Overwriting UINavigationBar to set a default titleView - iphone

What I want to do is a navigation bar with a image on it. I have a tab controller on my main view, and inside each tab I have a UINavigationController. From inside the UIViewController that my tab/navigationController calls, I could set the titleView without much problem, doing this inside the viewDidLoad method:
self.navigationItem.titleView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"mylogo.png"]] autorelease];
But, I want to replace all titles in my navigationBar for this view, and it seems ugly to repeat this everywhere. So I did this on the delegate (after linking all the Outlet stuff)
self.tabOneNavController.navigationBar.topItem.titleView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"mylogo.png"]] autorelease];
Again, it worked! ok, I'm almost getting there.
But the point is, I've 5 tabs and all of them have navigationControllers inside. I reduced the code repetition from every internal view to only 5 times, but it still. It requires that I do that for the NavController of each tab.
Then I tried to extend the UINavigationBar to create my own, where I could set this in the initializer, and use it in the interface builder as the object class. But it doesn't seem to work. Here is what I did:
#implementation MyNavigationBar
- (id)init {
self = [super self];
self.tintColor = [UIColor greenColor];
self.topItem.title = #"testing please work";
return self;
}
#end
in the interface file MyNavigationBar inherits from UINavigationBar. But this didn't work. Should I overwrite other method? which one? is this a good practice?
I'm not even sure if I should add one navigationBar for each tab, as I said, I have tabs and I want to have a navigation bar / navigate inside them. By now, after a near death experience trying to figure out how the interface builder / outlets and classes work, the code is working, I just would like to make unglify it.
Thank you!

The problem of repeating code which you describe has an elegant solution. Objective-C supports something called a "category", which allows you to add methods to a class. A common use for this is to customize navigation and tab bars. In Xcode 4, you would do something like this to add a category on UINavigationBar:
Hit Command+N or open the "New File" dialog. Next, choose "Objective-C category" from the Cocoa Touch menu:
Click Next and you will be prompted to enter the name of the class that you would like to add methods to as a category. It should look something like this:
Then, you should end up with a save file dialog. A quick note about convention here. Convention is to name a category after the original class, the plus sign, and then a description of what you're adding. Here's what yours might look like:
Once you save your file, you will need get something like this:
Look at that beauty. You can now override the default drawing/init methods as well as extend the functionality of the navbar.
I'd suggest looking into the init and drawRect methods, although I don't remember which ones people use. Also, please note that while under NDA, this may change in iOS 5, so just be prepared for that possibility.

Why not define a UIViewController subclass which sets the title view via self.navigationItem.titleView and have your other view controllers extend from that class? Then you're sharing that behavior across all of your controllers without repeating the implementation.

Related

iPhone utility application, connection from FLipSideView to MainView?

I'm trying to learn Objective-C and iPhone programming, but I'm stuck with a problem. I have a utility application, and I have a text on my MainView and a button that change the text when I click it. Easy, and workes great. But what if I wan't to place the button on the "backside" in the FlipSideView, and still make it change the text on the frontside (MainView)? How do I get the views to talk together? I have tried a lot of different things, and searched for an answear, but can't seem to figure it out.
Would be great if someone had a answear, or maybe a link to a tutorial/example.
I suppose you've used the template which implements the following method in the MainViewController:
- (IBAction)showInfo:(id)sender {
FlipsideViewController *controller = [[FlipsideViewController alloc] initWithNibName:#"FlipsideView" bundle:nil];
controller.delegate = self;
...
}
As you can see it sets the delegate of the FlipSideController to the instance of the MainViewController.
A way would be to put an action into your FlipSideViewController, something like this:
- (IBAction)changeTextInMainView
{
[(MainViewController *)self.delegate changeText];
}
which is triggered when touching your button on the backside. You've got to wire it in IB as well as add the method to the header.
Then implement something like this in your MainViewController
- (void)changeText
{
self.myLabel.text = #"text changed to this";
}
Add this method to the header as well.
Another more elegant approach would be to save the text of your label in a property(maybe in it's own model class) which can be accessed from any view, by passing it by reference down the controllers. Then add a Key Value Observer from each viewController to the property which should show the text and update the view.

