I have a question about UISliders in IOS and to what extent you can customize them?
I would like to implement a slider like the "Unlock slider" in iPhone.
But it seems like IOS have not provided any "standard" ways for implementing a slider like this?.
Is it possible to implement a standard UISlider and set it to a min.value (0.0) and maximum.value (0.5). If the slider "hits" a value greater then (0.01) it should automatically be pulled back to the min.value (0.0).
If it hits the maximum value (0.5), start an event then automatically pulled back to min.value?
All help is appreciated!
Try this. I use this in my Project
Slider.h
#class Slider;
#protocol SliderDelegate <NSObject>
#required
- (void) slideEnd;
#end
#interface Slider : UISlider
#property (nonatomic, weak) id<SliderDelegate> delegate;
Slider.m
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setMinimumTrackImage:YOUR_MINIMUM_TRACK_IMG forState:UIControlStateNormal];
[self setMaximumTrackImage:YOUR_MAXIMUM_TRACK_IMG forState:UIControlStateNormal];
[self setThumbImage:YOUR_THUMB_IMAGE];
self.minimumValue = 0.0;
self.maximumValue = 1.0;
self.value = 0.0;
[self addTarget:self action:#selector(moved:) forControlEvents:UIControlEventTouchUpInside];
[self addTarget:self action:#selector(moved:) forControlEvents:UIControlEventTouchUpOutside];
}
return self;
}
- (void) moved:(UISlider *) sender
{
if (self.value != 1.0) {
[self setValue: 0 animated: YES];
} else {
[[self delegate] slideEnd];
[self setValue: 0 animated: YES];
}
}
Implement it like this:
[self setSlider:[[Slider alloc] initWithFrame:CGRectMake(645, 25, 120, 50)]];
[[self view] addSubview:[self slider]];
[[self view] bringSubviewToFront:[self slider]];
[[self slider] setDelegate:self];
Don't forget to implement the delegate method:
- (void)slideEnd {
// Things you want to do when slide ends
}
Related
Background: I am using xcode 3.1.4 and iphone simulator 3.1 (I know it's outdated and please dont comment about that).
Goal: I am trying to get a UIImageView that is created once the view loads to continuously move down. Creating the UIImageView works fine, but the move function does not work. Nothing happens. I use an NSTimer. Here is my code in the view controller.m file:
-(void)viewDidLoad{
UIImageView *six = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"Meteor.png"]];
CGRect rectSix = CGRectMake(arc4random() % (250), arc4random() % (1), 35, 35);
[six setFrame:rectSix];
[self.view addSubview:six];
[self moveMeteor:six];
[NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(moveMeteor:) userInfo:six repeats:YES];
}
-(void)moveMeteor:(UIImageView *)t{
t.center=CGPointMake(t.center.x, t.center.y + 1);
}
And of course, I declared my moveMeteor function in the view controller.h file. By typing in:
-(void)moveMeteor:(UIImageView *)t;
Any ideas of what the problem is and a solution to it?
Or you could do something like this, which takes advantage of UIView's animateWithDuration and should look much better. No timer required.
// in your interface declaration...
#property (nonatomic, assign) BOOL meteorShouldAnimate;
#property (weak, nonatomic) IBOutlet UIImageView *imageView;
// in your implementation...
