Change enum type value - iphone

Hello I am using a library. It has some options embedded in enum, but i can't figure out how to configure them. The library is called PPRevealSideViewController.
It has a property:
#property (nonatomic, assign) PPRevealSideOptions options;
Here is the enum code:
enum {
PPRevealSideOptionsNone = 0,
PPRevealSideOptionsShowShadows = 2 << 1, /// Disable or enable the shadows. Enabled by default
PPRevealSideOptionsBounceAnimations = 1 << 2, /// Decide if the animations are boucing or not. By default, they are
PPRevealSideOptionsCloseCompletlyBeforeOpeningNewDirection = 1 << 3, /// Decide if we close completely the old direction, for the new one or not. Set to YES by default
PPRevealSideOptionsKeepOffsetOnRotation = 1 << 4, /// Keep the same offset when rotating. By default, set to no
PPRevealSideOptionsResizeSideView = 1 << 5, /// Resize the side view. If set to yes, this disabled the bouncing stuff since the view behind is not large enough to show bouncing correctly. Set to NO by default
};
typedef NSUInteger PPRevealSideOptions;
Thank you very much!

obj.options = opt0 | opt1 | ... etc
For example: obj.options = PPRevealSideOptionsBounceAnimations | PPRevealSideOptionsResizeSideView;

I made a documentation of this controller for that purpose. Well, my bad, this method is not very highlighted, but does exist :
You can reset an option using - (void) resetOption:(PPRevealSideOptions)option; (behind, it is low level : _options ^= option;)
Or set an option by using - (void) setOption:(PPRevealSideOptions)option. There is even a setOptionS method ;)

Related

How to replicate UIKit/SwiftUI elements background (like the UITabBar/TabView background)

I would like to replicate the background (including the same blur effect and the thin gray border and their adaptivity) of UITabBar (and similar UIKit/SwiftUI elements) and apply it to another UI element.
How can I accomplish that?
I've tried to copy it but when I stack my new view on other different color views the behavior is different (and neither the night mode is supported).
I don't care if the answer will be for UIKit or SwiftUI framework.
See UIColor extensions in UIInterface module, like below examples (there are many there):
* 1. systemBackground
* Use this stack for views with standard table views, and designs which have a white
* primary background in light mode.
*/
#available(iOS 13.0, *)
open class var systemBackground: UIColor { get }
/* 2. systemGroupedBackground
* Use this stack for views with grouped content, such as grouped tables and
* platter-based designs. These are like grouped table views, but you may use these
* colors in places where a table view wouldn't make sense.
*/
#available(iOS 13.0, *)
open class var systemGroupedBackground: UIColor { get }
/* Fill colors for UI elements.
* These are meant to be used over the background colors, since their alpha component is less than 1.
*
* systemFillColor is appropriate for filling thin and small shapes.
* Example: The track of a slider.
*/
#available(iOS 13.0, *)
open class var systemFill: UIColor { get }

iOS Autolayout - How to set two different distances between views, depends on the screen height

