I have a very simple sample that allows to drag an UIView around. When touch up, I will have an inertia effect on the dragging direction for a second. While if I touch down again, I need to stop all the inertia animation and start to do another drag. Here is my code, the "clearAllAnimations" doesn't stop my animation. How could I implement that?
import UIKit
class ViewController: UIViewController {
var tile : UIView = UIView()
var labelView = UITextView()
var displayLink : CADisplayLink?
override func viewDidLoad() {
super.viewDidLoad()
tile.frame = CGRect(x: 0, y: 0, width: 256, height: 256)
tile.backgroundColor = UIColor.redColor()
view.addSubview(tile)
var panGesture = UIPanGestureRecognizer(target: self, action: Selector("panHandler:"))
view.addGestureRecognizer(panGesture)
labelView.frame = CGRect(x: 0, y: 100, width: view.frame.width, height: 44)
labelView.backgroundColor = UIColor.clearColor()
view.addSubview(labelView)
}
func panHandler (p: UIPanGestureRecognizer!) {
var translation = p.translationInView(view)
if (p.state == UIGestureRecognizerState.Began) {
self.tile.layer.removeAllAnimations()
}
else if (p.state == UIGestureRecognizerState.Changed) {
var offsetX = translation.x
var offsetY = translation.y
var newLeft = tile.frame.minX + offsetX
var newTop = tile.frame.minY + offsetY
self.tile.frame = CGRect(x: newLeft, y: newTop, width: self.tile.frame.width, height: self.tile.frame.height)
labelView.text = "x: \(newLeft); y: \(newTop)"
p.setTranslation(CGPoint.zeroPoint, inView: view)
}
else if (p.state == UIGestureRecognizerState.Ended) {
var inertia = p.velocityInView(view)
var offsetX = inertia.x * 0.2
var offsetY = inertia.y * 0.2
var newLeft = tile.frame.minX + offsetX
var newTop = tile.frame.minY + offsetY
UIView.animateWithDuration(1, delay: 0, options:UIViewAnimationOptions.CurveEaseOut, animations: {_ in
self.tile.frame = CGRect(x: newLeft, y: newTop, width: self.tile.frame.width, height: self.tile.frame.height)
}, completion: nil)
}
}
}
Setting UIViewAnimationOptions.AllowUserInteraction does the trick. The new code to start animation is this:
UIView.animateWithDuration(animationDuration, delay: 0, options:UIViewAnimationOptions.CurveEaseOut | UIViewAnimationOptions.AllowUserInteraction | UIViewAnimationOptions.BeginFromCurrentState, animations: {_ in
self.tile.frame = CGRect(x: newLeft, y: newTop, width: self.tile.frame.width, height: self.tile.frame.height)
}, completion: nil)
Related
I am testing the swiping controller/gesture from Jake Spracher with his SnapchatSwipeView (https://github.com/jakespracher/Snapchat-Swipe-View )
I have setup a topVC,leftVC,rightVC and middleVC(the main VC).
I manage to capture when the user swipe from the center to the rightVC or to the left VC, with this :
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if delegate != nil && !delegate!.outerScrollViewShouldScroll() && !directionLockDisabled {
let newOffset = CGPoint(x: self.initialContentOffset.x, y: self.initialContentOffset.y)
self.scrollView!.setContentOffset(newOffset, animated: false)
}
if (scrollView.contentOffset) == CGPoint(x: 750.0, y: 0.0) {
print ("TEST OK LEFT!")
NotificationCenter.default.post(name: NSNotification.Name(rawValue: "loadRinkbox"), object: nil)
}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 0.0) {
print ("TEST OK LEFT!")
}
if (scrollView.contentOffset) == CGPoint(x: -750.0, y: 0.0) {
print ("TEST OK RIGHT")
}
if (scrollView.contentOffset) == CGPoint(x: 375, y: 0.0) {
print ("TEST OK!")
}
}
But I cannot manage to capture when the user swipe from the centerVC to the topVC, and from topVC to centerVC. I have tried a lot of things but I didn't manage to do it.
My code is for swift 4.
For clarity, I put here the two full swift files. Many, million thanks for those that can help me !
ContainerViewController.swift
//
// ContainerViewController.swift
// SnapchatSwipeView
//
// Created by Jake Spracher on 8/9/15.
