I've created a custom UIViewController with storyboard and this is the class:
.h file:
#import <UIKit/UIKit.h>
#interface PlayerViewController : UIViewController
#property (weak, nonatomic) IBOutlet UILabel *PlayerNumber;
#property (weak, nonatomic) IBOutlet UIImageView *PlayerImage;
#property (weak, nonatomic) IBOutlet UILabel *PlayerNameLabel;
-(void)setPlayerName:(NSString*)PlayerNameString;
#end
.m file:
#import "PlayerViewController.h"
#interface PlayerViewController ()
#end
#implementation PlayerViewController
#synthesize PlayerImage,PlayerNameLabel,PlayerNumber;
- (void)viewDidLoad {
[super viewDidLoad];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
-(void)setPlayerName:(NSString *)PlayerNameString{
self.PlayerNameLabel.text=PlayerNameString;
}
#end
from main view I create 2 instance of PlayerViewController in order to display 2 custom views:
- (void)viewDidLoad {
[super viewDidLoad];
[self DrawPlayerWithTag:1];
[self DrawPlayerWithTag:2];
}
- (void)DrawPlayerWithTag:(int)PlayerTag{
PlayerViewController *myPlayerViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"PlayerViewController"];
UIView *myPlayerView=myPlayerViewController.view;
myPlayerView.tag=PlayerTag;
myPlayerView.frame=CGRectMake(0, 0, 100, 100);
myPlayerView.center = CGPointMake(self.view.frame.size.width / 2,
self.view.frame.size.height / 2);
UITapGestureRecognizer *doubleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doDoubleTap)];
doubleTap.numberOfTapsRequired = 2;
[myPlayerView addGestureRecognizer:doubleTap];
[self.view addSubview:myPlayerView];
[myPlayerViewController setPlayerName:#"NameA"];
}
It seems to work.
But, if I want to change the PlayerName, how can refer to view1 rather then view2 after a double tap event, and use the method setPlayerName?
Thanks a lot for your answer!
Change the callback method
UITapGestureRecognizer *doubleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doDoubleTap:)];
You can get the tag of the view like this:
-(void)doDoubleTap:(UITapGestureRecognizer *)gesture{
NSLog(#"%ld", gesture.view.tag);
}
You can keep your code and invoke setPlayerName with this post Get to UIViewController from UIView?
But, I suggest this way:
set target for gesture is myPlayerViewController
UITapGestureRecognizer *doubleTap = [[UITapGestureRecognizer alloc] initWithTarget:myPlayerViewController action:#selector(doDoubleTap:)];
Keep ref of myPlayerViewController in "main view" by an array like:
[arrPlayerView addObject:myPlayerViewController]; /// keep pointing to myPlayerViewController, so it isn't released.
Place (void)doDoubleTap:(UITapGestureRecognizer *)gesture in PlayerViewController
Related
UITapGestureRecognizer is not working with my UIImageView Class on my UIViewController.
HousePictureView *pictureHouse = [[HousePictureView alloc] init:[dictionary objectForKey:#"photo_url"]];
UITapGestureRecognizer *picturestap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(showpictures)];
picturestap.numberOfTapsRequired = 1;
[pictureHouse addGestureRecognizer:picturestap];
[parentScroll addSubview:pictureHouse];
HousePictureView.m
#interface HousePictureView() {
CGFloat screenwidth;
}
#property (strong, nonatomic) UIImageView *pictureView;
#end
#implementation HousePictureView
-(id)init:(NSString*)url
{
screenwidth = [UIScreen mainScreen].bounds.size.width; // Width of this screen
if(self = [super init])
{
_pictureView = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,screenwidth,300)];
[_pictureView setImageWithURL:[NSURL URLWithString:url] placeholderImage:[Functions resizeImage:[UIImage imageNamed:#"nophoto"] newSize:CGSizeMake(screenwidth,300)]];
_pictureView.userInteractionEnabled = YES;
[self addSubview:_pictureView];
}
return self;
}
#end
HousePictureView.h
#interface HousePictureView : UIImageView
- (id)init:(NSString*)url;
#end
Why does it not possible to have an event while userInteractionEnabled form views parents are activated?
Thank you for your help :)
mmmhhh you have created an UIImageView custom class with a property UIImageView added like a subview. Why?
Just use "self".
It does not work because you're adding a tap gesture on a UIImageView that is under another.
This question already has answers here:
Passing data between view controllers
(45 answers)
Closed 8 years ago.
What I have is menu at the top (vertical slider). On the top I have button, on clicking this button, the view will get scroll down and display the menu.
For this what I am doing is creating a view and showing it at top.
Now when I click on the button, I am planning to change the frame of top view with animation.
