I have a splitViewController. This is in Detail VC
-(void)viewDidLoad
{
self.masterIsVisible = YES;
//a botton in navigation bar to hide or show the master view.
[button addTarget:self action:#selector(showOrHideMasterView)
forControlEventsTouchUpInside]
//gesture control to swipe right or left to slide master view in and out.
[swiperight addTarget:self action:#selector(showMasterView)];
[swipLeft addTarget:self action:#selector(hideMasterView)];
}
-(void)showOrHideMasterView
{
if (self.masterIsVisible)
[self hidemasterView]; self.masterIsVisible = NO;
else
[self showMasterView]; self.masterIsVisible = YES;
}
-(void)hideMasterView
{
//hides master view by substracting masterview's width from its origin.x
}
-(void)showMasterView
{
//shows master View by adding masterview's width to its origin.x
}
- (BOOL)splitViewController:(UISplitViewController *)svc shouldHideViewController: (UIViewController *)vc inOrientation:(UIInterfaceOrientation)orientation
{
return NO;
}
Everything almost works as intended.
Problem: In one orientation && master is NOT visible.. then device changes orientation.. the master View instead of sliding off the screen pushed the detail view the other way. I know thats because the flag now is set as masterIsVisible = NO instead of YES. What can I do to change the flag to YES on device rotation. looks trivial but cant seem to figure out.
I tried registering for devicechnagenotification in UIDevice but that did not work. The BOOL is YES in any Orientation. The apple example uses this but looks like thats not the right approach here.
Ok, I finally figured out to set the flag correctly for orientation change. I added the following method
-(void)willAnimateRotationToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (toInterfaceOrientation == UIInterfaceOrientationPortrait)
self.masterIsVisible = NO;
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
self.masterIsVisible = YES;
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)
self.masterIsVisible = YES;
else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
self.masterIsVisible = NO;
}
Related
On any 2014+ iPhone or iPad, double-click the home button to see the "app manager"
This is a left-right UICollectionView BUT it has a "swipe-away" gesture .. swipe up. How is it done? It's not so easy to "remove" a cell from a UICollectionView.
Footnote for googlers .. for the general problem of "peeling off", "tearing away", one cell from a collection view, here's a full tidy explanation: https://stackoverflow.com/a/24339705/294884 Hope it helps someone.
It can be much simpler than the comments on your question are suggesting.
Your cell should contain a view (the thing that you're going to drag off) and you add a UIPanGestureRecognizer to that view.
In the gesture's action method, you move the view up or down, and when it gets far enough off that you want to delete it, you just animate it off. There are plenty of questions here dealing with this part.
This leaves a gap in your collection and now you need to move things around. It turns out this is quite simple:
[_collectionView performBatchUpdates:^{
[_collectionView deleteItemsAtIndexPaths:#[indexPath]];
} completion:^(BOOL finished) {
// you might want to remove the data from the data source here so the view doesn't come back to life when the collection view is reloaded.
}];
The stuff to the right of the removed cell slides over and we're all good.
Another problem to get over: making sure your gesture recognizer and the collection view's one play nice together. Thankfully, that's not too tricky either.
[_collectionView.panGestureRecognizer requireGestureRecognizerToFail:pgr]; //where pgr is the recognizer you made for dragging the view off
This means in order for the collection view's pan gesture to do its thing, your one has to fail. So you'll want to set yours up so that it only works when panning up and down, and let the collection view still do its thing for left to right pans. In your gesture recognizers's delegate, implement the following method which simply checks if you're moving more on the x-axis or y-axis.
-(BOOL)gestureRecognizerShouldBegin:(UIPanGestureRecognizer *)gestureRecognizer
{
CGPoint translation =[gestureRecognizer translationInView:self.view];
return(translation.x * translation.x > translation.y * translation.y);
}
I was looking for this functionality and using #mbehan suggestion i faked this functionality using UICollectionView.
What i did is i added a view of smaller size on a collection cell(Transparent background) and added a single pan gesture on CollectionView(not on each cell) then on pan gesture i move the view and it looks like the cell is moving. After view reaches some point i first hide it and then deletes the collection view cell.
