In my TestApp, I created a class "Carousel" which should let me create a swipe menu with a UIPageControl in an easy way (by simply creating an instance of the class Carousel).
Carousel is a subclass of UIView
At init, it creates an UIView, containing UIScrollView, UIPageControl
I can add further UIViews to the scroll view
I don't know if this is the proper way to do it, but my example worked quite well in my TestApp. Swiping between pages works perfectly and the display of the current page in the UIPageControl is correct.
If there were not one single problem: The UIPageControl sometimes reacts to clicks/taps (I only tested in Simulator so far!), sometimes it doesn't. Let's say most of the time it doesn't. I couldn't find out yet when it does, for me it's just random...
As you can see below, I added
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
to my code. I thought this would do the proper handling of taps? But unfortunately, pageChange doesn't get always called (so the value of the UIPageControl doesn't change every time I click).
I would appreciate any input on this because I couldn't find any solution on this yet.
This is what I have so far:
Carousel.h
#import <UIKit/UIKit.h>
#interface Carousel : UIView {
UIScrollView *scrollView;
UIPageControl *pageControl;
BOOL pageControlBeingUsed;
}
- (void)addView:(UIView *)view;
- (void)setTotalPages:(NSUInteger)pages;
- (void)setCurrentPage:(NSUInteger)current;
- (void)createPageControlAt:(CGRect)cg;
- (void)createScrollViewAt:(CGRect)cg;
#end
Carousel.m
#import "Carousel.h"
#implementation Carousel
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Create a scroll view
scrollView = [[UIScrollView alloc] init];
[self addSubview:scrollView];
scrollView.delegate = (id) self;
// Init Page Control
pageControl = [[UIPageControl alloc] init];
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
[self addSubview:pageControl];
}
return self;
}
- (IBAction)pageChange:(id)sender {
CGRect frame = scrollView.frame;
frame.origin.x = frame.size.width * pageControl.currentPage;
frame.origin.y = 0;
[scrollView scrollRectToVisible:frame animated:TRUE];
NSLog(#"%i", pageControl.currentPage);
}
- (void)addView:(UIView *)view {
[scrollView addSubview:view];
}
- (void)createPageControlAt:(CGRect)cg {
pageControl.frame = cg;
}
- (void)setTotalPages:(NSUInteger)pages {
pageControl.numberOfPages = pages;
}
- (void)setCurrentPage:(NSUInteger)current {
pageControl.currentPage = current;
}
- (void)createScrollViewAt:(CGRect)cg {
[scrollView setPagingEnabled:TRUE];
scrollView.frame = cg;
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width*pageControl.numberOfPages, scrollView.frame.size.height);
[scrollView setShowsHorizontalScrollIndicator:FALSE];
[scrollView setShowsVerticalScrollIndicator:FALSE];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
float frac = scrollView.contentOffset.x / scrollView.frame.size.width;
NSUInteger page = lround(frac);
pageControl.currentPage = page;
}
#end
ViewController.m (somewhere in viewDidLoad)
Carousel *carousel = [[Carousel alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
for (int i=0; i<5; i++) {
UIView *view = [[UIView alloc] initWithFrame:CGRectMake(i * 320, 0, 320, 420)];
UIColor *color;
if(i%3==0) color = [UIColor blueColor];
else if(i%3==1) color = [UIColor redColor];
else color = [UIColor purpleColor];
view.backgroundColor = color;
[carousel addView:view];
view = nil;
}
[carousel setTotalPages:5];
[carousel setCurrentPage:0];
[carousel createPageControlAt:CGRectMake(0,420,320,40)];
[carousel createScrollViewAt:CGRectMake(0,0,320,420)];
Your code is correct. Most likely the frame of your pageControl is pretty small, so theres not a lot of area to look for touch events. You would need to increase the size of the height of pageControl in order to make sure taps are recognized all of the time.
Related
All,
I want to add UISearchBar to UINavigationbar, I dont dont want to use UISearchController, Just UISearchbar programmatically and it must work in landscape as well.
I tried it is working well in Portrait well, but in Landscape, i have issues in iPhone X width. Can we use Constraints.
