How can I set the start position of a NSSplitView?
The closest thing I've found that looks like it would work is setPosition
//Set splitView position.
[splitView setPosition:330 ofDividerAtIndex:0];
This doesn't seem to do anything though, my splitview still starts with the divider in the center.
ANy ideas?
You don't set the position of the divider, you set the sizes of your NSSplitView's subviews. The divider is then repositioned automatically.
This is how I positioned my divider and subview size (in swift):
let subview: NSView = mySplitView.subviews[1] as NSView
subview.setFrameSize(NSMakeSize(subview.frame.size.width, 100))
In the view's class housing the split view
override func viewWillAppear() {
self.mySplitView.setPosition(120, ofDividerAtIndex: 0)
}
or wherever you want it to start.
NSSplitView needs initial non-sized bounds to make them layout correctly.
If your view has zero-size, then it will not show expected layout.
The best way is providing non-zero layout (this is what IB does), but sometimes this is impossible.
If you cannot provide non-zero size, then I think you have to provide proper - (void)splitView:(NSSplitView *)splitView resizeSubviewsWithOldSize:(NSSize)oldSize delegate method implementation to layout everything manually yourself. (this is my current best practice)
Maybe that is the center? If splitView is correctly hooked up to your split view, that code should work. You should probably log [splitView minPossiblePositionOfDividerAtIndex:0] and [splitView maxPossiblePositionOfDividerAtIndex:0] before trying to set the position of the divider so you know the possible values.
Related
I'm creating a scroll view for displaying a very large view, and I need both scroll and zoom functionality (just like an image viewer). Here are the steps that I've taken:
In interface builder, I've put a scroll viewer to the view controller.
I've added a pinch gesture recognizer to the scroll viewer.
I've connected the gesture recognizer's action to the code to handle the gesture events.
When the view controller is loaded, I change my view's origin to the center (viewer is my scroll viewer): self.viewer.contentOffset = CGPointMake(384, 512);
In my code for the handler, I handled the event as such:
(startScale is 1.0 in the beginning)
- (IBAction)handlePinch:(UIPinchGestureRecognizer *)sender {
if(sender.state == UIGestureRecognizerStateEnded){
startScale *= sender.scale;
}else{
float result = sender.scale * startScale;
self.viewer.transform = CGAffineTransformMakeScale(result, result);
}
}
When I run the app, the gesture is recognized and scaling works correctly, however, the whole view scales with respect to the 0,0 point of the screen (top left). I want it to scale with respect to the middle point that I'm applying the gesture, just as a natural pinch gesture for zooming into a photo.
I've also tried setting self.viewer.frame's origin, but nothing changed. I've searched about the problem and found these:
How to set a UIView's origin reference? (already tried)
https://stackoverflow.com/questions/13163279/pinch-punch-gestures-center (about my problem, but unanswered)
UIPinchGestureRecognizer for zooming and panning an image in xcode (looks like an overkill, too complicated for me, and I'm not sure if this would really help my situation)
How can I achieve natural pinching with my scroll view, what am I doing wrong?
Thanks,
Can.
Well, the answer to the problem is very simple: Remove the pinch gesture altogether. The benefit of using a UIScrollView is that it handles the panning/zooming internally, and you have to do nothing
Edit: To make sure the content is scaled properly, you are going to need a UIView (called contentView or whatever you want) where you put all the content, and then on the delegate method of your UIScrollView do this:
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return contentView;
}
This should solve your problem
Edit 2: Also remember to set the minimum / maximum zoom scales for your UIScrollView
In my iphone application I want to use 2 scrollviews and they have some images inside. Well, my question is when I scroll vertically on my first scrollview I want to explore the content of it however when I scroll horizontally I want to move to my second scrollview. I hope I explained clearly.
Well, I tried to use 3 scrollviews first of them located on the background, others are located on the first scrollview but I can only control the background scrollview or the others at once.
Is there a way to control first one horizontally and the others vertically.sorry for my english, hope it makes sense.
I have two recommendations.
1) Scrollviews can scroll horizontally and vertically - so you dont need two of them if you have content in a vertical direction and content in a horizontal direction. You can use one.
2) If for some reason you really do need 2, then you can detect a horizontal swipe by subclassing UIScrollView and switch to the other.
Remember that a UIScrollView will scroll in any direction that exceeds its contentSize. So all you need to do in the first case (1) is take the view that is inside say scrollview 2 (the horizontal scrollview) and put that view in the scroll view to the left or the right outside of the scrollviews viewport when the user scrolls they will see that view and can of course scroll vertically there as well.
If you use method 2 - make sure that the content size of scrollview one is at leat a few pixels more wide than the content size so that you can detect a horizontal swipe then invoke the coe to switch to your other scroll view. If you dont subclass UIScrollview to get the swipe you probably wont get the event. So do that add a little to the width of that view and then look for a value less than the left edge of the scroll view and switch to the other scroll view. You can do the same in reverse to go back to the previous scrollview.
I hope this helps - sorry no code at the moment, but I do have code working on iOS and OSX that does this.
You can distinguish both UIScrollView via if statement
Set delegate of both UIScrollView
Then compare your scrollView in its delegate method. You can change your delegate method according to your requirement -
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
{
if(firstScrollView == scrollView)
{
//Do your work for firstScrollView
}
if(secondScrollView == scrollView)
{
//Do your work for secondScrollView
}
}
try to do in delegates methords
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
set some conditions like
if(myScroll1)
{
//scroll vatical.
}
if(myScroll2)
{
//scroll horizontal.
}
this is not complete code this is an idea Best of luck..
The view system in my app is highly customized and uses a number of views that are manually rotated from portrait to landscape based on user interactions (the rotation is done by applying an affine transform to the view/layer).
I want to present a popover inside one of these rotated views, but the orientation of the popover always appears relative to the orientation of the device (i.e., not relative to the view). I'm guessing the answer is no, but just in case someone has a clever idea: is there any way to manually rotate the view that is presented by UIPopoverController?
Sean, I just tested it for kicks, yes it works.
It has to be done (in my case at least) in viewDidAppear (if done in viewWillAppear, it gets knocked back to the original setting.)
This worked just fine (just tested now) to have a popover at a 90 degree angle. i.e in my case my main view is in portrait mode and the popover is turned 90 deg.
self.navigationController.view.superview.superview.transform = CGAffineTransformMakeRotation (M_PI/2.0);
Are you trying to rotate the popover or just the content shown in the popover? You can control some of the former by setting which arrow orientations are possible. I'm interested in the latter, and it seems to work just by grabbing the content view controller. E.g.:
aPopoverController.contentViewController.view.transform = CGAffineTransformMakeRotation(M_PI);
DISCLAIMER: If you're at all interested in trying to get your app into the store, this code is almost certainly grounds for rejection. It dives into UIKit's private API's which is a big no-no as far as apple is concerned.
#RunningPink had the right idea. Depending on how the view hierarchy is set up, the popover may be back up farther than two superviews. The popover itself it an instance of the (private) class _UIPopover (at least in iOS 5). You can find this view by doing:
UIView *possiblePopover = popoverController.contentViewController.view;
while (possiblePopover != nil) {
// Climb up the view hierarchy
possiblePopover = possiblePopover.superview;
if ( [NSStringFromClass([possiblePopover class]) isEqualToString:#"_UIPopoverView"] ) {
// We found the popover, break out of the loop
break;
}
}
if (nil != possiblePopover) {
// Do whatever you want with the popover
}
In doing this, I found that transforming the view often ended up making the popover look blurry. I found the reason was that the popover's superview was an instance of another private class called UIDimmingView which is responsible for accepting touches outside of the popover and causing the popover to dismiss. Performing the rotation on the dimming view removed the blurriness I was seeing in the popover.
However, transforming the dimming can result in weirdness where certain parts of the window are not "covered" by the dimming view so the popover will not dismiss if these parts of the window are tapped. To get around this, I applied the rotation to the dimming view, reset the dimming view's frame to cover the screen, and then translated the popover view into place.
if (nil != possiblePopover) {
// Found the popover view
CGAffineTransform rotation = CGAffineTransformMakeRotation(-M_PI_2);
CGAffineTransform translation = // Whatever translation in necessary here
// Rotate the UIDimming View and reset its frame
[possiblePopover.superview setTransform:rotation];
[possiblePopover.superview setFrame:CGRectMake(0, 0, possiblePopover.superview.frame.size.height, possiblePopover.superview.frame.size.width)];
// Translate the popover view
[possiblePopover setTransform:translation];
}
In my app, I got a UINavigationController. Unfortunately, when I rotate the device and the interface orientation changes, the UINavigationBar doesn't change its height. In other iPhone applications, such as the Contacts.app, the navigation bar gets slightly less tall in landscape mode. It must be built-in, because if you take the navigation sample app from the XCode menu and add interface orientation to it, it does change the navigation bar's height properly.