Cell Hierarchy : collectionViewCell -> View(tag value==2) -> UILabel(tag Value == 1)
Label is just used for placeholder purpose.
i am posting my code below:
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewCell *cell = (UICollectionViewCell *)[collectionView dequeueReusableCellWithReuseIdentifier:#"Cards" forIndexPath:indexPath];
UILabel *lblNumber = (UILabel*)[cell.contentView viewWithTag:1];
UIView *viewTouch = (UIView*)[cell.contentView viewWithTag:2];
[viewTouch setHidden:NO];
[lblNumber setText:arrCards[indexPath.row]];
return cell;
}
- (UIEdgeInsets)collectionView:(UICollectionView *)collectionView layout:(UICollectionViewLayout*)collectionViewLayout insetForSectionAtIndex:(NSInteger)section {
return UIEdgeInsetsMake(0, 50, 0, 30);
}
-(BOOL)gestureRecognizerShouldBegin:(UIPanGestureRecognizer *)gestureRecognizer
{
if([gestureRecognizer isEqual:panGesture]) {
CGPoint point = [(UIPanGestureRecognizer*)gestureRecognizer translationInView:collectionView_];
if(point.x != 0) { //adjust this condition if you want some leniency on the X axis
//The translation was on the X axis, i.e. right/left,
//so this gesture recognizer shouldn't do anything about it
return NO;
}
}
return YES;
}
- (IBAction)panGestureCalled:(UIPanGestureRecognizer *)sender {
yFromCenter = [sender translationInView:collectionView_].y; //%%% positive for up, negative for down
UIView *view = sender.view;
CGPoint location = [view.superview convertPoint:view.center toView:collectionView_];
NSIndexPath *indexPath = [collectionView_ indexPathForItemAtPoint:location];
UICollectionViewCell *cell = [collectionView_ cellForItemAtIndexPath:indexPath];
UIView *touchView = (UIView*)[cell.contentView viewWithTag:2];
switch (sender.state) {
case UIGestureRecognizerStateBegan:{
originalPoint = touchView.center;
break;
};
case UIGestureRecognizerStateChanged:{
touchView.center = CGPointMake(originalPoint.x , originalPoint.y + yFromCenter);
break;
};
//%%% let go of the card
case UIGestureRecognizerStateEnded: {
CGFloat velocityY = (0.2*[(UIPanGestureRecognizer*)sender velocityInView:collectionView_].y);
if (velocityY < -30 && yFromCenter<0) {
[self hideView:touchView withDuration:0.2 andIndexPath:indexPath];
}else if ((yFromCenter< 0 && yFromCenter > -200) || yFromCenter > 0){
CGFloat animationDuration = (ABS(velocityY)*.0002)+.2;
[self resettleViewToOriginalPosition:touchView andDuration:animationDuration];
}else
[self hideView:touchView withDuration:0.2 andIndexPath:indexPath];
};
break;
case UIGestureRecognizerStatePossible:break;
case UIGestureRecognizerStateCancelled:break;
case UIGestureRecognizerStateFailed:break;
}
}
-(void)resettleViewToOriginalPosition:(UIView*)view andDuration:(float)duration{
[UIView animateWithDuration:duration
delay:0.0f
options: UIViewAnimationOptionCurveEaseOut
animations:^
{
[view setCenter:originalPoint];
}
completion:^(BOOL finished)
{
}];
}
- (void)hideView:(UIView*)view withDuration:(float)duration andIndexPath:(NSIndexPath*)indexPath
{
[UIView animateWithDuration:duration
delay:0.0f
options: UIViewAnimationOptionCurveEaseOut
animations:^
{
CGRect frame = view.frame;
frame.origin.y = -300;
view.frame = frame;
}
completion:^(BOOL finished)
{
[view setHidden:YES];
CGRect frame = view.frame;
frame.origin.y = 39;
view.frame = frame;
NSLog(#"View is hidden.");
[arrCards removeObjectAtIndex:indexPath.row];
[collectionView_ performBatchUpdates:^{
[collectionView_ deleteItemsAtIndexPaths:#[indexPath]];
} completion:^(BOOL finished) {
// you might want to remove the data from the data source here so the view doesn't come back to life when the collection view is reloaded.
}];
}];
}
and keep pagingEnabled of CollectionView to NO and then it should be good to go.
I am working with two subviews. Each will be unique and have it's own "action".
Subview 1 = User can drag around the view, rotate, and zoom it
Subview 2 = When user moves finger across their screen an image is added at each point their finger touches.
I have both of these completed by using UIPanGestureRecognizer. My question is, how can I separate these two actions? I want to be able to add one subview, do what is required, and then when I add the other subview, prevent the previous actions from occurring.
