I have one UIViewController in which another viewcontroller(1) and splitviewcontroller(2) do switching via addchildviewcontroller method. So when I add splitviewcontroller it doesn't handle correct the rotations. Look at the video – https://dl.dropbox.com/u/2139277/IMG_0180.MOV.
Here is the code that does switching:
- (void)transitionFromViewController:(UIViewController *)fromViewController toViewController:(UIViewController *)toViewController
{
if (fromViewController == toViewController)
return;
// animation setup
toViewController.view.frame = self.view.bounds;
// notify
[fromViewController willMoveToParentViewController:nil];
[self addChildViewController:toViewController];
// select animation direction
UIViewAnimationOptions animation = (_contentState == ContentStateViewingMap) ? UIViewAnimationOptionTransitionCurlUp : UIViewAnimationOptionTransitionCurlDown;
// transition
ContentState previousState = _contentState;
_contentState = ContentStateAnimating;
[self transitionFromViewController:fromViewController
toViewController:toViewController
duration:0.6
options:animation | UIViewAnimationOptionCurveEaseInOut
animations:nil
completion:^(BOOL finished) {
[toViewController didMoveToParentViewController:self];
[fromViewController removeFromParentViewController];
_contentState = (previousState == ContentStateViewingMap) ? ContentStateViewingList : ContentStateViewingMap;
}];
}
AFAIK a UISplitViewController MUST be the root view controller of the window. Adding it as child view controller is not supported.
Related
Is there anyway to detect that the tabbar of a UITabBarController is going to appear or disappear? I want to make an animation simultaneously with the animation that shows/hides the tabbar.
I haven't find any way to detect this event. The property "hidden" of the tabbar is not an option because it changes its value once the animation has finished
The solution was to use the method in the view controller didUpdateFocusInContext:withAnimationCoordinator: with this code:
static NSString *kUITabBarButtonClassName = #"UITabBarButton";
NSString *prevFocusViewClassName = NSStringFromClass([context.previouslyFocusedView class]);
NSString *nextFocusedView = NSStringFromClass([context.nextFocusedView class]);
// The tabbar is going to disappear
if ([prevFocusViewClassName isEqualToString:kUITabBarButtonClassName] &&
![nextFocusedView isEqualToString:kUITabBarButtonClassName]) {
[self.view layoutIfNeeded];
self.constraintScrollViewCenterY.constant -= self.tabBarController.tabBar.frame.size.height;
[coordinator addCoordinatedAnimations:^{
[self.view layoutIfNeeded];
} completion:nil];
// The tabbar is going to appear
} else if (![prevFocusViewClassName isEqualToString:kUITabBarButtonClassName] &&
[nextFocusedView isEqualToString:kUITabBarButtonClassName]) {
[self.view layoutIfNeeded];
self.constraintScrollViewCenterY.constant += self.tabBarController.tabBar.frame.size.height;
[coordinator addCoordinatedAnimations:^{
[self.view layoutIfNeeded];
} completion:nil];
}
where self.constraintScrollViewCenterY is a constraint related to the vertical alignment of the view I want to move according to the tabbar movement
Note: The use of class name (kUITabBarButtonClassName) instead of [... class] method is due to UITabBarButton is a private class
I have developed an app for iOS7 and now trying to update it for iOS8.
Issue i have is the following:
The app screen orientation can be rotated and a few buttons in some cases move drastically. I have a few popovers that point to these buttons, so if a popover is open when screen rotates, button moves, i need the popover to also.
In iOS7 i did this by the following:
When screen rotated i updated the constraints
- (void) updateViewConstraints
{
if (UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
{
self.Button.constant = (CGFloat)10;
}
else
{
self.Button.constant = (CGFloat)5;
}
[super updateViewConstraints];
}
I also move the popover
- (void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation{
if(TempDisplayPopoverController == examplePopoverController)
{
[examplePopoverController presentPopoverFromRect:[self ExamplePopoverPosition] inView:self.view permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
}
I initially load the popover
- (void) LoadPopover{
examplePopover = [[examplep alloc] initWithNibName:#"exampleP" bundle:nil];
[examplePopover setDelegate:self];
examplePopoverController = [[UIPopoverController alloc] initWithContentViewController: examplePopover];
[examplePopoverController setDelegate:self];
examplePopoverController.popoverContentSize = examplePopover.view.frame.size;
TempDisplayPopoverController = examplePopoverController;
if ([examplePopoverController isPopoverVisible])
{
[examplePopoverController dismissPopoverAnimated:YES];
}
else
{
[examplePopoverController presentPopoverFromRect:[self ExamplePopoverPosition] inView:self.view permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
}
[self ExamplePopoverPosition] just returns button position.