xCode - Changing views between 2 existing xib-files

I'm very new to xCode and objective-C so I wanted to make a simple textRPG.
I'm currently making a character creation process consisting of 4 xib-files. The only way I got switching views to work was to look at the utility-template. Problem is, now I have the first screen being the delegate for the second screen, being the delegate for the third screen etc. So by the end of the character creation process I can't dismiss the views because that just "steps back" through the views.
When I've searched around for a solution I've found a addSubview-method but it seems like that makes a new view, like, empty to arrange programmatically.
All I need is a simple way to switch from one loaded xib to another xib. Have I misunderstood addSubview or do I need something completely different?
(If it helps: I've worked with VB for several years, in case you notice that I missed some kind of concept concerning views and such)
Thanks in advance! :)
Use this code. It is really simple and works well.
View *view = [[View alloc] initWithNibName:#"xibNameGoesHere" bundle:nil];
view.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentViewController:view animated:YES completion:nil];
This will switch to another xib file and the two views won't own one another. I am using it in my own game right now.
#Joakim Ok, this is the way I do it. I have a class called RootViewController : UIViewContoller, whose view I add directly to the window. Then I make a subclass of UIView i.e. MyView. All of my views then subclass MyView. I also make an enum for all my views. In RootViewController you should have a switchView:(int)view method that looks something like this:
-(void) switchView:(myView) view
{
[_currentView removeFromSuperview];
switch(view)
{
case titleView:
_currentView = [[TitleView alloc] initWithRoot:self];
break;
case homeView:
_currentView = [[HomeView alloc] initWithRoot:self];
break;
default: break;
}
[self.view addSubview:_currentView];
[_currentView release];
}
in #interface RootViewContoller define MyView *_currentView;
TitleView and HomeView both subclass MyView and have a common method -(id)initWithRoot:(RootViewController*) rvc.
To switch between views use [_rvc switchView:homeView];
Hope this helps :)
It is called UINavigationController. Idea is
1) You push corresponding 'next' controller into navigation controller each time user submits current screen. Bonus - you'll get 'back' button for free on each step of character creation.
2) After character is created you pop all character creation controllers from stack.
Please read View Controller Programming Guide for iOS before trying to 'switch views' and such. You'll save tons of time and nerves.
another idea is not to use interface builder at all. i have been working with iphone apps for two years now and found that interface builder really prolongs the time to actually make something. make your own root controller and think about the logic you need to navigate through the views.

How to change the color of UIBarButtonItem?

I have a UIToolbar, and then add two UIBarButtonItem to items of UIToolbar. How can I change the color of UIBarButtomItem? I did't find a API in the document.
see "Changing colors of UINavigationBarButtons"
EDIT: I remove the link because the domain is down...
The is the text from google cache:
Alright, here’s another quick tip. “How to change the colors of a button on a toolbar.” Of course, this can be applied to any toolbar but I am going to demonstrate the procedure on a UINavigationBar.
The above image only shows a couple of colors. In truth, you can make the button any color that you want. Fantastic! The code is really simple to do this as well. The first thing that we want to do is open the header file for whichever object will be turning a nav bar button a different color and declare the forward class UINavigationButton. You can get this class by either iterating through the subviews of the UINavigationBar, reading its subviews class names, or by class-dumping UIKit if you have a jailbroken device.
Place the following line before your interface declaration:
#class UINavigationButton;
Now, declare a new method in the header that we will use to actually change the button’s color.
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor
Or something similar to the above line of code.
Now, open up your object’s implementation file and implement the above method. Anywhere in your file, add the following method:
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor {
for (UIView *view in self.navigationController.navigationBar.subviews) {
NSLog(#"%#", [[view class] description]);
if ([[[view class] description] isEqualToString:#"UINavigationButton"]) {
[(UINavigationButton *)view setTintColor:newColor];
}
}
}
As you can see above, this is actually a lot easier than it first appears to be. What we first do is set up a for loop to iterate through the subviews of the UINavigationBar using NSFastEnumeration. We then output the class name of the subview, for future reference. IF the class name is UINavigationButton, then we’ve got our view. All we do is set the tintColor property if the UINavigationButton.
That’s it, we’re done!
Alternatively, if you want a wider scope, I’d suggest creating a new UINavigationBar category and placing the button color changing method in there. This was your method can be performed by any class that uses a UINavigationBar without having to recreate the same method over and over.
Remember, a back button and a navigation button are not the same thing. You will have to color the back button separately.
And as usual, here’s a link to a sample app that demonstrates this code: NavButtonColor.zip
UIBarButtomItem has limitation in customization so you can use UIButton in place of UIBarButtonItem it will gives you more customization.
For a solution that doesn't use a private API.
You can fake it by making a UISegmentedControl look like a UIBarButtonItem.
http://fredandrandall.com/blog/2011/03/31/how-to-change-the-color-of-a-uibarbuttonitem/

