how to set popover position horizontally - ios

i am making an app i which i am using slider and on changing the position of slider value of slider is also sliding as well, now i am stuck that i want to set when i change postion of slider in horizontall form then i need to change that popover postion also in horizontall form. I am attaching a screen shot so that u people better understand it and this is my project link https://www.dropbox.com/s/n0fl34h6t8jlazn/CustomSlider.zip?dl=0,
below is my sample code on 1 view and i am changing my uislider class to anpopoverslider:
-(void)constructSlider {
_popupView = [[ANPopoverView alloc] initWithFrame:CGRectZero];
_popupView.backgroundColor = [UIColor clearColor];
_popupView.alpha = 0.0;
[self addSubview:_popupView];
}
and below is my ANpopoverslider
#import "ANPopoverSlider.h"
#implementation ANPopoverSlider
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
[self constructSlider];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self constructSlider];
}
return self;
}
#pragma mark - UIControl touch event tracking
-(BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade in and update the popup view
CGPoint touchPoint = [touch locationInView:self];
// Check if the knob is touched. If so, show the popup view
if(CGRectContainsPoint(CGRectInset(self.thumbRect, -12.0, -12.0), touchPoint)) {
[self positionAndUpdatePopupView];
[self fadePopupViewInAndOut:YES];
}
return [super beginTrackingWithTouch:touch withEvent:event];
}
-(BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Update the popup view as slider knob is being moved
[self positionAndUpdatePopupView];
return [super continueTrackingWithTouch:touch withEvent:event];
}
-(void)cancelTrackingWithEvent:(UIEvent *)event {
[super cancelTrackingWithEvent:event];
}
-(void)endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade out the popup view
[self fadePopupViewInAndOut:NO];
[super endTrackingWithTouch:touch withEvent:event];
}
#pragma mark - Helper methods
-(void)constructSlider {
CGRect frame = CGRectMake(150, 230, 300.0, 10.0);
_popupView = [[ANPopoverView alloc] initWithFrame:frame];
_popupView.backgroundColor = [UIColor clearColor];
_popupView.alpha = 0.0;
[self addSubview:_popupView];
}
-(void)fadePopupViewInAndOut:(BOOL)aFadeIn {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
if (aFadeIn) {
_popupView.alpha = 1.0;
} else {
_popupView.alpha = 0.0;
}
[UIView commitAnimations];
}
-(void)positionAndUpdatePopupView {
CGRect zeThumbRect = self.thumbRect;
CGRect popupRect = CGRectOffset(zeThumbRect, 0, -floor(zeThumbRect.size.height * 1.5));
_popupView.frame = CGRectInset(popupRect, -20, -10);
_popupView.value = self.value;
}
#pragma mark - Property accessors
-(CGRect)thumbRect {
CGRect trackRect = [self trackRectForBounds:self.bounds];
CGRect thumbR = [self thumbRectForBounds:self.bounds trackRect:trackRect value:self.value];
return thumbR;
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
and here is my popover class
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.font = [UIFont boldSystemFontOfSize:15.0f];
UIImageView *popoverView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"sliderlabel.png"]];
[self addSubview:popoverView];
textLabel = [[UILabel alloc] init];
textLabel.backgroundColor = [UIColor clearColor];
textLabel.font = self.font;
textLabel.textColor = [UIColor colorWithWhite:1.0f alpha:0.7];
textLabel.text = self.text;
textLabel.textAlignment = NSTextAlignmentCenter;
textLabel.frame = CGRectMake(0, -2.0f, popoverView.frame.size.width, popoverView.frame.size.height);
[self addSubview:textLabel];
}
return self;
}
-(void)setValue:(float)aValue {
_value = aValue;
self.text = [NSString stringWithFormat:#"%4.2f", _value];
textLabel.text = self.text;
[self setNeedsDisplay];
}

I tried the sample project and work with simple function
#property (strong, nonatomic) IBOutlet UISlider *slider; // make the getter and setter for Slider
#property (strong, nonatomic) IBOutlet UILabel *lblText; // make the getter and setter for label
- (void)viewDidLoad {
[super viewDidLoad];
// set verticical of UIslider
CGAffineTransform trans = CGAffineTransformMakeRotation(M_PI * 0.5);
self.slider.transform = trans;
// get the events of UISlider
[self.slider addTarget:self
action:#selector(sliderDidEndSliding:)
forControlEvents:(UIControlEventTouchUpInside | UIControlEventTouchUpOutside)];
}
// this method used for hide the label after changed the value
- (void)sliderDidEndSliding:(NSNotification *)notification {
NSLog(#"Slider did end sliding...");
[self.lblText removeFromSuperview];
}
// the slider value change method
- (IBAction)slider:(UISlider*)sender
{
// add the subview the lable to slider
[self.slider addSubview:self.lblText];
self.lblText.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"sliderlabel.png"]];
self.lblText.text = [NSString stringWithFormat:#"%4.2f",sender.value];
// change the label position depend upon slider move
self.lblText.center = CGPointMake(self.slider.value*self.slider.bounds.size.width,80);
[self.lblText setTransform:CGAffineTransformMakeRotation(-M_PI / 2)];
}
here I attached the sample project for UISlider the download link

Related

UICollectionView Will Not Update Its Layout On Screen Rotation

I have a custom UIView with a UICollectionView.
