I need to make a wizard with multiple interactive pages that gathers data from the user. Making so many pages is a tough work by making every single window. Is there any simple class or command to manage it?
There's a couple approaches you could take to do this. First off you could use a UINavigationController which allows you to easily move between multiple view controllers. This is probably the best option if you are okay with using multiple view controllers.
To push to the next controller in a navigation stack you can use:
UIViewController *controller = [self.storyboard instantiateViewControllerWithIdentifier:#"someID"];
[self.navigationController pushViewController:controller animated:YES];
UIScrollView is also an option but would require careful manual memory management when items moved on and off screen, however this could be done all in one class.
[arrayOfViews enumerateObjectsUsingBlock:^(id obj, NSUInteger idx,BOOL *stop) {
UIView *subView = [[UIView alloc] initWithFrame:CGRectMake(320 * idx, 0, 320, 480)];
float randNum = arc4random() % 255;
[subView setBackgroundColor:[UIColor colorWithRed:randNum/255.0 green:randNum/255.0 blue:randNum/255.0 alpha:1.0]];
[myScrollView addSubview:subView];
[myScrollView setContentSize:CGSizeMake(320 * (idx + 1), 480)];
}];
Then your final and most flexible option would be to just make subviews of your main view and you could make your own custom animations for how every item moves around on screen.
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
[someSubview setTransform:CGAffineTransformConcat(CGAffineTransformMakeScale(0.5, 0.5), CGAffineTransformMakeTranslation(-300, -300))];
}completion:^(BOOL done){
//some completion items
}];
Expanding on H2CO3's comment, you'll want to probably use a UINavigationController, assuming the users are allowed to go backwards at will. Then, to go forwards, you'll just push a new UIViewController onto the stack.
Alternatively, you can check out storyboards, which let you define the whole thing, in a row, with transitions using IB. However, those end up being embedded in a UINavigationController anyway.
Related
I have the following code:
[[ticketsListScrollView documentView] setFrame: NSMakeRect(0, 0, [ticketsListScrollView frame].size.width, 53 * [tickets count])];
[[ticketsListScrollView documentView] setFlipped:YES];
for(int i = 0; i < [tickets count]; i++) {
TicketsListViewController *viewController = [[TicketsListViewController alloc] initWithNibName:#"TicketsListViewController" bundle:nil];
viewController.dateLabelText = tickets[i][#"date"];
viewController.timeLabelText = tickets[i][#"time"];
viewController.subjectLabelText = tickets[i][#"title"];
NSRect frame = [[viewController view] frame];
frame.origin.y = frame.size.height * i;
[viewController view].frame = frame;
[[ticketsListScrollView documentView] addSubview:[viewController view]];
}
if the list is large enough (many views), the NSScrollView starts at top-left, which is great. For less views (the views do not take the whole documentView, then NSScrollView starts at the middle.
Any idea why?
Thank you!
Views are not flipped by default, which means your document view is being pinned to the lower-left corner (the default, non-flipped view origin) of the scroll view. What you're seeing is a view not tall enough to push the "top" subview to the top of the scroll view. I see you tried flipping this view, so you already know about this, but you're not doing it correctly.
I'm not sure why you're not getting an error or a warning when calling -setFlipped: since the isFlipped property is read-only. In your document view (the view that's scrolled, and in which you're placing all those subviews), you can override it:
- (BOOL)isFlipped {
return YES;
}
Of course you'll have to put this in a custom NSView subclass and set that as your scroll view's document view's class in IB if you're not creating it at runtime. You'll also need to adjust the frames you use for layout, since you're currently expressing them in the coordinate system of the scroll view's frame. You should be expressing them in your container/layout view's bounds coordinates, which will also be flipped, and so, likely different from your scroll view's coordinates. You'll also need to implement -intrinsicContentSize (and call -invalidateIntrinsicContentSize when adding/removing subviews) so auto-layout can size the container appropriately.
I have 9 blocks on screen (BlockView is just a subclass of view with some properties to keep track of things), and I want to add a smoke particle emitter behind the top of each block to add some smoke rising from the tops of each block. I create a view to hold the block and the particle emitter, and bring the block in front of the subviews so the block is in front. However, this causes my device (iphone 6) to be incredibly laggy and very difficult to move the blocks with a pan gesture.
SmokeParticles.sks: birthrate of 3 (max set to 0), lifetime of 10 (100 range), position range set in code.
