bringSubViewToFront not working as expected - iphone

I have an array of views that basically define colours squares on a 5x5 grid. Each view is responsible for its own touch events and, upon touch, performs an animation.
This all works great but sometimes the animation will be clipped by the view's neighbours. I have attempted to fix this with the following code but clipping still sometimes occurs; it seems to happen at random. Is there anything I am missing?
- (void)handleTap:(UITapGestureRecognizer *)recognizer {
[recognizer.view.superview bringSubviewToFront:recognizer.view];
[recognizer.view setNeedsDisplay];
//do animation to the view here
}

Use it as,
[self.View bringSubviewToFront:recognizer.view];
[recognizer.view setNeedsDisplay];

Related

Trying to animate a subview in and out of sight using didSelectAnnotationView and didDeselectAnnotationView

I have multiple annotations set up on an MKMapView. Instead of using map annotation callouts when a pin is clicked, I instead want to animate a subview (self.detailView) up into the bottom of the screen, and move it back out when nothing is selected. When the user has a pin selected, and then selects another pin, I want my view to animate off screen, and then immediately animate back on screen (with different information corresponding to the newly selected annotation, of course).
Without thinking too hard, I tried what seemed like the easy thing to do - when annotation is selected, animate self.detailView onto screen, and when it is deselected, animate self.detailView off screen:
- (void)mapView:(MKMapView *)mapView didSelectAnnotationView:(MKAnnotationView *)view
{
NSLog( #"selected annotation view" );
[UIView animateWithDuration:0.2f
delay:0.0f
options:UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionAllowUserInteraction
animations:^{
[self.detailView setFrame:CGRectMake(0, 307, 320, 60)];
}
completion:^(BOOL finished){
}];
}
- (void)mapView:(MKMapView *)mapView didDeselectAnnotationView:(MKAnnotationView *)view
{
NSLog( #"deselected annotation view" );
[UIView animateWithDuration:0.2f
delay:0.0f
options:UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionAllowUserInteraction
animations:^{
[self.detailView setFrame:CGRectMake(0, 367, 320, 60)];
}
completion:^(BOOL finished){
}];
}
This works fine when no pin is selected and the user selects a pin, and when a pin is selected and the user deselects it by clicking on empty space. Of course, the problem occurs when a pin is already selected: if the user then clicks on another pin, didDeselectAnnotationView and didSelectAnnotationView are fired in rapid succession, both animations try to run at the same time, and as a result the effect doesn't work properly. Normally I would chain the animations together by putting the second animation in the completion block of the first, but since they are in separate methods I obviously can't do that here.
Anyone have any ideas on how I might be able to get around this issue? Thanks!
There may be a better way to do what you want, but I'll answer your specific question first.
Implement public methods in your controller that controls the view that animates off and on again:
- (void)showInfoView:(MyInfoClass*)theInfo;
- (void)hideInfoView;
In showInfoView you set a flag that it is shown/showing and animate it on-screen - do this code in a block and call it immediately just to get it working like this...
dispatch_block_t showBlock = ^
{
self.isShowing = YES;
/* show code goes here */
};
showBlock();
In hideInfoView you animate it off and unset the flag in the animation completion block.
Now in showInfoView before calling that showBlock check the flag to make sure it's not already shown - if it is then instead of executing the block immediately, add it to the end of an NSMutableArray called toShowBlocks. Then in hideInfoView before unsetting the flag check if the toShowBlocks array is not empty, if it's not then you remove and call the first item (using the array as a FIFO queue) like this...
dispatch_block_t nextShowBlock = [toShowBlocks objectAtIndex:0];
[toShowBlocks removeObjectAtIndex:0];
nextShowBlock();
Then you simply need to call your show and hide methods as the pins are selected/deselected and this will take care of it for you. This should set you on the right path at least.
Maybe a better way:
There are a few problems with the above, the animated view might get hidden and shown a lot if the user goes nuts pressing pins, resulting in a long-winded queue of animations before the user gets the last one. Also, views don't follow the map around like annotations do when the user pans and zooms the map. So you might be better off using custom annotations for your info view. This is a real pain because MKAnnotation views don't behave like regular UIViews and this causes all sorts of problems. However, I describe a way to use MKAnnotations as custom call-outs in this answer: https://stackoverflow.com/a/8649951/461492.

iOS: Can I override pinch in/out behavior of UIScrollView?