On screen rotation I am trying to get the UICollectionView to stretch across the screen, and then redraw its cells.
After I had the data downloaded I tried both [grid setNeedsLayout] and [grid setNeedsDisplay] but that didn't work.
This is what I want to happen:
Portrait
Landscape
(This is also how it appears when the app is started in landscape, but if you change to portrait it doens't update.)
But this is what I get if I start in Portrait mode and switch to Landscape.
I am creating these views programmatically. I am not using any Storyboards.
I have tried:
-(void)viewDidLayoutSubviews {
grid = [[MyThumbnailGridView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height/2, self.view.frame.size.width, self.view.frame.size.height/2)];
}
I have also tried toying with:
- (void) viewWillLayoutSubviews {
UIInterfaceOrientation interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
if (UIInterfaceOrientationIsLandscape(interfaceOrientation))
{
//LANDSCAPE
if(grid){
NSLog(#"Grid Needs Landscape Layout");
grid.frame =CGRectMake(0, self.view.frame.size.height/2, self.view.frame.size.width, self.view.frame.size.height/2);
[grid refreshData];
}
}else {
//PORTRIAT
if(grid){
NSLog(#"Grid Needs Portrait Layout");
grid.frame =CGRectMake(0, self.view.frame.size.height/2, self.view.frame.size.width, self.view.frame.size.height/2);
[grid refreshData];
}
}
}
But I can't get it to stretch.
Any help?
MyThumbnailGridView
#interface ViewController () <UINavigationControllerDelegate> {
MyThumbnailGridView *grid;
NSMutableArray * arrImages;
}
- (void)viewDidLoad {
[super viewDidLoad];
arrImages = [NSMutableArray new];
grid = [[MyThumbnailGridView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height/2, self.view.frame.size.width, self.view.frame.size.height/2)];
//grid = [[MyThumbnailGridView alloc] initWithFrame:CGRectZero];
NSLog(#"showThumbnailGrid Grid View Size: %#", NSStringFromCGRect(grid.frame));
[self.view addSubview:grid];
[self getListOfImages];
}
-(void) getListOfImages {
//Do background task to get images and fill arrImages
[self onDownloadImageDataComplete];
}
- (void) onDownloadImageDataComplete{
grid.imageDataSource = arrImages;
// [grid setNeedsLayout];
// [grid setNeedsDisplay];
}
//...
#end
*MyThumbnailGridView.h
#interface MyThumbnailGridView : UIView
-(id)initWithFrame:(CGRect)frame;
-(void) refreshData;
#property (nonatomic,strong) NSArray *imageDataSource;
#end
*MyThumbnailGridView.m
#interface MyThumbnailGridView () <UICollectionViewDelegate, UICollectionViewDataSource>{
UICollectionView *collectionView;
}
#end
#implementation MyThumbnailGridView
- (instancetype) initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if(self){
[self customInit];
}
return self;
}
- (void) customInit {
collectionView = [[UICollectionView alloc] initWithFrame:self.bounds collectionViewLayout:[[MyFlowLayout alloc] init]];
collectionView.delegate = self;
collectionView.dataSource = self;
collectionView.allowsMultipleSelection = NO;
collectionView.showsVerticalScrollIndicator = YES;
[collectionView setBackgroundColor:[UIColor darkGrayColor]];
[collectionView registerClass:[MyCollectionViewCell class] forCellWithReuseIdentifier:#"MyId"];
[self addSubview:collectionView];
}
- (void) refreshData {
NSLog(#"Refresh Grid Data");
[collectionView reloadData];
}
////other code
#end
MyFlowLayout
#interface MyFlowLayout : UICollectionViewFlowLayout
#end
#implementation MyFlowLayout
- (instancetype)init{
self = [super init];
if (self)
{
self.minimumLineSpacing = 1.0;
self.minimumInteritemSpacing = 1.0;
self.scrollDirection = UICollectionViewScrollDirectionVertical;
}
return self;
}
- (CGSize)itemSize {
NSInteger numberOfColumns = 3;
CGFloat itemWidth = (CGRectGetWidth(self.collectionView.frame) - (numberOfColumns - 1)) / numberOfColumns;
return CGSizeMake(itemWidth, itemWidth);
}
#end
MyCollectionViewCell
#interface MyCollectionViewCell : UICollectionViewCell
#property (strong, nonatomic) UIImageView *imageView;
#end
#implementation MyCollectionViewCell
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.imageView = [UIImageView new];
[self.imageView setContentMode:UIViewContentModeScaleAspectFill];
[self.imageView setClipsToBounds:YES];
[self.imageView setBackgroundColor:[UIColor darkGrayColor]];
[self.contentView addSubview:self.imageView];
}
return self;
}
- (void)prepareForReuse {
[super prepareForReuse];
self.imageView.image = nil;
[self.imageView setHidden:NO];
}
- (void)layoutSubviews {
[super layoutSubviews];
[self.imageView setFrame:self.contentView.bounds];
}
#end
This can be solved with
either you can change the frame of MyThumbnailGridView view in delegate function of orientation or create the view with constraints like this
(void)viewDidLoad {
[super viewDidLoad];
arrImages = [NSMutableArray new];
grid = [[MyThumbnailGridView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height/2, self.view.frame.size.width, self.view.frame.size.height/2)];
[self.view addSubview:grid];
[self getListOfImages];
}
-(void)viewDidLayoutSubviews
{
if(Once){
Once = NO;
// adding constraints
MyThumbnailGridView.translatesAutoresizingMaskIntoConstraints = NO;
[self.MyThumbnailGridView.widthAnchor constraintEqualToConstant:self.view.frame.size.width].active = YES;
[self.MyThumbnailGridView.heightAnchor constraintEqualToConstant:self.view.frame.size.height/2].active = YES;
[self.MyThumbnailGridView.leadingAnchor constraintEqualToAnchor:self.view.leadingAnchor].active = YES;
[self.MyThumbnailGridView.topAnchor constraintEqualToAnchor:self.view.topAnchor constant:self.view.frame.size.height/2].active = YES;
}
}
Also implement this
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
[self.view layoutIfNeeded];
[MyThumbnailGridView.collectionView invalidate];
// Do view manipulation here.
[super viewWillTransitionToSize:size withTransitionCoordinator:coordinator];
}
The problem is that the collection view itself is not changing size when the app rotates. You have given the collection view a fixed frame and then just walked away. So it never changes. So never lays itself out again.
You should give your MyThumbnailGridView and its collection view subview autolayout contraints to their superviews, so that they change size correctly when the app rotates.

How to dismis Viewcontroller (popup) by pressing button inside my popup viewcontroller and also touch any where outside of viewcontroller?

I have one viewcontroler with one button.When i press that one pop up viewcontroller will show up.And when i touch anywhere outside it dismiss the viewcontroller .And return to my main viewcontroller.
Note
I used my popup through one viewcontroller and i use identifier name .Then i show pop up using that storyboard identifier and declared in my viewcontroller.m in btnSelectDatePressed
Needed
in that pop up view controller i have one button when user press also it should dismiss the viewcontroller and should return to my main viewcontroller.My example image is like this sample image
This is my viewcontroller.m file
#import "ViewController.h"
#import "UIViewController+ENPopUp.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (IBAction)btnSelectDatePressed:(id)sender
{
UIViewController *vc = [[UIStoryboard storyboardWithName:#"Main" bundle:nil] instantiateViewControllerWithIdentifier:#"PopUp"];
vc.view.frame = CGRectMake(0, 0, 309.0f, 531.0f);
[self presentPopUpViewController:vc];
}
This is my popup method declared in #import "UIViewController+ENPopUp.h"
#import <UIKit/UIKit.h>
#interface UIViewController (ENPopUp)
#property (nonatomic, retain) UIViewController *en_popupViewController;
- (void)presentPopUpViewController:(UIViewController *)popupViewController;
- (void)presentPopUpViewController:(UIViewController *)popupViewController completion:(void (^)(void))completionBlock;
- (void)dismissPopUpViewController;
- (void)dismissPopUpViewControllerWithcompletion:(void (^)(void))completionBlock;
//- (IBAction)disMe:(id)sender;
#end
This is my popup method declared in `#import "UIViewController+ENPopUp.m"`
#import "UIViewController+ENPopUp.h"
#import "JWBlurView.h"
#import <objc/runtime.h>
static void * ENPopupViewControllerPropertyKey = &ENPopupViewControllerPropertyKey;
static CGFloat const kAnimationDuration = .4f;
static CGFloat const kRotationAngle = 70.f;
static NSInteger const kENPopUpOverlayViewTag = 351301;
static NSInteger const kENPopUpViewTag = 351302;
static NSInteger const kENPopUpBluredViewTag = 351303;
#implementation UIViewController (ENPopUp)
#pragma mark - Public Methods
- (void)presentPopUpViewController:(UIViewController *)popupViewController
{
[self presentPopUpViewController:popupViewController completion:nil];
}
- (void)presentPopUpViewController:(UIViewController *)popupViewController completion:(void (^)(void))completionBlock
{
self.en_popupViewController = popupViewController;
[self presentPopUpView:popupViewController.view completion:completionBlock];
}
- (void)dismissPopUpViewController
{
[self dismissPopUpViewControllerWithcompletion:nil];
}
- (void)dismissPopUpViewControllerWithcompletion:(void (^)(void))completionBlock
{
UIView *sourceView = [self topView];
JWBlurView *blurView = (JWBlurView *)[sourceView viewWithTag:kENPopUpBluredViewTag];
UIView *popupView = [sourceView viewWithTag:kENPopUpViewTag];
UIView *overlayView = [sourceView viewWithTag:kENPopUpOverlayViewTag];
[self performDismissAnimationInSourceView:sourceView withBlurView:blurView popupView:popupView overlayView:overlayView completion:completionBlock];
}
//- (IBAction)disMe:(id)sender {
// UIViewController *vc = [[UIStoryboard storyboardWithName:#"Main" bundle:nil] instantiateViewControllerWithIdentifier:#"Pop"];
// [self dismissViewControllerAnimated:YES completion:Nil];
//}
#pragma mark - Getters & Setters
- (UIViewController *)en_popupViewController
{
return objc_getAssociatedObject(self, ENPopupViewControllerPropertyKey);
}
- (void)setEn_popupViewController:(UIViewController *)en_popupViewController
{
objc_setAssociatedObject(self, ENPopupViewControllerPropertyKey, en_popupViewController, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
#pragma mark - View Handling
- (void)presentPopUpView:(UIView *)popUpView completion:(void (^)(void))completionBlock
{
UIView *sourceView = [self topView];
// Check if source view controller is not in destination
if ([sourceView.subviews containsObject:popUpView]) return;
// Add overlay
UIView *overlayView = [[UIView alloc] initWithFrame:sourceView.bounds];
overlayView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
overlayView.tag = kENPopUpOverlayViewTag;
overlayView.backgroundColor = [UIColor clearColor];
// Add Blured View
JWBlurView *bluredView = [[JWBlurView alloc] initWithFrame:overlayView.bounds];
bluredView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
bluredView.tag = kENPopUpBluredViewTag;
[bluredView setBlurAlpha:.0f];
[bluredView setAlpha:.0f];
[bluredView setBlurColor:[UIColor clearColor]];
bluredView.backgroundColor = [UIColor clearColor];
[overlayView addSubview:bluredView];
// Make the background clickable
UIButton * dismissButton = [UIButton buttonWithType:UIButtonTypeCustom];
dismissButton.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
dismissButton.backgroundColor = [UIColor clearColor];
dismissButton.frame = sourceView.bounds;
[overlayView addSubview:dismissButton];
[dismissButton addTarget:self action:#selector(dismissPopUpViewController)
forControlEvents:UIControlEventTouchUpInside];
// Customize popUpView
popUpView.layer.cornerRadius = 3.5f;
popUpView.layer.masksToBounds = YES;
popUpView.layer.zPosition = 99;
popUpView.tag = kENPopUpViewTag;
popUpView.center = overlayView.center;
[popUpView setNeedsLayout];
[popUpView setNeedsDisplay];
[overlayView addSubview:popUpView];
[sourceView addSubview:overlayView];
[self setAnimationStateFrom:popUpView];
[self performAppearAnimationWithBlurView:bluredView popupView:popUpView completion:completionBlock];
}
#pragma mark - Animation
- (void)setAnimationStateFrom:(UIView *)view
{
CALayer *layer = view.layer;
layer.transform = [self transform3d];
}
- (CATransform3D)transform3d
{
CATransform3D transform = CATransform3DIdentity;
transform = CATransform3DTranslate(transform, 0, 200.f, 0);
transform.m34 = 1.0/800.0;
transform = CATransform3DRotate(transform, kRotationAngle*M_PI/180.f, 1.f, .0f, .0f);
CATransform3D scale = CATransform3DMakeScale(.7f, .7f, .7f);
return CATransform3DConcat(transform, scale);
}
- (void)performAppearAnimationWithBlurView:(JWBlurView *)blurView popupView:(UIView *)popupView completion:(void (^)(void))completionBlock
{
CATransform3D transform;
transform = CATransform3DIdentity;
[UIView animateWithDuration:kAnimationDuration
animations:^ {
[self.en_popupViewController viewWillAppear:NO];
[blurView setAlpha:1.f];
popupView.layer.transform = transform;
}
completion:^(BOOL finished) {
[self.en_popupViewController viewDidAppear:NO];
if (completionBlock != nil) {
completionBlock();
}
}];
}
- (void)performDismissAnimationInSourceView:(UIView *)sourceView
withBlurView:(JWBlurView *)blurView
popupView:(UIView *)popupView
overlayView:(UIView *)overlayView
completion:(void (^)(void))completionBlock
{
CATransform3D transform = [self transform3d];
[UIView animateWithDuration:kAnimationDuration
animations:^ {
[self.en_popupViewController viewWillDisappear:NO];
[blurView setAlpha:0.f];
popupView.layer.transform = transform;
}
completion:^(BOOL finished) {
[popupView removeFromSuperview];
[blurView removeFromSuperview];
[overlayView removeFromSuperview];
[self.en_popupViewController viewDidDisappear:NO];
self.en_popupViewController = nil;
if (completionBlock != nil) {
completionBlock();
}
}];
}
#pragma mark - Getters
- (UIView*)topView {
UIViewController *recentView = self;
while (recentView.parentViewController != nil) {
recentView = recentView.parentViewController;
}
return recentView.view;
}
#end
I am beginner in ios.Some one please give some solution for my problem.Thanks in advance !
