IOS set UIViewController.view.frame = CGCGRect(x: -200..) can not click button - ios

I want put several UIViewController together:
leftViewController.view.frame = CGRect(x: -200, y: 0.0, width: size.width/drawerSize, height: size.height)
// Center Drawer
centerViewController.view.frame = CGRect(x: leftViewController.view.frame.width, y: 0.0, width: centerWidth, height: size.height)
// Right Drawer
rightViewController.view.frame = CGRect(x: centerViewController.view.frame.origin.x + centerViewController.view.frame.size.width, y: 0.0, width: size.width/drawerSize, height: size.height)
In the first line I use
leftViewController.view.frame = CGRect(x: -200, y....)
They will show correctly but I can not click buttons on leftViewController.
If
leftViewController.view.frame = CGRect(x: 0.0, y...)
then could click button but this layout is not I want.
The full code is posted by #Kevin Scardina Slide Sidebar Menu IOS 8 Swift
It now function as the picture below, And I'm trying to modify it like a slide menu bar which could hid left and right menu.
/*
To use simply instantiate NVMDrawerController as your root view in your AppDelegate, or in the
StoryBoard.
Once NVMDrawerController is instantiated, set the drawerSize of the NVMDrawerController,
and its leftViewControllerIdentifier, centerViewControllerIdentifier, and
rightViewControllerIdentifier to the Storyboard Identifier of the UIViewController
you want in the different locations.
*/
class NVMDrawerController: UIViewController {
// This is where you set the drawer size (i.e. for 1/3rd use 3.0, for 1/5 use 5.0)
var drawerSize:CGFloat = 4.0
var leftViewControllerIdentifier:String = "LeftController"
var centerViewControllerIdentifier:String = "CenterController"
var rightViewControllerIdentifier:String = "RightController"
private var _leftViewController:UIViewController?
var leftViewController:UIViewController {
get{
if let vc = _leftViewController {
return vc;
}
return UIViewController();
}
}
private var _centerViewController:UIViewController?
var centerViewController:UIViewController {
get{
if let vc = _centerViewController {
return vc;
}
return UIViewController();
}
}
private var _rightViewController:UIViewController?
var rightViewController:UIViewController {
get{
if let vc = _rightViewController {
return vc;
}
return UIViewController();
}
}
static let NVMDrawerOpenLeft = 0
static let NVMDrawerOpenRight = 1
var openSide:Int {
get{
return _openSide;
}
}
private var _openSide:Int = NVMDrawerOpenLeft
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
// Instantiate VC's with storyboard ID's
_leftViewController = instantiateViewControllers(leftViewControllerIdentifier)
_centerViewController = instantiateViewControllers(centerViewControllerIdentifier)
_rightViewController = instantiateViewControllers(rightViewControllerIdentifier)
// Call configDrawers() and pass the drawerSize variable.
drawDrawers(UIScreen.mainScreen().bounds.size)
self.view.addSubview(leftViewController.view)
self.view.addSubview(centerViewController.view)
self.view.addSubview(rightViewController.view)
}
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
coordinator.animateAlongsideTransition({ (UIViewControllerTransitionCoordinatorContext) -> Void in
// This is for beginning of transition
self.drawDrawers(size)
}, completion: { (UIViewControllerTransitionCoordinatorContext) -> Void in
// This is for after transition has completed.
