}
I implemented the range slider using :
https://github.com/Zengzhihui/RangeSlider
In the GZRangeSlider class, there is a method called :
private func setLabelText()
In that method, just put :
leftTextLayer.frame = CGRectMake(leftHandleLayer.frame.minX - 0.5 * (kTextWidth - leftHandleLayer.frame.width), leftHandleLayer.frame.minY - kTextHeight, kTextWidth, kTextHeight)
rightTextLayer.frame = CGRectMake(rightHandleLayer.frame.minX - 0.5 * (kTextWidth - leftHandleLayer.frame.width), leftTextLayer.frame.minY, kTextWidth, kTextHeight)
to animate the lower and upper labels..
This one is working well for me and its in swift.. just try it..

Activity indicator with custom image

I am loading a UIWebView and in the meantime I wan't to show a blank page with this activity indicator spinning (siri activity indicator). From what I have understand you can not change the image, but can't I use that image and create an animation with it rotating 360° and looping? Or will that drain the battery?
something like this?:
- (void)webViewDidStartLoad:(UIWebView *)webView {
//set up animation
[self.view addSubview:self.loadingImage];
//start animation
}
- (void)webViewDidFinishLoad:(UIWebView *)webView
{
//stop animation
[self.loadingImage removeFromSuperview];
}
What should I do?
Thanks in advance!
Most of this is found in Stack Overflow. Let me summarize:
Create an UIImageView which will serve as an activity indicator (inside storyboard scene, NIB, code ... wherever you wish). Let's call it _activityIndicatorImage
Load your image: _activityIndicatorImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"activity_indicator"]];
You need to use animation to rotate it. Here is the method I use:
+ (void)rotateLayerInfinite:(CALayer *)layer
{
CABasicAnimation *rotation;
rotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rotation.fromValue = [NSNumber numberWithFloat:0];
rotation.toValue = [NSNumber numberWithFloat:(2 * M_PI)];
rotation.duration = 0.7f; // Speed
rotation.repeatCount = HUGE_VALF; // Repeat forever. Can be a finite number.
[layer removeAllAnimations];
[layer addAnimation:rotation forKey:#"Spin"];
}
Inside my layoutSubviews method I initiate rotation. You could place this in your webViewDidStartLoad and webViewDidFinishLoad if this is better for your case:
- (void)layoutSubviews
{
[super layoutSubviews];
// some other code
[Utils rotateLayerInfinite:_activityIndicatorImage.layer];
}
You could always always stop rotation using [_activityIndicatorImage.layer removeAllAnimations];
You may use this beautiful loader inspired from Tumblr app:
Asich/AMTumblrHud
Swift 5
Another answer working perfect
Step 1.
Create swift file "CustomLoader.swift" and put this code in that file
import UIKit
import CoreGraphics
import QuartzCore
class CustomLoader: UIView
{
//MARK:- NOT ACCESSABLE OUT SIDE
fileprivate var duration : CFTimeInterval! = 1
fileprivate var isAnimating :Bool = false
fileprivate var backgroundView : UIView!
//MARK:- ACCESS INSTANCE ONLY AND CHANGE ACCORDING TO YOUR NEEDS *******
let colors : [UIColor] = [.red, .blue, .orange, .purple]
var defaultColor : UIColor = UIColor.red
var isUsrInteractionEnable : Bool = false
var defaultbgColor: UIColor = UIColor.white
var loaderSize : CGFloat = 80.0
/// **************** ****************** ////////// **************
//MARK:- MAKE SHARED INSTANCE
private static var Instance : CustomLoader!
static let sharedInstance : CustomLoader = {
if Instance == nil
{
Instance = CustomLoader()
}
return Instance
}()
//MARK:- DESTROY TO SHARED INSTANCE
#objc fileprivate func destroyShardInstance()
{
CustomLoader.Instance = nil
}
//MARK:- SET YOUR LOADER INITIALIZER FRAME ELSE DEFAULT IS CENTER
func startAnimation()
{
let win = UIApplication.shared.keyWindow
backgroundView = UIView()
backgroundView.frame = (UIApplication.shared.keyWindow?.frame)!
