I'm new in Swift, I come from objc .. in fact I need to do a classse in Swift "generic" to be called by my controller of the project done in objc. specifically I have to "replace" the few lines of code in the "Lottie" library for the animations of the project. I need to write only my Swift class methods here in obj c .. can you help me? I created this Swift class but I have crashes on the superView, but I'm not sure that's just the problem ...
this is the code I need to replace in Swift:
LOTAnimationView *lottie1Aux = [LOTAnimationView animationNamed:[dict valueForKey:SLIDER_MAP_IMG_KEY]];
lottie1Aux.contentMode = UIViewContentModeScaleToFill;
lottie1Aux.frame = slide.tutorialImageView.bounds;
lottie1Aux.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
lottie1Aux.loopAnimation = YES;
[slide.tutorialImageView addSubview:mySwiftClass];
and the is the Class Swift that I can make for replace and optimize...
import Foundation
import Lottie
import UIKit
#objc
public class myClass: UIViewController {
var alertView: AnimationView!
override public func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
createView()
}
#objc public func createView() {
// Create a red view
let alertWidth: CGFloat = view.bounds.width
let alertHeight: CGFloat = view.bounds.height
let alertViewFrame: CGRect = CGRect(x: 0, y: 0, width: alertWidth, height: alertHeight)
alertView = UIView(frame: alertViewFrame) as! AnimationView
alertView.backgroundColor = UIColor.red
// Create an image view and add it to this view
let imageView = UIImageView(frame: CGRect(x: 0, y: 0, width: alertWidth, height: alertHeight/2))
imageView.image = UIImage(named: "tour_merchant_pagamento")
alertView.addSubview(imageView)
//view.addSubview(alertView)
alertView = AnimationView(name: "tour_merchant_pagamento")
alertView.contentMode = UIViewContentMode.scaleToFill
alertView.loopMode = .loop
}
I found that you just wanted to convert the above given Objective-C code to latest Swift. I would like to say that its far more easier than before and you can find the guide in Lottie website in iOS section.
Now let's convert your code to Swift.
First download and drag import all Lottie json files to a separate folder inside your Xcode project and name it simple as you wish.
1- You can make it simpler now a days by just creating an outlet for a separate UIView that you wish to assign your animation to inside your desired ViewController class. Don't forget to go to class inspector and select AnimationView in custom class before creating outlet.
Then import Lottie and have a look at below given code example.
import UIKit
import Lottie
class yourClass: UIViewController {
#IBOutlet var yourAnimationView: AnimationView! //the outlet of animationView
override func viewDidLoad() {
createAnimationView()
}
func createAnimationView() {
let yourAnimation = AnimationView(name: "filename") //animation object
yourAnimationView.addSubview(yourAnimation)
yourAnimationView.play()
}
It's simple than you think.
According to this link, I am trying to make my own custom segue.
In the initial view controller (titled: First), pressing 2 (UIButton) to segue to Second.
But the app always crashes at performSegue(withIdentifier: "customSegue", sender: self) with error: *** Assertion failure in -[UIStoryboardSegueTemplate segueWithDestinationViewController:], /BuildRoot/Library/Caches/com.apple.xbs/Sources/UIKit/UIKit-3599.6/UIStoryboardSegueTemplate.m:85
Here is the main storyboard:
Crash:
CustomSegue
import UIKit
class CustomSegue: UIStoryboardSegue {
override func perform() {
let sourceView = source.view!
let destView = destination.view!
let screenWidth = UIScreen.main.bounds.size.width
let screenHeight = UIScreen.main.bounds.size.height
destView.frame = CGRect(x: 0, y: screenHeight, width: screenWidth, height: screenHeight)
let window = UIApplication.shared.keyWindow
window?.insertSubview(destView, aboveSubview: sourceView)
UIView.animate(withDuration: 0.4, animations: {
sourceView.frame = sourceView.frame.offsetBy(dx: 0.0, dy: -screenHeight)
destView.frame = destView.frame.offsetBy(dx: 0.0, dy: -screenHeight)
}) { [weak self] (finished) in
guard let strongSelf = self else { return }
strongSelf.source.present(strongSelf.destination, animated: false, completion: nil)
}
}
}
Second is just an empty View Controller:
import UIKit
class Second: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
I compare the setup in my project with the downloaded sample but cannot find the difference.
How should I fix this crash?
For those who are interested.
It took me nearly 2 days to find this: to overcome this crash, I have to specify "Module" in Storyboard - click on Segue - Attribute inspector.
I'm new to Swift and write an app to show my locally saved locations on a map. In one ViewController I save the locations
func locationManager(manager: CLLocationManager!,
didUpdateLocations locations: [AnyObject]!)
