viewDidAppear time delay issues with UIView - iphone

I have a UIView that I want to move to a specific position during viewdidLoad. Now, I know I cannot do that with viewDidLoad as doesn't load UIView, and if I am using viewDidAppear, a user can see the animation of the moving view.
Can someone suggest a way to achieve this? I tried to do it in the app delegate also, but I am getting a Bad Access Error:
LoginViewController *viewControllerss = [[LoginViewController alloc] init];
viewControllerss.baseView.frame = CGRectMake(0, 20, 320, [[UIScreen mainScreen] bounds].size.height - 20);

You can use viewDidLayoutSubview: for this. This method is called after the view controller's view laid out it's subviews, so you can then make positioning decisions in your code based on the location of other views, etc.

put this bloch in viewdidlod or viewdidappere method and set time after u wont to load your view
// Delay execution of my block for 1 seconds.
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 1 * NSEC_PER_SEC), dispatch_get_current_queue(), ^{
(put here your code )
});

Related

Custom UIView layoutSubviews with orientation and animations?

I'm in a dilemma which method to use for setting frames of custom UIViews with many subviews in it and still have animations and automatically adjust to rotations. What I usually do when I create a new viewcontroller is alloc my custom view in loadView or viewDidLoad, e.g:
-(void)viewDidLoad
{
[super viewDidLoad];
detailView = [[DetailView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
detailView.autoresizingMask = UIViewAutoresizingFlexibleHeight|UIViewAutoresizingFlexibleWidth;
self.view = detailView;
}
Normally this width & height is not correct for an iPhone5-screen (the actual view-frame is not set until viewWillAppear) but because of the autoresizingmask it all works out.
Then in the initWithFrame of the custom UIView DetailView, I alloc all subviews with CGRectZero, e.g:
-(id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
label = [[UILabel alloc] initWithFrame:CGRectZero];
[self addSubview:label];
}
}
Then I override layoutsubviews to set all frames of all subviews. This works perfectly for any screen size and any orientation, e.g:
-(void)layoutSubviews
{
[super layoutSubviews];
label.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
}
However, I just found out that layoutSubviews is not so great when you use animations, because when you use animations in an animationblock, layoutsubviews is called in the middle of the animation and it completely breaks the animation, e.g:
-(void)animateLabel
{
[UIView animateWithDuration:0.4f animations:^
{
label.transform = CGAffineTransformMakeTranslation(100, 100);
}];
}
I believe there are ugly workarounds this by using flags for each animation and in layoutsubviews use those flags to set the correct start or endframe of the animated block but I don't think I should have to create a flag for each animation I want to do.
So my problem is now: how am I supposed to have a custom UIView WITH animations that also automatically adjusts itself to rotations?
The only solution I can come up with right now (that I don't like):
Don't use layoutSubviews but use the setFrame/setBounds method of the custom UIView to set the frames of all subviews. Then check in the viewController every time a rotation occurs and then use the setFrame/setBounds method of the custom UIView to change all frames of all subviews. I don't like this solution because the rotation methods are different in iOS5 and iOS6 and I don't want to have to do this in every UIViewController with it's own custom UIView.
Any suggestions?
I have recently started overriding viewDidLayoutSubviews (many times instead of viewWillAppear) in my UIViewControllers.
Yes viewDidLayoutSubviews is called on rotations. (from comment)
The method fires after all the internal layouts have already been completed so all finalized frames should be setup, but still give you the time you need to make adjustments before the the view is visible and shouldn't have any issues with animations because you are not already inside an animation block.
viewcontroller.m
- (void)viewDidLayoutSubViews {
// At this point I know if an animation is appropriate or not.
if (self.shouldRunAnimation)
[self.fuView runPrettyAnimations];
}
fuView.m
- (void)runPrettyAnimations {
// My animation blocks for whatever layout I'd like.
}
- (void)layoutSubviews {
// My animations are not here, but non animated layout changes are.
// - Here we have no idea if our view is visible to the user or may appear/disappear
// partway through an animation.
// - This also might get called far more than we intend since it gets called on
// any frame updates.
}

