How to implement range slider in Swift - ios

I'm trying to implement Range Slider and I used custom control called NMRangeSlider.
But when I use it, the slider doesn't appear at all. Could it be also because it's all written in Objective-C?
This is how I've currently implemented it:
var rangeSlider = NMRangeSlider(frame: CGRectMake(16, 6, 275, 34))
rangeSlider.lowerValue = 0.54
rangeSlider.upperValue = 0.94
self.view.addSubview(rangeSlider)

To create a custom Range Slider I found a good solution here: range finder tutorial iOS 8 but I needed this in swift 3 for my project. I updated this for Swift 3 iOS 10 here:
in your main view controller add this to viewDidLayOut to show a range slider.
override func viewDidLayoutSubviews() {
let margin: CGFloat = 20.0
let width = view.bounds.width - 2.0 * margin
rangeSlider.frame = CGRect(x: margin, y: margin + topLayoutGuide.length + 170, width: width, height: 31.0)
}
create the helper function to print slider output below viewDidLayoutSubviews()
func rangeSliderValueChanged() { //rangeSlider: RangeSlider
print("Range slider value changed: \(rangeSlider.lowerValue) \(rangeSlider.upperValue) ")//(\(rangeSlider.lowerValue) \(rangeSlider.upperValue))
}
Create the file RangeSlider.swift and add this to it:
import UIKit
import QuartzCore
class RangeSlider: UIControl {
var minimumValue = 0.0
var maximumValue = 1.0
var lowerValue = 0.2
var upperValue = 0.8
let trackLayer = RangeSliderTrackLayer()//= CALayer() defined in RangeSliderTrackLayer.swift
let lowerThumbLayer = RangeSliderThumbLayer()//CALayer()
let upperThumbLayer = RangeSliderThumbLayer()//CALayer()
var previousLocation = CGPoint()
var trackTintColor = UIColor(white: 0.9, alpha: 1.0)
var trackHighlightTintColor = UIColor(red: 0.0, green: 0.45, blue: 0.94, alpha: 1.0)
var thumbTintColor = UIColor.white
var curvaceousness : CGFloat = 1.0
var thumbWidth: CGFloat {
return CGFloat(bounds.height)
}
override init(frame: CGRect) {
super.init(frame: frame)
trackLayer.rangeSlider = self
trackLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(trackLayer)
lowerThumbLayer.rangeSlider = self
lowerThumbLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(lowerThumbLayer)
upperThumbLayer.rangeSlider = self
upperThumbLayer.contentsScale = UIScreen.main.scale
layer.addSublayer(upperThumbLayer)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
func updateLayerFrames() {
trackLayer.frame = bounds.insetBy(dx: 0.0, dy: bounds.height / 3)
trackLayer.setNeedsDisplay()
let lowerThumbCenter = CGFloat(positionForValue(value: lowerValue))
lowerThumbLayer.frame = CGRect(x: lowerThumbCenter - thumbWidth / 2.0, y: 0.0,
width: thumbWidth, height: thumbWidth)
lowerThumbLayer.setNeedsDisplay()
let upperThumbCenter = CGFloat(positionForValue(value: upperValue))
upperThumbLayer.frame = CGRect(x: upperThumbCenter - thumbWidth / 2.0, y: 0.0,
width: thumbWidth, height: thumbWidth)
upperThumbLayer.setNeedsDisplay()
}
func positionForValue(value: Double) -> Double {
return Double(bounds.width - thumbWidth) * (value - minimumValue) /
(maximumValue - minimumValue) + Double(thumbWidth / 2.0)
}
override var frame: CGRect {
didSet {
updateLayerFrames()
}
}
override func beginTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
previousLocation = touch.location(in: self)
// Hit test the thumb layers
if lowerThumbLayer.frame.contains(previousLocation) {
lowerThumbLayer.highlighted = true
} else if upperThumbLayer.frame.contains(previousLocation) {
upperThumbLayer.highlighted = true
}
return lowerThumbLayer.highlighted || upperThumbLayer.highlighted
}
func boundValue(value: Double, toLowerValue lowerValue: Double, upperValue: Double) -> Double {
return min(max(value, lowerValue), upperValue)
}
override func continueTracking(_ touch: UITouch, with event: UIEvent?) -> Bool {
let location = touch.location(in: self)
// 1. Determine by how much the user has dragged
let deltaLocation = Double(location.x - previousLocation.x)
let deltaValue = (maximumValue - minimumValue) * deltaLocation / Double(bounds.width - thumbWidth)
previousLocation = location
// 2. Update the values
if lowerThumbLayer.highlighted {
lowerValue += deltaValue
lowerValue = boundValue(value: lowerValue, toLowerValue: minimumValue, upperValue: upperValue)
} else if upperThumbLayer.highlighted {
upperValue += deltaValue
upperValue = boundValue(value: upperValue, toLowerValue: lowerValue, upperValue: maximumValue)
}
// 3. Update the UI
CATransaction.begin()
CATransaction.setDisableActions(true)
updateLayerFrames()
CATransaction.commit()
sendActions(for: .valueChanged)
return true
}
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
lowerThumbLayer.highlighted = false
upperThumbLayer.highlighted = false
}
}
Next add the thumb layer subclass file RangeSliderThumbLayer.swift and add this to it:
import UIKit
class RangeSliderThumbLayer: CALayer {
var highlighted = false
weak var rangeSlider: RangeSlider?
override func draw(in ctx: CGContext) {
if let slider = rangeSlider {
let thumbFrame = bounds.insetBy(dx: 2.0, dy: 2.0)
let cornerRadius = thumbFrame.height * slider.curvaceousness / 2.0
let thumbPath = UIBezierPath(roundedRect: thumbFrame, cornerRadius: cornerRadius)
// Fill - with a subtle shadow
let shadowColor = UIColor.gray
ctx.setShadow(offset: CGSize(width: 0.0, height: 1.0), blur: 1.0, color: shadowColor.cgColor)
ctx.setFillColor(slider.thumbTintColor.cgColor)
ctx.addPath(thumbPath.cgPath)
ctx.fillPath()
// Outline
ctx.setStrokeColor(shadowColor.cgColor)
ctx.setLineWidth(0.5)
ctx.addPath(thumbPath.cgPath)
ctx.strokePath()
if highlighted {
ctx.setFillColor(UIColor(white: 0.0, alpha: 0.1).cgColor)
ctx.addPath(thumbPath.cgPath)
ctx.fillPath()
}
}
}
}
Finally add the track layer subclass file RangeSliderTrackLayer.swift and add the following to it:
import Foundation
import UIKit
import QuartzCore
class RangeSliderTrackLayer: CALayer {
weak var rangeSlider: RangeSlider?
override func draw(in ctx: CGContext) {
if let slider = rangeSlider {
// Clip
let cornerRadius = bounds.height * slider.curvaceousness / 2.0
let path = UIBezierPath(roundedRect: bounds, cornerRadius: cornerRadius)
ctx.addPath(path.cgPath)
// Fill the track
ctx.setFillColor(slider.trackTintColor.cgColor)
ctx.addPath(path.cgPath)
ctx.fillPath()
// Fill the highlighted range
ctx.setFillColor(slider.trackHighlightTintColor.cgColor)
let lowerValuePosition = CGFloat(slider.positionForValue(value: slider.lowerValue))
let upperValuePosition = CGFloat(slider.positionForValue(value: slider.upperValue))
let rect = CGRect(x: lowerValuePosition, y: 0.0, width: upperValuePosition - lowerValuePosition, height: bounds.height)
ctx.fill(rect)
}
}
}
Build Run and Get:

