UIRefreshControl without UITableViewController - objective-c

Just curious, as it doesn't immediately seem possible, but is there a sneaky way to leverage the new iOS 6 UIRefreshControl class without using a UITableViewController subclass?
I often use a UIViewController with a UITableView subview and conform to UITableViewDataSource and UITableViewDelegate rather than using a UITableViewController outright.

On a hunch, and based on DrummerB's inspiration, I tried simply adding a UIRefreshControl instance as a subview to my UITableView. And it magically just works!
UIRefreshControl *refreshControl = [[UIRefreshControl alloc] init];
[refreshControl addTarget:self action:#selector(handleRefresh:) forControlEvents:UIControlEventValueChanged];
[self.myTableView addSubview:refreshControl];
This adds a UIRefreshControl above your table view and works as expected without having to use a UITableViewController :)
EDIT: This above still works but as a few have pointed out, there is a slight "stutter" when adding the UIRefreshControl in this manner. A solution to that is to instantiate a UITableViewController, and then setting your UIRefreshControl and UITableView to that, i.e.:
UITableViewController *tableViewController = [[UITableViewController alloc] init];
tableViewController.tableView = self.myTableView;
self.refreshControl = [[UIRefreshControl alloc] init];
[self.refreshControl addTarget:self action:#selector(getConnections) forControlEvents:UIControlEventValueChanged];
tableViewController.refreshControl = self.refreshControl;

To eliminate the stutter that is caused by the accepted answer, you can assign your UITableView to a UITableViewController.
_tableViewController = [[UITableViewController alloc]initWithStyle:UITableViewStylePlain];
[self addChildViewController:_tableViewController];
_tableViewController.refreshControl = [UIRefreshControl new];
[_tableViewController.refreshControl addTarget:self action:#selector(loadStream) forControlEvents:UIControlEventValueChanged];
_theTableView = _tableViewController.tableView;
EDIT:
A way to add a UIRefreshControl with no UITableViewController with no stutter and retain the nice animation after refreshing data on the tableview.
UIRefreshControl *refreshControl = [UIRefreshControl new];
[refreshControl addTarget:self action:#selector(handleRefresh:) forControlEvents:UIControlEventValueChanged];
[self.theTableView addSubview:refreshControl];
[self.theTableView sendSubviewToBack:refreshControl];
Later when handling the refreshed data...
- (void)handleRefresh:(UIRefreshControl *)refreshControl {
[self.theTableView reloadData];
[self.theTableView layoutIfNeeded];
[refreshControl endRefreshing];
}

What you would try is use container view inside ViewController you are using. you can define clean UITableViewController subclass with dedicated tableview and place that in the ViewController.

Well UIRefreshControl is a UIView subclass, so you can use it on it's own. I'm not sure though how it renders itself. The rendering could simply depend on the frame, but it also could rely on a UIScrollView or the UITableViewController.
Either way, it's going to be more of a hack than an elegant solution. I recommend you look into one of the available 3rd party clones or write your own.
ODRefreshControl
SlimeRefresh

Try delaying the call to the refreshControl -endRefresh method by a fraction of a second after the tableView reloads its contents, either by using NSObject's -performSelector:withObject:afterDelay: or GCD's dispatch_after.
I created a category on UIRefreshControl for this:
#implementation UIRefreshControl (Delay)
- (void)endRefreshingAfterDelay:(NSTimeInterval)delay {
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delay * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self endRefreshing];
});
}
#end
I tested it and this also works on Collection Views. I've noticed that a delay as small as
0.01 seconds is enough:
// My data refresh process here while the refresh control 'isRefreshing'
[self.tableView reloadData];
[self.refreshControl endRefreshingAfterDelay:.01];

IOS 10 Swift 3.0
it's simple
import UIKit
class ViewControllerA: UIViewController, UITableViewDataSource, UITableViewDelegate {
#IBOutlet weak var myTableView: UITableView!
override func viewDidLoad() {
super.viewDidLoad()
myTableView.delegate = self
myTableView.dataSource = self
if #available(iOS 10.0, *) {
let refreshControl = UIRefreshControl()
let title = NSLocalizedString("PullToRefresh", comment: "Pull to refresh")
refreshControl.attributedTitle = NSAttributedString(string: title)
refreshControl.addTarget(self,
action: #selector(refreshOptions(sender:)),
for: .valueChanged)
myTableView.refreshControl = refreshControl
}
}
#objc private func refreshOptions(sender: UIRefreshControl) {
// Perform actions to refresh the content
// ...
// and then dismiss the control
sender.endRefreshing()
}
// MARK: - Table view data source
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 12
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "reuseIdentifier", for: indexPath)
cell.textLabel?.text = "Cell \(String(indexPath.row))"
return cell
}
}
If you want to learn about iOS 10 UIRefreshControl read here.

