I'm creating an animated UIButton to simulate an insterstitial banner, but it's not getting the event UIControlEventTouchUpInside. Here is my code:
-(void)insertInterstitialBannerAtView:(UIView *)mainView {
if ([self bannerExists]) {
bannerButton = [UIButton buttonWithType:UIButtonTypeCustom];
[bannerButton setFrame:CGRectMake(0, 480, 320, 43)];
[bannerButton setImage:[UIImage imageNamed:#"389.png"] forState:UIControlStateNormal];
[bannerButton setEnabled:YES];
[mainView addSubview:bannerButton];
[mainView bringSubviewToFront:bannerButton];
[bannerButton addTarget:self
action:#selector(buttonPushed)
forControlEvents:UIControlEventTouchUpInside];
[UIView animateWithDuration:2.0
animations:^(void) {
[bannerButton setFrame:CGRectMake(0, 417, 320, 43)];
}
completion:^(BOOL finished) {
[UIView animateWithDuration:2.0 delay:3.0 options:UIViewAnimationTransitionNone animations:^(void){
[bannerButton setFrame:CGRectMake(0, 480, 320, 43)];
}
completion:^(BOOL finished) {
}];
}];
}
}
-(IBAction)buttonPushed{
NSLog(#"Interstitial Pushed");
}
-(BOOL)bannerExists{
BOOL returnValue = FALSE;
NSArray *names = [URLFORSPLASH componentsSeparatedByString:#"/"];
NSString *fileName = [names lastObject];
NSString *cacheFolder = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES) lastObject];
NSString *filePath = [cacheFolder stringByAppendingPathComponent:fileName];
if ([[NSFileManager defaultManager]fileExistsAtPath:filePath] ) {
returnValue = TRUE;
}
return returnValue;
}
Does anybody know what's wrong?
Regards,
Claudio
ios disables interactions during an animation. From the UIView documentation: http://developer.apple.com/library/ios/#documentation/uikit/reference/uiview_class/UIView/UIView.html#//apple_ref/doc/uid/TP40006816-CH3-SW111
"During an animation, user interactions are temporarily disabled for the views being animated. (Prior to iOS 5, user interactions are disabled for the entire application.)"
If you're targeting ios 5, you might be able to get away with intercepting touches in the parent view and then checking to see if they're where the animation is/was when the touch was intercepted.
Related
I have array of images here i am doing check and uncheck the images finally i have delete button which are the images i check i need to remove the images from array based on the button selection
here is my code
- (IBAction)delete_btn_touch:(id)sender {
[MBProgressHUD showHUDAddedTo:self.view animated:YES];
for(int i=0; i<_GalleryimageArry.count;i++){
_imageV = [[UIImageView alloc]initWithFrame:CGRectMake(CGRectGetWidth(self.view.frame) * i/2*0.6, 0, 100, 100)];
self.Crossbtn =[[UIButton alloc]initWithFrame:CGRectMake(_imageV.image.size.width/2+80,0,20,20)];
UIImage *btnImage = [UIImage imageNamed:#"unselectimag"];
[self.Crossbtn setImage:btnImage forState:UIControlStateNormal];
_imageV.contentMode = UIViewContentModeScaleAspectFill;
_imageV.image = [_GalleryimageArry objectAtIndex:i];
[_imageV setUserInteractionEnabled:YES];
_imageV.tag = i;
self.Crossbtn.tag =i;
[self.Crossbtn addTarget:self action:#selector(deleteImage:) forControlEvents:UIControlEventTouchUpInside];
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imageTapMethod:)];
[_imageV addGestureRecognizer:tap];
[self.imageV addSubview:self.Crossbtn];
[self.imageGalleryscroll addSubview:_imageV];
[MBProgressHUD hideAllHUDsForView:self.view animated:YES];
}
self.imageGalleryscroll.delegate = self;
index=0;
self.imageGalleryscroll.contentSize = CGSizeMake(CGRectGetWidth(self.view.frame) * _GalleryimageArry.count/2*0.7, CGRectGetHeight(self.imageGalleryscroll.frame));
[self.imageGalleryscroll setPagingEnabled:YES];
[self.imageGalleryscroll setShowsHorizontalScrollIndicator:NO];
self.imageGalleryscroll.alwaysBounceVertical = NO;
[MBProgressHUD hideHUDForView:self.view animated:YES];
}
-(void)deleteImage:(UIButton *)sender{
btn = (UIButton *)sender;
self.add_delete_view.hidden =YES;
self.deleteview.hidden=NO;
if( [[btn imageForState:UIControlStateNormal] isEqual:[UIImage imageNamed:#"unselectimag"]])
{
[btn setImage:[UIImage imageNamed:#"Crossimg"] forState:UIControlStateNormal];
[btn setSelected:YES];
[btn setTag:index];
}
else
{
[btn setImage:[UIImage imageNamed:#"unselectimag"] forState:UIControlStateNormal];
// other statements
self.selectedimages =#"No";
image = [self.GalleryimageArry objectAtIndex:index];
[self.GalleryimageArry addObject:image];
}
NSLog(#"%#", self.GalleryimageArry);
}
- (IBAction)delete_all_img_btn_touch:(id)sender {
// self.view (change it with your button superview)
if (btn.selected) {
[self.GalleryimageArry removeObjectAtIndex:index];
}
//here i need to removeObjectAtIndex:index based on the how many button are selected
}
any one help me to solve this issues
thanks in advance
Use the following code, where you want to clear the back stack of controllers.
