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];
}
Related
I'm using the iCarousel library to show a coverflow-like UI. Animating the iCarousel subviews directly tends to blow up, so I create a wrapper for my animation and stick a subview inside of it which looks like the tapped cover. Then I hide the actual iCarousel view, and animate the fake cover on top of it.
I'm using UIView's transitionWithView:duration:options:animations:completion: method, but I'm running into some trouble. When animating another view onscreen for the first time, the view appears without any animation. When animating out, the view correctly flips and hides.
My view hierarchy is as follows:
main view, loaded from a nib
wrapper view
view to transition from
view to transition to
The view I'm transitioning to is a UINavigationController's view which contains a UITableViewController subclass. Instead of the initial animation, the UINavigationController appears and then the view grows upward a little, as if it's taking over the space otherwise occupied by a status bar.
Any idea why the table view might be animating like this? (I suspect containment APIs and/or wantsFullscreen, although I'm not explicitly using them. I simply install the views into the wrapper via addSubview:.)
Here's my "flip in" code, that animates every time but the first:
- (void) flipInWithCompletion:(MBTransitionCompletion)completion {
BOOL displayingPrimary = [self isDisplayingPrimaryView];
UIView *frontView = [self frontView];
UIView *backView = [self backView];
UIView *wrapperView = [self wrapperView];
[wrapperView addSubview:frontView];
[UIView transitionWithView:wrapperView
duration:0.8
options:UIViewAnimationOptionTransitionFlipFromRight
animations:^{
[wrapperView addSubview:backView];
[frontView removeFromSuperview];
}
completion:^(BOOL finished) {
[self setIsDisplayingPrimaryView:!displayingPrimary];
if (completion) {
completion();
}
}
];
}
What might cause the table view to grow instead of allowing the wrapper to flip?
Edit:
I've made a video demoing the exact problem.
Sounds like the view isn't properly loaded before it starts to animate in. I think I remember having a similar problem before. Try adding it to your view first, then remove it, and try to animate it into place to see if that fixes it.
That's not really a solution though, but it should give you a clue as to what might be wrong.
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 application i have one UIToolBar. When in portrait mode this toolbar is on top and is horizontal, but when the device is rotated this toolbar should be converted to vertical toolbar and should be place on left side. Also its subviews i.e 5 UIBarButtonItems should also be placed accordingly.
Does any one know the solution for this ?
I have read this for reference, But my tool bar should align itself according to the orientation. I am using iOS 6.
There is no built-in vertical menu feature (yet). There are 2 parts in your question:
Vertical UIToolbar:
You may restrict the device orientation and the toolbar will remain at the same location
- (NSUInteger)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskPortrait;
}
(this will affect all views)
Or you can listen for orientation changes and rotate your toolbar accordingly using its transform property, e.g.
toolbar.transform = CGAffineTransformRotate(CGAffineTransformIdentity, M_PI/2);
Rotated UIBarButtonItem:
If you have rotated the toolbar (case 2 above), items will rotate too.
If not, you need to rotate your items. Several post shows how to deal with the fact that as UIBarButtonItem does not extend UIView, it has no transform property (see here). In the end you will have again to listen for orientation changes and rotate the subviews of your toolbar, e.g.
for (UIView *view in toolbar.subviews) {
view.transform = CGAffineTransformRotate(CGAffineTransformIdentity, M_PI/2);
}
Of course apply the rotation related to your orientation (M_PI/2 or -M_PI/2).
I ran into this same issue, so I subclassed UIToolbar and made it into exactly what I wanted it to be.
Here's the GitHub link: https://github.com/fennelouski/NKFToolbar
I have a UIViewController one UIWebView in it. I'd like the UIWebView to be positioned in the centre of the iPad screen in landscape and portrait modes. So, I've implemented it like this
// UIViewController
// InfoGraphicView is the UIWebView
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
return YES;
}
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration {
if (toInterfaceOrientation == UIInterfaceOrientationPortrait ||
toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
[self layoutPortrait];
} else {
[self layoutLandscape];
}
}
- (void)layoutLandscape {
NSLog(#"Layout Landscape");
infoGraphicView.frame = CGRectMake(100, 100, 936, 700);
}
- (void)layoutPortrait {
NSLog(#"Layout Portrait");
infoGraphicView.frame = CGRectMake(100, 100, 700, 936);
}
However, it's not behaving as I expected. In the above code, I would expectt he UIWebView to be 100px (or points or whatever the unit is) away from the top and the left. But it's not. In Portrait mode it appears flush with the top left of the screen, and in Landscape mode it seems to be partially offscreen in the top left.
If I set the frame as CGRectMake(-100, 100, 700, 936) then I get it positioned in the center of the screen as I'd like it to be, but I've no idea why.
