iPhone - user interaction with programmatically added UIImageView - iphone

So I'm trying to add UIImageViews programatically (in this case I don't have the option of doing it in IB) and I want to be able to refer to them and manipulate them in the -touchesBegan and -touchesMoved methods.
I've added the images like this:
UIImageView *newPiece = [[UIImageView alloc] initWithImage:[UIImage imageNamed:[NSString stringWithFormat:#"%d.png", [piece tag]]]];
newPiece.frame = CGRectMake(pieceX, pieceY, pieceW, pieceH);
[newPiece setCenter:CGPointMake(pieceX, pieceY)];
[newPiece setTag:[piece tag]];
[[self view] addSubview:newPiece];
[newPiece release];
And note, many of these newPiece's are added programmatically, because the method that this is in is called more than once, so the images have different centers and images and stuff, so would I need an array to hold all of them?
Thanks

NSMutableArray would probably suit your needs.

Check this very detailed post. It's precisely about handling several programatically added UIImageViews and it worked nice for me.
Create multiple views and make the touched view follow the users touch
Best luck.

Related

Expandable UITextField with option for inserting image

I want to make the same view as iPhone default message app here is the screen shot what i want to do so can any one help me for suggesting 3rd party control or technique for making this kind of control in my app
Here is the Source code you wanted for the Growing TextField , although it doesn't contains the image button but you can easily customize it to fullfil your requirement
https://github.com/HansPinckaers/GrowingTextView
Hope it will help you.
You can add the image view as a subView of UITextView.
Create an imageView with image:
UIImageView *imageView = [[UIImageView alloc] initWithImage:yourImage];
[imageView setFrame:yourFrame];
[yourTextView addSubview:imageView];
and can use third party library for this Here
Hope it helps you.
you can directly add your image view on text view.
Tried this one
UIImageView * image=[[UIImageView alloc]initWithImage:[UIImage imageNamed:#"xyz.png"]];
[textview addSubview:image];
this will really helpful.

Issues setting up a back ground image and with UIImageView

On my iPhone app, I simply want to set a particular background image, which depends on whether it's an iPhone 5 or not.
So, I tried two approaches:
A) Using
self.view.backgroundColor = [UIColor colorWithPatternImage:backGroundimage];
B) Creating an UIImageView and setting up the image there. Code:
UIImageView *backgroundImageView = [[UIImageView alloc]initWithFrame:screenBounds];
[backgroundImageView setImage:[UIImage imageNamed:backGroundImage]];
[self.view addSubview:backgroundImageView];
But I am having issues with both of them:
Issues with Step A:
When I set the image through that way, I have to deal with the image scaling issues for different sizes of the screen. I use the following code to do the scalling:
UIGraphicsBeginImageContext(screenBounds.size);
[[UIImage imageNamed:backGroundImage] drawInRect:screenBounds];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.view.backgroundColor = [UIColor colorWithPatternImage:image];
Another issue from Step A is that the image appears quite blurry. It doesn't have the same sharpness to it.
Issues with Step B:
With this, the image looks really crisp and sharp - just the way it should look.
But when I switch to another view using the following code, strangely enough the UIImageView backgroundImageView still appears on the second one. The code I use to switch views is:
[self presentViewController:secondViewController animated:YES completion:nil];
I even tried [backgroundImageView removeFromSuperview], but that doesn't solve anything either.
So what am I doing wrong? And how can I set up a picture as my background which is dependent on the size of the iphone?
Plan B is a good plan. Presenting another view controller should and will definitely hide your image view. If it isn't happening, then it's a problem with the creation of secondViewController, unrelated to the background image on the presenting VC.
Before presenting secondViewController, log it:
NSLog(#"presenting %#", secondViewController);
I'll bet a dollar that it's nil. If I'm right, let's have a look at how you initialize secondViewController. That's the problem, unrelated to the background image view.
Okay, I finally fixed this issue, although the cause of this issue is still puzzling to me.
To fix this, I had to create an IBOutlet property for UIImageView and hook it up on the XIB file.
The reason I was programmatically creating the UIImageView is because the size of the UIImageView depends on what size iPhone they are using. But for the IBOutlet (let's call it as UIImageViewOutlet, I simply used [self.UIImageViewOutlet setFrame:] to get the size and location that I wanted.
I also discovered that one of the buttons that I was programmatically creating, was still visible in the secondViewController. I ended up creating an Outlet on the XIB file for that one as well and used setFrame on it to position it properly.
If anyone who knows the reason of this problem, I will be very grateful.