// Copyright (c) 2015 Jake Spracher. All rights reserved.
//
import UIKit
import AVFoundation
protocol SnapContainerViewControllerDelegate {
// print "Snapcontainerview"
func outerScrollViewShouldScroll() -> Bool
}
class SnapContainerViewController: UIViewController, UIScrollViewDelegate {
var captureSession : AVCaptureSession!
private var current: UIViewController
// print "2"
var deeplink: DeeplinkType? {
didSet {
handleDeeplink()
}
}
init() {
current = SplashViewController()
super.init(nibName: nil, bundle: nil)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var topVc: UIViewController?
var leftVc: UIViewController!
var middleVc: UIViewController!
var rightVc: UIViewController!
var bottomVc: UIViewController?
var directionLockDisabled: Bool!
var horizontalViews = [UIViewController]()
var veritcalViews = [UIViewController]()
var initialContentOffset = CGPoint() // scrollView initial offset
var middleVertScrollVc: VerticalScrollViewController!
var scrollView: UIScrollView!
var delegate: SnapContainerViewControllerDelegate?
class func containerViewWith(_ leftVC: UIViewController,
middleVC: UIViewController,
rightVC: UIViewController,
topVC: UIViewController?=nil,
bottomVC: UIViewController?=nil,
directionLockDisabled: Bool?=false) -> SnapContainerViewController {
let container = SnapContainerViewController()
container.directionLockDisabled = directionLockDisabled
container.topVc = topVC
container.leftVc = leftVC
container.middleVc = middleVC
container.rightVc = rightVC
container.bottomVc = bottomVC
return container
}
var scrollOffSetClosure: ((_ offset: CGFloat) -> Void)?
// code truncated for brevity
func scrollViewDidScroll2(_ scrollView: UIScrollView) {
scrollOffSetClosure!(scrollView.contentOffset.x)
print("test here")
}
func scrollViewDidEndScrollingAnimation(_ scrollView: UIScrollView) {
print("end scroll")
}
override func viewDidLoad() {
super.viewDidLoad()
addChildViewController(current)
current.view.frame = view.bounds
view.addSubview(current.view)
current.didMove(toParentViewController: self)
}
func setupVerticalScrollView() {
middleVertScrollVc = VerticalScrollViewController.verticalScrollVcWith(middleVc: middleVc as! Camera,
topVc: topVc,
bottomVc: bottomVc)
delegate = middleVertScrollVc
}
func setupHorizontalScrollView() {
scrollView = UIScrollView()
scrollView.isPagingEnabled = true
scrollView.showsHorizontalScrollIndicator = false
scrollView.bounces = false
print ("6")
let view = (
x: self.view.bounds.origin.x,
y: self.view.bounds.origin.y,
width: self.view.bounds.width,
height: self.view.bounds.height
)
scrollView.frame = CGRect(x: view.x,
y: view.y,
width: view.width,
height: view.height
)
self.view.addSubview(scrollView)
let scrollWidth = 3 * view.width
let scrollHeight = view.height
scrollView.contentSize = CGSize(width: scrollWidth, height: scrollHeight)
leftVc.view.frame = CGRect(x: 0,
y: 0,
width: view.width,
height: view.height
)
middleVertScrollVc.view.frame = CGRect(x: view.width,
y: 0,
width: view.width,
height: view.height
)
rightVc.view.frame = CGRect(x: 2 * view.width,
y: 0,
width: view.width,
height: view.height
)
addChildViewController(leftVc)
addChildViewController(middleVertScrollVc)
addChildViewController(rightVc)
scrollView.addSubview(leftVc.view)
scrollView.addSubview(middleVertScrollVc.view)
scrollView.addSubview(rightVc.view)
leftVc.didMove(toParentViewController: self)
middleVertScrollVc.didMove(toParentViewController: self)
rightVc.didMove(toParentViewController: self)
scrollView.contentOffset.x = middleVertScrollVc.view.frame.origin.x
scrollView.delegate = self
}
func scrollViewWillBeginDragging(_ scrollView: UIScrollView) {
// print ("Scrollviewvillbegindragging scrollView.contentOffset \(scrollView.contentOffset)")
self.initialContentOffset = scrollView.contentOffset
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if delegate != nil && !delegate!.outerScrollViewShouldScroll() && !directionLockDisabled {
let newOffset = CGPoint(x: self.initialContentOffset.x, y: self.initialContentOffset.y)
// print(newOffset.x)
//print(newOffset.y)
// Setting the new offset to the scrollView makes it behave like a proper
// directional lock, that allows you to scroll in only one direction at any given time
self.scrollView!.setContentOffset(newOffset, animated: false)
// print ("newOffset \(newOffset)")
// tell child views they have appeared / disappeared
}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 667.0) {print ("aaa!")}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: -667.0) {print ("bbb!")}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 375) {print ("aaccca!")}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: -375) {print ("ddddd!")}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 0.0) {print ("eeeeeee!")}
// if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 667.0) {print ("ffffff!")}
// if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 667.0) {print ("aggggggggaa!")}
// print ("scrollViewDidScroll scrollView.contentOffset \(scrollView.contentOffset)")
// scrollView.contentOffset
if (scrollView.contentOffset) == CGPoint(x: 750.0, y: 0.0) {
print ("TEST OK LEFT!")