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Drawing View
func drawDrawers(size:CGSize) {
// Calculate Center View's Size
let centerWidth = (size.width/drawerSize) * (drawerSize - 1)
// Left Drawer
leftViewController.view.frame = CGRect(x: 0.0, y: 0.0, width: size.width/drawerSize, height: size.height)
// Center Drawer
centerViewController.view.frame = CGRect(x: leftViewController.view.frame.width, y: 0.0, width: centerWidth, height: size.height)
// Right Drawer
rightViewController.view.frame = CGRect(x: centerViewController.view.frame.origin.x + centerViewController.view.frame.size.width, y: 0.0, width: size.width/drawerSize, height: size.height)
//rightViewController = rc
// Capture the Swipes
let swipeRight = UISwipeGestureRecognizer(target: self, action: Selector("swipeRightAction:"))
swipeRight.direction = .Right
centerViewController.view.addGestureRecognizer(swipeRight)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: Selector("swipeLeftAction:"))
swipeLeft.direction = .Left
centerViewController.view.addGestureRecognizer(swipeLeft)
if(openSide == NVMDrawerController.NVMDrawerOpenLeft){
openLeftDrawer()
}
else{
openRightDrawer()
}
}
// MARK: - Open Drawers
func openLeftDrawer() {
_openSide = NVMDrawerController.NVMDrawerOpenLeft
UIView.animateWithDuration(0.1, delay: 0, options: UIViewAnimationOptions.CurveEaseIn, animations:
{ () -> Void in
// move views here
self.view.frame = CGRect(x: 0.0, y: 0.0, width: self.view.bounds.width, height: self.view.bounds.height)
}, completion:
{ finished in
})
}
func openRightDrawer() {
_openSide = NVMDrawerController.NVMDrawerOpenRight
UIView.animateWithDuration(0.1, delay: 0, options: UIViewAnimationOptions.CurveEaseIn, animations:
{ () -> Void in
// move views here
self.view.frame = CGRect(x: self.view.bounds.origin.x - self.leftViewController.view.bounds.size.width, y: 0.0, width: self.view.bounds.width, height: self.view.bounds.height)
}, completion:
{ finished in
})
}
// MARK: - Swipe Handling
func swipeRightAction(rec: UISwipeGestureRecognizer){
self.openLeftDrawer()
}
func swipeLeftAction(rec:UISwipeGestureRecognizer){
self.openRightDrawer()
}
// MARK: - Helpers
func instantiateViewControllers(storyboardID: String) -> UIViewController {
if let viewController = UIStoryboard(name: "Main", bundle: nil).instantiateViewControllerWithIdentifier("\(storyboardID)") as? UIViewController{
return viewController;
}
return UIViewController();
}
}

When your view is outside of its superview,it can't receive any touch events.You should enumerate subviews in UIView(its superview) touchWithEvents function and make it receive the event.

Related

Why does my UI button stop responding after a certain amount of time has elapsed?

My code is supposed to print out the current number of taps recorded, which it does do starting out, but then it randomly stops. Any tips on fixing this?
I think it has something to do with the animation, but I'm not sure what about it is causing the app to stop responding.
import UIKit
class ViewController: UIViewController {
var taps = 0 // tracks number of screen taps
override func viewDidLoad() {
super.viewDidLoad()
// get screen dimensions (in points) for current device
let screenBounds = UIScreen.main.bounds
let screenWidth = screenBounds.width
let screenHeight = screenBounds.height
// create rect
let rect = CGRect(x: 0, y: screenHeight, width: screenWidth, height: screenHeight)
let view = UIView(frame: rect)
view.backgroundColor = .red
self.view.addSubview(view)
// rising animation
UIView.animate(withDuration: 5.0, delay: 0.0, options: .curveEaseInOut, animations: {
view.frame.origin.y = CGFloat(0)
}, completion: { finished in
})
}
// when user taps screen
#IBAction func screenTapped(_ sender: Any) {
taps += 1 // increment number of taps
print(taps)
}
}
Try this
import UIKit
class ViewController: UIViewController {
var taps = 0 // tracks number of screen taps
override func viewDidLoad() {
super.viewDidLoad()
// get screen dimensions (in points) for current device
let screenBounds = UIScreen.main.bounds
let screenWidth = screenBounds.width
let screenHeight = screenBounds.height
// create rect
let rect = CGRect(x: 0, y: screenHeight, width: screenWidth, height: screenHeight)
let view = UIView(frame: rect)
view.backgroundColor = .red
self.view.addSubview(view)
//Add Tap gesture
let tap = UITapGestureRecognizer(target: self, action: #selector(screenTapped))
self.view.addGestureRecognizer(tap)
// rising animation
UIView.animate(withDuration: 5.0, delay: 0.0, options: .curveEaseInOut, animations: {
view.frame.origin.y = CGFloat(0)
}, completion: { finished in
})
}
// when user taps screen
#objc func screenTapped() {
taps += 1 // increment number of taps
print(taps)
}
}

UIGestureTap to dismiss view

I am trying to enable UIGestureTap on a custom view. I have a view controller, and in that view controller, when I press a button, a custom view pops up.
