I have a weird issue that I just found out when I re-installed and launched my project first time on Simulator
My main ViewController has a collection view that will show a list of recipes. After a recipe is added and navigated back to this screen, the list will reflect the update.
There is also a ScrollView that appears when recipe.count > 0 with subview containing buttons (to filter list by category). The scrollview reflect the update on the recipes but it won't work on the very first launch in Simulator.
I've tried reloading collectionview, fetching recipe data on viewDidAppear, viewWillAppear but no luck with the first-time launch.
How can I make sure the first app launch experience is the same with the subsequent launches? Is there any known issue with first-time launch on Simulator that I should know about?
Here is the code that creates buttons and add to ScrollView.
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
fetchRecipe()
collection.reloadData()
if recipes.count == 0 {
categoryScrollView.hidden = true
categoryScrollViewHeight.constant = 0
} else {
populateCategoryScrollView()
}
}
func populateCategoryScrollView() {
//Create category sort buttons based on fetched category.name and add to scrollview
if recipes.count > 0 {
var categories: [String] = []
for recipe in recipes {
if let value = recipe.category {
let category = value as! RecipeCategory
categories.append(category.name!)
}
}
var distinctCategories = Array(Set(categories))
var widthStack = 0
if distinctCategories.count != 0 {
for subView in categoryScrollView.subviews {
subView.removeFromSuperview()
}
for i in 0..<distinctCategories.count {
//Pilot button creation to get width
let frame1 = CGRect(x: 0, y: 6, width: 80, height: 40 )
let button = UIButton(frame: frame1)
button.setTitle("\(distinctCategories[i])", forState: .Normal)
button.sizeToFit()
let buttonWidth = Int(button.frame.size.width)
var frame2: CGRect
if i == 0 {
frame2 = CGRect(x: 10, y: 6, width: buttonWidth+20, height: 30 )
} else {
frame2 = CGRect(x: 10 + widthStack, y: 6, width: buttonWidth+20, height: 30 )
}
widthStack += buttonWidth+32
let button1 = UIButton(frame: frame2)
let attributedTitle = NSAttributedString(string: "\(distinctCategories[i])".uppercaseString, attributes: [NSKernAttributeName: 1.0, NSForegroundColorAttributeName: UIColor.blackColor()])
button1.setAttributedTitle(attributedTitle, forState: .Normal)
button1.titleLabel!.font = UIFont(name: "HelveticaNeue", size: 13.0)
button1.layer.borderWidth = 2.0
button1.layer.borderColor = UIColor.blackColor().CGColor
button1.backgroundColor = UIColor.whiteColor()
button1.addTarget(self, action: "filterByCategory:", forControlEvents: UIControlEvents.TouchUpInside)
self.categoryScrollView.addSubview(button1)
}
}
}
}
The first time you enter the application, the recipes.count is 0, so you are hiding the scroll view by the constraint categoryScrollViewHeight.constant = 0. So next time you create a new recipe, the scroll view is still with a zero height. That's why you didn't see the scroll on first time launch.
Related
I am getting the widgets/data overlapped in every cell when I scroll down or up my tableview. What I am doing is, I have an array in elements are wCheckinArray = ["Date", "TextFeild", "TextView", "Check", "Sign"]. Now I am checking if there is an element "anyElement" in wCheckinArray then I am making an anyElement in a cell and add as a subview in content view of a cell.
Example:
Under cellForRowAtIndexPath method of UITableView :
let w = wCheckinArray[indexPath.row]
if w.contains(Date) {
// make a date picker and add it as a subview to content view of cell
}
// and so on
Real code:
var Cell : UITableViewCell?
