Objective-C: Make TextView Expand From Top Instead Of Bottom - objective-c

I have a UITextView in my .mm file. I added this code which is successful in vertically expanding the textView when the text reaches the end of the line -
- (void)textViewDidChange:(UITextView *)textView {
CGFloat fixedWidth = textView.frame.size.width;
CGSize newSize = [textView sizeThatFits:CGSizeMake(fixedWidth, MAXFLOAT)];
CGRect newFrame = textView.frame;
newFrame.size = CGSizeMake(fmaxf(newSize.width, fixedWidth), newSize.height);
textView.frame = newFrame;
[self onTextChange:textView.text];
}
However, the textView expands from the bottom, and instead I would like it to expand from the top (so that the bottom of the textView is always in the same position, like most messaging apps).
Is it possible to achieve this within the code I have already written? I am quite new to Objective-C and any input is hugely appreciated.

Related

Resizing UITextView automatically

I'm a beginner in iOS development, and I have trouble resizing automatically a UITextView.
I created a Master-Detail Application. On my DetailViewController.xib I added a ScrollView that encompass a Label for the title, an image and under this image, a TextView in order to put a description that the user posted.
The problem is that the description depends on what my WebService returns, so I need it to be resized automatically.
Here's my code:
- (void)configureView
{
...
self.detailDescriptionTextView.text = [self.detailItem valueForKey:#"adDescription"];
CGRect frame = self.detailDescriptionTextView.frame;
frame.size.height = self.detailDescriptionTextView.contentSize.height;
self.detailDescriptionTextView.frame = frame;
)
The problem is that the TextView gets the content correctly but it doesn't resize at all.. I looked for an answer for a while and most of answers are what I tried...
Thanks for your help.
EDIT : I realized something. In order to put some elements under the description, I've put a very small TextView for the description in the Interface Builder, is it a problem? If it is, how could I put other elements under this TextView, because there would be no more space on the Interface Builder no?
EDIT 2 : I finally succeeded. It seems like the problem was that I created the TextView by Interface Builder. By creating it programmatically, it worked perfectly. Here's my code if it can help someone:
UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(20, 195, 280, 10)];
textView.text = [self.detailItem valueForKey:#"adDescription"];
textView.font = [UIFont fontWithName:#"Hevlatica" size:14];
[self.scrollView addSubview:textView];
CGRect descriptionFrame = textView.frame;
descriptionFrame.size.height = textView.contentSize.height;
textView.frame = descriptionFrame;
Thanks for your help.
First calculate the content height using
NSString *content = #"Hello how are you.";
CGSize size = [content sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(yourWidth, MAX_HEIGHT)
lineBreakMode:UILineBreakModeWordWrap];
and then set the frame of textView
[self.textView setFrame:CGRectMake(5, 30, 100, size.height + 10)];
Or
Add the content to your textview and then try this
CGRect frame = self.textView.frame;
frame.size.height = self.textView.contentSize.height;
self.textView.frame = frame;
Hope this Helps !!!
CGSize constraint = CGSizeMake(690.0, 2000.0);
int h=10;
CGSize size_txt_overview1 = [[self.detailItem valueForKey:#"adDescription"] sizeWithFont:[UIFont fontWithName:#"Helvetica" size:18] constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap];
frame.size.height = size_txt_overview1.height;
self.detailDescriptionTextView.frame = frame;

Dynamic UILabel positions using interface builder?

I'm trying to make a dynamic view with multiple numbers of UIlabels (and possibly image)
However, I'm having troubles with positioning them dynamically. The following is what it should look like...
Date (UILabel)
Title (UILabel)
Image (UIImage)
Body Text (UILabel)
You can see that the height of image and the length of the body text can vary.
If the image is huge, it must push the body text downward so that they don't get overlapped each other...
Is it possible to be done using only Interface Builder?
If not, how can I programmatically do it? - by manually calculating each UI's height?
Some sample codes would be great.... Thank you.
You can't its only available for MacOS at the moment. You will have to do it in code.
I'm using such category:
#interface UILabel (UDSize)
- (void)sizeHeightToFitText;
#end
#implementation UILabel (UDSize)
- (void)sizeHeightToFitText {
[self setLineBreakMode:UILineBreakModeWordWrap];
[self setNumberOfLines:0];
CGSize expectedSize = [[self text] sizeWithFont: self.font
constrainedToSize: CGSizeMake(self.frame.size.width, CGFLOAT_MAX)
lineBreakMode: self.lineBreakMode];
CGRect newFrame = self.frame;
newFrame.size.height = expectedSize.height;
[self setFrame: newFrame];
}
#end