I changed the code of UIViewController+ENPopUp.m for have a visible button.
In code existe a button with screen size for dismiss view. I changed this button and now he is visible.
In presentPopUpView UIViewController+ENPopUp.m where have this comment " // Make the background clickable" I change the code to this:
CGFloat buttonSize = 10;
UIButton * dismissButton = [[UIButton alloc] init];
dismissButton.backgroundColor = [UIColor redColor];
dismissButton.frame = CGRectMake((self.view.frame.size.width/2) - (buttonSize/2),(self.view.frame.size.height/2) + (self.view.frame.size.height/4) , buttonSize, buttonSize);
[overlayView addSubview:dismissButton];
[dismissButton addTarget:self action:#selector(dismissPopUpViewController)
forControlEvents:UIControlEventTouchUpInside];
This create a red button 10x10 like in figure:
Now, you can change the color and the size of button for what you want.
I hope this can help you.

Displaying an alert view similar to UIAlertView

I am trying to create a custom "alert view", nothing too fancy I just want to display a view overtop of the current view just like a UIAlertView.
Now here is the problem...I made the view in a nib file and now I want to alloc/init the view whenever I need to present an alert.Can anyone help me?
This is my attempt to get the view initialized...as of right now this crashes my app when I alloc/init a new alert view.
The app is crashing by telling me the view is not key-value compliant for the outlets.. I definitely have the outlets hooked up properly, unless I have a "File's Owner" thing screwed up.
NSObject 0x14e49800> setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key....
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self load];
}
return self;
}
- (void)load {
NSArray *views = [[NSBundle mainBundle] loadNibNamed:NSStringFromClass([self class]) owner:nil options:nil];
[self addSubview:[views firstObject]];
}
- (void)awakeFromNib {
[super awakeFromNib];
}
- (id)initWithFrame:(CGRect)frame
{
self = [[NSBundle mainBundle] loadNibNamed:NSStringFromClass([self class]) owner:nil options:nil][0];
if (self) {
[self addSubview:self.contentView];
self.frame = frame;
}
return self;
}
- (instancetype)initWithTitle:(NSString *)title
message:(NSString *)message
delegate:(id)delegate
cancelButtonTitle:(NSString *)cancelButtonTitle
confirmButtonTitle:(NSString *)confirmButtonTitle {
self = [self initWithFrame:CGRectMake(0, 0, 320, 568)];
if (self) {
}
return self;
}
I made this method to present the view, just a simple addSubview...
- (void)showInView:(UIView *)view {
[view addSubview:self];
}
Try disabling autolayout and run the code.
Create a class same as below
#import "MyOverLay.h"
#interface MyOverLay (){
// control declarations
UIActivityIndicatorView *activitySpinner;
UILabel *loadingLabel;
}
#end
#implementation AcuOverLay
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
}
return self;
}
- (void)show:(NSString *)message{
// configurable bits
self.backgroundColor = [UIColor blackColor];
self.alpha = 0.75f;
self.autoresizingMask =UIViewAutoresizingFlexibleHeight;
float labelHeight = 22;
float labelWidth = self.frame.size.width - 20;
// derive the center x and y
float centerX = self.frame.size.width / 2;
float centerY = self.frame.size.height / 2;
// create the activity spinner, center it horizontall and put it 5 points above center x
activitySpinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
activitySpinner.frame = CGRectMake(centerX - (activitySpinner.frame.size.width / 2) , centerY - activitySpinner.frame.size.height - 20, activitySpinner.frame.size.width, activitySpinner.frame.size.height);
activitySpinner.autoresizingMask = UIViewAutoresizingFlexibleHeight;
[self addSubview:activitySpinner];
[activitySpinner startAnimating];
// create and configure the "Loading Data" label
loadingLabel = [[UILabel alloc]initWithFrame:CGRectMake(centerX - (labelWidth / 2), centerY + 20 , labelWidth, labelHeight)];
loadingLabel.backgroundColor = [UIColor clearColor];
loadingLabel.textColor = [UIColor whiteColor];
loadingLabel.text = message;
loadingLabel.textAlignment = NSTextAlignmentCenter;
loadingLabel.autoresizingMask = UIViewAutoresizingFlexibleHeight;
[self addSubview:loadingLabel];
}
- (void)hide{
[UIView animateWithDuration:0.5 animations:^{
self.alpha = 0;
[self removeFromSuperview];
}];
}
#end
then create instance wherever you want
loadingOverlay = [[MyOverLay alloc]initWithFrame:[UIScreen mainScreen].bounds];
loadingOverlay.tag = 999;
[[[UIApplication sharedApplication] keyWindow] addSubview:loadingOverlay];
[loadingOverlay show:#"Saving ..."];

Collision detection (CGRectIntersectRect)

I have two images: first image size is 50x85 and second image size is 50x113. When I touch the screen image goes up and second image is shown and when I release the screen image goes down and first image is shown. Now the problem is when I'm touching the screen collision happens earlier than when I'm not touching the screen.