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
print("cellforrowatindexpathruns")
var instockSignView : Int = 1
Cell = tempCheckinTable.dequeueReusableCell(withIdentifier: "tempCheckinCell")! as UITableViewCell
if wCheckinArray.count == 0 && lCheckinArray.isEmpty {
print("no textFields in Checkin")
}
else
{
print("widget process i in winstock loop")
let w = wCheckinArray[indexPath.row]
if w.contains(wTextField) {
print("textField was placed")
newLabel = UITextField(frame: CGRect(x: 10, y: 10, width: 250, height: 30))
newLabel.textColor = UIColor.gray
newLabel.tag = widgetTagOk
print("You have a instock textLabel with tag \(newLabel.tag)")
if lCheckinArray.isEmpty || idCheckinArray.count != lCheckinArray.count {
newLabel.text = " "
} else {
newLabel.placeholder = lCheckinArray[indexPath.row]
newLabel.layer.cornerRadius = 3
newLabel.layer.borderColor = UIColor.gray.cgColor
newLabel.layer.borderWidth = 1
//instockTextField += 1
widgetTagOk += 1
print("\(wCheckinArray.count)")
Cell?.contentView.addSubview(newLabel)
}
}
if w.contains(wTextView) {
print("textView was placed")
newTextView = UITextView(frame: CGRect(x:10, y: 35, width: 250, height: 50))
newTextView.textAlignment = NSTextAlignment.justified
newTextView.textColor = UIColor.black
newTextView.backgroundColor = UIColor.white
newTextView.font = UIFont.systemFont(ofSize: 15)
newTextView.tag = widgetTagOk //instockTextView
print("You have a instock textView with tag \(newTextView.tag)")
if lCheckinArray.isEmpty || idCheckinArray.count != lCheckinArray.count {
} else {
textViewLabel = UILabel(frame: CGRect(x:10, y: 10, width: 250, height: 20))
textViewLabel.text = "\(lCheckinArray[indexPath.row]):"
textViewLabel.textColor = .black
textViewLabel.tag = widgetTagOk
print("here is the TextView place text \(lCheckinArray[indexPath.row])")
newTextView.layer.cornerRadius = 3
newTextView.layer.borderColor = UIColor.gray.cgColor
newTextView.layer.borderWidth = 1
widgetTagOk += 1 //instockTextView += 1
print("\(wCheckinArray.count)")
Cell?.contentView.addSubview(newTextView)
Cell?.contentView.addSubview(textViewLabel)
}
}
if w.contains(wSign) { //wInstockArray.contains(wSign) {
print("sign was place d")
newSignView = UIView(frame: CGRect(x:10, y: 35, width: 250, height: 50))
newSignView.backgroundColor = UIColor.white
newSignView.tag = instockSignView
print("You have a instock signView with tag \(newSignView.tag)")
if lCheckinArray.isEmpty || idCheckinArray.count != lCheckinArray.count {
print("signview can nit be added as a widget")
} else {
textViewLabel = UILabel(frame: CGRect(x:10, y: 10, width: 250, height: 20))
textViewLabel.text = "\(lCheckinArray[indexPath.row]):"
textViewLabel.textColor = .black
textViewLabel.tag = widgetTagOk
print("here is the TextView place text \(lCheckinArray[indexPath.row])")
newSignView.layer.cornerRadius = 3
newSignView.layer.borderColor = UIColor.gray.cgColor
newSignView.layer.borderWidth = 1
instockSignView += 1
print("\(wCheckinArray.count)")
print("signview has added as a instock widget")
Cell?.contentView.addSubview(newSignView)
Cell?.contentView.addSubview(textViewLabel)
}
}
if w.contains(wDate) { //wInstockArray.contains(wSign) {
print("date was placed")
newDatePicker = UIDatePicker(frame: CGRect(x:10, y: 35, width: 250, height: 50))
newDatePicker.backgroundColor = UIColor.white
newDatePicker.tag = instockSignView
print("You have a checkin date picker with tag \(newSignView.tag)")
if lCheckinArray.isEmpty || idCheckinArray.count != lCheckinArray.count {
print("date picker can nit be added as a widget")
} else {
textViewLabel = UILabel(frame: CGRect(x:10, y: 10, width: 250, height: 20))
textViewLabel.text = "\(lCheckinArray[indexPath.row]):"
textViewLabel.textColor = .black
textViewLabel.tag = widgetTagOk
print("here is the date picker place text \(lCheckinArray[indexPath.row])")
newDatePicker.layer.cornerRadius = 3
newDatePicker.layer.borderColor = UIColor.gray.cgColor
newDatePicker.layer.borderWidth = 1
instockSignView += 1
print("\(wCheckinArray.count)")
print("date picker has added as a checkin widget")
Cell?.contentView.addSubview(newDatePicker)
Cell?.contentView.addSubview(textViewLabel)
}
}
// } //for i in instockarr comment bracket
print("could not add widgets")
print("here is w id \(idCheckinArray),here is w name: \(wCheckinArray), here is w data \(lCheckinArray)")
}
return Cell!
}
This is how tableView looks when I scroll up or down the tableView
What I have Googled
What I have googled is This question which suggests to me that I should check the clear graphics context which is done by default in Xcode
Also searched Here which suggest me to change the cell identifier for every cell, well how can I do? How can I change the cell identifier which I have mentioned in Tableview cell's attributes inspector in Xcode. Is there any solution to reuse this programatically.
Update
The tags of widget like textview.tag or textfield.tag are increasing when I scroll the tableview from bottom to upward here is how I printed the tag of textfield
You better remove your all subviews creating subview.And make sure your y position to every elements is not same
Cell = tempCheckinTable.dequeueReusableCell(withIdentifier: "tempCheckinCell")! as UITableViewCell
for subView in cell.contentView.subviews{
subView .removeFromSuperview()
}
I found this example of a dynamic view of UIButtons at: http://helpmecodeswift.com/advanced-functions/generating-uibuttons-loop
I inserted this code into my app but unfortunately I can't find a way to set a tag for each buttons.
My target is to know which button is tapped, count the amount of clicks for each button and save this information into my DB.
override func viewDidLoad() {
super.viewDidLoad()
var arrayOfVillains = ["santa", "bugs", "superman", "batman"]
var buttonY: CGFloat = 20
for villain in arrayOfVillains {
let villainButton = UIButton(frame: CGRect(x: 50, y: buttonY, width: 250, height: 30))
buttonY = buttonY + 50 // we are going to space these UIButtons 50px apart
villainButton.layer.cornerRadius = 10 // get some fancy pantsy rounding
villainButton.backgroundColor = UIColor.darkGrayColor()
villainButton.setTitle("Button for Villain: \(villain)", forState: UIControlState.Normal) // We are going to use the item name as the Button Title here.
villainButton.titleLabel?.text = "\(villain)"
villainButton.addTarget(self, action: "villainButtonPressed:", forControlEvents: UIControlEvents.TouchUpInside)
self.view.addSubview(villainButton) // myView in this case is the view you want these buttons added
}
}
func villainButtonPressed(sender:UIButton!) {
if sender.titleLabel?.text != nil {
println("You have chosen Villain: \(sender.titleLabel?.text)")
} else {
println("Nowhere to go :/")
}
}
}
So how it is possible to set and get the tag for/from each button in code (in this example)?
Thank you in advance!
You can use enumerated array to access indexes of the current item in iteration and use that as a tag:
override func viewDidLoad() {
super.viewDidLoad()
var arrayOfVillains = ["santa", "bugs", "superman", "batman"]
var buttonY: CGFloat = 20
for (index, villain) in arrayOfVillains.enumerated() {
let villainButton = UIButton(frame: CGRect(x: 50, y: buttonY, width: 250, height: 30))
buttonY = buttonY + 50 // we are going to space these UIButtons 50px apart
// set the tag to current index
villainButton.tag = index
villainButton.layer.cornerRadius = 10 // get some fancy pantsy rounding
villainButton.backgroundColor = UIColor.darkGrayColor()
villainButton.setTitle("Button for Villain: \(villain)", forState: UIControlState.Normal) // We are going to use the item name as the Button Title here.
