Programmatically moving a UILabel in a xib file - iphone

Problem: My UILabel is not moving after I change its frame information but after outputing with NSLog the frame info matches the correct position, yet the label itself does not actually move.
More Info: I'm trying to move a UILabel to the same position as a UITextField. Both are contained in a XIB file. I can update the text just fine, and outputting frame information would indicate that the label has moved to the correct position but when you actually look on the screen you can see the label is exactly wherever I placed it in the XIB file manually; it hasn't moved.
photoDescriptionLabel is the UILabel I am trying to place on-top of photoDescription which is a UITextField. The text field is made invisible and made visible so you only see the label until its time to edit it, at which time I hide the label and make the text field visible.
CODE - Taken from inside corresponding ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.photoDescriptionLabel.frame = CGRectMake(self.photoDescription.frame.origin.x,self.photoDescription.frame.origin.y,self.photoDescriptionLabel.frame.size.width,self.photoDescriptionLabel.frame.size.height);
self.photoDescription.hidden = YES;
self.photoDescriptionLabel.hidden = NO;
NSLog(#"x: %f, y: %f, width: %f, height: %f ",self.photoDescriptionLabel.frame.origin.x,self.photoDescriptionLabel.frame.origin.y,self.photoDescriptionLabel.frame.size.width,self.photoDescriptionLabel.frame.size.height);
}

I think you have to switch off the main view's "Use Autolayout" flag in Interface Builder. Auto Layout is enabled by default when you create a new project.

Try this:
CGRect frame = self.photoDescriptionLabel.frame;
frame.origin.x = self.photoDescription.frame.origin.x;
frame.origin.y = self.photoDescription.frame.origin.y;
self.photoDescriptionLabel.frame = frame;

Related

Displaying both a right view and a clear button in UITextField

After adding a right view to a UITextField, I am finding that it refuses to display both the right view and the clear button (having both rightViewMode and clearButtonMode set to UITextFieldViewModeAlways). I see the right view but the clear button is no longer displayed. I made sure that they don't overlap by having overriden clearButtonRectForBounds and clearButtonRectForBounds, to no avail. And if I use the leftView instead of rightView, then no such issue occurs and both the left view and the clear button are displayed.
So although it does not appear to be stated in the documentation, it looks to me like the clear button is only displayed when the right view isn't displayed (and when the text property isn't a blank string). Is this correct and does anyone have a reliable workaround? In the meantime I believe I am stuck with having to create a UIView that overlays my right view on top of a UITextField in order to get what I though I'd be getting from UITextField alone.
you can't display both at the same time , but you can do it like this
UITextField * textfield = [[UITextField alloc] initWithFrame:CGRectMake(10, 100, 300, 40)];
[textfield setBorderStyle:UITextBorderStyleRoundedRect];
UIImageView * imgvw = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"search.jpeg"]];
[imgvw setFrame:CGRectMake(0, 0, 30, 30)];
[textfield setRightView:imgvw];
[textfield setRightViewMode:UITextFieldViewModeUnlessEditing];
[textfield setClearButtonMode:UITextFieldViewModeWhileEditing];
[self.view addSubview:textfield];
Yes you are right. UITextfield has properties like left and right view. If you use clear button it overlaps rightview.
Form Apple doc http://developer.apple.com/library/ios/#DOCUMENTATION/UIKit/Reference/UITextField_Class/Reference/UITextField.html
If your overlay view does not overlap any other sibling views, it receives touch events like any other view. If you specify a control for your view, that control tracks and sends actions as usual. If an overlay view overlaps the clear button, however, the clear button always takes precedence in receiving events. By default, the right overlay view does overlap the clear button.
But like the name says it is a view. So you can create your own view which has 2 buttons on it and set rightview of the textfield. If you wish, you can use delegate methods of the textfield to make your buttons appear and dissapear from the view.
I had the same issue but was easily solved by 'fooling' the UITextField into using the LeftView instead of RightView. This way you can use both clear button and your supposed rightView. All you need to do is subclass UITextField and return the 'right corner' in leftViewRectForBounds and similarly update editingRectForBounds and textRectForBounds. Works perfectly.
I'll back up #strange 's answer (using left view instead of right) with some code:
-(CGRect)leftViewRectForBounds:(CGRect)bounds
{
return CGRectOffset([super leftViewRectForBounds:bounds], bounds.size.width - 30, 0);
}
-(CGRect)clearButtonRectForBounds:(CGRect)bounds
{
return CGRectOffset([super clearButtonRectForBounds:bounds], -30, 0);
}
-(CGRect)editingRectForBounds:(CGRect)bounds
{
CGRect rect = bounds;
rect.origin.x = 10;
rect.size.width -= 60;
return rect;
}
-(CGRect)textRectForBounds:(CGRect)bounds
{
CGRect rect = bounds;
rect.origin.x = 10;
rect.size.width -= 60;
return rect;
}
Note that my right (left) view width is 30.
If you happen to use both left and right view, and clear button, then this solution obviously won't work. In that case you will have to give up using one of those, and use a separate view put next to your UITextField.

