Hi how i can disable the autorotation for a view in a tabview controller??
i have testet to disable in a navigationclass, but thats not possible.
Thats my didFinishLaunching in the AppDelegate.m.
I hope everyone have an idea??
Thanks!
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Set the application defaults
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSDictionary *appDefaults = [NSDictionary dictionaryWithObject:#"YES"
forKey:#"myKeyName"];
[defaults registerDefaults:appDefaults];
[defaults synchronize];
[self setupFetchedResultsController];
if (![[self.fetchedResultsController fetchedObjects] count] > 0 ) {
NSLog(#"!!!!! ~~> There's nothing in the database so defaults will be inserted");
[self importCoreDataDefaultRoles];
[self importCoreDataDefaultMaterials];
[self importCoreDataDefaultPersons];
}
else {
NSLog(#"There's stuff in the database so skipping the import of default data");
}
// TAB BAR
UITabBarController *tabBarController = (UITabBarController *)self.window.rootViewController;
// Override point for customization after application launch.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad) {
NSLog(#"I'm an iPad");
// *** Set up the Persons Split Views (2-Way Delegation & Pass Managed Object Context) *** //
// Set up SPLIT VIEW for Persons
UISplitViewController *splitViewController = [[tabBarController viewControllers] objectAtIndex:0];
// Set up Split View MASTER view for Persons
UINavigationController *personsMasterTVCnav = [splitViewController.viewControllers objectAtIndex:0];
splitViewController.delegate = (id)personsMasterTVCnav.topViewController;
PersonsTVC *personsTVC = [[personsMasterTVCnav viewControllers] objectAtIndex:0];
personsTVC.managedObjectContext = self.managedObjectContext;
// Set up Split View DETAIL view for Persons
UINavigationController *personsDetailTVCnav = [splitViewController.viewControllers objectAtIndex:1];
PersonDetailTVC *personDetailTVC = [personsDetailTVCnav.viewControllers objectAtIndex:0];
// Set up MASTER and DETAIL delegation so we can send messages between views
personsTVC.delegate = personDetailTVC;
personDetailTVC.delegate = personsTVC;
// *** Set up the Roles Views *** (Pass Managed Object Context)//
UINavigationController *rolesTVCnav = [[tabBarController viewControllers] objectAtIndex:1];
RolesTVC *rolesTVC = [[rolesTVCnav viewControllers] objectAtIndex:0];
rolesTVC.managedObjectContext = self.managedObjectContext;
// *** Set up the Materials Views *** (Pass Managed Object Context)//
UINavigationController *materialsTVCnav = [[tabBarController viewControllers] objectAtIndex:2];
MaterialsTVC *materialsTVC = [[materialsTVCnav viewControllers] objectAtIndex:0];
materialsTVC.managedObjectContext = self.managedObjectContext;
// Set delegate for splitViewController
splitViewController.delegate = personDetailTVC;
}
else
{
NSLog(#"I'm an iPhone or iPod Touch");
// The Two Navigation Controllers attached to the Tab Bar (At Tab Bar Indexes 0 and 1)
UINavigationController *personsTVCnav = [[tabBarController viewControllers] objectAtIndex:0];
UINavigationController *rolesTVCnav = [[tabBarController viewControllers] objectAtIndex:1];
UINavigationController *materialsTVCnav = [[tabBarController viewControllers] objectAtIndex:2];
// The Persons Table View Controller (First Nav Controller Index 0)
PersonsTVC *personsTVC = [[personsTVCnav viewControllers] objectAtIndex:0];
personsTVC.managedObjectContext = self.managedObjectContext;
// The Roles Table View Controller (Second Nav Controller Index 0)
RolesTVC *rolesTVC = [[rolesTVCnav viewControllers] objectAtIndex:0];
rolesTVC.managedObjectContext = self.managedObjectContext;
// The Materials Table View Controller (Third Nav Controller Index 0)
MaterialsTVC *materialsTVC = [[materialsTVCnav viewControllers] objectAtIndex:0];
materialsTVC.managedObjectContext = self.managedObjectContext;
}
return YES;
}
Disabling entire UIViewController auto-rotation
A UIViewController embedded in a UITabBarController is relying upon that last controller to handle the -supportedInterfaceOrientations messages. It is not ; basically the same problem as in this post: iOS 6 rotations: supportedInterfaceOrientations doesn´t work?
You must subclass your UITabBarController, and add this code to query each tab:
// In UITabBarController subclass
- (BOOL)shouldAutorotate;
{
return YES;
}
- (NSUInteger)supportedInterfaceOrientations
{
UIViewController * top;
UIViewController * tab = self.selectedViewController;
if([tab isKindOfClass:
([UINavigationController class])]) {
top = [((UINavigationController *)tab)
topViewController];
}
if ([top respondsToSelector:#selector(supportedInterfaceOrientations)])
return [top supportedInterfaceOrientations];
else
return [super supportedInterfaceOrientations];
}
Of course, you must still respect the general auto-rotation rules and set the flags in the plist.
