In swift, I have a UI Table View and I have the background set as clear for a transparent background, and for the iPhone it works perfectly. But for iPad, it does not, it has a white background, not clear. I saw an answer, but it wasn't for swift, but that didn't work either.
My code for the iPhone is:
tableview.backgroundcolor = UIColor.clearcolor()
I tried adding:
tableview.background = nil
But that doesn't work.
I ran into the same problem. It seems that somewhere in the process of adding a UITableView to the window (between willMoveToWindow and didMoveToWindow), some iPad's reset the backgroundColor of the table view to white. It does this covertly without using the backgroundColor property.
I now use this as a base class in place of UITableView when I need a colored/transparent table...
class ColorableTableView : UITableView {
var _backgroundColor:UIColor?
override var backgroundColor:UIColor? {
didSet {
_backgroundColor = backgroundColor
}
}
override func didMoveToWindow() {
backgroundColor = _backgroundColor
super.didMoveToWindow()
}
}
EDIT: Cells also have their backgroundColor's set to white on my iPad in the same way (i.e. those that are in the table during the move to the window), so the same applies to them, lest you end up with the odd opaque cell popping up from time to time as it is reused ...
class ColorableTableViewCell : UITableViewCell {
var _backgroundColor:UIColor?
override var backgroundColor:UIColor? {
didSet {
_backgroundColor = backgroundColor
}
}
override func didMoveToWindow() {
backgroundColor = _backgroundColor
super.didMoveToWindow()
}
}
Where are you inserting that code? I had a similar problem recently with a tableview that I had subclassed. Setting the background color to clear worked perfectly well in the subclass for iPhone but on iPad it was still displaying as white.
My solution was that I had to also put it in the viewWillAppear function on the specific tableViewController that contained the table.
// myTableViewController
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
myTableView.backgroundColor = UIColor .clearColor()
}
Related
I have a custom UITextField subclass which changes its border color when typing something in it. I'm listening for changes by calling
self.addTarget(self, action: #selector(textFieldDidChange(_:)), for: .editingChanged)
and then, in textFieldDidChange(_:) I'm doing:
self.layer.borderColor = UIColor(named: "testColor")?.cgColor
Where testColor is a color defined in Assets.xcassets with variants for light and dark mode. The issue is that UIColor(named: "testColor")?.cgColor seems to always return the color for the light mode.
Is this a bug in iOS 13 beta or I'm doing something wrong? There's a GitHub repo with the code which exhibits this behaviour. Run the project, switch to dark mode from XCode then start typing something in the text field.
Short answer
In this situation, you need to specify which trait collection to use to resolve the dynamic color.
self.traitCollection.performAsCurrent {
self.layer.borderColor = UIColor(named: "testColor")?.cgColor
}
or
self.layer.borderColor = UIColor(named: "testColor")?.resolvedColor(with: self.traitCollection).cgColor
Longer answer
When you call the cgColor method on a dynamic UIColor, it needs to resolve the dynamic color's value. That is done by referring to the current trait collection, UITraitCollection.current.
The current trait collection is set by UIKit when it calls your overrides of certain methods, notably:
UIView
draw()
layoutSubviews()
traitCollectionDidChange()
tintColorDidChange()
UIViewController
viewWillLayoutSubviews()
viewDidLayoutSubviews()
traitCollectionDidChange()
UIPresentationController
containerViewWillLayoutSubviews()
containerViewDidLayoutSubviews()
traitCollectionDidChange()
However, outside of overrides of those methods, the current trait collection is not necessarily set to any particular value. So, if your code is not in an override of one of those methods, and you want to resolve a dynamic color, it's your responsibility to tell us what trait collection to use.
(That's because it's possible to override the userInterfaceStyle trait of any view or view controller, so even though the device may be set to light mode, you might have a view that's in dark mode.)
