Pop the UIViewController in xamarin ios - xamarin

I want to open a UIViewController from a content page and this code helps me in doing this
UIWindow Window = new UIWindow(UIScreen.MainScreen.Bounds);
var cvc = new ScanningPage();
var navController = new UINavigationController(cvc);
Window.RootViewController = navController;
Window.MakeKeyAndVisible();
but I also want a Back button on that Controller Page which navigate me back to that content Page.
this.NavigationController.PopViewController(true);
or
this.DismissViewController(true,null);
not working in this case.

I would recommend not creating a new Window and a UINavigationController...
Xamarin.Forms is contained in a single VC in the first Window, so you can obtain that view controller via:
UIApplication.SharedApplication.Windows[0].RootViewController;
So as an example Dependency service that presents and dismisses a VC (either from Forms or the view controller), you can do something like this.
Dependency interface:
public interface IDynamicVC
{
void Show();
void Dismiss();
}
iOS Dependency implementation
public class DynamicVC : IDynamicVC
{
UIViewController vc;
public void Show()
{
if (vc != null) throw new Exception("DynamicVC already showing");
vc = new UIViewController();
var button = new UIButton(new CGRect(100, 100, 200, 200));
button.SetTitle("Back", UIControlState.Normal);
button.BackgroundColor = UIColor.Red;
button.TouchUpInside += (object sender, EventArgs e) =>
{
Dismiss();
};
vc.Add(button);
var rootVC = UIApplication.SharedApplication.Windows[0].RootViewController;
rootVC.PresentViewController(vc, true, () => { });
}
public void Dismiss()
{
vc?.DismissViewController(true, () =>
{
vc.Dispose();
vc = null;
});
}
}

Related

How to do a Close Confirmation with a Xamarin Forms mac App?

I have a Xamarin.Forms application for iOS, Android, and now hopefully Mac. I made all the adjustments for the UI to look great on Mac. Submitted it for approval where it was rejected because the user can close the window while the app and menu bar is still running. So I figure I would just add a confirmation pop-up asking if they want to exit the app when they try to close the window.
OK = Terminate the App.
Cancel = Keep the window open.
I find lots of articles on how to handle this with a Xamarin.Mac app, but nothing on how to handle Xamarin.Forms on Mac. The FormsApplicationDelegate does not give access to the View Controller or the Window Delegate in order to override the WindowShouldClose method. I found that I can use NSAlert to do the pop-up which works great. Now I cannot find anything on what to do when the user responds. Open to suggestions.
private void Window_WillClose(object sender, System.EventArgs e)
{
NSNotification senderNotification = ((NSNotification)sender);
NSWindow closingWindow = (NSWindow)senderNotification.Object;
var confirmation = new NSAlert()
{
AlertStyle = NSAlertStyle.Warning,
InformativeText = "Are you sure you want to exit the App?",
MessageText = "Exit?"
};
confirmation.AddButton("OK");
confirmation.AddButton("Cancel");
var result = confirmation.RunModal();
if (result == 1001)
{
//Cancel closing the window
}
else
{
//terminate the app
}
}
After a lot of experimenting, I did find a solution. Here is what officially passed Apple's review. It requires that n menu action is linked as "New Window". It keeps tracks of the open windows and when there is only one left, it prompts to close the app. If the user closes all the windows and keeps the app running, they have the option to open a new window in the menu.
[Register("AppDelegate")]
public class AppDelegate : FormsApplicationDelegate
{
public NSWindow window;
private bool closeApp;
private List<NSWindow> openWindows;
public override NSWindow MainWindow
{
get { return window; }
}
public AppDelegate()
{
this.closeApp = false;
this.openWindows = new List<NSWindow>();
createNewWindow();
}
[Action("newWindow:")]
public void newWindow(NSObject sender)
{
createNewWindow();
this.window.MakeKeyAndOrderFront(sender);
LoadApplication(new App());
base.DidFinishLaunching(null);
}
private void createNewWindow()
{
var style = NSWindowStyle.Closable | NSWindowStyle.Resizable | NSWindowStyle.Titled;
var rect = new CoreGraphics.CGRect(200, 1000, 1024, 768);
window = new MainWindow(rect, style, NSBackingStore.Buffered, false);
window.Title = "MyApp"; // choose your own Title here
window.TitleVisibility = NSWindowTitleVisibility.Hidden;
window.WillClose += Window_WillClose;
openWindows.Add(window);
}
private void Window_WillClose(object sender, System.EventArgs e)
{
openWindows.Remove((NSWindow)((NSNotification)sender).Object);
if (openWindows.Count == 0)
{
var confirmation = new NSAlert()
{
AlertStyle = NSAlertStyle.Warning,
InformativeText = "Do you want to exit the app?",
MessageText = "Exit?"
};
confirmation.AddButton("Yes");
confirmation.AddButton("No");
var result = confirmation.RunModal();
if (result == 1001)
{
this.closeApp = false;
}
else
{
//terminate the app
this.closeApp = true;
}
}
}
public override bool ApplicationShouldTerminateAfterLastWindowClosed(NSApplication sender)
{
return closeApp;
}
public override void DidFinishLaunching(NSNotification notification)
{
Forms.Init();
LoadApplication(new App());
base.DidFinishLaunching(notification);
}
}

