I have a UIButton (created in interface builder), that I'm turning into a circle by setting button.layer.borderRadius = button.frame.size.width / 2.0; (programatically, in viewDidAppear:). However, the viewController it belongs to is presented modally with an animation. Since viewDidAppear isn't called until after the transition animation has finished, the button is square until then, which makes the sudden change quite jarring.
I can't set the radius in viewDidLoad, since the button properties are incorrect then (the width is too large), which I think is because autolayout constraints haven't been properly resolved yet. I tried to rectify this by calling [self.view setNeedsLayout] in viewDidLoad, and then setting the cornerRadius, but the button width was still wrong. What I don't understand is, during the animation, everything otherwise renders correctly, suggesting that the autolayout constraints /have/ been resolved, or that iOS does something else in the name of quick animations (like storing a snapshot preview to use for the animation).
Any suggestions?
The result of trying to set the corner radius in viewDidLoad:
You can get the width in the function
- viewDidLayoutSubviews.
Apple Documentation here.
Override the UIButton and make its layoutSubviews method like this:
- (void)layoutSubviews {
[super layoutSubviews];
self.layer.cornerRadius = self.bounds.size.width/2.f;
}
Then whenever the button's size changes it will adjusts its value.
Also add it in buttonWithType: and initWithFrame: as I'm not sure if the layoutSubviews is called after init.
Your controls get the constraints and frame set after viewDidLoad amd after viewDidLoad you can get your requirements in viewwilllayoutsubviews or in viewdidlayoutsubviews before viewDidAppear
what about
-(void) viewWillAppear:(BOOL)animated
Sorry I didn't get you well. As your screenshot explains that your image isn't being circular.For that you can try:(1) layer.cornerRadius = btn.frame.size.width/2; or layer.CornerRadius = 50(if width is 100)
layer.masksToBounds = YES;
layer.borderWidth = 1.5; or whatever you want
layer.borderColor = [UIColor whiteColor];
If still you get problem, then share your constraints that you added on button and also the code where you are doing this.
Related
I have a very simple UIView, that is only drawing a triangle. It implements a UIView drawRect method that is drawing a figure. It is working fine on iOS7, but when I run the same code on iOS8 it is not even called. Any ideas what has changed on iOS8? My code in nutshell:
#interface MyView : UIView
#end
#implementation MyView
- (instancetype)init {
self = [super init];
if (self) {
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (void)drawRect:(CGRect)rect {
// draw things
}
#end
myView = [MyView new];
[self addSubview:myView];
Update
My view hierarchy: UIViewController View->Custom UILabel->MyView
It is an error message bubble, and my view is a beak pointing to something.
I have used a new UI debugging tool, but it is not visible there. Init method is called, drawRect is not. Something must have changed in iOS8, because iOS7 is calling drawRect.
Update 2
Of course I'm using constraints (and Masonry pod), and this is why I did not specify the frame.
[myView mas_makeConstraints:^(MASConstraintMaker *make) {
make.top.equalTo(make.superview.mas_bottom);
make.centerX.equalTo(make.superview);
make.width.equalTo(#10.0f);
make.height.equalTo(#5.0f);
}];
I have also tried adding [myView setNeedsDisplay] in various places, but it didn't help.
Problem finally solved. I'm not sure what exactly caused the issue (Masonry [constraints framework] or iOS8 changes to UILabel), but the solution was to change the view hierarchy. I created another UIView that contains both UILabel and my UIView (drawn beak) instead of adding the UIView to UILabel as subview. Now drawRect method is called both on iOS7 and iOS8.
Previous hierarchy:
UIViewController View->Custom UILabel->MyView
New hierarchy:
UIViewController View->Container UIView->Custom UILabel & MyView
To sum up, if your drawRect method is not called on iOS8, and you are adding some UIView to UILabel as subview, try to use some container which will contain both UIView and UILabel.
make sure that myView's superview property clipToBounds = NO, and that myView rect is on screen
There is an important detail missing in your approach. You need to specify a frame that determines the origin and size of your view. This can be done with the initWithRect method of UIView, or you can set the frame after allocation/initialization. Since you have a custom init method already I would do the following:
myView = [MyView new];
myView.frame = CGRectMake(0.0,0.0,100.0,100.0);
[self addSubview:myView];
This will draw your custom view with an origin point of (0.0,0.0) and a width and height of 100.0.