NotificationCenter.default.post(name: NSNotification.Name(rawValue: "loadRinkbox"), object: nil)
}
if (scrollView.contentOffset) == CGPoint(x: 0.0, y: 0.0) {
print ("TEST OK RIGHT!")
}
if (scrollView.contentOffset) == CGPoint(x: -750.0, y: 0.0) {
print ("TEST OK LEFT")
}
if (scrollView.contentOffset) == CGPoint(x: 375, y: 0.0) {
print ("TEST LEFT/RIGHT OK!")
}
}
private func animateFadeTransition(to new: UIViewController, completion: (() -> Void)? = nil) {
print ("Ca va dans animateFadeTransition")
current.willMove(toParentViewController: nil)
addChildViewController(new)
transition(from: current, to: new, duration: 0.3, options: [.transitionCrossDissolve, .curveEaseOut], animations: {
}) { completed in
self.current.removeFromParentViewController()
new.didMove(toParentViewController: self)
self.current = new
completion?()
}
}
private func animateDismissTransition(to new: UIViewController, completion: (() -> Void)? = nil) {
print ("Ca va dans animateDismissTransition")
let initialFrame = CGRect(x: -view.bounds.width, y: 0, width: view.bounds.width, height: view.bounds.height)
current.willMove(toParentViewController: nil)
addChildViewController(new)
new.view.frame = initialFrame
transition(from: current, to: new, duration: 0.3, options: [], animations: {
new.view.frame = self.view.bounds
}) { completed in
self.current.removeFromParentViewController()
new.didMove(toParentViewController: self)
self.current = new
completion?()
}
}
}
and VerticalScrollViewController
/ MiddleScrollViewController.swift
// SnapchatSwipeView
//
// Created by Jake Spracher on 12/14/15.
// Copyright © 2015 Jake Spracher. All rights reserved.
//
import UIKit
class VerticalScrollViewController: UIViewController, SnapContainerViewControllerDelegate {
var topVc: UIViewController!
var middleVc: UIViewController!
var bottomVc: UIViewController!
var scrollView: UIScrollView!