Xamarin - adding swipe to a UIVIEW

I'm new using Xamarin and I'm trying to learn it by converting an App I built using Titanium in the past. Actually I'm stucked trying to add swipe on my UIView. I checked the documentation and also I found a similar code here in Stack Overflow, but it's not working anyway. Can someone point me what's wrong ? ty !
public partial class ViewController : UIViewController
{
UISwipeGestureRecognizer swipe;
...
}
private void addSwipe()
{
nfloat vpHeight = View.Bounds.Height;
nfloat vpWidth = View.Bounds.Width;
var mainContainer = new UIView()
{
Frame = new CoreGraphics.CGRect(0, 0, vpWidth, vpHeight),
BackgroundColor = UIColor.Red
};
swipe = new UISwipeGestureRecognizer();
mainContainer.AddGestureRecognizer(swipe);
if (swipe.Direction == UISwipeGestureRecognizerDirection.Up)
{
Console.WriteLine("up");
}
}
You need to specify a handler when you create your recognizer:
swipe = new UISwipeGestureRecognizer( (s) =>
{
if (s.Direction == UISwipeGestureRecognizerDirection.Up)
{
Console.WriteLine("up");
}
});
I found the solution on my own...
public partial class ViewController : UIViewController
{
UISwipeGestureRecognizer swipe;
...
}
private void addSwipe()
{
nfloat vpHeight = View.Bounds.Height;
nfloat vpWidth = View.Bounds.Width;
var mainContainer = new UIView()
{
Frame = new CoreGraphics.CGRect(0, 0, vpWidth, vpHeight),
BackgroundColor = UIColor.Red
};
UISwipeGestureRecognizer swipeUp = new UISwipeGestureRecognizer(OnSwipeUp);
swipeUp.Direction = UISwipeGestureRecognizerDirection.Up;
mainContainer.AddGestureRecognizer(swipeUp);
}
private void OnSwipeUp() {
Console.Writeline("Up");
}

Xamarin forms block user back key press

In my Xamarin forms application I want to show a confirmation message when user clicks the back button from Main-page. Is there any way to achieve this?
I overrided the OnBackButtonPressed method in my MainPage. But still the app is closing while back key press. Here is my code
protected override bool OnBackButtonPressed ()
{
//return base.OnBackButtonPressed ();
return false;
}
You can override OnBackButtonPressed for any Xamarin.Form Page. But it only will work for the physical button in Android and Windows Phone devices.
protected override bool OnBackButtonPressed () {
DisplayAlert("title","message","ok");
return true;
}
For the virtual one, you will need to create CustomRenderers and to intercept the click handler. In iOS it can be tricky because the user can go back doing other actions (e.g. the swipe gesture). Once you intercept it you just need to create your Confirmation Message (which I assume that you know how to do it).
For iOS you can do something like this:
[assembly: ExportRenderer (typeof (YourPage), typeof (YourPageRenderer))]
namespace YourNamespace {
public class YourPageRenderer : PageRenderer {
public override void ViewWillAppear (bool animated) {
base.ViewWillAppear (animated);
Action goBack = () => page.DisplayAlert("title","message","ok");
var backButton = new NavBackButton (goBack);
navigationItem.LeftBarButtonItem = new UIBarButtonItem (backButton);
}
}
public class NavBackButton : UIView {
public NavBackButton (Action onButtonPressed) {
SetButton (onButtonPressed);
}
UILabel text;
UIImageView arrow;
void SetButton(Action onButtonPressed){
arrow = new UIImageView(new CGRect(-25,0, 50, 50)) {
Image = new UIImage("Images/back").ImageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
};
arrow.TintColor = Colors.DarkGreen.ToUIColor ();
text = new UILabel(new CGRect(arrow.Frame.Width + arrow.Frame.X -15, arrow.Frame.Height /2 - 10, 40, 20)) { Text = "Back" };
text.TextColor = Colors.DarkGreen.ToUIColor ();
Frame = new CGRect(0,0,text.Frame.Size.Width + arrow.Frame.Width, arrow.Frame.Height);
AddSubviews (new UIView[] { arrow, text });
var tapGesture = new UITapGestureRecognizer (onButtonPressed);
AddGestureRecognizer (tapGesture);
}
public override void TouchesBegan (Foundation.NSSet touches, UIEvent evt) {
base.TouchesBegan (touches, evt);
text.TextColor = UIColor.YourColor;
arrow.TintColor = UIColor.YourColor;
}
public override void TouchesEnded (Foundation.NSSet touches, UIEvent evt){
base.TouchesEnded (touches, evt);
arrow.TintColor = UIColor.YourColor;
text.TextColor = UIColor.YourColor;
}
}
}
PS You will need to provide an arrow image ("Images/back")

