Control Master Volume - iPhone, Cocoa Touch - iphone

I'm wanting to control the master volume of the iPhone with a UISlider. There is a way of doing it without code and I've forgot how to. So code or within the xib, how do I do this?
Thanks

You can try the following method:
Place it in your XIB.
Open the XIB where you want to place to slider into
Add a UIView to your view
Change the class identity from UIView to MPVolumeView
Change backgroundColor to clear

Assuming you already have an instance of the MPVolumeView class, you need to search its subviews to find the MPVolumeSlider view:
UISlider *volumeViewSlider;
// Find the MPVolumeSlider
for (UIView *view in [volumeView subviews])
{
if ([[[view class] description] isEqualToString:#"MPVolumeSlider"])
{
volumeViewSlider = view;
}
}
[volumeViewSlider setValue: 1.0f animated:YES];
[volumeViewSlider _commitVolumeChange];
Hope this helps you out.

Related

Add a subview to MasterView of UISplitViewController

I need to add a subview to left part of UIViewController, which shows the user that there is something near the left part of screen, when masterview is hidden(in portrait orientation). And this view must move with left part of UISplitView. Something like the view with arrow in these two images. (Sorry for the russian interface)
http://s2.uploads.ru/8EHJI.png
http://s2.uploads.ru/NhEam.png
But my problem is that when I try to add such a view, it clips to bounds of masterview and is not visible when masterview is hidden. I think, I'm doing it wrong and there is an easy way to do this.
Update: I've tried to make some hack like:
-(void) clipToBoundsRecursive:(UIView *)someView
{
NSLog(#"%#", someView);
someView.clipsToBounds = NO;
for (UIView *v in someView.subviews)
{
[self clipToBoundsRecursive:v];
}
}
and send it to view of splitviewcontroller.
UISplitViewController *splitViewController = (UISplitViewController *)self.window.rootViewController;
[self clipToBoundsRecursive:splitViewController.view];
It takes effect at first time (subviews outside the masterview's bounds shows, but after first show/hide animation they disappears and don't appear even if I call this method again)
You can add the view directly to the window's view, though you will have to manually manage its position depending on when the device rotates. Views added to the window.view will appear above the rootViewController.view.
I have described here a simple Logic for you: (how to add a UIView in Window and call it from your master or detail view )
Create UIView in #import "AppDelegate.h" ,
- (void) CreateViewInWindow
{
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 780)];// set as u wish
myView.backgroundColor = [UIColor redColor];
// I have added myView to the Window with a specific animation , your can give animation as you like. :)
[UIView transitionWithView:self.window duration:0.5
options:UIViewAnimationOptionTransitionCrossDissolve // change to whatever animation you like
animations:^ { [self.window addSubview:myView]; }
completion:nil];
}
Here create a simple UIButton in the DetailViewController.m file (You can put the code in either of the files, DetailViewController.m OR MasterViewController.m)
UIButton *btnShowView = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[btnShowView addTarget:self action:#selector(btnShowViewTapped:) forControlEvents:UIControlEventTouchUpInside];
btnShowView.frame = CGRectMake(20, 30, 174, 35);
//[btnLoginInner setBackgroundImage:[UIImage imageNamed:#"LoginBut.png"] forState:UIControlStateNormal];
[self.view addSubview:btnShowView];
In button tapped method, write code for calling UIView from AppDelegate, and also don't forget to add #import "AppDelegate.h" in DetailViewController.m,
-(void)btnShowViewTapped:(UIButton *) Sender
{
AppDelegate *del = (AppDelegate *)[[UIApplication sharedApplication] delegate];
[del performSelector:#selector(CreateViewInWindow) withObject:nil afterDelay:0];
}
Above code is a simple logic for your problem, It might be helpful for you.
Sounds to me like your app could benefit from PKRevealController.
Try with deselecting auto layout option in identity and type pan if you are using nib otherwise set autoresizing mask to view that currently clipping. I believe it will solve the issue

Add target for UIView Programmatically

In my view I want to add a target which should be fired when I click the view. I can do the same through IB or I have done it for buttons even in code. However I have no idea how to do it for UIView programatically.
Anyone has done that before.
Help me.
For clicking a UIView you have to use UIGestureRecognizer or UITouch. This would only help in prompting an action. The UIButton has a selector method whereas the UIView does not have any such method. Also , this is same for UIImageViews etc also.
You can acheive this using UIGestureRecognizer.
Step 1:
Add your UIView as a property in your viewcontroller
#property (strong, nonatomic) IBOutlet UIView *yourView;
Step 2:
Set UIGestureRecognizer for your UIView.
- (void)viewDidLoad {
[super viewDidLoad];
UIGestureRecognizer *gesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
[self.yourView addGestureRecognizer:gesture];
}
Step 3:
Handle the click on UIView.
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer {
//to get the clicked location inside the view do this.
CGPoint point = [gestureRecognizer locationInView:self.yourView];
}
Remember that A UIGestureRecognizer is to be be used with a single view.

Can i reuse UIView?