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
self.meteorShouldAnimate = YES;
[self moveMeteorWithAnimationOptions:UIViewAnimationOptionCurveEaseIn]; // ease in to the animation initially
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
self.meteorShouldAnimate = NO;
}
- (void)moveMeteorWithAnimationOptions: (UIViewAnimationOptions) options {
__weak MyViewController * weakSelf = self;
if (self.meteorShouldAnimate) {
[UIView animateWithDuration:0.2 delay:0.0 options:options animations:^{
self.imageView.transform = CGAffineTransformMakeTranslation(20.0, 20.0); // or whatever x and y values you choose
} completion:^(BOOL finished) {
MyViewController * strongSelf = weakSelf; // in case our view controller is destroyed before our completion handler is called
if (strongSelf) {
UIViewAnimationOptions nextOptions = strongSelf.meteorShouldAnimate ? UIViewAnimationOptionCurveLinear : UIViewAnimationOptionCurveEaseOut; // linear if we're continuing to animate, ease out if we're stopping
[strongSelf moveMeteorWithAnimationOptions:nextOptions];
}
}];
}
}
Your method is actually not getting the right parameter, you get NSTimer as a parameter. so instead
-(void)moveMeteor:(UIImageView *)t
the method should be like this
-(void)moveMeteor:(NSTimer *)timer
and you can't treat NSTimer as an UIImageView. :)
*Edit
I would suggest you to do something like
-(void)viewDidLoad{
UIImageView *six = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"Meteor.png"]];
CGRect rectSix = CGRectMake(arc4random() % (250), arc4random() % (250), 35, 35);
[six setFrame:rectSix];
[self.view addSubview:six];
[self moveMeteor:six];
[NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(moveMeteor:) userInfo:six repeats:YES];
}
and update your method to this
- (void)moveMeteor:(NSTimer *)timer {
UIImageView *six = timer.userInfo;
six.center=CGPointMake(six.center.x, six.center.y + 1);
}
just for information, I am passing the UIImageView in the dictionary as userInfo.
my code :
- (void)showWithStatus:(NSString *)status barColor:(UIColor*)barColor textColor:(UIColor*)textColor click:(SEL)click{
if(!self.superview)
[self.overlayWindow addSubview:self];
[self.overlayWindow setHidden:NO];
[self.topBar setHidden:NO];
self.topBar.backgroundColor = barColor;
NSString *labelText = status;
CGRect labelRect = CGRectZero;
CGFloat stringWidth = 0;
CGFloat stringHeight = 0;
if(labelText) {
CGSize stringSize = [labelText sizeWithFont:self.stringLabel.font constrainedToSize:CGSizeMake(self.topBar.frame.size.width, self.topBar.frame.size.height)];
stringWidth = stringSize.width;
stringHeight = stringSize.height;
labelRect = CGRectMake((self.topBar.frame.size.width / 2) - (stringWidth / 2), 0, stringWidth, stringHeight);
}
self.stringLabel.frame = labelRect;
self.stringLabel.alpha = 0.0;
self.stringLabel.hidden = NO;
self.stringLabel.text = labelText;
self.stringLabel.textColor = textColor;
clickBn=[[UIButton alloc]initWithFrame:self.stringLabel.frame];
clickBn.backgroundColor=[UIColor blueColor];
[clickBn addTarget:self action:click forControlEvents:UIControlEventTouchUpInside];
if(!clickBn.superview)
[self.topBar addSubview:clickBn];
[UIView animateWithDuration:0.4 animations:^{
self.stringLabel.alpha = 1.0;
}];
// [self setNeedsDisplay];
}
and call this method:
- (IBAction)successButtonPressed:(id)sender {
[KGStatusBar showSuccessWithStatus:#"Successfully synced" click:#selector(clickBn)];
}
- (void)clickBn {
NSLog(#"sss");
[KGStatusBar dismiss];
}
the NSLog(#"sss") not show. i want to pass a method to UIButton of customView ,but when i click the UIbutton not respond.
Create an delegate in control in .h file before #interface and after header files.
#protocol YourControlDelegate <NSObject>
-(void) delegateMethod;
#end
in #interface
#property (nonatomic,assign) id <YourControlDelegate> yourdelegate;
in .m #synthesize the yourdelegate.
in button click action call [self.yourdelegate delegateMethod];
In your ViewController add YourControlDelegate like as follow
#interface YourVC : UIViewController <YourControlDelegate>
in .m implement the delegate method
-(void) delegateMethod
{
//you code.
}
Here when you click the button the delegateMethod in viewController will be get called.
action should be a selector method.
If you want to pass the button as an argument to the method user : for example
[button addTarget:self action:#selector(buttonClicked:)
forControlEvents:UIControlEventTouchUpInside];
-(void)buttonClicked:(UIButton *)sender
{
//your code and you can also access the button properties using sender.
}
it is preferred. If you don't want to use sender(button) exclude the :
this is your clickBn method right?
