Loading Process- Different UILabels - ios

In my app I have a UIButton and when you tap it I have a UIActivityIndicatorView and I want to add diffrent UI Labels as it loads. Its actually not a real loading process its just for looks. How would I go about doing this?

Step 1:
Create a custom UIView (u can xibs if you want). That view should have second UIView as a container in it. When you init the view set it to be the same size as the viewController you are putting it in. Its background color is transparent (or black with a lower alpha if you want to have the greyed out effect). Set the container to be the actual size you want it to appear.
Step 2:
Put a UIActivityIndicatorView and a UILabel in the container. Lay it out how you like.
Step 3:
Write a label updating method that uses a timer. Either performSelector:afterDelay: or dispatch_after. Have this method set the label text, wait a period of time, change then text, wait a period of time, change it again and so on.
Step 4:
Write showIndicator() and hideIndicator() methods. The view and the container's hidden property should be set to true. When showIndicator() is called set the hidden to false and call the label updating method from step 3. When you've reached the end of all your label changes then set everything back to hidden = true
It should work like this. The view controller loads up and adds this view. The view takes up the entire screen but you cant see anything because it is hidden by default. The user hits the button and showIndicator() method is called. The view become visible. Although it takes up the entire screen it appears to be a small overlay because the background is transparent (or back with an alpha for the greyed out look) and the container has a smaller frame and a solid color. The delayed methods are also called now and it changes the label, waits, changes it and so on. When you reach the end of the sequence hideIndicator() is called and all views are set back to hidden = true. Good Luck!!!

Related

Button images which are part of a Container View appear before that view is supposed to animate in

I've implemented a custom dialog box in a game (showing options when the game is paused) by using a Container View in the main game's ViewController.
That Container View has a constraint to be centered vertically and I'm using that constraint to animate this custom dialog box.
The dialog box itself is an image of a wooden board on a pole with 4 buttons, each being an image I prepared. These buttons are arranged in a vertical Stack View which contains 2 horizontal Stack Views, each with 2 buttons, so they will be laid out nicely symmetrical.
All of the above is done in Interface Builder. So a segue was automatically added from the game's main ViewController to the new Pause Dialog View Controller.
In my game's main ViewController I move the Container View out of view by adding the following to my viewDidLoad():
dialogBoxYConstraint.constant -= (view.bounds.height)
Then when the user clicks on a PAUSE button which should show this dialog, the following code is running:
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 0.5, initialSpringVelocity: 0.5, options: .curveEaseInOut) {
self.dialogBoxYConstraint.constant += (self.view.bounds.height)
self.view.layoutIfNeeded()
}
}
So this code will bring the constraint's constant back to its original location and it will show the dialog box that I put inside the Container View.
When the user clicks on the PAUSE button all of this indeed happens and there's a nice animation with the wooden board and all 4 buttons fall into place and all buttons are clickable. Here's an image (disregard the small white buttons, these are temporary work-in-progress):
But, before that, before I click on the PAUSE button, I always see part of the buttons all the way on top. I see the lower 2 buttons completely and a bit of those above as in the following image:
As you can see, the wooden board isn't here, only the buttons, and when I do press the PAUSE button everything together correctly animates to the right place as in the 1st image.
(It's an AR app so you basically see my walls in the background, but that's irrelevant for this question).
Moreover, when the buttons are on top, they are not clickable.
Also, it doesn't matter if I change the constraint's constant to be even higher, say I do this:
dialogBoxYConstraint.constant -= (view.bounds.height + 500)
the buttons will always show at the same place.
And if I try to put this line in viewDidAppear then I can see the whole board with the buttons as in the first image for a second on a black background and then I get what you see in the 2nd image, which makes sense.
The above happens whether or not I've implemented the prepare(for segue: )
The segue itself is actually happening immediately as the main view is loaded, which is why I had to initially move it out of view.
As a test, I tried to set one button's isHidden to true in the Pause Dialog View Controller and then set it to false in the prepare(for segue: ), thinking that maybe that would do something, but the button remained hidden all the time.
(Side question: how should I perform such changes in this child View Controller only after the user presses the PAUSE button? Since the segue happens already from the start, I don't understand how to control such changes only later on by user action?)
I'm not sure what I'm doing wrong. Looks like a glitch, but, as always, I guess it's something I did.
I had assumed that moving the view's constraint should always move all of its contents together.
Anyone has any idea why the buttons are always there at the top?
I saw that there is a present(_:animated:completion:) method to present VC's. Should I be looking into this instead of animating the constraint as I did???
Posting this as an answer, as per the OP's comments...
It can be very difficult to debug layouts when UI element are "clear." Giving them background colors allows you to easily see the framing at run-time.
Also, Debug View Hierarchy can be very helpful, because you can inspect constraints (and even see hidden or out-of-bounds elements). Note that you may need to temporarily disable certain features - such as playing video or an active AR scene.

