Hello friends,
I am developing a functionality to display index number on map pin and set image on mapview of iPhone so please tell me any link or any idea to develop this functionality.
Thanks in advance.
What is an index number in the context? Is it just a digit that your code is displaying? If so your question is how to display text on a map. Use a map overlay. Same for images. Search for MKMapOverlay and go from there.
I have use this method for index number in annotation view.
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
guard !(annotation is MKUserLocation) else {
return nil
}
// Better to make this class property
let annotationIdentifier = "AnnotationIdentifier"
var annotationView = MKAnnotationView()
annotationView = MKAnnotationView(annotation: annotation, reuseIdentifier: annotationIdentifier)
annotationView.frame = CGRect(x: annotationView.frame.origin.x, y: annotationView.frame.origin.y, width: 80, height: 200)
annotationView.annotation = annotation
annotationView.tag = index
index += 1
let imageViewPin = UIImageView(frame: CGRect(x: 0, y: 0, width: 30, height: 40))
imageViewPin.center = CGPoint(x: annotationView.center.x, y: annotationView.center.y - 11)
imageViewPin.image = UIImage(named: "green_pin")
annotationView.addSubview(imageViewPin)
return annotationView
}
func mapView(_ mapView: MKMapView, didSelect view: MKAnnotationView) {
debugPrint(view.tag)
}
Related
I'm trying to create a growing TextEditor as input for a chat view.
The goal is to have a box which expands until 6 lines are reached for example. After that it should be scrollable.
I already managed to do this with strings, which contain line breaks \n.
TextEditor(text: $composedMessage)
.onChange(of: self.composedMessage, perform: { value in
withAnimation(.easeInOut(duration: 0.1), {
if (value.numberOfLines() < 6) {
height = startHeight + CGFloat((value.numberOfLines() * 20))
}
if value.numberOfLines() == 0 || value.isEmpty {
height = 50
}
})
})
I created a string extension which returns the number of line breaks by calling string.numberOfLines() var startHeight: CGFloat = 50
The problem: If I paste a text which contains a really long text, it's not expanding when this string has no line breaks. The text get's broken in the TextEditor.
How can I count the number of breaks the TextEditor makes and put a new line character at that position?
Here's a solution adapted from question and answer,
struct ChatView: View {
#State var text: String = ""
// initial height
#State var height: CGFloat = 30
var body: some View {
ZStack(alignment: .topLeading) {
Text("Placeholder")
.foregroundColor(.appLightGray)
.font(Font.custom(CustomFont.sofiaProMedium, size: 13.5))
.padding(.horizontal, 4)
.padding(.vertical, 9)
.opacity(text.isEmpty ? 1 : 0)
TextEditor(text: $text)
.foregroundColor(.appBlack)
.font(Font.custom(CustomFont.sofiaProMedium, size: 14))
.frame(height: height)
.opacity(text.isEmpty ? 0.25 : 1)
.onChange(of: self.text, perform: { value in
withAnimation(.easeInOut(duration: 0.1), {
if (value.numberOfLines() < 6) {
// new height
height = 120
}
if value.numberOfLines() == 0 || value.isEmpty {
// initial height
height = 30
}
})
})
}
.padding(4)
.overlay(
RoundedRectangle(cornerRadius: 8)
.stroke(Color.appLightGray, lineWidth: 0.5)
)
}
}
And the extension,
extension String {
func numberOfLines() -> Int {
return self.numberOfOccurrencesOf(string: "\n") + 1
}
func numberOfOccurrencesOf(string: String) -> Int {
return self.components(separatedBy:string).count - 1
}
}
I found a solution!
For everyone else trying to solve this:
I added a Text with the same width of the input field and then used a GeometryReader to calculate the height of the Text which automatically wraps. Then if you divide the height by the font size you get the number of lines.
You can make the text field hidden (tested in iOS 14 and iOS 15 beta 3)
If you're looking for an iOS 15 solution, I spent a while and figured it out. I didn't want to have to resort to UIKit or ZStacks with overlays or duplicative content as a "hack". I wanted it to be pure SwiftUI.
I ended up creating a separate struct that I could reuse anywhere I needed it, as well as add additional parameters in my various views.