- (void)clickBn {
NSLog(#"sss");
[KGStatusBar dismiss];
}
now what you doing in action? action:click??
do like following
clickBn=[[UIButton alloc]initWithFrame:self.stringLabel.frame];
clickBn.backgroundColor=[UIColor blueColor];
[clickBn addTarget:self action:#selector(clickBn) forControlEvents:UIControlEventTouchUpInside];
If you want to call method which is in another class then do like this
first make object of that class
ViewController *dvController = [ViewController alloc] init];
after that [dvController methodName];
do this all in your clickBn method First clickBn method will be called and it will call that another class method which you wanted to call
NOTE: you need to import that class in header
I tried to subclass UIButton to include an activity indicator, but when i use initWithFrame:(since i'm subclassing uibutton i'm not using buttonWithType:) the button doesn't display. Also how would i set the button type in this case?:
my view controller:
ActivityIndicatorButton *button = [[ActivityIndicatorButton alloc] initWithFrame:CGRectMake(10, 10, 300, 44)];
[button addTarget:self action:#selector(buttonPressed) forControlEvents:UIControlEventTouchUpInside];
[button setTitle:#"Older Posts..." forState: UIControlStateNormal];
[cell addSubview:button];
[button release];
my activityindicatorbutton class:
#import <Foundation/Foundation.h>
#interface ActivityIndicatorButton : UIButton {
UIActivityIndicatorView *_activityView;
}
-(void)startAnimating;
-(void)stopAnimating;
#end
#implementation ActivityIndicatorButton
- (id)initWithFrame:(CGRect)frame {
if (self=[super initWithFrame:frame]) {
_activityView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
_activityView.frame = CGRectOffset(_activityView.frame, 60.0f, 10.0f);
[self addSubview: _activityView];
}
return self;
}
-(void) dealloc{
[super dealloc];
[_activityView release];
_activityView = nil;
}
-(void)startAnimating {
[_activityView startAnimating];
}
-(void)stopAnimating {
[_activityView stopAnimating];
}
#end
Favour composition over inheritance.
Create a UIView which contains the components you need and add them to your view.
I ran into a similar situation, and agree with Jeff that you don't really need to subclass UIButton. I solved this by subclassing UIControl, and then overriding layoutSubviews to do all of the configuration of the views I wanted on my "button". It's a much more simple implementation that subclassing UIButton since there does seem to be some hidden mojo going on under the hood. My implementation looked like this:
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.opaque = YES;
self.imageView = [[UIImageView alloc] initWithFrame:CGRectZero];
[self addSubview:self.imageView];
self.textLabel = [[UILabel alloc] initWithFrame:CGRectZero];
[self addSubview:self.textLabel];
}
return self;
}
And layoutSubviews looked like this:
- (void)layoutSubviews {
[super layoutSubviews];
// Get the size of the button
CGRect bounds = self.bounds;
// Configure the subviews of the "button"
...
}
I have created a custom class, preferring composition over inheritance and it works perfect. My custom class has a button and it knows it's MCContact object. Also it draws a proper button and calculates frames automatically using MCContact object, that is passed.
Header file sample:
#import <UIKit/UIKit.h>
#protocol MCContactViewDelegate;
#interface MCContactView : UIView
{
}
#property (nonatomic, strong) MCContact *mcContact;
#property (nonatomic, weak) id <MCContactViewDelegate> delegate;
- (id)initWithContact:(MCContact*)mcContact delegate:(id <MCContactViewDelegate>)delegate;
#end
#protocol MCContactViewDelegate <NSObject>
- (void)contactViewButtonClicked:(MCContactView*)contactView;
#end
Implementation file:
#import "MCContactView.h"
#interface MCContactView()
{
UIButton *_button;
}
#end
#implementation MCContactView
- (id)initWithContact:(MCContact*)mcContact delegate:(id <MCContactViewDelegate>)delegate
{
self = [super initWithFrame:CGRectZero];
if (self) {
GetTheme();
_mcContact = mcContact;
_delegate = delegate;
_button = [UIButton buttonWithType:UIButtonTypeCustom];
UIImage *normalBackgroundImage = [[UIImage imageNamed:#"tokenNormal.png"] stretchableImageWithLeftCapWidth:12.5 topCapHeight:12.5];
[_button setBackgroundImage:normalBackgroundImage forState:UIControlStateNormal];
UIImage *highlightedBackgroundImage = [[UIImage imageNamed:#"tokenHighlighted.png"] stretchableImageWithLeftCapWidth:12.5 topCapHeight:12.5];
[_button setBackgroundImage:highlightedBackgroundImage forState:UIControlStateHighlighted];
_button.titleLabel.font = [theme contactButtonFont];
[_button setTitleColor:[theme contactButtonTextColor] forState:UIControlStateNormal];
[_button setTitleEdgeInsets:UIEdgeInsetsMake(4, 6, 4, 6)];
NSString *tokenString = ([allTrim(mcContact.name) length]>0) ? mcContact.name : mcContact.eMail;
[_button setTitle:tokenString forState:UIControlStateNormal];
[_button addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
CGSize size = [tokenString sizeWithFont:[theme contactButtonFont]];
size.width += 20;
if (size.width > 200) {
size.width = 200;
}
size.height = normalBackgroundImage.size.height;
[_button setFrame:CGRectMake(0, 0, size.width, size.height)];
self.frame = _button.frame;
[self addSubview:_button];
}
return self;
}
- (void)buttonClicked:(id)sender
{
[self.delegate contactViewButtonClicked:self];
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
You have a pretty obvious problem that concerns your dealloc method: [super dealloc]; must be called AT THE END of your implementation, or else the line after that will try to access a memory space (the ivar space) that has been already deallocated, so it's going to crash.
