Cannot see added UIScrollView in UIViewController - ios

I added a UIScrollView to my main UIViewController but for some reason i can't see anything. I painted the scroll view in grey in order to see the actual size, but all i get is a white screen.
Here is my very simple code:
-(void) viewDidLoad{
[super viewDidLoad];
UIScrollView *scroll;
[scroll setBackgroundColor:[UIColor grayColor]];
CGRect screenRect = [[UIScreen mainScreen] bounds];
_orientation = [UIDevice currentDevice].orientation;
if (UIDeviceOrientationIsPortrait(_orientation)){
scroll.showsHorizontalScrollIndicator = YES;
}else{
scroll.showsVerticalScrollIndicator = YES;
}
scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(screenRect.origin.x,
screenRect.origin.y,
screenRect.size.width,
screenRect.size.height)];
[self.view addSubview:scroll];
}
The view size might change, i'm working on a changing iOS device size.

Related

UI Screen becomes black after UIAnimation

My problem is...
I have the object of parent view controller and i wanted to animate second view controller over that.
So i added a subview called backgroundview over the view of parentvc.view and then the view which needs to be drawn over the backgroundView.
But after animation completes for a second, i can see the views the way i want them to be but then it is replaced by a complete black screen.
I think my topmost view is redrawn so how do i rectify this issue.
Code :-
- (void)viewDidLoad {
[super viewDidLoad];
//_colorCaptureOptions = [NSArray arrayWithObjects: #"Camera", #"Color Slider / Color Wheel", nil];
mExtractionQueue = [[NSOperationQueue alloc] init];
[mExtractionQueue setMaxConcurrentOperationCount:1];
CGRect screenRect = [[UIScreen mainScreen] bounds];
//CGRect screenRect = self.view.frame;
self.backgroundView = [[UIView alloc] initWithFrame:screenRect];
self.backgroundView.backgroundColor = [UIColor clearColor];
[self.parentVC addChildViewController:self];
[self.parentVC.view addSubview:self.backgroundView];
//[self didMoveToParentViewController:self.parentVC];
UITapGestureRecognizer *guideTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleScrimSelected)];
[self.backgroundView addGestureRecognizer:guideTap];
[self.backgroundView addSubview:self.view];
}
-(void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat viewHeight = 150;
self.backgroundView.alpha = 0.0;
self.view.alpha = 1;
self.view.frame = CGRectMake(0, screenRect.size.height, screenRect.size.width, viewHeight);
[UIView animateWithDuration:0.2
delay:0
options: UIViewAnimationOptionCurveEaseInOut
animations:^{
self.backgroundView.alpha = 1.0;
self.view.frame = CGRectMake(0, screenRect.size.height - viewHeight, screenRect.size.width, viewHeight);
}
completion:^(BOOL _finished) {
}];
}
}
Well, for clarity you'd better to provide few screenshots.
For all the rest:
Possibly, your background view is simply black that leads to black screen. Or it even is [UIColor clearColor]
better not use childViewController, it breaks MVC
better not change frame inside animation directly
If you want present another controller with animation, use this UIViewControllerTransitioningDelegate and this UIViewControllerAnimatedTransitioning in your objects, so do not reinvent transitions. Refer to this custom controller transition tutorial
Hope this may help you
EDIT:
[UIColor clearColor] removes colour entirely, so that means you will have no color at all.
The best solution for you now is rewrite those controllers, split up one from another, get rid of container for viewControllers, change animation to custom and than problem will disappear as a magic. If you solve you problem, do not forget to mark question as resolved, please

