Is there anyway of changing the appearance of a popover? I am interested in changing the border to be lighter perhaps more transparent then black
Here is the sample how to display simple pop-up that will appear animated and disappear animated after few seconds. Header file:
#interface ViewPopup : UIView
{
IBOutlet UILabel *m_lblMessage;
}
#property (nonatomic, retain) UILabel *m_lblMessage;
- (void) showFromView: (UIView*)viewParent;
And implementation part:
#implementation ViewPopup
#synthesize m_lblMessage;
- (void) showFromView: (UIView*)viewParent
{
[viewParent addSubview:self];
[self setCenter: CGPointMake(viewParent.frame.size.width/2, -self.frame.size.height/2)];
[UIView beginAnimations: #"ShowPopup" context: nil];
[UIView setAnimationDuration: 0.5];
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector: #selector(onAppeared)];
self.transform = CGAffineTransformMakeTranslation(0, self.frame.size.height+40);
[UIView commitAnimations];
}
- (void) onAppeared
{
[self performSelector: #selector(hide) withObject: nil afterDelay: 3];
}
- (void) hide
{
[UIView beginAnimations: #"HidePopup" context: nil];
[UIView setAnimationDuration: 1];
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector: #selector(removeFromSuperview)];
self.transform = CGAffineTransformIdentity;
[UIView commitAnimations];
}
- (void)dealloc
{
[m_lblMessage release];
[super dealloc];
}
Invocation from any view and from any place in code:
ViewPopup *viewPopup = (ViewPopup*)[[NSBundle mainBundle] getViewFromNib: #"ViewPopup" class: [ViewPopup class] owner: nil];
viewPopup.m_lblMessage.text = #"Hello";
[viewPopup showFromView: someView];
Note that popup graphics is loaded from the ViewPopup.xib file. It has only some graphics and text label.
I don't think so...I have been scouring the internet trying to solve the same problem. It looks like for right now, black is the only option.
Related
This is a screen shot of map application of iPhone:
How we can implement shuch page in our application. I am a new on iphone and monotouch and don't know whether this is a component that give the availability o folding or a feature on the MKMapView? Or maybe it is a custom code!
Can any body help me about this?
Use this code snippet and it will do the job.
[UIView transitionWithView:urImage
duration:1.5
options: UIViewAnimationOptionTransitionCurlUp
animations^{
urImage.frame = requiredFrame;
}
completion:^(BOOL finished){
//[urImage removeFromSuperview];
// do something after animation has completed
}
];
You can play around with it and plug it where want.
And her is the link to apple's doc's for the uiview animation:
http://developer.apple.com/library/ios/ipad/#documentation/UIKit/Reference/UIView_Class/UIView/UIView.html
Edit:
here is a set of codes that is going to give you the same effect: just hook up the inactions properly. it only uses couple of buttons to curl up and curl down so you should be able to do it. just create a single view app and place two buttons in the view and hook up the actions to the right button and there you go.:)
code for .h file:
#interface FirstViewController : UIViewController {
IBOutlet UIView *viewSecond;
IBOutlet UIView *viewFirst;
}
- (IBAction)btnSecondView_Clicked:(id)sender;
- (IBAction)btnFirstView_Clicked:(id)sender;
#end
code for .m file:
#import "FirstViewController.h"
#implementation FirstViewController
- (void)viewDidLoad {
[super viewDidLoad];
}
- (void)btnSecondView_Clicked:(id)sender {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:2.0];
[viewSecond setAlpha:0.0];
[viewFirst setAlpha:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:viewSecond cache:YES];
[UIView commitAnimations];
}
- (IBAction)btnFirstView_Clicked:(id)sender {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:2.0];
[viewFirst setAlpha:0.0];
[viewSecond setAlpha:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:viewFirst cache:YES];
[UIView commitAnimations];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)dealloc {
[super dealloc];
}
#end
hope this will help you take of business.
happy coding.:)
I have a textField which is at bottom of the screen. When I begin editing, the keyboard appears and hides the textField.
