I have created a custom UIView that I would like to use on multiple different view controllers in my iPhone application. Currently, I have copied the UIView that contains the controls from the nib file for the first view controller, pasted it into the other view controllers, and then wired up all of the actions to each view controller. This works fine, but is not the optimal way that I would like to use this custom view.
My custom view is reasonably simple, it consists of some UIButtons with labels, and tapping on these buttons fires actions that changes the contents of controls on my view controller's view.
What would be a strategy to consolidate the definition and usage of this UIView? Ideally, I would like to just reference this custom view from the nib of view controllers, and have my view controller respond to actions from this custom view.
EDIT: OK, based on J.Biard's suggestions, I have tried the following with not much luck.
I created another UIView based nib file with the contents (for now just some UIButton objects) of my reusable view and UIView subclass .m and .h files, and then set the nib File's Owner class to my newly created class name.
Then, I added most of the code from J.Biard (I changed the rect to 50,50,100,100, left out the setDelegate out for now, as I am just trying to get it working visually for now, and i found that [self.view addSubview:view] worked much better than [self addSubView:view]) to the end of the viewDidLoad method of the first view controller that is displayed when the app fires up.
And what I get now is my main view with a black square in it. Have I missed an outlet somewhere, or is there some initialization needed in initWithFrame or drawRect in the UIView subclass?
Create your MyCustomView class and nib file.
In the nib file, set Files Owner to MyCustomView - then design your view as normal, with a top level UIView. Create an IBOutlet in MyCustomView to link to your top level UIView in your nib file.
In MyCustomView add this method:
- (BOOL) loadMyNibFile {
if (![[NSBundle mainBundle] loadNibNamed:#"MyCustomView" owner:self options:nil]) {
return NO;
}
return YES;
}
In your view controllers you can use this custom view like so
- (void)viewDidLoad {
MyCustomView *customView = [[MyCustomView alloc] initWithFrame:CGRectMake(0, 0, 320, 44)];
[customView loadMyNibFile];
[self.view addSubview:customView.view]; //customView.view is the IBOutlet you created
[customView release];
}
You could also create a convenience class method on MyCustomView to do this if you liked.
If it is very simple I would recommend that you create a subclass of UIView in code and create instances of this class (or you can use Interface Builder to create the custom UIView that is then archived into the NIB file and restored later on also using code).
Using the code solution you could create instances of your custom UIView in your controller by calling something like:
#import "MyCustomView.h"
// let the superview decide how big it should be or set it as needed.
CGRect sizeRect = CGRectMake(0,0,0,0);
// create an instance of your view
MyCustomView *view = [MyCustomView alloc] initWithFrame:sizeRect];
// set a custom delegate on the view or set callback methods using #selector()...
[view setDelegate:self]; // self = view controller
// add the view to the controller somewhere... (eg: update CGRect above as needed)
[self addSubView:view];
// don't forget to release the view somewhere ;-)
This example assumes that you create a delegate protocol that your View Controller can respond to or you can wire up events dynamically using #selector. If you don't want to create instances of the view in code you could add a "UIView" to your NIB file and set it's class type in the inspector window (command -> 4 -> class dropdown).
If you want to do everything in interface builder you can create your custom UIView and use something like "- (NSArray *)loadNibNamed:(NSString *)name owner:(id)owner options:(NSDictionary *)options" (see NSBundle) to load the NIB file dynamically. This presents it's own challenges though it is also feasible.
The most involved option would be to create your own xcode custom UI library / plugin so that your custom control / view could be dragged into each NIB file from the Library window like any other control shipped by Apple.
Hope this clarifies or eliminates some options for re-using controls for you.
Cheers-
Related
I have declared a UIView inside a UIViewController class. Can I call this UIView in another UIViewController class?
If its possible how can I call it?
Yes, you can use a single instance of a view in a number of views/viewControllers. Typically I do the same with Views that carry advertisements.
You pass them along as you would do with any other object.
If you do not create it in Interface Bulder (I suggest creating it programmatically) then you may want to define it within your application delegate rather than a view controller and pass it to the individual view controllers that make use of it.
Within the view controller just add it as sub view accordingly, as you would do it with any other view too.
There is one thing though. When you add this view to another super view for the second time or more then it will be removed from its prior super view. That means that you will have to add it as super view again, when its prior super view becomes visible again. A view can only be part of one view hierarchy at a time.