Below is the code
CGFloat width = [UIScreen mainScreen].bounds.size.width;
search = [[UISearchBar alloc] initWithFrame:CGRectMake(0, 0, width - 2 * 44 - 2 * 15, 44)];
search.delegate = self; // search.tintColor = [UIColor redColor];
search.searchBarStyle = UISearchBarStyleMinimal;
search.placeholder = #"Search";
search.translucent = NO;
search.opaque = NO;
search.showsCancelButton = NO;
[search setBackgroundImage:[[UIImage alloc] init]];
//customize textfield inside UISearchBar
#try {
for (id object in [[[search subviews] firstObject] subviews])
{
if (object && [object isKindOfClass:[UITextField class]])
{
UITextField *textFieldObject = (UITextField *)object;
textFieldObject.backgroundColor = [UIColor whiteColor];
textFieldObject.borderStyle = UITextBorderStyleRoundedRect;
textFieldObject.layer.borderColor = (__bridge CGColorRef _Nullable)([brandingObj getValueForKey:navBarTitleColor]);
textFieldObject.layer.borderWidth = 1.0;
break;
}
}
}
#catch (NSException *exception) {
NSLog(#"Error while customizing UISearchBar");
}
#finally {
}
I don't understand why you want to use UISearchDisplayController, its highly configurable and recommended by apple, working with geometry (CGRecr, CGFrame, etc.) to adjust UIKit objects layout could be a pain, use auto layout avoiding UIKits convenience initializers, to adjust later constraints.
Anyway if you want explicitly do with this way, this should work.
#import "ViewController.h"
#interface ViewController ()<UISearchBarDelegate>
#property UISearchBar *searchbar;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
_searchbar = [UISearchBar new];
_searchbar.delegate = self;
_searchbar.searchBarStyle = UISearchBarStyleMinimal;
self.navigationItem.titleView = self.searchbar;
// Do any additional setup after loading the view, typically from a nib.
}
Maybe you should need configure appearance , take a look here
Cheers.
I am trying to draw animated gif on my screen in mac OSX app .
I used this code to insert the gif: I can see the Gif as 1 picture it doesn't animates
only static picture :( what should I add to make it animated ?
#import <Cocoa/Cocoa.h>
#import <Quartz/Quartz.h>//for drawing circle
#import "sharedPrefferences.h"
#interface GenericFanSubView : NSView
{
NSColor * _backgroundColor;
NSImageView* imageView;
}
- (void)setBackgroundColor :(NSColor*)color;
- (void)insertGif1;
- (void)insertGif2;
- (void)insertGif3;
#end
#import "GenericFanSubView.h"
#define PI 3.14285714285714
#implementation GenericFanSubView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
imageView = [[NSImageView alloc]initWithFrame:CGRectMake(0, 0,self.frame.size.width,self.frame.size.height)];
[imageView setAnimates: YES];
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect
{
[super drawRect:dirtyRect];
// Drawing code here.
[self drawCircleInRect];
_backgroundColor = [NSColor whiteColor];
[self insertGif1];
}
-(void)drawCircleInRect
{
//draw colored circle here
CGContextRef context = [[NSGraphicsContext // 1
currentContext] graphicsPort];
// ********** Your drawing code here ********** // 2
CGContextSetFillColorWithColor(context,[self NSColorToCGColor:(_backgroundColor)]);
float radius1 = self.frame.size.height/2;
float startAngle = 0;
float endAngle = endAngle = PI*2;
CGPoint position = CGPointMake(self.frame.size.height/2,self.frame.size.height/2);//center of the view
CGContextBeginPath(context);
CGContextAddArc(context, position.x, position.y, radius1, startAngle, endAngle, 1);
CGContextDrawPath(context, kCGPathFill); // Or kCGPathFill
}
- (void)setBackgroundColor :(NSColor*)color
{
_backgroundColor = color;
[self setNeedsDisplay:YES];
}
- (CGColorRef)NSColorToCGColor:(NSColor *)color
{
NSInteger numberOfComponents = [color numberOfComponents];
CGFloat components[numberOfComponents];
CGColorSpaceRef colorSpace = [[color colorSpace] CGColorSpace];
[color getComponents:(CGFloat *)&components];
CGColorRef cgColor = CGColorCreate(colorSpace, components);
return cgColor;
}
//curentlly calling only this 1
- (void)insertGif1
{
[imageView removeFromSuperview];
[imageView setImageScaling:NSImageScaleNone];
[imageView setAnimates: YES];
imageView.image = [NSImage imageNamed:#"FanBlades11.gif"];
[self addSubview:imageView];
}
#end
Edit: I discovered the source of the problem:
I was adding my class (that represents gif inside the circle) on top of RMBlurredView
and the animations doesn't work when I adding it as subview ,However it works on all the other views I added.
