I am playing with ProgressView. What I want to achieve is stopping at 33%, 66%, 100% checkpoints on button click. It's working okay if I use progressView.progress = 0.33, but it directly lands to the checkpoint. Instead, having it smooth and accelerating would look so nice.
I thought animateWithDuration would work but unfortunately it doesn't. After some reading, I found out that I can do something with NSTimer, but I couldn't achieve it.
var progressView: UIProgressView?
override func viewDidLoad()
{
super.viewDidLoad()
progressView = UIProgressView(progressViewStyle: UIProgressViewStyle.Default)
progressView?.center = self.view.center
progressView?.trackTintColor = UIColor.redColor()
progressView?.progressTintColor = UIColor.greenColor()
view.addSubview(progressView!)
progressView!.progress = 0.0
}
Using this answer, I achieved making it move once in every second, but how can I make it go smooth, slow in the beginning and accelerating, so looks nice.
using setProgress method and setting animation to true makes animation work.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var pb: UIProgressView!
#IBOutlet weak var btn: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
pb.progress = 0.00
}
#IBAction func btnPress(sender: UIButton) {
UIView.animateWithDuration(3, animations: {
self.pb.setProgress((self.pb.progress + 0.33), animated: true)
}, completion: nil)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Related
I'm a beginner at swift and Xcode, so this question may sound very simple.
I have two view controllers, connected by a segue. My first view controller scene runs code from the viewDidLoad() function, and then calls the .performSegue() function for the second view controller scene to get displayed.
But now, I want to run code in that new .swift file. viewDidLoad() doesn't seem to work, so how do I get around this problem? Where else could I put my code, or what function should it be in?
EDIT
// Show main menu
self.performSegue(withIdentifier: "MenuSegue", sender: self)
is how I am switching between view controllers. The buttons display, but anything I write in viewDidLoad() does not work
EDIT 2
My code for ViewController.swift:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var startScreen: UIStackView! // H2O start screen
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
// Display start screen for 2 seconds before fading out
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 2, execute: {
// Fade out start screen
UIView.animate(withDuration: 1, animations: {self.startScreen.alpha = 0})
// Wait 1 second from when start screen starts to fade out
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 1, execute: {
// Show main menu
self.performSegue(withIdentifier: "MenuSegue", sender: self)
})
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
And for MenuViewController.swift:
import UIKit
class MenuViewController: UIViewController {
#IBOutlet weak var playButton: UIButton! // Play button
#IBOutlet weak var settingsButton: UIButton! // Settings button
#IBOutlet weak var volumeButton: UIButton! // Volume button
#IBOutlet weak var volumeStack: UIStackView! // Volume stack
#IBOutlet weak var volumePercentage: UILabel! // Volume percentage
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
print("Hello")
// Slowly display everything
playButton.alpha = 0
settingsButton.alpha = 0
volumeButton.alpha = 0
volumeStack.alpha = 0
// Fade out start screen
UIView.animate(withDuration: 1, animations: {self.playButton.alpha = 1; self.settingsButton.alpha = 1; self.volumeButton.alpha = 1; self.volumeStack.alpha = 1})
print("Hi")
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func settings(_ sender: UIButton) {
// If the settings are hidden
if volumeButton.alpha == 0 {
// Rotate settings button to open settings
UIView.animate(withDuration: 0.5, animations: {sender.transform = CGAffineTransform(rotationAngle: .pi * -0.999)})
// Show extended settings
UIView.animate(withDuration: 0.5, animations: {self.volumeButton.alpha = 1})
}
else {
// Rotate settings button back to normal
UIView.animate(withDuration: 0.5, animations: {sender.transform = CGAffineTransform(rotationAngle: 0.0)})
// Hide extended settings
UIView.animate(withDuration: 0.5, animations: {self.volumeButton.alpha = 0})
}
}
#IBAction func volumeSlider(_ sender: UISlider) {
// Get slider value rounded to nearest 5
let value = round(sender.value / 5) * 5
// Set the value to nearest 5
sender.value = value
// Show volume percentage
volumePercentage.text = "\(Int(value))%"
}
#IBAction func playButton(_ sender: UIButton) {
// Hide all settings
settingsButton.alpha = 0
volumeButton.alpha = 0
volumeStack.alpha = 0
// Hide play button
sender.alpha = 0
}
}
Add your animation code inside viewWillAppear() method.
