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SelectionViewController.swift
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SelectionViewController.swift
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//
// SelectionViewController.swift
// Project30
//
// Created by TwoStraws on 20/08/2016.
// Copyright (c) 2016 TwoStraws. All rights reserved.
//
import UIKit
class SelectionViewController: UITableViewController {
var items = [String]() // this is the array that will store the filenames to load
// var viewControllers = [UIViewController]() // create a cache of the detail view controllers for faster loading
var dirty = false
override func viewDidLoad() {
super.viewDidLoad()
title = "Reactionist"
tableView.rowHeight = 90
tableView.separatorStyle = .none
// Always get back a dequeued cell
tableView.register(UITableViewCell.self, forCellReuseIdentifier: "Cell")
// load all the JPEGs into our array
let fm = FileManager.default
if let tempItems = try? fm.contentsOfDirectory(atPath: Bundle.main.resourcePath!) {
for item in tempItems {
if item.range(of: "Large") != nil {
items.append(item)
}
}
}
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
if dirty {
// we've been marked as needing a counter reload, so reload the whole table
tableView.reloadData()
}
}
// MARK: - Table view data source
override func numberOfSections(in tableView: UITableView) -> Int {
// Return the number of sections.
return 1
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// Return the number of rows in the section.
return items.count * 10
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
// This does mean you can't use different types of cell when you're using the newer register approach
let cell = tableView.dequeueReusableCell(withIdentifier: "Cell", for: indexPath)
// find the image for this cell, and load its thumbnail
let currentImage = items[indexPath.row % items.count]
let imageRootName = currentImage.replacingOccurrences(of: "Large", with: "Thumb")
let path = Bundle.main.path(forResource: imageRootName, ofType: nil)!
let original = UIImage(contentsOfFile: path)!
// Rendering will now use a much smaller size than the original image size
let renderRect = CGRect(origin: .zero, size: CGSize(width: 90, height: 90))
let renderer = UIGraphicsImageRenderer(size: renderRect.size)
let rounded = renderer.image { ctx in
// ctx.cgContext.setShadow(offset: .zero, blur: 200, color: UIColor.black.cgColor)
// ctx.cgContext.fillEllipse(in: CGRect(origin: .zero, size: original.size))
// ctx.cgContext.setShadow(offset: .zero, blur: 0, color: nil)
ctx.cgContext.addEllipse(in: renderRect)
ctx.cgContext.clip()
original.draw(in: renderRect)
}
cell.imageView?.image = rounded
// give the images a nice shadow to make them look a bit more dramatic
cell.imageView?.layer.shadowColor = UIColor.black.cgColor
cell.imageView?.layer.shadowOpacity = 1
cell.imageView?.layer.shadowRadius = 10
cell.imageView?.layer.shadowOffset = CGSize.zero
cell.imageView?.layer.shadowPath = UIBezierPath(ovalIn: renderRect).cgPath
// each image stores how often it's been tapped
let defaults = UserDefaults.standard
cell.textLabel?.text = "\(defaults.integer(forKey: currentImage))"
return cell
}
override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let vc = ImageViewController()
vc.image = items[indexPath.row % items.count]
vc.owner = self
// mark us as not needing a counter reload when we return
dirty = false
// add to our view controller cache and show
// viewControllers.append(vc)
navigationController!.pushViewController(vc, animated: true)
}
}