I have an existing application that has the positioning of all the elements written in code rather then in auto-layout. I am trying to use that existing code to add Auto-Layout for those elements.
I am trying to have the two buttons xButton and checkButton to show up at the bottom of the screen next to each other, which will work for all iPhone screens. The current behavior is that the buttons are offset towards the bottom of the screen.
Below is my code where my VFL is located - however this is placed in a UIView instead of a ViewController.
I have tried to figure this out on my own but no luck, I would love it if someone could give me a hand with this topic as well as this certain issue.
Thank you
#implementation DraggableViewBackground{
NSInteger cardsLoadedIndex; //%%% the index of the card you have loaded into the loadedCards array last
NSMutableArray *loadedCards; //%%% the array of card loaded (change max_buffer_size to increase or decrease the number of cards this holds)
UIButton* checkButton;
UIButton* xButton;
}
//this makes it so only two cards are loaded at a time to
//avoid performance and memory costs
static const int MAX_BUFFER_SIZE = 2; //%%% max number of cards loaded at any given time, must be greater than 1
static const float CARD_HEIGHT = 386; //%%% height of the draggable card
static const float CARD_WIDTH = 290; //%%% width of the draggable card
#synthesize exampleCardLabels; //%%% all the labels I'm using as example data at the moment
#synthesize allCards;//%%% all the cards
- (void)loadView {
[self setupView];
exampleCardLabels = [[NSArray alloc]initWithObjects:#"Are you in the Technology Industry?",#"Do you have more then 3 years of work experiance?",#"Do you have more then 3 years of work experiance?",#"Are you willing to relocate?",#"Did you enjoy this app?", nil]; //%%% placeholder for card-specific information
loadedCards = [[NSMutableArray alloc] init];
allCards = [[NSMutableArray alloc] init];
cardsLoadedIndex = 0;
[self loadCards];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[super layoutSubviews];
[self setupView];
exampleCardLabels = [[NSArray alloc]initWithObjects:#"Are you in the Technology Industry?",#"Do you have more then 3 years of work experiance?",#"Do you have more then 3 years of work experiance?",#"Are you willing to relocate?",#"Did you enjoy this app?", nil]; //%%% placeholder for card-specific information
loadedCards = [[NSMutableArray alloc] init];
allCards = [[NSMutableArray alloc] init];
cardsLoadedIndex = 0;
[self loadCards];
}
return self;
}
//%%% sets up the extra buttons on the screen
// VFL Visual Formal Language -
- (void)setupView {
#warning customize all of this. These are just place holders to make it look pretty
self.backgroundColor = [UIColor colorWithRed:.92 green:.93 blue:.95 alpha:1]; //the gray background colors
xButton = [[UIButton alloc]initWithFrame:CGRectMake(60, CGRectGetHeight(self.frame)- 100, 59, 59)];
[xButton setImage:[UIImage imageNamed:#"xButton"] forState:UIControlStateNormal];
[xButton addTarget:self action:#selector(swipeLeft) forControlEvents:UIControlEventTouchUpInside];
[xButton setTranslatesAutoresizingMaskIntoConstraints:NO];
[xButton setBackgroundColor:[UIColor redColor]];
checkButton = [[UIButton alloc]initWithFrame:CGRectMake(200, CGRectGetHeight(self.frame)- 100, 59, 59)];
[checkButton setImage:[UIImage imageNamed:#"checkButton"] forState:UIControlStateNormal];
[checkButton addTarget:self action:#selector(swipeRight) forControlEvents:UIControlEventTouchUpInside];
[checkButton setTranslatesAutoresizingMaskIntoConstraints:NO];
[checkButton setBackgroundColor:[UIColor blueColor]];
[self addSubview:xButton];
[self addSubview:checkButton];
}
#warning include own card customization here!
//%%% creates a card and returns it. This should be customized to fit your needs.