iOS: Creating tip / help popups

Are there any built in, open source, or tutorials for creating a reusable easy to use popup for use with in game-help.
Essentially I would like to, on first run of a game, show popup tips / help that "point to" various on screen objects to help a user orient themselves with the game.
Update: Here is an example of how I ultimately want it to look / behave although I don't need it that generic but as close as possible would be good
I like those: https://github.com/chrismiles/CMPopTipView.
Nice and easy to set up.
Essentially what you need is a custom view.
You cannot use Apple's UIAlertView since its purpose is very different from what you are looking for.
I don't know what are your specific needs, but you may use a simple UILabel:
CGRect ref = objectToAddress.frame;
UILabel *tip = [[UILabel alloc] initWithFrame:CGRectMake(ref.x+ref.width,
ref.y+ref.height,
width,
height)];
[tip setText:messageToShow];
[self.view addSubview:tip];
[tip release];
where width and height are the dimensions of the tip you want to show and messageToShow is the message you want to display.
You can, of course, customize your UILabel as you like, changing font or background color. Check the reference for additional informations.
EDIT:
You may take a look at a possible popover implementation for iPhone: WEPopover. On the iPad you can use directly Apple's UIPopoverController
What I've done is to create two functions
- (void) showOverlay: (BOOL) show withMessage: (NSString*) message
{
if(show)
{
// I create or load a UIView with labels, etc, and with an alpha of 0.6/07
// give it a tag for later dismissal
overlay.tag = tag; // any arbitrary value
// add as subview
[self.view addSubview: overlay];
}
else
{
// hide the view
UIView *overlay = [self.view viewWithTag: tag];
[overlay removeFromSuperview];
}
}
Then I have a hide overlay function
- (void) hideOverlayInSecs: (NSInterval) time
{
[self performSelector: #selector(hideOverlay) withObject: nil afterDelay: time];
}
Then you can write a wrapper function to show / dismiss it for varying durations
[self showOverlay: YES withMessage: #"help tip"];
[self hideOverlayInSecs: 2];
In my App, the tips were fairly static, so I created an tip image using my favorite image editor, and then simply created a UIImageView with the tip image, and then added that as a subview to the current view, making sure to place it on top of other views.
It worked out pretty nicely, but again, my tips are fairly static.
If you want to display them only on the first run through, you'll need to create a BOOL that is saved in NSUserDefaults or something.
How about this?
I wrote this myself. It's pretty simple and probably what you are looking for.
Popup any UIView instance on top or bottom then disappear after a few seconds.
https://github.com/SaKKo/SKTipAlertView
Hope you find it useful. cheers,

ImageView Send to Back Programmatically

After trying all the methods in the previous post I am not able to succeed sending my ImageView back to my Oscilloscope. I am using aurioTouch sample of Apple's example in my app and I have just resized the image in that.. Now I want to have another image in the same view. In my applicationDidFinishLaunching in the beginning I am writing the below code
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"myImage.png"]];
[imgView setFrame:CGRectMake(0,25,320,150)];
[view addSubview:imgView];
after this much of code i tried all the methods that is given in previous post but not able to get this newssmage behind the original image..
Here view is one of the class inherited from UIView.. How can I send new image back to my original image???
One look at the documentation for UIView would give you a list of possible methods to influence the view hierarchy. Some of them are:
– bringSubviewToFront:
– sendSubviewToBack:
– removeFromSuperview
– insertSubview:atIndex:
– insertSubview:aboveSubview:
– insertSubview:belowSubview:
– exchangeSubviewAtIndex:withSubviewAtIndex:
you need to call
- (void)sendSubviewToBack:(UIView *)view
on the view object in your code like this
[view sendSubviewToBack: imgView];
EDIT:
I have seen the code and from the looks of it the the image "Oscilloscope.png" is added on the EAGLView object with variable name view and if I am correct the you are using the same variable to add your imgView too, so I think it should work.

Which UI object to do this?

I have seen many times waiting panels (panels with a uiactivityindicatorview) black/dark with some transparency and white labels.
Like this one :
I guess it is a standard element.
Where can I find it?
Try This. it's the best solution I came across to show the activity. MBProgressHUD
MBProgressHUD looks nice. You might want to check out http://code.google.com/p/toast-notifications-ios/ too.
There's no iOS component that does this.
If you don't want to include an external library just for this one component then you can do it using UI components.
/* Warning, typed from memory */
// Create the UIView that's the background
UIView *pleaseWaitView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 100, 80)];
[pleaseWaitView setBackgroundColor:[UIColor colorWithWhite:0.5 alpha:0.5]];
[[pleaseWaitView layer] setCornerRadius:5.0f];
// And create an activity indicator
UIActivityIndicator *i = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[i startAnimating];
[pleaseWaitView addSubview:i];
[i release];
// Add it to the main view (in the middle)
[pleaseWaitView setCenter:CGPointMake(self.view.bounds.size.width/2, self.view.bounds.size.height/2)];
[self.view addSubview:pleaseWaitView];
You can add a UILabel with whatever text you want (in your case, 'Authenticating') in the same way as you added the activity indicator.
The tricky part is setting the corner radius - you will probably need this at the top of your .m file :
#import <QuartzCore/QuartzCore.h>
NB You can do this in interface builder as well if you want (apart from the corner radius bit!) ;)
I answered a question that included an overlay like this. I included the code and the overlay image you need to do it with. Take a look at this answer and take a look at the screen shot it created. I use this overlay as I send email in the background so you will want to edit the code to do your function but the overlay code is already in place.
Locking the Fields in MFMailComposeViewController
Happy Coding!
Check out DSActivityView. I've successfully used it in a few of my projects.
As by now there is no standard UIElement for that in iOS.
But checkout this library: