Modal custom segues in iOS 7.1 give warnings when being dismissed - ios7

Background
I've made a custom segue to allow for "overlay cards" to slide down from the top, and then fly away upon dismissal. When writing the code, I realized that all examples used a UIViewControllerTransitioningDelegate to capture when the segue was animate/dismissed. So far so good, but all examples that I found let the presentingController act as the delegate, which to me sounds strange since I need to "distribute" the logics of how my "overlay card" looks like, in two places; the custom segue, and the presenting controller.
Hence, I figured that I could combine the two into one; the custom segue, which would make my storyboard so much neater, since all view-controllers that I want to show as "overlay cards", simply are assigned the "CardSegue" that I've created, instead of having each and every presenting controller implement UIViewControllerTransitioningDelegate.
Problem
From one of the presenting controllers, I get a warning when dismissing the presented "Overlay card";
UIModalPresentationCustom presentation style can only be used with an animator or with unanimated dismissals.
I looked around, and all I could find was another post that seemed promising;
iOS 7.1 UIModalPresentationCustom warning message
But, the problem is that since my custom segue IS the transitionDelegate, trying to keep it as one logical unit, I can't really apply the reasoning of retaining the delegate...? I mean, the segue is running -- hence, the delegate is alive and well. I'm missing something, or there's an obvious reason that I cannot see right now for why the transitionDelegate MUST be separated from the custom segue?
My code
#define POPUP_MARGIN 25
#interface CardSegue () <UIViewControllerTransitioningDelegate, UIViewControllerAnimatedTransitioning>
#property (nonatomic, assign, getter = isPresenting) BOOL presenting;
#end
#implementation CardSegue
- (void)perform
{
//Make sure that we are the delegate...
[self.destinationViewController setTransitioningDelegate:self];
[self.destinationViewController setModalPresentationStyle:UIModalPresentationCustom];
//Brute-force show the end-result!
[[self sourceViewController] presentViewController:[self destinationViewController] animated:YES completion:nil];
}
#pragma mark - UIViewControllerTransitioningDelegate Methods
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented
presentingController:(UIViewController *)presenting
sourceController:(UIViewController *)source
{
//Configure the animator
self.presenting = YES;
return self;
}
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed
{
self.presenting = NO;
return self;
}
#pragma mark - UIViewControllerContextTransitioning Methods
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext
{
return 0.5f;
}
- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext
{
// Grab the from and to view controllers from the context
UIViewController *fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
if (self.presenting)
{
// Set our ending frame. We'll modify this later if we have to
CGRect frame = fromViewController.view.frame;
CGRect endFrame = CGRectMake(POPUP_MARGIN, POPUP_MARGIN, frame.size.width - 2 * POPUP_MARGIN, frame.size.height - 2 * POPUP_MARGIN);
fromViewController.view.userInteractionEnabled = NO;
toViewController.view.alpha = 0.0f;
toViewController.view.layer.cornerRadius = 15;
//toViewController.view.layer.borderWidth = 1.5f;
toViewController.view.layer.masksToBounds = YES;
UIView *mainView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, frame.size.width, frame.size.height)];
mainView.backgroundColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:0.0];
[transitionContext.containerView addSubview:fromViewController.view];
[transitionContext.containerView addSubview:mainView];
[transitionContext.containerView addSubview:toViewController.view];
CGRect startFrame = endFrame;
startFrame.origin.y -= frame.size.height;
toViewController.view.frame = startFrame;
[UIView animateWithDuration:[self transitionDuration:transitionContext] animations:^{
mainView.backgroundColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:0.5];
fromViewController.view.tintAdjustmentMode = UIViewTintAdjustmentModeDimmed;
toViewController.view.frame = endFrame;
toViewController.view.alpha = 1.0f;
} completion:^(BOOL finished) {
[transitionContext completeTransition:YES];
}];
}
else {
// Set our ending frame. We'll modify this later if we have to
CGRect frame = toViewController.view.frame;
CGRect endFrame = CGRectMake(POPUP_MARGIN, POPUP_MARGIN, frame.size.width - 2 * POPUP_MARGIN, frame.size.height - 2 * POPUP_MARGIN);
toViewController.view.userInteractionEnabled = YES;
UIView *mainView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, frame.size.width, frame.size.height)];
mainView.backgroundColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:0.5];
[transitionContext.containerView addSubview:toViewController.view];
[transitionContext.containerView addSubview:mainView];
[transitionContext.containerView addSubview:fromViewController.view];
endFrame.origin.y += frame.size.height;
[UIView animateWithDuration:[self transitionDuration:transitionContext] animations:^{
toViewController.view.tintAdjustmentMode = UIViewTintAdjustmentModeAutomatic;
mainView.backgroundColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:0.0];
fromViewController.view.frame = endFrame;
fromViewController.view.alpha = 0.0f;
} completion:^(BOOL finished) {
[transitionContext completeTransition:YES];
}];
}
}
#end

