Let me explain what I mean when I say that I want to rotate my subview too. I placed a lot of images to make my self clear. This may look like to much but it is not. Just wanted to be clear.
In the nib file that I am currently working on, I have a UIView and button.
The UIView that I created in interface builder is connected with the IBOutlet named ViewMain:
and the button executes the following method:
and what that method does is that it places the view from another nib file in the UIView controller that I created in interface builder. The nib file that I am actually placing is:
I just placed random controls to illustrate better my point.
so everything so far is great (the view from anotherViewController shows up on ViewMain when the user presses the button)
EVERYTHING LOOKS GREAT BUT NOTE WHAT HAPPENS WHEN I ROTATE MY DEVICE:
I would like my subview (anotherViewController.view) to ratate as well. I don't mind if it is bigger than ViewMain because I can have a transparent background. I just need to rotate it as well. How can I do that?
Define shouldAutorotateToInterfaceOrientation: in you UIViewController so that it always returns YES:
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
Look here for more details.
You should also take care to correctly define the autoresizing behavior of your view and subviews, so that everything is fine when autorotating.
EDIT:
to set the autoresize property for a view in Interface Builder, select the view then go to the "View Size" pane in the Info window and set "Autosizing" as in the image below.
Related
I was googling for a while and I found similar problems but when the custom View is inside a ScrollView, but that is not my case.
I have a custom view that consists of a UILabel behind a UITextField, so I can animate that label later.
The problem is that when I add a View in my ViewController and in the Identity Inspector I set the Class as my custom class, when I use the application the UITextField within my custom view does not receive the touches well and it takes time to gain focus and therefore to open the keyboard. The strange thing is that if I move that same arrangement of views to my main ViewController in Storyboard everything works fine. Why doesn't it do it when I place it using the described method?
I plans to reuse this custom view a lot, so putting logic and views in each ViewController is not an option.
Thanks in advance
Well, the problem was in the constraints of the container UIView. That means, the UIView in my main ViewController. The Height of the UIView was a little bit smaller than the space required for my custom view, so although my custom view seemed to draw correctly, it was not receiving the gestures correctly. The solution was simply increase the height to the correct value occupied by my custom View. Thanks a lot!
UPDATE: Edited for clarity.
This is not a showstopper, but it is annoying, and I'd like to figure out how to address it.
I have a custom UIView. A UIScrollView, to be precise, that is programmatically populated with a bunch of UIViews at runtime. It is not meant to have anything embedded in Interface Builder (IB).
What happens with any UIView, is that when you drag another element over it, the UIView becomes "droppable," and allows the other element to be dropped into it.
There are a few native Apple elements that won't let you drop stuff into them, like UIPickerView.
Is there a flag or something I can set, so that it won't allow IB to add anything to it?
Like I said, not a showstopper. If stuff gets added, it is destroyed before the programmatic population happens, but it just seems "neater" to make it clear that it's not "droppable."
UPDATE: In the screengrabs below, the Login Picker View is a standard UIPickerView, and the Display Results Scroller View is my custom scroller. If I drag something out of the Library, and try to drop it on the Picker View, nothing happens. However, I am able to drop it into my Display Results View.
What I want, is to be able to declare my Display Results View as a "no fly zone," so it is no longer droppable.
I hope that makes it clear.
Cannot Drop onto A PickerView
Can Drop On My Custom View
I'm not saying this is a great solution, but if you're using a storyboard (not a xib) then it seems to work…
In your storyboard, instead of dragging a scroll view out of the library, drag out a container view.
IB automatically creates a new storyboard scene connected to the new container view by an embed segue. Delete the newly-created scene.
Set the container view's custom class to UIScrollView.
IB does not allow you to add any subviews to a container view.
Note that IB also doesn't show you any UIScrollView-specific properties in the Attributes inspector, so if you need to customize this funky scroll view, you have to do it programmatically.
The library doesn't offer the container view in a xib, hence the storyboard requirement.
