UIScrollView doesn't scroll with method scrollRectToVisible - ios

I have a question for you!
I have a method:
- (void)pushNewTableViewController:(NewTableViewController *)newTableViewController
{
[self addChildViewController:newTableViewController];
[self.scrollView addSubview:newTableViewController.view];
[UIView animateWithDuration:0.5f animations:^
{
CGRect frame = CGRectZero;
frame.origin.x = COLUMN_WIDTH * self.navigationStack.count;
frame.origin.y = 0.0f;
frame.size.width = COLUMN_WIDTH;
frame.size.height = self.view.frame.size.height;
newTableViewController.view.frame = frame;
}
completion:^(BOOL finished)
{
[self.navigationStack addObject:newTableViewController];
self.scrollView.contentSize = [self sizeForContent];
[self.scrollView scrollRectToVisible:newTableViewController.view.frame animated:YES];
}];
}
Basically, this method works fine, except the line [self.scrollView scrollRectToVisible:newTableViewController.view.frame animated:YES];.
The idea of this method is to scroll the scroll view to the right to make newTableViewController.view.frame to be fully visible. But instead of this, scroll view doesn't scroll anywhere...
Maybe any one of you, guys, know why it doesn't work as I expect?

Related

iAd covers my view on the first load

I have iAds working almost perfectly using a modified version of UITabBarController-iAds. The only issue I have is on the very first load of an advert my view gets covered. Once the ad refreshes after 30 seconds the view resizes just fine.
I'm using the following code:
- (void)layoutBanner
{
float height = 0.0;
ADBannerView *_banner = (ADBannerView *)[self.view viewWithTag:12];
CGRect bounds = [UIScreen mainScreen].bounds;
if (UIInterfaceOrientationIsPortrait(self.interfaceOrientation)) {
_banner.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
} else {
_banner.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
}
//When compiling against iOS 8 SDK this needs to be height, regardless of the actual device orientation
height = bounds.size.height;
CGSize bannerSize = [ADBannerView sizeFromBannerContentSizeIdentifier:_banner.currentContentSizeIdentifier];
//Get content view
UIView *_contentView = self.selectedViewController.view;
CGRect contentFrame = _contentView.frame;
CGRect bannerFrame = _banner.frame;
if (_banner.isBannerLoaded) {
if (iOS7) {
contentFrame.size.height = height - bannerSize.height;
bannerFrame.origin.y = contentFrame.size.height - self.tabBar.frame.size.height;
} else {
contentFrame.size.height = height - self.tabBar.frame.size.height - bannerSize.height;
bannerFrame.origin.y = contentFrame.size.height;
}
} else {
if (iOS7) {
contentFrame.size.height = height;
bannerFrame.origin.y = bounds.size.height;
} else {
contentFrame.size.height = height - self.tabBar.frame.size.height;
bannerFrame.origin.y = bounds.size.height;
}
}
[UIView animateWithDuration:0.25 animations:^{
_banner.frame = bannerFrame;
_contentView.frame = contentFrame;
} completion:^(BOOL finished) {
[self.view bringSubviewToFront:_banner];
}];
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
NSLog(#"Did load");
[self layoutBanner];
}
Any ideas?
I managed to fix this issue by playing around with the animation block. I moved the content view line and it resolved the issue
[UIView animateWithDuration:0.25 animations:^{
_banner.frame = bannerFrame;
} completion:^(BOOL finished) {
_contentView.frame = contentFrame;
[self.view bringSubviewToFront:_banner];
}];
I'm not 100% sure, but I suppose the problem is related to:
[self.view bringSubviewToFront:_banner];
The whole animation:
[UIView animateWithDuration:0.25 animations:^{
_banner.frame = bannerFrame;
_contentView.frame = contentFrame;
} completion:^(BOOL finished) {
[self.view bringSubviewToFront:_banner];
}];
is a little strange, because at the completion block you are bringing the banner view to front, so I can suppose that before animation did start - the banner was covered by some other view or views - what is the reason of frame animation if banner view is covered - thus cannot be seen while animation is in progress?
Of course the issue applies only for the first run.
as of iOs8 [[UIScreen mainScreen]bounds] has changed.. previously it would always return portrait (where H > W ) values, regardless of interfaceOrientation, but it now appears to respect interface orientation... (which is not a bad thing, unless you're taking previous behaviour for granted)
Why don't you try CGRectGetMinY(CGRect aRect) ..
eg. (Im assuming from your code the banner goes along the screen bottom, and your TAbBar across the top. (which I think is weird..) )
//once you have calculated bannerFrame
contentFrame.size.height = ( CGRectGetMinY(bannerFrame) - CGRectGetMinY (contentView.frame) );
contentFrame.origin.y = CGRectGetMaxY(self.tabbar.frame);
Do you have any constraints / resizingMasks set? when you load a second ad the view controller's view has already been resized to fit an ad, presumably the first ad is the one trying to change things..

