Imagine an iOS screen where you can move your finger up/down to do something (imagine say, "scale"),
Or,
as a separate function you can move your finger left/right to do something (imagine say, "change color" or "rotate").
They are
separate
functions, you can only do one at at time.
So, if it "begins as" a horizontal version, it is remains only a horizontal version. Conversely if it "begins as" a vertical version, it remains only a vertical version.
It is a little bit tricky to do this, I present exactly how to do it below...the fundamental pattern is:
if (r.state == .Began || panway == .WasZeros )
{
prev = tr
if (tr.x==0 && tr.y==0)
{
panway = .WasZeros
return
}
if (abs(tr.x)>abs(tr.y)) ... set panway
}
This works very well and here's exactly how to do it in Swift.
In storyboard take a UIPanGestureRecognizer, drag it to the view in question. Connect the delegate to the view controller and set the outlet to this call ultraPan:
enum Panway
{
case Vertical
case Horizontal
case WasZeros
}
var panway:Panway = .Vertical
var prev:CGPoint!
#IBAction func ultraPan(r:UIPanGestureRecognizer!)
{
let tr = r.translationInView(r.view)
if (r.state == .Began || panway == .WasZeros )
{
prev = tr
if (tr.x==0 && tr.y==0)
{
panway = .WasZeros
return
}
if (abs(tr.x)>abs(tr.y))
{
panway = .Horizontal
}
else
{
panway = .Vertical
}
}
if (panway == .Horizontal) // your left-right function
{
var h = tr.x - prev.x
let sensitivity:CGFloat = 50.0
h = h / sensitivity
// adjust your left-right function, example
someProperty = someProperty + h
}
if (panway == .Vertical) // bigger/smaller
{
var v = tr.y - prev.y
let sensitivity:CGFloat = 2200.0
v = v / sensitivity
// adjust your up-down function, example
someOtherProperty = someOtherProperty + v
}
prev = tr
}
That's fine.
But it would surely be better to make a new subclass (or something) of UIPanGestureRecognizer, so that there are two new concepts......
UIHorizontalPanGestureRecognizer
UIVerticalPanGestureRecognizer
Those would be basically one-dimensional panners.
I have absolutely no clue whether you would ... subclass the delegates? or the class? (what class?), or perhaps some sort of extension ... indeed, I basically am completely clueless on this :)
The goal is in one's code, you can have something like this ...
#IBAction func horizontalPanDelta( ..? )
{
someProperty = someProperty + delta
}
#IBAction func verticalPanDelta( ..? )
{
otherProperty = otherProperty + delta
}
How to inherit/extend UIPanGestureRecognizer in this way??
But it would surely be better to make a new subclass (or something) of UIPanGestureRecognizer, so that there are two new concepts......
UIHorizontalPanGestureRecognizer
UIVerticalPanGestureRecognizer
Those would be basically one-dimensional panners
Correct. That's exactly how to do it, and is the normal approach. Indeed, that is exactly what gesture recognizers are for: each g.r. recognizes only its own gesture, and when it does, it causes the competing gesture recognizers to back off. That is the whole point of gesture recognizers! Otherwise, we'd still be back in the pre-g.r. days of pure touchesBegan and so forth (oh, the horror).
My online book discusses, in fact, the very example you are giving here:
http://www.apeth.com/iOSBook/ch18.html#_subclassing_gesture_recognizers
And here is an actual downloadable example that implements it in Swift:
https://github.com/mattneub/Programming-iOS-Book-Examples/blob/master/bk2ch05p203gestureRecognizers/ch18p541gestureRecognizers/HorizVertPanGestureRecognizers.swift
Observe the strategy used here. We make UIPanGestureRecognizer subclasses. We override touchesBegan and touchesMoved: the moment recognition starts, we fail as soon as it appears that the next touch is along the wrong axis. (You should watch Apple's video on this topic; as they say, when you subclass a gesture recognizer, you should "fail early, fail often".) We also override translationInView so that only movement directly along the axis is possible. The result (as you can see if you download the project itself) is a view that can be dragged either horizontally or vertically but in no other manner.
