I have created a book which can read the story.
I've used UIPageViewController to add page curl while transitioning from one view to another view.
I want to add this player view to pages, so it would be very realistic. text and soundPlayer have two different controller. and while paging, Im creating new instance of textViewController and adding text to it's label.
if I add player view to textViewController's view, and after paging I remove it from its superview, the player stop playing.
Im confused how to manage this dilemma!!
I've uploaded my code. I appreciate if someone could help me
update:
I could take an screenshot from current state of playerView and add it as subview of textViewController. and set alpha of player = 0 so set it hidden.
after curling the page, I remove the image and set transparency (alpha) of player to 1.
but how can I manage to add this photo on next textViewController too?
as you can see in the below image, it's just set to the current textViewController.
code updated:
http://upload.ugm.ac.id/447paging2.zip
the answer posted here:
how to use static variables in my UIViewController
please download the sample code posted there.
Related
a bit confused reading in the Apple documentation, tried multiple settings but no luck so far, so I hope to have a response here.
I am implementing a UICollectionViewController with header and vertical scrolling.
All work flawlessy but now I want to add a view in which I want to put an TabBar below the header and before the first line of the collectionview.
I want also that the tabBar moves when scrolling so i can't just add a subview and let it disapper once the scroll starts.
I suppose I have to set the spacing for the first line to be big enough and once done create a view, add the subview and create the tabbar inside of it.
Now the question , which sections of those I have to override? https://developer.apple.com/documentation/uikit/uicollectionviewdelegateflowlayout
Thanks.
A better approach will be to implement the view to be added as the first cell of collection view.
I'm having a strange issue with my UISearchDisplayController. When the search display activates the frame of the background fading view and the tableview are incorrectly overlapping the UISearchBar. It appears the results tableview is not taking the offset for the UIStatusBar into account.
The ViewController is using auto layout. Since the application does not use any opaque bars, the view controller does not extend any of its edges.
Extend edges under top bars = NO,
under bottom bars = NO, and
under opaque bars = NO.
Here is the initial layout:
This is what happens when the search display activates:
And finally, here is the resulting output of the search:
I solved my own problem. A hard lesson learned. After a few hours of thinking "It really shouldn't be this hard." I realized that my instance of UISearchDisplayController was not properly linked to the API provided property of its parent view controller. If you're using UIStoryBoards / Interface Builder be sure to click on your ViewController and view its provided outlets in the inspector. If you see this:
Then something is wrong and you're going to run into issues just as I had. What you'll want to do is to click in that empty circle and drag to your instance of the Search Display Controller. If things are linked up right you should see this:
I foolishly didn't pay attention to this and created my own IBOutlet to reference the Search Display controller. That caused IB to null out the API provided outlet as a UIViewController can only support one Search Display Controller. If you need me to clarify anything let me know.
Lets say I have a scene which includes a UIView container on the top half of the screen, and a UIView container on the bottom half of the screen and a few buttons at the very bottom of the screen.
Basically the bottom container will always display static text while the buttons across the bottom will change the content of the top container which may include an image, more buttons, or more text depending on what button is pressed on the bottom. Also each time a bottom button is pressed the top container is transitioned to the new view with a flip from bottom transition.
I have achieved this purely programmatically, but decided to convert my app to a storyboard file since it makes producing the rest of my app much faster and simpler, plus makes the code not look like a crazy mess.
My limited understanding of storyboards seems to deduce that I would need a separate story board scene for every UIView change, and Apple's coding conventions with storyboards seem to imply that we should use a new ViewController every time you create a new scene. All this adds up to an even bigger mess than I currently have.
Is there a better way of doing this? Am I misunderstanding something? If I am not confused, is there some way to make all these scene and view controller duplication cleaner?
The storyboard editor makes it difficult to do what you're describing, because it doesn't let you edit freestanding views associated with a scene.
I suggest you just create a separate nib (not storyboard) for each of the top-half views. These can exist separate from your storyboard. Your view controller (which is instantiated from the storyboard) can then load whichever nib it needs when a button is pressed, and put the view from the nib into its (the view controller's) top-level view.