UIViewController created with initWithNibName: bundle: or via an IBOutlet behave differently

I found a strange behavior, and would like to be explained what assertion I am making that is wrong.
In an AppDelegate class of a freshly created WindowBased project, I am adding a UIViewController to the window.
I can do it two different ways:
- with an IBOutlet. In IB, I simply instanced an UIViewController, set its class to TestViewController and connected it (scenario A of the code).
- creating the UIViewController with code (scenario B).
- (void)applicationDidFinishLaunching:(UIApplication *)application {
#define USE_IBOUTLET YES // Comment this line to switch to scenario B
#ifdef USE_IBOUTLET
// Scenario A
[window addSubview:theTestViewController.view];
[window makeKeyAndVisible];
#endif
#ifndef USE_IBOUTLET
// Scenario B
TestViewController *theTestViewControllerProgrammatically;
theTestViewControllerProgrammatically = [[TestViewController alloc] initWithNibName:nil bundle:nil];
// According to Apple: "It is a good idea to set the view's frame before adding it to a window.", so let's do it
[theTestViewControllerProgrammatically.view setFrame:[[UIScreen mainScreen] applicationFrame]];
[window addSubview:theTestViewControllerProgrammatically.view];
[window makeKeyAndVisible];
#endif
}
As I did not do any customization of the object in IB, I should have the same behavior in both scenario.
Scenario A, using the IBOutlet works as expected.
But the scenario B has the following problems:
- The view is not at the right position (20 pixels to high, and covered by the status bar).
- The view doesn't resize properly (for example, try to toggle the In Call Status bar)
Why?
Zip archive of the project here if you want to reproduce the problem: http://dl.dropbox.com/u/1899122/code/ProtoWindowBasedStrangeness.zip
This is going to sound really silly after my long-winded answers, but the problem you're having is simple to fix (programatically).
This line:
[theTestViewController.view setFrame:[[UIScreen mainScreen] applicationFrame]];
Should actually be:
[theTestViewControllerProgrammaticaly setFrame:[[UIScreen mainScreen] applicationFrame]];
You were setting the frame for the VC set by IB, not by the one you created programatically.
Anyway - it's worth noting that all my comments still apply! There are still a few things you'll have to do programmatically if you don't use IB's controller objects (for example, setting up the navigation bar items)
Paul
I have been having a very similar problem to you in that I noticed VC objects are not all created equal! The problem I'm having is setting the navigation bar items, I just can't seem to do it when File's Owner is a view controller object that I instantiate programatically. It only works if I unarchive IB's controller objects.
I downloaded your project and had a play around with it, and it got me thinking some more about what might be going on. I think I can provide a reasonable answer, but not sure if there is a simple solution...
What I believe is going on is that Apple have created these controller objects in IB that are slightly more specialised. One suggestion this might be true is that IB VC objects have an attribute you can set that has no direct corresponding property for a UIViewController class that I can see, so IB's controller objects may have some additional functionality that non-IB UIViewController subclasses can't take advantage of. Given that objects in an .xib are complete 'freeze-dried' objects, Apple may have included all kinds of private attributes we can't see or use in their IB versions of them - this may have some effect on how the objects are initialised.
For example, in your MainWindow.xib, select the IB VC object and you can set attributes on it from the Inspector Palette, such as "Resize View From NIB". If you un-check this and re-run your app, you'll see the VC appear exactly as it does in scenario B. As you can't check this item when from the File's Owner attributes (even though it is as a UIViewController), you're unable to take advantage of whatever is being done by the view controller to give you the behaviour you want.
The result of this is that when you use TestViewController.xib to initialise your VC object in code, none of the IB specific attributes of a VC are set, therefore a bog-standard UIViewController is created, and so things like the "Resize View From NIB" attribute and setting up the navigation items have to be implemented yourself.
I've not yet found a way to take advantage of the functionality that IB's view controllers have when I instantiate them using initWithNibName:bundle:nibBundle (I'm guessing it's all private stuff we can't access), but hopefully this might have given you a starting point...
Of course, I could be completely wrong and someone will make me look like a complete idiot!
Paul
Probably in case B that view is not aware of the presence of a status bar. You need to resize it accordingly and adjust its position to take the status bar into account. That is done by changing the frame (size) and bounds (location) properties of a UIView.

What's the right way to add a ToolBar to a UITableView?

I'm writing a Navigation-Based iPhone app, and I'd like to have a UIToolBar docked at the bottom of my screen, with a UITableView scrolling between the tool bar and the navigation bar.
I've seen a couple of forums where it's been suggested that the View Controller handling this view should be a standard UIViewController rather than a UITableViewController. The view controller would have to implement the UITableView delegate and data source methods in addition to all of the standard UIViewController overrides. What (if any) built-in functionality do I need to recreate in this view controller subclass other than the aforementioned protocols to have it act like a UITableViewController? Is there anything I'm losing by going this route?
Or would it be better to nest a UITableViewController inside of a standard UIViewController?
As of OS 3.0 the Navigation Controller has a tool bar built in. To make it appear:
[self.navigationController setToolbarHidden:NO];
By implmenting:
- (void)setToolbarItems:(NSArray *)toolbarItems animated:(BOOL)animated
in your view controller, you can configure the items of the tool bar.
So you no longer have to worry about where the tool bar is located in your hierarchy.
(corrected typo)
Corey Floyd is mostly correct, except that
[self.navigationController setToolBarHidden:NO];
should be
[self.navigationController setToolbarHidden:NO];
That is, the "b" in "setToolbarHidden" must be lowercase. Also, method name listed in the iPhone OS Reference is actually
- (void)setToolbarHidden:(BOOL)hidden animated:(BOOL)animated
though it seems that omitting the animated parameter works too.
//Tool bar
[self.navigationController setToolbarHidden:NO];
UIBarButtonItem *buttonItem = [[ UIBarButtonItem alloc ] initWithTitle: #"Select All"
style: UIBarButtonItemStyleBordered
target: self
action: #selector(selectAll:) ];
UIBarButtonItem *buttonNext = [[UIBarButtonItem alloc]initWithTitle:#"Next" style:UIBarButtonItemStyleBordered target:self action:#selector(goNext:)];
self.toolbarItems = [ NSArray arrayWithObjects: buttonItem, buttonNext, nil ];
[ buttonItem release ];
[buttonNext release];
All you need do is implement the UITableViewDelegate and UITableViewDatasource methods required for the level of table view functionality you require. These methods can be in any class(es) though said classes should conform to the relevant protocols. The delegate and datasource should be set on the UITableView instance - either programatically or with Interface Builder. According to the docs you will lose some functionality - see the overview section.
Personally I find that many developers seem to be obsessed with providing all of this functionality in a single monolithic view controller class, and that because they have a table view in their view then a subclass of UITableViewController must be used. However, I like to consider the Single Responsibility Principle and will often break the datasource and delegate into separate classes when the complexity is anything other than simple. The code is also then not tied to a specific UIViewController implementation.
In situations where I have separate datasource/delegate classes I often construct and wire them up to the table view using Interface Builder and not in code. This approach (to me at least) is in the spirit of Dependency Injection and saves writing some boiler-plate code, and provides some level of decoupling.
These choices of course are influenced by the complexity of the functionality that you are trying to achieve - for simple implementations I might find myself using UITableViewController.
Try out this:
self.navigationController.toolbarHidden = NO;
Hope it helps you.