I am currently working on my application and would like to have a UIScrollView and UIPageControl which would allow the user to swipe the screen left and right to get to different view controllers.
I have this working so far, so that I can swipe left and right to see either view controller however I am finding that when one of my UIViewControllers needs to access it delegate nothing happens, for example UITableViewDelegate.
This is the code i have so far in my scrollViewController
CGRect frame2;
frame2.origin.x = self.scrollView.frame.size.width * 1;
frame2.origin.y =30;
frame2.size = self.scrollView.frame.size;
myViewController *vc3 = [[myViewController alloc] initWithNibName:#"myViewController" bundle:nil];
vc3.view.frame = frame2;
[self.scrollView addSubview:vc3.view];
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * 2, self.scrollView.frame.size.height);
One thing I am not able to do also is release [vc3 release]; after adding it to the scrollView the app will just crash.
Any help would be great, also please let me know if I am going about this the wrong way.
Thanks Aaron
By adding v3.view , v3's retain count wont increase. So you cant release v3. you can
[v3.view release];
Related
I have a transparent view with a rectangle drawn onto it using CoreGraphics.
When the camera launches the custom overlay view is above the shutter animation.
What you see is the standard camera shutter with the custom rectangle above it.
How do I get it to go in the right place, underneath the shutter animation? I've looked at other sample code but it's for OS 3.1 and doesn't seem to do anything differently.
Here's my code:
-(IBAction)cameraButton{
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerCameraDeviceRear]){
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
//Add the OverlayView with the custom Rectangle
CGRect overlayFrame = CGRectMake(0.0f, 0.0f, 320.0f, 480.0f);
OverlayView *overlayView = [[OverlayView alloc]initWithFrame:overlayFrame];
picker.cameraOverlayView = overlayView;
[overlayView release];
[self presentModalViewController:picker animated:YES];
[picker release];
}
}
On the iPad this problem doesn't exist, and the overlay view is behind the shutter animation by default. But on the iPhone, the overlay appears at front.
I've found a solution that worked for me.
You have to set your overlay view as a subview in this method:
- (void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated {
if (!viewController)
return;
UIView* controllerViewHolder = viewController.view;
UIView* controllerCameraView = [[controllerViewHolder subviews] objectAtIndex:0];
UIView* controllerPreview = [[controllerCameraView subviews] objectAtIndex:0];
[controllerCameraView insertSubview:self.overlayView aboveSubview:controllerPreview];
}
Hope it helps
Original source:
http://www.alexcurylo.com/blog/2009/06/18/uiimagepickercontroller-in-3-0/
You may not do anything else other than what you're already doing; if iOS decides to put your overlay view over the shutter, you'll just have to live with it (unless you want to risk getting rejected from the app store).
As an imperfect workaround, you could start your overlay with alpha=0 and then set alpha to 1 a second or two later. But there is no set time period that the shutter appears for before 'opening' (I think it depends on how long it takes to initialize the camera hardware), so sometimes your interface might not appear until late and sometimes might appear too early.
As of 4.3.3, the shutter animation is broken because elements are displayed on top, and then snap underneath when the animation starts. I've filed this as a Radar: http://openradar.appspot.com/radar?id=1204401
I answered a similar question here. What worked for me (in iOS 6) was setting the cameraOverlayView in navigationController:willShowViewController:animated.