Any ideas what could be the reason inside the RMBlurredView to stop my NSImageView from animating ?
Edit:
I think [self setWantsLayer:YES]; is the reason I am not getting animations
how can I still get the animation with this feature enabled?
Edit:
Here is a simple sample with my problem
http://snk.to/f-cdk3wmfn
my gif:This is my gif it is invisible on white background color
"You must disable the autoscaling feature of the NSImageView for the
animation playback to function. After you've done that, no extra
programming required. It works like a charm!"
--http://www.cocoabuilder.com/archive/cocoa/108530-nsimageview-and-animated-gifs.html
imageView.imageScaling = NSImageScaleNone;
imageView.animates = YES;
needed for layer backed views:
if the image view is in a layer backed view or is layer backed itself:
imageView.canDrawSubviewsIntoLayer = YES;
working example using the question's own gif:
NSImageView *view = [[NSImageView alloc] initWithFrame:CGRectMake(10, 10, 50, 50)];
view.imageScaling = NSImageScaleNone;
view.animates = YES;
view.image = [NSImage imageNamed:#"FanBlades2_42x42.gif"];
view.canDrawSubviewsIntoLayer = YES;
NSView *layerview = [[NSView alloc] initWithFrame:CGRectMake(0, 0, 60, 60)];
layerview.wantsLayer = YES;
[layerview addSubview:view];
[self.window.contentView addSubview:layerview];
When i try to add ATMHud to uitableviewcontroller subview it does work but it doesn't disable the scrolling and if the tableview is not on top i can't see the hud view. What i did was added to teh tabBarController.view that works but i want find out if this is a good idea or later on i might have issues with it.
Another question is tabBarController.view frame is that the whole screen or just the bottom part. How come atmhud shows in the middle of the screen?
Thanks in advance!
Yan
============
Found a blog post that shows how to reset self.view and add tableview separately in uitableviewcontroller
UITableViewController and fixed sub views
- (void)viewDidLoad {
[super viewDidLoad];
if (!tableView &&
[self.view isKindOfClass:[UITableView class]]) {
tableView = (UITableView *)self.view;
}
self.view = [[[UIView alloc] initWithFrame:
[UIScreen mainScreen].applicationFrame] autorelease];
self.tableView.frame = self.view.bounds;
self.tableView.contentInset = UIEdgeInsetsMake(44.0, 0.0, 0.0, 0.0);
[self.view addSubview:self.tableView];
UIView *fixedBar = [[UIView alloc] initWithFrame:
CGRectMake(0.0, 0.0, self.view.bounds.size.width, 44.0)];
fixedBar.backgroundColor = [UIColor colorWithRed:
0.0 green:1.0 blue:0.0 alpha:0.7];
[self.view addSubview:fixedBar];
[fixedBar release];
}
After this when add hud to self.view you will be able to disable the tableview on the bottom.
Let me know if this a good way to setup the tableview
The problem with using the tab bar is that the hud is now modal, and the user cannot change the tab.
It sounds like the tableview is not your primary viewm, as it can get "covered up". If its not the primary view, then add the ATMHud to self.view. If the tableView is the same as self.view, then add a new transparent view to it, then add the HUD to that view.
