Switch container view dynamically - objective-c

I'm using a storyboard container view. So I have a view controller containing a container view. I have a second, smaller view in the storyboard, which is embedded in that container via an embed segue. So far so good.
Now I would like to be able to switch the contents of that container view dynamically, when the user taps a button. The button will be on the main, larger, view. I have made another view controller of the same smaller size, and given it a different storyboard ID.
However, I can't work out how to code the switch. I can only create a single embed segue for that container.
Any help gratefully received.

You need to use the custom container view controller api to do the switching of the controllers. The following code shows one way to do that. In this project I had a segmented control in the main view controller (the one with the container view) that switches beetween the two controllers. initialVC is the controller that's embedded in IB, and substituteVC is the one I'm switching to. The property, container, is an IBOutlet to the container view.
- (void)viewDidLoad {
[super viewDidLoad];
self.initialVC = self.childViewControllers.lastObject;
self.substituteVC = [self.storyboard instantiateViewControllerWithIdentifier:#"Substitute"];
self.currentVC = self.initialVC;
}
-(IBAction)switchControllers:(UISegmentedControl *)sender {
switch (sender.selectedSegmentIndex) {
case 0:
if (self.currentVC == self.substituteVC) {
[self addChildViewController:self.initialVC];
self.initialVC.view.frame = self.container.bounds;
[self moveToNewController:self.initialVC];
}
break;
case 1:
if (self.currentVC == self.initialVC) {
[self addChildViewController:self.substituteVC];
self.substituteVC.view.frame = self.container.bounds;
[self moveToNewController:self.substituteVC];
}
break;
default:
break;
}
}
-(void)moveToNewController:(UIViewController *) newController {
[self.currentVC willMoveToParentViewController:nil];
[self transitionFromViewController:self.currentVC toViewController:newController duration:.6 options:UIViewAnimationOptionTransitionFlipFromLeft animations:nil
completion:^(BOOL finished) {
[self.currentVC removeFromParentViewController];
[newController didMoveToParentViewController:self];
self.currentVC = newController;
}];
}
After Edit:
If you want to go to the new controller with no animation, you can do it like this (this substitutes for the code that I had under case 1).
[self addChildViewController:self.substituteVC];
[self.substituteVC didMoveToParentViewController:self];
self.substituteVC.view.frame = self.container.bounds;
[self.container addSubview:self.substituteVC.view];
[self.currentVC removeFromParentViewController];

rdelmar's answer converted to Swift syntax
override func viewDidLoad() {
super.viewDidLoad()
self.initialVC = self.childViewControllers.last
self.substituteVC = self.storyboard!.instantiateViewControllerWithIdentifier("Substitute")
self.currentVC = self.initialVC;
}
#IBAction func switchControllers(sender: UISegmentedControl) {
switch sender.selectedSegmentIndex{
case 0:
if (self.currentVC == self.substituteVC) {
self.addChildViewController(self.initialVC)
//self.initialVC.view.frame = self.containerView.bounds
moveToNewController(self.initialVC)
}
case 1:
if (self.currentVC == self.initialVC) {
self.addChildViewController(self.substituteVC)
//self.substituteVC.view.frame = self.containerView.bounds
moveToNewController(self.substituteVC)
}
default:
break;
}
}
func moveToNewController(newController : UIViewController){
self.currentVC.willMoveToParentViewController(nil)
self.transitionFromViewController(
self.currentVC!,
toViewController: newController,
duration: 0.2,
options: UIViewAnimationOptions.TransitionCrossDissolve,
animations: nil,
completion: { finished in
self.currentVC.removeFromParentViewController()
newController.didMoveToParentViewController(self)
self.currentVC = newController
})
}