This all worked fine, i was happy, iPad was happy and all behaved.
Now due to iOS8 i have to change a few bits.
self.interfaceOrientation is depreciated
[examplePopoverController presentPopoverFromRect:[self ExamplePopoverPosition] inView:self.view permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
in didRotateFromInterfaceOrientation throws an error
"Application tried to represent an active popover presentation: <UIPopoverPresentationController: 0x7bf59280>"
I've managed to rectify self.interfaceOrientation by
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
[self SetUpScreen:toInterfaceOrientation];
}
- (void) SetUpScreen:(UIInterfaceOrientation)toInterfaceOrientation{
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft ||
toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
self.Button.constant = (CGFloat)10;
}
else
{
self.Button.constant = (CGFloat)5;
}
[super updateViewConstraints];
}
but have no idea how to resolve the popover issue. I have tried
popoverController: willRepositionPopoverToRect: inView:
but just can't to seem to get it to work.
Can anyone advice
Thanks
In iOS 8 you can use -viewWillTransitionToSize:withTransitionCoordinator: to handle screen size (and orientation) changes:
- (void)viewWillTransitionToSize:(CGSize)size
withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
[_popover dismissPopoverAnimated:NO];
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Update your layout for the new size, if necessary.
// Compare size.width and size.height to see if you're in landscape or portrait.
} completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
[_popover presentPopoverFromRect:[self popoverFrame]
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:NO];
}];
}
When you implement this method, the deprecated rotation methods like willAnimateRotationToInterfaceOrientation: will not be called when running on iOS 8.
When using popoverController:willRepositionPopoverToRect:inView:, when reassigning to the rect parameter, try using:
*rect = myNewRect;
and not:
rect = &presentingRect;
Also, make sure you have properly assigned the popover controller's delegate.
First, you don't need to dismiss and present the popover on rotation. UIPopoverPresentationController does that for you. You don't even need to update sourceView/sourceRect once they are set on creating the popover.
Now, the trick with animate(alongsideTransition: ((UIViewControllerTransitionCoordinatorContext) -> Void)?, completion: ((UIViewControllerTransitionCoordinatorContext) -> Void)? = nil) is that you should update your constraints in alongsideTransition closure, not in completion. This way you ensure that UIPopoverPresentationController has the updated sourceRect when restoring the popover at the end of rotation.
What might seem counter-intuitive is that inside alongsideTransition closure you already have your new layout that you derive your constraints calculation from.
Here's an example in Swift:
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
coordinator.animate(alongsideTransition: { _ in
if self.popover != nil {
// optionally scroll to popover source rect, if inside scroll view
let rect = ...
self.scrollView.scrollRectToVisible(rect, animated: false)
// update source rect constraints
myConstraint.constant = ...
myConstrainedView.setNeedsLayout()
myConstrainedView.layoutIfNeeded()
}
}, completion: nil)
}
Very interesting - I got this to work without updating the position manually. I don't know why this works though.
let buttonContainer = UIView(frame: CGRectMake(0, 0, 44, 44))
let button = UIButton(frame: CGRectMake(0, 0, 44, 44))
buttonContainer.addSubview(button)
view.addSubview(buttonContainer)
popover!.presentPopoverFromRect(button, inView: button.superview!, permittedArrowDirections: .Any, animated: true)
Put the button that the popover is presenting from inside a "container view". Then the popover will automatically adjust location upon orientation change.
I am implementing a custom interactive navigation controller transition to "push" a new view controller by panning downwards on the navigation controller's view.
Everything works great, except in situations where (in efforts to break the app), I pan down again on the navigation controller's view to initiate a new interactive pushing of a view controller. If I do it quick enough after just finishing the previous one, I get a warning
"nested push animation can result in corrupted navigation bar"
And eventually as I continue to play with the app, I will get:
Finishing up a navigation transition in an unexpected state. Navigation Bar subview tree might get corrupted.
I understand the for whatever reason, the context is not back in correct state, and there is something weird probably happening in the viewDidAppear/viewWillAppear methods in the pushed controller, but I'm not able to narrow down where exactly to stop the pushing of a new view controller before making sure the last view controller has FOR SURE finished being pushed.