// use "index" to indicate where the information should be pulled. If this doesn't apply to you, feel free
// to get rid of it (eg: if you are building cards from data from the internet)
-(DraggableView *)createDraggableViewWithDataAtIndex:(NSInteger)index
{
DraggableView *draggableView = [[DraggableView alloc]initWithFrame:CGRectMake((self.frame.size.width - CARD_WIDTH)/2,(self.frame.size.height - CARD_HEIGHT)/2, CARD_WIDTH, CARD_HEIGHT)];
draggableView.information.text = [exampleCardLabels objectAtIndex:index];//%%% placeholder for card-specific information
draggableView.delegate = self;
return draggableView;
}
//%%% loads all the cards and puts the first x in the "loaded cards" array
-(void)loadCards
{
if([exampleCardLabels count] > 0) {
NSInteger numLoadedCardsCap =(([exampleCardLabels count] > MAX_BUFFER_SIZE)?MAX_BUFFER_SIZE:[exampleCardLabels count]);
//%%% if the buffer size is greater than the data size, there will be an array error, so this makes sure that doesn't happen
//%%% loops through the exampleCardsLabels array to create a card for each label. This should be customized by removing "exampleCardLabels" with your own array of data
for (int i = 0; i<[exampleCardLabels count]; i++) {
DraggableView* newCard = [self createDraggableViewWithDataAtIndex:i];
[allCards addObject:newCard];
if (i<numLoadedCardsCap) {
//%%% adds a small number of cards to be loaded
[loadedCards addObject:newCard];
}
}
//%%% displays the small number of loaded cards dictated by MAX_BUFFER_SIZE so that not all the cards
// are showing at once and clogging a ton of data
for (int i = 0; i<[loadedCards count]; i++) {
if (i>0) {
[self insertSubview:[loadedCards objectAtIndex:i] belowSubview:[loadedCards objectAtIndex:i-1]];
} else {
[self addSubview:[loadedCards objectAtIndex:i]];
}
cardsLoadedIndex++; //%%% we loaded a card into loaded cards, so we have to increment
}
}
}
#warning include own action here!
//%%% action called when the card goes to the left.
// This should be customized with your own action
-(void)cardSwipedLeft:(UIView *)card;
{
//do whatever you want with the card that was swiped
// DraggableView *c = (DraggableView *)card;
[loadedCards removeObjectAtIndex:0]; //%%% card was swiped, so it's no longer a "loaded card"
if (cardsLoadedIndex < [allCards count]) { //%%% if we haven't reached the end of all cards, put another into the loaded cards
[loadedCards addObject:[allCards objectAtIndex:cardsLoadedIndex]];
cardsLoadedIndex++;//%%% loaded a card, so have to increment count
[self insertSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-1)] belowSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-2)]];
}
}
#warning include own action here!
//%%% action called when the card goes to the right.
// This should be customized with your own action
-(void)cardSwipedRight:(UIView *)card
{
//do whatever you want with the card that was swiped
// DraggableView *c = (DraggableView *)card;
[loadedCards removeObjectAtIndex:0]; //%%% card was swiped, so it's no longer a "loaded card"
if (cardsLoadedIndex < [allCards count]) { //%%% if we haven't reached the end of all cards, put another into the loaded cards
[loadedCards addObject:[allCards objectAtIndex:cardsLoadedIndex]];
cardsLoadedIndex++;//%%% loaded a card, so have to increment count
[self insertSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-1)] belowSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-2)]];
}
}
//%%% when you hit the right button, this is called and substitutes the swipe
-(void)swipeRight
{
DraggableView *dragView = [loadedCards firstObject];
dragView.overlayView.mode = GGOverlayViewModeRight;
[UIView animateWithDuration:0.2 animations:^{
dragView.overlayView.alpha = 1;
}];
[dragView rightClickAction];
}
//%%% when you hit the left button, this is called and substitutes the swipe
-(void)swipeLeft
{
DraggableView *dragView = [loadedCards firstObject];
dragView.overlayView.mode = GGOverlayViewModeLeft;
[UIView animateWithDuration:0.2 animations:^{
dragView.overlayView.alpha = 1;
}];
[dragView leftClickAction];
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
To achieve what you want to do with the buttons you can use VFL like this:
self.view.translatesAutoresizingMaskIntoConstraints = NO;
button1.translatesAutoresizingMaskIntoConstraints = NO;
button2.translatesAutoresizingMaskIntoConstraints = NO;
NSDictionary *viewsDict = #{#"button1": button1, #"button2": button2};
NSArray *horizontalContraints = [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-[button1(150)][button2(150)]-|"
options:NSLayoutFormatAlignAllBottom
metrics:nil
views:viewsDict];
NSArray *verticalConstraintsButton1 = [NSLayoutConstraint constraintsWithVisualFormat:#"V:[button1]-20-|"
options:NSLayoutFormatAlignAllCenterX
metrics:nil
views:viewsDict];
NSArray *verticalConstraintsButton2 = [NSLayoutConstraint constraintsWithVisualFormat:#"V:[button2]-20-|"
options:NSLayoutFormatAlignAllCenterX
metrics:nil
views:viewsDict];
[self.view addConstraints:horizontalContraints];
[self.view addConstraints:verticalConstraintsButton1];
[self.view addConstraints:verticalConstraintsButton2];
This give the buttons each a width of 150 pt and places them 20 pt from the left, right and bottom of your view.
