Issues in scroll view - ios

Actually There are four buttons and there is sub buttons for each button.once I click first button the second button have to move down by giving space for sub buttons but its not working even after setting scroll view.
bgsroll=[[UIScrollView alloc]init];
bgsroll.frame=CGRectMake(0, 0, CGRectGetWidth(self.view.frame), CGRectGetHeight(self.view.frame));
bgsroll.userInteractionEnabled=YES;
bgsroll.scrollEnabled=YES;
// bgsroll.backgroundColor=[UIColor grayColor];
bgsroll.showsVerticalScrollIndicator=YES;
bgsroll.contentSize=CGSizeMake(200, 2000);
[self.view addSubview:bgsroll];
happyBtn=[[UIButton alloc]init];
happyBtn.frame=CGRectMake(MainView.frame.size.width*0.12, MainView.frame.size.height*0.1, CGRectGetWidth(self.view.frame)/1.5, 40);
[happyBtn setTitle:#"Happiness" forState:UIControlStateNormal];
[happyBtn setBackgroundColor:[UIColor colorWithRed:0.400f green:0.737f blue:0.761f alpha:1.00f]];
[happyBtn addTarget:self action:#selector(tapHappy:) forControlEvents:UIControlEventTouchUpInside];
[bgsroll addSubview:happyBtn];
happyView=[[UIView alloc]init];
happyView.frame=CGRectMake(MainView.frame.size.width*0.26,CGRectGetHeight(happyBtn.frame)*2.2, CGRectGetWidth(MainView.frame)/1.6, CGRectGetHeight(MainView.frame)/3);
happyView.layer.cornerRadius=8.0;
happyView.layer.borderWidth=0.5;
happyView.layer.borderColor=[[UIColor blueColor]CGColor];
[bgsroll addSubview:happyView];
LettingGo=[[UIButton alloc]init];
LettingGo.frame=CGRectMake(happyView.frame.size.width*0.01,happyView.frame.size.height*0.1, CGRectGetWidth(happyView.frame)/1.05, 50);
[LettingGo setTitle:#"Letting go of negativity" forState:UIControlStateNormal];
LettingGo.titleLabel.numberOfLines=2;
LettingGo.titleLabel.adjustsFontSizeToFitWidth=YES;
[LettingGo setBackgroundColor:[UIColor colorWithRed:0.400f green:0.737f blue:0.761f alpha:1.00f]];
[happyView addSubview:LettingGo];
LivingPresent=[[UIButton alloc]init];
LivingPresent.frame=CGRectMake(happyView.frame.size.width*0.01,LettingGo.frame.size.height*1.4, CGRectGetWidth(happyView.frame)/1.05, 40);
[LivingPresent setTitle:#"Living in the present" forState:UIControlStateNormal];
LivingPresent.titleLabel.adjustsFontSizeToFitWidth=YES;
[LivingPresent setBackgroundColor:[UIColor colorWithRed:0.400f green:0.737f blue:0.761f alpha:1.00f]];
[happyView addSubview:LivingPresent];
happyView.hidden=YES;
CreateBtn=[[UIButton alloc]init];
CreateBtn.frame=CGRectMake(MainView.frame.size.width*0.12, MainView.frame.size.height*0.5, CGRectGetWidth(self.view.frame)/1.5, 40);
[CreateBtn setTitle:#"Happiness" forState:UIControlStateNormal];
[CreateBtn setBackgroundColor:[UIColor colorWithRed:0.400f green:0.737f blue:0.761f alpha:1.00f]];
[CreateBtn addTarget:self action:#selector(tapHappy:) forControlEvents:UIControlEventTouchUpInside];
[bgsroll addSubview:CreateBtn];
-(void)tapHappy:(id)selector{
happyView.hidden=!happyView.hidden;
}