Sample code, thanks to Gordon:
/* Untested and simplified */
AppDelegate.h:
#property ( strong, nonatomic) ReuseableView reuseableView
;
AppDelegate.m
#synthesize reuseableView;
/* in didFinishLaunchingWithOptions ...*/
reuseableView = [[alloc] init]; // or init from nib, initwithframe, etc.
viewController.m
/* In each view controller that uses the view */
- (void) viewWillAppear:(BOOL)animated
{
[self.view addSubview:((AppDelegate*)[UIApplication sharedApplication].delegate).reuseableView];
}
- (void) viewWillDisappear:(BOOL)animated
{
[((AppDelegate*)[UIApplication sharedApplication].delegate).ReuseableView removeFromSuperview];
}
I am not quite sure whether this removeFromSuperview is really required. The next addSubview will remove it from its existing superview anyway and if addSubview is called on the same super view twice in a row then it does not do any harm. However, it is save using removeFromSuperview at this point.
Well, summarized that is basically it. You define, create and store your shared view (the reusableView in Gordon's example) at a common place. The application delegate is a good place for that. In each view's controller that uses the shared view you fetch it from the delegate and add it as subview to the current view.
I would subclass UIView and import it on the ViewControllers where I wanna use it
NSArray *nibArray = [[NSBundle mainBundle] loadNibNamed:#"YourView" owner:self options:nil];
yourView = (YourView *)[nibArray objectAtIndex:0];
Then you set its frame and [self.view addSubview:yourView]
I'm adding a subview to my primary iPad UIViewController, and within that subview I need to reference said view controller in order to play a video using that controller.
Can anyone help me out with the way that should be done, and possibly a code example?
Thank you in advance.
Regards,
Ed
EDIT (A LITTLE BIT MORE INFO):
This subview is a view from a uiviewcontroller class that is designed for the iPhone. It's a table that loads a video when a row is pressed. The movieplayer loads the video within the referenced viewcontroller (which is why I want to reference the iPad view controller from within the subview). The view is basically used within an iPad app in it's same form.
This sounds like an architecture problem. It's not up to your view to tell something to play a sound. That's a controller's job. It's up to your view to tell "someone" that it was touched, or slid, or whatever the user has done. "Someone" (who is watching) will then perform the correct response to that.
To do this, your view should generally take a target, and possibly and action. Look at how UIControl (for example, UIButton) informs other objects that it has been activated. The observer (controller) then reacts accordingly.
EDIT
The view should not load a video. A view controller should load the video and install it into the correct view. The only job the view has is to tell its view controller that it has been pressed. UITableView handles this automatically with the UITableViewDelegate method tableView:didSelectRowAtIndexPath:. If you're not using a UITableView, you should still follow this pattern. The view accepts has a delegate and tells the delegate (controller) that something was selected. Then the controller updates the views with the new data.
You probably already have the main view living in a property of your application delegate (it is commonly assigned via the application's .xib file, look in the app delegate's applicationDidFinishLaunching: method, where it adds the main view as a subview to the window, something like:
[window addSubview:primaryController.view];
[window makeKeyAndVisible];
).
So anywhere in your app where you need to access the main view, you can do:
[(MyAppDelegateType*)([UIApplication sharedApplication].delegate).primaryController somePrimaryControllerMethod];
Edit: while this will work, I agree with Rob Napier that this isn't the best way to do it, architecture-wise.
You could just use [yourSubview superview] to get the superview.
Can't you just add a property to the view like this:
#property (nonatomic, assign) UIViewController *parentViewController;
And on initialization of the view (from within the UIViewController), set the property:
UIView *customView = [[UIView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 320.0f, 460.0f)];
customView.parentViewController = self;
And from then on you should be able to call the parentViewController from within the view.
Edit: Rob Napier has a good point, it's probably a better idea to set a target and selector from within the view instead of a view controller. This way you should be able to hook up methods directly with the view. The properties would look like this:
#property (nonatomic assign) id target;
#property (nonatmic, assign) SEL selector;
And perhaps add a designated initializer to your view:
- (id)initWithFrame:(CGRect)aFrame target:(id)aTarget selector:(SEL)aSelector
{
self = [super initWithFrame:aFrame];
if (self)
{
self.target = aTarget;
self.selector = aSelector;
}
return self;
}
How do I prevent a UIVIewController from loading the xib?
I downloaded an XCode (iPhone) project online, and I want to stop the xib file from loading. The view did load method doesn't have any code in it which deals with xib. How do I force the UIViewController to be loaded from it's viewDidLoad method instead of the xib?
Overwrite loadview but DO NOT call [super loadview]. Example:
-(void)loadView{
self.view = [UIView new];
[self.view setBackgroundColor:[UIColor redColor]];
}
From the Documentation
loadView
Creates the view that the controller manages.
