How do I get the frame size? - AutoLayout - swift3

If implementing AutoLayout in UIView with code, what i get the size of the width of the frame of UIView?
mainView.backgroundColor = UIColor.green
self.view.addSubview(mainView)
mainView.leftAnchor.constraint(equalTo: self.view.leftAnchor, constant: 0.0).isActive = true
mainView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor, constant: 0.0).isActive = true
mainView.widthAnchor.constraint(equalTo: self.view.heightAnchor, multiplier: 0.5).isActive = true
mainView.heightAnchor.constraint(equalTo: self.view.heightAnchor, multiplier: 0.5).isActive = true
print(mainView.frame.width)//0.0

I solved it by getting the size of the view after the layout was drawn in the view
override func viewDidAppear(_ animated: Bool) {
print(mainView.frame.width)
}

Related

How adapt code to work with a Tab Bar Controller

I'm redoing the navigation of my app to be based on a custom UITabBarController. The tab bar opens the various ViewController. This is working fine, however Im now getting errors with the code in the ViewController that was previously working.
The new customTabBarController
import UIKit
class CustomTabBarController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
let feedController = feedVC() //Name of the view controller
let firstNavigationController = UINavigationController(rootViewController: feedController)
firstNavigationController.title = "Feed"
firstNavigationController.tabBarItem.image = UIImage(named: "feed_icon")
let clubController = moreVC() //Name of the view controller
let secondNavigationController = UINavigationController(rootViewController: clubController)
secondNavigationController.title = "Club"
secondNavigationController.tabBarItem.image = UIImage(named: "club_icon")
let recordController = moreVC() //Name of the view controller
let thirdNavigationController = UINavigationController(rootViewController: recordController)
thirdNavigationController.title = "Record"
thirdNavigationController.tabBarItem.image = UIImage(named: "record_icon")
let profileController = moreVC() //Name of the view controller
let fourthNavigationController = UINavigationController(rootViewController: profileController)
fourthNavigationController.title = "Profile"
fourthNavigationController.tabBarItem.image = UIImage(named: "profile_icon")
let moreController = moreVC() //Name of the view controller
let fifthNavigationController = UINavigationController(rootViewController: moreController)
fifthNavigationController.title = "More"
fifthNavigationController.tabBarItem.image = UIImage(named: "more_icon")
viewControllers = [firstNavigationController, secondNavigationController, thirdNavigationController, fourthNavigationController, fifthNavigationController]
tabBar.isTranslucent = false
// Color of menu bar set in AppDelegate.swift
}
}
feedVC
import UIKit
import Firebase
class feedVC: UIViewController {
#IBOutlet weak var tableView: UITableView!
var activityArray = [Activity]()
var userdataArray = [Userdata]()
var cellSpacingHeight: CGFloat = 10 // Sets the spacing between the cells
override func viewDidLoad() {
super.viewDidLoad()
if Auth.auth().currentUser == nil {
let authVC = self.storyboard?.instantiateViewController(withIdentifier: "authVC") as? authVC
self.present(authVC!, animated: true, completion: nil)
}
tableView.delegate = self
tableView.dataSource = self
}
The error I get is:
Thread 1: EXC_BREAKPOINT (code=1, subcode=0x102eb7b50) linked to the below code in the feedVC.
tableView.delegate = self
tableView.dataSource = self
The second error I get is related to recordVC
import UIKit
import MapKit
class recordVC: UIViewController, MKMapViewDelegate {
#IBOutlet weak var mapView: MKMapView!
var tileRenderer: MKTileOverlayRenderer!
// set initial location in Aspøya
let initialLocation = CLLocation(latitude: 63.011018, longitude: 7.914721)
// Set the zoom level of the location
let regionRadius: CLLocationDistance = 1000
func centerMapOnLocation(location: CLLocation) {
let coordinateRegion = MKCoordinateRegionMakeWithDistance(location.coordinate,
regionRadius, regionRadius)
mapView.setRegion(coordinateRegion, animated: true)
}
func setupTileRenderer() {
// Fetching the map file from URL below. The {x}, {y}, and {z} are replaced at runtime by an individual tile’s coordinate. The z-coordinate, or zoom-level is specified by how much the user has zoomed in the map. The x and y are the index of the tile given the section of the Earth shown. A tile needs to be supplied for every x and y for each zoom level supported.
let template = "https://opencache.statkart.no/gatekeeper/gk/gk.open_gmaps?layers=norgeskart_bakgrunn&zoom={z}&x={x}&y={y}&format=image/png"
// Creates the overlay
let overlay = MKTileOverlay(urlTemplate: template)
// Indicates the tiles are opaque and replace the default map tiles
overlay.canReplaceMapContent = true
// Adds the overlay to the mapView
mapView.add(overlay, level: .aboveLabels)
// Creates a tile renderer which handles the drawing of the tiles.
tileRenderer = MKTileOverlayRenderer(tileOverlay: overlay)
}
This give a similar error of: hread 1: EXC_BREAKPOINT (code=1, subcode=0x10561bb50) for this code line
// Adds the overlay to the mapView
mapView.add(overlay, level: .aboveLabels)
For the first one you have to use UITableViewDelegate and UITableViewDataSource like below :
class feedVC: UIViewController, UITableViewDelegate, UITableViewDataSource {
....
}
For the second, You have to do UI operations on main thread.
DispatchQueue.main.async {
mapView.add(overlay, level: .aboveLabels)
}