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Can't see a new subview

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(done in response to a button click)
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I've set up a simple project with a push button inside a ViewController and got a warning for accessing self.window. When using self.view.windowthe warning went away and your provided code works as expected.
Updated code
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Assuming that you're using an instance of WindowController where you're adding a button programmatically, your code works as expected.
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An instance of NSViewController ain't got a property of window - only NSWindowController has one.

How to fade BOTH status bar and navigation bar LIKE Photos.app, on iOS 7

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How to animate zooming UIView WITH SUBVIEWS?

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Thanks in advance for your ideas and have a great 2013!
Dario
What your doing is not zooming in , your just changing the frame size.
To zoom in you need to change the transformation of the view.
What you need to do is something along this line:
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for example to zoom X2

How to animate a UIImageview to display fullscreen by tapping on it?

I have an UIImageView in a UITableviewCell. When it is tapped, the UIImageView should animated to be displayed fullscreen. When the image is tapped when it is fullscreen it should shrink back to the original position.
How can this be achieved?
Add a gesture recognizer to the view controller.
Add the gesture Recognizer to your header file
#interface viewController : UIViewController <UIGestureRecognizerDelegate>{
UITapGestureRecognizer *tap;
BOOL isFullScreen;
CGRect prevFrame;
}
In your viewDidLoad add this:
isFullScreen = false;
tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imgToFullScreen)];
tap.delegate = self;
Add the following delegatemethod:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch;
{
BOOL shouldReceiveTouch = YES;
if (gestureRecognizer == tap) {
shouldReceiveTouch = (touch.view == yourImageView);
}
return shouldReceiveTouch;
}
Now you just need to implement your imgToFullScreen method.
Make sure you work with the isFullScreen Bool (fullscreen if it is false and back to old size if it's true)
The imgToFullScreen method depends on how you want to make the image become fullscreen.
One way would be:
(this is untested but should work)
-(void)imgToFullScreen{
if (!isFullScreen) {
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
//save previous frame
prevFrame = yourImageView.frame;
[yourImageView setFrame:[[UIScreen mainScreen] bounds]];
}completion:^(BOOL finished){
isFullScreen = true;
}];
return;
} else {
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
[yourImageView setFrame:prevFrame];
}completion:^(BOOL finished){
isFullScreen = false;
}];
return;
}
}
The code from #AzzUrr1, small error corrections (brackets) and tapper implemented slightly different.
Worked for me. Now it would be great to have this implemented with a scrollView, that the user can zoom in/out if the picture is bigger.. Any suggestion?
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController <UIGestureRecognizerDelegate>{
UITapGestureRecognizer *tap;
BOOL isFullScreen;
CGRect prevFrame;
}
#property (nonatomic, strong) UIImageView *imageView;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
isFullScreen = FALSE;
tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imgToFullScreen)];
tap.delegate = self;
self.view.backgroundColor = [UIColor purpleColor];
_imageView = [[UIImageView alloc] initWithFrame:CGRectMake(10, 10, 300, 200)];
_imageView.contentMode = UIViewContentModeScaleAspectFill;
[_imageView setClipsToBounds:YES];
_imageView.userInteractionEnabled = YES;
_imageView.image = [UIImage imageNamed:#"Muppetshow-2.png"];
UITapGestureRecognizer *tapper = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imgToFullScreen:)];
tapper.numberOfTapsRequired = 1;
[_imageView addGestureRecognizer:tapper];
[self.view addSubview:_imageView];
}
-(void)imgToFullScreen:(UITapGestureRecognizer*)sender {
if (!isFullScreen) {
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
//save previous frame
prevFrame = _imageView.frame;
[_imageView setFrame:[[UIScreen mainScreen] bounds]];
}completion:^(BOOL finished){
isFullScreen = TRUE;
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return;
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else{
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
[_imageView setFrame:prevFrame];
}completion:^(BOOL finished){
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I ended up using MHFacebookImageViewer. Integration is easy, no subclassing UIImageView, and it also has image zooming and flick dismiss.
Although it requires AFNetworking (for loading larger image from URL), you can comment out some code (about 10 lines) to remove this dependency. I can post my AFNetworking-free version if someone needs it. Let me know :)
One possible implementation would be to use a modal view controller with UIModalPresentationFullScreen presentation style.
Just finished a version in swift, just download and add into your project:
GSSimpleImageView.swift
And usage:
let imageView = GSSimpleImageView(frame: CGRectMake(20, 100, 200, 200))
imageView.image = UIImage(named: "test2.png")
self.view.addSubview(imageView)

