Reputation: 43
I'm trying to set the transition animation options for the Switch I created on the screen.
So I used the Instance Method below.
func setOn(_ on: Bool, animated: Bool)
I saw description in the apple dev documentation that the second param decide the difference in animation, but in reality both true/false worked with animation included. https://developer.apple.com/documentation/uikit/uiswitch/1623686-seton
Emulator demonstration gif image
I tested it with a real phone, but it was the same issue. Environment I checked:
Here is my code : (The only difference is the value of "animated: Bool")
self.switch1 = UISwitch()
self.switch1.frame = CGRect(x: 120, y: 150, width: 50, height: 30)
self.switch1.setOn(true, animated: true)
self.view.addSubview(switch1)
self.switch2 = UISwitch()
self.switch2.frame = CGRect(x: 120, y: 250, width: 50, height: 30)
self.switch2.setOn(true, animated: false)
self.view.addSubview(switch2)
What's wrong and how can I turn off the animation options?
Upvotes: 3
Views: 640
Reputation: 35
You have to force call the 'setOn' callback every time you press the switch. However, in order for the tapGestureRecognizer to respond to your callback, you have to eliminate all other default gestureRecognizers (found on the subviews).
private func initView() {
uiSwitch = UISwitch(frame: .zero)
// remove all underlaying subviews gesture recognizers
if let subviews = uiSwitch?.subviews {
for subview in subviews {
let gestures = subview.gestureRecognizers
gestures?.forEach { subview.removeGestureRecognizer($0) }
}
}
// add new preferred gesture recognizer
uiSwitch?.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(switchHasBeenPressed)))
}
@objc
private func switchHasBeenPressed() {
guard let uiSwitch = uiSwitch else { return }
uiSwitch.setOn(!uiSwitch.isOn, animated: false)
}
Upvotes: 1
Reputation: 258177
This animation is default UISwitch
feedback on user interaction, you cannot disable that animation from direct interaction, but we can prevent it overriding control and use own interaction (and still keep possibility to animate it if needed programmatically).
Tested with Xcode 12.1 / iOS 14.1
Here is possible approach:
class MySwitch: UISwitch {
override init(frame: CGRect) {
super.init(frame: frame)
let view = UIView()
view.isUserInteractionEnabled = true
self.addSubview(view)
view.translatesAutoresizingMaskIntoConstraints = false
view.leadingAnchor.constraint(equalTo: self.leadingAnchor).isActive = true
view.trailingAnchor.constraint(equalTo: self.trailingAnchor).isActive = true
view.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
view.bottomAnchor.constraint(equalTo: self.bottomAnchor).isActive = true
let gr = UITapGestureRecognizer(target: self, action: #selector(toggle(_ :)))
view.addGestureRecognizer(gr)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
@objc func toggle(_ sender: Any?) {
self.setOn(!self.isOn, animated: false)
}
}
Upvotes: 1