I am programming a map app on iPhone and want the map to rotate as the user changes his direction. I have read most of the posts on stackoverflow. Most of them suggest the use of setUserTrackingMode with MKUserTrackingModeFollowWithHeading if we are working with iOS 5 or later. This does not seem to work with me for some reason. Following is my code:
-(IBAction)getLocation //This is a button
{
mapView.showsUserLocation=YES; //mapView is the instance of MKMapView
[mapView setUserTrackingMode:MKUserTrackingModeFollowWithHeading animated:YES];
}
This only shows the user location but if I move the phone, it doesn't rotate.
One more thing is, I downloaded a project from internet, and I included this line. It worked there only for the first time. I have no idea why this is happening.
Any suggestions?
You need to wait for the 'MapView' finish loading...
follow:
- (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView {
mapView.userTrackingMode = MKUserTrackingModeFollow;
}
follow & heading:
- (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView {
mapView.userTrackingMode = MKUserTrackingModeFollowWithHeading;
}
The easier way to do this is to include an MKUserTrackingBarButtonItem instead of creating your own button. It acts exactly the same as the button in the iOS 5 Maps app and is easy to set up.
Here's how to use it:
// You should have an outlet to your map view called mapView
MKUserTrackingBarButtonItem *userTrackingButton;
userTrackingButton = [[MKUserTrackingBarButtonItem alloc] initWithMapView:self.mapView];
// You need an outlet to your toolbar too
[self.toolbar setItems:[NSArray arrayWithObject:userTrackingButton]];
Change "Animated" to "animated" and try again
Related
The problem I'm facing is this:
I want to implement an iOS 7 app with nice design and left/right menu, which appears after the main view animate itself to the right/left. I'm doing this with [UIView animateWithDuration...] code, but that's not really important. What I want to achieve is the same effect the Mailbox iOS 7 app has: to move the status bar away (to the right/left) with the main view
Image for better explanation:
What I only found is this article about the issue, with some working code using Private APIs, which I'd like not to use, since I want my app to be accepted on the App Store.
I'd like to achieve the same effect ('legally'). Does anybody knows how to?
Thanks!
The gist of it is to use this method introduced in iOS 7:
https://developer.apple.com/documentation/uikit/uiscreen/1617814-snapshotview:
With that you get a UIView containing a screenshot that includes the status bar. Once you have that, it's just a matter of hiding your current view then pushing the screenshot view around.
I posted a proof of concept here:
https://github.com/simonholroyd/StatusBarTest
NOTE I haven't submitted code that does this through the Apple review process, but this is not a private API method.
So, after the initial push by Mr. Simon Holroyd and some searching, I've found the solution of how to achieve this "effect" functionality. This is the code:
statusbarView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 20)];
EDIT: mister pcholberg correctly pointed out that the former code did not work on the actual device, only on the iOS Simulator, so I've edited it by his recommendation
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0"))
{
UIView *screenShot = [[UIScreen mainScreen] snapshotViewAfterScreenUpdates:NO];
[statusbarView addSubview:screenShot];
[statusbarView setClipsToBounds:YES];
[self.view addSubview:statusbarView];
[self setPrefersStatusBarHidden:YES];
[self prefersStatusBarHidden];
[self performSelector:#selector(setNeedsStatusBarAppearanceUpdate)];
}
...
- (BOOL)prefersStatusBarHidden
{
return prefersStatusBarHidden;
}
...
So the first part creates context, uses the method Simon mentioned, draws the view with the statusbar, and saves that as an UIImage
The second part adds the snapshot UIView to my viewController's UIView
And the third part sets my bool for statusbar to YES (for easier use in the method above), and calls methods to redraw it
This then sets the UIView as not-functional statusbar at its place and hides the original one, so there is no double-rendering. Then I can use this view in my [UIView animateWithDuration... method
And when I return, I use this code in the completion handler of the animation block:
[statusbarView removeFromSuperview];
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0"))
{
[self setPrefersStatusBarHidden:NO];
[self prefersStatusBarHidden];
[self performSelector:#selector(setNeedsStatusBarAppearanceUpdate)];
}
And voilá! This works as the described effect in my question.
Hope this helps somebody!
I use this method to move statuebar with slider view,in a application there are two window,one normal window,other statuBarWindow,i get statuBarView which superView is statuBarWindows ,and move it with slider view.
- (UIView *)statuBarView
{
NSString *key = [[NSString alloc] initWithData:[NSData dataWithBytes:(unsigned char []){0x73, 0x74, 0x61, 0x74, 0x75, 0x73, 0x42, 0x61, 0x72} length:9] encoding:NSASCIIStringEncoding];
id object = [UIApplication sharedApplication];
UIView *statusBar = nil;
if ([object respondsToSelector:NSSelectorFromString(key)]) {
statusBar = [object valueForKey:key];
}
return statusBar;
}
I just created BSPanViewController which makes it extremely easy to achieve this effect. The control and instructions on how to use it can be found on GitHub.