Strange three20's TTTableViewController frame properties

I am adding a TTTableViewController into an existing UIViewController, one strange thing I found is that the frame properties of the initialized TTTableViewController are wired, e.g. in a iOS layout.
I have:
UIStatusBar
UINavigationController
UIViewController
UITabBar
In order to set the TTTableViewController fill in all the remaining space I need to set the height to 460 instead of 367. (367 = 480-20-44-49)
e.g.
self.tableViewController.view.frame = CGRectMake(0, 0, 320, 460.0f);
instead of
self.tableViewController.view.frame = CGRectMake(0, 0, 320, 367.0f);
Why is it so?
*Edit for clarification: I mean TTTableViewController on the top of TTViewController (using [self.view addSubview:self.tableViewController.view];), and I need to set the self.tableViewController.view.frame = CGRectMake(0, 0, 320, 460.0f); instead of 367
It depends on when you are setting the frame, I think. I'm pretty sure when you set the frame in viewDidLoad, for example, you'll be setting it before the status bar and other things are taken into account. There might be other cases like this. If you set it to 320:460, it'll be resized to take into account the status bar and other stuff afterwards, making it fill in the rest of the screen. If you set it to 320:367 because you've already taken into account that stuff, it'll get resized again and squished (basically scaled down twice), making it only fill part of the screen. If you're using viewDidLoad you could try sticking it in another method (maybe viewWillAppear?) or just keep using 320:460.
It'd be nice to know when you set the frame, exactly. Also keep in mind that I could be way off. My mind's feeling a little fuzzy right now.
As per my understanding, only the size of your status bar is deducted i.e. 480-20 = 460. actually status bar is 22 pts but its approx.
Its just like when you add a viewcontroller to your navigation controller or your tab bar controller the size is auto rendered. So same is the case here, the three20 automatically adjusts the size of the view and if you try to set it to something smaller then that it behaves differently.
Its a nice question though. Happy Coding. Cheers!!
I wouldn't add a view of a different view controller into the main view of your current view.
You should present the TTTableViewController using the controller's present / dismiss functions. if you don't want to include the slide up effect, so the users won't see that it's a "different screen", use the boolean flag when you present the controller.
[self presentModalViewController:vc animated:NO];
Alternatively, use a TTTableView without the controller:
tableView = [[TTTableView alloc] initWithFrame:CGRectMake(0, kScrollViewHeight + kSignupLabelHeight, 320, kTableViewHeight) style:UITableViewStyleGrouped];
[tableView setBackgroundColor:[UIColor clearColor]];
tableView.delegate = self;
tableView.dataSource = [TTSectionedDataSource dataSourceWithObjects:
#"",
[TTTableTextItem itemWithText:#"Sign Up" URL:#"tt://signupController"],
nil];
[self.view addSubview:tableView];
Like a this code .
if use iOS6 , get current device.
if();
-(void)viewdidLoad{
TTTableViewController *tt = [TTTableViewController new];
CGRect frame = [UIScreen mainScreen].bounds;
tt.frame = frame;
tt.delegate = self;
[self.view addsubview:tt];
}

