AutoLayout Destroying intersection - objective-c

So right now I am using auto layout and figured out that when I make a if statement about intersecting, auto layout automatically puts the images back into their starting place.
I have tried many intersecting statements for example:
if (CGRectIntersectsRect(Poop.frame, toilet.frame)) {
}
and
if(distance < (Poop.bounds.size.width/2.0 + toilet.bounds.size.width/2.0)){
}
AutoLayout just doesn't seem to cooperate with intersections! Please help me.

Do I correctly infer that you are using autolayout, but have programmatically changed the frame (whether that be the origin or center or size or whatever) of some view, but that it's moving back? If so, the issue isn't what's triggering the moving it back, but rather how you changed the frame in the first place.
When using autolayout, you generally should not change the frame of a view, but rather adjust the constraints that you have on that view and let that dictate the new position of the view. For example, see https://stackoverflow.com/a/14190042/1271826.

Related

IOS 7 Approach for create container with two elements?

So, i am new to xcode and iOS7 and i'm trying to create simple container with two elements inside.
I prefer to make it 100% programmatically. (no IB)
I want to create container with two elements Image and Label.
I want to achieve variable width depends on the text element inside.
Here is example:
Based on user action i want to change text on the fly. Let's assume longer text, and main container have to change width too.
And now the question is: What is best approach to to that?
UIView with subviews or something else i'm just expecting direction.
Code examples with be gratefully appreciated.
Thank you in advance.
What you have described is exactly what a UIButton does automatically: it is a container containing an image and a title (text) and it resizes itself automatically when the text changes.
Let us assume, however, that you want to do this yourself. That is, let's say you want a UIView ("container") containing two other UIViews (subviews). Then we need to discuss this requirement:
Based on user action i want to change text on the fly. Let's assume longer text, and main container have to change width too.
This is not going to happen automatically. You can use constraints (auto layout) to describe the size / position of the subviews in relation to the superview, but it works the other way: the superview changes, and the subviews obey. So you will have to change the superview size manually after you change the text.
You can still use auto layout to help you. Let's say the text is in a UILabel. Well, a UILabel wants to change width automatically when the text changes. So far so good. But you must still change the container view width yourself. You can call systemLayoutSizeFittingSize: to learn what the size of the container should be, using constraints, working from the inside out; but then you will have to change its size yourself to that size.
(You can easily create the view, the subviews, and the auto layout constraints in code.)
If you don't want to use autolayout, then you will just calculate the sizes and positions of everything when the text changes and adjust it all yourself (in code). You can learn the size the label needs to be, to fit its text, by calling sizeThatFits: (or sizeToFit which will actually resize it correctly).

UIButtons titleLabel clips Text after being rotated by CGAffineTransformMakeRotate()