UPDATE:
It did not show to me, because it was all white. So the solution, without using any other framework and sticking with this one - you need to set all the views for all the components and then it will display well:
I have tried to import it in Swift as I used it before in Objective-C code, but without any luck. If I set everything properly and add it either in viewDidLoad() or viewDidAppear(), nothing gets displayed. One thing is worth mentioning, though - when I enter View Debug Hierarchy, the slider actually is there on the canvas:
But it's simply not rendered with all the colors that I did set before adding in it to the view. For the record - this is the code I used:
override func viewDidAppear(animated: Bool) {
var rangeSlider = NMRangeSlider(frame: CGRectMake(50, 50, 275, 34))
rangeSlider.lowerValue = 0.54
rangeSlider.upperValue = 0.94
let range = 10.0
let oneStep = 1.0 / range
let minRange: Float = 0.05
rangeSlider.minimumRange = minRange
let bgImage = UIView(frame: rangeSlider.frame)
bgImage.backgroundColor = .greenColor()
rangeSlider.trackImage = bgImage.pb_takeSnapshot()
let trackView = UIView(frame: CGRectMake(0, 0, rangeSlider.frame.size.width, 29))
trackView.backgroundColor = .whiteColor()
trackView.opaque = false
trackView.alpha = 0.3
rangeSlider.trackImage = UIImage(named: "")
let lowerThumb = UIView(frame: CGRectMake(0, 0, 8, 29))
lowerThumb.backgroundColor = .whiteColor()
let lowerThumbHigh = UIView(frame: CGRectMake(0, 0, 8, 29))
lowerThumbHigh.backgroundColor = UIColor.blueColor()
rangeSlider.lowerHandleImageNormal = lowerThumb.pb_takeSnapshot()
rangeSlider.lowerHandleImageHighlighted = lowerThumbHigh.pb_takeSnapshot()
rangeSlider.upperHandleImageNormal = lowerThumb.pb_takeSnapshot()
rangeSlider.upperHandleImageHighlighted = lowerThumbHigh.pb_takeSnapshot()
self.view.addSubview(rangeSlider)
self.view.backgroundColor = .lightGrayColor()
}
Using the method for capturing the UIView as UIImage mentioned in this question:
extension UIView {
func pb_takeSnapshot() -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, UIScreen.mainScreen().scale)
drawViewHierarchyInRect(self.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Other solution:
You can also try sgwilly/RangeSlider instead, it's written in Swift and therefore you won't even need a Bridging Header.

try this code :
override func viewDidLayoutSubviews() {
let margin: CGFloat = 20.0
let width = view.bounds.width - 2.0 * margin
rangeSlider.frame = CGRect(x: margin, y: margin + topLayoutGuide.length,
width: width, height: 31.0)
}

I implemented the range slider using :
https://github.com/Zengzhihui/RangeSlider
In the GZRangeSlider class, there is a method called :
private func setLabelText()
In that method, just put :
leftTextLayer.frame = CGRectMake(leftHandleLayer.frame.minX - 0.5 * (kTextWidth - leftHandleLayer.frame.width), leftHandleLayer.frame.minY - kTextHeight, kTextWidth, kTextHeight)
rightTextLayer.frame = CGRectMake(rightHandleLayer.frame.minX - 0.5 * (kTextWidth - leftHandleLayer.frame.width), leftTextLayer.frame.minY, kTextWidth, kTextHeight)
to animate the lower and upper labels..
This one is working well for me and its in swift.. just try it..

Related

class is not working correctly after swift 3 conversion [duplicate]

This question already has answers here:
UIColor not working with RGBA values
(6 answers)
Closed 6 years ago.
my class (UIView) is not working after Xcode 8.1's swift 3 conversion i have no idea whats wrong here , this class is a progress view which is looking fine after conversion but my progress is not visible here's my class after the conversion :
class CircularLoaderView: UIView, CAAnimationDelegate {
let circlePathLayer = CAShapeLayer()
let circleRadius: CGFloat = 60.0
let innerCirclePathLayer = CAShapeLayer()
let innerCircleRadius: CGFloat = 60.0
override init(frame: CGRect) {
super.init(frame: frame)
configure()
innerConfigure()
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
configure()
innerConfigure()
}
func configure() {
circlePathLayer.frame = bounds
circlePathLayer.lineWidth = 10
circlePathLayer.fillColor = UIColor.clear.cgColor
circlePathLayer.strokeColor = UIColor.darkGray.cgColor
layer.addSublayer(circlePathLayer)
backgroundColor = UIColor.clear
progress = 0
}
func innerConfigure() {
innerCirclePathLayer.frame = bounds
innerCirclePathLayer.lineWidth = 10
innerCirclePathLayer.fillColor = UIColor.clear.cgColor
innerCirclePathLayer.strokeColor = UIColor(red: 100, green: 60, blue: 70, alpha: 0.2).cgColor
layer.addSublayer(innerCirclePathLayer)
backgroundColor = UIColor.clear
}
func innerCircleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*innerCircleRadius, height: 2*innerCircleRadius)
circleFrame.origin.x = innerCirclePathLayer.bounds.midX - circleFrame.midX
circleFrame.origin.y = innerCirclePathLayer.bounds.midY - circleFrame.midY
return circleFrame
}
func innerCirclePath() -> UIBezierPath {
return UIBezierPath(ovalIn: innerCircleFrame())
}
func circleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*circleRadius, height: 2*circleRadius)
circleFrame.origin.x = circlePathLayer.bounds.midX - circleFrame.midX
circleFrame.origin.y = circlePathLayer.bounds.midY - circleFrame.midY
return circleFrame
}
func circlePath() -> UIBezierPath {
return UIBezierPath(ovalIn: circleFrame())
}
override func layoutSubviews() {
super.layoutSubviews()
circlePathLayer.frame = bounds
circlePathLayer.path = circlePath().cgPath
innerCirclePathLayer.frame = bounds
innerCirclePathLayer.path = innerCirclePath().cgPath
}
var progress: CGFloat {
get {
return circlePathLayer.strokeEnd
}
set {
if (newValue > 1) {
circlePathLayer.strokeEnd = 1
} else if (newValue < 0) {
circlePathLayer.strokeEnd = 0
} else {
circlePathLayer.strokeEnd = newValue
}
}
}
func reveal() {
// 1
backgroundColor = UIColor.clear
progress = 1
// 2
circlePathLayer.removeAnimation(forKey: "strokeEnd")
// 3
circlePathLayer.removeFromSuperlayer()
superview?.layer.mask = circlePathLayer
// 1
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let finalRadius = sqrt((center.x*center.x) + (center.y*center.y))
let radiusInset = finalRadius - circleRadius
let outerRect = circleFrame().insetBy(dx: -radiusInset, dy: -radiusInset)
let toPath = UIBezierPath(ovalIn: outerRect).cgPath
// 2
let fromPath = circlePathLayer.path
let fromLineWidth = circlePathLayer.lineWidth
// 3
CATransaction.begin()
CATransaction.setValue(kCFBooleanTrue, forKey: kCATransactionDisableActions)
circlePathLayer.lineWidth = 2*finalRadius
circlePathLayer.path = toPath
CATransaction.commit()
// 4
let lineWidthAnimation = CABasicAnimation(keyPath: "lineWidth")
lineWidthAnimation.fromValue = fromLineWidth
lineWidthAnimation.toValue = 2*finalRadius
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.fromValue = fromPath
pathAnimation.toValue = toPath
// 5
let groupAnimation = CAAnimationGroup()
groupAnimation.duration = 1
groupAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
groupAnimation.animations = [pathAnimation, lineWidthAnimation]
groupAnimation.delegate = self
circlePathLayer.add(groupAnimation, forKey: "strokeWidth")
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
superview?.layer.mask = nil
}
}
this is how i'm setting the progress :
cell.loaderView?.progress = CGFloat(receivedSize)/CGFloat(expectedSize)
still its not showing any progress , anyone have any clue whats wrong here then let me know
You haven't specify what exactly not working, but when I test your code it showing progress the only thing is not working was it is not showing me the innerCirclePathLayer because you have not divide your RGB color with 255 because init(red:green:blue:alpha:) accept values between 0.0 to 1.0 and values above 1.0 are interpreted as 1.0. So try once dividing RGB to 255.
innerCirclePathLayer.strokeColor = UIColor(red: 100/255.0, green: 60/255.0, blue: 70/255.0, alpha: 0.2).cgColor