Related
I'm building a (joke) app based on tinder's card swiping that enables me to keep score of a Magic the Gathering Game.
In the past, I've simply done this by incrementing and decrementing numbers as strings through. This worked fine.
Now I'm using Richard Kim's TinderSimpleSwipeCards, which loads cards from an array with integers. There is a method called to load the next number in the array when the card is swiped. Being new to Objective-C, I've spent an hour trying to repurpose the array to my needs. But I'm stuck.
Since players can gain and lose life in Magic The Gathering, my goal is to be able to first load 20, then swipe right to increase the number, and swipe left in decrease the number (down to 0).
My first idea was to create an array with 40 numbers, then have the method start at index of 20, which would load the card with the integer 20. Then, by calling the method in either direction, I could load cards in the positive or negative direction.
But that didn't work.
Here is Richard's DraggableViewBackground.m file. He calls the method in -(void)loadCards, which is where I've been attempting to manipulate the index number.
I'm fairly certain this can't be done using an array by simply starting at an index in the middle then running a For Loop in either direction (i-1) or (i+1). When I do call the object at a specific index number, the method will just continue to create cards at that index (for example, if I createDraggableViewWithDataAtIndex:4, a new card of 16 - the 5th item in the array will just continue to load the card with 16).
Can someone please confirm this can or cannot be done with a single array? If it can, could someone please lead me in the direction of how to load a card from the correct index?
//
// DraggableViewBackground.m
// testing swiping
//
// Created by Richard Kim on 8/23/14.
// Copyright (c) 2014 Richard Kim. All rights reserved.
//
#import "DraggableViewBackground.h"
#implementation DraggableViewBackground{
NSInteger cardsLoadedIndex; //%%% the index of the card you have loaded into the loadedCards array last
NSMutableArray *loadedCards; //%%% the array of card loaded (change max_buffer_size to increase or decrease the number of cards this holds)
UIButton* menuButton;
UIButton* messageButton;
UIButton* checkButton;
UIButton* xButton;
}
//this makes it so only two cards are loaded at a time to
//avoid performance and memory costs
static const int MAX_BUFFER_SIZE = 2; //%%% max number of cards loaded at any given time, must be greater than 1
static const float CARD_HEIGHT = 200; //%%% height of the draggable card
static const float CARD_WIDTH = 290; //%%% width of the draggable card
#synthesize exampleCardLabels; //%%% all the labels I'm using as example data at the moment
#synthesize allCards;//%%% all the cards
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[super layoutSubviews];
[self setupView];
exampleCardLabels = [[NSArray alloc]initWithObjects:#"20",#"19",#"18",#"17",#"16",#"15",#"14",#"13",#"12",#"11",#"10",#"9",#"8",#"7",#"6",#"5",#"4",#"3",#"2",#"1",#"DEATH", nil]; //%%% placeholder for card-specific information
loadedCards = [[NSMutableArray alloc] init];
allCards = [[NSMutableArray alloc] init];
cardsLoadedIndex = 0;
[self loadCards];
}
return self;
}
//%%% sets up the extra buttons on the screen
-(void)setupView
{
#warning customize all of this. These are just place holders to make it look pretty
self.backgroundColor = [UIColor colorWithRed:.92 green:.93 blue:.95 alpha:1]; //the gray background colors
menuButton = [[UIButton alloc]initWithFrame:CGRectMake(17, 34, 22, 15)];
[menuButton setImage:[UIImage imageNamed:#"menuButton"] forState:UIControlStateNormal];
messageButton = [[UIButton alloc]initWithFrame:CGRectMake(284, 34, 18, 18)];
[messageButton setImage:[UIImage imageNamed:#"messageButton"] forState:UIControlStateNormal];
xButton = [[UIButton alloc]initWithFrame:CGRectMake(60, 485, 59, 59)];
[xButton setImage:[UIImage imageNamed:#"xButton"] forState:UIControlStateNormal];
[xButton addTarget:self action:#selector(swipeLeft) forControlEvents:UIControlEventTouchUpInside];
checkButton = [[UIButton alloc]initWithFrame:CGRectMake(200, 485, 59, 59)];
[checkButton setImage:[UIImage imageNamed:#"checkButton"] forState:UIControlStateNormal];
[checkButton addTarget:self action:#selector(swipeRight) forControlEvents:UIControlEventTouchUpInside];
[self addSubview:menuButton];
[self addSubview:messageButton];
[self addSubview:xButton];
[self addSubview:checkButton];
}
#warning include own card customization here!