villainButton.titleLabel?.text = "\(villain)"
villainButton.addTarget(self, action: "villainButtonPressed:", forControlEvents: UIControlEvents.TouchUpInside)
self.view.addSubview(villainButton) // myView in this case is the view you want these buttons added
}
}
}
#objc func villainButtonPressed(sender:UIButton!) {
// tag of pressed button
print(">>> you pressed button with tag: \(sender.tag)")
if sender.titleLabel?.text != nil {
println("You have chosen Villain: \(sender.titleLabel?.text)")
} else {
println("Nowhere to go :/")
}
}
You should use an integer-based for loop for this.
for i in 0 ..< arrayOfVillains.count {
let villain = arrayOfVillains[i]
let villainButton = UIButton(frame: CGRect(x: 50, y: buttonY, width: 250, height: 30))
villainButton.tag = i
}
You can do as follows,
var buttonTag = 1
for villain in arrayOfVillains {
let villainButton = UIButton(frame: CGRect(x: 50, y: buttonY, width: 250, height: 30))
villainButton.tag = buttonTag
buttonTag += 1
}
I have been working through the Food Tracker app tutorial as a project to learn Swift. I understand that this is full of bugs, but I have been researching ways to correctly format my code. I got to the star rating section, added the red button, separated it into 5 buttons, then added the stars. The stars showed up for a bit, but now do not show up in my simulator at all. I have cleaned my code, disconnected and added images and image code, disconnected and added my IBOutlets, etc. They still are not showing so I am thinking there has to be something I am missing in my code since I am new to this. Any help would be much appreciated.
import UIKit
class RatingControl: UIView {
// MARK: Properties
var rating = 0 {
didSet {
setNeedsLayout()
}
}
var ratingButtons = [UIButton]()
var spacing = 5
var stars = 5
// MARK: Initialization
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
let filledStar = UIImage(named: "filledStar")
let emptyStar = UIImage(named: "emptyStar")
for _ in 0..<5 {
let button = UIButton()
button.setImage(emptyStar, for: UIControlState())
button.setImage(filledStar, for: .selected)
button.setImage(filledStar, for: [.highlighted, .selected])
button.adjustsImageWhenHighlighted = false
button.addTarget(self, action: #selector(RatingControl.ratingButtonTapped(_:)), for: .touchDown); ratingButtons += [button]
addSubview(button)
}
}
override func layoutSubviews() {
// Set the button's width and height to a square the size of the frame's height.
let buttonSize = Int(frame.size.height)
var buttonFrame = CGRect(x: 0, y: 0, width: buttonSize, height: buttonSize)
// Offset each button's origin by the length of the button plus spacing.
for (index, button) in ratingButtons.enumerated() {
buttonFrame.origin.x = CGFloat(index * (buttonSize + spacing))
button.frame = buttonFrame
}
updateButtonSelectionStates()
}
override var intrinsicContentSize : CGSize {
let buttonSize = Int(frame.size.height)
let width = (buttonSize + spacing) * stars
return CGSize(width: width, height: buttonSize)
}
// MARK: Button Action
func ratingButtonTapped(_ button: UIButton) {
rating = ratingButtons.index(of: button)! + 1
updateButtonSelectionStates()
}
func updateButtonSelectionStates() {
for (index, button) in ratingButtons.enumerated() {
// If the index of a button is less than the rating, that button should be selected.
button.isSelected = index < rating
}
}
}
In your init?() method, you've missed adding button to ratingButtons array as a result nothing is turned up when the array is enumerated and accessed, and it is empty
Please add the following
self.ratingsButton.append(button)
right after
addSubview(button)
Hopefully the buttons will start showing up.
I'm creating a game where the player has the possibility to add several players on a view controller :
Actually, I can add a new player and remove it :
The problem appears when I remove a player :
I want player 2 and player 3 goes below the textField "Name when I remove a player. How can I do this ?
