The purpose for my app
I have two ViewControllers,FrontSideViewController and BackSideViewController, in my little project.
I am about to flipping FrontSideViewController to BackSideViewController through using CATransition while each ViewController's data can be saved.
Describe of Problem
The views transited in the unexpected way which animation is not seem like the UIAnimationTransition.FlipFromLeft(or)Right thing.
After flipping views, the previous view's data can not be saved, which means when I flipped back the old view, its tiny data (something like textField's text) is just gone.
My Code
Same Logical function to flip between the views which be used in two Classes.
FrontSideViewController.swift
class FrontSideViewController: UIViewController {
var frontSideViewController: FrontSideViewController?
var backSideViewController: BackSideViewController?
var frontSide: Bool = true
#IBOutlet weak var flip_1Button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
frontSideViewController = storyboard?.instantiateViewControllerWithIdentifier("FrontSideViewController") as? FrontSideViewController
backSideViewController = storyboard?.instantiateViewControllerWithIdentifier("BackSideViewController") as? BackSideViewController
flip_1Button.addTarget(self, action: "flipViews", forControlEvents: UIControlEvents.TouchUpInside)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func textFieldDoneEditing(sender: UITextField) {
sender.resignFirstResponder()
}
func flipViews() {
UIView.beginAnimations("ViewSwitch", context: nil)
UIView.setAnimationDuration(0.6)
UIView.setAnimationCurve(.EaseInOut)
UIView.setAnimationTransition(.FlipFromLeft, forView: view, cache: true)
backSideViewController?.view.frame = self.view.frame
frontSideViewController?.willMoveToParentViewController(nil)
frontSideViewController?.view.removeFromSuperview()
frontSideViewController?.removeFromParentViewController()
self.addChildViewController(backSideViewController!)
self.view.addSubview(backSideViewController!.view)
backSideViewController?.didMoveToParentViewController(self)
}
}
BackSideViewController.swift
class BackSideViewController: UIViewController {
var frontSideViewController: FrontSideViewController?
var backSideViewController: BackSideViewController?
#IBOutlet weak var flip_2Button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
frontSideViewController = storyboard?.instantiateViewControllerWithIdentifier("FrontSideViewController") as? FrontSideViewController
backSideViewController = storyboard?.instantiateViewControllerWithIdentifier("BackSideViewController") as? BackSideViewController
flip_2Button.addTarget(self, action: "flipViews", forControlEvents: UIControlEvents.TouchUpInside)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func flipViews() {
UIView.beginAnimations("ViewSwitch", context: nil)
UIView.setAnimationDuration(0.6)
UIView.setAnimationCurve(.EaseInOut)
UIView.setAnimationTransition(.FlipFromRight, forView: view, cache: true)
frontSideViewController?.view.frame = self.view.frame
backSideViewController?.willMoveToParentViewController(nil)
backSideViewController?.view.removeFromSuperview()
backSideViewController?.removeFromParentViewController()
self.addChildViewController(frontSideViewController!)
self.view.addSubview(frontSideViewController!.view)
frontSideViewController?.didMoveToParentViewController(self)
}
Please teach me how solve those two problems.
Thanks for your help.
Ethan Joe
Related
I'm very new to all of this and I found some code that got me understanding some of this syntax. I'm trying to create a textfield that lets me type in a value that updates the stepper's value. The stepper currently works (updates the uitextfield) but when I change the value in the textfield it doesn't update the stepper's value, so when I click on the stepper, it reverts back to whatever value it was before I typed in a value... Can anyone tell me why the two functions STracksValueDidChange and CTrackValueDidChange have errors?
Here's my code so far:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var STracks: UITextField!
#IBOutlet weak var STracksStepper: UIStepper!
#IBOutlet weak var CTracks: UITextField!
#IBOutlet weak var CTrackStepper: UIStepper!
