func setTableViewBackgroundGradient(sender: UITableViewController, _ topColor:UIColor, _ bottomColor:UIColor) {
let gradientBackgroundColors = [topColor.cgColor, bottomColor.cgColor]
let gradientLocations = [0.0,1.0]
let gradientLayer = CAGradientLayer()
gradientLayer.colors = gradientBackgroundColors
gradientLayer.locations = gradientLocations as [NSNumber]
gradientLayer.frame = sender.tableView.bounds
let backgroundView = UIView(frame: sender.tableView.bounds)
backgroundView.layer.insertSublayer(gradientLayer, at: 0)
sender.tableView.backgroundView = backgroundView
}
Try this it's working for me (Swift 4)
Note : First of all set Tableview Cell & Cell ContentView Background
Color to Clear Color.
#IBOutlet fileprivate weak var tblVw: UITableView!
private var gradientLayer = CAGradientLayer()
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if gradientLayer.superlayer != nil {
gradientLayer.removeFromSuperlayer()
}
let topColor = UIColor(red: 16.0/255.0, green: 12.0/255.0, blue: 54.0/255.0, alpha: 1.0)
let bottomColor = UIColor(red: 57.0/255.0, green: 33.0/255.0, blue: 61.0/255.0, alpha: 1.0)
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
gradientLayer.colors = [topColor.cgColor, bottomColor.cgColor]
gradientLayer.frame = tblVw.bounds
let backgroundView = UIView(frame: tblVw.bounds)
backgroundView.layer.insertSublayer(gradientLayer, at: 0)
tblVw.backgroundView = backgroundView
}
Output:
Related
I have a func to retrieve the RGB of an image. In the playground, the function return value as an array [r 0.0 g 0.459 b 0.761 a 1.0]
import Foundation
func findColors(_ image: UIImage) -> [UIColor] {
let pixelsWide = Int(image.size.width)
let pixelsHigh = Int(image.size.height)
guard let pixelData = image.cgImage?.dataProvider?.data else { return [] }
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
var imageColors: [UIColor] = []
for x in 0..<1 {
for y in 0..<1 {
let point = CGPoint(x: x, y: y)
let pixelInfo: Int = ((pixelsWide * Int(point.y)) + Int(point.x)) * 4
let color = UIColor(red: CGFloat(data[pixelInfo]) / 255.0,
green: CGFloat(data[pixelInfo + 1]) / 255.0,
blue: CGFloat(data[pixelInfo + 2]) / 255.0,
alpha: CGFloat(data[pixelInfo + 3]) / 255.0)
imageColors.append(color)
}
}
return imageColors
}
I tried to display the color based on this RGB array in the ContentView but it gives me an error. Could you please advise?
import SwiftUI
let image = UIImage(named: "Fish.jpg")!
struct ContentView: View {
var body: some View {
Color(findColors(image))
.frame(width:10, height: 10)
.position(x: 40, y: 40)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
i tried to called the function in ContentView but it gives error
I have this class to get data from Firestore:
struct Spty: Identifiable{
var id: String
var spty: String
var r: NSNumber
var g: NSNumber
var b: NSNumber
}
class SptyViewModel: NSObject, ObservableObject{
#Published var specialities = [Spty]()
#Published var search = ""
func fetchData(){
let db = Firestore.firestore()
db.collection("specialities").addSnapshotListener { (querySnapshot, error) in
guard let documents = querySnapshot else {return }
self.specialities = documents.documents.compactMap { (doc) -> Spty? in
let id = doc.documentID
if let spty = doc.get("spty") as? String,
let r = doc.get("r") as? NSNumber,
let g = doc.get("g") as? NSNumber,
let b = doc.get("b") as? NSNumber{
return Spty(id: id, spty: spty, r: r , g: g , b: b )
}
else{
return nil
}
}
}
}
}
And I Displayed it using ForEach:
ForEach(sptyModel.specialities){ spty in
NavigationLink(destination: More()) {
HStack{
Text(spty.spty).foregroundColor(.yellow)
.frame(width: UIScreen.main.bounds.width - 30)
.frame(height: 105)
.background(Color(UIColor(red: CGFloat(truncating: spty.r) / 255.0, green: CGFloat(truncating: spty.g) / 255.0, blue: CGFloat(truncating: spty.b) / 255.0, alpha: 1.0)))
.cornerRadius(38)
.padding(.bottom, 20)
}
}
}
Because of the necessity of the usage of Codable, I need to change NSNumber to Int/Double. After simply just changing it in the class SptyViewModel, I got the following errors in ForEach
How can I solve them
Your problem is not with the ForEach , but the .background(...)