Why is my iAd banner not showing?

- (void)viewDidLoad
{
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
adView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifierPortrait];
adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
CGRect adFrame = adView.frame;
adFrame.origin.y = self.view.frame.size.height-adView.frame.size.height;
adView.frame = adFrame;
[self.view addSubview:adView];
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if (!self.bannerIsVisible)
{
self.bannerIsVisible = YES;
}
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (self.bannerIsVisible)
{
self.bannerIsVisible = NO;
}
There are a four things. First, you should be positioning the banner off screen in your viewDidLoad method because it will just show an empty frame when you first launch and will more than likely get rejected because of it.
Secondly, you are setting up your banner view incorrectly. I think the frame is still CGZero. Thirdly you are not setting the bannerView's delegate. Try the following:
-(void)viewDidLoad{
CGRect frame=CGRectZero;
frame.size = [ADBannerView sizeFromBannerContentSizeIdentifier:ADBannerContentSizeIdentifierPortrait];
// Place frame at the bottom edge of the screen out of sight
frame.origin = CGPointMake(0.0, CGRectGetMaxY(self.view.bounds));
// Now to create and configure the banner view
ADBannerView *adView = [[ADBannerView alloc] initWithFrame:frame];
adView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifierPortrait];
// Set the delegate to self, so that we are notified of ad responses
adView.delegate = self;
[self.view addSubview: adView];
}
Fourth, in your bannerViewDidLoadAd: method you are not animating the banner ad into place. Try this:
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
// Get a brand new frame
CGRect newFrame=CGRectZero;
CGPoint frameOrigin=CGPointZero;
// Set the origin
frameOrigin=CGPointMake(0.0, CGRectGetMaxY(self.view.bounds));
newFrame.origin=frameOrigin;
// Set the size
newFrame.size=[ADBannerView sizeFromBannerContentSizeIdentifier:ADBannerContentSizeIdentifierPortrait];
CGFloat bannerHeight = newFrame.size.height;
CGFloat bannerOffset=0.0;
// Determine where the new frame should be
if (!self.bannerIsVisible)
{
// It should be visible, raise it up
bannerOffset=-bannerHeight;
}
CGRect offSetRect=CGRectOffset(newFrame,0.0f,bannerOffset);
[UIView animateWithDuration:0.2
animations:^{banner.view.frame=offSetRect}
completion:^(BOOL finished){
if (bannerOffSet<0){
self.bannerIsVisible=YES;
}else{
self.bannerIsVisible=NO;
}
}
];
}
of course if the banner is supposed to be positioned at the top of the screen, you can probably figure out how things need to be modified, but this gets you in going in the right direction.
Good luck
Not sure by reading your question, but do be aware that Apple simulates iAds not being available. Sometimes you need to try multiple times before the sample ad comes through.