How do I make the elements in my UIView responsive?

My goal is to create an alert that has three text fields, one taller than the others, and an image that, when tapped, allows the user to choose a picture to replace a set default one.
After unsuccessfully searching for a library for this, I decided to create my own alert by placing a UIView off the screen and, when prompted by a button, would zoom onto the screen; it consists of all the elements I require.
When I run the application, the view pops up correctly, but none of the elements on the view are responding to touch. I've checked that isUserInteractionEnabled for everything is turned on.
What's also odd is that when I keep the view on the screen (instead of placing it some distance away on Storyboard), all the elements work fine.
I'm assuming it had something to do with the animation. I tested it with a fade in instead of a displacement, and the result was the same - the elements were unresponsive.
In order for your elements to be responsive you have to link the action of you clicking them to your view's code. You can do this in a non-programmatic manner by ctrl-clicking your element on story-views and then dragging to the view controller. Then choose action instead of outlet, and choose when the action you want will be triggered (bottom part). Then insert your code in the viewController.
So I figured it out. I used the debug view hierarchy and saw that the alert was behind the elements behind it, even though it was still being shown (for some reason). I changed the zIndex of the UIView and it worked!

UIView subviews updating visually but interact as though in previous state

I'm creating a UIViewController that houses some of RosyWriter's functionality, which I'm reworking to create a video recorder. The screen contains a title, a clipped-to-bounds subview that contains the AVCaptureVideoPreviewLayer (so the sublayer CALayer of the video content is added into that subview, so I think it's quite deep-nested), and two buttons acting like a toggle button - in the form of Start and Stop buttons placed in the Storyboard for the UIViewController.
The Start button works fine, even though the video's preview layer is on screen and showing the camera. When I start recording, though, I switch the buttons round, making the Start button hidden and the Stop button hidden=false.
The start button works - this is pressed when the video preview is on-screen and updating, but the actual recording (grabbing samples in buffers and writing them to a file - nothing UIKit related as far as I can see) has not started.
When the video recording is active, with the Stop button showing and the Start button hidden, the visible stop button isn't pressable, but the hidden start button can still be pressed.
I've tried moving the Stop button above the UIView containing the video, in case the CALayer or something else stretches outwith the clipped UIView bounds. This doesn't help. The stop button always acts as though it's not enabled - but it is enabled, and nothing appears to overlap the button. The button works fine if the UIView containing the video (which, I'll reiterate, is lower than the broken button) is never shown.
Can anyone think why this'd happen? I immediately thought about setNeedsLayout and setNeedsDisplay and tried just throwing some of those in, because it's almost as though the view had updated with my request to hide or show buttons, but an interaction layer hadn't updated.
Thanks
I now think this is due to my ignorant use (or misuse) of dispatch queues. I'm still not sure how I was able to interact with buttons that aren't showing - perhaps it's because their own state change responds in part, immediately, and the rest can't take place except on the main queue (the visual refresh, for example).
So I solved the problem, in a sense, by forcing a particular asynchronous delegate method to be called on the main queue. This doesn't affect the operation of this particular step in my recording process.

iOS UIView derived view instance drawRect being called but not updating on screen?