Cannot pan UIScrollView after zooming

I've programatically created a UIScrollView using the following code:
.h:
#interface MainController : UIViewController <UIScrollViewDelegate>
#property (nonatomic, retain) UIScrollView *mainScrollView;
#property (nonatomic, retain) UIView *mainView;
.m:
- (void) initVariables
{
// Setters
screenRect = [[UIScreen mainScreen] bounds];
screenWidth = screenRect.size.width;
screenHeight = screenRect.size.height;
// Alloc-init methods
mainScrollView = [[UIScrollView alloc] init];
mainView = [[UIView alloc] init];
}
- (void) setUpScrollView
{
mainScrollView.frame = CGRectMake(0.0f, 0.0f, screenWidth, screenHeight);
mainScrollView.contentSize = CGSizeMake(screenWidth*2, screenHeight*2);
mainScrollView.minimumZoomScale = 1.0;
mainScrollView.maximumZoomScale = 4.0;
mainScrollView.backgroundColor = [UIColor blueColor];
mainScrollView.scrollEnabled = YES;
mainScrollView.delegate = self;
mainView.frame = CGRectMake((screenWidth/2) - 25.0f, (screenHeight/2) - 25.0f, 50.0f, 50.0f);
UIImageView *testImageView = [[UIImageView alloc] init];
testImageView.backgroundColor = [UIColor redColor];
testImageView.frame = CGRectMake(0.0f, 0.0f, 50.0f, 50.0f);
// Add subviews
[self.view addSubview:mainScrollView];
[mainScrollView addSubview:mainView];
[mainView addSubview:testImageView];
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return mainView;
}
The zoom works well now. However, I can only pan when the UIScrollView is at the minimum zoom. All other times, when I pinch-zoom in, when I release my fingers the UIView shifts slightly off-centre, despite being centred when I was zooming, and I can no longer pan the UIScrollView.
Also, after zooming in, if I zoom back out again to minimum zoom, I still cannot pan.
TL;DR - In other words, UIScrollView's pan only before using the pinch zoom feature, after which it breaks.
How can I prevent this from happening, and allow the UIScrollView's pan to always be enabled? All help appreciated.
Try to add another view in scrollView with same size of screen and then add mainView and imageView. It may solve your proble. :)

UIScrollView does white space and doesn't scroll

I have a scenario in mind, which I tried to implement but to no avail- Put a scrolling view with a text box, all of that within page controller.
Here's what I've done- UIPageViewController->ViewController with data ->UIView ->UIScrollView -> UITextView.
What it does? Well, other than scrolling a bit (not to show all of the text) and showing a weird white bar at the bottom, nothing.
Useful snippets of code- basically I linked my height constraint, and then in code:
- (void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
//CGSize sizeThatShouldFitTheContent = [_textView sizeThatFits:_textView.frame.size];
self.theScrollView.frame = CGRectMake(self.theScrollView.frame.origin.x, self.theScrollView.frame.origin.y, 320, 2000);//[_theScrollView sizeThatFits:_theScrollView.frame.size];
_heightOfText.constant = 2000; //sizeThatShouldFitTheContent.height;
//_textView.frame = CGRectMake(_textView.frame.origin.x, _textView.frame.origin.y, sizeThatShouldFitTheContent.width, sizeThatShouldFitTheContent.height);
_textView.scrollEnabled = NO;
NSLog(NSStringFromCGRect(self.theScrollView.frame));
self.theScrollView.scrollEnabled = YES;
}
But nope.
Thanks in advance
This solved my issue- apparently I should call a selector...
-(void)viewDidLoad
{
// Change the size of page view controller
self.pageViewController.view.frame = CGRectMake(0, 0, [[UIScreen mainScreen] bounds].size.width, [[UIScreen mainScreen] bounds].size.height + 40);
[self performSelector:#selector(adjustScrollViewContentSize) withObject:nil afterDelay:0.1];
}
-(void)adjustScrollViewContentSize
{
_scrollView.contentSize = CGSizeMake(4000, 4000);
}

UIInterfaceOrientation not yet updated when UIDeviceOrientationDidChangeNotification caught in UIView

