Saving Y position of UIViewSubclass Does not Have member Named Error - ios

Im trying save the position of a UIView subclass that is moved via a pan gesture recogniser and needs to stay in that position
The UIView Subclass MoveSection
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
var panGesture = UIPanGestureRecognizer(target: self, action:Selector("reposition:"))
self.addGestureRecognizer(panGesture)
let yPosition = self.frame.origin.y
}
func reposition(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self)
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)
if recognizer.state == UIGestureRecognizerState.Ended {
//Center view
self.center.x = self.bounds.width/2
}
}
Save position in class
class ViewController
#IBOutlet var reorderSectionOne: MoveSection!
let positionDefaults = NSUserDefaults()
positionDefaults.setObject(NSStringFromCGPoint(self.reorderSectionOne.yPosition), forKey: "pointPositionSectionOne")
positionDefaults.synchronize()
Error: Does not have member named yPosition

You need to move the declaration of yPosition from inside init(coder:) to just inside your UIView subclass. Also, yPosition is a CGFloat, not a CGPoint. So I used a different instance variable, called savedCenter, to save the position as an actual CGPoint. I've refactored your code and implemented the changes below.
class MoveableView: UIView {
var savedYPosition: CGFloat!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
let panRecognizer = UIPanGestureRecognizer(target: self, action:"reposition:")
self.addGestureRecognizer(panRecognizer)
self.savedYPosition = CGRectGetMinY(self.frame)
}
func reposition(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self)
if let view = recognizer.view {
view.center = CGPointMake(view.center.x + translation.x, view.center.y + translation.y)
}
recognizer.setTranslation(CGPointZero, inView: self)
if recognizer.state == .Ended {
// center view
self.center.x = CGRectGetWidth(self.bounds) / 2.0
}
}
}
And then you would put the following in your ViewController class
func savePosition() {
let defaults = NSUserDefaults()
defaults.setFloat(Float(self.reorderSectionOne.savedYPosition), forKey: "yPositionSectionOne")
defaults.synchronize()
}
Note that I assumed your UIView subclass was named MoveableView.

Related

Sluggish response from custom slider

I am trying to create a custom slider that uses a UIButton as the thumb. Since I can't seem to find a way to use a UIView as the thumb in a slider, I decided to build a custom one. However, when I run it, the thumb is sluggish to respond on the initial drag. The following is the code so far. The gif below is running slower than actual speed but illustrates the point.
import Foundation
import UIKit
class CustomSlider: UIView, UIGestureRecognizerDelegate {
let buttonView = UIButton()
var minimumPosition = CGPoint()
var maximumPosition = CGPoint()
var originalCenter = CGPoint()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() {
// add a pan recognizer
let recognizer = UIPanGestureRecognizer(target: self, action: #selector(handlePan(recognizer:)))
recognizer.delegate = self
addGestureRecognizer(recognizer)
backgroundColor = UIColor.green
buttonView.frame = CGRect(x: 0, y: 0, width: bounds.height, height: bounds.height)
buttonView.backgroundColor = UIColor.purple
self.addSubview(buttonView)
minimumPosition = CGPoint(x:buttonView.frame.width / 2, y: 0)
maximumPosition = CGPoint(x: bounds.width - buttonView.frame.width / 2, y: 0)
}
#objc func handlePan(recognizer: UIPanGestureRecognizer) {
if recognizer.state == .began {
originalCenter = buttonView.center
}
if recognizer.state == .changed {
let translation = recognizer.translation(in: self)
let newX = originalCenter.x + translation.x
buttonView.center = CGPoint(x: min(maximumPosition.x, max(minimumPosition.x, newX)), y: buttonView.frame.midY)
}
}
}
To make it look smoother, you should reset the translation of the pan and just add it continuously to the center offset:
#objc func handlePan(recognizer: UIPanGestureRecognizer) {
if recognizer.state == .began {
// originalCenter = buttonView.center
}
if recognizer.state == .changed {
originalCenter = buttonView.center
let translation = recognizer.translation(in: self)
let newX = originalCenter.x + translation.x
buttonView.center = CGPoint(x: min(maximumPosition.x, max(minimumPosition.x, newX)), y: buttonView.frame.midY)
recognizer.setTranslation(.zero, in: self)
}
}
Also, for making a custom control, you can check out this tutorial:
https://www.sitepoint.com/wicked-ios-range-slider-part-one/
It might be old and in objective-c, but it gives the general idea of overriding UIControl, handling touches and creating a custom control - which you can also extend with #IBDesignable and #IBInspectable.
Hope it helps.
Finally figured it out. It only happens in the iPhone XR simulator. Tried the iPhone XS, among others, and they were smooth as glass.