I am developing a iOS-6 app. I have a UIViewController with a view that needs fixed orientation (portrait mode). But when the phone is rotated, one control on that view needs to be moved and rotated (so that it will always be in the upper left corner, and its text will be readable).
I am achieving this by shifting the control(a UIView) using the frame-property of my control (it is a custom view, more on that later), and then using CGAffineTRansformMakeRotate() afterwards, since I know that it's not advisable to use the frame after rotating a view. Everything is fine so far, but here's the thing: That custom view has three UIButtons of type UIButtonTypeCustom as its subviews. Because I rotated the View, but cannot rotate the buttons inside the view (they are not squares), I need to rotate the titleLabels of the Buttons for the text to be readable in the new deviceOrientation.
But it won't work very well. The text will be rotated, as I intended, but it will be clipped by the titleLabel, because the titleLabel has the wrong frame. I checked this by applying borders to the label. So I need to change the titleLabels frame, right? But how can I do that? I tried setting it using [titleLabel setFrame: frameThatFits];, but to no avail. (frameThatFits is a CGRect I created). Also, calling [button.titleLabel sizeToFit]; has no effect that I could see.
I am using [button setTitle:title forControlState: UIControlStateNormal];to set the title.
TL;DR: I'm trying to change the frame/bounds of a UIButtons titleLabel after rotating it using an affine transformation. Any help?
Thanks.
PS: I can supply code when needed, but I wouldn't know what to show you. Tell me what you need, I'll post it.
OK, first of all, thanks to everyone who tried to help. Im posting an alternative solution for my problem, and although it doesnt really address the problem of changing the titleLabels dimensions, it will result in the proper display of my ViewController.
It turns out using the frame is a bad idea. I initially used the frame to reposition the view and i figured that this couldnt be a problem because i only ever applied transformations afterwards, but i was wrong. Because OBVIOUSLY i tried to change the titleLabels frame. AFTER the rotation. And that didnt work.
So the way to go here is using the center-property and the bouds of the view consistently throughout the code. It will result in properly rotated Buttons, that do not need any fidgeting afterwards.
My takeaway here is that i will never ever again use the frame-property outside of a NSLog-statement. But why [button sizeToFit];wouldnt yield any results is still beyond me. If i ever figure it out, i might post it if i remember.
EDIT:
#ZevEisenberg nailed it with this comment:
“Warning: If the transform property is not the identity transform, the value of this property is undefined and therefore should be ignored.” So you are right to use the center and bounds here, but if you do not have a transform, the frame is perfectly safe to use.
NEXT EDIT:
Heres how i ended up repositioning the Buttons:
-(CGPoint)centerForView:(UIView *)view{
//calculate a suitableposition for the view
//depending on the current orientation and the device type (iphone 4S/5, etc)
return point;
}
Then, as a reaction to the deviceOrientation change notification, i apply CGAffineTransformIdentity to all the views, reposition them using my centerForView shown above, and apply the correct rotation transformation to the View. I do this for all the subviews every time the divice rotates, like so:
-(void)setRightRotationTransformations{
[self resetAllTransformations];
self.someSubview.transform = CGAffineTransformRotate(self.someSubview.transform, -M_PI_2);
}
In my case works such hack:
set Line Break mode to Word Wrap
Add extra line to title (even for one line title)

How to replace a view

Application requires more than one window (Lets call A,B,C). Each window has more than one view (table views, image views as well as web view). Lets say window A has three views (x, y,z) and window B has three views (d,e,f). Application needs to display images of different size on orientation change.
I have achieved the same using gesture event listener and looping through windows for views and replacing the view with new images. The problem I have is when we navigate from one window to other and the orientation changes, the loading of view after looping goes for a toss. Is there a better way to achieve the same ?
Is there a method in titanium like following code to replace a view ?
var self=Ti.UI.currentWindow
var newView=Ti.UI.createImageView({image:'abc.png'})
self.replace(self.children[1],newView )
Unfortunately there is now replace method.
You need to remove the whole view and add it again but this can cause a wrong layout if you have more than one view on a same level. The implementation then depends on the layout which was set (vertical, horizontal, composite etc).
For example in vertical layout removing an item and simply add a new one would remove your specified item but appends the new one at the end since you can't specify in which order it should be added.
If you have a composite layout you can specify absolute positions but adding a new view causes a higher zIndex for this view so that it will hide views that were previously added at the same/similar position.
Why not simply change the image link ?
var self = Ti.UI.currentWindow;
self.children[1].image = 'bcd.png';
Well you could always lock the orientation of your window. But this isnt exactly good practice (especially for iOS).
Generally orientation changes are handled pretty well if you define the width and height of your views to be percentages or Ti.UI.FILL, if you have a composite layout. Check that you are not giving the views absolute coordinates as this could cause layout problems. If you have a vertical or horizontal layout you usually don't have to worry about orientation change, unless you did not nest your views in a main container correctly.
Prasad,
If this is about just ensuring that the images look good on different orientations,you can make use of the different folders provided by Titanium in the android/images folder.You can just make different images for each of the orientations and device sizes.For IOS you can change just the images on orientation change as you are already doing.
https://wiki.appcelerator.org/display/guides/Using+density-specific+resources+on+Android
If you are concernced about the layout there are couple of things you can do:
1.Give all the height or width values in percentages.This way all elements will be re sized once the orientation changes automatically.
2.On each window open check if the orientation is vertical or horizontal by default and accordingly set the image attribute of the imageView.
Ti.UI.orientation
This property will give you the orientation of the window by default.Values of this property could be this
Ti.UI.PORTRAIT
Ti.UI.UPSIDE_PORTRAIT
Ti.UI.LANDSCAPE_LEFT
Ti.UI.LANDSCAPE_RIGHT
Use "if else" and accordingly set the images.

Change size of window in Cocoa?