You should never call this method
directly. The view controller calls this method when the view property
is requested but is currently nil. If you create your views manually,
you must override this method and use it to create your views. If you
use Interface Builder to create your views and initialize the view
controller—that is, you initialize the view using the
initWithNibName:bundle: method, set the nibName and nibBundle
properties directly, or create both your views and view controller in
Interface Builder—then you must not override this method.
The default implementation of this method looks for valid nib
information and uses that information to load the associated nib file.
If no nib information is specified, the default implementation creates
a plain UIView object and makes it the main view.
If you override this method in order to create your views manually,
you should do so and assign the root view of your hierarchy to the
view property. (The views you create should be unique instances and
should not be shared with any other view controller object.) Your
custom implementation of this method should not call super.
If you want to perform any additional initialization of your views, do
so in the viewDidLoad method. In iOS 3.0 and later, you should also
override the viewDidUnload method to release any references to the
view or its contents.
Write your own init method. Later if you require the nib you can create a UINib object and when you need the view you can use instantiateWithOwner.
Using init when creating your view controller will prevent the nib loading. Another thing to do is to name the nib something other than the name of the view controller - because the nib can be loaded automatically if they match. I use ViewControllerName_iPad or ViewControllerName_iPhone and create the view required depending on device idiom.
The code to load from the xib file is not in the viewDidLoad method of the view controller itself.
You should usually find it in the application delegate's didFinishLaunchingWithOptions: method, or in the info.plist file, under the NSMainNibFile entry.
Try changing the initWithNibNameOrNil method to just init.
If that doesn't work, also override the loadView method by uncommenting it and setting your view there.
Here's an example:
- (id)init
{
self = [super init];
if (self) {
// Custom initialization
}
return self;
}
- (void)loadView {
[super loadView];
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(0,0,320,460)];
myView.backgroundColor = [UIColor redColor];
self.view = myView;
[myView release];
}
Perhaps I'm barking up the wrong tree here, but is the UIViewController loading its view from a XIB because the XIB that loads the UIViewController itself has a "NIB Name" set in the view controller's settings?
e.g. load up MainWindow.xib, see your view controller. Select it, then look in the view controller settings over on the right (4th tab). One of the settings is "NIB Name". Just make that blank to stop the view controller loading its view from that XIB/NIB.
I am making a custom widget that I would like to use in multiple nibs. So I make a new view nib Screen3, add some buttons, and now want my UIAwesomeSauce widget.
If I just add a view and then change the Class Identity, it doesn't get the subelements from the UIAwesomeSauce nib. Same thing if I go to the Library and switch to Classes. It seems only a UIViewController has the field for "Load from nib", which would be beautiful.
I know I can load the UIAwesomeSauce nib from code, get the top level objects, and place it by hand. But the point of IB is so you don't have to place things in code. Even better would be if I could get UIAwesomeSauce to show up in the Library list itself.
SOLVED - by Nimrod - READ ON FOR EXPLANATION AND CODE
Anyway, dood, that is great. I can make my own widget classes now for goofy Awesome stuff. Make the FileOwner of your UI nib your class, and in it just have a normal UIView with all your stuff. (The single view in the widget's nib can't be the class itself, or you get recursive in initWithCoder.) Then in the nib you want to use it, make a vanilla UIView and change its class. You won't be able to actually see the widget inside that square, but deal.
Self is now a blank view, and tMyActualSelf is the single view that you did the work in in the other nib. Yay!
- (id)initWithCoder:(NSCoder*)coder
{
if ((self = [super initWithCoder:coder]))
{
UIView *tMyActualSelf = nil;
// Initialization code
NSArray *tNibItems = [[NSBundle mainBundle] loadNibNamed:#"UIAwesomeSauce" owner:self options:nil];
for (id object in tNibItems)
{
if ([object isKindOfClass:[UIView class]])
tMyActualSelf = (UIView *)[object retain];
}
if( tMyActualSelf )
{
tMyActualSelf.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
[self addSubview:tMyActualSelf];
}
}
return self;
}
I feel your pain when it comes to the UIViewController being the only thing you can specify a nib load with, but I think it's because there has to be a File's Owner that's a controller, or something like that, though I'm not sure why a UIView can't be a File's Owner.
I think you can put things in the library under Custom Objects but I think you'd be limited to putting a UIView in there with the class just set to a custom subclass of UIView. I actually looked into trying to extend interface builder and it looks like you can do it for OS X stuff, but not for iPhone stuff. It involves compiling code for the new widget in interface builder to tell it how to draw the widget just within IB. I think there's actually an OS X template for this.
