Core animation animationDidStop with chained animations - objective-c

I have two animations in a custom UIView, anim1 and anim2. Anim1 sets its delegate to self and there is an animationDidStop method in my class which triggers Anim2. If I want something else to occur when Anim2 finishes, how do I do this? Can I specify a delegate method with a different name?
UPDATE
I declare two animations as iVars:
CABasicAnimation *topFlip;
CABasicAnimation *bottomFlip;
I build each animation and set delgate to self e.g.
- (CABasicAnimation *)bottomCharFlap: (CALayer *)charLayer
{
bottomFlip = [CABasicAnimation animationWithKeyPath:#"transform"];
charLayer.transform = CATransform3DMakeRotation(DegreesToRadians(0), 1, 0, 0); //set to end pos before animation
bottomFlip.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(DegreesToRadians(-360), 1, 0, 0)];
bottomFlip.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(DegreesToRadians(-270), 1, 0, 0)];
bottomFlip.autoreverses = NO;
bottomFlip.duration = 0.5f;
bottomFlip.repeatCount = 1;
bottomFlip.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut];
bottomFlip.delegate = self;
bottomFlip.removedOnCompletion = FALSE;
return bottomFlip;
}
I then try and find bottomFlip in animationdidStop:
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag {
if (theAnimation == bottomFlip) {
NSLog(#"Bottom Animation is: %#", bottomFlip);
}
NSLog(#"Animation %# stopped",theAnimation);
[bottomHalfCharLayerFront addAnimation:[self bottomCharFlap:bottomHalfCharLayerFront] forKey:#"bottomCharAnim"];
bottomHalfCharLayerFront.hidden = NO;
topHalfCharLayerFront.hidden = YES;
//insert the next one???
}
"Animation stopped" is logged but nothing else i.e. it doesn't seem to recognise the bottomFlip iVar

This seems to work:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
//NSLog(#"First Animation stopped");
if (anim ==[topHalfCharLayerFront animationForKey:#"topCharAnim"]) {
NSLog(#"Top Animation is: %#", anim);
topHalfCharLayerFront.hidden = YES;
[bottomHalfCharLayerFront addAnimation:[self bottomCharFlap:bottomHalfCharLayerFront] forKey:#"bottomCharAnim"];
bottomHalfCharLayerFront.hidden = NO;
}
else if ((anim ==[bottomHalfCharLayerFront animationForKey:#"bottomCharAnim"])) {
NSLog(#"Bottom Animation is: %#", anim);
}

Just hold onto a reference to your animations as ivars and compare their memory addresses to the one that gets handed off to animationDidStop:
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
{
if (theAnimation == anim1)
{
// Spin off anim2
}
else
{
// anim2 stopped. Make something else occur
}
}

Related

How to load more data in UITableView after scrolling

I have Thrift server, I can get information and load them in my UITableView, at the first I load 10 rows, and after scrolling to the end each time I want to load 10 more rows(with information) but it's never work for me,
would you please help me in this implementation,
Thanks in advance!
Here is my numberOfRowsInSection method
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
return _notes.count;
}
my method scrollViewDidScroll
-(void)scrollViewDidScroll: (UIScrollView*)scrollView
{
float scrollViewHeight = scrollView.frame.size.height;
float scrollContentSizeHeight = scrollView.contentSize.height;
float scrollOffset = scrollView.contentOffset.y;
if (scrollOffset == 1)
{
[self.tableView setContentOffset:CGPointMake(0, 44)];
}
else if (scrollOffset + scrollViewHeight == scrollContentSizeHeight)
{
// I don't know what should I put here
NSLog(#"%# we are at the end", _notes); //==> _notes is null
//we are at the end, it's in the log each time that scroll, is at the end
}
Here is how I connect to the server
- (void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:YES];
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,
(unsigned long)NULL), ^(void) {
NSURL *url = [NSURL URLWithString:BASE_URL];
THTTPClient *transport = [[THTTPClient alloc] initWithURL:url];
TBinaryProtocol *protocol = [[TBinaryProtocol alloc]
initWithTransport:transport
strictRead:YES
strictWrite:YES];
server = [[thrift_Client alloc] initWithProtocol:protocol];
_notes = [server get_notes:10 offset:0 sort_by:0 search_for:result];
__weak NotesTable *weakSelf = self;
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf.notesTable reloadData];
});
});
[self.view setNeedsDisplay];
}
Use SVPullToRefresh, it offers nice encapsulation. Add the library and register your UITableView with
[tableView addInfiniteScrollingWithActionHandler:^{
// prepend data to dataSource, insert cells at top of table view
// call [tableView.pullToRefreshView stopAnimating] when done
}];
Hi use this it works perfectly for me try this...
- (void)scrollViewDidScroll:(UIScrollView *)aScrollView
{
CGPoint offset = aScrollView.contentOffset;
CGRect bounds = aScrollView.bounds;
CGSize size = aScrollView.contentSize;
UIEdgeInsets inset = aScrollView.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
float reload_distance = 10;
if(y > h + reload_distance)
{
//Put your load more data method here...
}
}
}
You should put your request. The one that is executing on viewdidappear.. remove from viewdidappear put it inside a method. Then call this method from viewdidappear and from this place you put the log and instead of your implementation of didscroll this is one is better
- (void)scrollViewDidScroll: (UIScrollView *)scroll {
NSInteger currentOffset = scroll.contentOffset.y;
NSInteger maximumOffset = scroll.contentSize.height - scroll.frame.size.height;
// Change 10.0 to adjust the distance from bottom
if (maximumOffset - currentOffset <= 10.0) {
[self methodThatAddsDataAndReloadsTableView];
}
}

