presentModalViewController without animation in storyboard style - iphone

I have a existing iPhone application created using traditional nib interface files. Now I am going to convert the application into iOS5 story board style interfaces. I have changed almost all interface files and working fine.
But I am comeup with small issue. My Exsiting application have a code for presentModalViewController:animated: without animation. That's by setting NO to animated property. I have a problem with doing the same with segues. I can't find any attribute to disable animations in segues.

I resolve above issue using custom segue. I created custom segue by extending UIStoryboardSegue class and added code to presentModalViewController without animating. Here's the solution to above question.
#import "ModalViewWithoutAnimation.h"
#implementation ModalViewWithoutAnimation
- (void)perform {
[self.sourceViewController presentModalViewController:self.destinationViewController animated:NO];
}
#end
Thanks

Related

IBOutletCollection of UIViewControllers

I want to do something like UITabBarController. UITabBarController has property viewControllers into which I can add instances of UIViewController * in IB. I'm trying to do the same think with my own VC:
#property (nonatomic, copy) IBOutletCollection(UIViewController) NSArray *viewControllers;
but this doesn't work. Is it even possible for us?
EDIT 1.
Ramshad posted the proper sample, but using XIB. I would like to achieve it using storyboards.
EDIT 2. - at the end of bounty worth...
I question vaderkvarn's post because in case of UITabBarController it works. Also as Ramshad posted, it is possible in NIBs. So far, dasblinkenlight's post is the most correct, but not answers the question. I'm holding this question opened because we shall find out if it's restricted for us or what is the way.
PS: Why these downvotes?
Although it does not look like you can connect UIViewControllers to IBOutletCollections (or there are too many restrictions placed on using them), there is a simple solution that works when you use storyboards. This code goes into your viewDidLoad method:
_viewControllers = [NSArray arrayWithObjects:
, [self.storyboard instantiateViewControllerWithIdentifier:#"Controller1"]
, [self.storyboard instantiateViewControllerWithIdentifier:#"Controller2"]
, [self.storyboard instantiateViewControllerWithIdentifier:#"Controller3"]
, nil];
The reason why the outlet collection solution does not work is that a View Controller is not an outlet. From the documentation:
An outlet is a property that is annotated with the symbol IBOutlet and
whose value you can set graphically in a nib file or a storyboard.
A view controller is not a graphical object.
If you want to use an IBOutletCollection, you should only use one view controller, and put the views in the collection.
But if you want one controller for every view, you need to go for a more programmatic approach. An array with view controllers might be a good start, but I couldn't say as I don't know what you want to do with them.
Edit:
To be more clear as you don't seem to catch my point:
No, it does not has to be a way. A Storyboard is not an API, it is a graphical tool for drawing scenes and segues. It is specially designed for things like Tab Bar based apps.
If you right click on your Storyboard file and choose open as -> Source Code, you will see that a Tab Bar Controller have special elements that other View Controllers do not have. To mess around with the XML in a Storyboard file is beyond me.
If you want to go with Nib files, use Ramshads answer.
If you want to get as close as possible with storyboards, go with dasblinkenlights answer.
But the answer to your question (as far as I know) is NO, there is no way to accomplish this with storyboards. If it were, it would have been documented, which it is not.
I have done your requirement using UISegmentedControl + IBOutletCollection + presentViewController.
You can use any control instead of UISegmentedControl as your wish.
I have Added 3 different UIViewControllers to Xib and labelled as ViewController1,2,3.
I also added 2 extra methods. One for presenting the corresponding view and another one for dismissing the earlier populated view.
I have attached the Xib settings screen-shot below.
You can use only one UIViewController instead of 3 and reuse it with some logic :)
The methods are below:
#property (strong, nonatomic) IBOutletCollection(UIViewController) NSArray *ViewCollection;
//dismissing the earlier populated view
- (IBAction)dismiss:(id)sender {
[self dismissViewControllerAnimated:YES completion:nil];
}
//presenting the corresponding view.
- (IBAction)resetAction:(id)sender {
UISegmentedControl *mySegment = (UISegmentedControl *)sender;
int index = 0;
for (UIViewController *viewItem in _ViewCollection) {
if (index == mySegment.selectedSegmentIndex) {
[self presentViewController:viewItem animated:YES completion:nil];
}
index++;
}
}
You can download the my sample application from here
Xib Settings Screen-shot