ViewDidLoad :
// MARK: ADD BUTTON
let addButtonSize = CGSize(width: topPartSize.height, height: topPartSize.height)
let addButton = UIButton(frame: CGRect(x: enterPlayerPartSize.width - addButtonSize.width, y: 0, width: addButtonSize.width, height: addButtonSize.height))
addButton.titleLabel!.font = UIFont.fontAwesomeOfSize(addButtonSize.height / 2)
addButton.setTitle(String.fontAwesomeIconWithName(.Plus), forState: .Normal)
addButton.setTitleColor(UIColor.whiteColor(), forState: .Normal)
addButton.setTitleColor(UIColor(red: 1, green: 1, blue: 1, alpha: 0.5), forState: .Highlighted)
addButton.titleLabel?.textAlignment = .Center
addButton.layer.zPosition = 3
addButton.addTarget(self, action: #selector(PlayersViewController.addPlayer(_:)), forControlEvents: .TouchUpInside)
enterPlayerPart.addSubview(addButton)
// MARK: TEXT FIELD
let textFieldSize = CGSize(width: enterPlayerPartSize.width - playerIconSize.width - addButtonSize.width, height: enterPlayerPartSize.height)
textField = UITextField(frame: CGRect(x: playerIconSize.width, y: 0, width: textFieldSize.width, height: textFieldSize.height))
textField.font = UIFont(name: "Avenir-Light", size: textFieldSize.height / 2)
textField.attributedPlaceholder = NSAttributedString(string:"Name", attributes:[NSForegroundColorAttributeName: UIColor(red: 1, green: 1, blue: 1, alpha: 0.5)])
textField.textColor = UIColor.whiteColor()
textField.textAlignment = NSTextAlignment.Left
textField.returnKeyType = UIReturnKeyType.Done
textField.delegate = self
enterPlayerPart.addSubview(textField)
Functions :
// MARK: ADD PLAYER - FUNCTION
func addPlayer(sender: UIButton) {
if textField.text == nil || textField.text == "" {
print("Enter player name")
} else {
createNewPlayer(textField.text!)
}
}
// MARK: CREATE NEW PLAYER - FUNCTION
func createNewPlayer(playerName: String) {
let playerPartSize = CGSize(width: screenWidth, height: screenHeight * 0.1)
let playerPart = UIView(frame: CGRect(x: 0, y: playerPartSize.height * CGFloat(playersCount), width: playerPartSize.width, height: playerPartSize.height))
scrollView.addSubview(playerPart)
// PLAYER ICON
let playerIconSize = CGSize(width: playerPartSize.height, height: playerPartSize.height)
let playerIcon = UILabel(frame: CGRect(x: 0, y: 0, width: playerIconSize.width, height: playerIconSize.height))
playerIcon.font = UIFont.fontAwesomeOfSize(topPartSize.height / 2)
playerIcon.text = String.fontAwesomeIconWithName(.User)
playerIcon.textAlignment = .Center
playerIcon.textColor = UIColor.whiteColor()
playerPart.addSubview(playerIcon)
// REMOVE BUTTON
let removeButtonSize = playerIconSize
let removeButton = UIButton(frame: CGRect(x: playerPartSize.width - removeButtonSize.width, y: 0, width: playerIconSize.width, height: playerIconSize.height))
removeButton.titleLabel!.font = UIFont.fontAwesomeOfSize(removeButtonSize.height / 2)
removeButton.setTitle(String.fontAwesomeIconWithName(.Trash), forState: .Normal)
removeButton.setTitleColor(UIColor.whiteColor(), forState: .Normal)
removeButton.setTitleColor(UIColor(red: 1, green: 1, blue: 1, alpha: 0.5), forState: .Highlighted)
removeButton.titleLabel?.textAlignment = .Center
removeButton.addTarget(self, action: #selector(PlayersViewController.removePlayer(_:)), forControlEvents: .TouchUpInside)
playerPart.addSubview(removeButton)
// PLAYER NAME
let playerNameSize = CGSize(width: playerPartSize.width - playerIconSize.width - removeButtonSize.width, height: playerPartSize.height)
let playerNameLabel = UILabel(frame: CGRect(x: playerIconSize.width, y: 0, width: playerNameSize.width, height: playerNameSize.height))
playerNameLabel.font = UIFont(name: "Avenir-Light", size: playerNameSize.height / 2)
playerNameLabel.text = playerName
playerNameLabel.textAlignment = .Left
playerNameLabel.textColor = UIColor.whiteColor()
playerPart.addSubview(playerNameLabel)
// BOTTOM LINE
let bottomLineHeight = playerPartSize.height / 50
let bottomLine = UIView(frame: CGRect(x: 0, y: playerPartSize.height - bottomLineHeight, width: playerPartSize.width, height: bottomLineHeight))
bottomLine.backgroundColor = UIColor(hexColor: 0x1B1B1B)
playerPart.addSubview(bottomLine)
// PLAYERS COUNT ++
playersCount += 1
}
Thanks for your help !
