No matter if modals are presented or the user performs any type of segue.
Is there a way to keep the button \"always on top\" (not the top of the screen) throughout
A modified version of Rob Mayoff's answer for local floating buttons.
UIViewController extension may provide you a better control over floating button. However it will be added on a single view controller which you call addFloatingButton instead of all view controllers..
For this question, this might not be the best practice however, with this type control over floating button should enable different practices for different purposes.
import UIKit
extension UIViewController {
private struct AssociatedKeys {
static var floatingButton: UIButton?
}
var floatingButton: UIButton? {
get {
guard let value = objc_getAssociatedObject(self, &AssociatedKeys.floatingButton) as? UIButton else {return nil}
return value
}
set(newValue) {
objc_setAssociatedObject(self, &AssociatedKeys.floatingButton, newValue, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
}
func addFloatingButton() {
// Customize your own floating button UI
let button = UIButton(type: .custom)
let image = UIImage(named: "tab_livesupport_unselected")?.withRenderingMode(.alwaysTemplate)
button.tintColor = .white
button.setImage(image, for: .normal)
button.backgroundColor = UIColor.obiletGreen
button.layer.shadowColor = UIColor.black.cgColor
button.layer.shadowRadius = 3
button.layer.shadowOpacity = 0.12
button.layer.shadowOffset = CGSize(width: 0, height: 1)
button.sizeToFit()
let buttonSize = CGSize(width: 60, height: 60)
let rect = UIScreen.main.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
button.frame = CGRect(origin: CGPoint(x: rect.maxX - 15, y: rect.maxY - 50), size: CGSize(width: 60, height: 60))
// button.cornerRadius = 30 -> Will destroy your shadows, however you can still find workarounds for rounded shadow.
button.autoresizingMask = []
view.addSubview(button)
floatingButton = button
let panner = UIPanGestureRecognizer(target: self, action: #selector(panDidFire(panner:)))
floatingButton?.addGestureRecognizer(panner)
snapButtonToSocket()
}
@objc fileprivate func panDidFire(panner: UIPanGestureRecognizer) {
guard let floatingButton = floatingButton else {return}
let offset = panner.translation(in: view)
panner.setTranslation(CGPoint.zero, in: view)
var center = floatingButton.center
center.x += offset.x
center.y += offset.y
floatingButton.center = center
if panner.state == .ended || panner.state == .cancelled {
UIView.animate(withDuration: 0.3) {
self.snapButtonToSocket()
}
}
}
fileprivate func snapButtonToSocket() {
guard let floatingButton = floatingButton else {return}
var bestSocket = CGPoint.zero
var distanceToBestSocket = CGFloat.infinity
let center = floatingButton.center
for socket in sockets {
let distance = hypot(center.x - socket.x, center.y - socket.y)
if distance < distanceToBestSocket {
distanceToBestSocket = distance
bestSocket = socket
}
}
floatingButton.center = bestSocket
}
fileprivate var sockets: [CGPoint] {
let buttonSize = floatingButton?.bounds.size ?? CGSize(width: 0, height: 0)
let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
let sockets: [CGPoint] = [
CGPoint(x: rect.minX + 15, y: rect.minY + 30),
CGPoint(x: rect.minX + 15, y: rect.maxY - 50),
CGPoint(x: rect.maxX - 15, y: rect.minY + 30),
CGPoint(x: rect.maxX - 15, y: rect.maxY - 50)
]
return sockets
}
// Custom socket position to hold Y position and snap to horizontal edges.
// You can snap to any coordinate on screen by setting custom socket positions.
fileprivate var horizontalSockets: [CGPoint] {
guard let floatingButton = floatingButton else {return []}
let buttonSize = floatingButton.bounds.size
let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
let y = min(rect.maxY - 50, max(rect.minY + 30, floatingButton.frame.minY + buttonSize.height / 2))
let sockets: [CGPoint] = [
CGPoint(x: rect.minX + 15, y: y),
CGPoint(x: rect.maxX - 15, y: y)
]
return sockets
}
}
I prefer to add floating button after viewDidLoad(_ animated:). It may need to call bringSubviewToFront() if another subview blocks the floating button afterwards.
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
addFloatingButton()
floatingButton?.addTarget(self, action: #selector(floatingButtonPressed), for: .touchUpInside)
}
@objc func floatingButtonPressed(){
print("Floating button tapped")
}
extension UIApplication{
class func topViewController(controller: UIViewController? = UIApplication.shared.keyWindow?.rootViewController) -> UIViewController? {
if let navigationController = controller as? UINavigationController {
return topViewController(controller: navigationController.visibleViewController)
}
if let tabController = controller as? UITabBarController {
if let selected = tabController.selectedViewController {
return topViewController(controller: selected)
}
}
if let presented = controller?.presentedViewController {
return topViewController(controller: presented)
}
return controller
}
}