I create a new UIViewController, I don't use storyboard, this is my code. I want to change my view frame, this not work for me, I had try to add on viewWillAppear, it's still not work, I know I can add a new UIView to do it. Can I change my viewcontroller's view? Thanks your help.
import UIKit
class NewDetailViewController: UIViewController {
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
}
override func viewDidLoad() {
super.viewDidLoad()
let statusBarHeight: CGFloat = UIApplication.sharedApplication().statusBarFrame.height
let navBarHeight = self.navigationController?.navigationBar.frame.size.height
println("statusBarHeight: \(statusBarHeight) navBarHeight: \(navBarHeight)")
// view
var x:CGFloat = self.view.bounds.origin.x
var y:CGFloat = self.view.bounds.origin.y + statusBarHeight + CGFloat(navBarHeight!)
var width:CGFloat = self.view.bounds.width
var height:CGFloat = self.view.bounds.height - statusBarHeight - CGFloat(navBarHeight!)
var frame:CGRect = CGRect(x: x, y: y, width: width, height: 100)
println("x: \(x) y: \(y) width: \(width) height: \(height)")
self.view.frame = frame
self.view.backgroundColor = UIColor.redColor()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
I found I add on viewDidLayoutSubviews, it work for me.
override func viewDidLayoutSubviews() {
let statusBarHeight: CGFloat = UIApplication.sharedApplication().statusBarFrame.height
let navBarHeight = self.navigationController?.navigationBar.frame.size.height
println("statusBarHeight: \(statusBarHeight) navBarHeight: \(navBarHeight)")
// view
var x:CGFloat = self.view.bounds.origin.x
var y:CGFloat = self.view.bounds.origin.y + statusBarHeight + CGFloat(navBarHeight!)
var width:CGFloat = self.view.bounds.width
var height:CGFloat = self.view.bounds.height - statusBarHeight - CGFloat(navBarHeight!)
var frame:CGRect = CGRect(x: x, y: y, width: width, height: height)
println("x: \(x) y: \(y) width: \(width) height: \(height)")
self.view.frame = frame
self.view.backgroundColor = UIColor.redColor()
}
Related
I'm learning to use UIScrollView to make several pictures could scroll horizontally. These images are programmatically added as a subview to a UIView within UIScrollView. The 'Scrolling enabled' is also set true. However, when I run the app, the UIScrollView cannot scroll.
Here is my code.
class ViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
#IBOutlet weak var scrollContentView: UIView!
var imageViews = [UIImageView]()
override func viewDidLoad() {
super.viewDidLoad()
let imageWidth: CGFloat = 200.0 / 768.0 * 1024.0
for i in 1...3 {
let image = UIImage(named: "image\(i)")
let imageView = UIImageView(image: image)
imageViews.append(imageView)
let x: CGFloat = CGFloat(i - 1) * (imageWidth + 10)
scrollContentView.addSubview(imageView)
print(imageView.frame)
imageView.frame = CGRect(x: x, y: 0, width: imageWidth, height: 200.0)
}
scrollContentView.frame = CGRect(x: 0.0, y: 0.0, width: imageWidth * 3 + 20.0, height: 200.0)
scrollView.contentSize = scrollContentView.frame.size
}
}
Instead of creating the scrollContentView in Interface Builder, create it programmatically.
Xcode won't complain anymore about missing contraints, and you will be able to play with the frame manually.
class ViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
var scrollContentView: UIView!
var imageViews = [UIImageView]()
override func viewDidLoad() {
super.viewDidLoad()
scrollContentView = UIView()
scrollView.addSubview(scrollContentView)
let imageWidth: CGFloat = 200.0 / 768.0 * 1024.0
for i in 1...3 {
let image = UIImage(named: "image\(i)")
let imageView = UIImageView(image: image)
imageViews.append(imageView)
let x: CGFloat = CGFloat(i - 1) * (imageWidth + 10)
scrollContentView.addSubview(imageView)
print(imageView.frame)
imageView.frame = CGRect(x: x, y: 0, width: imageWidth, height: 200.0)
}
scrollContentView.frame = CGRect(x: 0.0, y: 0.0, width: imageWidth * 3 + 20.0, height: 200.0)
scrollView.contentSize = scrollContentView.frame.size
}
}
I have mocked up a simple example of what I am trying to accomplish:
A ViewController contains 4 "drop zone" UIImageViews (e.g. dropZone1). A 5th UIImageView (playerCard) can be dragged and dropped onto any of the drop zones, but nowhere else.