Flipping between a standard and grouped style table via segmented control

I'm looking to use a UISegmentedControl to flip between two tables on the same view. One table (the default when the view is loaded) is grouped. The second table should be plain (non-grouped). The tableView is set to Grouped in the xib.
Right now I'm doing a reloadData when flipping between the two sets of data. So of course both "views" are in the grouped style. I know I can't change a tableView's style once set, but I'm looking to mimic that intent.
The best idea I've had is to create a second (plain) tableView in code, then flip between the two as needed. I could either show/hide (keeping them both in memory) or add and remove from the superView.
Both views may result in the user clicking through to additional pushed viewControllers. I want to retain consistency with the chain, including the ability to popToRootViewController from viewControllers further down the chain (the view in question is two or three steps down from the root).
Before I tear up my code with this idea I figure I'd check around to see what others thought.
Thanks!
UPDATE: Getting there. When I want to display the plain table view I have this:
PlainViewController *plainViewController = [[PlainViewController alloc] init];
UIView *plainTableView = plainViewController.view;
plainTableView.frame = CGRectMake(320, 0, 320, 480);
[self.view addSubview:plainViewController.view];
which loads and displays fine. But when PlainViewController's didSelectRowAtIndexPath fires, it fails to load the next view. didSelectRowAtIndexPath is firing (it's logged), but pushViewController does nothing; the next view's viewDidLoad never fires.
I suspect there's a discontinuity in the NavigationController but not quite sure where to fix that.
You can create a separate UIViewController and add its table to the 'main' view.
PlainTableViewController *ctr = [[PlainTableViewController alloc] init];
[self.view addSubview:ctr.view];
[ctr release];
You can also easily animate this process:
PlainTableViewController *ctr = [[PlainTableViewController alloc] init];
UIView *plainTableView = ctr.view;
plainTableView.frame = CGRectMake(320, 0, 320, 480);
[self.view addSubview:plainTableView];
[UIView animateWithDuration:0.3
animations:^{
groupedTableView.frame = CGRectMake(-320, 0, 320, 480);
plainTableView.frame = CGRectMake(0, 0, 320, 480);}
completion:^(BOOL finished){[groupedTableView removeFromSuperView];}
];
[ctr release];
Notice: You don't add it as view controller in your navigation controller so all calls of popToRootViewController should lead to your 'main' viewController. And that's what you want.
Assign your tableViewStyle in something like - (void) refreshTable; then when you tap your segmentedControl, also call [myTable reloadData];
You can use two different views that have table with both the style but with the same data and you can flip that two views on the segment selected index change event
OR
You have to remove the table from its superview and then realloc table with the selected style and add it again to that view.
I think that adding/removing the table views from the view containing the segmented control should work seamlessly.
In order to keep consistency, I think the approach is storing somewhere the information as to which view is selected through the segmented control, so that when you are displaying that view you know which is the current style. This info will be also stored in NSUserDefaults, so that it is persistent across runs.
Simple, every time that the segmented control changes, re-create the UITableView.
Upside: saves you from writing too much code, memory.
Downside: uses a bit more CPU.
But you'd be redrawing the view with reloadData anyway, so it is a very minimal CPU drain to simply recreate the view.
-(void)segmentedControlChanged{
CGRect originalFrame = tableView.frame;
UITableViewStyle tableStyle;
if(selectedSegmentIndex == 0){
tableStyle = UITableViewStylePlain;
} else {
tableStyle = UITableViewStyleGrouped;
}
[tableView removeFromSubview];
tableView = [[UITableView alloc] initWithFrame:originalFrame style:tableStyle];
tableView.delegate = self;
tableView.dataSource = self;
[self.view addSubview:tableView];
}
Note: code written by memory without checking in Xcode.

touchesBegan after didRotateFromInterfaceOrientation

I noticed that after an orientation change from portrait to landscape, I'm not getting touchesBegan events for some parts of my view any longer. I suppose that this is because I'm not informing my UIView about the dimension change of my window's frame after the device rotation.
I'm setting up everything programmatically (UIWindow, UIViewController, UIView) like this:
myViewController = [[myUIViewController alloc] init];
myWindow = [[UIWindow alloc] initWithFrame: rect];
myView = [[myUIView alloc] initWithFrame: [myWindow bounds]];
[myViewController setView:myView];
[myWindow addSubview:myView];
[myWindow setFrame:rect];
[myWindow makeKeyAndVisible];
When I get the didRotateFromInterfaceOrientation notification, I'm updating the window frame like this:
[[[self view] window] setFrame:rect];
But after that, my UIView does no longer get touchesXXX events for all areas. It seems that only the areas of the previous frame are still reporting events. So my question: Is there anything else I need to do in didRotateFromInterfaceOrientation to inform my UIView about the dimension change?
Thanks for help!
EDIT: Do I have to reposition the UIView on didRotateFromInterfaceOrientation() or is this done automatically? I noticed that the "transform" property of my UIView is set to a transformation matrix when the orientation changes. However, this makes it very hard to reposition my view. The docs say that the "frame" property can't be used when a transformation is active, so I tried to modify the "center" property to reposition my view, but this also doesn't work correctly. I want to move the view to the top-left corner, so I set "center" to (screenwidth/2,screenheight/2) but it doesn't position the view correctly :( Any idea or info what must be done to get the events right in orientation mode?
I have had this same problem, and I believe it is a frame issue.
I had to manually set the rects depending on orientation, as well as set the userInteractionEnabled on the main view, like:
if (appOrientation == 0)
appOrientation = [UIApplication sharedApplication].statusBarOrientation;
if (appOrientation == UIInterfaceOrientationLandscapeLeft || appOrientation == UIInterfaceOrientationLandscapeRight) {
[[UIApplication sharedApplication] setStatusBarHidden:YES];
myView.frame = CGRectMake(0, 0, 1024, 768);
} else {
[[UIApplication sharedApplication] setStatusBarHidden:YES];
myView.frame = CGRectMake(0, 0, 768, 1024);
}
myView.userInteractionEnabled = YES;
OK I know this is an old question but this is how I fixed this issue.
In my situation I had a storyboard with a view that would be displayed either in portrait or forced to landscape mode depending on a user setting.
My app displays the statusBar at all times except for when I'm showing this view.
To make this all work, the transformations had to be applied in the viewWillAppear method for one. I had the following code in the viewDidAppear method at first and that messed with the bounds for the touchesBegan event I guess.
Here's the viewWillAppear code:
- (void)viewWillAppear:(BOOL)animated
{
// Hide the status bar
[[UIApplication sharedApplication] setStatusBarHidden:YES];
// This is to offset the frame so that the view will take the fullscreen once the status bar is hidden
self.navigationController.navigationBar.frame = CGRectOffset(self.navigationController.navigationBar.frame, 0.0, -20.0);
// If view is to be displayed in landscape mode
if ([[NSUserDefaults standardUserDefaults] boolForKey:#"orientation"])
{
// Change status bar orientation
[[UIApplication sharedApplication] setStatusBarOrientation:UIDeviceOrientationLandscapeLeft];
// Turn the view 90 degrees
[self.navigationController.view setTransform:CGAffineTransformMakeRotation(M_PI/2)];
// Set the frame and the bounds for the view
// Please Note: Frame size has to be reversed for some reason.
[self.navigationController.view setFrame: CGRectMake(0,0,320,480)];
[self.navigationController.view setBounds: CGRectMake(0,0,480,320)];
// Make sure user can interact with view
[self.navigationController.view setUserInteractionEnabled:YES];
}
}
Any other thing that had to happen layout wise, have to happen in the viewDidAppear method. For instance I had an image that covered the whole view and the frame had to be set depending on the orientation. Setting the frame in the viewWillAppear gave weird results but the same code worked perfectly in viewDidAppear.
Hope this helps someone as I banged my head for 6 hours on this thing.

