I'm working on an iPad application. On the main screen there are 6 buttons which was created in IB. I'd like to arrange them dynamically from code, but I can't.
Already tried setting the frame/center of the objects, but they didn't move.
I have an array which holds the button outlets, and arrange them in a for loop.
Is there any suggestion?
thanks!
edit:
Here's some code(not the whole, but the rest is irrelevant now), how I loop through the buttons. Button outlets already set properly. The title of the buttons changes properly, also I can hide/show the buttons, but not the position.
If I'll just try some dummy code like:
tempBtn.frame = CGRectMake(100.0, 200.0, 60.0, 40.0);
nothing changes(but I suspect all the 6 buttons should be at the same position)
// I have this array, which contains the button outlets
tAddBtnArray = [NSArray ArrayWithObjects:tAddBtn1,tAddBtn2,tAddBtn3,tAddBtn4,tAddBtn5,tAddBtn6, nil];
//I loop through the array, set button title, and trying to change the y position
for(int i=0;i<6;i++){
UIButton *tempBtn = [tAddBtnArray objectAtIndex:i];
[tempField setText:#"Set some title"];
}
You can add uibbutons programatically in this way:
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button addTarget:self
action:#selector(yourMethod:)
forControlEvents:UIControlEventTouchDown];
[button setTitle:#"Jesus Gil y Gil" forState:UIControlStateNormal];
button.frame = CGRectMake(100.0, 200.0, 60.0, 40.0);
[view addSubview:button];
I bet I know what it is. Do you have autolayout enabled on the xib file? If so, the frame is being set, and then the constraints are being evaluated, which move the buttons back to where they were assigned.
You have two options:
Turn off autolayout, so that you can manage the frames yourself.
Leave autolayout on, but update the constraints as well as the frame.
I would suggest turning autolayout off, but I'm just not particularly fond of it, so it is just a preference.
Related
If I resize the window to be smaller than the metal view I can see the scrollbars for a second but I cannot click on them nor they stay visible. Do you know how I can change this behavior? I would expect the scrollbars to be visible and clickable as long as the window is smaller than the metal view.
nsview = gdk_quartz_window_get_nsview(window);
NSScrollView *scroll_view = [[NSScrollView alloc]initWithFrame: [nsview frame]];
[scroll_view setBorderType: NSNoBorder];
[scroll_view setHasVerticalScroller: YES];
[scroll_view setHasHorizontalScroller: YES];
[scroll_view setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable];
[nsview addSubview: scroll_view];
self->clip_view = [[DvFlippedClipView alloc]initWithFrame: [nsview frame]];
[scroll_view setContentView: self->clip_view];
self->mtk_view = [[MTKView alloc]initWithFrame: [nsview frame]
device: self->device];
self->mtk_view.framebufferOnly = YES;
self->mtk_view.autoResizeDrawable = NO;
self->mtk_view.translatesAutoresizingMaskIntoConstraints = NO;
self->mtk_view_delegate = [[DvMetalViewDelegate alloc] init: self->mtk_view];
self->mtk_view.delegate = self->mtk_view_delegate;
[scroll_view setDocumentView: self->mtk_view];
From a different callback I do the following:
[self->mtk_view setBounds:NSMakeRect(0, 0, width, height)];
[self->mtk_view setFrame:NSMakeRect(0, 0, width, height)];
self->mtk_view.drawableSize = CGSizeMake(width, height);
I had a similar problem yesterday, and I suspect the strange scroller behavior and lack of scrolling altogether may be stemming from what I suspect your problem is. Hopefully it will at least enlighten your or someone else if you haven't already found an answer.
My view hierarchy looks like this:
The problem was that I had set MTKView as the view property of CenterTopViewController, rather than the Bordered Scroll View. Doing that, for all practical intents and purposes, removed MTKView from the hierarchy and set it so that its superview property pointed to the split view in which all of this resides. The scroll view did not seem to be part of the responder chain, and was never handling any scroll events (or at least not in any meaningful way).
Setting the scroll view as the view property of the view controller fixed everything.
P.S.
If you're confused as to why there is an unnecessary view above the MTKView, it's just a result of almost desperate attempts to uncover the problem before I figured it out. I haven't gotten around to fixing it yet.
Hello I am trying to resize a UIImage, but even though I'm not getting any errors it is not working.
hers the code of .h file
IBOutlet UIImageView *Fish;
heres the code of .m file
Fish.frame = CGRectMake(0, 0, 300, 293);
What am I doing wrong?