I am able to handle the frame and animation, however problem I am facing is setting the text to the right label and left button.
Below is the dropbox link to download the sample project. Any idea/ solution will be appreciated.
https://www.dropbox.com/s/pdaelw2k8ljnaki/TwoView.zip
What I tried is below code
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
However still on the right side I see products only.
Full Code
CommonViewController.h
#import <UIKit/UIKit.h>
#interface CommonViewController : UIViewController
#property (retain, nonatomic) IBOutlet UIView *topView;
#property (retain, nonatomic) IBOutlet UILabel *rightSideLabel;
#property (retain, nonatomic) IBOutlet UIButton *leftSideButton;
#property (retain, nonatomic) IBOutlet UIButton *middleButton;
#property (retain, nonatomic) IBOutlet UIImageView *topImageView;
#property (nonatomic, assign) CommonViewController *parentObject;
#end
CommonViewController.m
#import "CommonViewController.h"
#interface CommonViewController ()
#end
#implementation CommonViewController
#synthesize topView, rightSideLabel, leftSideButton, middleButton, topImageView, parentObject;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
topView = [[UIView alloc] initWithFrame:CGRectMake(0, -416, 320, 460)];
topImageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
topImageView.image = [UIImage imageNamed:#"top_bar_bg4.png"];
middleButton = [UIButton buttonWithType:UIButtonTypeCustom];
[middleButton setFrame:CGRectMake(120, topView.frame.size.height-44, 80, 44)];
[middleButton setBackgroundImage:[UIImage imageNamed:#"slide_arrow_open.png"] forState:UIControlStateNormal];
leftSideButton = [UIButton buttonWithType:UIButtonTypeCustom];
[leftSideButton setFrame:CGRectMake(0, topView.frame.size.height-44, 80, 44)];
[leftSideButton setTitle:#"BACK" forState:UIControlStateNormal];
[leftSideButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
rightSideLabel = [[UILabel alloc] initWithFrame:CGRectMake(200, topView.frame.size.height-40, 110, 40)];
rightSideLabel.text = #"PRODUCTS";
rightSideLabel.textColor = [UIColor whiteColor];
rightSideLabel.backgroundColor = [UIColor clearColor];
[topView addSubview:topImageView];
[topView addSubview:middleButton];
[topView addSubview:leftSideButton];
[topView addSubview:rightSideLabel];
[self.view addSubview:topView];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
bViewController.h
#import <UIKit/UIKit.h>
#import "CommonViewController.h"
#interface bViewController : CommonViewController
#end
bViewController.m
#import "bViewController.h"
#interface bViewController ()
#end
#implementation bViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.view.backgroundColor = [UIColor lightGrayColor];
CommonViewController *newClass = [[CommonViewController alloc] init];
newClass.parentObject = self;
NSLog(#"text is %#", newClass.rightSideLabel.text);
newClass.rightSideLabel.text = #"NEW VALUE HERE";
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
What I want to do is keep common things in CommonViewController
Below is what I did...
In bViewController.m, I added below.
[[NSUserDefaults standardUserDefaults] setValue:#"New Value Here" forKey:#"notValue"];
[[NSUserDefaults standardUserDefaults] synchronize];
[[NSNotificationCenter defaultCenter] postNotificationName:#"ChangeRightSideLabel" object:self];
And in CommonViewController.m, viewDidLoad
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(receiveTestNotification:) name:#"ChangeRightSideLabel" object:nil];
- (void) receiveTestNotification:(NSNotification *) notification
{
// [notification name] should always be #"TestNotification"
// unless you use this method for observation of other notifications
// as well.
if ([[notification name] isEqualToString:#"ChangeRightSideLabel"]) {
NSLog (#"Successfully received the test notification!");
trightSideLabel = [[NSUserDefaults standardUserDefaults] valueForKey:#"notValue"];
rightSideLabel.text = trightSideLabel;
}
}
You have to respect MVC design Pattern approach. So instead of "newClass.rightSideLabel.text = #"NEW VALUE HERE";" You have to write :
in NewClass.h:
-#property(strong,nonatomic) stringText;
in NewClass.m:(ViewDidLoad Method)
-rightSideLabel.text=stringText;
in the current class:
-newClass.stringText= #"NEW Value HERE";
You need to make a string property for CommonViewController and assign the text to it.
And in CommonViewController's ViewDidLoad set that text to rightSideLabel.
Okay so i started learning UIDynamics and wanted to just work it out on small box.
I declared UIGravityBehaviour and UIDynamicsBehaviour in my ViewController.m and coded the UIView, but when i executed the code, it was not working.
