I am showing an alert on my UITableView.
This is the code
-(void)showAlertMaintenance{
AppDelegate * appDelegate = (AppDelegate *) [[UIApplication sharedApplication] delegate];
[RMUniversalAlert showAlertInViewController:self withTitle:nil message:appDelegate.maintenanceStr cancelButtonTitle:#"OK" destructiveButtonTitle:nil otherButtonTitles:nil tapBlock:^(RMUniversalAlert * _Nonnull alert, NSInteger buttonIndex) {
if(buttonIndex == alert.cancelButtonIndex){
}
}];
}
The button is a subviews of one section header in my UITableview
UIButton *sendInviteCodeButton = [UIButton buttonWithType:UIButtonTypeCustom];
[sendInviteCodeButton addTarget:self
action:#selector(shareInvitationCode)
forControlEvents:UIControlEventTouchUpInside];
[sendInviteCodeButton setTitle:#"招待コードをシェアする" forState:UIControlStateNormal];
[sendInviteCodeButton sizeToFit];
[sendInviteCodeButton setTitleColor:[UIColor colorWithRed:215.0f/255.0f green:116.0f/255.0f blue:52.0f/255.0f alpha:1.0f] forState:UIControlStateNormal];
sendInviteCodeButton.translatesAutoresizingMaskIntoConstraints = NO;
sendInviteCodeButton.frame = CGRectMake(20, 155.0f, SCREEN_BOUNDS_SIZE_PORTRAIT_WIDTH - 40, 30.0f);
[sendInviteCodeButton.layer setMasksToBounds:YES];
[sendInviteCodeButton.layer setCornerRadius:5.0f];
[sendInviteCodeButton.layer setBackgroundColor:[UIColor whiteColor].CGColor];
[sendInviteCodeButton setBackgroundColor:[UIColor whiteColor]];
[sendInviteCodeButton.titleLabel setFont:[UIFont boldSystemFontOfSize:13]];
[invitationView insertSubview:sendInviteCodeButton atIndex:0];
Before
After
When the alert is showed, the button is being pushed to top left corner of the screen.
Please help!
If you already calculate specific frame for your button, you should remove [sendInviteCodeButton sizeToFit];.
Just remove [sendInviteCodeButton sizeToFit];
Hope it help. :)
Since you are relying on frames to setup the layout you should have a dedicated UIView subclass for your tableview header.You need to override layoutSubviews method because at this point the header view will have it's own frame correctly set so your relative calculations for subviews (including the button) will make sense. Here's a quick sample code:
#import <UIKit/UIKit.h>
#interface MyTableViewHeader : UIView
#end
#implementation MyTableViewHeader
-(instancetype)init
{
self = [super init];
if (self) {
//setup button here (omit setting frames)
}
return self;
}
-(void)layoutSubviews
{
//set the button frame here
[super layoutSubviews];
}
#end
#interface ViewController : UIViewController<UITableViewDelegate>
#property (nonatomic, strong) MyTableViewHeader *header;
#end
#implementation ViewController
-(UIView *)tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section
{
//You will probably want some logic here
//to decide if you want to display the header
if (!self.header) {
self.header = [MyTableViewHeader new];
}
return self.header;
}
#end
As an alternative you could also setup autolayout for your table header view.
I found out the problem caused by this
[sendInviteCodeButton.layer setMasksToBounds:YES];
setMasksToBounds - is a Boolean indicating whether sublayers are clipped to the layer’s bounds
Related
So I have a few different view controllers that I want to have login screens over, which are just a simple text box over a blurred screen. Thus, I thought the best idea would be to make a superclass called Login that all the different view controllers could use. Here's the code for Login.h:
#import <UIKit/UIKit.h>
#interface Login : UIViewController
#property (strong, nonatomic) UIVisualEffectView *blurEffectView;
#property (strong, nonatomic) UITextField *pass;
- (void) enter;
#end
Login.m:
#import "Login.h"
#interface Login () {
NSString *password;
}
#end
#implementation Login
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
NSLog(#"In the Login viewDidLoad");
[self presentLogin];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) presentLogin {
NSLog(#"Presenting the login screen");
[self.view setBackgroundColor:[UIColor whiteColor]];
self.pass = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[self.pass setCenter:self.view.center];
[self.view addSubview: self.pass];
[self.pass addTarget:self action:#selector(textFieldDidChange:) forControlEvents:UIControlEventEditingChanged];
if (!UIAccessibilityIsReduceTransparencyEnabled()) {
UIBlurEffect *blurEffect = [UIBlurEffect effectWithStyle:UIBlurEffectStyleDark];
self.blurEffectView = [[UIVisualEffectView alloc] initWithEffect:blurEffect];
self.blurEffectView.frame = self.view.bounds;
self.blurEffectView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[self.view insertSubview:self.blurEffectView belowSubview:self.pass];
}
}
- (void) textFieldDidChange: (UITextField *) t {
if ([self.pass.text isEqualToString:[NSString stringWithFormat:#"17"]]) {
[self.blurEffectView removeFromSuperview];
[self.pass removeFromSuperview];
[self enter];
}
NSLog(#"You're changing the text.");
}
- (void) enter {
//to implement in the subclasses individually
}
#end
The subclass (I am just trying to make one so far) is empty except for a definition of "enter" which simply prints out "login successful". The only output I am getting when I run this is:
In the Login viewDidLoad
Presenting the login screen
Nothing shows up on the screen: just white. I assume this is because I am trying to modify the self.view of the subclass, not the superclass, since the subclass is the thing that is actually getting presented. Is there a better way of doing this? Some other design pattern that I am not thinking of? Or is there an easy way to get around this?
