I have an imageview which I had added a tapRecognizer to like this:
recognizer1 = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTap1)];
UIImageView *crossImage = [[UIImageView alloc] initWithFrame:CGRectMake((jrect.origin.x+jrect.size.width), (jrect.origin.y-20), 30, 30)];
crossImage.image = [UIImage imageNamed:#"cross.png"];
[crossImage addGestureRecognizer:recognizer1];
[self addSubview:crossImage];
handleTap method:
- (void)handlePan1:(UITapGestureRecognizer *)recognizer
{
NSLog(#"FV");
}
When I click the image nothing happens. What's wrong?
crossImage.userInteractionEnabled = YES;
You need enable user iteraction. By default is NO for UIImageView.
Related
I'm adding the following code to my app delegate to get my logo to the UINavigationBar, but it is not working. I have the Logo.png and Logo#2x.png inside the project.
What am I doing wrong?
UIImageView *titleView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Logo.png"]];
[[UINavigationBar appearance] setTitleView:titleView];
Yes, iOS is case-sensitive. Try it again but change:
UIImageView *titleView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Logo.png"]];
to
UIImageView *titleView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"logo.png"]];
If I understand your question correctly, then what you'll want to do is to set the tileImage in your ViewController's navigation item like so:
- (void)viewDidLoad
{
[super viewDidLoad];
// Set up the nav bar
UIImage *titleImage = [UIImage imageNamed:#"Logo.png"];
self.navigationItem.titleView = [[UIImageView alloc] initWithImage:titleImage];
}
I have a bunch of imageview generated in a gridview. But now I want that each imageview can do a segue to another screen. Does anybody knows how I can do that? Here is the code of how I generated my imageview and put it into my grid.
UIImageView * myView = [[UIImageView alloc] initWithImage:myImage];
CGRect rect = myView.frame;
rect.origin.x = xCurrent;
rect.origin.y = yCurrent;
myView.frame = rect;
myView.tag = cellCounter;
[gridContainerView addSubview:myView];
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTap:)];
myView.userInteractionEnabled = YES;
[myView addGestureRecognizer:tap];
Please help
Kind regards
You are looking for a tapGestureRecognizer. Add one of those to your image views and make the action call your segue method.
UIImageView *img = [[UIImageView alloc] init];
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(mySequeMethod:)];
img.userInteractionEnabled = YES;
[img addGestureRecognizer:tap];
A:
use a custom button instead of UIImageView, and set the image... and then segue with that button, (it looks the same)
B:
use a gesture recognizer to the view, and use a tap with one finger.
I have a class called PhotoBoothController that I use to manipulate an image using gestures. It works fine when I run it on iPhone. However when I run it on iPad, I display the PhotoBoothController inside a UIPopoverController. The image appears fine, however I can't manipulate it as my gestures don't appear to be recognized. I'm not sure how to make the UIPopoverController take control of the gestures.
I present the popovercontroller and configure the view thus:
- (void)presentPhotoBoothForPhoto:(UIImage *)photo button:(UIButton *)button {
//Create a photoBooth and set its contents
PhotoBoothController *photoBoothController = [[PhotoBoothController alloc] init];
photoBoothController.photoImage.image = [button backgroundImageForState:UIControlStateNormal];
//set up all the elements programmatically.
photoBoothController.view.backgroundColor = [UIColor whiteColor];
//Add frame (static)
UIImage *frame = [[UIImage imageNamed:#"HumptyLine1Frame.png"] adjustForResolution];
UIImageView *frameView = [[UIImageView alloc] initWithImage:frame];
frameView.frame = CGRectMake(50, 50, frame.size.width, frame.size.height);
[photoBoothController.view addSubview:frameView];
//Configure image
UIImageView *photoView = [[UIImageView alloc] initWithImage:photo];
photoView.frame = CGRectMake(50, 50, photo.size.width, photo.size.height);
photoBoothController.photoImage = photoView;
//Add canvas
UIView *canvas = [[UIView alloc] initWithFrame:frameView.frame];
photoBoothController.canvas = canvas;
[canvas addSubview:photoView];
[canvas becomeFirstResponder];
[photoBoothController.view addSubview:canvas];
[photoBoothController.view bringSubviewToFront:frameView];
//resize the popover view shown in the current view to the view's size
photoBoothController.contentSizeForViewInPopover = CGSizeMake(frameView.frame.size.width+100, frameView.frame.size.height+400);
self.photoBooth = [[UIPopoverController alloc] initWithContentViewController:photoBoothController];
[self.photoBooth presentPopoverFromRect:button.frame
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
I thought [canvas becomeFirstResponder] might do it but it doesn't appear to make a difference.
Any advice much appreciate, thank you.
