I am trying to create a custom look of my UINavigationBar. When the user puts the app in landscape, the navigationBar should be covered with an Image. When rotated back to portrait I want the View(Image) removed. Everything works fine with the code below except removing it. I can remove the View if I put the code in the same if-statement, but nothing happens if I put it in the else if-statement. Have I missed something ? / Regards
- (void) adjustViewsForOrientation:(UIInterfaceOrientation) orientation {
UIView *v = [[UIView alloc]init];
if (orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight)
{
v.frame = CGRectMake(0,0,480,44);
v.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"navbar25g.png"]];
[self.view addSubview:v];
//[v removeFromSuperview]; <----- works if I put it here
NSLog(#"LANDSCAPE");//load the landscape view
}
else if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown)
{
[v removeFromSuperview]; <----- Not working
NSLog(#"PORTRAIT"); //load the portrait view
}
}
the reason that you cannot remove it is every time you go into the method you create a new instance of the UIView *v.
Create an instance variable then assign the view to that. Once it is assigned you can then remove or add as needed.
If you do not want to use an instance variable then you can give the view a tag i.e.
UIView *v = nil;
v = [self.view viewForTag:1000];
if (!v) {
v = [[UIView alloc] init];
v.tag = 1000;
v.frame = CGRectMake(0, 0, 480, 44);
v.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"navbar25g.png"]];
}
Now you can do your adding and removing for it.
Have you tried UIAppearance?
[[UINavigationBar appearance] setBackgroundImage:nil barMetrics:UIBarMetricsDefault];
[[UINavigationBar appearance] setBackgroundImage:image barMetrics:UIBarMetricsLandscapePhone];
Related
I'm not seeing what's wrong here. When user taps and hold, I add a view, when touch finishes the view gets removed. This does NOT work and I do see the UIGestureRecognizerStateEnded being sent.
However, if I call [tmpView removeFromSuperview]; outside of that state it gets removed without any issues.
Any idea what's causing this?
-(void)longTapped:(UILongPressGestureRecognizer*)recognizer {
UIView *tmpView = [[UIView alloc] init];
tmpView.backgroundColor = [UIColor greenColor];
// Position the menu so it fits properly
tmpView.frame = CGRectMake(0, 100, 320, 250);
// Add the menu to our view and remove when touches have ended
if (recognizer.state == UIGestureRecognizerStateBegan) {
[self.view addSubview:tmpView];
}
else if(recognizer.state == UIGestureRecognizerStateEnded){
[tmpView removeFromSuperview];
}
}
The second time your -longTapped: method is called it is instantiating a new instance of UIView in the tmpView variable, and trying to remove that from its superview. You need to store a reference to your added view on the controller when the long press starts, and when it ends you need to remove that object from its superview.
#interface myVC ()
#property (nonatomic, weak) UIView *tmpView;
#end
-(void)longTapped:(UILongPressGestureRecognizer*)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
// Add the menu to our view and remove when touches have ended
self.tmpView = [[UIView alloc] init];
self.tmpView.backgroundColor = [UIColor greenColor];
// Position the menu so it fits properly
self.tmpView.frame = CGRectMake(0, 100, 320, 250);
[self.view addSubview:self.tmpView];
}
else if(recognizer.state == UIGestureRecognizerStateEnded){
[self.tmpView removeFromSuperview];
self.tmpView = nil;
}
}
In my application I have 2 views, portraitView and landScapeView. And also my application consists of many views...
When I launch the application both landscape and portrait view is getting displayed side by side.
When I launch the application in landscapeview the portraitview is getting displayed..later after rotating and coming back the view is getting proper.
The code I am using is given below...so please suggest me what all changes should be done to overcome above problem as mentioned..
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
NSLog(#"LANDSCAPE>>");
portraitView.hidden = YES;
landscapeView.hidden = NO;
UIColor *background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"bg-ic_landscape.jpg"]];
self.view.backgroundColor = background;
}
else if (interfaceOrientation == UIInterfaceOrientationLandscapeRight){
NSLog(#"LANDSCAPE<<");
portraitView.hidden = YES;
landscapeView.hidden = NO;
UIColor *background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"bg-ic_landscape.jpg"]];
self.view.backgroundColor = background;
self.view.hidden = NO;
}
else{
portraitView.hidden = NO;
landscapeView.hidden = YES;
NSLog(#"Portrait");
UIColor *background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"bg-ic.jpg"]];
self.view.backgroundColor = background;
background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"bg-ic2.jpg"]];
self.view.backgroundColor = background;
}
return YES;
It sounds like your portraitView and landscapeView are both visible on initial launch of the app. The code above is only executed when the orientation changes during runtime. If you do insist on using separate views for portrait and landscape then you'll need to detect orientation at launch as well and show / hide the views appropriately.