Resize UIView to fit its content

The problem is, that I do have a view containing 3 parts.
The first part is a simple header - same height always!
The second part is a simple description line - same height always!
Now the problem is the third part. It's a viewContainer for dynamically calculated subviews (each of them having a custom controller). The height of the content is dynamic caused by some text information downloaded from a backend. So some times I would need to scroll to be able to read the whole text, sometimes not.
Currently I am doing it this way:
Calculate the size of the UILabel for a specific text.
Then resize the parent view so fit the UILabel (if smaller).
Then resize the scrollView of my 3-Part-ViewController-View to fit its subviews.
The detail viewController with the dynamic content:
self.labelDescription.text = self.customData.descriptionText;
[self.labelDescription sizeToFit];
if(self.view.frame.size.height < (self.labelDescription.frame.size.height + self.labelDescription.frame.origin.y)) {
CGRect newSize = CGRectMake(0,
0,
self.view.frame.size.width,
self.labelDescription.frame.size.height +
self.labelDescription.frame.origin.y);
self.view.frame = newSize;
}
The resizing of the scroll view after adding and resizing my detail view:
[self addChildViewController:controllerCustomData];
[self.scrollView addSubview:controllerCustomData.view];
CGRect newRect = CGRectMake(0,
self.viewElementDetailContentContainer.frame.origin.y,
controllerCustomData.view.frame.size.width,
controllerCustomData.view.frame.size.height);
controllerCustomData.view.frame = newRect;
self.scrollView.contentSize = CGSizeMake(self.scrollView.contentSize.width, newRect.origin.y + newRect.size.height);
So my question is, are there easier ways to do this?
You could create a method that does everything you need. You'll need to write the method (maybe methodS) once and use it passing the necessary arguments.