Furthermore, adding a call to setNeedsDisplay should force the drawRect method to be called if you are still having trouble:
[myView setNeedsDisplay];
I'm using a UIScrollView as my paging scroll view, pagesScrollView. Inside that, I put individual UIScrollViews which are used exclusively for zooming. Inside each of those, I have one view which is the page item which should be zoomable. All of that is inside a UINavigationController with a translucent navbar.
My pagesScrollView has contentInset.top = 64 and bounds.origin.y = -64 (that seems weird to me, but that's what the system is setting automatically for me), and this works just fine. My screen looks great!
However, after I scroll the pagesScrollView even a tiny bit, as soon as scrollViewWillEndDragging is called, the pagesScrollView begins an animated change from bounds.origin.y = -64 to bounds.origin.y = 0 which causes my page items to be obscured by the navbar.
On the left is what it looks like when it loads, on the right is what it looks like after I drag just a few pixels and then let go, it slides up under the navbar (because the bounds.origin.y goes to 0).
The problem is that I don't have any code that is altering the bounds and I don't have any code in the various scroll delegate methods that do anything. I've added a bunch of scroll delegate methods and just added NSLog()s so I can figure out when/where the change is happening, but it's not happening anywhere in my code.
So, I don't know what code I can show you to help you help me.
EDIT: I built a new project from scratch to remove all other variables.. I put a bare UIViewController into a UINavigationController. I put a UIScrollView into my View the entire size of the view. The following code is the entire project.
It turns out the issue (described below) only appears once PAGING IS ENABLED on the UIScrollView! Wtf? :)
Here is a link to download a basic project with only a few lines of code which demonstrates the problem. Just click in the scrollview and you'll see it shift up as the bounds change. http://inadaydevelopment.com/stackoverflow/WeirdScrollViews.zip
How can I have paging enabled on my scrollview without the bounds freaking out during scrolling and shifting everything under the nav bar?
It's possible to set the navbar to opaque and the problem is avoided, but the ideal is to have standard iOS7 behavior so that after the content view is zoomed, THEN the content is allowed to be under the navbar and should show through the translucency normally.
- (void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
NSArray *colors = #[
[UIColor blueColor],
[UIColor orangeColor],
[UIColor magentaColor],
];
NSArray *zoomerColors = #[
[UIColor greenColor],
[UIColor yellowColor],
[UIColor purpleColor],
];
self.scroller.pagingEnabled = YES;
[self.scroller setContentSize:CGSizeMake(self.scroller.frame.size.width*colors.count, self.scroller.frame.size.height)];
CGRect subviewFrame = CGRectMake(0, 0, 160, 240);
for (int index=0; index < colors.count; index++) {
UIColor *color = [colors objectAtIndex:index];
UIColor *zoomerColor = [zoomerColors objectAtIndex:index];
UIView *subview = [[UIView alloc] initWithFrame:subviewFrame];
subview.backgroundColor = color;
CGRect zoomerFrame = CGRectMake(index*self.scroller.frame.size.width, 0, self.scroller.frame.size.width, self.scroller.frame.size.height);
UIScrollView *zoomer = [[UIScrollView alloc] initWithFrame:zoomerFrame];
[zoomer addSubview:subview];
zoomer.backgroundColor = zoomerColor;
[self.scroller addSubview:zoomer];
}
}
Just switch off Adjust Scroll View Insets
It's an iOS bug. I created the following subclass of UIScrollView to get a log of what happens to y over time and who was pushing it:
#implementation CSScrollView
- (void)setContentOffset:(CGPoint)contentOffset
{
NSLog(#"%0.0f %#", contentOffset.y, [NSThread callStackSymbols]);
NSLog(#"[%#]", self.layer.animationKeys);
[super setContentOffset:contentOffset];
}
#end
(and changed the view class in the storyboard)
When you release your finger, a method called UIScrollView _smoothScrollDisplayLink: starts animating the scroll view to its final position. As per the second log, there's no CAAnimation involved, the scroll view uses its own display link to do its own transition. That custom code appears to make the mistake of animating from y = whatever to y = 0, failing to take the content offset into account.
As a proof-of-concept hack I changed the code to:
#implementation CSScrollView
- (void)setContentOffset:(CGPoint)contentOffset
{
contentOffset.y = -64.0f;
[super setContentOffset:contentOffset];
}
#end
And, unsurprisingly, the problem went away.
You probably don't want to hard code the -64.0f but I'd conclude:
it's an iOS bug;
work around it by rejecting nonsensical values via a subclass of UIScrollView with a suitable custom implementation of - setContentOffset:.
