Apple now wants us to use "scenes" rather than windows and screens to display content in for iPad and iPhone. Now having added the support for scenes I seem to have lost the ability to target iPad or iPhone with Storyboards?
I set my scenes inside plist like this:
This was copied from a new project, as Apple seems to have forgotten to document how to add scenes to an existing app. Another example of Apple not documenting sufficiently!
Now I seem to have lost the ability to use different storyboards for iPad from iPhone.
Whilst I could use the same storyboard for the iPad that I use with the iPhone my app looks better with the dedicated interface I have for the iPad because I use the extra real estate it offers to give a better end user experience. iPhone is fine, the interface is best suited to a small display but looks barren on an iPad.
Help!
Now I seem to have lost the ability to use different storyboards for iPad from iPhone
It's quite simple (and, as you say, not documented). You need two completely separate scene manifest entries in your Info.plist, i.e. UIApplicationSceneManifest and UIApplicationSceneManifest~ipad. They just specify different UISceneStoryboardFile values, and you're all set just as before scenes came along.
There may be a better way to do this, but searching I couldn't see anybody else covering this. Therefore, I'm giving my solution which has been accepted by the App Store here for others to review, use, improve upon, and most importantly, not waste any time on a goose chase looking for a solution that may not exist!
The way I got around this was to add another storyboard and view controller just to handle the decision if it's a iPhone or iPad, and then immediately load up the targeted storyboard. I called this "entry decision". The only issue was when closing the subsequent views you have to ensure that you're doing it correctly or you'll end up back at the "entry decision". And with a blank view, your end user could be stuck. Therefore, to ensure a user can never really be stuck I put buttons in that view so they can manually navigate should it show up if there's a change by Apple further down the line that we don't know about. Best to cover it now.
Step 1, create an new storyboard, "entry decision":
Because I'm a nice person I explain to the user it's an error and apologise. I also give them two buttons, iPad and iPhone. In theory, if all goes well, the end user will never see this, but at no cost to us it's better to cover this possibility.
Step 2, as soon as the view controller is loading get it to move to the right storyboards we actually want.
-(void)viewDidLoad {
// Need to decide which storyboard is suitable for this particular method.
// Loading from class: https://stackoverflow.com/questions/9896406/how-can-i-load-storyboard-programmatically-from-class
if ( [UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad )
{
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPad" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
else
{
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
}
- (IBAction)pickediPhone:(id)sender {
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
- (IBAction)pickediPad:(id)sender {
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPad" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
There's nothing really special about this as it is a mix of detecting which device and then loading the right storyboards. And for full disclosure, I include a reference back to the original code I used for loading those storyboards.
The additional two methods are just the button presses, shown here for completeness.
Step 3, update the scene configuration inside plist to target Entry Decision instead of Main.
You're targeting a different storyboard, hence this needs updated.
Step 4, returning back to your main screen.
In my app, I have a welcome screen, and then table views or other views depending on which it is. Some types work find without any issues, but as I'm using a navigational controller I need to return correctly. Therefore, this one works best for the final "back" command to the main screen:
[self.navigationController popViewControllerAnimated:YES];
Other options either went back to the Entry Decision (the fault we covered just in case) or did nothing:
[self.navigationController popToRootViewControllerAnimated:YES];
[self dismissViewControllerAnimated:YES completion:NULL];
And that is how I'm able to use my existing storyboards, which have been tweaked perfectly for iPhone and iPad over the years of this app's life, and still be able to support Apple's desire to move to scenes. My app needed to use scenes for another purpose, therefore I had no option but to go this route. I went through many attempts to try and trap the scenes as they're getting loaded, but the initial scene seems to get loaded without you, the programmer, getting any options in how it should be or which one to use. You need this pre-view controller to give you that functionality back, and it is one solution which is active in the App Store now.
Be nice.
Related
After struggling a bit to find the right answer for my work, and after going through numerous posts on the net (and some hours to sort out why those posts didn't work) I thought it would be helpful with a short and definite answer on how to do this in ios7+
So, using Interface builder you want to create a Seque between your view controllers that you want to transition between. All the posts Ive seen does this Ctrl-dragging from the views inside the work area in IB. You need to take use of the view hierarchy structure to the left, or it might not let you create the seque!
Choose "Present modally seque" (or you probably wouldn't be reading this).
Now go to the attributes inspector for the seque. Here you need to fill in "Identifier" for your seque.
Then go to your code and use this method to perform the transition:
[self performSegueWithIdentifier:sequeIdentifierString sender:self]
Voila!
You can also easily do the transition without using seques.
Use this code (remember to go to your view controllers attribute inspector and fill out the Identifier!):
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
MyViewController *myVC = [storyboard instantiateViewControllerWithIdentifier:myVCIdentifierString];
[self presentViewController:myVC animated:YES completion:nil];
I hope this is useful, it sure would have been for me.
Best of luck!
My project contains over 60 View Controllers and Xcode is very laggy when loading the storyboard.
How can I resolve this without switching to xibs? I am using Xcode 5.1 and iOS 7.x
Problem
Putting all of your ViewControllers in one Storyboard will significantly slow down Xcode (which renders XML to show your ViewControllers) if the number of the ViewControllers is above 10. Storyboard is not the place to put all of your views, because as its name suggests a board of a specific story.