Adding the refresh control as a subview creates an empty space above section headers.
Instead, I embedded a UITableViewController into my UIViewController, then changed my tableView property to point towards the embedded one, and viola! Minimal code changes. :-)
Steps:
Create a new UITableViewController in Storyboard and embed it into your original UIViewController
Replace #IBOutlet weak var tableView: UITableView! with the one from the newly embedded UITableViewController, as shown below
class MyViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
weak var tableView: UITableView!
override func viewDidLoad() {
super.viewDidLoad()
let tableViewController = self.childViewControllers.first as! UITableViewController
tableView = tableViewController.tableView
tableView.dataSource = self
tableView.delegate = self
// Now we can (properly) add the refresh control
let refreshControl = UIRefreshControl()
refreshControl.addTarget(self, action: "handleRefresh:", forControlEvents: .ValueChanged)
tableViewController.refreshControl = refreshControl
}
...
}

For Swift 2.2 .
First make UIRefreshControl() .
var refreshControl : UIRefreshControl!
In your viewDidLoad() method add:
refreshControl = UIRefreshControl()
refreshControl.attributedTitle = NSAttributedString(string: "Refreshing..")
refreshControl.addTarget(self, action: #selector(YourUIViewController.refresh(_:)), forControlEvents: UIControlEvents.ValueChanged)
self.tableView.addSubview(refreshControl)
And make refresh function
func refresh(refreshControl: UIRefreshControl) {
// do something ...
// reload tableView
self.tableView.reloadData()
// End refreshing
refreshControl.endRefreshing()
}

Here's another solution which is a little different.
I had to use it because of some view hierarchy issues I had: I was creating some functionality that required passing views around to different places in the view hierarchy, which broken when using a UITableViewController's tableview b/c the tableView is the UITableViewController's root view (self.view) and not just a regular view, it created inconsistent controller / view hierarchies and caused a crash.
Basically create your own subclass of UITableViewController and override loadView to assign self.view a different view, and override the tableView property to return a separate tableview.
for example:
#interface MyTableVC : UITableViewController
#end
#interface MyTableVC ()
#property (nonatomic, strong) UITableView *separateTableView;
#end
#implementation MyTableVC
- (void)loadView {
self.view = [[UIView alloc] initWithFrame:CGRectZero];
}
- (UITableView *)tableView {
return self.separateTableView;
}
- (void)setTableView:(UITableView *)tableView {
self.separateTableView = tableView;
}
#end
When combined with Keller's solution this will more robust in the sense that the tableView is now a regular view, not a VC's root view, and be more robust against changing view hierarchies. Example of using it this way:
MyTableVC *tableViewController = [[MyTableVC alloc] init];
tableViewController.tableView = self.myTableView;
self.refreshControl = [[UIRefreshControl alloc] init];
[self.refreshControl addTarget:self action:#selector(getConnections) forControlEvents:UIControlEventValueChanged];
tableViewController.refreshControl = self.refreshControl;
There is another possible use for this:
Since subclassing this way separates self.view from self.tableView, it's possible now to use this UITableViewController as more of a regular controller, and add other subviews to self.view without the oddities of adding subviews to UITableView, so one may considering making their view controllers directly a subclass of UITableViewController instead of having UITableViewController children.
Some things to watch out for:
Since we're overriding the tableView property without calling super, there may be some things to watch out for and should handle where necessary. For example, setting the tableview in my above example will not add the tableview to self.view and not set the frame which you may want to do. Also, in this implementation there is no default tableView given to you when the class is instantiated, which is also something you may consider adding. I don't include it here because that is case by case, and this solution actually fits well with Keller's solution.

