I have an app that's pretty much a large presentation of a companies product.
I have some additional functionality which I need to be accessible throughout my app.
The intended functionality for this toolbar is that it'll sit as a small, subtle tab along the bottom of the screen. When you tap the tab, the menu will expand upward (i.e. animate it's frame.y property), allowing you to tap any of the buttons contained within the menu.
The difficulty I'm having is that the app currently spans over several view controllers, and as I need this accessible throughout, in the interest of not duplicating code it would seem appropriate to make this ViewController also, that I would just load into my other view controllers, but this, by all accounts isn't recommended by Apple.
How can I build this menu functionality without duplicating code? I've tried a few things but cannot get the menu to display on my view.
Below, I'll show what I have at the moment.
Code that will sit on any view controller:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
ToolboxMenu *toolboxMenu = [[ToolboxMenu alloc] init];
[self.view addSubview:toolboxMenu.view];
}
Code that builds the toolbar:
- (void)viewDidLoad
{
[super viewDidLoad];
NSLog(#"Creating View");
self.view = [[UIView alloc] initWithFrame:CGRectMake(0,0,88,209)];
self.view.backgroundColor = [UIColor clearColor];
UIImageView *toolboxImage = [[UIImageView alloc] initWithImage:[[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"popup_toolbox" ofType:#"jpg"]]];
toolboxImage.frame = self.view.frame;
[self.view addSubview:toolboxImage];
}
In the above code, the NSLog fires when the menu is initialised, but I see no menu.
Rather than try to inject this into every view, I would recommend creating a separate UIWindow and float it over the main UIWindow. This is how the keyboard is implemented. Doing it that way will avoid any changes to any of the existing views. You will need to handle device rotation by hand for it, but that shouldn't be too difficult.
IIRC Apple's TabViewController was designed differently in that it's backwards to how you describe above. A TabViewController is the main or master ViewController with siblings being the display ViewControlers. Basically you have one TabViewController that will tab between views.
I would recommend you either redesign your view hierarchy OR extend UIViewController with a class that manages and displays the lower tab menu. Then you can easily init a single class that handles that in each of your views.
Related
zThis is based on a question I asked here which I have made good progressed already:
custom uitableviewcell will not display label texts
I basically followed the tutorial that was provided for me.
http://brianflove.com/2012/12/10/how-to-create-an-ipad-popover-view/
QUESTION
Now my issue is, I have to dynamically generate my ui bar buttons as if I just drag and drop it on the storyboard I am limited to one on the left and one on the right. This is my code to generate my button
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
UIBarButtonItem *btn = [[UIBarButtonItem alloc] initWithTitle:#"Button" style:UIBarButtonItemStyleBordered target:self action:#selector(getMenu:)];
self.navigationItem.leftBarButtonItems = [[NSArray alloc] initWithObjects:btn, nil];
}
Based on that tutorial I need to use a segue to popover the uitableview that I need. But that will require me to have an anchor point like so
So my question is, how do I add an anchor point to that UIBarButtonItem? I've been searching and I keep finding something regarding creating a custom popover class? Is this accurate?
I solved this issue by creating an invisible UIView on the Navigation Bar itself and then use that as the anchor point for the segue. The issue with that is the "arrow" of the popover when the uiviewcontroller gets displayed is awkwardly placed. Still trying to figure that out.
This is where I got the answer from
https://stackoverflow.com/a/14514837/639713
I'm creating a application with an sqlite database. I update the database with information retrieved from a web service. I call the web service from AppDelegate like this:
-(void)applicationDidBecomeActive:(UIApplication *)application{
// get new information from web service
// update sqlite database
}
The web service can take quite a long time so I want to add a UIActivityIndicatorView to whatever viewController that is active. And of course, remove it when then update is done.
Ideas?
- (void)applicationDidBecomeActive:(UIApplication *)application
{
testView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 420, 480)];
testView.backgroundColor = [UIColor redColor];
[self.window.rootViewController.view addSubview:testView];
}
Then whenever you are done do:
[testView removeFromSuperview];
In each of your view controllers (or common super class view controller) listen for UIApplicationDidBecomeActiveNotification notification which is being sent when application becomes active.
This way you can have custom logic for each view controller without coupling app delegate to other parts of your code by using lots of ifs (if you need to distinguish which view controller is active one).
Because your view hierarchy can take any form, tracking the currently visible view controller is something you will have to do yourself. The exception: if everything in your app happens within a UINavigationController, you can always get the current view controller with this.