Draggable UIView Swift 3

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)
}
}

How do I get my backgroundImageView to be draggable instead of main view

class PhotoViewController: UIViewController {
override var prefersStatusBarHidden: Bool {
return true
}
private var backgroundImage: UIImage
init(image: UIImage) {
self.backgroundImage = image
super.init(nibName: nil, bundle: nil)
print(image)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor.gray
let backgroundImageView = UIImageView(frame: view.frame)
backgroundImageView.image = backgroundImage
backgroundImageView.isUserInteractionEnabled = true
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGestureRecognizerAction(_:)))
backgroundImageView.addGestureRecognizer(panGestureRecognizer)
view.addSubview(backgroundImageView)
}
func panGestureRecognizerAction(_ gesture: UIPanGestureRecognizer){
let translation = gesture.translation(in: view)
view.frame.origin.y = translation.y
if gesture.state == .ended{
let velocity = gesture.velocity(in: view)
if velocity.y > 1500{
UIView.animate(withDuration: 0.5, animations: {
self.dismiss(animated: true, completion: nil)
})
} else{
UIView.animate(withDuration: 0.3, animations: {
self.view.frame.origin = CGPoint(x: 0, y: 0)
})
}
}
}
My entire view moves and reveals a black background behind it. How do i get the backgroundImageView to move instead? I am trying to display a view underneath. If any other info is required please let me know.
In your panGestureRecognizerAction you are asking it to move view, which is the view of your viewController. Instead, use the view assigned to the gestureRecognizer by saying:
if let bgImage = gesture.view {
bgImage.frame.origin.y = translation.y
}
gesture.view is an optional, which is why I check it first. You could also say gesture.view?.frame.origin.y = translation.y and that'd work just fine too.

Drag behaviour wrong after UIView transformation

I have a custom DraggableView that subclasses UIImageView. I take a photo with the camera, add the resulting UIImage to a DraggableView and then I can happily drag it around the screen, as intended.
Now, if the original photo was taken in landscape, I rotate it using:
if (image?.size.width > image?.size.height)
{
self.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2))
}
When I apply this transformation, the drag behaviour still works, but the directions are all wrong - if I drag left, the image moves up, not left. If I drag up, the image moves right, not up.
How do I fix this? I guess it is something to do with the UIPanGestureRecognizer being bound to the non-transformed view?
Edit: Current UIPanGestureRecognizer handler:
func onPhotoDrag(recognizer: UIPanGestureRecognizer?)
{
let translation = recognizer!.translationInView(recognizer?.view)
recognizer!.view!.center = CGPointMake(recognizer!.view!.center.x
+ translation.x, recognizer!.view!.center.y + translation.y);
recognizer?.setTranslation(CGPointZero, inView: recognizer?.view)
if (recognizer!.state == UIGestureRecognizerState.Ended)
{
let velocity = recognizer!.velocityInView(recognizer?.view)
let magnitude = sqrt((velocity.x * velocity.x)
+ (velocity.y * velocity.y))
let slideMult = magnitude / 300;
let slideFactor = 0.1 * slideMult;
let finalPoint = CGPointMake(recognizer!.view!.center.x
+ (velocity.x * slideFactor),
recognizer!.view!.center.y + (velocity.y * slideFactor));
// Animate the drag, and allow the drag delegate to do its work
DraggableView.animateWithDuration(Double(slideFactor),
delay: 0, options: UIViewAnimationOptions.CurveEaseOut,
animations: { recognizer?.view?.center = finalPoint },
completion: {(_) -> Void in self.dragDelegate?.onDragEnd(self)})
} // if: gesture ended
}
Update:
Thanks for posting your code. I pasted your code into my DraggableImageView and reproduced your problem. Although my version was handling the rotated view (without the animation), yours was going sideways.
The difference is that my code asks for the translationInView in the superview of the draggable view. You need to ask for the translationInView and velocityInView in the superview of your draggable view.
Change this line:
let translation = recognizer!.translationInView(recognizer?.view)
to:
let translation = recognizer!.translationInView(recognizer?.view?.superview)
and change this:
let velocity = recognizer!.velocityInView(recognizer?.view)
to:
let velocity = recognizer!.velocityInView(recognizer?.view?.superview)
and all will be happy.
Previous Answer:
Try this version:
class DraggableImageView: UIImageView {
override var image: UIImage? {
didSet {
if (image?.size.width > image?.size.height)
{
self.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2))
}
}
}
override init(frame: CGRect) {
super.init(frame: frame)
self.setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.setup()
}
func setup() {
self.userInteractionEnabled = true
let panGestureRecognizer = UIPanGestureRecognizer()
panGestureRecognizer.addTarget(self, action: #selector(draggedView(_:)))
self.addGestureRecognizer(panGestureRecognizer)
}
func moveByDeltaX(deltaX: CGFloat, deltaY: CGFloat) {
self.center.x += deltaX
self.center.y += deltaY
}
func draggedView(sender:UIPanGestureRecognizer) {
if let dragView = sender.view as? DraggableImageView, superview = dragView.superview {
superview.bringSubviewToFront(dragView)
let translation = sender.translationInView(superview)
sender.setTranslation(CGPointZero, inView: superview)
dragView.moveByDeltaX(translation.x, deltaY: translation.y)
}
}
}
Use example:
override func viewDidLoad() {
super.viewDidLoad()
let dragView = DraggableImageView(frame: CGRect(x: 50, y: 50, width: 96, height: 128))
dragView.image = UIImage(named: "landscapeImage.png")
self.view.addSubview(dragView)
}