Here's the struct:
struct FieldMultiEntryTextDynamic: View {
var text: Binding<String>
var body: some View {
TextEditor(text: text)
.padding(.vertical, -8)
.padding(.horizontal, -4)
.frame(minHeight: 0, maxHeight: 300)
.font(.custom("HelveticaNeue", size: 17, relativeTo: .headline))
.foregroundColor(.primary)
.dynamicTypeSize(.medium ... .xxLarge)
.fixedSize(horizontal: false, vertical: true)
} // End Var Body
} // End Struct
The cool thing about this is that you can have placeholder text via an if statement and it supports dynamic type sizes.
You can implement it as follows:
struct MyView: View {
#FocusState private var isFocused: Bool
#State private var myName: String = ""
var body: some View {
HStack(alignment: .top) {
Text("Name:")
ZStack(alignment: .trailing) {
if myName.isEmpty && !isFocused {
Text("Type Your Name")
.font(.custom("HelveticaNeue", size: 17, relativeTo: .headline))
.foregroundColor(.secondary)
}
HStack {
VStack(alignment: .trailing, spacing: 5) {
FieldMultiEntryTextDynamic(text: $myName)
.multilineTextAlignment(.trailing)
.keyboardType(.alphabet)
.focused($isFocused)
}
}
}
}
.padding()
.background(.blue)
}
}
Hope it helps!
I know how to get the html of a webview, but in my case, a lot of the html is just javascripts that load content. Is there a way to get what is displayed in the window? I logged webview.enclosedScrollView.documentView and that returned nil.
Is there a way to capture the rendered content?
You can generate a PDF from the HTML - see the following website:
https://coderwall.com/p/gssuka/rendering-html-pdf-report-for-printing-from-uiwebview
I am currently using that code with a WKWebview. Read the article first as you will need the PRV300dpiPrintRenderer class (you may have to update it to a newer Swift syntax). My code:
func printHTMLContents() -> NSData {
/* Generates PDF from HTML */
self.setDictationIcon(display: false)
let A4Size = CGSize(width: 2480, height: 3504) // A4 in pixels at 300dpi
let renderer = PRV300dpiPrintRenderer()
let formatter = webView.viewPrintFormatter()
formatter.perPageContentInsets = UIEdgeInsets.zero
renderer.addPrintFormatter(formatter, startingAtPageAt: 0)
let topPadding: CGFloat = 115.0
let bottomPadding: CGFloat = 117.0
let leftPadding: CGFloat = 100.0
let rightPadding: CGFloat = 100.0
let printableRect = CGRect.init(x: leftPadding, y: topPadding, width: A4Size.width - leftPadding - rightPadding, height: A4Size.height - topPadding - bottomPadding)
let A4Rect = CGRect.init(x: 0, y: 0, width: A4Size.width, height: A4Size.height)
renderer.setValue(NSValue.init(cgRect: A4Rect), forKey: "paperRect")
renderer.setValue(NSValue.init(cgRect: printableRect), forKey: "printableRect")
let data = renderer.pdfData()
return data
}
What I want to achieve:
Display small, variable sized svgs in my app with auto layout.
The svgs contain pre-rendered latex formulas. The svgs are loaded asynchronously so I don't know upfront which size or aspect ratio they are.
The hardest pre-conditions I could imagine.
I tried several svg displaying libraries, and no one turned out to work with our svgs, so I decided to use a UIWebView.
The problem here is, that the svgs should not be scrollable and the UIWebView of minimal size.
The svgs should span all available width and have a height based on the aspect ratio.
What I tried:
class FormulaView: UIView, UIWebViewDelegate, XMLParserDelegate {
private var view: UIView!
#IBOutlet weak var webView: UIWebView!
#IBOutlet weak var topMargin: NSLayoutConstraint!
#IBOutlet weak var bottomMargin: NSLayoutConstraint!
private var width = -1.0
private var height = -1.0
// MARK: Initialisation
override init(frame: CGRect) {
super.init(frame: frame)
setUpView()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setUpView()
}
// MARK: Set Up
// Performs the initial setup.
// Loads a XIB file into a view and returns this view.
func loadSVG(fromURL url: URL) {
let request = NSURLRequest(url: url)
webView.delegate = self
webView.loadRequest(request as URLRequest)
}
func loadSVG(fromString string: String) {
let url = URL(string: string)
if url == nil {
self.isHidden = true
return
}
self.loadSVG(fromURL: url!)