Edit: I just realized that the code I was running was slightly different from what I pasted here. I now updated it, but only the blur shows up, not the text field. Also I realized I had the CGRect wrong, it should be something like CGRectMake(0,0,100,20); so I fixed that, and the text field still doesn't show. Is there a reason that might be happening.
Set your height and width and also set your background color to white . for now it is taking transparent text view
self.pass = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[self.pass setCenter:self.view.center];
[self.pass setBackgroundColor:[UIColor whiteColor]]; // default taking clear color for now
In my app I want to programmatically add textfield below another if required on click of a button. I already had provided two textFields. if a user want to add another textfield he can do so by clicking a button. I have already written code to obtain the textfield but the problem is that it overlaps the already designed textFields. How can I do it?
Is there any way through which I can get the x and Y co-ordinates of already designed textfield so that I can place new textField relative to those co-ordinates.
This code add textField to view dynamically when every click action on button
ExampleViewController.h
#import <UIKit/UIKit.h>
#interface ExampleViewController :UIViewController<UITextFieldDelegate>
#property int positionY;
#property int fieldCount;
#property (strong,nonatomic) UIScrollView *scroll;
#end
ExampleViewController.m
#import "ExampleViewController.h"
#interface ExampleViewController ()
#end
#implementation ExampleViewController
#synthesize positionY;
#synthesize fieldCount;
#synthesize scroll;
- (void)viewDidLoad {
[super viewDidLoad];
scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
scroll.backgroundColor = [UIColor whiteColor];
[self.view addSubview:scroll];
UIButton *clickToCreateTextField = [[UIButton alloc] initWithFrame:CGRectMake(40, 80, self.view.frame.size.width-80, 75)];
[clickToCreateTextField setTitle:#"Create Text Field" forState:UIControlStateNormal];
[clickToCreateTextField addTarget:self action:#selector(clickedButton) forControlEvents:UIControlEventTouchUpInside];
[clickToCreateTextField setBackgroundColor:[UIColor blackColor]];
[scroll addSubview:clickToCreateTextField];
positionY = clickToCreateTextField.center.y;
fieldCount = 0;
// Do any additional setup after loading the view.
}
-(void) clickedButton{
//add text field programmitacally
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(40, positionY, self.view.frame.size.width-80, 75)];
textField.delegate = self;
//give a tag to determine the which textField tapped
textField.tag = fieldCount;
textField.placeholder = [NSString stringWithFormat:#"Your dynamically created textField: %d", fieldCount ];
[scroll addSubview:textField];
//check if the textFields bigger than view size set scroll size and offset
if (positionY>= self.view.frame.size.height) {
scroll.contentOffset = CGPointMake(0, positionY);
scroll.contentSize = CGSizeMake(scroll.frame.size.width, scroll.frame.size.height+positionY);
}
fieldCount++;
//increase the position with a blank place
positionY = positionY+textField.frame.size.height+20;
}
#pragma mark TextField Delegate Methods
-(void) textFieldDidBeginEditing:(UITextField *)textField{
//Do what ever you want
}
-(void) textFieldDidEndEditing:(UITextField *)textField{
[textField resignFirstResponder];
//do anything
}
-(BOOL) textFieldShouldReturn:(UITextField *)textField{
[textField resignFirstResponder];
return YES;
}
-(void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
You can do any additional changes on this code.
I think this example explain your answer.
Hope it helps.
Use a counter and calculate y like this counter*texfield.frame.size.height.
How do I customize a UIButton to behave like a table view cell?
I've tried make it in Interface Builder, but since the button is invisible and have no image, it's never gets highlighted when you press it. I want this grayed out behavior like on a table view cell.
Does anyone knows how to do it?
Simple way ever:
Make a 10x10px gray square png image, save it and name it like "greayButtBkg.png" and drag it into SupportingFiles in XCode.
Declare an Outlet of your button into your .h file and an IBAction method into your .m file.
yourFile.h:
#property (weak, nonatomic) IBOutlet UIButton *myButton;
yourFile.m:
- (IBAction)pressButton:(id)sender {
[_myButton setBackgroundImage:[UIImage imageNamed:#"greyButtBkg"] forState:UIControlStateHighlighted];
}
Your Button will get a grey background color when you'll tap it, and go back to its Default clearColor when you'll release your finger.
Hope this helps!
I have created a Custom Control that would behave like UITableViewCell. See code below
MyButton.h
#import <UIKit/UIKit.h>
#interface MyButton : UIView
- (id)initWithFrame:(CGRect)frame selector:(SEL)sel target:(id)target;
#end
MyButton.m
#import "MyButton.h"
#import <QuartzCore/QuartzCore.h>
#interface MyButton()
#property(assign)SEL selector;
#property(assign)id target;
#end
#implementation MyButton
- (id)initWithFrame:(CGRect)frame selector:(SEL)sel target:(id)target
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.selector=sel;
self.target=target;
self.backgroundColor=[UIColor darkGrayColor];
self.layer.cornerRadius=5.0;
UITapGestureRecognizer *tapGesture=[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapAction:)];
[self addGestureRecognizer:tapGesture];
}
return self;
}
-(void)tapAction:(id)sender{
[UIView animateWithDuration:.2 animations:^{
[self setBackgroundColor:[UIColor lightGrayColor]];
}];
[self performSelector:#selector(deSelect) withObject:nil afterDelay:.2];
}
-(void)deSelect{
[UIView animateWithDuration:.2 animations:^{
[self setBackgroundColor:[UIColor darkGrayColor]];
} completion:^(BOOL finished) {
[_target performSelector:_selector withObject:self];
}];
}
/*- (void)drawRect:(CGRect)rect
{
}*/
#end
Since, It uses UIView you can easily add, or draw anything on this control, and easily customize this.
Hope this helps.
Cheers.
I have been trying to do this simple thing : adding an action to a simple custom view. I have looked over the internet and found two "easy" solution :
UITapGestureRecognizer
UIButton
I want to do this programmatically and I just need to handle the tap.
Here is my code so far, I've tried both solutions separately and together and it doesn't work !
.m
#import "AreaView.h"
#implementation AreaView
#define GREY 27.0/255.0
#define PINK_R 252.0/255.0
#define PINK_G 47.0/255.0
#define PINK_B 99.0/255.0
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity
{
self = [self initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor colorWithRed:GREY green:GREY blue:GREY alpha:1];
self.userInteractionEnabled=YES;
//Init variables
_areaName=areaName;
_capacity=capacity;
_minimumSpending=minimumSpending;
//Image view
_logoImageView = [[UIImageView alloc]initWithFrame:CGRectMake(5, 4, 66, 50)];
//_logoImageView.image = [UIImage imageNamed:imageName];
_logoImageView.backgroundColor = [UIColor grayColor];
//Label
_areaNameLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 54, 76, 18)];
_areaNameLabel.textAlignment = NSTextAlignmentCenter;
_areaNameLabel.textColor = [UIColor whiteColor];
_areaNameLabel.font = [UIFont systemFontOfSize:12.0];
_areaNameLabel.text = areaName;
//button
_button = [[UIButton alloc]initWithFrame:self.bounds];
_button.userInteractionEnabled=YES;
_button.backgroundColor=[UIColor yellowColor];
[_button addTarget:self action:#selector(handleTap:) forControlEvents:UIControlEventTouchUpInside];
//tap gesture racognizer
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapRecognizer setNumberOfTapsRequired:1];
[tapRecognizer setDelegate:self];
[self addGestureRecognizer:tapRecognizer];
[self addSubview:_logoImageView];
[self addSubview:_areaNameLabel];
[self addSubview:_button];
}
return self;
}
-(void)handleTap:(UIButton *)button
{
NSLog(#"tapped!");
}
-(void)tapped:(UITapGestureRecognizer *)recognizer
{
NSLog(#"tapped!");
}
#end
.h
#import <UIKit/UIKit.h>
#interface AreaView : UIView <UIGestureRecognizerDelegate>
#property (nonatomic) UIImageView *logoImageView;
#property (nonatomic) UILabel *areaNameLabel;
#property (nonatomic) NSString *areaName;
#property (nonatomic) int minimumSpending;
#property (nonatomic) int capacity;
- (id) initWithFrame:(CGRect)frame imageName:(NSString *)imageName areaName:(NSString *)areaName minimumSpending:(int)minimumSpending andCapacity:(int)capacity;
#property (nonatomic, strong) UIButton *button;
#end
Thanks for your help!
EDIT
The problem is that both handleTap and tapped are never fired even if I comment the button solution or the tap gesture one to test them separately. For the button implementation, I can see it on my interface but clicking on it does nothing.