var transparentBackground = UIView()
#IBAction func UserViewImage(_ sender: UIButton) -> Void {
self.transparentBackground = UIView(frame: UIScreen.main.bounds)
self.transparentBackground.backgroundColor = UIColor(white: 0.0, alpha: 0.4)
UIApplication.shared.keyWindow!.addSubview(self.transparentBackground)
self.opaqueView = self.setupOpaqueView()
self.transparentBackground.addSubview(opaqueView)
UIApplication.shared.keyWindow!.bringSubview(toFront: self.transparentBackground)
self.view.bringSubview(toFront: transparentBackground)
}
I want to be able to tap on the transparentBackground view and dismiss it. So I have a dismiss function called removeAnimate()
func removeAnimate()
{
UIView.animate(withDuration: 0.25, animations: {
self.transparentBackground.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
self.transparentBackground.alpha = 0.0;
}, completion:{(finished : Bool) in
if (finished)
{
self.transparentBackground.removeFromSuperview()
}
});
}
So, in viewdidload I enabled the UITapGesture:
let gestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(removeAnimate))
self.transparentBackground.addGestureRecognizer(gestureRecognizer)
self.transparentBackground.isUserInteractionEnabled = true
I know the function removeAnimate works because I used it on a button in the transparentBackground view and it works perfectly. But when I tap on the transparentBackground view it does not dismiss and I am not sure what I am doing wrong
func setupOpaqueView() -> UIView{
let mainView = UIView(frame: CGRect(x: 16, y: 132, width: Int(UIScreen.main.bounds.width-32), height: 403))
mainView.backgroundColor = UIColor.clear
mainView.layer.cornerRadius = 6
self.imageView = UIImageView(frame: CGRect(x: 29, y: 18, width: 274, height: 350))
mainView.addSubview(OKbutton)
mainView.addSubview(self.imageView)
OKbutton.addTarget(self, action: #selector(ThirdWheelViewController.handleOKButtonTapped(_:)), for: .touchUpInside)
return mainView
}
This is an example and hope it helps you:
First of all create a variable:
var customView:UIView!
This is going to be our function for adding a custom view:
#IBAction func customAction(_ sender: AnyObject) {
self.customView = UIView.init(frame: CGRect.init(x: self.view.bounds.width / 2, y: self.view.bounds.height / 2, width: 100, height: 100))
self.customView.backgroundColor = UIColor.red
self.view.addSubview(self.customView)
let tap = UITapGestureRecognizer.init(target: self, action: #selector(self.removeFromSuperView))
tap.numberOfTapsRequired = 1
self.customView.addGestureRecognizer(tap)
}
And finally:
func removeFromSuperView() {
self.customView.alpha = 1.0
self.customView.transform = .identity
UIView.animate(withDuration: 0.3, animations: {
self.customView.alpha = 0.0
self.customView.transform = .init(scaleX: 1.5, y: 1.5)
}) { (finished) in
if !finished {
} else {
self.customView.removeFromSuperview()
}
}
}

UITapGestureRecognizer does not work in view which belong to another controller

#IBAction func popView(_ sender: UIButton) {
let popView = PopView()
popView.setVisible()
popView.animateView(view: popView.contentView)
}
popView is a viewcontroller which has some views in it,popView use setup() in its init() to set these views.
func setup(){
view.frame = UIScreen.main.bounds
baseView.frame = view.frame
baseView.backgroundColor = UIColor.black
//baseView.alpha = appearence.backgroundAlpha
view.addSubview(baseView)
contentView.backgroundColor = UIColor.white
contentView.layer.cornerRadius = appearence.cornerRadius
contentView.frame = CGRect(x: 10, y: 10, width: appearence.width, height: appearence.height)
contentView.layer.masksToBounds = true
contentView.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY )
baseView.addSubview(contentView)
headView.frame = CGRect(x: 0, y: 0, width: contentView.bounds.width, height: contentView.bounds.height / 2)
headView.backgroundColor = UIColorFromRGB(0xE64D4D)
contentView.addSubview(headView)
headImageView.image = UIImage(named: headImage)
headImageView.contentMode = .center
headImageView.frame.size = headImageView.image!.size
headImageView.center = CGPoint(x: headView.bounds.midX, y: headView.bounds.midY)
headView.addSubview(headImageView)
let recognizer = UITapGestureRecognizer(target: self, action: #selector(self.hide(_: )))
recognizer.numberOfTapsRequired = 1
contentView.addGestureRecognizer(recognizer)
print(String(describing: contentView.gestureRecognizers))
}
contentView has a tapgesturerecognizer but when I tap it doesn't work
func hide(_ recognizer: UITapGestureRecognizer){
self.view.removeFromSuperview()
}
popView is created by the code below in ViewController class
#IBAction func popView(_ sender: UIButton) {
let popView = PopView()
popView.setVisible()
popView.animateView(view: popView.contentView)
}
func setVisible(){
let rootView = UIApplication.shared.keyWindow! as UIWindow
rootView.addSubview(self.view)
}
func animateView(view: UIView){
view.center = CGPoint(x: self.view.bounds.midX, y: self.view.bounds.minY - view.bounds.midY)
UIView.animate(withDuration: 0.2, animations: {
view.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY + 50)
}, completion: {(finished) -> Void in
UIView.animate(withDuration: 0.1, animations: {
view.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY )
})
})
}
the popView appears correctly but contentView doesn't respond to the tap gesture. why??please help me~
Add tap gesture on popView's view controller instead of contentview. It will work as below.
