Orientation of Custom Tab-bar - iphone

I have added the 5 UINavigationController in my main Window. Like this
[self.window addSubview:navgContForBuzzyRequest.view];
[self.window addSubview:navgContForMyBuzzies.view];
[self.window addSubview:navgContForNewBuzzies.view];
[self.window addSubview:navgContForSetting.view];
[self.window addSubview:navigationController.view];
when i comment above 4 addSubView my Application perform normal Orientation but as soon as i uncomment a single UINavigationController above [self.window addSubview:navigationController.view]; my Orientation for the last addSubview is block.
As far as i have notice the View which i have addSubview first only give response to Orientation delegate
can anyone guide me what i am making wrong

ok i got you problem this happens becuase you are adding navigationController as a subView in window so that first view is set to default rootViewController so that orientation delegate methods of first is calls only.
try this
self.window.rootViewController=navgContForBuzzyRequest;
self.window.rootViewController=navgContForMyBuzzies;
self.window.rootViewController=navgContForNewBuzzies;
self.window.rootViewController=navgContForSetting;
self.window.rootViewController=navigationController;

Related

iOS4 to iOS5, first view of tabBar app is not responding to touches

I have a tabBar App, with 5 tabs. The application was built in previous version of Xcode for iOS4.3. When I run this app from Xcode 4.3 (after changing the base SDK to 'Latest iOS'), in iPhone4.3 simulator the App runs fine. But when I run this App, in iPhone 5.0 simulator
App loads fine i.e. my first screen from the first View controller is loaded correctly. But no touches are recognised by the screen (on tableView, navigationBar and toolBar)
If I select another 'tab', the touch is recognised and touches in the other views loaded from other tabs work fine. Now if I go back to the first view, it works fine.
The tabBarControllers, navigationControllers and the viewControllers I created in Interface Builder and have following code in
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
[self.window addSubview:self.tabBarController.view];
[self.window addSubview:[self.navigationController view]];
[self.window addSubview:self.toolBar];
[self.window makeKeyAndVisible];
return YES;
}
I am missing something that iOS5 needs, but I just can't figure it out. If anyone else had similar problem, it would be great if you could share it and if you have a solution... that would be fantastic!
Just found my mistake...
I have bit more code in application:DidFinishLaunchingWithOptions where I am initialising other properties of the App and further down in the code, I have repeated the code
[self.window addSubview:self.tabBarController.view];
This must be creating another layer on top of my view and causing the view to not respond.
(knew I would find the answer on stack overflow :).... so as soon I post the problem here, I see my mistake)

iPhone View Cutting Off

The view is created in interface builder, and is strangely cutting off at the bottom, and help or suggestions, is appreciated.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
[self.window addSubview:viewController.view];
[self.window makeKeyAndVisible];
return YES;
}
Edit: I don't actually have a nib for the view controller, but instead a main window nib and a nib for two different views which are different themes.
Also if I use:
self.window.rootViewController = self.viewController;
it does not happen, but sadly this will crash in iOS 3.2 or below.
I experience the same problem, what I do is translating view 20 pixels down in ViewDidLoad then everything works fine. The problem surely is related to the statur bar but I do not know a solution other than this workaround.
To translate the view use this:
self.view.transform = CGAffineTransformMakeTranslation( 0, 20 );
In interface builder you need to check the dimensions of the view. You will see that it is too short (your height is probably set to 440, but it should be 460, or 480 if you don't have the status bar). This is probably why it appears to be cutting off.
Try enabling a simulated status bar in IB.

Problem with getting a modalViewController to appear

I've been fighting with this for hours. I've searched around everywhere and just can't seem to find the solution to my problem. I'm pretty sure I'm just lacking some key concepts here.
My AppDelegate (didFinishLaunching) basically sets up my window and invokes RootViewController:
// create our window
UIWindow *window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[window setBackgroundColor:[UIColor blackColor]];
// create our rootviewcontroller
RootViewController *controller = [[RootViewController alloc] init];
// add our rootviewcontroller's view to our window
[window addSubview:controller.view];
// controller is now owned by window's view
[controller release];
// show us to the world
[window makeKeyAndVisible];
When I add controller.view as window's subview, my understanding is that RootVC's loadView will automatically get called.
In RootVC loadView, I create a tabBarController, each tab having a navigationController and it's own viewController. All that is working fine.
In RootVC viewDidLoad, I'm checking to see if this is the first time a user is running this app, and if so, I want to throw up a modal welcome screen. This is the part I'm having trouble with.
I'd like to keep as much code out of the RootVC's viewDidLoad method, and ideally would be able to accomplish what I want with this:
WelcomeViewController *welcome = [[WelcomeViewController alloc] init];
[self presentModalViewController:welcome animated:true];
[welcome release];
Obviously this isn't working. WelcomeVC's loadView hasn't been run yet because I haven't explicitly set it's view property. I've played around with a bunch of different solutions (welcome.view - [[UIView....], using WelcomeVC's init method to set self.view) but I just can't seem to get that modal to pop up.
How should I accomplish what I'm looking for? What are the best practices, and what's the best solution to keep my code tight and tidy?
I'm stuck, so hopefully your solution will allow me to continue developing my app!
Although the problem is not so simple, the solution is. You have to wait until the main view appears. So check the condition and present your modal view in viewDidAppear method, not in viewDidLoad method.

