In my main view, I add a normal UIToolbar to the bottom of the frame, in landscape it doesn't get smaller? Is this because i dont supply landscape images or am i missing something else? All of the other toolbars in the UINavigationController's all change size in landscape.
Heres how i add this one to the screen.
toolbar = [[UIToolbar alloc] initWithFrame:CGRectMake(0, SCREEN_HEIGHT-64, SCREEN_WIDTH, 44)];
toolbar.translatesAutoresizingMaskIntoConstraints = YES;
[self.view addSubview:toolbar];
[self setupToolbarItems];
setupToolbarItems just creates some of the images for the bar buttons and sets them.
A UIToolbar that you add yourself will not magically change height. If you want it to do so, you must change the height yourself in response to a change in app orientation.
The behavior that you have observed, where a bar changes height, is a feature of UINavigationController; it changes the height of its navigation bar and its toolbar in response to orientation change (as explained in my book: http://www.apeth.com/iOSBook/ch25.html#SBbarMetrics). But this UIToolbar does not belong to a UINavigationController so nothing happens to its height automatically. It's up to you.
This is because you are creating the toolBar's frame but not setting it again when the view is rotated. You need to check when the screen is rotated using [[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(resize) name:UIDeviceOrientationDidChangeNotification object:nil];
and then in your -(void)resize; method, you need to resize the toolbar to the new window's size.
Related
I'm using a Storyboard where I have a UIViewController embedded in a Navigation Controller. I have placed a SearchBar into the Navigation Controller "replacing" the TextView item with it. It works as expected in portrait.
The problem is when I rotate it to Landscape, where the Searchbar remains in the center and its height seems to be bigger than the Nav Bar.
I have tried configuring the constraints, but it hasn't been successful.
Could you help me please?
Set Constraints to your Search bar.. It will shows the magic.
I fixed it adding the search bar in the title view, this way:
self.searchBar = [[UISearchBar alloc] initWithFrame:CGRectZero];
[self.searchBar setPlaceholder:#"Buscar Recetas"];
[self.searchBar sizeToFit];
[self.searchBar setDelegate:self];
[self.navigationItem setTitleView:self.searchBar];
Note that I'm not using a search display controller in this case. Search Display Controller already has a property where you can set the search bar in the navigation bar, like this:
self.searchdisplaycontroller.displaysSearchBarInNavigationBar = YES;
I am setting the view as a subview in UIWindow. It's working fine as such. I am able to load the view and do my work; however, if I actually go and change the background color, in a small area at the bottom the color doesn't change.
This is the code that I am using to add this view as a subview to Window
UIWindow* keyWindow= [[UIApplication sharedApplication] keyWindow];
[keyWindow addSubview: self.view];
This is the code to change the color:
self.view.backgroundcolor =[UIColor bluecolor];
This behaviour happens only in iOS6. In iOS7, the background color changes completely.
#Fogmeister is correct you should add a rootViewController to it, but just replying your question, your view has not the same size of the window, so this small area at the botton is the uiwindow you are seeing behind your view. You can just set the frame of your view with the same size of the window self.view.frame = keyWindow.bounds;
When I create a Scrollview on my scene, and then add a button to scene in IB. Then I go into the code, set the content size, enable user interaction and add another button. When I run the program in the simulator the Scrollview does not work, if I remove the button that is in IB on the scene it works just fine. Is it not possible to add items to the scrollview both in IB and programmatically?
EDIT: I thought it may be something in the app I already had. So I decided that I would create anew project and all it has in it is code, and the scene picture below. It is indeed added below the ScrollView.
UIButton *myButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[myButton setTitle:#"My Button" forState:UIControlStateNormal];
myButton.frame = CGRectMake(100, 100, 150, 50);
[scrollView addSubview:myButton];
scrollView.userInteractionEnabled = YES;
[scrollView setContentSize:CGSizeMake(320, 1000)];
Here your scrollView is not scrolling due to the autoLayout, uncheck the auto Layout if you are not using.
I Just made a similar to your requirement. It is working fine, and after allowing autoLayout it just stopped scrolling.
The auto layout constraints fits to the visible part of the screen, if the objects in scrollView are more then screen size, it will scroll.
So my suggestion if you are not using autoLayout just uncheck it, and works fine.
Here is an helpful link: http://developer.apple.com/library/ios/#releasenotes/General/RN-iOSSDK-6_0/_index.html#//apple_ref/doc/uid/TP40012166-CH1-SW19
Basically what this says is that, with auto-layout you don't and shouldn't have to use setContentSize:. Instead your inner view should have it's edges snapped to the edges of the scrollview. Let me demonstrate how I solved it.
scrollBackground : a view that contains every other view that needs to scroll in the scrollview.
[scrollview addSubview:scrollBackground];
[scrollview addConstraints:[NSLayoutConstraint
constraintsWithVisualFormat:#"V:|[scrollBackground(1000.0f)]|"
options:0 metrics:nil
views:NSDictionaryOfVariableBindings(scrollBackground)]];
[scrollview addConstraints:[NSLayoutConstraint
constraintsWithVisualFormat:#"H:|[scrollBackground(==scrollview)]|"
options:0 metrics:nil
views:NSDictionaryOfVariableBindings(scrollBackground)]];
The key here being those | at beginning and end of the VisualFormat String. These will tell the scrollview what is the contentSize. Of course if you have a contentSize smaller than the frame size of the scrollview it won't scroll in that direction. In my example this is true for width. It only scrolls up and down.