{
var latestLocation: AnyObject = locations[locations.count - 1]
latitudeLabel.text = String(format: "%.4f",
latestLocation.coordinate.latitude)
longitudeLabel.text = String(format: "%.4f",
latestLocation.coordinate.longitude)
In an other ViewController I try to show it on the map but since in the second I had to import the MapKit, in the first ViewController appeared an error.
import MapKit
class MapViewController: UIViewController {
#IBOutlet weak var mapView: MKMapView!
// set initial location in Honolulu
let initialLocation = CLLocation(latitude: 21.282778, longitude: -157.829444)
let regionRadius: CLLocationDistance = 1000
func centerMapOnLocation(location: CLLocation) {
let coordinateRegion = MKCoordinateRegionMakeWithDistance(location.coordinate,
regionRadius * 2.0, regionRadius * 2.0)
mapView.setRegion(coordinateRegion, animated: true)
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
I know that the coordinates are no longer supported by the MapKit and instead of AnyObject I should use but I don't know how exactly should I change the locationManager code. :(
Hope someone can help.
I'm trying to make parallax photo effect in my app using CSStickyHeaderFlowLayout
- https://github.com/jamztang/CSStickyHeaderFlowLayout/
and Swift language.
I have installed necessary Pod's file, add #import "CSStickyHeaderFlowLayout.h" to my "appName"-Bridging-Header.h file, and implemented this method:
func collectionView(collectionView: UICollectionView, viewForSupplementaryElementOfKind kind: String, atIndexPath indexPath: NSIndexPath) -> UICollectionReusableView {
var cell: UICollectionViewCell = UICollectionViewCell(frame: CGRectMake(0, 0, 400, 200));
var imageView: UIImageView = UIImageView();
var image: UIImage = UIImage(named: "news2.jpg")!;
imageView.image = image;
cell.addSubview(imageView);
return cell;
}
but now I have difficulties to translate this Obj-C code to Swift:
CSStickyHeaderFlowLayout *layout = (id)self.collectionViewLayout;
if ([layout isKindOfClass:[CSStickyHeaderFlowLayout class]]) {
layout.parallaxHeaderReferenceSize = CGSizeMake(320, 200);
}
In my opinion after that step my effect should works. Am I right? Or I have missed something?
Thanks for help,
m.af
You should be able to do it like this in Swift
if let layout = self.collectionViewLayout as? CSStickyHeaderFlowLayout {
layout.parallaxHeaderReferenceSize = CGSizeMake(320, 200)
}
You could try this:
var layout = CSStickyHeaderFlowLayout()
if (layout.isKindOfClass(CSStickyHeaderFlowLayout.self)) {
layout.parallaxHeaderReferenceSize = CGSizeMake(self.view.frame.size.width, 426)
layout.parallaxHeaderMinimumReferenceSize = CGSizeMake(self.view.frame.size.width, 110)
layout.itemSize = CGSizeMake(self.view.frame.size.width, layout.itemSize.height)
layout.parallaxHeaderAlwaysOnTop = true
// If we want to disable the sticky header effect
layout.disableStickyHeaders = true
}
I have a view-based NSTableView with a custom NSTableCellView and a custom NSTableRowView. I customized both of those classes because I want to change the appearance of each row. By implementing the [NSTableRowView draw...] methods I can change the background, the selection, the separator and the drag destination highlight.
My question is: how can I change the highlight that appears when the row is right clicked and a menu appears?
For example, this is the norm:
And I want to change the square highlight to a round one, like this:
I'd imagine this would be done in NSTableRowView by calling a method like drawMenuHighlightInRect: or something, but I can't find it. Also, how can the NSTableRowView class be doing this if I customized, in my subclass, all of the drawing methods, and I don't call the superclass? Is this drawn by the table itself?
EDIT:
After some more experimenting I found out that the round highlight can be achieved by setting the tableview as a source list. Nonetheless, I want to know how to customize it if possible.
I know I'm a bit late to offer any help to the OP, but hopefully this can spare some other folks a little bit of time. I subclassed NSTableRowView to achieve the right-click contextual menu highlight (why Apple doesn't have a public drawing method to override this is beyond me). Here it is in all its glory:
BSDSourceListRowView.h
#import <Cocoa/Cocoa.h>
#interface BSDSourceListRowView : NSTableRowView
// This needs to be set when a context menu is shown.