How do I add a drag up menu to my app (similar to the control center except it covers up the whole screen)?

The following code is meant to cause a view that is hidden below the main view to be able to be dragged from the bottom of the screen completely over the main view. For some reason, the code below does absolutely nothing. Any suggestions are highly appreciated. Thanks!
import UIKit
class ControlMenuView: FXBlurView {
var animator:UIDynamicAnimator!
var container:UICollisionBehavior!
var snap: UISnapBehavior!
var dynamicItem: UIDynamicItemBehavior!
var gravity:UIGravityBehavior!
var panGestureRecognizer: UIPanGestureRecognizer!
func setup () {
panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(ControlMenuView.handlePan(_:)))
panGestureRecognizer.cancelsTouchesInView = false
self.addGestureRecognizer(panGestureRecognizer)
animator = UIDynamicAnimator(referenceView: self.superview!)
dynamicItem = UIDynamicItemBehavior(items: [self])
dynamicItem.allowsRotation = false
dynamicItem.elasticity = 0
gravity = UIGravityBehavior(items: [self])
gravity.gravityDirection = CGVectorMake(0, -1)
container = UICollisionBehavior(items: [self])
configureContainer()
animator.addBehavior(gravity)
animator.addBehavior(dynamicItem)
animator.addBehavior(container)
}
func configureContainer (){
let boundaryWidth = UIScreen.mainScreen().bounds.size.width
container.addBoundaryWithIdentifier("upper", fromPoint: CGPointMake(0, self.frame.size.height), toPoint: CGPointMake(boundaryWidth, self.frame.size.height))
let boundaryHeight = UIScreen.mainScreen().bounds.size.height
container.addBoundaryWithIdentifier("lower", fromPoint: CGPointMake(0, boundaryHeight), toPoint: CGPointMake(boundaryWidth, boundaryHeight))
}
func handlePan (pan:UIPanGestureRecognizer){
let velocity = pan.velocityInView(self.superview).y
var movement = self.frame
movement.origin.x = 0
movement.origin.y = movement.origin.y + (velocity * 0.05)
if pan.state == .Ended {
panGestureEnded()
}else if pan.state == .Began {
snapToTop()
}else{
animator.removeBehavior(snap)
snap = UISnapBehavior(item: self, snapToPoint: CGPointMake(CGRectGetMidX(movement), CGRectGetMidY(movement)))
animator.addBehavior(snap)
}
}
func panGestureEnded () {
animator.removeBehavior(snap)
let velocity = dynamicItem.linearVelocityForItem(self)
if fabsf(Float(velocity.y)) > 250 {
if velocity.y < 0 {
snapToBottom()
}else{
snapToTop()
}
}else{
if let superViewHeigt = self.superview?.bounds.size.height {
if self.frame.origin.y > superViewHeigt / 2 {
snapToTop()
}else{
snapToBottom()
}
}
}
}
func snapToBottom() {
gravity.gravityDirection = CGVectorMake(0, 2.5)
}
func snapToTop(){
gravity.gravityDirection = CGVectorMake(0, -2.5)
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func drawRect(rect: CGRect) {
// Drawing code
}
*/
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
self.tintColor = UIColor.clearColor()
}
}
The following code is meant to cause a view that is hidden below the
main view to be able to be dragged from the bottom of the screen
completely over the main view.
You mention that the view is "hidden below the main view." Have you checked to see if the pan gesture target selector is even being called?

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