UITabBar height in iOS 5 - objective-c

With the new customization APIs in iOS 5, is it possible to increase the height of UITabBar? If not, what are some open source options if I want to target iOS 5?
Thanks

My way of customizing UITabBarController's tabbar is to customize UITabBarController itself first.
UITabBarcontroller has two subviews inside. A UITransitionView and a UITabBar. UITransitionView is the area on the top half of the screen where you put your view controllers in.
In order to customize the height of the UITabbar, you also need to edit UITransitionView's frame. So, for instance if you want to change the heights, you can do;
[[tabbarController.view.subviews objectAtIndex:0] setFrame:CGRectMake(0, 0, 320, 440)];
[tabbarController.tabBar setFrame:CGRectMake(0, 440, 320, 50)];
This will create a 50 px height tabbar, (by default it is 48 px)

You can write a category of UItabbar
here is the code :
.h file :
#import <UIKit/UIKit.h>
#interface UITabBar (NewSize)
- (CGSize)sizeThatFits:(CGSize)size;
#end
.m file :
#import "UITabBar+NewSize.h"
#implementation UITabBar (NewSize)
- (CGSize)sizeThatFits:(CGSize)size {
CGSize newSize = CGSizeMake(size.width,44);
return newSize;
}
#end
and then
#import "UITabBar+NewSize.h"
self.tabBarController = [[UITabBarController alloc] init];
[self.tabBarController.tabBar sizeThatFits:CGSizeMake(320, 44)];
self.tabBarController.tabBar.shadowImage = [[UIImage alloc]init]; //delete the default tabbar shadow!

You cannot do that with the UITabBar. I would suggest that you create your own UIToolBarand make it appear like a tabBar, and you can add UIButtons to it and make them appear like tabBarItems.
It will appear like a tabBar and gives you a lot of room for customizations and you can also add more than 5 tabs to it and implement a "scroll" animation between the buttons. :)

I would suggest the BCTabBarController. I used it in one of my projects and it works great. You would still have to customize it, though.

It's not possible with the UIAppearance proxy
The way I'd recommend doing it is using container ViewController methodology in UIViewController (It's under the heading Implementing a Container View Controller). Apple's docs basically tell you how to roll your own.

Related

Spritekit iAds messing with scene size

I am making a game using spritekit and everything works perfectly except when I add the code to add an iAd. When I add the iAd everything works but it seems that the iAd is resizing the scene when it is being displayed.
This is my code to display the iAd, it is in the ViewController.m :
#import <iAd/iAd.h>
#import "ViewController.h"
#import "MainMenu.h"
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.originalContentView;
skView.showsFPS = YES;
// Create and configure the scene.
SKScene * scene = [MainMenu sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
self.canDisplayBannerAds = YES;
// Present the scene.
[skView presentScene:scene];
}
Like I say, the iAd shows up, and all the function properly but the when the iAd is displayed it makes the scene smaller, is there a method or something that allows the scenes to not be resized?
An help is much appreciated, thanks!
Ok so I sort of figured it out, I was using scaleMode of SKSceneScaleModeAspectFit I have now changed it to SKSceneScaleModeFill this seems to make the scene shorter but it is not as noticeable as the aspectFit scale mode. I have also noticed that the iAd does not act like a sprite as it actually distorts or resizes the screen. If anyone knows how to create the iAd on top of the view, like sprite, please add a comment or solution.
EDIT
I have just figured out that one can add an ADBannerView to the viewcontroller in the interface builder, this will show the ad on all scenes. I am now trying to figure out how this can be set to not display on specific scenes seeing spritekit only uses one viewcontroller.
If you add the ad by adding in the AdBannerView then you have to create seperate methods in the view controller to turn the ads on or off, by creating these seperate methods it allows one to have manual control over the ads in the view controller from any scene.
In the view controller you have a scene that you create, this scene variable/object has a property of tag or userdata. So if your game goes to a different scene you can call
[super scene] setTag:x]
Every time that the NSTimer calls my control method it checks the value of the scenes tag in the view controller and based on that value it will remove or re-display the ad.
Just a thought, but you could also put the AdBannerView in via the Storyboard editor, and then set
self.canDisplayBannerAds = NO;
That way it will just overlay the SKScene instead of shrinking it.
Hope this helps!
There is another way to fix this problem. You might want to have a look at this Thread.
iAd in Spritekit
Just a sneak preview:
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
adView.delegate = self;
[adView setFrame:CGRectMake(0, 0, 1024, 768)]; // set to your screen dimensions
[adView setBackgroundColor:[UIColor clearColor]];
[self.view addSubview:adView];

UIView inside a UIViewController or better way to do it?