Solution
Make multiple Storyboards with 5 or 6 ViewControllers each, where you can avoid rendering hell of multiple ViewControllers. You can divide your Application on different boards named by group functionality like LoginStoryboard, UserProfileStoryboard, etc.
You can instantiate a storyboard and present a specific controller by the code below:
UIStoryboard *storyBoard = [UIStoryboard storyboardWithName:#"Your Storyboard Name" bundle:nil];
UIViewController *viewController = [storyBoard instantiateViewControllerWithIdentifier:#"Your Controller ID"];
[self presentViewController:viewController animated:true completion:nil];
Keep views in more than one storyboard. It's not the problem if not every controllers are connected with segues. There is no good way to keep a large number of views in a storyboard, in addition to working on a better computer.
i'm developing an app for the iPhone, and i'm having a bit of trouble with switching views and xibs and storyboards etc. I have gotten everything to work as in switching the views, but when i change to my game view from my main menu, it seems that instead of entirely switching views, it just appends all the objects i added programmatically etc to the same storyboard for some reason, i can see the previous page in the background while the game completely loads and works. The buttons from the previous views also seems to still still work, but are just "ghost buttons" as in i can click them through the new view.
It's almost as if the old view never unloads but just stays there in the background, while the new view gets added on top of the old view. I'm using Xcode Version 5.0.1 (5A2053) and developing for iOS 7. the methods i use for switching views are:
From Storyboard to Xib:
[self presentViewController: [iphoneGame alloc] animated: NO completion:nil];
From Xib to Storyboard:
ViewController *viewController = [[UIStoryboard storyboardWithName:#"Main" bundle:nil] instantiateViewControllerWithIdentifier:#"ViewController"];
[viewController setModalPresentationStyle:UIModalPresentationFullScreen];
[self presentViewController:viewController animated:NO completion:nil];
Your code to load a VC from an XIB is wrong. You don't create a view controller with alloc/init. You need to use initWithNibName:bundle:. If you pass in nil for both, the system should use the nib name that's the same as the class name.
Why are you trying to mix and match VCs from XIBs and storyboards? That's fairly unusual. Most people either use one or the other, and if you're going to do it, the burden is on you to get everything set up correctly.
I am developing an application that loads a web page (using UIWebView) using Storyboard (I do know nothing about previous xib neither). I have already created a view controller for that UIWebView and everything works fine. The thing is: since previous versions of iOS don't allow to upload files, I need to make a new view (scene I thought it is called) that allows the user to pick and post a picture. I am able to develop both views separately and they work as expected but now I need to connect them based on event triggered when user wants to post a picture to the server. Using shouldStartLoadWithRequest I can catch that action, then I need to redirect to new view (which contains image picker and a button in order to upload the selected image) if iOS version is below 6.0 but I am really lost when it comes to load the new controller to show that view. Using buttons it is trivial but I don't know how to called inside the code. So far, I have a view controller linked to that scene and I have tried these ways:
WritePostViewController *postViewController = [[WritePostViewController alloc] init];
[self.navigationController pushViewController:postViewController animated:YES];
And even calling the storybard:
UIStoryboard *sb = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
[sb instantiateInitialViewController];
UIViewController *vc = [sb instantiateViewControllerWithIdentifier:#"WritePostView"];
vc.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentViewController:vc animated:YES completion:NULL];
The first approach does nothing and second one shows this error log:
* WebKit discarded an uncaught exception in the webView:decidePolicyForNavigationAction:request:frame:decisionListener: delegate: Storyboard () doesn't contain a view controller with identifier 'WritePostView'*
I have been browsing and reading a lot but nothing solves my problem. For sure this a problem with my not-so-large knowledge about iOS but I am really stuck. I will thank any help.
By the way, I need to come back after posting the file but I could imagine it is the same way opposite direction, right?
If your code is inside a view controller (which it seems to be), you can get the current storyboard with self.storyboard. You also don't need instantiateInitialViewController because, if all your UI is coming from the same storyboard, it has already gone through the loading of the initial controller.
As for the actual error, it's complaining that #"WritePostView" isn't a recognized name for any view controller in the storyboard. Note that what it looks for here is not the class name for the controller but the Storyboard ID for the controller. (Which makes sense since you could have different "scenes" with the same type of controllers.)
Ok, it seems is solved. I just have added a segue between scenes
and then I just need to add this one:
[self performSegueWithIdentifier:#"writePostViewSegue" sender:self];
and it works!. Anyway, I am not sure if it is the way to do it, so if someone knows better, please let me know.
Cheers
Is there any way to run a specific scene from a storyboard in the simulator for testing purposes? It's inconvenient to have to tap through multiple pages in your app just to get to the right page you want to test.
It should be possible to do it:
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone" bundle:nil];
UITableViewController *tableVC = [storyboard instantiateViewControllerWithIdentifier:#"MyTable"];
and if you want to simulate the view controller appearing without actually putting it on the screen:
[tableVC loadView];
[tableVC viewWillAppear:YES];
[tableVC viewDidAppear:YES];
Whether it's actually a good idea to do this is a different matter.
Unit-Tests are rather badly suited for any UI. You should try to reduce unit-tests towards models and bizz-logic, directly.
For testing a UI, aka integration tests, you might want to look at UIAutomation and/or KIF.