I programmatically made a subview and it shows up in my main view. It also has a separate view controller.
Though my gestureRecognizers work on UIImageViews in the main view, they do not work in my sub view.
Here's what I have in the main view controller:
var hVC: HandViewController = HandViewController()
override func viewDidLoad() {
super.viewDidLoad()
createHandImageView()
}
func createHandImageView() {
addChildViewController(hVC)
let w: CGFloat = cardWidth + ((hVC.maxHandCards-1) * hVC.handCardSep)
let h: CGFloat = cardHeight
let screenWidth = view.frame.size.width
let screenHeight = view.frame.size.height
let x: CGFloat = (screenWidth - w) / 2
let frame = CGRectMake(x, screenHeight - cardHeight - 20, w, h)
hVC.view = UIImageView(frame: frame)
hVC.view.backgroundColor = UIColor(white: 0, alpha: 0.3)
// This is where I add the Hand View that eventually holds the card views
view.addSubview(hVC.view)
hVC.didMoveToParentViewController(self)
}
And the sub view controller:
init() {
super.init(nibName: nil, bundle: nil)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func viewDidLoad() {
super.viewDidLoad() // This NEVER fires
NSLog("did load");
}
func updateHandCardsView(cards: [Int]) {
handCardViews = [];
for card in cards {
addNewHandCardImage(card)
}
}
func addNewHandCardImage(card: Int) {
let imageView = UIImageView(frame:CGRectMake(0, 0, cardWidth, cardHeight));
imageView.image = UIImage(named: Deck.getCardName(card))
// This is where I add each Card View to the Hand View
self.view.addSubview(imageView)
handCardViews.append(imageView)
addEventRecognizers(imageView)
}
func addEventRecognizers(view: UIImageView) {
let singleTap = UITapGestureRecognizer(target: self, action: "highlightCard:")
singleTap.numberOfTapsRequired = 1
singleTap.numberOfTouchesRequired = 1
view.userInteractionEnabled = true
view.addGestureRecognizer(singleTap)
let doubleTap = UITapGestureRecognizer(target: self, action: "playCard:")
doubleTap.numberOfTapsRequired = 2
doubleTap.numberOfTouchesRequired = 1
view.userInteractionEnabled = true
view.addGestureRecognizer(doubleTap)
}
All the card views show up in the hand view. All programmatically created.
When I copy and paste the gesture code into the main view and use it on the cards on the table, the action gets called, but not in the sub view (HandView).
What am I missing?
Gesture recognizers only work on views that they belong to. There is a UIView method to add gesture recognizers. Your addEventRecognizers is only adding recognizers to whatever UIImageView passed in. You should change the function call to accept UIView, since UIImageView is just a subclass of UIView, it will still work on your images. Then call
addEventRecognizers(HandView) //Pass in the view that will get set with gesture recognizer.
Alternatively, if you just want to add one gesture recognizer just call HandView.addGestureRecognizer(gesture)
Related
Introduction
Context:
In my main ViewController I have a scrollView with a few objects inside (which are UIViews). When one of the UIViews are tapped/selected I animate forward a UITextView in a UIView to go with the selected object. (only one UIView can appear at a time)
This UIView that appears on object selection is separated into a separate class called AdjunctiveTextView.
Issue/goal:
(the example code provided below will clear make this clear, I've also commented where the issue lies in the code)
When an object has been tapped and has an adjacent UIView with a text I want to have that adjacent UIView to follow with the scrollView.
I'm using a UIPanGestureRecognizer to attempt to do this. But I can't figure out how to make it work when the user drags in the scrollview. It only work if the user drags on the actual adjunctiveTextView.
Everything works as expected except that the adjunctiveTextView does not change its position during the panGesture.
I would like (if possible) to have the AdjunctiveTextView as a separate class. My ViewController file is getting rather big.
Question:
Why doesn't the UIPanGestureRecognizer work as expected? What is needed in order for it to translate the backView correctly?
Code
My attempt: (as shown below)
My attempt simply makes the backView itself "dragable" around through the panGesture. Nothing happens to it when I scroll the scrollView.