Monotouch UITableviewCells never destroyed

I have a controller which has a UITableView named WaitTableView. It has only one cell, here is the code of the UITableViewCell class :
public class TableViewWaitCell : UITableViewCell
{
public UIActivityIndicatorView activityIndicator = new UIActivityIndicatorView(UIActivityIndicatorViewStyle.Gray);
public UILabel lblLoading = new UILabel();
public TableViewWaitCell(UITableViewCellStyle style, string reuseIdentifier) : base (style, reuseIdentifier)
{
this.SelectionStyle = UITableViewCellSelectionStyle.None;
}
~TableViewWaitCell(){
System.Console.WriteLine("TableViewWaitCell.~TableViewWaitCell");
lblLoading = null;
activityIndicator = null;
System.GC.Collect();
}
protected override void Dispose (bool disposing){
System.Console.WriteLine("TableViewWaitCell.Dispose");
lblLoading = null;
activityIndicator = null;
base.Dispose (disposing);
GC.Collect();
}
public override void Draw (System.Drawing.RectangleF rect)
{
base.Draw (rect);
var context = UIGraphics.GetCurrentContext();
var gradient = new CGGradient(
CGColorSpace.CreateDeviceRGB(),
new float[] { 1f, 1f, 1f, 1f,
0.68f, 0.68f, 0.72f, 1f },
new float[] { 0f, 1f } );
context.DrawLinearGradient(gradient,
new PointF(rect.X+rect.Width/2, rect.Y),
new PointF(rect.X+rect.Width/2, rect.Y+rect.Height),
CGGradientDrawingOptions.DrawsAfterEndLocation);
var activityIndicatorViewFrame = new RectangleF(rect.X + rect.Width/2-10, rect.Y+10, 20, 20);
this.activityIndicator .Frame = activityIndicatorViewFrame;
this.activityIndicator.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions;
this.activityIndicator.StartAnimating();
this.AddSubview(this.activityIndicator);
var labelFrame = new RectangleF(rect.X, rect.Y+10+activityIndicatorViewFrame.Height, rect.Width, 35);
this.lblLoading.Frame = labelFrame;
this.lblLoading.AutoresizingMask = UIViewAutoresizing.FlexibleDimensions;
this.lblLoading.TextColor = UIColor.Black;
this.lblLoading.BackgroundColor = UIColor.Clear;
this.lblLoading.TextAlignment = UITextAlignment.Center;
this.lblLoading.Text = Dictionary.GetValue("Loading");
this.AddSubview(this.lblLoading);
}
}
here is the ViewWillDisappear method of the main UIViewController :
public override void ViewWillDisappear (bool animated)
{
Console.WriteLine("SpotlightView.ViewWillDisappear");
if(this.PopoverController!=null)
this.PopoverController.Dismiss(true);
this.PopoverController = null;
this.tableView.RemoveFromSuperview();
this.WaitTableView.RemoveFromSuperview();
this.searchBar.RemoveFromSuperview();
this.tableView.Source = null;
this.tableView.Dispose();
this.tableView = null;
this.WaitTableView.Source = null;
this.WaitTableView.Dispose();
this.WaitTableView = null;
this.searchBar.Delegate = null;
this.searchBar.Dispose();
this.searchBar = null;
base.ViewWillDisappear (animated);
}
My problem is that neither the destructor nor the Dispose of my cells got called. When I run heapshot the number of instances of the TableViewWaitCell class grow up has I navigate through my app. I don't understand how the cells life-cycle is managed in Monotouch, what could have I done wrong ?
I do not see anything that would cause this problem in the code you shared. However you do not show how the cell is constructed and stored. Your objects may be kept alive by a root you are not showing in your sample code. I have created a sample below that shows Dispose and the finalizer being called.
Using the simulator the table view and the cell are collected quickly. Usually after a press the of the 'Show Table' button the second time.
Running on the device shows a different behavior. The table and cell are not collected right away. The simplest explanation is that the GC is 'tuned' to only run when it needs to. So if your app is not using much memory, all the objects will continue to live.
There are two things you can do to force the GC to run as shown in the sample.
showTable.TouchUpInside += delegate {
navController.PushViewController (new MyViewController (), true);
// Not a great idea to call Collect but you could to force it.
// GC.Collect ();
};