The implementation is the same as the one explained by Simon Holroyd.
In my experience, App Store reviewers generally don't care about private API's use, especially this simple and harmless.
For the task you can get a pointer to application's status bar view through several methods, which you can find in iOS complete headers like https://github.com/nst/iOS-Runtime-Headers
I need to use a UIPopOverController for my iPhone app ,i searched stackoverflow someone said UIPopoverController does not run on iphone iphone device WHY?.when i run on iphone device
i got this error reason: '-[UIPopoverController initWithContentViewController:]
called when not running under UIUserInterfaceIdiomPad.'
-(void)btnSetRemainderTapped:(UIButton *)button
{
setReminderView =[[SetRemainderView alloc]initWithNibName:#"SetRemainderView" bundle:[NSBundle mainBundle]];
setReminderView.contentSizeForViewInPopover = CGSizeMake(setReminderView.view.frame.size.width, setReminderView.view.frame.size.height);
setReminderView.delegate = self;
popOverController = [[UIPopoverController alloc]
initWithContentViewController:setReminderView] ;
CGRect rect = CGRectMake(self.view.frame.size.width/2, self.view.frame.size.height/2, 1, 1);
[popOverController presentPopoverFromRect:rect
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
can any one help me?
You CAN use popoverController in iPhone apps.
1. Create a category
// UIPopoverController+iPhone.h file
#interface UIPopoverController (iPhone)
+ (BOOL)_popoversDisabled;
#end
// UIPopoverController+iPhone.m file
#implementation UIPopoverController (iPhone)
+ (BOOL)_popoversDisabled {
return NO;
}
#end
2. Import it to your class and use popover in iPhone as usual.
But remember that this is private method and Apple can reject your app. But I know people who use this normally and Apple published their apps.
Edit: As stated by Soberman, since iOS 8 it is possible to present popovers on iPhone using public APIs, so this answer is probably not relevant anymore.
As stated in Apple's documentation on UIPopoverController:
Popover controllers are for use exclusively on iPad devices.
So there is no way to use this class in iPhone application unfortunately. But there are a couple of custom third-party implementations of the functionality provided by UIPopoverController which add iPhone support and more. See https://github.com/50pixels/FPPopover for example.
Edit: There also is another highly customizable popover implementation for both iPhone/iPad worth checking out: https://github.com/nicolaschengdev/WYPopoverController.
Since iOS8 we are now able to create popovers, that will be the same on iPhone, as on iPad, which would be especially awesome for those who make universal apps, thus no need to make separate views or code.
You can get the class as well as demo project here: https://github.com/soberman/ARSPopover
All you need to do is subclass UIViewController, conform to the UIPopoverPresentationControllerDelegate protocol and set desired modalPresentationStyle along with the delegate value:
// This is your CustomPopoverController.m
#interface CustomPopoverController () <UIPopoverPresentationControllerDelegate>
#end
#implementation CustomPopoverController.m
- (instancetype)init {
if (self = [super init]) {
self.modalPresentationStyle = UIModalPresentationPopover;
self.popoverPresentationController.delegate = self;
}
return self;
}
- (UIModalPresentationStyle)adaptivePresentationStyleForPresentationController:(UIPresentationController *)controller {
return UIModalPresentationNone; //You have to specify this particular value in order to make it work on iPhone.
}
Afterwards, instantiate your newly created subclass in the method from which you want to show it and assign two more values to sourceView and sourceRect. It looks like this:
CustomPopoverController *popoverController = [[CustomPopoverController alloc] init];
popoverController.popoverPresentationController.sourceView = sourceView; //The view containing the anchor rectangle for the popover.
popoverController.popoverPresentationController.sourceRect = CGRectMake(384, 40, 0, 0); //The rectangle in the specified view in which to anchor the popover.
[self presentViewController:popoverController animated:YES completion:nil];
And there you have it, nice, neat blurred popover.
So #Sobermans answer didn't really solve the issue from start to finish for me so I want to detail how I got it done using the docs. That being said I do like the idea of using your own presentation controller subclass to manage all of the customisation you want to exhibit.
1. Create your controller to present
The first step is instantiating the controller you want to present:
let vc: UIViewController = ...
vc.modalPresentationStyle = .Popover
vc.preferredContentSize = CGSize(width: CGRectGetWidth(view.bounds)/2, height: 100)
Now we have a controller with the popover presentation style and an arbitrary content size.
2. Implement adaptivePresentationStyleForPresentationController
By default UIPopoverPresentationController will present on full screen on iPhone so to prevent this behaviour you need to force the adaptive presentation style to none.