#Joe, this is something I scrambled together quickly for the sake of this question. For ease of making it, I simply gave it a callback rather than implementing a target-action system. Feel free to change it.
enum PanDirection {
case Horizontal
case Vertical
}
class OneDimensionalPan: NSObject {
var handler: (CGFloat -> ())?
var direction: PanDirection
#IBOutlet weak var panRecognizer: UIPanGestureRecognizer! {
didSet {
panRecognizer.addTarget(self, action: #selector(panned))
}
}
#IBOutlet weak var panView: UIView!
override init() {
direction = .Horizontal
super.init()
}
#objc private func panned(recognizer: UIPanGestureRecognizer) {
let translation = panRecognizer.translationInView(panView)
let delta: CGFloat
switch direction {
case .Horizontal:
delta = translation.x
break
case .Vertical:
delta = translation.y
break
}
handler?(delta)
}
}
In storyboard, drag a UIPanGestureRecognizer onto your view controller, then drag an Object onto the top bar of the view controller, set its class, and link its IBOutlets. After that you should be good to go. In your view controller code you can set its callback and pan direction.
UPDATE FOR EXPLANATION >
I want to clarify why I made the class a subclass of NSObject: the driving idea behind the class is to keep any unnecessary code out of the UIViewController. By subclassing NSObject, I am able to then drag an Object onto the view controller's top bar inside storyboard and set its class to OneDimensionalPan. From there, I am able to connect #IBOutlets to it. I could have made it a base class, but then it would have had to be instantiated programmatically. This is far cleaner. The only code inside the view controller is for accessing the object itself (through an #IBOutlet), setting its direction, and setting its callback.
Related
So i have 4 vStacks, each containing 9 ImageViews. Each ImageView represents one Card, alpha 0 is default. When a Card is Detected (with ARKit), my code sets the ImageView to alpha 1 so the user can see that the card has been scanned.
Now: I want to implement that when the user clicks on one of the ImageViews, an alert should pop up asking the user if he is sure he wants to delete the scanned card. My problem is, I have no idea what the best practice is to get the information that the card has been tapped and how to delete it without hardcoding.
In ViewDidLoad i set the images into the ImageVies like This:
//This repeats for all 36 ImageViews
imgView1.image = UIImage(named: "Eichel_6")
imgView2.image = UIImage(named: "Eichel_7")
/*When a image is detected with ARKit, this is what happens. Basically
*it pushes the corresponding reference name to an array called
* scannedCards, handles them, and removes them afterwards.
* spielPoints = gamepoints/points, spielmodus = gamemode
*/
func updateLabel() {
//print all cards in scanned cards
for card in scannedCards {
points += (DataController.shared.spielpoints[DataController.shared.spielmodus!]![card]! * DataController.shared.multCalculator[DataController.shared.spielmodus!]!)
}
scannedCards.removeAll()
}
I am a new to coding, I would be grateful if you correct me if my code snippets are bad, beside my question. Thank you in advance.
As has already been mentioned in comments, you should use a UICollectionView for this kind of work. #Fogmeister has promised to add an answer concerning that later, so I won't do that. But I can answer the actual question, even though it's not what you should do.
From your code I can see that you probably have outlets for all your imageViews (imgView1 ... imgView36) and set each image manually. To detect taps on any of these, you could do something like this:
func viewDidLoad(){
super.viewDidLoad()
let allImageViews = [imageView1, imageView2, .... imageView36]
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(didTapImageView(gesture:)))
allImageViews.forEach({$0.addGestureRecognizer(tapGestureRecognizer)})
}
#objc func didTapImageView(gesture:UITapGestureRecognizer){
guard let imageView = gesture.view as? UIImageView else { return }
//Here you can put code that will happen regardless of which imageView was tapped.
imageView.alpha = 0.0
//If you need to know exactly which imageView was tapped, you can just check
if imageView == self.imageView1{
//Do stuff only for imageView1
}else if imageView == self.imageView2{
//...
}//....
}
Again, this is not very good practice. If you go for UICollectionView instead, you don't have to have outlets for all your imageViews and you don't have to create a gestureRecognizer for handling events. But still, I hope this helped you understand general gestures better.
I have four imageview contents in an XIB and a button that covers all my XIB. I want to make when the user tap the button, the first imageview is shown, the next tap is hidden and the second imageview is displayed and so on until all my imageview is shown / hidden. What would be the most efficient way to do it?
