Control "active" dot in UIPageControl - ios

My designer is asking that I display 3 dots in a UIPageViewController for 10 views.
When the first 3 view controllers display, the 0th dot should be highlighted; when the next 4 view controllers display, the 1st dot should be highlighted; when the final 3 view controllers display, the 2nd dot should be highlighted.
So far I'm able to display 3 dots in the UIPageControl, but the indicator dot just rotates around indicating the n%3 position as active.
func presentationCountForPageViewController(pageViewController: UIPageViewController) -> Int {
return 3
}
I haven't seen any documentation on how to control with UIPageControl index is the active index, so I'm not sure if this is something Apple wants you to be able to override.
If there is a way to accomplish what I'm trying to do, I'd appreciate the help.

It turns out that what I'm trying to accomplish can't be done with a UIPageViewController. By default the UIPageControl in this class cannot be overridden directly.
Instead, I was able to use a combination of a UICollectionView (with a hack that allows it to resemble a UIPageViewController in its page changing effects) and a UIPageControl, as subviews to the same overarching UIViewController.
class MyPageViewController : UIViewController {
// MARK: subviews
private var collectionView:UICollectionView!
/// the collection layout controls the scrolling behavior of the collection view
private var collectionLayout = MyLayout()
private var pageControl = UIPageControl()
let CollectionViewCellReuseIdentifer = "CollectionViewCellReuseIdentifier"
// MARK: autolayout
private var autolayoutConstraints:[NSLayoutConstraint] = [NSLayoutConstraint]()
// MARK: constructors
init() {
super.init(nibName: nil, bundle: nil)
}
// MARK: UIViewController lifecycle methods
override func viewDidLoad() {
super.viewDidLoad()
self.setupView()
}
/**
Set up the collection view, page control, skip & log in buttons
*/
func setupView() {
self.setupCollectionView()
self.setupPageControl()
self.setupConstraints()
self.view.addConstraints(self.autolayoutConstraints)
}
/**
Set up the collection view
*/
func setupCollectionView() {
self.collectionView = UICollectionView(frame: CGRect.zero, collectionViewLayout: self.collectionLayout)
self.collectionView.translatesAutoresizingMaskIntoConstraints = false
self.collectionView.registerClass(MyPageView.self, forCellWithReuseIdentifier: self.CollectionViewCellReuseIdentifer)
self.collectionView.dataSource = self
self.collectionView.delegate = self
self.collectionView.backgroundColor = UIColor.whiteColor()
self.collectionView.scrollEnabled = true
self.collectionView.decelerationRate = UIScrollViewDecelerationRateFast;
self.collectionLayout.minimumInteritemSpacing = 1
self.collectionLayout.minimumLineSpacing = 1
self.collectionLayout.scrollDirection = .Horizontal
self.collectionLayout.delegate = self
self.view.addSubview(self.collectionView)
}
/**
Set up view showing pagination dots for slideshow items
*/
func setupPageControl() {
self.pageControl.translatesAutoresizingMaskIntoConstraints = false
self.pageControl.numberOfPages = 3
self.pageControl.backgroundColor = UIColor.whiteColor()
self.view.addSubview(self.pageControl)
}
func setupConstraints() {
let views:[String:AnyObject] = [
"collectionView" : self.collectionView,
"pageControl" : self.pageControl,
]
self.autolayoutConstraints.appendContentsOf(
NSLayoutConstraint.constraintsWithVisualFormat(
"V:|[collectionView][pageControl]|",
options: .AlignAllCenterX,
metrics: nil,
views: views
)
)
self.autolayoutConstraints.appendContentsOf(
NSLayoutConstraint.constraintsWithVisualFormat(
"H:|[collectionView]|",
options: .AlignAllCenterY,
metrics: nil,
views: views
)
)
self.autolayoutConstraints.appendContentsOf(
NSLayoutConstraint.constraintsWithVisualFormat(
"H:|[pageControl]|",
options: NSLayoutFormatOptions(),
metrics: nil,
views: views
)
)
}
}
extension MyPageViewController : MyPageViewControllerDelegate {
func didSwitchToPage(imageIndex: Int) {
if imageIndex < 3 {
self.pageControl.currentPage = 0
} else if imageIndex < 7 {
self.pageControl.currentPage = 1
} else {
self.pageControl.currentPage = 2
}
self.pageControl.setNeedsDisplay()
}
}
The layout class was derived from an answer my coworker found when researching a similar issue. http://karmadust.com/centered-paging-with-preview-cells-on-uicollectionview/
/**
* Delegate for slide interactions
*/
protocol MyPageViewControllerDelegate {
/**
Triggered when a new page has been 'snapped' into place
- parameter imageIndex: index of the image that has been snapped to
*/
func didSwitchToPage(imageIndex: Int)
}
class MyLayout : UICollectionViewFlowLayout {
var delegate:MyPageViewControllerDelegate?
/*
Allows different items in the collection to 'snap' onto the current screen section.
Based off of http://karmadust.com/centered-paging-with-preview-cells-on-uicollectionview/
*/
override func targetContentOffsetForProposedContentOffset(proposedContentOffset: CGPoint, withScrollingVelocity velocity: CGPoint) -> CGPoint {
if let cv = self.collectionView {
let cvBounds = cv.bounds
let halfWidth = cvBounds.size.width * 0.5;
let proposedContentOffsetCenterX = proposedContentOffset.x + halfWidth;
if let attributesForVisibleCells = self.layoutAttributesForElementsInRect(cvBounds) {
var candidateAttributes : UICollectionViewLayoutAttributes?
// the index of the image selected
var index:Int = 0
for attributes in attributesForVisibleCells {
// == Skip comparison with non-cell items (headers and footers) == //
if attributes.representedElementCategory != UICollectionElementCategory.Cell {
index++
continue
}
if let candAttrs = candidateAttributes {
let a = attributes.center.x - proposedContentOffsetCenterX
let b = candAttrs.center.x - proposedContentOffsetCenterX
if fabsf(Float(a)) < fabsf(Float(b)) {
candidateAttributes = attributes;
}
}
else { // == First time in the loop == //
candidateAttributes = attributes;
index++
continue;
}
}
// Beautification step , I don't know why it works!
if(proposedContentOffset.x == -(cv.contentInset.left)) {
return proposedContentOffset
}
if let delegate = self.delegate {
delegate.didSwitchToPage((candidateAttributes?.indexPath.row)!)
