iOS Swift MapKit will not reload - ios

I have a MapKit View on my storyboard - set to hidden. With the following code I can unhide it from view using a button(1) click and it loads perfectly. Another button(2) click will hide the map. The issue is reloading the map. How do I reload the map with button(1). Currently, the map will not show again.
Here is the entire code to load the map:
#IBAction func ButtonOne(sender: UIButton) {
self.myMap()
}//End Button(1)
#IBAction func ButtonTwo(sender: UIButton) {
self.mapView.hidden = true
}//End Button(2)
func myMap() {
let userLocation = self.mapView.userLocation
let region = MKCoordinateRegionMakeWithDistance(
userLocation.location.coordinate, 2000, 2000)
self.mapView.hidden = false
self.mapView.frame = CGRect(x: 0, y: 0, width: screenSize.width, height: screenSize.height * 0.75)
self.mapView.setRegion(region, animated: true)
}

I am just going to use 'exit(1)' when disconnecting/hiding then map when the call ends. BTT the user will really have no use for still being able to use the app.

Related

Putting loading animation over VNDocumentViewController Swift

Is it possible to put a loading animation over the VNDocumentViewController? As in, when the user presses the Save button, is there a way for me to somehow indicate that the Vision is processing the image and hasn't frozen? Right now, in my app, there is a long pause between the user pressing Save and the actual image being processed.Here is an example from another post of what I'm trying to create
Here is one example of adding a loading indicator using UIActivityIndicatorView().
startAnimating() to start the animation and stopAnimation() to stop the animation.
iOS - Display a progress indicator at the center of the screen rather than the view
guard let topWindow = UIApplication.shared.windows.last else {return}
let overlayView = UIView(frame: topWindow.bounds)
overlayView.backgroundColor = UIColor.clear
topWindow.addSubview(overlayView)
let hudView = UIActivityIndicatorView()
hudView.bounds = CGRect(x: 0, y: 0, width: 20, height: 20)
overlayView.addSubview(hudView)
hudView.center = overlayView.center
hudView.startAnimating()
Alternatively, you could look into using Cocoapod MBProgressHud
https://cocoapods.org/pods/MBProgressHUD
There's a way you can extend a class in Swift that captures this problem well. The idea is you want a UIActivityIndicator in your VNDocumentCameraViewController. But we'd like that to be a part of every version of this we use. We could simply embed the DocumentVC's view into our current view and superimpose a UIActivityIndicator above it in the view stack, but that's pretty hacky. Here's a quick way we can extend any class and solve this problem
import VisionKit
import UIKit
extension VNDocumentCameraViewController {
private struct LoadingContainer {
static var loadingIndicator = UIActivityIndicatorView()
}
var loadingIndicator: UIActivityIndicatorView {
return LoadingContainer.loadingIndicator
}
func animateLoadingIndicator() {
if loadingIndicator.superview == nil {
view.addSubview(loadingIndicator)
//Setup your constraints through your favorite method
//This constrains it to the very center of the controller
loadingIndicator.frame = CGRect(
x: view.frame.width / 2.0,
y: view.frame.height / 2.0,
width: 20,
height: 20)
//Setup additional state like color/etc here
loadingIndicator.color = .white
}
loadingIndicator.startAnimating()
}
func stopAnimatingLoadingIndicator() {
loadingIndicator.stopAnimating()
}
}
The place we can call these functions are in the delegate methods for VNDocumentCameraViewController that you implement in your presenting ViewController:
func documentCameraViewController(
_ controller: VNDocumentCameraViewController,
didFinishWith scan: VNDocumentCameraScan
) {
controller.animateLoadingIndicator()
}

how to custom flip and transition to another view controller with button click ? (n swift)