let recognizer = UITapGestureRecognizer(target: self, action: #selector(self.hide(_: )))
recognizer.numberOfTapsRequired = 1
popView.view.addGestureRecognizer(recognizer)
print(String(describing: popView.view.gestureRecognizers))
Also move your hide function into button action class. Do Hide and showing into that class itself as below.
func hide(_ recognizer: UITapGestureRecognizer){
self.popView.view.removeFromSuperview()
let rootView = UIApplication.shared.keyWindow! as UIWindow
rootView.addSubview(self.view)
}
I hope this will help.
Below are my PopView class code:
import UIKit
class PopView: UIViewController {
var baseView: UIView = UIView()
var contentView: UIView = UIView()
var headView: UIView = UIView()
var headImageView: UIImageView = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
self.setup()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func setup(){
view.frame = UIScreen.main.bounds
baseView.frame = view.frame
baseView.backgroundColor = UIColor.black
//baseView.alpha = appearence.backgroundAlpha
view.addSubview(baseView)
contentView.backgroundColor = UIColor.white
contentView.layer.cornerRadius = 0.5
contentView.frame = CGRect(x: 10, y: 10, width: 200, height: 200)
contentView.layer.masksToBounds = true
contentView.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY )
baseView.addSubview(contentView)
headView.frame = CGRect(x: 0, y: 0, width: contentView.bounds.width, height: contentView.bounds.height / 2)
headView.backgroundColor = UIColor.yellow
contentView.addSubview(headView)
headImageView.image = UIImage(named: "patternsPlaceholder")
headImageView.contentMode = .center
headImageView.frame.size = headImageView.image!.size
headImageView.center = CGPoint(x: headView.bounds.midX, y: headView.bounds.midY)
headView.addSubview(headImageView)
}
func setVisible(){
let rootView = UIApplication.shared.keyWindow! as UIWindow
rootView.addSubview(self.view)
}
func animateView(view: UIView){
view.center = CGPoint(x: self.view.bounds.midX, y: self.view.bounds.minY - view.bounds.midY)
UIView.animate(withDuration: 0.2, animations: {
view.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY + 50)
}, completion: {(finished) -> Void in
UIView.animate(withDuration: 0.1, animations: {
view.center = CGPoint(x: self.view.bounds.midX , y: self.view.bounds.midY )
})
})
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
And below is the my baseviewController code.
import UIKit
class ViewController: UIViewController {
var popView = PopView()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func popViewButtonAction(_ sender: Any) {
// let popView = PopView()
popView.setVisible()
popView.animateView(view: popView.contentView)
let recognizer = UITapGestureRecognizer(target: self, action: #selector(self.hide(_: )))
recognizer.numberOfTapsRequired = 1
popView.view.addGestureRecognizer(recognizer)
print(String(describing: popView.view.gestureRecognizers))
}
func hide(_ recognizer: UITapGestureRecognizer){
self.popView.view.removeFromSuperview()
let rootView = UIApplication.shared.keyWindow! as UIWindow
rootView.addSubview(self.view)
}
}
I hope it will give you Idea.
Thanks,
Shankar

Display 2 view controllers at the same time with animation

I'm following this awesome video to create a custom transition for my project, because I'm developing for the iPad, so instead of presenting destination view controller full screen, I want to have it occupy half of the screen like this:
My code of the custom transition class is:
class CircularTransition: NSObject {
var circle = UIView()
var startingPoint = CGPoint.zero {
didSet {
circle.center = startingPoint
}
}
var circleColor = UIColor.white
var duration = 0.4
enum circularTransitionMode: Int {
case present, dismiss
}
var transitionMode = circularTransitionMode.present
}
extension CircularTransition: UIViewControllerAnimatedTransitioning {
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let containerView = transitionContext.containerView
if transitionMode == .present {
if let presentedView = transitionContext.view(forKey: UITransitionContextViewKey.to) {
var viewCenter = presentedView.center
var viewSize = presentedView.frame.size
if UIDevice.current.userInterfaceIdiom == .pad {
viewCenter = CGPoint(x: viewCenter.x, y: viewSize.height)
viewSize = CGSize(width: viewSize.width, height: viewSize.height)
}
circle = UIView()
circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
circle.layer.cornerRadius = circle.frame.size.width / 2
circle.center = startingPoint
circle.backgroundColor = circleColor
circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
containerView.addSubview(circle)
presentedView.center = startingPoint
presentedView.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
presentedView.alpha = 0
containerView.addSubview(presentedView)
UIView.animate(withDuration: duration, animations: {
self.circle.transform = CGAffineTransform.identity
presentedView.transform = CGAffineTransform.identity
presentedView.alpha = 1
presentedView.center = viewCenter
}, completion: {(sucess: Bool) in transitionContext.completeTransition(sucess)})
}
} else {
if let returningView = transitionContext.view(forKey: UITransitionContextViewKey.from) {
let viewCenter = returningView.center
let viewSize = returningView.frame.size
circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
circle.layer.cornerRadius = circle.frame.size.width / 2
circle.center = startingPoint
UIView.animate(withDuration: duration + 0.1, animations: {
self.circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
returningView.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
returningView.center = self.startingPoint
returningView.alpha = 0
}, completion: {(success: Bool) in
returningView.center = viewCenter
returningView.removeFromSuperview()
self.circle.removeFromSuperview()
transitionContext.completeTransition(success)
})
}
}
}
func frameForCircle(withViewCenter viewCenter: CGPoint, size viewSize: CGSize, startPoint: CGPoint) -> CGRect {
let xLength = fmax(startingPoint.x, viewSize.width - startingPoint.x)
let yLength = fmax(startingPoint.y, viewSize.height - startingPoint.y)
let offsetVector = sqrt(xLength * xLength + yLength * yLength) * 2
let size = CGSize(width: offsetVector, height: offsetVector)
return CGRect(origin: CGPoint.zero, size: size)
}
}
And the part of code in my view controller:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let secondVC = segue.destination as! ResultViewController
secondVC.transitioningDelegate = self
secondVC.modalPresentationStyle = .custom
}
// MARK: - Animation
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transtion.transitionMode = .dismiss
transtion.startingPoint = calculateButton.center
transtion.circleColor = calculateButton.backgroundColor!
return transtion
}
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transtion.transitionMode = .present
transtion.startingPoint = calculateButton.center
transtion.circleColor = calculateButton.backgroundColor!
return transtion
}
But the controller shows up full screen.
You may try the two different Container View for half of top and bottom.
then give animation on it...
So I have finished creating my answer, It takes a different approach than the other answers so bear with me.
Instead of adding a container view what I figured would be the best way was to create a UIViewController subclass (which I called CircleDisplayViewController). Then all your VCs that need to have this functionality could inherit from it (rather than from UIViewController).
This way all your logic for presenting and dismissing ResultViewController is handled in one place and can be used anywhere in your app.
The way your VCs can use it is like so:
class AnyViewController: CircleDisplayViewController {
/* Only inherit from CircleDisplayViewController,
otherwise you inherit from UIViewController twice */
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func showCircle(_ sender: UIButton) {
openCircle(withCenter: sender.center, radius: nil, resultDataSource: calculator!.iterateWPItems())
//I'll get to this stuff in just a minute
//Edit: from talking to Bright Future in chat I saw that resultViewController needs to be setup with calculator!.iterateWPItems()
}
}
Where showCircle will present your ResultViewController using the transitioning delegate with the circle center at the sending UIButtons center.
The CircleDisplayViewController subclass is this:
class CircleDisplayViewController: UIViewController, UIViewControllerTransitioningDelegate, ResultDelegate {
private enum CircleState {
case collapsed, visible
}
private var circleState: CircleState = .collapsed
private var resultViewController: ResultViewController!
private lazy var transition = CircularTransition()
func openCircle(withCenter center: CGPoint, radius: CGFloat?, resultDataSource: ([Items], Int, String)) {
let circleCollapsed = (circleState == .collapsed)
DispatchQueue.main.async { () -> Void in
if circleCollapsed {
self.addCircle(withCenter: center, radius: radius, resultDataSource: resultDataSource)
}
}
}
private func addCircle(withCenter circleCenter: CGPoint, radius: CGFloat?, resultDataSource: ([Items], Int, String])) {
var circleRadius: CGFloat!