Save all your UIImageViews to an array, and current showing imageView to a variable, it may look like this:
var imageViews: [UIImageView] = []
var currentImageViewIndex = 0 {
didSet {
if currentImageViewIndex >= imageViews.count { currentImageViewIndex = 0 }
imageViews[oldValue].isHidden = true
imageViews[currentImageViewIndex].isHidden = false
}
}
func handleTap() {
currentImageViewIndex += 1
}
I suggest you use a state variable that contains an enum listing the various states (firstImageVisible, secondImage.... ) then you can have a function inside the enum that switches to the nextState (being the target of your button action) you can also easily iterate through states of an enum, check the documentation for the CaseIterable protocol. Often having a property observer (didSet) on the state is a handy place to update other parts of the UI which need to change every time the state changes.
How can I ensure the cards always stay close to each other as shown below?
The player may pick one or more cards, and I need to ensure the remaining cards snap back together. Also if the player abandons picking (thats is draws out and releases), they need to come back together.
What is the best way to go about building this?
I do not know about a "best way", but one way would be to have a place holder node, and when your card is not at (0,0) on the place holder, send it back.
example:
class PlayingCard : SKSpriteNode
{
override var position : CGPoint
{
didSet
{
if self.position != CGPoint.zero, actionForKey("reset") == nil
{
self.run(SKAction.moveTo(CGPoint.zero,duration:0.5).withKey:"reset")
}
}
}
}
To use:
class GameScene
{
.....
//however you are setting this up
let placeHolder = SKNode()
placeHolder = placeHolderPosition
let card = PlayingCard()
placeHolder.addChild(card)
self.addChild(placeHolder)
....
}
Now keep in mind, depending on how you are moving your card, the didSet may not be getting called on it, so you may have to do this in the update, or you can cheat and in update just do:
func update()
{
...
// do my stuff
...
//maintain an array of all your playing cards
playingCards.forEach{$0.position = $0.position}
}
I have a fairly simple set up in my main storyboard:
A stack view which includes three views
The first view has a fixed height and contains a segment controller
The other two views have no restrictions, the idea being that only one will be active at a time and thus fill the space available
I have code that will deal with the changing view active views as follows:
import Foundation
import UIKit
class ViewController : UIViewController {
#IBOutlet weak var stackView: UIStackView!
#IBOutlet weak var segmentController: UISegmentedControl!
#IBAction func SegmentClicked(_ sender: AnyObject) {
updateView(segment: sender.titleForSegment(at: sender.selectedSegmentIndex)!)
}
override func viewDidLoad() {
updateView(segment: "First")
}
func updateView(segment: String) {
UIView.animate(withDuration: 1) {
if(segment == "First") {
self.stackView.arrangedSubviews[1].isHidden = false
self.stackView.arrangedSubviews[2].isHidden = true
} else {
self.stackView.arrangedSubviews[1].isHidden = true
self.stackView.arrangedSubviews[2].isHidden = false
}
print("Updating views")
print("View 1 is \(self.stackView.arrangedSubviews[1].isHidden ? "hidden" : "visible")")
print("View 2 is \(self.stackView.arrangedSubviews[2].isHidden ? "hidden" : "visible")")
}
}
}
As you can see, when the tab called 'First' is selected, the subview at index 1 should show, whilst 2 is hidden, and when anything else is selected, the subview at index 2 should show, whilst 1 is hidden.
This appears to work at first, if I go slowly changing views, but if I go a bit quicker, the view at index 1 seems to remain permanently hidden after a few clicks, resulting in the view at index 0 covering the whole screen. I've placed an animation showing the issue and a screenshot of the storyboard below. The output shows that when the problem happens, both views remain hidden when clicking on the first segment.
Can anybody tell me why this is happening? Is this a bug, or am I not doing something I should be?
Many thanks in advance!
Update: I seem to be able to reliably reproduce the issue by going to the First > Second > Third > Second > First segments in that order.
The bug is that hiding and showing views in a stack view is cumulative. Weird Apple bug. If you hide a view in a stack view twice, you need to show it twice to get it back. If you show it three times, you need to hide it three times to actually hide it (assuming it was hidden to start).
This is independent of using animation.
So if you do something like this in your code, only hiding a view if it's visible, you'll avoid this problem:
if !myView.isHidden {
myView.isHidden = true
}
Building on the nice answer by Dave Batton, you can also add a UIView extension to make the call site a bit cleaner, IMO.
extension UIView {
var isHiddenInStackView: Bool {
get {
return isHidden
}
set {
if isHidden != newValue {
isHidden = newValue
}
}
}
}
Then you can call stackView.subviews[someIndex].isHiddenInStackView = false which is helpful if you have multiple views to manage within your stack view versus a bunch of if statements.