I know I'm missing something, because this has to be something easy to achieve.
My problem is that I have in my "loading screen" (the one that appears right after the splash) an UIImageView with two different images for 3.5" and 4" size screen. In a certain place of that images, I put one UIActivityIndicator, to tell the user that the app is loading something in the background. That place is not the same for both images, because one of them is obviously higher that the other, so I want to set an autolayout constraint that allows me to put that activity indicator at different heights, depends on if the app is running in an iPhone 5 or not.
Without Autolayout, I'd set the frame.origin.y of the view to 300 (for example), and then in the viewDidLoad method of the ViewController, I'd ask if the app is running in an iPhone 5, so I'd change the value to, for example, 350. I have no idea how to do this using Autolayout and I think it has to be pretty simple.
You can create an NSLayoutConstraint outlet on your view controller and connect the outlet to the activity indicator's Y constraint in your xib or storyboard. Then, add an updateViewContraints method to your view controller and update the constraint's constant according to the screen size.
Here's an example of updateViewConstraints:
- (void)updateViewConstraints {
[super updateViewConstraints];
self.activityIndicatorYConstraint.constant =
[UIScreen mainScreen].bounds.size.height > 480.0f ? 200 : 100;
}
Of course you will want to put in your appropriate values instead of 200 and 100. You might want to define some named constants. Also, don't forget to call [super updateViewConstraints].
The problem of #Rob answer's is you should do a lot of code for each constraint.
So to resolve that, just add ConstraintLayout class to your code and modify constraint constant value for the device that you want in the IB :
//
// LayoutConstraint.swift
// MyConstraintLayout
//
// Created by Hamza Ghazouani on 19/05/2016.
// Copyright © 2016 Hamza Ghazouani. All rights reserved.
//
import UIKit
#IBDesignable
class LayoutConstraint: NSLayoutConstraint {
#IBInspectable
var 📱3¨5_insh: CGFloat = 0 {
didSet {
if UIScreen.main.bounds.maxY == 480 {
constant = 📱3¨5_insh
}
}
}
#IBInspectable
var 📱4¨0_insh: CGFloat = 0 {
didSet {
if UIScreen.main.bounds.maxY == 568 {
constant = 📱4¨0_insh
}
}
}
#IBInspectable
var 📱4¨7_insh: CGFloat = 0 {
didSet {
if UIScreen.main.bounds.maxY == 667 {
constant = 📱4¨7_insh
}
}
}
#IBInspectable
var 📱5¨5_insh: CGFloat = 0 {
didSet {
if UIScreen.main.bounds.maxY == 736 {
constant = 📱5¨5_insh
}
}
}
}
Don't forgot to inherit your class constraint from ConstraintLayout
I will add the objective-c version soon
The basic tool in Auto Layout to manage UI objects' position is the Constraints. A constraint describes a geometric relationship between two views. For example, you might have a constraint that says:
“The right edge of progress bar is connected to the left edge of a lable 40 points of empty space between them.”
This means using AutoLayout you can't do conditional position setting based on UIDevice's mode, rather you can create a view layout which modifies itself if eg. the app runs on 3.5' full screen (IPhone4) or 4' full screen (IPhone5) based on the constraints.
So options for your problem using Constraints:
1) find a view on your layout which can be used to create a constraint to position the progressbar relatively. (select the view and the progressbar using CMD button, then use Editor/Pin/Vertical Spacing menu item to create a vertical constraint between the 2 objects)
2) create an absolute constraint to stick the progressbar's position to screen edge (keeping space) or centrally
I found helpful this tutorial about AutoLayout which might be beneficial for you also:
http://www.raywenderlich.com/20881/beginning-auto-layout-part-1-of-2
Pls note: autolayout only works from IOS 6.
The new way, Without writing a single line!
No need to write device based conditions like these :-
if device == iPhoneSE {
constant = 44
} else if device == iPhone6 {
constant = 52
}
I created a library Layout Helper so now you can update constraint for each device without writing a single line of code.
Step 1
Assign the NSLayoutHelper to your constraint
Step 2
Update the constraint for the device you want
Step 3
Run the app and see the MAGIC
I generally always try to stay in Interface Builder for setting up constraints. Diving in code to have more control is usually useful if you have completely different layouts on iPhone 4 and 6 for example.
As mentioned before, you can't have conditionals in Interface Builder, that's when linking a constraint to your view controller really comes handy.
Here's a short explanation on 3 approaches to solve Auto Layout issues for different screen sizes: http://candycode.io/how-to-set-up-different-auto-layout-constraints-for-different-screen-sizes/

System-wide tap simulation on iOS

I would like to achieve system-wide tap simulation on iOS, via a MobileSubstrate plugin. The idea is to be able to simulate touches (in a first time single touch, then multitouch) on a system-wide level, in iOS 5.1.1 .
I've been successful in implementing this article to simulate touches on a specific view, I now would like to be able to simulate them system-wide.
I understand I should use the private MobileServices framework to do so, and I've documented myself on GSEvent (I've also looked at Veency & MouseSupport sourcecodes).
I tried to hook up a view to intercept UIEvents and look at the underlying structure :
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
GSEventRef eventRef = (GSEventRef)[event performSelector:#selector( _gsEvent)];
GSEventRecord record = *_GSEventGetGSEventRecord(eventRef);
< breakpoint here to look at record >
}
and the result is extremely similar to the old (iOS 3) structure detailled above.
I then tried to fire up those events myself (on a Standalone app, not a MS tweak for now) :
+(void)simulateTouchDown:(CGPoint)point{
point.x = roundf(point.x);
point.y = roundf(point.y);
GSEventRecord record;
memset(&record, 0, sizeof(record));
record.type = kGSEventHand;
record.windowLocation = point;
record.timestamp = GSCurrentEventTimestamp();
GSSendSystemEvent(&record);
}
Now, that doesn't work at all (doesn't crash either).
Most codes (MouseSupport, Veency) look like this
// Create & populate a GSEvent
struct {
struct GSEventRecord record;
struct {
struct GSEventRecordInfo info;
struct GSPathInfo path;
} data;
} event;
memset(&event, 0, sizeof(event));
event.record.type = kGSEventHand;
event.record.windowLocation = point;
event.record.timestamp = GSCurrentEventTimestamp();
event.record.infoSize = sizeof(event.data);
event.data.info.handInfo.type = kGSHandInfoTypeTouchDown;
event.data.info.handInfo._0x44 = 0x1;
event.data.info.handInfo._0x48 = 0x1;
event.data.info.pathPositions = 1;
event.data.path.pathIndex = 0x01;
event.data.path.pathIdentity = 0x02;
event.data.path.pathProximity = 0x00;
event.data.path.pathLocation = event.record.windowLocation;
GSSendSystemEvent(&event.record);
Only :
GSEventRecordInfo is unknown (and I can't find where it might be defined)
I don't see the point of making a whole event to only pass the record
Please someone who's been through this on iOS 5 guide me.
GSEventRecordInfo may have been introduced since iOS 3.2 (that's where the Graphics Services headers you linked to are from). class-dump the framework that's actually on your device on iOS 5.1.1 and see if it's defined there?

