I am just starting with Objective-C to write iPhone apps. I read a couple books and made some projects with the books, but I am just not an expert yet. I am trying to add some text from a UITextField to an NSMutableArray and then display it in a UITableView. I know this is really basic stuff for most of you, but I am just a beginner. So far I have two files:
TableViewController.h:
#import <UIKit/UIKit.h>
#class AddItemViewController;
#interface TableViewController : UITableViewController {
AddItemViewController *addItemViewController;
NSMutableArray *itemsArray;
}
-(IBAction)addNewItem:(id)sender;
#property (nonatomic, retain)NSMutableArray *itemsArray;
#end
TableViewController.m
#import "TableViewController.h"
#import "AddItemViewController.h"
#implementation TableViewController
#synthesize itemsArray;
-(id)init
{
[super initWithStyle:UITableViewStyleGrouped];
itemsArray = [[NSMutableArray alloc] init];
[self setTitle:#"Playing Around"];
UIBarButtonItem *bbi = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemAdd target:self action:#selector(addNewItem:)];
[[self navigationItem] setLeftBarButtonItem:bbi];
[bbi release];
return self;
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[[self tableView] reloadData];
}
#pragma mark Actions
-(IBAction)addNewItem:(id)sender
{
addItemViewController = [[AddItemViewController alloc] init];
[UIView beginAnimations:#"animations" context:nil];
[[self navigationController] pushViewController:addItemViewController animated:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.navigationController.view cache:NO];
[UIView setAnimationDuration:0.7];
[UIView commitAnimations];
}
#pragma mark TableView Things
-(NSInteger)tableView:(UITableView*)tableView numberOfRowsInSection:(NSInteger)section
{
return [itemsArray count];
}
-(UITableViewCell*)tableView:(UITableView*)tableView cellForRowAtIndexPath:(NSIndexPath*)indexPath
{
static NSString *CellIdentifier = #"ItemCell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if(cell == nil){
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
[cell autorelease];
}
cell.textLabel.text = [itemsArray objectAtIndex:indexPath.row];
[cell setAccessoryType:UITableViewCellAccessoryDisclosureIndicator];
return cell;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc. that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[itemsArray release];
[super dealloc];
}
#end
AddItemViewController.h
#import <UIKit/UIKit.h>
#class TableViewController;
#interface AddItemViewController : UIViewController {
TableViewController *tableViewController;
IBOutlet UITextField *textField;
NSString *value;
}
-(IBAction)cancel:(id)sender;
-(IBAction)create:(id)sender;
#property (nonatomic, copy) NSString *value;
#property (nonatomic, retain)NSMutableArray *itemsArray;
#end
AddItemViewController.m
#import "AddItemViewController.h"
#import "TableViewController.h"
#implementation AddItemViewController
#synthesize value, itemsArray;
-(id)init
{
[self setTitle:#"Add Item"];
UIBarButtonItem *item;
item = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemCancel target:self action:#selector(cancel:)];
[[self navigationItem] setLeftBarButtonItem:item];
[item release];
item = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:#selector(create:)];
[[self navigationItem] setRightBarButtonItem:item];
[item release];
return self;
}
-(void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[textField becomeFirstResponder];
}
-(void)viewDidUnload:(BOOL)animated
{
[super viewDidUnload];
[textField release];
textField = nil;
}
#pragma mark Actions
-(IBAction)cancel:(id)sender
{
tableViewController = [[TableViewController alloc] init];
[UIView beginAnimations:#"animations" context:nil];
[[self navigationController] pushViewController:tableViewController animated:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO];
[UIView setAnimationDuration:0.7];
[UIView commitAnimations];
}
-(IBAction)create:(id)sender
{
//This is where I get lost
NSString *string = [textField text];
NSLog(#"The string is: %#", string);
[itemsArray addObject:string];
[[tableViewController tableView] reloadData];
NSLog(#"The items are: %#", itemsArray);
tableViewController = [[TableViewController alloc] init];
[UIView beginAnimations:#"animations" context:nil];
[[self navigationController] pushViewController:tableViewController animated:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO];
[UIView setAnimationDuration:0.7];
[UIView commitAnimations];
}
- (void)dealloc {
[textField release];
[value release];
[super dealloc];
}
#end
(Sorry I put the whole thing here, but for all I know I could be doing something wrong in any part of this.)
So if you want to skip most of the stuff I think I did right just go to the create: method.