CGFloat(truncating:NSNumber) accept NSNumber only .
ForEach(sptyModel.specialities){ spty in
NavigationLink(destination: Text("MORE")) {
HStack{
Text(spty.spty).foregroundColor(.yellow)
.frame(width: UIScreen.main.bounds.width - 30)
.frame(height: 105)
.background(Color(UIColor(red: CGFloat(truncating: NSNumber(value: spty.r)) / 255.0, green: CGFloat(truncating: NSNumber(value: spty.g)) / 255.0, blue: CGFloat(truncating: NSNumber(value: spty.b)) / 255.0, alpha: 1.0)))
.cornerRadius(38)
.padding(.bottom, 20)
}
}
}
Firebase stores a NSNumber, but you can simply cast it as a Double or Int. Instead of casting "as? NSNumber", just change NSNumber to Int or Double. You'll need to update Spty struct variable types as well.
Previously I did with Swift4 UIScrollView which scrolled with buttons and x offset.
In Swift4 I have:
Set Scrolling Enabled and Paging Enabled to false.
Created the margins, offsets for each frame in UIScrollView and changed the position with buttons Back and Next.
Here is the code:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var buttonSound: UIButton!
#IBOutlet weak var buttonPrev: UIButton!
#IBOutlet weak var buttonNext: UIButton!
#IBOutlet weak var scrollView: UIScrollView!
var levels = ["level1", "level2", "level3", "level4"]
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
var currentLevel = 1
var previousLevel: Int? = nil
override func viewDidLoad() {
super.viewDidLoad()
//Defining the Various Swipe directions (left, right, up, down)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(self.handleGesture(gesture:)))
swipeLeft.direction = .left
self.view.addGestureRecognizer(swipeLeft)
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(self.handleGesture(gesture:)))
swipeRight.direction = .right
self.view.addGestureRecognizer(swipeRight)
addHorizontalLevelsList()
customizeButtons()
resizeSelected()
}
func addHorizontalLevelsList() {
var frame : CGRect?
for i in 0..<levels.count {
let button = UIButton(type: .custom)
let buttonW = screenWidth/3
let buttonH = screenHeight/2
frame = CGRect(x: CGFloat(i+1) * (screenWidth/2) - (buttonW/2),
y: buttonH - 100,
width: buttonW,
height: buttonH)
button.frame = frame!