For each UIViewController subclass you want to prevent orientation changes, respond to supportedInterfaceOrientations as so:
// In UIViewController subclass
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
// Or whatever orientation you support
}
See this post for further details: Handling autorotation for one view controller in iOS7
Rotating a UIViewController except one or more subviews
Use this method:
-(void)counterRotateView:(UIView *)view
toInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration
{
NSParameterAssert(view);
CALayer* layer = view.layer;
CABasicAnimation* animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
CGFloat tau = 0;
switch (toInterfaceOrientation) {
case UIInterfaceOrientationLandscapeLeft:
tau = 0.5; break;
case UIInterfaceOrientationLandscapeRight:
tau = -0.5; break;
case UIInterfaceOrientationPortraitUpsideDown:
tau = 1; break;
case UIInterfaceOrientationPortrait:
default:
break;
}
animation.toValue = [NSNumber numberWithFloat:tau * M_PI];
animation.duration = duration;
animation.cumulative = YES;
animation.repeatCount = 1;
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
[layer addAnimation:animation forKey:#"transform.rotation.z"];
}
And invoke it from here:
-(void) willRotateToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration
{
[self counterRotateView:someView
toInterfaceOrientation:toInterfaceOrientation
duration:duration];
}
Related
Sorry, I have read a bunch of tutorials how to create a custom Callout for MapKit Annotation. It works with NSLog, but I cannot display the information in the Callouts.
I have two type of icons on the map. This is my viewForAnnotation method:
-(MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation {
if (! [annotation isKindOfClass:[IGAMapAnnotation class]]) {
return nil;
}
IGAMapAnnotation *myLocation = (IGAMapAnnotation *) annotation;
self.typeIsFix = [myLocation.navaidType isEqualToString:#"FIX"];
self.typeIsPort = [myLocation.navaidType isEqualToString:#"PORT"];
int planeImageViewTag = 42;
NSString *reuseId;
if (self.typeIsPort)
reuseId = #"IGAMapAnnotationPort";
else if (self.typeIsFix)
reuseId = #"IGAMapAnnotationFix";
else
reuseId = #"IGAMapAnnotationOther";
MKAnnotationView *annotationView = [mapView dequeueReusableAnnotationViewWithIdentifier:reuseId];
if (annotationView == nil)
{
annotationView = [[MKAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:reuseId];
annotationView.enabled = YES;
UIButton *annotationInfo = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
annotationView.rightCalloutAccessoryView = annotationInfo;
annotationView.canShowCallout = YES;
if (self.typeIsPort)
{
annotationView.image = [UIImage imageNamed:#"mapPORT.png"];
annotationView.centerOffset = CGPointMake(0, 0);
}
else if (self.typeIsFix)
{
annotationView.image = [UIImage imageNamed:#"mapFIX.png"];
annotationView.centerOffset = CGPointMake(0, 0);
}
else
return nil;
}
else
{
annotationView.annotation = annotation;
}
return annotationView;
}
Then I have a calloutAccessoryControlTapped method
- (void)mapView:(MKMapView *)mapview annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control
{
IGAAnnotationInfoViewController *popOverCallout = [[IGAAnnotationInfoViewController alloc]init];
UIPopoverController *popOver = [[UIPopoverController alloc] initWithContentViewController:popOverCallout];
popOver.popoverContentSize = CGSizeMake(300, 200);
[popOver presentPopoverFromRect:view.bounds
inView:view
permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
I have also created a UIViewController which I assigned to UIPopoverController.
Now, when I tap the button on my annotation I see a white space for text. Great. If I assign text to a label in UIViewController, it also works great (the following is my UIViewController.m):
- (void)viewDidLoad {
[super viewDidLoad];
txtCallout = [[UILabel alloc] initWithFrame:CGRectMake(0.0, 0.0, 300, 200) ];
txtCallout.font = [UIFont fontWithName:#"Arial Rounded MT Bold" size:(14.0)];
txtCallout.numberOfLines = 0;
txtCallout.clipsToBounds = YES;
txtCallout.backgroundColor = [UIColor clearColor];
txtCallout.textColor = [UIColor blackColor];
txtCallout.textAlignment = NSTextAlignmentLeft;
txtCallout.text = #"text\ntext\ntext";
[self.view addSubview:txtCallout];
}
But how do I insert the text from my annotation method? Also the text must be different depending on the icon type, say #"PORT, PORT" or #"FIX,FIX". How do I do it?
EDIT:
I have managed to display callouts with the necessary information passed. My last problem is that sometimes my callout is 3 lines, sometimes -- as many as 15. How is it possible to make the callout adjust automatically to the number of lines in my string? Should I modify my popoverContentSize or my label size in the UIViewController?
Thank you so much!
I have figured out how to adjust the MK Annotation callout to a UILabel.
Implement the calloutAccessoryControlTapped method
- (void)mapView:(MKMapView *)mapview annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control
{
// OPTIONAL: Deselecting Annotation View when Callout is tapped
//[mapview deselectAnnotation:view.annotation animated:YES];
NSString *calloutDetails;
IGAMapAnnotation *annotationTapped = (IGAMapAnnotation *)view.annotation;
calloutDetails = [NSString stringWithFormat:#"YOUR TEXT:\nYOURTEXT\n"];
// Declare and initialize the UIViewController that has the label to contain the callout information
IGAAnnotationInfoViewController *detailViewController = [[IGAAnnotationInfoViewController alloc]initWithText:calloutDetails];
UIPopoverController *popOver = [[UIPopoverController alloc] initWithContentViewController:detailViewController];
// Size of the UIPopoverController = size of the label + 40 pts
popOver.popoverContentSize = CGSizeMake(detailViewController.txtCallout.frame.size.width+40,detailViewController.txtCallout.frame.size.height+40);
// Show popover controller
[popOver presentPopoverFromRect:view.bounds
inView:view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
Now, IGAAnnotationInfoViewController.h
#interface IGAAnnotationInfoViewController : UIViewController {
CGRect calloutSize;
}
#property (strong,nonatomic) NSString *calloutInformation;
#property (strong,nonatomic) IGACalloutLabel *txtCallout;
-(IGAAnnotationInfoViewController*) initWithText : (NSString*) calloutText;
IGAAnnotationInfoViewController.m
#implementation IGAAnnotationInfoViewController
#synthesize calloutInformation,txtCallout;
-(IGAAnnotationInfoViewController*) initWithText : (NSString*) calloutText {
self = [super init];
if ( self ) {
calloutInformation = calloutText;
// Creating a label that will display the callout information (passed from IGAAcarasViewController - Map Annotation)
txtCallout = [[IGACalloutLabel alloc] initWithFrame:CGRectMake(20, 20, 0, 0)];
txtCallout.lineBreakMode = NSLineBreakByWordWrapping;
txtCallout.numberOfLines=0;
txtCallout.backgroundColor = [UIColor clearColor];
txtCallout.textColor=[UIColor blueColor];
txtCallout.text = calloutInformation;
[txtCallout drawTextInRect:CGRectMake(10,10,0,0)];
[txtCallout sizeToFit];
[self.view addSubview:txtCallout];
}
return self;
}
Finally, subclass the UILabel class:
implementation IGACalloutLabel
#synthesize topInset, leftInset, bottomInset, rightInset;
- (void)drawTextInRect:(CGRect)rect
{
UIEdgeInsets insets = {topInset,leftInset,bottomInset,rightInset};
return [super drawTextInRect:UIEdgeInsetsInsetRect(rect, insets)];
}
Regards,
my app is showing the map in the right way, but the annotation (the pin of a place choosen by me) isn't displayed... why?
- (void)viewDidLoad{
[super viewDidLoad];
CLLocationCoordinate2D zoomLocation;
zoomLocation.latitude = 45.40170;
zoomLocation.longitude = 8.91552;
MKCoordinateRegion viewRegion = MKCoordinateRegionMakeWithDistance(zoomLocation, METERS_PER_MILE, METERS_PER_MILE);
[_mappa setRegion:viewRegion animated:YES];
[_mappa regionThatFits:viewRegion];
MKPointAnnotation *point = [[MKPointAnnotation alloc] init];
point.coordinate = zoomLocation;
point.title = #"TITLE";
point.subtitle = #"SUBTITLE";
[_mappa addAnnotation:point];
}
sorry but i'm new to xcode, for smartphone, i've developed only on android
Your code appears to add the annotation to the MKMapView correctly, but you need to provide an annotation view for the annotation by implementing delegate method mapView: viewForAnnotation: in your view controller, like this:
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation {
static NSString *identifier = #"MyLocation";
MKPinAnnotationView *annotationView = (MKPinAnnotationView *) [_mapView dequeueReusableAnnotationViewWithIdentifier:identifier];
if (annotationView == nil) {
annotationView = [[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:identifier];
} else {
annotationView.annotation = annotation;
}
annotationView.enabled = YES;
annotationView.canShowCallout = YES;
return annotationView;
}
Assuming you're using interface builder, make sure you set the MKMapView's delegate to your view controller.
I have the following core data setup.
Data Setup
I have created an array controller called "SongsInMedleys" which is configured to contain the content of the SongsInMedleys with a specific medleyid.
I have created a view based Tableview which are bind to the SongsInMedleys array controller.
That is working fine, and I have managed to get the set the song title in a label by binding to Table Cell View and using objectValue.withSongs.title in the Model Key Path.
Now to my issue:
I would like to create a collection view inside the Table Cell View with all the verses to the related song. (objectValue.withSongs.withVerses)
Any suggestion to how I can do that???
Model of what I am trying to create :
Model
After some research I gave up try adding a collection view inside the tableview.
Insted I added my verses manually in the subclass of the NSTableCellView
-(void) setObjectValue:(id)objectValue {
if (objectValue != nil)
{
[super setObjectValue:objectValue];
SongsInMedleys *Sim = objectValue;
Songs *song = Sim.withSongs;
scrollView *scrollview = [[scrollView alloc] initWithFrame:NSMakeRect(10,5,[self frame].size.width-30,145)];
int addverses = 0;
for (VersesInSongs *verse in song.withVerses)
{
if ([verse.lyric length] > 0) {
addverses += 1;
}
}
NSView *view = [[NSView alloc] initWithFrame:NSMakeRect(5, 10, ((addverses * (169+5))+5), 140)];
int x = 5;
NSSet *Verses = song.withVerses;
NSSortDescriptor *sortVerses = [[NSSortDescriptor alloc] initWithKey:#"number" ascending:YES];
NSArray *sortedVerses = [Verses sortedArrayUsingDescriptors:[NSArray arrayWithObject:sortVerses]];
for (VersesInSongs *verse in sortedVerses)
{
if ([verse.lyric length] > 0) {
verseBox *box = [[verseBox alloc] initWithFrame:NSMakeRect(x, 10, 169, 130)];
[box setSong:song];
[box setVerse:verse];
[view addSubview:box];
x = x + 169+5;
}
}
[scrollview setDocumentView:view];
[self addSubview:scrollview];
}
}
I'm getting an exc_bad_access in my app and I can't figure out how to fix it.
I just upgraded to Xcode 4.5 and I'm targeting IOS 5.0. This is also my first time using UIPageViewController. I prefer to use storyboard as much as possible.
What I'm trying to do is recreate a golf course flip book that contains an image on which you can scroll and zoom. I've basically got a mashup now of several tutorials that is mostly working;
1) I have setup a UIPageviewController, which loads a UIScrollview, which adds a imageView to it.