By not working you mean it is not scrolling when the buttons are pushed? I find it easier to scroll elements creating a method that changes the coordinates of elements in subviews through animations. Something like this:
- (void)viewDidLoad {
expandButton1 = [UIButton buttonWithType:UIButtonTypeCustom];
[expandButton1 addTarget:self action:#selector(expandButtonPressed:) forControlEvents:UIControlEventTouchUpInside];
}
- (void)expandButtonPressed:(id)sender{
if (expanded == NO) {
expanded = YES;
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionRepeat animations:^{
[UIView setAnimationRepeatCount:1];
image1.frame = CGRectMake(image1.frame.origin.x, image1.frame.origin.y+200.0f, image1.frame.size.width, image1.frame.size.height);
image.frame2 = CGRectMake(image2.frame.origin.x, image2.frame.origin.y+200.0f, image2.frame.size.width, image2.frame.size.height);
expandButton2.frame = CGRectMake(expandButton2.frame.origin.x, expandButton2.frame.origin.y+200.0f, expandButton2.frame.size.width, expandButton2.frame.size.height);
expandButton3.frame = CGRectMake(expandButton3.frame.origin.x, expandButton3.frame.origin.y+200.0f, expandButton3.frame.size.width, expandButton3.frame.size.height);
}completion:nil];
}

Related

Adding two button via coding in viewDidLoad section is always hiding one button

Adding two button via coding in viewDidLoad section is always hiding one button, and I don't know why this is happening.
Here is my code:
- (void)viewDidLoad
{
[super viewDidLoad];
//array initialization
list=[[NSMutableArray alloc]init];
heading=[[UILabel alloc]initWithFrame:CGRectMake(140.0f, 5.0f, 40.0f, 20.0f)];
heading.text=#"Lists";
heading.backgroundColor=[UIColor clearColor];
[self.view addSubview:heading];
UIImage *addButton=[UIImage imageNamed:#"add.png"];
add = [UIButton buttonWithType:UIButtonTypeRoundedRect];
add.frame = CGRectMake(190.0f, 6.0f, 20.0f, 20.0f);
[add addTarget:self action:#selector(addList) forControlEvents:UIControlEventTouchUpInside];
[add setImage:addButton forState:UIControlStateNormal];
[self.view addSubview:add];
UIImage *contact=[UIImage imageNamed:#"contacts.png"];
UIButton *cntctBtn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
add.frame = CGRectMake(100.0f, 6.0f, 20.0f, 20.0f);
[add addTarget:self action:#selector(shareContact) forControlEvents:UIControlEventTouchUpInside];
[add setImage:contact forState:UIControlStateNormal];
[self.view addSubview:cntctBtn];
}
This looks like a copy and paste error. You never set the frame, image, or target action for the second button because you have "add" where you should have "cntctBtn".
- (void)viewDidLoad {
[super viewDidLoad];
//array initialization
list=[[NSMutableArray alloc]init];
heading=[[UILabel alloc]initWithFrame:CGRectMake(140.0f, 5.0f, 40.0f, 20.0f)];
heading.text=#"Lists";
heading.backgroundColor=[UIColor clearColor];
[self.view addSubview:heading];
UIButton *addButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
addButton.frame = CGRectMake(190.0f, 6.0f, 20.0f, 20.0f);
[addButton addTarget:self action:#selector(addList) forControlEvents:UIControlEventTouchUpInside];
[addButton setImage:[UIImage imageNamed:#"add.png"] forState:UIControlStateNormal];
[self.view addSubview: addButton];
UIImage *contact=[UIImage imageNamed:#"contacts.png"];
UIButton *cntctBtn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
cntctBtn.frame = CGRectMake(100.0f, 6.0f, 20.0f, 20.0f);
[cntctBtn addTarget:self action:#selector(shareContact) forControlEvents:UIControlEventTouchUpInside];
[cntctBtn setImage:contact forState:UIControlStateNormal];
[self.view addSubview:cntctBtn];
}
Its a copy paste error. Above is the corrected code.

my buttons and textview not display on screen in iOS?

