I have looked around at a number of posts on this topic, but have been unable to fix the issues I am having. I am presenting a modal view that is a UIViewController. I've setup that view to have a UISegmentedControl on the top right that will ideally allow me to switch the view (inside of this modal view).
In order to not cover up my toolbar at the top, I have made a simple UIView in IB, and laid out the dimensions so they don't overlap the toolbar. Now my thinking is that if I add the view I want to add to the UIView when the UISegmentedControl is selected, life will be great:
-(IBAction) indexDidChangeForSegmentedControl:(UISegmentedControl*)seg{
int selectedNum = seg.selectedSegmentIndex;
if([[self.view1 subviews] objectAtIndex:0] != nil){
[[[self.view1 subviews] objectAtIndex:0] removeFromSuperview];
}
if(selectedNum == 0){
[self.view1 addSubview:[(DialogInfo*)[viewsArray objectAtIndex:seg.selectedSegmentIndex] view]];
}else if(selectedNum == 1){
[self.view1 addSubview:[(DialogMetadata*)[viewsArray objectAtIndex:seg.selectedSegmentIndex] view]];
}else if(selectedNum == 2){
[self.view1 addSubview:[(DialogVersions*)[viewsArray objectAtIndex:seg.selectedSegmentIndex] view]];
}else if(selectedNum == 3){
[self.view1 addSubview:[(DialogAssoc*)[viewsArray objectAtIndex:seg.selectedSegmentIndex] view]];
}
}
And that works! But the problem is that when I rotate the device, the view that I really care about, the inner one, won't spin.
I have tried not doing this outer parent UIView approach, and just tried setting the view controller view with a certain frame, but the orientation is still messed up.
I have also tried doing this with a UINavigationController, and just not animating the transition, but I can't get that to work correctly.
So my question is: What do I do?! All I want is to be able to switch between views with a UISegmentedControl and be able to rotate the device to any orientation I need. I've thought through this so much and tried so many different things that I feel like I don't have a clue what is happening anymore.
Thank you for your help
Well it turns out after poking around some more that my resize mask wasn't set properly in IB. DOH!
I have a view with multiple subviews. When a user taps a subview, the subview expands in size to cover most of the screen, but some of the other subviews are still visible underneath.
I want my app to ignore touches on the other subviews when one of the subviews is "expanded" like this. Is there a simple way to achieve this? I can write code to handle this, but I was hoping there's a simpler built-in way.
Hope this help...
[[yourSuperView subviews]
makeObjectsPerformSelector:#selector(setUserInteractionEnabled:)
withObject:[NSNumber numberWithBool:FALSE]];
which will disable userInteraction of a view's immediate subviews..Then give userInteraction to the only view you wanted
yourTouchableView.setUserInteraction = TRUE;
EDIT:
It seems in iOS disabling userInteraction on a parent view doesn't disable userInteraction on its childs.. So the code above (I mean the one with makeObjectsPerformSelector:)will only work to disable userInteraction of a parent's immediate subviews..
See user madewulf's answer which recursively get all subviews and disable user interaction of all of them. Or if you need to disable userInteraction of this view in many places in the project, You can categorize UIView to add that feature.. Something like this will do..
#interface UIView (UserInteractionFeatures)
-(void)setRecursiveUserInteraction:(BOOL)value;
#end
#implementation UIView(UserInteractionFeatures)
-(void)setRecursiveUserInteraction:(BOOL)value{
self.userInteractionEnabled = value;
for (UIView *view in [self subviews]) {
[view setRecursiveUserInteraction:value];
}
}
#end
Now you can call
[yourSuperView setRecursiveUserInteraction:NO];
Also user #lxt's suggestion of adding an invisible view on top of all view's is one other way of doing it..
There are a couple of ways of doing this. You could iterate through all your other subviews and set userInteractionEnabled = NO, but this is less than ideal if you have lots of other views (you would, after all, have to subsequently renable them all).
The way I do this is to create an invisible UIView that's the size of the entire screen that 'blocks' all the touches from going to the other views. Sometimes this is literally invisible, other times I may set it to black with an alpha value of 0.3 or so.
When you expand your main subview to fill the screen you can add this 'blocking' UIView behind it (using insertSubview: belowSubview:). When you minimize your expanded subview you can remove the invisible UIView from your hierarchy.