A sensible generic means might be to check the state of self.panGestureRecognizer — that'll allow you to differentiate between scrolls the user is responsible for and other scrolls without relying on any undocumented API or complicated capturing of delegate events. Then if necessary crib the correct contentOffset.y from the current value rather than hardcoding it.
My pagesScrollView has contentInset.top = 64 and bounds.origin.y = -64 (that seems weird to me, but that's what the system is setting automatically for me), and this works just fine. My screen looks great!
It because of iOS 7 sets contentInset.top to 64 on all scrollviews.
Just add this line of code into your view controller and all will work as expected:
-(UIRectEdge)edgesForExtendedLayout {
return UIRectEdgeNone;
}
I checked on your example project.
I have checked you example use below code in viewController.m file
-(void)viewDidLoad
{
if ([[UIDevice currentDevice] systemVersion].floatValue>=7.0) {
self.edgesForExtendedLayout = UIRectEdgeNone;
}
}
It's working fine...
It turns out the issue (described below) only appears once PAGING IS ENABLED on the UIScrollView! Wtf? :)
As you said that, If you enable the scroll paging, the UIScrollView will stop at a paging edge after a dragging or any movement, which is promised by the framework. Bounds.origin.y set by zero means that the first page edge matched the scroll view frame edge, cuz you have 64 contentInsets there. So that's not bug, that is what it is. And since your bar is translucent, remember where is your scroll view's frame edge, it's under the bar. In a word, this is not a bug, I think, but a effect of scroll paging.
Under iOS7 SDK
1 Create a new project and use Master-Detail Application template.
2 Set DetailViewController's background Color clear Color.
3 Use your custom UINavigationBar, override layoutSubviews:
- (void)layoutSubviews
{
[super layoutSubviews];
CGRect bounds = self.bounds;
bounds.size.height = 88.0;
self.bounds = bounds;
}
4 Run it.
Wow! what's the dark GrayColor view under the UINavigationBar. And, if viewController is UITableViewController or UICollectionViewController and so on, relate to scrollView, also a confusing offset at there.
Anyone else know what happened?
I have not enough reputation to post an image, really frustrating!But, hope you can focus on my photo, it's the image.
I have an app where up until now I've been using a UINavigationController with a UINavigationBar that has its property translucent = YES. This means the UINavigationController's content view (i.e. the views from the view controllers you push) to be full-screen (minus status bar).
However, if you set the navigationBar.translucent = NO, this container view becomes 44pt shorter, as I suppose Apple has assumed you don't need any content under an opaque navigationBar.
... except if you're doing what we're doing and are employing a navigationBar that scrolls away (see This Post on how to do that) So I'd like to know if this is possible.
I want to have translucent = NO, but have everything behave as if it were still set to YES. I like the functionality of the translucent = YES, but I don't actually want the bar to be made translucent by UIKit.
What worked for me was to add
extendedLayoutIncludesOpaqueBars = true
in
viewDidLoad
something like this
override func viewDidLoad() {
super.viewDidLoad()
extendedLayoutIncludesOpaqueBars = true
}
Hope it will work for you as well
It's not necessarily a good answer but you could just offset your view that high if you're not translucent.
//This won't take into account orientation and probably other details
if(!self.navigationController.navigationBar.isTranslucent)
{
self.view.frame = CGRectMake(0,0,-44,self.view.bounds.size.height);
}
You could put that in your viewDidLoad or viewWillAppear and if you have a bunch of view controllers you can just subclass them all and put your logic in the subclass.
I found a solution that works, although it is indeed a bit of a hack.
The idea is to give the translucent nav bar an opaque backing. Unfortunately I'm not happy with the solution in that it's dirty and not encapsulated and introduces some potential issues, but i AM happy because it got the job done.