How to set an image in imageview swift 3?

So I have an image view titled cashOrCredit and have am trying to set it's image programatically but somehow not able to.
First I set the image like this
cell.cashOrCredit.image = UIImage(named: "cash1.png")
and I get an error saying a separator of "," is needed.
Then I tried it this way
var cashImage: UIImage?
cashImage = "cash1.png"
cell.cashOrCredit.image = cashImage
But I get a THREAD 1 EXC BAD INSTRUCTION error.
I can't seem to understand what is going wrong ?
Here is the error
Updated for Swift 3:
use below simple code, to set the image to UIImageView;
class YourViewControllerName: UIViewController {
var mYourImageViewOutlet: UIImageView?
func addImageToUIImageView{
var yourImage: UIImage = UIImage(named: "Birthday_logo")!
mYourImageViewOutlet.image = yourImage
} // call this function where you want to set image.
}
Note: "Birthday_logo" type of image must be present in your Assets.xcassets of your project.
I attached the screenshot if you want any help please refer it.
****// used anywhere you want to add an image to UIImageView. [Here I used one function & in that function, I write a code to set image to UIImageView]****
Enjoy..!
Try this:
cell.cashOrCredit.image = UIImage(named: "cash1")
and check "cash1.png" image is available in Assets.xcassets or not.
If you get solution, then give upvote to my answer.
Delete ".png":
cell.cashOrCredit.image = UIImage(named: "cash1")
You can also set it all programmatically:
let cellImage = UIImageView(frame: CGRect(x: X, y: Y, width: WIDTH, height: HEIGHT))
cellImage.image = UIImage(named: "cash1")
cell.addSubview(cellImage)
Take Outlet of ImageView
#IBOutlet weak var imgProfile: UIImageView!
Go through the following code which contains will be helpful you to pick image or capture image from the camera.
func choosePicker() {
let alertController = UIAlertController(title: "Select Option", message: nil, preferredStyle: (IS_IPAD ? UIAlertControllerStyle.alert : UIAlertControllerStyle.actionSheet))
let cancelAction = UIAlertAction(title: "Cancel", style: UIAlertActionStyle.cancel, handler: { action -> Void in
})
let gallery = UIAlertAction(title: "From Gallery", style: UIAlertActionStyle.default
, handler: { action -> Void in
self.openPicker(isCamera: false)
})
let camera = UIAlertAction(title: "Take Photo", style: UIAlertActionStyle.default
, handler: { action -> Void in
self.openPicker(isCamera: true)
})
alertController.addAction(gallery)
alertController.addAction(camera)
alertController.addAction(cancelAction)
self.present(alertController, animated: true, completion: nil)
}
func openPicker(isCamera : Bool) {
let picker:UIImagePickerController?=UIImagePickerController()
if isCamera {
picker!.sourceType = UIImagePickerControllerSourceType.camera
} else {
picker!.sourceType = UIImagePickerControllerSourceType.photoLibrary
picker!.allowsEditing = true
}
picker?.delegate = self
if UIDevice.current.userInterfaceIdiom == .phone {
self.present(picker!, animated: true, completion: nil)
}
else {
picker!.modalPresentationStyle = .popover
present(picker!, animated: true, completion: nil)//4
picker!.popoverPresentationController?.sourceView = imgProfile
picker!.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.up
}
}
// MARK: - UIImagePickerControllerDelegate Methods
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
if let image = info[UIImagePickerControllerOriginalImage] as? UIImage {
self.imgProfile.image = image
}
picker.dismiss(animated: true, completion: nil);
}
func imagePickerControllerDidCancel(_ picker: UIImagePickerController) {
dismiss(animated: true, completion: nil)
}
Call choosePicker method wherever you want to call.
Check if cashOrCredit is uiimageview.
Secondly,
cashImage = UIImage(named: "cash1.png")
If that doesnot work, try
cell?. cashOrCredit.image
check if cell is nil?
In the context of Swift code, EXC_BAD_INSTRUCTION usually means you’ve hit a compiler trap, that is, an undefined instruction inserted into the code by the compiler because of a bug detected at runtime. The most common cause of these are:
failure to unwrap an optional — This can be a forced unwrap (!) or an implicit unwrap (accessing an implicitly unwrapped optional that’s nil).
array out of bounds
a failed forced cast (as!), either because the value was a nil optional or because the value was of the wrong type