//%%% creates a card and returns it. This should be customized to fit your needs.
// use "index" to indicate where the information should be pulled. If this doesn't apply to you, feel free
// to get rid of it (eg: if you are building cards from data from the internet)
-(DraggableView *)createDraggableViewWithDataAtIndex:(NSInteger)index
{
DraggableView *draggableView = [[DraggableView alloc]initWithFrame:CGRectMake((self.frame.size.width - CARD_WIDTH)/2, (self.frame.size.height - CARD_HEIGHT)/2, CARD_WIDTH, CARD_HEIGHT)];
draggableView.information.text = [exampleCardLabels objectAtIndex:index]; //%%% placeholder for card-specific information
draggableView.delegate = self;
return draggableView;
}
//%%% loads all the cards and puts the first x in the "loaded cards" array
-(void)loadCards
{
if([exampleCardLabels count] > 0) {
NSInteger numLoadedCardsCap =(([exampleCardLabels count] > MAX_BUFFER_SIZE)?MAX_BUFFER_SIZE:[exampleCardLabels count]);
//%%% if the buffer size is greater than the data size, there will be an array error, so this makes sure that doesn't happen
//%%% loops through the exampleCardsLabels array to create a card for each label. This should be customized by removing "exampleCardLabels" with your own array of data
for (int i = 0; i<[exampleCardLabels count]; i++) {
DraggableView* newCard = [self createDraggableViewWithDataAtIndex:i];
[allCards addObject:newCard];
if (i<numLoadedCardsCap) {
//%%% adds a small number of cards to be loaded
[loadedCards addObject:newCard];
}
}
//%%% displays the small number of loaded cards dictated by MAX_BUFFER_SIZE so that not all the cards
// are showing at once and clogging a ton of data
for (int i = 0; i<[loadedCards count]; i++) {
if (i>0) {
[self insertSubview:[loadedCards objectAtIndex:i] belowSubview:[loadedCards objectAtIndex:i-1]];
} else {
[self addSubview:[loadedCards objectAtIndex:i]];
}
cardsLoadedIndex++; //%%% we loaded a card into loaded cards, so we have to increment
}
}
}
#warning include own action here!
//%%% action called when the card goes to the left.
// This should be customized with your own action
-(void)cardSwipedLeft:(UIView *)card;
{
//do whatever you want with the card that was swiped
// DraggableView *c = (DraggableView *)card;
[loadedCards removeObjectAtIndex:0]; //%%% card was swiped, so it's no longer a "loaded card"
if (cardsLoadedIndex < [allCards count]) { //%%% if we haven't reached the end of all cards, put another into the loaded cards
[loadedCards addObject:[allCards objectAtIndex:cardsLoadedIndex]];
cardsLoadedIndex++;//%%% loaded a card, so have to increment count
[self insertSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-1)] belowSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-2)]];
}
}
#warning include own action here!
//%%% action called when the card goes to the right.
// This should be customized with your own action
-(void)cardSwipedRight:(UIView *)card
{
//do whatever you want with the card that was swiped
// DraggableView *c = (DraggableView *)card;
[loadedCards removeObjectAtIndex:0]; //%%% card was swiped, so it's no longer a "loaded card"
if (cardsLoadedIndex < [allCards count]) { //%%% if we haven't reached the end of all cards, put another into the loaded cards
[loadedCards addObject:[allCards objectAtIndex:cardsLoadedIndex]];
cardsLoadedIndex++;//%%% loaded a card, so have to increment count
[self insertSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-1)] belowSubview:[loadedCards objectAtIndex:(MAX_BUFFER_SIZE-2)]];
}
}
//%%% when you hit the right button, this is called and substitutes the swipe
-(void)swipeRight
{
DraggableView *dragView = [loadedCards firstObject];
dragView.overlayView.mode = GGOverlayViewModeRight;
[UIView animateWithDuration:0.2 animations:^{
dragView.overlayView.alpha = 1;
}];
[dragView rightClickAction];
}
//%%% when you hit the left button, this is called and substitutes the swipe
-(void)swipeLeft
{
DraggableView *dragView = [loadedCards firstObject];
dragView.overlayView.mode = GGOverlayViewModeLeft;
[UIView animateWithDuration:0.2 animations:^{
dragView.overlayView.alpha = 1;
}];
[dragView leftClickAction];
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
If I understood you correctly, an array is not necessary. I would save the current index of the cards in an integer value and a method to increase and decrease it by checking bounds.