Now what do I do? I got this far, but the text from the UITableView will not show up when I try to add it to the itemsArray. Any tips would be great! Thanks in advance.
Your UITableView needs a data source. Your table view controller should implement the UITableViewDataSource protocol. Here are the docs.
Related
UIButton in my view does not respond when I click it. Some one figure
out what I am doing wrong? Here is my entire code:
MyView.h
#interface Myview : UIView
#end
MyView.m
#import "MyView.h"
- (init){
self = [super init];
if(self)
[self createButton];
return self;
}
- (void) createButton{
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(100,100,100,50)];
[button setTitle:#"Go" forState:UIControlStateNormal];
[button addTarget:self
`action:#selector(goAction)
forControlEvents:UIControlEventTouchUpInside];
[self addSubview:button];
}
- (void) goAction{
NSString *test = #"Some text";
}
MyViewController.m
- (id) init{
self = [super init];
if (self) {
MyView *myview = [[MyView alloc] init];
[self.view addSubview:myview];
}
return self;
}`
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
}
ViewController.m
#import "ViewController.h"
#import "MyViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
MyViewController *myTestView = [[MyViewController alloc] init];
[self.view addSubview:myTestView.view];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
The reason why clicks does not work is that you don't set frame of MyView
This way it works (although I still don't understand why you need to add one ViewController into another)
#implementation MyViewController
- (instancetype)init
{
self = [super init];
if (self) {
MyView *myview = [[MyView alloc] init];
myview.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.width);
[self.view addSubview:myview];
}
return self;
}
Edit: Here's my AppDelegate as well (part of it)
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[UIWindow alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
GameViewController *gameViewController = [[GameViewController alloc]init];
NSLog(#"NSLOG %#", [[gameViewController view]class]);
_bannerViewController = [[BannerViewController alloc]initWithContentViewController:gameViewController];
self.window.rootViewController = _bannerViewController;
[self.window makeKeyAndVisible];
return YES;
}
I am about to give up. I have tried 5 different ways just these past few days to get literally one single iAd to show correctly and as simple as Apple makes it seem, literally 100% of the time I either see no ad or get an error. I have followed the Apple documentation EXACTLY.
The only clue I have is in these two lines
GameViewController *gameViewController = [[GameViewController alloc]init];
NSLog(#"NSLOG %#", [[gameViewController view]class]);
Which are in my app delegate. The NSLog gives me "UIView". No. Why? Why would that ever be a UIView, it should be an SKView, because GameViewController was pre-written for me by apple for sprite kit. How could that possibly give me the wrong object?
I am getting 'NSInvalidArgumentException', reason: '-[UIView scene]: unrecognized selector sent to instance 0x174191780' which others have recommended to fix by putting the originalContent statement but I already have that and it isn't working.
Banner view controller:
#import "BannerViewController.h"
NSString * const BannerViewActionWillBegin = #"BannerViewActionWillBegin";
NSString * const BannerViewActionDidFinish = #"BannerViewActionDidFinish";
#interface BannerViewController () <ADBannerViewDelegate>
#end
#implementation BannerViewController {
ADBannerView *_bannerView;
UIViewController *_contentController;
}
-(instancetype)initWithContentViewController:(UIViewController *)contentController{
NSAssert(contentController != nil, #"Attempting to initialize a BannerViewController with a nil contentController.");
self = [super init];
if (self != nil) {
_bannerView = [[ADBannerView alloc] initWithAdType:ADAdTypeBanner];
_contentController = contentController;
_bannerView.delegate = self;
}
return self;
}
-(void)loadView{
UIView *contentView = [[UIView alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
//Have also tried SKView *contentView = [[SKView alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
[contentView addSubview:_bannerView];
[self addChildViewController:_contentController];
[contentView addSubview:_contentController.view];
[_contentController didMoveToParentViewController:self];
self.view = contentView;
}
-(UIInterfaceOrientation)preferredInterfaceOrientationForPresentation{
return [_contentController preferredInterfaceOrientationForPresentation];
}
-(NSUInteger)supportedInterfaceOrientations{
return [_contentController supportedInterfaceOrientations];
}
-(void)viewDidLayoutSubviews{
CGRect contentFrame = self.view.bounds, bannerFrame = CGRectZero;
bannerFrame.size = [_bannerView sizeThatFits:contentFrame.size];
if(_bannerView.bannerLoaded){
contentFrame.size.height -= bannerFrame.size.height;
bannerFrame.origin.y = contentFrame.size.height;
}else{
bannerFrame.origin.y = contentFrame.size.height;
}
_contentController.view.frame = contentFrame;
_bannerView.frame = bannerFrame;
}
-(void)bannerViewDidLoadAd:(ADBannerView *)banner{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
-(BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave{
[[NSNotificationCenter defaultCenter]postNotificationName:BannerViewActionWillBegin object:self];
return YES;
}
-(void)bannerViewActionDidFinish:(ADBannerView *)banner{
[[NSNotificationCenter defaultCenter]postNotificationName:BannerViewActionDidFinish object:self];
}
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
Game View controller:
#interface GameViewController ()
#property (nonatomic, strong) IBOutlet UIView *contentView;
#end
#implementation GameViewController {
}
-(instancetype)init{
self = [super init];
if (self) {
}
return self;
}
-(void)viewDidLoad{
//self.canDisplayBannerAds = YES;
[super viewDidLoad];
}
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
}
-(void)viewDidDisappear:(BOOL)animated{
[super viewDidDisappear:animated];
}
-(void)viewDidLayoutSubviews{
}
-(void)viewWillLayoutSubviews{
[super viewWillLayoutSubviews];
SKView *skView = (SKView*)self.originalContentView;
if (!skView.scene) {
SKScene *scene = [GameScene sceneWithSize:skView.bounds.size];
[skView presentScene:scene];
//skView.showsPhysics = YES;
}
}
- (BOOL)shouldAutorotate
{
return NO;
}
- (NSUInteger)supportedInterfaceOrientations
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return UIInterfaceOrientationMaskPortrait;
} else {
return UIInterfaceOrientationMaskAll;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
I figured it out. The answer, as I thought it would be, was incredibly simple and quite mind-boggling that Apple wouldn't put some sort of warning in their documentation, but then again maybe I am just too much of a noob and we are expected to know these kinds of things.
The answer, is that init was never being called in GameViewController, instead, initWithCoder: was being called. Once I NSLogged the init method and saw it wasn't being called, I figured this out.
Here is the thing:
I have created a custom NSMenuItem with a custom NSView in it.
Everything works fine except that I can't get the NSMenuItem to get highlighted (= change the background color on mouseover).
I'm trying to do it inside the drawRect method, as shown in other answers posted here.
What am I doing wrong?
The NSView subclass:
#interface customView : NSView
#end
#implementation customView
- (id)initWithFrame:(NSRect)frame
{
NSRect theRect = NSMakeRect(0, 0, 200, 30);
self = [super initWithFrame:theRect];
if (self) {
NSTrackingArea * trackingArea = [[NSTrackingArea alloc] initWithRect:theRect
options: (NSTrackingMouseEnteredAndExited | NSTrackingActiveInKeyWindow |NSTrackingActiveAlways)
owner:self userInfo:nil];
[self addTrackingArea:trackingArea];
}
return self;
}
#define menuItem ([self enclosingMenuItem])
- (void) drawRect: (NSRect) rect {
BOOL isHighlighted = [menuItem isHighlighted];
if (isHighlighted) {
//this nslog never happens
NSLog(#"it's highlighted");
}
- (void)mouseUp:(NSEvent*) event {
NSMenuItem* mitem = [self enclosingMenuItem];
NSMenu* m = [mitem menu];
[m cancelTracking];
NSLog(#"you clicked the %ld item",[m indexOfItem: mitem]);
}
#end
The NSMenuItem subclass:
(I add subviews on the custom view here so i can have access to the controls through the NSMenuItem instance)
#interface customItem : NSMenuItem{
}
-(void)setTheText:(NSString*)theString;
#property NSTextField *theLabel;
#end
#import "customItem.h"
#import "customView.h"
#implementation customItem
#synthesize theLabel;
-(id)init{
if (self){
customView *cv = [[customView alloc] init];
theLabel = [[NSTextField alloc] initWithFrame:NSMakeRect(10, 8, 130, 17)];
[theLabel setEditable:NO];
[theLabel setBordered:NO];
NSButton *myButton = [[NSButton alloc] initWithFrame:NSMakeRect(170, 7, 20, 20)];
NSButton *myButton1 = [[NSButton alloc] initWithFrame:NSMakeRect(150, 7, 20, 20)];
[myButton setBezelStyle:NSCircularBezelStyle];
[myButton1 setBezelStyle:NSCircularBezelStyle];
[myButton setTitle:#""];
[myButton1 setTitle:#""];
[cv addSubview:myButton];
[cv addSubview:myButton1];
[cv addSubview:theLabel];
[self setView:cv];
[theLabel setStringValue:#"A Value "];
}
return self;
}
-(void)setTheText:(NSString *)theString{
[theLabel setStringValue:theString];
}
#end
And this is the App Delegate :
#interface AppDelegate : NSObject <NSApplicationDelegate>{
NSStatusItem *statusItem;
IBOutlet NSMenu *theMenu;
}
#property (assign) IBOutlet NSWindow *window;
#end
#import "customItem.h"
#implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
}
- (void)awakeFromNib{
statusItem = [[NSStatusBar systemStatusBar]
statusItemWithLength:NSSquareStatusItemLength];
NSBundle *bundle = [NSBundle mainBundle];
NSImage *statusImage = [[NSImage alloc] initWithContentsOfFile:[bundle pathForResource:#"barIcon" ofType:#"png"]];
NSImage *highlightImage = [[NSImage alloc] initWithContentsOfFile:[bundle pathForResource:#"barIcon_H" ofType:#"png"]];
[statusItem setImage:statusImage];
[statusItem setAlternateImage:highlightImage];
[statusItem setMenu:theMenu];
[theMenu removeAllItems];
customItem *mi = [[customItem alloc] init];
[theMenu addItem:mi];
customItem *mi2 = [[customItem alloc] init];
[theMenu addItem:mi2];
}
#end
This is what i get:
No need to add Booleans or anything else, you can do it from within your custom NSView which is attached to your NSMenuItem
- (void)drawRect:(NSRect)rect {
[super drawRect:rect];
//Handle the hightlight
if ([[self enclosingMenuItem] isHighlighted])
{
[self.lbl_title setTextColor:[NSColor whiteColor]];
[self.lbl_amount setTextColor:[NSColor colorWithDeviceRed:151.0f/255.0f green:164.0f/255.0f blue:179.0f/255.0f alpha:1.0f]];
[[NSColor selectedMenuItemColor] setFill];
}
else
{
[self.lbl_title setTextColor:[NSColor blackColor]];
[self.lbl_amount setTextColor:[NSColor whiteColor]];
[[self backgroundColor] setFill];
}
NSRectFill(rect);}
OK i think i got it.
I added a public bool variable in the NSView subclass.
Then i used
-(void)mouseEntered:(NSEvent *)theEvent
and
-(void)mouseExited:(NSEvent *)theEvent
to set the variable to YES or to NO. After setting the variable i used
[self setNeedsDisplay:YES]
to call
-(void) drawRect: (NSRect) rect
That's how i got it working :)
Here is the right way of changing the background colour (highlighting the item) without maintaining a local variable and force the view to draw again,
-(void)mouseEntered:(NSEvent *)event {
self.layer.backgroundColor = [[NSColor blueColor] colorWithAlphaComponent:0.3].CGColor;
[theLabel setTextColor:[NSColor whiteColor]];
}
-(void)mouseExited:(NSEvent *)event {
self.layer.backgroundColor = [NSColor clearColor].CGColor;
[theLabel setTextColor:[NSColor blackColor]];
}
Make sure you also set [self setWantsLayer:YES] before changing the layer background colour.
Have a singleton class for BNRItemStore, but when I tried to call it, I get the above error which causes an ARC issue. Have commented out the error.
DetailViewController.m
#import "DetailViewController.h"
#import "BNRItem.h"
#import "BNRImageStore.h"
#import "BNRItemStore.h"
#implementation DetailViewController
#synthesize item;
-(id)initForNewItem:(BOOL)isNew
{
self = [super initWithNibName:#"DetailViewController" bundle:nil];
if(self){
if (isNew) {
UIBarButtonItem *doneItem = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemDone
target:self
action:#selector(save:)];
[[self navigationItem] setRightBarButtonItem:doneItem];
UIBarButtonItem *cancelItem = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemCancel
target:self
action:#selector(cancel:)];
[[self navigationItem] setLeftBarButtonItem:cancelItem];
}
}
return self;
}
-(id)initWithNibName:(NSString *)nibName bundle:(NSBundle *)bundle
{
#throw [NSException exceptionWithName:#"Wrong initializer"
reason:#"Use initForNewItem:"
userInfo:nil];
return nil;
}
-(void)viewDidLoad
{
[super viewDidLoad];
UIColor *clr = nil;
if ([[UIDevice currentDevice]userInterfaceIdiom]== UIUserInterfaceIdiomPad) {
clr = [UIColor colorWithRed:0.875 green:0.88 blue:0.91 alpha:1];
} else {
clr = [UIColor groupTableViewBackgroundColor];
}
[[self view]setBackgroundColor:clr];
}
- (void)viewDidUnload {
nameField = nil;
serialNumberField = nil;
valueField = nil;
dateLabel = nil;
imageView = nil;
[super viewDidUnload];
}
-(void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[nameField setText:[item itemName]];
[serialNumberField setText:[item serialNumber]];
[valueField setText:[NSString stringWithFormat:#"%d", [item valueInDollars]]];
// Create a NSDateFormatter that will turn a date into a simple date string
NSDateFormatter *dateFormatter = [[NSDateFormatter alloc]init];
[dateFormatter setDateStyle:NSDateFormatterMediumStyle];
[dateFormatter setTimeStyle:NSDateFormatterNoStyle];
// Use filtered NSDate object to set dateLabel contents
[dateLabel setText:[dateFormatter stringFromDate:[item dateCreated]]];
NSString *imageKey = [item imageKey];
if (imageKey) {
// Get image for image key from image store
UIImage *imageToDisplay = [[BNRImageStore sharedStore]imageForKey:imageKey];
// Use that image to put on the screen in imageview
[imageView setImage:imageToDisplay];
} else {
// Clear the imageview
[imageView setImage:nil];
}
}
-(void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
// Clear first responder
[[self view]endEditing:YES];
// "Save" changes to item
[item setItemName:[nameField text]];
[item setSerialNumber:[serialNumberField text]];
[item setValueInDollars:[[valueField text] intValue]];
}
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)io
{
if ([[UIDevice currentDevice]userInterfaceIdiom]==UIUserInterfaceIdiomPad) {
return YES;
} else {
return (io==UIInterfaceOrientationPortrait);
}
}
-(void)setItem:(BNRItem *)i
{
item = i;
[[self navigationItem] setTitle:[item itemName]];
}
- (IBAction)takePicture:(id)sender {
if ([imagePickerPopover isPopoverVisible]) {
// If the popover is already up, get rid of it
[imagePickerPopover dismissPopoverAnimated:YES];
imagePickerPopover = nil;
return;
}
UIImagePickerController *imagePicker =
[[UIImagePickerController alloc]init];
// If our device has a camera, we want to take a picture, otherwise, we
// just pick from the photo library
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
} else {
[imagePicker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
// This line of code will generate a warning right now, ignore it
[imagePicker setDelegate:self];
//Place image picker on the screen
// Check for iPad device before instantiating the popover controller
if ([[UIDevice currentDevice]userInterfaceIdiom]==UIUserInterfaceIdiomPad) {
// Create a new popover controller that will display the imagepicker
imagePickerPopover = [[UIPopoverController alloc]initWithContentViewController:imagePicker];
[imagePickerPopover setDelegate:self];
// Display the popover controller; sender
// is the camera bar button item
[imagePickerPopover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
} else {
[self presentViewController:imagePicker animated:YES completion:nil];
}
}
}
-(void)popoverControllerDidDismissPopover:(UIPopoverController *)popoverController
{
NSLog(#"User dismissed popover");
imagePickerPopover = nil;
}
- (IBAction)backgroundTapped:(id)sender {
[[self view]endEditing:YES];
}
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *oldKey = [item imageKey];
// Did the item already have an image?
if (oldKey) {
// Delete the old image
[[BNRImageStore sharedStore]deleteImageForKey:oldKey];
}
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
// Create a CFUUID object - it knows how to create unique identifier strings
CFUUIDRef newUniqueID = CFUUIDCreate(kCFAllocatorDefault);
// Create a string from unique identifier
CFStringRef newUniqueIDString = CFUUIDCreateString(kCFAllocatorDefault, newUniqueID); // Incompatible integer to pointer conversion initializing
// Use that unique ID to set our item's imageKey
NSString *key = (__bridge NSString *)newUniqueIDString;
[item setImageKey:key];
// Store image in the BNRImageStore with this key
[[BNRImageStore sharedStore] setImage:image forKey:[item imageKey]];
CFRelease(newUniqueIDString);
CFRelease(newUniqueID);
[imageView setImage:image];
if ([[UIDevice currentDevice]userInterfaceIdiom]==UIUserInterfaceIdiomPad) {
// If on the phone, the image picker is presented modally. Dismiss it.