I cannot figure out the way to determine which of the 4 drop zones is where the user has dragged and dropped the playerCard.
My thought was to set some sort of variable in dropInteraction canHandle and then use that in dropInteraction performDrop to take the appropriate action. But I can't figure out how to do it.
class ViewController: UIViewController {
let bounds = UIScreen.main.bounds
let imageViewWidth: CGFloat = 100
let imageViewHeight: CGFloat = 200
let inset: CGFloat = 40
var arrayDropZones = [DropZoneCard]()
var initialFrame: CGRect {
get {
return CGRect(x: bounds.width - imageViewWidth,
y: bounds.height - imageViewHeight,
width: imageViewWidth,
height: imageViewHeight
)
}
}
override func viewDidLoad() {
super.viewDidLoad()
addDropZones()
addNewCard()
}
}
extension ViewController {
func addDropZones() {
let dropZone1 = getDropZoneCard()
dropZone1.frame = CGRect(x: inset, y: inset, width: imageViewWidth, height: imageViewHeight)
let dropZone2 = getDropZoneCard()
let x = bounds.width - imageViewWidth - inset
dropZone2.frame = CGRect(x: x, y: inset, width: imageViewWidth, height: imageViewHeight)
let dropZone3 = getDropZoneCard()
let y = inset + imageViewHeight + inset
dropZone3.frame = CGRect(x: inset, y: y, width: imageViewWidth, height: imageViewHeight)
let dropZone4 = getDropZoneCard()
dropZone4.frame = CGRect(x: x, y: y, width: imageViewWidth, height: imageViewHeight)
[dropZone1, dropZone2, dropZone3, dropZone4].forEach {
view.addSubview($0)
self.arrayDropZones.append($0)
}
}
func getNewCard() -> UIImageView {
let imageView = UIImageView()
imageView.isUserInteractionEnabled = true
imageView.backgroundColor = .green
imageView.frame = initialFrame
let panGesture = UIPanGestureRecognizer(target: self, action:(#selector(handleGesture(_:))))
imageView.addGestureRecognizer(panGesture)
return imageView
}
func getDropZoneCard() -> DropZoneCard {
let dropZone = DropZoneCard()
dropZone.isUserInteractionEnabled = true
dropZone.backgroundColor = .yellow
return dropZone
}
func addNewCard() {
let imageView = getNewCard()
view.addSubview(imageView)
}
#objc func handleGesture(_ recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self.view)
if let view = recognizer.view {
view.center = CGPoint(x:view.center.x + translation.x,
y:view.center.y + translation.y)
if recognizer.state == .ended {
let point = view.center
for dropZone in arrayDropZones {
if dropZone.frame.contains(point) {
dropZone.append(card: view)
addNewCard()
return
}
}
view.frame = initialFrame
}
}
recognizer.setTranslation(.zero, in: view)
}
}
class DropZoneCard: UIImageView {
private(set) var arrayCards = [UIView]()
func append(card: UIView) {
arrayCards.append(card)
card.isUserInteractionEnabled = false
card.frame = frame
}
}
If I pinch the simulator, it does not work! I want to zoom in and out )=
Here is my Code:
import UIKit
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
let onView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
scrollView.delegate = self
scrollView.contentSize.width = 10000
scrollView.contentSize.height = 10000
onView.frame = CGRect(x: 0, y: 0, width: scrollView.frame.width, height: scrollView.frame.height)
scrollView.addSubview(onView)
for _ in 1...1000{
let x = arc4random_uniform(10000)
let y = arc4random_uniform(10000)
let btn = UIButton(frame: CGRect(x: Int(x), y: Int(y), width: Int(150), height: Int(100)))
btn.backgroundColor = .red
self.board.addSubview(btn)
}
scrollView.minimumZoomScale = 0.5
scrollView.maximumZoomScale = 10.0
scrollView.zoomScale = 1.0
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return scrollView
}
}
I have seen answers for this following question. I am new to swift programming and I am trying to implement a similar feature. I just wondered if you had any guidance on how to achieve this in swift 3 Xcode 8. I have been searching around for a suitable solution but I've had no luck.