There is already an ivar NSInteger cardsLoadedIndex;
In my opionion a method like this would work:
- (NSUInteger) getIndexDirectionRight:(BOOL)direction{
if (direction){
return (cardsLoadedIndex < MAX_VALUE) ? cardsLoadedIndex + 1 : 0;
}else{
return (cardsLoadedIndex > 0) ? cardsLoadedIndex - 1 : MAX_VALUE;
}
}
And you can call the method in swipeRight or swipeLeft
and you initialize the cardsLoadedIndex to 20 in the initWithFrame method (as it is already set to 0).
Let me explain my project first. I have some data in my SQLIte DB table called "note".
In "note" table I have these fields: id, noteToken, note.
What I am doing here is load all the note in an NSMUtableArray from that table. And create UIButton according to that array content number and add those buttons in a UIScrollView as subView. The number of buttons and width of scrollview generate auto according to the number of content of that array. Now, when some one tap one of those Buttons, it will bring him to a next viewController and show him the corresponding note details in that viewController.
I do the same thing with another NSMUtableArray, but these time it read all the id from the "note" table. It equally generate new delete button in the same UIScrollView. But if some one tap on these delete button it will delete that particular note from the table "note" of SQLIte DB. AND RELOAD THE UIScrollView. All are done except the RELOAD THE UIScrollView part. This is what I want. I tried with all exist solution but don't know why it's not working.
Here is my code:
- (void)viewDidLoad
{
[super viewDidLoad];
self.noteToken = [NSString stringWithFormat:#"%#%#", fairId, exibitorId];
scrollViewNoteWidth = 100;
[scrollViewNote setScrollEnabled:YES];
[scrollViewNote setContentSize:CGSizeMake((noteButtonWidth * countNoteButtonArray) + scrollViewNoteWidth, 100)];
sqLite = [[SQLite alloc] init];
[self.sqLite callDataBaseAndNoteTableMethods];
self.noteButtonArrayy = [[NSMutableArray alloc] init];
noteButtonArrayy = [self.sqLite returnDataFromNoteTable:noteToken];
[self LoadNoteButtonAndDeleteButton:noteButtonArrayy];
}
//////////////*----------------------- Note Section (Down) -----------------------*//////////////
-(void) LoadNoteButtonAndDeleteButton:(NSMutableArray *) noteButtonArray
{
sQLiteClass = [[SQLiteClass alloc] init];
noteButtonArrayToShowNoteButton = [[NSMutableArray alloc] init];
/*--------------- Load the noteButton & pass note (Down)---------------*/
for (int i = 0; i < [noteButtonArray count]; i++)
{
sQLiteClass = [noteButtonArray objectAtIndex:i];
// NSString *ids = [NSString stringWithFormat:#"%d", sQLiteClass.idNum];
NSString *nt = sQLiteClass.note;
[noteButtonArrayToShowNoteButton addObject:nt];
}
[self ShowNoteButtonMethod:noteButtonArrayToShowNoteButton];
/*--------------- Load the noteButton & pass note (Up)---------------*/
/*--------------- Load the deleteButton & pass id (Down)---------------*/
noteButtonArrayToDeleteNoteButton = [[NSMutableArray alloc] init];
for (int i = 0; i < [noteButtonArray count]; i++)
{
sQLiteClass = [noteButtonArray objectAtIndex:i];
// Convert int into NSString
NSString *ids = [NSString stringWithFormat:#"%d", sQLiteClass.idNum];
[noteButtonArrayToDeleteNoteButton addObject:ids];
}
[self ShowNoteDeleteButtonMethod:noteButtonArrayToDeleteNoteButton];
/*--------------- Load the deleteButton & pass id (Down)---------------*/
}
-(void) ShowNoteButtonMethod:(NSMutableArray *) btnarray
{
countNoteButtonArray = [btnarray count];
// For note button
noteButtonWidth = 60;
noteButtonXposition = 8;
for (NSString *urls in btnarray)
{
noteButtonXposition = [self addNoteButton:noteButtonXposition AndURL:urls];
}
}
-(int) addNoteButton:(int) xposition AndURL:(NSString *) urls
{
noteButton =[ButtonClass buttonWithType:UIButtonTypeCustom];