You can do that by directly resolving the dynamic color, using the UIColor method resolvedColor(with:). Or use the UITraitCollection method performAsCurrent, and put your code that resolves the color inside the closure. The short answer above shows both ways.
You could also move your code into one of those methods. In this case, I think you could put it in layoutSubviews(). If you do that, it will automatically get called when the light/dark style changes, so you wouldn't need to do anything else.
Reference
WWDC 2019, Implementing Dark Mode in iOS
Starting at 19:00 I talked about how dynamic colors get resolved, and at 23:30 I presented an example of how to set a CALayer's border color to a dynamic color, just like you're doing.
You can add invisible subview on you view and it will track traitCollectionDidChange events.
example:
import UIKit
extension UIButton {
func secondaryStyle() {
backgroundColor = .clear
layer.cornerRadius = 8
layer.borderWidth = 1
layer.borderColor = UIColor(named: "borderColor")?.cgColor
moon.updateStyle = { [weak self] in
self?.secondaryStyle()
}
}
}
extension UIView {
var moon: Moon {
(viewWithTag(Moon.tag) as? Moon) ?? .make(on: self)
}
final class Moon: UIView {
static var tag: Int = .max - 1
var updateStyle: (() -> Void)?
static func make(on view: UIView) -> Moon {
let moon = Moon()
moon.tag = Moon.tag
view.addSubview(moon)
return moon
}
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
guard previousTraitCollection?.userInterfaceStyle != traitCollection.userInterfaceStyle else { return }
triggerUpdateStyleEvent()
}
func triggerUpdateStyleEvent() {
updateStyle?()
}
}
}
when launching the iOS share extension the textView will by default already be selected / entered. (the keyboard will be visible and the textView will be in edit mode)
I don't want this to happen, how do I programatically exit the textView
override func viewDidLoad() {
self.textView.exit() // obviously doesn't work
}
I see tons of posts about how to exit when user press enter on the keyboard, I do not want to do it "when something delegate" I just want the textview to not be in edit mode when the extension is launched (on viewDidLoad).
I have also tried (as suggested in other post)
self.textView.endEditing(true)
which did not hide the keyboard or exit the textView
You can call textView.resignFirstResponder() in presentationAnimationDidFinish
class ShareViewController: SLComposeServiceViewController {
var textViewTintColor: UIColor?
override func viewDidLoad() {
super.viewDidLoad()
// hide cursor which appears during presentation animation
self.textViewTintColor = self.textView.tintColor
self.textView.tintColor = .clear
}
override func presentationAnimationDidFinish() {
super.presentationAnimationDidFinish()
guard let tintColor = self.textViewTintColor else { return }
self.textView.resignFirstResponder()
// reset cursor
self.textView.tintColor = tintColor
self.textViewTintColor = nil
}
}
As the title implies I'm wondering if there is a way to change the background colour of a UINavigationBar in Swift. I know this question has been asked once before as I found this question here but I couldn't get any of the code to work when I tried to bring it up to date. I have linked the custom class which is a subclass of UINavigationController. Currently, the background colour of all the child UINavigationItem's have the default background colour of a slightly tinted white. I want to be able to change their colour to fit the rest of the UI elements in my app as most of them are extremely dark so I'm trying to change that below there is a picture of what I'm trying to replicate.
Is there is a more recent way to do this? Maybe using User defined runtime attributes. I'm out of ideas.
I've tried
#objc func changebarColor(){
self.navigationController?.navigationBar.barTintColor = UIColor.red;
}
override func viewDidLoad() {
super.viewDidLoad()
changebarColor()
}
And
override func viewDidLoad() {
super.viewDidLoad()
self.navigationController?.navigationBar.barStyle = UIBarStyle.blackTranslucent
self.navigationController?.navigationBar.barTintColor = UIColor.red;
}
And
override func viewDidLoad() {
super.viewDidLoad()
self.navigationController!.navigationBar .setBackgroundImage(UIImage(), for: UIBarMetrics.default)
self.navigationController!.navigationBar.shadowImage = UIImage();
self.navigationController!.navigationBar.isTranslucent = true;
self.navigationController!.navigationBar.backgroundColor = UIColor.red;
}
As well as all of the other answers posted on the page. Slightly tweaking them to remove errors.