}
var tableView: UITableView?
private func viewFromNibForClass() -> UIView {
let bundle = Bundle(for: type(of: self))
let nib = UINib(nibName: String(describing: type(of: self)), bundle: bundle)
let view = nib.instantiate(withOwner: self, options: nil).first as! UIView
return view
}
private func setUpView() {
view = viewFromNibForClass()
view.frame = bounds
// Auto-layout stuff.
view.autoresizingMask = [
UIViewAutoresizing.flexibleWidth,
UIViewAutoresizing.flexibleHeight
]
addSubview(view)
// Formula should take no space if no formula is loaded
topMargin.constant = 0
bottomMargin.constant = 0
self.translatesAutoresizingMaskIntoConstraints = false
self.addConstraints([
NSLayoutConstraint(item: self, attribute: .top, relatedBy: .equal,
toItem: view, attribute: .top, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: self, attribute: .right, relatedBy: .equal,
toItem: view, attribute: .right, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: self, attribute: .bottom, relatedBy: .equal,
toItem: view, attribute: .bottom, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: self, attribute: .left, relatedBy: .equal,
toItem: view, attribute: .left, multiplier: 1.0, constant: 0)
])
}
// MARK: - UIWebView delegate
func webViewDidFinishLoad(_ webView: UIWebView) {
// Get xml of svg file
let xml = webView.stringByEvaluatingJavaScript(from: "document.documentElement.outerHTML")
let parser = XMLParser(data: (xml?.data(using: .utf8))!)
parser.delegate = self
parser.parse()
}
// MARK: - XMLParser delegate
func parser(_ parser: XMLParser, didStartElement elementName: String, namespaceURI: String?, qualifiedName qName: String?, attributes attributeDict: [String : String] = [:]) {
// Get width and height of svg
if elementName == "svg" {
self.height = Double(attributeDict["height"]?
.replacingOccurrences(of: "pt", with: "") ?? "")
?? -1.0
self.width = Double(attributeDict["width"]?
.replacingOccurrences(of: "pt", with: "") ?? "")
?? -1.0
let aspectRatio = self.width / self.height
tableView?.beginUpdates()
// Calculate height the webview should have based on the width and the normal aspect ratio of the svg
let webviewHeight = self.webView.bounds.size.width / CGFloat(aspectRatio)
if let constraint = (webView.constraints.filter {
$0.firstAttribute == .height && $0.secondAttribute == .notAnAttribute
}.first) {
constraint.constant = webviewHeight
} else {
webView.heightAnchor.constraint(equalToConstant: webviewHeight).isActive = true
}
// Apply a 24 margin as a svg is now loaded
topMargin.constant = 24
bottomMargin.constant = 24
tableView?.endUpdates()
self.layoutIfNeeded()
self.invalidateIntrinsicContentSize()
// Zoom webview appropriately that the svg is completely visible and no scrolling is neccessary or even possible
let scrollView = webView.scrollView
let zoom = webView.bounds.size.width / scrollView.contentSize.width
scrollView.maximumZoomScale = zoom
scrollView.setZoomScale(zoom, animated: true) // Error occurs here
// prevent scrolling
scrollView.isScrollEnabled = false
scrollView.isPagingEnabled = false
scrollView.isUserInteractionEnabled = false
scrollView.isDirectionalLockEnabled = true
}
}
}
This version seems to work fine as I tested it on the simulator,
but in some cases (EDIT: I only see these crashes in our Bug reporting tool), I get an error (CALayerInvalidGeometry: CALayer position contains NaN: [nan nan]) at this line scrollView.setZoomScale(zoom, animated: true).
It seems the calculating the zoom results in CGFloat.nan,
(1) but when does this occur,
(2) how can I prevent this and
(3) if it occurs, how can I calculate the zoom in these cases?
EDIT: Or in other words, why are webView.bounds.size.width and/or scrollView.contentSize.width non positiv values?
If I could reproduce it, I could say more, but unluckily I can't...
Thanks in advance,
Dennis
I recently switched from using PaintCode 2 to PaintCode 3, I am using it together with xCode/Swift.