Was hoping someone could help with this please? I've scanned through the forum and apple docs and can't find anything that matches my problem exactly.
I'm trying to animate a custom 'Composite' UIView derived class (with overidden drawRect) by changing a custom colour property (not one of the standard view properties like centre, alpha, backgroundColour etc), calling setNeedsDisplay and redrawing the view using drawRect over X seconds duration to produce a slow colour change from say, red to blue.
At the moment, all Composite::drawRect does internally is clear the context (the view has a default background colour set to clear) and fill the view using the colour provided. This works fine the first time it's called - the view appears on screen in the correct red colour.
My problem is that when I try to animate the view by updating the colour property, even though drawRect is being called everytime I call setNeedsDisplay and the colour being fed into the view instance is correct the view doesn't update on screen until I stop calling setNeedsDisplay (or rather, stop updating the custom view colour property). It's like every call to setNeedsDisplay pushes the view to the back of a list so it doesn't get updated on screen until it stops getting called (even though drawRect is being called).
For example - trying to change the colour from red to blue over 10 seconds, the view stays red for 10 seconds, then turns to blue in a single frame at the end of the property changing (and presumably when I stop calling setNeedsDisplay) rather than a slow fade between the two over the time duration.
Any ideas what's going on? I'm guessing I need to animate this using apple's own animation property stuff but I'd really prefer not to - I'm trying to make this cross platform if possible and I don't see why my own method shouldn't work.
The basics:
In case it matters, my composite view instance is a subview of an UIImageView. (I know imageview drawRect doesn't get called but I can't imagine this is a problem for it's subviews - after all, my Composite::drawRect is definitely being called).
I'm setting the right colour on my view instance - I've debug printed this to be sure - so the colour provided to the view goes from red to blue over however many seconds / frames.
I'm setting setNeedsDispay and drawRect is being called every time - again, debug printing confirms this.
This is happening over multiple frames and the app goes through the drawing update at the end of every frame - I.e I'm not blocking the render thread or anything - the app runs fine, it just doesn't update the view on screen even though its drawRect is being called, until I stop manipulating the property. Someone mentioned a similar problem where they were blocking the render thread in a single frame but I'm definitely not doing anything like that.
I've tried messing around with the following but they all produced the same results (i.e. view changed from red to blue in a single frame rather than a slow change over).
Updating the colour every frame but only calling setNeedsDisplay on my view every Xth frame (5, 10, 20, 30 etc)
Updating the colour every frame but not calling setNeedsDisplay unless the corresponding drawRect call from the last setNeedsDisplay has happened (i.e. set a flag to false in SetColour func, set same flag to true in drawRect, test against it when decided to call setNeedsDisplay) - same results.
setting the view bounds with ContentMode set to redraw to force an update - same results
tried calling setNeedsDisplay on the parent image view too - no change.
I'm guessing that this just isn't possible - can anyone explain why its not updating the v view onscreen even though drawRect is being called? Any ideas how I should do this? I don't think I would be able to do what I want to do if I tried animated one of the default view properties using apple's internal animation system but if I've got to use that....
Thanks!
:-)

For iOS how do I create a draggable button within a button?

In xCode I'm making an iPad app, and have created a series of counters in UIimageViews that drag around the screen when you touch them. All good so far.
But now I want to have another smaller hidden button just above each counter that is disabled, so that when you tap on the counter the smaller button can appear and can perform an action (such as 'return to starting position' or 'hide'.
I'm just not sure where to go with this one now. Any ideas or hints would be much appreciated!
So you create the buttons and set their frames and add them as sub views to your view. From that point on you can hide them by making their alpha = 0.0, have them appear disabled by setting alpha to say 0.5 (set enabled to NO), and make them live with alpha=1.0. You can animate frame and alpha changes. For convenience you can set their tag properties to a value related to the counter so you can easily get them using viewWithTag:.

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