Try this,
The Above solutions are fine but tableView.refreshControl is available for UITableViewController only, till iOS 9.x and comes in UITableView from iOS 10.x onwards.
Written in Swift 3 -
let refreshControl = UIRefreshControl()
refreshControl.addTarget(self, action: #selector(FeedViewController.loadNewData), for: UIControlEvents.valueChanged)
// Fix for the RefreshControl Not appearing in background
tableView?.addSubview(refreshControl)
tableView.sendSubview(toBack: refreshControl)

Keller's first suggestion causes a strange bug in iOS 7 where the inset of the table is increased after the view controller reappears. Changing to the second answer, using the uitableviewcontroller, fixed things for me.

It turns out you can use the following when you use a UIViewController with a UITableView subview and conform to UITableViewDataSource and UITableViewDelegate:
self.refreshControl = [[UIRefreshControl alloc]init];
[self.refreshControl addTarget:self action:#selector(refresh:) forControlEvents:UIControlEventValueChanged];

Related

UIView Subclass backed by xib with Size Classes wrong frame

I am working on a project for iOS 7.0+ with a storyboard, using Size Classes with AutoLayout and I'm using a UIView subclass backed by a xib file of the same name.
What I'am trying to do is I'am instantiating a UIView from xib programmatically and adding it to a ViewController from a Storyboard. This ViewController has AutoLayout up and running but the UIView I am adding doesn't respect the frame of the ViewController.
I'm instantiating my UIView subclass like this:
tabBarView = [[SHDTabBarView alloc] initWithFrame:CGRectMake(0, self.view.height-50, self.view.width, 50)];
[self.view addSubview:tabBarView];
And inside the subclass I'm using a set up of creating a UIView IBOutlet called container to instantiate it form code like this:
-(id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if (self == nil) return nil;
[self initalizeSubviews];
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if (self == nil) return nil;
[self initalizeSubviews];
return self;
}
-(void)initalizeSubviews{
NSString *nibName = NSStringFromClass([self class]);
UINib *nib = [UINib nibWithNibName:nibName bundle:nil];
[nib instantiateWithOwner:self options:nil];
//Add the view loaded from the nib into self.
[self addSubview:self.container];
}
This is how my xib looks in the Interface Builder (notice the width of the canvas is 320 px):
And that's how it looks on the iPhone 6 (notice how it's getting cut off from the right side):
I've tried to use a multitude of solutions, including doing it all in code with an open-source solution PureLayout, using a manual constraint set up, etc.
None of my findings seem to work right. Ideally, I want to set up everything in Interface Builder, then just add the view to the superview of the ViewController with according frame and let AutoLayout do its magic.
How should I approach this task? Any advices are more than welcome.
Try to set the frame of your subview in the viewDidLayoutSubviews(). Looks like you init your subview before view fully layouted

Using a UICollectionView over an SKScene

I have an app with several SKScenes. To keep it snappy, I have a single UIViewController, that handles 1 SKView.
I'm trying to add a UICollectionView to one of the SKScenes. However the problem comes when I try to set the delegate for the collection view to the SKScene initialising it.
I initialise it here:
- (id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size]) {
//Initialise collectionView
UICollectionViewLayout *layout = [[UICollectionViewLayout alloc] init];
_collectionView = [[UICollectionView alloc] initWithFrame:CGRectMake(0, 0, size.width, size.height) collectionViewLayout:layout];
_collectionView.delegate = self;
_collectionView.dataSource = self;
[_collectionView setBackgroundColor:[UIColor redColor]];
}
return self;
}
After initialising, I add the collection view as a subview of the UIViewController's view by calling:
- (void)didMoveToView:(SKView *)view
{
[self.view addSubview:_collectionView];
}
But the delegate or datasource methods aren't called. I've set up the header:
#interface BrowseScene : SKScene <UICollectionViewDelegate, UICollectionViewDataSource, UICollectionViewDelegateFlowLayout>
I'm guessing that despite setting self as the delegate, once the collection view is added, it is added as a subview of the UIViewController's SKView, and therefore has no reference to the SKScene that initialised it. I tried calling:
_collectionView.delegate = self.view.scene;
But I get a compiler error saying SKScene is an incompatible type for UICollectionViewDelegate.
So my question is, how best to approach this?
It turns out, the problem lay in how I was initialising the UICollectionView, not where. And it's perfectly ok to set an SKScene as the delegate class.
The main reason the delegates weren't being called was because I'd initialised the collectionView with an empty layout object (as UICollectionViewLayout is just an abstract class). I initialised with a standard UICollectionViewFlowLayout instead, and the methods were then called when the class initialised.
I was also missing a call to
[_collectionView registerClass:[collectionViewCell class] forCellWithReuseIdentifier:#"collectionViewCell"];
(In the complete code, I had calls to reloadData, so that wasn't the problem here).