I am trying use UIViews as a subview of UIscrollviews. I would also like to have each view fill the screen when pressed and shows another UIView. I have seen a similar feature on the GOLF app by 'Tyler the Creator'
The feature I am trying achieve is pictured below.
Any help you could give would be greatly appreciated.
This is a representation of the feature I am trying to create.
let scrollView : UIScrollView = UIScrollView(frame: CGRect(x: 80, y: 80,
width: 250, height: 300))
scrollView.isPagingEnabled = true
scrollView.backgroundColor = .orange
view.addSubview(scrollView)
let numberOfPages :Int = 5
let padding : CGFloat = 15
let viewWidth = scrollView.frame.size.width - 2 * padding
let viewHeight = scrollView.frame.size.height - 2 * padding
var x : CGFloat = 0
for i in 0...numberOfPages{
let view: UIView = UIView(frame: CGRect(x: x + padding, y: padding, width: viewWidth, height: viewHeight))
view.backgroundColor = UIColor.white
scrollView .addSubview(view)
x = view.frame.origin.x + viewWidth + padding
}
scrollView.contentSize = CGSize(width:x+padding, height:scrollView.frame.size.height)
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
var colors:[UIColor] = [.red, .blue, .green, .yellow]
var frame: CGRect = CGRect(x: 0, y: 0, width: 0, height: 0)
override func viewDidLoad() {
super.viewDidLoad()
scrollView.isPagingEnabled = true
scrollView.backgroundColor = .orange
view.addSubview(scrollView)
let numberOfPages :Int = 3
let padding : CGFloat = 15
let viewWidth = scrollView.frame.size.width - 2 * padding
let viewHeight = scrollView.frame.size.height - 2 * padding
var x : CGFloat = 0
for i in 0...numberOfPages{
let view: UIView = UIView(frame: CGRect(x: x + padding, y: padding, width: viewWidth, height: viewHeight))
view.backgroundColor = colors[i]
scrollView .addSubview(view)
x = view.frame.origin.x + viewWidth + padding
}
scrollView.contentSize = CGSize(width:x+padding, height:scrollView.frame.size.height)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
You should use UIPageViewController. That class is exactly meant to do what you are looking for with ease.
See UIPageViewController
You can embed your UIPageViewController in a UIContainerView to fit it anywhere.
I am trying to align my images vertical in my scrollView. Unfortunately I can't figure out what the problem is. I think it's something mathematical and this is not my strongest thing. :(
I hope someone can help me out with this problem. I will also provide my code and image of the problem below:
//
// muscleListVC.swift
// ActiveRest
//
// Created by Fhict on 04/10/16.
// Copyright © 2016 Kevin Vugts. All rights reserved.
//
import UIKit
class muscleListVC: UIViewController {
var images = [UIImageView]()
#IBOutlet weak var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
print("Count: \(images.count)")
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
var contentHeight: CGFloat = 0.0
let scrollHeight = scrollView.frame.size.height
for x in 0...4 {
let image = UIImage(named: "muscle\(x).png")
let imageView = UIImageView(image: image)
images.append(imageView)
var newX: CGFloat = 0.0
newX = scrollHeight / 4 + scrollHeight * CGFloat(x) / 4
print("the size is \(newX)")
contentHeight += newX
scrollView.addSubview(imageView)
imageView.frame = CGRect(x: 0, y: newX, width: view.frame.size.width, height: 166)
print("the content height: \(contentHeight)")
scrollView.contentSize = CGSize(width: scrollView.frame.size.width, height: contentHeight)
}
scrollView.clipsToBounds = false
}
}
Thank you very much! <3
I am not quite sure what you intend to do but I tried to modify your code a bit to make it work.
override func viewDidLoad() {
super.viewDidLoad()
let numberOfImages = 5
let imageViewHeight:CGFloat = 166.0
scrollView.contentSize = CGSize(width: view.frame.size.width, height: imageViewHeight*(CGFloat)(numberOfImages))
var newY:CGFloat = 0
for x in 0...(numberOfImages-1) {
let image = UIImage(named: "muscle\(x).png")
let imageView = UIImageView(image: image)
images.append(imageView)
imageView.frame = CGRect(x: 0, y: newY, width: view.frame.size.width, height: imageViewHeight)
newY = newY + CGFloat(imageViewHeight)
scrollView.addSubview(imageView)
}
}