You are on the right track, but you are calling it in the wrong place. You should move it to viewWillAppear which is called every time you view is going to be displayed. viewDidLoad() is only called once.
This means that another view controller or even the OS can change the colour of your navigation bar after viewDidLoad()
override func viewWillAppear(_ animated:Bool)
{
super.viewWillAppear( animated)
self.navigationController?.navigationBar.barTintColor = UIColor.red
}
Also, you don't need semi colons in Swift.
I'm trying to implement 6 lines high description label and I want it to be focusable. Ideally that would mean extending UILabel class to make a custom component. I tried that by implementing canBecomeFocused and didUpdateFocusInContext but my UILabel doesn't seem to get any focus.
I also tried replacing UILabel with UIButton, but buttons aren't really optimised for this sort of thing. Also that would mean I'd need to change buttonType on focus from custom to plain.. and buttonType seems to be a ready-only property.
In reality I'd like to have exact same text label implemented by Apple in Apple TV Movies app. For movie description they have a text label that displays a few lines of text and a "more". When focused it looks like a button (shadows around) and changed background color. When tapped - it opens up a modal window with entire movie description.
Any suggestions? Or maybe someone has already implemented this custom control for tvOS? Or event better - there is a component from Apple that does this and I'm missing something.
P.S: Swift solution would be welcome :)
Ok, answering my own question :)
So it appears that some some views are "focusable" on tvOS out-of-the-box, and other have to be instructed to do so.
I finally ended up using UITextView, which has a selectable property, but if not one of these focusable views by default. Editing of TextView has to be disabled to make it look like UILabel. Also, currently there is a bug which prevents you from using selectable property from Interface Builder but works from code.
Naturally, canBecomeFocused() and didUpdateFocusInContext had to be implemented too. You'll also need to pass a UIViewController because UITextView is not capable of presenting a modal view controller. Bellow is what I ended up creating.
class FocusableText: UITextView {
var data: String?
var parentView: UIViewController?
override func awakeFromNib() {
super.awakeFromNib()
let tap = UITapGestureRecognizer(target: self, action: "tapped:")
tap.allowedPressTypes = [NSNumber(integer: UIPressType.Select.rawValue)]
self.addGestureRecognizer(tap)
}
func tapped(gesture: UITapGestureRecognizer) {
let storyboard = UIStoryboard(name: "Main", bundle: nil)
if let descriptionView = storyboard.instantiateViewControllerWithIdentifier("descriptionView") as? DescriptionViewController {
if let view = parentView {
if let show = show {
descriptionView.descriptionText = self.data
view.modalPresentationStyle = UIModalPresentationStyle.OverFullScreen
view.presentViewController(descriptionView, animated: true, completion: nil)
}
}
}
}
override func canBecomeFocused() -> Bool {
return true
}
override func didUpdateFocusInContext(context: UIFocusUpdateContext, withAnimationCoordinator coordinator: UIFocusAnimationCoordinator) {
if context.nextFocusedView == self {
coordinator.addCoordinatedAnimations({ () -> Void in
self.layer.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.2).CGColor
}, completion: nil)
} else if context.previouslyFocusedView == self {
coordinator.addCoordinatedAnimations({ () -> Void in
self.layer.backgroundColor = UIColor.clearColor().CGColor
}, completion: nil)
}
}
}
As for making a UILabel focusable:
class MyLabel: UILabel {
override var canBecomeFocused: Bool {
return true
}
override func didUpdateFocus(in context: UIFocusUpdateContext, with coordinator: UIFocusAnimationCoordinator) {
super.didUpdateFocus(in: context, with: coordinator)
backgroundColor = context.nextFocusedView == self ? .blue:.red
}
}
IMPORTANT!!!