In UIViewController's code, [self.subViewGrid setNeedsDisplay] not calling -drawRect

I have an iPad app, using Storyboards, XCode 4.6 and iOS 6.1. I have a scene that contains a UIViewController. Inside that UIViewController, I have a UIScrollController, all created using IB. Programmatically, in viewDidLoad I created two (2) UIViews (one called subViewGrid, the other called subViewData) and added them to the UIViewController; they both display correctly in the Simulator. Here's the code:
- (void)viewDidLoad {
[super viewDidLoad];
// notify me when calendar has been tapped and CFGregorianDate has been updated
[[NSNotificationCenter defaultCenter] removeObserver:self];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(calendarTapNotification:)
name:#"calendarDateSelected" object:nil ];
// UIScrollVIew settings
CGSize scrollableSize = CGSizeMake(760, 1379); // set size of scheduleView
[self.schedScrollView setContentSize:scrollableSize];
self.schedScrollView.contentInset = UIEdgeInsetsMake(0,0,44,44); // allow for scroll bar
self.schedScrollView.directionalLockEnabled = YES; // prevents diagonal scrolling
// create a sub-view to hold the appointment GRID
CGRect frame = CGRectMake(0,0,760,1390); // 110,48,760,1390
subViewGrid = [[UIView alloc] initWithFrame:frame];
subViewGrid.tag = 12; // use tag to get correct sub-view
subViewGrid.backgroundColor = [UIColor grayColor];
subViewGrid.alpha = 1.0; // make it opaque
[self.schedScrollView addSubview:subViewGrid];
// create a sub-view to hold the appointment DATA
frame = CGRectMake(110,48,670,750);
subViewData = [[UIView alloc] initWithFrame:frame];
subViewData.tag = 22; // use tag to get correct sub-view
subViewData.backgroundColor = [UIColor redColor];
subViewData.alpha = 0.2; // make it sort of transparent
[self.schedScrollView addSubview:subViewData];
[self.subViewGrid setNeedsDisplay]; // **** UPDATED ****
}
Here is the .h file contents for the UIViewController:
#interface CalendarViewController : UIViewController {
UIView *subViewGrid;
UIView *subViewData;
}
#property (strong, nonatomic) IBOutlet UIScrollView *schedScrollView;
- (void) calendarTapNotification:(NSNotification *) notification;
-(NSDate *)beginningOfDay:(NSDate *)date;
-(NSDate *)endOfDay:(NSDate *)date;
#end
In my drawRect method, I have some code that is supposed to draw a "grid" on the subViewGrid. The problem is drawRect never gets called.`
I have read the UIView Programmer's Guide and looked in SO and did a Google search, but found nothing that addresses the issue, which is: why won't [self.subViewGrid setNeedsDisplay] call drawRect from where I have it placed?
Your view controller needs to call setNeedsDisplay for the view it controls, not for itself. So, you want
[self.subViewGrid setNeedsDisplay]
This is just an error in your reading the documentation. Understanding the documentation is critical for objective-C programming so I'll try to help you get a grasp of it.
If you look at the documentation for setNeedsDisplay you will see that it is either a CALayer or UIView class method. If you then look at inheritance, you will see that UIView is UIResponder:NSObject and CALayer is NSObject. None of these inherit from UIViewController which is why you are getting the error. You need to call [self.subViewGrid setNeedsDisplay]

How to set size for popover? [duplicate]