How could I make that in second image about 30px at bottom won't collide, but image will still be there?
Edit: Here is some of the code:
-(void)AstronautMove
{
[self Collision];
Astronaut.center = CGPointMake(Astronaut.center.x, Astronaut.center.y + Y);
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
Y = -10;
x.image = [UIImage imageNamed:#"y.png"];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
Y = 17;
x.image = [UIImage imageNamed:#"x.png"];
}
-(void)Collision
{
if (CGRectIntersectsRect(Astronaut.frame, Landingarea.frame)) {
[self EndGame];
AstronautFire.hidden = YES;
RedBorder.hidden = NO;
AstronautCrashed.hidden = NO;
}
if (CGRectIntersectsRect(AstronautFire.frame, Landingarea.frame)) {
[self EndGame];
AstronautFire.hidden = YES;
RedBorder.hidden = NO;
AstronautCrashed.hidden = NO;
}
}
I'm just moving the frame up and down. At the bottom is landing area. When Astronaut and landing area frames touch, collision happens. But when I'm moving Astronaut up bigger image is shown (50x113) and when I'm moving Astronaut down smaller image is shown (50x85). When I'm near landing area and I press to go up bigger image shows and collision happens.
From the code samples, it really is hard to follow what you're trying to do. Notably, it's unclear how (or even if) you're animating the moving of the various views.
Whether you're animating or not, it's not clear from your code sample as to where AstronautMove is called. Did you mean to call that from touchesBegan and touchesEnded? But on the basis of what's been shared thus far, I don't see you calling AstronautMove and therefore don't see how you could possibly detect collisions.
Personally, I would have thought that you'd want to animate the moving of the views (it will render a more realistic and engaging moving of the views). And then, while an animation is underway, keep checking for a collision. In terms of how to "keep checking", you can use either a NSTimer or, even better, us a CADisplayLink (a mechanism to call a method each and every time the screen updates).
For example, you could do something like:
#interface ViewController ()
#property (nonatomic, strong) UIView *view1;
#property (nonatomic, strong) UIView *view2;
#property (nonatomic, strong) CADisplayLink *displayLink;
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView *view1 = [[UIView alloc] initWithFrame:CGRectMake(50, 50, 50, 50)];
view1.backgroundColor = [UIColor lightGrayColor];
[self.view addSubview:view1];
self.view1 = view1;
UIView *view2 = [[UIView alloc] initWithFrame:CGRectMake(50, 150, 50, 50)];
view2.backgroundColor = [UIColor darkGrayColor];
[self.view addSubview:view2];
self.view2 = view2;
}
#pragma mark - Handle touches
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self startAnimationTo:CGPointMake(50, 250) collisionChecking:YES];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self startAnimationTo:CGPointMake(50, 50) collisionChecking:NO];
}
#pragma mark - Handle starting and stopping of animation
- (void)startAnimationTo:(CGPoint)point collisionChecking:(BOOL)collisionChecking
{
if (collisionChecking)
[self startDisplayLink];
[UIView animateWithDuration:2.0 delay:0.0 options:0 animations:^{
CGRect frame = self.view1.frame;
frame.origin = point;
self.view1.frame = frame;
} completion:^(BOOL finished) {
// in case we never have collision, let's make sure we stop the display link
if (collisionChecking)
[self stopDisplayLink];
}];
}
- (void)stopAnimation
{
CALayer *layer = self.view1.layer.presentationLayer;
[self.view1.layer removeAllAnimations];
self.view1.frame = layer.frame;
[self stopDisplayLink];
}
#pragma mark - Handle the display link & check for collisions
- (void)startDisplayLink
{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(checkForCollision:)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)stopDisplayLink
{
[self.displayLink invalidate];
self.displayLink = nil;
}
- (void)checkForCollision:(CADisplayLink *)displayLink
{
// Note, when checking for collision while an animation is underway, the `frame` of the
// view represents the final location of the view, not the current location. To get the
// current location, one has to grab the `presentationLayer`. So, we're going to get the
// `presentationLayer` of each of the views and use those to determine a collision.
CALayer *layer1 = self.view1.layer.presentationLayer;
CALayer *layer2 = self.view2.layer.presentationLayer;
if (CGRectIntersectsRect(layer1.frame, layer2.frame)) {
[self stopAnimation];
}
}
#end
Or, in iOS 7, you can use UIKit Dynamics to animate the movement of the views, identifying collisions programmatically using a UICollisionBehavior and assigning a collisionDelegate:
#interface ViewController () <UICollisionBehaviorDelegate>
#property (nonatomic, strong) UIView *view1;
#property (nonatomic, strong) UIView *view2;
#property (nonatomic, strong) UIDynamicAnimator *animator;
#property (nonatomic, strong) UISnapBehavior *snap;
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView *view1 = [[UIView alloc] initWithFrame:CGRectMake(50, 50, 50, 50)];
view1.backgroundColor = [UIColor lightGrayColor];
[self.view addSubview:view1];
self.view1 = view1;
UIView *view2 = [[UIView alloc] initWithFrame:CGRectMake(50, 150, 50, 50)];
view2.backgroundColor = [UIColor darkGrayColor];
[self.view addSubview:view2];
self.view2 = view2;
self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
// create behavior that will detect collisions, calling the `UICollisionBehaviorDelegate`
// methods if and when collisions are detected
UICollisionBehavior *collision = [[UICollisionBehavior alloc] initWithItems:#[view1, view2]];
collision.translatesReferenceBoundsIntoBoundary = YES;
collision.collisionDelegate = self;
[self.animator addBehavior:collision];
// in this example, I'm going to fix `view2` where it is, so it doesn't move when
// `view1` collides with it
UIAttachmentBehavior *attachment = [[UIAttachmentBehavior alloc] initWithItem:self.view2 attachedToAnchor:self.view2.center];
[self.animator addBehavior:attachment];
// finally, let's specify that neither view1 nor view2 should rotate when
// snapping, colliding, etc.
UIDynamicItemBehavior *noRotate = [[UIDynamicItemBehavior alloc] initWithItems:#[view1, view2]];
noRotate.allowsRotation = NO;
[self.animator addBehavior:noRotate];
}
- (void)addSnap:(CGPoint)point
{
[self removeSnap];
self.snap = [[UISnapBehavior alloc] initWithItem:self.view1 snapToPoint:point];
[self.animator addBehavior:self.snap];
[self.animator updateItemUsingCurrentState:self.view1];
}
- (void)removeSnap
{
if (self.snap) {
[self.animator removeBehavior:self.snap];
self.snap = nil;
}
}
#pragma mark - Handle touches
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self addSnap:CGPointMake(75, 225)];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self addSnap:CGPointMake(75, 75)];
}
#pragma mark - UICollisionBehaviorDelegate
// you can use these to be informed when there is a collision
- (void)collisionBehavior:(UICollisionBehavior *)behavior beganContactForItem:(id<UIDynamicItem>)item withBoundaryIdentifier:(id<NSCopying>)identifier atPoint:(CGPoint)p
{
NSLog(#"%s", __FUNCTION__);
[self removeSnap];
}
- (void)collisionBehavior:(UICollisionBehavior *)behavior beganContactForItem:(id<UIDynamicItem>)item1 withItem:(id<UIDynamicItem>)item2 atPoint:(CGPoint)p
{
NSLog(#"%s", __FUNCTION__);
[self removeSnap];
}
#end
Or, for a game, SpriteKit might be even better. You can google "SpriteKit example" and you'll probably find plenty of good introductions to SpriteKit.
I know that neither of the above examples are quite what you're doing, but hopefully it illustrates a couple of techniques for identifying collisions, which you could adapt for your app.