iOS Animating main UIViewController's View height

I have a text field pinned to the bottom of my main UIViewController's view (self.view), and when the user clicks on it this function is called (via a UIKeyboardWillShowNotification) which will alter the height of the self.view.frame:
-(void)keyboardWillShow: (NSNotification*) notification {
NSDictionary* info = [notification userInfo];
CGSize keyboardSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
CGFloat textFieldHeight = activeField.frame.size.height;
CGPoint textFieldOrigin = activeField.frame.origin;
textFieldOrigin.y += textFieldHeight;
CGRect visibleRect = self.view.frame;
visibleRect.size.height -= keyboardSize.height;
if (!CGRectContainsPoint(visibleRect, textFieldOrigin)) {
CGRect r = self.view.frame;
r.size.height -= keyboardSize.height;
[UIView animateWithDuration:1.0
animations:^{
self.view.frame = r;
}];
}
}
It resizes the self.view.frame fine, so it is all being called and run, but for some reason refuses to animate it over a second - it just appears in place immediately.
What do I need to do in order to animate this change in height?
If you have auto layout on you shouldn't change the frame directly, instead you should change on of the constrains.
Add an IBOutlet to the constrain (the bottom constrain), and change the constant like so:
myTextFieldConstrain.constant -= YOUR_VALUE
Also, if you want it to animate, call [YOURSUPERVIEW layoutIfNeeded]; after you change the constant.
Example:
[UIView animateWithDuration:1.0
animations:^{
myTextFieldConstrain.constant -= YOUR_VALUE;
[YOURSUPERVIEW layoutIfNeeded];
}];
Try to dispatch it with a slight delay, like:
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 1 * NSEC_PER_SEC), dispatch_get_main_queue(), ^{
[UIView animateWithDuration:1.0
animations:^{
self.view.frame = r;
}];
}
It usually makes the trick.

Set position of UIPickerView at bottom even after scroll in ios

I am trying to show UIPickerView on click on UITextField. I am using a simple method to show the picker as follows:
-(void) showPickerView {
[self.view resignFirstResponder];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.50];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if(iOSDeviceScreenSize.height == 480){
CGRect frame = self.picker.frame;
frame.origin.y = 270;
self.picker.frame = frame;
frame = self.toolBar.frame;
frame.origin.y = 226.0;
self.toolBar.frame = frame;
} else if(iOSDeviceScreenSize.height == 568){
CGRect frame = self.picker.frame;
frame.origin.y = 239.0;
self.picker.frame = frame;
frame = self.toolBar.frame;
frame.origin.y = 195.0;
self.toolBar.frame = frame;
}
[UIView commitAnimations];
}
It works great if I have not scrolled down. But when I scroll down, my picker is placed on fix position as mentioned in showPickerView method. Now how I can manage it that my picker appears at bottom every time.
Solution 1:
Add your pickerview to your window.
Solution 2:
Implement the scrollview delegate and adjust the frame continuously.
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if(iOSDeviceScreenSize.height == 480){
CGRect frame = self.picker.frame;
frame.origin.y = 270;
self.picker.frame = frame;
frame = self.toolBar.frame;
frame.origin.y = 226.0;
self.toolBar.frame = frame;
} else if(iOSDeviceScreenSize.height == 568){
CGRect frame = self.picker.frame;
frame.origin.y = 239.0;
self.picker.frame = frame;
frame = self.toolBar.frame;
frame.origin.y = 195.0;
self.toolBar.frame = frame;
}
}
I can just suppose that you are showing your picker inside of a scroll view, right?
And if so, then your picker frame is relative to UIScrollView, not to a screen view.
So you have to take into account your scroll view offset. Something like that:
CGRect frame = self.picker.frame;
frame.origin.y = self.scrollvew.contentOffset.y + 270;
Otherwise you can show your picker outside of the UIScrollView (just add it to a screen view).