MKPolygonRenderer - tough memory issues

i am currently facing a hard memory issue while using the new iOS7 MKPolygonRenderer class.. I pinpointed the source of the issue to a single line of code:
[renderer invalidatePath];
it seems like the core framework is not releasing the memory here, so that subsequent calls to this function result in an application crash due to memory exceptions.
basically what i want to do is to let the user alter a single polygon overlay on the map.
#interface MapViewController () <MKMapViewDelegate>
{
MKPolygonRenderer* renderer;
}
#end
#implementation MapViewController
- (id) init
{
if ((self=[super init]) != nil)
{
MKMapView* viewMap = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
viewMap.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
viewMap.delegate = self;
[self.view addSubview:viewMap];
viewMap.region = MKCoordinateRegionMake(CLLocationCoordinate2DMake(49.391759,8.675766), MKCoordinateSpanMake(0.35, 0.35));
// a simple polygon overlay with 4 points
CLLocationCoordinate2D overlayCoords[4] = { {49.421247,8.607101}, {49.418121,8.745117}, {49.321094,8.734818}, {49.320199,8.613968}/*, {49.370199,8.583968} */};
MKPolygon* overlay = [MKPolygon polygonWithCoordinates:overlayCoords count:4];
[viewMap addOverlay:overlay];
// the gesture recognizer which is used to alter the polygon
UILongPressGestureRecognizer* longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(longPress_recognized:)];
longPressRecognizer.minimumPressDuration = 0.1f;
[viewMap addGestureRecognizer:longPressRecognizer];
}
return self;
}
- (MKOverlayRenderer*)mapView:(MKMapView*)mapView rendererForOverlay:(id<MKOverlay>)overlay
{
// reuse the renderer if already existent
if (self->renderer == nil)
{
NSLog(#" renderer is nil ==> creating");
renderer = [[MKPolygonRenderer alloc] initWithPolygon:overlay];
renderer.fillColor = [[UIColor darkGrayColor] colorWithAlphaComponent:0.4];
renderer.strokeColor = [UIColor greenColor];
renderer.lineWidth = 1;
}
else
NSLog(#" renderer is not nil ==> reusing");
return self->renderer;
}
- (void) longPress_recognized:(UILongPressGestureRecognizer*)sender
{
if (sender.state == UIGestureRecognizerStateBegan)
{
// begin drag
// check if and if yes, which polygon point is touched
// set indexOfSelectedPoint
}
else if (sender.state == UIGestureRecognizerStateChanged)
{
// drag move
if (indexOfSelectedMapPoint == -1)
return;
// get the coordinate of the user touch location
CLLocationCoordinate2D c = [self->viewMap convertPoint:[sender locationInView:self->viewMap] toCoordinateFromView:self->viewMap];
// update the coordinate of touched polygon point
self->renderer.polygon.points[indexOfSelectedMapPoint] = MKMapPointForCoordinate(c);
// this line causes the trouble
[renderer invalidatePath];
}
else if (sender.state == UIGestureRecognizerStateEnded || sender.state == UIGestureRecognizerStateCancelled)
{
// drag end
// reset states
}
}
my test project is using ARC. The profiler is not complaining about memory leaks.
is anybody having similar issues?
am i doing something completely wrong here?
is there a better way of doing this?
thanks for the help in advance