}
return CGPoint(x: floor(candidateAttributes!.center.x - halfWidth), y: proposedContentOffset.y)
}
}
// fallback
return super.targetContentOffsetForProposedContentOffset(proposedContentOffset)
}
}
Note: I trimmed down the actual code I used and replaced a bunch of names to make them more appropriate for examples. I did not run this specific code and did not test for errors in my IDE. That being said, the approach behind the code is solid.

Related

UICollectionView jumps/scrolls when a nested UITextView begins editing

My first question on SO so bear with me. I have created a UICollectionViewController which has a header and 1 cell. Inside the cell is a tableview, inside the table view there are multiple static cells. One of those has a horizontal UICollectionView with cells which have UITextViews.
Problem: When tapping on a UITextView the collection view scrolls/jumps
Problem Illustration
On the right you can see the y offset values. On first tap it changes to 267 -- the header hight. On a consecutive tap it goes down to 400 -- the very bottom. This occurs no matter what I tried to do.
Note: Throughout my app I'am using IQKeyboardManager
What have I tried:
Disabling IQKeyboardManager completely and
Taping on text view
Replacing it with a custom keyboard management methods based on old SO answers
Set collectionView.shouldIgnoreScrollingAdjustment = true for:
all scrollable views in VC
Individuals scrollable views
Note: this property originates from the IQKeyboardManager Library and as far as I understand it is supposed to disable scroll adjustment offset.
Tried disabling scroll completely in viewDidLoad() as well as all other places within this VC. I used:
collectionView.isScrollEnabled = false
collectionView.alwaysBounceVertical = false
Notably, I have tried disabling scroll in text viewDidBeginEditing as well as the custom keyboard management methods.
My Code:
The main UICollectionView and its one cell are created in the storyboard. Everything else is done programatically. Here is the flow layout function that dictates the size of the one and only cell:
extension CardBuilderCollectionViewController: UICollectionViewDelegateFlowLayout {
func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout:
UICollectionViewLayout, sizeForItemAt indexPath: IndexPath) -> CGSize {
let height = view.frame.size.height
let width = view.frame.size.width
return CGSize(width: width * cellWidthScale, height: height * cellHeigthScale)
}
}
Additionally, collectionView.contentInsetAdjustmentBehavior = .never
The TableView within the subclass of that one cell is created like so:
let tableView: UITableView = {
let table = UITableView()
table.estimatedRowHeight = 300
table.rowHeight = UITableView.automaticDimension
return table
}()
and:
override func awakeFromNib() {
super.awakeFromNib()
dataProvider = DataProvider(delegate: delegate)
addSubview(tableView)
tableView.fillSuperview() // Anchors to 4 corners of superview
registerCells()
tableView.delegate = dataProvider
tableView.dataSource = dataProvider
}
The cells inside the table view are all subclasses of class GeneralTableViewCell, which contains the following methods which determine the cells height:
var cellHeightScale: CGFloat = 0.2 {
didSet {
setContraints()
}
}
private func setContraints() {
let screen = UIScreen.main.bounds.height
let heightConstraint = heightAnchor.constraint(equalToConstant: screen*cellHeightScale)
heightConstraint.priority = UILayoutPriority(999)
heightConstraint.isActive = true
}
The height of the nested cells (with TextView) residing in the table view is determined using the same method as the one and only cell in the main View.
Lastly the header is created using a custom FlowLayout:
class StretchyHeaderLayout: UICollectionViewFlowLayout {
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let layoutAttributes = super.layoutAttributesForElements(in: rect)
layoutAttributes?.forEach({ (attribute) in
if attribute.representedElementKind == UICollectionView.elementKindSectionHeader && attribute.indexPath.section == 0 {
guard let collectionView = collectionView else { return }
attribute.zIndex = -1
let width = collectionView.frame.width
let contentOffsetY = collectionView.contentOffset.y
print(contentOffsetY)
if contentOffsetY > 0 { return }
let height = attribute.frame.height - contentOffsetY
attribute.frame = CGRect(x: 0, y: contentOffsetY, width: width, height: height)
}
})
return layoutAttributes
}
override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool {
return true
}
}
This is my first time designing a complex layout with mostly a programatic approach. Hence it is possible that I missed something obvious. However, despite browsing numerous old questions I was not able to find a solution. Any solutions or guidance is appreciated.
Edit:
As per request here are the custom keyboard methods:
In viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillChangeFrameNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide), name: UIResponder.keyboardWillHideNotification, object: nil)
Then:
var scrollOffset : CGFloat = 0
var distance : CGFloat = 0
var activeTextFeild: UITextView?
var safeArea: CGRect?
#objc func keyboardWillShow(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue {
var safeArea = self.view.frame
safeArea.size.height += collectionView.contentOffset.y
safeArea.size.height -= keyboardSize.height + (UIScreen.main.bounds.height*0.04)
self.safeArea = safeArea
}
}
private func configureScrollView() {
if let activeField = activeTextFeild {
if safeArea!.contains(CGPoint(x: 0, y: activeField.frame.maxY)) {
print("No need to Scroll")
return
} else {
distance = activeField.frame.maxY - safeArea!.size.height
scrollOffset = collectionView.contentOffset.y
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset + distance), animated: true)
}
}
// prevent scrolling while typing
collectionView.isScrollEnabled = false
collectionView.alwaysBounceVertical = false
}
#objc func keyboardWillHide(notification: NSNotification) {
if distance == 0 {
return
}
// return to origin scrollOffset
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset), animated: true)
scrollOffset = 0
distance = 0
collectionView.isScrollEnabled = true
}
Finaly:
//MARK: - TextViewDelegate
extension CardBuilderCollectionViewController: UITextViewDelegate {
func textViewDidBeginEditing(_ textView: UITextView) {
self.activeTextFeild = textView
configureScrollView()
}
}
The problem that I can see is you calling configureScrollView() when your textView is focused in textViewDidBeginEditing .
distance = activeField.frame.maxY - safeArea!.size.height
scrollOffset = collectionView.contentOffset.y
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset + distance), animated: true)
You're calling collectionView.setContentOffset --> so that's why your collection view jumping.
Please check your distance calculated correctly or not. Also, your safeArea was modified when keyboardWillShow.
Try to disable setCOntentOffset?

Assign UIScrollView Delegate And UICollectionView Delegate to the Same Class

I have a paging UIScrollView, each page being populated with a different view controller. Above the scrollview is a UICollectionView that acts as a menu bar. As you scroll through the scrollview pages, the menu bar moves just a little bit. You can see from the gif on the left.
Setting their delegates to different classes keeps everything working correctly as seen in the gif on the left. BUT, setting them to the same class messes up the UICollectionViews behavior.