How can I make the navigation bar resize like it does in all other iPhone apps I've seen?
I've done a little testing, and although I don't like the method, it's quite easy to do.
Having looked for a private method that may have worked, I couldn't find one. All I found was:
#property BOOL forceFullHeightInLandscape;
- (BOOL)isMinibar;
There is no setter for -isMinibar, so we can't set that. I guess that it returns a value based on its height. Also, forceFullHeightInLandscape was set to NO, however it still didn't adjust its height.
While changing the autoresizingMask to include UIViewAutoresizingFlexibleHeight, the view did resize to be smaller, but now it was too small. However, -isMinibar suddenly returned YES. So that made me think of just letting the view resize itself, adjusting it to the right height.
So there we go, a method that works, even without private API calls:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self.navigationBar performSelector:#selector(sizeToFit) withObject:nil afterDelay:(0.5f * duration)];
}
One thing you'll have to deal with is that the views below the bar won't get adjusted to the smaller bar, so that there will be a gap between the bar and the views below. Easiest way to solve this is to add a container view, just like the case with a UINavigationController. You'd come up with something like:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self performSelector:#selector(resizeViewsForNavigationBar) withObject:nil afterDelay:(0.5f * duration)];
}
- (void)resizeViewsForNavigationBar {
[self.navigationBar sizeToFit];
// Resize containerView accordingly.
CGRect containerViewRect = self.containerView.frame;
containerViewRect.origin.y = CGRectGetMaxY(self.navigationBar.frame);
containerViewRect.size.height = CGRectGetMaxY(self.view.frame) - containerViewRect.origin.y;
self.containerView.frame = containerViewRect;
}
I think the behavior you want only happens when a navigation controller ( which represents the bars (navigation or toolbar)), is added to the window in the app delegate or presented by a tab bar, etc.
You can add a navigation bar via IB or code, it doesn't mean you have a navigation controller. My opinion is, create a navigation controller and initialize it with the view controller you're working in. Probably when the view rotates, the nav bar will shrink a little, the way you like.
Hope this helps
Thanks to Joost I've added
#property BOOL forceFullHeightInLandscape;
to my custom UINavigationBar class. And set in :
-(id)initWithFrame:(CGRect)frame{
forceFullHeightInLandscape = YES;
Worked like a charm
Similar to Joost's answer, but putting the method in willAnimateRotationToInterfaceOrientation has a better animation effect than willRotateToInterfaceOrientation. (There's no animation delay)
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self.navigationBar sizeToFit];
}
I just had this error as well, and although it's probably not for the same reason I'd like to post it here to help anyone else that goofs.
If you're overriding any willRotateToInterface methods, remember to call super
I blanked on that, but once I saw the accepted answer it came to me.
I think this one is kind of similar to you and they have the code snippet:
iPhone: UINavigationBar with buttons - adjust the height
I just tried a few things just within Interface Builder and Xcode and as long as you use the UINavigationBarController as RootViewController it works as described - getting smaller. Did you change any things within the Controller itself or in parts of how the Controller is loaded? Especially concerning the firing of events? I had some bad expiriences with the UITabBarController in terms of breaking the proper messaging and got some 'interessting' view side effects. Just a try and a guess.
(void)viewWillLayoutSubviews {
self.navigationItem.titleView.bounds = self.navigationController.navigationBar.bounds;
}
I have a button that sits on top of an NSScrollView, not within. When the scrollview scrolls, the button get's clipped with part of the button going along with the scrolling and the other part staying positioned.
To better describe the issue here's a video of the issue:
http://dl.dropbox.com/u/170068/ScrollTest.mov
The planned goal was to have a button sit in the top right corner of a text view but stay there when the text view scrolls. So if anyone has any thoughts on how to achieve this it would be greatly appreciated.
You should subclass NSScrollView and override "tile" method to position sub-controls of the scroll view.
- (void)tile
{
[super tile];
if (subControl)
{
NSRect subControlFrame = [subControl frame];
// adjust control position here in the scrollview coordinate space
// move controls
[subControl setFrame:subControlFrame];
}
}
I have used this way to implement a custom ScrollView with zoom control and background color selector embedded.
Overlapping views isn't recommended for non-layer-backed views. I think Interface Builder will even warn you about this. The easiest way to work around this would be to make your button layer-backed.