I'm drawing a graph on a UIView, which is contained by a UIScrollView so that the user can scroll horizontally to look around the entire graph.
Now I want to zoom the graph when a user pinches in with two fingers, but instead of zooming in a view with the same rate for X and Y direction, I want to zoom only in the X direction by changing the X scale, without changing the Y scale.
I think I have to catch the pinch in/out gesture and redraw the graph, overriding the default zooming behavior.
But is there a way to do this?
I've been having a very difficult time to catch the pinch gesture on the UIScrollView, as it cancels the touches when it starts to scroll. I want the zooming to work even after the UIScrollView cancels the touches. :(
Thanks,
Kura
Although you cannot delete the existing pinch gesture recognizer, you can disable it and then add your own:
// Disable existing recognizer
for (UIGestureRecognizer* recognizer in [_scrollView gestureRecognizers]) {
if ([recognizer isKindOfClass:[UIPinchGestureRecognizer class]]) {
[recognizer setEnabled:NO];
}
}
// Add our own
UIPinchGestureRecognizer* pinchRecognizer =
[[UIPinchGestureRecognizer alloc] initWithTarget:self
action:#selector(pinch:)];
[_scrollView addGestureRecognizer:pinchRecognizer];
[pinchRecognizer release];
Then in
- (void) pinch:(UIPinchGestureRecognizer*)recognizer { .. }
use
[recognizer locationOfTouch:0 inView:..]
[recognizer locationOfTouch:1 inView:..]
to figure out if the user is pinching horizontally or vertically.
You should instead access the gestureRecognizers (defined in UIView), there are several of them being used by the scroll view,
figure out which one is the pinch recognizer and call removeGestureRecognizer: on the scroll view, then create your own and have it do the work, add it back with addGestureRecognizer:.
these are all public API,
the recognizers and what order they are in are not (currently),
so program defensively when accessing them
(this is a perfectly valid way to manipulate UIKit views, and Apple won't/shouldn't have issues with it - though they will not guarantee it works in any future release)
You should be able to subclass UIScrollView and override the touchesBegan: method. Don't call [super touchesBegan:] but instead, adjust the zoom as you like:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//Anything you want. Probably you would want to store all the touches
//or their values, so that you can compare them to the touches
//in the touchesEnded: method,
//thus letting you know what the pinch amount was
}
If you like, you can judge whether it's a pinch or not, and if it's not, call the super method, and only handle it yourself for custom pinches.
Edsko & bshirley answers are good, but they don't tell where to place the code.
First, I placed it in viewDidLoad method, but no Pinch Gesture Recognizer was found in the scrollview (maybe because my scrollview is an IBOutlet).
Then I tried in viewWillAppear or viewDidAppear and the UIPinchGestureRecognizer was here.

How to add a gradient to a scrollview?

I am trying to add a bunch of gradients to different UIScrollView's and UITableView's. The most common example of how to achieve this that i have come across is from Matt Galagher's awesome blog where he posted an example of how to use gradients here:
http://cocoawithlove.com/2009/08/adding-shadow-effects-to-uitableview.html
My question though is what advantages/benefits do you gain by inserting the gradient in the layoutSubviews method vs setting up the gradient in the viewDidLoad method? I realize that by goin the viewDidLoad route you would have to update the view manually when the orientation changes but it would seem from a performance standpoint that this method would only be called once when the view loads and then again when the orientation changes. In contrast the layoutSubviews method gets called everytime time the view changes which in the case of a scrollview/tableview is a lot!
//
// Construct the origin shadow if needed
//
if (!originShadow)
{
originShadow = [self shadowAsInverse:NO];
[self.layer insertSublayer:originShadow atIndex:0];
}
else if (![[self.layer.sublayers objectAtIndex:0] isEqual:originShadow])
{
[self.layer insertSublayer:originShadow atIndex:0];
}
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
//
// Stretch and place the origin shadow
//
CGRect originShadowFrame = originShadow.frame;
originShadowFrame.size.width = self.frame.size.width;
originShadowFrame.origin.y = self.contentOffset.y;
originShadow.frame = originShadowFrame;
[CATransaction commit];
He also seems to be resizing the frame everytime the method is called? Wouldnt it be better to initialize and size the gradient in the viewDidLoad method and then do any resizing when/if the orientation changes?
Pretty sure im missing something here so any clarification would be appreciated.
Thx
I wouldn't create the gradient in layoutSubviews. Layout subviews might get called more often than is optimal for this kind of drawing. By doing something CPU intensive in layoutSubviews, like creating a gradient, you might adversely impact performance.
Instead, what I would do is put your gradient on a subview and then add your subview into your scrollview (viewDidLoad, init, or awakeFromNib is good for this) and let it handle it's drawing automatically. Then, in layoutSubviews, adjust the layout of your subview, and let it handle figuring out what portions of the view need to be redrawn to update things.