I have UIView in my storyboard with outlet mynewView and i want it display with totally different content. And do it many times.
My UIView contains many objects, i load it from internet. But every time i do
NSArray *viewsToRemove = [view1 mynewView];
for (UIView *v in viewsToRemove) {
[v removeFromSuperview];
}
//Let's try to remove all possible views..
viewsToRemove = [self.view subviews];
for (UIView *v in viewsToRemove) {
[v removeFromSuperview];
}
//here i create mynewView
mynewView = [self createnewRandomView];
//And finally add the View we have created.
[self.view addSubview:mynewView];
i monitor the memory consumption and i see it grows every time i add new UIView. Even when i remove all superviews. I guess they remain in memory.
Before i change the view i remove from superview all possible views, but they still stay in memory.
Xcode is set to use ARC so i can't release it.
Is there any good way to reuse a UIView?
Thanks
[self.view addSubview:mynewView];
Your newView was added as subview of self.view.
Your above code does not use for remove yourVewView in self.view.
Please try this code before adding new view:
for (UIView *view in self.view) {
if([view isKindOfClass:[YourNewViewClassName class]])
{
[view removeFromSuperView];
break;
}
}
As you remove the subviews, set them to nil as you go, like so:
for (UIView *v in viewsToRemove) {
[v removeFromSuperview];
v = nil;
}
For more information, see for example Arc: Setting references to nil, for multiple buttons

Orientation in a UIView added to a UIWindow

I have a UIView which is supposed to cover the whole device (UIWindow) to support an image zoom in/out effect I'm doing using core animation where a user taps a button on a UITableViewCell and I zoom the associated image.
The zooming is performing flawlessly, what I haven't been able to figure out is why the subview is still in portrait mode even though the device is in landscape. An illustration below:
I do have a navigation controller but this view has been added to the UIWindow directly.
You can read about some of the possible causes here:
Technical Q&A QA1688 - Why won't my UIViewController rotate with the device?
In your situation its probably the fact that you are adding the view as another subview to the window. Only the first subview gets the rotation events. What you can do is add it as a subview of the first window subview.
UIWindow* window = [UIApplication sharedApplication].keyWindow;
if (!window)
window = [[UIApplication sharedApplication].windows objectAtIndex:0];
[[[window subviews] objectAtIndex:0] addSubview:myView];
The problem
Beginning with iOS 6, only the topmost view controller (alongside the
UIApplication object) participates in deciding whether to rotate in
response to a change of the device's orientation.
https://developer.apple.com/library/content/qa/qa1688/_index.html
The solution
I have open sourced a pod named AGWindowView.
It will automatically deal with any rotation and framechanges so you won't have to worry about that.
The code
It supports any combination of SDK's and iOS system versions. The relevant code can be found here:
https://github.com/hfossli/AGWindowView/blob/master/Source/AGWindowView.m
I created a category on UIApplication that has a helper property and method for getting the first subview of the keyWindow. This is the view you want to overlay anyway. Now when you add a view that is managed by a UIViewController to that view, the shouldRotateToInterfaceOrientation: method is called.
UIApplication+WindowOverlay.h
#import <UIKit/UIKit.h>
#interface UIApplication(WindowOverlay)
#property (nonatomic, readonly) UIView *baseWindowView;
-(void)addWindowOverlay:(UIView *)view;
#end
UIApplication+WindowOverlay.m
#import "UIApplication+WindowOverlay.h"
#implementation UIApplication(WindowOverlay)
-(UIView *)baseWindowView{
if (self.keyWindow.subviews.count > 0){
return [self.keyWindow.subviews objectAtIndex:0];
}
return nil;
}
-(void)addWindowOverlay:(UIView *)view{
[self.baseWindowView addSubview:view];
}
#end
and here is how you would use it.
//at the top of the file...or in {yourproject}.pch
#import "UIApplication+WindowOverlay.h
//in a method:
UIView *view = [UIView new];
UIView *window = [UIApplication sharedApplication].baseWindowView;
view.frame = window.bounds;
[window addSubview:view];
//or
[[UIApplication sharedApplication] addWindowOverlay:view];
This is because as you mention your view has been added directly to the UIWindow, therefore when the method to rotate is called for the navigation controller nothing happens to the uiview. The UIView would rotate if it was a subview of the view controller view. If for some reason this cannot be done. Then you could override this method:
// This method is called every time the device changes orientation
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
}
And every time your orientation changes also change your view orientation.
I had a similar problem with views being added directly to a window. Maybe this will help: Automatically Sizing UIView after Adding to Window
Another solution how I solved this problem.
Define the current Orientation:
#interface AJImageCollectionViewController (){
UIInterfaceOrientation _currentOrientation;
}
#end
Then check the orientation in the viewWillLayoutSubviews:
- (void)viewWillLayoutSubviews {
[self checkIfOrientationChanged];
}
- (void)checkIfOrientationChanged {
UIInterfaceOrientation newOrientation = [[UIApplication sharedApplication] statusBarOrientation];
BOOL newOrientationIsPortrait = UIInterfaceOrientationIsPortrait(newOrientation);
BOOL oldOrientationIsPortrait = UIInterfaceOrientationIsPortrait(_currentOrientation);
// Check if the orientation is the same as the current
if(newOrientationIsPortrait != oldOrientationIsPortrait){
_currentOrientation = newOrientation;
// Do some stuff with the new orientation
}
}