button.tag = i+1
button.backgroundColor = .lightGray
button.addTarget(self, action: #selector(selectTeam), for: .touchUpInside)
button.setTitle(levels[i], for: .normal)
scrollView.addSubview(button)
}
scrollView.contentSize = CGSize(width: (screenWidth/2 * CGFloat(levels.count)),
height: screenHeight)
scrollView.backgroundColor = .clear
self.view.addSubview(scrollView)
}
func customizeButtons(){
buttonPrev.frame = CGRect(x: 0,
y: (screenHeight/2) - 40,
width: 80, height: 80)
buttonNext.frame = CGRect(x: screenWidth - 80,
y: (screenHeight/2) - 40,
width: 80, height: 80)
buttonPrev.superview?.bringSubviewToFront(buttonPrev)
buttonNext.superview?.bringSubviewToFront(buttonNext)
}
#objc func selectTeam(button: UIButton) {
button.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
UIView.animate(withDuration: 1.0,
delay: 0,
usingSpringWithDamping: CGFloat(0.20),
initialSpringVelocity: CGFloat(6.0),
options: UIView.AnimationOptions.allowUserInteraction,
animations: {
button.transform = CGAffineTransform.identity
},
completion: { Void in() }
)
print(levels[button.tag])
let vc = PopTypeVC(nibName: "PopTypeVC", bundle: nil)
vc.modalPresentationStyle = UIModalPresentationStyle.overCurrentContext
self.present(vc, animated: true)
}
#IBAction func prevLevel(_ sender: Any) {
if currentLevel > 0 {
currentLevel -= 1
scroll()
}
}
#IBAction func nextLevel(_ sender: Any) {
if currentLevel < levels.count {
currentLevel += 1
scroll()
}
}
func scroll(){
print(currentLevel)
print(previousLevel as Any)
scrollView.setContentOffset(CGPoint(x: currentLevel * Int(screenWidth/2), y: 0), animated: true)
resizeSelected()
}
// The #objc before func is a must, since we are using #selector (above)
#objc func handleGesture(gesture: UISwipeGestureRecognizer) -> Void {
if gesture.direction == UISwipeGestureRecognizer.Direction.right {
prevLevel(self)
}
else if gesture.direction == UISwipeGestureRecognizer.Direction.left {
nextLevel(self)
}
}
func resizeSelected(){
if previousLevel != nil {
let previousFrame = CGRect(x:CGFloat(previousLevel!) * (screenWidth/2) - (screenWidth/3)/2,
y: (screenHeight/2) - 100,
width: screenWidth/3,
height: screenHeight/2)
scrollView.viewWithTag(previousLevel!)?.frame = previousFrame
}
let currentFrame = CGRect(x: CGFloat(currentLevel) * (screenWidth/2) - (screenWidth/3)/2 - 10,
y: (screenHeight/2) - 110,
width: screenWidth/3 + 20,
height: screenHeight/2 + 20)
scrollView.viewWithTag(currentLevel)?.frame = currentFrame
previousLevel = currentLevel
}
}
The problem is I can't do this with SwiftUI:
struct ContentView: View {
static var levels = ["level1",
"level2",
"level3",
"level4"]
var currentLevel = 1
var previousLevel: Int? = nil
let screenW = UIScreen.main.bounds.width
let screenH = UIScreen.main.bounds.height
let margin1 = 50
let margin2 = 100
let margin3 = 20
let sceneButtonW = 100
let buttonPadding = 40
var body: some View {
ZStack {
// Horizontal list
VStack {
Spacer()
.frame(height: margin2)
ScrollView(.horizontal, showsIndicators: false) {
HStack{
Spacer()
.frame(width: buttonPadding + sceneButtonW/2)
ForEach(0..<ContentView.levels.count) { i in
cardView(i: i).tag(i+1)
}
Spacer()
.frame(width: buttonPadding + sceneButtonW/2)
}
}
Spacer()
.frame(height: margin3)
}
}
.background(Image("bg")
.resizable()
.edgesIgnoringSafeArea(.all)
.aspectRatio(contentMode: .fill))
}
}
Question: Are there any methods to disable automatic scrolling at all and use offsets at ScrollView with SwiftUI?
This already built solution for SwiftUI
https://github.com/fermoya/SwiftUIPager
However, there is no real example.
Code:
extension UIApplication {
class var statusBarBackgroundColor: UIColor? {
get {
return (shared.value(forKey: "statusBar") as? UIView)?.backgroundColor
} set {
(shared.value(forKey: "statusBar") as? UIView)?.backgroundColor = newValue
}
}
}
UIApplication.statusBarBackgroundColor = .blue
I am trying to set gradient colour for status bar alone.How to change my code to set gradient colour.any help will be appreciated.thanks in advance
This is how I manage it.