First we set the delegate of the popover presentation controller
vc.popoverPresentationController.delegate = self;
Then we implement UIPopoverPresentationControllerDelegate
func adaptivePresentationStyleForPresentationController(controller: UIPresentationController) -> UIModalPresentationStyle {
return .None;
}
3. Present and configure popup
First we need to call presentViewController and only after that can we configure the popover:
presentViewController(vc, animated:true, completion:nil)
if let popover = vc.popoverPresentationController {
popover.permittedArrowDirections = .Right | .Left
popover.sourceView = button
popover.sourceRect = button.bounds
}
Use a custom popover controller, such as:
https://github.com/sammcewan/WYPopoverController
(this seems to be the best supported one that I have found).
I ended up creating my custom tooltip/popover class.
Can be initalised with any content view and dynamically adjusts it's frame.
Hope it helps.
https://github.com/akeara/AKETooltip
If you want to do it in Swift, I believe the code is the following:
extension UIPopoverController {
class var _popoversDisabled : Bool {
get { return false }
}
}
Edit: It is working in Xcode 6 beta 4 on iPhone with iOs7.1
This is a really interesting (and depressing) thread to read. I can't believe Apple prevents popup dialogs on iPhones, with absolutely no justification.
And, it's true, on iOS 8, if you try to work around this limitation, it'll make your popups appear as a full-screen modal dialog.
The following excellent webpage describes "How Apple Cheats" to let its own iBooks and iTunes apps break its own rules, and allow popups - but just from within their own iPhone apps.
HowAppleCheats
Have a read (warning: it'll make you hate Apple & XCode even more..)
Want to get around the "UIPopoverController called when not running under UIUserInterfaceIdiomPad" error on iOS 8 ?
Simple.
Just go into your .plist file, and change the Bundle ID to "com.apple.itunesu" to make XCode think that your app is actually iTunes.
Then your popup will work fine.
(Sigh.)
The alternative way of doing this is to directly add your UIViewController to your screen.
In this example, I wanted a "helper screen" to appear on top of my iPhone screen. It's a UIViewController, it is stored in it's own .xib file, and it has a few lines to add a pretty border:
- (void)viewDidLoad {
[super viewDidLoad];
// Give our popup a pretty curved border
self.view.layer.borderColor = [[UIColor blueColor] CGColor];
self.view.layer.borderWidth = 1.0;
self.view.layer.cornerRadius = 8;
}
To display it, I simply create an instance of this UIViewController, add it to my screen, then center it:
-(void)showHelperScreen
{
if (self.helperScreen == nil)
{
// Add the popup UIViewController to our screen
self.helperScreen = [[HelperViewController alloc] init];
[self.view addSubview:self.helperScreen.view];
}
// Center the popup in the middle of the screen
CGSize screenSize = [[UIScreen mainScreen] applicationFrame].size;
self.helperScreen.view.center = CGPointMake(screenSize.width/2, screenSize.height/2);
}
Of course, I also needed to add some code to make the popup disappear when the user taps outside of it, but this does at least show that you can (safely) display popups on an iPhone, even if your app isn't specifically called iTunes or iBook.
Voila.
Hope this helps, and if anyone needs me, I'll be back in my safe, happy place (Visual Studio, in other words).
In my application I have a MKMapView where several annotations are shown. The map rotates based on the heading of the device. To rotate the map the following statement is performed (called by the method locationManager: didUpdateHeading:)
self.navigationMapView.mapView.transform = CGAffineTransformMakeRotation(-heading);
where the heading (magnetic) is expressed in radians. What I noticed it's that even the annotations in the map rotate and I don't want it. I tried to fix it in the following method:
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation{
static NSString *identifier = #"AnnotationViewIdentifier";
MKAnnotationView *av = [mapView dequeueReusableAnnotationViewWithIdentifier:identifier];
if (av == nil) {
av = [[[MKPinAnnotationView alloc]initWithAnnotation:annotation reuseIdentifier:identifier] autorelease];
}
else{
av.annotation = annotation;
}
av.transform = CGAffineTransformMakeRotation(degreesToRadians(self.arController.currentHeading.magneticHeading));
av.canShowCallout = YES;
return av;
}
and I want to call this method from "didUpdateHeading:" but I really don't know how to do it. The TableView class has the reloadData function that calls the delegate method but here the things seem different. Any suggestions?!
Another question, my annotations on the map show the distance from the user, I would like to update them (distance label) as soon as the user change location. Any suggestions?!
So with a MKMapView having that be called properly is a little bit annoying. Essentially you have one of two options. Option 1: Create an array of the annotation on the screen and remove that from the map_view and then re-add them to the map_view. Essentially creating your own reload data function. Option 2: Do something simple such as
CGLocationCoordinate2D coordinate = map_view.center;
map_view.center = coordinate;
-- Essentially the point is to reset a property of the map causing it to redraw. However this option is not always going to work. Option 1 has a higher chance of working however that one can also fail, so if simply taking the annotations off and re-adding them causes nothing to happen then simply decreate the map and then recreate the map at the end of your map refresh function something like.