You have two ways to perform it :
You seem using reusable components, so you should have a look on UITableView / UICollectionView. It will manage memory usage, and components layout
If you dont want to migrate to theses components, it recommend you to store all your player views in an array, and relayout them after an add/remove operation
something like :
var players : [UIView] = []
func createNewPlayer(playerName: String) {
//Do your stuff here
players.append(newCreatedPalyerView)
layout()
}
func layout() {
var yPosition = 0
for view in players {
view.frame.origin.y = yPosition
yPosition += view.frame.size.height
}
}
func removePlayer(player : UIView) {
self.players.remove(player)
self.layout()
}
You need to manage your scenario something like below :
First take all the UI of one player in one UIView. So you should have all your one player's stuff(playername label, remove button etc) in one view. (i think you have it in playerPart - that`s cool)
Now you are adding that playerPart directly in scrollview i think, If it is like that then you should not do like this. You should have one UIView of same size of scrollview in scrollview(same as content size of scrollview) and you should add playerPart to that view.
Now you can get all subviews of that view in array something like :
NSArray *viewArr = [tempView subviews];
Assume tempView is vied over scrollview as i have mentioned above,
you can get subview of scrollview also by calling same method.
Now for example you have four player(four view) in view (temp view or scrollview if tempview is not added on it) and you click remove on player 3 then you can get index of that object from that view array. for example,
you have array of total view which you have get from
NSArray *viewArr = [tempView subviews];
then you can get index of player3 i.e view3 like,
int index = [viewArr indexOfObject:player3];
now make one method or function which is called after every removed call and pass that index as parameter in that method.
In that method take one for loop, which start from this index and run till last object (view) of this viewArr. Decrease y of every coming view in this for loop so your all view which was belowed removed view will goes up.
Here is one my method i was using in my one project to remove view and manage other accordingly :
#pragma mark UpdateFrameOfViews
-(void)updateFrameOfViewWithTag : (int) myTag increament : (CGFloat)increament fromIndex : (int)index{
CustomSubClassView *tempView = [self.view viewWithTag:myTag];
UIScrollView *tempScroll = (UIScrollView*)[tempView superview];
NSArray *subViews = [tempView subviews];
BOOL status = NO;
for (int i = index; i <= subViews.count; i++) {
if (i < subViews.count) {
UIView *tempView1 = [subViews objectAtIndex:i];
CGFloat newY = tempView1.frame.origin.y + increament;
CGRect newFrame = CGRectMake(tempView1.frame.origin.x, newY, tempView1.frame.size.width, tempView1.frame.size.height);
tempView1.frame = newFrame;
status = YES;
}
if (index == subViews.count && i == subViews.count) {
// UIView *tempView1 = [subViews lastObject];
//
// CGFloat newY = tempView1.frame.origin.y + increament;
//
// CGRect newFrame = CGRectMake(tempView1.frame.origin.x, newY, tempView1.frame.size.width, tempView1.frame.size.height);
//
// tempView1.frame = newFrame;
status = YES;
}
// tempView1.backgroundColor = [UIColor orangeColor];
}
if (status) {
CGRect containerFrame = CGRectMake(0, 0, self.view.frame.size.width, tempView.frame.size.height+increament);
tempView.frame = containerFrame;
tempScroll.contentSize = CGSizeMake(tempView.frame.size.width, tempView.frame.size.height);
}
}
This method is for reference just, because here scenario is little bit different.