But just as i declared them as #property in my .h file, the program was working completely fine.
What is the reason behind that?
What is the difference between declaring it as #property and without declaring it as #property?
Here are my files.
Before using #property
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView* box = [[UIView alloc]initWithFrame:CGRectMake(100, 50, 100, 100)];
box.backgroundColor = [UIColor blackColor];
[self.view addSubview:box];
UIDynamicAnimator* myAnimator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
UIGravityBehavior* gravityBehaviour = [[UIGravityBehavior alloc] initWithItems:#[box]];
[myAnimator addBehavior: gravityBehaviour];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
After Declaring it as #property
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
#property (strong,nonatomic) UIDynamicAnimator* myAnimator ;
#property (strong,nonatomic) UIGravityBehavior *gravityBehavior;
#property (strong,nonatomic) UICollisionBehavior *collisionBehavior ;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView* box = [[UIView alloc]initWithFrame:CGRectMake(100, 50, 100, 100)];
box.backgroundColor = [UIColor blackColor];
[self.view addSubview:box];
self.myAnimator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
self.gravityBehavior = [[UIGravityBehavior alloc] initWithItems:#[box]];
self.collisionBehavior = [[UICollisionBehavior alloc] initWithItems:#[box]];
self.collisionBehavior.translatesReferenceBoundsIntoBoundary = YES;
[self.myAnimator addBehavior:self.gravityBehavior];
[self.myAnimator addBehavior:self.collisionBehavior];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
You don't have to move UIGravityBehavior to a property, only UIDynamicAnimator to make it work. However, it's probably a good idea anyway in case you want to remove specific gravity behaviours rather than all of them at once.
If you are using ARC:
The UIDynamicAnimator probably does not have a strong reference to the UIGravityBehavior. So after your viewDidLoad method returns, no one owns that UIGravityBehavior and ARC will make sure that that point it is released. When you make a property for it, your viewController owns it, so the UIGravityBehavior will survive until you viewController gets deallocated.
This is firstPopoverViewController.h code:
#import <UIKit/UIKit.h>
#interface firstPopoverViewController : UIViewController
#end
This is my firstPopoverViewController.m code:
#import "firstPopoverViewController.h"
#interface firstPopoverViewController ()
#end
#implementation firstPopoverViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
self.contentSizeForViewInPopover = CGSizeMake(300, 290);
// Header label
UILabel *h1 = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 300, 85)];
h1.font = [UIFont fontWithName:#"myFont" size:22.0];
h1.textColor = [UIColor blackColor];
h1.textAlignment = NSTextAlignmentCenter;
h1.text = #"Heading";
h1.numberOfLines = 0;
h1.backgroundColor = [UIColor greenColor];
// Ok button BG View
UIView *buttonBG = [[UIView alloc] initWithFrame:CGRectMake(0, 300-75, 300, 75)];
buttonBG.backgroundColor = [UIColor greenColor];
// Ok button
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.frame = CGRectMake(300/2-130/2, 290-35-15, 130, 35);
button.backgroundColor = [UIColor whiteColor];
[button setTitle:#"OK" forState:UIControlStateNormal];
[button addTarget:self action:#selector(closePop) forControlEvents:UIControlEventTouchUpInside];
button.adjustsImageWhenHighlighted=YES;
// Adding views
[self.view addSubview:h1];
[self.view addSubview:buttonBG];
[self.view addSubview:button];
}
-(void)closePop {
}
#end
Then there's ViewController.h:
#import <UIKit/UIKit.h>
#import "firstPopoverViewController.h"
#interface ViewController : UIViewController
#property (strong, nonatomic) UIButton *popButton;
#property (strong, nonatomic) firstPopoverViewController *firstPopoverViewController;
#property (strong, nonatomic) UIPopoverController *firstPopover;
#end
And finally ViewController.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
/* ##### UIPopController stuff ##### */
UIImage *popButtonImage = [UIImage imageNamed:#"menu.png"];
_popButton = [UIButton buttonWithType:UIButtonTypeCustom];
_popButton.frame = CGRectMake(0, 0, 73, 66);
[_popButton addTarget:self action:#selector(openPop) forControlEvents:UIControlEventTouchUpInside];
_popButton.adjustsImageWhenHighlighted=NO;
[_popButton setImage:popButtonImage forState:UIControlStateNormal];
[self.view addSubview:_popButton];
}
-(void)openPop {
if (_firstPopoverViewController == nil) {
//Create the _firstPopoverViewController.
