Should I use IB or Subclass UIView - objective-c

So, I developed a kind of drop down button class.
Let's call it DDButton.
I mainly export one function :
-(void) addButtonWithImage:(UIImage*)image andTarget:(id)target andSelector:(SEL)selector
which lets the user add another button to the drop down.
I will need to use DDButton in different screens of my app.
I would like to use it like:
DDButton* ddb = [[DDButton alloc] initWithFrame:rect];
[ddb addButtonWithImage....]
[ddb addButtonWithImage....]
My question is since I never subclassed UIView before how should I implement it, and how should I use it later ?
Do I use IB and create a stub UIView which I'll connect to the DDButton in the Identity Pane ?
if so , how exactly I instantiate the view later on.
Or,
Do I subclass UIView ? if so , what methods I should override ? Do you I setup my buttons in the initializer ? in LayoutSubView ? In drawRect ?
I would love to hear the best approach here.
Thanks!
Edit
Let's say I choose the IB way : I have a main button which I set regardless of the
addButtonWithImage() calls, actually all calls to addButtonWithImage just "append" to that button. I want to main button to be the size of the view, until other buttons are added and then the view grows appropriately. However, I want the size of the view to be chosen by the user at first...using setFrame I guess.
Meaning in the awakeFromNib I can't count on the frame size yet (it only take the xib size I assume). So where would I setup my main button ? LayoutSubView ? setFrame ? I'm not sure.

Add your view to the interface in IB as a UIView, then change the class in the identity pane. If you need to do initialization in code, use a -(void)awakeFromNib method. I would suggest setting up the buttons when they are added in addButtonWithImage....

I'd probably do a subclass, building views in code is a good thing to learn.
Override drawrect: to do any custom drawing you need to do, if you're just adding a UIImageview or something and doing positioning you could just override initWith...: and do your custom initialisations.

Related

MVC and the use of a UIButton to dynamically create UI elements

I understand the concept of MVC. At least I hope I do but there is a particular situation that I have encountered recently that makes me think that I actually have no idea.
Problem:
I am trying to create a class that when applied to an existing button adds the functionality of editing that button's title. It does so by dynamically generating a UITextField that will in turn be populated with the Button's new name. I hold the logic of adding the UITextField in a class called CustomAnimation and initializing it in the following way:
CustomAnimation *yar = [[CustomAnimation alloc] initWithButton:customButton];
The problem that I encounter is when I am trying to dynamically create a UIButton from a custom class like CustomAnimation and try to assign a target/action to it. Since the UIButton is actually generated inside the ViewController FROM the CustomAnimation class the former should get a pointer to the parent ViewController and then set it as the target.
[classButton addTarget:viewController action:#selector(dostuff:) forControlEvents:UIControlEventTouchUpInside];
All is good except one thing - dostuff method should reside inside the ViewController in order to be visible for that button and here everything turns into a hack.
What is the correct approach when you want to generate temporary UI elements from inside a Class instead of the Controller?
Thank you
There are lots of ways you can look at MVC in terms of granularity. If I understand your question correctly you are trying to implement MVC at a single control level which is - in my opinion - too finely grained. I try to aim for a more coarse approch where a controller manages a chunk of UI controls, e.g. a view or a window.
You could argue that the editability of the buttons label is bahavior that belongs to the button (encapsulated by it), hence its implementation is or should be part of the overall implementation of the button. Once you accept that, you could implement this as a subclass of UIButton and move the code that is in CustomAnimation to your subclass of UIButton. Or encapsulate CustomAnimation in your subclass of UIButton, whichever is more appriopriate.

IOS custom button

I need a custom button like Instragram has in profile tab (the buttons that shows the number of photos and followers) but i don't know how to start to implement it.
Do i need to subclass UIButton or is there other way easier?
I think, the easiest approach would be to create a UIButtom with the typeUIButtonTypeCustom and add a subview to it with imageviews and labels as subviews to create the UI. Composition over inheritance.
Subclassing UIButton seems to me to be the obvious solution. I agree that subclassing UIViewController makes no sense. You don't use UIViewController objects to manipulate individual subviews within a view hierarchy controlled by another UIViewController object.
There are plenty of ways to do this, personally I would subclass UIViewController. Then you can edit its .xib in interface builder to make it look however you want and set different values programmatically. Then to detect a tap on the button you can just use the touchesBegan and touchesEnded (I'm pretty sure those aren't complete method names, check in the docs for more info on them) methods. If you want you could also set up a UITapGestureRecognizer for the view instead.

Custom UISplitViewController?

I want the effect of a UISplitViewController however I am not using the split view template.
Is it relatively easy to achieve without the template? And with using normal UIViewController?
What I want it a customary sized and positioned UITableView which then has a customary sized detail view which then of course goes into a popover and detail view when portrait.
Doing it without Interface Builder, you would create a UIViewController class. In the viewDidLoad method of that class, create a UIView or a UITableView with the frame origin where you want it and a size that you want. (Release it in the viewDidUnload method.) Then set the UIViewController's self.view to point to this new view.
self.view = [[UIView alloc] initWithFrame:...]; // edit - added in response to your question
If you created a UIView, then you will want to put your UITableView inside this new view. (This approach lets you add more items to the container UIView if you need to.)
Make sure your UIViewController adheres to the UITableViewDelegate and UITableViewDataSource protocols. Add the delegate and datasource methods and you should be good to go.
This new view can cover other views, or you can size the other views to fit beside it. You only need to set there frames according to what you want to do with them.
There are some limitations if you use a UITableViewController, so a lot of people recommend using a UIViewController instead. like I described above. You can google for more info on that topic.
Just great a new temporary Xcode-project from that template and judge yourself, if it is complicated for you, to adept your (real) code.
Yes. You can do it quite easily. Just use delegates to pass messages between the left and the right side views (root and detail). For instance the didSelectRowAtIndexPath tableView method could be used along with delegation to pass a message to the right sided detail view. Tap a cell on the left table, show its text as a Label on the right side. Its just a simple example. And yes you can handle the rotations and send left side view into a UIPopoverController as well, thus giving the detail view full screen real estate in Portrait orientation.
Also try MGSplitViewController . It gives you a lot of other customization options on a split view controller.

