How to implement callback for example of button tap inside UICollectionViewCell's UIContentView or better how to do it in Combine way?
Cell registration inside UICollectionView:
let cellRegistration = UICollectionView.CellRegistration<MyCell, Item> { (cell, indexPath, item) in
cell.item = item
}
Cell:
class MyCell: UICollectionViewCell {
var item: Item?
override func updateConfiguration(using state: UICellConfigurationState) {
var newConfiguration = MyContentConfiguration().updated(for: state)
newConfiguration.name = item?.title
contentConfiguration = newConfiguration
}
}
Content configuration:
struct MyContentConfiguration: UIContentConfiguration, Hashable {
var name: String?
func makeContentView() -> UIView & UIContentView {
return MyContentView(configuration: self)
}
}
Content view:
class MyContentView: UIView, UIContentView {
let title = UILabel()
private var currentConfiguration: MyContentConfiguration!
var configuration: UIContentConfiguration {
get {
currentConfiguration
}
set {
guard let newConfiguration = newValue as? MyContentConfiguration else {
return
}
apply(configuration: newConfiguration)
}
}
init(configuration: MyContentConfiguration) {
super.init(frame: .zero)
// Create the content view UI
setupUI()
apply(configuration: configuration)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
private extension MyContentView {
private func setupUI() {
// UI stuff
}
private func apply(configuration: MyContentConfiguration) {
guard currentConfiguration != configuration else {
return
}
currentConfiguration = configuration
// Set data to UI elements
title.text = title
//etc..
}
}
Inside MyContentView there'll be a button for example. This button should be bound with item, so when it's tapped - some callback or Combine publisher should emit value, which I've got to catch inside my collection view.
How I've implemented this previously:
let cellRegistration = UICollectionView.CellRegistration<MyCell, Item> { (cell, indexPath, item) in
cell.item = item
//Catch value which is bound with associated item
cell.somePublisher
.sink { [weak self] in
guard let self = self else { return }
self.subscribePublisher.send($0)
}
.store(in: &self.subscriptions)
}
Cell:
class MyCell: UICollectionViewCell {
var item: Item?
public private(set) var somePublisher = CurrentValueSubject<Bool?, Never>(nil)
//UI setup, etc..
//Emit value for a button tap gesture
#objc func handleTap() {
somePublisher.send(true)
}
}
Is it possible to implement this behavior using UIContentView & UIContentConfiguration?
Related
I'm trying to capture ProximitySensor activity on SwiftUI.
So I've created a class ProximityOberver and trying to update the attribute 'state' in the notification:
import SwiftUI
import UIKit
class ProximityObserver {
#State var state = false;
#objc func didChange(notification: NSNotification) {
print("MyView::ProximityObserver.didChange")
if let device = notification.object as? UIDevice {
print(device.proximityState)
state = device.proximityState
print(state)
}
}
}
struct ContentView: View {
#State var proximityObserver = ProximityObserver()
func activateProximitySensor() {
print("MyView::activateProximitySensor")
if !UIDevice.current.isProximityMonitoringEnabled {
UIDevice.current.isProximityMonitoringEnabled = true
if UIDevice.current.isProximityMonitoringEnabled {
NotificationCenter.default.addObserver(proximityObserver, selector: #selector(proximityObserver.didChange), name: UIDevice.proximityStateDidChangeNotification, object: UIDevice.current)
}
}
}
func deactivateProximitySensor() {
print("MyView::deactivateProximitySensor")
UIDevice.current.isProximityMonitoringEnabled = false
NotificationCenter.default.removeObserver(proximityObserver, name: UIDevice.proximityStateDidChangeNotification, object: UIDevice.current)
}
var body: some View {
Text(proximityObserver.state ? "true" : "false" )
.animation(.linear(duration: 20).delay(20), value: proximityObserver.state)
.onAppear() {
self.activateProximitySensor()
}
.onDisappear() {
self.deactivateProximitySensor()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
But even 'state = device.proximityState' code executed, the following print(state) shows the attribute never changed.