There must be a way!
I accidentally opened one one day (see attached image). Although I have no idea how I did it and really really want to know, I cannot reproduce it, nor close it. The UIView opened when I was dragging my connection for the table header view from the Connections Inspector to the list of controls on the left side of the screen (not to the actual UIViewController).
I too am reworking a project with storyboards and have a similar problem with multiple views per UIViewController.
In this case it is a table header. I have other UIViewControllers in the project with the same configuration but I cannot get them to pop up either.
Recently I've been wondering about the fact that that an iOS app only has one UIWindow.
It does not seem to be an issue to create another UIWindow and place it on screen.
My question is kind of vague, but I'm interested in:
What could I potentially achieve with a second UIWindow that cannot be done in other ways?
What can go wrong when using multiple UIWindow instances?
I have seen that people use a 2nd UIWindow to display popover like views on iPhone. Is this a good way of doing it? Why? Why not?
Are there other examples where it is making perfectly sense to have another UIWindow?
It's not that I'm missing something. I have never felt the need to create another UIWindow instance but maybe it would allow doing amazing things I'm not aware of! :-)
I'm hoping that it might help me solve this problem:
I need to add a "cover view" over whatever is currently displayed. It should also work if there are already one or more modal controllers presented. If I add a UIView to the root controller's view, the modal controllers sit on top, so do the popover controllers.
If I present the cover view modally and there is already a modal controller, only part of the screen is covered.
Starting with Rob's answer I played around a bit and would like to write down some notes for others trying to get information on this topic:
It is not a problem at all to add another UIWindow. Just create one and makeKeyAndVisible. Done.
Remove it by making another window visible, then release the one you don't need anymore.
The window that is "key" receives all the keyboard input.
UIWindow covers everything, even modals, popovers, etc. Brilliant!
UIWindow is always portrait implicitly. It does no rotate. You'll have to add a controller as the new window's root controller and let that handle rotation. (Just like the main window)
The window's level determines how "high" it gets displayed. Set it to UIWindowLevelStatusBar to have it cover everything. Set its hidden property to NO.
A 2nd UIWindow can be used to bring views on the screen that float on top of everything. Without creating a dummy controller just to embed that in a UIPopoverController.
It can be especially useful on iPhone where there is no popover controller but where you might want to mimic something like it.
And yes, it solved of course my problem: if the app resigns activation, add a cover window over whatever is currently shown to prevent iOS from taking a screenshot of your app's current content.
A UIWindow can float above other UI elements like the system keyboard.
To address your last paragraph: Make a UIWindow with the same frame as your main window. Set its windowLevel property to UIWindowLevelStatusBar. Set its hidden property to NO.
Here is Apple's Documentation for better understanding UIWindow:
https://developer.apple.com/library/archive/documentation/WindowsViews/Conceptual/WindowAndScreenGuide/WindowScreenRolesinApp/WindowScreenRolesinApp.html
One good though specific reason to use multiple instances of UIWindow is when you need to video record the app screen. You may not want to include certain elements (recording button, recording status, etc.) in the final recorded video, so you can put those elements in a separate UIWindow on top.
In fact, if you are using ReplayKit, you will have to use a separate UIWindow for these excluded UI elements. More info here: https://medium.com/ar-tips-and-tricks/how-to-record-a-screen-capture-with-replaykit-whilst-hiding-the-hud-element-bedcca8e31e
Trying to use a nice 'back' arrow image, like that found in Apple's iPod app - when I add my 30x30 image it seems to squashed or scaled, as it looks tiny?
Is it possible that the UINavigationBar's back item will have to be custom view perhaps?
Here is a quote from Apple's View Controller Programming Guide which you might find helpful:
To assign a custom button or view to the left position, and thereby replace the default Back button, assign a UIBarButtonItem object to the leftBarButtonItem property.
The UIBarButtonItem class has a call to initWithImage which allows you to set the view with an image of your choosing. Hope this helps.