backgroundView.backgroundColor = UIColor.init(white: 0, alpha: 0.4)
win?.addSubview(backgroundView)
self.frame = CGRect.init(x: ((UIScreen.main.bounds.width) - loaderSize)/2, y: ((UIScreen.main.bounds.height) - loaderSize)/2, width: loaderSize, height: loaderSize)
self.addCenterImage()
self.isHidden = false
self.backgroundView.addSubview(self)
self.layer.cornerRadius = loaderSize/2
self.layer.masksToBounds = true
backgroundView.accessibilityIdentifier = "CustomLoader"
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(CustomLoader.ResumeLoader), name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
self.layoutSubviews()
}
//MARK:- AVOID STUCKING LOADER WHEN CAME BACK FROM BACKGROUND
#objc fileprivate func ResumeLoader()
{
if isAnimating
{
self.stopAnimation()
self.AnimationStart()
}
}
override func layoutSubviews()
{
super.layoutSubviews()
self.backgroundColor = defaultbgColor
UIApplication.shared.keyWindow?.isUserInteractionEnabled = isUsrInteractionEnable
self.AnimationStart()
}
#objc fileprivate func addCenterImage()
{
/// add image in center
let centerImage = UIImage(named: "Logo")
let imageSize = loaderSize/2.5
let centerImgView = UIImageView(image: centerImage)
centerImgView.frame = CGRect(
x: (self.bounds.width - imageSize) / 2 ,
y: (self.bounds.height - imageSize) / 2,
width: imageSize,
height: imageSize
)
centerImgView.contentMode = .scaleAspectFit
centerImgView.layer.cornerRadius = imageSize/2
centerImgView.clipsToBounds = true
self.addSubview(centerImgView)
}
//MARK:- CALL IT TO START THE LOADER , AFTER INITIALIZE THE LOADER
#objc fileprivate func AnimationStart()
{
if isAnimating
{
return
}
let size = CGSize.init(width: loaderSize , height: loaderSize)
let dotNum: CGFloat = 10
let diameter: CGFloat = size.width / 5.5 //10
let dot = CALayer()
let frame = CGRect(
x: (layer.bounds.width - diameter) / 2 + diameter * 2,
y: (layer.bounds.height - diameter) / 2,
width: diameter/1.3,
height: diameter/1.3
)
dot.backgroundColor = colors[0].cgColor
dot.cornerRadius = frame.width / 2
dot.frame = frame
let replicatorLayer = CAReplicatorLayer()
replicatorLayer.frame = layer.bounds
replicatorLayer.instanceCount = Int(dotNum)
replicatorLayer.instanceDelay = 0.1
let angle = (2.0 * M_PI) / Double(replicatorLayer.instanceCount)
replicatorLayer.instanceTransform = CATransform3DMakeRotation(CGFloat(angle), 0.0, 0.0, 1.0)
layer.addSublayer(replicatorLayer)
replicatorLayer.addSublayer(dot)
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale")
scaleAnimation.toValue = 0.4
scaleAnimation.duration = 0.5
scaleAnimation.autoreverses = true
scaleAnimation.repeatCount = .infinity
scaleAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
dot.add(scaleAnimation, forKey: "scaleAnimation")
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.toValue = -2.0 * Double.pi
rotationAnimation.duration = 6.0
rotationAnimation.repeatCount = .infinity
rotationAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
replicatorLayer.add(rotationAnimation, forKey: "rotationAnimation")
if colors.count > 1 {
var cgColors : [CGColor] = []
for color in colors {
cgColors.append(color.cgColor)
}
let colorAnimation = CAKeyframeAnimation(keyPath: "backgroundColor")
colorAnimation.values = cgColors
colorAnimation.duration = 2
colorAnimation.repeatCount = .infinity
colorAnimation.autoreverses = true
dot.add(colorAnimation, forKey: "colorAnimation")
}
self.isAnimating = true
self.isHidden = false
}
//MARK:- CALL IT TO STOP THE LOADER
func stopAnimation()
{
if !isAnimating
{
return
}
UIApplication.shared.keyWindow?.isUserInteractionEnabled = true
let winSubviews = UIApplication.shared.keyWindow?.subviews
if (winSubviews?.count)! > 0
{
for viw in winSubviews!
