how to make the UITextField on different frame? - xcode

i have an array for my UITextField to be created. but the UITextField remain on the same Frame?Here is my code. It create a new UITextField when you press the button.
-(IBAction)textFieldcreating{
textfieldform = [[NSMutableArray alloc] init];
textField1 = [[UITextField alloc] initWithFrame:CGRectMake(10, 10, 100, 40)];
textField1.borderStyle = UITextBorderStyleRoundedRect;
textField1.font = [UIFont systemFontOfSize:15];
textField1.placeholder = #"enter text";
textField1.autocorrectionType = UITextAutocorrectionTypeNo;
textField1.keyboardType = UIKeyboardTypeDefault;
textField1.returnKeyType = UIReturnKeyDone;
textField1.clearButtonMode = UITextFieldViewModeWhileEditing;
textField1.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField1.delegate = self;
[textfieldform addObject:textField1];
int counter;
counter = 0;
if(counter < [textfieldform count])
{
textField1.frame = CGRectMake(textField1.frame.origin.x+30, textField1.frame.origin.x+40, textField1.frame.size.width+40, textField1.frame.size.height+50);
[self.view addSubview:textField1];
counter++;
}
}

What you are doing is creating a new Array and keeping the xOrigin and yOrigin same for all the UITextViews!
Do something like this.
In .h file, declare
#property (nonatomic, retain) NSMutableArray *textfieldform;
#property (nonatomic, readwrite) int yOrigin;
in .m file, in viewDidLoad function,
self.textfieldform = [NSMutableArray arrayWithCapacity:0];
yOrigin = 0;
now, your function looks like this.
-(IBAction)textFieldcreating{
//textfieldform = [[NSMutableArray alloc] init]; NO NEED OF THIS LINE NOW
textField1 = [[UITextField alloc] initWithFrame:CGRectMake(10, yOrigin, 100, 40)];
textField1.borderStyle = UITextBorderStyleRoundedRect;
textField1.font = [UIFont systemFontOfSize:15];
textField1.placeholder = #"enter text";
textField1.autocorrectionType = UITextAutocorrectionTypeNo;
textField1.keyboardType = UIKeyboardTypeDefault;
textField1.returnKeyType = UIReturnKeyDone;
textField1.clearButtonMode = UITextFieldViewModeWhileEditing;
textField1.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField1.delegate = self;
[textfieldform addObject:textField1];
yOrigin = yOrigin + 40 + 10; //old yorigin + btn height + y offset
}
If you want changes in xOrigin too, then take another variable with xOrigin