How do I set their delegates to the same class?
import UIKit
class MenuView: UIView, UICollectionViewDataSource {
let collcetionView: UICollectionView = {
let view = UICollectionView()
// Setup...
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
setupCollectionView()
collcetionView.dataSource = self
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
fileprivate func setupCollectionView() {
// Autolayout code...
}
// Datasource methods to populate collection view cells
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
// Populate cell code...
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
// Populate cell code...
}
}
class MainView: UIView {
// Contains paging scroll view and menu bar
var menu: MenuView!
let scrollView: UIScrollView = {
let view = UIScrollView()
// Setup...
return view
}()
override init(frame: CGRect) {
super.init(frame: frame)
setupMenu()
setupScrollView()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
fileprivate func setupScrollView() {
// Autolayout code...
}
fileprivate func setupMenu() {
menu = MenuView()
// Autolayout code...
}
}
class MainController: UIViewController, UIScrollViewDelegate, UICollectionViewDelegate {
var mainView: MainView!
override func loadView() {
super.loadView()
mainView = MainView()
view = mainView
}
override func viewDidLoad() {
super.viewDidLoad()
mainView.scrollView.delegate = self
mainView.menu.collcetionView.delegate = self // <<--- THIS IS WHAT BREAKS EVERYTHING
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
// Moving menu bar with page scroll
mainView.menu.collectionView.contentOffset = CGPoint(x: scrollView.contentOffset.x/SCROLL_FACTOR - (firstIndexPosition/SCROLL_FACTOR - difference/2), y: 0)
// Fade in and out highlighted state of menu bar cell
let exactPage = (scrollView.contentOffset.x / SCREEN_WIDTH)
let currentPage = (scrollView.contentOffset.x / SCREEN_WIDTH).rounded()
let unitExact = currentPage - exactPage
//print(String(format: "exact: %.2f, ", exactPage) + "current: \(currentPage), " + String(format: "unit: %.2f, ", unitExact))
if exactPage > currentPage {
// exact > current
// fade out/in left icon
// select current
let unit = 0 - unitExact // from 0 - 0.5
let cell = mainView.menu.collectionView.cellForItem(at: IndexPath(item: Int(currentPage), section: 0)) as! MenuBarCell
let mapped = unit.map(from: 0.0...0.5, to: 0...149.0)
print(cell)
setCellColor(cell: cell, value: mapped)
} else if exactPage < currentPage {
// exact < current
// fade out/in right icon
// select current
let unit = unitExact // from 0 - 0.5
let cell = mainView.menu.collectionView.cellForItem(at: IndexPath(item: Int(currentPage), section: 0)) as! MenuBarCell
let mapped = unit.map(from: 0.0...0.5, to: 0...149.0)
setCellColor(cell: cell, value: mapped)
} else if exactPage == currentPage {
// exact = current
// darken that icon
// select current
}
}
}
UICollectionView and UITableView inherit from UIScrollView,
The scrollViewDidScroll delegate method will be called for both your collection view and your scrollview if you set the delegate for both objects to the same class.
You need to check why scrollViewDidScroll is being called and act accordingly.
The simplest approach is a guard statement that returns if the delegate method isn't called for the scroll view you are interested in.
If you needed to execute different code depending on the scroll view involved you could use a series of if statements or a switch statement.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
guard scrollView == self.scrollView else {
return
}
// Moving menu bar with page scroll
mainView.menu.collectionView.contentOffset = CGPoint(x: scrollView.contentOffset.x/SCROLL_FACTOR - (firstIndexPosition/SCROLL_FACTOR - difference/2), y: 0)
// Fade in and out highlighted state of menu bar cell
let exactPage = (scrollView.contentOffset.x / SCREEN_WIDTH)
let currentPage = (scrollView.contentOffset.x / SCREEN_WIDTH).rounded()
let unitExact = currentPage - exactPage
//print(String(format: "exact: %.2f, ", exactPage) + "current: \(currentPage), " + String(format: "unit: %.2f, ", unitExact))
if exactPage > currentPage {
// exact > current
// fade out/in left icon
// select current
let unit = 0 - unitExact // from 0 - 0.5
let cell = mainView.menu.collectionView.cellForItem(at: IndexPath(item: Int(currentPage), section: 0)) as! MenuBarCell
let mapped = unit.map(from: 0.0...0.5, to: 0...149.0)
print(cell)
setCellColor(cell: cell, value: mapped)
} else if exactPage < currentPage {
// exact < current
// fade out/in right icon
// select current
let unit = unitExact // from 0 - 0.5
let cell = mainView.menu.collectionView.cellForItem(at: IndexPath(item: Int(currentPage), section: 0)) as! MenuBarCell
let mapped = unit.map(from: 0.0...0.5, to: 0...149.0)
setCellColor(cell: cell, value: mapped)
} else if exactPage == currentPage {
// exact = current
// darken that icon
// select current
}
}

How to walk through page view controller vertically using swift

I want to use walkthrough animation in my application with the vertical navigation, using the following code from this tutorial I could navigate horizontally. I want to know what changes should I make to walkthrough vertically. Could anyone help?. Thanks in advance.
BWWalkthroughPageViewController.swift
import UIKit
public enum WalkthroughAnimationType:String{
case Linear = "Linear"
case Curve = "Curve"
case Zoom = "Zoom"
case InOut = "InOut"
init(_ name:String){
if let tempSelf = WalkthroughAnimationType(rawValue: name){
self = tempSelf
}else{
self = .Linear
}
}
}
open class BWWalkthroughPageViewController: UIViewController, BWWalkthroughPage {
fileprivate var animation:WalkthroughAnimationType = .Linear
fileprivate var subsWeights:[CGPoint] = Array()
fileprivate var notAnimatableViews:[Int] = [] // Array of views' tags that should not be animated during the scroll/transition
// MARK: Inspectable Properties
// Edit these values using the Attribute inspector or modify directly the "User defined runtime attributes" in IB
#IBInspectable var speed:CGPoint = CGPoint(x: 0.0, y: 0.0); // Note if you set this value via Attribute inspector it can only be an Integer (change it manually via User defined runtime attribute if you need a Float)
#IBInspectable var speedVariance:CGPoint = CGPoint(x: 0.0, y: 0.0) // Note if you set this value via Attribute inspector it can only be an Integer (change it manually via User defined runtime attribute if you need a Float)
#IBInspectable var animationType:String {
set(value){
self.animation = WalkthroughAnimationType(rawValue: value)!