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
//Add animation code here
}
I have a game, and for the homepage, I want the “Tap To Play” button to fade in and out. This is my code:
import UIKit
class HomePageViewController: UIViewController {
#IBOutlet weak var highscoreLabel: UILabel!
#IBOutlet weak var taptoplay: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
flashing(buttonName: taptoplay)
let highscore = UserDefaults.standard.integer(forKey: "highscore")
highscoreLabel.text = "Highscore: \(highscore)"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func flashing(buttonName:UIButton) {
UIView.animate(withDuration: 1, delay: 0, options: UIViewAnimationOptions.autoreverse, animations: {
buttonName.alpha = 1
buttonName.alpha = 0
}, completion: nil)
}
}
My problem is that the text flashes perfectly like how I want about two times, but then it just disappears, and I can’t even click on the button. In fact, I can’t click on the button even when it does flash correctly.
The button was working fine before I added this code, and it’s still all linked up properly. Thanks for your help.
When you animated your button, the last thing you did to it was set its alpha to 0. Somehow, you need to set the alpha back to 1 after your button is finished animating, or, change the order, and set the alpha to 0 first.
EDIT: In addition, the default setting for user interaction is nil, so you need to add another option: allowUserInteraction.
Hope this helps.
I am learning the concept of delegation and I am stuck in my project. I believe the solution is simple, but as this is something new for me I have no idea what is wrong.
Project concept is simple:
There are two views in the application. In the first view you press the button "change the color" and as a result second view appears. In the second view there are three text fields where user puts numbers respectively for R G and B values in RGB color. When the button is tapped, second view disappears and the first view's background should be changed with color based on the user's input. I assume that the user put correct numbers, therefore at this moment I use forced unwrapping for those values.
At this moment views appear correctly, but the background color of the first view does not change and I have no idea why.
Beneath is the code for two view controllers. I will appreciate any hints.
First VC: ViewController.swift
class ViewController: UIViewController, ColorChangeDelegate {
let secondStoryboard = UIStoryboard(name: "Second", bundle: nil).instantiateViewControllerWithIdentifier("SecondViewController") as UIViewController
var secondVC = SecondViewController()
#IBAction func changeColourButtonTapped(sender: UIButton) {
presentViewController(secondStoryboard, animated: true, completion: nil)
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
secondVC.colorDelegate = self
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func didChangeColor(controller: SecondViewController, color: UIColor) {
self.view.backgroundColor = color
}
}
and second VC: SecondViewController.swift
protocol ColorChangeDelegate {
func didChangeColor(controller: SecondViewController, color: UIColor)
}
class SecondViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var myRTextField: UITextField!
#IBOutlet weak var myGTextField: UITextField!
#IBOutlet weak var myBTextField: UITextField!
var colorDelegate : ColorChangeDelegate?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
myRTextField.delegate = self
myGTextField.delegate = self
myBTextField.delegate = self
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func textFieldDidBeginEditing(textField: UITextField) {
textField.becomeFirstResponder()
}
#IBAction func goButtonTapped(sender: UIButton) {
let r = Int(myRTextField.text!)!
let g = Int(myGTextField.text!)!
let b = Int(myBTextField.text!)!
let color = UIColor(red: CGFloat(r), green: CGFloat(g), blue: CGFloat(b), alpha: 1.0)
self.view.endEditing(true)
colorDelegate?.didChangeColor(self, color: color)
presentingViewController?.dismissViewControllerAnimated(true, completion: nil)
}
}
You are assigning your delegate to secondVC but the view controller that is actually being presented is in secondStoryboard, so you should set the colorDelegate property of secondStoryboard.
The purpose for my app
I have two ViewControllers,FrontSideViewController and BackSideViewController, in my little project.
I am about to flipping FrontSideViewController to BackSideViewController through using CATransition while each ViewController's data can be saved.
Describe of Problem
The views transited in the unexpected way which animation is not seem like the UIAnimationTransition.FlipFromLeft(or)Right thing.
