how can i have imageView.animationImages combined with UISwipeGestureRecognizer - uiimageview

I have a viewController displaying images and text and the images are loaded and being animated every 15 seconds, I'd like to allow the user to swipe on the image view allowing him to change the image without waiting for the time to pass.
this is what I tried the images are loaded and animated but the swipe gesture doesn't work
self.imageView.animationImages = [self loadImages];
self.imageView.animationDuration = 15;
[self.imageView startAnimating];
swipeRight = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeAction:)];
[swipeRight setDirection:(UISwipeGestureRecognizerDirectionRight)];
[self.imageView addGestureRecognizer:swipeRight];
this code is placed in the viewDidLoad method, I saw a solution adding the gesture to the view but I need it only on the imageView

I'm answering this in case someone else spends too much time on this one it appears i forgot to enable user interaction add this line:
self.imageView.userInteractionEnabled = YES;

Related

Change image when pressing uiimageview

i am doing a very simpel memory game to a ipad.
I want to change the image on the uiimageview when pressing it, and change it back when pressing it again.
Thanks for any help!
Regards
Using Tap gesture recognizer to change the imageview's image.I upload my code for tap gesture on image.
Note : Don't forget to imageview's UserInteraction is enable.
The below code write in your ViewDidLoad method.
UITapGestureRecognizer *firstdoubleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(firstTapGesture:)];
firstdoubleTap.numberOfTapsRequired = 1;
[_firstimageview setUserInteractionEnabled:YES];
[_firstimageview addGestureRecognizer:firstdoubleTap];
Than Your action method.
- (void)firstTapGesture:(UITapGestureRecognizer*)sender
{
_firstimageview.image=[UIImage imageNamed:#"abcd.png"];
}

Adding a UILabel to a UIImageView

In my app, I am saving an image view with drawings on it. When I try to add the label as a subview to the image view, the image is successfully saved but does not have the label on it. Any thoughts? mainImage is the UIImageView and playNameDisplay is the UILabel.
Here is my code:
UIGraphicsBeginImageContextWithOptions(self.mainImage.bounds.size, NO, 0.0);
[self.mainImage.image drawInRect:CGRectMake(0, 0, self.mainImage.frame.size.width, self.mainImage.frame.size.height)];
[mainImage addSubview:playNameDisplay];
UIImage *SaveImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(SaveImage, self,#selector(image:didFinishSavingWithError:contextInfo:), nil);
If you're using iOS7 you can use the new snapshotting api from apple.
UIGraphicsBeginImageContextWithOptions(image.size, NULL, 0);
[view drawViewHierarchyInRect:rect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
The view you call drawViewHierarchyInRect should be your UIImageView that has your UILabelView as a subview.If you have access to the Apple WWDC 2013 videos you should check out Implementing Engaging UI on iOS. It has some good code examples and also reviews the performance improvement over the more traditional methods.
Just try with bring subview to front property and check.Like this:
if Label is added as a sub view of image view use this.
[self.mainImage bringSubViewToFront:playNameDisplay];
if Label and image view is added as a sub view in view:(Nothing but both image view and label over laps) use this.
[self.view bringSubviewToFront:playNameDisplay];

Modal View is Resetting My Existing View Controller

I load a view controller in my code using a segue in UIStoryboard. Based on a few user selected options, I then hide or show a UI control using an animation. It all works fine.
- (void)showComments {
NSLog(#"Show Comments");
_commentsTextView.hidden = NO;
_commentsTextView.frame = CGRectMake(435, 266, 475, 134);
[UIView animateWithDuration:1 animations:^{
_commentsTextView.alpha = 1;
_signatureButton.frame = CGRectMake(435, 420, 475, 134);
_cancelButton.frame = CGRectMake(568, 581, 100, 44);
_finishedButton.frame = CGRectMake(676, 581, 100, 44);
}];
}
Then I am presenting a view controller created in UIStoryboard using the following code:
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPad" bundle:nil];
SigningViewController *signingVC = (SigningViewController *)[storyboard instantiateViewControllerWithIdentifier:#"SigningViewController"];
signingVC.object = self;
signingVC.signatureProperty = #"employeeSignature";
signingVC.startDate = self.startDate;
signingVC.endDate = self.endDate;
[self presentViewController:signingVC animated:YES completion:nil];
When this code fires all happens as expected except for one thing: All the custom animations that hid or showed a UI control revert back. It is as if by calling the presentViewController method, it is redrawing my existing view from the UIStoryboard.
Is there a way to get it to quit redrawing/reload my existing view from the Storyboard before displaying the new view modally?
I had the same problem too. Whatever I tried to make an animation change whenever a modal closed it seemed to reset back to the original storyboard.
The solution I had to go with was to add any animation view as an outlet to the header file. Take off the view out of the self.view or main view of the view controller on the storyboard and programmatically add it as a subview. Set the frame to where you want it and all the animation positions should be the same after you end the modal. It worked for me if you need more explanation and let me know.
I had just the same problem and posted it here in a more detailed form, A user named kokx helped me a lot and the answer is documented in my question page.