UITextView text not displayed when parent view is UIScrollView UNTIL I scoll

I have a UITextView inside of a UIScrollView that is configured offscreen when the code below runs in my ViewController's viewDidLoad. Unfortunately, if the "eventDetails" text is particularly long nothing is displayed inside the UITextView until I interact with it (e.g click inside and drag for example).
My question: How to have it so the text is displayed in the UITextView WITHOUT forcing the user to interact with the UITextView first?
Here is the code:
UITextView *txtDetails = [[UITextView alloc] initWithFrame:CGRectMake(-4, yOffset, page3ScrollView.frame.size.width, 0)];
[txtDetails setEditable:NO];
[txtDetails setScrollEnabled:NO];
[txtDetails setFont:[UIFont systemFontOfSize:12]];
[txtDetails resizeAndSetTextWithMaxSize:CGSizeMake(txtDetails.frame.size.width, 999999999) forText:eventDetails withAdditionalHeightOf:16.f];
[page3ScrollView addSubview:txtDetails];
CGRect frame = txtDetails.frame;
frame.size.height = [txtDetails contentSize].height;
txtDetails.frame = frame;
[page3ScrollView setContentSize:CGSizeMake(page3ScrollView.frame.size.width, txtDetails.frame.origin.y + txtDetails.frame.size.height)];
Thanks
I was able to get this working by setting the UITextView's text ONLY when needed (e.g. is about to come on screen). Below is the relevant code:
- (void)scrollViewDidEndDecelerating:(UIScrollView *)sv
{
if (sv == scrollView) [self updatePagedView];
}
- (void)updatePagedView
{
int currentPage = pageControl.currentPage;
// *** loadDetailsPage3 is where I set the text ***
if (currentPage == 2) {
[self loadDetailsPage3];
}
}
If anyone has a better solution or needs more explanation just hit me up in the comments.
I've had the same issue and it's taken me several hours to find a suitable fix for it... Here's what I came up with...
-(void)DidBecomeActive {
if (!DidUpdateBounds) {
DidUpdateBounds = true; // instance variable set to false on load
NSString *oldtext = uiTextView.text;
//The trick is (1) removing it from it's superview
// (2) resetting it's 'text' property
// (3) re-adding it to the view WHILE it's on-screen.
[uiTextView removeFromSuperview];
uiTextView.text = oldtext;
[self.view addSubview:uiTextView];
[self.view setNeedsDisplay];
}
}
I'm using CoreAnimation to switch to this view. So right before I execute that code, I call this
//The 0,-300,480,300 is bounds of the UIView my offscreen UITextview is on
[self.view.layer setBounds:CGRectMake(0, -300, 480, 300)];
// SetNeedsDisplay, then call my method above to
//FORCIBILY redrew the UITextView while it's effectively on-screen
[self.view setNeedsDisplay];
[TextLogVC DidBecomeActive];
//CoreAnimation then goes here
This solves the issue. After setting the layer.bounds it redraws the control(UITextView) and it thinks it's onscreen. Then CoreAnimation takes care of animating from my current UIView to the new UIView and all of the text in the uiTextView is displayed throughout the animation.
Looks like the views that you are setting up are not refreshed.
And when you interact with the views then they are refreshed and your changes are rendered to the display...
Try adding [txtDetails setNeedsDisplay]; [page3ScrollView setNeedsDisplay]; after your code in viewDidLoad.
If it will help then maybe we'll find some more elegant solution...

UiScrollView with scrolling content

I have a detail page of type UIScrollView. On it I want an optional UIImageView and a mandatory UITextView. If no image is available then the image view should not take any space. The text for the text view can be of varying sizes.
When the view is loaded with, say, the image and the text I need to be able to scroll through all the contents. So the image slips off the top of the screen.
I just can't get this work and I feel it ought to be easy. Any ideas?
You must call setContentSize with the size of the views.
CGRect frameOfImage;
CGRect frameOfText;
CGRect frameOfContent;
frameOfImage.origin = CGPointZero;
frameOfImage.size = myImage ? [myImage size] : CGSizeZero;
[myImage setFrame:frameOfImage];
frameOfText.origin.x = 0;
frameOfText.origin.y = frameOfImage.origin.y + frameOfImage.size.height;
frameOfText.size = [myText.text sizeWithFont:myText.font forWidth:myScroll.bounds.width lineBreakMode:myText.lineBreakMode];
[myText setFrame:frameOfText];
frameOfContent = CGRectUnion( frameOfImage , frameOfText );
frameOfContent.size.height += frameOfContent.origin.y;
frameOfContent.size.width += frameOfContent.origin.x;
[myScroll setContextSize:frameOfContent.size];
You could do the last bit in the layoutSubviews of a custom UIScrollView or all of it at once in your controller when you know whether there is an image or not.
You should create your own view, which inherits after UIScrollView.
In your custom YourScrollView you should overwrite
- (void) layoutSubviews;
There calculate size of the text, size of the image (and additional spacing between then), and then set the contentSize for the scroll view using:
[self setContentSize:CGSizeMake(CGRectGetWidth(self.bounds), yourCalculatedHeight)];
Hope this helps,
Paul