Force custom view to redraw (or invalidate) using a timer

I've created a custom widget, which is animated. Now my problem is that I can't redraw the view, when the corresponding data gets updated.
Just don't hold anything against me in the code. This is my first piece of code in swift and I haven't worked with neither swift nor with Objective-C :-D
And also I've read the following questions, but they didn't help me:
How to force a view to render itself?
what-is-the-most-robust-way-to-force-a-uiview-to-redraw
p.s. : I can see the output of print(digit.phase) in the console.
p.s.s: I've also used performSelectorOnMainThread for calling the setNeedsDisplay function
The code:
import UIKit
struct Digit {
var targetDigit: Int
var currentDigit: Int
var phase: Float
}
#IBDesignable class RollerCounter: UIView {
var view: UIView!
var viewRect: CGRect!
var intNumber: Int
var digits = [Digit]()
let baseY = 20
var timer: NSTimer?
#IBInspectable var number: Int {
get {
return intNumber
}
set(number) {
intNumber = number
digits = []
var tempNumber:Int = intNumber
while tempNumber > 0 {
digits.append(Digit(targetDigit: tempNumber % 10, currentDigit: Int(rand()) % 10, phase: 0.0))
tempNumber /= 10
}
}
}
//init
override init(frame: CGRect) {
// set properties:
intNumber = 1111
super.init(frame: frame)
// setup the thing!
setup()
}
required init?(coder aDecoder: NSCoder) {
intNumber = 1111
super.init(coder: aDecoder)
// setup the thing
setup()
}
// Inital setup
func setup() {
let viewRect = CGRect(x: 0, y: 0, width: 280, height: 40)
view = UIView(frame: viewRect)
view.frame = bounds
view.autoresizingMask = [.FlexibleWidth, .FlexibleHeight]
addSubview(view)
self.setNeedsDisplay()
backgroundColor = UIColor(red: 1, green: 1, blue: 1, alpha: 0.0)
}
func animate() {
timer = NSTimer.scheduledTimerWithTimeInterval(0.016, target: self, selector: Selector("tick"), userInfo: nil, repeats: true)
}
func tick() {
for var digit in digits {
digit.phase += Float(rand() % 100) / 100
print(digit.phase)
}
setNeedsDisplay()
//TEST: Also tested this
// if let rect = viewRect {
// drawRect(rect)
// } else {
// viewRect = CGRect(x: 0, y: 0, width: 280, height: 40)
// drawRect(viewRect
// }
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func drawRect(rect: CGRect) {
// Drawing code
var tempNumber: Int = number
let strTempNumber = String(tempNumber)
var index: Int = 1
let width = Float(rect.width)
let charWidth: Float = Float(rect.width) / Float(strTempNumber.characters.count)
let charHeight: CGFloat = 36
let color = UIColor.blackColor()
let font: UIFont = UIFont(name: "Helvetica Neue", size: charHeight)!
let paraStyle = NSMutableParagraphStyle()
paraStyle.lineSpacing = 6.0
let skew = 0.1
let textAttribs = [
NSForegroundColorAttributeName: color,
NSParagraphStyleAttributeName: paraStyle,
NSObliquenessAttributeName: skew,
NSFontAttributeName: font
]
for digit in digits {
let strCurrentDigit: NSString = String(digit.currentDigit) as NSString
let strNextDigit: NSString = String(digit.currentDigit - 1) as NSString
let xPos = width - Float(index) * charWidth
let yPos = Float(baseY) + Float(charHeight) * digit.phase
let point: CGPoint = CGPoint(x: Int(xPos), y: Int(yPos))
strCurrentDigit.drawAtPoint(point, withAttributes: textAttribs)
let nextDigitYPos = yPos - Float(charHeight) * 1.2
let nextDigitPoint: CGPoint = CGPoint(x: Int(xPos), y: Int(nextDigitYPos))
strNextDigit.drawAtPoint(nextDigitPoint, withAttributes: textAttribs)
index++
tempNumber /= 10
}
}
}
Sorry folks. My bad :-(
There's nothing wrong with the invalidation system. Here's what's wrong:
for var digit in digits {
digit.phase += Float(rand() % 100) / 100
print(digit.phase)
}
As it turns out, the changes to phase only get reflected in the local digit instance inside the for loop
But just to be clear, the setNeedsDisplay() call inside the tick method is crucial for the view to be updated.