I have a UIPopoverController hosting a UINavigationController, which contains a small hierarchy of view controllers.
I followed the docs and for each view controller, I set the view's popover-context size like so:
[self setContentSizeForViewInPopover:CGSizeMake(320, 500)];
(size different for each controller)
This works as expected as I navigate forward in the hierarchy-- the popover automatically animates size changes to correspond to the pushed controller.
However, when I navigate "Back" through the view stack via the navigation bar's Back button, the popover doesn't change size-- it remains as large as the deepest view reached. This seems broken to me; I'd expect the popover to respect the sizes that are set up as it pops through the view stack.
Am I missing something?
Thanks.
I was struggling with the same issue. None of the above solutions worked for me pretty nicely, that is why I decided to do a little investigation and find out how this works.
This is what I discovered:
When you set the contentSizeForViewInPopover in your view controller it won't be changed by the popover itself - even though popover size may change while navigating to different controller.
When the size of the popover will change while navigating to different controller, while going back, the size of the popover does not restore
Changing size of the popover in viewWillAppear gives very strange animation (when let's say you popController inside the popover) - I'd not recommend it
For me setting the hardcoded size inside the controller would not work at all - my controllers have to be sometimes big sometimes small - controller that will present them have the idea about the size though
A solution for all that pain is as follows:
You have to reset the size of currentSetSizeForPopover in viewDidAppear. But you have to be careful, when you will set the same size as was already set in field currentSetSizeForPopover then the popover will not change the size. For this to happen, you can firstly set the fake size (which will be different than one which was set before) followed by setting the proper size. This solution will work even if your controller is nested inside the navigation controller and popover will change its size accordingly when you will navigate back between the controllers.
You could easily create category on UIViewController with the following helper method that would do the trick with setting the size:
- (void) forcePopoverSize {
CGSize currentSetSizeForPopover = self.contentSizeForViewInPopover;
CGSize fakeMomentarySize = CGSizeMake(currentSetSizeForPopover.width - 1.0f, currentSetSizeForPopover.height - 1.0f);
self.contentSizeForViewInPopover = fakeMomentarySize;
self.contentSizeForViewInPopover = currentSetSizeForPopover;
}
Then just invoke it in -viewDidAppear of desired controller.
Here's how I solved it for iOS 7 and 8:
In iOS 8, iOS is silently wrapping the view you want in the popover into the presentedViewController of the presentingViewController view controller. There's a 2014 WWDC video explaining what's new with the popovercontroller where they touch on this.
Anyways, for view controllers presented on the navigation controller stack that all want their own sizing, these view controllers need (under iOS 8) to call this code to dynamically set the preferredContentSize:
self.presentingViewController.presentedViewController.preferredContentSize = CGSizeMake(320, heightOfTable);
Replace heightOfTable with your computed table or view height.
In order to avoid a lot of duplicate code and to create a common iOS 7 and iOS 8 solution, I created a category on UITableViewController to perform this work when viewDidAppear is called in my tableviews:
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self setPopOverViewContentSize];
}
Category.h:
#import <UIKit/UIKit.h>
#interface UITableViewController (PreferredContentSize)
- (void) setPopOverViewContentSize;
#end
Category.m:
#import "Category.h"
#implementation UITableViewController (PreferredContentSize)
- (void) setPopOverViewContentSize
{
[self.tableView layoutIfNeeded];
int heightOfTable = [self.tableView contentSize].height;
if (heightOfTable > 600)
heightOfTable = 600;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
if ([[[UIDevice currentDevice] systemVersion] floatValue] < 8.0)
self.preferredContentSize=CGSizeMake(320, heightOfTable);
else
self.presentingViewController.presentedViewController.preferredContentSize = CGSizeMake(320, heightOfTable);
}
}
#end
This is an improvement on krasnyk's answer.
Your solution is great, but it isn't smoothly animated.
A little improvement gives nice animation:
Remove last line in the - (void) forcePopoverSize method:
- (void) forcePopoverSize {
CGSize currentSetSizeForPopover = self.contentSizeForViewInPopover;
CGSize fakeMomentarySize = CGSizeMake(currentSetSizeForPopover.width - 1.0f, currentSetSizeForPopover.height - 1.0f);
self.contentSizeForViewInPopover = fakeMomentarySize;
}
Put [self forcePopoverSize] in - (void)viewWillAppear:(BOOL)animated method:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self forcePopoverSize];
}
And finally - set desired size in - (void)viewDidAppear:(BOOL)animated method:
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