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I've put a UIButton inside a custom UIView and the button is not receiving any touch events (it doesn't get into the highlighted state, so my problem is not about being unable to wire up a touch inside up handler). I've tried both putting it into the XIB in Interface Builder, and also tried programatically adding the UIButton into the UIView seperately, both ended with no luck. All my views are inside a UIScrollView, so I first though UIScrollView may be blocking them, so I've also added a button programatically exactly the same way I add my custom view into UIScrollView, and the button worked, elimination the possibility of UIScrollView could be the cause. My View's hiearchy is like this:
The button is over the image view, and the front layer isn't occupying my button completely, so there's no reason for me not be physically interacting with the button. At my custom view's code side, I'm creating my view as such:
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
UIView *sub = [[[NSBundle mainBundle] loadNibNamed:#"ProfileView" owner:self options:nil] objectAtIndex:0];
[self addSubview:sub];
[sub setUserInteractionEnabled:YES];
[self setUserInteractionEnabled:YES];
CALayer *layer = sub.layer;
layer.masksToBounds = YES;
layer.borderWidth = 5.0;
layer.borderColor = [UIColor whiteColor].CGColor;
layer.cornerRadius = 30.0;
/*layer.shadowOffset = CGSizeZero;
layer.shadowRadius = 20.0;
layer.shadowColor = [[UIColor blackColor] CGColor];
layer.shadowOpacity = 0.8;
*/
}
return self;
}
I've tried all combinations of setUserInteractionsEnabled, and had no luck. (Yes, also set them to checked in Interface Builder too). I've also read in another question with a similar problem that I should try overriding 'canBecomeFirstResponder' to return 'YES' and I've also done that too. But the problem persists, I can't click the button. I've not given any special properties, settings to the button, it's just a regular one. My other objects in the view (labels below, image view behind the button etc.) are working properly without problems. What could be possibly wrong here?
Thanks,
Can.
UPDATE: Here is a quick reproduction of the problem: https://dl.dropbox.com/u/79632924/Test.zip
Try to run and click the button.
Looking at the test project, I believe your problem in the way you create TestView, you do not specify the frame for it, so basically the parent view is 0 size, and the subviews you see from XIB extending out of the parent view and thus do not get anything in responder chain.
You should either specify the frame when creating TestView, or adjust the frame after loading XIB file.
I have had this problem as well. The cause for me was that the UIButton superview frame was of height 0, so I believe that even though a touch was happening, it was not being passed down to the button.
After making sure that the button's superview took a larger rectangle as a frame the button actions worked.
The root cause for this problem on my side was a faulty auto layout implementation (I forgot to set the height constraint for the button's superview).
I've found the solution. I was initializing my custom view as:
MyView *view = [[MyView alloc] init];
I've initialized it instead with a frame of my view's size, and it started responding to events:
CGRect rect = CGRectMake(0,0,width,height);
MyView *view = [[MyView alloc] initWithFrame:rect];
Storyboard Solution
Just for anyone wanting a solution to this when using storyboards and constraints.
Add a constraint between the superview (containing the button) and the UIButton with an equal heights constraint.
In my case, I had selected embed UIButton in a UIView with no inset on the storyboard. Adding the additional height constraint between the UIButton and the superview allowed the UIButton to respond to touches.
You can confirm the issue by starting the View Debugger and visually confirm that the superview of the UIButton is not selectable.
(Xcode 11, *- Should also work in earlier versions)
Here's my problem: I tried to display a UIWindow with a subview that displays a radial gradient. I wanted to put the window on the UIWindowLevelAlert. I had this all figured out before and it was working, but now I'm trying to reproduce it wasting hours...
This is the code I've got (the background is not a gradient because I wanted to keep it simple, then add a view that really is like the one of an UIAlertView):
- (IBAction)buttonPressed {
UIWindow *backgroundWindow = [[UIWindow alloc]initWithFrame:[UIScreen mainScreen].bounds];
backgroundWindow.windowLevel = UIWindowLevelAlert;
UIView *backgroundView = [[UIView alloc]initWithFrame:[UIScreen mainScreen].bounds];
backgroundView.backgroundColor = [UIColor blackColor];
backgroundView.alpha = 0.5;
[backgroundWindow makeKeyAndVisible];
[backgroundWindow addSubview:backgroundView];
backgroundWindow.hidden = NO;
}
When a UIWindow is dealloc'd, it will be removed from the screen. Since you don't keep a reference to your UIWindow, I believe it is getting released and dealloc'd, and therefore it won't show.
The solution is to keep a reference to the window somewhere. Can you store it as a property in the class you're working in?