iPhone SDK: Setting the size of UISearchDisplayController's table view

My app's table view does not occupy the full screen height, as I've allowed 50px at the bottom for a banner.
When I begin typing in the search bar, the search results table view is larger; it fills all available screen space between the search bar and the tab bar. This means that the very last search result is obscured by the banner.
How do I specify the size of the table view used by UISearchDisplayController? There's no bounds or frame property that I can see.
EDIT TO ADD SCREENSHOTS:
This is how the table view is set up in IB. It ends 50px short of the synthesized tab bar.
(source: lightwood.net)
This is how content displays normally. I've scrolled to the very bottom here.
(source: lightwood.net)
This is how it displays when searching. Again, I've scrolled to the very bottom. If I disable the banner ad, I can see that the search display table spreads right down to the tab bar.
(source: lightwood.net)
The key to solving this one was finding out when to change the geometry of the table view. Calling:
[self.searchDisplayController.searchResultsTableView setFrame:someframe];
after creating the UISearchDisplayController was futile. The answer was this delegate method:
-(void)searchDisplayController:(UISearchDisplayController *)controller didShowSearchResultsTableView:(UITableView *)tableView {
tableView.frame = someframe;
}
Note, I had also tried -searchDisplayController:didLoadSearchResultsTableView but it did no good in there. You have to wait until it's displayed to resize it.
Also note that if you simply assign tableView.frame = otherTableView.frame, the search results table overlaps its corresponding search bar, so it is impossible to clear or cancel the search!
My final code looked like this:
-(void)searchDisplayController:(UISearchDisplayController *)controller didShowSearchResultsTableView:(UITableView *)tableView {
CGRect f = self.masterTableView.frame; // The tableView the search replaces
CGRect s = self.searchDisplayController.searchBar.frame;
CGRect newFrame = CGRectMake(f.origin.x,
f.origin.y + s.size.height,
f.size.width,
f.size.height - s.size.height);
tableView.frame = newFrame;
}
I updated the code to allow for deeper view hierarchies, but the initial frame of the semi-transparent cover view still takes up the entire window below the search bar.
-(void)searchDisplayController: (UISearchDisplayController*)controller
didShowSearchResultsTableView: (UITableView*)tableView
{
if ( [controller.searchBar.superview isKindOfClass: [UITableView class]] )
{
UITableView* staticTableView = (UITableView*)controller.searchBar.superview;
CGRect f = [tableView.superview convertRect: staticTableView.frame fromView: staticTableView.superview];
CGRect s = controller.searchBar.frame;
CGRect newFrame = CGRectMake(f.origin.x,
f.origin.y + s.size.height,
f.size.width,
f.size.height - s.size.height);
tableView.frame = newFrame;
}
}
I'm not sure I completely understand what you're describing, it would be nice to have a screenshot.
It sounds like what's happening is the UITableView is the size of the screen and the banner is overlapping the bottom 50 pixels of it. All UIView children have a frame, bounds, and center properties they inherit from their common UIView parent.
#interface UIView(UIViewGeometry)
// animatable. do not use frame if view is transformed since it will not correctly reflect the actual location of the view. use bounds + center instead.
#property(nonatomic) CGRect frame;
// use bounds/center and not frame if non-identity transform. if bounds dimension is odd, center may be have fractional part
#property(nonatomic) CGRect bounds; // default bounds is zero origin, frame size. animatable
#property(nonatomic) CGPoint center; // center is center of frame. animatable
#property(nonatomic) CGAffineTransform transform; // default is CGAffineTransformIdentity. animatable
// ... from UIView.h
You can manipulate these properties as you like, it sounds like you simply need to adjust the bounds to be 50 pixels smaller than the screen, and do some math to calculate your new center.