class func verticalScrollVcWith(middleVc: UIViewController,
topVc: UIViewController?=nil,
bottomVc: UIViewController?=nil) -> VerticalScrollViewController {
let middleScrollVc = VerticalScrollViewController()
middleScrollVc.topVc = topVc
middleScrollVc.middleVc = middleVc
middleScrollVc.bottomVc = bottomVc
return middleScrollVc
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view:
setupScrollView()
}
func setupScrollView() {
scrollView = UIScrollView()
scrollView.isPagingEnabled = true
scrollView.showsVerticalScrollIndicator = false
scrollView.bounces = false
let view = (
x: self.view.bounds.origin.x,
y: self.view.bounds.origin.y,
width: self.view.bounds.width,
height: self.view.bounds.height
)
scrollView.frame = CGRect(x: view.x, y: view.y, width: view.width, height: view.height)
self.view.addSubview(scrollView)
let scrollWidth: CGFloat = view.width
var scrollHeight: CGFloat
switch (topVc, bottomVc) {
case (nil, nil):
scrollHeight = view.height
middleVc.view.frame = CGRect(x: 0, y: 0, width: view.width, height: view.height)
addChildViewController(middleVc)
scrollView.addSubview(middleVc.view)
middleVc.didMove(toParentViewController: self)
case (_?, nil):
scrollHeight = 2 * view.height
topVc.view.frame = CGRect(x: 0, y: 0, width: view.width, height: view.height)
middleVc.view.frame = CGRect(x: 0, y: view.height, width: view.width, height: view.height)
addChildViewController(topVc)
addChildViewController(middleVc)
scrollView.addSubview(topVc.view)
scrollView.addSubview(middleVc.view)
topVc.didMove(toParentViewController: self)
middleVc.didMove(toParentViewController: self)
scrollView.contentOffset.y = middleVc.view.frame.origin.y
case (nil, _?):
scrollHeight = 2 * view.height
middleVc.view.frame = CGRect(x: 0, y: 0, width: view.width, height: view.height)
bottomVc.view.frame = CGRect(x: 0, y: view.height, width: view.width, height: view.height)
addChildViewController(middleVc)
addChildViewController(bottomVc)
scrollView.addSubview(middleVc.view)
scrollView.addSubview(bottomVc.view)
middleVc.didMove(toParentViewController: self)
bottomVc.didMove(toParentViewController: self)
scrollView.contentOffset.y = 0
default:
scrollHeight = 3 * view.height
topVc.view.frame = CGRect(x: 0, y: 0, width: view.width, height: view.height)
middleVc.view.frame = CGRect(x: 0, y: view.height, width: view.width, height: view.height)
bottomVc.view.frame = CGRect(x: 0, y: 2 * view.height, width: view.width, height: view.height)
addChildViewController(topVc)
addChildViewController(middleVc)
addChildViewController(bottomVc)
scrollView.addSubview(topVc.view)
scrollView.addSubview(middleVc.view)
scrollView.addSubview(bottomVc.view)
topVc.didMove(toParentViewController: self)
middleVc.didMove(toParentViewController: self)
bottomVc.didMove(toParentViewController: self)
scrollView.contentOffset.y = middleVc.view.frame.origin.y
}
scrollView.contentSize = CGSize(width: scrollWidth, height: scrollHeight)
}
// MARK: - SnapContainerViewControllerDelegate Methods
func outerScrollViewShouldScroll() -> Bool {
if scrollView.contentOffset.y < middleVc.view.frame.origin.y || scrollView.contentOffset.y > 2*middleVc.view.frame.origin.y {
return false
} else {
return true
}
}
}
In MiddleScrollViewController.swift, make the controller conform to UIScrollViewDelegate:
class VerticalScrollViewController: UIViewController,
SnapContainerViewControllerDelegate,
UIScrollViewDelegate {
In that class, in setupScrollView(), set the delegate:
func setupScrollView() {
scrollView = UIScrollView()
// set the delegate to self
scrollView.delegate = self
// the rest of the existing code...
Still in that class, implement didScroll (or whatever other delegate funcs you want to handle):
func scrollViewDidScroll(_ scrollView: UIScrollView) {
print("Vertical Scroll - contentOffset:", scrollView.contentOffset)
}
Now you should get lots of print lines in the debug console when you scroll vertically:
Vertical Scroll - contentOffset: (0.0, 561.0)
Vertical Scroll - contentOffset: (0.0, 560.0)
Vertical Scroll - contentOffset: (0.0, 559.0)
Vertical Scroll - contentOffset: (0.0, 558.0)
If you want your SnapContainerViewController class to be informed when vertical scrolling takes place, you'll probably want to use a new protocol/delegate so VerticalScrollViewController can send that information.
I've got multiple UIImageViews, spread across in a view.
#IBOutlet var leftIVs: [UIImageView]!
#IBOutlet var topIVs: [UIImageView]!
#IBOutlet var rightIVs: [UIImageView]!