NSSlider NSSliderCell clipping custom knob

I am creating a custom NSSlider with a custom NSSliderCell. All is working beautifully, other than the knob. When I drag it to the max value the knob is being clipped, I can only see 50% of the knob image.
When assigning my custom NSSliderCell I am setting the knobThickness to the width of the image I am using as the knob. I assumed (I guess wrongly) that it would take that into account and stop it from clipping?
Any ideas what I am doing wrong? The slider is hitting the maxValue only when the knob is clipped at 50%, so its not travelling without adding any value.
- (void)drawKnob:(NSRect)knobRect {
NSImage * knob = _knobOff;
knobRectVar = knobRect;
[[self controlView] lockFocus];
[knob
compositeToPoint:
NSMakePoint(knobRect.origin.x+4,knobRect.origin.y+knobRect.size.height+20)
operation:NSCompositeSourceOver];
[[self controlView] unlockFocus];
}
- (void)drawBarInside:(NSRect)rect flipped:(BOOL)flipped {
rect.size.height = 8;
[[self controlView] lockFocus];
NSImage *leftCurve = [NSImage imageNamed:#"customSliderLeft"];
[leftCurve drawInRect:NSMakeRect(5, 25, 8, 8) fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1];
NSRect leftRect = rect;
leftRect.origin.x=13;
leftRect.origin.y=25;
leftRect.size.width = knobRectVar.origin.x + (knobRectVar.size.width/2);
[leftBarImage setSize:leftRect.size];
[leftBarImage drawInRect:leftRect fromRect: NSZeroRect operation: NSCompositeSourceOver fraction:1];
[[self controlView] unlockFocus];
}
The NSSLider expects a special sizes off the knob images for each control size:
NSRegularControlSize: 21x21
NSSmallControlSize: 15x15
NSMiniControlSize: 12x12
Unfortunately the height of your knob image mustn't exceed one of this parameters. But it's width may be longer. If it is you may count an x position for the knob like this:
CGFloat newOriginX = knobRect.origin.x *
(_barRect.size.width - (_knobImage.size.width - knobRect.size.width)) / _barRect.size.width;
Where _barRect is a cellFrame of your bar background from:
- (void)drawBarInside:(NSRect)cellFrame flipped:(BOOL)flipped;
I've created a simple solution for the custom NSSlider. Follow this link
https://github.com/Doshipak/LADSlider
You can override [NSSliderCell knobRectFlipped:] in addition to [NSSliderCell drawKnob:].
Here is my solution:
- (void)drawKnob:(NSRect)rect
{
NSImage *drawImage = [self knobImage];
NSRect drawRect = [self knobRectFlipped:[self.controlView isFlipped]];
CGFloat fraction = 1.0;
[drawImage drawInRect:drawRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:fraction respectFlipped:YES hints:nil];
}
- (NSRect)knobRectFlipped:(BOOL)flipped
{
NSImage *drawImage = [self knobImage];
NSRect drawRect = [super knobRectFlipped:flipped];
drawRect.size = drawImage.size;
NSRect bounds = self.controlView.bounds;
bounds = NSInsetRect(bounds, ceil(drawRect.size.width / 2), 0);
CGFloat val = MIN(self.maxValue, MAX(self.minValue, self.doubleValue));
val = (val - self.minValue) / (self.maxValue - self.minValue);
CGFloat x = val * NSWidth(bounds) + NSMinX(bounds);
drawRect = NSOffsetRect(drawRect, x - NSMidX(drawRect) + 1, 0);
return drawRect;
}
Know it's been awhile but I ran into this issue myself and found a quick-and-dirty workaround.
I couldn't get around the initial reason for this but it seems that NSSlider is expecting a quadratic handle image.
The easiest way I found was to set the range of your slider to be from 0.0f - 110.0f for example.
Then you check in the valueChanged target method assigned if the value is > 100.0f and set it back to that value if it is. I created a background image with some pixels of alpha-only pixels on the right side so your background isn't wider than the actual fader range.
Quick-and-dirty but doesn't require a lot code and works pretty well.
Hope this helps other guys stumbling upon the same issue.
You don’t need to lock and unlock focus on the controlView from inside cell drawing methods. These methods are only called by your controlView’s -drawRect: method, which is called with the view’s focus locked.
Why are you adding 20 points to the Y coordinate the knob image is composited to in -drawKnob?

UIScrollView setZoomScale not working?