I've been looking everywhere for a solution to this problem but can't seen to find one...
I have an UIImageView similar to facebooks where, if you tap the screen, image text and the UINavigationBar will show up.
The problem is that the UINavigationBar pushes all the content down when appearing...
Is there a way to put this in a higher independent layer or something else that will make it not affect the rest of the view?
Thanks in advance.
I assume when the user taps the imageView, that its your code that's doing the pushing. What you should do is use UIViewController's 'presentViewController:' method. You have some options on how the animation will occur, and while this view will take over the screen, it will not get "pushed:" or appear to be "pushed". In this case the new view is controller by its own UIViewController subclass. [I use this technique.]
The other options is to look at UIView's '+ (void)transitionFromView:(UIView *)fromView toView:(UIView *)toView duration:(NSTimeInterval)duration options:(UIViewAnimationOptions)options completion:(void (^)(BOOL finished))completion' method, and rotate a new view into view. Your original view controller will then also control this view, you can do what you want, then when done the user taps something and you flip back to the original view. [I use this technique too].
EDIT:
The solution to your clarified problem in the comment is to set the property on the nav bar to transparent. On iPad now no Xcode handy but you'll see it in the class description.
Since I couldn't find a way to make the content indifferent of whether the navigationbar was there or not, I simply moved up the content 22px (the default height of a UINavigationBar) when showing the bar. This solved my problem perfectly.
Is it possible to resize and rearrange UI components (say segmented controls, buttons, labels, etc) when these are created using IB?
I need to rearrange/resize few UI components on a button click on iPad screen.
Any idea?
It is possible.
You will need to create IBOutlets for the UI components you are interested in, then you can adjust the properties you are interested in (UIView's frame property)
IBOutlet's are created in the *.h file for you View controller.
IBOutlet UIView * view;
Then you can control click and drag from the file owner (in xib) to the UI element. (or right click and drag)
Yes it is. Implement the viewDidLoad method in your controller and set the frame to whatever you wish for your views and controls so long as you've attached them to an outlet.
Example:
self.myCustomView.frame = CGRectMake(x,y,width,height);
You may also access them by their tag.
If you assign them unique tag numbers in IB, then in your code, you can search within subviews of your view and find them by viewWithTag method.
You can set the initial position of the components in IB, hook up the elements with IBOutlets and on the button click move them in code. I don't think you can rearrange them in IB.
For a cool effect you can use [UIView animateWithDuration:animations:] to move whatever components you need
I have all my controls laid out in interface builder (many labels, buttons etc). How do I put them all in a scroll view in interface builder so that I can have more space and be able to scroll up and down to reveal more controls? Do I have to do this programatically?
Open the view that has all the controls and labels, etc. (in Interface Builder). Select All. Then under the Editor menu, select Embed In, then Scroll View.
Note: in older Xcode versions, this is under the Layout menu, then Embed Objects In... (scroll view).
My preferred solution, where you don't need to hard-code the size of the contentSize:
NB: you might be able to avoid the source-code parts of this using the trick here: https://stackoverflow.com/a/11239123/153422 - although I haven't tried it yet.
The rest of this trick ... you still need to use anyway
Move all controls into a single UIView (in IB: select all, then go Layout > Embed Objects In ... > View)
Hookup that single UIView to your source code using an IBOutlet property (see below)
IN SOURCE CODE, NOT INTERFACE BUILDER (IB is broken here, it has bugs where it sets the origin of the UIScrollView incorrectly - it tries to center the view. Apple never bothered to check it for basic bugs, sigh): Move the single UIView into a UIScrollView (see code below).
Use sizeThatFits to "automatically" set the correct size.