Here is what I have tried, this is done in my panGesture method:
for (UIView * subview in imageView.subviews)
{
if ([subview isKindOfClass:[UIImageView class]])
{
if (subview == _aImageView)
{
CGPoint translation = [panRecognizer translationInView:self.view];
CGPoint imageViewPosition = _aImageView.center;
imageViewPosition.x += translation.x;
imageViewPosition.y += translation.y;
_aImageView.center = imageViewPosition;
[panRecognizer setTranslation:CGPointZero inView:self.view];
}
else if (subview == _bImageView)
{
currentTouch = [panRecognizer locationInView:self.view];
CGFloat distance = [self distanceFromPoint:currentTouch ToPoint:prev_touchPoint];
accumulatedDistance += distance;
CGFloat fixedDistance = 60;
if ([self distanceFromPoint:currentTouch ToPoint:prev_touchPoint] > fixedDistance)
{
[self addbImage];
prev_touchPoint = currentTouch;
}
}
}
}
If you want different gesture recognition in two different views, put separate recognizers on each view.
Usually, you want to have your view controller own and manage gesture recognizers, e.g.
- (void)viewDidLoad {
self.panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
self.panGesture.delegate = self;
[self.viewX addGestureRecognizer:self.panGesture];
// repeat with other recognisers...
}
Note that setting your controller as delegate of the gestureRecognizer is important: this enables you to handle the following delegate method from the view controller (which was the main question):
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
// handle your logic, which gestureRecognizer should proceed...
return NO;
}
The handler method is the same is this example, but you can set up your own handlers as you like:
- (void)handleGesture:(UIGestureRecognizer*)gestureRecognizer {
// handle gesture (usually sorted by state), e.g.
// if(gesture.state == UIGestureRecognizerStateEnded) { ... }
}
I have an app that has some buttons and a text view and a label. I want to rotate the device and have them redrawn on the screen to fit. I want to do it programatically. Currently I have these methods:
-(void)willRotateToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration {
[super willRotateToInterfaceOrientation:toInterfaceOrientation
duration:duration];
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight ||
toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
[self reOrderSideways];
} else {
[self reOrderUpDown];
}
}
-(void)reOrderSideways{
self.viewLabel.frame=CGRectMake(175.0,140.0,130.0,20.0);
self.buttonOne.frame=CGRectMake(20.0,20.0,440.0,100.0);
self.buttonTwo.frame=CGRectMake(20.0,180.0,440.0,100.0);
self.textContent.frame=CGRectMake(20.0, 290.0, 440.0, 100.0);
self.theScroller.contentSize = CGSizeMake(480.0, 350.0);
}
-(void)reOrderUpDown{
self.viewLabel.frame=CGRectMake(95.0,15.0,130.0,20.0);
self.buttonOne.frame=CGRectMake(20.0,50.0,280.0,190.0);
self.buttonTwo.frame=CGRectMake(20.0,250.0,280.0,190.0);
self.textContent.frame=CGRectMake(20.0, 450.0, 280.0, 190.0);
self.theScroller.contentSize = CGSizeMake(320.0, 460.0);
}
It doesn't quite work because when i rotate sideways, the buttons and labels and textview get cutoff the right side. I checked it and it looks like its using the coordinates I gave it but it is still using the portrait frame or bounds. How can i fix this?
Try using willAnimateRotationToInterfaceOrientation: instead.
Currently I'm workign on a drawing app for the iPad. I need to reposition and rotate the toolbar in the app when it is put into a different orientation while keeping the the drawing area in the same place.
I found a method here for doing this. It uses the NSNotificationCenter to monitor for rotation changes. This calls a custom didRotate: method that will rotate and reposition my toolbar based on the UIDeviceOrientation.
This part works fine. However, whenever the side switch on the iPad is engaged to lock the orientation, the toolbar repositions to the location is was at launch.
For example: If I start the application in landscape left and rotate it to portrait, the toolbar will reposition to the bottom of the screen. However as soon as I engage the slide switch, it moves to the side of the screen for the landscape left orientation.
The methods I'm using for this are all below.