#property (nonatomic, assign, getter = isShowingMenu) BOOL showingMenu;
#end
BSDSourceListRowView.m
#import "BSDSourceListRowView.h"
#implementation BSDSourceListRowView
- (void)drawBackgroundInRect:(NSRect)dirtyRect
{
[super drawBackgroundInRect:dirtyRect];
// Context menu highlight:
if ( self.isShowingMenu ) {
[self drawContextMenuHighlight];
}
}
- (void)drawContextMenuHighlight
{
BOOL selected = self.isSelected;
CGFloat insetY = ( selected ) ? 2.f : 1.f;
NSBezierPath *path = [NSBezierPath bezierPathWithRoundedRect:NSInsetRect(self.bounds, 2.f, insetY) xRadius:6.f yRadius:6.f];
NSColor *fillColor, *strokeColor;
if ( selected ) {
fillColor = [NSColor clearColor];
strokeColor = [NSColor whiteColor];
} else {
fillColor = [NSColor colorWithCalibratedRed:95.f/255.f green:159.f/255.f blue:1.f alpha:0.12f];
strokeColor = [NSColor alternateSelectedControlColor];
}
[fillColor setFill];
[strokeColor setStroke];
[path setLineWidth:2.f];
[path fill];
[path stroke];
}
- (void)drawSelectionInRect:(NSRect)dirtyRect
{
[super drawSelectionInRect:dirtyRect];
if ( self.isShowingMenu ) {
[self drawContextMenuHighlight];
}
}
- (void)setShowingMenu:(BOOL)showingMenu
{
if ( showingMenu == _showingMenu )
return;
_showingMenu = showingMenu;
[self setNeedsDisplay:YES];
}
#end
Feel free to use any of it, change any of it, or do whatever you want with any of it. Have fun!
Updated for Swift 3.x:
SourceListRowView.swift
import Cocoa
open class SourceListRowView : NSTableRowView {
open var isShowingMenu: Bool = false {
didSet {
if isShowingMenu != oldValue {
needsDisplay = true
}
}
}
override open func drawBackground(in dirtyRect: NSRect) {
super.drawBackground(in: dirtyRect)
if isShowingMenu {
drawContextMenuHighlight()
}
}
override open func drawSelection(in dirtyRect: NSRect) {
super.drawSelection(in: dirtyRect)
if isShowingMenu {
drawContextMenuHighlight()
}
}
private func drawContextMenuHighlight() {
let insetY: CGFloat = isSelected ? 2 : 1
let path = NSBezierPath(roundedRect: bounds.insetBy(dx: 2, dy: insetY), xRadius: 6, yRadius: 6)
let fillColor, strokeColor: NSColor
if isSelected {
fillColor = .clear
strokeColor = .white
} else {
fillColor = NSColor(calibratedRed: 95/255, green: 159/255, blue: 1, alpha: 0.12)
strokeColor = .alternateSelectedControlColor
}
fillColor.setFill()
strokeColor.setStroke()
path.lineWidth = 2
path.fill()
path.stroke()
}
}
Note: I haven't actually run this, but I'm pretty sure this should do the trick in Swift.
Stop Default Drawing
Several answers describe how to draw a custom contextual-click highlight. However, AppKit will continue to draw the default one. There is an easy trick to stop that and I didn't want it to get lost in a comment: subclass NSTableView and override -menuForEvent:
// NSTableView subclass
override func menu(for event: NSEvent) -> NSMenu?
{
// DO NOT call super's implementation.
return self.menu
}
Here, I assume that you've assigned a menu to the tableView in IB or have set the tableView's menu property programatically. NSTableView's default implementation of -menuForEvent: is what draws the contextual menu highlight.
Solve Bad Apple Engineering
Now that we're not calling super's implementation of menuForEvent:, the clickedRow property of our tableView will always be -1 when we right-click, which means our menuItems won't target the correct row of our tableView.
But fear not, we can do Apple Engineering's job for them. On our custom NSTableView subclass, we override the clickedRow property:
class MyTableView: NSTableView
{
private var _clickedRow: Int = -1
override var clickedRow: Int {
get { return _clickedRow }
set { _clickedRow = newValue }
}
}
Now we update the -menuForEvent: method:
// NSTableView subclass
override func menu(for event: NSEvent) -> NSMenu?
{
let location: CGPoint = convert(event.locationInWindow, from: nil)
clickedRow = row(at: location)
return self.menu
}
Great. We solved that problem. Onwards to the next thing:
Tell Your RowView To Do Custom Drawing
As others have suggested, add a custom Bool property to your NSTableRowView subclass. Then, in your drawing code, inspect that value to decide whether to draw your custom contextual highlight. However, the correct place to set that value is in the same NSTableView method:
// NSTableView subclass
override func menu(for event: NSEvent) -> NSMenu?