Objective-C can someone explain how to programmatically display a view

I'm just not getting this, I want to display a view in my app when a user clicks a button.
I've gotten this far:
NSView* unitMarker = [[NSView alloc] initWithFrame: NSMakeRect( 20.0, 20.0, 80.0, 50.0 ) ];
How would I display this view with a red background?
Thanks
#Aaron: he says he wants to do this programmatically. Also he's using NSView, not UIView, so an iPhone tutorial would be almost irrelevant.
#Mike: Your description of what you want to do is a bit vague. We have a bit of code creating, a view, but no context to tell us exactly what you are trying to do. Do you want the view to come up in a new window or the same? Do you want to replace a view that's already there? We don't even really know your skill level.
I suggest you go check out the documentation for NSView: http://developer.apple.com/library/mac/#documentation/Cocoa/Reference/ApplicationKit/Classes/NSView_Class/Reference/NSView.html
I've gotten this far:
NSView* unitMarker = [[NSView alloc] initWithFrame: NSMakeRect( 20.0, 20.0, 80.0, 50.0 ) ];
How would I display this view with a red background?
You wouldn't, because a plain NSView doesn't draw anything.
First, you need to subclass NSView, implement drawRect: in that subclass to fill its bounds with red, and instantiate that subclass instead of NSView directly.
You should read the View Programming Guide.
How would I display this view …
You wouldn't. The view displays itself when it is appropriate to do so.
It won't ever be appropriate for it to draw itself until you add it to a view hierarchy. Every window has one, rooted at its content view. You need to add this view either to a content view or to some descendant view (subview, subview of a subview, etc.) of a content view.
You normally should not tell a view to display from your controller. That's the window's job. When you do change a property or properties of the view that affect what it draws, set the view as needing display, and let the window tell the view to display when it's appropriate to do that.
Say this out loud 10 times repeatedly:
Interface Builder is my friend.
I was able to put together a sample project doing exactly what you want to do in about 5 minutes by leveraging Interface Builder as part of the process. http://www.markdouma.com/developer/ShowWindowWithRedView.zip.
You can't show a view without placing it in a window first; by far the easiest way to do this kind of a thing is to drag out a second window in Interface Builder, set it to not be visible on launch, drag a generic NSView custom view onto the Window, set its class to be SRRedView (your red view subclass). As d11wtq posted, you override NSView's primitive drawing method like he shows (though personally I prefer NSBezierPath :-P).
In your controller class, you define IBOutlets, and then hook those up in Interface Builder. These provide you with a way to reference the important parts of your interface so that you can manipulate them programmatically.
I added one IBAction method, which the button in the main window is hooked up to call. That method simply tells the second window to show itself.
- (IBAction)showWindowWithRedView:(id)sender {
[windowWithRedView makeKeyAndOrderFront:nil];
}
In the 8 years or more that I've been doing Cocoa programming, I don't think I've ever needed to resort to manually creating windows and views. It has always been much faster to simply load another nib file that contains the windows or views I need to display. Using Interface Builder along with Xcode to create your app is quite a bit different than how other IDEs work. (Specifically, when you arrange stuff in Interface Builder you're not generating code as much as you are creating instances of UI objects and then "freeze-drying" them in their current arrangement into a .nib archive file. When you launch the app, they are brought back to life. Or at least that's the way I think about it).
You need to subclass NSView and implement drawRect:.
In this case you're just going to fill the entire rect with red.
#interface MyView : NSView {
}
#end
#implementation MyView
-(void)drawRect:(NSRect)dirtyRect {
[[NSColor redColor] set];
NSRectFill(dirtyRect);
}
#end
That's an extremely basic example that does what you want, but if you want to do more complex things (adding borders (strokes) or drawing curves (paths) etc), then you need to learn all the drawing classes available to you.
Scott Stevenson has written some easy to follow tutorials on this:
http://cocoadevcentral.com/d/intro_to_quartz/ and;
http://cocoadevcentral.com/d/intro_to_quartz_two/

Add a second image to a custom UIButton

I've got an Custom UIButton. It's got
a "static" background image
a variable text (the Title) which gets set in the code
Now I would like to add an icon (UIImage/UIImageView) inside the button on the left of the text. (I use the indent to move the text slightly to the right). Is there an easy way of adding that icon (and referencing it from code, so I can change it) or would you recommend creating a completely new button e.g. based on a UIView? (e.g. a view, that responds to touches)?
I'm just trying to get a feel for what the best approach would be for this. Any experience?
Two ways:
I prefer doing this by subclassing a UIView and (as you mention) implement the UITouch-responder methods. You're also able to override drawRect: what I really like because it makes your app soooooo much faster!
Since UIButton is a subclass of UIView, you can add a UIImageView to your button by using addSubview:. If you save it in your main-class (#property (...) UIButton *button) you can always access it by calling [self button]. You can also subclass your UIButton and add this #property. That's up to you.
It's totally up to you. However I prefer the first way!