_firstPopoverViewController = [[firstPopoverViewController alloc] init];
}
if (_firstPopover == nil) {
_firstPopover = [[UIPopoverController alloc] initWithContentViewController:_firstPopoverViewController];
_firstPopover.popoverContentSize = CGSizeMake(300, 290);
[_firstPopover presentPopoverFromRect:CGRectMake(0,0, 73, 66) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionRight animated:YES];
NSLog(#"show");
} else {
NSLog(#"dismiss");
[_firstPopover dismissPopoverAnimated:YES];
_firstPopover = nil;
}
}
#end
It's pretty basic code that displays a button and when I click this button it shows popover. I want to close this popover using button that's inside firstPopoverViewControll.m file. There's a closePop{} method, what should I put inside it to close this popover? Thanks.
By the way I'm beginner as you can see, I researched stackoverflow and there are some solutions with delegates, which seems to be working for others, but didn't work for me, could you please show me a solution on my code that I posted? Thank you people very much.
There may be a simpler method that I'm not aware of, but the following method should work:
Use NSNotificationCenter to post a notification back to the ViewController containing the UIPopOverController to tell it to dismiss the popover.
First, in ViewController.m viewDidLoad add:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(closePop:) name:#"ClosePopOver" object:nil];
Then add the following method to ViewController.m:
- (void)closePop:(NSNotification *)notification {
[_firstPopover dismissPopoverAnimated:YES];
}
Then in irstPopoverViewController.m:
- (void)closePop {
[[NSNotificationCenter defaultCenter] postNotificationName:#"ClosePopOver" object:nil];
}
That should do the trick.
A delegate is the way to go. I do admit though that I was confused by them at first, but they are quite simple to setup.
In your firstPopoverController.h put this:
#import <UIKit/UIKit.h>
#protocol FirstPopoverDelegate
- (void) closedPopover;
#end
#interface firstPopoverViewController : UIViewController
#property (nonatomic, assign) id< FirstPopoverDelegate > delegate;
#end
Then in your .m of you popover,
-(void)closePop
{
[self.delegate closedPopover];
}
In your main UIViewController's .h:
#import <UIKit/UIKit.h>
#import "firstPopoverViewController.h"
#interface ViewController : UIViewController <FirstPopoverDelegate>
#property (strong, nonatomic) UIButton *popButton;
#property (strong, nonatomic) firstPopoverViewController *firstPopoverViewController;
#property (strong, nonatomic) UIPopoverController *firstPopover;
#end
Then in the .m, first register to listen of the delegate by adding this to your openPop method:
this is important and easy to forget.. nothing will happen if it is not set
_firstPopoverViewController.delegate = self;
Finally, in your .m add the delegate method:
- (void)closedPopover
{
//you can also pass data back in this function, just modify its parameters here and when you define it in the .h of the popover
[_firstPopoverViewController dismissPopoverAnimated:YES];
}
Simple code is here:
Custom MyButton.h
#interface PaiLifeReadingListButton : UIButton
#property (strong, nonatomic) UIImageView *logoImageView;
#end
Custom MyButton.m
#implementation PaiLifeReadingListButton
#synthesize logoImageView = _logoImageView;
-(id)init
{
_logoImageView = [[UIImageView alloc] initWithFrame:CGRectMake(33.0, 20.0, 80.0, 80.0)];
[_logoImageView setImage:[UIImage imageNamed:#"pic"]];
[self addSubview: _logoImageView];
}
#end
Custom MyView.h:
#property (strong, nonatomic) Mybutton *mybutton;
Custom MyView.m:
-(id) init
{
myButton = [[MyButton alloc] init];
[self addSubview:myButton];
}
ViewController.m:
#synthesize myView;
- (void)viewDidLoad
{
myView = [[Myview alloc] init];
[myView.myButton addTarget:self action:#selector(pressed:) forControlEvents:UIControlEventTouchDown];
self.view = myView;
}
-(void)pressed : (MyButton *)button
{
UIImageView *newImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"other-pic"] highlightedImage:nil];
myView.myButton.logImageView = newImageView;
[self.view setNeedsDisplay]; //----this does not work
}
When I press the button, the imageview does not change. How can I fix this?
Thank you very much!
First thing , you don't need setNeedsDisplay here. setNeedsDisplay is used for redrawing the view (it internally calls the drawRect: method of the view if required) which is not what you want.
Second, you have given the class of your button as MyButton,but in the actual .h and .m files, it is given as #interface PaiLifeReadingListButton and #implementation PaiLifeReadingListButton respectively.
Another thing, the view and button is not initialized with a frame. But I assume you have done that already, since your only problem is the image view not changing.
In your code in pressed method you should change views in the hierarchy, but you change only the object member. You can do something like
myView.myButton.logImageView.image = [UIImage imageNamed:#"other-pic"];