Unable to run two OpenGL ES animations on two view controllers in an application

I was hoping for some help on this as I'm really stuck after trying to fix it for a few days.
Basically, my app has an OpenGL ES animation called levelsView that is displayed as soon as it has opened. Here is the code that starts my animation on the view controller:
- (void)animate
{
levelsView.animationInterval = 1.0 / 60.0;
[levelsView startAnimating];
[levelsView release];
}
The view controller also has a Switch button that lets the user change the animation. The code that displays the other animation is below:
- (IBAction) Switch: (id) sender {
SnowFallViewController* vce = [[[SnowFallViewController alloc] initWithNibName:#"SnowFallViewController"
bundle:nil] autorelease];
[self presentModalViewController:vce animated:YES];
}
Also here is the view for the code that starts the second animation on the second view controller:
- (void)viewDidLoad {
[super viewDidLoad];
CGRect rect = [[UIScreen mainScreen] bounds];
window = [[UIWindow alloc] initWithFrame:rect];
GLViewController *theController = [[GLViewController alloc] init];
self.controller = theController;
[theController release];
GLView *glView = [[GLView alloc] initWithFrame:rect];
[window addSubview:glView];
glView.controller = controller;
glView.animationInterval = 1.0 / kRenderingFrequency;
[glView startAnimation];
[glView release];
[window makeKeyAndVisible];
}
Basically, the problem I'm having is that I cannot get both the animations to work in the same application i.e. when the application is loaded up the first animation works but when the user clicks on the Switch button they only get a blank screen instead of the second animation.
One thing I've noticed is that the second animation will work if I do not start the first animation i.e. if I got in my animation code and delete
[levelsView startAnimating]; then the second animation will work(but obviously the first one will not).
Anyone with any insight on how I can fix this so I can get both animations to work?
Thanks,
Dave
Assuming you're using a CADisplayLink inside your GLView to run your animation loop, it seems from experience that they have mechanisms inside CADisplayLink to make sure that it doesn't just keep issuing calls upon calls if you're not keeping up with the refresh rate. It's more than possible that logic confuses itself a little if you have multiple CADisplayLinks attached at once.
I'd strongly suggest you add:
- (void)viewDidAppear:(BOOL)animated
{
[glView startAnimation];
}
- (void)viewWillDisappear:(BOOL)animated
{
[glView stopAnimation];
}
Those tie into the built-in mechanisms surrounding presenting and dismissing a view controller — the view controller is being told in the first instance when its view did appear (ie, the transition in is finished) and in the second when its view is about to disappear (ie, just before the transition outward begins). By stopping and starting animation on your GL view based on whether your controller is visible you'll save a lot of processing and prevent your disparate OpenGL views from fighting with each other for rendering times.