[my_map_view removeFromSuperView];
[my_map_view release];
my_map_view = nil;
my_map_view = [[MKMapView alloc] initWithFrame:CGRectMake(0,0,320,480)];
one of these options should work. I had to do option one for my solution however I know some people are lucky and option 2 works just as well.
I have a UITableView with a custom cell that has a TextField. I have the DecimalPad comes up, and as we all know, there is no done key. I previously had resolved this type of issue when I had a "Decimal only" textfield on a normal UIView by handling the TouchesEnded event and then checking to see if the TextField was the first responder and if so, it would then resign, but if that technique could work now then I'm not able to figure out who's TouchesEnded I should be using (The UIView that everything is presented on, the UITableView, the Cell, the CellControler, the TextField.. I think I've tried everything).
I'm hoping there's another, cleaner way of dealing with this.
Anyone?
I think David has the best idea - here is some Monotouch code to get you started. You will need to put this in the View Controller where the decimal pad is being shown:
UIView dismiss;
public override UIView InputAccessoryView
{
get
{
if (dismiss == null)
{
dismiss = new UIView(new RectangleF(0,0,320,27));
dismiss.BackgroundColor = UIColor.FromPatternImage(new UIImage("Images/accessoryBG.png"));
UIButton dismissBtn = new UIButton(new RectangleF(255, 2, 58, 23));
dismissBtn.SetBackgroundImage(new UIImage("Images/dismissKeyboard.png"), UIControlState.Normal);
dismissBtn.TouchDown += delegate {
textField.ResignFirstResponder();
};
dismiss.AddSubview(dismissBtn);
}
return dismiss;
}
}
If you're targeting iOS 4.0 or greater you can create an inputAccessoryView containing a Done button to attach to the keyboard that will dismiss the keyboard when tapped. Here is an example from the documentation on creating a simple inputAccessoryView.
You could dismiss it when the user taps on the background; I think that's the most intuitive way.
In Interface Builder, change your View's class to UIControl. This is a subclass of UIView, so your program will work the same way, but you also get the standard touch events.
From here it's simple, create a method for the Touch Down event:
[numberField resignFirstResponder]
Of course it might be slightly different with MonoTouch -- unfortunately I don't know much about it, but wanted to help.
Hopefully you can use the concept, and modify your code accordingly.
Or you may just add some gesture to your main view.
For example:
//Just initialise the gesture you want with action that dismisses your num pad
-(void)textFieldDidBeginEditing:(UITextField *)textField
{
UISwipeGestureRecognizer *swipeToHideNumPad = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(hideNumPad:)];
swipeToHideNumPad.delegate = self;
swipeToHideNumPad.direction = UISwipeGestureRecognizerDirectionDown;
[swipeToHideNumPad setNumberOfTouchesRequired:1];
[self.view addGestureRecognizer:swipeToHideNumPad];
}
//action
- (void)hideNumPad:(UIGestureRecognizer *)gestureRecognizer
{
[self.amountTextField resignFirstResponder];
}
I have an MKMapView with a registered delegate so I can listen for region change events (specifically, regionDidChangeAnimated). I'm looking for a robust way of telling if a region change event was the result of a user dragging the map or from a programatic setRegion: request.
My goal is to have an app that auto-centers the map based on a location trace, unless the user has panned the map by hand, at which point auto-centering will turn off. Thus, I'm calling setRegion: to recenter the map view as appropriate, but I have a hard time telling if the resulting regionDidChangeAnimated: call to the delegate is programatic or from a user-pan. I've tried hacking something together, but I keep running into race conditions when the user starts panning just as a location update comes in.
I fixed this problem with a boolean that keeps track of code triggered region/center changes. Not the most elegant solution, but it works like a charm. It is a shame UIMapView does not derive from UIScrollView.
init:
regionChangeFromCode = FALSE;
button action:
-(IBAction) butCenterPressed:(id)sender
{
butCenter.selected = !butCenter.selected;
if(butCenter.selected)
[self setCenter];
}
set center:
-(void) setCenter
{
regionChangeFromCode = TRUE; //before setCenterCoordinate, otherwise this is FALSE in regionWillChangeAnimated
[theMap setCenterCoordinate:[self calcCenter]]; //this could also be [theMap setRegion]. Works the same
}
and the map delegate:
- (void)mapView:(MKMapView *)mapView regionWillChangeAnimated:(BOOL)animated
{
if(!regionChangeFromCode) //so a user did it
{
if(butCenter.selected)
butCenter.selected = FALSE;
}
regionChangeFromCode = FALSE;
}
In addition to this I have an update loop that updates the location and calls setCenter. When the button is selected the map center follows, and otherwise the center is left alone.