I have only been working in iOS for a few months but I have been banging my head against the wall for hours and hours for something that seems like it should be pretty straightforward. I used the master detail template in Xcode for an iPad app. I want the detail portion to be scrollable to show content below what is visible in the frame, in either orientation. I have tried numerous combinations of adding scrollviews in the DetailViewController in viewWillAppear, viewDidLoad, loadView...and the best I can come up with is what looks like a scrollable view on the top layer as it does show scroll bars and shows me that I did the scrollView.contentSize correctly as I can pan around, but the actual view with the fields and stuff doesn't move and the fields are unable to be edited. Here is my viewDidAppear as it stands at the moment. As you can see in the NSLogs I am trying to understand the view stack. If I uncomment the line before the logs, I lose the scroll bars altogether.
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 768, 1024)];
scrollView.contentSize = CGSizeMake(2048, 2048);
UIView *parentView = [[UIView alloc] init];
parentView = [[self view] superview];
[[parentView superview] addSubview:scrollView];
//[scrollView addSubview:[self view]];
NSLog(#"%#", [parentView superview]);
NSLog(#"%#", parentView);
NSLog(#"%#", [super view]);
NSLog(#"%#", [self view]);
[scrollView setDelegate:self];
}
I would sincerely appreciate any guidance or tips on how to properly implement UIScrollView for this scenario.
You should add the UIScrollView in IB. Be sure to move all of your existing views and controls to be subviews of the scroll view. And you'll have to link the scroll view to an IBOutlet so you can set the content size in your view controller.
Instead of trying to wrap a uiscrollview around your main view's superview (which you have incorrectly tried to take ownership of (it should be NULL anyways)), why not herd your UI elements into a full-sized subview and wrap the scrollview around that? It would be much much easier.
Your hierarchy would look like this:
Self.view -> ScrollView (with contentSize set) -> UIView containing elements that need to be scrolled -> various UI elements
I have a custom UIView that I have created to display my custom buttons and toolBar. When I first called for it to show, the bar is on top of the Shutter (which is good). But after the camera is loaded, the shutter comes in front of it, then opens.
If you look at the native camera.app, it doesn't do this. The toolbar stays there the whole time. Here is my code:
// .h
UIImagePickerController *theCamera;
#property (nonatomic, retain) UIImagePickerController *theCamera;
// .m
theCamera = [[UIImagePickerController alloc] init];
theCamera.delegate = self;
theCamera.sourceType = UIImagePickerControllerSourceTypeCamera;
theCamera.showsCameraControls = NO;
theCamera.toolbar.alpha = 0;
theCamera.navigationBarHidden = YES;
theCamera.toolbarHidden = YES;
theCamera.wantsFullScreenLayout = YES;
theCamera.cameraViewTransform = CGAffineTransformMakeScale(1.25, 1.25);
UIImageView *tabBarBack = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"tab_bar_back.png"]];
tabBarBack.frame = CGRectMake(0, 422, 320, 58);
[customView addSubview:tabBarBack];
theCamera.cameraOverlayView = customView;
[self presentModalViewController:theCamera animated:YES];
Obviously there are more buttons I add to the customView, but you get the concept.
Subscribe to:
AVCaptureSessionDidStartRunningNotification
This is when the iris open animation begins. If you add a cameraOverlayView during this time, it will be properly covered up by the iris. It is posted at the same time as that PL… private notification. This is a documented approach that does not risk app rejection.
AFAIK there is no direct way to do this. If you use cameraOverlay, you will get shutter for the complete screen.
How ever there are some alternate methods (playing around with the view hierarchy) that will help you in making your preview screen as parent view. I am not sure if this approach is correct as per app store guidelines.
have a look at Hide/Show iPhone Camera Iris/Shutter animation for better understanding on how to achieve this.
On iOS 6+, if you've added your controller as the delegate for the UIImagePickerController, this code should ensure that the shutter stays behind your cameraOverlayView:
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I haven't tested on versions of iOS prior to iOS 6 though.