Why do I have to reposition this UIView by an arbitrary amount? - iphone

I am building an application that must add an overlay view once a scrollview is done zooming. I was having problems adding the overlay to the scrollview itself and keeping the position consistent, due to what I assume is the scrollview not being done zooming...no biggie...so I decided to add the overlay to the sharedApplication's keyWindow.
Now, the application is in landscape orientation, and I have to do a transform on the overlay to get it to orient properly...this is fine. The issue arises in having to reposition the overlay by this seemingly arbitrary amount to get it centered...I dislike doing things ad hoc like this, so I thought I'd ask if anyone has run into something like this, and why the view has to be repositioned by this strange offset. Any insight would be great.
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI/2);
tempOverlay.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(-107, -80, 480, 320); //where does this offset come from?!?
tempOverlay.view.bounds = contentRect;
[[[UIApplication sharedApplication] keyWindow] addSubview:tempOverlay.view];

I was going to post this as a comment instead of an answer originally, but I'll just go for the answer route instead, even though I don't think there's really enough information to go on here. The following assumes that you have a fairly standard iOS application, aside from this overlay oddity where you're attaching the view to the keyWindow.
First, don't attach add your overlay view to the keyWindow. Instead, define some method on your root view controller which requests the overlay be displayed. Then in your root view controller code, add the overlay view to the controller's view above everything else.
Then, don't apply the transform since it will no longer be necessary to rotate your view.
At the time you create your view, set it's frame to be the bounds of the root controller's view. Also set it to have a flexible width and height via the autoresizingMask of UIView. Then assuming your root UIView has it's autoresizesSubview property set to YES, your overlay view will be nicely resized to match the size of the root view as it changes orientation.
If after all this the position of the contents of your overlay UIView is incorrect then I suspect the problem is within the contents of that UIView and has nothing to do with the need for any magic numbers in your frame/bounds.
NOTE: I haven't actually tried the above and am not 100% confident that in general your root UIView will enjoy having this extra overlay UIView thrown on top of it, on the other hand, it might remain blissfully unaware of it and everything will Just Work. Either way, to me it feels a lot less 'ad hoc' than what you're currently trying to do.

Related

UIView Subview Does not autoresize on orientation change

In my iPhone app, I have a view controller with two views (essentially, a front & back view). The front view is the main UIView, and the back view is a secondary UIView which is added as a subview using [self.view addSubview:backView] when showing the back and [backView removeFromSuperview] when hiding it. However, when the orientation changes, I have the following issue: the main UIView (frontView) rotates & all of its elements resize properly, but the secondary/subview UIView (backView) does not rotate & all of its elements do not resize properly. Does anyone have suggestions on how to make the secondary UIView autoresize properly according to the rules I have set in Interface Builder?
In the end, the solution I found was simply to separate my UIViews into separate UIViewControllers, and make sure that any views that I wanted to be able to rotate only had one UIView.
If I understand correctly, at the time of rotation 'backView' has been removed from it's superview, yeah? If so, that's the cause of the problem. The autoresize property determines how the view resizes relative to it's superview. If it doesn't have a superview it won't resize.
Perhaps using [backView setHidden:YES] instead of [backView removeFromSuperview] will be sufficient for your needs.
I had the same problem, here is how I fixed it based on imaginaryboy's
suggestions (thanks!)
Add the backview to the viewcontroller at viewDidLoad and hide it at the same time. Show it when needed, Hide it again. Set the resizing of the backview to UIViewAutoresizingFlexibleWidth in IB (or code I guess, I used IB)
Not that this is the same problem, but I found a similar problem when adding 2 subviews in my application:didFinishLaunchingWithOptions method. Since your reference above is using [self.view addSubview:view], I would understand that to mean that self is not your UIWindow. When adding an additional view controller to your App Delegate window (UIWindow), the second view controller will NOT receive any rotation events and will never rotate. Only the first view controller added to UIWindow will rotate. See:Technical Q&A QA1688 I believe this also affects views added after the first view where the first view is later removed from the superview.
I ended up following the suggestion I read elsewhere to use separate views for each orientation, thereby eliminating the need to worry about resizing behavior. As always, YMMV.
Or; if you want to avoid an additional controller, you can achieve the same effect by setting view.frame in willRotateToInterfaceOrientation:: like so
if(UIInterfaceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation])) ;//set stubborn view.frame for landscape orientation
else ; //set stubborn view.frame for portrait orientation
Although it feels like a hack; it's simple.