As usual, there's most likely something simple I'm overlooking but I can't figure it out. Any help greatly appreciated as always.
The coordinates you set on infoGraphicView are relative to its superview, not to the screen generally. And views don't necessarily clip their subviews. Furthermore, the shape set automatically to self.view will depend on the scaling flags set in Interface Builder. However, I think that by default it is set to fill the whole screen.
That said, I think the mistake is in your use of willRotateToInterfaceOrientation:duration:. That is called before the rotation begins, so self.view has the old size (ie, it'll still be portrait sized if rotating from portrait to landscape and vice versa). Probably better to hook willAnimateRotationToInterfaceOrientation:duration: — then the correct size has been set and you'll be within the CoreAnimation block so your view will grow/shrink as part of the rotation animation.
It's also worth checking which resizing flags you have set on infoGraphicView. They'll take effect automatically, in addition to any changes you make. So you probably want to disable them all.
This probably is an issue with the view that the web view is in. The coordinate system used is that of the view’s superview. If that view isn’t being resized on rotation, then you’ll see unexpected layout like this. You can access the superview of a view through the superview property; one way to see its frame would be to use its description. Put this line in one of your layout methods:
NSLog(#"Superview: %#", [infoGraphicView superview]);
That should print out a description of the view.
Once you get that figured out, if you want the web view to have the same layout, you can use its autoresizingMask property. If you set it like this:
infoGraphicView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
Then the view will automatically change its width and height to keep the top, left, right, and bottom margins the same.
I have a CGContext, which I can turn into an NSGraphicsContext.
I have an NSWindow with a clipRect for the context.
I want to put a scrollview into the context and then some other view into the scrollview so I can put an image into it... However, I can't figure out how to attach the scrollview into the context.
Eventually the view will probably be coming from a nib, but I don't see how that would matter.
I've seen this thread, (http://lists.apple.com/archives/quartz-dev/2006/Nov/msg00010.html) But they seem to leave off the step of how to attach the view into the context, unless there's something obvious I'm missing.
EDIT:
The reason I'm in this situation is that I'm writing a Mozilla Plugin. The browser gives me a CGContext (Quartz) and a WindowRef (QuickDraw). I can turn the CGContext into an NSGraphicsContext, and I can turn the windowRef into an NSWindow. From another data structure I also have the clipping rectangle...
I'm trying to draw an image into that context, with scrollbars as needed, and buttons and other UI elements... so I need (want) an NSView...
You can't put a view into a graphics context. A view goes either into another view, or as the content view of a window.
You can draw a view into a context by setting that context as the current context and telling the view to draw. You might do this as a means of rendering the view to an image, but otherwise, I can't think of a reason to do it. (Edit: OK, being a Netscape plug-in is probably a good reason.)
Normally, a view gets its own graphics context in NSView's implementation of the lockFocus method, which is called for you by display, which is called for you by displayIfNeeded (only if the view needs display, obviously), which is called for you as part of the event loop.
You don't need to create a context for a view except in very rare circumstances, such as the export-to-an-image case I mentioned. Normally, you let the view take care of that itself.
A partial solution?
What I have done currently is create a nib with a button in an IKImageView inside an NSScrollView. I load this in my plugin.
Then, since I have the NSWindow, I can get the contentView of the window. Then, I add the scrollview as subview of contentView.
It appears, but there seems to be some coordinate confusion about where the origin is. (top vs bottom) and since I'm mucking with the contentview of the WHOLE WINDOW, I'm doing some stuff very globally that perhaps I should be doing more locally. Like, the view never disappears, even when you close the tab, or go to another tab. (it does close when you close the window of course)
So, does this sound like a reasonable way of doing this? it feels a bit ... kludgy...
For future generations (and me when I forget how I did this and Google leads me back to my own question) Here's how I'm doing this:
I have a NIB with all my views, I load this on start-up.
on SetWindow, I set the clip rect and actually do the attaching:
NP_CGContext* npContext = (NP_CGContext*) window->window;
NSWindow* browserWindow = [[[NSWindow alloc] initWithWindowRef:npContext->window] autorelease];
NSView* cView = [browserWindow contentView];
NSView* hitView = [cView hitTest:NSMakePoint(window->x + 1, clip.origin.y + 1)];
if (hitView == nil || ![[hitView className] isEqualToString:#"ChildView"])
{
return;
}
superView = [hitView retain];
[superView addSubview: topView];
[superView setNextResponder: topView];
[topView setNextResponder: nil];
[browserWindow makeFirstResponder: topView];
To make sure I only addSubView once, I have a flag...
And then in handleEvent, I actually draw, Because I'm using an IKImageView, I can use the undocumented method: [imageView setImage: image]; which takes an NSImage.
So far this seems to be working for me. Hopefully this helps someone else.