UIScroll center image

I've edited this question a few times, but can still not get my images to center inside a uiview. I want them to be able to rotate like the photos app and display the correct size when a user brings them up. Here is what I'm working with:
In my PhotoViewController.h
#import <UIKit/UIKit.h>
#protocol PhotoViewControllerDelegate <NSObject>
- (void)toggleChromeDisplay;
#end
#interface PhotoViewController : UIViewController <UIScrollViewDelegate, UIGestureRecognizerDelegate>
#property (nonatomic, strong) UIImage *photo;
#property (nonatomic) NSUInteger num;
//Delegate
#property (nonatomic, strong) id<PhotoViewControllerDelegate> photoViewControllerDelegate;
#property (nonatomic, strong) UIImageView *photoImgView;
#property (nonatomic, strong) UIScrollView *scrollView;
#end
In my PhotoViewController.m:
#import "PhotoViewController.h"
#interface PhotoViewController ()
#end
#implementation PhotoViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
//todo
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect screenBounds = self.view.bounds;
//scroll view
_scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, screenBounds.size.width, screenBounds.size.height)];
_scrollView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
_scrollView.pagingEnabled = NO;
_scrollView.scrollEnabled = YES;
[_scrollView setBackgroundColor:[UIColor blueColor]];
//Zoom Properties
_scrollView.maximumZoomScale = 6.0;
_scrollView.minimumZoomScale = 1.0;
_scrollView.bouncesZoom = YES;
_scrollView.delegate = self;
_scrollView.zoomScale = 1.0;
_scrollView.contentSize = _photoImgView.bounds.size;
[_scrollView setShowsHorizontalScrollIndicator:NO];
[_scrollView setShowsVerticalScrollIndicator:NO];
[self photoBounds];
[self.view addSubview: _scrollView];
//Add the UIImageView
_photoImgView = [[UIImageView alloc] initWithImage:_photo];
_photoImgView.image = _photo;
_photoImgView.clipsToBounds = YES;
_photoImgView.contentMode = UIViewContentModeScaleAspectFit;
_photoImgView.autoresizingMask = (UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleBottomMargin | UIViewAutoresizingFlexibleLeftMargin);
[_photoImgView setUserInteractionEnabled:YES];
[_scrollView addSubview: _photoImgView];
//Set up Gesture Recognizer
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(singleTapGestureCaptured:)];
UITapGestureRecognizer *dTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(dTapGestureCaptured:)];
dTap.numberOfTapsRequired = 2;
[singleTap requireGestureRecognizerToFail:dTap];
//Gesture Methods
[self.scrollView addGestureRecognizer:singleTap];
[self.scrollView addGestureRecognizer : dTap];
}
- (void)photoBounds
{
UIInterfaceOrientation statusbar = [[UIApplication sharedApplication] statusBarOrientation];
CGSize photoBounds = _photo.size;
CGSize scrollBounds = self.view.bounds.size;
CGRect frameToCenter = [_photoImgView frame];
float newHeight = (scrollBounds.width / photoBounds.width) * photoBounds.height;
float newWidth = (scrollBounds.height / photoBounds.height) * photoBounds.width;
float yDist = fabsf(scrollBounds.height - newHeight) / 2;
float xDist = fabsf(scrollBounds.width - newWidth) / 2;
//Width Larger
if (photoBounds.width >=photoBounds.height) {
NSLog(#"portrait width");
_photoImgView.frame = CGRectMake(0, 0, scrollBounds.width, newHeight);
frameToCenter.origin.y = yDist;
}
//Height Larger
else if (photoBounds.height > photoBounds.width) {
NSLog(#"portrait height");
_photoImgView.frame = CGRectMake(0, 0, newWidth, scrollBounds.height);
frameToCenter.origin.x = xDist;
}
//Square
else {
NSLog(#"portrait square");
if ((statusbar == 1) || (statusbar == 2)) {
_photoImgView.frame = CGRectMake(0, 0, scrollBounds.width, newHeight);
frameToCenter.origin.y = yDist;
} else {
_photoImgView.frame = CGRectMake(0, 0, newWidth, scrollBounds.height);
frameToCenter.origin.x = xDist;
}
}
}
//Rotation Magic
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
//later
}
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
[self photoBounds];
}
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
//
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return YES;
}
//Zoom Ability
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.photoImgView;
}
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale
{
NSLog(#"scale %f", scale);
NSLog(#"done zooming");
}
//Touches Control
- (void)singleTapGestureCaptured:(UITapGestureRecognizer *)gesture
{
//CGPoint touchPoint=[gesture locationInView:_scrollView];
NSLog(#"touched");
NSLog(#"single touch");
[self performSelector:#selector(callingHome) withObject:nil afterDelay:0];
}
- (void)dTapGestureCaptured:(UITapGestureRecognizer *)gesture
{
NSLog(#"double touched");
}
- (void)panGestureCaptured:(UIPanGestureRecognizer *)gesture
{
NSLog(#"pan gesture");
}
- (void)callingHome {}
#end
The overall issue is that I can not get my picture to display correctly and be able to zoom on just it, no space around it and It needs to be the correct dimensions on load. I've been struggling with it for a few days.
Any help?
I have resolved a similar problem using a really simple subclass of UIScrollView of my own. You can take a look at it here - https://gist.github.com/ShadeApps/5a29e1cea3e1dc3df8c8. Works like charm for me.
That's how you init it:
scrollViewMain.delegate = self;
scrollViewMain.minimumZoomScale = 1.0;
scrollViewMain.maximumZoomScale = 3.0;
scrollViewMain.contentSize = imageViewMain.frame.size;
scrollViewMain.backgroundColor = [UIColor blackColor];
scrollViewMain.tileContainerView = imageViewMain;
There is awesome blog post about this problem from Peter Steinberger: http://petersteinberger.com/blog/2013/how-to-center-uiscrollview/

Resources