- (void)viewDidLoad {
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];
}
- (void)didRotate:(NSNotification *)notification {
UIDeviceOrientation deviceOrientation = [[UIDevice currentDevice] orientation];
UIInterfaceOrientation interfaceOrientation;
bool orientationFound = YES;
if (deviceOrientation == UIDeviceOrientationPortrait) {
interfaceOrientation = UIInterfaceOrientationPortrait;
} else if (deviceOrientation == UIDeviceOrientationPortraitUpsideDown) {
interfaceOrientation = UIInterfaceOrientationPortraitUpsideDown;
} else if (deviceOrientation == UIDeviceOrientationLandscapeLeft) {
interfaceOrientation = UIInterfaceOrientationLandscapeRight;
} else if (deviceOrientation == UIDeviceOrientationLandscapeRight) {
interfaceOrientation = UIInterfaceOrientationLandscapeLeft;
} else {
orientationFound = NO;
}
if (orientationFound) {
[self.toolbar changeToOrientation:interfaceOrientation withDuration:.25];
[self.tutorialOverlay changeToOrientation:interfaceOrientation];
}
}
- (void)changeToOrientation:(UIInterfaceOrientation)orientation withDuration:(float)duration {
float angle;
CGPoint origin;
if (orientation == UIInterfaceOrientationPortrait) {
angle = portraitAngle;
origin = self.portraitOrigin;
} else if (orientation == UIInterfaceOrientationPortraitUpsideDown) {
angle = portraitUpsideDownAngle;
origin = self.portraitUpsideDownOrigin;
} else if (orientation == UIInterfaceOrientationLandscapeLeft) {
angle = landscapeLeftAngle;
origin = self.landscapeLeftOrigin;
} else if (orientation == UIInterfaceOrientationLandscapeRight) {
angle = landscapeRightAngle;
origin = self.landscapeRightOrigin;
}
[UIView animateWithDuration:duration animations:^{
self.transform = CGAffineTransformMakeRotation(angle);
CGRect rect = self.frame;
rect.origin = origin;
self.frame = rect;
}];
}
I'd strongly recommend against using this notification-based approach. Note that the name of the notification is UIDeviceOrientationDidChangeNotification; the device orientation is not the same as the interface orientation, and it leads to lots of little issues like this. (The device orientation, for example, includes UIDeviceOrientationFaceDown, which is never associated with an interface orientation.)
I'd suggest letting your view controller automatically rotate itself; this will place the toolbar, etc, for you. You can then override - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration to put the drawing area back to the orientation you want to maintain. (You'd use similar code to your changeToOrientation method above, but for the drawing area instead, and you don't need to create your own animation block. Also, the angles would all be negated, because you're undoing the change the view controller made.)
I just answered a similar question here.
Basically just allow the interface to rotate, but rotate the view you don't want to rotate 'back' in willRotateToInterfaceOrientation:duration:.
Hey all. I have a fairly simple question. I am developing a "rich" iPad app, and I have two background images specifically designed for landscape and portrait. I'd like this ImageView to automatically change depending on the devices orientation. (like pretty much all of Apples iPad apps).
Can anyone point me in the right direction? I'm assuming it would be something I do on viewDidLoad..
The best thing you can do is to change the frames of your subview frames according to your interface orientations. You can do it like:
#pragma mark -
#pragma mark InterfaceOrientationMethods
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (UIInterfaceOrientationIsPortrait(interfaceOrientation) || UIInterfaceOrientationIsLandscape(interfaceOrientation));
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration];
if(UIInterfaceOrientationIsPortrait(toInterfaceOrientation)){
//self.view = portraitView;
[self changeTheViewToPortrait:YES andDuration:duration];
}
else if(UIInterfaceOrientationIsLandscape(toInterfaceOrientation)){
//self.view = landscapeView;
[self changeTheViewToPortrait:NO andDuration:duration];
}
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------
- (void) changeTheViewToPortrait:(BOOL)portrait andDuration:(NSTimeInterval)duration{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
if(portrait){
//change the view and subview frames for the portrait view
}
else{
//change the view and subview frames for the landscape view
}
[UIView commitAnimations];
}
Hope this helps.
I actually figured out a very simple alternative way around this. Since I am just changing the background image, adding this..
`
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation duration:(NSTimeInterval)duration {
if (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation ==
UIInterfaceOrientationPortraitUpsideDown) {
[brownBackground setImage:[UIImage imageNamed:#"Portrait_Background.png"]];
} else {
[brownBackground setImage:[UIImage imageNamed:#"Landscape_Background.png"]];
}
}
`
Changes the background of a declared UIImageView based on orientation. Only downside is, the current background image is not visible in Interface builder as it is handled with code.
One small addition to Madhup's approach, which is great. I found I needed to add this to viewDidLoad to set initial background image for portrait or landscape:
// set background image
if (self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"portraitBG.png"]];
} else {
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"landscapeBG.png"]];
}
thanks again Madhup
You can encapsulate this entirely in your UIView by watching whether bounds.width > bounds.height
This may be desirable if you're writing a small, self aware control.
class MyView: UIView {
override func layoutSubviews() {
super.layoutSubviews()
if bounds.height > bounds.width {
println("PORTRAIT. some bounds-impacting event happened")
} else {
println("LANDSCAPE")
}
}
}