I am struggeling with my UIScrollview to get it to zoom-in the underlying UIImageView. In my view controller I set
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return myImageView;
}
In the viewDidLoad method I try to set the zoomScale to 2 as follows (note the UIImageView and Image is set in Interface Builder):
- (void)viewDidLoad {
[super viewDidLoad];
myScrollView.contentSize = CGSizeMake(myImageView.frame.size.width, myImageView.frame.size.height);
myScrollView.contentOffset = CGPointMake(941.0, 990.0);
myScrollView.minimumZoomScale = 0.1;
myScrollView.maximumZoomScale = 10.0;
myScrollView.zoomScale = 0.7;
myScrollView.clipsToBounds = YES;
myScrollView.delegate = self;
NSLog(#"zoomScale: %.1f, minZoolScale: %.3f", myScrollView.zoomScale, myScrollView.minimumZoomScale);
}
I tried a few variations of this, but the NSLog always shows a zoomScale of 1.0.
Any ideas where I screw this one up?
I finally got this to work. what caused the problem was the delegate call being at the end. I now moved it up and .... here we go.
New code looks like this:
- (void)viewDidLoad {
[super viewDidLoad];
myScrollView.delegate = self;
myScrollView.contentSize = CGSizeMake(myImageView.frame.size.width, myImageView.frame.size.height);
myScrollView.contentOffset = CGPointMake(941.0, 990.0);
myScrollView.minimumZoomScale = 0.1;
myScrollView.maximumZoomScale = 10.0;
myScrollView.zoomScale = 0.7;
myScrollView.clipsToBounds = YES;
}
Here is another example I made. This one is using an image that is included in the resource folder. Compared to the one you have this one adds the UIImageView to the view as a subview and then changes the zoom to the whole view.
-(void)viewDidLoad{
[super viewDidLoad];
UIImage *image = [UIImage imageNamed:#"random.jpg"];
imageView = [[UIImageView alloc] initWithImage:image];
[self.view addSubview:imageView];
[(UIScrollView *) self.view setContentSize:[image size]];
[(UIScrollView *) self.view setMaximumZoomScale:2.0];
[(UIScrollView *) self.view setMinimumZoomScale:0.5];
}
I know this is quite late as answers go, but the problem is that your code calls zoomScale before it sets the delegate. You are right the other things in there don't require the delegate, but zoomScale does because it has to be able to call back when the zoom is complete. At least that's how I think it works.
My code must be completely crazy because the scale that I use is completely opposite to what tutorials and others are doing. For me, minScale = 1 which indicates that the image is fully zoomed out and fits the UIImageView that contains it.
Here's my code:
[self.imageView setImage:image];
// Makes the content size the same size as the imageView size.
// Since the image size and the scroll view size should be the same, the scroll view shouldn't scroll, only bounce.
self.scrollView.contentSize = self.imageView.frame.size;
// despite what tutorials say, the scale actually goes from one (image sized to fit screen) to max (image at actual resolution)
CGRect scrollViewFrame = self.scrollView.frame;
CGFloat minScale = 1;
// max is calculated by finding the max ratio factor of the image size to the scroll view size (which will change based on the device)
CGFloat scaleWidth = image.size.width / scrollViewFrame.size.width;
CGFloat scaleHeight = image.size.height / scrollViewFrame.size.height;
self.scrollView.maximumZoomScale = MAX(scaleWidth, scaleHeight);
self.scrollView.minimumZoomScale = minScale;
// ensure we are zoomed out fully
self.scrollView.zoomScale = minScale;
This works as I expect. When I load the image into the UIImageView, it is fully zoomed out. I can then zoom in and then I can pan the image.

Scrolling view like app details screen

I am trying to figure out the best way to create a view like the app details screen in the AppStore app. I want a thumbnail and text content under it that all scrolls if the content is too long. Is this done in a tableview or a scrollview?
I've made one in a scrollview. I calculated the size of each element's frame from this method:
- (CGSize)sizeWithFont:(UIFont *)font constrainedToSize:(CGSize)size lineBreakMode:(UILineBreakMode)lineBreakMode
I kept a running total of the y size by adding it on after each label. At the end, if the scroll view was over a certain size (the length of my page) I gave that size to the scroll view, adding a little on the end so it wouldn't bump against the bottom.
Here's some code:
int currentYPos;
CGSize maximumSize = CGSizeMake(300, 9999);
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleDefault;
scrollView.clipsToBounds = YES;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = NO;
// set the title frame size
self.titleLabel.text = self.title;
CGSize titleSize = [self.titleLabel.text sizeWithFont:self.titleLabel.font
constrainedToSize:maximumSize
lineBreakMode:self.titleLabel.lineBreakMode];
currentYPos = titleSize.height + 20;
CGRect titleFrame = CGRectMake(10, 0, 300, currentYPos);
self.titleLabel.frame = titleFrame;
Note that many of the titleLabel properties were set on a label in IB.