I want to package some UIViews suchs as UIButton, UIImageView in a single UIView.
When I try to display that view, it is not showing up on my RootViewController:
Here is the code of my UIView subclass :
#import "Hover.h"
#implementation Hover
- (id)init{
self = [super init];
if (self) {
// Initialization code
UIImage *hover = [UIImage imageNamed:#"Hover.png"];
UIImageView *imageView = [[UIImageView alloc] init];
imageView.image = hover;
imageView.frame = CGRectMake(0, 0, hover.size.width, hover.size.height);
imageView.alpha = 0.75;
[self addSubview:imageView];
[imageView release];
}
return self;
}
And here is the RootViewController class:
- (void)viewDidLoad
{
Hover *hover = [[Hover alloc] init];
[self.navigationController.view addSubview:hover];
[hover release];
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
The "hover view" is not displayed! However, when I add a single UIImageView to my RootViewController, it works!
In order for your view to display, you should override the -(id)initWithFrame:(CGRect)frame;, instead of writing a custom initializer.
Try this way :
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if(self) {
// do init here...
}
return self;
}
Also, in the -(void)viewDidLoad; method, first send [super viewDidLoad];, and then alloc/init the view.
- (void)viewDidLoad
{
[super viewDidLoad];
Hover *hover = [[Hover alloc] init];
[self.navigationController.visibleViewController.view addSubview:hover];
[hover release];
// Do any additional setup after loading the view, typically from a nib.
}
Just a quick guess at a glance: If you're using a navigationcontroller, you should initWithRootViewController. You can't add a view to a navigationcontroller directly, Use push instead.
HTH
Marcus
Related
I'm trying to get a MoPub banner ad to appear. I've created a UIViewController, and put the MoPub code into the View did load as thus..
- (id)init
{
self = [super init];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
// ... your other -viewDidLoad code ...
self.adView = [[MPAdView alloc] initWithAdUnitId:#"ID HERE"
size:MOPUB_BANNER_SIZE];
self.adView.delegate = self;
CGRect frame = self.adView.frame;
CGSize size = [self.adView adContentViewSize];
frame.origin.y = [[UIScreen mainScreen] applicationFrame].size.height - size.height;
self.adView.frame = frame;
[self.view addSubview:self.adView];
[self.adView loadAd];
//[super viewDidLoad];
}
#pragma mark - <MPAdViewDelegate>
- (UIViewController *)viewControllerForPresentingModalView {
return self;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
And in my AppDelegate I'm setting everything up like this (it's a Sparrow game)
//setup Sparrow
CGRect screenBounds = [UIScreen mainScreen].bounds;
_window = [[UIWindow alloc] initWithFrame:screenBounds];
_gcViewController = [[UIViewController alloc]init];
_viewController = [[SPViewController alloc] init];
[_viewController startWithRoot:[Game class] supportHighResolutions:YES doubleOnPad:YES];
_viewController.multitouchEnabled = YES;
[_window setRootViewController:_viewController];
adViewController = [[AdViewController alloc]init];
[_window addSubview:adViewController.view];
[_window addSubview:_gcViewController.view];
[_window makeKeyAndVisible];
And in the console I seem to be getting the correct msgs as this...
Looking for custom event class named MPHTMLBannerCustomEvent. MOPUB:
Loading MoPub HTML banner MOPUB: MoPub HTML banner did load
But I can't see anything on the screen in the simulator, any ideas?
I have an application with UIScrollView added as a subview of UIView. i have added UITextField,UITextview as a subView of UIScrollView .I want to dismiss the keyboard when i tap in the scroll view. how can i do this?
Just add UITapGestureRecognizer
- (void)viewDidLoad
{
[super viewDidLoad];
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(singleTapGestureCaptured:)];
[scr addGestureRecognizer:singleTap];
}
- (void)singleTapGestureCaptured:(UITapGestureRecognizer *)gesture
{
//Get touch point
CGPoint touchPoint=[gesture locationInView:scr];
//Hide keyBoard
[self.view endEditing:YES];
}
In iOS 7, you can achieve this easily.
scrollView.keyboardDismissMode = UIScrollViewKeyboardDismissModeInteractive;
Try this,
- (void)viewDidLoad
{
[super viewDidLoad];
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(dismissKeyboard)];
tapGesture.cancelsTouchesInView = NO;
[scrollView addGestureRecognizer:tapGesture];
[tapGesture release];
}
-(void)dismissKeyboard
{
[txtNotes resignFirstResponder];
[textView resignFirstResponder];
}
When I added the gesture to a subclass of UIScrollView, I was having problems with the various gestures in my view tree interfering with each other, such as being able to click on subviews, scroll the view, and have the keyboard dismiss in all cases. I came up with this solution, which can be setup from a superclass of UIScrollView or from a UIViewController.
