iOS : MPMoviePlayerViewController / MPMoviePlayerController Zoom In by default? - mpmovieplayercontroller

Can MPMoviePlayerViewController zoom in by default when the phone is in portrait mode?

If by zooming, you are referring to the MPMovieScalingMode then the answer is no, it does not do that by itself. You may however do it yourself by simply handling the device rotation (either within the wrapping viewController or by registering for the adequate notification).
For adjusting the scaling, simply set MPMoviePlayerController's scalingMode property to the appropriate value.
See the reference for possible values.

Related

Why does my view debugger show a different layout and how can I match it?

Why does my view debugger show a different value and how can I make my app match it?
My view debugger is showing this (this is the correct view):
But my iPhone is incorrectly showing this:
I spoke to someone I know and they said that the debugger lays out the subviews again. How can I trigger this same thing in my application?
This is what my hierarchy looks like:
---UICollectionView
----UICollectionViewCell
-----UIStackView (vertical, scale to fill)
------UILabel (hugging and compression are 1000 for vertical and horizontal)
-------UIImageView (aspect fill, hugging and compression are 750 for vertical and horizontal)
If I begin my app in portrait, all my views layout correctly. If I begin my app in landscape, then I have that incorrect overlay that you see in the image. Any help?
Thanks!
You should set imageView.clipToBounds = true (or any other UIView's) either in code or in IB.
Apple Documentation Reference
A Boolean value that determines whether subviews are confined to the
bounds of the view. Setting this value to true causes subviews to be clipped to the bounds of the receiver. If set to false, subviews whose frames extend beyond the visible bounds of the receiver are not clipped. The default value is false.

Support several interface orientations but stay locked in portrait mode

I need a way to do the above. I've tried putting
-(BOOL) shouldAutorotate {
return NO;
}
into every one of my viewcontrollers, but it still autorotates when I tilt the device on its side.
Why do I need this? One of our partners has an SDK which requires us to support the other orientations (or else their app crashes).
So what can I do to lock our portrait mode in place and keep it like that?
Not possible. In iOS "supporting" a device orientation implies that when the screen rotates to one of the other orientations (not portrait) your application re-sizes and lays out for that orientation. If you want to remain locked in portrait mode DO NOT support anything other than portrait.
I used a category to extend and override the UITabBarController, forcing autorotation off.
Check out this SO:
UITabBarController Rotation Issues in ios 6

Can I disable autolayout for a specific subview at runtime?

I have a view that needs to have its frame manipulated programmatically - it's a kind of document view that wraps to its content which is then scrolled and zoomed around a superview by manipulating the frame origin. Autolayout fights with this at runtime.
Disabling autolayout completely seems a bit harsh because it could reasonably be used to handle layout for the other views. It seems like what I might want is some kind of "null constraint".
I had the same problem. But I have resolved it.
Yes, you can disable auto layout at runtime for a specific UIView, instead of disabling it for the whole xib or storyboard which is set by default in Xcode 4.3 and later.
Set translatesAutoresizingMaskIntoConstraints to YES, before you set the frame of your subview:
self.exampleView.translatesAutoresizingMaskIntoConstraints = YES;
self.exampleView.frame = CGRectMake(20, 20, 50, 50);
I had a similar issue where Autolayout was overriding some of my frame-setting at run time (I had a dynamic view that in some cases pushed a new view controller...pushing and then pressing Back would reset the initial view).
I got around this by putting my manipulation code in viewDidLayoutSubviews of my View Controller. This seems to get called after whatever constraint mojo gets called, but before viewDidAppear, so the user is none the wiser.
Perhaps just setting translatesAutoresizingMaskIntoConstraints to YES (and not adding additional constraints affecting that view) will let you set the frame without fighting the auto layout system.
In iOS 8 you can set an NSLayoutConstraint to be active or not. So if I'm using interface builder, I add all my constraints to an OutletCollection and then activate or deactivate using:
NSLayoutConstraint.deactivateConstraints(self.landscapeConstraintsPad)
NSLayoutConstraint.activateConstraints(self.portraitConstraintsPad)
The particular application I'm using it for here is having different constraints in portrait and landscape mode and I activate/deactivate based on the rotation of the device. It means I can create some complex layout changes all in interface builder for both orientations, and still use auto layout without the verbose auto layout code.
Or you can activate / deactivate using removeConstraints and addConstraints.
I don't know if this will help anyone else, but I wrote a category to make this convenient because I find myself doing this a lot.
UIView+DisableAutolayoutTemporarily.h
#import <UIKit/UIKit.h>
#interface UIView (DisableAutolayoutTemporarily)
// the view as a parameter is a convenience so we don't have to always
// guard against strong-reference cycles
- (void)resizeWithBlock:(void (^)(UIView *view))block;
#end
UIView+DisableAutolayoutTemporarily.m
#import "UIView+DisableAutoResizeTemporarily.h"
#implementation UIView (DisableAutoResizeTemporarily)
- (void)resizeWithBlock:(void (^)(UIView * view))block
{
UIView *superview = self.superview;
[self removeFromSuperview];
[self setTranslatesAutoresizingMaskIntoConstraints:YES];
__weak UIView *weakSelf = self;
block(weakSelf);
[superview addSubview:self];
}
#end
I use it like this:
[cell.argumentLabel resizeWithBlock:^(UIView *view) {
[view setFrame:frame];
}];
Hope it helps.
You can set the translatesAutoresizingMaskIntoConstraints type Boolean, Value Yes in the User Defined Runtime Attributes of the UIView you want in the xib/storyboard.
In my view I had a Label and a Text. The label had pan gesture. The label moves around fine during drag. But when I use the text box keyboard, the label resets its position to the original location defined in auto layout. The issue got resolved when I added the following in swift for the label. I added this in viewWillAppear but it can be added pretty much anywhere you have access to the target field.
self.captionUILabel.translatesAutoresizingMaskIntoConstraints = true
Open project in 4.5
Select storyboard
Open the file inspector
Under Interface Builder Document uncheck 'Use Autolayout'
You can split across multiple storyboards if you want to use autolayout for some views.
For me it worked to create the subview programmatically, in my case the auto layout was messing with a view that I needed to rotate around its center but once I created this view programmatically it worked.
I've encountered a similar scenario, where I joined a project that was initiated with auto-layout, but I needed to make dynamic adjustments to several views. Here is what has worked for me:
Do NOT have views or components laid out in interface builder.
Add your views purely programmatically starting with alloc/init and setting their frames appropriately.
Done.
This happened to me in a project without storyboards or xib files. All 100% code. I had an ad banner at the bottom and wanted the view bounds to stop at the ad banner. The view would resize itself automatically after loading. I tried every resolution on this page but none of them worked.
I ended up just creating a sub view with the shortened height and placed that in into the main view of the controller. Then all my content went inside the sub view. That solved the problem very easily without doing anything that felt like it was going against the grain.
I am thinking if you want a view that is not the normal size that fills the window then you should use a sub view for that.
Instead of disabling autolayout, I would just calculate the new constraint with the frame you are replacing. That appears to me to be the appropriate way. If you are adjusting components that rely on constraints, adjust them accordingly.
For example, if you have a vertical constraint of 0 between two views (myView and otherView), and you have a pan gesture or something that adjusts the height of myView then you can recalculate the constraint with the adjusted values.
self.verticalConstraint.constant = newMyViewYOriginValue - (self.otherView.frame.origin.y + self.otherView.frame.size.height);
[self.myView needsUpdateConstraints];
For those of you who are using auto layout, please check out my solution here. You should be making #IBOutlet's of the constraints you want to adjust and then change their constants.
if it's xib file:
select the .xib file
select the "File's Owner"
show the Utilities
click on: "File Inspector"
Under "Interface Builder Document" disable: "Use Autolayout"