if radius == nil {
circleRadius = view.frame.size.height/2.0
} else {
circleRadius = radius
}
//instantiate resultViewController here, and setup delegate etc.
resultViewController = UIStoryboard.resultViewController()
resultViewController.transitioningDelegate = self
resultViewController.delegate = self
resultViewController.modalPresentationStyle = .custom
//setup any values for resultViewController here
resultViewController.dataSource = resultDataSource
//then set the frame of resultViewController (while also setting endFrame)
let resultOrigin = CGPoint(x: 0.0, y: circleCenter.y - circleRadius)
let resultSize = CGSize(width: view.frame.size.width, height: (view.frame.size.height - circleCenter.y) + circleRadius)
resultViewController.view.frame = CGRect(origin: resultOrigin, size: resultSize)
resultViewController.endframe = CGRect(origin: resultOrigin, size: resultSize)
transition.circle = UIView()
transition.startingPoint = circleCenter
transition.radius = circleRadius
transition.circle.frame = circleFrame(radius: transition.radius, center: transition.startingPoint)
present(resultViewController, animated: true, completion: nil)
}
func collapseCircle() { //THIS IS THE RESULT DELEGATE FUNCTIONS
dismiss(animated: true) {
self.resultViewController = nil
}
}
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transition.transitionMode = .dismiss
transition.circleColor = UIColor.red
return transition
}
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transition.transitionMode = .present
transition.circleColor = UIColor.red
return transition
}
func circleFrame(radius: CGFloat, center: CGPoint) -> CGRect {
let circleOrigin = CGPoint(x: center.x - radius, y: center.y - radius)
let circleSize = CGSize(width: radius*2, height: radius*2)
return CGRect(origin: circleOrigin, size: circleSize)
}
}
public extension UIStoryboard {
class func mainStoryboard() -> UIStoryboard { return UIStoryboard(name: "Main", bundle: Bundle.main) }
}
private extension UIStoryboard {
class func resultViewController() -> ResultViewController {
return mainStoryboard().instantiateViewController(withIdentifier: "/* Your ID for ResultViewController */") as! ResultViewController
}
}
The only function that is called by the VCs that inherit from DisplayCircleViewController is openCircle, openCircle has a circleCenter argument (which should be your button center I'm guessing), an optional radius argument (if this is nil then a default value of half the view height is taken, and then whatever else you need to setup ResultViewController.
In the addCircle func there is some important stuff:
you setup ResultViewController however you have to before presenting (like you would in prepare for segue),
then setup the frame for it (I tried to make it the area of the circle that is visible but it is quite rough here, might be worth playing around with),
then this is where I reset the transition circle (rather than in the transition class), so that I could set the circle starting point, radius and frame here.
then just a normal present.
If you haven't set an identifier for ResultViewController you need to for this (see the UIStoryboard extensions)
I also changed the TransitioningDelegate functions so you don't set the circle center, this is because to keep it generic I put that responsibility to the ViewController that inherits from this one. (see top bit of code)
Finally I changed the CircularTransition class
I added a variable:
var radius: CGFloat = 0.0 //set in the addCircle function above
and changed animateTransition:
(removed the commented out lines):
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let containerView = transitionContext.containerView
if transitionMode == .present {
if let presentedView = transitionContext.view(forKey: UITransitionContextViewKey.to) {
...
// circle = UIView()
// circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
circle.layer.cornerRadius = radius
...
}
} else {
if let returningView = transitionContext.view(forKey: UITransitionContextViewKey.from) {
...
// circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
...
}
}
}
Finally I made a protocol so that ResultViewController could dismiss the circle
protocol ResultDelegate: class {
func collapseCircle()
}
class ResultViewController: UIViewController {
weak var delegate: ResultDelegate!
var endFrame: CGRect!
var dataSource: ([Items], Int, String)! // same as in Bright Future's case
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func viewDidLayoutSubviews() {
if endFrame != nil {
view.frame = endFrame
}
}
#IBAction func closeResult(_ sender: UIButton) {
delegate.collapseCircle()
}
}
This has turned out to be quite a huge answer, sorry about that, I wrote it in a bit a of rush so if anything is not clear just say.
Hope this helps!