Draw background image in gtk - none of my attempts work

I've been trying to set a background image on a gtk widget without success, even after trying 4 different approaches.
The following program contains 3 approaches (the 4th approach involves no code). I compiled it using MinGW (g++ 4.5.0) and gtkmm 2.4. The APPROACH macro can be set to 1, 2 or 3 in order to choose which approach to compile. I've also added references in the comments, so you can find out where I got the ideas from.
#include <iostream>
#include <gtkmm/main.h>
#include <gtkmm/alignment.h>
#include <gtkmm/box.h>
#include <gtkmm/entry.h>
#include <gtkmm/eventbox.h>
#include <gtkmm/frame.h>
#include <gtkmm/image.h>
#include <gtkmm/label.h>
#include <gtkmm/table.h>
#include <gtkmm/window.h>
// Set this to 1, 2 or 3 to try different ways of drawing the background
// Set to 0 to load no background at all
#define APPROACH (0)
// Making this alignment global in order to modify it from drawBackground
Gtk::Alignment* alignment;
bool drawBackground(GdkEventExpose* event) {
std::cout << "Draw background" << std::endl;
// Load background image
Glib::RefPtr<Gdk::Pixbuf> pixbuf = Gdk::Pixbuf::create_from_file("background.jpg");
Glib::RefPtr<Gdk::Pixmap> pixmap;
Glib::RefPtr<Gdk::Bitmap> mask;
pixbuf->render_pixmap_and_mask(pixmap, mask,0);
{
// Test that pixbuf was created correctly
Glib::RefPtr<Gdk::Pixbuf> back_to_pixbuf = Gdk::Pixbuf::create((Glib::RefPtr<Gdk::Drawable>)pixmap, 0, 0, pixbuf->get_width(), pixbuf->get_height());
back_to_pixbuf->save("back_to_pixbuf.png", "png");
}
#if APPROACH == 1
// Approach 1: draw_pixbuf
// Ref: http://islascruz.org/html/index.php/blog/show/Image-as-background-in-a-Gtk-Application..html
Glib::RefPtr<Gtk::Style> style = alignment->get_style();
alignment->get_window()->draw_pixbuf(style->get_bg_gc(Gtk::STATE_NORMAL), pixbuf, 0, 0, 0, 200, pixbuf->get_width(), pixbuf->get_height(), Gdk::RGB_DITHER_NONE, 0, 0);
#endif
#if APPROACH == 2
// Approach 2: set_back_pixmap
// Ref: http://www.gtkforums.com/viewtopic.php?t=446
// http://stackoverflow.com/questions/3150706/gtk-drawing-set-background-image
alignment->get_window()->set_back_pixmap(pixmap);
#endif
}
int main (int argc, char *argv[])
{
Gtk::Main kit(argc, argv);
Gtk::Window w;
Gtk::VBox mainBox;
// Top image
Gtk::Image topImage("header.jpg");
mainBox.pack_start(topImage,false,false,0);
// Middle alignment
alignment = Gtk::manage(new Gtk::Alignment);
mainBox.pack_start(*alignment,true,true,0);
// Create widget
Gtk::Alignment mywidget(0.5, 0.5, 0.1, 0.9);
Gtk::Table table;
Gtk::Label label1("Username"); table.attach(label1,0,1,0,1);
Gtk::Label label2("Password"); table.attach(label2,0,1,1,2);
Gtk::Entry entry1; table.attach(entry1,1,2,0,1);
Gtk::Entry entry2; table.attach(entry2,1,2,1,2);
Gtk::Button button("Login"); table.attach(button,1,2,2,3);
mywidget.add(table);
// Put widget in middle alignment
alignment->add(mywidget);
// Try to change the background
#if APPROACH == 1 || APPROACH == 2
alignment->signal_expose_event().connect(sigc::ptr_fun(&drawBackground), true);
#endif
#if APPROACH == 3
// Approach 3: modify the style using code
// Ref: http://www.gtkforums.com/viewtopic.php?t=446
// Load background image
Glib::RefPtr<Gdk::Pixbuf> pixbuf = Gdk::Pixbuf::create_from_file("background.jpg");