}
get{
return self.animation.rawValue
}
}
#IBInspectable var animateAlpha:Bool = false
#IBInspectable var staticTags:String { // A comma separated list of tags that you don't want to animate during the transition/scroll
set(value){
self.notAnimatableViews = value.components(separatedBy: ",").map{Int($0)!}
}
get{
return notAnimatableViews.map{String($0)}.joined(separator: ",")
}
}
// MARK: BWWalkthroughPage Implementation
override open func viewDidLoad() {
super.viewDidLoad()
self.view.layer.masksToBounds = true
subsWeights = Array()
for v in view.subviews{
speed.x += speedVariance.x
speed.y += speedVariance.y
if !notAnimatableViews.contains(v.tag) {
subsWeights.append(speed)
}
}
}
open func walkthroughDidScroll(_ position: CGFloat, offset: CGFloat) {
for i in 0 ..< subsWeights.count
{
// Perform Transition/Scale/Rotate animations
switch animation
{
case .Linear:
animationLinear(i, offset)
case .Zoom:
animationZoom(i, offset)
case .Curve:
animationCurve(i, offset)
case .InOut:
animationInOut(i, offset)
}
// Animate alpha
if(animateAlpha)
{
animationAlpha(i, offset)
}
}
}
// MARK: Animations (WIP)
private func animationAlpha(_ index:Int, _ offset:CGFloat){
var offset = offset
let cView = view.subviews[index]
if(offset > 1.0){
offset = 1.0 + (1.0 - offset)
}
cView.alpha = (offset)
}
fileprivate func animationCurve(_ index:Int, _ offset:CGFloat){
var transform = CATransform3DIdentity
let x:CGFloat = (1.0 - offset) * 10
transform = CATransform3DTranslate(transform, (pow(x,3) - (x * 25)) * subsWeights[index].x, (pow(x,3) - (x * 20)) * subsWeights[index].y, 0 )
applyTransform(index, transform: transform)
}
fileprivate func animationZoom(_ index:Int, _ offset:CGFloat){
var transform = CATransform3DIdentity
var tmpOffset = offset
if(tmpOffset > 1.0){
tmpOffset = 1.0 + (1.0 - tmpOffset)
}
let scale:CGFloat = (1.0 - tmpOffset)
transform = CATransform3DScale(transform, 1 - scale , 1 - scale, 1.0)
applyTransform(index, transform: transform)
}
fileprivate func animationLinear(_ index:Int, _ offset:CGFloat){
var transform = CATransform3DIdentity
let mx:CGFloat = (1.0 - offset) * 100
transform = CATransform3DTranslate(transform, mx * subsWeights[index].x, mx * subsWeights[index].y, 0 )
applyTransform(index, transform: transform)
}
fileprivate func animationInOut(_ index:Int, _ offset:CGFloat){
var transform = CATransform3DIdentity
//var x:CGFloat = (1.0 - offset) * 20
var tmpOffset = offset
if(tmpOffset > 1.0){
tmpOffset = 1.0 + (1.0 - tmpOffset)
}
transform = CATransform3DTranslate(transform, (1.0 - tmpOffset) * subsWeights[index].x * 100, (1.0 - tmpOffset) * subsWeights[index].y * 100, 0)
applyTransform(index, transform: transform)
}
fileprivate func applyTransform(_ index:Int, transform:CATransform3D){
let subview = view.subviews[index]
if !notAnimatableViews.contains(subview.tag){
view.subviews[index].layer.transform = transform
}
}
}
BWWalkthroughViewController.swift:
import UIKit
// MARK: - Protocols -
/**
Walkthrough Delegate:
This delegate performs basic operations such as dismissing the Walkthrough or call whatever action on page change.
Probably the Walkthrough is presented by this delegate.
**/
#objc public protocol BWWalkthroughViewControllerDelegate{
#objc optional func walkthroughCloseButtonPressed() // If the skipRequest(sender:) action is connected to a button, this function is called when that button is pressed.
#objc optional func walkthroughNextButtonPressed() //
#objc optional func walkthroughPrevButtonPressed() //
#objc optional func walkthroughPageDidChange(_ pageNumber:Int) // Called when current page changes
}
/**
Walkthrough Page:
The walkthrough page represents any page added to the Walkthrough.
At the moment it's only used to perform custom animations on didScroll.
**/
#objc public protocol BWWalkthroughPage
{
// While sliding to the "next" slide (from right to left), the "current" slide changes its offset from 1.0 to 2.0 while the "next" slide changes it from 0.0 to 1.0
// While sliding to the "previous" slide (left to right), the current slide changes its offset from 1.0 to 0.0 while the "previous" slide changes it from 2.0 to 1.0
// The other pages update their offsets whith values like 2.0, 3.0, -2.0... depending on their positions and on the status of the walkthrough
// This value can be used on the previous, current and next page to perform custom animations on page's subviews.
#objc func walkthroughDidScroll(_ position:CGFloat, offset:CGFloat) // Called when the main Scrollview...scrolls
}
#objc open class BWWalkthroughViewController: UIViewController, UIScrollViewDelegate{
// MARK: - Public properties -
weak open var delegate:BWWalkthroughViewControllerDelegate?
// TODO: If you need a page control, next or prev buttons add them via IB and connect them with these Outlets
#IBOutlet open var pageControl:UIPageControl?
#IBOutlet open var nextButton:UIButton?
#IBOutlet open var prevButton:UIButton?
#IBOutlet open var closeButton:UIButton?
open var currentPage:Int{ // The index of the current page (readonly)
get{
let page = Int((scrollview.contentOffset.x / view.bounds.size.width))
return page
}
}
open var currentViewController:UIViewController{ //the controller for the currently visible page
get{
let currentPage = self.currentPage;
return controllers[currentPage];
}
}
open var numberOfPages:Int{ //the total number of pages in the walkthrough
get{
return self.controllers.count;
}
}
// MARK: - Private properties -
open let scrollview:UIScrollView!
fileprivate var controllers:[UIViewController]!
fileprivate var lastViewConstraint:NSArray?