For the other problem, I'm not sure it's a good idea to put an activity monitor as the subview of a button in general...
You don’t really want to subclass UIButton. It’s a class cluster, so individual instances will be something like UIRoundRectButton or some other private Apple class. What are you trying to do that requires a subclass?
I have successfully integrated the three20 framework in my project,
and I have extended the TTPhotoViewController to add some further
functionality.
Now I need to add some subviews to the TTPhotoView loaded by the
TTPhotoViewController. In particular I would like to add that subviews
after every TTPhotoView as been loaded. These subviews represents
sensible area over the image so they should scale proportionally with
the image.
The user can tap a subview to get extra info about the image.
I don't know how to implement this behavior. Should I extend the
TTPhotoView and make sure that the TTPhotoViewController use this
extended version instead of its TTPhotoView?
Could someone point me to the right direction?
Thank you
Solved subclassing the TTPhotoView (TapDetectingPhotoView) and then adding all my subviews to that subclass.
The main problem was represented by the photo switching, because the TTPhotoViewController (in particular its inner TTScrollView) reuse the TTPhotoView during switching operation.
So for example if you add your subview to your TTPhotoView subclass and try to switch to the next photo, your subview will probably be here, because the TTPhotoView is reused.
To solve this problem I decided to add and remove all my subviews every time a photo switch occur (see TTPhotoViewController::didMoveToPhoto).
In this way I'm sure that every photoview has its subviews.
Here my implementation (only remarkable methods)
Hope these help!
PhotoViewController.h:
#import "TapDetectingPhotoView.h"
#interface PhotoGalleryController : TTPhotoViewController <TTScrollViewDelegate, TapDetectingPhotoViewDelegate> {
NSArray *images;
}
#property (nonatomic, retain) NSArray *images;
#end
PhotoViewController.m:
#import "PhotoGalleryController.h"
#implementation PhotoGalleryController
#synthesize images;
- (void)viewDidLoad { // fill self.images = ... }
- (TTPhotoView*)createPhotoView {
TapDetectingPhotoView *photoView = [[TapDetectingPhotoView alloc] init];
photoView.tappableAreaDelegate = self;
return [photoView autorelease];
}
#pragma mark -
#pragma mark TTPhotoViewController
- (void)didMoveToPhoto:(id<TTPhoto>)photo fromPhoto:(id<TTPhoto>)fromPhoto {
[super didMoveToPhoto:photo fromPhoto:fromPhoto];
TapDetectingPhotoView *previousPhotoView = (TapDetectingPhotoView *)[_scrollView pageAtIndex:fromPhoto.index];
TapDetectingPhotoView *currentPhotoView = (TapDetectingPhotoView *)[_scrollView pageAtIndex:photo.index];
// destroy the sensible areas from the previous photoview, because the photo could be reused by the TTPhotoViewController!
if (previousPhotoView)
previousPhotoView.sensibleAreas = nil;
// if sensible areas has not been already created, create new
if (currentPhotoView && currentPhotoView.sensibleAreas == nil) {
currentPhotoView.sensibleAreas = [[self.images objectAtIndex:photo.index] valueForKey:#"aMap"];
[self showSensibleAreas:YES animated:YES];
}
}
#pragma mark -
#pragma mark TappablePhotoViewDelegate
// show a detail view when a sensible area is tapped
- (void)tapDidOccurOnSensibleAreaWithId:(NSUInteger)ids {
NSLog(#"SENSIBLE AREA TAPPED ids:%d", ids);
// ..push new view controller...