AVPlayerLayer does not fill the UIVIew fully. What am I missing?

The video I'm playing does not take the entire area of the UIView (named videoView), which has a gray color: iPhone 7 Plus Simulator Screenshot
Most of the answers claim that I need to either set the frame to bounds (of UIView) or set videoGravity to AVLayerVideoGravityResizeAspectFill. I've tried both, but for some reason it still does not fill the space entirely.
var avPlayer: AVPlayer!
var avPlayerLayer: AVPlayerLayer!
var paused: Bool = false
#IBOutlet weak var videoView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let theURL = Bundle.main.url(forResource:"HOTDOG", withExtension: "mp4")
avPlayer = AVPlayer(url: theURL!)
avPlayerLayer = AVPlayerLayer(player: avPlayer)
avPlayerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill
avPlayerLayer.frame = videoView.layer.bounds
videoView.layer.insertSublayer(avPlayerLayer, at: 0)
}
Any help will be appreciated. :)
After long time I found the answer.
Code below should be moved into viewDidAppear() like:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// Resizing the frame
avPlayerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill
avPlayerLayer.frame = videoView.layer.bounds
videoView.layer.insertSublayer(avPlayerLayer, at: 0)
avPlayer.play()
paused = false
}
The layout was designed for iPhone SE (small screen), so when it was tested on a bigger screen the app was taking originally set size from the Auto-layout and shaping it according to that. By moving the code into viewDidAppear() the app resizes the window according to new constraints.
Just move the frame line avPlayerLayer.frame = videoView.layer.bounds into viewDidLayoutSubviews like this:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
avPlayerLayer.frame = videoView.layer.bounds
}
The rest should stick into the viewDidLoad function, just like you did.

Why is this not saving?