Related

UIButton Randomize Title With Single Characters

The code below takes a string, adds each letter to an array and shuffles that array and shows the end result in a label. That works well. But I'd like for each character to contain a single character of the shuffled string. Right now it almost works, but it always repeats the characters. Like instead of having a series of 6 buttons with their titles: L e a g u e, the code generates repeated characters like: Leaauu.
My code is this:
- (IBAction)shuffleButttonTitles:(id)sender {
// The mutable array must be created here to create a new instance each time the button is tapped
letters = [[NSMutableArray alloc] init];
str = #"League";
length = str.length;
NSString *letter;
UIButton *button;
// First loop through the string and add each letter to an array
for (int i = 0; i < length; i++) {
letter = [NSString stringWithFormat:#"%c", [str characterAtIndex:i]];
[letters addObject:letter];
}
// Shuffle the string for the label/buttons
for (int i = 0; i < length; i++) {
int value = arc4random() % (length - 1);
[letters exchangeObjectAtIndex:i withObjectAtIndex:value];
//Create the button and shuffle the letters for their titles
button = [[UIButton alloc] initWithFrame:CGRectMake(50 * i, 350, 44, 44)];
// HERE THE CODE REPEATS THE CHARACTERS
[button setTitle:[letters objectAtIndex:i] forState:UIControlStateNormal];
//Store the button in our array
[myButtons addObject:button];
NSLog(#"Letters in Array: %lu", letters.count);
}
for (UIButton *button in myButtons){
[button setBackgroundColor:[UIColor redColor]];
[self.view addSubview:button];
}
// Now we set the randomized title to the label
NSString *results = [letters componentsJoinedByString:#""];
string.text = results;
}
After some searching on the web I've figured it out. I post the complete code for others. This code takes a random string from the Characters.txt file and shuffles that string. Then it rotates the tiles slighty. You can enter the correct word when you have figured out the anagram, which then shows an alert view if you got it or didn't get it.
#define kTileSpacing 20
#define randomf(minX,maxX) ((float)(arc4random() % (maxX - minX + 1)) + (float)minX)
#interface ViewController ()
#end
#implementation ViewController
{
}
#synthesize progressView;
- (void)viewDidLoad {
[super viewDidLoad];
NSString *path = [[NSBundle mainBundle] pathForResource:#"Anagrams" ofType:#"plist"];
dictionary = [[NSMutableArray alloc] initWithContentsOfFile:path];
NSString *quotesFile = [[NSBundle mainBundle] pathForResource:#"Characters" ofType:#"txt"];
fileContents = [NSString stringWithContentsOfFile:quotesFile encoding:NSUTF8StringEncoding error:NULL];
// [txtField becomeFirstResponder];
//[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(checkWord:) name:nil object:nil];
}
- (IBAction)clear:(id)sender {
quoteArray = [fileContents componentsSeparatedByString:#"\n"];
NSString *quoteToDisplay;
currentQuestion = arc4random() % quoteArray.count;
quoteToDisplay = [quoteArray objectAtIndex: currentQuestion];
welldone.text = quoteToDisplay;
txtField.text = nil;
[txtField becomeFirstResponder];
for (UILabel *lbl in myButtons) {
[lbl removeFromSuperview];
}
}
- (IBAction)ShuffleString:(id)sender {
[self clear:nil];
// The mutable array must be created here to create a new instance each time the button is tapped
charactersArray = [[NSMutableArray alloc] init];
indexArray = [[NSMutableArray alloc] init];
myButtons = [[NSMutableArray alloc] init];
// 1. Shuffle the plist with the words to form anagrams from
currentQuestion = arc4random() % quoteArray.count;
str = [quoteArray objectAtIndex: currentQuestion]; //[[dictionary objectAtIndex:currentQuestion] objectForKey:#"Anagram"];
length = str.length;
NSString *letter;
// 2. Loop throught the chosen word and break it down into its letters and add them to an array
for (int i = 0; i < str.length; i++) {
// [charactersArray removeObjectAtIndex:i];
letter = [NSString stringWithFormat:#"%c", [str characterAtIndex:i]];
[charactersArray addObject:letter];
// NSLog(#"Number of letters: %#", charactersArray);
}
while ([charactersArray count]) {
int randomizing = arc4random() % [charactersArray count];
[indexArray addObject:[charactersArray objectAtIndex:randomizing]];
[charactersArray removeObjectAtIndex:randomizing];
// NSLog(#"NO REPEAT SHUFFLE: %lu", (unsigned long)indexArray.count);
}
/***************/
CGFloat staticY = self.view.bounds.size.height / 9 * 1; // Static X for all buttons.
CGFloat staticWidth = 46; // Static Width for all Buttons.
CGFloat staticHeight = 46; // Static Height for all buttons.
CGFloat staticPadding = 10; // Padding to add between each button.
float tileSize = ceilf( self.view.bounds.size.width / str.length );
NSLog(#"size %f", tileSize);
CGFloat xOffset = (self.view.bounds.size.width - str.length * (44+staticPadding));
NSLog(#"xOffset %f", tileSize);
xOffset = tileSize/ 2;
for (int i = 0; i < str.length; i++) {
singleCharacterLabel = [[UILabel alloc] init];
singleCharacterLabel.textAlignment = NSTextAlignmentCenter;
singleCharacterLabel.font = [UIFont fontWithName:#"Verdana-Bold" size:21];
singleCharacterLabel.frame = CGRectMake((staticPadding + (i * (staticHeight + staticPadding))), staticY, staticWidth, staticHeight);
// NSLog(#"X: %f", (staticPadding + (i * (staticHeight + staticPadding))));
//singleCharacterLabel.center = CGPointMake(i * 50 + self.view.bounds.origin.x + self.view.bounds.size.width /3, 80); // i * int +self... int = space between labels. Here it is '50'
// singleCharacterLabel.center = CGPointMake(self.view.bounds.size.width * i, self.view.bounds.size.height / 5 * 1); // 1/4th down from the top
singleCharacterLabel.layer.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Tile.png"]].CGColor;
NSString *anagramString = [indexArray objectAtIndex:i];
singleCharacterLabel.text = anagramString;
[myButtons addObject:singleCharacterLabel];
//1
//set random rotation of the tile
//anywhere between -0.2 and 0.3 radians
float rotation = randomf(0,50) / (float)100 - 0.2;
singleCharacterLabel.transform = CGAffineTransformMakeRotation( rotation );
//2
//move randomly upwards
int yOffset = (arc4random() % 10) - 10;
singleCharacterLabel.center = CGPointMake(singleCharacterLabel.center.x, singleCharacterLabel.center.y + yOffset);
[self.view addSubview:singleCharacterLabel];
//NSLog(#"LOOP: %#", anagramString);
}
}
- (IBAction)checkWord:(id)sender {
if (([txtField.text isEqual:str])) {
alertCorrect = [[UIAlertView alloc] initWithTitle:#"" message:#"Well done!" delegate:self cancelButtonTitle:nil otherButtonTitles:#"Next", nil];
[alertCorrect show];
} else {
alertWrong = [[UIAlertView alloc] initWithTitle:#"" message:#"Sorry, try again." delegate:self cancelButtonTitle:nil otherButtonTitles:#"OK", nil];
[alertWrong show];
}
// NSLog(#"String is: %lu", str.length);
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex {
if (alertView == alertCorrect) {
if (buttonIndex == 0) {
[self ShuffleString:nil];
NSLog(#"next");
}
}
if (alertView == alertWrong) {
if (buttonIndex == 1) {
// Wrong answer. Close view and let user try again
}
}
}
- (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
if (txtField.text.length == length) {
[self checkWord:nil];
NSLog(#"You entered %lu characters", length);
}
return YES;
}