If you deal with more than 2 child view controllers it's a good idea to store them in array. Also, you'll need to apply constraints every time you add a new subview to the container view. Here's a modified version of the accepted answer (using Swift 2 syntax):
import UIKit
class FooBarViewController: UIViewController
{
// MARK: - IBOutlets
#IBOutlet weak var containerView: UIView!
// MARK: - Properties
var vcs = [UIViewController]()
var currentVC: UIViewController!
// MARK: - ViewController Lifecycle
override func viewDidLoad()
{
super.viewDidLoad()
vcs.append(childViewControllers.last!)
vcs.append(storyboard!.instantiateViewControllerWithIdentifier("FooViewControler"))
vcs.append(storyboard!.instantiateViewControllerWithIdentifier("BarViewController"))
currentVC = vcs[0]
for vc in vcs {
vc.view.frame = containerView.bounds
}
}
// MARK: - Methods
func switchToViewController(targetVC: UIViewController)
{
addChildViewController(targetVC)
currentVC.willMoveToParentViewController(nil)
transitionFromViewController(
currentVC,
toViewController: targetVC,
duration: 0.0, // 0.3
options: .TransitionNone, // .TransitionCrossDissolve,
animations: nil,
completion: { finished in
self.currentVC.removeFromParentViewController()
targetVC.didMoveToParentViewController(self)
self.currentVC = targetVC
self.applyConstraints()
})
}
func applyConstraints()
{
let viewsDict = ["newSubview": currentVC.view]
currentVC.view.translatesAutoresizingMaskIntoConstraints = false
containerView.addConstraints(
NSLayoutConstraint.constraintsWithVisualFormat("H:|[newSubview]|",
options: NSLayoutFormatOptions(rawValue: 0),
metrics: nil,
views: viewsDict))
containerView.addConstraints(
NSLayoutConstraint.constraintsWithVisualFormat("V:|[newSubview]|",
options: NSLayoutFormatOptions(rawValue: 0),
metrics: nil, views:
viewsDict))
}
// MARK: - IBActions
#IBAction func switchControllers(sender: UISegmentedControl)
{
let i = sender.selectedSegmentIndex
if currentVC != vcs[i] {
self.addChildViewController(vcs[i])
switchToViewController(vcs[i])
}
}
}

Related

Swift 3 - custom segue crashed with UIStoryboardSegueTemplate.m:85

According to this link, I am trying to make my own custom segue.
In the initial view controller (titled: First), pressing 2 (UIButton) to segue to Second.
But the app always crashes at performSegue(withIdentifier: "customSegue", sender: self) with error: *** Assertion failure in -[UIStoryboardSegueTemplate segueWithDestinationViewController:], /BuildRoot/Library/Caches/com.apple.xbs/Sources/UIKit/UIKit-3599.6/UIStoryboardSegueTemplate.m:85
Here is the main storyboard:
Crash:
CustomSegue
import UIKit
class CustomSegue: UIStoryboardSegue {
override func perform() {
let sourceView = source.view!
let destView = destination.view!
let screenWidth = UIScreen.main.bounds.size.width
let screenHeight = UIScreen.main.bounds.size.height
destView.frame = CGRect(x: 0, y: screenHeight, width: screenWidth, height: screenHeight)
let window = UIApplication.shared.keyWindow
window?.insertSubview(destView, aboveSubview: sourceView)
UIView.animate(withDuration: 0.4, animations: {
sourceView.frame = sourceView.frame.offsetBy(dx: 0.0, dy: -screenHeight)
destView.frame = destView.frame.offsetBy(dx: 0.0, dy: -screenHeight)
}) { [weak self] (finished) in
guard let strongSelf = self else { return }
strongSelf.source.present(strongSelf.destination, animated: false, completion: nil)
}
}
}
Second is just an empty View Controller:
import UIKit
class Second: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
I compare the setup in my project with the downloaded sample but cannot find the difference.
How should I fix this crash?
For those who are interested.
It took me nearly 2 days to find this: to overcome this crash, I have to specify "Module" in Storyboard - click on Segue - Attribute inspector.

Focus for UICollectionViewCells on tvOS

I'm new to tvOS. I have created UICollectionView using a XIB file in Objective-C. How can I focus UICollectionViewCell?
I have a label and an image view in the cell, and I want to focus both the label and the image view.
UICollectionViewCell are not focus appearance by default, but you can achive this by adding one yourself.
- (void)didUpdateFocusInContext:(UIFocusUpdateContext *)context withAnimationCoordinator:(UIFocusAnimationCoordinator *)coordinator
{
if (self.focused)
{
// Apply focused appearence,
// e.g scale both of them using transform or apply background color
}
else
{
// Apply normal appearance
}
}
OR
If you just want to focus ImageView like scaling it up when collection view cell get focus you can do like this in awakeFromNib method
self.imageView.adjustsImageWhenAncestorFocused = YES;
self.clipToBounds = NO;
Add this in custom class of collectionview:
override func didUpdateFocusInContext(context: UIFocusUpdateContext, withAnimationCoordinator coordinator: UIFocusAnimationCoordinator) {
if (self.focused) {
collectionView.image.adjustsImageWhenAncestorFocused = true
} else {
collectionView.image.adjustsImageWhenAncestorFocused = false
}
}
Add below methods to your collectionview cell.It will show title of focussed cell only giving complete look and feel of focus.
override func awakeFromNib() {
super.awakeFromNib()
// These properties are also exposed in Interface Builder.
imageView.adjustsImageWhenAncestorFocused = true
imageView.clipsToBounds = false
title.alpha = 0.0
}
// MARK: UICollectionReusableView
override func prepareForReuse() {
super.prepareForReuse()
// Reset the label's alpha value so it's initially hidden.
title.alpha = 0.0
}
// MARK: UIFocusEnvironment
override func didUpdateFocusInContext(context: UIFocusUpdateContext, withAnimationCoordinator coordinator: UIFocusAnimationCoordinator) {
/*
Update the label's alpha value using the `UIFocusAnimationCoordinator`.
This will ensure all animations run alongside each other when the focus
changes.
*/
coordinator.addCoordinatedAnimations({
if self.focused {
self.title.alpha = 1.0
}
else {
self.title.alpha = 0.0
}
}, completion: nil)
}