I am trying to save a simple piece of information using NSUserdefaults. I am trying to save a SKSprite to have an alpha of 1. Here is how I am doing it.
First scene: Level select (sprite alpha is 0.2)
When user completes Level: (edit sprite in Level Select to equal one)
GameViewController:
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = levelselectscene {
// Set the scale mode to scale to fit the window
scene.scaleMode = .fill
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
override var shouldAutorotate: Bool {
return true
}
Level Select:
override func didMove(to view: SKView) {
if unlockLevelTwoButton == true {
levelselectscene?.childNode(withName: "LevelTwoButton")?.alpha = 1
UserDefaults.standard.set(unlockLevelTwoButton, forKey: "LevelTwoUnlocked")
print("I got this far")
}
}
Level One:
func didBegin(_ contact: SKPhysicsContact) {
var bodyA = contact.bodyA
var bodyB = contact.bodyB
let threeStars = SKScene(fileNamed: "LevelCompleted3Star")
let fadeAction = SKAction.fadeAlpha(by: 1, duration: 0.45)
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 2 || bodyA.categoryBitMask == 2 && bodyB.categoryBitMask == 1{
print("TEST")
levelOneCompleted() //islevelonecompleted
unlockLevelTwoButton = true
//3 stars
threeStars?.scaleMode = .fill
self.view?.presentScene(threeStars!, transition: .fade(withDuration: 0.3))
}
3 Stars:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if isLevelOneCompleted == true{
unlockLevelTwoButton = true
UserDefaults.standard.set(isLevelOneCompleted, forKey: "LevelOne")
UserDefaults.standard.synchronize()
levelselectscene?.scaleMode = .fill
levelselectscene?.childNode(withName: "levelTwoButton")?.alpha = 1
self.view?.presentScene(levelselectscene)
}
To me, it looks like the information should save. What am I doing wrong? I also have the keys set to retrieve:
if let z = UserDefaults.standard.object(forKey: "LevelTwoButton")
{
unlockLevelTwoButton = z as! Bool
}
Can't figure out why it's not saving!
Based on the code you've shown, you are saving it with one name, and retrieving it with a different name (LevelTwoUnlocked) vs (LevelTwoButton)

TVOS adjustsImageWhenAncestorFocused Size

Is it possible to adjust the size/frame of a ImageView when focused using imgView.adjustsImageWhenAncestorFocused = true ?
Been scouring the webs but can't find anything that would set the zoom size of the effect, seems to just be some default value.
It seems you can't do that. And I think Apple doesn't allow doing so for a reason.
There are very detailed human interface guidelines for tvOS. They recommend spacing and item size for a grid layout with different number of columns, so that the viewing experience is optimal:
The following grid layouts provide an optimal viewing experience. Be
sure to use appropriate spacing between unfocused rows and columns to
prevent overlap when an item is brought into focus.
I guess the "default" frame for the focused UIImageView takes these recommended item sizes into account. And Apple doesn't allow to change it, because it might cause issues, like other grid items being overlapped.
So you can't modify the frame of focused UIImageView, but you can access it indirectly - by using focusedFrameGuide property.
You can adjust size via imgView.transform. If your imgView inside another view (e.g. inside UICollectionViewCell) you can use code below to scale down image by 10% when receiving focus
override func didUpdateFocus(in context: UIFocusUpdateContext, with coordinator: UIFocusAnimationCoordinator) {
super.didUpdateFocus(in: context, with: coordinator)
if context.nextFocusedView === self {
coordinator.addCoordinatedAnimations({
self.imgView.transform = self.transform.scaledBy(x: 0.9, y: 0.9)
}, completion: nil)
}
if context.previouslyFocusedView === self {
coordinator.addCoordinatedAnimations({
self.imgView.transform = .identity
}, completion: nil)
}
}
Also you can calculate system focus scale for UIImageView with adjustsImageWhenAncestorFocused = true with next code:
let xScale = imgView.focusedFrameGuide.layoutFrame.size.width / imgView.frame.size.width
let yScale = imgView.focusedFrameGuide.layoutFrame.size.height / imgView.frame.size.height
If you want to remove scale when focusing on UIImageView with adjustsImageWhenAncestorFocused = true use:
override func didUpdateFocus(in context: UIFocusUpdateContext, with coordinator: UIFocusAnimationCoordinator) {
super.didUpdateFocus(in: context, with: coordinator)
let xScale = imgView.focusedFrameGuide.layoutFrame.size.width / imgView.frame.size.width
let yScale = imgView.focusedFrameGuide.layoutFrame.size.height / imgView.frame.size.height
if context.nextFocusedView === self {
coordinator.addCoordinatedAnimations({
self.imgView.transform = self.transform.scaledBy(x: 1 / xScale, y: 1 / yScale)
}, completion: nil)
}
if context.previouslyFocusedView === self {
coordinator.addCoordinatedAnimations({
self.imgView.transform = .identity
}, completion: nil)
}
}
P.S. Don't forget to set clipsToBounds = false on UIImageView