{
let location: CGPoint = convert(event.locationInWindow, from: nil)
clickedRow = row(at: location)
if clickedRow > 0,
let rowView: MyCustomRowView = rowView(atRow: tableRow, makeIfNecessary: false) as? MyCustomRowView
{
rowView.isContextualMenuTarget = true
}
return self.menu
}
Above, I've created MyCustomRowView (a subclass of NSTableRowView) and have added a custom property: isContextualMenuTarget. That custom property looks like this:
// NSTableRowView subclass
var isContextualMenuTarget: Bool = false {
didSet {
needsDisplay = true
}
}
In my drawing method, I inspect the value of that property and, if it's true, draw my custom highlight.
Clean Up When The Menu Closes
You have a controller that implements the datasource and delegate methods for your tableView. That controller is also likely the delegate for the tableView's menu. (You can assign that in IB or programatically.)
Whatever object is your menu's delegate, implement the menuDidClose: method. Here, I'm working in Objective-C because my controller is still ObjC:
// NSMenuDelegate object
- (void) menuDidClose:(NSMenu *)menu
{
// We use a custom flag on our rowViews to draw our own contextual menu highlight, so we need to reset that.
[_outlineView enumerateAvailableRowViewsUsingBlock:^(__kindof MyCustomRowView * _Nonnull rowView, NSInteger row) {
rowView.isContextualMenuTarget = NO;
}];
}
Performance Note: My tableView will never have more than about 50 entries. If you have a table with THOUSANDS of visible rows, you would be better served to save the rowView that you set isContextualMenuTarget=true on, then access that rowView directly in -menuDidClose: so you don't have to enumerate all rowViews.
Single-Column: This example assumes a single column tableView that has the same NSMenu for each row. You could adapt the same technique for multi-column and/or varying NSMenus per row.
And that's how you beat AppKit in the face until it does what you want.
This is already a bit old, but I've wasted on it quite a bit of time, so posting my solution in case it could help anyone:
In my case, I wanted to remove the lines completely
Lines are not "Focus" rings, they are some stuff Apple is doing in undocument API
The ONLY way I found to remove them (Without using Undocumented API) is by opening NSMenu programmatically, without Interface Builder.
For that, I had to cache "right-click" event on TableViewRow, which has some issue since not always called, so I've dealt with that issue too.
A. Subclass NSTableView:
Overriding right click event, calculating the location of click to get a correct row, and transferring it to my custom NSTableRowView!
class TableView: NSTableView {
override func rightMouseDown(with event: NSEvent) {
let location = event.locationInWindow
let toMyOrigin = self.superview?.convert(location, from: nil)
let rowIndex = self.row(at: toMyOrigin!)
if (rowIndex < 0 || self.numberOfRows < rowIndex) {
return
}
if let isRowExists = self.rowView(atRow: rowIndex, makeIfNecessary: false) {
if let isMyTypeRow = isRowExists as? MyNSTableRowView {
isMyTypeRow.costumRightMouseDown(with: event)
}
}
}
}
B. Subclass MyNSTableRowView
Presenting NSMenu programmatically
class MyNSTableRowView: NSTableRowView {
//My custom selection colors, don't have to implement this if you are ok with the default system highlighted background color
override func drawSelection(in dirtyRect: NSRect) {
if self.selectionHighlightStyle != .none {
let selectionRect = NSInsetRect(self.bounds, 0, 0)
Colors.tabSelectedBackground.setStroke()
Colors.tabSelectedBackground.setFill()
let selectionPath = NSBezierPath.init(roundedRect: selectionRect, xRadius: 0, yRadius: 0)
selectionPath.fill()
selectionPath.stroke()
}
}
func costumRightMouseDown(with event: NSEvent) {
let menu = NSMenu.init(title: "Actions:")
menu.addItem(NSMenuItem.init(title: "Some", action: #selector(foo), keyEquivalent: "a"))
NSMenu.popUpContextMenu(menu, with: event, for: self)
}
#objc func foo() {
}
}
I agree with MCMatan that this is not something you can tweak by changing any draw calls. The box will remain.
I took his approach of bypassing the default menu launch, but left the context menu setup as default in my NSTableView. I think this is a simpler way.
I derive from NSTableView and add the following:
public private(set) var rightClickedRow: Int = -1
override func rightMouseDown(with event: NSEvent)
{
guard let menu = self.menu else { return }
let windowClickLocation = event.locationInWindow
let outlineClickLocation = convert(windowClickLocation, from: nil)
rightClickedRow = row(at: outlineClickLocation)
menu.popUp(positioning: nil, at: outlineClickLocation, in: self)
}
override func rightMouseUp(with event: NSEvent) {
rightClickedRow = -1
}
My rightClickedRow is analogous to clickedRow for the table view. I have an NSViewController that looks after my table, and it is set as the table's menu delegate. I can use rightClickedRow in the delegate calls, such as menuNeedsUpdate().
I'd take a look at the NSTableRowView documentation. It's the class that is responsible for drawing selection and drag feedback in a view-based NSTableView.