I've played around with transition coordinator's notifyWhenInteractionEndsUsingBlock, by disabling the pan gesture until this block gets called, but this has not helped me.
I've searched on SO for these warnings, but it doesn't seem to apply to my situation - whereas I feel like its something to do with the context not being managed properly.
Here is the code I'm using:
I set a delegate to handle the pan gesture's begin state by pushing the view controller onto the stack:
Application.h
-(void)transitionManagerDidBeginDraggingDown:(TransitionManager *)transitionManager{
MenuViewController *menu = [[MenuViewController alloc] initWithNibName:#"MenuViewController" bundle:nil];
[self.navigationController pushViewController:menu animated:YES];
}
This method below is what initiates the delegate's pushing of the view controller onto the stack:
TransitionManage.h
- (void)panned:(UIPanGestureRecognizer*)gesture{
UIViewController *toVc = [self.context viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController *fromVc = [self.context viewControllerForKey:UITransitionContextFromViewControllerKey];
switch (gesture.state) {
case UIGestureRecognizerStateBegan:{
if (self.interactiveTransitionUnderway == NO) {
self.interactive = YES;
CGPoint velocity = [gesture velocityInView:gesture.view];
if (velocity.y < 0) { // we are pulling upwards on the visible view
self.presenting = YES;
[self.delegate transitionManagerDidBeginDraggingUp:self];
}
else{ // we are pulling downwards on the visible view
self.presenting = NO;
[self.delegate transitionManagerDidBeginDraggingDown:self];
}
}
break;
}
case UIGestureRecognizerStateChanged:{
CGPoint touchLocation = [gesture locationInView:gesture.view];
CGPoint translation = [gesture translationInView:gesture.view];
CGPoint updatedCenter = CGPointMake(self.beginPoint.x, self.beginPoint.y + translation.y);
toVc.view.center = updatedCenter;
CGFloat d = fabs(touchLocation.y / CGRectGetHeight(self.parentViewController.view.bounds)) ;
[self.context updateInteractiveTransition:d];
break;
}
case UIGestureRecognizerStateCancelled:
case UIGestureRecognizerStateEnded:{
CGPoint velocity = [gesture velocityInView:gesture.view];
CGRect frame;
if (velocity.y < 0)
frame = CGRectMake(0, -toVc.view.frame.size.height, toVc.view.frame.size.width, toVc.view.frame.size.height); // pulling up
else
frame = CGRectMake(0, 0, toVc.view.frame.size.width, toVc.view.frame.size.height); // pulling down
[UIView animateWithDuration:0.75 delay:0.0 usingSpringWithDamping:0.8 initialSpringVelocity:0.0
options:UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionCurveEaseOut animations:^{
toVc.view.frame = frame;
} completion:^(BOOL finished) {
if (velocity.y < 0){
[self cancelInteractiveTransition];
}
else{
[self finishInteractiveTransition];
UIView *snapshotView = [fromVc.view snapshotViewAfterScreenUpdates:YES];
[toVc.view addSubview:snapshotView];
[toVc.view sendSubviewToBack:snapshotView];
}
[self completeTransition];
}];
break;
}
default:
break;
}
}
- (void)completeTransition{
BOOL finished = ![self.context transitionWasCancelled];
[self.context completeTransition:finished];
}
- (void)animationEnded:(BOOL)transitionCompleted {
// Reset to our default state
self.interactive = NO;
self.presenting = NO;
self.context = nil;
self.interactiveTransitionUnderway = NO;
}
I do not have a full answer to your issue but at least you should prevent your code from pushing a new viewcontroller with animation before the previous view controller is fully pushed (animation finished).
I want to toggle the visibility of the status bar on tap, just like it does in the Photos app.
Prior to iOS 7, this code worked well:
-(void)setStatusBarIsHidden:(BOOL)statusBarIsHidden {
_statusBarIsHidden = statusBarIsHidden;
if (statusBarIsHidden == YES) {
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationFade];
}else{
[[UIApplication sharedApplication] setStatusBarHidden:NO withAnimation:UIStatusBarAnimationFade];
}
}
But I can't get it to work in iOS 7. All the answers that I found only offer suggestions for permanently hiding the bar but not toggling.
Yet, there must be a way since Photos does it.