The DismissKeyboardTapGesture class uses ARC, works with any text fields under the view, and doesn't take over any clicks from subviews like buttons. Also takes advantage of iOS7 scrolling effect to dismiss keyboard.
Setting up from UISScrollView superclass:
_dismissKeyboard = [[DismissKeyboardTapGesture alloc] initWithView:self];
or from UIViewController:
_dismissKeyboard = [[DismissKeyboardTapGesture alloc] initWithView:self.view];
Here is the class:
#interface DismissKeyboardTapGesture : NSObject <UIGestureRecognizerDelegate>
#end
#implementation DismissKeyboardTapGesture
- (id)initWithView:(UIView *)view
{
self = [super init];
if (self) {
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(singleTap:)];
singleTap.cancelsTouchesInView = NO;
singleTap.delegate = self;
[view addGestureRecognizer:singleTap];
if ([view respondsToSelector:#selector(setKeyboardDismissMode:)]) {
// Bonus effect to dismiss keyboard by scrolling
((UIScrollView *)view).keyboardDismissMode = UIScrollViewKeyboardDismissModeInteractive;
}
}
return self;
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
// Don't stop any existing gestures in our view from working
if (otherGestureRecognizer.view == gestureRecognizer.view) {
return YES;
}
return NO;
}
- (void)singleTap:(UIGestureRecognizer*)gestureRecognizer
{
// Close keyboard for any text edit views that are children of the main view
[gestureRecognizer.view endEditing:YES];
}
#end
As the title states, I am trying to import an UIView, but I can't get it to work.
The first bit of code shows what I am trying to do without importing anything:
#interface ViewController : UIViewController
{
UIView *firstUIView;
UIView *secondUIView;
}
#end
#implementation ViewController
-(void)firstUIView
{
firstUIView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 300)];
firstUIView.backgroundColor = [UIColor redColor];
[self.view addSubview:firstUIView];
}
-(void)secondUIView
{
secondUIView = [[UIView alloc] initWithFrame:CGRectMake(0, 100, 320, 100)];
secondUIView.backgroundColor = [UIColor blueColor];
[self.view addSubview:secondUIView];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self firstUIView];
[self secondUIView];
}
#end
Now the following bit does not give the same result, but I want it to - where am I going wrong?
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
firstUIViewExternal *firstUIView = [[firstUIViewExternal alloc] initWithFrame:CGRectMake(0, 0, 320, 300)];
secondUIViewExternal *secondUIView = [[secondUIViewExternal alloc] init];
[self.view insertSubview:firstUIView aboveSubview:self.view];
[self.view addSubview:secondUIView];
}
#end
The code for the firstUIViewExternal and secondViewExternal are the same, with the name difference, as below:
-(void)secondUIView
{
secondUIView = [[UIView alloc] initWithFrame:CGRectMake(0, 100, 320, 100)];
secondUIView.backgroundColor = [UIColor blueColor];
[self addSubview:secondUIView];
}
They are then imported with the #imported, declared used in the -(void)viewDidLoad method as above.
Why does the imported version not work?
I'll provide any extra info if needed.
Thanks:-)
This is what I want to achieve with the importing of UIViews, but I am getting a blank white one:
There are 2 things i noticed in your code:
You don't specify the frame size of your secondUIView.
You only need to override the initWithFrame method in your "UIViewExternal" view and inherit from your UIView.
The code of the views you want to import should look like this:
.h:
#import <UIKit/UIKit.h>
#interface firstUIViewExternal : UIView
#end
.m:
#import "firstUIViewExternal.h"
#implementation
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.backgroundColor = [UIColor blueColor];
}
return self;
}
#end
I have a subclass of UITextField and want to be able to add it to the view in IB. What I did is added UITextField and changed its class to my subclass in Identity tab of Inspector. But I can only see UITextField on the view.