2) flipping by gesture or tap is working, scrolling is working, I have pinch zoom working and a custom single and two finger tapping working for zoom in / out.
3) The crash appears when you start to flip the page with a sliding gesture, but then release your finger. This basically cancels the flip but then a msg gets send to a zombied object.
Here is my 'GuideViewController.h', it acts as the datasource as well as the root.
#import <UIKit/UIKit.h>
#import "YardageHoleViewController.h"
#interface GuideViewController : UIViewController <UIPageViewControllerDataSource>
#property (strong, nonatomic) UIPageViewController *pageController;
#property (strong, nonatomic) NSArray *pageContent;
- (YardageHoleViewController *)viewControllerAtIndex:(NSUInteger)index storyboard (UIStoryboard *)storyboard;
- (NSUInteger)indexOfViewController:(YardageHoleViewController *)viewController;
#end
And here is the Implementation
#import "GuideViewController.h"
#import "GolfCourseAppDelegate.h"
#import "Hole.h"
#interface GuideViewController ()
#end
#implementation GuideViewController
#synthesize pageContent = _pageContent;
#synthesize pageController = _pageController;
- (void)viewWillDisappear:(BOOL)animated
{
[[[GolfCourseAppDelegate sharedDelegate] locationManager] stopUpdatingLocation];
}
- (void)viewDidLoad
{
[super viewDidLoad];
[[[GolfCourseAppDelegate sharedDelegate] locationManager] startUpdatingLocation];
[self createContentPages];
NSDictionary *options =
[NSDictionary dictionaryWithObject:
[NSNumber numberWithInteger:UIPageViewControllerSpineLocationMin]
forKey: UIPageViewControllerOptionSpineLocationKey];
self.pageController = [[UIPageViewController alloc]
initWithTransitionStyle:UIPageViewControllerTransitionStylePageCurl navigationOrientation:UIPageViewControllerNavigationOrientationVertical options: options];
//self.pageController.delegate = self;
self.pageController.dataSource = self;
[[self.pageController view] setFrame:[[self view] bounds]];
YardageHoleViewController *initialViewController = [self viewControllerAtIndex:0 storyboard:self.storyboard];
NSArray *viewControllers = [NSArray arrayWithObject:initialViewController];
[self.pageController setViewControllers:viewControllers
direction:UIPageViewControllerNavigationDirectionForward
animated:NO
completion:NULL];
[self addChildViewController:self.pageController];
[[self view] addSubview:[self.pageController view]];
[self.pageController didMoveToParentViewController:self];
}
- (YardageHoleViewController *)viewControllerAtIndex:(NSUInteger)index storyboard:(UIStoryboard *)storyboard
{
NSLog(#"getting data view controller at index: %d", index);
// Return the data view controller for the given index.
if (([self.pageContent count] == 0) || (index >= [self.pageContent count])) {
return nil;
}
// Create a new view controller and pass suitable data.
YardageHoleViewController *yardageHoleViewController = [storyboard instantiateViewControllerWithIdentifier:#"YardageHoleViewController"];
yardageHoleViewController.dataObject = [self.pageContent objectAtIndex:index];
return yardageHoleViewController;
}
- (NSUInteger)indexOfViewController:(YardageHoleViewController *)viewController
{
// Return the index of the given data view controller.
// For simplicity, this implementation uses a static array of model objects and the view controller stores the model object; you can therefore use the model object to identify the index.
NSLog(#"returning indexOfViewController : %d", [self.pageContent indexOfObject:viewController.dataObject]);
return [self.pageContent indexOfObject:viewController.dataObject];
}
#pragma mark - Page View Controller Data Source
- (UIViewController *)pageViewController:(UIPageViewController *)pageViewController viewControllerBeforeViewController:(UIViewController *)viewController
{
NSLog(#"getting view controller before view controller");
NSUInteger index = [self indexOfViewController:(YardageHoleViewController *)viewController];
if ((index == 0) || (index == NSNotFound)) {
return nil;
}
index--;
return [self viewControllerAtIndex:index storyboard:viewController.storyboard];
}
- (UIViewController *)pageViewController:(UIPageViewController *)pageViewController viewControllerAfterViewController:(UIViewController *)viewController
{
NSLog(#"getting view controller After view controller");
NSUInteger index = [self indexOfViewController:(YardageHoleViewController *)viewController];
if (index == NSNotFound) {
return nil;
}
index++;
if (index == [self.pageContent count]) {
return nil;
}
return [self viewControllerAtIndex:index storyboard:viewController.storyboard];
}
- (void) createContentPages
{
NSLog(#"creating content Pages");
int totalHoles = [[[GolfCourseAppDelegate appData] objectForKey:#"holes"] count];
NSMutableArray *holeData = [[NSMutableArray alloc] init];
for (int i = 1; i < totalHoles+1; i++)
{
Hole *newHole = [[Hole alloc] initWithHoleNumber:i imageUrl:[NSString stringWithFormat:#"hole%#%d.jpg", (i < 10) ? #"0" : #"", i]];
NSLog(#"Hole image url:%#",newHole.imageUrl);
//int holeNumber = i;
//NSString *imageUrl = [NSString stringWithFormat:#"hole%#%d.jpg", (i < 10) ? #"0" : #"", i];
[holeData addObject:newHole];
}
self.pageContent = [[NSArray alloc] initWithArray:holeData];
NSLog(#"count of holeData %d", self.pageContent.count);
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
Now for the view we are flipping through 'YardageHoleViewController.h'
#import <UIKit/UIKit.h>
#import <MediaPlayer/MediaPlayer.h>
#import <CoreLocation/CoreLocation.h>
#interface YardageHoleViewController : UIViewController <UIScrollViewDelegate, CLLocationManagerDelegate>
#property (strong, nonatomic) IBOutlet UIScrollView *scrollView;
#property (assign, nonatomic) int hole;
#property (assign, nonatomic) int totalHoles;
#property (strong, nonatomic) id dataObject;
#property (strong, nonatomic) IBOutlet UILabel *frontLabel;
#property (strong, nonatomic) IBOutlet UILabel *middleLabel;
#property (strong, nonatomic) IBOutlet UILabel *backLabel;
- (IBAction)nextPage:(id)sender;
- (IBAction)previousPage:(id)sender;
- (IBAction)infoPage:(id)sender;
- (IBAction)homePage:(id)sender;
- (void)updateDistanceDisplay;
- (NSString *)formatDistance:(NSNumber *)distance;
#end
Here you can see I've got a few things going on. There is some sub views to show distance to cup based on location etc. You also see some outlets, I wanted to have buttons at the top to navigate in addition to the gestures, right now that's not working because the gestures are overriding the button taps (another question for later).