Glib::RefPtr<Gdk::Pixmap> pixmap;
Glib::RefPtr<Gdk::Bitmap> mask;
pixbuf->render_pixmap_and_mask(pixmap, mask,0);
Glib::RefPtr<Gtk::Style> style = alignment->get_style()->copy();
style->set_bg_pixmap(Gtk::STATE_NORMAL,pixmap);
style->set_bg_pixmap(Gtk::STATE_ACTIVE,pixmap);
style->set_bg_pixmap(Gtk::STATE_PRELIGHT,pixmap);
style->set_bg_pixmap(Gtk::STATE_SELECTED,pixmap);
style->set_bg_pixmap(Gtk::STATE_INSENSITIVE,pixmap);
alignment->set_style(style);
#endif
// Approach 4: modify share\themes\MS-Windows\gtk-2.0
// adding the following line
// bg_pixmap[NORMAL] = "D:\\path\\to\\file\\background.jpg"
// in the style "msw-default" section
// Ref: http://lists.ximian.com/pipermail/gtk-sharp-list/2005-August/006324.html
// Show the window
w.add(mainBox);
w.show_all();
kit.run(w);
return 0;
}
Links to images I used: header.jpg background.jpg
The layout mimics that of my actual program. The main window contains a Gtk::VBox with a header image on top and an Gtk::Alignment at the bottom. The contents of this alignment will change over time but I want it to have a background image always visible.
When loading no background at all, the header image loads correctly and the window looks like this:
Approach 1 is the one that is closer to work, though it hides the labels and the buttons:
Approaches 2 and 3 look the same as loading no background. Besides, approach 2 gives me the following error message:
(test-img-fondo.exe:1752): Gdk-CRITICAL **: gdk_window_set_back_pixmap: assertion `pixmap == NULL || !parent_relative' failed
Finally, in approach 4, I attempt to modify share\themes\MS-Windows\gtk-2.0 by adding the following line
bg_pixmap[NORMAL] = "D:\\path\\to\\file\\background.jpg"
in the style "msw-default" section. It doesn't work either.
So, has anyone succesfully drawn a background image on a Gtk widget? Is this possible at all? Any changes in my code that would make this work? Any workarounds?
All help is greatly appreciated.
I think I've solved it myself. Use approach 1 but change this line
alignment->signal_expose_event().connect(sigc::ptr_fun(&drawBackground), true);
for this:
alignment->signal_expose_event().connect(sigc::ptr_fun(&drawBackground), false);
This way, the call to drawBackground occurs before gtk calls its own handlers.
I should also point out that, in a real program, the images should be loaded once outside of drawBackground.

why does MPMovieLoadState have state 5?

I find MPMoviePlayerController.h,there is
enum {
MPMovieLoadStateUnknown = 0,
MPMovieLoadStatePlayable = 1 << 0,
MPMovieLoadStatePlaythroughOK = 1 << 1, // Playback will be automatically started in this state when shouldAutoplay is YES
MPMovieLoadStateStalled = 1 << 2, // Playback will be automatically paused in this state, if started
};
typedef NSInteger MPMovieLoadState;
but when i did
NSLog(#"%d",player.loadState)
it prints out 5 or sometimes 3,how did it happen?As i know the loadstate has value of 0,1,2,4 refer to developer documentation.
Thank you!
The playState is a bitmask. Any number of bits can be set, such as
MPMovieLoadStatePlaythroughOK | MPMovieLoadStatePlayable
Check for states like this:
MPMovieLoadState state = [playerController loadState];
if( state & MPMovieLoadStatePlaythroughOK ) {
NSLog(#"State is Playthrough OK");
}