So not quite built-in, but I think the simplest approach. Not sure if that was what you were thinking of already, hopefully it was of some help.
Beware of the code given as solution here by Krishnabhadra:
[[yourSuperView subviews]makeObjectsPerformSelector:#selector(setUserInteractionEnabled:) withObject:[NSNumber numberWithBool:FALSE]];
This will not work in all cases because [yourSuperView subviews] only gives the direct subviews of the superview. To make it work, you will have to iterate recursively on all subviews:
-(void) disableRecursivelyAllSubviews:(UIView *) theView
{
theView.userInteractionEnabled = NO;
for(UIView* subview in [theView subviews])
{
[self disableRecursivelyAllSubviews:subview];
}
}
-(void) disableAllSubviewsOf:(UIView *) theView
{
for(UIView* subview in [theView subviews])
{
[self disableRecursivelyAllSubviews:subview];
}
}
Now a call to disableAllSubviewsOf will do what you wanted to do.
If you have a deep stack of views, the solution by lxt is probably better.
I would do this by putting a custom transparent button with the same frame as the superView. And then on top of that button I would put view that should accept user touches.
Button will swallow all touches and views behind it wouldn't receive any touch events, but view on top of the button will receive touches normally.
Something like this:
- (void)disableTouchesOnView:(UIView *)view {
UIButton *ghostButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, view.frame.size.width, view.frame.size.height)];
[ghostButton setBackgroundColor:[UIColor clearColor]];
ghostButton.tag = 42; // Any random number. Use #define to avoid putting numbers in code.
[view addSubview:ghostButton];
}
And a method for enabling the parentView.
- (void)enableTouchesOnView:(UIView *)view {
[[view viewWithTag:42] removeFromSuperview];
}
So, to disable all views in the parentViev behind yourView, I would do this:
YourView *yourView = [[YourView alloc] initWithCustomInitializer];
// It is important to disable touches on the parent view before adding the top most view.
[self disableTouchesOnView:parentView];
[parentView addSubview:yourView];
Just parentView.UserInteractionEnabled = NO will do the work.
Parent view will disable user interaction on all the view's subviews. But enable it does not enable all subviews(by default UIImageView is not interactable). So an easy way is find the parent view and use the code above, and there is no need to iterate all subviews to perform a selector.
Add a TapGestureRecognizer to your "background view" (the translucent one which "grays out" your normal interface) and set it to "Cancels Touches In View", without adding an action.
let captureTaps = UITapGestureRecognizer()
captureTaps.cancelsTouchesInView = true
dimmedOverlay?.addGestureRecognizer(captureTaps)
I will give my 2 cents to this problem.
Iteratively run userInteractionEnabled = false it's one way.
Another way will be add a UIView like following.
EZEventEater.h
#import <UIKit/UIKit.h>
#interface EZEventEater : UIView
#end
EZEventEater.m
#import "EZEventEater.h"
#implementation EZEventEater
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.backgroundColor = [UIColor clearColor];
self.userInteractionEnabled = false;
}
return self;
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//EZDEBUG(#"eater touched");
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
In your code you add the EZEventEater view to cover all the views that your may block the touch event.
Whenever you want to block the touch event to those views, simply call
eater.userInteractionEnabled = YES;
Hope this helpful.
In Swift 5, I achieved this behaviour by placing a view right on top(the highlighted one) and setting:
myView.isUserInteractionEnabled = true
This does not let the touches go through it, thus ignoring the taps.
For my app, I think it will be sufficient to disable navigation to other tabs of the app (for a limited duration, while I'm doing some processing):
self.tabBarController.view.userInteractionEnabled = NO;
Also, I disabled the current view controller--
self.view.userInteractionEnabled = NO;
(And, by the way, the recursive solutions proposed here had odd effects in my app. The disable seems to work fine, but the re-enable has odd effects-- some of the UI was not renabled).
Simple solution. Add a dummy gesture that does nothing. Make it reusable by adding it to an extension like this:
extension UIView {
func addNullGesture() {
let gesture = UITapGestureRecognizer(target: self,
action: #selector(nullGesture))
addGestureRecognizer(gesture)
}
#objc private func nullGesture() {}
}
setUserInteractionEnabled = NO on the view you want to disable
I had the same problem, but the above solutions did not help.
I then noticed that calling
super.touchesBegan(...) was the problem.