So here is the meat and potatoes 'YardageHoleViewController.m'
#import "YardageHoleViewController.h"
#import "GolfCourseAppDelegate.h"
#import "Hole.h"
#interface YardageHoleViewController ()
#property (nonatomic, strong) UIImageView *imageView;
- (void)centerScrollViewContents;
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer;
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer;
#end
#implementation YardageHoleViewController
#synthesize scrollView = _scrollView;
#synthesize hole = _hole;
#synthesize totalHoles = _totalHoles;
#synthesize imageView = _imageView;
#synthesize frontLabel = _frontLabel;
#synthesize middleLabel = _middleLabel;
#synthesize backLabel = _backLabel;
#synthesize dataObject = _dataObject;
/* The point of this method is to get around a slight annoyance with UIScrollView, which is: if the scroll view content size is smaller than its bounds, then it sits at the top-left rather than in the center. This method positions the image view such that it is always in the center of the scroll view’s bounds.
*/
- (void)centerScrollViewContents {
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.imageView.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
self.imageView.frame = contentsFrame;
}
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer {
CGPoint pointInView = [recognizer locationInView:self.imageView];
CGFloat newZoomScale = self.scrollView.zoomScale * 1.5f;
newZoomScale = MIN(newZoomScale, self.scrollView.maximumZoomScale);
CGSize scrollViewSize = self.scrollView.bounds.size;
CGFloat w = scrollViewSize.width / newZoomScale;
CGFloat h = scrollViewSize.height / newZoomScale;
CGFloat x = pointInView.x - (w / 2.0f);
CGFloat y = pointInView.y - (h / 2.0f);
CGRect rectToZoomTo = CGRectMake(x, y, w, h);
[self.scrollView zoomToRect:rectToZoomTo animated:YES];
}
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer {
// Zoom out slightly, capping at the minimum zoom scale specified by the scroll view
CGFloat newZoomScale = self.scrollView.zoomScale / 1.5f;
newZoomScale = MAX(newZoomScale, self.scrollView.minimumZoomScale);
[self.scrollView setZoomScale:newZoomScale animated:YES];
}
- (UIView*)viewForZoomingInScrollView:(UIScrollView *)scrollView {
// Return the view that you want to zoom
return self.imageView;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
// The scroll view has zoomed, so you need to re-center the contents
[self centerScrollViewContents];
}
- (void)viewDidLoad {
[super viewDidLoad];
Hole *hole = (Hole*)self.dataObject;
self.hole = hole.holeNumber;
UIImage *image = [UIImage imageNamed:hole.imageUrl];
self.imageView = [[UIImageView alloc] initWithImage:image];
self.imageView.frame = (CGRect){.origin=CGPointMake(0.0f, 0.0f), .size=image.size};
[self.scrollView addSubview:self.imageView];
self.scrollView.contentSize = image.size;
//Here you’re setting up two gesture recognizers: one for the double-tap to zoom in, and one for the two-finger-tap to zoom out.
