Scrollview in Storyboard ios - ios

As shown in the above picture, I am trying to create a scrollview in storyboard. everything works well and when I run the app, i can scroll through the view.
Problem is, during the storyboard design phase, i am unable to scroll down the view to the below part of the scroll view? any idea how to do that?
Thanks

Your can not scroll from the storyboard, for design purpose do following
From storyboard
select your VC
From Right panel select freedom size
Now select your VC size
NOTE: when your design is completed make sure now your VC is in fixed mode.

My suggestion is to enlarge that controller by:
Selecting the viewcontroller
Changing the simulated size:
Once all the editing it done you can set the simulated size back to Fixed
In this way you are able to see the whole screen at once while designing the UI

Tap on the view, go the the attribute inspector and then change the y position to something negative, say -100,
Do your UI changes accordingly and then again put the y value as 0.
Note : During the time you change it to negative, constraints are going to be orange, signifying that they are not correct. But once you put them back to 0, they are going to be fine.

Related

How to scroll inside of UIScrollView in Xcode Storyboard Editor

I have a horizontally scrolling UIScrollView that runs "off" the screen. See image:
I want to be able to edit the content more directly in the Storyboard rather than guessing where to put Views etc. As you see in the image above, you can't see the entire text of the UILabel, nor the ImageView at the end, much less anything else I might want to put there.
I'm using Xcode 14.2.
I answered this ten years ago, and in a perhaps better way a few months after, but due to the endless vicissitude of Apple's designs, the procedure has become slightly different, so here's a new answer.
You can't scroll a scroll view in the storyboard editor. As a workaround, you can make the scene wider, and the scroll view wider, so that you can see all of its content in the storyboard editor.
Select the view controller in the storyboard outline.
Open the Size inspector. Change the setting for “Simulated Size” from “Fixed” to “Freeform”.
Increase the width of the simulated size as needed so that you can make your scroll view wide enough to see all its content. Depending on how your constraints (or autoresizing mask) are set up, the scroll view may get wider automatically.

How do I get a button to position on the bottom of a view controller in Xcode 7.2?

I used to be able to do this:
UIButton *bigBottomBtn=[[UIButton alloc]initWithFrame:CGRectMake(0, self.view.frame.size.height-60, self.view.frame.size.width, 60)];
I also used to be able to just drag a button onto a storyboard and add a constraint that would hold it to the bottom of the parent.
What is going on with Xcode, Autolayout and Apple for that matter....is my Xcode not working properly? Have I missed a major memo? is Apple just going downhill fast?
Your button-creating code used to work (and still does) if self.view's frame was correct at the time you created the button. Note that the view doesn't necessarily come out of the xib or storyboard with the correct frame; the xib/storyboard contains the view at some design size which might not match the current device. This wasn't as much of a problem when all iPhones had 3.5 inch screens, but became a pretty common problem with the advent of the iPhone 5's 4 inch screen.
The view isn't guaranteed to have its correct frame until its superview's layoutSubviews returns, so if for example you're creating bigBottomBtn in viewDidLoad, that's too early. Many questions on stackoverflow cover this problem. You either need to set the autoresizingMask of the button, or implement layoutSubviews or viewDidLayoutSubviews to update the button's frame, or turn off translatesAutoresizingMaskIntoConstraints and install constraints. Note too that your view can change size if you support rotation, slide over or split view multitasking, or if your view can be the detail view of a UISplitViewController, so it's a bad idea to try to guess the correct frame of the button based on the device's screen size at the moment the button is created.
Note that storyboards now by default use a design size of 600x600, which isn't the size of any device. This is probably because if Apple chose some device's size (say, the iPhone 5's 320x568) as the default, and you happened to use a device of that size as your primary (or only) test device, you could easily forget to think about what your app will look like at other sizes. However, you can explicitly set the design size to some device's size if you want:
I usually use “iPhone 3.5-inch” if I don't specifically need something bigger, because it lets me get the most scenes on the screen simultaneously (and produces the smallest screen shots for stackoverflow).
As for “I also used to be able to just drag a button onto a storyboard and add a constraint that would hold it to the bottom of the parent”, I have good news: you still can. Example:
However, you do need to be careful if you have filled your root view with a table view as appears to be the case in your screen shots. You need to drag the button to the document outline in that case, because if you drop it on the table view, Xcode will assume you want it to be the table view header:
Trying to pin a table view header to the bottom of the screen would be folly.
As for the Editor > Align menu, I have found that the items can be mysteriously inactive, which is frustrating.
Note, though, that only the “Horizontally in Container” and “Vertically in Container” will work (when they work at all) with a single view selected. To use the other items in the menu, you need to have at least two views selected, because the other items align the selected views with each other by setting their frames:
If you only have one view selected, Xcode doesn't know what other view you might want to align it to.
Those menu items are perhaps useful in the springs'n'struts model, but they don't add constraints, and under autolayout you probably want constraints to enforce the alignment at run time.
As far as I know, those menu items have never added constraints, but I'm not going to reinstall Xcode 6 to verify that, because there's a convenient popover that will add constraints corresponding to all of those menu items:
In xcode you always need to add buttons according to its visibility. As you said you need to show button on top of tableView and it should be aligned to bottom. For that You just need to arrange the order of items. as shown in the image below.Provide the layout for the button.