// MARK: - Overrides -
required public init?(coder aDecoder: NSCoder) {
// Setup the scrollview
scrollview = UIScrollView()
scrollview.showsHorizontalScrollIndicator = false
scrollview.showsVerticalScrollIndicator = false
scrollview.isPagingEnabled = true
// Controllers as empty array
controllers = Array()
super.init(coder: aDecoder)
}
override init(nibName nibNameOrNil: String?, bundle nibBundleOrNil: Bundle?){
scrollview = UIScrollView()
controllers = Array()
super.init(nibName: nibNameOrNil, bundle: nibBundleOrNil)
}
override open func viewDidLoad() {
super.viewDidLoad()
// Initialize UI Elements
pageControl?.addTarget(self, action: #selector(BWWalkthroughViewController.pageControlDidTouch), for: UIControlEvents.touchUpInside)
// Scrollview
scrollview.delegate = self
scrollview.translatesAutoresizingMaskIntoConstraints = false
view.insertSubview(scrollview, at: 0) //scrollview is inserted as first view of the hierarchy
// Set scrollview related constraints
view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "V:|-0-[scrollview]-0-|", options:[], metrics: nil, views: ["scrollview":scrollview]))
view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "H:|-0-[scrollview]-0-|", options:[], metrics: nil, views: ["scrollview":scrollview]))
}
override open func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated);
pageControl?.numberOfPages = controllers.count
pageControl?.currentPage = 0
}
// MARK: - Internal methods -
/**
* Progresses to the next page, or calls the finished delegate method if already on the last page
*/
#IBAction open func nextPage(){
if (currentPage + 1) < controllers.count {
delegate?.walkthroughNextButtonPressed?()
gotoPage(currentPage + 1)
}
}
#IBAction open func prevPage(){
if currentPage > 0 {
delegate?.walkthroughPrevButtonPressed?()
gotoPage(currentPage - 1)
}
}
// TODO: If you want to implement a "skip" button
// connect the button to this IBAction and implement the delegate with the skipWalkthrough
#IBAction open func close(_ sender: AnyObject){
delegate?.walkthroughCloseButtonPressed?()
}
func pageControlDidTouch(){
if let pc = pageControl{
gotoPage(pc.currentPage)
}
}
fileprivate func gotoPage(_ page:Int){
if page < controllers.count{
var frame = scrollview.frame
frame.origin.x = CGFloat(page) * frame.size.width
scrollview.scrollRectToVisible(frame, animated: true)
}
}
/**
addViewController
Add a new page to the walkthrough.
To have information about the current position of the page in the walkthrough add a UIVIewController which implements BWWalkthroughPage
*/
open func addViewController(_ vc:UIViewController)->Void{
controllers.append(vc)
// Setup the viewController view
vc.view.translatesAutoresizingMaskIntoConstraints = false
scrollview.addSubview(vc.view)
// Constraints
let metricDict = ["w":vc.view.bounds.size.width,"h":vc.view.bounds.size.height]
// - Generic cnst
vc.view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "V:[view(h)]", options:[], metrics: metricDict, views: ["view":vc.view]))
vc.view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "H:[view(w)]", options:[], metrics: metricDict, views: ["view":vc.view]))
scrollview.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "V:|-0-[view]|", options:[], metrics: nil, views: ["view":vc.view,]))
// cnst for position: 1st element
if controllers.count == 1{
scrollview.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "H:|-0-[view]", options:[], metrics: nil, views: ["view":vc.view,]))
// cnst for position: other elements
}else{
let previousVC = controllers[controllers.count-2]
let previousView = previousVC.view;
scrollview.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "H:[previousView]-0-[view]", options:[], metrics: nil, views: ["previousView":previousView!,"view":vc.view]))
if let cst = lastViewConstraint{
scrollview.removeConstraints(cst as! [NSLayoutConstraint])
}
lastViewConstraint = NSLayoutConstraint.constraints(withVisualFormat: "H:[view]-0-|", options:[], metrics: nil, views: ["view":vc.view]) as NSArray
scrollview.addConstraints(lastViewConstraint! as! [NSLayoutConstraint])
}
}
/**
Update the UI to reflect the current walkthrough status
**/
fileprivate func updateUI(){
// Get the current page
pageControl?.currentPage = currentPage
// Notify delegate about the new page
delegate?.walkthroughPageDidChange?(currentPage)
// Hide/Show navigation buttons
if currentPage == controllers.count - 1{
nextButton?.isHidden = true
}else{
nextButton?.isHidden = false
}
if currentPage == 0{
prevButton?.isHidden = true
}else{
prevButton?.isHidden = false
}
}
// MARK: - Scrollview Delegate -
open func scrollViewDidScroll(_ sv: UIScrollView) {
for i in 0 ..< controllers.count {
if let vc = controllers[i] as? BWWalkthroughPage{
let mx = ((scrollview.contentOffset.x + view.bounds.size.width) - (view.bounds.size.width * CGFloat(i))) / view.bounds.size.width
// While sliding to the "next" slide (from right to left), the "current" slide changes its offset from 1.0 to 2.0 while the "next" slide changes it from 0.0 to 1.0
// While sliding to the "previous" slide (left to right), the current slide changes its offset from 1.0 to 0.0 while the "previous" slide changes it from 2.0 to 1.0
// The other pages update their offsets whith values like 2.0, 3.0, -2.0... depending on their positions and on the status of the walkthrough
// This value can be used on the previous, current and next page to perform custom animations on page's subviews.
// print the mx value to get more info.
// println("\(i):\(mx)")
// We animate only the previous, current and next page
if(mx < 2 && mx > -2.0){
vc.walkthroughDidScroll(scrollview.contentOffset.x, offset: mx)
}
}
}
}
open func scrollViewDidEndDecelerating(_ scrollView: UIScrollView) {
updateUI()
}
open func scrollViewDidEndScrollingAnimation(_ scrollView: UIScrollView) {
updateUI()
}
/* WIP */
override open func willTransition(to newCollection: UITraitCollection, with coordinator: UIViewControllerTransitionCoordinator) {
print("CHANGE")
}
override open func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
print("SIZE")
}
}

page based application overload memory ARC don´t release pages

may you can help me with this memory issue. So I builded a app based on the project preset "Page-Based Application" everything works well, but over time the single views load every Viewcontroller into the physical memory and don´t release them. If the memory is full the app will crash.
here ist my code:
The RootViewController (CatalougeViewController):
import UIKit
class CatalougeViewController: UIViewController, UIPageViewControllerDelegate, UIGestureRecognizerDelegate {
var pageViewController: UIPageViewController?
var zoomTransform: CGAffineTransform?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
// Configure the page view controller and add it as a child view controller.
self.pageViewController = UIPageViewController(transitionStyle: .PageCurl, navigationOrientation: .Horizontal, options: nil)
self.pageViewController!.delegate = self
let startingViewController: DataViewController = self.modelController.viewControllerAtIndex(0, storyboard: self.storyboard!)!
let viewControllers = [startingViewController]
self.pageViewController!.setViewControllers(viewControllers, direction: .Forward, animated: true, completion: {done in })
self.pageViewController!.dataSource = self.modelController
self.addChildViewController(self.pageViewController!)
self.view.addSubview(self.pageViewController!.view)
// Set the page view controller's bounds using an inset rect so that self's view is visible around the edges of the pages.