Recognize a path of user gesture

I'm working on an app with 9 views on screen, and I want the users to connect the views in a way they want, and record their sequence as password.
But I don't know which gesture recognizer I should use.
Should I use CMUnistrokeGestureRecognizer or combination of several swipe gesture or anything else?
Thanks.
You could use a UIPanGestureRecognizer, something like:
CGFloat const kMargin = 10;
- (void)viewDidLoad
{
[super viewDidLoad];
// create a container view that all of our subviews for which we want to detect touches are:
CGFloat containerWidth = fmin(self.view.bounds.size.width, self.view.bounds.size.height) - kMargin * 2.0;
UIView *container = [[UIView alloc] initWithFrame:CGRectMake(kMargin, kMargin, containerWidth, containerWidth)];
container.backgroundColor = [UIColor darkGrayColor];
[self.view addSubview:container];
// now create all of the subviews, specifying a tag for each; and
CGFloat cellWidth = (containerWidth - (4.0 * kMargin)) / 3.0;
for (NSInteger column = 0; column < 3; column++)
{
for (NSInteger row = 0; row < 3; row++)
{
UIView *cell = [[UIView alloc] initWithFrame:CGRectMake(kMargin + column * (cellWidth + kMargin),
kMargin + row * (cellWidth + kMargin),
cellWidth, cellWidth)];
cell.tag = row * 3 + column;
cell.backgroundColor = [UIColor lightGrayColor];
[container addSubview:cell];
}
}
// finally, create the gesture recognizer
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self
action:#selector(handlePan:)];
[container addGestureRecognizer:pan];
}
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
static NSMutableArray *gesturedSubviews;
// if we're starting a gesture, initialize our list of subviews that we've gone over
if (gesture.state == UIGestureRecognizerStateBegan)
{
gesturedSubviews = [NSMutableArray array];
}
// now figure out whether:
// (a) are we over a subview; and
// (b) is this a different subview than we last were over
CGPoint location = [gesture locationInView:gesture.view];
for (UIView *subview in gesture.view.subviews)
{
if (CGRectContainsPoint(subview.frame, location))
{
if (subview != [gesturedSubviews lastObject])
{
[gesturedSubviews addObject:subview];
// an example of the sort of graphical flourish to give the
// some visual cue that their going over the subview in question
// was recognized
[UIView animateWithDuration:0.25
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
subview.alpha = 0.5;
}
completion:^(BOOL finished){
subview.alpha = 1.0;
}];
}
}
}
// finally, when done, let's just log the subviews
// you would do whatever you would want here
if (gesture.state == UIGestureRecognizerStateEnded)
{
NSLog(#"We went over:");
for (UIView *subview in gesturedSubviews)
{
NSLog(#" %d", subview.tag);
}
// you might as well clean up your static variable when you're done
gesturedSubviews = nil;
}
}
Obviously, you would create your subviews any way you want, and keep track of them any way you want, but the idea is to have subviews with unique tag numbers, and the gesture recognizer would just see which order you go over them in a single gesture.
Even if I didn't capture precisely what you want, it at least shows you how you can use a pan gesture recognizer to track the movement of your finger from one subview to another.
Update:
If you wanted to draw a path on the screen as the user is signing in, you could create a CAShapeLayer with a UIBezierPath. I'll demonstrate that below, but as a caveat, I feel compelled to point out that this might not be a great security feature: Usually with password entry, you'll show the user enough so that they can confirm that they're doing what they want, but not enough so that someone can glance look over their shoulder and see what the whole password was. When entering a text password, usually iOS momentarily shows you the last key you hit, but quickly turns that into an asterisk so that, at no point, can you see the whole password. Hence my initial suggestion.
But if you really have your heart set on showing the user the path as they draw it, you could use something like the following. First, this requires Quartz 2D. Thus add the QuartzCore.framework to your project (see Linking to a Library or Framework). Second, import the QuartCore headers:
#import <QuartzCore/QuartzCore.h>
Third, replace the pan handler with something like:
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
static NSMutableArray *gesturedSubviews;
static UIBezierPath *path = nil;
static CAShapeLayer *shapeLayer = nil;
// if we're starting a gesture, initialize our list of subviews that we've gone over
if (gesture.state == UIGestureRecognizerStateBegan)
{