noteButton.frame = CGRectMake(noteButtonXposition, 8.0, noteButtonWidth, 60.0);
[noteButton setImage:[UIImage imageNamed:#"note.png"] forState:UIControlStateNormal];
[noteButton addTarget:self action:#selector(tapOnNoteButton:) forControlEvents:UIControlEventTouchUpInside];
[noteButton setUrl:urls];
noteButton.backgroundColor = [UIColor clearColor];
[self.scrollViewNote addSubview:noteButton];
noteButtonXposition = noteButtonXposition + noteButtonWidth + 18;
return noteButtonXposition;
}
-(void)tapOnNoteButton:(ButtonClass*)sender
{
urlNote = sender.url;
[self performSegueWithIdentifier:#"goToNoteDetailsViewController" sender:urlNote];
}
-(void) ShowNoteDeleteButtonMethod:(NSMutableArray *) btnarray
{
countNoteButtonArray = [btnarray count];
// For delete button
deleteNoteButtonWidth = 14;
deleteNoteButtonXposition = 31;
for (NSString *idNumber in btnarray)
{
deleteNoteButtonXposition = [self addDeleteButton:deleteNoteButtonXposition AndURL:idNumber];
}
}
-(int) addDeleteButton:(int) xposition AndURL:(NSString *) idNumber
{
deleteNoteButton =[ButtonClass buttonWithType:UIButtonTypeCustom];
deleteNoteButton.frame = CGRectMake(deleteNoteButtonXposition, 74.0, deleteNoteButtonWidth, 20.0);
[deleteNoteButton setImage:[UIImage imageNamed:#"delete.png"] forState:UIControlStateNormal];
[deleteNoteButton addTarget:self action:#selector(tapOnDeleteButton:) forControlEvents:UIControlEventTouchUpInside];
[deleteNoteButton setIdNum:idNumber];
deleteNoteButton.backgroundColor = [UIColor clearColor];
[self.scrollViewNote addSubview:deleteNoteButton];
deleteNoteButtonXposition = deleteNoteButtonXposition + deleteNoteButtonWidth + 65;
return deleteNoteButtonXposition;
}
-(void)tapOnDeleteButton:(ButtonClass*)sender
{
idNumb = sender.idNum;
[self.sqLite deleteData:[NSString stringWithFormat:#"DELETE FROM note WHERE id IS '%#'", idNumb]];
// NSLog(#"idNumb %#", idNumb);
//[self.view setNeedsDisplay];
//[self.view setNeedsLayout];
//[self LoadNoteButtonAndDeleteButton];
//[self viewDidLoad];
// if ([self isViewLoaded])
// {
// //self.view = Nil;
// //[self viewDidLoad];
// [self LoadNoteButtonAndDeleteButton];
// }
}
//////////////*----------------------- Note Section (Up) -----------------------*//////////////
-(void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if ([segue.identifier isEqualToString:#"goToNoteDetailsViewController"])
{
NoteDetailsViewController *noteDetailsViewController = [segue destinationViewController];
[noteDetailsViewController setUrl:sender];
}
}
Here's the screen shot:
Here we can feel the difference between UIScrollView and UICollectionView, however UICollectionView is made up of UIScrollView, UICollectionView can be reload and adjust its content accordingly, where UIScrollView can't.
Ok, now in your case, you've to reload (refresh) your scroll view, which is not possible as we can with UICollectionView or UITableView.
You've two options,
Best option (little tough) : replace UIScrollView with UICollectionView - will take some of your time, but better for reducing code complexity and good performance of your app.
Poor option (easy) : Stay as it with UIScrollView - when you want to reload, delete each subview from it, and then again show and load everything. Highly not recommended.
IMHO, you should go with best option.
I'm trying to implement a graph (UIView) like this:
My current approach is to draw the rounded rects with UIBezierPath inside drawRect, store a pointer to every path in a private NSMutableArray and in my View Controller send a message to update the graph with the new value. (https://gist.github.com/gverri/f238ad17f90013bfc832)
But somehow I can't send a message to my view to change the colors of the paths.
.
I'm still a relative beginner and I'm sure I'm trying to reinvent the wheel somehow. Or just missing something obvious.