I'm working on an open source library to provide an iMessage-like text input view - MessageComposerView (relevant to question). The view will stick to the keyboard like an inputAccessoryView and grow with text, but won't disappear when the keyboard does.
I have recently run into a maddening issue when rotating this custom UIView that only appears if the view has been instantiated via initWithFrame. Basically at the point when a UIDeviceOrientationDidChangeNotification notification has been caught if the view has been instantiated via initWithFrame, the UIInterfaceOrientation and frame have NOT yet been updated. Here are both ways instantiating.
loadNibNamed:
self.messageComposerView = [[NSBundle mainBundle] loadNibNamed:#"MessageComposerView" owner:nil options:nil][0];
self.messageComposerView.frame = CGRectMake(0,
self.view.frame.size.height - self.messageComposerView.frame.size.height,
self.messageComposerView.frame.size.width,
self.messageComposerView.frame.size.height);
initWithFrame:
self.messageComposerView = [[MessageComposerView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height-54, 320, 54)];
When init via loadNibNamed and rotated to landscape, upon receiving a UIDeviceOrientationDidChangeNotification notification:
UIDeviceOrientation = [[notification object] orientation] = UIInterfaceOrientationLandscapeLeft
UIInterfaceOrientation = [UIApplication sharedApplication].statusBarOrientation = UIDeviceOrientationLandscapeRight
self.frame.size = (width=480, height=90)
Important to note here is that both the interface and device orientations are landscape and the width has already been changed to landscape width (testing on iPhone 6.1 simulator). Now performing the same test but using initWithFrame:
UIDeviceOrientation = [[notification object] orientation] = UIDeviceOrientationLandscapeRight
UIInterfaceOrientation = [UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationPortrait
self.frame.size = (width=320, height=54)
This time notice that the interface orientation is still portrait and that the frame width has NOT changed to landscape width. If I set a breakpoint in the setFrame:(CGRect)frame method I can see that the frame is set to the Landscape frame AFTER the UIDeviceOrientationDidChangeNotification has been caught and handled.
Both init methods have almost identical setup:
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.frame = frame;
self.sendButton = [[UIButton alloc] initWithFrame:CGRectZero];
self.messageTextView = [[UITextView alloc] initWithFrame:CGRectZero];
[self setup];
[self addSubview:self.sendButton];
[self addSubview:self.messageTextView];
}
return self;
}
- (void)awakeFromNib {
[super awakeFromNib];
[self setup];
}
With setup doing necessary view tweaks:
- (void)setup {
self.backgroundColor = [UIColor lightGrayColor];
self.autoresizesSubviews = YES;
self.autoresizingMask = UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin | UIViewAutoresizingFlexibleWidth;
self.userInteractionEnabled = YES;
self.multipleTouchEnabled = NO;
CGRect sendButtonFrame = self.bounds;
sendButtonFrame.size.width = 50;
sendButtonFrame.size.height = 34;
sendButtonFrame.origin.x = self.frame.size.width - kComposerBackgroundRightPadding - sendButtonFrame.size.width;
sendButtonFrame.origin.y = kComposerBackgroundRightPadding;
self.sendButton.frame = sendButtonFrame;
self.sendButton.autoresizingMask = UIViewAutoresizingFlexibleBottomMargin | UIViewAutoresizingFlexibleLeftMargin;
self.sendButton.layer.cornerRadius = 5;
[self.sendButton setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
[self.sendButton setTitleColor:[UIColor colorWithRed:210/255.0 green:210/255.0 blue:210/255.0 alpha:1.0] forState:UIControlStateHighlighted];
[self.sendButton setTitleColor:[UIColor grayColor] forState:UIControlStateSelected];
[self.sendButton setBackgroundColor:[UIColor orangeColor]];
[self.sendButton setTitle:#"Send" forState:UIControlStateNormal];
self.sendButton.titleLabel.font = [UIFont boldSystemFontOfSize:14];
CGRect messageTextViewFrame = self.bounds;
messageTextViewFrame.origin.x = kComposerBackgroundLeftPadding;
messageTextViewFrame.origin.y = kComposerBackgroundTopPadding;
messageTextViewFrame.size.width = self.frame.size.width - kComposerBackgroundLeftPadding - kComposerTextViewButtonBetweenPadding - sendButtonFrame.size.width - kComposerBackgroundRightPadding;
messageTextViewFrame.size.height = 34;
self.messageTextView.frame = messageTextViewFrame;
self.messageTextView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleBottomMargin;
self.messageTextView.showsHorizontalScrollIndicator = NO;
self.messageTextView.layer.cornerRadius = 5;
self.messageTextView.font = [UIFont systemFontOfSize:14];
self.messageTextView.delegate = self;
[self addNotifications];
[self resizeTextViewForText:#"" animated:NO];
}
So my question is, why does my custom UIView init via initWithFrame still have the portrait frame and interface orientation and the time when the UIDeviceOrientationDidChangeNotification is received. I use this notification to do my frame adjustment and need the width to have already been updated to the landscape width.
I'm hoping there is some kind of autorotation property that I'm missing in the programmatical setup that is buried somewhere in the XIB but just can't find it. I've gone through probably a dozen UIDeviceOrientationDidChangeNotification stackoverflow posts without finding a solution.
MessageComposerView looks neat, thanks for sharing.
Instead of listening to the UIDeviceOrientationDidChangeNotification, you should implement layoutSubviews. It is called in response to rotation and anything else the system would need the UIView to reposition its subviews (https://stackoverflow.com/a/5330162/1181421). There you can position your subviews relative to the UIView's frame, and you can be sure that the frame will be correct.