I have a window whose size I need to change when the user clicks on it. I am using [self setFrame:windowFrame display:YES animate:YES] to accomplish this.
Even though the window successfully changes size (I increase its height), it moves the contents of the window up with it. How do I prevent this from happening? I want the contents to remain in place.
I am on OSX Mountain Lion developing an app for OSX using Objective-C and Cocoa.
EDIT: Constraints and/or Springs and Struts will not work as I need to move the contents around after the window is resized.
Constraints and/or Springs and Struts will not work as I need to move the contents around after the window is resized.
In that case, you should use NSViewAnimation.
A single view animation can actually perform multiple animations to multiple views, and you can even do one to a window, despite the class's name and the fact that windows aren't views in Cocoa.
You create a view animation with initWithViewAnimations:, which takes an array of dictionaries. Each dictionary identifies the target (NSViewAnimationTargetKey) and what to do to it: Either change the target's frame (NSViewAnimationStartFrameKey and NSViewAnimationEndFrameKey) or fade the target in or out (NSViewAnimationEffectKey). For your case, you'll be changing the targets' frames.
When the user does the thing that causes the resize of the window, you'll need to compute the desired overall size of the window (taking care to adjust its frame's position so it doesn't grow off the screen), as well as the new frames—both positions and sizes—of your views. Everything that will move and/or change size, create a dictionary for it and throw it into the array. Then create the view animation.
An NSViewAnimation is a kind of NSAnimation, which provides all the methods for starting and stopping the animation, monitoring its progress, hooking into it, and chaining multiple NSAnimations together. If nothing else, you'll need to start the animation.
If you are using the Interface Builder to build these views, then I believe one approach is to set the "struts and springs." These are available under the "size inspector" and are the red arrows and bars above the "autosizing" label. Play around with these to get the effect that you want, but the general idea is that the arrows control how the size of the view adjusts to changes in the size of the parent view, and the bars control the relationship of the edges of the view to the edges of the parent view as the size changes.
In constraint-based layout, set the views around the edge of your window to be a fixed distance from their superview's edge.
Xcode will infer a lot of resizability from that; if anything still isn't resizing properly, adjust its constraints so that its width and/or height is no longer constant.
The easiest way is to move your views until blue lines show up in the editor. Each blue line corresponds to a rule in the HIG about how things should be lain out, and if you drop the view there, Xcode will create constraints matching those guidelines. For example, if you set a view 20 points from the right edge of its superview, you'll get a blue line for that, and if you drop the view there, you'll create a constraint that the view must remain that distance from that edge.
The superview isn't the only view with which you can create HIG-based constraints. You can also create guideline constraints between sibling views. For example, if you put a button next to another button at the appropriate distance, you'll get a blue line across that distance, and if you drop it, you'll create a constraint that those two buttons must remain that distance from each other.
If you want to do something really custom, the three buttons in the lower-right corner of the nib editor will let you create any constraint you want. What you have selected determines what constraints you can create; the nib editor's outline view will help you make sure you have the selection you want.
You are going to have to iterate through all of your subviews and change their frame positions based on the delta of your window frame.
so if you expand your window frame by 20 in all directions, all your subviews are going to have to increase their frame positions by (20,20) to offset the windows movement.

Why I use "pan" after rotae will make view go opposite way?

Why using "pan" after rotate makes view go opposite way?
It seems these two gesture are use diffrent coordinate system? Rotation use the one is rotated,and pan use the normal one?
And if the view is rotated nearby 0' or 360 ',pan will be normal,and if the view is rotated more colse to 180',the "pan" will make view go opposite more.
Thanks.
The point is that in your handRotate method you are assigning a rotation transformation to your view. This entails a permanent (until you modify the transformation again) change in the way your view is displayed within its superview, and the rotation transformation will be always "added" to whatever other change you do to the geometrical properties of your view.
What explains the behavior you are seeing is the interplay between the position of your view and its anchor point, as explained in Layer Geometry and Transform.
In other words, the center property you are modifying when panning is the result of applying all the transforms that you have defined for your view. On the other hand, what you are trying to do when panning would require modifying the position of the view before the transformation are applied.
A way to go about this is reframing your code by using layers (CALayer) and modifying the layer position property instead of the view center. Like in:
recognizer.view.layer.position = ...
I think that this should fix it.
(You will need to import QuartzCore for that to compile).
Hope this helps.