iPhone - UIViewController not rotating when device orientation changes

I have got my own custom UIViewController, which contains a UIScrollView with an UIImageView as it's subview. I would like to make the image to auto rotate when device orientation changes, but it doesn't seem to be working...
In the header file, I've got;
#interface MyViewController : UIViewController <UIScrollViewDelegate> {
IBOutlet UIScrollView *containerView;
UIImageView *imageView;
}
These components are initialised in the loadView function as below;
containerView = [[UIScrollView alloc] initWithFrame:frame];
NSData *data = [NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://..."]];
UIImage *image = [[UIImage alloc] initWithData:data];
imageView = [[UIImageView alloc] initWithImage:image];
[image release];
[containerView addSubview:imageView];
And I have added the following method, assuming that's all I need to make the view auto-rotate...
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return YES;
}
MyViewController loads fine with the image I've specified to grab from the URL, and the shouldAutorotate... function is being called, with the correct UIInterfaceOrientation, when I flip the device too.
However, didRotateFromInterfaceOrientation method do not get called, and the image doesn't seem to rotate itself...
Could someone please point out what I need to add, or what I have done wrong here?
Thanks in advance!
This may not be the right answer for you, because you don't specify the context that the UIViewController's in, but I just found an important gotcha in the Apple documentation that explains the similar problem I'm having.
Tab bar controllers support a portrait
orientation by default and do not
rotate to a landscape orientation
unless all of the root view
controllers support such an
orientation. When a device orientation
change occurs, the tab bar controller
queries its array of view controllers.
If any one of them does not support
the orientation, the tab bar
controller does not change its
orientation.
I've noticed that there are issues when rotating a UIView that's not the first or only view as a direct child of the main window.
So if your UIView is part of a Navigation Controller or a Tab View Controller, you'll also need to override shouldAutoRotateToInterfaceOrientation on the Navigation Controller or Tab View Controller.
Also: using [UIApplication setStatusBarOrientation] helps to work around things if/when you need to do it manually.
To make this kind of thing work in my application, I had to override
- (void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
[self layoutSubviews];
}
and also layoutSubviews
- (void)layoutSubviews
{
NSLog(#"layoutSubviews called");
...recalc rects etc based on the new self.view.bounds...
}
I'm not sure that this is absolutely required, but it worked for me.
Sometimes, if you add a subview to a view, it's your responsibility to make sure that the methods are passed to the subview; a couple of days ago I wrote a short post about this. For example, if you have a UIViewController and add a UINavigationController as subview, you must add this code to the UIViewController if you want viewWillAppear:animated: to be called when UINavigationController.view appears:
-(void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[projectNavigationController viewWillAppear:animated];
}
It might be the case that the willRotateToInterfaceOrientation and didRotateFromInterfaceOrientation method also need to be called by the superview; I am not really sure about this, but give it a try.
This is discussed in Apple Technical Q&A QA1688.
Sometimes if you stack multiple views on top of each other for some reason, the anotherController might not receive rotation event.
[myWindow addSubview:primaryViewController.view];
[myWindow addSubview:anotherController.view];
A lazy way (not a good design) to fix this is only add one subview on window, but initialize multiple controller on the app delegate. Then when you need to switch window, remove the current view and add the view you want
[self.view removeFromSuperview];
AppDelegate *dg = (AppDelegate *)[[UIApplication sharedApplication] delegate];
[[dg window] addSubview:[[dg viewController] view]];
I just came across this having a similar problem. I have a series of view controllers/complex views, that all rotate perfectly and couldn't figure out why the new one I just added on wasn't rotating. After a LOT of trial and error, the reason was that I wasn't calling the init method (it's the standard init method) when allocating the view controller;
e.g. I was doing
m_timerViewController = [TimerViewController alloc];
instead of
m_timerViewController = [[TimerViewController alloc] init];
To expand on jonoogle's post. I had a similar error. My view has a nib and my custom init:
- (id)initWithCategory:(Category *)category inManagedObjectContext:context{
didn't include the call to init the nib.
self = [super initWithNibName:nil bundle:nil];
Adding that line made my view rotate like it is supposed to.
I copied this from this link
And it works for me.... Reason why i have added this here is to make it easy for others to find. It took me many hours to find this fix:
Make a new set of class files of the UIViewController type, go into the .h file of this class and change this line
#implementation MyTabBarController: UIViewController {}
#end
to something like this
#implementation MyTabBarController: UITabBarController{
}
Now go into the nib file and click on the UITabBarController object and go to it's identity tab, and make it Class MyTabBarController.
now in MyTabBarController.m make sure this is in it.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)io {
return YES;
}
You can probably get rid of everything else in there if you want.
just do this if you what to rotate from landscape to portrait!
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}