How do I properly handle rotation of a UIScrollView containing UIImageViews?

I'm developing an image viewer, much like the Photos App.
It's a UIScrollView with paging enabled with images loaded from the internet, so I've adapted portions of the LazyTableImages sample. The Scroll View and each ImageView inside of it have all of their autoresize mask flags set.
When I first observed how resizes were happening during rotation, it looked good, but once I started trying to interact with the scroll view, I realized that I also had to programmatically change the size of the contentView. I did that by implementing didRotateFromInterfaceOrientation: in my view controller.
[self.scrollView setContentSize:CGSizeMake(numberOfImages * portraitWidth, [scrollView bounds].size.height)];
With interaction behaving properly, I then discovered that, if I was viewing the second photo and rotated, portions of both the 1st and 2nd photos would be shown on the screen. I needed to change the contentOffset as well.
I've tried to fix this two ways - both by using the scrollRectToVisible:animated: method of UIScrollView, as well as trying to set the contentOffset property directly. And I've experimented by putting this code in implementations of both the "one-step" and "two-step" responses to changes in Orientation. For example:
-(void)didAnimateFirstHalfOfRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation {
[self.scrollView setContentOffset:CGPointMake(currentlyViewedPhotoIndex * largeImageHeight,0) animated:YES];
In all cases though, it just looks janky as hell. Either I clearly see the scroll happen, or it just jumps. Uuuuuuuuuuugly! Is there a way to do this so that it behaves exactly like the Photos app does?
What I wound up doing instead - just before rotation starts, hide the UIScrollView and create a UIImageView that contains the currently viewed image. Rotate, that image will rotate all nice and pretty, and when rotation completes remove the ImageView and unhide the Scroll View.
Update - if you're reading this today (anytime after iOS 6), use a UIPageViewController and set transitionStyle to UIPageViewControllerTransitionStyleScroll, for crissakes.
I did something slightly different when faced with the same problem. In willRotateToInterfaceOrientation:duration:, I hide all of the UIScrollView's subviews except for the currently displayed subview, and in didRotateFromInterfaceOrientation: I unhide the subviews.