CGSize currentSetSizeForPopover = self.contentSizeForViewInPopover;
self.contentSizeForViewInPopover = currentSetSizeForPopover;
}
You need to set the content size again in viewWillAppear. By calling the delagate method in which you set the size of popovercontroller. I had also the same issue. But when I added this the problem solved.
One more thing: if you are using beta versions lesser than 5. Then the popovers are more difficult to manage. They seem to be more friendly from beta version 5. It's good that final version is out. ;)
Hope this helps.
In the -(void)viewDidLoad of all the view controllers you are using in navigation controller, add:
[self setContentSizeForViewInPopover:CGSizeMake(320, 500)];
I reset the size in the viewWillDisappear:(BOOL)animated method of the view controller that is being navigated back from:
-(void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
CGSize contentSize = [self contentSizeForViewInPopover];
contentSize.height = 0.0;
self.contentSizeForViewInPopover = contentSize;
}
Then when the view being navigated back to appears, I reset the size appropriately:
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
CGSize contentSize;
contentSize.width = self.contentSizeForViewInPopover.width;
contentSize.height = [[self.fetchedResultsController fetchedObjects] count] * self.tableView.rowHeight;
self.contentSizeForViewInPopover = contentSize;
}
For iOS 8 the following works:
- (void) forcePopoverSize {
CGSize currentSetSizeForPopover = self.preferredContentSize;
CGSize fakeMomentarySize = CGSizeMake(currentSetSizeForPopover.width - 1.0f, currentSetSizeForPopover.height - 1.0f);
self.preferredContentSize = fakeMomentarySize;
self.navigationController.preferredContentSize = fakeMomentarySize;
self.preferredContentSize = currentSetSizeForPopover;
self.navigationController.preferredContentSize = currentSetSizeForPopover;
}
BTW I think, this should be compatible with previous iOS versions...
Well i worked out. Have a look.
Made a ViewController in StoryBoard. Associated with PopOverViewController class.
import UIKit
class PopOverViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
self.preferredContentSize = CGSizeMake(200, 200)
self.navigationItem.leftBarButtonItem = UIBarButtonItem(barButtonSystemItem: .Done, target: self, action: "dismiss:")
}
func dismiss(sender: AnyObject) {
self.dismissViewControllerAnimated(true, completion: nil)
}
}
See ViewController:
//
// ViewController.swift
// iOS8-PopOver
//
// Created by Alvin George on 13.08.15.
// Copyright (c) 2015 Fingent Technologies. All rights reserved.
//
import UIKit
class ViewController: UIViewController, UIPopoverPresentationControllerDelegate
{
func showPopover(base: UIView)
{
if let viewController = self.storyboard?.instantiateViewControllerWithIdentifier("popover") as? PopOverViewController {
let navController = UINavigationController(rootViewController: viewController)
navController.modalPresentationStyle = .Popover
if let pctrl = navController.popoverPresentationController {
pctrl.delegate = self
pctrl.sourceView = base
pctrl.sourceRect = base.bounds
self.presentViewController(navController, animated: true, completion: nil)
}
}
}
override func viewDidLoad(){
super.viewDidLoad()
}
#IBAction func onShow(sender: UIButton)
{
self.showPopover(sender)
}
func adaptivePresentationStyleForPresentationController(controller: UIPresentationController) -> UIModalPresentationStyle {
return .None
}
}
Note: The func showPopover(base: UIView) method should be placed before ViewDidLoad. Hope it helps !
For me this solutions works.
This is a method from my view controller which extends UITableViewController and is the root controller for UINavigationController.
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
self.contentSizeForViewInPopover = self.tableView.bounds.size;
}
And don't forget to set content size for view controller you gonna push into navigation stack
- (void)tableView:(UITableView *)tableView accessoryButtonTappedForRowWithIndexPath:(NSIndexPath *)indexPath{
dc = [[DetailsController alloc] initWithBookmark:[[bookmarksArray objectAtIndex:indexPath.row] retain] bookmarkIsNew:NO];
dc.detailsDelegate = self;
dc.contentSizeForViewInPopover = self.contentSizeForViewInPopover;
[self.navigationController pushViewController:dc animated:YES];
}
if you can imagine the assambler, I think this is slightly better:
- (void) forcePopoverSize {
CGSize currentSetSizeForPopover = self.contentSizeForViewInPopover;
self.contentSizeForViewInPopover = CGSizeMake(0, 0);
self.contentSizeForViewInPopover = currentSetSizeForPopover;
}
The accepted answer is not working fine with iOS 8. What I did was creating my own subclass of UINavigationController for use in that popover and override the method preferredContentSize in this way:
- (CGSize)preferredContentSize {
return [[self.viewControllers lastObject] preferredContentSize];
}
Moreover, instead of calling forcePopoverSize (method implemented by #krasnyk) in viewDidAppear I decided to set a viewController (which shows popover) as a delegate for previously mentioned navigation (in popover) and do (what force method does) in:
-(void)navigationController:(UINavigationController *)navigationController
didShowViewController:(UIViewController *)viewController
animated:(BOOL)animated
delegate method for a passed viewController. One important thing, doing forcePopoverSize in a UINavigationControllerDelegate method is fine if you do not need that animation to be smooth if so then do leave it in viewDidAppear.
I was facing same problem, but you don't want to set contentsize in viewWillAppear or viewWillDisappear method.
AirPrintController *airPrintController = [[AirPrintController alloc] initWithNibName:#"AirPrintController" bundle:nil];
airPrintController.view.frame = [self.view frame];
airPrintController.contentSizeForViewInPopover = self.contentSizeForViewInPopover;
[self.navigationController pushViewController:airPrintController animated:YES];
[airPrintController release];
set contentSizeForViewInPopover property for that controller before pushing that controller to navigationController
I've had luck by putting the following in the viewdidappear:
[self.popoverController setPopoverContentSize:self.contentSizeForViewInPopover animated:NO];
Although this may not animate nicely in the case when you're pushing/popping different-sized popovers. But in my case, works perfectly!
All that you have to do is:
-In the viewWillAppear method of the popOvers contentView, add the snippet given below. You will have to specify the popOver's size first time when it is loaded.
CGSize size = CGSizeMake(width,height);
self.contentSizeForViewInPopover = size;
I had this issue with a popover controller whose popoverContentSize = CGSizeMake(320, 600) at the start, but would get larger when navigating through its ContentViewController (a UINavigationController).
The nav controller was only pushing and popping custom UITableViewControllers, so in my custom table view controller class's viewDidLoad i set self.contentSizeForViewInPopover = CGSizeMake(320, 556)
The 44 less pixels are to account for the Nav controller's nav bar, and now I don't have any issues anymore.
Put this in all view controllers you are pushing inside the popover
CGSize currentSetSizeForPopover = CGSizeMake(260, 390);
CGSize fakeMomentarySize = CGSizeMake(currentSetSizeForPopover.width - 1.0f,
currentSetSizeForPopover.height - 1.0f);
self.contentSizeForViewInPopover = fakeMomentarySize;
self.contentSizeForViewInPopover = currentSetSizeForPopover;
Faced the same issue and fixed it by setting content view size to navigation controller and view controller before the init of UIPopoverController was placed.
CGSize size = CGSizeMake(320.0, _options.count * 44.0);
[self setContentSizeForViewInPopover:size];
[self.view setFrame:CGRectMake(0.0, 0.0, size.width, size.height)];
[navi setContentSizeForViewInPopover:size];
_popoverController = [[UIPopoverController alloc] initWithContentViewController:navi];
I'd just like to offer up another solution, as none of these worked for me...
I'm actually using it with this https://github.com/nicolaschengdev/WYPopoverController
When you first call your popup use this.
if ([sortTVC respondsToSelector:#selector(setPreferredContentSize:)]) {
sortTVC.preferredContentSize = CGSizeMake(popoverContentSortWidth,
popoverContentSortHeight);
}
else
{
sortTVC.contentSizeForViewInPopover = CGSizeMake(popoverContentSortWidth,
popoverContentSortHeight);
}
Then in that popup use this.
-(void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:YES];
if ([self respondsToSelector:#selector(setPreferredContentSize:)]) {
self.preferredContentSize = CGSizeMake(popoverContentMainWidth,
popoverContentMainheight);
}
else
{
self.contentSizeForViewInPopover = CGSizeMake(popoverContentMainWidth,
popoverContentMainheight);
}
}
-(void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:YES];
self.contentSizeForViewInPopover = CGSizeZero;
}
Then repeat for child views...
This is the correct way in iOS7 to do this,
Set the preferred content size in viewDidLoad in each view controller in the navigation stack (only done once). Then in viewWillAppear get a reference to the popover controller and update the contentSize there.
-(void)viewDidLoad:(BOOL)animated
{
...
self.popoverSize = CGSizeMake(420, height);
[self setPreferredContentSize:self.popoverSize];
}
-(void)viewWillAppear:(BOOL)animated
{
...
UIPopoverController *popoverControllerReference = ***GET REFERENCE TO IT FROM SOMEWHERE***;
[popoverControllerReference setPopoverContentSize:self.popoverSize];
}
#krasnyk solution worked well in previous iOS versions but not working in iOS8. The following solution worked for me.
- (void) forcePopoverSize {
CGSize currentSetSizeForPopover = self.preferredContentSize;
//Yes, there are coupling. We need to access the popovercontroller. In my case, the popover controller is a weak property in the app's rootVC.
id mainVC = [MyAppDelegate appDelegate].myRootVC;
if ([mainVC valueForKey:#"_myPopoverController"]) {
UIPopoverController *popover = [mainVC valueForKey:#"_myPopoverController"];
[popover setPopoverContentSize:currentSetSizeForPopover animated:YES];
}
}
It is not the best solution, but it works.
The new UIPopoverPresentationController also has the resizing issue :( .
You need to set the preferredContentSizeproperty of the NavigationController in viewWillAppear:
-(void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
self.navigationController.preferredContentSize = CGSizeMake(320, 500);}

Multiple Views in Xcode 4.2

I'm having a lot of trouble finding a tutorial for implementing multiple views in Xcode 4.2 without storyboard, this is for a class so I can't use storyboard yet. I'm just trying to have a 2nd view with a UIPicker come up when a button is clicked in the main view, I just can't find one for this version of Xcode and it's different enough from the older versions to confuse me.
Any help appreciated if someone can give me a quick description of what I need to do this or a newer tutorial I'd appreciate it :)
I think you should read the UIView Programming Guide to get a good handle on how UIViews work exactly. I find nibs/storyboard are really great at confusing new iOS developers.
In essence, a UIViewController has 1 view which you set in the viewDidLoad or loadView method by using the [self setView:someUIView]. You add more stuff to the screen by adding UIViews as a subview of the viewcontroller's "Main" view. For example
-(void)loadView {
// Create a view for you view controller
UIView *mainView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[self setView:mainView];
// Now we have a view taking up the whole screen and we can add stuff to it
// Let's try a button, a UIButton is a subview of UIView
UIButton *newButton = [[UIButton buttonWithType:UIButtonTypeRoundedRect];
// We need to set a frame for any view we add so that we specify where it should
// be located and how big it should be!
[newButton setFrame:CGRectMake(x,y,width,height)];
// Now let's add it to our view controller's view
[self.view addSubview:newButton];
// You can do the same with any UIView subclasses you make!
MyView *myView = [[MyView alloc] init];
[myView setFrame:CGRectMake(x,y,width,height)];
[self.view addSubview:myView];
}
Now here we have our viewController who'se view is just a plain UIView which in turn has 2 subviews; newButton and myView. Since we created the MyView class, maybe it contains subviews as well! Let's take a look at what a UIView subclass could look like:
// Here is the init method for our UIView subclass
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Let's add a button to our view
UIButton *newButton2 = [[UIButton buttonWithType:UIButtonTypeRoundedRect];
// Of course, the frame is in reference to this view
[newButton2 setFrame:CGRectMake(x,y,width,height)];
// We add just using self NOT self.view because here, we are the view!
[self addSubview:newButton2];
}
return self;
}
So in this example we would have a view controller who'se view now contains 2 button! But the view structure is a tree:
mainView
/ \
newButton myView
\
newButton2
Let me know if you have any other questions!
Matt