override func viewDidLoad() {
super.viewDidLoad()
STracksStepper.autorepeat = true
STracksStepper.maximumValue = 100.0
STracksStepper.minimumValue = 2.0
STracksStepper.stepValue = 2.0
print(STracksStepper.value)
STracks.text = "\(Int(STracksStepper.value))"
STracksStepper.addTarget(self, action: "SstepperValueDidChange:", forControlEvents: .ValueChanged)
STracks.addTarget(self, action: "STextValueDidChange:", forControlEvents: .ValueChanged)
CTrackStepper.autorepeat = true
CTrackStepper.maximumValue = 100.0
CTrackStepper.minimumValue = 2.0
CTrackStepper.stepValue = 2.0
print(CTrackStepper.value)
CTracks.text = "\(Int(CTrackStepper.value))"
CTrackStepper.addTarget(self, action: "CstepperValueDidChange:", forControlEvents: .ValueChanged)
CTracks.addTarget(self, action: "CTextValueDidChange:", forControlEvents: .ValueChanged)
}
//Steppers will update UITextFields
func SstepperValueDidChange(stepper: UIStepper) {
let stepperMapping: [UIStepper: UITextField] = [STracksStepper: STracks]
stepperMapping[stepper]!.text = "\(Int(stepper.value))"
}
func STracksValueDidChange(SText: UITextField) {
let STextMapping: [UITextField: UIStepper] = [STracks: STracksStepper]
STextMapping[SText]!.value = "(SText.text)"
}
func CstepperValueDidChange(stepper: UIStepper) {
let stepperMapping: [UIStepper: UITextField] = [CTrackStepper: CTracks]
stepperMapping[stepper]!.text = "\(Int(stepper.value))"
}
func CTrackValueDidChange(CText: UITextField) {
let CTextMapping: [UITextField: UIStepper] = [CTracks: CTrackStepper]
CTextMapping[CText]!.value = "(CText.text)"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Try something like this.
CTrackStepper.value = Double(Textfield.text)
I am not so sure what the mapping is in your code.
But i don't think you need it for changing the value.
Update, made a project my self:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var textfield: UITextField!
#IBOutlet weak var stepper: UIStepper!
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 stepperValueChanged(sender: UIStepper) {
textfield.text = String(sender.value)
}
#IBAction func valueChanged(sender: UITextField) {
if Double(sender.text!) != nil {
stepper.value = Double(sender.text!)!
}
}
}
For steppervaluechanged and valuechanged just drag from uistepper and textfield and choose action and change the Anyobject to Uistepper of Uitextfield.
Good luck :)
i'm a beginner in swift and i have been using this dismissKeyboard() method but it is not working for the keyboard extension.
#IBAction func donePressed (sender: UIButton) {
dismissKeyboard()
}
can anyone tell me why this doesn't work?
thanks.
EDIT: full code
import UIKit
class KeyboardViewController: UIInputViewController {
var keyboardView: UIView!
#IBOutlet var nextKeyboardButton: UIButton!
override func updateViewConstraints() {
super.updateViewConstraints()
// Add custom view sizing constraints here
}
override func viewDidLoad() {
super.viewDidLoad()
self.loadInterface()
}
func loadInterface() {
var keyboardNib = UINib(nibName: "KeyboardView", bundle: nil)
self.keyboardView = keyboardNib.instantiateWithOwner(self, options: nil)[0] as UIView
view.addSubview(self.keyboardView)
view.backgroundColor = self.keyboardView.backgroundColor
self.nextKeyboardButton.addTarget(self, action: "advanceToNextInputMode", forControlEvents: .TouchUpInside)
self.nextKeyboardButton.addTarget(self, action: "advanceToNextInputMode", forControlEvents: .TouchUpInside)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated
}
override func textWillChange(textInput: UITextInput) {
// The app is about to change the document's contents. Perform any preparation here.
}
override func textDidChange(textInput: UITextInput) {
// The app has just changed the document's contents, the document context has been updated.
}
#IBAction func buttonPressed (sender: UIButton) {
let title = sender.titleForState(.Normal)
var proxy = textDocumentProxy as UITextDocumentProxy
proxy.insertText(title!)
}
#IBAction func spacePressed (sender: UIButton) {
var proxy = textDocumentProxy as UITextDocumentProxy
proxy.insertText(" ")
}
#IBAction func deletePressed (sender: UIButton) {
var proxy = textDocumentProxy as UITextDocumentProxy
proxy.deleteBackward()
}
#IBAction func donePressed (sender: UIButton) {
resignFirstResponder()
}
}
Try like that
self.dismissKeyboard()
Maybe try :
view.endEditing(true)
Dismisses the custom keyboard from the screen.
Swift:
self.dismissKeyboard()
Objective-C:
[self dismissKeyboard];
https://developer.apple.com/documentation/uikit/uiinputviewcontroller/1618196-dismisskeyboard?language=objc
I am a beginner of xcode programming. I am trying to do an action, when i click button from A view, the button of B view will be hidden. I already know i can use button.hidden = true; for self view controller but I don't know how to control button from other view.