The fact that the system calls shouldAutorotateToInterfaceOrientation: doesn't mean that it will do so there and then. You want to be using willRotateToInterfaceOrientation and didRotateFromInterfaceOrientation, and use autosizing as much as possible. You can also subclass the layout update callback to re-arrange your view. Having two view and showing/hiding them for landscape/portrait is not recommended.
my problem might be simple to some of you but i can't find a solution. I have a method where a create my views automatically (text fields, labels and text views). It's like a registration form. The problem is that when i change the screen to landscape mode, i want to change the views width. To do that i used [self.view removeFromSuperview] and created the views again. The problem is that the views won't get recreated with the landscape width. I can't use IB to autosize the views at orientation change. The views are created in viewDidLoad and removed and recreated in - (void) adjustViewsForOrientation:(UIInterfaceOrientation)orientation {} I don't know why they don't get recreated after being removed. If there was another solution that you could share with me i would appreciate it.
Here's how i create the views:
-(void)createViews:(int)width
{
for(int i = 0; i < numberOfTextfields; i++) {
textfieldPadding = textfieldPadding+40;//set some space between the text fields
labelPadding = labelPadding+40;//set some space between the labels
UITextField *field = [[UITextField alloc] initWithFrame:
CGRectMake(10,i*textfieldHeight+textfieldPadding+firstTextfieldHeight+10,width, textfieldHeight)];
field.autoresizingMask = UIViewAutoresizingFlexibleWidth;
//field.backgroundColor= [UIColor cyanColor];
field.placeholder = [labels objectAtIndex:i];
field.borderStyle=UITextBorderStyleRoundedRect;
field.returnKeyType = UIReturnKeyDone;
[field addTarget:self action:#selector(doneButton:)
forControlEvents:UIControlEventEditingDidEndOnExit];
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(10, i*labelHeight+firstLabelHeight+labelPadding-20, width, labelHeight)];
label.text = [labels objectAtIndex:i];
//label.backgroundColor = [UIColor brownColor];
[scrollView addSubview:field];
[scrollView addSubview:label];
[textfields addObject:field];
[labels addObject:label];
[field release];
[label release];
}
}
Here's where i wanted to remove them and recreate them:
- (void) adjustViewsForOrientation:(UIInterfaceOrientation)orientation
{
if (orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight)
{
[self.view removeFromSuperview];
[self createViews:landscapeWidth];
}
else if(orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown)
{
[self.view removeFromSuperview];
[self createViews:portraitWidth];
}
}
Thanks in advance!
Instead of removing, resizing and then re-adding as you currently are why not just set the appropriate autoresizingMask (link) when you create the view initially?
UITextField *myTextField = [[UITextField alloc] initWithFrame:someRect];
// the following will automatically resize the width on orientation change
myTextField.autoresizingMask = UIViewAutoresizingFlexibleWidth;
[myView addSubview:myTextField];
[myTextField release];
I have set up an application and used some of the basic code from "The iPhone Developer's Cookbook" to create a simple view. The application works correctly in portrait mode, but when it is rotated, the dimensions of the boxes stay the same. Here is my code:
- (void)loadView {
//Create the full application frame (minus the status bar) - 768, 1004
CGRect fullRect = [[UIScreen mainScreen] applicationFrame];
//Create the frame of the view ie fullRect-(tabBar(49)+navBar(44)) - 768, 911
CGRect viewRect = CGRectMake(0, 64, fullRect.size.width, fullRect.size.height-93.0);
//create the content view to the size
contentView = [[UIView alloc] initWithFrame:viewRect];
contentView.backgroundColor = [UIColor whiteColor];
// Provide support for autorotation and resizing
contentView.autoresizesSubviews = YES;
contentView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
self.view = contentView;
[contentView release];
// reset the origin point for subviews. The new origin is 0,0
viewRect.origin = CGPointMake(0.0f, 0.0f);
// Add the subviews, each stepped by 32 pixels on each side
UIView *subview = [[UIView alloc] initWithFrame:CGRectInset(viewRect, 32.0f, 32.0f)];
subview.backgroundColor = [UIColor lightGrayColor];
[contentView addSubview:subview];
[subview release];
subview = [[UIView alloc] initWithFrame:CGRectInset(viewRect, 64.0f, 64.0f)];
subview.backgroundColor = [UIColor darkGrayColor];
[contentView addSubview:subview];
[subview release];
subview = [[UIView alloc] initWithFrame:CGRectInset(viewRect, 96.0f, 96.0f)];
subview.backgroundColor = [UIColor blackColor];
[contentView addSubview:subview];
[subview release];
}
Is there any way to have this reload with the new dimensions when it is rotated or a better way of accommodating the orientation change?
Thanks
JP
I may be misunderstanding your problem. By "boxes", do you mean the subviews?
If so, the subviews will retain their apparent dimensions when rotated because they are squares.
In any case, viewDidLoad is only called when a view is first initialized, usually from a nib. If you need to make changes to a view when it rotates, you need to make the changes in willRotateToInterfaceOrientation:duration: and/or didRotateFromInterfaceOrientation:.