After flipping views, the previous view's data can not be saved, which means when I flipped back the old view, its tiny data (something like textField's text) is just gone.
My Code
Same Logical function to flip between the views which be used in two Classes.
FrontSideViewController.swift
class FrontSideViewController: UIViewController {
var frontSideViewController: FrontSideViewController?
var backSideViewController: BackSideViewController?
var frontSide: Bool = true
#IBOutlet weak var flip_1Button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
frontSideViewController = storyboard?.instantiateViewControllerWithIdentifier("FrontSideViewController") as? FrontSideViewController
backSideViewController = storyboard?.instantiateViewControllerWithIdentifier("BackSideViewController") as? BackSideViewController
flip_1Button.addTarget(self, action: "flipViews", forControlEvents: UIControlEvents.TouchUpInside)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func textFieldDoneEditing(sender: UITextField) {
sender.resignFirstResponder()
}
func flipViews() {
UIView.beginAnimations("ViewSwitch", context: nil)
UIView.setAnimationDuration(0.6)
UIView.setAnimationCurve(.EaseInOut)
UIView.setAnimationTransition(.FlipFromLeft, forView: view, cache: true)
backSideViewController?.view.frame = self.view.frame
frontSideViewController?.willMoveToParentViewController(nil)
frontSideViewController?.view.removeFromSuperview()
frontSideViewController?.removeFromParentViewController()
self.addChildViewController(backSideViewController!)
self.view.addSubview(backSideViewController!.view)
backSideViewController?.didMoveToParentViewController(self)
}
}
BackSideViewController.swift
class BackSideViewController: UIViewController {
var frontSideViewController: FrontSideViewController?
var backSideViewController: BackSideViewController?
#IBOutlet weak var flip_2Button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
frontSideViewController = storyboard?.instantiateViewControllerWithIdentifier("FrontSideViewController") as? FrontSideViewController
backSideViewController = storyboard?.instantiateViewControllerWithIdentifier("BackSideViewController") as? BackSideViewController
flip_2Button.addTarget(self, action: "flipViews", forControlEvents: UIControlEvents.TouchUpInside)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func flipViews() {
UIView.beginAnimations("ViewSwitch", context: nil)
UIView.setAnimationDuration(0.6)
UIView.setAnimationCurve(.EaseInOut)
UIView.setAnimationTransition(.FlipFromRight, forView: view, cache: true)
frontSideViewController?.view.frame = self.view.frame
backSideViewController?.willMoveToParentViewController(nil)
backSideViewController?.view.removeFromSuperview()
backSideViewController?.removeFromParentViewController()
self.addChildViewController(frontSideViewController!)
self.view.addSubview(frontSideViewController!.view)
frontSideViewController?.didMoveToParentViewController(self)
}
Please teach me how solve those two problems.
Thanks for your help.
Ethan Joe
I have an image view and I needed the user swipe this image down but i don't know how to do this. I put a log to know if the swiping its working and its working well, i want that the image moves when I swipe. I'm very new in iOS. Can you help me??
Here is my ViewController class:
class MainScreenViewController: UIViewController {
#IBOutlet var buttonMenuEntry: UIButton
#IBOutlet var buttonMenuExit: UIButton
#IBOutlet var mainscreenEntryView: UIImageView
#IBOutlet var mainscreenCard: UIImageView
override func viewDidLoad() {
super.viewDidLoad()
var swipeCardDown = UISwipeGestureRecognizer(target: self, action: "respondToGesture:")
swipeCardDown.direction = UISwipeGestureRecognizerDirection.Down
self.mainscreenCard.addGestureRecognizer(swipeCardDown)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func buttonMenuClicked(sender: UIButton){
buttonMenuEntry.hidden = true
buttonMenuExit.hidden = false
}
func respondToGesture(gesture: UIGestureRecognizer){
println("Swiped down")
}
}
Thanks.
Simplest way would be:
func respondToGesture(gesture: UIGestureRecognizer){
UIView.animateWithDuration(0.35, animations: {
mainscreenCard.frame = CGRectMake(mainscreenCard.frame.origin.x,
self.view.frame.height,
mainscreenCard.frame.size.width,
mainscreenCard.frame.size.height)
})
}
Adjust your timing as you wish