Thanks
#IBAction func TestBut(sender: UIButton) {
setting.hidden = false
}
Before, you create a custom view with button, button action and a protocol as:
protocol CustomViewDelegate {
func buttonPressed (sender: AnyObject)
}
class CustomView: UIView {
#IBOutlet weak var button: UIButton!
var delegate: CustomViewDelegate!
override func awakeFromNib() {
super.awakeFromNib()
}
class func loadViewFromXib() -> CustomView {
return NSBundle.mainBundle().loadNibNamed("CustomView", owner: self, options: nil)[0] as! CustomView
}
#IBAction func buttonPressed(sender: AnyObject) {
self.delegate.buttonPressed(sender)
}
}
In your ViewController.
class ViewController: UIViewController, CustomViewDelegate {
var firstView: CustomView?
var secondView: CustomView?
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.firstView = CustomView.loadViewFromXib()
self.secondView = CustomView.loadViewFromXib()
firstView!.frame = CGRectMake(0, 0, 100, 100)
secondView!.frame = CGRectMake(0, 200, 100, 100)
firstView!.delegate = self
secondView!.delegate = self
self.view.addSubview(firstView!)
self.view.addSubview(secondView!)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func buttonPressed(sender: AnyObject) {
if (sender as! UIButton) == self.firstView!.button {
self.secondView?.button.hidden = true
}else {
self.firstView?.button.hidden = true
}
}
}
the button has to be a property of the view( or view controller).
A call would look like this:
view.button.hidden = true
Absolute Swift beginner here.
I have been trying to get a simple set of png's to animate.
Here is what I have:
Any help would be much appreciated.
Thanks
#import <UIKit/UIKit.h>
class ViewController: UIViewController {
#IBOutlet var myImageView : UIImageView
#IBOutlet var animationBtn : UIButton
var imageList = UIImage[]()
#IBAction func animationBtnClicked(sender : AnyObject) {
startAnimation()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
for i in 1...13
{
let imageName = "\(i)"
imageList += UIImage(named: imageName)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func startAnimation() -> Void
{
if !myImageView.isAnimating()
{
myImageView.animationImages = imageList
myImageView.startAnimating()
animationBtn.setTitle("Stop Animation", forState: UIControlState.Normal)
} else
{
myImageView.stopAnimating()
myImageView.image = UIImage(named:"bomb.jpg")
animationBtn.setTitle("Start Animation", forState: UIControlState.Normal)
}
}
}
Here is the adjusted code if it helps anyone.
Cheers
import UIKit
class ViewController: UIViewController {
#IBOutlet var myImageView: UIImageView!
#IBOutlet var animationBtn: UIButton!
var imageList = [UIImage]()
#IBAction func animationBtnClicked(sender: AnyObject) {
startAnimation()
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
for i in 1...99
{
let imageName = "\(i)"
imageList.append(UIImage(named: imageName)!)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func startAnimation() -> Void
{
myImageView.animationImages = imageList
myImageView.startAnimating()
}
}
Those errors messages shows the exact issue.
Issue 1
For fixing has no initializers, you need implement at-least one init function in your class.
Issue 2
For fixing IBOutlet has non-optional, you need to change your IBOutlet variables to optionals.
#IBOutlet var myImageView : UIImageView!
#IBOutlet var animationBtn : UIButton!
Issue 3
For fixing that [UIImage] is not identical to UInt8. The += can't be used to append a single UIImage to [UIImage]
You need to change:
imageList += UIImage(named: imageName)
to
imageList.append(UIImage(named: imageName))
I have an image view and I needed the user swipe this image down but i don't know how to do this. I put a log to know if the swiping its working and its working well, i want that the image moves when I swipe. I'm very new in iOS. Can you help me??
Here is my ViewController class:
class MainScreenViewController: UIViewController {
#IBOutlet var buttonMenuEntry: UIButton
#IBOutlet var buttonMenuExit: UIButton
#IBOutlet var mainscreenEntryView: UIImageView
#IBOutlet var mainscreenCard: UIImageView
override func viewDidLoad() {
super.viewDidLoad()
var swipeCardDown = UISwipeGestureRecognizer(target: self, action: "respondToGesture:")
swipeCardDown.direction = UISwipeGestureRecognizerDirection.Down
self.mainscreenCard.addGestureRecognizer(swipeCardDown)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func buttonMenuClicked(sender: UIButton){
buttonMenuEntry.hidden = true
buttonMenuExit.hidden = false
}
func respondToGesture(gesture: UIGestureRecognizer){
println("Swiped down")
}
}
Thanks.
Simplest way would be:
func respondToGesture(gesture: UIGestureRecognizer){
UIView.animateWithDuration(0.35, animations: {
mainscreenCard.frame = CGRectMake(mainscreenCard.frame.origin.x,
self.view.frame.height,
mainscreenCard.frame.size.width,
mainscreenCard.frame.size.height)
})
}
Adjust your timing as you wish