Smoothest Way To Implement Back to Back UIAnimations

I need to have my character jump (increase the origin.y by 50 and reverse) in a game I am creating.
So far I have come across two ways of doing this:
Method 1:
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAutoreverse
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
CGRect frame = self.kevinImageView.frame;
frame.origin.y = 135;
self.kevinImageView.frame = frame;
}];
Issues: At the end of every complete jump animation (up and down) the ImageView jumps up and then back down (due probably to the tiny amount it takes for the completion block to be called). This is noticeable and I would much rather do without it.
Method 2:
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y += 50;
self.kevinImageView.frame = frame;
}];
}];
Issues: If I tap the view (I use a UITapGuestureRecognizer) and the ImageView is in the completion animation (going back down), the Image View will snap back to the bottom instead of finishing its animation. Again not a major issue, but something which I should be able to avoid.
Is there any method I have not come across which will resolve both of these issues, or a way to fix one of the methods?
Can you disable your UITapGuestureRecognizer when the animation is still running? And then enable it when the animation finishes.
if (!self.isAnimationRunning) {
self.isAnimationRunning = YES;
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y -= 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0
animations:^{
CGRect frame = self.kevinImageView.frame;
frame.origin.y += 50;
self.kevinImageView.frame = frame;
} completion:^(BOOL finished){
self.isAnimationRunning = NO;
}];
}];
}
I'm very interested in this question so I do a simple demo to do a back to back animation.
I think maybe you can just use UIViewAnimationOptionAutoreverse and UIViewAnimationRepeat option to achieve a autoreverse animation.
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionAutoreverse|UIViewAnimationRepeat
animations:^{
[UIView setAnimationRepeatCount:1];
self.kevinImageView.center = CGPointMake(self.kevinImageView.center.x ,self.kevinImageView.center.y - 25);
} completion:^(BOOL finished){
self.kevinImageView.center = CGPointMake(self.kevinImageView.center.x ,self.kevinImageView.center.y + 25);
}];
and you can also set UIViewAnimationOptionAllowUserInteraction if you want to enable use interaction during the animation.

How to scroll to a certain point in a UIScrollView

Below I have a line of code that scrolls to a certain point in a UIScrollView. However once it has scrolled there it does not allow me to scroll back up.
[scroller setContentOffset:CGPointMake(0,500) animated:NO];
Any help will be appreciated, thank you.
did you try using UIScrollView method scrollRectToVisible:
Here is an example
- (void)goToPage:(int)page animated:(BOOL)animated
{
CGRect frame;
frame.origin.x = self.scroller.frame.size.width * page;
frame.origin.y = 0;
frame.size = self.scroller.frame.size;
[self.scroller scrollRectToVisible:frame animated:animated];
// update the scroll view to the appropriate page
}
I use this. The button calls this method. Should work well.
- (void)downExecute:(id)sender {
NSLog(#"scroll down");
CGFloat currentOffset = _scrollView.contentOffset.y;
CGFloat newOffset;
newOffset = currentOffset + self.view.bounds.size.height;
[UIScrollView animateWithDuration:0.3 animations:^(void) {
[_scrollView setContentOffset:CGPointMake(0.0, newOffset)];
} completion:^(BOOL finished) {
}];
}
I had this kind of problem because I called this method from viewDidLayoutSubviews(). Check where are you calling it from. When I moved the logic to viewDidAppear() everything worked as expected. Hope it helps, cheers.

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