UITextView in UIScrollView in UIView : IBOutlet Hierarchy?

I have an UITextView inside an UIScrollView inside an UITextView.
And I want to add a "zoom skill" to UITextView.
I added <...UIScrollViewDelegate> in .h file.
I added this into .m file.
#synthesize myTextView;
#synthesize scrollView;
- (void)scrollViewDidZoom:(UIScrollView *)sv
{
float zoomScale = sv.zoomScale;
if (zoomScale < 3)
{
if(zoomScale < 0.5)
{
UIFont* myFont = [UIFont systemFontOfSize:12];
myTextView.font = myFont;
}else{
UIFont* myFont = [UIFont systemFontOfSize:(zoomScale * 12)];
myTextView.font = myFont;
}
UIFont* myFont = [UIFont systemFontOfSize:36];
myTextView.font = myFont;
}
}
"scrollViewDidZoom" is never called.
I successfully add those objects with interface builder. To be honest I am a bit lost.
I don't know how I should create outlets and delegates (with 3 level hierarchy).
I realised there is a simple way to do it with UIPinchGestureRecognizer.
- (void)viewDidLoad
{
//...
UIPinchGestureRecognizer *pinchGest = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(changeTextViewFontSize:)];
pinchGest.delegate = self;
[myTextView addGestureRecognizer:pinchGest];
[pinchGest release];
}
- (void)changeTextViewFontSize:(UIPinchGestureRecognizer *)p
{
CGFloat zoomVelocity = [(UIPinchGestureRecognizer *)p velocity];
UIFont *font = self.myTextView.font;
CGFloat pointSize = font.pointSize;
NSString *fontName = font.fontName;
pointSize = ((zoomVelocity > 0) ? 1 : -1) * 1 + pointSize;
if (pointSize < 8) pointSize = 8;
if (pointSize > 32) pointSize = 32;
self.myTextView.font = [UIFont fontWithName:fontName size:pointSize];
}
Thank you Aral Balkan : http://aralbalkan.com/3831/