The tabBarController.view is the view that hosts the tabbed views - if you want to see its size (or frame) log it using NSStringFromCGRect(self.tabBarController.frame);
EDIT: I just did a test, the ATMHud DOES block the UI. All I can think of is that you have not inserted it where you need to (at the top of current view's subviews.) I have a demo project where I do this:
hud = [[ATMHud alloc] initWithDelegate:self];
[self.view addSubview:hud.view];
[hud setCaption:#"Howdie"];
[hud setActivity:YES];
[hud show];
[hud hideAfter:5];
A button under the hud is not active - in fact nothing in the view is active (probably the Nav Bar would be live though)
If you want an ARCified and field tested version, you can grab it here
EDIT2: The solution to your problem is below. Note that ATMHud blocks clicks from getting to the table, and the code below stops the scrolling:
- (void)hudWillAppear:(ATMHud *)_hud
{
self.tableView.scrollEnabled = NO;
}
- (void)hudDidDisappear:(ATMHud *)_hud
{
self.tableView.scrollEnabled = YES;
}
Dump the views:
#import <QuartzCore/QuartzCore.h>
#import "UIView+Utilities.h"
#interface UIView (Utilities_Private)
+ (void)appendView:(UIView *)v toStr:(NSMutableString *)str;
#end
#implementation UIView (Utilities_Private)
+ (void)appendView:(UIView *)a toStr:(NSMutableString *)str
{
[str appendFormat:#" %#: frame=%# bounds=%# layerFrame=%# tag=%d userInteraction=%d alpha=%f hidden=%d\n",
NSStringFromClass([a class]),
NSStringFromCGRect(a.frame),
NSStringFromCGRect(a.bounds),
NSStringFromCGRect(a.layer.frame),
a.tag,
a.userInteractionEnabled,
a.alpha,
a.isHidden
];
}
#end
#implementation UIView (Utilities)
+ (void)dumpSuperviews:(UIView *)v msg:(NSString *)msg
{
NSMutableString *str = [NSMutableString stringWithCapacity:256];
while(v) {
[self appendView:v toStr:str];
v = v.superview;
}
[str appendString:#"\n"];
NSLog(#"%#:\n%#", msg, str);
}
+ (void)dumpSubviews:(UIView *)v msg:(NSString *)msg
{
NSMutableString *str = [NSMutableString stringWithCapacity:256];
if(v) [self appendView:v toStr:str];
for(UIView *a in v.subviews) {
[self appendView:a toStr:str];
}
[str appendString:#"\n"];
NSLog(#"%#:\n%#", msg, str);
}
#end
I am building an application (without interface builder!) which 'lives' in the NSStatusBar; when you click on an icon in the StatusBar a NSWindow with a NSScrollView appears. The window appears but it seems that something is preventing user interaction with the ScrollView
To find out where the problem comes from I also added my view to the main windows contentView in the AppDelegate, strange thing is that the scrollview is interactive in the MainWindow... Anyone knows why it doesn't work in my new Window?
This is the code I use to create the new TTDropDownWindow:
- (void)openWindow {
// Dropdown
if (self.dropDownWindow == nil) {
self.dropDownWindow = [[TTDropDownWindow alloc] init];
self.dropDownWindow.releasedWhenClosed = NO;
self.dropDownWindow.contentView = self.view;
self.dropDownWindow.backgroundColor = [NSColor clearColor];
self.dropDownWindow.delegate = self;
self.dropDownWindow.alphaValue = 1;
self.dropDownWindow.hasShadow = NO;
self.dropDownWindow.opaque = NO;
}
[[NSApplication sharedApplication] activateIgnoringOtherApps:YES];
NSRect statusBarContentRect = self.statusBarItemView.window.frame;
NSPoint statusBarOriginPoint = NSMakePoint(NSMidX(statusBarContentRect), NSMinY(statusBarContentRect));
NSRect screenFrame = self.dropDownWindow.screen.frame;
NSRect dropDownContentRect = NSZeroRect;
dropDownContentRect.size.width = DROP_DOWN_WIDTH;
dropDownContentRect.size.height = DROP_DOWN_HEIGHT;
dropDownContentRect.origin.x = statusBarOriginPoint.x - DROP_DOWN_WIDTH / 2;
dropDownContentRect.origin.y = screenFrame.size.height - DROP_DOWN_HEIGHT - NSStatusBar.systemStatusBar.thickness;
[self.dropDownWindow setFrame:dropDownContentRect display:YES];
[self.dropDownWindow makeKeyAndOrderFront:nil];
}
This is the implementation of TTDropDownWindow:
#import "TTDropDownWindow.h"
#import "WFConstants.h"
#implementation TTDropDownWindow
- (id) init
{
self = [super initWithContentRect:NSMakeRect(0, 0, DROP_DOWN_WIDTH, DROP_DOWN_HEIGHT) styleMask:NSBorderlessWindowMask backing:NSBackingStoreRetained defer:NO];
return self;