}
TapDetectingPhotoView.h:
#import "SensibleAreaView.h"
#protocol TapDetectingPhotoViewDelegate;
#interface TapDetectingPhotoView : TTPhotoView <SensibleAreaViewDelegate> {
NSArray *sensibleAreas;
id <TapDetectingPhotoViewDelegate> tappableAreaDelegate;
}
#property (nonatomic, retain) NSArray *sensibleAreas;
#property (nonatomic, assign) id <TapDetectingPhotoViewDelegate> tappableAreaDelegate;
#end
#protocol TapDetectingPhotoViewDelegate <NSObject>
#required
- (void)tapDidOccurOnSensibleAreaWithId:(NSUInteger)ids;
#end
TapDetectingPhotoView.m:
#import "TapDetectingPhotoView.h"
#interface TapDetectingPhotoView (Private)
- (void)createSensibleAreas;
#end
#implementation TapDetectingPhotoView
#synthesize sensibleAreas, tappableAreaDelegate;
- (id)init {
return [self initWithSensibleAreas:nil];
}
- (id)initWithFrame:(CGRect)frame {
return [self initWithSensibleAreas:nil];
}
// designated initializer
- (id)initWithSensibleAreas:(NSArray *)areasList {
if (self = [super initWithFrame:CGRectZero]) {
self.sensibleAreas = areasList;
[self createSensibleAreas];
}
return self;
}
- (void)setSensibleAreas:(NSArray *)newSensibleAreas {
if (newSensibleAreas != self.sensibleAreas) {
// destroy previous sensible area and ensure that only sensible area's subviews are removed
for (UIView *subview in self.subviews)
if ([subview isMemberOfClass:[SensibleAreaView class]])
[subview removeFromSuperview];
[newSensibleAreas retain];
[sensibleAreas release];
sensibleAreas = newSensibleAreas;
[self createSensibleAreas];
}
}
- (void)createSensibleAreas {
SensibleAreaView *area;
NSNumber *areaID;
for (NSDictionary *sensibleArea in self.sensibleAreas) {
CGFloat x1 = [[sensibleArea objectForKey:#"nX1"] floatValue];
CGFloat y1 = [[sensibleArea objectForKey:#"nY1"] floatValue];
area = [[SensibleAreaView alloc] initWithFrame:
CGRectMake(
x1, y1,
[[sensibleArea objectForKey:#"nX2"] floatValue]-x1, [[sensibleArea objectForKey:#"nY2"] floatValue]-y1
)
];
areaID = [sensibleArea objectForKey:#"sId"];
area.ids = [areaID unsignedIntegerValue]; // sensible area internal ID
area.tag = [areaID integerValue];
area.delegate = self;
[self addSubview:area];
[area release];
}
}
// to make sure that if the zoom factor of the TTScrollView is > than 1.0 the subviews continue to respond to the tap events
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *result = nil;
for (UIView *child in self.subviews) {
CGPoint convertedPoint = [self convertPoint:point toView:child];
if ([child pointInside:convertedPoint withEvent:event]) {
result = child;
}
}
return result;
}
#pragma mark -
#pragma mark TapDetectingPhotoViewDelegate methods
- (void)tapDidOccur:(SensibleAreaView *)aView {
NSLog(#"tapDidOccur ids:%d tag:%d", aView.ids, aView.tag);
[tappableAreaDelegate tapDidOccurOnSensibleAreaWithId:aView.ids];
}
SensibleAreaView.h:
#protocol SensibleAreaViewDelegate;
#interface SensibleAreaView : UIView {
id <SensibleAreaViewDelegate> delegate;
NSUInteger ids;
UIButton *disclosureButton;
}
#property (nonatomic, assign) id <SensibleAreaViewDelegate> delegate;
#property (nonatomic, assign) NSUInteger ids;
#property (nonatomic, retain) UIButton *disclosureButton;
#end
#protocol SensibleAreaViewDelegate <NSObject>
#required
- (void)tapDidOccur:(SensibleAreaView *)aView;
#end
SensibleAreaView.m:
#import "SensibleAreaView.h"
#implementation SensibleAreaView
#synthesize delegate, ids, disclosureButton;
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
self.userInteractionEnabled = YES;
UIColor *color = [[UIColor alloc] initWithWhite:0.4 alpha:1.0];