Convert view to scrollview for modal controller

I have some modal controllers that are UIViews and are not scrolling.
Reading on SO, the apple docs and elsewhere, it seems there are three approaches to fixing this:
Multiselect all the elements within the view and then go
editor-embedin-UIScrollview.
change the view to a scrollview in the identity inspector and then
add the following line to viewdidload:
[(UIScrollView *)self.view setContentSize:CGSizeMake(320, 2000)];
Copy elements to clipboard, delete the uiview, add a new scrollview
and copy the elements into the scrollview. Warning - this destroys
the positioning of the elements although it does preserve their
outlet properties.
However, I have tried all of these and the scrollview still does not scroll.
Is there any other step I am missing?
Thanks in advance for any suggestions.
Edit:
Getting scrollviews to work is not easy and there is much conflicting advice on the web.
I finally got this to work by setting the content size in a separate method as opposed to viewdidload.
(void)viewDidLayoutSubviews {
self.MainScroll.contentSize = CGSizeMake(320, 1800);
}
Thanks as well to Evo for advice on setting all the vertical dimensions correctly and using freeform in the VC size inspector as it won't work if you don't carefully set these.
If you have EVER enabled autolayout, even if it's disabled now, you need to:
Select the view controller you plan on scrolling
At the bottom right of the storyboard view, click the third button (far right) and then "Reset to Suggested Constraints"
Make sure that all the elements in the scrollview are embedded in the desired positions.
If you are not using autolayout:
Check that the Size of the view controller is set to (320, 2000), or whatever you want.
In the Simulated Metrics of the view controller, you can set the size type to Freeform.
Then in the tab to the right of Simulated Metrics, you can set the width and height to the desired values.
Please comment any concerns

How to display UIView that's outside of screen in main.storyboard?

I'm working on a screen that has a UITableView below the screen(thus invisible) initially, but will pop up when user click on a button. I know it's not supposed to be seen on the screen, but just for the sake of design, is there a way to make it visible when I'm working on main.storyboard?
Please see the picture attached below. It's really hard to work on the UITableView when it's beneath the toolbar. How can I force xcode to display them so it's much easier to work on?
You can't, but you have 3 workarounds:
Move it into view (Xcode will complain that it's not in the right position, but it doesn't matter)
On the bottom left on your storyboard, you can open up the view hierarchy, you can find your element there for creating constraints, linking it with your code and everything else you'd want to do.
Increase the visible size of the viewcontroller on your storyboard, trough selecting your viewcontroller on the storyboard, changing Simulated Size to freeform and increasing the values (will not affect size when running).
The easiest way to deal with this is to:
open storyboard
select the viewcontroller you want to edit
open the Size Inspector
Switch from Fixed to Freeform
Type in a larger height (like 1000)
Simplest thing is to manually do what your button does in the app.
In the view hierarchy on the left, select your table view and move it down to the bottom. This will bring it to the front in interface builder.
When you are done, move it back.
I do this all the time and you get used to doing it. Just watch out for accidentally moving it inside another view when you drag it down or up.