Two UITabBarControllers and Autorotation

I have two UITabBarControllers in my mainwnidow.nib wired to my appdelegate.
In my app delegate, I can load either one:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
//either
[window addSubview:tabBarController.view];
//or
[window addSubview:tabBar2Controller.view];
[window makeKeyAndVisible];
}
and autorotation works.
If I add both (with the expectation to swap between them later):
[window addSubview:tabBarController.view];
[window addSubview:tabBar2Controller.view];
then autorotation stops working...everything is always portrait.
Thanks in advance for any tips...
Hmmm, I don't like this design. Typically windows should only have one subview.
Add another view controller that holds the instances of your tabBarControllers, and do the switching from there. That will fix your problem.
After thinking it through more, I realized I could just switch out the tabBarController.viewcontrollers array.
In IB I added both sets of tabs to a single tabbar, and then the appdelegate seperates them into two arrays and swaps between them as needed.
It works fine, but the jury is still out on whether the UI is effective

Only first UIView added view addSubview shows correct orientation

I've got three ViewControllers set up to handle three views. The problem that I'm having is that in the simulator the orientation is LandscapeRight (which is what I want), and the first view shows up correctly in that landscape view, but when I move onto the second and third views, they show up rotated 90 degrees counter-clockwise with the upper-left corner of the view in the lower left corner of the phone's screen. I've been trying to debug this for a few days and the closest that I've gotten to a clue is tracing it the following way:
The following is in my app delegate's applicationDidFinishLaunching:
NSLog(#"1");
[window addSubview:welcomeController.view];
NSLog(#"2");
[window addSubview:goalController.view];
NSLog(#"3");
[window addSubview:planningController.view];
NSLog(#"4");
[window bringSubviewToFront:welcomeController.view];
NSLog(#"5");
Each of my ViewControllers implement something similar to the following (the only change being the controller's name switched out in the string passed to NSLog):
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
NSLog(#"called for WelcomeController");
return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
}
With that, I get the following output on the Console:
a
called for WelcomeController
called for WelcomeController
called for WelcomeController
called for WelcomeController
2
called for GoalController
3
called for PlanningController
4
5
I find it interesting that shouldAutorotateToInterfaceOrientation is called 4 times for the first view that's added, while the other two only get called once. I expect that this is probably because it's got to do some setup at first (and I believe that the simulator starts off in portrait mode, so it's might be calling it while doing the rotation), but I find the correlation a bit suspicious.
I've switched the order around so that the addSubview is called for the goalController first and the welcomeController second. In this case, it's the goalController which displays in the correct landscape orientation (it's normally the welcome controller). This would seem to eliminate my XIB files and the ViewControllers themselves. I'm not sure why the first view where addSubview is called is special. I also tried using insertSubview at index 0 with the same results.
Ran into the same problem, and apparently adding subviews to a UIWindow doesn't work the way I expected it to. I managed to solve the problem after adding a "dummy" UIViewController that is the ONLY subview in the UIWindow. After adding that one, it works perfectly to add multiple subviews to the dummy-controller, all with the correct orientation.
So the only code in the "dummy" controller class is the "shouldAutorotateToInterfaceOrientation" function. This should also match the same function in all the other subviews.
Hope it helps.
I had a similar issue. Not sure why either. But the workaround was to call this on every view after the first one:
[planningController.view setFrame:CGRectMake(0, 0, 480, 300)];
and before -addView. I'm curious if this helps you out. If I am not the only one with this problem and this workaround, then maybe there's a reason.
This is far far far from ideal. But you can hack the second views transform so it is rotated correctly. This works for me because my app is only ever in landscape mode. It may not be ideal if you want to change orientation.
[window addSubview:firstController.view];
[window addSubview:secondController.view];
CGAffineTransform rotate = CGAffineTransformMakeRotation(M_PI/2.0);
[backgroundViewController.view setTransform:rotate];
CGRect contentRect = CGRectMake(0, 0, 1024, 768);
backgroundViewController.view.bounds = contentRect;
[backgroundViewController.view setCenter:CGPointMake(768/2, 1024/2)];
I think I have a solution for this that appears to work. Add a view, and then immediate remove it, repeat for each view, then add all three. Like this:
[window addSubview:welcomeController.view];
[welcomeController.view removeFromSuperview];
[window addSubview:goalController.view];
[goalController.view removeFromSuperview];
[window addSubview:planningController.view];
[planningController.view removeFromSuperview];
[window addSubview:welcomeController.view];
[window addSubview:goalController.view];
[window addSubview:planningController.view];
It seems to work, at least in the simulator.