In my app, I got a UINavigationController. Unfortunately, when I rotate the device and the interface orientation changes, the UINavigationBar doesn't change its height. In other iPhone applications, such as the Contacts.app, the navigation bar gets slightly less tall in landscape mode. It must be built-in, because if you take the navigation sample app from the XCode menu and add interface orientation to it, it does change the navigation bar's height properly.
How can I make the navigation bar resize like it does in all other iPhone apps I've seen?
I've done a little testing, and although I don't like the method, it's quite easy to do.
Having looked for a private method that may have worked, I couldn't find one. All I found was:
#property BOOL forceFullHeightInLandscape;
- (BOOL)isMinibar;
There is no setter for -isMinibar, so we can't set that. I guess that it returns a value based on its height. Also, forceFullHeightInLandscape was set to NO, however it still didn't adjust its height.
While changing the autoresizingMask to include UIViewAutoresizingFlexibleHeight, the view did resize to be smaller, but now it was too small. However, -isMinibar suddenly returned YES. So that made me think of just letting the view resize itself, adjusting it to the right height.
So there we go, a method that works, even without private API calls:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self.navigationBar performSelector:#selector(sizeToFit) withObject:nil afterDelay:(0.5f * duration)];
}
One thing you'll have to deal with is that the views below the bar won't get adjusted to the smaller bar, so that there will be a gap between the bar and the views below. Easiest way to solve this is to add a container view, just like the case with a UINavigationController. You'd come up with something like:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self performSelector:#selector(resizeViewsForNavigationBar) withObject:nil afterDelay:(0.5f * duration)];
}
- (void)resizeViewsForNavigationBar {
[self.navigationBar sizeToFit];
// Resize containerView accordingly.
CGRect containerViewRect = self.containerView.frame;
containerViewRect.origin.y = CGRectGetMaxY(self.navigationBar.frame);
containerViewRect.size.height = CGRectGetMaxY(self.view.frame) - containerViewRect.origin.y;
self.containerView.frame = containerViewRect;
}
I think the behavior you want only happens when a navigation controller ( which represents the bars (navigation or toolbar)), is added to the window in the app delegate or presented by a tab bar, etc.
You can add a navigation bar via IB or code, it doesn't mean you have a navigation controller. My opinion is, create a navigation controller and initialize it with the view controller you're working in. Probably when the view rotates, the nav bar will shrink a little, the way you like.
Hope this helps
Thanks to Joost I've added
#property BOOL forceFullHeightInLandscape;
to my custom UINavigationBar class. And set in :
-(id)initWithFrame:(CGRect)frame{
forceFullHeightInLandscape = YES;
Worked like a charm
Similar to Joost's answer, but putting the method in willAnimateRotationToInterfaceOrientation has a better animation effect than willRotateToInterfaceOrientation. (There's no animation delay)
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[self.navigationBar sizeToFit];
}
I just had this error as well, and although it's probably not for the same reason I'd like to post it here to help anyone else that goofs.
If you're overriding any willRotateToInterface methods, remember to call super
I blanked on that, but once I saw the accepted answer it came to me.
I think this one is kind of similar to you and they have the code snippet:
iPhone: UINavigationBar with buttons - adjust the height
I just tried a few things just within Interface Builder and Xcode and as long as you use the UINavigationBarController as RootViewController it works as described - getting smaller. Did you change any things within the Controller itself or in parts of how the Controller is loaded? Especially concerning the firing of events? I had some bad expiriences with the UITabBarController in terms of breaking the proper messaging and got some 'interessting' view side effects. Just a try and a guess.
(void)viewWillLayoutSubviews {
self.navigationItem.titleView.bounds = self.navigationController.navigationBar.bounds;
}
Related
I am getting a really strange animation behaviour when pushing another view controller that has the bottom bar hidden with hidesBottomBarWhenPushed. The first thread I found was that: Strange animation on iOS 7 when using hidesBottomBarWhenPushed in app built targeting <= iOS 6 but as my application is only build and run on iOS7 it is not the case for my problem.
Please see the following video that shows the problem (look in the top right corner):
https://dl.dropboxusercontent.com/u/66066789/ios7.mov
This strange animation shadow only occurs when hidesBottomBarWhenPushed is true.
How can I fix that?
Solved my problem:
self.tabBarController.tabBar.hidden=YES;
In the second view controller is the way to go.