-(void)clearStack
{
NSMutableArray *navigationArray = [[NSMutableArray alloc] initWithArray: self.navigationController.viewControllers];
[navigationArray removeAllObjects];
//[navigationArray removeObjectAtIndex: 2];
self.navigationController.viewControllers = navigationArray;
}
I need to popup transperant actionsheet above tabbar in my present viewcontroller, but it should not overlap tabbar(i need to see tabbar clearly).
To create a transparant background on a UIActionsheet you have to set the delegate and then you can do:
- (void)willPresentActionSheet:(UIActionSheet *)actionSheet {
[actionSheet.layer setContents:nil];
}
To create a custom UIView that animates in from the bottom you can do>
bottomView = [[UIView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height, self.view.frame.size.width, 250)];
bottomView.backgroundColor = [UIColor redColor];
bottomView.hidden = YES;
[self.view addSubview:bottomView];
UIButton *testButton = [UIButton buttonWithType:UIButtonTypeCustom];
testButton.frame = CGRectMake(20, 50, 280, 40);
testButton.backgroundColor = [UIColor greenColor];
[bottomView addSubview:testButton];
[self animateBottomViewIn];
And have the following methods:
-(void)animateBottomViewIn
{
bottomView.hidden = NO;
[UIView animateWithDuration:0.3 animations:^{
bottomView.frame = CGRectMake(0, self.view.frame.size.height - bottomView.frame.size.height, self.view.frame.size.width, bottomView.frame.size.height);
} completion:^(BOOL finished) { }];
}
-(void)animateBottomViewOut
{
[UIView animateWithDuration:0.3 animations:^{
bottomView.frame = CGRectMake(0, self.view.frame.size.height, self.view.frame.size.width, bottomView.frame.size.height);
} completion:^(BOOL finished) {
bottomView.hidden = YES;
}];
}
i'm a newbie in Objective-C can someone help me out here? I am trying to make a carousel of button but i failed to do it.
What i got it just displaying all the buttons on load and that's it. I can't add action on each button, I mean tagging them.
It's my first to do declare button in this way.
The buttons are not working.
Here's my code:
- (void)loadView {
[super loadView];
self.view.backgroundColor = [UIColor grayColor];
mainHolder = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"feat.png"]];
[mainHolder setUserInteractionEnabled:YES];
[mainHolder setFrame: CGRectMake(0, 0, 1024, 768)];
[self.view addSubview: mainHolder];
header = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"header.png"]];
[header setFrame:CGRectMake(0, 0, 1024, 50)];
[header setUserInteractionEnabled:YES];
[mainHolder addSubview:header];
// The items to be displayed in the carousel
items = [NSArray arrayWithObjects:
[UIImage imageNamed:#"picOne.png"],
[UIImage imageNamed:#"picTwo.png"],
[UIImage imageNamed:#"picThree.png"],
[UIImage imageNamed:#"picFour.png"],
[UIImage imageNamed:#"picFive.png"],
[UIImage imageNamed:#"picSix.png"],
[UIImage imageNamed:#"picSeven.png"],
[UIImage imageNamed:#"picEight.png"],
[UIImage imageNamed:#"picNine.png"],
[UIImage imageNamed:#"picTen.png"],
[UIImage imageNamed:#"picEleven.png"],
nil];
// Initialize and configure the carousel
carousel = [[iCarousel alloc] initWithFrame:self.view.bounds];
carousel.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
carousel.type = iCarouselTypeCoverFlow2;
carousel.dataSource = self;
[self.view addSubview:carousel];
}
#pragma mark -
#pragma mark iCarousel methods
- (NSUInteger)numberOfItemsInCarousel:(iCarousel *)carousel
{
return [items count];
}
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index
{
UIImage *image = [items objectAtIndex:index];
imageChoices = [[[UIButton alloc] initWithFrame:CGRectMake(253, 150, 518, 389)] autorelease];
[imageChoices setBackgroundImage:image forState:UIControlStateNormal];
[imageChoices setUserInteractionEnabled:YES];
[imageChoices setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
imageChoices.titleLabel.font = [imageChoices.titleLabel.font fontWithSize:50];
[imageChoices addTarget:self action:#selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside];
imageChoices.tag=index;
return imageChoices;
}
- (void)buttonTapped:(UIButton *)sender
{
//I don't know how to tag each button here.
switch(sender.tag){
case 1:{
NSLog(#"Photo1");
}
break;
case 2:{
NSLog(#"Photo2");
}
case 3:{
NSLog(#"Photo3");
}
break;
case 4:{
NSLog(#"Photo4");
}
break;
case 5:{
NSLog(#"Photo5");
}
break;
}
}
Implement the target method this way:
- (IBAction)buttonTapped:(id)sender
{
switch(sender.tag){
case 1:{
NSLog(#"Photo1");
break;
}
case 2:{
NSLog(#"Photo2");
break;
}
case 3:{
NSLog(#"Photo3");
break;
}
case 4:{
NSLog(#"Photo4");
break;
}
case 5:{
NSLog(#"Photo5");
break;
}
default:{
NSLog(#"Default");
break;
}
}
}
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index
{
UIImage *image = [items objectAtIndex:index];
//Instead of adding single UIButton, add separate for each carousel.
UIButton *imageChoices = [[[UIButton alloc] initWithFrame:CGRectMake(253, 150, 518, 389)] autorelease];
[imageChoices setBackgroundImage:image forState:UIControlStateNormal];
[imageChoices setUserInteractionEnabled:YES];
[imageChoices setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
imageChoices.titleLabel.font = [imageChoices.titleLabel.font fontWithSize:50];
[imageChoices addTarget:self action:#selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside];
imageChoices.tag=index; //print index, that it should be unique or not?
return imageChoices;
}
Try this
- (void)buttonTapped:(UIButton *)sender
{
UIButton *sendButton = (UIButton *)sender; //No need of this! We already have sender
switch(sendButton.tag)
{
//.......
}
}
add carousel.delegate = self; In your loadview method and then implement
- (void)carousel:(iCarousel *)crsl didSelectItemAtIndex:(NSInteger)index { }
Hi,
i'm trying to animate the image of a UIButton between two different image.
Let's say i have two square images, on RED, on BLACK.
When i touch my Button, i want the image of the uibutton to loop from both images, in a smooth animation.
the loop animation must start whenever the user touch down the button and canceled when he touch Up inside or drag exit.
Here is what i do now :
-(void)startAnimation:(UIButton *)obj {
[UIView animateWithDuration:1 delay:0 options:(UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat) animations:^{
[obj setAlpha:0];
[obj setImage:[UIImage imageNamed:#"animated_on"] forState:UIControlStateNormal];
[obj setImage:[UIImage imageNamed:#"animated_on"] forState:UIControlStateHighlighted];
[obj setImage:[UIImage imageNamed:#"animated_on"] forState:UIControlStateDisabled];
[obj setImage:[UIImage imageNamed:#"animated_on"] forState:UIControlStateSelected];
} completion:^(BOOL finished) {
[obj setAlpha:1];
[obj setImage:nil forState:UIControlStateNormal];
[obj setImage:nil forState:UIControlStateHighlighted];
[obj setImage:nil forState:UIControlStateDisabled];
[obj setImage:nil forState:UIControlStateSelected];
}];
}
-(void)stopAnimation:(UIButton *)obj {
[obj.layer removeAllAnimations];
}
- (void)touchDownAnimation:(id)obj {
[self startAnimation:obj];
}
- (void)dragEnterAnimation:(id)obj {
[self startAnimation:obj];
}
- (void)dragExitAnimation:(id)obj {
[self stopAnimation:obj];
}
- (void)touchUpInsideAnimation:(id)obj {
[self stopAnimation:obj];
}
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect frame = CGRectMake(110, 180, 100, 100);
UIImageView *animatedButtonBackground = [[UIImageView alloc] initWithFrame:frame];
[animatedButtonBackground setImage:[UIImage imageNamed:#"animated_off"]];
[self.view addSubview:animatedButtonBackground];
UIButton *animatedButton = [UIButton buttonWithType:UIButtonTypeCustom];
[animatedButton setFrame:frame];
[animatedButton addTarget:self action:#selector(touchDownAnimation:) forControlEvents:UIControlEventTouchDown];
[animatedButton addTarget:self action:#selector(dragEnterAnimation:) forControlEvents:UIControlEventTouchDragEnter];
[animatedButton addTarget:self action:#selector(dragExitAnimation:) forControlEvents:UIControlEventTouchDragExit];
[animatedButton addTarget:self action:#selector(touchUpInsideAnimation:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:animatedButton];
}
it's kinda works, but involving an UIImageView in the process looks like a bad trick to do what i want...
i'm looking for a cleaner solution.
Wonder if you could use something simpler:
button.imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"image1"],
[UIImage imageNamed:#"image2"],
nil];
button.imageView.animationDuration = 1;
[button.imageView startAnimating];
OK, i am making a Coloring app and it has a "Save" button that will take the screen shot of the view where the drawing is.
I have 6 images to color. In the intro page there 6 buttons, each will link you to a particular coloring page.
All are working well including the "Save" button except for one. All coloring views has the same contents and functions but in one image, it crashes the iPad whenever i clicked the "Save" button.
Here's some of my codes:
On Button Click:
[self saveScreenshotToPhotosAlbum];
camFlash = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 1024, 768)];
[camFlash setBackgroundColor:[UIColor whiteColor]];
[camFlash setAlpha:0.0];
[cbHolder addSubview:camFlash];
[cbHolder bringSubviewToFront:camFlash];
[UIView beginAnimations:#"Flash-On" context:NULL];
[UIView setAnimationDuration:0.2];
[UIView setAnimationRepeatAutoreverses:NO];
[camFlash setAlpha:1.0];
[UIView commitAnimations];
NSString *soundPath = [[NSBundle mainBundle] pathForResource:#"flash" ofType:#"wav"];
AVAudioPlayer *flashSFX = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundPath] error:NULL];
flashSFX.volume = 0.5;
flashSFX.numberOfLoops = 0;
self->camFlashSFX = flashSFX;
if ([flashSFX currentTime] != 0) [flashSFX setCurrentTime:0];
[flashSFX play];
[self performSelector:#selector(removeFlash) withObject:nil afterDelay:0.2];
Remove Flash:
- (void) removeFlash
{
[camFlash removeFromSuperview];
}
For the screenshot:
- (UIImage*)captureView {
UIGraphicsBeginImageContext(CGSizeMake(1024, 768));
CGContextRef context = UIGraphicsGetCurrentContext();
[cbHolder.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
- (void)saveScreenshotToPhotosAlbum {
UIImageWriteToSavedPhotosAlbum([self captureView], nil, nil, nil);
}
This one is for the button that will show the coloring page:
uc4 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"tpUncolored1.png"]];
[uc4 setUserInteractionEnabled:YES];
[uc4 setFrame:CGRectMake(0, 0, 1024, 768)];
[cbHolder addSubview:uc4];
clrd4 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"tpColored1.png"]];
[clrd4 setUserInteractionEnabled:YES];
[clrd4 setFrame:CGRectMake(0, 0, 1024, 768)];
[cbHolder addSubview:clrd4];
[UIView beginAnimations:#"fabe-out" context:NULL];
[UIView setAnimationDuration:1.5];
[clrd4 setAlpha:0.0];
[UIView commitAnimations];
[self performSelector:#selector(cb4) withObject:nil afterDelay:1.5];
AND I AM HAVING THIS ERROR:
Thread 5: EXC_BAD_ACCESS (code=1, address=0xd9bbd40)