I can't get my head round - (void)playInputClick;

I have an inputAccessoryView for a UITextField set up, which is loaded from a XIB when needed (in the exact same way as Apple's KeyboardAccessory example).
I'm trying to get the buttons on it to click when pressed using the playInputClick function but I can't work out how. The Apple documentation says that I need to add add a delegate method to the view, but the view was created purely in interface builder so I don't see how I can do this.
Does anyone know how to make this work? There seems to be no example code of this method being used anywhere on the internet.
I've been having the same problem and finally figured it out.
If you implement the protocol in a UIViewController it does not work. It needs to be implemented in a UIView subclass.
So to get it working, I created a view in interface builder with a view controller. Then I added another class which is a subclass of UIView. This class implements the UIInputViewAudioFeedback protocol. Then in interface builder I went to the Identity inspector of my view and changed the class to my UIView subclass which implements the UIInputViewAudioFeedback protocol. And the keyboard click sound is now working.
My view controller is still calling the [[UIDevice currentDevice] playInputClick], all I did was move the code for the UIInputViewAudioFeedback protocol into a UIView Subclass and set my views class to my UIView sublass.
Assuming you are trying to do this in an inputAccessoryView:
In the .h file, indicate that you implement the UIInputViewAudioFeedback
#interface YourAcessoryView : UIView <UIInputViewAudioFeedback>
In the .m file, add this method to satisfy the protocol
- (BOOL)enableInputClicksWhenVisible {
return YES;
}
When a button is pressed, do something like:
- (void)buttonPressed:(UIButton*)sender
{
[[UIDevice currentDevice] playInputClick];
// do more stuff
}
You need to implement a view controller class, and in the interface builder assign the files'owner as this class. Connect the view controller's view to your view.
Once you have done that you can implement the delegate in the view controller.
Its pretty simple and straight forward. Basically your view will be a member of a view controller class.

Controls on UIView does not work after adding uiview to uiwindow

I am trying to work on a universal app for iOS platform, I created a window based application with core data support.
In my AppDelegate_iPhone I added this line in applicationDidFinishLaunching
[window addSubview:myiPhoneMainView.view]; of course I have created & synthesized the myiPhoneMainView variable.
In my MainWindow_iPhone.xib I added a view controller set its class to MyiPhoneMainView and controlled dragged from app delegate to MyiPhoneMainView.
Then I went on & added controls on my MyiPhoneMainView. Everything works fine MyiPhoneMainView gets loaded but the problem is none of the controls are responding to the user events.
I have checked user interaction is enabled on all of them. Niether uibotton nor uitextfield nothing seems to respond to anything.
Can somebody please point out what am I missing.
Thank you .
It sounds like your connections from your view's controls are not linked to the IBActions in your view controller.
Are you loading the controller via initWithNibNamed: or are you just using init? If using initWithNib, then have you linked up the controls in the view with the IBOutlets?
If yes to those, then make sure you are not creating a new view (in the init method or the viewDidLoad of the controller) that replaces the one created in the xib.

Creating a new ViewController and xib for programmatic display (with addSubview)

I am writing a library to be used by developers for the iPhone (similar to the way that OpenFeint is implemented) and I am trying to create a ViewController with an associated XIB so that I can instantiate it in my code with
SplashScreenViewController *splashScreenViewController = [[SplashScreenViewController alloc] init];
UIWindow *topApplicationWindow = [self getTopWindow];
[topApplicationWindow addSubview:splashScreenViewController.view];
However, while this works with simple controls (UIButtons, etc), nothing shows up with my SplashScreenViewController. SplashScreenViewController is very simple:
#import <UIKit/UIKit.h>
#import <Foundation/Foundation.h>
#interface SplashScreenView : UIViewController {
}
#end
and the implementation is empty. In my View XIB (SplashScreenView.xib), I have tried setting the File's Owner's class to SplashScreenViewController which didn't work, then I tried it the way I've seen it done in OpenFeint which is to add a View Controller in IB and make the main UIView a child of it and make it of class SplashScreenViewController instead. That also does not work (does not display).
I'm wondering if anyone has a good idea for what I might be missing, or if someone can recommend a walkthrough for creating new ViewControllers the way that I'm attempting to.
Thanks!
Try 2 things :
Call initWithNibName not just init. Maybe the OpenFeint you were talking about were overriding the init to call initWithNibName , that's why you don't see it.
Set SplashScreenViewController as your file owner, and connect his view outlet to your
view in IB.
Hope it helps.
Instead of [splashScreenViewController alloc], try [SplashScreenViewController alloc]. I'm surprised you didn't get a compiler warning.

iPhone viewWillAppear not firing

I've read numerous posts about people having problems with viewWillAppear when you do not create your view hierarchy just right. My problem is I can't figure out what that means.
If I create a RootViewController and call addSubView on that controller, I would expect the added view(s) to be wired up for viewWillAppear events.
Does anyone have an example of a complex programmatic view hierarchy that successfully receives viewWillAppear events at every level?
Apple's Docs state:
Warning: If the view belonging to a view controller is added to a view hierarchy directly, the view controller will not receive this message. If you insert or add a view to the view hierarchy, and it has a view controller, you should send the associated view controller this message directly. Failing to send the view controller this message will prevent any associated animation from being displayed.
The problem is that they don't describe how to do this. What does "directly" mean? How do you "indirectly" add a view?
I am fairly new to Cocoa and iPhone so it would be nice if there were useful examples from Apple besides the basic Hello World crap.
If you use a navigation controller and set its delegate, then the view{Will,Did}{Appear,Disappear} methods are not invoked.
You need to use the navigation controller delegate methods instead:
navigationController:willShowViewController:animated:
navigationController:didShowViewController:animated:
I've run into this same problem. Just send a viewWillAppear message to your view controller before you add it as a subview. (There is one BOOL parameter which tells the view controller if it's being animated to appear or not.)
[myViewController viewWillAppear:NO];
Look at RootViewController.m in the Metronome example.
(I actually found Apple's example projects great. There's a LOT more than HelloWorld ;)
I finally found a solution for this THAT WORKS!
UINavigationControllerDelegate
I think the gist of it is to set your nav control's delegate to the viewcontroller it is in, and implement UINavigationControllerDelegate and it's two methods. Brilliant! I'm so excited i finally found a solution!
Thanks iOS 13.
ViewWillDisappear, ViewDidDisappear, ViewWillAppear and
ViewDidAppear won't get called on a presenting view controller on
iOS 13 which uses a new modal presentation that doesn't cover the
whole screen.
Credits are going to Arek Holko. He really saved my day.
I just had the same issue. In my application I have 2 navigation controllers and pushing the same view controller in each of them worked in one case and not in the other. I mean that when pushing the exact same view controller in the first UINavigationController, viewWillAppear was called but not when pushed in the second navigation controller.
Then I came across this post UINavigationController should call viewWillAppear/viewWillDisappear methods
And realized that my second navigation controller did redefine viewWillAppear. Screening the code showed that I was not calling
[super viewWillAppear:animated];
I added it and it worked !
The documentation says:
If you override this method, you must call super at some point in your implementation.
I've been using a navigation controller. When I want to either descend to another level of data or show my custom view I use the following:
[self.navigationController pushViewController:<view> animated:<BOOL>];
When I do this, I do get the viewWillAppear function to fire. I suppose this qualifies as "indirect" because I'm not calling the actual addSubView method myself. I don't know if this is 100% applicable to your application since I can't tell if you're using a navigation controller, but maybe it will provide a clue.
Firstly, the tab bar should be at the root level, ie, added to the window, as stated in the Apple documentation. This is key for correct behavior.
Secondly, you can use UITabBarDelegate / UINavigationBarDelegate to forward the notifications on manually, but I found that to get the whole hierarchy of view calls to work correctly, all I had to do was manually call
[tabBarController viewWillAppear:NO];
[tabBarController viewDidAppear:NO];
and
[navBarController viewWillAppear:NO];
[navBarController viewDidAppear:NO];
.. just ONCE before setting up the view controllers on the respective controller (right after allocation). From then on, it correctly called these methods on its child view controllers.
My hierarchy is like this:
window
UITabBarController (subclass of)
UIViewController (subclass of) // <-- manually calls [navController viewWill/DidAppear
UINavigationController (subclass of)
UIViewController (subclass of) // <-- still receives viewWill/Did..etc all the way down from a tab switch at the top of the chain without needing to use ANY delegate methods
Just calling the mentioned methods on the tab/nav controller the first time ensured that ALL the events were forwarded correctly. It stopped me needing to call them manually from the UINavigationBarDelegate / UITabBarControllerDelegate methods.
Sidenote:
Curiously, when it didn't work, the private method
- (void)transitionFromViewController:(UIViewController*)aFromViewController toViewController:(UIViewController*)aToViewController
.. which you can see from the callstack on a working implementation, usually calls the viewWill/Did.. methods but didn't until I performed the above (even though it was called).
I think it is VERY important that the UITabBarController is at window level though and the documents seem to back this up.
Hope that was clear(ish), happy to answer further questions.
As no answer is accepted and people (like I did) land here I give my variation. Though I am not sure that was the original problem. When the navigation controller is added as a subview to a another view you must call the viewWillAppear/Dissappear etc. methods yourself like this:
- (void) viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[subNavCntlr viewWillAppear:animated];
}
- (void) viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
[subNavCntlr viewWillDisappear:animated];
}
Just to make the example complete. This code appears in my ViewController where I created and added the the navigation controller into a view that I placed on the view.
- (void)viewDidLoad {
// This is the root View Controller
rootTable *rootTableController = [[rootTable alloc]
initWithStyle:UITableViewStyleGrouped];
subNavCntlr = [[UINavigationController alloc]
initWithRootViewController:rootTableController];
[rootTableController release];
subNavCntlr.view.frame = subNavContainer.bounds;
[subNavContainer addSubview:subNavCntlr.view];
[super viewDidLoad];
}
the .h looks like this
#interface navTestViewController : UIViewController <UINavigationControllerDelegate> {
IBOutlet UIView *subNavContainer;
UINavigationController *subNavCntlr;
}
#end
In the nib file I have the view and below this view I have a label a image and the container (another view) where i put the controller in. Here is how it looks. I had to scramble some things as this was work for a client.
Views are added "directly" by calling [view addSubview:subview].
Views are added "indirectly" by methods such as tab bars or nav bars that swap subviews.
Any time you call [view addSubview:subviewController.view], you should then call [subviewController viewWillAppear:NO] (or YES as your case may be).
I had this problem when I implemented my own custom root-view management system for a subscreen in a game. Manually adding the call to viewWillAppear cured my problem.
Correct way to do this is using UIViewController containment api.
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
UIViewController *viewController = ...;
[self addChildViewController:viewController];
[self.view addSubview:viewController.view];
[viewController didMoveToParentViewController:self];
}
I use this code for push and pop view controllers:
push:
[self.navigationController pushViewController:detaiViewController animated:YES];
[detailNewsViewController viewWillAppear:YES];
pop:
[[self.navigationController popViewControllerAnimated:YES] viewWillAppear:YES];
.. and it works fine for me.
A very common mistake is as follows.
You have one view, UIView* a, and another one, UIView* b.
You add b to a as a subview.
If you try to call viewWillAppear in b, it will never be fired, because it is a subview of a
iOS 13 bit my app in the butt here. If you've noticed behavior change as of iOS 13 just set the following before you push it:
yourVC.modalPresentationStyle = UIModalPresentationFullScreen;
You may also need to set it in your .storyboard in the Attributes inspector (set Presentation to Full Screen).
This will make your app behave as it did in prior versions of iOS.
I'm not 100% sure on this, but I think that adding a view to the view hierarchy directly means calling -addSubview: on the view controller's view (e.g., [viewController.view addSubview:anotherViewController.view]) instead of pushing a new view controller onto the navigation controller's stack.
I think that adding a subview doesn't necessarily mean that the view will appear, so there is not an automatic call to the class's method that it will
I think what they mean "directly" is by hooking things up just the same way as the xcode "Navigation Application" template does, which sets the UINavigationController as the sole subview of the application's UIWindow.
Using that template is the only way I've been able to get the Will/Did/Appear/Disappear methods called on the object ViewControllers upon push/pops of those controllers in the UINavigationController. None of the other solutions in the answers here worked for me, including implementing them in the RootController and passing them through to the (child) NavigationController. Those functions (will/did/appear/disappear) were only called in my RootController upon showing/hiding the top-level VCs, my "login" and navigationVCs, not the sub-VCs in the navigation controller, so I had no opportunity to "pass them through" to the Nav VC.
I ended up using the UINavigationController's delegate functionality to look for the particular transitions that required follow-up functionality in my app, and that works, but it requires a bit more work in order to get both the disappear and appear functionality "simulated".
Also it's a matter of principle to get it to work after banging my head against this problem for hours today. Any working code snippets using a custom RootController and a child navigation VC would be much appreciated.
In case this helps anyone. I had a similar problem where my ViewWillAppear is not firing on a UITableViewController. After a lot of playing around, I realized that the problem was that the UINavigationController that is controlling my UITableView is not on the root view. Once I fix that, it is now working like a champ.
I just had this problem myself and it took me 3 full hours (2 of which googling) to fix it.
What turned out to help was to simply delete the app from the device/simulator, clean and then run again.
Hope that helps
[self.navigationController setDelegate:self];
Set the delegate to the root view controller.
In my case problem was with custom transition animation.
When set modalPresentationStyle = .custom viewWillAppear not called
in custom transition animation class need call methods:
beginAppearanceTransition and endAppearanceTransition
For Swift. First create the protocol to call what you wanted to call in viewWillAppear
protocol MyViewWillAppearProtocol{func myViewWillAppear()}
Second, create the class
class ForceUpdateOnViewAppear: NSObject, UINavigationControllerDelegate {
func navigationController(_ navigationController: UINavigationController, willShow viewController: UIViewController, animated: Bool){
if let updatedCntllr: MyViewWillAppearProtocol = viewController as? MyViewWillAppearProtocol{
updatedCntllr.myViewWillAppear()
}
}
}
Third, make the instance of ForceUpdateOnViewAppear to be the member of the appropriate class that have the access to the Navigation Controller and exists as long as Navigation controller exists. It may be for example the root view controller of the navigation controller or the class that creates or present it. Then assign the instance of ForceUpdateOnViewAppear to the Navigation Controller delegate property as early as possible.
In my case that was just a weird bug on the ios 12.1 emulator. Disappeared after launching on real device.
I have created a class that solves this problem.
Just set it as a delegate of your navigation controller, and implement simple one or two methods in your view controller - that will get called when the view is about to be shown or has been shown via NavigationController
Here's the GIST showing the code
ViewWillAppear is an override method of UIViewController class so adding a subView will not call viewWillAppear, but when you present, push , pop, show , setFront Or popToRootViewController from a viewController then viewWillAppear for presented viewController will get called.
My issue was that viewWillAppear was not called when unwinding from a segue. The answer was to put a call to viewWillAppear(true) in the unwind segue in the View Controller that you segueing back to
#IBAction func unwind(for unwindSegue: UIStoryboardSegue, ViewController subsequentVC: Any) {
viewWillAppear(true)
}
I'm not sure this is the same problem that I solved.
In some occasions, method doesn't executed with normal way such as "[self methodOne]".
Try
- (void)viewWillAppear:(BOOL)animated
{
[self performSelector:#selector(methodOne)
withObject:nil afterDelay:0];
}
You should only have 1 UIViewController active at any time. Any subviews you want to manipulate should be exactly that - subVIEWS - i.e. UIView.
I use a simlple technique for managing my view hierarchy and have yet to run into a problem since I started doing things this way. There are 2 key points:
a single UIViewController should be used to manage "a screen's worth"
of your app
use UINavigationController for changing views
What do I mean by "a screen's worth"? It's a bit vague on purpose, but generally it's a feature or section of your app. If you've got a few screens with the same background image but different overlays/popups etc., that should be 1 view controller and several child views. You should never find yourself working with 2 view controllers. Note you can still instantiate a UIView in one view controller and add it as a subview of another view controller if you want certain areas of the screen to be shown in multiple view controllers.
As for UINavigationController - this is your best friend! Turn off the navigation bar and specify NO for animated, and you have an excellent way of switching screens on demand. You can push and pop view controllers if they're in a hierarchy, or you can prepare an array of view controllers (including an array containing a single VC) and set it to be the view stack using setViewControllers. This gives you total freedom to change VC's, while gaining all the advantages of working within Apple's expected model and getting all events etc. fired properly.
Here's what I do every time when I start an app:
start from a window-based app
add a UINavigationController as the window's rootViewController
add whatever I want my first UIViewController to be as the rootViewController of the nav
controller
(note starting from window-based is just a personal preference - I like to construct things myself so I know exactly how they are built. It should work fine with view-based template)
All events fire correctly and basically life is good. You can then spend all your time writing the important bits of your app and not messing about trying to manually hack view hierarchies into shape.