I want to implement a special animation and I'm wondering if somebody already did that.
Everybody knows this really cool staple effect form iPad mail, when selecting multiple mails.
I now want to bring that animation into my iPad app. I have a UITableView with available in-app purchases and I want the user to be able to buy multiple purchases at once.
The user can select multiple products in the tableView and I now want the images from the custom UITableViewCell to "staple together" with this really cool iPad like effect.
I also want the cells to move into this stack. This is my code (most probably I will experience performance issues with the photo from the cell):
- (IBAction)setEditingTableView:(id)sender
{
if ([itemsTableView isEditing]) {
for (NSIndexPath *cellPath in [itemsTableView indexPathsForSelectedRows]) {
UITableViewCell *cell = [itemsTableView cellForRowAtIndexPath:cellPath];
if ([cell isSelected]) {
[UIView animateWithDuration:1.0 animations:^{
[[cell image] setFrame:[stackView frame]];
[[cell image] setCenter:[stackView center]];
}];
}
}
[itemsTableView setEditing:NO];
[sender setStyle:UIBarButtonItemStyleBordered];
}
else {
[itemsTableView setEditing:YES];
[sender setStyle:UIBarButtonItemStyleDone];
}
}
Can anybody help?
Thanks, with kind regards, Julian
Related
I'm playing around with an idea and basically I want a NSStatusItem with a NSPopoverController. I read about all the problem people had but I just want to try it. Is there a clean way to do it by now? All the versions I've seen are at least 1 year old and suuuuper hacky.
This was my approach so far but if I click my app in the statusbar nothing happens...
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
self.statusItem = [[NSStatusBar systemStatusBar] statusItemWithLength:NSVariableStatusItemLength];
//[self.statusItem setView:view];
[self.statusItem setTitle:#"Test"];
[self.statusItem setHighlightMode:YES];
[self.statusItem setAction:#selector(activatePopover:)];
}
-(IBAction)activatePopover:(id)sender
{
BOOL isEnabled = NO;
if (isEnabled) {
[self.popover showRelativeToRect:NSMakeRect(0, 0, 50, 50) ofView:statusItem.view preferredEdge:NSMinYEdge];
} else {
[self.popover close];
}
}
Any ideas how to get this running?
Thanks
This will not work without using a custom view on the status item. If you don't set a custom view, the view property will be empty (it only returns custom views, not whatever view NSStatusItem uses internally when you just use setTitle).
Unfortunately, as per Apple's docs, you'll need to provide your own view and handle clicks yourself if you want to use NSPopover.
I haven't seen a complete example that encompasses correct handling of this (the default implementation of status items does rather a lot which you will have to do all manually), and also fixes popover wonkynesses:
NSPopover, by default, won't become the key window (some controls won't work), unless you overwrite canBecomeKeyWindow of NSPopover's window
Correctly dismissing menus of other status items (you can call popUpStatusItemMenu with an empty menu to correctly focus your status item)
Drawing the highlighted background with drawStatusBarBackgroundInRect
Reacting to both left and right mouse clicks
Using NSRunningApplication.currentApplication.activateWithOptions to make sure all windows of your status item become active (otherwise your popover will, erratically, not be the receiver of keyboard input)
Dismissing the NSPopover with NSEvent.addGlobalMonitorForEventsMatchingMask (the built-in dismissal mechanism popovers come with doesn't work with status items)
Removing the status item on termination with NSStatusBar.systemStatusBar.removeStatusItem
I hope to have a blog post about this out sometime soon (note: I'm using RubyMotion, not Objective-C), that explains all these issues and hopefully provides an easier base to create menulets. I'll update this comment if I write that post.
Code:
-(void)initializeStatusBarItem
{
self.statusItem = [[NSStatusBar systemStatusBar] statusItemWithLength:NSSquareStatusItemLength];
NSImage* image = [NSImage imageNamed:#"image"];
// [image setTemplate:YES];
self.statusItem.button.image = image;
self.statusItem.highlightMode = NO;
self.statusItem.button.action = #selector(statusBarItemDidClick:);
}
- (void)statusBarItemDidClick:(NSStatusBarButton *)sender{
MainViewController *mainView = [[MainViewController alloc] init];
self.popoverView = [[NSPopover alloc] init];
[self.popoverView setContentViewController:mainView];
self.popoverView.contentSize = CGSizeMake(300, 400);
self.popoverView.behavior = NSPopoverBehaviorTransient;
[self.popoverView showRelativeToRect:sender.bounds ofView:sender preferredEdge:NSMaxYEdge];
}
Apologies if this is a basic question but I am new to Xcode and have a storyboard app and in the storyboard (with no segue) I have a view controller with an embedded map view.
On the storyboard screen I have an image with a tap gesture linked, I have tested the tap and it works (NSLog) but I want to know how to launch my mapview view controller and also zoom to an x&y.
My code currently has
-(IBAction)handleMapTap:(UIGestureRecognizer *)sender {
NSLog(#"Tapped");
}
& I have tried;
MMMapViewController *mapViewController = [[MMMapViewController alloc] initWithNibName:#"MapView" bundle:nil];
[self.navigationController pushViewController:mapViewController animated:YES];
My view controller has a class set as MMMapViewController I have given the view controller a storyboard id of MapView (if it's required?).
I've read a lot of stackoverflow articles but can't seem to find an answer. If anyone can help I would be really grateful.