Thanks for any help
The image is probably not resizing because you are just resizing the image view. Make sure in your storyboard that you make the image view (Fish), have the move ScaleToFill. I can't do screenshot due to reputation ( sorry :( )
Alternately, if your goal is not to resize the image view but to resize the image it is holding, you can do this:
UIImage *image = Fish.image;
UIImage *image = YourImageView.image;
UIImage *tempImage = nil;
CGSize targetSize = CGSizeMake(80,60);
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectMake(0, 0, 0, 0);
thumbnailRect.origin = CGPointMake(0.0,0.0);
thumbnailRect.size.width = targetSize.width;
thumbnailRect.size.height = targetSize.height;
[image drawInRect:thumbnailRect];
tempImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
YourImageView.image = tempImage;
and you would set thumbnailRect to whatever size you want.
Hope this helps! Please search Nerdy Lime on the app store to find all of my apps! Thanks!
I bet your outlet is not hooked up. In your "viewDidLoad" method, try doing this:
if(Fish)
{
Fish.frame = CGRectMake(0, 0, 300, 293);
} else {
NSLog(#"Fish is null; why did I forget to connect the outlet in my storyboard or xib?");
}
And this isn't the best way to resize your UIImageView. If you're using regular springs & struts, you can grow an outlet by clicking the springs & struts to grow based on the superview's size, e.g.:
And if you're doing AutoLayout, there's a different thing you can do (basically pin your view to all four sides of the superview).
Here is how I do it:
1) select the outlet / object you want to add constraints to (in your case, it'll be the fish image view)
2) see the segmented control at the bottom of the Interface Builder window? Click on the second one and you'll see a popover view open up with a list of possible constraints to add.
3) In my example, I'm adding constraints in my ImageView to always be 10 pixels from each edge of the superview (note the four "10"s and solid red lines meaning I'm adding four constraints).
AutoLayout is a pain to get accustomed to (and I'm still learning it myself), but I suspect that once one gets the hang of it, it'll be a powerful new tool especially as Apple brings in additional iOS screen sizes in the very near future.
I need to make a simple scroll view in xcode with width of 280 and height of 80 and with images inside thats scrolls horizontally. i want to make this programmatically.
I assume you mean the UIScrollview, which has a guide written by apple found here:
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIScrollView_Class/Reference/UIScrollView.html
A guide that I personally used was this one:
http://idevzilla.com/2010/09/16/uiscrollview-a-really-simple-tutorial/
I'll take you through the quick basics of adding the scrollview to your view and adding images to it.
I'm guessing you're new to Objective C, so I'll give you a quick guide. Firstly, you'll want to make a UIScrollView object. This is done by declaring the following:
UIScrollView *aScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake (0,0,320,250)];
You'll notice I set the frame. The first two numbers of CGRectMake give you the x and y origin of the point while the last two numbers are for how wide and tall you want your object to be.
Afterwards, you'll want to add images to it. You'll need a UIImageview.
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 250)];
Note that I positioned the image at 0,0, giving it a height of a 250 and a width of 320. This ensures that it fills entire scrollview's initial view.
imageView.image = [UIImage imageNamed:#"foo.png"];
You'll attach an image to the imageView. But wait, there's more. So far you've created these objects but have not yet associated them with the view. So if we are in a ViewController class (you'll have to look up what that is), the ViewController contains a view. We can attach our objects to the view.
[aScrollView addSubview:imageView]; // Adds the image to the scrollview
[self.view addSubview:aScrollView]; // Adds the scrollview to the view.
If you want to add more images, you have to add them at different x origins. So our first added image was at 0,0. Our next added image should be at 320,0 (because the first image took up 320 pixels width).
UIImageView *secondImageView = [[UIImageView alloc] initWithFrame:CGRectMake(320, 0, 320, 250)];
secondImageView.image = [UIImage imageNamed:#"bar.png"];
[aScrollView addSubview:secondImageView];
There are a number of options for scrollview that you will want to explore. The ones I found useful were:
aScrollView.delegate = self; // For gesture callbacks
self.pagingEnabled = TRUE; // For one-at-a-time flick scrolling
self.showsHorizontalScrollIndicator = NO; // Cleaner look for some apps.
self.alwaysBounceHorizontal = TRUE; // Look it up.
I have a NSTableView which contains my custom NSCell subclass, IconCell.
The IconCell contains three elements : an image, text, and a button.