After removing this the event was only handled by the top-most view.
I hope this is of help to anybody.
How can I position a button on my view dynamically?
Try this code
for(UIView * view in self.view.subviews)
{
if([view isKindOfClass:[UIButton class]])
{
// view is button
}
}
You can also use tags
Set the tag property of the UIButton (e.g. in interface builder, or programatically). Then you can walk the children of the owning view:
for (UIView *view in myView.subviews) {
if (view.tag == 101 /*or whatever you set it to*/) {
// things...
}
}
Ok, now we understand the question better...
You can place a button/UIComponent at runtime by settings its frame. This will place it at a given coordinate within the view containing the button.
myButton.frame = CGRectMake(newX, newY, myButton.frame.width, myButton.frame.height);
If you wish to do a linear style animation (no curves), look up CATransitions, see iPhone UIView Animation Best Practice. If you need to support pre-iOS4 devices, you can't use CATransitions, and have to do it the old way using UIView animations.
To do more complex animations, you might have to mess around with timers, which can slightly juddery effects if you're trying to do complicated animation paths.
Get a array of all the subviews of a view using:
[myView subviews]
iterate through that array and check for your butotn by some unique characteristic. (You can set the button's tag attribute to some unique value and check for that value)
I have an app that programmatically creates labels and text fields based on the contents of a text file. Whenever the view controller is loaded, it creates text fields and labels that are different each time. My problem is I need to clear out the labels and text fields without releasing the view controller since I need to keep track of the view controller. I tried self.viewController = nil, but I'm pretty sure this results in a memory leak. Is there a way to delete all the subviews of a view?
What Greg meant to say is this:
for (UIView *subview in self.view.subviews) {
[subview removeFromSuperview];
}
This may not work as you would expect though, as Objective C doesn't like it when you modify an array while you're iterating through it in a for loop. A safer choice would be this:
while ([self.view.subviews count] > 0) {
[[self.view.subviews lastObject] removeFromSuperview];
}
If you have a view named view, you should be able to remove all of the subviews from the view using this code:
for (UIView *subview in view) {
[subview removeFromSuperview];
}
I have a UITableView with an Index on the side; I want to add a UISearchBar to it, but the index overlaps with the "x" to clear the search. I've noticed in the Contacts application, the textfield within the UISearchBar is resized to accommodate this, but I can't work out how to do this in my own app.
I have tried the following in my viewDidLoad, but it does not seem to work.
UITextField * textField = (UITextField *)[[self.search subviews] objectAtIndex:0];
CGRect r = textField.frame;
[textField setFrame:CGRectMake(r.origin.x, r.origin.y, r.size.height, r.size.width-30)];
Any ideas?
it's much easier than all these suggestions. In interface builder, instead of putting the Search Bar as the header of your Table View, you can put a View instead. Then, put a Navigation Bar inside this View. Grab the left resizing handle of the Navigation Bar and pull it to the right until the N B is only 25 pixels wide. Clear out the Title in the N B (double click to select it, then delete). Then, add a Search Bar into the same View. Move its right resizing handle to the left, adjust so that it abuts the N B. That's it.
You can enable a cancel button if you want too and it also won't overlap the index (remains within the search bar).
Apparently a Table View can only have 1 subview in its header, that's why you need to put the View first, then the N B and Search Bar inside it.
UPDATE: see Beginning iPhone Development from Apress, p. 241 of SDK 3 edition. You just disable the index while searching.
- (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView {
if (isSearching) {
return nil;
}
return keys;
}
Also they talk about adding a magnifying glass to the top of the index.
Great book all around.
Why not just make the actual UISearchBar smaller horizontally, and place an (empty) UINavigationBar to the right of it? They will render the exact same background.
Better than hacking the internals of Apple's objects that could change.
Also, when animating the UISearchBar's width, you'll notice that the inner text field is not animated along with it. You can fix this by calling UISearchBar's "layoutSubviews" within your animation block after changing its frame. (that's where it determines the size of the inner text field)
Ok, I've come up with a solution.
Create a subclass of UISearchBar
Include this code in the drawRect: method.
UITextView * textField = [self.subviews objectAtIndex:0];
textField.frame = CGRectMake(5, 6, (310 - kRightSideMargin), 31);
[super drawRect:rect];
Note: kRightSideMargin is a constant I set in my header file; I have it set to 25.
Thanks for the suggestions from everyone else.
As Padraig pointed out all you have to do is subclass out the searchBar. Create your UISearchBar subclass, and add the following code into the layoutSubviews method:
- (void)layoutSubviews
{
UITextField *searchField;
for(int i = 0; i < [self.subviews count]; i++)
{
if([[self.subviews objectAtIndex:i] isKindOfClass:[UITextField class]])
{
searchField = [self.subviews objectAtIndex:i];
}
}
if(!(searchField == nil))
{
searchField.frame = CGRectMake(4, 5, 285, 30);
}
}
This loops through all the subviews and checks them against type UITextField. That way if it ever moves in its line up of subviews this will still grab it. I found 285 to just wide enough not to overlap with the index of my tableView.
As of iOS 6, the navigation bar solution didn't work well for me because of slightly different looks now between the UISearchBar and UINavigationBar. So, I switched to something similar to Padraig's approach by subclassing the UISearchBar.
#interface SearchBarWithPad : UISearchBar
#end
#implementation SearchBarWithPad
- (void) layoutSubviews {
[super layoutSubviews];
NSInteger pad = 50;
for (UIView *view in self.subviews) {
if ([view isKindOfClass: [UITextField class]])
view.frame = CGRectMake (view.frame.origin.x, view.frame.origin.y, view.frame.size.width - pad, view.frame.size.height);
}
}
#end
Edit: Ah, I haven't tried it, but I think you might be able to set a navigation bar's clipToBounds = YES to turn off it's new shadow, thereby creating a consistent look again between the two controls.
I am using ViewDeck and want to show a UISearchbar inside the leftController.
Now the problem is if I open the left side which contains the navigation, the right bit overlaps my search field.
I got rid of this by over writing UISearchBar, the textfield will always have the same width, but in one case there is the ViewDeck overlapping and in the other case I hide the ViewDeck-bit and then the cancel button will take up the space:
Subclassing UISearchBar
#import "ViewDeckSearchBar.h"
#define kViewDeckPadding 55
#interface ViewDeckSearchBar()
#property (readonly) UITextField *textField;
#end
#implementation ViewDeckSearchBar
static CGRect initialTextFieldFrame;
- (void) layoutSubviews {
[super layoutSubviews];
// Store the initial frame for the the text field
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
initialTextFieldFrame = self.textField.frame;
});
[self updateTextFieldFrame];
}
-(void)updateTextFieldFrame{
int width = initialTextFieldFrame.size.width - (kViewDeckPadding + 6);
CGRect newFrame = CGRectMake (self.textField.frame.origin.x,
self.textField.frame.origin.y,
width,
self.textField.frame.size.height);
self.textField.frame = newFrame;
}
-(UITextField *)textField{
for (UIView *view in self.subviews) {
if ([view isKindOfClass: [UITextField class]]){
return (UITextField *)view;
}
}
return nil;
}
#end
ViewController class
In my Navigation class I need to overwrite these two UISearchbarDelegate methods in order to go to fullscreen with the search results:
- (void)searchBarTextDidBeginEditing:(UISearchBar *)searchBar{
[self.viewDeckController setLeftSize:0];
// I am also using scopes, which works fine (they fade out when not searching)
self.searchBar.scopeButtonTitles = #[#"Food",
#"Beverages",
#"Misc"];
}
-(void)searchBarTextDidEndEditing:(UISearchBar *)searchBar{
self.viewDeckController.leftSize = 55;
}
Result
ViewDeck showing to the right:
(source: minus.com)
Search in Fullscreen (The button and the scope buttons are animated in).
(source: minus.com)
searchBar.layoutMargins = UIEdgeInsetsMake(0, 0, 0, rightPad);
My old solution of changing the UITextField frame stopped working in iOS 13. Putting a UINavigationBar to the right of the UISearchBar never worked well for me as they had different looks at top and bottom.
Sorry to drag this all up again.