My code for adding a particle emitter to each view is below (I'm not very good with particle emitters so any advice is appreciated! :D)
- (void)addEffectForSingleBlock:(BlockView *)view
{
CGFloat spaceBetweenBlocksHeight = (self.SPACE_TO_WALLS * self.view.frame.size.height + self.SPACE_BETWEEN_BLOCKS*self.view.frame.size.width + self.WIDTH_OF_BLOCK*self.view.frame.size.height) - (self.HEIGHT_OF_BLOCK*self.view.frame.size.height + self.SPACE_TO_WALLS * self.view.frame.size.height);
view.alpha = 1.0;
CGRect frame2 = [view convertRect:view.bounds toView:self.view];
UIView * viewLarge = [[UIView alloc] initWithFrame:frame2];
[self.view addSubview:viewLarge];
CGRect frame1 = [view convertRect:view.bounds toView:viewLarge];
view.frame = frame1;
[viewLarge addSubview:view];
SKEmitterNode *burstNode = [self particleEmitterWithName:#"SmokeParticles"];
CGRect frame = CGRectMake(view.bounds.origin.x-self.SPACE_BETWEEN_BLOCKS*self.view.frame.size.width, view.bounds.origin.y-self.SPACE_BETWEEN_BLOCKS_HEIGHT, view.bounds.size.width+self.SPACE_BETWEEN_BLOCKS*self.view.frame.size.width, view.bounds.size.height/2);
SKView *skView = [[SKView alloc] initWithFrame:frame];
[viewLarge addSubview:skView];
SKScene *skScene = [SKScene sceneWithSize:skView.frame.size];
[skScene addChild:burstNode];
[viewLarge bringSubviewToFront:view];
[burstNode setParticlePositionRange:CGVectorMake(skView.frame.size.width/5, skView.frame.size.height/100.0)];
skView.allowsTransparency = YES;
skScene.backgroundColor = [UIColor clearColor];
skView.backgroundColor = [UIColor clearColor];
[skView presentScene:skScene];
[burstNode setPosition:CGPointMake(skView.frame.size.width/2, -skView.frame.size.height*0.25)];
}
I realize that this is an old question, but I recently learned something that could be helpful to others and decided to share it here because it is relevant (I think).
I'll assume your BlockView is a subclass of UIView (if it is not, this will not help you, sorry). A view performs a lot of unnecessary calculations each frame (for example, each view checks if someone tapped on it). When creating a game you should use as fewer UIViews as possible (that's why all other commenters recommended you to use only one SKView and make each Block a SKSpriteNode, which is not a view). But, if you need to use some other kind of object or you do not want to use SpriteKit (or SceneKit for 3D objects), then try using CALayers inside one single UIView (for example, one case where you would prefer to use CALayers instead of SpriteKit is to increase backwards compatibility with older iOS versions as SpriteKit needs iOS 7).
Mr. John Blanco explains the CALayer approach very well in his View vs. Layers (including Clock Demo).
I'm trying to create a NSTableView inside a NSScrollView (the standard configuration, that is) in code, using auto layout. I can't figure out how to make this work.
Here's my loadView:
- (void)loadView
{
NSView *view = [[NSView alloc] init];
NSScrollView *tableScroll = [[NSScrollView alloc] init];
NSTableView *fileTable = [[NSTableView alloc] init];
[tableScroll setDocumentView:fileTable];
[tableScroll setHasVerticalScroller:YES];
[tableScroll setHasHorizontalScroller:NO];
fileTable.delegate = self;
fileTable.dataSource = self;
[fileTable setHeaderView:nil];
[fileTable setAllowsColumnReordering:NO];
NSTableColumn *column = [[NSTableColumn alloc] initWithIdentifier:#"column1"];
[fileTable addTableColumn:column];
[tableScroll setTranslatesAutoresizingMaskIntoConstraints:NO];
[fileTable setTranslatesAutoresizingMaskIntoConstraints:NO];
[view addSubview:tableScroll];
NSDictionary *topViews = NSDictionaryOfVariableBindings(tableScroll);
[view addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"V:|[tableScroll]|" options:0 metrics:nil views:topViews]];
[view addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"|[tableScroll]|" options:0 metrics:nil views:topViews]];
self.fileTable = fileTable;
self.view = view;
}
What happens is that my table view's frame will be always equal to the bounds of the NSClipView. The view is inside a window and gets resized with it, and when I do that it'll resize the scrollview, the clip view and the table, but I can never scroll anywhere.
Looking at constraints I get, the NSScrollView gets constraints that set the clip view to fill it, the clip view has no constraints at all and the table view has a bunch of constraints related to the NSTableRowViews inside it.
If I add a constraint like |[fileTable(>=500)] to the clip view I'll get 500 pixels of NSTableView, but obviously I don't want to do that.
Even though this was answered by the poster in the comments above, I thought I’d put the answer here (having run into the same issue). If you are adopting auto layout, you would typically uncheck “Translates Mask Into Constraints” in the xib. However, for classes like NSScrollView and NSTableView, you should generally let them manage their own internal views by setting their translatesAutoresizingMaskIntoConstraints property to YES. It is still ok to set constraints that are external to these views, i.e. to resize in relation to their superview.
If you set translatesAutoresizingMaskIntoConstraints to NO, then you will need to supply constraints for all of the internal views, which unless you specifically need custom behavior (almost never), you will not want to do. This was the specific problem above.
An obvious side effect of not setting this correctly is that a table (for example) will not properly scroll beyond what is visible in the view.
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.
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.