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewDoubleTapped:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
[self.scrollView addGestureRecognizer:doubleTapRecognizer];
UITapGestureRecognizer *twoFingerTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewTwoFingerTapped:)];
twoFingerTapRecognizer.numberOfTapsRequired = 1;
twoFingerTapRecognizer.numberOfTouchesRequired = 2;
[self.scrollView addGestureRecognizer:twoFingerTapRecognizer];
[[[GolfCourseAppDelegate sharedDelegate] locationManager] setDelegate:self];
[self updateDistanceDisplay];
self.totalHoles = [[[GolfCourseAppDelegate appData] objectForKey:#"holes"] count];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didRotate:) name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
CGRect scrollViewFrame = self.scrollView.frame;
CGFloat scaleWidth = scrollViewFrame.size.width / self.scrollView.contentSize.width;
self.scrollView.minimumZoomScale = scaleWidth;
self.scrollView.maximumZoomScale = 1.5f;
self.scrollView.zoomScale = scaleWidth;
[self centerScrollViewContents];
}
- (void) didRotate:(NSNotification *)notification {
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
if (orientation == UIDeviceOrientationLandscapeLeft || orientation == UIDeviceOrientationLandscapeRight) {
[[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackTranslucent];
NSString *moviePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"hole%#%d", (self.hole < 10) ? #"0" : #"", self.hole] ofType:#"mp4"];
MPMoviePlayerViewController *viewController = [[MPMoviePlayerViewController alloc] initWithContentURL:[NSURL fileURLWithPath:moviePath]];
viewController.moviePlayer.controlStyle = MPMovieControlStyleNone;
viewController.view.backgroundColor = [UIColor blackColor];
[self presentMoviePlayerViewControllerAnimated:viewController];
} else {
[self dismissMoviePlayerViewControllerAnimated];
}
}
- (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation {
[self updateDistanceDisplay];
}
- (void) updateDistanceDisplay {
CLLocation *userLocation = [[GolfCourseAppDelegate sharedDelegate] userLocation];
if (userLocation != nil) {
NSMutableDictionary *holeLocations = [[[GolfCourseAppDelegate appData] objectForKey:#"holes"] objectForKey:[NSString stringWithFormat:#"hole%d", self.hole]];
if (round([[[holeLocations objectForKey:#"front"] objectForKey:#"lat"] floatValue]) == 0) {
self.frontLabel.text = #"---";
} else {
CLLocation *frontLocation = [[CLLocation alloc] initWithLatitude:[[[holeLocations objectForKey:#"front"] objectForKey:#"lat"] floatValue] longitude:[[[holeLocations objectForKey:#"front"] objectForKey:#"lng"] floatValue]];
if (([frontLocation distanceFromLocation:userLocation]/1000)>1000){
self.frontLabel.text = #"Out of Range";
}else{
self.frontLabel.text = [self formatDistance:[NSNumber numberWithFloat:([frontLocation distanceFromLocation:userLocation]/1000)]];
}
}
if (round([[[holeLocations objectForKey:#"middle"] objectForKey:#"lat"] floatValue]) == 0) {
self.middleLabel.text = #"---";
} else {
CLLocation *middleLocation = [[CLLocation alloc] initWithLatitude:[[[holeLocations objectForKey:#"middle"] objectForKey:#"lat"] floatValue] longitude:[[[holeLocations objectForKey:#"middle"] objectForKey:#"lng"] floatValue]];
self.middleLabel.text = [self formatDistance:[NSNumber numberWithFloat:([middleLocation distanceFromLocation:userLocation]/1000)]];
}
if (round([[[holeLocations objectForKey:#"back"] objectForKey:#"lat"] floatValue]) == 0) {
self.backLabel.text = #"---";
} else {
CLLocation *backLocation = [[CLLocation alloc] initWithLatitude:[[[holeLocations objectForKey:#"back"] objectForKey:#"lat"] floatValue] longitude:[[[holeLocations objectForKey:#"back"] objectForKey:#"lng"] floatValue]];
self.backLabel.text = [self formatDistance:[NSNumber numberWithFloat:([backLocation distanceFromLocation:userLocation]/1000)]];
}
}
}
- (NSString *) formatDistance:(NSNumber *)distance {
NSNumber *displayDistance;
NSString *unitSuffix = #"";
// Convert km to yards if prefs say so.
NSUserDefaults *preferences = [NSUserDefaults standardUserDefaults];
if ([[preferences stringForKey:#"measurementUnit"] isEqualToString:#"meters"]) {
distance = [NSNumber numberWithFloat:([distance floatValue]*1000.0)];
if ([distance floatValue] < 1000.0) {
displayDistance = distance;
unitSuffix = #"";
} else {
displayDistance = [NSNumber numberWithFloat:([distance floatValue]/1000.0)];
unitSuffix = #"km";
}
} else {
distance = [NSNumber numberWithFloat:([distance floatValue]*1.0936133*1000.0)];
if ([distance floatValue] < 1760.0) {
displayDistance = distance;
unitSuffix = #"";
} else {
displayDistance = [NSNumber numberWithFloat:([distance floatValue]/1760.0)];
unitSuffix = #"mi";
}
}
NSNumberFormatter *decimalStyle = [[NSNumberFormatter alloc] init];
[decimalStyle setFormatterBehavior:NSNumberFormatterBehavior10_4];
[decimalStyle setNumberStyle:NSNumberFormatterDecimalStyle];
[decimalStyle setRoundingMode:NSNumberFormatterRoundFloor];
[decimalStyle setRoundingIncrement:[NSNumber numberWithFloat:1.0]];
NSString *finalDistance = [decimalStyle stringFromNumber:displayDistance];
return [NSString stringWithFormat:#"%#%#", finalDistance, unitSuffix];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
- (void)viewDidUnload {
[self setImageView:nil];
[self setScrollView:nil];
[self setFrontLabel:nil];
[self setBackLabel:nil];
[self setBackLabel:nil];
[self setFrontLabel:nil];
[self setMiddleLabel:nil];
[super viewDidUnload];
}
- (IBAction)nextPage:(id)sender {
//TODO
// [((UIPageViewController*)self.parentViewController) setViewControllers:
// target direction:UIPageViewControllerNavigationForward completion:nil];
}
- (IBAction)previousPage:(id)sender {
//TODO
// [((UIPageViewController*)self.parentViewController) setViewControllers:<#(NSArray *)#> direction:UIPageViewControllerNavigationDirectionReverse animated:true completion:nil];
}
- (IBAction)infoPage:(id)sender {
//TODO
}
- (IBAction)homePage:(id)sender {
[self.navigationController popViewControllerAnimated:YES];
}
#end
Whew! lots of reading. So what I tried first was to set the exception break point. No luck. Then I added lots of NSlog statements to see where we crash, and then finally looked for zombies in instruments. Here we see on the malloc "An Objective-C message was sent to a deallocated object (zombie) at address: 0x1386e0e0" in the YardageHoleViewController.