Leo Natan is correct. The reason for this blur effect is because the entire Tab Bar Controller is being animated underneath the navigation controller, and behind that view is a black UIWindow by default. I changed the UIWindow background color to white and that fixed the issue.
hidesBottomBarWhenPushed seems to work great with UITabBars (iOS 7/8).
Turn off the Translucent property of Navigation Bar in Storyboard.
In My Case, I had TabBarViewController with UINavigationController in each tabs & faced similar issue. I used,
nextScreen.hidesBottomBarWhenPushed = true
pushViewToCentralNavigationController(nextScreen)
It works fine when nextScreen is UITableViewController subclass & applied auto layout. But, It does not work fine when nextScreen is UIViewController. I found it depends on nextScreen auto layout constraints.
So I just updated my currentScreen with this code -
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
self.tabBarController?.tabBar.hidden = true
}
For more details - https://stackoverflow.com/a/39145355/2564720
An elegant way of doing this, while keeping transparency, is to add this to the root UIViewController:
- (void)viewWillAppear:(BOOL)animated {
[UIView animateWithDuration:0.35f animations:^{
self.tabBarController.tabBar.alpha = 1.0f;
}];
}
- (void)viewWillDisappear:(BOOL)animated {
[UIView animateWithDuration:0.35f animations:^{
self.tabBarController.tabBar.alpha = 0.0f;
}];
}
This way you'll get a nice fade-in/fade-out animation of the tab bar.
What if in the second view controller in viewWillAppear you put
[self.navigationController setToolbarHidden:YES animated:NO];
I'm using the iCarousel library to show a coverflow-like UI. Animating the iCarousel subviews directly tends to blow up, so I create a wrapper for my animation and stick a subview inside of it which looks like the tapped cover. Then I hide the actual iCarousel view, and animate the fake cover on top of it.
I'm using UIView's transitionWithView:duration:options:animations:completion: method, but I'm running into some trouble. When animating another view onscreen for the first time, the view appears without any animation. When animating out, the view correctly flips and hides.
My view hierarchy is as follows:
main view, loaded from a nib
wrapper view
view to transition from
view to transition to
The view I'm transitioning to is a UINavigationController's view which contains a UITableViewController subclass. Instead of the initial animation, the UINavigationController appears and then the view grows upward a little, as if it's taking over the space otherwise occupied by a status bar.
Any idea why the table view might be animating like this? (I suspect containment APIs and/or wantsFullscreen, although I'm not explicitly using them. I simply install the views into the wrapper via addSubview:.)
Here's my "flip in" code, that animates every time but the first:
- (void) flipInWithCompletion:(MBTransitionCompletion)completion {
BOOL displayingPrimary = [self isDisplayingPrimaryView];
UIView *frontView = [self frontView];
UIView *backView = [self backView];
UIView *wrapperView = [self wrapperView];
[wrapperView addSubview:frontView];
[UIView transitionWithView:wrapperView
duration:0.8
options:UIViewAnimationOptionTransitionFlipFromRight
animations:^{
[wrapperView addSubview:backView];
[frontView removeFromSuperview];
}
completion:^(BOOL finished) {
[self setIsDisplayingPrimaryView:!displayingPrimary];
if (completion) {
completion();
}
}
];
}
What might cause the table view to grow instead of allowing the wrapper to flip?
Edit:
I've made a video demoing the exact problem.
Sounds like the view isn't properly loaded before it starts to animate in. I think I remember having a similar problem before. Try adding it to your view first, then remove it, and try to animate it into place to see if that fixes it.
That's not really a solution though, but it should give you a clue as to what might be wrong.
How can I set the start position of a NSSplitView?
The closest thing I've found that looks like it would work is setPosition
//Set splitView position.
[splitView setPosition:330 ofDividerAtIndex:0];
This doesn't seem to do anything though, my splitview still starts with the divider in the center.
ANy ideas?
You don't set the position of the divider, you set the sizes of your NSSplitView's subviews. The divider is then repositioned automatically.
This is how I positioned my divider and subview size (in swift):
let subview: NSView = mySplitView.subviews[1] as NSView
subview.setFrameSize(NSMakeSize(subview.frame.size.width, 100))
In the view's class housing the split view
override func viewWillAppear() {
self.mySplitView.setPosition(120, ofDividerAtIndex: 0)
}
or wherever you want it to start.
NSSplitView needs initial non-sized bounds to make them layout correctly.
If your view has zero-size, then it will not show expected layout.
The best way is providing non-zero layout (this is what IB does), but sometimes this is impossible.