I'm trying to create a function using UIView.animate... functions and 'transform' property which brings all of these UIImageViews at the center of the superview. I'm using the following code:
let performInitialTransformation: ((UIImageView)->()) = { (card) in
let cardCenter = CGPoint(x: card.frame.midX, y: card.frame.midY)
let viewCenter = CGPoint(x: self.view.bounds.midX, y: self.view.bounds.midY)
let deltaPoint = cardCenter - viewCenter //also tried (viewCenter - cardCenter)
UIView.animate(withDuration: 0.5, animations: {
card.transform = CGAffineTransform.init(translationX: deltaPoint.x, y: deltaPoint.y)
}) { (done) in
}
}
for card in topIVs {
performInitialTransformation(card)
}
for card in leftIVs {
performInitialTransformation(card)
}
for card in rightIVs {
performInitialTransformation(card)
}
I'm using this static function:
extension CGPoint {
static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: rhs.x - lhs.x, y: rhs.y - lhs.y)
}
}
NOTE: Also, I will be bringing those images back to there original position afterward for which I will use CGAffineTransform.identity
The images are not being shown in the center. How can I achieve this? Thanks in advance!
I think your problem was that you didn't reduce the size of the image view so that they stack at the exact centre of the screen.
let deltaX = (self.view.center.x - card.frame.minX) - card.frame.width/2
let deltaY = (self.view.center.y - card.frame.minY) - card.frame.height/2
UIView.animate(withDuration: 1) {
card.transform = .init(translationX: deltaX, y: deltaY)
}
What is about to use center
UIView.animate(withDuration: 0.5) {
images.forEach { $0.center = superview.center }
}
The full example
var subviewes = [UIView]()
var view = UIView(frame: CGRect.init(x: 0, y: 0, width: 30, height: 30))
view.backgroundColor = .yellow
subviewes.append(view)
view = UIView(frame: CGRect.init(x: 0, y: 0, width: 20, height: 20))
view.backgroundColor = .green
subviewes.append(view)
view = UIView(frame: CGRect.init(x: 0, y: 0, width: 10, height: 10))
view.backgroundColor = .red
subviewes.append(view)
subviewes.forEach { self.view.addSubview($0) }
UIView.animate(withDuration: 0.5) {
subviewes.forEach { $0.center = self.view.center }
}
I have a Pan and Tap gestures, They don't seem to get recognized when I try to activate them on the simulator.
I don't get any error, tried to debugging, it seems that it does assign the gestures, but won't call the methods I try to use when they happened, like it just don't recognize them at all.
This is what I have:
dismissIndicator: (Attaching the Pan recognizer to this view):
let dismissIndicator: UIView = {
let view = UIView(frame: CGRect(x: 0, y: 0, width: 0, height: 0))
view.translatesAutoresizingMaskIntoConstraints = false
view.backgroundColor = UIColor.appWhite
view.layer.cornerRadius = 15
view.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
let dismissImg = UIImageView(image: UIImage(named: "closeArrow"))
dismissImg.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(dismissImg)
dismissImg.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
dismissImg.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
return view
}()
This is how I set the gestures:
let dimView = UIView()
let detailView = DetailsView()
var currentPost: Post? = nil
init(post: Post) {
super.init()
dimView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleDismiss)))
let panGesture = PanDirectionGestureRecognizer(direction: .vertical(.down), target: self, action: #selector(panGestureRecognizerHandler(_:)))
detailView.addGestureRecognizer(panGesture)
setPostDetails(post: post)
}
This is handleDismiss (Which does not get called when tapping on the DimView:
#objc func handleDismiss(){
UIView.animate(withDuration: 0.5) {
self.dimView.alpha = 0
if let window = UIApplication.shared.keyWindow {
self.detailView.frame = CGRect(x: 0, y: window.frame.height, width: self.detailView.frame.width, height: self.detailView.frame.height)
}
}
}
This is my panGestureRecognizerHandler:
#objc func panGestureRecognizerHandler(_ sender: UIPanGestureRecognizer) {
let touchPoint = sender.location(in: detailView.dismissIndicator.window)
var initialTouchPoint = CGPoint.zero
switch sender.state {
case .began:
initialTouchPoint = touchPoint
case .changed:
if touchPoint.y > initialTouchPoint.y {
detailView.frame.origin.y = initialTouchPoint.y + touchPoint.y
}
case .ended, .cancelled:
if touchPoint.y - initialTouchPoint.y > 300 {
handleDismiss()
} else {
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
if let window = UIApplication.shared.keyWindow {
let height = window.frame.height - 80
let y = window.frame.height - height
self.dimView.alpha = 1
self.detailView.frame = CGRect(x: 0, y: y, width: self.detailView.frame.width, height: self.detailView.frame.height)
}
})
}
case .failed, .possible:
break
default:
break
}
}
This is where I add dimView and detailView to the screen:
func showDetailView(){
if let window = UIApplication.shared.keyWindow {
dimView.backgroundColor = UIColor(white: 0, alpha: 0.5)
window.addSubview(dimView)
window.addSubview(detailView)
let height = window.frame.height - 80
let y = window.frame.height - height // This is so we can later slide detailView all the way down.