From my NSLog statements I can see that a successful page turn looks like this;
2012-12-16 13:33:52.280 BAP Template[1365:13a03] getting data view controller at index: 0
//started flip right here >
2012-12-16 13:34:06.289 BAP Template[1365:13a03] getting view controller After view controller
2012-12-16 13:34:06.290 BAP Template[1365:13a03] returning indexOfViewController : 0
2012-12-16 13:34:06.292 BAP Template[1365:13a03] getting data view controller at index: 1
and here is what happens when you start to flip then release
2012-12-16 13:36:18.613 BAP Template[1365:13a03] getting data view controller at index: 0
//started flip then released
2012-12-16 13:36:21.828 BAP Template[1365:13a03] getting view controller After view controller
2012-12-16 13:36:21.829 BAP Template[1365:13a03] returning indexOfViewController : 0
2012-12-16 13:36:21.831 BAP Template[1365:13a03] getting data view controller at index: 1
So in some sense it is trying to act like it completed the flip, but we didn't, and then that's when we have a bad time =(
I've set everything to strong, and I really don't know what to try next?
Any suggestions on my code in general would really be appreciated. Thanks in advance!
UPDATE I looked at the crash log in organizer
Thread 0 name: Dispatch queue: com.apple.main-thread
Thread 0 Crashed:
0 libobjc.A.dylib 0x3737bf78 objc_msgSend + 16
1 CoreLocation 0x3405ddc0 -[CLLocationManager onClientEventLocation:] + 1136
2 CoreLocation 0x3405d77e -[CLLocationManager onClientEvent:supportInfo:] + 194
3 CoreLocation 0x34057e38 __CLClientInvokeCallback_block_invoke_0 + 48
I've since commented out the two lines that start/stop updating location in viewDidLoad / willDisappear in guideViewController.
No more crashing, but why?
Since location updating is started when the view loads, the method
- (void)locationManager:didUpdateToLocation:fromLocation:
gets called continuously in the simulator, like every second, however on the device it only gets called when it detects movement. Inside that method was the call [self updateDistanceDisplay] and that is why it was crashing. The fix I've implemented works well on the device now but it is not bulletproof.
First, in the appDelegate, we want to fix the locationManager.distanceFilter so that not every minor movement triggers the delegate method.
self.locationManager.distanceFilter = 1.0f;
Next, a modification to the didUpdateToLocation method to only update the display if there was a change in the latitude or longitude.
- (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation {
if ((newLocation.coordinate.latitude!=oldLocation.coordinate.latitude)||(newLocation.coordinate.longitude!=oldLocation.coordinate.longitude))
[self updateDistanceDisplay];
}
Again, not bulletproof. There is a case where say user is traveling in a golf cart fast enough and trying to flip pages, we could get into the crash state.
I'm working on a species ID app and would like to populate a layer with sprites based on which animal you select on the main layer. I've made each animal a menu item, and can get my info layer to appear when pressing the button, but how can I set it up so the layer shows the right data depending on which animal you select? The info layer is not a full screen layer, but rather an overlaying layer that only fills about 75% of the screen, which is why I'm going with a layer rather than a scene. I know I can create a new layer for each animal (approx 50) and code it so each button calls its own layer, but I think populating based on which button is pressed would make for cleaner code. If flamingoButton is pressed, sprite is filled with flamingo.png and label is populated with flamingo information. How do I get my info layer to listen to the buttons on the main layer?
MainLayer.m code:
-(id) init
{
if( (self=[super init]))
{
CCMenuItemImage *flamingoButton = [CCMenuItemImage itemFromNormalImage:#"Explore-sign.png" selectedImage:#"Explore-sign.png" target:self selector:#selector(showSecondLayer:)];
flamingoButton.position = CGPointMake(0, 60);
flamingoButton.tag = 101;
CCMenu *menu = [CCMenu menuWithItems:flamingoButton, nil];
[self addChild:menu];
}
return self;
}
-(void) showSecondLayer: (id) sender
{
CCMenuItemImage *item = (CCMenuItemImage *) sender;
int itemID = item.tag;
secondLayer = [SecondLayer node];
secondLayer.position = CGPointMake(0, 700);
[self addChild:secondLayer];
CCMoveTo *moveLayer = [CCMoveTo actionWithDuration:1.0 position:CGPointMake(0, 0)];
[secondLayer runAction:moveLayer];
}
SecondLayer.m (the info layer)
-(id) init
{
if( (self=[super init]))
{
//Change this sprite image based on button from main layer. I don't have it coded in yet, but I understand the concept of putting a variable in the file string using %# or %d
CCSprite *infoCard = [CCSprite spriteWithFile:#"species1.png"];
infoCard.anchorPoint = CGPointMake(0.5, 0);
infoCard.position = CGPointMake(512, 0);
[self addChild:infoCard];
}
return self;
}
Ok, this might work:
//MainLayer:
-(id) init
{
if( (self=[super init]))
{
CCMenuItem *flamingoButton = [CCMenuItemImage itemFromNormalImage:#"Explore-sign.png"
selectedImage:#"Explore-sign.png"
target:self
selector:#selector(showSecondLayer:)];
flamingoButton.position = ccp(0, 60);
flamingoButton.tag = 1;
CCMenu *menu = [CCMenu menuWithItems:flamingoButton, nil];
[self addChild:menu];
}
return self;
}
-(void) showSecondLayer: (CCMenuItem*) sender
{
secondLayer = [SecondLayer layerWithTag:[sender tag]];
secondLayer.position = ccp(0, 700);
[self addChild:secondLayer];
CCMoveTo *moveLayer = [CCMoveTo actionWithDuration:1.0 position:ccp(0, 0)];
[secondLayer runAction:moveLayer];
}
//Second Layer.h
+(id)layerWithTag:(NSInteger)aTag;
-(id) initWithTag:(NSInteger)aTag;
//Second Layer.m:
+(id)layerWithTag:(NSInteger)aTag {
return [[[SecondLayer alloc] initWithTag:aTag] autorelease];
}
-(id) initWithTag:(NSInteger)aTag
{
if( (self=[super init]))
{
//Change this sprite image based on button from main layer. I don't have it coded in yet, but I understand the concept of putting a variable in the file string using %# or %d
CCSprite *infoCard = [CCSprite spriteWithFile:[NSString stringWithFormat:#"species%d.png", aTag]];
infoCard.anchorPoint = ccp(0.5, 0);
infoCard.position = ccp(512, 0);
[self addChild:infoCard];
}
return self;
}
EDIT:
Even though the previous solution works, it's not intuitive, and I feel I am breaking some OOP concepts. Most importantly, it is only useable given that your info about the animal can be retrieved using a single int! .. Using it this way is a BIT better, it's totally up to you to decide:
Ehm, so, I would suggest you set up an Entity Class first:
//AnimalResources.h
#import "Blahblahblah"
//Give it a good name, I was always bad at Science:
#interface AnimalResources {
//load all your properties:
NSString* info;
CCSprite* sprite;
...