Code (StackOverflow won't let me put code inside a numbered list. Sigh)
Header file:
/** outlet that you hook up to the view created in step 1 */
#property(nonatomic, retain) IBOutlet UIView *masterView;
Class file:
/** inside your viewDidLoad method */
[scrollview addSubview: masterView]; // step 3
scrollView.contentSize = [masterView sizeThatFits:CGSizeZero]; // step 4
...although I haven't checked this recently, IIRC it works on both 2.x and 3.x
Select all the objects you want to put into a scroll view and go to the Layout menu, choose "Embed Objects In" and choose "Scroll View".
Its easy:
First add a scrollview to your view.
Change the size of the scrollview (e.g. make it 700 pixels long).
Start putting your controls
When you want to put/edit controls in the lower (invisble) part, select the scrollview and change the Y-start position to -300.
Voila.
After editing set the Y-start position back to 0 or whatever it was.
I don't know if it's just me, but I tried to follow the instructions in each of the other answers here and none of them worked. None of the answers included everything needed, each one I guess assuming we know to do something so leaving that part out. I finally figured it out with the help of red artisan. So... I am listing here ALL the necessary steps to get this to work:
In InterfaceBuilder, add a View and then add your controls to it (or if your controls already exist in the main view, you can select all your controls and then go to Editor | Embed In | View, then drag that new View so it is all by itself outside the main view). This View can be any size you like.
In InterfaceBuilder, add a Scroll View to your main view, and size it to take up the whole main view.
Add the code listed below to your UIViewController Header and Class files.
In InterfaceBuilder, hook up the View containing your controls to 'contentView' in the File's Owner. Hook up the Scroll View to 'scrollView' in the File's Owner.
Header File:
#interface MyViewController : UIViewController
#property(nonatomic, retain) IBOutlet UIScrollView *scrollView;
#property(nonatomic, retain) IBOutlet UIView *contentView;
Class File:
#synthesize scrollView, contentView;
- (void)viewDidLoad
{
[super viewDidLoad];
[self.scrollView addSubview:self.contentView];
self.scrollView.contentSize = self.contentView.bounds.size;
}
- (void)viewDidUnload
{
self.scrollView = nil;
self.contentView = nil;
[super viewDidUnload];
}
Although this question is very old, I will suggest a workaround I found as I had the same issue and wasn't able to find much help out there:
When in IB, if you want to place objects outside the 420 pixel, just make sure yourself of having selected Unspecified for all of Status Bar, Top Bar, and Bottom Bar for the View that contains the Scroll View with all the objects. This way, you'll be able to manually resize the screen (for the View). Then, you can follow Ximonn's advice on resizing the H value for the Scroll View, having access to all the other objects, working with them and then, undoing changes for H value and then setting the needed Bars.
Important little thing.
To scroll big subview (UIImageView for example) in UIScrollView remember, for this subview, uncheck "User Interaction Enabled" checkbox in InterfaceBuilder -> View window. Or do it programatically.
subview.userInteractionEnabled = NO;
Otherwise this subview will stack on screen without any effect.
I've been looking for this for a few days, and I finally came across this site with a solution that worked for me.
Scrolling with UIScrollView
Basically you have your main view with a UIScrollView object in it. Then another content view with all your content in it. Then you add the content view to the scroll view. And then finally set the size of the scrollview's content size to the size of the content view.
I know, this thread is a bit older... But somebody could find it on google, it's hight ranked.
I wrote this little helper Method to get the job done:
- (void)addSubview:(UIView *)theSubView toScrollView:(UIScrollView *)theScrollView
{
[theScrollView addSubview:theSubView];
theScrollView.contentSize = theSubView.bounds.size;
}
You just have to declare two IBOutlet's in the header (e.g. contentView and scrollView) and call the method like this, whereever you want to load a UIView into a UIScrollView with your sourcecode:
[self addSubview:contentView toScrollView:scrollView];
I called it in viewDidLoad
This method features iOS
The selected answer works well for Xcode 3.
However, for Xcode 4, menus have been re-arranged slightly.
To do the same in Xcode 4 select your views then use:
Editor > Embed In > Scroll View