[self dismissViewControllerAnimated:YES completion:nil];
} else {
// If on the pad, the image picker is in the popover. Dismiss the popover.
[imagePickerPopover dismissPopoverAnimated:YES];
imagePickerPopover = nil;
}
}
-(BOOL)textFieldShouldReturn:(UITextField *)textField
{
[textField resignFirstResponder];
return YES;
}
-(void)save:(id)sender
{
[[self presentingViewController]dismissViewControllerAnimated:YES
completion:nil];
}
-(void)cancel:(id)sender
{
// If the user cancelled, then remove the BNRItem from the store
[[BNRItemStore sharedStore]removeItem:item]; // No known class method for selector 'sharedStore'
[[self presentingViewController]dismissViewControllerAnimated:YES completion:nil];
}
DetailViewController.h
#import <UIKit/UIKit.h>
#class BNRItem;
#interface DetailViewController : UIViewController <UINavigationControllerDelegate, UIImagePickerControllerDelegate,UITextFieldDelegate, UIPopoverControllerDelegate>
{
__weak IBOutlet UITextField *nameField;
__weak IBOutlet UITextField *serialNumberField;
__weak IBOutlet UITextField *valueField;
__weak IBOutlet UILabel *dateLabel;
__weak IBOutlet UIImageView *imageView;
UIPopoverController *imagePickerPopover;
}
#property(nonatomic,strong)BNRItem *item;
-(id)initForNewItem:(BOOL)isNew;
- (IBAction)takePicture:(id)sender;
- (IBAction)backgroundTapped:(id)sender;
#end
BNRItemStore.m
#import "BNRItemStore.h"
#import "BNRItem.h"
#implementation BNRItemStore
+ (BNRItemStore *)defaultStore
{
static BNRItemStore *defaultStore = nil;
if(!defaultStore)
defaultStore = [[super allocWithZone:nil] init];
return defaultStore;
}
+ (id)allocWithZone:(NSZone *)zone
{
return [self defaultStore];
}
- (id)init
{
self = [super init];
if(self) {
allItems = [[NSMutableArray alloc] init];
}
return self;
}
- (void)removeItem:(BNRItem *)p
{
[allItems removeObjectIdenticalTo:p];
}
- (NSArray *)allItems
{
return allItems;
}
- (void)moveItemAtIndex:(int)from
toIndex:(int)to
{
if (from == to) {
return;
}
// Get pointer to object being moved so we can re-insert it
BNRItem *p = [allItems objectAtIndex:from];
// Remove p from array
[allItems removeObjectAtIndex:from];
// Insert p in array at new location
[allItems insertObject:p atIndex:to];
}
- (BNRItem *)createItem
{
BNRItem *p = [BNRItem randomItem];
[allItems addObject:p];
return p;
}
#end
BNRItemStore.h
#import <Foundation/Foundation.h>
#class BNRItem;
#interface BNRItemStore : NSObject
{
NSMutableArray *allItems;
}
+ (BNRItemStore *)defaultStore;
- (void)removeItem:(BNRItem *)p;
- (NSArray *)allItems;
- (BNRItem *)createItem;
- (void)moveItemAtIndex:(int)from
toIndex:(int)to;
#end
You are calling +sharedStore on BNRItemStore where your error occurs. This is because it really does not exist according to the code you posted.
All of the others calling +sharedStore are using the one presumably made available by BNRImageStore which you didn't provide. I assume it exists in that class? :)
In short, change:
[[BNRItemStore sharedStore]removeItem:item];
to
[[BNRImageStore sharedStore]removeItem:item];
Can anyone please suggest some links for using UITextField in cocos2d.
I want to press on label, then the UITextField should get selected and I need to edit on that UITextField.
I'm doing this in a current project to allow for entering the number of the level to start playing at, so that's why my variables and methods are named the way they are; you should probably adjust these to make sense for you.
In your app controller, define this as an instance variable:
UITextField *levelEntryTextField;
Create it inside applicationDidFinishLaunching:
levelEntryTextField = [[UITextField alloc] initWithFrame:
CGRectMake(60, 165, 200, 90)];
[levelEntryTextField setDelegate:self];
Define a method to activate the text field. You should also declare it in the header file for your app controller.
- (void)specifyStartLevel
{
[levelEntryTextField setText:#""];
[window addSubview:levelEntryTextField];
[levelEntryTextField becomeFirstResponder];
}
This will make pressing "return" on the keypad end editing
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
//Terminate editing
[textField resignFirstResponder];
return YES;
}
This is triggered when the editing is actually done.
- (void)textFieldDidEndEditing:(UITextField*)textField {
if (textField==levelEntryTextField) {
[levelEntryTextField endEditing:YES];
[levelEntryTextField removeFromSuperview];
// here is where you should do something with the data they entered
NSString *result = levelEntryTextField.text;
}
}
Now to actually set things in motion, you put this somewhere. I call this from within one of my Scene classes, in response to a user action:
[[[UIApplication sharedApplication] delegate] specifyStartLevel];
I took the example that Jack provided and actually created a working project, this was done using the Cocos2D 0.7.1 XCode Template, and then just editting the *AppDelegate.m/.h files, which are provided below in there entirety. I also modified some of what Jack said, because I feel that creating the UITextField in the appDidFinishLoading would utilize a bit too much memory, especially if the text field is not used all the time ... this solution creates the text field only when it is needed, the sample draws an empty Cocos2D Layer scene, and on screen touch, it displays the text field for you to start entering text into. It will spit out the result of what you entered to the Console - you can pass this to whatever is necessary in your own code.
the .h
#import <UIKit/UIKit.h>
#import "cocos2d.h"
#interface MYSCENE : Layer <UITextFieldDelegate>
{
UITextField *myText;
}
-(void)specificStartLevel;
#end
#interface textFieldTestAppDelegate : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate, UIApplicationDelegate>
{
UIWindow *window;
}
#end
and then the .m
#import "textFieldTestAppDelegate.h"
#implementation MYSCENE
-(id) init
{
self = [super init];
isTouchEnabled = YES;
return self;
}
-(BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self specifyStartLevel];
return kEventHandled;
}
-(void)specifyStartLevel {
myText = [[UITextField alloc] initWithFrame:CGRectMake(60, 165, 200, 90)];
[myText setDelegate:self];
[myText setText:#""];
[myText setTextColor: [UIColor colorWithRed:255 green:255 blue:255 alpha:1.0]];
[[[[Director sharedDirector] openGLView] window] addSubview:myText];
[myText becomeFirstResponder];
}
-(BOOL)textFieldShouldReturn:(UITextField *)textField {
[myText resignFirstResponder];
return YES;
}
-(void)textFieldDidEndEditing: (UITextField *)textField {
if(textField == myText) {
[myText endEditing:YES];
[myText removeFromSuperview];
NSString *result = myText.text;
NSLog([NSString stringWithFormat:#"entered: %#", result]);
} else {
NSLog(#"textField did not match myText");
}
}
-(void) dealloc
{
[super dealloc];
}
#end
#implementation textFieldTestAppDelegate
- (void)applicationDidFinishLaunching:(UIApplication *)application
{
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[window setUserInteractionEnabled:YES];
[[Director sharedDirector] setDisplayFPS:YES];
[[Director sharedDirector] attachInWindow:window];
Scene *scene = [Scene node];
[scene addChild: [MYSCENE node]];
[window makeKeyAndVisible];
[[Director sharedDirector] runWithScene: scene];
}
-(void)dealloc
{
[super dealloc];
}
-(void) applicationWillResignActive:(UIApplication *)application
{
[[Director sharedDirector] pause];
}
-(void) applicationDidBecomeActive:(UIApplication *)application
{
[[Director sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[TextureMgr sharedTextureMgr] removeAllTextures];
}
#end
To add Text field in cocos2d as below code
first of all you add view in Scene and afetr add textfield add in view thats very easy.