UPDATE: adding code as per comment
- (void)viewDidLoad {
[super viewDidLoad];
if (!_marque) {
_marque = [CAShapeLayer layer];
_marque.fillColor = [[UIColor clearColor] CGColor];
_marque.strokeColor = [[UIColor grayColor] CGColor];
_marque.lineWidth = 1.0f;
_marque.lineJoin = kCALineJoinRound;
_marque.lineDashPattern = [NSArray arrayWithObjects:[NSNumber numberWithInt:10],[NSNumber numberWithInt:5], nil];
_marque.bounds = CGRectMake(photoImage.frame.origin.x, photoImage.frame.origin.y, 0, 0);
_marque.position = CGPointMake(photoImage.frame.origin.x + canvas.frame.origin.x, photoImage.frame.origin.y + canvas.frame.origin.y);
}
[[self.view layer] addSublayer:_marque];
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)];
[pinchRecognizer setDelegate:self];
[self.view addGestureRecognizer:pinchRecognizer];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
[rotationRecognizer setDelegate:self];
[self.view addGestureRecognizer:rotationRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[canvas addGestureRecognizer:panRecognizer];
UITapGestureRecognizer *tapProfileImageRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapProfileImageRecognizer setNumberOfTapsRequired:1];
[tapProfileImageRecognizer setDelegate:self];
[canvas addGestureRecognizer:tapProfileImageRecognizer];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return ![gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]] && ![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]];
}
I am working on a similar application, and i can easily manipulate images on the canvas.
1) Check if the userInteractionEnabled property of the canvas is set to YES.
2) You can try adding the gestures to the ImageView's rather than the canvas. (I am guessing u want to zoom , rotate n swipe the images).
some guesses:
is this because viewDidLoad method have been called before cavas property been set? In this case, you could try to add recognizers after present popover in another method such as viewDidAppear.
I also agree that the key may be that UIPopoverController allows interaction to other views outside of the popover. So i suggest to move [canvas becomeFirstResponder]; to the end of the viewDidLoad method in PhotoBoothController and try self.view becomeFirstResponder here because you actually add recognizers to self.view.
I've found a lot of information on autoresizing but none has been able to solve my problem. I have a ViewController (RAViewController) who calls a view in its loadView method like so:
- (void)loadView
{
// Set Navigation Bar Title
self.navigationItem.title = #"RA";
// Add Background view
self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Add RAView
RAView *rAView = [[RAView alloc] initWithFrame:self.view.frame Controller:self];
[self.view rAView];
}
The view it calls (RAView) looks like this:
- (id)initWithFrame:(CGRect)frame Controller:(RAViewController *)Controller
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.autoresizesSubviews = YES;
self.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
self.backgroundColor = [[UIColor alloc] initWithRed:1.0 green:1.0 blue:1.0 alpha:1.0];
controller = Controller;
// Draw Architecture View
[self drawArchitectureView];
}
return self;
}
-(void)drawArchitectureView {
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(10, 10, self.frame.size.width - 20, 50);
[button setBackgroundColor:[UIColor grayColor]];
[button setTitle:#"Overview" forState:UIControlStateNormal];
[self addSubview:button];
}
For some reason I can't get autoresizing mask to resize the button width when the device is landscape. Any help is greatly appreciated.
If you want it to keep the same height, but just stay fully centered, 10.0 from the left and right, try:
-(void)drawArchitectureView {
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(10, 10, self.frame.size.width - 20, 50);
button.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleRightMargin;
[button setBackgroundColor:[UIColor grayColor]];
[button setTitle:#"Overview" forState:UIControlStateNormal];
[self addSubview:button];
}
In this code example, i am trying to produce the following view hierarchy
Window -> background image -> scroll view -> text view
All i see however is
Window -> background image
What am i missing please?
-(void) viewWillAppear:(BOOL)animated {
UIScrollView *scrollWindow = [[UIScrollView alloc]
initWithFrame:CGRectMake(30, 30, 440, 212)];
UITextView *scrollableText = [[UITextView alloc] init];
[scrollableText setEditable:NO];
[scrollableText setText:#"Why, hello there"];
[scrollWindow addSubview:scrollableText];
UIImage *backgroundImage = [[UIImage alloc] initWithCGImage:
[UIImage imageNamed:#"about_bg.png"].CGImage];
UIImageView *backgroundView = [[UIImageView alloc]
initWithImage:backgroundImage];
[backgroundView addSubview:scrollWindow];
[[self view] addSubview:backgroundView];
}
Andrew is right about not making the scroll view a subview of the background UIImageView view. But the scroll view is invisible. Only its content (scrollableText) will show. And you haven't set scrollableText's frame, so it's effectively invisible too. Init like so:
[scrollableText setEditable:NO];
[scrollableText setText:#"Why, hello there"];
[scrollableText setFrame:CGRectMake(0, 0, 100, 100)];
And you should see it.
What you need is this hierarchy:
Window
background image view
scroll view
text view
Try adding two subviews to your window, not shove them all as subviews into each other.''-
- (void) viewWillAppear:(BOOL)animated {
UIScrollView *scrollWindow = [[UIScrollView alloc] initWithFrame:CGRectMake(30, 30, 440, 212)];
UITextView *scrollableText = [[UITextView alloc] init];
UIImageView *backgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"about_bg.png"]];
scrollableText.editable = NO;
scrollableText.text = #"Why, hello there";
[scrollWindow addSubview:scrollableText];
[self.view addSubview:backgroundView];
[self.view addSubview:scrollWindow];
}