var pageViewRect = self.view.bounds
if UIDevice.currentDevice().userInterfaceIdiom == .Pad {
pageViewRect = CGRectInset(pageViewRect, 0.0, 0.0)
}
self.pageViewController!.view.frame = pageViewRect
self.pageViewController!.didMoveToParentViewController(self)
/*
// Add the page view controller's gesture recognizers to the book view controller's view so that the gestures are started more easily.
self.view.gestureRecognizers = self.pageViewController!.gestureRecognizers
*/
self.view.gestureRecognizers = self.pageViewController?.gestureRecognizers
let pinchRecognizer = UIPinchGestureRecognizer(target: self, action: "pinchDetected:")
self.view.addGestureRecognizer(pinchRecognizer)
let panRecognizer = UIPanGestureRecognizer(target: self, action: "handlePan:")
panRecognizer.minimumNumberOfTouches = 2
panRecognizer.maximumNumberOfTouches = 2
self.view.addGestureRecognizer(panRecognizer)
}
func pinchDetected(pinchRecognizer: UIPinchGestureRecognizer) {
if (UIGestureRecognizerState.Began == pinchRecognizer.state) || (UIGestureRecognizerState.Changed == pinchRecognizer.state) {
// Use the x or y scale, they should be the same for typical zooming (non-skewing)
let curScale = pinchRecognizer.view!.layer.valueForKeyPath("transform.scale.x")!.floatValue
let currentScale = CGFloat(curScale!)
// Variables to adjust the max/min values of zoom
let minScale: CGFloat = 1.0;
let maxScale: CGFloat = 2.0;
let zoomSpeed: CGFloat = 0.5;
var deltaScale: CGFloat = pinchRecognizer.scale
// You need to translate the zoom to 0 (origin) so that you
// can multiply a speed factor and then translate back to "zoomSpace" around 1
deltaScale = ((deltaScale - 1) * zoomSpeed) + 1
// Limit to min/max size (i.e maxScale = 2, current scale = 2, 2/2 = 1.0)
// A deltaScale is ~0.99 for decreasing or ~1.01 for increasing
// A deltaScale of 1.0 will maintain the zoom size
deltaScale = min(deltaScale, maxScale / currentScale)
deltaScale = max(deltaScale, minScale / currentScale)
zoomTransform = CGAffineTransformScale(pinchRecognizer.view!.transform, deltaScale, deltaScale);
pinchRecognizer.view!.transform = zoomTransform!;
// Reset to 1 for scale delta's
// Note: not 0, or we won't see a size: 0 * width = 0
pinchRecognizer.scale = 1;
}
}
func handlePan(recognizer:UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
if let view = recognizer.view {
view.center = CGPoint(x:view.center.x + translation.x,
y:view.center.y + translation.y)
}
recognizer.setTranslation(CGPointZero, inView: self.view)
if recognizer.state == UIGestureRecognizerState.Ended {
// 1
let velocity = recognizer.velocityInView(self.view)
let magnitude = sqrt((velocity.x * velocity.x) + (velocity.y * velocity.y))
let slideMultiplier = magnitude / 200
// print("magnitude: \(magnitude), slideMultiplier: \(slideMultiplier)")
// 2
let slideFactor = 0.1 * slideMultiplier //Increase for more of a slide
// 3
var finalPoint = CGPoint(x:recognizer.view!.center.x + (velocity.x * slideFactor),
y:recognizer.view!.center.y + (velocity.y * slideFactor))
// 4
finalPoint.x = min(max(finalPoint.x, 0), self.view.bounds.size.width)
finalPoint.y = min(max(finalPoint.y, 0), self.view.bounds.size.height)
// 5
UIView.animateWithDuration(Double(slideFactor),
delay: 0,
// 6
options: UIViewAnimationOptions.CurveEaseOut,
animations: {recognizer.view!.center = finalPoint },
completion: nil)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
var modelController: CatalougeViewControllerModel {
// Return the model controller object, creating it if necessary.
// In more complex implementations, the model controller may be passed to the view controller.
if _modelController == nil {
_modelController = CatalougeViewControllerModel()
}
return _modelController!
}
var _modelController: CatalougeViewControllerModel? = nil
// MARK: - UIPageViewController delegate methods
func pageViewController(pageViewController: UIPageViewController, spineLocationForInterfaceOrientation orientation: UIInterfaceOrientation) -> UIPageViewControllerSpineLocation {
if (orientation == .Portrait) || (orientation == .PortraitUpsideDown) || (UIDevice.currentDevice().userInterfaceIdiom == .Phone) {
// In portrait orientation or on iPhone: Set the spine position to "min" and the page view controller's view controllers array to contain just one view controller. Setting the spine position to 'UIPageViewControllerSpineLocationMid' in landscape orientation sets the doubleSided property to true, so set it to false here.
let currentViewController = self.pageViewController!.viewControllers![0]
let viewControllers = [currentViewController]
self.pageViewController!.setViewControllers(viewControllers, direction: .Forward, animated: true, completion: {done in })
self.pageViewController!.doubleSided = false
return .Min
}
// In landscape orientation: Set set the spine location to "mid" and the page view controller's view controllers array to contain two view controllers. If the current page is even, set it to contain the current and next view controllers; if it is odd, set the array to contain the previous and current view controllers.
let currentViewController = self.pageViewController!.viewControllers![0] as! DataViewController
var viewControllers: [UIViewController]
let indexOfCurrentViewController = self.modelController.indexOfViewController(currentViewController)
if (indexOfCurrentViewController == 0) || (indexOfCurrentViewController % 2 == 0) {
let nextViewController = self.modelController.pageViewController(self.pageViewController!, viewControllerAfterViewController: currentViewController)
viewControllers = [currentViewController, nextViewController!]
} else {
let previousViewController = self.modelController.pageViewController(self.pageViewController!, viewControllerBeforeViewController: currentViewController)
viewControllers = [previousViewController!, currentViewController]
}
self.pageViewController!.setViewControllers(viewControllers, direction: .Forward, animated: true, completion: {done in })
return .Mid
}
}
Thats the ViewControllerModel (CatalougeViewControllerModel):
class CatalougeViewControllerModel: NSObject, UIPageViewControllerDataSource {
override init() {
super.init()
}
func viewControllerAtIndex(index: Int, storyboard: UIStoryboard) -> DataViewController? {
// Return the data view controller for the given index.
if (PDF3.imagePath.count == 0) || (index >= PDF3.imagePath.count) {
return nil
}
// Create a new view controller and pass suitable data.
let dataViewController = storyboard.instantiateViewControllerWithIdentifier("DataViewController") as! DataViewController
dataViewController.dataObject = PDF3.imagePath[index]
return dataViewController
}
func indexOfViewController(viewController: DataViewController) -> Int {
// Return the index of the given data view controller.
