I just made a view using CGRectMake but the view is not visible. Here's my code until now:
mainView = [[UIView alloc] initWithFrame:CGRectMake(0,20,320,460)];
mainView.userInteractionEnabled = YES;
mainView.backgroundColor = [UIColor whiteColor];
mainView.alpha = 1.0;
[mainView setHidden:NO];
Is there another property I need to add in order to make it be visible/functional?
You forgot to add view on main view. So do like below.
[self.view addSubview:mainView];
So Just replace whole code with below.
mainView = [[UIView alloc] initWithFrame:CGRectMake(0,20,320,460)];
mainView.userInteractionEnabled = YES;
mainView.backgroundColor = [UIColor whiteColor];
mainView.alpha = 1.0;
[mainView setHidden:NO];
[self.view addSubview:mainView];
You have to add the new view to an existing view. You could use (for example):
[[[UIApplication sharedApplication] keyWindow] addSubview:myNewView];
If you are using a UIViewController, it would be:
[[myViewController view] addSubview:myNewView];
You need to add it as a subview in your UIViewController or you UIApplication keyWindow.
Also, you have to make sure its frame position is inside the parentView application bounds IF the parent view has the clipToBounds property set to YES
Related
I have a full screen UIScrollView to display my image. An UIActivityIndicatorView is added to the UIScrollView, it spinning well, but how could i make it always spinning in the middle of the screen while I am scrolling, zooming, rotating?
If you add the UIActivityIndicatorView directly to the scroll view it will scroll with the scroll view. But, if you add it to the parent of the scroll view it will remain where it was placed. So, the solution is to add it to the parent of the scroll view.
Notes:
I would recommend having a UIViewController in your window, and then adding these both to the UIViewController.
See the discussion here about adding views directly to your window:
View Controller being sent a message even though it has been deallocated
In ur .h file
UIView *primaryImage;
UIView *secondaryImage;
UIActivityIndicatorView *indicator;
In ur .m file
-(void)indicatorView
{
primaryImage = [[UIView alloc] initWithFrame:CGRectMake(0,0,320,480)];
primaryImage.backgroundColor = [UIColor blackColor];
primaryImage.alpha =0.5;
//[self.view.superview insertSubview:primaryImage aboveSubview:self.view.superview];
//[theTableView addSubview:primaryImage];
[self.view addSubview:primaryImage];
secondaryImage = [[UIView alloc] initWithFrame:CGRectMake(127.50,215,65,50)];
secondaryImage.backgroundColor = [UIColor blackColor];
secondaryImage.alpha = 0.9;
secondaryImage.layer.cornerRadius = 12;
[primaryImage addSubview:secondaryImage];
indicator = [[UIActivityIndicatorView alloc] initWithFrame:CGRectMake(30, 25, 25, 25)];
indicator.center = CGPointMake(32, 25);
//[indicator hidesWhenStopped];
[indicator startAnimating];
[secondaryImage addSubview:indicator];
}
-(void)dismissCoverImageView {
[indicator stopAnimating];
[indicator removeFromSuperview];
[secondaryImage removeFromSuperview];
[primaryImage removeFromSuperview];
}
and after that you can call [self indicatorView];
and [self dismissCoverImageView];
Define the UIScrollViewDelegate of your UIScrollView. And in the delegate method –(void)scrollViewDidScroll:(UIScrollView *)scrollView change the frame of UIActivityIndicator object.
I have created a UIScrollView and am now trying to place a UIButton over the scroll view. However when I build and run the application the scroll view still works fine but I cannot see the UIButton.
I link the UIButton IBOutlet inside the interface builder.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
scrollView = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
scrollView.backgroundColor = [UIColor blackColor];
scrollView.delegate = self;
scrollView.bounces = NO;
backgroundImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"auckland-300.jpg"]];
image = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"249a-134206f1d00-1342071f5d9.ImgPlayerAUCKLAND.png"]];
// Note here you should size the container view appropriately and layout backgroundImage and image accordingly.
containerView = [[UIView alloc] initWithFrame:CGRectMake(0,0,601,601)];
playButton = [[UIButton alloc] init]; //test button cannot see it.
[containerView addSubview:backgroundImage];
[containerView addSubview:image];
scrollView.contentSize = containerView.frame.size;
[scrollView addSubview:containerView];
scrollView.minimumZoomScale = 0.5;
scrollView.maximumZoomScale = 31.0;
[scrollView setZoomScale:scrollView.minimumZoomScale];
self.view = scrollView;
}
Any help would be appreciated
Everything seems ok. But I think the reason you are not able to see the button playButton is because you are not adding it to the view itself.