i am creating three buttons and one uitextview dynamically but when i run the program its not display on my screen
this my code to create dynamic buttons and textview
-(void)getSmsdisplay
{
self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen]
applicationFrame]];
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UITextView *textview=[[UITextView alloc]init];
[button setTitle:#"Comment" forState:UIControlStateNormal];
[button1 setTitle:#"Share" forState:UIControlStateNormal];
[button1 setTitle:#"Like" forState:UIControlStateNormal];
//listen for clicks
[button addTarget:self
action:#selector(btncomment:)forControlEvents:UIControlEventTouchUpInside];
[button1 addTarget:self
action:#selector(btnShare:)forControlEvents:UIControlEventTouchUpInside];
[button2 addTarget:self
action:#selector(Like:)forControlEvents:UIControlEventTouchUpInside];
smsdata *data=[[smsdata alloc]init];
[textview setText:data.Data];
[self.view addSubview:textview];
//add the button to the view
[self.view addSubview:button];
[self.view addSubview:button1];
[self.view addSubview:button2];
}
your coding is fine , but u r not added the frame for UIButton and UItextview
-(void)getSmsdisplay
{
self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen]
applicationFrame]];
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UITextView *textview=[[UITextView alloc]init];
button.frame=CGRectMake(20, 50, 200, 50);
button1.frame=CGRectMake(20, 150, 200, 50);
button2.frame=CGRectMake(20, 300, 200, 50);
button.backgroundColor=[UIColor redColor];
button1.backgroundColor=[UIColor grayColor];
button2.backgroundColor=[UIColor blackColor];
[button setTitle:#"Comment" forState:UIControlStateNormal];
[button1 setTitle:#"Share" forState:UIControlStateNormal];
[button2 setTitle:#"Like" forState:UIControlStateNormal];
//listen for clicks
[button addTarget:self
action:#selector(btncomment:)forControlEvents:UIControlEventTouchUpInside];
[button1 addTarget:self
action:#selector(btnShare:)forControlEvents:UIControlEventTouchUpInside];
[button2 addTarget:self
action:#selector(Like:)forControlEvents:UIControlEventTouchUpInside];
[textview setText:#"karthik"];
[self.view addSubview:textview];
//add the button to the view
[self.view addSubview:button];
[self.view addSubview:button1];
[self.view addSubview:button2];
}
the output is
You are assigning self.view to another UIView instance, which has not been added to the viewController. Note that self.view is already initialised in a viewController and it is dangerous to reassign the same.
Also, you have not set any frames for the Buttons and textview.
The following code should make it work.
-(void)getSmsdisplay
{
UIView *smsView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen]
applicationFrame]];
[self.view addSubview: smsView]; //The new view needs to be added to something!
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UIButton *button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
UITextView *textview=[[UITextView alloc]initWithFrame:CGRectMake:(20,20,100,50)];
[button setTitle:#"Comment" forState:UIControlStateNormal];
[button1 setTitle:#"Share" forState:UIControlStateNormal];
[button1 setTitle:#"Like" forState:UIControlStateNormal];
//listen for clicks
[button addTarget:self
action:#selector(btncomment:)forControlEvents:UIControlEventTouchUpInside];
[button1 addTarget:self
action:#selector(btnShare:)forControlEvents:UIControlEventTouchUpInside];
[button2 addTarget:self
action:#selector(Like:)forControlEvents:UIControlEventTouchUpInside];
smsdata *data=[[smsdata alloc]init];
[textview setText:data.Data];
[smsView addSubview:textview];
button.frame=CGRectMake(20, 50, 200, 50);
button1.frame=CGRectMake(20, 150, 200, 50);
button2.frame=CGRectMake(20, 300, 200, 50);
//add the button to the view
[smsView addSubview:button];
[smsView addSubview:button1];
[smsView addSubview:button2];
}