MapKit : add MKPolyline hide MKTileOverlay

I have a MKMapView working with a MKTileOverlay showing tiles from a local database. It's working fine.
Then I used MKDirections to get direction between two coordinates and draw the route like that :
MKRoute *route = response.routes.lastObject;
MKPolyline *polyline = route.polyline;
// Draw path on overlay
[self.mapView insertOverlay:polyline aboveOverlay:self.tileOverlay];
But when I zoom to see the line, it appears without the tile background (normaly loaded from MKTileOverlay (stored into self.tileOverlay)). I joined an image to see better.
I also made this code to render overlays :
- (MKOverlayRenderer *)mapView:(MKMapView *)mapView rendererForOverlay:(id<MKOverlay>)overlay {
if ([overlay isKindOfClass:[MKTileOverlay class]]) {
return [[MKTileOverlayRenderer alloc] initWithTileOverlay:overlay];
}
else if ([overlay isKindOfClass:[MKPolyline class]]) {
MKPolylineRenderer *lineView = [[MKPolylineRenderer alloc] initWithOverlay:overlay];
lineView.strokeColor = [UIColor greenColor];
lineView.lineWidth = 3;
return lineView;
}
return nil;
}
It's like the "tile" that render the line hide the tile loaded from the MKTileOverlay. How can I :
- specify that I the MKPolyline overlay must be transparent ?
- reload the background tile ?
Screeshot :
See the tile with line has no background anymore http://sigmanet.ch/tmp/screen.png
After days of work, here is my own solution.
Extend MKPolylineRenderer and add a reference to the MKTileOverlayRenderer. Let's call this new class MCPolylineRenderer.
In this class, override this two methods :
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context {
// Draw path only if tile render has a tile
if ([self.tileRenderRef canDrawMapRect:mapRect zoomScale:zoomScale]) {
[super drawMapRect:mapRect zoomScale:zoomScale inContext:context];
}
}
- (BOOL)canDrawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale {
// We can draw path only if tile render can also
return [self.tileRenderRef canDrawMapRect:mapRect zoomScale:zoomScale];
}
Now, in the mapView:renderedForOverlay method, replace
MKPolylineRenderer *lineView = [[MKPolylineRenderer alloc] initWithOverlay:overlay];
with
MCPolylineRenderer *lineView = [[MCPolylineRenderer alloc] initWithPolyline:overlay];
lineView.tileRenderRef = self.tileRender;
Also, you need to be sure that the loadTileAtPath:result: method doesn't result a tile when there is nothing to render (like a "tile not found" image).
This code will have effect that when there is no background tile to render, the path won't be draw neither.
You'll have to subclass MKPolylineRenderer to synchronize renderers drawing abilities.
import Foundation
import MapKit
class MyPolylineRenderer: MKPolylineRenderer {
var tileRenderer: MKTileOverlayRenderer?
override func draw(_ mapRect: MKMapRect, zoomScale: MKZoomScale, in context: CGContext) {
if (tileRenderer?.canDraw(mapRect, zoomScale: zoomScale) ?? true) {
super.draw(mapRect, zoomScale: zoomScale, in: context)
}
}
override func canDraw(_ mapRect: MKMapRect, zoomScale: MKZoomScale) -> Bool {
return tileRenderer?.canDraw(mapRect, zoomScale: zoomScale) ?? super.canDraw(mapRect, zoomScale: zoomScale)
}
}
Then in your MKMapViewDelegate, keep a reference to your tileRenderer and implement the rendererForOverlay :
var tileRenderer: MKTileOverlayRenderer?
public func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
if let polyline = overlay as? MKPolyline {
let lineRenderer = NXPolylineRenderer(overlay: overlay)
lineRenderer.tileRenderer = tileRenderer
// Configure your polyline overlay renderer here...
return lineRenderer;
}
if let tileOverlay = overlay as? MKTileOverlay {
if tileRenderer == nil || tileRenderer.overlay != overlay {
tileRenderer = MKTileOverlayRenderer(overlay: overlay)
}
return tileRenderer
}
return MKOverlayRenderer(overlay: overlay)
}
All credits for the idea goes to #Jonathan, I'm just posting a swift ready to copy/paste code for newcomers.