I noticed however, that all my image generating functions not behave differently. They seam to standard addopt cap insets.
As an example below you can find one canvas "ViewMissingImage", and how its configured in PaintCode (2 or 3 its identical).
Code generated via PaintCode 2
public class func imageOfViewMissingImage(frame frame: CGRect = CGRect(x: 6, y: 5, width: 109, height: 109)) -> UIImage {
UIGraphicsBeginImageContextWithOptions(frame.size, false, 0)
PaintCode.drawViewMissingImage(frame: CGRect(x: 0, y: 0, width: frame.size.width, height: frame.size.height))
let imageOfViewMissingImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageOfViewMissingImage
}
Code generated via PaintCode 3
public dynamic class func imageOfViewMissingImage(imageSize imageSize: CGSize = CGSize(width: 109, height: 109)) -> UIImage {
UIGraphicsBeginImageContextWithOptions(imageSize, false, 0)
PaintCode.drawViewMissingImage(frame: CGRect(x: 0, y: 0, width: imageSize.width, height: imageSize.height))
let imageOfViewMissingImage = UIGraphicsGetImageFromCurrentImageContext()!.resizableImageWithCapInsets(UIEdgeInsetsZero, resizingMode: .Tile)
UIGraphicsEndImageContext()
return imageOfViewMissingImage
}
I think that the PaintCode 2 never used the capp insets, maybe it was a bug?
I do not want these cap insets, how can I get rid of them?
The solution is straightforward:
Put the Cap Inset on "Stretch" instead of tile in PaintCode UI!
I am trying to make a horizontally scrolling menu in my new Sprite Kit game. With Sprite Kit being fairly new, there aren't many good tutorials for Sprite Kit. Is UIScrollView compatible with Sprite Kit? I have tried a couple of ways such as this:
UIScrollView *scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
scroll.pagingEnabled = YES;
NSInteger numberOfViews = 3;
for (int i = 0; i < numberOfViews; i++) {
CGFloat xOrigin = i * self.view.frame.size.width;
UIView *awesomeView = [[UIView alloc] initWithFrame:CGRectMake(xOrigin, 0, self.view.frame.size.width, self.view.frame.size.height)];
awesomeView.backgroundColor = [UIColor colorWithRed:0.5/i green:0.5 blue:0.5 alpha:1];
[scroll addSubview:awesomeView];
}
This didn't work. I have never worked with UIScrollView before. Can anyone give a way of making a horizontally scrolling menu using UIScrollView? An example of what I am trying to do is in Bloons TD 5 with their menu.
I know this question is a few months old already, but I was also looking for a scrolling menu slider to select levels in my SpriteKit game. I couldn't find any code already existing and the thought of force fitting the UIScrollView into my SpriteKit game didn't appeal to me. So I wrote my own sliding menu for level selection.
I've simulated all of the motions of the UIScrollView so it looks natural, and can be configured to scroll left - right or up - down.
As a bonus I created a parallax background on the menu which can be easily swapped out with new images for a custom look.
https://github.com/hsilived/ScrollingMenu
The code for the Scrolling menu is very well commented so there shouldn't be to many integration issues.
The github project has a fully working demo with Worlds, Levels and parallax images. If you like it mark my answer as useful so I can gain some reputation :)
You can definitely combine UIKit controls with SpriteKit. From the SKScene where you want to have a UIScrollView add the scroll view to self.view, like this: [self.view addSubview:scroll]. You may want to do this in the -(void)didMoveToView:(SKView*)view method on your SKScene. Remember to remove the scroll view from the SKView once you transition out of the SKScene that is using it. You can do that in the -(void)willMoveFromView:(SKView*)view method. Don't forget to set the contentSize on the UIScrollView.
Note: If you want to have SpriteKit nodes over the UIKit controls then you will need to write your own SKSpriteNode that behaves like a UIScrollView.
Expanding on Note: If your scroll view needs to contain Sprite-kit nodes and not just UIKit views you won't be able to use UIScrollView unless you do something clever as suggested in the answer to this question here
There are many ways to obtain it, through SKCameraNode, using UIKit elements like UIScrollView or other ways..
But I want to show you how to do it simple with SpriteKit only.