How to force screen update for UIScrollView from non-UI thread/function (iPhone)

I am drawing a set of images on the uiscrollview from a non-ui thread/function. But its only displayed after all the images are done drawing. For drawing all the images, I have written a function and that is what is being called as the non-ui thread. I did write this line inside the function
[self performSelectorOnMainThread:#selector(updateUI) withObject:nil waitUntilDone:NO];
And have written the function as given below
- (void)updateUI
{
[myScrollView setNeedsDisplay];
}
But its having no effect even when I can see the control being passed to that function. What to do now?
In my experience all drawing operations must be performed on the UI thread, even if they are not visible, or even added to the view hierarchy, when you are doing them.
If you find a way around that I'd be keen to know, though :-)
Ok, I got a solution. Its working perfectly even though I dont like the solution. I changed my function like this.
- (void)updateUI
{
for(UIView *subview in [myScrollView subviews])
{
[myScrollView bringSubviewToFront:subview];
}
}
Maybe you should also call setNeedsLayout and/or layoutIfNeeded?
Try something like performSelectorOnMainThread:withObject:waitUntilDone:

How do I reset after a UIScrollView zoom?

I have a Graph being drawn inside a UIScrollView. It's one large UIView using a custom subclass of CATiledLayer as its layer.
When I zoom in and out of the UIScrollView, I want the graph to resize dynamically like it does when I return the graph from viewForZoomingInScrollView. However, the Graph redraws itself at the new zoom level, and I want to reset the transform scale to 1x1 so that the next time the user zooms, the transform starts from the current view. If I reset the transform to Identity in scrollViewDidEndZooming, it works in the simulator, but throws an EXC_BAD_ACCSES on the device.
This doesn't even solve the issue entirely on the simulator either, because the next time the user zooms, the transform resets itself to whatever zoom level it was at, and so it looks like, if I was zoomed to 2x, for example, it's suddenly at 4x. When I finish the zoom, it ends up at the correct scale, but the actual act of zooming looks bad.
So first: how do I allow the graph to redraw itself at the standard scale of 1x1 after zooming, and how do I have a smooth zoom throughout?
Edit: New findings
The error seems to be "[CALayer retainCount]: message sent to deallocated instance"
I'm never deallocating any layers myself. Before, I wasn't even deleting any views or anything. This error was being thrown on zoom and also on rotate. If I delete the object before rotation and re-add it afterward, it doesn't throw the exception. This is not an option for zooming.
I can't help you with the crashing, other than tell you to check and make sure you aren't unintentionally autoreleasing a view or layer somewhere within your code. I've seen the simulator handle the timing of autoreleases differently than on the device (most often when threads are involved).
The view scaling is an issue with UIScrollView I've run into, though. During a pinch-zooming event, UIScrollView will take the view you specified in the viewForZoomingInScrollView: delegate method and apply a transform to it. This transform provides a smooth scaling of the view without having to redraw it each frame. At the end of the zoom operation, your delegate method scrollViewDidEndZooming:withView:atScale: will be called and give you a chance to do a more high-quality rendering of your view at the new scale factor. Generally, it's suggested that you reset the transform on your view to be CGAffineTransformIdentity and then have your view manually redraw itself at the new size scale.
However, this causes a problem because UIScrollView doesn't appear to monitor the content view transform, so on the next zoom operation it sets the transform of the content view to whatever the overall scale factor is. Since you've manually redrawn your view at the last scale factor, it compounds the scaling, which is what you're seeing.
As a workaround, I use a UIView subclass for my content view with the following methods defined:
- (void)setTransformWithoutScaling:(CGAffineTransform)newTransform;
{
[super setTransform:newTransform];
}
- (void)setTransform:(CGAffineTransform)newValue;
{
[super setTransform:CGAffineTransformScale(newValue, 1.0f / previousScale, 1.0f / previousScale)];
}
where previousScale is a float instance variable of the view. I then implement the zooming delegate method as follows:
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale;
{
[contentView setTransformWithoutScaling:CGAffineTransformIdentity];
// Code to manually redraw view at new scale here
contentView.previousScale = scale;
scrollView.contentSize = contentView.frame.size;
}
By doing this, the transforms sent to the content view are adjusted based on the scale at which the view was last redrawn. When the pinch-zooming is done, the transform is reset to a scale of 1.0 by bypassing the adjustment in the normal setTransform: method. This seems to provide the correct scaling behavior while letting you draw a crisp view at the completion of a zoom.
