Im a little bit curious : I wondered how did Apple made the transition from the home screen of the Find My iPhone app to the detail controller. I need to use this kind of transition for my app, but I'd like some insights before digging in.
When you move the view or select a device, it actually pushes a detail controller (without animation) but there is no transition on the mapView and no delay on the map tiles. My guess is that they should use a single instance of the MKMapView and move it along between the controllers, but maybe there is another way.
Any idea how would you do that?
Thanks.
Related
I want to segue between my view controllers the same way Apple's Clock app segues between the World Clock, Alarm, Bedtime etc. They just appear instantly, and most important of all, it doesn't instantiate new instances of the different parts (e.g. the Stopwatch and Timer keeps going after segueing).
I'm trying to prevent using a Navigation Controller, because I don't want a back button or anything to appear. I just want buttons that segue you to the other parts of the app without stopping timers etc.
If anyone could point me in the right direction in regards to this, I would appreciate it very much.
Maybe you want to use a UITabBarController?
See https://developer.apple.com/library/content/documentation/WindowsViews/Conceptual/ViewControllerCatalog/Chapters/TabBarControllers.html
apple is using a UITabBarController over there
you can use that
I'm developing an iOS 10 app using NavigationController and Storyboards. I'm having a difficult time to figure out whats going on with a strange - as I'm calling it - bug:
When I navigate to a new ViewController, it show's nicely, but when the app unwind a segue, the top view controller doesn't go all the way to the right, instead, it left's about 50 points on screen, and then suddenly it goes away...
I'm putting a image that illustrates what I'm talking about...
PS: both ViewControllers uses UIImageView as background...
Thanks a lot!
Please share the code where you are setting the fame for the view(s). It could possibly be an offset that is being added. Though, you do mention that it does go away suddenly, so it could be something else.
I have a weather app. I let users add new locations which means there should be a way for the user to view the weather data for the new location. Right now I have 1 ViewController which handles a swipe gesture. If the user swipes right/left new data appears until they run out of locations. The problem is I have no transition. I want to add a transition animation to mimic a slide animation transition that there normally would be while moving from ViewController A to ViewController B.
I don't know how to go on and implement this.
You really should use a UIPageViewController as #HAS told you before. Here is a good link to start with: iOS 7 UIPageViewController
Basically apple's weather app uses the exact same thing.
Here is what you are looking for.
https://github.com/comyarzaheri/Sol
I was wondering what is the best way to implement a countdown screen before showing the user the game view. For a more detailed example, I want the user to see a screen that displays 3...2...1...GO ! and than the game will appear.
Currently in my application I am using a navigation controller as my main menu where you can select multiple games to choose from. When a user selects one of the game buttons this is where I want the countdown screen to appear before my game interfaces does.
Solutions that I have thought about:
1) should I implement a new view controller that i push on the navigation controller to perform the count down ( seems like a waste)
2) is there a way to blank everything on a view and show a countdown first?
Thanks in advance for your help and cooperation !
Ryan
The best way i think is as soon as user selects a game, add your 3..2..1. Go screen on the same view..as soon as u present this u can also start preparing to create your game interface(but do not present). After GO appears, remove this countdown view and present your game..
It depends on the effect you are after. If you push a view controller onto the navigation stack, you'll need to use a pop transition.
My suggestion would be to open the game view controller and put a full-screen sized overlay view on top of it with your countdown message. Have the game VC manage the countdown view. When the countdown is complete, you could fade it, shrink it to a point, do some sort of clock wipe or keyhole animation, or whatever you want, easily and simply. (Some things are obviously easier than others. Cross-fades, shrinks and the like are trivial. clock wipes and keyhole transitions are much harder and require pretty advanced Core Animation skills.
What platform will this be for? For a full screen overlay I would try UIPopoverViewController if on an iPad. Otherwise, try a view controller presented modally. I believe you can set the transparency of either type to less than 1 so the underlying view shows through. In this case it would be nice to display the selected game's opening screen during the countdown. Of course it would be dark because of the overlying view. But it would provide a glimpse into what is to come.
I've got a view Controller which manages my TV Playout (HDMI Apple AV Adapter). Everything works fine. I call my view Controller using a popover on the iPad.
When I open the popover, the external screen is recognized and I can work with it. But when I close the popover View (which means I send my TV Playout View Controller to the background) the TV screen (logically) turns black.
Is there a possibility to tell my view Controller to hold the picture on the TV screen by quit?
Like "pseudocode"
[TVOutViewController stayActiveInBackground]; //pseudocode
Thanks in advance!
I suspect you've coded your view controller so it explicitly shuts down the external UIScreen/UIWindow pair when it becomes inactive. I suggest you move the external screen code out of your popup's view controller and into an object which has a lifetime independent of what's going on on the internal screen, e.g. your application delegate or an object referenced by it. Then just send that object messages from your popup view controller in response to user events.
There's nothing about the Apple APIs that causes this kind of behaviour - it's purely a consequence of how you've designed your app. As such I don't recommend trying to force the view controller to stick around. Instead, try to find a better structure for the app. A view controller should only be responsible for its view, not application state.
OK guys, By chance, I found a solution (or at least a workaround). Be sure to manage the problem using a UISplitViewController with your TVOutViewController as the masterViewController and the ContentViewController as the detailViewController. Apple already did the work. Thanks anyway! :)