gesturedSubviews = [NSMutableArray array];
}
// now figure out whether:
// (a) are we over a subview; and
// (b) is this a different subview than we last were over
CGPoint location = [gesture locationInView:gesture.view];
for (UIView *subview in gesture.view.subviews)
{
if (!path)
{
// if the path hasn't be started, initialize it and the shape layer
path = [UIBezierPath bezierPath];
[path moveToPoint:location];
shapeLayer = [[CAShapeLayer alloc] init];
shapeLayer.strokeColor = [UIColor redColor].CGColor;
shapeLayer.fillColor = [UIColor clearColor].CGColor;
shapeLayer.lineWidth = 2.0;
[gesture.view.layer addSublayer:shapeLayer];
}
else
{
// otherwise add this point to the layer's path
[path addLineToPoint:location];
shapeLayer.path = path.CGPath;
}
if (CGRectContainsPoint(subview.frame, location))
{
if (subview != [gesturedSubviews lastObject])
{
[gesturedSubviews addObject:subview];
[UIView animateWithDuration:0.25
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
subview.alpha = 0.5;
}
completion:^(BOOL finished){
subview.alpha = 1.0;
}];
}
}
}
// finally, when done, let's just log the subviews
// you would do whatever you would want here
if (gesture.state == UIGestureRecognizerStateEnded)
{
// assuming the tags are numbers between 0 and 9 (inclusive), we can build the password here
NSMutableString *password = [NSMutableString string];
for (UIView *subview in gesturedSubviews)
[password appendFormat:#"%c", subview.tag + 48];
NSLog(#"Password = %#", password);
// clean up our array of gesturedSubviews
gesturedSubviews = nil;
// clean up the drawing of the path on the screen the user drew
[shapeLayer removeFromSuperlayer];
shapeLayer = nil;
path = nil;
}
}
That yields a path that the user draws as the gesture proceeds:
Rather than showing the path the user draws with each and every movement of the user's finger, maybe you just draw the lines between the center of the subviews, such as:
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
static NSMutableArray *gesturedSubviews;
static UIBezierPath *path = nil;
static CAShapeLayer *shapeLayer = nil;
// if we're starting a gesture, initialize our list of subviews that we've gone over
if (gesture.state == UIGestureRecognizerStateBegan)
{
gesturedSubviews = [NSMutableArray array];
}
// now figure out whether:
// (a) are we over a subview; and
// (b) is this a different subview than we last were over
CGPoint location = [gesture locationInView:gesture.view];
for (UIView *subview in gesture.view.subviews)
{
if (CGRectContainsPoint(subview.frame, location))
{
if (subview != [gesturedSubviews lastObject])
{
[gesturedSubviews addObject:subview];
if (!path)
{
// if the path hasn't be started, initialize it and the shape layer
path = [UIBezierPath bezierPath];
[path moveToPoint:subview.center];
shapeLayer = [[CAShapeLayer alloc] init];
shapeLayer.strokeColor = [UIColor redColor].CGColor;
shapeLayer.fillColor = [UIColor clearColor].CGColor;
shapeLayer.lineWidth = 2.0;
[gesture.view.layer addSublayer:shapeLayer];
}
else
{
// otherwise add this point to the layer's path
[path addLineToPoint:subview.center];
shapeLayer.path = path.CGPath;
}
[UIView animateWithDuration:0.25
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
subview.alpha = 0.5;
}
completion:^(BOOL finished){
subview.alpha = 1.0;
}];
}
}
}
// finally, when done, let's just log the subviews
// you would do whatever you would want here
if (gesture.state == UIGestureRecognizerStateEnded)
{
// assuming the tags are numbers between 0 and 9 (inclusive), we can build the password here
NSMutableString *password = [NSMutableString string];
for (UIView *subview in gesturedSubviews)
[password appendFormat:#"%c", subview.tag + 48];
NSLog(#"Password = %#", password);
// clean up our array of gesturedSubviews
gesturedSubviews = nil;
// clean up the drawing of the path on the screen the user drew
[shapeLayer removeFromSuperlayer];
shapeLayer = nil;
path = nil;
}
}
That yields something like:
You have all sorts of options, but hopefully you now have the building blocks so you can design your own solution.
Forgive me Rob, pure Plagiarism here :) Needed the same code in swift 3.0 :) so I translated this great little example you wrote into swift 3.0.
ViewController.swift
import UIKit
class ViewController: UIViewController {
static let kMargin:CGFloat = 10.0;
override func viewDidLoad()
{
super.viewDidLoad()
// create a container view that all of our subviews for which we want to detect touches are:
let containerWidth = fmin(self.view.bounds.size.width, self.view.bounds.size.height) - ViewController.kMargin * 2.0
let container = UIView(frame: CGRect(x: ViewController.kMargin, y: ViewController.kMargin, width: containerWidth, height: containerWidth))
