I'm having a nightmare with the rotation on iPad. I've searched all over the place for some tutorials, but nothing seems to really be for what I want. (Possibly not searching for the right thing?!)
I have a portrait view by default which is an image and a button inside the view. When I rotate, I detect this can work out if it's landscape. I then try to set the frame size of the uiview to fit nicely on the screen.
If I let it autoresize, it simply stretches and fills the screen. This I don't want.
but the trouble is, when I resize, the button gets resized too, but not in the same ratio as the image.
My question is: What's the best way to resize the view. I wanted to simply reduce the uiview by say 60% and it resizes EVERYTHING in that view with the same 60%. The only way I see this is working at the moment is to create two views... but that's twice the work and maintenance!
I've tried messing with the autosizing arrows in Interface builder, but that again seems to screw things up more!
I'm completely lost here!! Thanks for any info
The problem you have there is that the view is automatically resized to the screen ratio. On an iPad in Portrait Orientation the screen size is 1024x768. After the rotation to Landscape the origin rotates too and your screen content is skewed or stretched to 768x1024.
What you need to do is to override the
-(void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration
message of the UIViewController of the view which rotates. This message is called within the animation block of the rotation. You just set the framesize of your subviews (the button) to whatever is best for you. Once i had a problem with rotating an OpenGL view. The content of the view was stretched when rotating to landscape. Since it is not possible to alter any OpenGL matrices within the animation block the only solution i found was to make the view quadratic and to set the origin behind the bounds of the screen (in -x direction). You have to override the message also to reset the origin above the screen (in -y direction) bounds in landscape mode, to keep the viewport in the middle of the screen. That way the view kept its ratio. Whatever solution is best for you, overriding this message should work out.
Have you tried disabling the autoresizesSubviews property on your UIView? It should prevent any size changes on the subviews when you resize your view.
Related
Currently, here's what's happening. If I'm in portrait mode, and I present a new modalViewController, and then rotate to landscape, autoResizing works perfectly and everything looks great. However, if I'm in landscape, and I present a new modalViewController, autoResizing does not work and everything looks funky. Can anyone think of any possible ideas as to why this could be happening? I'm desperate I've tried everything.
Maybe a way to fix this would be to figure out what code gets called by the system when I'm in portrait and I go landscape. Maybe I can call that exact code if my modalView is presented in landscape. I've tried layoutIfNeeded and setNeedsDisplay but they don't do anything. I've also tried setting the contentMode to redraw-doesn't help.
I have this in my viewDidLoad for the modal view
if(UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
{
NSLog(#"is landscape, width:%f", self.view.frame.size.width);
}
and this outputs 320, even though I'm in landscape, when it should be 480.
UIViewAutoResizingMasks are what we refer to as 'struts' and 'springs'. Consider this: you have a large square with a small square inside. In order for that square to stay perfectly centered, you must set a fixed width from each inside edge of the large square, so as to constrain it. These are struts.
Springs, on the other hand, work more like a UIView does during rotation. Let's say our view must stay on the bottom of the screen, aligned in the center. We want to keep it's Top spring flexible so that when the view rotates from 460 px to 320 px, it keeps it's same position relative to the screen's now changed dimensions.
Keeping this in mind, when a view is loaded in portrait (as all UIViewControllers are), but the actual orientation is landscape, it's possible that the view will get 'confused' and maintain a sort of messy hybrid orientation type view. If you absolutely must (and I cannot stress how last resort-ish this is) force an orientation change beforehand, use iOS 5.x's +attemptRotationToDeviceOrientarion
I have an app that allows a user to drag views onto the screen in multiple orientations. So lets say i'm in portrait mode and my superview is 768x1024. Lets say I drag 10 different items onto that superview. These items are scaled, rotated, etc. Then I rotate the device and my superview shrinks down to 576x768. How do I get all of my subviews to maintain their position and transform relative to the new smaller size? So in essence my superview and all of its subviews should look exactly as they did while in portrait, except everything has been scaled down.
And also, what if im in landscape and everything is "shrunk" down and then I drag another view on and shrink it down to fit well. I would need that new view to scale up in proper place and size when the device is rotated back into portrait
The easiest thing to do here is to use the transform property of your view. In this case, you'd prevent the view from auto-resizing on rotation, and use something like your view controller's willAnimateRotationToInterfaceOrientation:duration: method to set a transform on your superview. You can create a transform with CGAffineTransformMakeScale that will scale up or down all of your content; you'll probably want one for landscape and just use a nil transform for portrait (or vice-versa).
This will complicate dragging new views into your superview, since it's transformed, but once you've got views in there, they should behave correctly when resizing. For new views, you'll have to compute (perhaps using convertRect:fromView: method of UIView) what a rect will be once you add a new subview.
You can also override your view's layoutSubviews() directly and assign your subview's transforms based on your view's dimension. This way, you can still get the benefits of using Auto Layout with your view and potentially other sibling UI items, while you customize subview's frames and/or transforms manually without Auto Layout.
I have a base UIView which takes up the entire iPhone screen when the it is horizontal. When the device is rotated to portrait, I want the view to basically just scale down itself and everything in it to 2/3 the size and center it on the screen so everything is shown:
Image: http://img25.imageshack.us/img25/3281/rotateqx.jpg
I can't for the life of me figure it out though. I've messed with autoresizing, but that only seems to work if I do it for each subview, and even though it will scale okay, but because not all the elements are centered they don't end up in the right location in portrait mode.
And as far as for setting the UIViewContentMode, I can get it to work great for individual elements, but not for the view as a whole, and because I'm implementing customized drawing methods, I can't just set it for all the elements individually. Also the who placement issue comes into effect again.
Thanks.
Have you tried adjusting the view's transform property? If you use CGAffineTransformScale(), you should get the effect you want.
I don't understand what's wrong in my very simple application with device rotation :
I built my view with interface builder. (See screen capture here)
I specified <key>UIInterfaceOrientation</key><string>UIInterfaceOrientationLandscapeRight</string> in my info.plist file.
I had a (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {return YES;} in my root view controller.
The area on the left (shown in red on the capture), around 20 pixel width, keeps inactive (nothing append if I hit a button in this area). In fact the full screen is active only in portrait mode, in landscape right mode there is this 20 pixels width inactive area, in landscape left mode this inactive area is on the right, in portrait upside down mode this area is on the bottom.
I read lots of posts and documentation about UIView rotation, but I did not find anything to solve this problem (I tried to play with view.frame and view.bounds without any success).
Anybody has an idea ?
Thanks a lot.
Regards.
Sébastien.
One of your views is probably not autoresized correctly.
After rotation, it still has its old bounds of, for example, 320 x 460. Since views normally don't clip their contained views you don't see a difference.
Events on the other hand are only delivered to views that are contained in their superviews bounds.
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.