{
if viw.accessibilityIdentifier == "CustomLoader"
{
viw.removeFromSuperview()
// break
}
}
}
layer.sublayers = nil
isAnimating = false
self.isHidden = true
self.destroyShardInstance()
}
//MARK:- GETTING RANDOM COLOR , AND MANAGE YOUR OWN COLORS
#objc fileprivate func randomColor()->UIColor
{
let randomRed:CGFloat = CGFloat(drand48())
let randomGreen:CGFloat = CGFloat(drand48())
let randomBlue:CGFloat = CGFloat(drand48())
return UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
}
override func draw(_ rect: CGRect)
{
}
}
find the func name and "addCenterImage" and replace the image name with your custom image.
Step 2
Create the AppDelegate class instance out side of the AppDelegate class like this.
var AppInstance: AppDelegate!
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate
{ func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
{
AppInstance = self
}
Step 3.
put these two func in your AppDelegate
//MARK: - Activity Indicator -
func showLoader()
{
CustomLoader.sharedInstance.startAnimation()
}
func hideLoader()
{
CustomLoader.sharedInstance.stopAnimation()
}
Step 4. Use the functions like this whenever you want to animate your loader and stop.
AppInstance.showLoader()
AppInstance.hideLoader()
HAPPY LOADING...
SWIFT 4 Sweet And Simply just put extension UIView{}
Modified answer of #gandhi Mena
if you want to create your own custom Loading indicator
Create a UIView extension which create and customize your brand logo as a custom indicator put this code in you global declaration file.
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat?,backgroundColor: UIColor?, textColor:UIColor?, message: String?) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor //Background color of your view which you want to set
var selfWidth = view.frame.width
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = view.frame.height
let loopImages = UIImageView()
let imageListArray = ["image1", "image2"] // Put your desired array of images in a specific order the way you want to display animation.
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(0.8)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 30
let imageFrameY = (selfHeigh / 2) - 60
var imageWidth = CGFloat(60)
var imageHeight = CGFloat(60)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont(name: "SFUIDisplay-Regular", size: 17.0)! // Your Desired UIFont Style and Size
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = textColor ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
// Define UIView frame
self.frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width , height: UIScreen.main.bounds.size.height)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
return self }}
Hide an indicator something like this you can remove subview at the top from the subview stack. put this code in the same globally declared swift file.
func hideLoader(removeFrom : UIView){
removeFrom.subviews.last?.removeFromSuperview()
}
Now you can shoot at the mark by this code
To display activity indicator in your view controller put this code when you want to display.
self.view.addSubview(UIView().customActivityIndicator(view: self.view, widthView: nil, backgroundColor:"Desired color", textColor: "Desired color", message: "Loading something"))
To hide animating loader you can user above function you defined in the globally. In your ViewController.swift where you want to hide put this line of code.
hideLoader(removeFrom: self.view)
imageListArray looks like this.
I've faced a similar issue lately. And this is my solution. Basically, it's what topic starter initially wanted: blank page with custom activity indicator on it.
I have partly used #Azharhussain Shaikh answer but I've implemented auto-layout instead of using frames and added a few other refinements with the intention to make usage as simple as possible.
So, it's an extension for UIView with two methods: addActivityIndicator() and removeActivityIndicator()
extension UIView {
func addActivityIndicator() {
// creating a view (let's call it "loading" view) which will be added on top of the view you want to have activity indicator on (parent view)
let view = UIView()
// setting up a background for a view so it would make content under it look like not active
view.backgroundColor = UIColor.white.withAlphaComponent(0.7)
// adding "loading" view to a parent view
// setting up auto-layout anchors so it would cover whole parent view
self.addSubview(view)
view.translatesAutoresizingMaskIntoConstraints = false
view.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
view.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
view.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
view.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
// creating array with images, which will be animated
// in my case I have 30 images with names activity0.png ... activity29.png
var imagesArray = [UIImage(named: "activity\(0)")!]
for i in 1..<30 {
imagesArray.append(UIImage(named: "activity\(i)")!)
}
// creating UIImageView with array of images
// setting up animation duration and starting animation
let activityImage = UIImageView()
activityImage.animationImages = imagesArray
activityImage.animationDuration = TimeInterval(0.7)
activityImage.startAnimating()
// adding UIImageView on "loading" view
// setting up auto-layout anchors so it would be in center of "loading" view with 30x30 size
view.addSubview(activityImage)
activityImage.translatesAutoresizingMaskIntoConstraints = false
activityImage.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
activityImage.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
activityImage.widthAnchor.constraint(equalToConstant: 30).isActive = true
activityImage.heightAnchor.constraint(equalToConstant: 30).isActive = true
}
func removeActivityIndicator() {
// checking if a view has subviews on it
guard let lastSubView = self.subviews.last else { return }
// removing last subview with an assumption that last view is a "loading" view
lastSubView.removeFromSuperview()
} }
"Rotating" effect is achieved by those 30 images you've put in imagesArray. Each image is a new frame of a rotating indicator like this.
Usage. In your view controller for showing an activity indicator simply put:
view.addActivityIndicator()
For removing an activity indicator:
view.removeActivityIndicator()
For example, in case of using it with table view (like I do) it can be used like this:
func setLoadingScreen() {
view.addActivityIndicator()
tableView.isScrollEnabled = false
}
func removeLoadingScreen() {
view.removeActivityIndicator()
tableView.isScrollEnabled = true
}
It works in Swift 4.
Swift 5.0 version of accepted Answer
public extension UIImageView {
func spin(duration: Float) {
let rotation = CABasicAnimation(keyPath: "transform.rotation")
rotation.fromValue = 0
rotation.toValue = 2 * Double.pi
rotation.duration = 0.7
rotation.repeatCount = duration
layer.add(rotation, forKey: "spin")
}
func stopSpinning() {
layer.removeAllAnimations()
}
}
Without Image , you can use third party library
for objective C (also support in iOS 6) https://github.com/shebinkoshy/UIControllsRepo
for swift https://github.com/shebinkoshy/Activity-Indicator-Swift
Advantages
-> Able to set colors for spinner
-> Available in different sizes like tiny, small, medium, large, very large
-> Able to set Title (center and bottom) for medium, large, very large sizes
You can set an images to your activityIndicator. I created a function for add custom image to activityIndicator. Here is what I created.
public func showProgressView(view: UIView) -> UIImageView {
let containerView = UIView()
let progressView = UIView()
var activityIndicatorImageView = UIImageView()
if let statusImage = UIImage(named: Constants.ActivityIndicatorImageName1) {
let activityImageView = UIImageView(image: statusImage)
containerView.frame = view.frame
containerView.backgroundColor = UIColor(hex: 0xffffff, alpha: 0.3)
progressView.frame = CGRectMake(0, 0, 80, 80)
progressView.center = CGPointMake(view.bounds.width / 2, view.bounds.height / 2)
progressView.backgroundColor = UIColor(hex: 0x18bda3, alpha: 0.7)
progressView.clipsToBounds = true
progressView.layer.cornerRadius = 10
activityImageView.animationImages = [UIImage(named: Constants.ActivityIndicatorImageName1)!,
UIImage(named: Constants.ActivityIndicatorImageName2)!,
UIImage(named: Constants.ActivityIndicatorImageName3)!,
UIImage(named: Constants.ActivityIndicatorImageName4)!,
UIImage(named: Constants.ActivityIndicatorImageName5)!]
activityImageView.animationDuration = 0.8;
activityImageView.frame = CGRectMake(view.frame.size.width / 2 - statusImage.size.width / 2, view.frame.size.height / 2 - statusImage.size.height / 2, 40.0, 48.0)
activityImageView.center = CGPointMake(progressView.bounds.width / 2, progressView.bounds.height / 2)
dispatch_async(dispatch_get_main_queue()) {
progressView.addSubview(activityImageView)
containerView.addSubview(progressView)
view.addSubview(containerView)
activityIndicatorImageView = activityImageView
}
}
return activityIndicatorImageView
}
You can call this method everywhere in your code. And just call the startAnimating method. If you want to hide just call the stopAnimating method.
it works in both SWITF 3 and 4
var activityIndicator = UIActivityIndicatorView()
var myView : UIView = UIView()
func viewDidLoad() {
spinnerCreation()
}
func spinnerCreation() {
activityIndicator.activityIndicatorViewStyle = .whiteLarge
let label = UILabel.init(frame: CGRect(x: 5, y: 60, width: 90, height: 20))
label.textColor = UIColor.white
label.font = UIFont.boldSystemFont(ofSize: 14.0)
label.textAlignment = NSTextAlignment.center
label.text = "Please wait...."
myView.frame = CGRect(x: (UIScreen.main.bounds.size.width - 100)/2, y: (UIScreen.main.bounds.size.height - 100)/2, width: 100, height: 100)
myView.backgroundColor = UIColor.init(white: 0.0, alpha: 0.7)
myView.layer.cornerRadius = 5
activityIndicator.center = CGPoint(x: myView.frame.size.width/2, y: myView.frame.size.height/2 - 10)
myView.addSubview(activityIndicator)
myView.addSubview(label)
myView.isHidden = true
self.window?.addSubview(myView)
}
#IBAction func activityIndicatorStart(_ sender: Any) {
myView.isHidden = false
self.activityIndicator.startAnimating()
self.view.isUserInteractionEnabled = false
self.view.bringSubview(toFront: myView)
}
#IBAction func activityIndicatorStop(_ sender: Any)() {
myView.isHidden = true
self.activityIndicator.stopAnimating()
self.view.isUserInteractionEnabled = true
}
You can create your custom activity Indicator with this in Swift 3 & 4:
Create a new file with name: UIViewExtension.Swift and copy this code and paste in your new file file:
import UIkit
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat? = nil,backgroundColor: UIColor? = nil, message: String? = nil,colorMessage:UIColor? = nil ) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor ?? UIColor.clear
self.layer.cornerRadius = 10
var selfWidth = view.frame.width - 100
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = CGFloat(100)
let selfFrameX = (view.frame.width / 2) - (selfWidth / 2)
let selfFrameY = (view.frame.height / 2) - (selfHeigh / 2)
let loopImages = UIImageView()
//ConfigCustomLoading with secuence images
let imageListArray = [UIImage(named:""),UIImage(named:""), UIImage(named:"")]
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(1.3)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 17
let imageFrameY = (selfHeigh / 2) - 35
var imageWidth = CGFloat(35)
var imageHeight = CGFloat(35)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont.boldSystemFont(ofSize: 17)
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = colorMessage ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
//Define frames
//UIViewFrame
self.frame = CGRect(x: selfFrameX, y: selfFrameY, width: selfWidth , height: selfHeigh)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
return self
}
}
And then you can use it in your ViewController like this:
import UIKit
class ExampleViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(UIView().customActivityIndicator(view: self.view,backgroundColor: UIColor.green))
}
//function for stop and desappear loading
func deseappearLoading(){
self.view.subviews.last?.removeFromSuperview()
}
}
Don't forget replace [UIImage(named:" "),UIImage(named:" "), UIImage(named:" ")] with your names of images and adjust the TimeInterval(1.3). Enjoy it.

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