allocate.TouchUpInside += delegate {
// Trigger the GC by creating a bunch of objects
System.Collections.Generic.List<object> list = new System.Collections.Generic.List <object> ();
for (int i=0; i<2048; i++)
{
list.Add (new object ());
}
};
First you can call GC.Collect. However I do not recommend that. The GC will run best when you let it run when it wants to. (In most cases.) When is it acceptable to call GC.Collect?
Second just keep writing code and let the GC decide what is best. In the sample I added another button that allocates a bunch of objects and adds them to a list. So if you toggle between the table view and the main view a few times then press the allocate button a couple of times you should see the finalizers run.
using System;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
using MonoTouch.CoreGraphics;
using System.Drawing;
namespace delete20130320
{
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
UIWindow window;
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
window = new UIWindow (UIScreen.MainScreen.Bounds);
var mainView = new UIViewController ();
var showTable = UIButton.FromType (UIButtonType.RoundedRect);
showTable.Frame = new System.Drawing.RectangleF (10, 10, 150, 35);
showTable.SetTitle ("Show Table", UIControlState.Normal);
var allocate = UIButton.FromType (UIButtonType.RoundedRect);
allocate.Frame = new System.Drawing.RectangleF (10, 55, 150, 35);
allocate.SetTitle ("Allocate", UIControlState.Normal);
mainView.View.BackgroundColor = UIColor.White;
mainView.View.Add (showTable);
mainView.View.Add (allocate);
var navController = new UINavigationController (mainView);
showTable.TouchUpInside += delegate {
navController.PushViewController (new MyViewController (), true);
// Not a great idea to call Collect but you could to force it.
// GC.Collect ();
};
allocate.TouchUpInside += delegate {
// Trigger the GC by creating a bunch of objects
System.Collections.Generic.List<object> list = new System.Collections.Generic.List <object> ();
for (int i=0; i<2048; i++)
{
list.Add (new object ());
}
};
window.RootViewController = navController;
window.MakeKeyAndVisible ();
return true;
}
}
public class MyViewController : UIViewController
{
UITableView _tableView;
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
_tableView = new UITableView (this.View.Bounds);
View.Add (_tableView);
_tableView.DataSource = new MyDataSource ();
}
~MyViewController ()
{
// Bad practice to call other managed objects in finalizer
// But for sample purposes it will be ok
Console.WriteLine ("~MyViewController");
}
protected override void Dispose (bool disposing)
{
// Bad practice to call other managed objects in Dispose
// But for sample purposes it will be ok
Console.WriteLine ("MyViewController.Dispose");
base.Dispose (disposing);
}
class MyDataSource : UITableViewDataSource
{
public override int RowsInSection (UITableView tableView, int section)
{
return 1;
}
public override UITableViewCell GetCell (UITableView tableView, NSIndexPath indexPath)
{
var cell = tableView.DequeueReusableCell ("SomeUniqueString");
if (cell != null)
return cell;
return new TableViewWaitCell (UITableViewCellStyle.Default, "SomeUniqueString");
}
}
}
public class TableViewWaitCell : UITableViewCell
{
public TableViewWaitCell(UITableViewCellStyle style, string reuseIdentifier) : base (style, reuseIdentifier)
{
this.SelectionStyle = UITableViewCellSelectionStyle.None;
this.TextLabel.Text = "Something";
}
~TableViewWaitCell()
{
// Bad practice to call other managed objects in finalizer
// But for sample purposes it will be ok
System.Console.WriteLine("TableViewWaitCell.~TableViewWaitCell");
// Avoid forcing the GC
//System.GC.Collect();
}
protected override void Dispose (bool disposing)
{
// Bad practice to call other managed objects in Dispose
// But for sample purposes it will be ok
System.Console.WriteLine("TableViewWaitCell.Dispose");
base.Dispose (disposing);
//GC.Collect();
}
}
}
The problem came from an EventHandler which referenced a method of my view controller thus prenventing the collection of my cells and my controller.