iPhone Horizontal Scrolling

I am trying to create an app with horizontal scrolling, so that one would be able to scroll horizontally through a series of images. I watched the WWDC Session 104 video on this, and while they made an interesting app, they flew through the basics of it very quickly.
I understand using the UIScrollView, and that I have to enable paging. After that they say that I should add more views as subviews of the scrollview, but I am not clear on how to do that. I am also not clear on how I add my images to those views.
As you can probably tell I am pretty new at this so any help would be appreciated.
You want to look into UIImageView. It's a view specifically for holding images.
When you add your images, you want to set their rects (probably using initWithFrame: for each UIImageView) so that:
the first image is at 0,0
the second image is at 320,0
third is at 640,0 (etc)
I.e. each image is 320 pixels right of the previous.
The final step is to set the contentSize for your UIScrollView -- this is a CGSize which describes the total size of the scroll view.
If you have 3 images, you would then set it to (320*3) * 480 using e.g.
myScrollView.contentSize = CGSizeMake(320*3, 480);
A lot of people, when they initialize the scroll view, have a for loop or similar which steps through the images they want to display. These for loops tend to look something like this:
CGFloat scrollWidth = 0.f;
for (UIImage *someImage in someNSArrayWithImages) {
UIImageView *theView = [[UIImageView alloc] initWithFrame:
CGRectMake(scrollWidth, 0, 320.f, 480.f)];
theView.image = someImage;
[myScrollView addSubview:theView];
[theView release];
scrollWidth += 320.f;
}
myScrollView.contentSize = CGSizeMake(scrollWidth, 480.f);
This way you'll get things lined up and you'll get the content size for you at the same time.
If you want to make it so that the scroll view "intelligently" scrolls to each image and stops when people slide left/right, you can do myScrollView.pagingEnabled = YES.
Hope that helps get you going.
Assuming you have "infinite" images, putting them all there at or before launch time in a huge UIScrollView will not be an option. (there is a limit to the size of a UIView)
The way I solved it: Make a UIScrollView covering the whole screen. It's content should be a UIView of 3*320 width and 480 height, extending 320px left and 320px right.
Put 3 UIImageView's in it, left, middle and right. Set paging=YES, so the uiscrollview clips to the 3 "pages" you've created.
Make sure your class is the delegate of the uiscrollview, and listen for
-(void)scrollViewDidEndDragging:(UIScrollView*)sv willDecelerate:(BOOL)notFinished
-(void)scrollViewDidEndDecelerating:(UIScrollView*)sv
-(void)scrollViewDidEndScrollingAnimation:(UIScrollView*)sv
and make the appropriate transitions on hitting paging boundaries; shift images and set ContentOffset so you're looking at the center image again.
I suggest you make this first, and only then read on...
Then you will hit on a bug, documented here UIScrollView - (bounces = NO) seems to override (pagingEnabled = YES) and here http://www.iphonedevsdk.com/forum/iphone-sdk-development/935-paging-uiscrollview.html, which makes that you cannot disable bouncing and have paging enabled at the same time. So enable bouncing, and subclass UIScrollView, overruling setContentOffset in there to prevent bouncing. (having bouncing really enabled will make for a rather unusual user experience)
Have a look at Apple's PageControl sample code. It's fairly short and easy to follow so you'll get the gist of setting up a project where multiple view controllers are loaded as you swipe horizontally.
Once you have this setup then it's the view controller's responsibility to load its own content (in your case, an image). You should make sure you understand how to load images first (using threads, etc) before you tackle paging, etc.
Think of it as two independent tasks. The view control is responsible for loading and displaying an image. The scroll view with paging just tells the appropriate view controller when to load itself (it doesn't care what the view controller does once its loaded)
Good luck!

preventing a specific view from auto rotating... is that possible?

I have a view based app. Its self.view has several subviews and shouldAutorotateToInterfaceOrientation is returning YES.
When I rotate the device, all views rotate as expected.
Is that possible to prevent a subview from auto rotating even if the view's parent is auto rotating?
Keep in mind that it's the view controller that controls what happens during rotation and not the view itself. You can't stop a subview from rotating by setting a property, or something relatively easy, if its parent view's UIViewController is set to auto rotate. You can, however, have sibling views where one rotates and the other doesn't. It's probably possible to layout your views the way you want but not have the one that shouldn't rotate as a subview of a rotating UIViewController.
You could probably write some code that will reorient a subview so it appears not to rotate when the parent view does rotate, however.

Problem with autoresizing when iPhone is rotated

In my iPhone app, I have a view (let's call it RectangleView) within the content view that I'd like to scale, along with all its subviews, when the iPhone is rotated. So, when the phone is rotated from landscape to portrait mode, I'd like RectangleView (and all its subviews) to keep their original shape and position relative to each other, but just get smaller. I am using autoresizing on it and all its subviews in Interface Builder to try and do this.
Now here's the problem. When the phone is rotated, all of RectangleView's subviews scale and move relative to the entire content view, not relative their parent view (which is RectangleView). This is a problem because the content view is now a different shape (portrait) than it was before (landscape), and so all the elements on the screen are in the wrong places, when they should just be scaled down within RectangleView. And I am confused because some of these elements even move out of RectangleView, which I didn't even know was possible since they are supposed to be contained within RectangleView.
Can anyone explain what might be happening here, and how I can just scale RectangleView and all its subviews to retain their original shape and positions, but just on a smaller scale? Thanks in advance!
Are you sure that they are moving out of the RectangleView, and it isn't that the RectangleView is resizing and filling the content area? Also, I'm not sure if it makes a difference, but I found that I needed to call [view setNeedsDisplay] after rotation to make my custom view work properly.