MyView::ProximityObserver.didChange
true
false
Can someone explain why this happens, and how to fix this?
Thank you for the comment.
I could fix this as suggested.
class ProximityObserver: ObservableObject {
#Published var state = false;
#objc func didChange(notification: NSNotification) {
print("MyView::ProximityObserver.didChange")
if let device = notification.object as? UIDevice {
print(device.proximityState)
self.state = device.proximityState
print(state, device.proximityState)
}
}
}
struct ContentView: View {
#ObservedObject var proximityObserver = ProximityObserver()
...
I've started a SwiftUI project (it is a macOS tray application) that relies on global keyboard events (even when my application is minimized). Specifically i care about the F3 and F4 keys. While the keyboard events are registered correctly and my application is fully functional it is always playing that error "funk" sound when a key is pressed. Does anyone know how to fix this?
MyApp.swift
import SwiftUI
#main
struct MyApp: App {
#NSApplicationDelegateAdaptor(AppDelegate.self) var delegate;
var body: some Scene {
Settings {
ContentView()
}
}
}
class AppDelegate: NSObject,NSApplicationDelegate {
var statusItem: NSStatusItem!
var popOver: NSPopover!
func applicationDidFinishLaunching(_ notification: Notification){
let contentView = ContentView()
let popOver = NSPopover();
popOver.behavior = .transient
popOver.animates = true
popOver.contentViewController = NSHostingController(rootView: contentView)
popOver.setValue(true, forKeyPath: "shouldHideAnchor")
self.popOver = popOver
self.statusItem = NSStatusBar.system.statusItem(withLength: CGFloat(NSStatusItem.variableLength))
let options: NSDictionary = [kAXTrustedCheckOptionPrompt.takeUnretainedValue() as String : true]
let accessEnabled = AXIsProcessTrustedWithOptions(options)
if !accessEnabled {
print("Access Not Enabled")
}
// Here is where the global keypress event is registered
NSEvent.addGlobalMonitorForEvents(matching: .keyDown) { (event) in
if (event.keyCode == 99) {
// do smth
}else if (event.keyCode == 118) {
// do smth else
}
}
}
if let MenuButton = self.statusItem.button {
MenuButton.image = NSImage(systemSymbolName: "display.2", accessibilityDescription: nil)
MenuButton.action = #selector(MenuButtonToggle)
}
}
#objc func MenuButtonToggle(_ sender: AnyObject){
if let button = self.statusItem.button {
if self.popOver.isShown{
self.popOver.performClose(sender)
}else {
self.popOver.show(relativeTo: button.bounds, of: button, preferredEdge: NSRectEdge.minY)
self.popOver.contentViewController?.view.window?.makeKey()
}
}
}
}
It looks like you can achieve this by assigning the keys through the view directly at least, perhaps this can work on your AppDelegate also but you need to override.
Here is a working example:
struct KeyEventHandling: NSViewRepresentable {
class KeyView: NSView {
func isManagedByThisView(_ event: NSEvent) -> Bool {
//...
return true
}
override var acceptsFirstResponder: Bool { true }
override func keyDown(with event: NSEvent) {
if isManagedByThisView(event) {
print(">> key \(event.keyCode)")
} else {
super.keyDown(with: event)
}
}
}
func makeNSView(context: Context) -> NSView {
let view = KeyView()
DispatchQueue.main.async { // wait till next event cycle
view.window?.makeFirstResponder(view)
}
return view
}
func updateNSView(_ nsView: NSView, context: Context) {
}
}
struct ContentView: View {
var body: some View {
KeyEventHandling()
}
}
According to Documentation: "When you call super.keyDown(with: event), the event goes up through the responder chain and if no other responders process it, causes beep sound." Good Luck!
struct DisableBeepsView: NSViewRepresentable {
class KeyView: NSView {
func isManagedByThisView(_ event: NSEvent) -> Bool {
return true
}
override var acceptsFirstResponder: Bool { true }
override func keyDown(with event: NSEvent) {
if isManagedByThisView(event) {
// print(">> key \(event.keyCode)")
} else {
super.keyDown(with: event)
}
}
}
func makeNSView(context: Context) -> NSView {
let view = KeyView()
DispatchQueue.main.async { // wait till next event cycle
view.window?.makeFirstResponder(view)
}
return view
}
func updateNSView(_ nsView: NSView, context: Context) {}
}
just locate DisableBeepsView() inside your View where you need to disable beep sound
I am having a strange problem with UIButton. I have the following custom class:
import UIKit
#IBDesignable class ToggleButton: UIButton {
#IBInspectable var state1Image: UIImage = UIImage()
#IBInspectable var state2Image: UIImage = UIImage()
#IBInspectable var someString: String = ""
private var toogleOn: Bool = false {
didSet {
if toogleOn {
isSelected = true
} else {
isSelected = false
}
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup() {
print("test")
print("some string is \(someString)")
}
#objc func didToggleButton() {
toogleOn = !toogleOn
}
}
In the interface builder I set the inspectable vars, let's say I set someString to hello. Now when I run the app and view the log the print for the var is "". Also I am unable to set the images. It only uses the default values and will not use the new value that I set. What am I doing wrong here?
Try this:
#IBDesignable class ToggleButton: UIButton {
#IBInspectable var state1Image: UIImage = UIImage() {
didSet {
setup()
}
}
#IBInspectable var state2Image: UIImage = UIImage() {
didSet {
setup()
}
}
#IBInspectable var someString: String = "" {
didSet {
setup()
}
}
override func prepareForInterfaceBuilder() {
setup()
}
private func setup() {
print("test")
// Updating title label as someString to see the update
self.titleLabel?.text = someString
}
private var toogleOn: Bool = false {
didSet {
if toogleOn {
isSelected = true
} else {
isSelected = false
}
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
#objc func didToggleButton() {
toogleOn = !toogleOn
}
}
First, my code is perfectly running.
I have well set up and mapView.register my annotation markers and cluster.
When I zoom out the annotations fusion as expected in my cluster views,
when I zoom in, same good result, except at a certain point. When too many annotations are too close from each other, the cluster view doesn't split up into my two annotation views anymore.
So I search a way to be able to setup this "zoom level" that will makes appear my two annotations even if there are really close from each other.
Here are my cluster views with a high zoom on the map:
Here if I zoom at the maximum:
Well, one of the cluster views split into two, but doesn't reveal the 4 annotations.
I also try to setup the displayPriority to be higher for my two annotations, than the cluster view, but the result is still the same.
Any ideas ?
You will need to keep track of the zoom level of the map, and reload your annotations when you cross a zoom level that you specify.
private let maxZoomLevel = 9
private var previousZoomLevel: Int?
private var currentZoomLevel: Int? {
willSet {
self.previousZoomLevel = self.currentZoomLevel
}
didSet {
// if we have crossed the max zoom level, request a refresh
// so that all annotations are redrawn with clustering enabled/disabled
guard let currentZoomLevel = self.currentZoomLevel else { return }
guard let previousZoomLevel = self.previousZoomLevel else { return }
var refreshRequired = false
if currentZoomLevel > self.maxZoomLevel && previousZoomLevel <= self.maxZoomLevel {
refreshRequired = true
}
if currentZoomLevel <= self.maxZoomLevel && previousZoomLevel > self.maxZoomLevel {
refreshRequired = true
}
if refreshRequired {
// remove the annotations and re-add them, eg
let annotations = self.mapView.annotations
self.mapView.removeAnnotations(annotations)
self.mapView.addAnnotations(annotations)
}
}
}
private var shouldCluster: Bool {
if let zoomLevel = self.currentZoomLevel, zoomLevel <= maxZoomLevel {
return false
}
return true
}
func mapView(_ mapView: MKMapView, regionDidChangeAnimated animated: Bool) {
// https://stackoverflow.com/a/40616239/883413
let zoomWidth = mapView.visibleMapRect.size.width
let zoomLevel = Int(log2(zoomWidth))
self.currentZoomLevel = zoomLevel
}
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
// for me, annotation reuse doesn't work with clustering
let annotationView = CustomAnnotationView(annotation: annotation)
if self.shouldCluster {
annotationView.clusteringIdentifier = "custom-id"
} else {
annotationView.clusteringIdentifier = nil
}
return annotationView
}
In my case, ! EVERY TIME ! I didn't update the clusteringIdentifier
in "func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation)"
When the MKAnnotationView is reused by the mapView.dequeueReusableAnnotationView(withIdentifier: "identifier", for: annotation), the clusteringIdentifier will be nil. (reset)
That's the reason why the clusters doesn't work.
AnnotationView.swift
import MapKit
// MARK: - Define
struct AnnotationViewInfo {
static let identifier = "AnnotationView"
}
final class AnnotationView: MKAnnotationView {
// MARK: - Initializer
override init(annotation: MKAnnotation!, reuseIdentifier: String!) {
super.init(annotation: annotation, reuseIdentifier: reuseIdentifier)
setView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setView()
}
// MARK: - Value
// MARK: Public
override var annotation: MKAnnotation? {
willSet { update(annotation: newValue) }
}
// MARK: - Function
// MARK: Private
private func setView() {
if #available(iOS 11.0, *) {
collisionMode = .rectangle
clusteringIdentifier = AnnotationViewInfo.identifier
}
canShowCallout = true
image = #imageLiteral(resourceName: "pin01").resizedImage(size: CGSize(width: #imageLiteral(resourceName: "pin01").size.width/4.0, height: #imageLiteral(resourceName: "pin01").size.height/4.0), scale: 1.0)
}
private func update(annotation: MKAnnotation?) {
if #available(iOS 11.0, *) {
clusteringIdentifier = AnnotationViewInfo.identifier
}
// TODO: Update the annotationView
}
}
MKMapViewDelegate
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
if #available(iOS 11.0, *) {
switch annotation {
case is PointAnnotation: return mapView.dequeueReusableAnnotationView(withIdentifier: AnnotationView1Info.identifier, for: annotation)
case is MKClusterAnnotation: return mapView.dequeueReusableAnnotationView(withIdentifier: ClusterAnnotationViewInfo.identifier, for: annotation)
case is MKUserLocation: return nil
default: return nil
}
} else {
return nil
}
}
Key Point (You must update the "clusteringIdentifier" every time.)
private func update(annotation: MKAnnotation?) {
if #available(iOS 11.0, *) {
clusteringIdentifier = AnnotationViewInfo.identifier
}
// TODO: Update the annotationView
}
}
Sample Project Here
I have a custom transition event going on with my view controllers where view controller a (VC_A) will present (VC_B).
Now when doing the transition, VC_A will still exist, but VC_B will not receive any touch events. Now if I remove the view from VC_A, VC_B will get touch events. I am not sure what I am missing in my transition that tells the app to be sending all touch events to VC_B not VC_A. I have tried setting the first responder, but that did not work, if somebody could tell me what I am missing, it would be appreciated.
//
// AnimationController.swift
// MarineWars
//
// Created by Anthony Randazzo on 5/6/15.
// Copyright (c) 2015 Anthony Randazzo. All rights reserved.
//
import Foundation
import UIKit
class TransitioningDelegate: NSObject, UIViewControllerTransitioningDelegate {
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return AnimationController(transitionType: .Presenting)
}
func animationControllerForDismissedController(dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return AnimationController(transitionType: .Dismissing)
}
func interactionControllerForDismissal(animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning?
{
return nil;
}
}
private var inSuperView : UIView?;
private var toSuperView : UIView?;
class AnimationController: NSObject, UIViewControllerAnimatedTransitioning {
enum TransitionType {
case Presenting
case Dismissing
}
var animationTransitionOptions: UIViewAnimationOptions
var inView : UIView?;
var toView : UIView?;
var fromView : UIView?;
init(transitionType: TransitionType) {
switch transitionType {
case .Presenting:
animationTransitionOptions = .TransitionFlipFromLeft
case .Dismissing:
animationTransitionOptions = .TransitionFlipFromRight
}
super.init()
}
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
inView = transitionContext.containerView()
toView = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)?.view // if iOS 8 only, I'd use `viewForKey`, instead
fromView = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)?.view
if(animationTransitionOptions == .TransitionFlipFromLeft)
{
NSTimer.scheduledTimerWithTimeInterval(transitionDuration(transitionContext)/2, target: self, selector: Selector("fireHalfwayIn"), userInfo: nil, repeats: false);
}
else if(animationTransitionOptions == .TransitionFlipFromRight)
{
NSTimer.scheduledTimerWithTimeInterval(transitionDuration(transitionContext)/2, target: self, selector: Selector("fireHalfwayOut"), userInfo: nil, repeats: false);
}
var scene = GameScene.instance;
scene!.paused = false;
scene!.view?.paused = false;
UIView.transitionFromView(fromView!, toView: toView!, duration: transitionDuration(transitionContext), options: animationTransitionOptions | .CurveEaseInOut | .AllowAnimatedContent) { finished in
transitionContext.completeTransition(true)
NSNotificationCenter.defaultCenter().postNotificationName("DropNotifications",object:nil);
//inSuperView is our parent
if(inSuperView == nil)
{
inSuperView = self.fromView;
println(self.fromView);
for view in self.fromView!.subviews
{
for subview in view.subviews
{
if(subview.isMemberOfClass(GameSceneView))
{
self.fromView!.resignFirstResponder()
self.toView!.becomeFirstResponder();
(subview as! GameSceneView).removeScene();
return;
}
}
if(view.isMemberOfClass(GameSceneView))
{
self.fromView!.resignFirstResponder()
self.toView!.becomeFirstResponder();
(view as! GameSceneView).removeScene();
return;
}
}
}
else
{
for view in self.toView!.subviews
{
for subview in view.subviews
{
if(subview.isMemberOfClass(GameSceneView))
{
(subview as! GameSceneView).createScene();
break;
}
}
}
}
}
}
func transitionDuration(transitionContext: UIViewControllerContextTransitioning) -> NSTimeInterval {
return 1.0
}
func fireHalfwayIn()
{
//println("\nFire In\n");
var scene = GameScene.instance;
//scene!.paused = false;
if(scene!.player.grid.parent != nil)
{
scene!.currentPlayer = scene!.enemy;
scene!.player.grid.removeFromParent();
scene!.addChild(scene!.enemy.grid);
var player = scene!.currentPlayer;
player!.grid.position = GameScene.fixPositionOnScreen(CGPointMake(toView!.frame.width/2 - player!.gridSize.width/2, toView!.frame.height/2 - player!.gridSize.height/2),currentPlayer: player!);
}
}
func fireHalfwayOut()
{
// println("\nFire Out\n");
var scene = GameScene.instance;
if(scene!.enemy.grid.parent != nil)
{
scene!.enemy.grid.removeFromParent();
scene!.currentPlayer = scene!.player;
scene!.addChild(scene!.player.grid);
}
}
}
OK I found the problem, I need to add the view to the content subview
if(self.presenting)
{
self.inView!.addSubview(self.toView!);
}
This of course leads to a bug when a context is completed, removing the from view from the key window.
So I needed to add this line after the context completed:
UIApplication.sharedApplication().keyWindow!.addSubview(self.toView!);
to get it to properly work