// For simplicity, this implementation uses a static array of model objects and the view controller stores the model object; you can therefore use the model object to identify the index.
return PDF3.imagePath.indexOf(viewController.dataObject!) ?? NSNotFound
}
// MARK: - Page View Controller Data Source Seiten werden hochgezählt
func pageViewController(pageViewController: UIPageViewController, viewControllerBeforeViewController viewController: UIViewController) -> UIViewController? {
var index = self.indexOfViewController(viewController as! DataViewController)
if (index == 0) || (index == NSNotFound) {
return nil
}
index--
return self.viewControllerAtIndex(index, storyboard: viewController.storyboard!)
}
func pageViewController(pageViewController: UIPageViewController, viewControllerAfterViewController viewController: UIViewController) -> UIViewController? {
var index = self.indexOfViewController(viewController as! DataViewController)
if index == NSNotFound {
return nil
}
index++
if index == PDF3.imagePath.count {
return nil
}
return self.viewControllerAtIndex(index, storyboard: viewController.storyboard!)
}
}
Thank you for your time to help me...
There exists a method on iOS that gets called whenever a device's memory gets constrained. By default, only the UIApplicationDelegate's gets called, but you can use NSNotificationCenter to add any class and/or object so they also get called.
When the method is called, it's a signal for your app to free some memory. You can then purge data that you don't need anymore.
I fixed my problem. So sorry guys the solution was in the DataViewController and I doesn´t posted my DataViewController file so anyway.
Here is my solution:
old DataViewController:
import UIKit
class DataViewController: UIViewController {
#IBOutlet weak var myImageView: UIImageView!
var dataObject: String?
override func viewDidLoad() {
super.viewDidLoad()
self.myImageView.image = UIImage(named: dataObject!)
// my Images was cached because I used "named:"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Thats the new DataViewController:
import UIKit
class DataViewController: UIViewController {
#IBOutlet weak var myImageView: UIImageView!
var dataObject: String?
override func viewDidLoad() {
super.viewDidLoad()
autoreleasepool { () -> () in
self.myImageView.image = UIImage(contentsOfFile: dataObject!) // with "contentsOfFile:" the images are uncached...
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}

How Do I Initialize Two Instances of NSObject in the same ViewController - Swift

Please bear with me. I'm new to programming and new to StackOverflow. I hope that my question will grant me a warm response for entering the programming community. An acquaintance, whose opinion I trust, told me to post this email to him on StackOverflow.
What do I have to do to get two instances of NSObject to work in the same ViewController? I've initialized an NSObject subclass called SideBar and RightSideBar. They both draw from NSObject. The cells in the menu are called created by a TableViewController I created programatically. I followed a tutorial that did everything programmatically because I didn't know that Storyboard is better for building things.
Below is the code base.
EDITED: Sorry for being long winded. I don't know how to make this any shorter and as complete
===========
****Note the SideBar subclass is the left menu. The RightSideBar class has the same initializer setup and is the right menu. I want to be able to make them both appear on the same ViewController in the same instance of the same ViewController if possible.****
This is the left TableViewController:
import UIKit
//this protocol of the sidebar delegate manages the selection of the item in the row.
protocol SidebarTableViewControllerDelegate {
func sidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class SidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:SidebarTableViewControllerDelegate?
var tableData:Array <String> = []
var imageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return tableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = tableData[indexPath.row]
cell!.imageView!.image = imageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.sidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
This is the right table view controller:
//setting up the RightSidebarControllerDelegate
protocol RightSidebarTableViewControllerDelegate {
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class RightSidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:RightSidebarTableViewControllerDelegate?
var rightTableData:Array <String> = []
var rightImageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return rightTableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = rightTableData[indexPath.row]
cell!.imageView!.image = rightImageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.rightSidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
Here is where my problems may start with SideBar:NSObject. This is the left SideBar to be initialized:
import UIKit
#objc protocol SideBarDelegate {
func sideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
optional func sideBarWillDeinitialize()
}
//this class sets up the actual sidebar.
class SideBar: NSObject, SidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let sideBarTableViewTopInset:CGFloat = 25.0
let sideBarContainerView:UIView = UIView()
let sideBarTableViewController:SidebarTableViewController = SidebarTableViewController()
var originView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:SideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(sourceView: UIView, menuItems: Array<String>, menuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
originView = sourceView
sideBarTableViewController.tableData = menuItems
sideBarTableViewController.imageData = menuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: originView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
sideBarContainerView.frame = CGRectMake(-barWidth, originView.frame.origin.y + 45, barWidth, originView.frame.size.height)
//setting up the color of the sidebar.
sideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
sideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
originView.addSubview(sideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = sideBarContainerView.bounds
sideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
sideBarTableViewController.delegate = self
sideBarTableViewController.tableView.frame = sideBarContainerView.bounds
sideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
sideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
sideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
sideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
sideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: sideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the sideBarTableViewController.
sideBarTableViewController.tableView.reloadData()
sideBarContainerView.addSubview(sideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? 0.5 : -0.5
let magnitude:CGFloat = (shouldOpen) ? 20 : -20
let boundaryX:CGFloat = (shouldOpen) ? barWidth : -barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [sideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [sideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, originView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [sideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [sideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func sidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.sideBarDidSelectButtonAtIndex(indexPath.row)
}
}
This is the right SideBar:NSObject that will eventually initialize the right menu.
import UIKit
#objc protocol RightSideBarDelegate {
func rightSideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
}
class RightSideBar: NSObject, RightSidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let rightSideBarTableViewTopInset:CGFloat = 25.0
let rightSideBarContainerView:UIView = UIView()
let rightSideBarTableViewController:RightSidebarTableViewController = RightSidebarTableViewController()
var rightOriginView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:RightSideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(rightSourceView: UIView, rightMenuItems: Array<String>, rightMenuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
rightOriginView = rightSourceView
rightSideBarTableViewController.rightTableData = rightMenuItems
rightSideBarTableViewController.rightImageData = rightMenuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: rightOriginView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
rightSideBarContainerView.frame = CGRectMake(rightOriginView.frame.size.width + barWidth , rightOriginView.frame.origin.y + 45, barWidth, rightOriginView.frame.size.height)
//setting up the color of the sidebar.
rightSideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
rightSideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
rightOriginView.addSubview(rightSideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = rightSideBarContainerView.bounds
rightSideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
rightSideBarTableViewController.delegate = self
rightSideBarTableViewController.tableView.frame = rightSideBarContainerView.bounds
rightSideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
rightSideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
rightSideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
rightSideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
rightSideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: rightSideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the rightSideBarTableViewController.