-(IBAction)handleMapTap:(UIGestureRecognizer *)sender
{
MMMapViewController *mapViewController = [[MMMapViewController alloc] initWithNibName:#"MapView" bundle:nil];
//[self.navigationController pushViewController:mapViewController animated:YES];
[self presentModalViewController:mapViewController animated:YES];
[mapViewController release];
}
It would probably help to know what self is, if it is indeed a UIViewController, then
I would make sure that self.navigationController is not nil.
You actually have the right code, as far as I can tell, but depending on your scenario, you could get away with presenting the mapView as a modal view controller.
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.
Everything in my app is working a treat - but there is one niggling problem.
The UIImagePickerController seems to return the status bar when it is called. Obviously the app has the statusbar hidden throughout.
Now I have worked around this by rehiding it upon completion or canelation of the picker. This resulted in a black bar at the top of the app. So after the rehide I have had to reposition the titlebar and other table contents for it to fit.
All in all this works perfectly fine. However, the UIImagePickerController is called in detail view of a table. Therefore when the user has used the picker (and ive resized after use) and clicks the back button to return to the main table there is a small graphical glitch.
The detail view has been shifted up to hide the statusbar void, yet when I return to the main table and the app slides horizontally back to the main view, for a split second a 20px black box can be seen above the items on the detail view?
To recap. UIImagePickerController returns the staus bar (seemingly no matter what) and after coding to get rid and reformat the view I get a time (messy) graphical issue when returning to the main view.
Surely there is a way to stop the statusbar returning so I dont have to bodge bar back out using code? I have it set 'off' in the plist.
It very odd! Cheers
This helps to me.
1) You must delegate the UIImagePickerController
2) Add this to ViewController:
- (void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{ // Esconder el StatusBar. Provocado por el iOS7 y el UIImagePickerController
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
}
implementing UIimagepicker controller use this.and hide status bar in to plist(statusbar initialy hidden=true) and set Uiview size 320x480 & implementing this
if([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypePhotoLibrary])
{
UIImagePickerController *picker= [[UIImagePickerController alloc]init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentModalViewController:picker animated:YES];
[picker release];
}
I have a UINavigationController which contains several UIViewControllers. I would like to create a shared "panel" that is displayed at the top of each view. In addition, I would like to make that panel expand and collapse, overlaying the view, when tapped.
View1
-Top Panel (collapsible)
-Main Panel
View2
-Top Panel (collapsible)
-Main Panel
This would be similar to the way the toolbar or navigation panel hide/show for the camera controller, but it would be a custom view. This is an iPhone app.
As a new XCode developer I would appreciate insights as to how this should be approached from an architectural standpoint.
Create a UIViewController subclass, say called PanelStyleUIViewController,
which would be a superclass for all the views that will have the panel. The superclass implements the panel's controller logic, and the view expansion and contraction, which always happens above the children controller's regular view logic.
This is going to be a modestly difficult project for a new iOS/cocoa developer, because:
You probably will end up having to write a lot of the folding panel's view code programmatically. It is possible to design it in interface builder using more advanced techniques but IB's basic usage is to design one view controller at a time. You need to design a partial, parent view controller that then is inherited to a number of different ones.
You need to make sure that the folding view is always above (z-index wise) the regular view content of the lower level view controller classes. This is something that is probably solved by doing a bringSubviewToFront call on the panel view on, say, the viewDidAppear method.
You are going "off road" from how standard iPhone apps behave. Whenever you do this, you make headaches for yourself and might find yourself at a dead end. My recommendation would be to stay "inside the lines" for a while until you are pretty confident with objective C, cocoa touch, etc.
That said, here's some untested code I wrote here in the stack overflow editor which should give you an idea of what I mean for this superclass design:
// PanelStyleUIViewController.h
#interface PanelStyleUIViewController : UIViewController {
UIView *panelView;
}
#property (nonatomic, retain) UIView *panelView;
// PanelStyleUIViewController.m
#implementation PanelStyleUIViewController
#synthesize panelView;
- (void)viewDidLoad {
[super viewDidLoad];
// setup geometry, contents, etc of panelView programmatically...
self.panelView = [[[UIView alloc] init] autorelease];
panelView.frame = CGRectMake(0,0,320,200);
// set resizing mask appropriately for landscape support
panelView.autoresizingMask = UIViewAutoresizingMaskFlexibleWidth | UIViewAutoresizingMaskFlexibleBottomMargin;
// put a button on the panel view so it can be tapped to slide down
UIButton *slidePanelButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
slidePanelButton.frame = CGRectMake(0,160,320,40);
[slidePanelButton addTarget:self action:#selector(slidePanel) forControlEvents:UIControlEventTouchUpInside];
[panelView addSubview:slidePanelButton];
// set panelView with a transform offset to slide it up under the top of the screen
panelView.transform = CGAffineTransformMakeTranslation(0, -160);
// add panelView to regular view controller's view
[self.view addSubview:panelView];
}
- (void)viewWillAppear {
// make sure the panel shows up on top, z-index wise, since subclasses might have created views that overlap it.
[self.view bringSubviewToFront:panelView];
}
- (void)slidePanel {
// remove the panel transform in an animated fashion (slide down).
// TODO: some button or action needs to slide the panel back up...
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3];
[panelView setTransform:CGAffineTransformMakeTranslation(0,0)];
[UIView commitAnimations];
}
- (void)viewDidUnload {
[super viewDidUnload];
// always make sure you clean up progammatically-retained views here
self.panelView = nil;
}
- (void)dealloc {
// and here too
self.panelView = nil;
[super dealloc];
}