I wanted the UISearchBar to be shorter, and I'm using a UISearchBarController, but without actually wanting the index. This is because I have an overlay to the right:
To do this, I fake a sectionIndex with one blank item, then hide it. Here's how I do that:
- (void)hideTableIndex {
for (UIView *view in [tableView subviews]) {
if ([view isKindOfClass:NSClassFromString(#"UITableViewIndex")]) {
view.hidden = YES;
}
}
}
- (NSArray *)sectionIndexTitlesForTableView:(UITableView *)aTableView {
if (aTableView == self.searchDisplayController.searchResultsTableView) {
return nil;
} else {
[self performSelector:#selector(hideTableIndex) withObject:nil afterDelay:0];
return [NSArray arrayWithObjects:#"", nil];
}
}
- (NSInteger)tableView:(UITableView *)tableView sectionForSectionIndexTitle:(NSString *)title atIndex:(NSInteger)index {
return 0;
}
This shortens the the UISearchBar and hides the index so it can't be tapped (a small section would otherwise hand to the left of the overlay that when tapped would scroll the UITableView to the top). Like this:
Best of all, when you use the search, you still get the full width bar:
Just put a UIView and put the search bar inside that UIView. UIView must be of same size as UISearchBar.
this worked for me.
The text field used in UISearchBar is a subclass of UITextField called UISearchBarTextField.
AFAIK, there's no way to resize a UISearchBarTextField using the public API, and the private API doesn't reveal much either.
Maybe you can take a look at UISearchBarTextField's subviews, if it has any.
UPDATE: It doesn't.
UPDATE 2: I think you should take a look at UITextField's rightView property. The below code, although it doesn't work, seems like a good starting point:
UIView *emptyView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 25, 25)];
[textField setRightView:emptyView];
[textField setRightViewMode:UITextFieldViewModeAlways];
[emptyView release];
Sorry for Necroposting, but I found another way to make a little space on the right of the textfield.
I was having the problem, that I had an indexed tableview with a searchbar as the first row. Now the index and the searchbar (made in IB, btw.) were overlapping. It tried almost everything with no success. It seems that the width and height properties of the textifield don't respond... So I came up with this:
searchBar.showsCancelButton = YES;
UIView *cButton = [searchBar.subviews objectAtIndex:2];
cButton.hidden = YES;
I still can't adjust the size of the space, but this does it for now... although... pretty weird solution...
Everyone has provided ways to modify the UI. I have discovered how to obtain identical results. You must provide the following two implementations:
Use UISearchDisplayController
More importantly, make sure you initialize it with:
- (id)initWithSearchBar:(UISearchBar *)searchBar contentsController:(UIViewController *)viewController
Failure to set a valid UISearchBar (or passing nil) will prevent the adjustment of the UITextField for the index.
You must return a valid array of titles by implementing:
- (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView;
If you return nil, the index will not be displayed, and the UITextField will not be properly adjusted.
I've submitted a bug report to Apple, suggesting that it seems logical that only #2 should be required, not #1. I have found nothing in the Human Interface Guideline (iPhone HIG) requiring use of the UISearchDisplayController.
The key is to use the "Search Bar and Search Display Controller" and not the "Search Bar" when using Interface Builder.
It kind of looks as though Apple resize the view (note that the index is animated to the right, off screen), making it bigger than the screen.
I would imagine that you'd need to implement the searchBarTextDidBeginEditing: method of the UISearchBarDelegate to trigger this at the appropriate point. This does, however, feel a bit hacky do maybe there's a better way of doing it.
Another appraoch (though tedious) would be to resize the search bar and fill the 'gap' with a navigation bar. Works for me.
What I've come up with isn't too much better. Basically, I make an empty view with the frame that I want to use for the search bar. Then I create a UIToolbar to go behind the search bar. Be sure to set its frame to the same frame as the UIView, except that the Y value has to be -1; otherwise, you'll get two borders drawn at the top. Next create your UISearchBar, but set the frame's width to 30 (or whatever makes sense for your app) less than the UIView. Add them as subviews and set your UIView as the tableHeaderView.
I followed Mike's advice by making a UIView, then putting a Navigation Bar and UISearch Bar inside it. Only problem is first time the search bar is shown its background is the same as a Navigation Bar normally?
Interestingly, if I activate the search, then click cancel the background of this 'fixed'!?
I'm using SDK 3.0, so I removed the UISearchBar item made when I dragged a UISearchDisplayController in to my NIB, then made the view as described above and wired it up to the file owner and the searchBar outlet in the search display controller.
It work fine!!!
[searchBar setContentInset:UIEdgeInsetsMake(5, 0, 5, 35)];