Custom navigation bar back button hit area

I have implement custom back Navigation bar button.
Codes:
-(UIBarButtonItem*) logicToAddBackButton {
UIImageView *imageView=[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"UiNavigationBack"]];
UILabel *label=[[UILabel alloc] init];
[label setTextColor:[UIColor colorWithRed:0.0 green:122.0/255.0 blue:1.0 alpha:1.0]];
[label setText:#"Home"];
[label sizeToFit];
int space=6;
label.frame=CGRectMake(imageView.frame.origin.x+imageView.frame.size.width+space, label.frame.origin.y, label.frame.size.width, label.frame.size.height);
UIView *view=[[UIView alloc] initWithFrame:CGRectMake(0, 0, label.frame.size.width+imageView.frame.size.width+space, imageView.frame.size.height)];
view.bounds=CGRectMake(view.bounds.origin.x+8, view.bounds.origin.y-1, view.bounds.size.width, view.bounds.size.height);
[view addSubview:imageView];
[view addSubview:label];
UIButton *button=[[UIButton alloc] initWithFrame:view.frame];
[button addTarget:self action:#selector(eventBack) forControlEvents:UIControlEventTouchUpInside];
[view addSubview:button];
[UIView animateWithDuration:0.33 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
label.alpha = 0.0;
CGRect orig=label.frame;
label.frame=CGRectMake(label.frame.origin.x+25, label.frame.origin.y, label.frame.size.width, label.frame.size.height);
label.alpha = 1.0;
label.frame=orig;
} completion:nil];
UIBarButtonItem *backButton =[[UIBarButtonItem alloc] initWithCustomView:view];
return backButton;
}
self.navigationItem.leftBarButtonItem = [self logicToAddBackButton];
This is how it look and work fine according to the logic.
Issue: If we click on first half of arrow, the back button do not respond.
Please suggest on this.
Try to set to your button:
button.contentEdgeInsets = UIEdgeInsetsMake(<#CGFloat top#>, <#CGFloat left#>, <#CGFloat bottom#>, <#CGFloat right#>)
I think you miscalculating frame somewhere.
Why don't you add UIButton instead? It will be much easier, but without label animation.
UIButton *button = [[UIButton alloc] init];
[button addTarget:self action:#selector(eventBack:) forControlEvents:UIControlEventTouchUpInside];
[button setTitle:#"Home" forState:UIControlStateNormal];
[button setImage:[UIImage imageNamed:#"UiNavigationBack"] forState:UIControlStateNormal];
[button setTitleColor:[UIColor colorWithRed:0.0 green:122.0/255.0 blue:1.0 alpha:1.0] forState:UIControlStateNormal];
[button sizeToFit];
UIBarButtonItem *backButton = [[UIBarButtonItem alloc] initWithCustomView:button];
return backButton;

How to dismiss a subView generated by code?