container.backgroundColor = UIColor.darkGray
view.addSubview(container)
// now create all of the subviews, specifying a tag for each; and
let cellWidth = (containerWidth - (4.0 * ViewController.kMargin)) / 3.0
for column in 0 ..< 3 {
for row in 0 ..< 3 {
let cell = UIView(frame: CGRect(x: ViewController.kMargin + CGFloat(column) * (cellWidth + ViewController.kMargin), y: ViewController.kMargin + CGFloat(row) * (cellWidth + ViewController.kMargin), width: cellWidth, height: cellWidth))
cell.tag = row * 3 + column;
container.addSubview(cell)
}
}
// finally, create the gesture recognizer
let pan = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
container.addGestureRecognizer(pan)
}
func handlePan(gesture: UIPanGestureRecognizer)
{
var gesturedSubviews : [UIView] = []
// if we're starting a gesture, initialize our list of subviews that we've gone over
if (gesture.state == .began)
{
gesturedSubviews.removeAll()
}
let location = gesture.location(in: gesture.view)
for subview in (gesture.view?.subviews)! {
if (subview.frame.contains(location)) {
if (subview != gesturedSubviews.last) {
gesturedSubviews.append(subview)
subview.backgroundColor = UIColor.blue
}
}
// finally, when done, let's just log the subviews
// you would do whatever you would want here
if (gesture.state != .recognized)
{
print("We went over:");
for subview in gesturedSubviews {
print(" %d", (subview as AnyObject).tag);
}
// you might as well clean up your static variable when you're done
}
}
}
}
Update: Almost that is; I tried to translate the update too, but my translation missed something and didn't work, so I searched around SO and crafted a similar if slightly different final solution.
import UIKit
import QuartzCore
class ViewController: UIViewController {
static let kMargin:CGFloat = 10.0;
override func viewDidLoad()
{
super.viewDidLoad()
// create a container view that all of our subviews for which we want to detect touches are:
let containerWidth = fmin(self.view.bounds.size.width, self.view.bounds.size.height) - ViewController.kMargin * 2.0
let container = UIView(frame: CGRect(x: ViewController.kMargin, y: ViewController.kMargin, width: containerWidth, height: containerWidth))
container.backgroundColor = UIColor.darkGray
view.addSubview(container)
// now create all of the subviews, specifying a tag for each; and
let cellWidth = (containerWidth - (4.0 * ViewController.kMargin)) / 3.0
for column in 0 ..< 3 {
for row in 0 ..< 3 {
let cell = UIView(frame: CGRect(x: ViewController.kMargin + CGFloat(column) * (cellWidth + ViewController.kMargin), y: ViewController.kMargin + CGFloat(row) * (cellWidth + ViewController.kMargin), width: cellWidth, height: cellWidth))
cell.tag = row * 3 + column;
container.addSubview(cell)
}
}
// finally, create the gesture recognizer
let pan = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
container.addGestureRecognizer(pan)
}
// Here's a Swift 3.0 version based on Rajesh Choudhary's answer:
func drawLine(onLayer layer: CALayer, fromPoint start: CGPoint, toPoint end:CGPoint) {
let line = CAShapeLayer()
let linePath = UIBezierPath()
linePath.move(to: start)
linePath.addLine(to: end)
line.path = linePath.cgPath
line.fillColor = nil
line.lineWidth = 8
line.opacity = 0.5
line.strokeColor = UIColor.red.cgColor
layer.addSublayer(line)
}
var gesturedSubviews : [UIView] = []
var startX: CGFloat!
var startY: CGFloat!
var endX: CGFloat!
var endY: CGFloat!
func handlePan(gesture: UIPanGestureRecognizer) {
if (gesture.state == .began)
{
gesturedSubviews = [];
let location = gesture.location(in: gesture.view)
print("location \(location)")
startX = location.x
startY = location.y
}
if (gesture.state == .changed) {
let location = gesture.location(in: gesture.view)
print("location \(location)")
endX = location.x
endY = location.y
drawLine(onLayer: view.layer, fromPoint: CGPoint(x: startX, y: startY), toPoint: CGPoint(x:endX, y:endY))
startX = endX
startY = endY
}
if (gesture.state == .ended) {
let location = gesture.location(in: gesture.view)
print("location \(location)")
drawLine(onLayer: view.layer, fromPoint: CGPoint(x: startX, y: startY), toPoint: CGPoint(x:location.x, y:location.y))
}
// now figure out whether:
// (a) are we over a subview; and
// (b) is this a different subview than we last were over
let location = gesture.location(in: gesture.view)
print("location \(location)")
for subview in (gesture.view?.subviews)! {
if subview.frame.contains(location) {
if (subview != gesturedSubviews.last) {
gesturedSubviews.append(subview)
subview.backgroundColor = UIColor.blue
subview.alpha = 1.0
}
}
}
}
}