(I have only included relevant portions of my code)
class ViewController: UIViewController {
let adjunctiveTextView = AdjunctiveTextView()
// this is a delegate method which gets called when an object is tapped in the scrollView
func scrollViewObjectIsTapped(_ objectScrollView: ObjectScrollView, object: AvailableObject) {
** adjunctiveTextView.scrollView = scrollView // **Edited! (scrollView is the name of the scrollView in this class too)
adjunctiveTextView.showView(passInObject: AvailableObject)
}
}
class AdjunctiveTextView: NSObject {
lazy var backView: UIView = {
//backView setup
}
lazy var textView: UITextView = {
//textView setup
}
//additional init and setup
** weak var scrollView : UIScrollView! // **Edited!
func showView(passInObject: AvailableObject) {
if let window = UIApplication.shared.keyWindow {
// the issue must either be here in the PanGesture setup
let panG = UIPanGestureRecognizer(target: self, action: #selector(translateView(sender:)))
panG.cancelsTouchesInView = false
// window.addGestureRecognizer(panG)
** scrollView.addGestureRecognizer(panG) // **Edited!
window.addSubview(backView)
textView.text = passInObject.information
backView.frame = CGRect(x: passInObject.frame.minX, y: passInObject.minY, width: window.frame.width - passInObject.maxX - 6, height: textView.bounds.height + 5)
backView.alpha = 0
//it animates a change of the backViews x position and alpha.
UIView.animate(withDuration: 0.42, delay: 0, options: .curveEaseInOut, animations: {
self.backView.alpha = 1
self.backView.frame = CGRect(x: passInObject.frame.minX + passInObject.frame.width, y: passInObject.minY, width: window.frame.width - passInObject.maxX - 6, height: textView.bounds.height + 5)
}, completion: nil)
}
}
// or the issue is here in the handle function for the PanGesture.
#objc private func translateView(sender: UIPanGestureRecognizer) {
if let window = UIApplication.shared.keyWindow {
let translation = sender.translation(in: window) //Have tried setting this to scrollView also
switch sender.state {
case .began, .changed:
backView.center = CGPoint(x: backView.center.x, y: backView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: window) //Have tried setting this to sccrollView also
break
case .ended:
break
default:
break
}
}
}
}
Thanks for reading my question.
I just add a weak reference to your scrollView and then add the pan gesture to scrollView. It works as you want. You may consider add another pan gesture to the back view if you want your original behavior.
class AdjunctiveTextView: NSObject {
lazy var backView: UIView = {
//backView setup
return UIView.init()
}()
lazy var textView: UITextView = {
//textView setup
return UITextView.init(frame: CGRect.init(x: 0, y: 0, width: 300, height: 100))
}()
weak var scrollView: UIScrollView!
//additional init and setup
func showView(passInObject: AvailableObject) {
if let window = UIApplication.shared.keyWindow {
// the issue must either be here in the PanGesture setup
let panG = UIPanGestureRecognizer(target: self, action: #selector(translateView(sender:)))
panG.cancelsTouchesInView = false
// passInObject.addGestureRecognizer(panG)
scrollView.addGestureRecognizer(panG)
window.addSubview(backView)
textView.text = passInObject.information
textView.backgroundColor = UIColor.blue
backView.addSubview(textView)
backView.frame = CGRect(x: passInObject.frame.minX, y: passInObject.frame.minY, width: window.frame.width - passInObject.frame.maxX - 6, height: textView.bounds.height + 5)
backView.alpha = 0
//it animates a change of the backViews x position and alpha.
UIView.animate(withDuration: 0.42, delay: 0, options: .curveEaseInOut, animations: {
self.backView.alpha = 1
self.backView.frame = CGRect(x: passInObject.frame.minX + passInObject.frame.width , y: passInObject.frame.minY , width: window.frame.width - passInObject.frame.maxX - 6, height: self.textView.bounds.height + 5)
self.backView.backgroundColor = UIColor.red
}, completion: nil)
}
}
// or the issue is here in the handle function for the PanGesture.
#objc private func translateView(sender: UIPanGestureRecognizer) {
if let window = UIApplication.shared.keyWindow {
let translation = sender.translation(in: window)
switch sender.state {
case .began, .changed:
backView.center = CGPoint(x: backView.center.x, y: backView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: window)
break
case .ended:
break
default:
break
}
}
}
}
class ObjectScrollView: UIScrollView{
}
class AvailableObject: UIView{
var information: String!
}
class MySCNViewController: UIViewController {
#IBOutlet weak var oScrollView: ObjectScrollView!