Should I redraw the graph at every update (1s ~ 2s)?! Should I use a special framework to do this?
Edit:
After digging a little I found out that I can't save a pointer to a path. After drawRect my pointers disappear from the array.
It seems I would need to use Core Graphics do make it work with this approach.
Is there an easier alternative?
I made a test app that uses a column view with 7 rounded rect subviews to implement the graph. Here's the ColumnView class (a subview of UIView),
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
NSMutableArray *temp = [NSMutableArray new];
_offColor = [UIColor colorWithRed:238/255.0 green:230/255.0 blue:238/255.0 alpha:1];
_onColor = [UIColor colorWithRed:154/255.0 green:102/255.0 blue:155/255.0 alpha:1];
for (int i=0; i<7; i++) {
UIView *roundRect = [[UIView alloc] initWithFrame:CGRectMake(0, i*34, frame.size.width -2, (frame.size.height/7) - 4)];
roundRect.backgroundColor = _offColor;
roundRect.layer.cornerRadius = 3;
[temp insertObject:roundRect atIndex:0];
[self addSubview:roundRect];
}
_columns = [NSArray arrayWithArray:temp];
}
return self;
}
-(void)setNumberOfDarkRects:(NSInteger) num {
[self.columns enumerateObjectsUsingBlock:^(UIView *sub, NSUInteger idx, BOOL *stop) {
if (idx + 1 <= num) {
sub.backgroundColor = self.onColor;
}else{
sub.backgroundColor = self.offColor;
}
}];
}
This is how I create the grid, and test updating the columns,
#interface ViewController ()
#property (strong,nonatomic) NSMutableArray *columns;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.columns = [NSMutableArray new];
for (int i=0; i<21; i++) {
ColumnView *column = [[ColumnView alloc] initWithFrame:CGRectMake(i * 22 + 10, 50, 22, 240)];
[self.view addSubview:column];
[self.columns addObject:column];
}
[self performSelector:#selector(doRandomColoring) withObject:nil afterDelay:2];
}
-(void)doRandomColoring {
for (ColumnView *col in self.columns) {
[col setNumberOfDarkRects:arc4random_uniform(8)];
}
[self performSelector:#selector(doRandomColoring) withObject:nil afterDelay:.2];
}
I'm trying to create a scrollview with an array of clickable UIImageView's. My goal is that when an ImageView is clicked, it returns which position in the array it occupies. The problem is that i don't know how to "catch" the position's number. How do I do that?
So far I have:
- (IBAction)respondToTapGesture:(UITapGestureRecognizer *)recognizer {
NSLog(#"%#",)//here is where i want to return the element's position.
}
-(void) preenchemenu {
[menu setContentSize:CGSizeMake(400, 91)];
int x=0;
imagensmenu=[NSArray arrayWithObjects:[UIImage imageNamed:#"teste2.tiff"],[UIImage imageNamed:#"teste2.tiff"], nil];
for (int i = 0; i <3; i++) {
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(x,0 , 90, 91)];
x=x+90;
imageView.image = [imagensmenu objectAtIndex:i];
imageView.tag = 1000+ i;
imageView.userInteractionEnabled = YES;
imageView.multipleTouchEnabled = YES;
UITapGestureRecognizer *tapRecognizermenu = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(respondToTapGesture:)];
tapRecognizermenu.numberOfTapsRequired = 1;
[imageView addGestureRecognizer:tapRecognizermenu];
[menu addSubview:imageView];
}
}
You can create an array to hold you imageViews and then find the position of your imageView in this array when it is tapped.
Add a property for this
#property (nonatomic, strong) NSMutableArray *imageViews;
initialise it in init
- (id)init...
{
self = [super init...
if (self) {
_imageViews = [NSMutableArray array];
}
return self;
}
Then amend your current method slightly to also add the imageViews to this array as well as a subview of the menu
[self.imageViews addObject:imageView];
[menu addSubview:imageView];
Then in your gesture recognizer call back you can do
- (void)respondToTapGesture:(id)sender;
{
UIView *view = [sender view];
NSLog(#"%d", [self.imageViews indexOfObject:view]);
}
Just find the index by
- (IBAction)respondToTapGesture:(UITapGestureRecognizer *)recognizer
{
UIView *view = recognizer.view;
NSLog(#"Index of image in array is %d", view.tag-1000);
}
I have a UIScrollView that shows a gallery of images from a plist file.
I also have a function to delete an image from the gallery image list that basically deletes an object in the plist file and then reload the images in the ScrollView.