}
//set the properties as needed:
//Make sure you properly manage this!! It is retained!
#property (nonatomic, retain) CCSprite* sprite;
...
//method prototype (signature.. am not sure)
//Now, we shall build on the fact that it will be easy for you to map an integer to the right resources:
+(id)animalResourcesWithTag:(NSInteger)aTag;
-(id)initAnimalResourcesWithTag:(NSInteger)aTag;
//AnimalResources.m:'
#synthesize sprite, ... ;
+(id)animalResourcesWithTag:(NSInteger)aTag {
[[[AnimalResources alloc] initAnimalResourcesWithTag:aTag] autorelease];
}
-(id)initAnimalResourcesWithTag:(NSInteger)aTag {
if ((self = [super init])) {
//use tag to retrieve the resources:
//might use the stringFormat + %d approach, or have a dictionary/array plist, that maps an int to a dictionary of resource keys.
//string way of doing things:
self.sprite = [CCSprite spriteWithFile:[NSString stringWithFormat:#"species%d.png", aTag]];
...
//Dictionary: dict/array is an NSDictionary/NSArray read from disk sometime. Don't read it here, since it
//will read the file from disk many times if you do --> BAD. I could explain a rough way to do that if you
//need help
animalDict = [dict objectForKey:[NSString stringWithFormat:#"species%d.png", aTag]];
//OR...
animalDict = [array objectAtIndex:aTag];
//better to have #"spriteNameKey" defined in a macro somewhere: #define kAnimalResourceKeySprite #"SpriteKey"
self.sprite = [CCSprite spriteWithFile:[animalDict objectForKey:#"SpriteNameKey"]];
....
}
return self;
}
Phew! Then .. you guessed it!
-(void) showSecondLayer: (CCMenuItem*) sender
{
secondLayer = [SecondLayer layerWithAnimalResources:[AnimalResources animalResourcesWithTag:[sender tag]]];
secondLayer.position = ccp(0, 700);
[self addChild:secondLayer];
CCMoveTo *moveLayer = [CCMoveTo actionWithDuration:1.0 position:ccp(0, 0)];
[secondLayer runAction:moveLayer];
}
//Second Layer.h
+(id)layerWithAnimalResources:(AnimalResources*)resource;
-(id)initWithAnimalResources:(AnimalResources*)resource;
//Second Layer.m:
+(id)layerWithAnimalResources:(AnimalResources*)resource {
return [[[SecondLayer alloc] initWithAnimalResources:aTag] autorelease];
}
-(id) initWithAnimalResources:(AnimalResources*)resource
{
if( (self=[super init]))
{
//Change this sprite image based on button from main layer. I don't have it coded in yet, but I understand the concept of putting a variable in the file string using %# or %d
CCSprite *infoCard = [resource sprite];
infoCard.anchorPoint = ccp(0.5, 0);
infoCard.position = ccp(512, 0);
[self addChild:infoCard];
}
return self;
}
Give each menu item a unique id. In the method which you invoke on the tap of the button, you can reference the id of the sender. Use this id to populate the new layer with the unique information.
- (void) buttonPressed: (id) sender
{
MenuItem* item = (MenuItem*) sender;
int itemID = item.tag;
// Get unique data based on itemID and add new layer
}
EDIT: Per your code updates
-(void) showSecondLayer: (id) sender
{
CCMenuItemImage *item = (CCMenuItemImage *) sender;
int itemID = item.tag;
secondLayer = [SecondLayer node];
[secondLayer setItem: itemID]; // ADDED
secondLayer.position = CGPointMake(0, 700);
[self addChild:secondLayer];
CCMoveTo *moveLayer = [CCMoveTo actionWithDuration:1.0 position:CGPointMake(0, 0)];
[secondLayer runAction:moveLayer];
}
SecondLayer.m (the info layer)
-(id) init
{
if( (self=[super init]))
{
// Removed
}
return self;
}
-(void) setItem: (int) item
{
CCSprite *infoCard = [CCSprite spriteWithFile:[NSString stringWithFormat:#"species%d", item]];
infoCard.anchorPoint = CGPointMake(0.5, 0);
infoCard.position = CGPointMake(512, 0);
[self addChild:infoCard];
}