If you cannot provide non-zero size, then I think you have to provide proper - (void)splitView:(NSSplitView *)splitView resizeSubviewsWithOldSize:(NSSize)oldSize delegate method implementation to layout everything manually yourself. (this is my current best practice)
Maybe that is the center? If splitView is correctly hooked up to your split view, that code should work. You should probably log [splitView minPossiblePositionOfDividerAtIndex:0] and [splitView maxPossiblePositionOfDividerAtIndex:0] before trying to set the position of the divider so you know the possible values.
The view system in my app is highly customized and uses a number of views that are manually rotated from portrait to landscape based on user interactions (the rotation is done by applying an affine transform to the view/layer).
I want to present a popover inside one of these rotated views, but the orientation of the popover always appears relative to the orientation of the device (i.e., not relative to the view). I'm guessing the answer is no, but just in case someone has a clever idea: is there any way to manually rotate the view that is presented by UIPopoverController?
Sean, I just tested it for kicks, yes it works.
It has to be done (in my case at least) in viewDidAppear (if done in viewWillAppear, it gets knocked back to the original setting.)
This worked just fine (just tested now) to have a popover at a 90 degree angle. i.e in my case my main view is in portrait mode and the popover is turned 90 deg.
self.navigationController.view.superview.superview.transform = CGAffineTransformMakeRotation (M_PI/2.0);
Are you trying to rotate the popover or just the content shown in the popover? You can control some of the former by setting which arrow orientations are possible. I'm interested in the latter, and it seems to work just by grabbing the content view controller. E.g.:
aPopoverController.contentViewController.view.transform = CGAffineTransformMakeRotation(M_PI);
DISCLAIMER: If you're at all interested in trying to get your app into the store, this code is almost certainly grounds for rejection. It dives into UIKit's private API's which is a big no-no as far as apple is concerned.
#RunningPink had the right idea. Depending on how the view hierarchy is set up, the popover may be back up farther than two superviews. The popover itself it an instance of the (private) class _UIPopover (at least in iOS 5). You can find this view by doing:
UIView *possiblePopover = popoverController.contentViewController.view;
while (possiblePopover != nil) {
// Climb up the view hierarchy
possiblePopover = possiblePopover.superview;
if ( [NSStringFromClass([possiblePopover class]) isEqualToString:#"_UIPopoverView"] ) {
// We found the popover, break out of the loop
break;
}
}
if (nil != possiblePopover) {
// Do whatever you want with the popover
}
In doing this, I found that transforming the view often ended up making the popover look blurry. I found the reason was that the popover's superview was an instance of another private class called UIDimmingView which is responsible for accepting touches outside of the popover and causing the popover to dismiss. Performing the rotation on the dimming view removed the blurriness I was seeing in the popover.
However, transforming the dimming can result in weirdness where certain parts of the window are not "covered" by the dimming view so the popover will not dismiss if these parts of the window are tapped. To get around this, I applied the rotation to the dimming view, reset the dimming view's frame to cover the screen, and then translated the popover view into place.
if (nil != possiblePopover) {
// Found the popover view
CGAffineTransform rotation = CGAffineTransformMakeRotation(-M_PI_2);
CGAffineTransform translation = // Whatever translation in necessary here
// Rotate the UIDimming View and reset its frame
[possiblePopover.superview setTransform:rotation];
[possiblePopover.superview setFrame:CGRectMake(0, 0, possiblePopover.superview.frame.size.height, possiblePopover.superview.frame.size.width)];
// Translate the popover view
[possiblePopover setTransform:translation];
}
I want to change the picker view bakground color. I try this way but not worked.
doublePicker.backgroundColor = [self RGBColorR:85 G:17 B:92];
- (UIColor *)RGBColorR:(double)red G:(double)green B:(double)blue {
return [UIColor colorWithRed:(red/255.00) green:(green/255.00) blue:(blue/255.00) alpha:1.00];
}
I want to do picker view like in picture. How can I do this? Thanks for your reply.
you can add subviews over certain areas of your pickerview..
use:
[picker addSubview: coverView]; //adding subviews to different area of the picker
you're going to find yourself playing with alot of CGRect to get thing to fit properly. If you want to change the entire thing you're going to have to override some methods that handle the touch events etc..
this tutorial might help you create a custom picker
https://developer.apple.com/iphone/library/samplecode/UICatalog/
You cannot change the appearance of UIPickerView, even the size, it's the most unchangeable UI element in iOS. Best you can do is build custom by yourself, using UIScrollView with paging enabled.