UITableView becomes unresponsive

UITableViewCell becomes unresponsive this was a very different problem with a very different solution.
My tableView which is a subView in a UIViewController initially works fine and I can select individual rows in the table. However, I have created my own popup when a row is selected (the popup is a UIView) that appears towards the bottom of the screen. As this pops-up I also create a another UIView which covers the screen behind the popup and it makes the background go dim. The third thing that happens is that i create a UITapGestureRecogniser to keep track of the user's taps, and if they tap outside the UIView then the two UIViews and the TapGestureRecogniser are removed and call the deselectRowAtIndex... method.
However, it is at this point that I cannot use the tableView, as i want to be able to select a different string within the tableView and the popup to appear again (the popup will eventually contain links that will enable the user to move to different viewControllers).
I have tried to reload the data, remove the tableview and replace it, edit the didSelectRowAtIndex, remove the deselectRowAtIndex method, however nothing I tried seems to work and i can't find anything on stackoverflow as my question seems to be quite specific (although I apologise if there is something out there).
I'll add a few parts of my code in, however, I'm not sure where the problem is and I may not have copied the right part in.
The remove overhead is the selector method from the tapGesture
-(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
if(_popOverView == nil)
{
_popOverView = [[UIView alloc]initWithFrame:CGRectMake(20, 200, 280, 150)];
_popOverView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"wood.jpeg"]];
}
if(_mask == nil)
{
_mask = [[UIView alloc] initWithFrame:self.view.frame];
[_mask setBackgroundColor:[UIColor colorWithWhite:0.0 alpha:0.78]];
}
if (_tapDetector == nil)
{
_tapDetector= [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(removeOverHead:)];
}
[self.view addSubview:_mask];
[self.view addSubview:_popOverView];
[self.view addGestureRecognizer:_tapDetector];
}
-(void) removeOverHead:(UITapGestureRecognizer*) sender
{
CGPoint locationOfTap = [_tapDetector locationInView:self.view];
if (locationOfTap.y < (200 + 150) && locationOfTap.y > 200 && locationOfTap.x > 20 && locationOfTap.x < (20 + 280) ) {
NSLog(#"%f,%f",[_tapDetector locationInView:self.view].x,[_tapDetector locationInView:self.view].y);
}
else
{
[_mask removeFromSuperview];
[_popOverView removeFromSuperview];
[_tapDetector removeTarget:self action:#selector(removeOverHead:)];
/*this idea doesn't work :(
[self.tableView removeFromSuperview];
[self.view addSubview:_tableView];*/
}
}
I really hope the answer is in here and is very simple, and thank you in advance for taking the time to read this.
Solved it! Sorry for wasting your time. It was the wrong remove method for the gestureRecogniser. I replaced
[_tapDetector removeTarget:self action:#selector(removeOverHead:)]
with
[self.view removeGestureRecognizer:_tapDetector]
as the UIGestureRecogniser was lingering and obstructing the tableView!!
If you stick a breakpoint or NSLog() inside the else block of that remove method, do you get inside it?
It sounds like your if statement might be off. You should use CGRectContainsPoint(). However if I understand correctly, you're attempting to dismiss everything when the user taps the dimming background view. You could make this view a button or you could compare the touch's view pointer to the pointer to the background view.

UIPopoverViewController Adding Subviews is slow

I have a UIPopoverViewController that is displaying a custom UIViewController properly. When I click a button I have an action run and as a result I add a view to the view hierarchy of the UIViewController's view.
The problem is that it is very slow, and takes several seconds for the view to appear. I'm not doing anything out of the ordinary with my UIViewController's code.
- (void)showAccountChooser {
self.twitterAccountPicker = [TwitterAccountPicker new];
[self.view addSubview:self.twitterAccountPicker.view];
self.twitterAccountPicker.view.frame = self.view.bounds;
self.twitterAccountPicker.view.transform = CGAffineTransformMakeScale(.05, .05);
[UIView animateWithDuration:0.5f animations:^{
self.twitterAccountPicker.view.transform = CGAffineTransformMakeScale(1, 1);
} completion:^(BOOL finished) {
//[self.twitterAccountPicker viewDidAppear:YES];
}];
}
The UIViewController that I'm adding is trivial and does not heavy processing in the viewDidLoad or viewWill/DidAppear. I have set break points and verified that it is not doing anything bad.
Anyone else notice this when adding views?
After setting break points trying to debug this, I realized that my showAccountChooser method was being called from a block invoke, which was happening on a background thread. Moving this call to the main thread resolved the issue.

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