CDVViewController still executing JS after parent has been removed

I have attempted to insert a Cordova CleaverView (CDVViewController) into a UIViewController(SenchaViewController) instantiated from a storyboard in order to render a javascript Sencha based view.
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
if (![ self.slidingViewController.underLeftViewController isKindOfClass:[MenuViewController class]]) {
self.slidingViewController.underLeftViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"Menu"];
}
self.view.layer.shadowOpacity = 0.75f;
self.view.layer.shadowRadius = 10.0f;
self.view.layer.shadowColor = [UIColor blackColor].CGColor;
CDVViewController *cdvc = [CDVViewController new];
cdvc.wwwFolderName = #"www";
cdvc.startPage = #"sencha.html";
cdvc.useSplashScreen = NO;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
cdvc.view.frame = CGRectMake(0, 0, 768, 1004);
} else {
cdvc.view.frame = CGRectMake(0, 0, 320, 460);
}
[self.view addSubview:cdvc.view];
[self.view bringSubviewToFront:self.menuButton];
[self.view bringSubviewToFront:self.favButton];
cdvc = nil;
NSString *jsSetIdString = [NSString stringWithFormat:#"fetchGuid = function(){return '%#';}", [player valueForKey:#"playerID"]];
[[cdvc webView] stringByEvaluatingJavaScriptFromString:jsSetIdString];
[self.view addGestureRecognizer:self.slidingViewController.panGesture];
}
My problem is after I remove the parent ViewController(SenchaViewController) which owns the CDVViewController's view instance, the CDVViewController does not get released and is still running in the background as I can still see javascript logging in the console. The causes for me to have several CDVViewController all running at once.
This is how the app adds the Parent View Controller:
- (void)renderPlayer:(NSNotification*)notification {
SenchaViewController* newTopViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"SenchaView"];
NSDictionary *player = notification.object;
// Set active player
if( player != nil && [player valueForKey:#"playerID"] != #"" ){
// Attach Player Dictionary to Sencha View
newTopViewController.player = player;
// Send it to the top
CGRect frame = self.slidingViewController.topViewController.view.frame;
self.slidingViewController.topViewController = newTopViewController;
self.slidingViewController.topViewController.view.frame = frame;
}
This is how the Parent View controller which owns the CDVController is being removed
_topViewController.view removeFromSuperview];
[_topViewController willMoveToParentViewController:nil];
[_topViewController removeFromParentViewController];
Am I missing something? I was assuming ARC would dealloc this for me
Cordova has some dirty aspects, and this is one of them. Removing a CDVViewController is not enough to get it released. You have to also call the [controller dispose] method.

NSMatrix with multiple toggle buttons?