By default on iOS 7 or above, to hide the status bar for a specific view controller, do the following:
if the view controller you want to hide the status bar with is being presented modally and the modalPresentationStyle is not UIModalPresentationFullScreen, manually set modalPresentationCapturesStatusBarAppearance to YES on the presented controller before it is presented (e.g. in -presentViewController:animated:completion or -prepareForSegue: if you're using storyboards)
override -prefersStatusBarHidden in the presented controller and return an appropriate value
call setNeedsStatusBarAppearanceUpdate on the presented controller
If you want to animate it's appearance or disappearance, do step three within an animation block:
[UIView animateWithDuration:0.33 animations:^{
[self setNeedsStatusBarAppearanceUpdate];
}];
You can also set the style of animation by returning an appropriate UIStatusBarAnimation value from -preferredStatusBarUpdateAnimation in the presented controller.
First set View controller-based status bar appearance in Info.plist to YES
This Swift Example shows how to toggle the StatusBar with an Animation, after pressing a Button.
import UIKit
class ToggleStatusBarViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
override func prefersStatusBarHidden() -> Bool {
return !UIApplication.sharedApplication().statusBarHidden
}
override func preferredStatusBarUpdateAnimation() -> UIStatusBarAnimation {
return UIStatusBarAnimation.Slide
}
#IBAction func toggleStatusBar(sender: UIButton) {
UIView.animateWithDuration(0.5,
animations: {
self.setNeedsStatusBarAppearanceUpdate()
})
}
}
I was able to simplify #Jon's answer and still get behavior indistinguishable from the Photos app on iOS 7. It looks like the delayed update when showing isn't necessary.
- (IBAction)toggleUI:(id)sender {
self.hidesUI = !self.hidesUI;
CGRect barFrame = self.navigationController.navigationBar.frame;
CGFloat alpha = (self.hidesUI) ? 0.0 : 1.0;
[UIView animateWithDuration:0.33 animations:^{
[self setNeedsStatusBarAppearanceUpdate];
self.navigationController.navigationBar.alpha = alpha;
}];
self.navigationController.navigationBar.frame = CGRectZero;
self.navigationController.navigationBar.frame = barFrame;
}
- (BOOL)prefersStatusBarHidden {
return self.hidesUI;
}
This might be considered a bit of a hack but it's the closest I've come to reproducing the effect. There's still one minor issue. When fading out, you can see the navigation bar being resized from the top. It's subtle enough but still not a perfect fade. If anyone knows how to fix it, let me know!
- (BOOL)prefersStatusBarHidden {
if (_controlsAreHidden == YES)
return YES;
else
return NO;
}
- (UIStatusBarAnimation)preferredStatusBarUpdateAnimation {
return UIStatusBarAnimationFade;
}
-(void)setControlsAreHidden:(BOOL)controlsAreHidden {
_controlsAreHidden = controlsAreHidden;
if (controlsAreHidden == YES) {
// fade out
//
CGRect barFrame = self.navigationController.navigationBar.frame;
[UIView animateWithDuration:0.3 animations:^ {
[self setNeedsStatusBarAppearanceUpdate];
self.navigationController.navigationBar.alpha = 0;
}];
self.navigationController.navigationBar.frame = CGRectMake(0, 20, barFrame.size.width, 44);
}else{
// fade in
//
CGRect barFrame = self.navigationController.navigationBar.frame;
self.navigationController.navigationBar.frame = CGRectMake(0, 20, barFrame.size.width, 64);
[UIView animateWithDuration:0.3 animations:^ {
[self setNeedsStatusBarAppearanceUpdate];
self.navigationController.navigationBar.alpha = 1;
}];
}
}
This code works perfectly fine:
-(void)setControlsAreHidden:(BOOL)controlsAreHidden {
if (_controlsAreHidden == controlsAreHidden)
return;
_controlsAreHidden = controlsAreHidden;
UINavigationBar * navigationBar = self.navigationController.navigationBar;
if (controlsAreHidden == YES) {
// fade out
//
CGRect barFrame = self.navigationController.navigationBar.frame;
[UIView animateWithDuration:0.3 animations:^ {
[self setNeedsStatusBarAppearanceUpdate];
self.navigationController.navigationBar.alpha = 0;
}];
self.navigationController.navigationBar.frame = CGRectZero;
self.navigationController.navigationBar.frame = CGRectMake(0, 20, barFrame.size.width, 44);
} else {
// fade in
//
[UIView animateWithDuration:UINavigationControllerHideShowBarDuration animations:^ {
[self setNeedsStatusBarAppearanceUpdate];
}];
double delayInSeconds = 0.01;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self.navigationController setNavigationBarHidden:NO animated:NO];
navigationBar.alpha = 0;
[UIView animateWithDuration:UINavigationControllerHideShowBarDuration animations:^ {
navigationBar.alpha = 1;
}];
});
}
}
Actually there is now need to mess with navigation bar frames. You can achieve smooth animation just by using 2 separate animation blocks. Something like this should work just fine.