}
- (BOOL)canBecomeMainWindow {
return YES;
}
- (BOOL)canBecomeKeyWindow {
return YES;
}
#end
And this is the code that creates the View and the ScrollView
#import "TTStatusBarDropDownView.h"
#import "TTTestView.h"
#implementation TTStatusBarDropDownView
#synthesize dropDownTableViewData = dropDownTableViewData_;
- (id)initWithFrame:(NSRect)frameRect {
self = [super initWithFrame:frameRect];
if (self) {
NSImageView *imageView = [[NSImageView alloc] initWithFrame:frameRect];
imageView.image = [NSImage imageNamed:#"background-dropdown"];
[self addSubview:imageView];
// first create a view to put in a ScrollView
NSView *scrollViewHolder = [[TTTestView alloc] initWithFrame:NSMakeRect(19, 98, 414, 543) andColor:[NSColor yellowColor]];
[self addSubview:scrollViewHolder];
// create the scrollView
NSScrollView *scrollView = [[NSScrollView alloc] initWithFrame:NSMakeRect(0, 0, 414, 543)];
scrollView.hasVerticalRuler = YES;
scrollView.hasVerticalScroller = YES;
[scrollViewHolder addSubview:scrollView];
// TTTestView is just a NSView with a background drawing
TTTestView *theViewThatScrolls = [[TTTestView alloc] initWithFrame:NSMakeRect(0, 0, 200, 10000) andColor:[NSColor blueColor]];
[theViewThatScrolls addSubview:[[TTTestView alloc] initWithFrame:NSMakeRect(10, 10, 100, 8000) andColor:[NSColor grayColor]]];
[scrollView setDocumentView:theViewThatScrolls];
}
return self;
}
#end
You might change NSBackingStoreRetained to NSBackingStoreBuffered as stated over here:
NSScrollView in a NSWindow
I have a scroll view that doesn't scroll right, I've simplified the code for below.
It draws the view and some horizontal buttons that i add more stuff to in the real code.
If you drag the whitespace between the buttons the view scrolls. If you happen to put your finger on a button, it won't scroll.
After a related suggestion, I tried to add the delaysContentTouches = YES line, but it doesn't seem to make a difference.
UIScrollview with UIButtons - how to recreate springboard?
What am I doing wrong?
TIA,
Rob
Updated the code
- (void)viewDidLoad {
l = [self landscapeView];
[self.view addSubview:l];
[l release];
}
- (UIScrollView *) landscapeView {
// LANDSCAPE VIEW
UIScrollView *landscapeView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 325)];
landscapeView.backgroundColor = [UIColor whiteColor];
landscapeView.delaysContentTouches = YES;
NSInteger iMargin, runningY, n;
iMargin = 3;
runningY = iMargin;
for (n = 1; n <= 38; n++) {
//add day labels
UIButton *templabel = [[UIButton alloc] initWithFrame:CGRectMake(iMargin,runningY,320 - ( 2 * iMargin),20)];
templabel.backgroundColor = [UIColor grayColor];
[landscapeView addSubview:templabel];
[templabel release];
runningY = runningY + 30;
}
landscapeView.contentSize = CGSizeMake( 320, runningY);
return landscapeView;
}
I can't duplicate your results; when I create a scrollView and add buttons, scrolling is still active even when doing a touch-down on the button. Are you setting any other UIScrollView properties, or subclassing any methods, that aren't showing up in your simplified code?
It looks like one thing that's going on is that the getter for landScapeView is a complicated constructor...so every time you do [self landscapeView] or self.landscapeView, you're creating a whole new UIScrollView and operating on that.
I'd try something like this in your .h file:
#interface MyClass: MyParent {
UIScrollView *landscapeView;
}
#property (retain) UIScrollView *landscapeView;
...and this in your .m file:
#implementation MyClass
#synthesize landscapeView;
(void)viewDidLoad
{ l = [[[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 325)] autorelease];
[self.view addSubview:self.landscapeView]; [l release];
landscapeView.backgroundColor = [UIColor whiteColor];
landscapeView.delaysContentTouches = YES;
NSInteger iMargin, runningY, n;
iMargin = 3;
runningY = iMargin;
for (n = 1; n <= 38; n++) { //add day labels
UIButton *templabel = [[UIButton alloc] initWithFrame:CGRectMake(iMargin,runningY,320 - ( 2 * iMargin),20)];
templabel.backgroundColor = [UIColor grayColor];
[landscapeView addSubview:templabel];
[templabel release]; runningY = runningY + 30;
}
landscapeView.contentSize = CGSizeMake( 320, runningY);
}