detailView.frame = CGRect(x: 0, y: window.frame.height, width: window.frame.width, height: height)
dimView.frame = window.frame
dimView.alpha = 0
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.dimView.alpha = 1
self.detailView.frame = CGRect(x: 0, y: y, width: self.detailView.frame.width, height: self.detailView.frame.height)
})
}
}
When user open my app for the first time, my custom view doesn't appear. But the next time it works fine.
I am calling this view when user taps on button.
let menu = MenuView(image: image, title: "text", buttons: buttons)
menu.show(animated: true)
Custom View code
class MenuView: UIView, Menu {
var background = UIView()
var blackOverlay = UIView()
convenience init(image: UIImage, title: String, buttons: [UIButton]) {
self.init(frame: UIScreen.main.bounds)
setupView(image: image, title: title, buttons: buttons)
}
#objc func cancelTapped() {
hide(animated: true)
}
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setupView(image: UIImage, title: String, buttons: [UIButton]) {
blackOverlay.backgroundColor = UIColor.black.withAlphaComponent(0.5)
blackOverlay.frame = CGRect(x: 0, y: 0, width: frame.width, height: frame.height)
addSubview(blackOverlay)
let backgroundWidth = self.frame.width - CGFloat(80.0)
let imageView = UIImageView(frame: CGRect(x: (backgroundWidth/2)-17, y: 40, width: 34, height: 34))
imageView.image = image
imageView.contentMode = .center
background.addSubview(imageView)
let titleLabel = UILabel()
let stringHeight = title.stringHeight + 14
titleLabel.frame = CGRect(x: background.center.x+8, y: 100, width: backgroundWidth-16, height: stringHeight)
titleLabel.font = UIFont.systemFont(ofSize: 15, weight: .regular)
titleLabel.text = title
titleLabel.textAlignment = .center
titleLabel.numberOfLines = 0
background.addSubview(titleLabel)
var newHeight: CGFloat = 0
for i in 0...buttons.count-1 {
buttons[i].frame.origin = CGPoint(x: 0, y: titleLabel.frame.height + 125 + CGFloat(i*50))
buttons[i].frame.size = CGSize(width: backgroundWidth, height: 50)
buttons[i].setTitleColor(.gingerColor, for: .normal)
buttons[i].setTitleColor(UIColor.gingerColor.withAlphaComponent(0.5), for: .highlighted)
buttons[i].titleLabel?.textAlignment = .center
newHeight+=buttons[i].frame.height
let separator = UIView()
separator.frame.origin = CGPoint(x: 0, y: titleLabel.frame.height + 125 + CGFloat(i*50))
separator.frame.size = CGSize(width: frame.width, height: 1)
separator.backgroundColor = UIColor(hexString: "dedede")
background.addSubview(separator)
if i == buttons.count-1 {
buttons[i].setTitleColor(UIColor(hexString: "9E9E9E"), for: .normal)
}
buttons[i].addTarget(self, action: #selector(self.cancelTapped), for: .touchUpInside)
background.addSubview(buttons[i])
}
background.frame.origin = CGPoint(x: center.x, y: frame.height)
background.frame.size = CGSize(width: frame.width-80, height: 90 + titleLabel.frame.height+imageView.frame.height + CGFloat(newHeight))
background.backgroundColor = .white
background.layer.cornerRadius = 16
background.layer.masksToBounds = true
addSubview(background)
}
}
and my custom view protocol & extension code:
protocol Menu {
func show(animated: Bool)
func hide(animated: Bool)
var blackOverlay: UIView { get }
var background: UIView { get }
}
extension Menu where Self: UIView {
func show(animated: Bool) {
self.blackOverlay.alpha = 0
self.background.alpha = 0
self.blackOverlay.center = self.center
self.background.center = CGPoint(x: self.center.x, y: self.frame.height+self.background.frame.height/2)
UIApplication.shared.delegate?.window??.rootViewController?.view.addSubview(self)
if animated {
UIView.animate(withDuration: 0.33, animations: {
self.blackOverlay.alpha = 1
self.background.alpha = 1
})
UIView.animate(withDuration: 0.33, delay: 0, usingSpringWithDamping: 0.7, initialSpringVelocity: 10, options: UIViewAnimationOptions(rawValue: 0), animations: {