In my Application's base view controller class (i.e. MyViewController : UIViewController), in the viewDidLoad method, I instantiate a new ivar UIView *_navigationBarBG and give it the same frame as self.navigationController.navigationBar. I then set it's backgroundColor property to [UIColor whiteColor] although this is how you achieve some more tint I guess. [EDIT:If you wanted to be a purist (color values remaining exactly as they come from the .psd), you could make the _navigationBarBG a UIImageView and use your custom background there, and the background of the actual UINavigationBar you set to draw clear (or stretch a 1px transparent image if you wanted to use a typical 'change your navigation bar using an image' recipe that's somewhere on the internet)]
if(self.navigationController)
{
_navigationBarBG = [[UIView alloc] initWithFrame: self.navigationController.navigationBar.frame];
_navigationBarBG.backgroundColor = [UIColor whiteColor];
[self.view addSubview:_navigationBarBG];
}
THEN, (and this is the crappy part, but I don't see any other way), I add this view as a subview. BUT, whenever you would normally make a call to [self.view addSubview: anyView], you have to make sure you call [self.view insertSubview: anyView belowSubview: _navigationBarBG];
if (_navigationBarBG)
[self.view insertSubview: anyView belowSubview:_navigationBarBG];
else
[self.view addSubview: anyView];
If you forget that, these added views will slide under your navbar background and look weird. So you need to know that this is a source of error.
WHY AM I DOING THIS? Again you might ask... I want to be able to have a scrolling navigation bar that scrolls out of the way when you scroll down your table view, thereby giving the user more screen space. This is done by using the scrollView delegate (scrollViewDidScroll:) and also viewWillAppear:
// FIRST DEAL WITH SCROLLING NAVIGATION BAR
CALayer *layer = self.navigationController.navigationBar.layer;
CGFloat contentOffsetY = scrollView.contentOffset.y;
CGPoint newPosition;
if (contentOffsetY > _scrollViewContentOffsetYThreshold && self.scrollingNavigationBarEnabled) {
newPosition = CGPointMake(layer.position.x,
22 - MIN((contentOffsetY - _scrollViewContentOffsetYThreshold), 48.0)); // my nav bar BG image is 48.0 tall
layer.position = newPosition;
[_navigationBarBG setCenter: newPosition]; // if it's nil, nothing happens
}
else
{
newPosition = kNavBarDefaultPosition; // i.e. CGPointMake(160, 22) -- portrait only
layer.position = newPosition;
[_navigationBarBG setCenter: newPosition]; // if it's nil, nothing happens
}
I was looking for an answer to this as I wanted my subviews to be at (0,0) and not (0,44)(in reference to the Screen bounds), but I could not find an answer on how to set this in the NavigationController, which I thought would be an included property.
What I ended up doing that was very simple is adding a subview to the navigation controller that was the width and height of the Navigation Bar, but then insert the subview below the Navigation Bar.
Now the setting is Translucent = YES, but it still appears solid and the subviews behave how I want.
EDIT: After re-reading your original post, I suppose if you're going to be rolling the nav bar away, you'll have to take into account hiding and showing the new subview as you do the same with the nav bar
Update: cause of the issue was found, see below.
I'm feeling a little embarrassed here since the answer to my question is probably dead simple, but I've been struggling with this piece of code for over a day and I can't figure out what's going on, so here goes:
I've created a custom UIView subclass. By now, I've isolated the code to the part that's causing me headaches:
-(id) initWithCoder:(NSCoder *)aDecoder {
if (self = [super initWithCoder:aDecoder]) {
self.backgroundColor = [UIColor greenColor];
self.frame = CGRectMake(0, 0, 320, 60);
NSLog(#"%#", NSStringFromCGRect(self.frame));
}
return self;
}
This code is called when my custom view is loaded from a XIB file. This code attempts to resize the view. It does that, and the NSLog statement gives the same CGRect back as I pass to the view. However, whatever value I provide, the rectangle's height is consistently 50 points smaller than it's supposed to be.
If I create the view programmatically with similar code, the rectangle is drawn correctly:
-(id) initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
self.backgroundColor = [UIColor orangeColor];
self.frame = CGRectMake(0, 0, 320, 60);
NSLog(#"%#", NSStringFromCGRect(self.frame));
}
return self;
}
It drives me nuts. What could cause this?
As an additional question, what methods could I use to analyze / visualize the dimensions of views once the app is running in the iPhone simulator?
// Update:
I finally found what caused the weird behavior of this UIView subclass. The view controller that loaded this view as its subview was loaded from a Tab Bar, which has a height of 49 points, so that got me thinking. Apparently, the default autoresizing options that are selected in interface builder cause the view to resize, after the view's bounds get reset in my custom initializer method. Setting no autoresize behavior in Interface Builder solves the issue.
I finally found what caused the weird behavior of this UIView subclass. The view controller that loaded this view as its subview was loaded from a Tab Bar, which has a height of 49 points, so that got me thinking. Apparently, the default autoresizing options that are selected in interface builder cause the view to resize, after the view's bounds get reset in my custom initializer method. Setting no autoresize behavior in Interface Builder solves the issue.