// this is a delegate method which gets called when an object is tapped in the scrollView
func scrollViewObjectIsTapped(_ objectScrollView: ObjectScrollView, object: AvailableObject) {
adjunctiveTextView.showView(passInObject: object)
}
let adjunctiveTextView = AdjunctiveTextView()
let ao = AvailableObject.init(frame: CGRect.init(x: 0, y: 0, width: 200, height: 200))
override func viewDidLoad() {
super.viewDidLoad()
ao.information = "test"
adjunctiveTextView.scrollView = oScrollView
ao.backgroundColor = UIColor.yellow
}
#IBAction func tap(_ sender: Any?){
scrollViewObjectIsTapped(oScrollView, object: ao)}
}
I am trying to add a Page Control on top of my UIScrollView Custom class. Everything is wokring fine. But whenever I slide the scrollView, the Page Control will slide along the first Image as well.
Here is my code:
import Foundation
import UIKit
import SwiftyGif
class MBSPagingScrollView: UIScrollView {
var pageControl = UIPageControl()
var imagesArray = [String]()
override init (frame : CGRect) {
super.init(frame : frame)
}
convenience init () {
self.init(frame:CGRect.zero)
}
required init(coder aDecoder: NSCoder) {
fatalError("This class does not support NSCoding")
}
init(frame : CGRect, imagesarray : [String]){
super.init(frame : frame)
imagesArray = imagesarray
self.isPagingEnabled = true
self.showsHorizontalScrollIndicator = false
for (index, imageName) in imagesArray.enumerated() {
var imageView = UIImageView()
if imageName.hasSuffix(".gif") {
let gifManager = SwiftyGifManager(memoryLimit:30)
let gif = UIImage(gifName: imageName)
imageView = UIImageView(gifImage: gif, manager: gifManager)
}
else {
imageView = UIImageView(image: UIImage(named: imageName))
imageView.contentMode = UIViewContentMode.scaleToFill
}
imageView.frame = CGRect(x: CGFloat(index) * self.frame.size.width, y: 0, width: self.frame.size.width, height: self.frame.size.height)
self.addSubview(imageView)
}
self.contentSize = CGSize(width:self.frame.size.width * CGFloat(imagesArray.count),height: self.frame.size.height)
configurePageControl()
pageControl.addTarget(self, action: #selector(self.changePage(sender:)), for: UIControlEvents.valueChanged)
}
func configurePageControl() {
self.pageControl.frame = CGRect(x: 0, y: self.frame.size.height - 50, width: self.frame.size.width, height: 50)
self.pageControl.numberOfPages = imagesArray.count
self.pageControl.currentPage = 0
self.pageControl.tintColor = UIColor.red
self.pageControl.pageIndicatorTintColor = UIColor.black
self.pageControl.currentPageIndicatorTintColor = MainOrangeColor
self.addSubview(pageControl)
}
// // MARK : TO CHANGE WHILE CLICKING ON PAGE CONTROL
func changePage(sender: AnyObject) -> () {
let x = CGFloat(pageControl.currentPage) * self.frame.size.width
self.setContentOffset(CGPoint(x:x, y:0), animated: true)
}
func selfDidEndDecelerating(_ scrollView: UIScrollView) {
let pageNumber = round(self.contentOffset.x / self.frame.size.width)
pageControl.currentPage = Int(pageNumber)
}
}
And here are images of the problem happening
As you can see the Page Control is sliding with the first image. I need it to stay in the center.
Any help would be appreciated!
I think you can do that by going to Storyboard, and from the left menu of the UI Builder, drag your page control down and put it out of your scroll view and under it, like in the following picture:
Then you'll need to add the suitable constraints to place your page control properly.
Good luck!
If you don’t want it to scroll... don’t add it to the scroll View.
Just add the page control to the self.view instead of to the scroll view.
I want to be able to drag the objects on the screen, but they wont. I tried everything but still cant.
Here are the code.
func panGesture(gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
print("Began.")
for i in 0..<forms.count {
if forms[i].frame.contains(gesture.location(in: view)) {
gravity.removeItem(forms[i])
}
}
case .changed:
let translation = gesture.translation(in: forms[1])
gesture.view!.center = CGPoint(x: gesture.view!.center.x + translation.x, y: gesture.view!.center.y + translation.y)
gesture.setTranslation(CGPoint.zero, in: self.view)
print("\(gesture.view!.center.x)=\(gesture.view!.center.y)")
print("t;: \(translation)")
case .ended:
for i in 0..<forms.count {
if forms[i].frame.contains(gesture.location(in: view)) {
gravity.addItem(forms[i])
}
}
print("Ended.")
case .cancelled:
print("Cancelled")
default:
print("Default")
}
}
Also they have gravity. The forms are squares and circles.