In the end, after trying all the suggestions here I still couldn't work out why it was behaving like this so I got in touch with Apple who asked me to file a bug report. I did however find a work around, by unhiding both views first, which solved my problem:
func updateView(segment: String) {
UIView.animate(withDuration: 1) {
self.stackView.arrangedSubviews[1].isHidden = false
self.stackView.arrangedSubviews[2].isHidden = false
if(segment == "First") {
self.stackView.arrangedSubviews[2].isHidden = true
} else {
self.stackView.arrangedSubviews[1].isHidden = true
}
}
}
Based on what I can see, this weird behavior is caused by the animation duration. As you can see, it takes one second for the animation to complete, but if you start switching the segmentControl faster than that, then I would argue that is what is causing this behavior.
What you should do is deactivate the user interactivity when the method is called, and then re-enable it once the animation is complete.
It should look something like this:
func updateView(segment: String) {
segmentControl.userInteractionEnabled = false
UIView.animateWithDuration(1.0, animations: {
if(segment == "First") {
self.stackView.arrangedSubviews[1].isHidden = false
self.stackView.arrangedSubviews[2].isHidden = true
} else {
self.stackView.arrangedSubviews[1].isHidden = true
self.stackView.arrangedSubviews[2].isHidden = false
}
print("Updating views")
print("View 1 is \(self.stackView.arrangedSubviews[1].isHidden ? "hidden" : "visible")")
print("View 2 is \(self.stackView.arrangedSubviews[2].isHidden ? "hidden" : "visible")")
}, completion: {(finished: Bool) in
segmentControl.userInteractionEnabled = true
}
}
While this will prevent from fast switching (which you may see as a downside), the only other way I am aware of that solve this is by removing the animations altogether.
Check the configuration and autolayout constraints on the stack view and the subviews, particularly the segmented control.
The segmented control complicates the setup for the stack view, so I'd take the segmented control out of the stack view and set its constraints relative to the main view.
With the segmented control out of the stack view, it's relatively straightforward to set up the stack view so that your code will work properly.
Reset the constraints on the stack view so that it is positioned below the segmented control and covers the rest of the superview. In the Attributes Inspector, set Alignment to Fill, Distribution to Fill Equally, and Content Mode to Scale to Fill.
Remove the constraints on the subviews and set their Content Mode to Scale to Fill.
Adjust the indexing on arrangedSubviews in your code and it should work automagically.
I decided to animate my objects manually and therefore made an extension for UIView class:
public extension UIView{
func slideOut(){
UIView.animateWithDuration(0.5, animations: { self.frame.origin.x = -self.frame.width }, completion: finishedDisposing)
}
func finishedDisposing(successfully: Bool){
if !successfully{
((UIApplication.sharedApplication().delegate as! AppDelegate).window!.rootViewController as! VC).showSystemMessage("Failed to dispose one or more subviews from superview", ofType: .NOTICE)
}
responder.viewDisposed()
}
}
Which works nice and I have no problems about it, BUT I have a method in VC (Custom UIViewController) viewDisposed() which is called whenever a view slides out of sight and it has such an implementation:
func viewDisposed() {
disposed++
print("Updated disposed: \(disposed) / \(self.view.subviews.count)")
if disposed == self.view.subviews.count - 1{
delegate.vcFinishedDisposing()
}
}
It shows that self.view.subviews contains all my custom views + 3 more (UIView, _UILayoutGuide x 2). They do extend UIView although do not callresponder.viewDisposed method. My decision was to figure out how to get classes of each subview and Mirror(reflecting: subView).subjectType if I print it does it wonderfully. Is there any way to actually compare this to anything or, better, get String representation? Basically, I want you to help me create a method which would create a stack of subviews which are not of type UIView (only subClasses) nor _UILayoutGuide. Thank you!
You'd probably be better off directly creating an array of just the subviews you care about, instead of starting with all subviews and trying to filter out the ones you don't care about. Those layout guides weren't always there—they were added in iOS 7. Who knows what else Apple will add in the future?
Anyway:
let mySubviews = view.subviews.filter {
!["UIView", "_UILayoutGuide"].contains(NSStringFromClass($0.dynamicType))
}