scrollview stacks images on top of each other -xcode

I have a scrollview with subview as images.. when I made the pictures center to the scrollview they all appear on top of each other as a stack.. I need them to scroll horizontally.. how do I fix that? this is my code so far..
- (void)viewDidLoad
{
[super viewDidLoad];
for (int i = 1; i < 18; i++) {
UIImageView *images = [[UIImageView alloc] initWithImage:[UIImage imageNamed: [NSString stringWithFormat:#"%d.jpg", i]]];
images.frame = CGRectMake((i-1)*320, 0, 320, 330);
[scroller setContentOffset:CGPointMake(0, 0)];
[scroller addSubview:images];
[images setContentMode:UIViewContentModeScaleAspectFill];
[images sizeToFit];
//center image
CGSize boundsSize = scroller.bounds.size;
CGRect frameToCenter = images.frame;
// center horizontally
if (frameToCenter.size.width < boundsSize.width) {
frameToCenter.origin.x = (boundsSize.width - frameToCenter.size.width) / 2;
NSLog(#"%f", frameToCenter.origin.x);
}
else
frameToCenter.origin.x = 0;
// center vertically
if (frameToCenter.size.height < boundsSize.height)
frameToCenter.origin.y = (boundsSize.height - frameToCenter.size.height) / 2;
else
frameToCenter.origin.y = 0;
images.frame = frameToCenter;
scroller.pagingEnabled = NO;
}
[scroller setContentMode:UIViewContentModeScaleAspectFit];
scroller.delegate =self;
scroller.contentSize = CGSizeMake(320*17, 330);
scroller.backgroundColor = [UIColor blackColor];
pageControl.numberOfPages =17;
pageControl.currentPage = 0;
To center the images horizontally just use the code below
float scrollHeight = 0;
for (int col = 0; col < index; ++col)
{
CGRect selectFrame = CGRectMake(0,0,kOvrW,kOvrH);
selectionIndicator = [[UIImageView alloc] initWithFrame:selectFrame];
selectionIndicator.contentMode = UIViewContentModeBottomRight;
[selectionIndicator setImage:[UIImage imageNamed:#"checked"]];
CGRect frame = CGRectMake(5,kOvrPreY+col*(kOvrPreH+kOvrH),kOvrW,kOvrH);
UIView *fr = [[UIView alloc] initWithFrame:frame];
CGRect imgFrame = CGRectMake(5, 4, 68, 55);
UIImageView *imgView = [[UIImageView alloc]initWithFrame:imgFrame];
imgView.image = [UIImage imageNamed:[[subCategories objectAtIndex:col] valueForKey:#"add"]];
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapAction:)];
tapGesture.numberOfTapsRequired = 1;
tapGesture.numberOfTouchesRequired = 1;
[fr setBackgroundColor:[UIColor colorWithPatternImage:[UIImage imageNamed:#"small-thumb"]]];
[fr addGestureRecognizer:tapGesture];
[fr addSubview:imgView];
fr.tag = col;
[subCatScroll addSubview:fr];
[subCatScroll bringSubviewToFront:fr];
scrollHeight += kOvrPreH+kOvrH;
}
subCatScroll.contentSize = CGSizeMake(subCatScroll.frame.size.width, scrollHeight+kOvrPreH);

Why is my UIpageControl is not displayed?