I have a problem on how to properly do a certain kind of action.
The image below shows a UIViewController, but the second part of the view is a custom UIView (the one with the profile pic, name and Show View button).
The subclassed UIView is allocated using this code:
profileView = [[GPProfileView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, 70)];
profileView.myTripGradientColor = YES;
[self.view addSubview:profileView];
The problem is of course, that the button on the UIView can't show any view, since it's only the UIViewController that can push another ViewController to the window(correct?).
The UIView is used in several places in the app and needs to be added easily and have the same behavior across the application.
This worked great until I added the button, and I'm starting to think I've made this wrong, and there has to be a better way to do it (maybe change the UIView to something else?).
I was thinking I should be able to call:
self.superview
And then somehow get the ViewController so I can push another ViewController into the view hierarchy, but nope.
Any suggestions and a tips on how to do this correctly?
UPDATE:
I have no idea on how to push another UIViewController from the button.
What should I do in this method when pressing the button in the UIView:
- (void) showViewButtonTouched:(UIButton*)sender {
GPProfileSocialFriendsViewController *friendsSettings = [[GPProfileSocialFriendsViewController alloc] init];
}
How do I push GPProfileSocialFriendsViewController?
Your - (void) showViewButtonTouched:(UIButton*)sender method should be in your controller and would probably be better named - (void) showView:(UIButton*)sender or - (void) showProfile:(UIButton*)sender so it clearly denotes what it does (not how you got there).
It's not the view's responsibility to manage transitions from a state to another. If you move your method to your controller, your problem is no more (you can easily access self.navigationController or push directly if you don't have an navigation controller like this:
[self presentViewController:vcThatNeedsToBePushed animated:YES completion:nil];
I think you can create weak reference in GPProfileView on UIViewController. Like this:
#property (weak, nonatomic) UIViewController *rootController;
when you create GPProfileView, assign rootController-property:
profileView = [[GPProfileView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, 70)];
profileView.myTripGradientColor = YES;
profileView.rootController = self; // if view created in view controller
[self.view addSubview:profileView];
and in implementation of button selector:
self.rootController push... // or pop
May be this not correct, but you can try
You could let the view controller push the next view controller when the button is pushed. The view controller can add a target/action on the button, so that the action method in the view controller is called on the touch up inside event.

How do I speed up iOS transitions and segues?

Is it possible to set a property application-wide to double the speed of transitions within an iOS app?
Application-wide?
Try setting the speed property on the backing layer for your view controllers' content views. speed=2 would be double-speed. You could probably set this in the viewDidLoad method for all your view controllers.
You might also be able to create a custom subclass of UIWindow, and have that window object set the speed property on it's view layer to 2.0 in a bottleneck method like makeKeyWindow. You'd need to make all your app's UIWindow objects use your custom class. I'd have to do some digging to figure out how to do that.
##Edit:
Or, better idea, set self.window.layer.speed = 2.0 in your app delegate after creating the window, as suggested by #Costique in the comment below.
Note that this approach will speed up ALL animations, not just transitions and segues. If you only want to speed up segues you would have to figure out how to target just those animations. I'd have to think about that.
Apple does not have a simple way to change that since it would make transitions too heterogenous amongst different apps. You could double the layer's speed, but that would mess up the timing on the rest of your animations. The best way is to implement your own transition using a category on UIViewControler.
UIViewController+ShowModalFromView.h
#import <Foundation/Foundation.h>
#import <QuartzCore/QuartzCore.h>
#interface UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view;
#end
UIViewController+ShowModalFromView.m
#import "UIViewController+ShowModalFromView.h"
#implementation UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view {
modalViewController.modalPresentationStyle = UIModalPresentationFormSheet;
// Add the modal viewController but don't animate it. We will handle the animation manually
[self presentModalViewController:modalViewController animated:NO];
// Remove the shadow. It causes weird artifacts while animating the view.
CGColorRef originalShadowColor = modalViewController.view.superview.layer.shadowColor;
modalViewController.view.superview.layer.shadowColor = [[UIColor clearColor] CGColor];
// Save the original size of the viewController's view
CGRect originalFrame = modalViewController.view.superview.frame;
// Set the frame to the one of the view we want to animate from
modalViewController.view.superview.frame = view.frame;
// Begin animation
[UIView animateWithDuration:1.0f
animations:^{
// Set the original frame back
modalViewController.view.superview.frame = originalFrame;
}
completion:^(BOOL finished) {
// Set the original shadow color back after the animation has finished
modalViewController.view.superview.layer.shadowColor = originalShadowColor;
}];
}
#end
This can easily be changed to use whatever animated transition you want. Hope this helps!