As stated on the apple developer portal:
The value of this property is true if the view can become focused; false otherwise.
By default, the value of this property is false. This property informs the focus engine if a view is capable of being focused. Sometimes even if a view returns true, a view may not be focusable for the following reasons:
The view is hidden.
The view has alpha set to 0.
The view has userInteractionEnabled set to false.
The view is not currently in the view hierarchy.
Use a collection view with just one cell and add transform to cell and change cell background color in didUpdateFocusInContext when focus moves to cell.
override func didUpdateFocusInContext(context: UIFocusUpdateContext, withAnimationCoordinator coordinator: UIFocusAnimationCoordinator) {
coordinator.addCoordinatedAnimations({
if self.focused {
self.transform = CGAffineTransformMakeScale(1.01, 1.01)
self.backgroundColor = UIColor.whiteColor()
self.textLabel.textColor = .blackColor()
}
else {
self.transform = CGAffineTransformMakeScale(1, 1)
self.backgroundColor = UIColor.clearColor()
self.textLabel.textColor = .whiteColor()
}
}, completion: nil)
}
As an additional step you could try to extract the color of the image if you are using the image as background like iTunes and use that for Visual effect view behind the cell.
Also you can apply transform to the collectionView in the video controller to make it look like in focus
You can use system button, and set the background image in storyboard to an image that contains the color you would like
I have a BaseViewController that my UIViewControllers extend so i can have explicit functions that i dont need to rewrite. Something i would like would be a functions such as self.showSpinner() and the viewController would show the spinner
My Code looks like this
class BaseViewController: UIViewController {
var actvIndicator : UIActivityIndicatorView!
override func viewDidLoad() {
super.viewDidLoad()
self.actvIndicator = UIActivityIndicatorView(activityIndicatorStyle: .WhiteLarge)
self.actvIndicator.color = UIColor.blackColor()
self.actvIndicator.backgroundColor = UIColor.blackColor()
self.actvIndicator.frame = CGRectMake(self.view.frame.size.width / 2, self.view.frame.size.height / 2, 100, 100);
self.actvIndicator.center = self.view.center
self.actvIndicator .startAnimating()
self.view.addSubview(self.actvIndicator)
self.actvIndicator.bringSubviewToFront(self.view)
self.edgesForExtendedLayout = UIRectEdge.None
self.navigationController?.navigationBar.translucent = false
}
func showSpinner(){
self.actvIndicator.startAnimating()
}
func hideSpinner(){
self.actvIndicator.stopAnimating()
}
}
And my viewcontrollers looks like this
class MyProjectViewController: BaseViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.showSpinner()
}
}
MyProjectViewController have UITableView that fills the entire screen. When i set tblProjects.alpha = 0 i can see the spinner. But i want it in the front.
i also tried self.view.bringSubviewToFront(self.actvIndicator)
What am i missing?
A couple quick notes before I get into what I think your problem is:
When you add a subview it is automatically added to the top layer, no need for the bringSubviewToFront: in viewDidLoad: (which is being used wrong anyway).
You should not set view frames in viewDidLoad: (e.g. centering a view). Frames are not setup yet, so you should move that to viewWillAppear: or some other variant.
Now your issue is most likely a view hierarchy problem (further confirmed by your comment) and thus can probably be fixed by pushing the spinner to the front every time you want it to be shown, like:
func showSpinner() {
self.view.bringSubviewToFront(self.actvIndicator)
self.actvIndicator.startAnimating()
}
The problem here stands on the fact that table view is draw after you are calling self.view.bringSubviewToFront(self.actvIndicator). A possible workaround for this is to call bringSubviewToFront when showing the spinner
func showSpinner(){
self.view.bringSubviewToFront(self.actvIndicator)
self.actvIndicator.startAnimating()
}