Explanation:
in .began - i disable the gravity for selected form.
in .changed - i try to change the coordinates.
in .end - i enable again gravity.
ScreenShot.
Step 1 : Take one View which you want to drag in storyBoard.
#IBOutlet weak var viewDrag: UIView!
Step 2 : Add PanGesture.
var panGesture = UIPanGestureRecognizer()
Step 3 : In ViewDidLoad adding the below code.
override func viewDidLoad() {
super.viewDidLoad()
panGesture = UIPanGestureRecognizer(target: self, action: #selector(ViewController.draggedView(_:)))
viewDrag.isUserInteractionEnabled = true
viewDrag.addGestureRecognizer(panGesture)
}
Step 4 : Code for draggedView.
func draggedView(_ sender:UIPanGestureRecognizer){
self.view.bringSubview(toFront: viewDrag)
let translation = sender.translation(in: self.view)
viewDrag.center = CGPoint(x: viewDrag.center.x + translation.x, y: viewDrag.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
Step 5 : Output.
It's very easy if you subclass a view:
DraggableView...
class DraggableView: UIIView {
var fromleft: NSLayoutConstraint!
var fromtop: NSLayoutConstraint!
override func didMoveToWindow() {
super.didMoveToWindow()
if window != nil {
fromleft = constraint(id: "fromleft")!
fromtop = constraint(id: "fromtop")!
}
}
override func common() {
super.common()
let p = UIPanGestureRecognizer(
target: self, action: #selector(drag))
addGestureRecognizer(p)
}
#objc func drag(_ s:UIPanGestureRecognizer) {
let t = s.translation(in: self.superview)
fromleft.constant = fromleft.constant + t.x
fromtop.constant = fromtop.constant + t.y
s.setTranslation(CGPoint.zero, in: self.superview)
}
}
Drop a UIView in your scene.
As normal, add a constraint from the left (that's the x position) and add a constraint from the top (that's the y position).
In storyboard simply simply name the constraints "fromleft" and "fromtop"
You're done.
It now works perfectly - that's it.
What is that handy constraint( call ?
Notice the view simply finds its own constraints by name.
In Xcode there is STILL no way to use constraints like IBOutlets. Fortunately it is very easy to find them by "identifier". (Indeed, this is the very purpose of the .identifier feature on constraints.)
extension UIView {
func constraint(id: String) -> NSLayoutConstraint? {
let cc = self.allConstraints()
for c in cc { if c.identifier == id { return c } }
//print("someone forgot to label constraint \(id)") //heh!
return nil
}
func allConstraints() -> [NSLayoutConstraint] {
var views = [self]
var view = self
while let superview = view.superview {
views.append(superview)
view = superview
}
return views.flatMap({ $0.constraints }).filter { c in
return c.firstItem as? UIView == self ||
c.secondItem as? UIView == self
}
}
Tip...edge versus center!
Don't forget when you make the constraints on a view (as in the image above):
you can set the left one to be either:
to the left edge of the white box, or,
to the center of the white box.
Choose the correct one for your situation. It will make it much easier to do calculations, set sliders, etc.
Footnote - an "initializing" UIView, UI "I" View,
// UI "I" View ... "I" for initializing
// Simply saves you typing inits everywhere
import UIKit
class UIIView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
common()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
common()
}
func common() { }
}
Use below code for Swift 5.0
Step 1 : Take one UIView from Storyboard, drag it into your ViewController file and Create IBOutlet of UIView.
#IBOutlet weak var viewDrag: UIView!
var panGesture = UIPanGestureRecognizer()
Step 2 : In viewDidLoad() adding the below code.
override func viewDidLoad() {
super.viewDidLoad()
let panGesture = UIPanGestureRecognizer(target: self, action:(Selector(("draggedView:"))))
viewDrag.isUserInteractionEnabled = true
viewDrag.addGestureRecognizer(panGesture)
}
Step 3 : Create func and add code to move the UIView as like below.
func draggedView(sender:UIPanGestureRecognizer){
self.view.bringSubviewToFront(viewDrag)
let translation = sender.translation(in: self.view)
viewDrag.center = CGPoint(x: viewDrag.center.x + translation.x, y: viewDrag.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
Hope this will help someone.
This UIView extension makes a UIView object draggable and limits the movement to stay within the bounds of the screen.
extension UIView {
func makeDraggable() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
self.addGestureRecognizer(panGesture)
}
#objc func handlePan(_ gesture: UIPanGestureRecognizer) {
guard gesture.view != nil else { return }
let translation = gesture.translation(in: gesture.view?.superview)
var newX = gesture.view!.center.x + translation.x
var newY = gesture.view!.center.y + translation.y
let halfWidth = gesture.view!.bounds.width / 2.0
let halfHeight = gesture.view!.bounds.height / 2.0
// Limit the movement to stay within the bounds of the screen
newX = max(halfWidth, newX)
newX = min(UIScreen.main.bounds.width - halfWidth, newX)
newY = max(halfHeight, newY)
newY = min(UIScreen.main.bounds.height - halfHeight, newY)
gesture.view?.center = CGPoint(x: newX, y: newY)
gesture.setTranslation(CGPoint.zero, in: gesture.view?.superview)
}
}
When the user taps on a text field, I wanted to darken the rest of the screen (everything below the text box, above the keyboard) to make it clear what they should be doing. I believe it involved putting a transparent UI view down and adding a gesture recognizer to it, but I'm not quite sure how to do that.
I've got the following code for when the user arrives on the screen. Is this where I would add the new UI View?
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
textField.becomeFirstResponder()
}
Thanks!
I created a subclass of UIView for two reasons:
you can add a gesture recogniser to it
you can add a delegate to it
Since the last subview added to a view is on top I first add the dark layer and then call bringSubviewToFront(textview) this will put the dark layer between the textview in question and everything else.
I created a protocol with one function. This function get's called by the gesture recogniser and returns the instance of DarkView to the delegate. The delegate (your ViewController) can then remove it from it's superview.
This you can do without a delegate function, but you also have to call resignFirstResponder() on the textfield.
Don't forget to set up the delegate of the DarkView in your ViewController.
Just a VC with some textfields.
class FirstViewController: UIViewController, DarkViewDelegate, UITextFieldDelegate {
var masterView : UIView!
override func viewDidLoad() {
super.viewDidLoad()
masterView = UIView(frame: self.view.frame)
masterView.backgroundColor = UIColor.whiteColor()
let textField1 = UITextField(frame: CGRect(x: 50, y: 20, width: 300, height: 20))
let textField2 = UITextField(frame: CGRect(x: 50, y: 60, width: 300, height: 20))
let textField3 = UITextField(frame: CGRect(x: 50, y: 100, width: 300, height: 20))
let textField4 = UITextField(frame: CGRect(x: 50, y: 140, width: 300, height: 20))
func styleTextField(field : UITextField) {
field.layer.borderColor = UIColor.blackColor().CGColor
field.layer.borderWidth = 2
field.layer.cornerRadius = field.frame.size.height / 2
field.backgroundColor = UIColor.whiteColor()
field.delegate = self
masterView.addSubview(field)
}
styleTextField(textField1)
styleTextField(textField2)
styleTextField(textField3)
styleTextField(textField4)
self.view.addSubview(masterView)
// Do any additional setup after loading the view, typically from a nib.
}
// delegate function of a textfield
func textFieldDidBeginEditing(textField: UITextField) {
focusUserOn(textField) // darken everything else
}
// delegate function of DarkView undarken everything
func tappedDark(view: DarkView) {
guard let superV = view.superview else {
return
}
if let textField = superV.subviews.last as? UITextField {
textField.resignFirstResponder() // also stop editing
}
view.removeFromSuperview()
}
func focusUserOn(textfield: UITextField) {
guard let superV = textfield.superview else {
return
}
let darkArea = DarkView(frame: superV.bounds)
darkArea.delegate = self
superV.addSubview(darkArea)// add DarkView (everything is dark now)
superV.bringSubviewToFront(textfield) // bring the textview back to the front.
}
}
simple subclass of UIView with a gesture recogniser
class DarkView : UIView, UIGestureRecognizerDelegate {
weak var delegate : DarkViewDelegate?
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.4)
let tap = UITapGestureRecognizer(target: self, action: Selector("tapped"))
tap.delegate = self
self.addGestureRecognizer(tap)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
deinit {
print("deinit dark")
}
func tapped() {
guard let del = self.delegate else {
return
}
del.tappedDark(self)
}
}
Protocol to pass the DarkView when it is tapped to a VC
protocol DarkViewDelegate : class {
func tappedDark(view:DarkView)
}
After thought
func textFieldDidEndEditing(textField: UITextField) {
guard let superV = view.superview else {
return
}
for subview in superV.subviews {
if subview is DarkView {
subview.removeFromSuperview()
}
}
}
Yes, you have the right idea. Add your UIView (let's call it darkeningView) to your storyboard and set it's background color to 50% opaque black. Position it where you want it and add constraints that position it there.