Can't get size of the video in AVPlayerLayer on screen

I have a view with layer(AVPlayerLayer) that contains video player(AVPlayer).
I used code from developer.apple.com to show video on the screen.
#implementation PlayerView
+ (Class)layerClass {
return [AVPlayerLayer class];
}
- (AVPlayer*)player {
return [(AVPlayerLayer *)[self layer] player];
}
- (void)setPlayer:(AVPlayer *)player {
[(AVPlayerLayer *)[self layer] setPlayer:player];
}
#end
How i can get size of the video in playerview.frame?
I can't use videoGravity for fill entire frame of the view, because i need to display landscape and portrait video.
You can use videoRect property of the AVPlayerLayer. You can read more about it in the documentation.
2022 SwiftUI Approach
struct PlayerViewController: UIViewControllerRepresentable {
private let avController = AVPlayerViewController()
var videoURL: URL?
private var player: AVPlayer {
return AVPlayer(url: videoURL!)
}
// πŸ‘‡πŸΌπŸ‘‡πŸΌπŸ‘‡πŸΌ HERE πŸ‘‡πŸΌπŸ‘‡πŸΌπŸ‘‡πŸΌ
func getVideoActualSize() -> CGRect {
self.avController.videoBounds
}
func makeUIViewController(context: Context) -> AVPlayerViewController {
avController.modalPresentationStyle = .fullScreen
avController.player = player
avController.player?.play()
return avController
}
func updateUIViewController(_ playerController: AVPlayerViewController, context: Context) {}
}

Hide buttons from titlebar in Cocoa

The Apples Human Interface Guidelines say:
macOS Human Interface Guidelines: Panels
How do I make the very first titlebar in that image (with only a close button). Disabling both Resize and Minimize in IB only make the resize/minimize buttons get disabled. But I want them to disappear. How can I do that?
I believe this should work:
[[window standardWindowButton:NSWindowCloseButton] setHidden:YES];
[[window standardWindowButton:NSWindowMiniaturizeButton] setHidden:YES];
[[window standardWindowButton:NSWindowZoomButton] setHidden:YES];
Swift code for accepted answer
window!.standardWindowButton(.miniaturizeButton)!.isHidden = true
window!.standardWindowButton(.zoomButton)!.isHidden = true
window!.standardWindowButton(.closeButton)!.isHidden = true
I also needed this but visible for mouse overs - Swift:
var trackingTag: NSTrackingRectTag?
override func mouseEntered(with theEvent: NSEvent) {
if trackingTag == theEvent.trackingNumber {
window!.standardWindowButton(.closeButton)!.alphaValue = 1.00
}
}
override func mouseExited(with theEvent: NSEvent) {
if trackingTag == theEvent.trackingNumber {
window!.standardWindowButton(.closeButton)!.alphaValue = 0.01
}
}
func updateTrackingAreas(_ establish : Bool) {
if let tag = trackingTag {
window!.standardWindowButton(.closeButton)!.removeTrackingRect(tag)
}
if establish, let closeButton = window!.standardWindowButton(.closeButton) {
trackingTag = closeButton.addTrackingRect(closeButton.bounds, owner: self, userData: nil, assumeInside: false)
}
}
override func windowDidLoad() {
window!.ignoresMouseEvents = false
updateTrackingAreas(true)
window!.standardWindowButton(.closeButton)!.alphaValue = 0.01
}
func windowShouldClose(_ sender: Any) -> Bool {
window!.ignoresMouseEvents = true
updateTrackingAreas(false)
return true
}
Visibility is needed but just slightly - 0.01 opacity, to have the tracking area effective.
another way is...
for (id subview in [self window].contentView.superview.subviews) {
if ([subview isKindOfClass:NSClassFromString(#"NSTitlebarContainerView")]) {
NSView *titlebarView = [subview subviews][0];
for (id button in titlebarView.subviews) {
if ([button isKindOfClass:[NSButton class]]) {
[button setHidden:YES];
}
}
}
}