I downloaded a dome about UIScorllView and UIPageControl. Why UIPageControl is not display?
Here is the code ,I am new in Iphone .Any help will be appreciated!
ScrollView.M I put the ResultViewController into ScrollView. I want scroll the resultViewController with PageController.
- (void)loadScrollViewWithPage:(int)page
{
if (page < 0)
return;
if (page >= pageNumber)
return;
ResultViewController *controller = [viewControllers objectAtIndex:page];
if ((NSNull *)controller == [NSNull null])
{
controller = [[ResultViewController alloc] initWithPageNumber:page locations:existLocations];
[viewControllers replaceObjectAtIndex:page withObject:controller];
[controller release];
}
if (controller.view.superview == nil)
{
CGRect frame = scrollView.frame;
frame.origin.x = frame.size.width * page;
frame.origin.y = 0;
controller.view.frame = frame;
[scrollView addSubview:controller.view];
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
existLocations = [FileManagerUtil readPlistFileForDictionary:#"Locations" fileName:#"CloudCheckLocations.plist"];
pageNumber = [existLocations count];
NSMutableArray *controllers = [[NSMutableArray alloc] init];
for (unsigned i = 0; i < pageNumber; i++)
{
[controllers addObject:[NSNull null]];
}
self.viewControllers = controllers;
[controllers release];
scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
[self.navigationItem setTitle:#"NetWork condition"];
scrollView.pagingEnabled = YES;
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * pageNumber, scrollView.frame.size.height);
scrollView.showsHorizontalScrollIndicator = NO;
scrollView.showsVerticalScrollIndicator = NO;
scrollView.scrollsToTop = NO;
scrollView.delegate = self;
pageContronl.numberOfPages = pageNumber;
pageContronl.currentPage = 0;
[pageContronl addTarget:self action:#selector(changePage:) forControlEvents:UIControlEventValueChanged];
[pageContronl setBackgroundColor:[UIColor blackColor]];
[self loadScrollViewWithPage:0];
[self loadScrollViewWithPage:1];
[scrollView addSubview:pageContronl];
[self.view addSubview:scrollView];
}
- (void)scrollViewDidScroll:(UIScrollView *)sender
{
if (pageControlUsed)
{
return;
}
CGFloat pageWidth = scrollView.frame.size.width;
int page = floor((scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
pageContronl.currentPage = page;
[self loadScrollViewWithPage:page - 1];
[self loadScrollViewWithPage:page];
[self loadScrollViewWithPage:page + 1];
}
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
pageControlUsed = NO;
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
pageControlUsed = NO;
}
- (IBAction)changePage:(id)sender
{
int page = pageContronl.currentPage;
[self loadScrollViewWithPage:page - 1];
[self loadScrollViewWithPage:page];
[self loadScrollViewWithPage:page + 1];
CGRect frame = scrollView.frame;
frame.origin.x = frame.size.width * page;
frame.origin.y = 0;
[scrollView scrollRectToVisible:frame animated:YES];
pageControlUsed = YES;
}
ScrollView.h
#interface ScrollViewController : UIViewController<UIScrollViewDelegate>
{
NSMutableArray *viewControllers;
NSString *currectNetWork;
NSString *flag;
NSString *locationName;
IBOutlet UIScrollView *scrollView;
IBOutlet UIPageControl *pageContronl;
BOOL pageControlUsed;
int pageNumber;
NSMutableDictionary *existLocations;
}
#property (nonatomic,retain) NSString *currectNetWork;
#property (nonatomic,retain) NSString *flag;
#property (nonatomic,retain) NSString *locationName;
#property (nonatomic,retain) UIPageControl * pageContronl;
#property (nonatomic,retain) UIScrollView * scrollView;
#property (nonatomic,retain) NSMutableArray *viewControllers;
#property (nonatomic,retain) NSMutableDictionary *existLocations;
(IBAction)changePage:(id)sender;
ResultViewControl.M
This method will call by ScrollView.M
- (id)initWithPageNumber:(int)page locations :(NSMutableDictionary *) locations
{
titilArray = [[NSArray alloc] initWithObjects:#"Today", #"Past 7 Day",#"Past 30 Day",nil];
if (self = [super initWithNibName:#"ResultViewController" bundle:nil])
{
pageNumber = page;
existLocations = locations;
}
return self;
}
Check the background colour of pageControl and parent view. If both have same colour (default white) page control will not display.
In IOS6, you have new methods pageIndicatorTintColor and currentPageIndicatorTintColor.
Hope this will help.
Check your top and bottom constraints of container view/ tableView(if present). Both must not be attached with Top/Bottom Layout Guide. Attach them with container Margins.