basically my current setup is like this
one storyboard ViewController with 3 types of UI View(container, front view, back view) inside of it.
what i want to accomplish (and i don't know how to implement #2)
user enters the data on the form(front of the card- View Controller number 1)
clicks the save button (do animation flipping and redirect to a new view controller)
the new view controller loads up (back of the card - View Controller number 2)
this is the current code flip example:
import UIKit
class HomeViewController: UIViewController {
#IBOutlet weak var goButton: UIButton!
#IBOutlet weak var optionsSegment: UISegmentedControl!
let owlImageView = UIImageView(image: UIImage(named:"img-owl"))
let catImageView = UIImageView(image: UIImage(named:"img-cat"))
var isReverseNeeded = false
override func viewDidLoad() {
super.viewDidLoad()
title = "Transitions Test"
setupView()
}
fileprivate func setupView() {
let screen = UIScreen.main.bounds
goButton.layer.cornerRadius = 22
//container to hold the two UI views
let containerView = UIView(frame: CGRect(x: 0, y: 0, width: 250, height: 250))
containerView.backgroundColor = UIColor(red: 6/255, green: 111/255, blue: 165/255, alpha: 1.0)
containerView.layer.borderColor = UIColor.white.cgColor
containerView.layer.borderWidth = 2
containerView.layer.cornerRadius = 20
containerView.center = CGPoint(x: screen.midX, y: screen.midY)
view.addSubview(containerView)
//front view
catImageView.frame.size = CGSize(width: 100, height: 100)
catImageView.center = CGPoint(x: containerView.frame.width/2, y: containerView.frame.height/2)
catImageView.layer.cornerRadius = 50
catImageView.clipsToBounds = true
//back view
owlImageView.frame.size = CGSize(width: 100, height: 100)
owlImageView.center = CGPoint(x: containerView.frame.width/2, y: containerView.frame.height/2)
owlImageView.layer.cornerRadius = 50
owlImageView.clipsToBounds = true
containerView.addSubview(owlImageView)
}
#IBAction func goButtonClickHandler(_ sender: Any) {
doTransition()
}
fileprivate func doTransition() {
let duration = 0.5
var option:UIViewAnimationOptions = .transitionCrossDissolve
switch optionsSegment.selectedSegmentIndex {
case 0: option = .transitionFlipFromLeft
case 1: option = .transitionFlipFromRight
case 2: option = .transitionCurlUp
case 3: option = .transitionCurlDown
case 4: option = .transitionCrossDissolve
case 5: option = .transitionFlipFromTop
case 6: option = .transitionFlipFromBottom
default:break
}
if isReverseNeeded {
UIView.transition(from: catImageView, to: owlImageView, duration: duration, options: option, completion: nil)
} else {
UIView.transition(from: owlImageView, to: catImageView, duration: duration, options: option, completion: nil)
}
isReverseNeeded = !isReverseNeeded
}
}
There are a few alternatives for transition between view controllers with a flipping animation:
You can define a segue in IB, configure that segue to do a horizontal flipping animation:
If you want to invoke that segue programmatically, give the segue a “Identifier” string in the attributes inspector and then you can perform it like so:
performSegue(withIdentifier: "SecondViewController", sender: self)
Alternatively, give the actual destination view controller’s scene a storyboard identifier, and the presenting view controller can just present the second view controller:
guard let vc = storyboard?.instantiateViewController(identifier: "SecondViewController") else { return }
vc.modalTransitionStyle = .flipHorizontal
vc.modalPresentationStyle = .currentContext
show(vc, sender: self)
If this standard flipping animation isn’t quite what you want, you can customize it to your heart’s content. iOS gives us rich control over custom transitions between view controller by specifying transitioning delegate, supplying an animation controller, etc. It’s a little complicated, but it’s outlined in WWDC 2017 Advances in UIKit Animations and Transitions: Custom View Controller Transitions (about 23:06 into the video) and WWDC 2013 Custom Transitions Using View Controllers.