My UIView is then added programmatically several times (for several views) in a UIScrollview.
EDIT 2
The problem is more complicate than that. The custom view is inside a scrollview which is inside another different custom view whose main function is to rewrite hittest, so that touches on this view are held by the scrollview. (Here is the purpose of all that).
It seems that as long as hittest is involved, it doesn't work.
Implement this delegate method, which will help you.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
id touchedView = gestureRecognizer.view;
if ([touchedView isKindOfClass:[UIButton class]])
{
return NO; //It won't invoke gesture method, But it'll fire button method.
}
return YES;
}
I'm not sure why your UIButton and UITapGestureRecognizer selectors aren't firing. However another option to handle taps on a view is to simply override the touchesEnded:withEvent method:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
//handle a tap
}
That way, you won't have to create a UIButton or a UITapGestureRecognizer object at all.
I have been trying to incorporate a UIView/Toolbar above my keyboard but have had no luck. When I added a toolbar it was scrambled so thus I need to put it into a UIView but the UIView does not want to appear above the keyboard. Code Below:
My Header:
#property (nonatomic, Strong) IBOutlet UITextView *textView;
#property (nonatomic, strong) IBOutlet UIToolbar *TitleBar;
#property (nonatomic, weak) IBOutlet UIView *AddView;
The ViewDidLoad:
- (void)viewDidLoad
{
// observe keyboard hide and show notifications to resize the text view appropriately
/*[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillShow:)
name:UIKeyboardWillShowNotification
object:nil];
*/
if ([self respondsToSelector:#selector(setNeedsStatusBarAppearanceUpdate)]) {
// iOS 7
[self performSelector:#selector(setNeedsStatusBarAppearanceUpdate)];
} else {
// iOS 6
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationSlide];
}
self.attributionTitle.delegate = self;
self.attribution.delegate = self;
textView.scrollEnabled = YES;
// quoteText.layer.borderColor = [UIColor blackColor].CGColor;
// quoteText.layer.borderWidth = 1.0f;
// textView.delegate = self; // code or in IB
[textView becomeFirstResponder];
[super viewDidLoad];
// Do any additional setup after loading the view.
}
The textViewDidBeginEditing:
-(void)textViewDidBeginEditing:(UITextView *)textView
{
self.textView.inputAccessoryView = self.AddView;
}
Here is to show the UIView is connected:
I added the textView.inputAccessoryView = AddView;to the ViewDidLoadthen deleted the view from my storyboard and remade it. Lastly I added the UIView to the bottom black bar.
Adding the inputAccessoryView in textViewDidBeginEditing is probably too late. The input accessory view should be set before that, e.g., in the viewDidLoad method.
Try something like:
-(void)viewDidLoad{
[super viewDidLoad];
UIView
myTextField.inputAccessoryView = [self accessoryViewWithPreviousEnabled:NO nextEnabled:YES];
// more stuff as required...
}
And a method for creating a previous/next button (you'll need to provide your own images for the buttons and implements the previousAccessoryViewButtonTapped: and previousAccessoryViewButtonTapped: methods). It takes two BOOL parameters to indicate if the previous and/or next buttons should be enabled.
#pragma mark - Accessory view methods
-(UIView *)accessoryViewWithPreviousEnabled:(BOOL)previousEnabled nextEnabled:(BOOL)nextEnabled{
previousButton = [UIButton buttonWithType:UIButtonTypeCustom];
previousButton.frame = CGRectMake(10, 2, 60, 30);
[previousButton setImage:[UIImage imageNamed:PREVIOUS_BUTTON] forState:UIControlStateNormal];
previousButton.enabled = previousEnabled;
[previousButton addTarget:self action:#selector(previousAccessoryViewButtonTapped:) forControlEvents:UIControlEventTouchUpInside];
nextButton = [UIButton buttonWithType:UIButtonTypeCustom];
nextButton.frame = CGRectMake(80, 2, 60, 30);
[nextButton setImage:[UIImage imageNamed:NEXT_BUTTON] forState:UIControlStateNormal];
nextButton.enabled = nextEnabled;
[nextButton addTarget:self action:#selector(nextAccessoryViewButtonTapped:) forControlEvents:UIControlEventTouchUpInside];
UIView *transparentBlackView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1024, 34)];
transparentBlackView.backgroundColor = [UIColor colorWithRed:0.f green:0.f blue:0.f alpha:0.6f];
UIView *accessoryView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1024, 34)];
[accessoryView addSubview:transparentBlackView];
[accessoryView addSubview:previousButton];
[accessoryView addSubview:nextButton];
return accessoryView;
}
Note this method is hard coded for an iPad in landscape orientation. You need to change it for an iPhone.
The problem is that your self.AddView is already in your interface (because you put it there, in the storyboard). It can't be in two places at once.