ObjectiveC Category is not imported but still running code

I have created a category for UINavigationBar with the following code:
// UINavigationBar+MyNavigationBar.m
#interface UINavigationBar (MyNavigationBar)
#end
#implementation UINavigationBar (MyNavigationBar)
- (void)drawRect:(CGRect)rect
{
UIImage *img = [UIImage imageNamed: #"header.png"];
[img drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)];
}
#end
I have not #import anywhere, in any of the code in my entire project, however, this category is still running and inserting the header graphic. How is this possible?
Because you're including the code in your app when you compile it. #import just makes the current context (.h or .m) aware of the methods in that category.
Any category that is compiled into your app will be loaded at all times while your app is running.
To remove the category from being added to your target remove the category .m file from your app's Target->Build Phase->Compile Sources.
Assuming you want SOME of your navigation bars to use this code, but not ALL of them, the best way to do that is probably to subclass UINavigationBar. (You'll want to call [super drawRect:rect] in your subclass, by the way)
Edit: alternate method of adding an image to UINavigationBar,
In any view controller you want the image to appear, just add self.navigationItem.titleView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"header.png"]] autorelease]; to viewWillAppear:

Adding a UINavigationController as a subview of UIView

I'm trying to display a UILabel on top of a UINavigationController. The problem is that when I add the UILabel as a subview of UIWindow it will not automatically rotate since it is not a subview of UIViewController (UIViewController automatically handles updating subviews during rotations).
This is the hierarchy I was using:
UIWindow
UILabel
UINavigationController
So I was thinking I could use the following hierarchy:
UIWindow
UIViewController
UIView
UILabel
UINavigationController
This way the label could be displayed on top of the UINavigationController's bar while also automatically being rotated since it is a subview of UIViewController.
The problem is that when I try adding a UINavigationController as a subview of a view:
[myViewController.view addSubview:myNavigationController.view];
it will appear 20 pixels downwards. Which I'm guessing is because it thinks it needs to make room for the status bar. But, since the UINavigationController is being placed inside a UIView which does not overlay on top of the status bar, it is incorrectly adding an additional 20 pixels. In other words, the top of the UINavigationBar is at the screen's 40 pixel mark instead of at 20 pixels.
Is there any easy way to just shift the UINavigationController and all of its elements (e.g. navigation bar, tool bar, root view controller) up 20 pixels? Or to let it know that it shouldn't compensate for a status bar?
If not, I guess I would need to use my first hierarchy mentioned above and figure out how to rotate the label so it is consistent with the navigation bar's rotation. Where can I find more information on how to do this?
Note: by "displaying a label on top of the navigation bar", I mean it should overlay on top of the navigation bar... it can't simply be wrapped in a bar button item and placed as one of the items of the navigation bar.
Using this code seems to work:
nav.view.frame = CGRectMake(nav.view.frame.origin.x, nav.view.frame.origin.y - 20,
nav.view.frame.size.width, nav.view.frame.size.height);
I did this before adding the navigation controller as a subview. Using the [UIApplication sharedApplication].statusBarFrame instead of the hard coded 20 would probably be a good idea too.
I'm not sure if it's the best way to do it though.
If you want a frame representing the available content area, then you should just use: [[UIScreen mainScreen] applicationFrame]. Of course, this restricts your top-level view controller so that it can only be top level. So still kind of dodgy, but less so.
Why don't you use App Frame instead of adding some values to origins? I mean using:
CGRect appFrame = [[UIScreen mainScreen] applicationFrame];
as a reference frame, and do something like this:
nav.view.frame = CGRectMake(appFrame.origin.x, appFrame.origin.y, ...
This one worked for me.
I had this same problem actually but managed to fix it.
I noticed that my view controller's view had the correct frame, but the view controller's navigation bar did not (it had a frame origin of (0,20) ).
Insert this into the view's controller that is the superview of the navigation controller:
- (void) viewDidAppear:(BOOL)animated {
if (navigationController.navigationBar.frame.origin.y != 0) {
[[navigationController view] removeFromSuperview];
[[self view] addSubview:navigationController.view];
}
}
Swift 5:
add the following line in the viewDidLoad() of the root view controller of the UINavigationController.
self.edgesForExtendedLayout = [.top, .bottom]