Edit: I found the problem, iOS 10 has changed the way they layout views, so to fix this I added an endFrame property to ResultViewController and set it's views frame to that in viewDidLayoutSubviews. I also set both the frame and endFrame at the same time in addCircle. I changed the code above to reflect the changes. It's not ideal but I'll have another look later to see if there is a better fix.
Edit: this is what it looks like open for me
Thanks to everyone for the suggestions, I tried to use a container view, here's how I did it:
First I added a containerView property in CircularTransition class:
class CircularTransition: NSObject {
...
var containerView: UIView
init(containerView: UIView) {
self.containerView = containerView
}
...
}
Then commented out these code in its extension:
// let containerView = transitionContext.containerView
// if UIDevice.current.userInterfaceIdiom == .pad {
// viewCenter = CGPoint(x: viewCenter.x, y: viewSize.height)
// viewSize = CGSize(width: viewSize.width, height: viewSize.height)
// }
In my mainViewController, I added a method to add a container view:
func addContainerView() {
let containerView = UIView()
containerView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(containerView)
NSLayoutConstraint.activate([
containerView.leadingAnchor.constraint(equalTo: view.leadingAnchor, constant: 10),
containerView.trailingAnchor.constraint(equalTo: view.trailingAnchor, constant: -10),
containerView.heightAnchor.constraint(equalTo: view.heightAnchor, multiplier: 0.5),
containerView.bottomAnchor.constraint(equalTo: view.bottomAnchor, constant: -10),
])
transtion.containerView = containerView
}
The reason I don't use story board is, if I put the animated view controller (ResultViewController) in the container view, it gets loaded whenever mainViewController is loaded, however, ResultViewController needs the data from prepareForSegue, thus it'll crash.
Then I changed a little bit in prepareForSegue:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
transtion.containerView = view
if UIDevice.current.userInterfaceIdiom == .pad {
addContainerView()
}
let secondVC = segue.destination as! ResultViewController
secondVC.transitioningDelegate = self
secondVC.modalPresentationStyle = .custom
secondVC.dataSource = calculator!.iterateWPItems().0
}
And created CircularTransition class this way in mainViewController:
let transtion = CircularTransition(containerView: UIView())
That's basically all I did, I could display the gorgeous dual vc view
on the iPad, however, the return transition doesn't work, I still
haven't figured out what caused that.
Hi i did some changes in your animateTransition method try this out. You might have to play a little bit with withRelativeStartTime of the animations and the frame and center to perfect the animation. But i guess this should get you started.
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let containerView = transitionContext.containerView
if transitionMode == .present {
if let presentedView = transitionContext.view(forKey: UITransitionContextViewKey.to) {
var viewCenter = presentedView.center
var viewSize = presentedView.frame.size
if UIDevice.current.userInterfaceIdiom == .pad {
viewCenter = CGPoint(x: viewCenter.x, y: viewSize.height)
viewSize = CGSize(width: viewSize.width, height: viewSize.height)
}
circle = UIView()
circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
circle.layer.cornerRadius = circle.frame.size.width / 2
circle.center = startingPoint
circle.backgroundColor = circleColor
circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
circle.layer.masksToBounds = true
containerView.addSubview(circle)
presentedView.center = startingPoint
presentedView.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
presentedView.alpha = 0
containerView.addSubview(presentedView)
UIView.animateKeyframes(withDuration: duration, delay: 0, options: .calculationModeLinear, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 1, animations: {
self.circle.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
presentedView.alpha = 1
})
UIView.addKeyframe(withRelativeStartTime: 0.19, relativeDuration: 1, animations: {
presentedView.transform = CGAffineTransform(scaleX: 1, y: 1)
presentedView.frame = CGRect(x: 0, y: (containerView.frame.size.height / 2)+10, width: containerView.frame.size.width, height: containerView.frame.size.height*0.5)
})
}, completion: { (sucess) in
transitionContext.completeTransition(sucess)
})
}
} else {
if let returningView = transitionContext.view(forKey: UITransitionContextViewKey.from) {
let viewCenter = returningView.center
let viewSize = returningView.frame.size
circle.frame = frameForCircle(withViewCenter: viewCenter, size: viewSize, startPoint: startingPoint)
circle.layer.cornerRadius = circle.frame.size.width / 2
circle.center = startingPoint
UIView.animate(withDuration: duration + 0.1, animations: {
self.circle.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
returningView.transform = CGAffineTransform(scaleX: 0.001, y: 0.001)
returningView.center = self.startingPoint
returningView.alpha = 0
}, completion: {(success: Bool) in
returningView.center = viewCenter
returningView.removeFromSuperview()
self.circle.removeFromSuperview()
transitionContext.completeTransition(success)
})
}
}
}
Hope this helps.