UPDATE (7/23/2010): iPhone OS 3.2 and above have changed the behavior of scroll views in regards to zooming. Now, a UIScrollView will respect the identity transform you apply to a content view and only provide the relative scale factor in -scrollViewDidEndZooming:withView:atScale:. Therefore, the above code for a UIView subclass is only necessary for devices running iPhone OS versions older than 3.2.
Thanks to all the previous answers, and here is my solution.
Implement UIScrollViewDelegate methods:
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return tmv;
}
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale
{
CGPoint contentOffset = [tmvScrollView contentOffset];
CGSize contentSize = [tmvScrollView contentSize];
CGSize containerSize = [tmv frame].size;
tmvScrollView.maximumZoomScale = tmvScrollView.maximumZoomScale / scale;
tmvScrollView.minimumZoomScale = tmvScrollView.minimumZoomScale / scale;
previousScale *= scale;
[tmvScrollView setZoomScale:1.0f];
[tmvScrollView setContentOffset:contentOffset];
[tmvScrollView setContentSize:contentSize];
[tmv setFrame:CGRectMake(0, 0, containerSize.width, containerSize.height)];
[tmv reloadData];
}
tmv is my subclass of UIView
tmvScrollView — outlet to UIScrollView
set maximumZoomScale and minimumZoomScale before
create previousScale instance variable and set its value to 1.0f
Works for me perfectly.
BR, Eugene.
I was just looking to reset on load to default zoom scale, because when I zoom it, scrollview is having same zoom scale for next time until it gets deallocated.
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.scrollView.setZoomScale(1.0, animated: false)
}
OR
-(void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated]
[self.scrollView setZoomScale:1.0f];
}
Changed the game.
I have a detailed discussion of how (and why) UIScrollView zooming works at github.com/andreyvit/ScrollingMadness/.
(The link also contains a description of how to programmatically zoom UIScrollView, how to emulate Photo Library-style paging+zooming+scrolling, an example project and ZoomScrollView class that encapsulates some of the zooming magic.)
Quote:
UIScrollView does not have a notion of a “current zoom level”, because each subview it contains may have its own current zoom level. Note that there is no field in UIScrollView to keep the current zoom level. However we know that someone stores that zoom level, because if you pinch-zoom a subview, then reset its transform to CGAffineTransformIdentity, and then pinch again, you will notice that the previous zoom level of the subview has been restored.
Indeed, if you look at the disassembly, it is UIView that stores its own zoom level (inside UIGestureInfo object pointed to by the _gestureInfo field). It also has a set of nice undocumented methods like zoomScale and setZoomScale:animated:. (Mind you, it also has a bunch of rotation-related methods, maybe we're getting rotation gesture support some day soon.)
However, if we create a new UIView just for zooming and add our real zoomable view as its child, we will always start with zoom level 1.0. My implementation of programmatic zooming is based on this trick.
A fairly reliable approach, appropriate to iOS 3.2 and 4.0 and later, is as follows. You must be prepared to supply your scalable view (the chief subview of the scroll view) in any requested scale. Then in scrollViewDidEndZooming: you will remove the blurred scale-transformed version of this view and replace it with a new view drawn to the new scale.
You will need:
An ivar for maintaining the previous scale; let's call it oldScale
A way of identifying the scalable view, both for viewForZoomingInScrollView: and for scrollViewDidEndZooming:; here, I'm going to apply a tag (999)
A method that creates the scalable view, tags it, and inserts it into the scroll view (here's I'll call it addNewScalableViewAtScale:). Remember, it must do everything according to scale - it sizes the view and its subviews or drawing, and sizes the scroll view's contentSize to match.
Constants for the minimumZoomScale and maximumZoomScale. These are needed because when we replace the scaled view by the detailed larger version, the system is going to think that the current scale is 1, so we must fool it into allowing the user to scale the view back down.
Very well then. When you create the scroll view, you insert the scalable view at scale 1.0. This might be in your viewDidLoad, for example (sv is the scroll view):
[self addNewScalableViewAtScale: 1.0];
sv.minimumZoomScale = MIN;
sv.maximumZoomScale = MAX;
self->oldScale = 1.0;
sv.delegate = self;
Then in your scrollViewDidEndZooming: you do the same thing, but compensating for the change in scale:
UIView* v = [sv viewWithTag:999];
[v removeFromSuperview];
CGFloat newscale = scale * self->oldScale;
self->oldScale = newscale;
[self addNewScalableViewAtScale:newscale];
sv.minimumZoomScale = MIN / newscale;
sv.maximumZoomScale = MAX / newscale;
Swift 4.* and Xcode 9.3
Setting scrollView zoom scale to 0 will reset your scrollView to it's initial state.
self.scrollView.setZoomScale(0.0, animated: true)
Note that the solution provided by Brad has one problem though: if you keep programmatically zooming in (let's say on double tap event) and let user manually (pinch-out) zoom out, after some time the difference between the true scale and the scale UIScrollView is tracking will grow too big, so the previousScale will at some point fall out of float's precision which will eventually result in an unpredictable behaviour