How to pop up a full screen window in ios - iphone

I want to write a ios app that can pop up a full screen windows (e.g. to play a video) at a specify time, it seems UILocalNotification cant' help. anybody have any idea?

You can present a modalView while at the same time, removing the UIStatusBar

From within your view controller, you can call
- (void)presentModalViewController:(UIViewController *)modalViewController animated:(BOOL)animated
Which will display the specified view controller on top of the current one modally.
To do this on a timer interval (which is what I think you're implying you want to do?) you'd do the following:
-(IBAction)showModalWithDelay {
[NSTimer scheduledTimerWithTimeInterval:.06 target:self selector:#selector(showModal) userInfo:nil repeats:NO];
}
-(void)showModal {
[self presentModalViewController:modalViewController animated:YES];
}

Related

How do they make those fancy Splash screens?

Although I currently only have one app out in the App store, I have several in the works and was wondering how users are making their splash screens.
I have seen several very cool animated ones and was wondering if this was all done via code or is it just something you would make in possibly iMovie and just run it as a video.
Any idea how some of these are being created? Examples are anything from Time Warner Cables app to Bejeweled.
Thanks in advance for the info.
Geo...
See iPhone Animated Loading Screen <-- the answer in there seems to be that the "fancy" splash screens aren't actually loading screens.
So what you will have to do is to create an animation (maybe a movie clip, or an imageview animation or similar) that can be run when the app starts artifically, possibly with you loading your resources behind that, rather than using the default splash screen functionality (to speed up the start of your app).
Hope that helps
Try this in App delegate class ....
- (void)applicationDidFinishLaunching:(UIApplication *)application {
UIImage *splashImage = [UIImage imageNamed:#"Picture 2.png"];
splashImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 20, 320, 480)];
splashImageView.contentMode = UIViewContentModeScaleAspectFit;
splashImageView.image = splashImage;
[NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(removeSplashScreen) userInfo:nil repeats:NO];
[window addSubview:splashImageView];
}
-(void)removeSplashScreen{
[UIView beginAnimations: nil context:nil];
[UIView setAnimationDuration:2.0];
splashImageView.alpha = 0.0;
[UIView commitAnimations];
[NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(releaseSplashScreen) userInfo:nil repeats:NO];
}
-(void)releaseSplashScreen{
[splashImageView removeFromSuperview];
[splashImageView release];
//Load the rootviewController here
}
You can also include Default.png in the resource of the project
There's a couple chapters on custom splash screens in Drance & Warren's book 'iOS Recipies' from Pragmatic Bookshelf.
Perhaps a commercial plug isn't what you're seeking (I'm not affiliated the the title or publisher), I just remember reading through it and finding it interesting.
You can do a fancy splash screen if you made it on the first view controller, like your real splash screen is the first scene of your animation, and the first view controller is the complete animation then you dismiss the first controller or you push the main view controller after a delay from you first view controller.

Customized UIImagePickerController issue when loaded a second time

I have made a UIImagePickerController with a custom overlay view in order to enhance the interface and it's working great the first time I load it, it's perfect.
The problem is that if I dismiss it and then shows it again I have a strange bug. the camera view and the overlay appear behind the NavBar and the TabBar of the previous view controller.
I have try different ways of implementing this but I can't get this bug solved.
Here is how I call my UIImagePickerController. It's inspired by this sample code.
[self.cameraOverlayViewController setupImagePicker:UIImagePickerControllerSourceTypeCamera];
[self presentModalViewController:self.cameraOverlayViewController.imagePickerController animated:YES];
Once my picture taken, I dismiss the UIImagePickerController:
[self dismissModalViewControllerAnimated:YES];
Definitly nothing special in the way of implementing it.
And here 2 screenshots:
And now taken at second launch:
At second launch http://puic.dev.madebykawet.com/IMG_0929.PNG
Thanks for your answers !
have you tried something like that?
//hide all controls
picker.showsCameraControls = NO;
picker.navigationBarHidden = YES;
picker.toolbarHidden = YES;
Thanks for your help Peko but it was not that.
After hours trying stuff, I found out that I needed to launch the UIImagePickerController from the root controller.
This is maybe because I'm using TTNavigator from the Three20 library.
So in my case to have this working:
[[TTNavigator navigator].rootViewController presentModalViewController:self.cameraOverlayViewController.imagePickerController animated:YES];
instead of:
[self presentModalViewController:self.cameraOverlayViewController.imagePickerController animated:YES];
same thing for dismissModalViewControllerAnimated:
[[TTNavigator navigator].rootViewController dismissModalViewControllerAnimated:YES];

UIActivity Indicator- load views

I am trying to add some titles to my project. So, when my app gets loaded it should show my title screen with activity indicator spinning and after 3seconds it should push the navigation controller. Basically I will have an image on the first view controller. So, in IB I added an image view and set the image. Please help me guys how to load second view controller after the first view controller gets loaded..
Basically please tell me how to push navigation controller after particular time delay without any buttons or any other controls in it..
Thanks for all your time..
EDIT
- (void)viewDidLoad {
[super viewDidLoad];
[indicator startAnimating];
timer=[NSTimer scheduledTimerWithTimeInterval: 3.0 target:self selector:#selector(loadNextView) userInfo:nil repeats: YES];
}
-(void)loadNextView
{
TabBarControllers *tabBar=[[TabBarControllers alloc]initWithNibName:#"TabBarControllers" bundle:nil];
[self.navigationController pushViewController:tabBar animated:YES];
[indicator stopAnimating];
}
There's also lots of iPhone example code that uses an NSTimer to call any method on any object after a specified delay. Just create a method to stop the activity indicator and push your next controller, and call that method via a 3 second NSTimer after starting the activity indicator in your first view.
Take a look at the NSObject's performSelector:withObject:afterDelay: method. You should able to specify 3 seconds delay to perform the action.

Hide Shutter in UIImagePickerController

I have designed an iris shutter animation for a camera view in an iPhone app.
Unfortunately, it seems impossible to hide Apple's shutter when the view appears, even if I hide the camera controls and create a custom cameraOverlayView.
I have gotten around this by animating my shutter on top of the normal shutter when the view appears, using the viewWillAppear and viewDidAppear methods of UIImagePickerController. However, I can't get the shutter to be hidden under my shutter the first time through. When the app launches, it shows a camera view, and the original shutter is visible. On all subsequent views of the cameraController, my workaround works. Any suggestions?
Here's my code. This is from my app delegate:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
cameraController = [[CameraController alloc] initWithMode:#"camera"];
[window addSubview:cameraController.view];
}
And this is from my UIImagePickerController subclass:
- (void) viewWillAppear:(BOOL)animated {
if (self.sourceType != UIImagePickerControllerSourceTypePhotoLibrary || simulatorView) {
[self addShutter];
[shutter close];
}
[super viewWillAppear:animated];
}
- (void) viewDidAppear:(BOOL)animated {
if (self.sourceType != UIImagePickerControllerSourceTypePhotoLibrary || simulatorView) {
[shutter openShutter:.5f];
}
[super viewDidAppear:animated];
}
Note that the docs say that subclassing UIImagePickerController isn't supported, so it may work in some cases but isn't "safe". Not sure if it would get rejected by the app store. (Probably depends on how picky their static code verification tool is.)
I don't really have a good answer, but you might try either 1) iterating over the subviews of the picker's main view to see if you can identify whatever is being used to animate the shutter, then mangle it so that it won't display, or 2) for the initial animation, just show the initial image picker main view under another opaque black view. Not sure if the user-specified overlay view would work for that or not, but you might be able to do those without subclassing.
Searching for undocumented subviews is another thing that's theoretically unsafe though since who knows how the implementation might change in the future.
Possibly too late, but my proposal is to use the following notifications (found while debugging)
PLCameraControllerAvailable - camera controller object is initiated, but shutter is not visible yet
PLCameraViewIrisAnimationDidEndNotification - iris animation is completed.
And the usage is straightforward: call UIGetScreenImage() on 1st notification, render grabbed image on screen (fullscreen) just above the UIImagePicker. Destroy rendered image on the 2nd notification.
I try the same thing with no results, so I do this workaround:
1- Suppose you have a method called showAllButtons with no parameters that will show all your custom things (buttons, tool bars,...)
2- Initialize all the custom controls hidden
3- Write a method that will call the last function but within an interval:
-(void)showAllButtonsDelayed:(NSTimeInterval)a_iMsToDelay
{
NSTimer* tmpShowButtonsTimer = [NSTimer timerWithTimeInterval:a_iMsToDelay target:self selector:#selector(showAllButtons) userInfo:nil repeats:NO];
[[NSRunLoop currentRunLoop] addTimer:tmpShowButtonsTimer forMode:NSDefaultRunLoopMode];
}
4- Call that method in the willDidAppear method of the UIImagePickerController subclass. Play with some values of a_iMsToDelay.
Hope this helps.

how can I call a screen with a button action (xcode)?

I am developing a Window Based app for iPhone. I use Interface Builder to build Interface. I want to call a new screen with a Button Action. How can I call the screen with Button action ?
By pushing the new controller onto the top of the stack of windows. For example:
EnterNameController *newEnterNameController = [[EnterNameController alloc] initWithNibName:#"EnterName" bundle:[NSBundle mainBundle]];
[[self navigationController] pushViewController:newEnterNameController animated:YES];
Apple has an extraordinary amount of sample code, and this question (as well as many others) could easily be solved by simply visiting Apple's iPhone dev site.
iPhone Dev Site
If you are using a navigation controller, push it onto the navigation controller's stack, as alamodey suggested.
If you want it to be a modal controller (that is, slide up from the bottom and cover the previous controller's view, like the Bookmarks screen in Safari), present it as a modal view controller:
[self presentModalViewController:myNewController animated:YES];
When you want to bring the old controller back, dismiss the modal view controller. From inside the modal view controller:
[self.parentViewController dismissModalViewControllerAnimated:YES];
If you don't want to do either, just remove the current controller's view from the window and add the new controller's:
UIView * containingView = self.view.superview;
[self.view removeFromSuperview];
[containingView addSubview:myNewController.view];
If you go this route, you may want to look into +[UIView beginAnimations:context:], +[UIView setAnimationTransition:onView:], and +[UIView commitAnimations] (if I recall the method names correctly--check the documentation) to animate the transition. You should almost always animate any switch between screens in iPhone OS.
(work in .m class)
#import "classtocall.h"
- (IBAction)ButtonPressed:(id)sender
{
classtocall *mvc = [[classtocall alloc]initWithNibName:#"classtocall" bundle:nil];
[self presentModalViewController:mvc animated:NO];
}
(for window based application)
define in .h class
- (IBAction)ButtonPressed:(id)sender;
where "classtocall" is the class you want to call.
you just need to download sample applications from XCode help. Try Elements and UIcatalog. There are also other - type 'pushViewController' or 'addSubview' adn 'makeKeyAndVisible' in help and download samples
nextscreenViewController *login = [[self storyboard] instantiateViewControllerWithIdentifier:#"nextscreenidentifier"];
nextscreenidentifier.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[self presentModalViewController: nextscreenidentifier animated: YES];