Set picker values by tapping anywhere outside of a popup view in iOS

Currently have a popup view which sets 3 picker values by tapping on the SET button:
However, I want to remove the SET button altogether, and have the picker values set upon tapping outside of the popup, which in turn hides the popup.
Here is the current code:
// function for selecting picker values
func pickerDidSet() {
let focusPeriodChoice = focusPeriodDataSource[pickerView.selectedRow(inComponent: 0)]
let breakPeriodChoice = breakPeriodDataSource[pickerView.selectedRow(inComponent: 1)]
let repeatCountChoice = repeatCountDataSource[pickerView.selectedRow(inComponent: 2)]
persistPickerChoice(focusPeriodChoice, dataType: .focusPeriod)
persistPickerChoice(breakPeriodChoice, dataType: .breakPeriod)
persistPickerChoice(repeatCountChoice, dataType: .repeatCount)
timerSummaryLabel.text = "\(focusPeriodChoice)m • \(breakPeriodChoice)m • \(repeatCountChoice)x"
UIView.animate(withDuration: 0.2, animations: { self.pickerContainerView.alpha = 0.0 }, completion: { finished in
self.pickerContainerView.isHidden = true
})
}
// Open popup, by tapping gear icon
#IBAction func openSettings(_ sender: Any) {
pickerView.selectRow(pickerChoiceIndex(forDataType: .focusPeriod), inComponent: 0, animated: false)
pickerView.selectRow(pickerChoiceIndex(forDataType: .breakPeriod), inComponent: 1, animated: false)
pickerView.selectRow(pickerChoiceIndex(forDataType: .repeatCount), inComponent: 2, animated: false)
self.pickerContainerView.isHidden = false
UIView.animate(withDuration: 0.2) {
self.pickerContainerView.alpha = 1.0
}
}
// Once pickers have been set, display the summary
private func configureSummaryLabel() {
let focusPeriodChoice = pickerChoice(forDataType: .focusPeriod)
let breakPeriodChoice = pickerChoice(forDataType: .breakPeriod)
let repeatCountChoice = pickerChoice(forDataType: .repeatCount)
timerSummaryLabel.text = "\(focusPeriodChoice)m • \(breakPeriodChoice)m • \(repeatCountChoice)x"
}
// Setting the picker “SET” button
private func addPickerSetButton(atX x: CGFloat, centerY: CGFloat) {
pickerSetButton.frame = CGRect(x: x, y: 0, width: 40, height: 20)
pickerSetButton.center = CGPoint(x: pickerSetButton.center.x, y: centerY)
pickerSetButton.setTitle("SET", for: .normal)
pickerSetButton.setTitleColor(UIColor.white, for: .normal)
pickerSetButton.setTitleColor(UIColor.darkGray, for: .highlighted)
pickerSetButton.titleLabel?.font = UIFont.boldSystemFont(ofSize: 17)
pickerSetButton.addTarget(self, action: #selector(pickerDidSet), for: .touchUpInside)
pickerHeaderView.addSubview(pickerSetButton)
}
If the Previous Black View is you default view of ViewController then all you need is to implemented below method.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Check that the touched view is your background view
if touches.first?.view == self.view {
// Do What Every You want to do
}
}
Detail
Every ViewController has a default view object. As in your case the black overlay displaying behind your popup seems like the default view of that view controller. If that black overlay is not your default view then create and IBOutlet of that view which is black opacified in color. And then in the above method where you are check that which view is touch check that if touched view is your black view or not.
Suppose you black view's IBOutlet is backgroundView then the above check will be something like this.
if touches.first?.view == self.backgroundView {
//It means you have touched outside the pop and out side the pop there is only your backgroundView.
//Here you should do exactly the same which you were doing when `SET` button was clicked.
}
touchesBegan method didn't work if touched object is a button so as per you logic.
You need to check if the PickerView is visible then disable it instead of firing the other feature of that button.
Example.
Create a boolean variable named isPickerViewVisible in your class and when picker view is going to visible make it true and when picker view is getting hide just make it false. There might be an IBAction for that red button.
#IBAction didTapButton(_ sender: Any){
//Here you need to check if pickerView is open then disable it. I don't know what logic you have implemented to show picker view.
if isPickerViewVisible {
self.pickerDidSet()
}else {
//Here you should do the task that you do on clicking this button.
}
}

how to scroll till particular position using xctest

I am trying to swipe up to a particular element in my app, if i use "swipeup" it is going to bottom of the view, which i don't want
Here is my code :
XCUIElement *staticText = [[[tablesQuery2 childrenMatchingType:XCUIElementTypeCell] elementBoundByIndex:2] childrenMatchingType:XCUIElementTypeStaticText].element;
[staticText swipeUp];
Here is my app screen before using swipe up
Here is my app screen after using swipe up
If you know which element you want to select and the height of each picker item, you can make an extension of XCUIElement to select the right value.
/// Move up/down the picker options until the given `selectionPosition` is reached.
func changePickerSelection(pickerWheel: XCUIElement, selectionPosition: UInt) {
// Select the new value
var valueSelected = false
while !valueSelected {
// Get the picker wheel's current position
if let pickerValue = pickerWheel.value {
let currentPosition = UInt(getPickerState(String(pickerValue)).currentPosition)
switch currentPosition.compared(to: selectionPosition) {
case .GreaterThan:
pickerWheel.selectPreviousOption()
case .LessThan:
pickerWheel.selectNextOption()
case .Equal:
valueSelected = true
}
}
}
}
/// Extend XCUIElement to contain methods for moving to the next/previous value of a picker.
extension XCUIElement {
/// Scrolls a picker wheel up by one option.
func selectNextOption() {
let startCoord = self.coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.5))
let endCoord = startCoord.coordinateWithOffset(CGVector(dx: 0.0, dy: 30.0)) // 30pts = height of picker item
endCoord.tap()
}
/// Scrolls a picker wheel down by one option.
func selectPreviousOption() {
let startCoord = self.coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.5))
let endCoord = startCoord.coordinateWithOffset(CGVector(dx: 0.0, dy: -30.0))
endCoord.tap()
}
}
let pickerWheel = app.pickerWheels.element(boundBy: 0)
changePickerSelection(pickerWheel, selectionPosition: 2)

Change UIPopoverView background + arrow color

Is there a way to simply change the UIPopoverView background color (including its arrow) on iOS8?
(I did read a couple of articles on customizing "UIPopoverControllers". Does this apply here too, meaning the answer is "no"?)
Isn't this something I should be able to address in the prepareForSegue method triggering the popover? How can I reach the according view to change its appearance?
I found the solution. Subclassing is not necessary anymore with iOS8! The background can be accessed and changed like this from within the tableview -> navigation -> popoverPresentationController
self.navigationController?.popoverPresentationController?.backgroundColor = UIColor.redColor()
More information about this in WWDC session 2014.
You can simply modify popover like this:
let popoverViewController = self.storyboard?.instantiateViewControllerWithIdentifier("popoverSegue")
popoverViewController!.popoverPresentationController?.delegate = self
popoverViewController!.modalPresentationStyle = .Popover
let popoverSize = CGSize(width: 150, height: 60)
popoverViewController!.preferredContentSize = popoverSize
let popover = popoverViewController!.popoverPresentationController
popover?.delegate = self
popover?.permittedArrowDirections = .Up
popover?.sourceView = self.view
//change background color with arrow too!
popover?.backgroundColor = UIColor.whiteColor()
popover?.sourceRect = CGRect(x: self.view.frame.width, y: -10, width: 0, height: 0)
presentViewController(popoverViewController!, animated: true, completion: nil)
Seems like that popoverPresentationController.backgroundColor no longer works in iOS13.
Popover arrows now appear to take on the color of the popover viewController's view.backgroundColor.
Here's the whole code for the demo below:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let sourceButton = sender as? UIButton, let popover = segue.destination.popoverPresentationController {
popover.sourceView = sourceButton.superview
popover.sourceRect = sourceButton.frame
popover.permittedArrowDirections = [.left]
popover.delegate = self
segue.destination.preferredContentSize = CGSize(width: 100, height: 100)
//popover.backgroundColor = sourceButton.tintColor //old way
segue.destination.view.backgroundColor = sourceButton.tintColor //new way
}
}
#IBAction func btnTap(_ sender: Any) {
performSegue(withIdentifier: "popoverSegue", sender: sender)
}
func adaptivePresentationStyle(for controller: UIPresentationController) -> UIModalPresentationStyle {
return .none
}
SwiftUI : Xcode 11.5
Add the .background modifier with the color and add .edgesIgnoringSafeArea modifier.
.popover(isPresented: self.$vm.presentMenu, content: {
self.menuView
.background(Color.bgGray.edgesIgnoringSafeArea(.all))
})
Just adding that if you are using SwiftUI inside of a UIPopover or if you are using SwiftUI's popover modifier you can set the background color of the popover by just using a Color in the background, like as in a ZStack.
If you want the arrow colored you can add the .edgesIgnoringSafeArea(.all) modifier to the color in the background so it will extend into the arrow.
SwiftUI example:
import SwiftUI
struct PopoverTest: View {
#State var showing: Bool = true
var body: some View {
Button("Show") {
self.showing.toggle()
}
.popover(isPresented: $showing) {
ZStack {
Color.green.edgesIgnoringSafeArea(.all) // will color background and arrow
Text("Popover!")
}
}
}
}
struct PopoverTest_Previews: PreviewProvider {
static var previews: some View {
PopoverTest()
}
}

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