Code:
#interface ExtendedTextField : UITextField {
}
//implementation
#implementation ExtendedTextField
- (void)baseInit
{
UIImage * curImage = [UIImage imageNamed:#"tfbg.png"];
[self baseInitWithImage : curImage];
}
- (void)baseInitWithImage : (UIImage *) aImage
{
aImage = [aImage stretchableImageWithLeftCapWidth:29 topCapHeight:29];
self.background = aImage;
self.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
UIView * curLeftView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 10, self.frame.size.height)];
self.leftView = curLeftView;
self.rightView = curLeftView;
[curLeftView release];
self.leftViewMode = UITextFieldViewModeAlways;
self.rightViewMode = UITextFieldViewModeAlways;
[self setTextColor:[UIColor greenColor]];
}
- (void)awakeFromNib
{
[super awakeFromNib];
[self baseInit];
}
/*
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
[self baseInit];
}
return self;
}
*/
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self)
{
[self baseInit];
}
return self;
}
- (id)initWithFrame:(CGRect)frame withImage:(UIImage*)aImage
{
self = [super initWithFrame:frame];
if (self) {
[self baseInitWithImage : aImage];
}
return self;
}
- (void)dealloc {
[super dealloc];
}
#end
EDIT: I noticed several things:
-- if I put [super initWithFrame:...] instead of [super initWithCoder:...] inside
(id)initWithCoder:(NSCoder *)aDecoder
it works well.
-- Now I am using awakefromnib instead of initwithcoder and the only thing that get changed in textfield is textColor.
Could someone explain why so?
Solution I needed to set border style to none. BS overlayed bg image.
While showing your .xib in Xcode, reveal the right pane, select your view and in the third tab, change Classto whatever you want it to be.
So, another EXC_BAD_ACCESS topic on StackOverflow, but as I'm new to Objective-C this is still a topic I don't really grasp yet. Even though I have done a lot of research about it already.
The issue is the following. I have a UIScrollView that I have overwritten using a Custom Class (named MultiSelectView). If the user taps this UIScrollView and then I want to open a view that allows him to select some data.
So I have declared a UITapGestureRecognizer that calls the openMultiSelect: method. But on the line [parent.navigationController pushViewController:view animated:YES]; I get a Program received signal: "EXC_BAD_ACCESS". error. Why o why?
- (id) initWithCoder:(NSCoder *) coder {
self = [super initWithCoder: coder];
if (self) {
// Add a Tap Gesture Recognizer to the Scrollview.
// If the user taps the view, it triggers the 'openMultiSelect' method.
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(openMultiSelect:)];
[singleTap setNumberOfTapsRequired:1];
[singleTap setNumberOfTouchesRequired:1];
[self addGestureRecognizer:singleTap];
}
return self;
}
- (void)openMultiSelect:(UIGestureRecognizer *)gesture {
//int myViewTag = gesture.view.tag; // now you know which view called
DataSelectView *view = [[DataSelectView alloc] initWithNibName:#"DataSelectView" bundle:[NSBundle mainBundle]];
view.allowMultiSelect = YES;
[parent.navigationController pushViewController:view animated:YES];
[view release];
}
So the parent that you see is a ViewController that contains the tab. Is there a better way to do this? Because for now I have thus a ViewController that contains Tabs. In its activateTab: method I thus create the tab and pass self along. I do the same in the viewDidLoad for that tab to pass the parent to the custom UIScrollView:
- (void) activateTab:(int)index {
... code ...
self.tab_Basic = [[TabBasic alloc] initWithNibName:#"TabBasic" bundle: [NSBundle mainBundle]];
self.tab_Basic.parent = self;
... code ...
}
You should make some change to your callback method. Something like that:
- (void)openMultiSelect:(UIGestureRecognizer *)gesture {
//int myViewTag = gesture.view.tag; // now you know which view called
if(gesture.state == UIGestureRecognizerStateEnded){
DataSelectView *view = [[DataSelectView alloc] initWithNibName:#"DataSelectView" bundle:[NSBundle mainBundle]];
view.allowMultiSelect = YES;
[parent.navigationController pushViewController:view animated:YES];
[view release];
}
}
What you are doing wrong is releasing the object "view" too early, don't release it until the view is popped. That should fix the problem.
- (void)openMultiSelect:(UIGestureRecognizer *)gesture {
//int myViewTag = gesture.view.tag; // now you know which view called
DataSelectView *view = [[DataSelectView alloc] initWithNibName:#"DataSelectView" bundle:[NSBundle mainBundle]];
view.allowMultiSelect = YES;
[parent.navigationController pushViewController:view animated:YES];