Designing inside a scrollview in xcode 4.2 with storyboards

I have a vertically scrolling uiscrollview - imagine an 'about this app' page of a tab bar app which goes on a bit and requires a scrollview. It only contains a few images, a video and some text (only the video has been coded in - the rest have been placed in the GUI). In storyboard (Interface Builder?) Xcode 4.2, everything is set up as it should be and works fine, but the view is only as large as what you see on the screen, is it not possible to manually arrange in storyboard the items that are initially offscreen - that you need to scroll up to? The only way I've found so far is to design them on the visible view then navigate them down with the arrow keys..
In the storyboard select the viewController, then in Attributes inspector change 'size' to 'freeform'. Then change the 'height' of the view/scroll view to as big as you need. The default settings of struts and springs should take care of resizing the view back correctly when the app is run, but you should double check.
I feel your pain. The only way I found is to manually pan the scroll view in the size inspector to reveal the portion of the view that you wish to visually edit.
Use a UIView to contain elements so they are positioned relatively to this view. Add the view as a subview to the scrollview at 0,0.
pan: use the Y coordinate say to -200, then edit the contents.
to place more contents in the hidden part, pan again to reveal new real-estate
when finished, restore the values of the ScrollView's height and X,Y position.
Make sure the scroll view frame rectangle is smaller than the contained view.
New: 3/26/2013
I stumbled upon what I think is even simpler way of dealing with UIScrollView directly in storyboard.
No code needed, just storyboard settings. This maybe new in iOS6.1 / Xcode 4.6
No need to disable constraints (i.e. uncheck "Use autolayout" in File Inspector for storyboard file)
No need to add UIScrollView* scrollView; in .h
No need to add self.scrollView.contentSize = ... in overrides of viewWillAppear or viewDidLoad
Here is what I did (important parts highlighted with **): (see code)
Create a new project with storyboard enabled
Drop in a UIScrollView, set class in identity inspector for view controller
In attributes Inspector, change Size under simulated metrics to Freeform**
Select scroll View; In attributes inspector, turn on "scroll enabled" and "background" to "White" (you'll figure out why - if you don't)
Under Size Inspector (with scroll view selected) change the height to 900 for example**
Add buttons, one on top and one at the bottom
Add a default handler for buttonTouchUpInside for both buttons and simply Log sender.
See Code Select the View Controller and scroll view and check inspectors.
Just change the 'Simulated Size' of the view controller to freeform and set a height that is larger than the usual size, you will be able to see all the outlets you need to edit.
On iOS 6.0 you can drag a Container View inside your Scroll View. This will automatically create a new View for your content, outside of the current scene. You can then resize this view as big as needed to fit your content.
I believe you would still have to set the ScrollView content height at runtime, but at least you can design you content view at once without having to scroll up and down on IB.
Just uncheck the "Autoresize subviews" from any view that you're trying to resize and it should keep all your objects from resizing with it.
I've been struggling with this for a while now, and every single thing I've tried has failed.
Specifically, What I am trying to achieve is a freeform sized modal dialog with a scrollable view containing a container for another view. I have had a lot of varied results, including occasionally having it working correctly. Most often I get it looking exactly correct, but with no scrolling.
In finally downloaded Dickey Singh's code, which worked perfectly but had nothing special. (Excellent clean solution BTW). So, I added a container view to it, exactly as I had in my code, and it broke!
After some experimenting, I worked out what is going on. Just bear with me.
1) Using Auto Layout, the size of the scroll view seems to dictate what the scrolling bounds will be. Setting "contentSize" in "USer Defined Runtime Attributes" seems to have no effect on this, and neither does setting "contentSize" or "bounds" in "viewWillDisplay" or "viewDidLoad". Thus if the initial size of the scroll view is 800x800, that will be all the space that can be displayed. For this reason, when I want a scrollable region, I create a container view and then put the scrolling view inside the content.
2) Without Auto Layout, setting "contentSize" in "User Defined Runtime Attributes" works, as does by setting it programmatically in "viewDidLoad". I prefer to use "User Defined Runtime Attributes" because it keeps the size with the layout. This solution allows you to use scrolling view with more flexibility, since it can be any size at design time.
3) Regardless of Auto Layout, if any view within the scrolling region exactly matches EITHER the horizontal or vertical frame bounds, then the scroll view ceases to function as a scroll view. This applies to my own code and to Dickey Singh's code in every possible configuration that I have tried.
I have no idea what is causing (3), but it is clearly a bug.
I hope this helps everybody out there who is struggling to use scroll view. I imagine that some people are using them without any problem, and some (like me) have had noting but problems with them.
Here's my solution to design a ScrollView with a content larger than the screen entirely in Storyboard (well, except for 1 single line of code :-) :
https://stackoverflow.com/a/19476991/1869369
I'm currently developing an app for iOS 7, and I did exactly as #Dickey Singh's answer, but it doesn't work in the beginning.
After checking the storyboard, I found that we also need to add Auto Layout Constraints for the view controller who holds the scrollView.
It seems that such auto layout constraints would be added automatically before Xcode 5, but now we need to do it ourselves.
The way to add constraints: First select the view controller in the storyboard; Enter 'Editor' in the top menu; Select the 'Resolve Auto Layout Issues'; Select the 'Add Missing Constraints In Container'. Done :-)

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