-(id) init
{
if( (self=[super init]) )
{
// add view in scene
UIView *view = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 320, 568)];
view.backgroundColor = [UIColor redColor];
// add textfield in view
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(10, 140, 300, 30)];
textField.borderStyle = UITextBorderStyleRoundedRect;
textField.font = [UIFont systemFontOfSize:15];
textField.placeholder = #"enter text";
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDone;
textField.clearButtonMode = UITextFieldViewModeWhileEditing;
textField.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField.delegate = self;
[view addSubview:textField];
// add view in scene
[[[CCDirector sharedDirector] view] addSubview:view];
}
return self;
}
you can also use CCTextfield in cocos2d best example is https://github.com/iNinja/CCTextField
Try the following CCNode subclass, CCMenuItemTextField, to use text fields in cocos2d.
The class is directly subclassed from CCMenuItemSprite. When tapped, the "selected" method is called and a UITextField is added to the main window. After editing is done, "unselected" method is called and the UITextField is removed from screen. User's input is saved to a CCLabelTTF node, which position itself exactly as the original UITextField.
CCMenuItemTextField.h
#interface CCMenuItemTextField : CCMenuItemSprite<UITextFieldDelegate> {
UITextField *textField_;
CCLabelTTF *label_;
CGFloat paddingLeft_;
}
#property (readonly, nonatomic) UITextField *textField;
#property (readonly, nonatomic) CCLabelTTF *label;
#property (assign, nonatomic) CGFloat paddingLeft;
- (void)selected;
- (void)unselected;
- (void)setFontSize:(CGFloat)size;
- (NSString*)text;
- (void)setText:(NSString*)text;
#end
CCMenuItemTextField.m
#import "CCMenuItemTextField.h"
#implementation CCMenuItemTextField
#synthesize
textField = textField_,
label = label_,
paddingLeft = paddingLeft_;
- (id)init
{
CCSprite *normalSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *selectedSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *disabledSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
return [self initWithNormalSprite:normalSprite selectedSprite:selectedSprite disabledSprite:disabledSprite];
}
- (id)initWithNormalSprite:(CCNode<CCRGBAProtocol> *)normalSprite
selectedSprite:(CCNode<CCRGBAProtocol> *)selectedSprite
disabledSprite:(CCNode<CCRGBAProtocol> *)disabledSprite
{
self = [super initWithNormalSprite:normalSprite
selectedSprite:selectedSprite
disabledSprite:disabledSprite
target:self
selector:#selector(selected)];
if (self) {
paddingLeft_ = 3.0;
textField_ = [[UITextField alloc] init];
[textField_ setTextColor:[UIColor blackColor]];
[textField_ setFont:[UIFont systemFontOfSize:18]];
label_ = [[CCLabelTTF node] retain];
[label_ setAnchorPoint:ccp(0,0.5)];
[label_ setFontSize:18];
[label_ setVisible:NO];
[label_ setColor:ccBLACK];
[self addChild:label_];
}
return self;
}
- (void)dealloc
{
[label_ release];
[textField_ release];
[super dealloc];
}
// --------------------------------
// Public
// --------------------------------
- (void)selected
{
[super selected];
[label_ setVisible:NO];
CGAffineTransform transform = [self nodeToWorldTransform];
float textFieldHeight = textField_.font.lineHeight;
float width = self.contentSize.width;
float height = self.contentSize.height;
float left = transform.tx + paddingLeft_;
float top = 480 - transform.ty - height + (height - textFieldHeight) / 2;
[textField_ setFrame:CGRectMake(left, top, width, height)];
[[[[CCDirector sharedDirector] view] window] addSubview:textField_];
[textField_ becomeFirstResponder];
[textField_ setDelegate:self];
}
- (void)unselected
{
[super unselected];
[label_ setVisible:YES];
[label_ setPosition:ccp(paddingLeft_, self.contentSize.height/2)];
NSString *text = textField_.text ? textField_.text : #"";
[label_ setString:text];
[textField_ resignFirstResponder];
[textField_ removeFromSuperview];
}
- (NSString*)text
{
return [label_ string];
}
- (void)setText:(NSString*)text
{
[label_ setString:text];
[textField_ setText:text];
}
// --------------------------------
// UITextFieldDelegate
// --------------------------------
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
[self unselected];
return YES;
}
- (void)textFieldDidEndEditing:(UITextField*)textField {
[self unselected];
}
- (void)setFontSize:(CGFloat)size
{
[label_ setFontSize:size];
[textField_ setFont:[UIFont systemFontOfSize:size]];
}
// --------------------------------
// CCNode
// --------------------------------
- (void)onExitTransitionDidStart
{
[super onExitTransitionDidStart];
[self unselected];
}
#end