Terminate glView in cocos2d

I made an App using cocos2D that has a hierarchical structure.
And I used a UIButton on glView in a child layer.
When I get back to parent layer, the button still on it's position.
I want to terminate that.
How can I do this?
Here's the code.
MainHallLayer.m
- (id)init
{
self = [super init];
if (self != nil)
{
CCMenu *menuLists = [CCMenu menuWithItems: nil];
menuLists.position = ccp(screenSize.width/2, screenSize.height/2);
[self addChild:menuLists z:10];
NSString *fontName = [NSString stringWithFormat:#"Chalkboard SE"];
CGFloat fontSize = 28;
{
CCLabelTTF *label = [CCLabelTTF labelWithString:#"Touch Field : Getting
touches coordinates" fontName:fontName fontSize:fontSize];
[label setColor:ccc3(0.0, 0.0, 0.0)];
label.anchorPoint = ccp(0, 0.5f);
CCMenuItem *menuItem = [CCMenuItemLabel itemWithLabel:label block:^(id
sender)
{
CCScene *scene = [TouchField1Layer node];
[ReturningNode returnToNodeWithParent:scene];
[[CCDirector sharedDirector] replaceScene:scene];
}];
[menuLists addChild:menuItem];
}
}
return self;
}
ReturnToNode.m
- (id)initWithParentNode:(CCNode *)parentNode
{
self = [super init];
if (self != nil)
{
CGSize screenSize = [[CCDirector sharedDirector]winSize];
CCLabelTTF *label = [CCLabelTTF labelWithString:#" <= Return"
fontName:#"Gill Sans"
fontSize:30.0f];
label.color = ccMAGENTA;
id tint_1 = [CCTintTo actionWithDuration:0.333f red:1.0 green:.0f blue:.0f];
id tint_2 = [CCTintTo actionWithDuration:0.333f red:.5f green:.5f blue:.0f];
id tint_3 = [CCTintTo actionWithDuration:0.333f red:.0f green:1.0 blue:.0f];
id tint_4 = [CCTintTo actionWithDuration:0.333f red:.0f green:.5f blue:.5f];
id tint_5 = [CCTintTo actionWithDuration:0.333f red:.0f green:.0f blue:1.0];
id tint_6 = [CCTintTo actionWithDuration:0.333f red:.5f green:.0f blue:.5f];
id sequence = [CCSequence actions:tint_1,tint_2,tint_3,tint_4,tint_5,tint_6, nil];
id repeatAction = [CCRepeatForever actionWithAction:sequence];
[label runAction:repeatAction];
CCLayerColor *labelBackground = [CCLayerColor layerWithColor:ccc4(0.0, 0.0, 70, 40) width:label.contentSize.width + 20 height:label.contentSize.height + 20];
[label addChild:labelBackground z:-1];
CCMenuItem *menuItem = [CCMenuItemLabel itemWithLabel:label block:^(id sender)
{
[self removeFromParentAndCleanup:YES];
[[CCDirector sharedDirector] replaceScene:[TouchControllerLayer scene]];
}];
CCMenu *menu = [CCMenu menuWithItems:menuItem, nil];
[menu alignItemsVertically];
menu.position = CGPointMake(label.contentSize.width/2 , screenSize.height - 20);
[self addChild:menu];
[parentNode addChild:self z:1000];
}
return self;
}
+ (id)returnToNodeWithParent:(CCNode *)parentNode
{
return [[[self alloc] initWithParentNode:parentNode] autorelease];
}
TouchField1Layer.m
- (id)init
{
self = [super init];
if (self != nil)
{
BackgroundLayer *background = [BackgroundLayer node];
TouchField3Layer *layer = [TouchField3Layer node];
[self addChild:background z:3];
[self addChild:layer z:2];
[self preparingTools];
}
return self;
}
- (void)preparingTools
{
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.frame = CGRectMake(0, 0, 100, 40);
UIView *glView = [CCDirector sharedDirector].openGLView;
glView.tag = TAG_GLVIEW;
[glView addSubview:button];
}
Any advices, helps are welcome. Always thanks. Bless You.
If you add UIKit views you will have to remove them manually at the appropriate point in time. Cocos2D does not manage the lifetime of UIKit views, only classes derived from CCNode.
For example when changing scenes you will have to remove the UIButton from the glView either in -(void) dealloc or in -(void) cleanup.

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