iPad - Handling orientation change via reloaded loadView

I have a custom view which needs to be relaid on orientation change. My UIView code can correctly redraw for the any orientation as it express itself in screen frame size.
But how do I get the loadView method to run on orientation change for the right view to get drawn ?
I put [self.view setNeedsDisplay] in the following rotation handling methods with no luck.
willRotateToInterfaceOrientation:duration
didRotateFromInterfaceOrientation:
Any suggestions would be most welcome.
loadView actually causes the view to be completely re-created from scratch. It should be sufficient to call setNeedsDisplay in didRotateFromInterfaceOrientation on the view that needs to redraw.
If you have to change the layout of your views upon rotation, do so in willAnimateRotationToInterfaceOrientation (so the changes get animated), and/or set the autoresizingMask property to the combination of UIViewAutoresizingMask values that suits your needs.

Cocoa Pop-up Window Similar to iCal

I want to open an overlay window (pop up window) when a user selects a cell in my NSTableView similar to selecting an event in iCal. Selecting the event in iCal shows a Window to edit the event, but does so by smoothly animating the window open and adding an arrow pointing to the even in the underlying calendar. Does anyone know what is being used here? Is this a bunch of hidden/custom APIs or is this available for public use?
The editor pane appears to be a custom borderless, transparent window with a custom view (the view defines the shape and therefore the shadow it casts). Learn more here. You might even use MAAttachedWindow.
Regarding animation, it's as simple as asking the window's animator to animate the frame and the alpha value (grouping them together). You'll probably want to set everything up directly in its "start position" first (ie, while the window is off-screen, set its alpha to zero, and its frame to some smaller version so it "zooms in" a la iCal), then put it on screen and start the grouped animation:
[NSAnimationContext beginGrouping];
[[window animator] setFrame:someNewSlightlyLargerFrame];
[[window animator] setAlphaValue:1.0];
[NSAnimationContext endGrouping];
Once the grouping is ended, the animation will begin (asynchronously) and your code execution will continue. Something to think about is getting everything "staged" first (including making sure the subviews of your window are already updated beforehand, so they don't change in the middle of your animation ... unless you want them to).
So the two separate techniques you need to understand are a custom window and basic Cocoa animation.
If you're using OSX 10.7 and above, NSPopover will do the job you're looking for.
Are you talking about selecting even from a list at the bottom of iCal app?
Not sure what exactly you are referring to but there is an api for animating transformations within a timespan.
Looking at other Apple's applications, Apple's developers utilize the same api available to anyone else (mostly I guess). There is lots of stuff that can be customized and Apple customizes whatever is required until it looks right from design point of view ...

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