Make sure you set your content size in viewDidLoad or at some point after the view has already been loaded from the nib file.
As vishy Pointed out, your Button should be part of the ScrollView's Hierarchy, else you'll just be scrolling an empty view.
In the case you posted, the scrollview will not scroll because all of the content is visible. Try changing that last line to:
[scrollView setContentSize:CGSizeMake(50, 50)];
and it will start scrolling, because the content size is smaller than all of the content in the view.
check d2burke answer in this question
you should place your code in viewWillLayoutSubviews instead of viewDidAppear
I think I'm missing something simple here. I need to create a semi-transparent UIImageView that covers the entire screen including the navigation toolbar. How do I do this?
This is what I'm trying to do ...
This is a possible solution:
UIImage *image=[UIImage imageNamed:#"whatever.png"];
UIImageView *overlay=[[UIImageView alloc] initWithImage:image];
overlay.alpha=0.5;
[[[[UIApplication sharedApplication] delegate] window] addSubview:overlay];
EDIT:
It is likely that you would not be setting the alpha value for the overlay, but rather use a transparent PNG with embedded transparence levels. Still, it's a possibility.
When not using ARC, you should [overlay release].
To focus the above answer a little bit, you just need to be clear on how views clip to what parts of the device's screen that they "own".
The key point is that in a navigation view, the Navigation bar itself is not part of your [myController view] - your view controller's view is everything below the bar and anything you do in that view clips to the rectangle below that bar.
The bar is, however, part of your [myAppDelegate window]. The window is essentially the entire screen of your device, while the views are sub portions responsible for managing their specific bounds. So calling [[myAppDelegate window] addSubView:] will display above the bar where [[myViewController view] addSubView:] will not.
I implemented the textfield with a custom keyboard with the "setInputView" function.
But i have a problem: my keyboard frame is not a standard iphone keybord frame.
The question is:
How can i change the size of my custom keyboard?
I know some functions like: UIKeyboardFrameBeginUserInfoKey, ..etc.
Please Note:
The iPhone keyboard frame is = 0,264,320,216
My custom keyboard frame is = 0,0,320,460
Hoping for your kind collaboration,
Best regards...
P
It turns out that the default behaviour of the custom input view that you assign to the UITextField's property is to resize the view to the same frame as the default keyboard. Try setting (I use the name InputViewController for my input view, but you can use whatever you want):
inputViewController = [[InputViewController alloc] initWithNibName:#"InputViewController" bundle:nil];
inputViewController.delegate = self;
inputViewController.view.autoresizingMask = UIViewAutoresizingNone; // This is the code that will make sure the view does not get resized to the keyboards frame.
For more detailed information, you can look at this link, which is provided by Apple.:
If UIKit encounters an input view with an UIViewAutoresizingFlexibleHeight value in its autoresizing mask, it changes the height to match the keyboard.
Hope that Helps!
To set the keyboard inputView with the same size as the native keyboard just do this:
inputView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
To set your own frame do this:
inputView.autoresizingMask = UIViewAutoresizingNone;
From Apple:
You have a lot of flexibility in defining the size and content of an input view or input accessory view. Although the height of these views can be what you’d like, they should be the same width as the system keyboard. If UIKit encounters an input view with a UIViewAutoresizingFlexibleHeight value in its autoresizing mask, it changes the height to match the keyboard. There are no restrictions on the number of subviews (such as controls) that input views and input accessory views may have. For more guidance on input views and input accessory views, see iOS Human Interface Guidelines.
I had the same problem. I solved it by registering for UIKeyboardDidShowNotification (UIKeyboardWillShowNotification did not work, unfortunately) and then changing the view size after the keyboard was shown. However, it still had the white box on top of the keyboard when it was moving up. This worked fine for me because it is coming in over a UITextView with a white background. If you were coming in over any other colored objects, however, it would look a little ugly before the view was properly resized. You can solve that by setting the background color to clearColor.
// Add this while initializing your view
self.backgroundColor = [UIColor clearColor]; // Needed because we can't resize BEFORE showing the view. Otherwise you will see an ugly white box moving up w/ the keyboard
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
// Called when the UIKeyboardDidShowNotification is sent.
- (void)keyboardWasShown:(NSNotification*)aNotification
{
CGRect rect = self.frame;
rect.size.height = 164;
self.frame = rect;
}
Also if you're using a UIViewController to design your inputView, don't use the UIViewController.view... it seems to have a lot of problems getting resized incorrectly on rotate regardless of the AutoresizeMask.
What worked for me was to take my existing UI and use Editor > Embed In > View. Then create a new outlet, and pass that outlet as the inputView. Suddenly the resize on rotate bugs disappeared.
For me msgambel's solution didn't work. But the approach right, I was playing with the inputView's autoresizingMask. Former I had different setting, but the right way to avoid white extra space over the custom keyboard is:
I applied this just for the outermost view.