UIScrollView can zoom, but cant pan

I have a UIScrollView with a UIView inside it, in side the UIView I made a button to add textLabels to it.
and ideally I would want a really big canvas and be able to put text on it and pan and zoom around. however with the UIScrollView it does zoom, but does not pan at all
It seems that when I remove the UIView that i add inside the UIScrollView it works fine.
heres viewDidLoad:
[super viewDidLoad];
CGFloat mainViewWidth = 700;
CGFloat mainViewHeight = 500;
//scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * kNumberOfPages, scrollView.frame.size.height * kNumberOfPages);
//self.mainScrollView.bounds = CGRectMake(0., 0., 3000, 3000);
self.mainScrollView.scrollsToTop = NO;
self.mainScrollView.delegate = self;
self.mainScrollView.maximumZoomScale = 50.;
self.mainScrollView.minimumZoomScale = .1;
self.mainScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
self.mainView = [[UIView alloc] initWithFrame: CGRectMake(0, 0, mainViewWidth, mainViewHeight)];
[self.mainView setUserInteractionEnabled:NO];
self.mainView.backgroundColor = [[UIColor alloc] initWithRed:0.82110049709463495
green:1
blue:0.95704295882687884
alpha:1];
[self.mainScrollView setContentSize:CGSizeMake(5000, 5000)];
[self.mainScrollView insertSubview:self.mainView atIndex:0];
Edit:
Heres the all I have for UIScrollViewDelegate
#pragma mark - Scroll View Delegate
- (void)scrollViewDidScroll:(UIScrollView *)sender {
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
//
return self.mainView;
}
- (void)scrollViewDidEndZooming:(UIScrollView *)zoomedScrollView withView:(UIView *)view atScale:(float)scale
{
}
I just went through this exact same dilemma.
My UIScrollView exists within the storyboard, and if I add a UIView (containerView) within that storyboard to the UIScrollView, the image fails to pan. And all sorts of other centering weirdness occurs too.
But if I do it through code:
// Set up the image we want to scroll & zoom
UIImage *image = [UIImage imageNamed:#"plan-150ppi.jpg"];
self.imageView = [[UIImageView alloc] initWithImage:image];
self.containerView = [[UIView alloc] initWithFrame:self.imageView.frame];
[self.containerView addSubview:self.imageView];
[self.scrollView addSubview:self.containerView];
// Tell the scroll view the size of the contents
self.scrollView.contentSize = self.containerView.frame.size;
... then it works just fine.

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