I think what I'd probably do is create a main view in a nib file that contains all the subviews, then in initWithCoder: in the UIAwesomeSauce thing open the nib file, load the main view, and just place it inside self so that you have an "unnecessary" view between the UIAwesomeSauce view and the subviews (or sub subviews as the case would be.) I'm not sure how inefficient that is, but in messing with some stuff it looks like some views like UIWebView seem to have one of these seemingly unnecssary intermediate views (IIRC).
If you come up with a better solution please tell me because I'd like to know too.
EDIT
Now that I look at it, I think the UIView CAN be the file's owner, you just can't set it up in IB. Basically you'd call the nib load something like this in the UIView subclass:
[bundle loadNibNamed:#"UISpecialSauce" owner:self options:...]
I think if you create outlets in UISpecialSauce or whatever then they should be assigned correctly because of the owner:self.
Theres a cocoapod that might actually help with that:
https://github.com/mobilejazz/NibWrapper
It provides a wrapper view that loads a child view from another NIB. You can specify the name of that NIB inside interface builder via a runtime attribute.
I know there is a seemingly exact duplicate of this question here: iPhone SDK: what is the difference between loadView and viewDidLoad?
However, I have read that question and still it was not fully answered.
I'm not using IB as the UI is dynamic.
So should I create the self.view and then add the subviews in loadView,
or should I create the self.view in loadView and add the subviews in viewDidLoad?
When you load your view from a NIB and want to perform further customization after launch, use viewDidLoad.
If you want to create your view programatically (not using Interface Builder), use loadView.
For your specific question, you should add the subview in viewDidLoad. Because, if you overwrite the loadView, you have to do all the jobs, loading all the views.
Here is the explanation from Apple's documentation:
The steps that occur during the load cycle are as follows:
1.
* Some part of your application asks for the view in the view
controller’s view property.
2.
* If the view is not currently in memory, the view controller calls its loadView
method.
3.
* The loadView method does one of the following:
If you override this method, your implementation is
responsible for creating all
necessary views and assigning a
non-nil value to the view property.
If you do not override this method, the default implementation uses
the nibName and nibBundle properties of the view controller to try to load the view
from the specified nib file. If the
specified nib file is not found, it
looks for a nib file whose name
matches the name of the view
controller class and loads that file.
If no nib file is available, the method creates an empty UIView object
and assigns it to the view property.
4.
* The view controller calls its viewDidLoad method to perform any
additional load-time tasks.
It is very simple actually. If you do it without IB, then your UIViewController's view property is empty. So set it at loadView!
I only do setting of view at loadView and nothing else.
Other than that, do all thing inside viewDidLoad. Here is some example:
- (void)loadView {
CGRect frame = [[UIScreen mainScreen] applicationFrame];
baseView = [[UIView alloc] initWithFrame:frame];
[self setView:baseView];
[baseView release];
}
That's it! I am done. And would never want to add more to it. Then at the viewDidLoad, I add all those subviews I want to.
- (void)viewDidLoad {
[super viewDidLoad];
msg = [[UILabel alloc] initWithFrame:CGRectMake(0, 200, 320, 50)];
[msg setText:#"Your profile is empty!"];
[[self view] addSubview:msg]; // hey, I have done my view at loadView, so I have it now
[msg release];
}
I could be wrong in my understanding :)
loadView is the method that actually sets up your view (sets up all the outlets, including self.view).
viewDidLoad you can figure out by its name. It's a delegate method called after the view has been loaded (all the outlets have been set) that just notifies the controller that it can now start using the outlets.
viewDidLoad:
"This method is called after the view controller has loaded its associated views into memory. This method is called regardless of whether the views were stored in a nib file or created programmatically in the loadView method."
loadView:
"If you create your views manually, you must override this method and use it to create your views."
Add subviews in viewDidLoad. That way you are 100% sure than the view did indeed load and is ready for consumption.
Use viewDidLoad for initialize views and constrols. And use loadView if you don't have Nib/Xib and would like your ViewController has custom (not UIView) view.
Only use loadView when you want to create a view yourself.
Don't use loadView after you use interface builder or init with nib since these actions have already called loadView in the underly implementation.
Also, when use loadView, assign view first before doing any other settings:
-(void)loadView {
[super loadView];
// if you do any things here before assigning a view
// it will try to get a view first by calling loadView()
// and ends up with a crash since a dead loop.
self.view = ...;//assign your view here
//do other settings
}