Can anyone suggest how to solve this?
Generally you would put your content in a scroll view and move your scroll view up when the keyboard appears. There are many tutorials out there so google them. Here is one of them.
You can use following code in two diffrent method, call it when editing began and end, to move your view up and down,(just change the valuew that is been subtracted in yourView.frame.origin.y-100 to adjust according to your need)
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
yourView.frame = CGRectMake(yourView.frame.origin.x, yourView.frame.origin.y-100, yourView.frame.size.width, yourView.frame.size.height);
[UIView commitAnimations];
See this code snippet. And use one UIButton to dismiss UIKeyboard.
- (void) animateTextField: (UITextField *)textField up:(BOOL) up
{
const int movementDistance = 200;
const float movementDuration = 0.4f;
int movement = (up ? -movementDistance : movementDistance);
up ? (self.button.enabled= YES) : (self.button.enabled = NO);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
-(void)textFieldDidBeginEditing:(UITextField*) inTextField
{
[self animateTextField:mText up:YES];
[self addObservers];
}
- (void)addObservers
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(textFieldDidChange:) name:#"UITextFieldTextDidChangeNotification" object:nil];
}
- (void)textFieldDidChange:(NSNotification*)aNotification
{
NSLog(#"TextField data=%#",mText.text);
}
- (IBAction) doneBtn:(id)sender
{
[mText resignFirstResponder ];
[self animateTextField:mText up:NO];
}
When you tap on textField keyboard up then your textField hide by it. so waht you need, you need to make your view up not keyboardresign is a solution. so for making you view up use
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField delegate for the logic. now see the code
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField
{
if(textField.tag==1) //add tag to your textField to identify it
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.3];
CGRect viewFrame=self.view.frame;
viewFrame=sinViewFrame.size.height+100;
viewFrameorigin.y-=100; // as required
self.view.frame=viewFrame;
[UIView commitAnimations];
}
}
hope it helps you.
I use auto layout constraint to solve this problem. I hold constraint as a property, and play with it when keyboard appears / disappears. I simply move views above the textfield out of screen, and textfield to the top. After finishing edit, I move them by the constraint to their original position.
-(void)keyboardWillShow:(NSNotification*)notification{
[UIView animateWithDuration:0.25 delay:0.0 options:UIViewAnimationOptionTransitionNone animations:^{
self.topSpaceLayoutConstraint.constant = -150;
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
} completion:NULL];
}
-(void)keyboardWillHide:(NSNotification*)notification
{
[UIView animateWithDuration:0.25 delay:0.0 options:UIViewAnimationOptionTransitionNone animations:^{
self.topSpaceLayoutConstraint.constant = 10;
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
} completion:NULL];
}
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *topSpaceLayoutConstraint;
I am trying to animate a UITextView (myTextView) that is a subview inside a UIScrollView (scrollView).
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:myTextView cache:YES];
[scrollView addSubview:myTextView];
[UIView commitAnimations];
myTextView appears without animation!
What kind of animation do you want to do? If you want to fade in, for example, you have to do
[scrollView addSubview:myTextView];
myTextView.alpha = 0.0;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:myTextView cache:YES];
myTextView.alpha = 1.0;
[UIView commitAnimations];
You can change several properties (e.g.: frame, transform) to make animations.
http://www.4shared.com/dir/-PGqZEXR/zoominzoomout.html just add this file with your project and call it through this functions
here im2 is UIVIEW and i paste image on it then passing this through view didload like this
- (void)viewDidLoad {
[self loadFlowersInView:im2];
[self.view addSubview:im2];
}
now attach this function like this
- (void) loadFlowersInView: (UIView *) backdrop {
NSString *create_button = nil; // Add the flowers to random points on the screen
for (int i = 0; i < 1; i++) {
MagPicAppDelegate *appdelegate = (MagPicAppDelegate *)[[UIApplication sharedApplication] delegate];
NSString *whichFlower = appdelegate.imageName;
UIImage *stemp = [UIImage imageNamed:#"approve.png"];
DragView *dragger = [[DragView alloc] initWithImage:stemp];
dragger.userInteractionEnabled = YES;
dragger.center = CGPointMake(160.0f, 140.0f);
[im2 addSubview:dragger];
[dragger release];
}
[self.view addSubview:im2];
[im2 release];
}
What's the easiest/fastest/most efficient way to perform a gradual (0.5 sec) fade from Default.png to the initial app view?
My initial try, which doesn't work so well .. it's Saturday night, let's see if we can do better :)
UIImageView* whiteoutView = [[UIImageView alloc] initWithFrame:self.view.frame]; // dealloc this later ??
whiteoutView.image = [UIImage imageNamed:#"Default.png"];
whiteoutView.alpha = 1.0;
[self.view.frame addSubview:whiteoutView];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelay:0.5];
whiteoutView.alpha = 0;
[UIView commitAnimations];
What about:
UIImageView* whiteoutView = [[[UIImageView alloc] initWithFrame:self.view.frame] autorelease];
if (whiteoutView != nil)
{
whiteoutView.image = [UIImage imageNamed:#"Default.png"];
[self.view addSubview:whiteoutView];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration: 0.5];
whiteoutView.alpha = 0.0;
[UIView commitAnimations];
}
(The things you had wrong were setAnimationDelay vs setAnimationDuration, not properly releasing the view and trying to add the view to self.view.frame instead of self.view. The compiler should have caught that last one. Did it?)
Here's a simple view controller that fades out the default image and removes itself from the view hierarchy. The advantage to this approach is that you can use this without modifying your existing view controllers...
#interface LaunchImageTransitionController : UIViewController {}
#end
#implementation LaunchImageTransitionController
- (void)viewDidLoad {
[super viewDidLoad];
self.view = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Default.png"]] autorelease];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:.5];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(imageDidFadeOut:finished:context:)];
self.view.alpha = 0.0;
[UIView commitAnimations];
}
- (void)imageDidFadeOut:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
[self.view removeFromSuperview];
//NOTE: This controller will automatically be released sometime after its view is removed from it' superview...
}
#end
Here is how you might use it in your app delegate:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
//create your root view controller, etc...
UIViewController *rootController = ....
LaunchImageTransitionController *launchImgController = [[[LaunchImageTransitionController alloc] init] autorelease];
[window addSubview:rootController.view];
[window addSubview:launchImgController.view];
[window makeKeyAndVisible];
}
Other than using setAnimationDelay: instead of setAnimationDuration:, it looks pretty good. What don't you like about the results?
Edit: Wow beaten hard.
I like to replicate the form behavior of Safari on the iPhone in my own app. If you enter data in an web form you get a separate UIToolbar (previous, next, done) just above the UIKeyboardView. Same for choosing an option: you get the same UIToolbar just above an UIPickerView.
I am looking for demos / sourcode / ideas how to implement this. Would I create my own subview with that toolbar and textview / pickerview? Is there a more elegant way? Especially something that leverages becomeFirstResponder of UITextfield?
So i created a UIViewCOntroller subclass to manage this.
on that i wrote this function to add.
-(void) addToViewWithAnimation:(UIView *) theView
{
UIView* myview = self.view;
CGRect frame = myview.frame;
frame.origin.y = 420;
myview.frame = frame;
UIView* bgView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 420)];
bgView.backgroundColor = [UIColor blackColor];
bgView.alpha = 0.6;
backgroundView = bgView;
[theView addSubview: bgView]; // this adds in the dark background
[theView addSubview:self.view]; // this adds in the pickerView with toolbar.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
frame = myview.frame;
frame.origin.y = 420 - frame.size.height;
myview.frame = frame;
[UIView commitAnimations];
}
I then created the view in IB, here is what my class Header looked like at the end of that. (there is also a UItoolbar on the view i just do not have a reference to it in my Controller)
#interface PropertyPickerController : UIViewController {
IBOutlet UIPickerView* Picker;
IBOutlet UIButton* DoneButton;
IBOutlet UIButton* CancelButton;
UIView* backgroundView;
NSArray* SimpleObjects;
id PickerObjectDelegate;
SEL PickerObjectSelector;
}
To then hide the view i use.
-(void) removeFromSuperviewWithAnimation
{
UIView* myview = self.view;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(AnimationDidStop:)];
[UIView setAnimationDuration:0.5];
// set fram below window.
CGRect frame = myview.frame;
frame.origin.y = 420;
myview.frame = frame;
backgroundView.alpha = 0; //fades shade to nothing
[UIView commitAnimations];
}
-(void) AnimationDidStop:(id) object
{
[self.view removeFromSuperview]; //removes view after animations.
[backgroundView removeFromSuperview];
}
And last but not least all the delegate functions for the picker.
- (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component
{
FBSimpleObject* object = (FBSimpleObject*)[SimpleObjects objectAtIndex:row];
return object.Name;
}
- (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component
{
}
- (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView
{ return 1;}
- (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component
{
return [SimpleObjects count];
}
- (IBAction)CancelButtonClick
{
[self removeFromSuperviewWithAnimation];
}
- (IBAction)DoneButtonClick
{
//This performs a selector when the done button is clicked, makes the controller more versatile.
if(PickerObjectDelegate && PickerObjectSelector)
{
NSMethodSignature* signature = [PickerObjectDelegate methodSignatureForSelector:PickerObjectSelector];
NSInvocation *invocation = [NSInvocation invocationWithMethodSignature:signature];
[invocation setTarget:PickerObjectDelegate];
[invocation setSelector:PickerObjectSelector];
[invocation setArgument:&object atIndex:2];
[invocation retainArguments];
[invocation invoke];
}
}
This is how you do the ToolBar. Basically i use the same concept with a ViewController subclass, and i dont use the standard push view or modal display options. (the example here actually places a Textbox and a toolbar on top of the keyboard.
#interface BugEditCommentController : UIViewController {
UITextView* Comment;
UIToolbar* Toolbar;
}
-(void) addToViewWithAnimation:(UIView*) theView;
To activate this view usually you would call [object becomeFirstResponder];
so if you add this to your view Controller constructor, all you need to do is call [object becomeFirstResponder];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(keyboardWillShow:) name: UIKeyboardWillShowNotification object:nil];
[nc addObserver:self selector:#selector(keyboardWillHide:) name: UIKeyboardWillHideNotification object:nil];
abd if you implement this method on your controller (defined in the above code)
-(void) keyboardWillShow:(NSNotification *) note
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
CGRect toolbarFrame = Toolbar.frame;
CGRect keyboardFrame;
CGPoint keyboardCenter;
[[note.userInfo valueForKey:UIKeyboardCenterEndUserInfoKey] getValue:&keyboardCenter];
[[note.userInfo valueForKey:UIKeyboardBoundsUserInfoKey] getValue: &keyboardFrame];
//CGRect toolbarRect = Toolbar.center;
toolbarFrame.origin.y= keyboardCenter.y - ((keyboardFrame.size.height/2) + (toolbarFrame.size.height));
Toolbar.frame = toolbarFrame;
[UIView commitAnimations];
}
-(void) keyboardWillHide:(id) object
{
//you could call [self removeFromSuperviewHere];
}
-(void) removeFromsuperViewWithAnimation
{
[Comment resignFirstResponder];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(AnimationDidStop:)];
CGRect frame = Toolbar.frame;
frame.origin.y = 480;
Toolbar.frame = frame;
[self.view viewWithTag:1].alpha = 0; //fade transparent black background to clear.
[UIView commitAnimations];
}
-(void)AnimationDidStop:(id) object
{
[self.view removeFromSuperview];
}
hope the additional info helps.
I'm looking for the solution for this issue too.
I found this was the best solution, you can use this SCKit to add tool bar to dismiss the UIPickerView or the UIDatePicker as you want.
Following is github link: https://github.com/scelis/SCKit/tree/
Have fun!