Dont you need to do this ? [containerView addSubview:playButton];
To help you out, here's what I do for debugging -
UIView implements a useful description method. In addition, it
implements a recursiveDescription method that you can call to get a
summary of an entire view hierarchy.
NSLog(#"%#", [controller.view recursiveDescription]);
The button is probably in the nib that you linked the controllers view to, right? By assigning the scrollview to the view, you remove the view from
The nib from the controller, that's why you can't see te button or press it.
You can either place the button in the scrollview or you add both scrollView and thenthe playButton as subviews of self.view.
Maybe you want to rethink your design tho.
Placing a button over a scrollview doesn't really seem like good practice to me.
I have a 320x460 view with a number of buttons, depending on the button pressed, a 280x280 view pops up over the 320x460 view (similar to the behavior of the UIAlertView) using code like this:
UIView *overlayView = [[UIView alloc] initWithFrame:CGRectMake(20, 200, 280, 280)];
overlayView.backgroundColor = [UIColor whiteColor];
[overlayView autorelease];
[overlayView addSubview:label]; // label declared elsewhere
[overlayView addSubview:backgroundImage]; // backgroundImage declared elsewhere
//... Add a bunch of other controls
[label release];
[backgroundImage release];
//... Release a bunch of other controls
[self.view addSubview:overlayView];
Everything works fine displaying the overlayView and all its controls.
The question I have is, how do I get rid of the overlayView once it's displayed? I want to make it not only not visible but to remove it completely, since the user will be popping up the overlayView repeatedly during use.
You need access to overlayView to remove it, I'd suggest adding this to the create side:
overlayView.tag = 5; // Or some other non-zero number
Then later you can use it like this:
-(void)removeOverlayView
{
UIView *overlayView = [self.view viewWithTag:5];
[overlayView removeFromSuperview];
}
I have this very simple code or at least i think it's simple.
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
CGRect rect = CGRectMake(0.0f, 20.0f, 320.0f, 216.0f);
UIPickerView *myPickerView = [[UIPickerView alloc] initWithFrame:rect];
self.view = myPickerView;
[myPickerView release];
}
I am running a general View Based template with XCode. I can see the loadView getting called but i get an black frame instead of the UIPickerView.
What am i doing wrong ?
/donnib
Have you implemented the picker's datasource methods? You need it otherwise it won't show.
Link to Apple Documentation here: http://developer.apple.com/library/ios/#DOCUMENTATION/iPhone/Reference/UIPickerViewDataSource_Protocol/Reference/Reference.html#//apple_ref/occ/intf/UIPickerViewDataSource
You've forgotten to set the UIPickerView's delegate to your current view. Add:
myPickerView.delegate = self;
...following your initialization and before your view. And of course, make sure you set up your header file as a UIPickerView delegate and implement the dataSource methods.
Try this:
UIView *contentView = [[UIView alloc] initWithFrame: [[UIScreen mainscreen] bounds]];
UIPickerView *pickerView = [[UIPickerView alloc] initWithFrame: CGRectZero];
CGSize pickerSize = [pickerView sizeThatFits: CGSizeZero];
pickerView.frame = [self pickerFrameWithSize: pickerSize];
[pickerView setShowsSelectionIndicator: YES];
[contentView addSubview: pickerView];
[pickerView release];
[self setView: contentView];
[contentView release];
Instead of overriding -loadView, you should override -viewDidLoad. Once the view has loaded you'll create the picker and add it as a subview of the view owned by the view controller.
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect rect = CGRectMake(0.0f, 20.0f, 320.0f, 216.0f);
UIPickerView *myPickerView = [[UIPickerView alloc] initWithFrame:rect];
[self.view addSubview:myPickerView];
[myPickerView release];
}
what is the appropriate way to overlay two layers of an UIView for the iPhone? The underlaying view should be active until a button is pressed, then another UIView should cover
everything in a transparent way.
I found the Modal View Controllers, but they simply exchange UI-Views but don't overlay.
Thanks in advance.
Chris
You should use [existingView addSubview:newView]; to add a view to an existing view. the newView will appear on top of the existingView. So conceptually, you would create a button on existingView, connect it to an IBAction that calls a method like this:
CGRect newSize = CGRectMake(0.0f ,0.0f, 320.f, 400.0f);
UIView *newView = [[UIView alloc] initWithFrame:newSize];
[existingView addSubview:newView];
[newView release];
This will place a newView on top of the existingView.
following is a simple 3 line ARC-compatible with transparent overlay for UIView
_overlayView = [[UIView alloc] initWithFrame:[UIScreen mainScreen].bounds];
_overlayView.backgroundColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.5];
[self.view addSubview:_overlayView];