rightSideBarTableViewController.tableView.reloadData()
rightSideBarContainerView.addSubview(rightSideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? -0.5 : 0.5
let magnitude:CGFloat = (shouldOpen) ? -20 : 20
let boundaryX:CGFloat = (shouldOpen) ? -barWidth : barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [rightSideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [rightSideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, rightOriginView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [rightSideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [rightSideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.rightSideBarDidSelectButtonAtIndex(indexPath.row)
}
}
Finally this is my current code for the DoubleMenuViewController. Something happens when I segue to the DoubleMenuViewController to break the menus. The menus won't even load. However, if I'm in a SingleMenuViewController that only calls SideBar:NSObject then the code will work so long as I'm only calling one menu. In this DoubleMenuViewController, I have the initialization section commented out for the RightSideBar class because I'm working on a solution. I know this code for this ViewController is garbled. I'm trying everything I can think of. See my remarks after the code to see what I've tried:
import UIKit
class DoubleMenuViewController: UIViewController, SideBarDelegate, RightSideBarDelegate {
var sideBar:SideBar?
var ondemandSideBar:SideBar {
get {
if sideBar == nil {
//setting up the menu items for the sidebar.
sideBar = SideBar(sourceView: self.view, menuItems: ["Home", "Share", "About", "Help"], menuImages: [homeImage!, shareImage!, aboutImage!, helpImage!])
sideBar!.delegate = self
SideBar.new()
}
return sideBar!
}
}
//initializes the "RightSideBar"
var rightSideBar:RightSideBar?
var ondemandRightSideBar:RightSideBar {
get {
if rightSideBar == nil {
rightSideBar = RightSideBar(rightSourceView: self.view, rightMenuItems: [//Other items], rightMenuImages: [//Other Items])
rightSideBar!.delegate = self
RightSideBar.new()
}
return rightSideBar!
}
}
var homeImage = UIImage(named: "Home")
var shareImage = UIImage(named: "Share")
var aboutImage = UIImage(named: "About")
var helpImage = UIImage(named: "Help")
#IBOutlet weak var currentMenuControl: UIBarButtonItem!
#IBAction func currentMenuDisplay(sender: AnyObject) {
if currentMenuControl.tag == 1 {
ondemandSideBar.showSideBar(true)
currentMenuControl.tag = 0
} else {
ondemandSideBar.showSideBar(false)
currentMenuControl.tag = 1
}
}
#IBOutlet weak var progressionMenuControl: UIBarButtonItem!
#IBAction func progressionMenuDisplay(sender: AnyObject) {
if progressionMenuControl.tag == 1 {
ondemandRightSideBar.showSideBar(true)
progressionMenuControl.tag = 0
} else {
ondemandRightSideBar.showSideBar(false)
progressionMenuControl.tag = 1
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func sideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
func rightSideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
}
Here's what I've tried:
I've tried altering the positioning of CGFloats since SubViews seem
to come from the left.
I've renamed all the RightSideBar variables and class names
everything to overcome a runtime confusion in instance variables and
class names. This includes renaming the initializers that you saw in
the NSObject SubClass and the target view controller.
I've tried using control flow in the viewDidLoad method with a
button tag. I took away the swipe features to show the menu and
added buttons because I thought system was struggling to deal with
the Swipes.
I've tried deinitializing in the SideBar subclass file of NSObject.
All that got me was an infinite loop that crashed the application
after login.
Then I tried ondemand initialization in the
targetViewController.....DoubleMenuViewController and
SingleMenuViewController. I returned to a working menu with buttons
in the SingleMenuViewController but it still won't show the left and
right menu in the DoubleMenuViewController.
Last I tried deinitializing the SideBar (left SideBar) and the RightSideBar in the DoubleMenuViewController. However, when I add println() functions to all my sections the debugger doesn't run the print function for me to get values of objects or even show typed states like "This". I added the print functions because I wasn't sure if I would know when deinitialization and reinitialization occurred.
It seems that my menu is initialized from the SideBar: NSObject file and the RightSideBar:NSObject file. What I mean is that my menu is being created before I hit the target view controller. This isn't a problem for me so long as I can get the compiler to initialize the SideBar and the RightSideBar in the same View Controller, but it won't do that.
I just need to be able to control both menus with swipes or button taps.
I think I have a problem with my initializers overriding each other.
However, I don't know how to fix that problem. I've read through the Swift manual and read articles on the internet. I've also searched StackOverflow.
You ask:
How do I Initialize two instances of NSObject in the same view controller?
Setting aside why you're dealing with NSObject at all (in Objective-C all classes have to subclass from NSObject ultimately, in Swift that's no longer the case), if you want to instantiate two objects, you simply have to have one property for each.
If these are lazily instantiated, as your code snippet suggests, then you have to identify where that lazily instantiated property is referenced (e.g. you might trigger it from a "swipe from edge" gesture) or what have you. Set a breakpoint in the code that references that lazily instantiated property and make sure you're getting there at all.
--
I had some observations on one of your code snippets. You say that you're instantiating your side bar like so:
var sideBar : SideBar?
var ondemandSideBar : SideBar {
get {
if sideBar == nil {
sideBar = SideBar(sourceView, menuItems, menuImage etc.)
sideBar!.delegate
SideBar.new()
}
}
}
I don't think that's what you're really doing because you're not setting the delegate, you're both instantiating the SideBar as well as calling new (which you shouldn't be doing from Swift), you're not returning a value, etc.
Also, that pattern of having a stored property that is instantiated by some computed property has a certain Objective-C je ne sais quoi. I'm inferring that you want a lazily instantiated property. If that's the case, I'd be inclined to use a single lazy stored property. And I'd then set that property lazily using a closure:
I'd expect something like this pattern
protocol SideBarDelegate : class { // specify class so we can use `weak` reference
func didChooseMenuItem(sender: SideBar, item: Int)
}
class SideBar {
weak var delegate: SideBarDelegate? // make sure this is weak to avoid strong reference cycle
}
class ViewController: UIViewController, SideBarDelegate {
lazy var sideBar: SideBar = {
let _sideBar = SideBar(sourceView, menuItems, menuImage, etc.)
_sideBar.delegate = self
return _sideBar
}()
func didChooseMenuItem(sender: SideBar, item: Int) {
// handle it here
}
// etc.
}
This way, the sideBar won't be instantiated until you reference sideBar somewhere in your code, but when you do, it will be instantiated with the code inside that closure.

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