self.backgroundColor = color;
[color release];
UIButton *button = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
[button addTarget:self action:#selector(buttonTouched) forControlEvents:UIControlEventTouchUpInside];
CGRect buttonFrame = button.frame;
// set the button position over the right edge of the sensible area
buttonFrame.origin.x = frame.size.width - buttonFrame.size.width + 5.0f;
buttonFrame.origin.y = frame.size.height/2 - 10.0f;
button.frame = buttonFrame;
button.autoresizingMask = UIViewAutoresizingFlexibleTopMargin |UIViewAutoresizingFlexibleBottomMargin | UIViewAutoresizingFlexibleLeftMargin |UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleWidth |UIViewAutoresizingFlexibleHeight;
self.disclosureButton = button;
[self addSubview:button];
// notification used to make sure that the button is properly scaled together with the photoview. I do not want the button looks bigger if the photoview is zoomed, I want to preserve its default dimensions
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(zoomFactorChanged:) name:#"zoomFactorChanged" object:nil];
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if ([[touches anyObject] tapCount] == 1)
[delegate tapDidOccur:self];
}
- (void)buttonTouched {
[delegate tapDidOccur:self];
}
- (void)zoomFactorChanged:(NSNotification *)message {
NSDictionary *userInfo = [message userInfo];
CGFloat factor = [[userInfo valueForKey:#"zoomFactor"] floatValue];
BOOL withAnimation = [[userInfo valueForKey:#"useAnimation"] boolValue];
if (withAnimation) {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.18];
}
disclosureButton.transform = CGAffineTransformMake(1/factor, 0.0, 0.0, 1/factor, 0.0, 0.0);
if (withAnimation)
[UIView commitAnimations];
}
- (void)dealloc {
[[NSNotificationCenter defaultCenter] removeObserver:self name:#"zoomFactorChanged" object:nil];
[disclosureButton release];
[super dealloc];
}
Some ideas:
Subclass TTPhotoView, then override createPhotoView in your TTPhotoViewController:
- (TTPhotoView*)createPhotoView {
return [[[MyPhotoView alloc] init] autorelease];
}
Try overriding a private method (yes, bad practice, but hey) setImage: in TTPhotoView subclass:
- (void)setImage:(UIImage*)image {
[super setImage:image]
// Add a subview with the frame of self.view, maybe?..
//
// Check for self.isLoaded (property of TTImageView
// which is subclassed by TTPhotoView) to check if
// the image is loaded
}
In general, look at the headers and implementations (for the private methods) of TTPhotoViewController and TTPhotoView. Set some breakpoints to figure out what does what :)
Interesting question. Facebook has a similar functionality with their tags. Their tags do not scale proportionally with the image. In fact, they do not even show the tags if you have zoomed. I don't know if this will help you, but I would look at how (if) three20 handles tags and then maybe try to extend that.
I am programmatically adding a UIImageView and a UILabel to multiple screens in a program I'm working on. As such, I've written a UIViewController that contains the code to load up the UIImageView and UILabel in viewDidLoad, along with a timer to update the contents. I use this view controller as a superclass for any views that need the UIImageView and UILabel.
For the most part it works fine, but when transitioning from specific screens the pair seem to start with a frame of (0,0,0,0) and slowly animate to the frame I've defined. I have no idea what the issue is or even where to look. Any pointers here would be great.
Here is the code I'm using as my superclass.