You can also attach a tap gesture recognizer to the darkeningView in IB and set up it's delegate. (You will probably need to set userInteractionEnabled = true on the darkeningView so that it responds to taps.
Add an IBOutlet to your view. In IB, set it to hidden = true.
In your code, when you activate the text field for editing, also set your darkeningView.hidden = false.
I made a simple custom view in Swift which has a background image view with a photo and some labels in front. I then added the custom view to my storyboard and it displays well, I can see the background image and labels.
But when I run my app on my device the image view doesn't show immediately, if I navigate to another view then back, it is displayed. I only have a timer which scheduled some tasks in background in my scene. Did I miss anything here?
Here is the code of my custom view
import UIKit
#IBDesignable class GaugeView: UIImageView {
#IBOutlet weak var speedLabel: UILabel!
let circlePathLayer = CAShapeLayer()
var circleRadius: CGFloat = 50.0
var speed: CGFloat {
get {
return circlePathLayer.strokeEnd
}
set {
speedLabel.text = String(format: "%.2f", newValue)
if newValue < 20.0 {
circlePathLayer.strokeColor = UIColor.blueColor().CGColor
} else if newValue >= 25.0 {
circlePathLayer.strokeColor = UIColor.redColor().CGColor
} else {
circlePathLayer.strokeColor = UIColor.yellowColor().CGColor
}
if (newValue > 50) {
circlePathLayer.strokeEnd = 1
} else if (newValue < 0) {
circlePathLayer.strokeEnd = 0
} else {
circlePathLayer.strokeEnd = newValue / 49.9
}
}
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
xibSetup()
}
override init(frame: CGRect) {
super.init(frame: frame)
xibSetup()
}
override func layoutSubviews() {
super.layoutSubviews()
circleRadius = bounds.width / 2 - 2.6
circlePathLayer.frame = bounds
circlePathLayer.path = circlePath().CGPath
}
// Our custom view from the XIB file
var view: UIView!
let nibName = "GaugeView"
func xibSetup() {
view = loadViewFromNib()
// use bounds not frame or it'll be offset
view.frame = bounds
// Make the view stretch with containing view
view.autoresizingMask = UIViewAutoresizing.FlexibleWidth | UIViewAutoresizing.FlexibleHeight
// Adding custom subview on top of our view (over any custom drawing > see note below)
addSubview(view)
// Configure speed circle layer
configure()
}
func configure() {
speed = 0.0
circlePathLayer.frame = bounds
circlePathLayer.lineWidth = 6
circlePathLayer.fillColor = UIColor.clearColor().CGColor
circlePathLayer.strokeColor = UIColor.blueColor().CGColor
layer.addSublayer(circlePathLayer)
backgroundColor = UIColor.whiteColor()
}
func circleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*circleRadius, height: 2*circleRadius)
circleFrame.origin.x = CGRectGetMidX(circlePathLayer.bounds) - CGRectGetMidX(circleFrame)
circleFrame.origin.y = CGRectGetMidY(circlePathLayer.bounds) - CGRectGetMidY(circleFrame)
return circleFrame
}
func circlePath() -> UIBezierPath {
let center: CGPoint = CGPointMake(CGRectGetMidX(circlePathLayer.bounds), CGRectGetMidY(circlePathLayer.bounds))
let start = CGFloat(1.33 * M_PI_2)
let end = CGFloat( 1.64 * M_2_PI)
return UIBezierPath(arcCenter: center, radius: circleRadius, startAngle: start, endAngle: end, clockwise: true)
}
func loadViewFromNib() -> UIView {
let bundle = NSBundle(forClass: self.dynamicType)
let nib = UINib(nibName: nibName, bundle: bundle)
let view = nib.instantiateWithOwner(self, options: nil)[0] as! UIView
return view
}
}
Then I added the custom view to my storyboard and navigate to the scene programatically with performSegueWithIdentifier("dashboardSegue", sender: nil). I just noticed not only the custome view, but two progress bar on the scene are not displayed as well.
It's better show your code, but i am guessing your timer stuck the main UI thread. When you navigate to another view, your timer.invalidate() was called. Try to remove the NSTimer to see if it works well.