I am trying to create an NSMatrix of NSButtonCells where between zero and four buttons can be selected (toggled on). I have tried the following (test) code, but am not sure how I can provide the functionality I require. Perhaps it's not possible with NSMatrix and I need to look at an alternative control, or create my own?
#interface MatrixView : NSView
{
NSScrollView *_scrollView;
NSMatrix *_matrixView;
}
#end
#implementation MatrixView
- (id)initWithFrame:(NSRect)frameRect
{
NSLog(#"initWithFrame. frameRect=%#", NSStringFromRect(frameRect));
self = [super initWithFrame:frameRect];
if (self != nil)
{
_scrollView = [[NSScrollView alloc] initWithFrame:NSMakeRect(0, 0, frameRect.size.width, frameRect.size.height)];
[_scrollView setBorderType:NSNoBorder];
[_scrollView setHasVerticalScroller:YES];
[_scrollView setHasHorizontalScroller:NO];
[_scrollView setAutoresizingMask:NSViewWidthSizable|NSViewHeightSizable];
NSSize contentSize = [_scrollView contentSize];
contentSize.height = 300;
// Make it 3 x however-many-buttons-will-fit-the-height
CGFloat gap = 8.0;
CGFloat width = (contentSize.width / 3.0) - (gap * 2.0);
NSUInteger rows = (contentSize.height / (width + gap));
NSLog(#"width=%f, rows=%lu", width, rows);
NSButtonCell *prototype = [[NSButtonCell alloc] init];
[prototype setTitle:#"Hello"];
[prototype setButtonType:NSToggleButton];
[prototype setShowsStateBy:NSChangeGrayCellMask];
_matrixView = [[NSMatrix alloc] initWithFrame:NSMakeRect(0, 0, contentSize.width, contentSize.height)
mode:NSListModeMatrix
prototype:prototype
numberOfRows:rows
numberOfColumns:3];
[_matrixView setCellSize:NSMakeSize(width, width)];
[_matrixView setIntercellSpacing:NSMakeSize(gap, gap)];
[_matrixView setAllowsEmptySelection:YES];
[_matrixView sizeToCells];
[_scrollView setDocumentView:_matrixView];
[self addSubview:_scrollView];
[self setAutoresizesSubviews:YES];
[prototype release];
}
return self;
}
...
I got this to work with the following subclass of NSMatrix. I added one property, onCount, to keep track of how many buttons were in the on state:
#implementation RDMatrix
#synthesize onCount;
-(id) initWithParentView:(NSView *) cv {
NSButtonCell *theCell = [[NSButtonCell alloc ]init];
theCell.bezelStyle = NSSmallSquareBezelStyle;
theCell.buttonType = NSPushOnPushOffButton;
theCell.title = #"";
if (self = [super initWithFrame:NSMakeRect(200,150,1,1) mode:2 prototype:theCell numberOfRows:4 numberOfColumns:4]){
[self setSelectionByRect:FALSE];
[self setCellSize:NSMakeSize(40,40)];
[self sizeToCells];
self.target = self;
self.action = #selector(buttonClick:);
self.drawsBackground = FALSE;
self.autoresizingMask = 8;
self.allowsEmptySelection = TRUE;
self.mode = NSHighlightModeMatrix;
self.onCount = 0;
[cv addSubview:self];
return self;
}
return nil;
}
-(IBAction)buttonClick:(NSMatrix *)sender {
NSUInteger onOrOff =[sender.selectedCells.lastObject state];
if (onOrOff) {
self.onCount += 1;
}else{
self.onCount -= 1;
}
NSLog(#"%ld",self.onCount);
if (self.onCount == 5) {
[sender.selectedCells.lastObject setState:0];
self.onCount -= 1;
}
}
When you try to select the 5th button it will flash on, but then go off. This could be a problem depending on how you are using the state of these buttons. I just logged them with this method:
-(IBAction)checkMatrix:(id)sender {
NSIndexSet *indxs = [self.mat.cells indexesOfObjectsPassingTest:^BOOL(NSButtonCell *cell, NSUInteger idx, BOOL *stop) {
return cell.state == NSOnState;
}];
NSLog(#"%#",indxs);
}
After Edit: I didn't like the way my first method flashed the button on briefly before turning it off again when you try to click the 5th button. I found what I think is a better solution that involves overriding mouseDown in the matrix subclass (if you want to try this, you should delete the setAction and setTarget statements and delete the buttonClick method):
-(void)mouseDown:(NSEvent *) event {
NSPoint matPoint = [self convertPoint:event.locationInWindow fromView:nil];
NSInteger row;
NSInteger column;
[self getRow:&row column:&column forPoint:matPoint];
NSButtonCell *cell = [self cellAtRow:row column:column];
if (self.onCount < 4 && cell.state == NSOffState) {
cell.state = NSOnState;
self.onCount += 1;
}else if (cell.state == NSOnState) {
cell.state = NSOffState;
self.onCount -= 1;
}
}