Pie Chart slices in swift

I'm trying to make a pie chart. Actually it's done, but I would like to get some values, and each value should be a slice of the pie. The only thing I could do is fill the pie with a slider. How can I make different slices with different colors for some values?
Here is my code for drawing the chart (I got here in stack) :
import UIKit
#IBDesignable class ChartView: UIView {
#IBInspectable var progress : Double = 0.0 {
didSet {
self.setNeedsDisplay()
}
}
#IBInspectable var noProgress : Double = 0.0 {
didSet {
self.setNeedsDisplay()
}
}
required init(coder aDecoder: NSCoder) {
super.init(coder:aDecoder)
self.contentMode = .Redraw
}
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
self.contentMode = .Redraw
}
override func drawRect(rect: CGRect) {
let color = UIColor.blueColor().CGColor
let lineWidth : CGFloat = 2.0
// Calculate box with insets
let margin: CGFloat = lineWidth
let box0 = CGRectInset(self.bounds, margin, margin)
let side : CGFloat = min(box0.width, box0.height)
let box = CGRectMake((self.bounds.width-side)/2, (self.bounds.height-side)/2,side,side)
let ctx = UIGraphicsGetCurrentContext()
// Draw outline
CGContextBeginPath(ctx)
CGContextSetStrokeColorWithColor(ctx, UIColor.blackColor().CGColor)
CGContextSetLineWidth(ctx, lineWidth)
CGContextAddEllipseInRect(ctx, box)
CGContextClosePath(ctx)
CGContextStrokePath(ctx)
// Draw arc
let delta : CGFloat = -CGFloat(M_PI_2)
let radius : CGFloat = min(box.width, box.height)/2.0
func prog_to_rad(p: Double) -> CGFloat {
let rad = CGFloat((p * M_PI)/180)
return rad
}
func draw_arc(s: CGFloat, e: CGFloat, color: CGColor) {
CGContextBeginPath(ctx)
CGContextMoveToPoint(ctx, box.midX, box.midY)
CGContextSetFillColorWithColor(ctx, color)
CGContextAddArc(ctx, box.midX, box.midY, radius-lineWidth/2, s, e, 0)
CGContextClosePath(ctx)
CGContextFillPath(ctx)
}
if progress > 0 {
let s = prog_to_rad(noProgress * 360/100)
let e = prog_to_rad(progress * 360/100)
draw_arc(s, e, color)
}
}
}
And here is my ViewController:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var pieChartView: ChartView!
#IBOutlet weak var slider: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func setValue(sender: UISlider) {
pieChartView.progress = Double(sender.value)
}
}
This code is from my blogpost, it uses CAShapeLayer and UIBezierPath. You can create any number of segments with whichever choice of colour you like.
extension CGFloat {
func radians() -> CGFloat {
let b = CGFloat(M_PI) * (self/180)
return b
}
}
extension UIBezierPath {
convenience init(circleSegmentCenter center:CGPoint, radius:CGFloat, startAngle:CGFloat, endAngle:CGFloat)
{
self.init()
self.moveToPoint(CGPointMake(center.x, center.y))
self.addArcWithCenter(center, radius:radius, startAngle:startAngle.radians(), endAngle: endAngle.radians(), clockwise:true)
self.closePath()
}
}
func pieChart(pieces:[(UIBezierPath, UIColor)], viewRect:CGRect) -> UIView {
var layers = [CAShapeLayer]()
for p in pieces {
let layer = CAShapeLayer()
layer.path = p.0.CGPath
layer.fillColor = p.1.CGColor
layer.strokeColor = UIColor.whiteColor().CGColor
layers.append(layer)
}
let view = UIView(frame: viewRect)
for l in layers {
view.layer.addSublayer(l)
}
return view
}
let rectSize = CGRectMake(0,0,400,400)
let centrePointOfChart = CGPointMake(CGRectGetMidX(rectSize),CGRectGetMidY(rectSize))
let radius:CGFloat = 100
let piePieces = [(UIBezierPath(circleSegmentCenter: centrePointOfChart, radius: radius, startAngle: 250, endAngle: 360),UIColor.brownColor()), (UIBezierPath(circleSegmentCenter: centrePointOfChart, radius: radius, startAngle: 0, endAngle: 200),UIColor.orangeColor()), (UIBezierPath(circleSegmentCenter: centrePointOfChart, radius: radius, startAngle: 200, endAngle: 250),UIColor.lightGrayColor())]
pieChart(piePieces, viewRect: CGRectMake(0,0,400,400))
You posted a bunch of code that appears to draw a single pie chart "slice" in a single color.
Are you saying that you don't know how to make it draw an entire pie, with slices of different sizes, and that you don't know how to make each slice a different color?
It sounds to me like you are copy/pasting code you got from somewhere and have no idea how it works. How about you walk us through what your code does and give us a clearer idea of where you're stuck?
We're not here to take your copy/paste code and modify it for you to make it meet your requirements. Sounds like custom development to me. I don't know about the other posters on this board, but I get paid for that.
As it happens I've written a development blog post that includes a sample app that generates pie charts in Swift. You can see it here:
http://wareto.com/swift-piecharts
Instead of overriding drawRect like the code you posted, it creates a CAShapeLayer that holds the pie chart. It manages a pie chart with a variable number of "slices", and will either change the arc of each slice, the radius, or both.
It is not set up to make each slice a different color. For that you'd have to modify it to use separate shape layers for each slice, which would be a fairly big structural change to the program.
It does at least show you how to draw a pie chart in Swift for iOS:
Below Code is useful for Pie Chart Slice space in swift. Check out once
import UIKit
private extension CGFloat {
/// Formats the CGFloat to a maximum of 1 decimal place.
var formattedToOneDecimalPlace : String {
let formatter = NumberFormatter()
formatter.numberStyle = .decimal
formatter.minimumFractionDigits = 0
formatter.maximumFractionDigits = 1
return formatter.string(from: NSNumber(value: self.native)) ?? "\(self)"
}
}
/// Defines a segment of the pie chart
struct Segment {
/// The color of the segment
var color : UIColor
/// The name of the segment
var name : String
/// The value of the segment
var value : CGFloat
}
class PieChartView: UIView {
/// An array of structs representing the segments of the pie chart
var segments = [Segment]() {
didSet {
totalValue = segments.reduce(0) { $0 + $1.value }
setupLabels()
setNeedsDisplay() // re-draw view when the values get set
layoutLabels();
} // re-draw view when the values get set
}
/// Defines whether the segment labels should be shown when drawing the pie chart
var showSegmentLabels = true {
didSet { setNeedsDisplay() }
}
/// Defines whether the segment labels will show the value of the segment in brackets
var showSegmentValueInLabel = false {
didSet { setNeedsDisplay() }
}
/// The font to be used on the segment labels
var segmentLabelFont = UIFont.systemFont(ofSize: 14) {
didSet {
textAttributes[NSAttributedStringKey.font] = segmentLabelFont
setNeedsDisplay()
}
}
private let paragraphStyle : NSParagraphStyle = {
var p = NSMutableParagraphStyle()
p.alignment = .center
return p.copy() as! NSParagraphStyle
}()
private lazy var textAttributes : [NSAttributedStringKey : NSObject] = {
return [NSAttributedStringKey.paragraphStyle : self.paragraphStyle, NSAttributedStringKey.font : self.segmentLabelFont]
}()
override init(frame: CGRect) {
super.init(frame: frame)
isOpaque = false // when overriding drawRect, you must specify this to maintain transparency.
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
private var labels: [UILabel] = []
private var totalValue: CGFloat = 1;
override func draw(_ rect: CGRect) {
let anglePI2 = (CGFloat.pi * 2)
let center = CGPoint.init(x: bounds.size.width / 2, y: bounds.size.height / 2)
let radius = min(bounds.size.width, bounds.size.height) / 2;
let lineWidth: CGFloat = 1.5;
let ctx = UIGraphicsGetCurrentContext()
ctx?.setLineWidth(lineWidth)
var currentAngle: CGFloat = 0
if totalValue <= 0 {
totalValue = 1
}
let iRange = 0 ..< segments.count
for i in iRange {
let segment = segments[i]
// calculate percent
let percent = segment.value / totalValue
let angle = anglePI2 * percent
ctx?.beginPath()
ctx?.move(to: center)
ctx?.addArc(center: center, radius: radius - lineWidth, startAngle: currentAngle, endAngle: currentAngle + angle, clockwise: false)
ctx?.closePath()
ctx?.setFillColor(segment.color.cgColor)
ctx?.fillPath()
ctx?.beginPath()
ctx?.move(to: center)
ctx?.addArc(center: center, radius: radius - (lineWidth / 2), startAngle: currentAngle, endAngle: currentAngle + angle, clockwise: false)
ctx?.closePath()
ctx?.setStrokeColor(UIColor.white.cgColor)
ctx?.strokePath()
currentAngle += angle
}
}
override func layoutSubviews() {
super.layoutSubviews()
self.layoutLabels()
}
private func setupLabels() {
var diff = segments.count - labels.count;
if diff >= 0 {
for _ in 0 ..< diff {
let lbl = UILabel()
self.addSubview(lbl)
labels.append(lbl)
}
} else {
while diff != 0 {
var lbl: UILabel!
if labels.count <= 0 {
break;
}
lbl = labels.removeLast()
if lbl.superview != nil {
lbl.removeFromSuperview()
}
diff += 1;
}
}
for i in 0 ..< segments.count {
let lbl = labels[i]
lbl.textColor = UIColor.white
// Change here for your text display
// I currently display percent of each pies
lbl.text = "\(segments[i].value.formattedToOneDecimalPlace)%" //String.init(format: "%0.0f", segments[i].value)
lbl.font = UIFont.systemFont(ofSize: 14)
}
}
func layoutLabels() {
let anglePI2 = CGFloat.pi * 2
let center = CGPoint.init(x: bounds.size.width / 2, y: bounds.size.height / 2)
let radius = min(bounds.size.width / 2, bounds.size.height / 2) / 1.5
var currentAngle: CGFloat = 0;
let iRange = 0 ..< labels.count
for i in iRange {
let lbl = labels[i]
let percent = segments[i].value / totalValue
let intervalAngle = anglePI2 * percent;
lbl.frame = .zero;
lbl.sizeToFit()
let x = center.x + radius * cos(currentAngle + (intervalAngle / 2))
let y = center.y + radius * sin(currentAngle + (intervalAngle / 2))
lbl.center = CGPoint.init(x: x, y: y)
currentAngle += intervalAngle
}
}
}