To change the dimensions of any view, simply reset its frame.
object.autoresizingMask=UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin|UIViewAutoresizingFlexibleHeight|UIViewAutoresizingFlexibleWidth;
I have a UIViewController that I'm using to control a "pop-up" view for viewing images throughout my application. It supports autorotation, as it automatically sizes the image to fit properly regardless of orientation. This works perfectly, but only the first time I initialize and display the view controller. When it closes, I am removing the UIView from my view hierarchy and releasing the view controller - but the next time I instantiate and add it to my view hierarchy, it stops receiving the -shouldAutorotateToInterfaceOrientation messages when the phone is rotated.
This is how I instantiate and display it:
popupVC = [[PopupVC alloc] init];
[popupVC viewWillAppear:NO];
[[[UIApplication sharedApplication] keyWindow] addSubview:popupVC.view];
[popupVC viewDidAppear:NO];
this is how I remove/release it when it's finished:
[popupVC viewWillDisappear:NO];
[popupVC.view removeFromSuperview];
[popupVC viewDidDisappear:NO];
[popupVC release];
popupVC = nil;
I've tried looping through [[UIApplication sharedApplication] keyWindow] subviews to see if somehow my popup view isn't on top, but it always is. And it has a different address each time so I do know that it's a different instance of the view controller class.
As requested, here is the complete loadView method from PopupVC:
- (void)loadView {
UIView *myView = [[UIView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame];
myView.backgroundColor = self.overlayColor;
myView.autoresizesSubviews = NO;
myView.hidden = YES;
myView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
self.view = myView;
[myView release];
_isVisible = NO;
UIView *myMaskView = [[UIView alloc] initWithFrame:self.view.bounds];
myMaskView.backgroundColor = [UIColor clearColor];
myMaskView.clipsToBounds = YES;
myMaskView.hidden = YES;
myMaskView.autoresizesSubviews = NO;
myMaskView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[self.view addSubview:myMaskView];
self.imageMaskView = myMaskView;
[myMaskView release];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:CGRectZero];
myImageView.center = self.view.center;
myImageView.hidden = NO;
myImageView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleHeight;
[self.imageMaskView addSubview:myImageView];
self.imageView = myImageView;
[myImageView release];
UIButton *myImageButton = [UIButton buttonWithType:UIButtonTypeCustom];
myImageButton.frame = self.view.frame;
myImageButton.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleHeight;
[myImageButton addTarget:self action:#selector(clickImage:) forControlEvents:UIControlEventTouchUpInside];
[self.imageMaskView addSubview:myImageButton];
self.imageButton = myImageButton;
UIActivityIndicatorView *myActivityView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
myActivityView.hidden = YES;
[self.view addSubview:myActivityView];
myActivityView.center = self.view.center;
self.activityView = myActivityView;
[myActivityView release];
}
The shouldAutorotateToInterfaceOrientation handler isn't the place for custom code to respond to rotation events. It's purpose is just to tell the OS that your view controller can rotate. If you want to have custom code to handle the rotation events you should overide - didRotateFromInterfaceOrientation or one of the other similar callback methods depending on your needs:
willRotateToInterfaceOrientation:duration:
willAnimateRotationToInterfaceOrientation:duration:
didRotateFromInterfaceOrientation:
willAnimateFirstHalfOfRotationToInterfaceOrientation:duration:
didAnimateFirstHalfOfRotationToInterfaceOrientation:
willAnimateSecondHalfOfRotationFromInterfaceOrientation:duration:
See Autorotating Views in the developer docs.
I think that might be a bug in the new OS 3.0. A workaround to this would be to use NSNotificationCenter after turning on beginGeneratingDeviceOrientationNotifications.
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(receivedRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];
}
-(void) receivedRotate: (NSNotification *) notification {
DebugLog(#"ORIENTATION CHANGE");
UIDeviceOrientation interfaceOrientation = [[UIDevice currentDevice] orientation];
if(interfaceOrientation == UIDeviceOrientationPortrait) {
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0));
self.view.bounds = CGRectMake(0, 0, 320, 480);
}
else if(interfaceOrientation == UIDeviceOrientationLandscapeLeft) {
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.bounds = CGRectMake(0, 0, 480, 320);
}
else if(interfaceOrientation == UIDeviceOrientationLandscapeRight) {
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90));
self.view.bounds = CGRectMake(0, 0, 480, 320);
}
}
My problem is that I get the rotation event for my rootViewController, but as soon as I launch my second viewController, it won't get any signals except motion (shaking) and touch. Is that the same issue as the original post -- it is certainly similiar??
I followed-up with above recommendation and I don't have the selector coded correctly so it throws an exception as soon as I try to rotate. Meanwhile, I found this other discussion on the web which confirms that the problem was introduced in 3.0.
link text