Vanishing popup alert view

I'd like to popup a view with a single label in it that disappears slowly within one second to inform the user about a choice he made, an update occurred or whatever.
I use animatewithduration, but because they may be many different alerts, I'd like to create a class to avoid creating view, label and func in any UIViewController that may display that kind of alert ... Kind of :
let doneAlert = PopUpAlert(parentView : self, textAlert : "You're done")
where parentView in the view where I want the textAlert to be displayed and then when needed:
doneAlert.display()
Here's the class I wrote :
class PopUpAlert: UIView {
convenience init(parentView : UIView,textAlert : String) {
self.init(frame: CGRect(x: 0, y: 0, width: 200, height: 150))
self.alpha = 0
self.center = parentView.center
let popUpLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 200, height: 150))
popUpLabel.center = self.center
popUpLabel.text = textAlert
self.addSubview(popUpLabel)
parentView.addSubview(self)
}
func display() {
PopUpAlert.animateWithDuration(0.5, delay: 0.0, options: UIViewAnimationOptions.CurveEaseOut, animations: {
self.alpha = 1.0
}, completion: nil)
PopUpAlert.animateWithDuration(1.0, delay: 0.5, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.alpha = 0.0
}, completion: nil)
}
}
And here's the way I use it :
class CarteVC: UIViewController {
var daddy : RootViewController?
var goAlert : PopUpAlert?
#IBOutlet weak var mapView: MKMapView!
override func viewDidLoad() {
super.viewDidLoad()
goAlert = PopUpAlert(parentView: mapView, textAlert: "On the way ....")
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
let bb = UIBarButtonItem(title: "< List", style: .Plain, target: papa!, action: "pred")
bb.tintColor = UIColor.lightGrayColor()
daddy!.navigationItem.leftBarButtonItem = bb
daddy!.navigationItem.rightBarButtonItem = nil
goAlert!.display()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
// MARK: - Navigation
Nothing is displayed.
If you want to just alert user and disappear in one second than i would suggest you to use Toast Swift
https://github.com/scalessec/Toast-Swift
Here is how you make the toast
self.view.makeToast("Testing Toast")
// specific duration and position
self.view.makeToast("Testing Toast with duration and position", duration: 3.0, position: .Top)
// toast with image and all possible
self.view.makeToast("testing toast image and all possible ", duration: 2.0, position: CGPoint(x: 110.0, y: 110.0), title: "Toast Title", image: UIImage(named: "toast.png"), style:nil) { (didTap: Bool) -> Void in
if didTap {
print("with tap")
} else {
print("without tap")
}
}
The pb came from centering the label inside the view ... Here's the class and works perfectly fine !!! :
class PopUpAlert: UIView {
convenience init(parentView : UIView,textAlert : String) {
self.init(parentView: parentView,textAlert: textAlert,background: UIColor.darkGrayColor(),foreground: UIColor.whiteColor())
}
convenience init(parentView : UIView,textAlert : String, background : UIColor) {
self.init(parentView: parentView,textAlert: textAlert,background: background,foreground: UIColor.whiteColor())
}
convenience init(parentView : UIView,textAlert : String, foreground : UIColor) {
self.init(parentView: parentView,textAlert: textAlert,background: UIColor.darkGrayColor(),foreground: foreground)
}
convenience init(parentView : UIView,textAlert : String, background : UIColor, foreground : UIColor) {
self.init(frame: CGRect(x: 0, y: 0, width: 150, height: 40))
self.alpha = 0
self.backgroundColor = background
self.layer.cornerRadius = 5
self.layer.masksToBounds = true
self.center = (parentView.superview ?? parentView).center
let popUpLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 150, height: 40))
popUpLabel.textAlignment = .Center
popUpLabel.textColor = foreground
popUpLabel.text = textAlert
self.addSubview(popUpLabel)
parentView.addSubview(self)
}
deinit {
self.removeFromSuperview()
}
func display() {
PopUpAlert.animateWithDuration(0.5, delay: 0.0, options: UIViewAnimationOptions.CurveEaseOut, animations: {
self.alpha = 0.85
}, completion: nil)
PopUpAlert.animateWithDuration(1.0, delay: 0.7, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.alpha = 0.0
}, completion: nil)
}

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