UIView changing its position in swift

How do I make a UIView slide up with a touch of a button from its original position and them bring it back down with a touch of a button? Using Swift and Xcode 6.
I have currently tried this:
#IBOutlet weak var DynView: UIView!
#IBAction func btnUp(sender: AnyObject) {
}
You have to implement an animation changing the DynView position on click. Here's an example:
#IBAction func btnUp(sender: AnyObject) {
let xPosition = DynView.frame.origin.x
let yPosition = DynView.frame.origin.y - 20 // Slide Up - 20px
let width = DynView.frame.size.width
let height = DynView.frame.size.height
UIView.animateWithDuration(1.0, animations: {
dynView.frame = CGRect(x: xPosition, y: yPosition, width: width, height: height)
})
}
Hi create this extends if you want. For Swift
Create File Extends.Swift and add this code
/**
Extension UIView
by DaRk-_-D0G
*/
extension UIView {
/**
Set x Position
:param: x CGFloat
by DaRk-_-D0G
*/
func setX(#x:CGFloat) {
var frame:CGRect = self.frame
frame.origin.x = x
self.frame = frame
}
/**
Set y Position
:param: y CGFloat
by DaRk-_-D0G
*/
func setY(#y:CGFloat) {
var frame:CGRect = self.frame
frame.origin.y = y
self.frame = frame
}
/**
Set Width
:param: width CGFloat
by DaRk-_-D0G
*/
func setWidth(#width:CGFloat) {
var frame:CGRect = self.frame
frame.size.width = width
self.frame = frame
}
/**
Set Height
:param: height CGFloat
by DaRk-_-D0G
*/
func setHeight(#height:CGFloat) {
var frame:CGRect = self.frame
frame.size.height = height
self.frame = frame
}
}
For Use (inherits Of UIView)
inheritsOfUIView.setX(x: 100)
button.setX(x: 100)
view.setY(y: 100)
I kinda combined the two most voted answers into one and updated to Swift 3. So basically created an extension that animates a view moving to a different position:
extension UIView {
func slideX(x:CGFloat) {
let yPosition = self.frame.origin.y
let height = self.frame.height
let width = self.frame.width
UIView.animate(withDuration: 1.0, animations: {
self.frame = CGRect(x: x, y: yPosition, width: width, height: height)
})
}
}
// MARK: - Properties
var bottomViewHeight: CGFloat = 200
var isViewHide = false
private let bottomView: UIView = {
let view = UIView()
view.backgroundColor = .red
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
private let showHideButton: UIButton = {
let button = UIButton()
button.setTitle("Show / Hide", for: .normal)
button.setTitleColor(.black, for: .normal)
button.translatesAutoresizingMaskIntoConstraints = false
button.addTarget(self, action: #selector(showHideButtonTapped(_:)), for: .touchUpInside)
return button
}()
// MARK: - Lifecycle
override func loadView() {
super.loadView()
view.addSubview(bottomView)
NSLayoutConstraint.activate([
bottomView.heightAnchor.constraint(equalToConstant: bottomViewHeight),
bottomView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor),
bottomView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
bottomView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor)
])
view.addSubview(showHideButton)
NSLayoutConstraint.activate([
showHideButton.widthAnchor.constraint(equalToConstant: 200),
showHideButton.heightAnchor.constraint(equalToConstant: 50),
showHideButton.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor),
showHideButton.centerYAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerYAnchor)
])
}
override func viewDidLoad() {
super.viewDidLoad()
showHideView(isShow: isViewHide)
}
// MARK: - Selectors
#objc func showHideButtonTapped(_ sender: UIButton) {
print("👆 HIDE / SHOW BUTTON")
showHideView(isShow: isViewHide)
}
// MARK: - Functions
private func showHideView(isShow: Bool) {
if isShow {
UIView.animate(withDuration: 0.4) {
self.bottomView.transform = CGAffineTransform(translationX: 0, y: self.bottomViewHeight)
}
} else {
UIView.animate(withDuration: 0.4) {
self.bottomView.transform = CGAffineTransform(translationX: 0, y: 0)
}
}
isViewHide = !isViewHide
}