How can I add a Dialog View Controller as a Subview to a UIView or Vice Versa?

I have looked around the web for some time looking for any resources on this topic and have come up with nothing that solves my dilemma.
I have a dialog view controller and its root is simply displaying a list of strings similar to how the iphone music song scrollable view is laid out. What I need is a subview located at the top of the screen and the scrollable DVC below it. I need to the top view to be always in view while the user can scroll through the root element because the top view will be holding statistics.
I have tried adding a subview but it simply overlaps the dvc below it, and I have not been able to figure out a way to add a dvc as a subview to a UIView.
Any help would be much appreciated.
What is needed to achieve this is a single root view controller that hosts two subview controllers. One subview contains the statistics at the top of the window. The bottom subview contains a navigation controller that holds the dialog view.
using System;
using System.Collections.Generic;
using System.Linq;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
using MonoTouch.Dialog;
using System.Drawing;
namespace delete201205203
{
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
UIWindow window;
MyUIViewController _mvc;
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
window = new UIWindow (UIScreen.MainScreen.Bounds);
_mvc = new MyUIViewController ();
window.RootViewController = _mvc;
window.MakeKeyAndVisible ();
return true;
}
}
public class MyUIViewController : UIViewController
{
MyDialogViewController _dvc;
UINavigationController _nav;
StatisticsViewController _statistics;
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
var root = new RootElement ("Root") {
new Section ("Section") {
new EntryElement ("caption", "placeholder", ""),
new RootElement ("Root 2") {
new Section ("Section") {
new EntryElement ("caption", "placeholder", ""),
new StringElement ("Back", () => {
_nav.PopViewControllerAnimated (true);
})
}
}
}
};
_dvc = new MyDialogViewController (root);
_nav = new UINavigationController (_dvc);
_nav.SetNavigationBarHidden (true, false);
_nav.View.Frame = new RectangleF (0, 70f,
this.View.Bounds.Width,
this.View.Bounds.Height -70f);
_statistics = new StatisticsViewController ();
_statistics.View.Frame = new RectangleF (0, 0,
this.View.Bounds.Width,
70f);
this.AddChildViewController (_nav);
this.View.AddSubview (_nav.View);
this.AddChildViewController (_statistics);
this.View.AddSubview (_statistics.View);
}
public override void ViewWillLayoutSubviews ()
{
base.ViewWillLayoutSubviews ();
_nav.View.Frame = new RectangleF (0, 70f,
this.View.Bounds.Width,
this.View.Bounds.Height -70f);
_statistics.View.Frame = new RectangleF (0, 0,
this.View.Bounds.Width,
70f);
}
public override bool ShouldAutorotateToInterfaceOrientation (UIInterfaceOrientation toInterfaceOrientation)
{
return true;
}
}
public class StatisticsViewController : UIViewController
{
UILabel _label;
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
this.View.BackgroundColor = UIColor.White;
_label = new UILabel (new RectangleF (this.View.Bounds.Width * .5f - 50f,
this.View.Bounds.Height * .5f -10f,
100f, 20f));
_label.AutoresizingMask = UIViewAutoresizing.FlexibleMargins;
_label.Text = "statistics";
this.View.AddSubview (_label);
}
public override bool ShouldAutorotateToInterfaceOrientation (UIInterfaceOrientation toInterfaceOrientation)
{
return true;
}
}
// This overrde is needed to ensure the pop view animation
// works correctly in landscape mode
public class MyDialogViewController : DialogViewController
{
public MyDialogViewController (RootElement root) : base (root) {}
public override bool ShouldAutorotateToInterfaceOrientation (UIInterfaceOrientation toInterfaceOrientation)
{
return true;
}
}
}

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