The issue is I am not able to release the images of the UIScrollView before to reload it with the new content when I use the method - (IBAction)deleteimage:(id)sender. The new content is loaded but over the older content and then the images are still behind the new one.
What I should do to release images before to reload the scrollview content?
The code I am using is :
#import "ImageScrollViewController.h"
#interface ImageScrollViewController ()
#end
#implementation ImageScrollViewController
#synthesize images,scrollView,pageControl,subview;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
scrollView.autoresizingMask = ( UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
[self setupthescroll];
self.pageControl.currentPage = 0;
}
- (void)setupthescroll{
//Get the images of the Array
NSUserDefaults *success = [NSUserDefaults standardUserDefaults];
images = [success mutableArrayValueForKey:#"imagelist"];
NSLog(#"list of images%#",images);
pageControlBeingUsed = NO;
for (int i = 0; i < images.count; i++) {
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
subview = [[UIImageView alloc] initWithFrame:frame];
NSString *str4 = [images objectAtIndex:i];
subview.image = [[[UIImage alloc] initWithContentsOfFile:str4] autorelease];
self.subview.contentMode = UIViewContentModeScaleAspectFit;
[self.scrollView addSubview:subview];
[subview release];
}
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * images.count, self.scrollView.frame.size.height);
self.pageControl.numberOfPages = images.count;
//Get the number of the images
int page;
page = self.pageControl.currentPage;
printf("Current Page: %d", page);
}
- (void)scrollViewDidScroll:(UIScrollView *)sender {
if (!pageControlBeingUsed) {
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
self.pageControl.currentPage = page;
}
}
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView {
pageControlBeingUsed = NO;
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
pageControlBeingUsed = NO;
}
- (IBAction)changePage {
// Update the scroll view to the appropriate page
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * self.pageControl.currentPage;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
[self.scrollView scrollRectToVisible:frame animated:YES];
pageControlBeingUsed = YES;
}
- (IBAction)deleteimage:(id)sender{
//Get the number of the image
int page;
page = self.pageControl.currentPage;
printf("Current Page: %d", page);
//Remove the images of the Array
NSUserDefaults *success = [NSUserDefaults standardUserDefaults];
images = [success mutableArrayValueForKey:#"imagelist"];
[images removeObjectAtIndex:page];
NSLog(#"list of images%#",images);
//Update the Array
NSUserDefaults *arrayofimages = [NSUserDefaults standardUserDefaults];
[arrayofimages setObject:images forKey:#"imagelist"];
//Refresh the ScrollView
[self setupthescroll];
//post the notification than images have been updated
NSUserDefaults *deleted = [NSUserDefaults standardUserDefaults];
[deleted setObject:#"deleted" forKey:#"deletedimages"];
}
- (IBAction)closepage:(id)sender{
[self dismissModalViewControllerAnimated:YES];
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
- (void)dealloc {
[pageControl release];
[scrollView release];
//[images release];
[super dealloc];
}
#end
If you are reloading the entire scrollview (i.e. adding all the images back), you first need to remove the existing images.
Use UIView's removeFromSuperview method to remove views from the scrollview.
So a code snippet to remove all image views from the scrollview would look something like this
NSArray *imgViews = [scrollView subviews];
for(id aView in imgViews){
if([aView isKindOfClass:[UIImageView class]]){
[aView removeFromSuperview]; //remove only if its an imageview
}
}
If you already have reference to the image views, you can directly call the method on them without iterating through all subviews of the scrollview.
You should remove all the UIImageView within the scrollView.
something like
NSArray* subviews = [[scrollview subviews] copy];
for (UIView* v in subviews) {
[v removeFromSuperview];
}
[subviews release];
You forgot to remove the previous image views from the scrollView subviews. A brutal method to to this (at least for testing the hypothesis) would be to add the following line at the beginning of setupthescroll:
[self.scrollView.subviews makeObjectsPerfomSelector:#selector(removeFromSuperview)];
The problem with this would be that the scrollview's private subviews ( scrollers, for instance ) would be removed too.
So in practice you should keep track of the subviews you created in an ivar array, and perform the above line on this array instead of the subviews array, and clear the array afterwards.
Alternatively, a much cleaner method would be to delete only the subview corresponding to the deleted image, and to update the frames of the remaining image views, instead of deleting and recreating everything. You could use a dictionary or the subviews tag property to keep track of wich view is associated to which image.