Activity indicator with custom image

I am loading a UIWebView and in the meantime I wan't to show a blank page with this activity indicator spinning (siri activity indicator). From what I have understand you can not change the image, but can't I use that image and create an animation with it rotating 360° and looping? Or will that drain the battery?
something like this?:
- (void)webViewDidStartLoad:(UIWebView *)webView {
//set up animation
[self.view addSubview:self.loadingImage];
//start animation
}
- (void)webViewDidFinishLoad:(UIWebView *)webView
{
//stop animation
[self.loadingImage removeFromSuperview];
}
What should I do?
Thanks in advance!
Most of this is found in Stack Overflow. Let me summarize:
Create an UIImageView which will serve as an activity indicator (inside storyboard scene, NIB, code ... wherever you wish). Let's call it _activityIndicatorImage
Load your image: _activityIndicatorImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"activity_indicator"]];
You need to use animation to rotate it. Here is the method I use:
+ (void)rotateLayerInfinite:(CALayer *)layer
{
CABasicAnimation *rotation;
rotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rotation.fromValue = [NSNumber numberWithFloat:0];
rotation.toValue = [NSNumber numberWithFloat:(2 * M_PI)];
rotation.duration = 0.7f; // Speed
rotation.repeatCount = HUGE_VALF; // Repeat forever. Can be a finite number.
[layer removeAllAnimations];
[layer addAnimation:rotation forKey:#"Spin"];
}
Inside my layoutSubviews method I initiate rotation. You could place this in your webViewDidStartLoad and webViewDidFinishLoad if this is better for your case:
- (void)layoutSubviews
{
[super layoutSubviews];
// some other code
[Utils rotateLayerInfinite:_activityIndicatorImage.layer];
}
You could always always stop rotation using [_activityIndicatorImage.layer removeAllAnimations];
You may use this beautiful loader inspired from Tumblr app:
Asich/AMTumblrHud
Swift 5
Another answer working perfect
Step 1.
Create swift file "CustomLoader.swift" and put this code in that file
import UIKit
import CoreGraphics
import QuartzCore
class CustomLoader: UIView
{
//MARK:- NOT ACCESSABLE OUT SIDE
fileprivate var duration : CFTimeInterval! = 1
fileprivate var isAnimating :Bool = false
fileprivate var backgroundView : UIView!
//MARK:- ACCESS INSTANCE ONLY AND CHANGE ACCORDING TO YOUR NEEDS *******
let colors : [UIColor] = [.red, .blue, .orange, .purple]
var defaultColor : UIColor = UIColor.red
var isUsrInteractionEnable : Bool = false
var defaultbgColor: UIColor = UIColor.white
var loaderSize : CGFloat = 80.0
/// **************** ****************** ////////// **************
//MARK:- MAKE SHARED INSTANCE
private static var Instance : CustomLoader!
static let sharedInstance : CustomLoader = {
if Instance == nil
{
Instance = CustomLoader()
}
return Instance
}()
//MARK:- DESTROY TO SHARED INSTANCE
#objc fileprivate func destroyShardInstance()
{
CustomLoader.Instance = nil
}
//MARK:- SET YOUR LOADER INITIALIZER FRAME ELSE DEFAULT IS CENTER
func startAnimation()
{
let win = UIApplication.shared.keyWindow
backgroundView = UIView()
backgroundView.frame = (UIApplication.shared.keyWindow?.frame)!
backgroundView.backgroundColor = UIColor.init(white: 0, alpha: 0.4)
win?.addSubview(backgroundView)
self.frame = CGRect.init(x: ((UIScreen.main.bounds.width) - loaderSize)/2, y: ((UIScreen.main.bounds.height) - loaderSize)/2, width: loaderSize, height: loaderSize)
self.addCenterImage()
self.isHidden = false
self.backgroundView.addSubview(self)
self.layer.cornerRadius = loaderSize/2
self.layer.masksToBounds = true
backgroundView.accessibilityIdentifier = "CustomLoader"
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(CustomLoader.ResumeLoader), name: NSNotification.Name.NSExtensionHostDidBecomeActive, object: nil)
self.layoutSubviews()
}
//MARK:- AVOID STUCKING LOADER WHEN CAME BACK FROM BACKGROUND
#objc fileprivate func ResumeLoader()
{
if isAnimating
{
self.stopAnimation()
self.AnimationStart()
}
}
override func layoutSubviews()
{
super.layoutSubviews()
self.backgroundColor = defaultbgColor
UIApplication.shared.keyWindow?.isUserInteractionEnabled = isUsrInteractionEnable
self.AnimationStart()
}
#objc fileprivate func addCenterImage()
{
/// add image in center
let centerImage = UIImage(named: "Logo")
let imageSize = loaderSize/2.5
let centerImgView = UIImageView(image: centerImage)
centerImgView.frame = CGRect(
x: (self.bounds.width - imageSize) / 2 ,
y: (self.bounds.height - imageSize) / 2,
width: imageSize,
height: imageSize
)
centerImgView.contentMode = .scaleAspectFit
centerImgView.layer.cornerRadius = imageSize/2
centerImgView.clipsToBounds = true
self.addSubview(centerImgView)
}
//MARK:- CALL IT TO START THE LOADER , AFTER INITIALIZE THE LOADER
#objc fileprivate func AnimationStart()
{
if isAnimating
{
return
}
let size = CGSize.init(width: loaderSize , height: loaderSize)
let dotNum: CGFloat = 10
let diameter: CGFloat = size.width / 5.5 //10
let dot = CALayer()
let frame = CGRect(
x: (layer.bounds.width - diameter) / 2 + diameter * 2,
y: (layer.bounds.height - diameter) / 2,
width: diameter/1.3,
height: diameter/1.3
)
dot.backgroundColor = colors[0].cgColor
dot.cornerRadius = frame.width / 2
dot.frame = frame
let replicatorLayer = CAReplicatorLayer()
replicatorLayer.frame = layer.bounds
replicatorLayer.instanceCount = Int(dotNum)
replicatorLayer.instanceDelay = 0.1
let angle = (2.0 * M_PI) / Double(replicatorLayer.instanceCount)
replicatorLayer.instanceTransform = CATransform3DMakeRotation(CGFloat(angle), 0.0, 0.0, 1.0)
layer.addSublayer(replicatorLayer)
replicatorLayer.addSublayer(dot)
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale")
scaleAnimation.toValue = 0.4
scaleAnimation.duration = 0.5
scaleAnimation.autoreverses = true
scaleAnimation.repeatCount = .infinity
scaleAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
dot.add(scaleAnimation, forKey: "scaleAnimation")
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.toValue = -2.0 * Double.pi
rotationAnimation.duration = 6.0
rotationAnimation.repeatCount = .infinity
rotationAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
replicatorLayer.add(rotationAnimation, forKey: "rotationAnimation")
if colors.count > 1 {
var cgColors : [CGColor] = []
for color in colors {
cgColors.append(color.cgColor)
}
let colorAnimation = CAKeyframeAnimation(keyPath: "backgroundColor")
colorAnimation.values = cgColors
colorAnimation.duration = 2
colorAnimation.repeatCount = .infinity
colorAnimation.autoreverses = true
dot.add(colorAnimation, forKey: "colorAnimation")
}
self.isAnimating = true
self.isHidden = false
}
//MARK:- CALL IT TO STOP THE LOADER
func stopAnimation()
{
if !isAnimating
{
return
}
UIApplication.shared.keyWindow?.isUserInteractionEnabled = true
let winSubviews = UIApplication.shared.keyWindow?.subviews
if (winSubviews?.count)! > 0
{
for viw in winSubviews!
{
if viw.accessibilityIdentifier == "CustomLoader"
{
viw.removeFromSuperview()
// break
}
}
}
layer.sublayers = nil
isAnimating = false
self.isHidden = true
self.destroyShardInstance()
}
//MARK:- GETTING RANDOM COLOR , AND MANAGE YOUR OWN COLORS
#objc fileprivate func randomColor()->UIColor
{
let randomRed:CGFloat = CGFloat(drand48())
let randomGreen:CGFloat = CGFloat(drand48())
let randomBlue:CGFloat = CGFloat(drand48())
return UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
}
override func draw(_ rect: CGRect)
{
}
}
find the func name and "addCenterImage" and replace the image name with your custom image.
Step 2
Create the AppDelegate class instance out side of the AppDelegate class like this.
var AppInstance: AppDelegate!
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate
{ func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool
{
AppInstance = self
}
Step 3.
put these two func in your AppDelegate
//MARK: - Activity Indicator -
func showLoader()
{
CustomLoader.sharedInstance.startAnimation()
}
func hideLoader()
{
CustomLoader.sharedInstance.stopAnimation()
}
Step 4. Use the functions like this whenever you want to animate your loader and stop.
AppInstance.showLoader()
AppInstance.hideLoader()
HAPPY LOADING...
SWIFT 4 Sweet And Simply just put extension UIView{}
Modified answer of #gandhi Mena
if you want to create your own custom Loading indicator
Create a UIView extension which create and customize your brand logo as a custom indicator put this code in you global declaration file.
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat?,backgroundColor: UIColor?, textColor:UIColor?, message: String?) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor //Background color of your view which you want to set
var selfWidth = view.frame.width
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = view.frame.height
let loopImages = UIImageView()
let imageListArray = ["image1", "image2"] // Put your desired array of images in a specific order the way you want to display animation.
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(0.8)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 30
let imageFrameY = (selfHeigh / 2) - 60
var imageWidth = CGFloat(60)
var imageHeight = CGFloat(60)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont(name: "SFUIDisplay-Regular", size: 17.0)! // Your Desired UIFont Style and Size
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = textColor ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
// Define UIView frame
self.frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width , height: UIScreen.main.bounds.size.height)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
return self }}
Hide an indicator something like this you can remove subview at the top from the subview stack. put this code in the same globally declared swift file.
func hideLoader(removeFrom : UIView){
removeFrom.subviews.last?.removeFromSuperview()
}
Now you can shoot at the mark by this code
To display activity indicator in your view controller put this code when you want to display.
self.view.addSubview(UIView().customActivityIndicator(view: self.view, widthView: nil, backgroundColor:"Desired color", textColor: "Desired color", message: "Loading something"))
To hide animating loader you can user above function you defined in the globally. In your ViewController.swift where you want to hide put this line of code.
hideLoader(removeFrom: self.view)
imageListArray looks like this.
I've faced a similar issue lately. And this is my solution. Basically, it's what topic starter initially wanted: blank page with custom activity indicator on it.
I have partly used #Azharhussain Shaikh answer but I've implemented auto-layout instead of using frames and added a few other refinements with the intention to make usage as simple as possible.
So, it's an extension for UIView with two methods: addActivityIndicator() and removeActivityIndicator()
extension UIView {
func addActivityIndicator() {
// creating a view (let's call it "loading" view) which will be added on top of the view you want to have activity indicator on (parent view)
let view = UIView()
// setting up a background for a view so it would make content under it look like not active
view.backgroundColor = UIColor.white.withAlphaComponent(0.7)
// adding "loading" view to a parent view
// setting up auto-layout anchors so it would cover whole parent view
self.addSubview(view)
view.translatesAutoresizingMaskIntoConstraints = false
view.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
view.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
view.leftAnchor.constraint(equalTo: self.leftAnchor).isActive = true
view.rightAnchor.constraint(equalTo: self.rightAnchor).isActive = true
// creating array with images, which will be animated
// in my case I have 30 images with names activity0.png ... activity29.png
var imagesArray = [UIImage(named: "activity\(0)")!]
for i in 1..<30 {
imagesArray.append(UIImage(named: "activity\(i)")!)
}
// creating UIImageView with array of images
// setting up animation duration and starting animation
let activityImage = UIImageView()
activityImage.animationImages = imagesArray
activityImage.animationDuration = TimeInterval(0.7)
activityImage.startAnimating()
// adding UIImageView on "loading" view
// setting up auto-layout anchors so it would be in center of "loading" view with 30x30 size
view.addSubview(activityImage)
activityImage.translatesAutoresizingMaskIntoConstraints = false
activityImage.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
activityImage.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
activityImage.widthAnchor.constraint(equalToConstant: 30).isActive = true
activityImage.heightAnchor.constraint(equalToConstant: 30).isActive = true
}
func removeActivityIndicator() {
// checking if a view has subviews on it
guard let lastSubView = self.subviews.last else { return }
// removing last subview with an assumption that last view is a "loading" view
lastSubView.removeFromSuperview()
} }
"Rotating" effect is achieved by those 30 images you've put in imagesArray. Each image is a new frame of a rotating indicator like this.
Usage. In your view controller for showing an activity indicator simply put:
view.addActivityIndicator()
For removing an activity indicator:
view.removeActivityIndicator()
For example, in case of using it with table view (like I do) it can be used like this:
func setLoadingScreen() {