let gradientLayer = CAGradientLayer()
gradientLayer.frame = CGRect(x:0, y:-20, width:375, height:64)
let colorTop = UIColor(red: 69/255, green: 90/255, blue: 195/255, alpha: 1.0).cgColor
let colorBottom = UIColor(red: 230/255, green: 44/255, blue: 75/255, alpha: 1.0).cgColor
gradientLayer.colors = [ colorTop, colorBottom]
gradientLayer.locations = [ 0.0, 1.0]
gradientLayer.frame = CGRect(x:0, y:-20, width:375, height:self.view.frame.height * 0.06)
let window: UIWindow? = UIApplication.shared.keyWindow
let view = UIView()
view.backgroundColor = UIColor.clear
view.translatesAutoresizingMaskIntoConstraints = false
view.frame = CGRect(x: 0, y: 0, width: (window?.frame.width)!, height: self.view.frame.height * 0.07)
view.layer.addSublayer(gradientLayer)
window?.addSubview(view)
That only add the gradient to the view behind the status bar
I am making an image slider that slides automatically every 2 seconds. The code I have wrote moves immediately to the next image without the slide animation, I want to fix it somehow by showing the scrollview scrolling, this is my code:
var imagesArray = [UIImage]()
static var i = 0
override func viewDidLoad() {
super.viewDidLoad()
imagesArray = [image1, image2, image3, image4]
for i in 0..<imagesArray.count{
let imageview = UIImageView()
imageview.image = imagesArray[i]
imageview.contentMode = .scaleAspectFit
let xPosition = self.view.frame.width * CGFloat(i)
imageview.frame = CGRect(x: xPosition, y: 0, width: self.imagesScrollView.frame.width, height: self.imagesScrollView.frame.height)
imagesScrollView.contentSize.width = imagesScrollView.frame.width * CGFloat(i+1)
imagesScrollView.addSubview(imageview)
}
}
override func viewDidAppear(_ animated: Bool) {
let scrollingTimer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(MenuViewController.newStartScrolling), userInfo: nil, repeats: true)
scrollingTimer.fire()
func newStartScrolling()
{
if MenuViewController.i == imagesArray.count {
MenuViewController.i = 0
}
let x = CGFloat(MenuViewController.i) * imagesScrollView.frame.size.width
imagesScrollView.contentOffset = CGPoint(x: x, y: 0)
MenuViewController.i += 1
}
Thank you.
Please try this code.
override func viewDidAppear(_ animated: Bool) {
imagesArray = [UIImage(named: "apple.jpg")!, UIImage(named: "empire.jpg")!, UIImage(named: "ottawa.jpg")!]
imagesScrollView.contentSize = CGSize(width: imagesScrollView.frame.width * CGFloat(imagesArray.count), height: imagesScrollView.frame.height)
for i in 0..<imagesArray.count{
let imageview = UIImageView()
imageview.image = imagesArray[i]
imageview.contentMode = .scaleAspectFill
imageview.clipsToBounds = true
let xPosition = self.imagesScrollView.frame.width * CGFloat(i)
imageview.frame = CGRect(x: xPosition, y: 0, width: self.imagesScrollView.frame.width, height: self.imagesScrollView.frame.height)
print(imageview)
imagesScrollView.addSubview(imageview)
}
let scrollingTimer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(ViewController.newStartScrolling), userInfo: nil, repeats: true)
scrollingTimer.fire()
}
func newStartScrolling()
{
if ViewController.i == imagesArray.count {
ViewController.i = 0
}
let x = CGFloat(ViewController.i) * imagesScrollView.frame.size.width
imagesScrollView.setContentOffset(CGPoint(x: x, y: 0), animated: true)
ViewController.i += 1
}
you have to use func setContentOffset(_ contentOffset: CGPoint, animated: Bool) method to change content offset using animation.
#IBOutlet weak var imageView:UIImageView!
var i=Int()
override func viewDidLoad() {
super.viewDidLoad()
Timer.scheduledTimer(timeInterval: 3.0, target: self, selector: #selector(imageChange), userInfo: nil, repeats: true)
// Do any additional setup after loading the view.
}
#objc func imageChange(){
self.imageView.image=images[i]
if i<images.count-1{
i+=1
}
else{
i=0
}
}