In my project I want to show a first run view when starting the app for te first time. To do this I added a UIView to my mainViewCntroller.m. To dismiss this (overlayed) view I put a button on the view called acceptButton. What code do I have to add to the Button to remove this view from the stack?
What do I do wrong?
Here's my code:
- (void) firstRun {
if (((AppDelegate*)[UIApplication sharedApplication].delegate).firstRun)
{
CGFloat height = [[UIScreen mainScreen] bounds].size.height;
CGFloat width = [[UIScreen mainScreen] bounds].size.width;
NSLog(#"%f", height);
CGRect myFrame = CGRectMake(0, 0, width, height);
UIView *myView = [[UIView alloc] initWithFrame:myFrame];
myView.backgroundColor = [UIColor scrollViewTexturedBackgroundColor];
myView.tag = 12345;
[self.view addSubview:myView];
// Create a ScrollView and a label
UIScrollView *discScroll = [[UIScrollView alloc] initWithFrame:CGRectMake(20.0f, 0.0f, self.view.frame.size.width - 20, self.view.frame.size.height -70)];
discScroll.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
UILabel *discLabel = [[UILabel alloc] initWithFrame:CGRectMake(0,0,0,0)];
discLabel.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
NSString *labelText = NSLocalizedString (#"InfoText",#"");
[discLabel setText:labelText];
// Tell the label to use an unlimited number of lines
[discLabel setNumberOfLines:0];
[discLabel setNumberOfLines:0];
[discLabel setBackgroundColor:[UIColor clearColor]];
[discLabel setFont:[UIFont boldSystemFontOfSize:17]];
discLabel.textColor = [UIColor colorWithRed:255 green:255 blue:255 alpha:1.0];
//[infoLabel sizeToFit];
CGSize infoLabelSize = [discLabel.text sizeWithFont:discLabel.font
constrainedToSize:CGSizeMake(discScroll.frame.size.width, 5000)
lineBreakMode:UILineBreakModeWordWrap];
discLabel.frame = CGRectMake(0, 0, infoLabelSize.width, infoLabelSize.height);
discScroll.contentSize = infoLabelSize;
[discScroll addSubview:discLabel];
[self.view addSubview:discScroll];
UIButton *acceptButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
acceptButton.frame = CGRectMake(110, [[UIScreen mainScreen] bounds].size.height - 74, 100, 44);
// position in the parent view and set the size of the button
[acceptButton setTitle:#"Click Me!" forState:UIControlStateNormal];
// add targets and actions
[acceptButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
// add to a view
[self.view addSubview:acceptButton];
}
}
-(IBAction)buttonClicked:(id)sender
{
[[self.myView viewWithTag:12345] removeFromSuperview];
}
In my mainViewController.h is the following property:
#property (weak, nonatomic) IBOutlet UIView *myView;
EDIT I've post the complete code. Maybe something else is in the way.
Ive written it in Xcode, following Code works for me.
Ive opened a new XCode Project (Single View based), and just added following Code:
- (void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
myView.backgroundColor = [UIColor scrollViewTexturedBackgroundColor];
myView.tag = 12345;
[self.view addSubview:myView];
UIButton *acceptButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
acceptButton.frame = CGRectMake(0, 0, 100, 44);
[acceptButton setTitle:#"Click Me!" forState:UIControlStateNormal];
[acceptButton addTarget:self action:#selector(buttonClicked) forControlEvents:UIControlEventTouchUpInside];
[myView addSubview:acceptButton];
[myView release];
}
- (void)buttonClicked{
[[self.view viewWithTag:12345] removeFromSuperview];
}
This worked for me in iPhone Simulator.... Just this code in the MainViewController.m nothing else... Just give it a try, hope it works for you too :-)
[acceptButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
when your method is called acceptButton, change to
[acceptButton addTarget:self action:#selector(acceptButton:) forControlEvents:UIControlEventTouchUpInside];
your target is set to buttonClicked but you are using acceptButton
[acceptButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
-(IBAction)buttonClicked:(id)sender
{
[self.myView removeFromSuperview];
}
The problem lies with the [acceptButton addTarget:self action:#selector(buttonClicked:) line. Change buttonClicked to your method acceptButton: in that call.
[acceptButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
The exception is clear, there is no function named "buttonClicked"
Just change the part of your code with below code;
[acceptButton addTarget:self action:#selector(acceptButton:) forControlEvents:UIControlEventTouchUpInside];
just give it a tag...
UIView *myView = [[UIView alloc] initWithFrame:myFrame];
myView.backgroundColor = [UIColor scrollViewTexturedBackgroundColor];
myView.tag = 12345;
[self.view addSubview:myView];
[myView release];
-(IBAction)acceptButton:(id)sender{
[[self.view viewWithTag:12345] removeFromSuperview];
}
Also change
action:#selector(buttonClicked:)
to
action:#selector(acceptButton:)

iOS Subview with buttons not responding to touches.

I have a UIView Subclass that has a frame/image with buttons in it. I'm trying to add it to my view controller however when I do it shows up but none of the buttons will register ANY touches.
Here is my UIView Subclass.
#import "ControlView.h"
#implementation ControlView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
CGRect slideFrame = CGRectMake(0, 402, 320, 82);
slider = [[UIView alloc] initWithFrame:slideFrame];
slider.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"shelf.png"]];
[self addSubview:slider];
UIImage *btnImage = [UIImage imageNamed:#"NavBar_01.png"];
UIImage *btnImageSelected = [UIImage imageNamed:#"NavBar_01_s.png"];
btnImage = [UIImage imageNamed:#"NavBar_01.png"];
btnImageSelected = [UIImage imageNamed:#"NavBar_01_s.png"];
btn1 = [UIButton buttonWithType:UIButtonTypeCustom];
btn1.frame = CGRectMake(12, 28, 70, 50);
[btn1 setBackgroundImage:btnImage forState:UIControlStateNormal];
[btn1 setBackgroundImage:btnImageSelected forState:UIControlStateSelected];
[slider addSubview:btn1];
[slider bringSubviewToFront:btn1];
[btn1 addTarget:self action:#selector(home) forControlEvents:UIControlEventTouchUpInside];
btnImage = [UIImage imageNamed:#"NavBar_02.png"];
btnImageSelected = [UIImage imageNamed:#"NavBar_02_s.png"];
btn2 = [UIButton buttonWithType:UIButtonTypeCustom];
btn2.frame = CGRectMake(87, 28, 70, 50);
[btn2 setBackgroundImage:btnImage forState:UIControlStateNormal];
[btn2 setBackgroundImage:btnImageSelected forState:UIControlStateSelected];
[slider addSubview:btn2];
[slider bringSubviewToFront:btn2];
// [btn2 addTarget:self action:#selector() forControlEvents:UIControlEventTouchUpInside];
btnImage = [UIImage imageNamed:#"NavBar_03.png"];
btnImageSelected = [UIImage imageNamed:#"NavBar_03_s.png"];
btn3 = [UIButton buttonWithType:UIButtonTypeCustom];
btn3.frame = CGRectMake(162, 28, 70, 50);
[btn3 setBackgroundImage:btnImage forState:UIControlStateNormal];
[btn3 setBackgroundImage:btnImageSelected forState:UIControlStateSelected];
[slider addSubview:btn3];
[slider bringSubviewToFront:btn3];
// [btn3 addTarget:self action:#selector() forControlEvents:UIControlEventTouchUpInside];
btnImage = [UIImage imageNamed:#"NavBar_04.png"];
btnImageSelected = [UIImage imageNamed:#"NavBar_04_s.png"];
btn4 = [UIButton buttonWithType:UIButtonTypeCustom];
btn4.frame = CGRectMake(237, 28, 70, 50);
[btn4 setBackgroundImage:btnImage forState:UIControlStateNormal];
[btn4 setBackgroundImage:btnImageSelected forState:UIControlStateSelected];
[slider addSubview:btn4];
[slider bringSubviewToFront:btn4];
// [btn4 addTarget:self action:#selector() forControlEvents:UIControlEventTouchUpInside];
UISwipeGestureRecognizer *recognizer;
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(slideUp)];
[recognizer setDirection:(UISwipeGestureRecognizerDirectionUp)];
[self addGestureRecognizer:recognizer];
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(slideDown)];
[recognizer setDirection:(UISwipeGestureRecognizerDirectionDown)];
[self addGestureRecognizer:recognizer];
}
return self;
}
-(void)slideUp
{
// Slide up based on y axis
CGRect frame = slider.frame;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.75];
frame.origin.y = 320;
slider.frame = frame;
[UIView commitAnimations];
}
-(void)slideDown
{
CGRect frame = slider.frame;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.75];
frame.origin.y = 425;
slider.frame = frame;
[UIView commitAnimations];
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
And this is how I'm adding it to my ViewController.
ControlView *cont = [[ControlView alloc]init];
[homeView.view addSubview:cont];
I tried adding the same code to a ViewController and the buttons etc.. worked so I'm sure this is something simple/stupid with Delegates/Self etc.. between the subview and the ViewController however I have a mental block.
You are doing this?
ControlView *cont = [[ControlView alloc]init];
you are supposed to do
ControlView *cont = [[ControlView alloc]initWithFrame:self.view.frame];

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