self.background.center = self.center
}, completion: { (completed) in
print("completed is \(completed)")
})
} else {
self.blackOverlay.alpha = 1
self.background.alpha = 1
self.background.center = self.center
}
}
func hide(animated: Bool) {
if animated {
UIView.animate(withDuration: 0.33, animations: {
self.blackOverlay.alpha = 0
self.background.alpha = 0
})
UIView.animate(withDuration: 0.33, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 10, options: UIViewAnimationOptions(rawValue: 0), animations: {
self.background.center = CGPoint(x: self.center.x, y: self.frame.height + self.background.frame.height/2)
}, completion: { (completed) in
self.removeFromSuperview()
})
} else {
self.removeFromSuperview()
}
}
}
As you can see I have a parameter completed in completion animation block, it returns false for the first time. All subsequent times it returns false
I found my mistake.
I tried to present my custom view controller above rootController. But, for the very first time user's rootcontroller is the first screen of onboarding. So, my custom view tried to be shown on another controller.
My UILabel in my SceneKit project will NOT update, and any help would be greatly appreciated! First I create the label
class GameViewController: UIViewController, SCNSceneRendererDelegate, UIGestureRecognizerDelegate, SCNPhysicsContactDelegate {
...
var highscore = Int()
var score = Int()
var scoreLabel = UILabel()
var highScoreLabel = UILabel()
...
Then I move into a function that creates the scene, which is called in the ViewDidLoad, and also in a function which is called later on when my character "dies."
func createScene(){
score = 0
...
scoreLabel = UILabel(frame: CGRect(x: 0, y: 0, width: self.view.frame.width, height: 100))
scoreLabel.textAlignment = .Center
scoreLabel.center = CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2 - self.view.frame.height)
scoreLabel.textColor = UIColor.grayColor()
self.view.addSubview(scoreLabel)
highScoreLabel = UILabel(frame: CGRect(x: 0, y: 0, width: self.view.frame.width, height: 100))
highScoreLabel.textAlignment = .Center
highScoreLabel.center = CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2 + self.view.frame.height)
highScoreLabel.textColor = UIColor.grayColor()
highScoreLabel.text = "Highscore : \(highscore)"
self.view.addSubview(highScoreLabel)
scoreLabel.alpha = 0
highScoreLabel.alpha = 0
UIView.animateWithDuration(0.5, delay: 1, usingSpringWithDamping: 0.4, initialSpringVelocity: 0.5, options: UIViewAnimationOptions.CurveLinear, animations: ({
() in
self.scoreLabel.alpha = 1
self.highScoreLabel.alpha = 1
self.highScoreLabel.center = CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2 + self.view.frame.height / 2.5)
self.scoreLabel.center = CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2 - self.view.frame.height / 2.5)
}), completion: nil)
This loads the scoreLabel and highScoreLabel onto the scene with an animation.
In the game, I have it so 2 SCNNodes collide, and this would call the addScore function...
func AddScore(){
score++
dispatch_async(dispatch_get_main_queue(), {
self.scoreLabel.text = "Score : \(self.score)"
})
print(score)
if score >= highscore{
highscore = score
let userDefault = NSUserDefaults.standardUserDefaults()
userDefault.setInteger(highscore, forKey: "highscore")
}
}
This function adds 1 to the score, and because I have the print statement, I can see that the score is going up, but my label will NOT update. I've put it into a dispatch_async like this...
override func viewDidLoad() {
super.viewDidLoad()
scene.physicsWorld.contactDelegate = self
self.createScene()
}
and that doesn't do anything. So, if I haven't made it clear, what am I doing wrong that my scoreLabel is not updating? Any help would be greatly appreciated! :)