Here's a simplified version of my drawing code (closeButton is the button):
- (void)drawInteriorWithFrame:(NSRect)cellFrame inView:(NSView *)controlView
{
NSPoint cellPoint = cellFrame.origin;
[controlView lockFocus];
CGFloat buttonWidth = [closeButton frame].size.width;
[someNSImage drawInRect:NSMakeRect(cellPoint.x, cellPoint.y, ICON_WIDTH, ICON_HEIGHT) fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1.0 respectFlipped:YES hints:nil];
[someNSString drawInRect:NSMakeRect(cellPoint.x+ICON_WIDTH+PADDING, cellPoint.y, cellFrame.size.width - ICON_WIDTH - buttonWidth, cellFrame.size.height) withAttributes:someTextAttributes];
[(NSButtonCell*)[closeButton cell] drawWithFrame:NSMakeRect(cellPoint.x + cellFrame.size.width - buttonWidth, cellPoint.y, buttonWidth, cellFrame.size.height) inView:controlView];
[controlView unlockFocus];
}
The drawing part works fine and produces something like the following:
which is what I want.
Moreover, I want one of two things to happen when the user interacts with the cell: if the user clicks anywhere on the cell, EXCEPT the close button, it should do actionA. If the user clicks on the close button, it should do actionB.
The problem I'm having is that the close button seems "invisible" -- if I click on it, it doesn't move (whereas a working button should show its pushed down state), and in general it behaves as if it wasn't there, and actionA is triggered instead of actionB.
This is how I set the two actions:
[tableView setAction:#selector(actionA)];
and
[closeButton setAction:#selector(actionB)];
What am I doing wrong?
You're just drawing a picture of the button in the cell. This isn't the same thing as placing the actual button into the cell.
Cells aren't full views, so this is more complicated than you may think at first. If you really have to do this with cells, it's explained here: NSButtonCell inside custom NSCell.
But... if you can limit yourself to 10.7+, they've added view-based tableviews. These are much simpler, since you can put a full NSButton inside of your NSTableViewCellView. This is explained in the Table View Programming Guide. Highly recommended if you can limit yourself to 10.7+.
I have a subview loaded into an UIView. In the subview's .m file I have the following:
- (void)startAnimation {
// Array to hold png images
imageArray = [[NSMutableArray alloc] initWithCapacity:22];
animatedImages = [[UIImageView alloc] initWithImage:viewForImage];
// Build array of images, cycling through image names
for (int i = 1; i < 22; i++){
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"image%d.png", i]]];
}
animatedImages.animationImages = [NSArray arrayWithArray:imageArray];
// One cycle through all the images takes 1 seconds
animatedImages.animationDuration = 2.0;
// Repeat forever
animatedImages.animationRepeatCount = 0;
// Add subview and make window visible
[viewForMovie addSubview:animatedImages];
// Start it up
animatedImages.startAnimating;
NSLog(#"Executed");
}
Please be noted that I have in the .h file:
UIImageView *animatedImages;
NSMutableArray *imageArray;
UIView *viewForMovie;
#property(nonatomic,retain)IBOutlet UIView *viewForMovie;
and in the .m file:
#synthesize viewForMovie;
and I have connected viewForMovie to a UIView in IB. I've been on this for several hours now and have tried many variations I've found on the web but cannot get it to work. There are no errors and the other GUI graphics in the subview appear very nicely....but the animation just doesn't appear over top where it should. Also the NSlog reports that the method has in fact been called from the parent. Can anyone see any blaring issues? Thx.
PS: I'm pretty new at this.
Based on the code shown and the behavior you see so far, here are my suggestions:
Make sure the viewForMovie IBOutlet is connected properly in Interface Builder. If it's not connected properly (and so nil), nothing will appear. If you didn't mean to make it an IBOutlet in the first place, then you'll need to manually create it and add it as a subview to self before using it.
Not sure why you have the viewForMovie UIView in the first place. Is this subview's class (let's call it MySubview) a subclass of UIView? You can just show the animation in self instead of adding another subview inside it. Are you going to add more uiviews to this subview besides the viewForMovie?
To get rid of the "may not respond to" warning, declare the startAnimation method in the MySubview.h file (under the #property line):
-(void)startAnimation;
The fact that the warning says "UIView may not respond" also tells you that the parent view has declared newView as a UIView instead of MySubview (or whatever you've named the subview class). Change the declaration in the parent from UIView *newView; to MySubview *newView;.
In the initWithImage, what is "viewForImage"? Is it a UIImage variable or something else?
If all of the images are the same size and fit in the subview as-is, you don't need to set the frame--the initWithImage will automatically size the UIImageView using the init-image dimensions.
Double check that the images you are referencing in the for-loop are named exactly as they are in the code and that they have actually been added to the project.
Finally, you should release the objects you alloc in startAnimation. At the end of the method, add:
[imageArray release];
[animatedImages release];
The only item, however, that I think is actually preventing the animation from appearing right now is item 1.