#property (nonatomic, assign) BOOL controlsShouldBeHidden;
...
- (void)setControlsHidden:(BOOL)hidden animated:(BOOL)animated {
if (self.controlsShouldBeHidden == hidden) {
return;
}
self.controlsShouldBeHidden = hidden;
NSTimeInterval duration = animated ? 0.3 : 0.0;
[UIView animateWithDuration:duration animations:^(void) {
[self setNeedsStatusBarAppearanceUpdate];
}];
[UIView animateWithDuration:duration animations:^(void) {
CGFloat alpha = hidden ? 0 : 1;
[self.navigationController.navigationBar setAlpha:alpha];
}];
}
- (BOOL)prefersStatusBarHidden {
return self.controlsShouldBeHidden;
}
For compatibility with iOS 6 just make sure to check [self respondsToSelector:#selector(setNeedsStatusBarAppearanceUpdate)]
The way to resolve this depends on the value of the "View controller-based status bar appearance" setting in your app's plist.
If "View controller-based status bar appearance" is NO in your plist, then this code should work:
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationFade];
If "View controller-based status bar appearance" is on, in your view controllers, add this method:
- (BOOL) prefersStatusBarHidden {
// I've hardcoded to YES here, but you can return a dynamic value to meet your needs for toggling
return YES;
}
For toggling, when you want to change whether the status bar is hidden/shown based on the value of the above method, your view controller can call the setNeedsStatusBarAppearanceUpdate method.
To correct this issue with navigation bar sliding up when fading, you should add the following code:
self.navigationController.navigationBar.frame = CGRectZero;
into your "fade in" section before the following code line:
self.navigationController.navigationBar.frame = CGRectMake(0, 20, barFrame.size.width, 64);
This is necessary because the frame is the same and setting the same frame will be ignored and will not stop the navigation bar from sliding. Therefore you need to change the frame to something different and then set it again to the correct frame to trigger the change.
I use a bunch of custom segues to segue from one view controller view to another using:
[self performSegueWithIdentifier:#"createTeamAccountSegue" sender:self];
My question is, do the previous views automatically get destroyed in iOS5 and 6?
I keep having to create custom segues to go to the next view, and then create yet another new segue animation in reverse to go back to the last view. As long as they dont keep stacking up and up then this should be fine right?
EDIT: I should probably show you the general layout of what my custom UIStoryboardSegue class looks like:
- (void) perform {
UIViewController *sourceViewController = (UIViewController *) self.sourceViewController;
UIViewController *destinationViewController = (UIViewController *) self.destinationViewController;
UIView *parent = sourceViewController.view.superview;
[parent addSubview:destinationViewController.view];
[parent sendSubviewToBack:destinationViewController.view];
sourceViewController.view.layer.masksToBounds = NO;
sourceViewController.view.layer.cornerRadius = 8; // if you like rounded corners
sourceViewController.view.layer.shadowOffset = CGSizeMake(0,0);
sourceViewController.view.layer.shadowRadius = 10;
sourceViewController.view.layer.shadowOpacity = 1;
destinationViewController.view.frame = CGRectMake(0, 20, destinationViewController.view.frame.size.width, destinationViewController.view.frame.size.height);
sourceViewController.view.frame = CGRectMake(0, 20, sourceViewController.view.frame.size.width, sourceViewController.view.frame.size.height);
[UIView animateWithDuration:.3 delay:0.0 options:UIViewAnimationCurveEaseInOut animations:^
{
sourceViewController.view.frame = CGRectMake(0, parent.frame.size.height, sourceViewController.view.frame.size.width, sourceViewController.view.frame.size.height);
} completion:^(BOOL finished)
{
[sourceViewController presentViewController:destinationViewController animated:NO completion:NULL];
}];
}
If you are doing there segues in a UINavigationController then no, they aren't destroyed. To go back to one you should use [self.navigationController popViewControllerAnimated:YES];