view.addActivityIndicator()
tableView.isScrollEnabled = false
}
func removeLoadingScreen() {
view.removeActivityIndicator()
tableView.isScrollEnabled = true
}
It works in Swift 4.
Swift 5.0 version of accepted Answer
public extension UIImageView {
func spin(duration: Float) {
let rotation = CABasicAnimation(keyPath: "transform.rotation")
rotation.fromValue = 0
rotation.toValue = 2 * Double.pi
rotation.duration = 0.7
rotation.repeatCount = duration
layer.add(rotation, forKey: "spin")
}
func stopSpinning() {
layer.removeAllAnimations()
}
}
Without Image , you can use third party library
for objective C (also support in iOS 6) https://github.com/shebinkoshy/UIControllsRepo
for swift https://github.com/shebinkoshy/Activity-Indicator-Swift
Advantages
-> Able to set colors for spinner
-> Available in different sizes like tiny, small, medium, large, very large
-> Able to set Title (center and bottom) for medium, large, very large sizes
You can set an images to your activityIndicator. I created a function for add custom image to activityIndicator. Here is what I created.
public func showProgressView(view: UIView) -> UIImageView {
let containerView = UIView()
let progressView = UIView()
var activityIndicatorImageView = UIImageView()
if let statusImage = UIImage(named: Constants.ActivityIndicatorImageName1) {
let activityImageView = UIImageView(image: statusImage)
containerView.frame = view.frame
containerView.backgroundColor = UIColor(hex: 0xffffff, alpha: 0.3)
progressView.frame = CGRectMake(0, 0, 80, 80)
progressView.center = CGPointMake(view.bounds.width / 2, view.bounds.height / 2)
progressView.backgroundColor = UIColor(hex: 0x18bda3, alpha: 0.7)
progressView.clipsToBounds = true
progressView.layer.cornerRadius = 10
activityImageView.animationImages = [UIImage(named: Constants.ActivityIndicatorImageName1)!,
UIImage(named: Constants.ActivityIndicatorImageName2)!,
UIImage(named: Constants.ActivityIndicatorImageName3)!,
UIImage(named: Constants.ActivityIndicatorImageName4)!,
UIImage(named: Constants.ActivityIndicatorImageName5)!]
activityImageView.animationDuration = 0.8;
activityImageView.frame = CGRectMake(view.frame.size.width / 2 - statusImage.size.width / 2, view.frame.size.height / 2 - statusImage.size.height / 2, 40.0, 48.0)
activityImageView.center = CGPointMake(progressView.bounds.width / 2, progressView.bounds.height / 2)
dispatch_async(dispatch_get_main_queue()) {
progressView.addSubview(activityImageView)
containerView.addSubview(progressView)
view.addSubview(containerView)
activityIndicatorImageView = activityImageView
}
}
return activityIndicatorImageView
}
You can call this method everywhere in your code. And just call the startAnimating method. If you want to hide just call the stopAnimating method.
it works in both SWITF 3 and 4
var activityIndicator = UIActivityIndicatorView()
var myView : UIView = UIView()
func viewDidLoad() {
spinnerCreation()
}
func spinnerCreation() {
activityIndicator.activityIndicatorViewStyle = .whiteLarge
let label = UILabel.init(frame: CGRect(x: 5, y: 60, width: 90, height: 20))
label.textColor = UIColor.white
label.font = UIFont.boldSystemFont(ofSize: 14.0)
label.textAlignment = NSTextAlignment.center
label.text = "Please wait...."
myView.frame = CGRect(x: (UIScreen.main.bounds.size.width - 100)/2, y: (UIScreen.main.bounds.size.height - 100)/2, width: 100, height: 100)
myView.backgroundColor = UIColor.init(white: 0.0, alpha: 0.7)
myView.layer.cornerRadius = 5
activityIndicator.center = CGPoint(x: myView.frame.size.width/2, y: myView.frame.size.height/2 - 10)
myView.addSubview(activityIndicator)
myView.addSubview(label)
myView.isHidden = true
self.window?.addSubview(myView)
}
#IBAction func activityIndicatorStart(_ sender: Any) {
myView.isHidden = false
self.activityIndicator.startAnimating()
self.view.isUserInteractionEnabled = false
self.view.bringSubview(toFront: myView)
}
#IBAction func activityIndicatorStop(_ sender: Any)() {
myView.isHidden = true
self.activityIndicator.stopAnimating()
self.view.isUserInteractionEnabled = true
}
You can create your custom activity Indicator with this in Swift 3 & 4:
Create a new file with name: UIViewExtension.Swift and copy this code and paste in your new file file:
import UIkit
extension UIView{
func customActivityIndicator(view: UIView, widthView: CGFloat? = nil,backgroundColor: UIColor? = nil, message: String? = nil,colorMessage:UIColor? = nil ) -> UIView{
//Config UIView
self.backgroundColor = backgroundColor ?? UIColor.clear
self.layer.cornerRadius = 10
var selfWidth = view.frame.width - 100
if widthView != nil{
selfWidth = widthView ?? selfWidth
}
let selfHeigh = CGFloat(100)
let selfFrameX = (view.frame.width / 2) - (selfWidth / 2)
let selfFrameY = (view.frame.height / 2) - (selfHeigh / 2)
let loopImages = UIImageView()
//ConfigCustomLoading with secuence images
let imageListArray = [UIImage(named:""),UIImage(named:""), UIImage(named:"")]
loopImages.animationImages = imageListArray
loopImages.animationDuration = TimeInterval(1.3)
loopImages.startAnimating()
let imageFrameX = (selfWidth / 2) - 17
let imageFrameY = (selfHeigh / 2) - 35
var imageWidth = CGFloat(35)
var imageHeight = CGFloat(35)
if widthView != nil{
imageWidth = widthView ?? imageWidth
imageHeight = widthView ?? imageHeight
}
//ConfigureLabel
let label = UILabel()
label.textAlignment = .center
label.textColor = .gray
label.font = UIFont.boldSystemFont(ofSize: 17)
label.numberOfLines = 0
label.text = message ?? ""
label.textColor = colorMessage ?? UIColor.clear
//Config frame of label
let labelFrameX = (selfWidth / 2) - 100
let labelFrameY = (selfHeigh / 2) - 10
let labelWidth = CGFloat(200)
let labelHeight = CGFloat(70)
//add loading and label to customView
self.addSubview(loopImages)
self.addSubview(label)
//Define frames
//UIViewFrame
self.frame = CGRect(x: selfFrameX, y: selfFrameY, width: selfWidth , height: selfHeigh)
//ImageFrame
loopImages.frame = CGRect(x: imageFrameX, y: imageFrameY, width: imageWidth, height: imageHeight)
//LabelFrame
label.frame = CGRect(x: labelFrameX, y: labelFrameY, width: labelWidth, height: labelHeight)
return self
}
}
And then you can use it in your ViewController like this:
import UIKit
class ExampleViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(UIView().customActivityIndicator(view: self.view,backgroundColor: UIColor.green))
}
//function for stop and desappear loading
func deseappearLoading(){
self.view.subviews.last?.removeFromSuperview()
}
}
Don't forget replace [UIImage(named:" "),UIImage(named:" "), UIImage(named:" ")] with your names of images and adjust the TimeInterval(1.3). Enjoy it.

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