[navigationController topViewController];
If all you need to do is present an overlay, however, you can just add that view to the root view controller's view; all child view controllers are just presented as subviews anyway.
UIActivityIndicatorView *activityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
[self.window.rootViewController.view addSubview:activityIndicator];
[activityIndicator startAnimating];
Manually throwing views into the mix like this is not very elegant, though. I would consider posting notifications when various network events occur, and letting each view controller update itself appropriately.
For background: I'm a Windows automation and data translation "expert" (or so they say grins) in my day job. I've been dabbling with Objective-C coding off and on since I bought my first Mac in 2004.
I'm working on an IOS app. My data container class knows how to save and load from disc, and each object responds to an instance method of -(void)saveToImpliedFilename{} or -(void)save:(NSString *)filename {}. There's a static call to load the data files from storage and create distinct data objects from them (they're fairly lightweight objects, so I'm not worried about loading several at a time). The app's domain is such that many of them won't ever be loaded at once anyway.
+(NSArray *)loadData {}
That's all working fine and wonderful. In storage the objects are stored as Xml and life is good.
Where I'm having trouble is when trying to modify the tutorials so that two things happen for me:
Quick note: I'm using the tutorial as a basis for POC coding, then I'll go back and start over with the "real" coding, reusing my data objects and some of the other utility I've built along the way.
Here's my list of goals and the issues:
I want the table view to tell the data objects to save at pretty much every "edit" event. The only one I can consistently get to work is reorganizing the table's order. (the save button and adding a new entry works fine)
entering a new entry into the list creates a nice modal editor with a save and a cancel button which work wonderfully. But if I edit an existing entry, I can't reproduce the save buttons' behaviors. Each time I try, the buttons' events no longer fire. I can't figure out where I'm going wrong.
I'm using the "Editable Table View" project from this tutorial series as my basis: http://www.aboutobjects.com/community/iphone_development_tutorial/tutorial.html
In the following code, the [self isModal] test is where the save/cancel buttons are made visible and wired up. Bringing up the new-entry screen is apparently the only time it's modal. I tried wiring this stuff up so that the buttons were created all the time, but again, the events never fire for either one. The next block below is where the editable table view is called explicitly with the NEW functionality, but the nonModal view of the same tableview is called by the select event on the selector table.
So...
// code snipped for the new/modal editor
- (void)viewDidLoad {
// Uncomment the following line to preserve selection between presentations.
// self.clearsSelectionOnViewWillAppear = NO;
// Uncomment the following line to display an Edit button in the navigation bar for this view controller.
// self.navigationItem.rightBarButtonItem = self.editButtonItem;
// If the user clicked the '+' button in the list view, we're
// creating a new entry rather than modifying an existing one, so
// we're in a modal nav controller. Modal nav controllers don't add
// a back button to the nav bar; instead we'll add Save and
// Cancel buttons.
//
if ([self isModal]) {
UIBarButtonItem *saveButton = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemSave
target:self
action:#selector(save)];
[[self navigationItem] setRightBarButtonItem:saveButton];
UIBarButtonItem *cancelButton = [[UIBarButtonItem alloc]
initWithBarButtonSystemItem:UIBarButtonSystemItemCancel
target:self
action:#selector(cancel)];
[[self navigationItem] setLeftBarButtonItem:cancelButton];
}
// do stuff here to display my object...
}
// this code is called from the selection table to explicitly add a new data object.
- (void)add {
vhAddVehicleViewController *controller = [[vhAddVehicleViewController alloc] initWithStyle:UITableViewStyleGrouped];
id vehicle = [[Vehicle alloc] init];
[controller setVehicle:vehicle];
[controller setListcontroller:self];
UINavigationController *newNavController = [[UINavigationController alloc] initWithRootViewController:controller];
[[self navigationController] presentViewController:newNavController animated:YES completion:nil];
}
// this is where it's called on the table selection to show the same view without the save/cancel buttons.
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
vhAddVehicleViewController *controller = [[vhAddVehicleViewController alloc] initWithStyle:UITableViewStyleGrouped];
NSUInteger index = [indexPath row];
id vehicle = [[self vehicles] objectAtIndex:index];
[controller setVehicle:vehicle];
[controller setTitle:[vehicle Vehiclename]];
[[self navigationController] pushViewController:controller animated:YES];
}
I'm assuming the issue is that presenting it makes it modal, where as pushing it doesn't...? That's fine. But when I take out the test for modal to try to keep the buttons working, no joy. The buttons draw and click when tapped, but the events don't fire.
HALP! :-)
Thanks much.