My code is in objective and is for reference only convert in swift required!!
This was how you manage it!!
Suggestion : it is better to use UITableView in your case!!!
Hope this will help :)
I have a map view with annotations and every annotation has a corresponding date with day, month, and time.
I'm pushing the day to the new view controller then using a switch to see what day of the month it falls on and then displaying the corresponding calendar icon. I can't put the func anywhere other than viewDidAppear which cause a brief lag and two, prevents me from using
for view in self.view.subviews {
view.removeFromSuperview()
}
So two questions:
how can I call the dayCalendar function before viewDidAppear (anywhere else I've tried to put the code, it returns a nil)
how do I prevent my detailDisclosures from appearing on top of one another?
This is the code responsible for showing the image:
override func viewDidAppear(animated: Bool) {
dayCalendar()
}
func dayCalendar() {
switch day {
case 1:
let calendarDay = "Calendar 1-50.png"
let calendarDayImage = UIImage(named: calendarDay)
let calendarDayImageView = UIImageView(image: calendarDayImage!)
calendarDayImageView.frame = CGRect(x: 25 , y: 350, width: 50, height: 50)
self.view.addSubview(calendarDayImageView)
case 8:
let calendarDay = "Calendar 8-50.png"
let calendarDayImage = UIImage(named: calendarDay)
let calendarDayImageView = UIImageView(image: calendarDayImage!)
calendarDayImageView.frame = CGRect(x: 25 , y: 350, width: 50, height: 50)
self.view.addSubview(calendarDayImageView)
case 11:
let calendarDay = "Calendar 11-50.png"
let calendarDayImage = UIImage(named: calendarDay)
let calendarDayImageView = UIImageView(image: calendarDayImage!)
calendarDayImageView.frame = CGRect(x: 25 , y: 350, width: 50, height: 50)
self.view.addSubview(calendarDayImageView)
case 12:
blahh blahh blahh all the way down
case 31:
let calendarDay = "Calendar 30-50.png"
let calendarDayImage = UIImage(named: calendarDay)
let calendarDayImageView = UIImageView(image: calendarDayImage!)
calendarDayImageView.frame = CGRect(x: 25 , y: 350, width: 50, height: 50)
self.view.addSubview(calendarDayImageView)
default:
println("Default")
break
}
}
First off: why are you actually switching? As far as I can tell the code can be reduced to
func dayCalendar() {
if day < 1 || day > 31 {
return
}
let calendarDay = "Calendar \(day)-50.png"
let calendarDayImage = UIImage(named: calendarDay)
let calendarDayImageView = UIImageView(image: calendarDayImage!)
calendarDayImageView.frame = CGRect(x: 25 , y: 350, width: 50, height: 50)
self.view.addSubview(calendarDayImageView)
}
You might want to move the call to viewWillAppear.
To fix the overlaying of the detail closures you have two options:
remove the added calendarDayImageView every time you display a new day.
or (much better)
reuse the already added image view if it is already present (might want to create a lazy variable) and just change the image it is displaying.
The later one you can achieve in the following way:
// add this variable to your class
lazy var calendarDayImageView: UIImageView = {
[unowned self] in
let imageV = UIImageView(frame: CGRect(x: 25 , y: 350, width: 50, height: 50))
self.view.addSubview(imageV)
return imageV
}()
// change the dayCalender to make use of the newly added variable
func dayCalendar() {
if day < 1 || day > 31 {
return
}
let calendarDay = "Calendar \(day)-50.png"
let calendarDayImage = UIImage(named: calendarDay)
calendarDayImageView.image = calendarDayImage
}
Alternatively you can just move the initialization of the view inside viewDidLoad and have dayCalender again only set the actual image - but i like lazy vars ;)