FoundationViewController.h
#import
#interface FoundationViewController : UIViewController {
IBOutlet UIImageView *activeInventoryImage;
IBOutlet UILabel *activeInventoryLabel;
NSTimer *inventoryStatusTimer;
}
#property (nonatomic, retain) IBOutlet UIImageView *activeInventoryImage;
#property (nonatomic, retain) IBOutlet UILabel *activeInventoryLabel;
- (void) advanceToView:(id)nextView;
- (void) inventoryStatus;
- (BOOL) inventoryActive:(NSDate*)inventoryExpire withImage:(NSString*)imageName;
#end
FoundationViewController.m
#import "FoundationViewController.h"
#import "GameData.h"
#import "Globals.h"
#implementation FoundationViewController
#synthesize activeInventoryImage;
#synthesize activeInventoryLabel;
- (void) viewDidLoad{
// initialize the active inventory icon and label
activeInventoryImage = [[UIImageView alloc] init];
activeInventoryLabel = [[UILabel alloc] init];
// clear
activeInventoryImage.image = [UIImage imageNamed:#""];
activeInventoryLabel.text = #"";
// set the center points
activeInventoryImage.frame = CGRectMake(258, 7, 20, 20);
activeInventoryLabel.frame = CGRectMake(280, 6, 30, 20);
// set label parameters
activeInventoryLabel.backgroundColor = [UIColor clearColor];
activeInventoryLabel.font = [UIFont fontWithName:#"Helvetica" size:11.0f];
activeInventoryLabel.textColor = [UIColor colorWithRed:0.2 green:0.4 blue:0.6 alpha:1];
// add to view
[self.view addSubview:activeInventoryImage];
[self.view addSubview:activeInventoryLabel];
// start the timer if there is any active inventory
if(
[self inventoryActive:[GameData sharedGameData].player.inventory.aExpire withImage:#"a.png"] ||
[self inventoryActive:[GameData sharedGameData].player.inventory.bExpire withImage:#"b.png"] ||
[self inventoryActive:[GameData sharedGameData].player.inventory.cExpire withImage:#"c.png"]
)
inventoryStatusTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(inventoryStatus) userInfo:nil repeats:YES];
[super viewDidLoad];
}
- (BOOL) inventoryActive:(NSDate*)inventoryExpire withImage:(NSString*)imageName{
NSTimeInterval expireSeconds;
NSDateFormatter *formatter;
BOOL runTimer = FALSE;
// expire
expireSeconds = [inventoryExpire timeIntervalSinceNow];
if(expireSeconds > 0){
formatter = [[NSDateFormatter alloc] init];
[formatter setDateFormat:#"mm:ss"];
NSDate *expireTime = [NSDate dateWithTimeIntervalSince1970:expireSeconds];
activeInventoryImage.image = [UIImage imageNamed:imageName];
activeInventoryLabel.text = [formatter stringFromDate:expireTime];
[formatter release];
runTimer = TRUE;
}
return runTimer;
}
- (void) inventoryStatus{
// if there is no active inventory kill the timer
if(
![self inventoryActive:[GameData sharedGameData].player.inventory.aExpire withImage:#"a.png"] &&
![self inventoryActive:[GameData sharedGameData].player.inventory.bExpire withImage:#"b.png"] &&
![self inventoryActive:[GameData sharedGameData].player.inventory.cExpire withImage:#"c.png"]
){
activeInventoryImage.image = [UIImage imageNamed:#""];
activeInventoryLabel.text = #"";
if(inventoryStatusTimer != nil)
[inventoryStatusTimer invalidate];
}
}
- (void) advanceToView:(id)nextView{
if([nextView isKindOfClass:[UIView class]]){
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.7];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:self.view cache:YES];
[self.view addSubview:nextView];
[UIView commitAnimations];
}
else
NSLog(#" Error Loading View: %#",nextView);
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[activeInventoryImage removeFromSuperview];
[activeInventoryImage release];
[activeInventoryLabel release];
[super dealloc];
}
#end
Put a break point in advanceToView as this seems to be your only animation code. Everytime it gets called, look at the call stack in the debugger. From here, you can see what is calling this code when they are not supposed to be.
After some experimenting I've discovered using initWithFrame corrects the drifting problem.
activeInventoryImage = [[UIImageView alloc] initWithFrame:CGRectMake(258, 7, 20, 20)];
activeInventoryLabel = [[UILabel alloc] initWithFrame:CGRectMake(280, 6, 30, 20)];
I still have no idea what the root cause of the issue is. If anyone could tell me what's going on here I would love to know for future reference.