-- Chris (I logged in with my Google account so at the top of the page I'm showing as "user1820796") shrug
You forgot to call [super viewDidLoad];
Update
Try removing the cancel button that goes on the left side when pushing the view controller. See if save starts working. I think the problem is you should not add a left button to the navigation bar when the view controller is pushed.
Which method signature are you using?
- (void)save
{
NSLog(#"Saving");
}
Or
- (void)save:(id)sender
{
NSLog(#"Saving");
}
I still think this was related to push/popping the view rather than presenting the view. I switched it all to presentation and it's working how I want now.
Thanks for the assistance guys. Quite a different paradigm than I'm used to on the GUI stuff, but I'm getting there.
thanks!
I'm still very new to iOS developing. In fact, if there is a super noob, I would be one :p. Currently I am working on creating an IBAction button that accesses a subview. I have 2 ViewControllers, AddClientVC and NewClientVC, both with .nib files. So basically, inside my AddClientVC I implement an IBAction button with the following code:
- (IBAction)buttonPressed:(id)sender
{
UIView *transparentBG = [[UIView alloc] initWithFrame:CGRectMake(-5, -5, 1500, 2500)];
transparentBG.backgroundColor = [UIColor blackColor];
transparentBG.opaque = NO;
transparentBG.alpha = 0.5;
[self.view addSubview:transparentBG];
transparentBG.center = transparentBG.center;
vc = [[NewClientVC alloc] initWithNibName:#"NewClientVC" bundle:nil];
[self.view addSubview:vc.view];
vc.view.center = self.view.center;
}
As you can see I implemented a UIView as a transparent background. Basically AddClientVC --> Transparent Background --> NewClientVC. Now I have created another IBAction button but this time inside NewClientVC as a function to dismiss the accessed subview which looks like this:
- (IBAction)saveDismiss:(id)sender
{
[self.view removeFromSuperview];
}
The problem I'm having right now is when I click the saveDismiss button it only removes the subview that I called previously on AddClientVC but it didn't remove the transparent background I have created as a UIView. So the problem is how do I implement an action which simultaneously removes my subview and the UIView transparent background I created.
I need all the help I can get :)
I'm not too sure I fully understand what you want to happen, but maybe you could try something like this?
- (IBAction)saveDismiss:(id)sender
{
[vc removeFromSuperView];
[self.view removeFromSuperview];
}
I recommend not to manage your screens by adding subviews manually but instead use
- (void)presentModalViewController: (UIViewController *)modalViewController
animated: (BOOL)animated
method on your root viewController.
Or better instantiate a UINavigationController and use push and pop methods to drill down/up your views.
See apple reference here
Do not worry about code execution speed and stay confident in apple's SDK. UIKit is optimized for best user experience. Trying to boost your code by doing inappropriate SDK use is, in my opinion, a risky strategy. ;) – Vincent Zgueb
Sorry Vincent but I don't agree with you. I reached here because I want to implement an gesture that adds a sub-view for my view, which will be the navigation of my app.
[self.view addSubview:ctrl.view];
is faster presenting the view than
[self.navigationController presentModalViewController:ctrl animated:NO]
and by the way, the solution to the topic in my case was:
[self.view sendSubviewToBack:ctrl.view];
My question starts from a problem :
I started a project in Xcode : a Navigation Bar based one (with a TableView).
Then I added a few views, through IB or programmatically... which works perfectly fine.
Then, I decided to write my Own ViewClass, inherited from UIView, called OpenGlView (based on the view provided by Basic OpenGlES project in XCode), and its OpenGlViewController (inherited from UIViewController).
This works fine until I try to push the view Controller into my navBar: then I receive a "EXC__ BAD __ACCESS". I can't understand why it is ok whith any view but the one used for display OpenGL content...
And I actually have no idea how I can manage to develop a NavBar based App including a View displaying OpenGL contents... any idea?
(I also tried to add the OpenGlView as a subView of a basic UIView previously added to the NavigationBar, but I received the same error).
In the RootController :
OpenGlViewController *glvController;
if (glvController == nil)
{
glvController = [[OpenGlViewController alloc] initWithNibName:#"Gl View" bundle:nil];
glvController.title = #"GL View";
}
[self.navigationController pushViewController:glvController animated:YES];
in the OpenGlViewController :
- (void)loadView {
OpenGlView * view;
view = [[OpenGlView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
self.view = view;
[view release];
}
If it's localized to your OpenGL view, the crash may be the result of not properly initializing OpenGL items inside your view. See here for my recommendations on a potentially similar problem.