Conceptually, you should build a larger SKNode that containt every single voice of your menu where each element have an equal distance from the other.
You can simulate the scrolling with an SKAction that move our node to the center of the nearest visible element.
GameViewController:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = false
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
GameScene:
class GameScene: SKScene {
var lastX: CGFloat = 0.0
var moveableArea = SKNode() // the larger SKNode
var worlds: [String]! = ["world1","world2","world3"] // the menu voices
var currentWorld:Int = 0 // contain the current visible menu voice index
var worldsPos = [CGPoint]() // an array of CGPoints to store the menu voices positions
override func didMove(to view: SKView) {
//Make a generic title
let topLabel = SKLabelNode.init(text: "select world")
topLabel.fontSize = 40.0
self.addChild(topLabel)
topLabel.zPosition = 1
topLabel.position = CGPoint(x:frame.width / 2, y:frame.height*0.80)
// Prepare movable area
self.addChild(moveableArea)
moveableArea.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
// Prepare worlds:
for i in 0..<worlds.count {
// add a title for i^ world
let worldLabel = SKLabelNode.init(text: worlds[i])
self.moveableArea.addChild(worldLabel)
worldLabel.position = CGPoint(x:CGFloat(i)*self.frame.width ,y:moveableArea.frame.height*0.60)
// add a sprite for i^ world
let randomRed = CGFloat(drand48())
let randomGreen = CGFloat(drand48())
let randomBlue = CGFloat(drand48())
let randomColor = UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
let worldSprite = SKSpriteNode.init(color: randomColor, size: CGSize.init(width: 100.0, height: 100.0))
worldSprite.name = worlds[i]
self.moveableArea.addChild(worldSprite)
worldSprite.position = CGPoint(x:CGFloat(i)*self.frame.width ,y:0.0)
}
}
func tapNode(node:SKNode,action:SKAction) {
if node.action(forKey: "tap") == nil {
node.run(action, withKey: "tap")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: self)
let touchedNode = self.atPoint(location)
lastX = location.x
let sequence = SKAction.sequence([SKAction.scale(to: 1.5, duration: 0.2),SKAction.scale(to: 1.0, duration: 0.1)]) // a little action to show the selection of the world
switch touchedNode.name {
case "world1"?:
print("world1 was touched..")
tapNode(node:touchedNode,action:sequence)
case "world2"?:
print("world2 was touched..")
tapNode(node:touchedNode,action:sequence)
case "world3"?:
print("world3 was touched..")
tapNode(node:touchedNode,action:sequence)
default:break
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: self)
let currentX = location.x
let leftLimit:CGFloat = CGFloat(worlds.count-1)
let rightLimit:CGFloat = 1.0
let scrollSpeed:CGFloat = 1.0
let newX = moveableArea.position.x + ((currentX - lastX)*scrollSpeed)
if newX < self.size.width*(-leftLimit) {
moveableArea.position = CGPoint(x:self.size.width*(-leftLimit), y:moveableArea.position.y)
}
else if newX > self.size.width*rightLimit {
moveableArea.position = CGPoint(x:self.size.width*rightLimit, y:moveableArea.position.y)
}
else {
moveableArea.position = CGPoint(x:newX, y:moveableArea.position.y)
}
// detect current visible world
worldsPos = [CGPoint]()
for i in 0..<worlds.count {
let leftLimit = self.size.width-(self.size.width*CGFloat(i))
let rightLimit = self.size.width-(self.size.width*CGFloat(i+1))
if rightLimit ... leftLimit ~= moveableArea.position.x {
currentWorld = i
}
worldsPos.append(CGPoint(x: (rightLimit + (leftLimit - rightLimit)/2), y:moveableArea.position.y))
}
lastX = currentX
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if worldsPos.count>0, moveableArea.action(forKey: "moveAction") == nil {
let moveAction = SKAction.move(to: worldsPos[currentWorld], duration: 0.5)
moveAction.timingMode = .easeInEaseOut
self.moveableArea.run(moveAction, withKey: "moveAction")
}
}
}
As you can see , with touchesBegan we can detect the touched world and select it, with touchesMoved we are able to move the moveable node to the correct position and to detect the nearest visible world and with touchesEnded we can create the smooth scrolling to automatic move to the current nearest visible voice after a touch..
Output: