Objective C Access Tools and Buttons in sub UIVIEW - ios

i made an UIview as a subview to be as a top slid menu bar when touch button it will slide down and it is work fine but the problem is when it down i can not access any tools or buttons in it
in the .h file
#import <UIKit/UIKit.h>
#interface MainGameVC : UIViewController
{
//IBOutlet UIView *TopMenuViewer;
int Menu;
}
#property (nonatomic, retain) IBOutlet UIView *TopMenuViewer;
#property (strong, nonatomic) IBOutlet UITextField *TestText;
-(IBAction)OpenMenu:(id)sender;
#end
in the .m file
#import "MainGameVC.h"
#interface MainGameVC ()
#property (strong, nonatomic) IBOutlet UITextField *TextBox;
#end
#implementation MainGameVC
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
-(IBAction)OpenMenu:(id)sender{
if (Menu == 0) {
Menu = 1;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
self.TopMenuViewer.Frame = CGRectMake(0, -100, 0, 0);
[UIView commitAnimations];
[self.view bringSubviewToFront:self.TopMenuViewer];
[self.TopMenuViewer accessibilityElementDidBecomeFocused];
}else{
Menu = 0;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
self.TopMenuViewer.Frame = CGRectMake(0, 0, 0, 0);
[UIView commitAnimations];
[self.view bringSubviewToFront:self.TopMenuViewer];
[self.TopMenuViewer accessibilityElementDidBecomeFocused];
[self.TopMenuViewer accessibilityElements];
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
Menu = 0;
self.TopMenuViewer.Frame = CGRectMake(0, 0, 0, 0);
[
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
/*
#pragma mark - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
// Get the new view controller using [segue destinationViewController].
// Pass the selected object to the new view controller.
}
*/
#end

Not sure that AllowUserInteraction will solve your issue. This is approach to set options for the animation:
-(IBAction)OpenMenu:(id)sender{
if (Menu == 0) {
Menu = 1;
[UIView animateWithDuration:.5
delay:0.0
options:(UIViewAnimationOptionAllowUserInteraction |
UIViewAnimationOptionCurveEaseInOut)
animations:^
{
self.TopMenuViewer.Frame = CGRectMake(0, -100, 0, 0);
}
completion:^(BOOL finished){
[self.TopMenuViewer accessibilityElementDidBecomeFocused];
}];
Consider attaching the project to the question for us to have a look.

should use UIScrollView instead of UIView

Related

Animating a UITextview in a UIToolbar issue

I am trying to animate a UITextView to expand the to the width of its containing UIToolbar.
But it animates weird, jumping around.
Can anyone help me make understand why my textbox jumps around?
#define ANIMATION_DURATION 0.5
#define ANIMATION_DELAY 0.03
#interface WebViewController () <UITextFieldDelegate>{
CGRect URLBAR_DEFAULT;
}
-(void)viewDidLoad{
self.txtURLBar = [[UITextField alloc] init];
self.txtURLBar.bounds = CGRectMake(0, 0, 100, 30);
self.txtURLBar.delegate = self;
self.txtURLBar.backgroundColor = [UIColor lightGrayColor];
self.txtURLBar.clearButtonMode = UITextFieldViewModeWhileEditing;
URLBAR_DEFAULT = self.txtURLBar.frame; //KEEP A REFRENCE TO THE ORIGINAL SIZE
}
//START EDITING EXPAND TO FULL WIDTH
- (void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView animateWithDuration:ANIMATION_DURATION delay:ANIMATION_DELAY options:UIViewAnimationOptionCurveLinear animations:^{
[_txtURLBar setFrame:CGRectMake(3, URLBAR_DEFAULT.origin.y, self.view.frame.size.width - 10, URLBAR_DEFAULT.size.height)];
} completion:^(BOOL finished) {
}];
}
//END EDITING SHRINK BACK TO SMALL SIZE
- (void)textFieldDidEndEditing:(UITextField *)textField {
[UIView animateWithDuration:ANIMATION_DURATION delay:ANIMATION_DELAY options:UIViewAnimationOptionCurveEaseOut animations:^{
[_txtURLBar setFrame:CGRectMake(URLBAR_DEFAULT.origin.x, URLBAR_DEFAULT.origin.y, URLBAR_DEFAULT.size.width, URLBAR_DEFAULT.size.height)];
} completion:^(BOOL finished) {
}];
}
The problem may be due to the frame being set in textFieldDidBeginEditing, textFieldDidEndEditing is different. I've done the small POC with same code of yours as below. It's working fine.
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UITextField *resizeableTextField;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
//START EDITING EXPAND TO FULL WIDTH
- (void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView animateWithDuration:0.5 delay:0.03 options:UIViewAnimationOptionCurveLinear animations:^{
self.resizeableTextField.frame = CGRectMake(CGRectGetMinX(self.resizeableTextField.frame), CGRectGetMinY(self.resizeableTextField.frame), self.resizeableTextField.frame.size.width + 40, CGRectGetHeight(self.resizeableTextField.frame));
} completion:^(BOOL finished) {
}];
}
//END EDITING SHRINK BACK TO SMALL SIZE
- (void)textFieldDidEndEditing:(UITextField *)textField {
[UIView animateWithDuration:0.5 delay:0.03 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.resizeableTextField.frame = CGRectMake(CGRectGetMinX(self.resizeableTextField.frame), CGRectGetMinY(self.resizeableTextField.frame), self.resizeableTextField.frame.size.width - 40, CGRectGetHeight(self.resizeableTextField.frame));
} completion:^(BOOL finished) {
}];
}
#end

Can someone please help me understand why my view does not shift up and how I can fix it?

I am a beginner to IOS programming (and programming in general) and I simply don't understand why my code does not shift everything on my screen when the keyboard appears on the screen, as I intend it to. Can someone please help me understand what I am missing here?
ViewController.h
#interface ViewController : UIViewController <UITextFieldDelegate> {
}
#property (strong, nonatomic) IBOutlet UITextField *firstRoommateTextField;
#property (strong, nonatomic) IBOutlet UITextField *secondRoommateTextField;
#property (strong, nonatomic) IBOutlet UILabel *calculatedValueLabel;
- (IBAction)calculateButton:(UIButton *)sender;
- (IBAction)textFieldDismiss2:(id)sender;
- (IBAction)textFieldDismiss1:(id)sender;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize firstRoommateTextField = _firstRoommateTextField;
#synthesize secondRoommateTextField = _secondRoommateTextField;
- (void)viewDidLoad
{
[super viewDidLoad];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (void) animateTextField: (UITextField*) textField up: (BOOL) up
{
const int movementDistance = 210; // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
[self animateTextField: textField up: YES];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
[self animateTextField: textField up: NO];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField
{
[textField resignFirstResponder];
return YES;
}
I think you forgot to set the delegate for text field which you can set as
_firstRoommateTextField.delegate = self;
_secondRoommateTextField.delegate = self;
in viewDidLoad
or from storyBoard
ctrl+drag from textField to ViewController (right top just below View Controller scene ) and select delegate .
First check the textfield object is assigned to the delegate..i.e.
_firstRoommateTextField.delegate = self;
_secondRoommateTextField.delegate = self;
and then check your delegate methods are getting called or not.
Finally try this, instead of CGRectOffset, try CGRectMake.

UIView with animation not visible

I'd like to make MenuView display with animation.
When I call -showSideMenu, MenuView does not appear.
How do I fix it?
MenuView.h
#import <UIKit/UIKit.h>
#interface SettingView : UIView
#end
MenuView.m
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.frame = CGRectMake(320, 0, 240, 568);
self.backgroundColor = [UIColor turquoiseColor];
}
return self;
}
MasterViewController.m
#property (nonatomic, strong) MenuView* sideMenuView;
- (void)viewDidLoad
{
[super viewDidLoad];
UIBarButtonItem* menuButton = [[UIBarButtonItem alloc]initWithBarButtonSystemItem:UIBarButtonSystemItemAction target:self action:#selector(showSideMenu:)];
self.navigationItem.rightBarButtonItem = menuButton;
self.sideMenuView = [[MenuView alloc]initWithFrame:self.view.frame];
[self.view addSubview:self.sideMenuView];
}
- (IBAction)showSideMenu:(id)sender
{
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveEaseIn
animations:^{
self.sideMenuView.frame = CGRectMake(80, 0, 240, 568);
}
completion:^(BOOL finished) {
}];
}
Couple of things:
Put an NSLog in the showSideMenu method. Does it actually fire?
You animate the frame. Do you have AutoLayout turned off for this view controller?

Display animating view within ViewController

EDITED:
I had created a slide in menu for my view and it works as i wanted, this was the original guide that I used.
http://www.youtube.com/watch?v=79ZQDzzOHLk
My goal was to get this programmed once in a class and get it to work on any view controller that i decided to call it in.
Thanks to #harsh.prasad and some additional research I have managed to get this to work to a point where it works as I want apart apart from linking buttons on to it.
So to update this question in the hope it may help someone else.
This is what I did:
I created a UIView class and called it MenuOne.
MenuOne.h
#import <UIKit/UIKit.h>
#interface TFMenuOne : UIView {
// Pop Up Menu
IBOutlet UIScrollView *scrollView;
IBOutlet UIButton *openMenu;
int draw1;
IBOutlet UIButton *backButton;
}
// Pop Up Menu
- (IBAction)openMenu_clicked:(id)sender;
// Reset draw1 to 0
- (void) resetView: (id) sender;
#property (retain, nonatomic) IBOutlet UIScrollView *scrollView;
#end
MenuOne.m
#import "TFMenuOne.h"
#implementation TFMenuOne
#synthesize scrollView;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
draw1 = 0;
scrollView = [[UIScrollView alloc] init];
[scrollView setBackgroundColor:[UIColor whiteColor]];
[scrollView setFrame:CGRectMake(0, 315, 568, 5)];
[scrollView setContentSize:CGSizeMake(568, 5)];
backButton = [[UIButton alloc] init];
[backButton setBackgroundColor:[UIColor greenColor]];
backButton.frame = CGRectMake(224, 350, 120, 30);
openMenu = [[UIButton alloc] init];
[openMenu setBackgroundImage:[UIImage imageNamed:#"menu-button-#2.png"]
forState:UIControlStateNormal];
openMenu.adjustsImageWhenHighlighted = NO;
[openMenu addTarget:self
action:#selector(openMenu_clicked:)
forControlEvents:UIControlEventTouchUpInside];
openMenu.frame = CGRectMake(256, 269, 64, 46);
[self addSubview:scrollView];
[self addSubview:backButton];
[self addSubview:openMenu];
}
return self;
}
// Allow for touch even through transparent View class
-(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
for (UIView *view in self.subviews) {
if (!view.hidden && view.userInteractionEnabled && [view pointInside:[self convertPoint:point toView:view] withEvent:event])
return YES;
}
return NO;
}
- (void) resetView: (id) sender {
draw1 = 1;
[self openMenu_clicked:sender];
}
- (IBAction)openMenu_clicked:(id)sender {
if (draw1 == 0) {
draw1 = 1;
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
scrollView.frame = CGRectMake(0, 260, 568, 60);
} completion:^(BOOL finished) {
}];
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
openMenu.frame = CGRectMake(256, 214, 64, 46);
} completion:^(BOOL finished) {
}];
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
backButton.frame = CGRectMake(224, 275, 120, 30);
} completion:^(BOOL finished) {
}];
} else {
draw1 = 0;
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
scrollView.frame = CGRectMake(0, 315, 568, 5);
} completion:^(BOOL finished) {
}];
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
openMenu.frame = CGRectMake(256, 269, 64, 46);
} completion:^(BOOL finished) {
}];
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
backButton.frame = CGRectMake(224, 350, 120, 30);
} completion:^(BOOL finished) {
}];
}
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
After a lot of trial and error, in order to get this UIView class to appear on multiple ViewControllers I call the view like this in the m file of the view controller. The obstacles I ran in to was that the menu would open but when I left the view controller to go to another view controller the menu would be in the state it was in when i left, it wouldn't reset back to closed. The code below covered that thanks again to #harsh.prasad. I also managed to get the menu to animate in.
#interface TFMapViewController ()
{
TFMenuOne *menuView;
}
#end
#implementation TFMapViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
[menuView resetView:nil];
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
menuView = [[TFMenuOne alloc] initWithFrame:CGRectMake(0, 51, 568, 320)];
[self.view addSubview:menuView];
}
- (void) viewDidAppear:(BOOL)animated
{
[UIView animateWithDuration:0.5 delay:0.5 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
menuView.frame = CGRectMake(0, 0, 568, 320);
} completion:^(BOOL finished) {
}];
}
- (void) viewDidDisappear:(BOOL)animated
{
[menuView resetView:nil];
[UIView animateWithDuration:0.0 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
menuView.frame = CGRectMake(0, 51, 568, 320);
} completion:^(BOOL finished) {
}];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
// Allows for Exit button to work
- (IBAction)returned:(UIStoryboardSegue *)segue {
}
#end
I you want you can use tabsController if that kind of feature you want, otherwise create a class of your slide in menu view and then you can use it in all of your views as you like. No same piece of code is to be rewritten.
EDIT:
Suppose you have created a class CustomMenuView which basically creates your menu view. So now you can use this in every view controller you want to use it in in the following way:
CustomMenuView *menuView = [CustomMenuView alloc] initWithFrame:CGRectMake(0, 200, 320, 100);
menuView.<properties you want to pass> = <set properties here>;
[self.view addSubView:menuView];
This will set the view with the custom menu and then you can handle the actions in this menu.
1)Here is an old tutorial for creating menu - http://www.raywenderlich.com/32054/how-to-create-a-slide-out-navigation-like-facebook-and-path/projectlayout
2)A better way is to create Drawer menu With container views. You can read more about container views from WWDC videos.
3)Or if you are lazy to d it yourself, try this library http://cocoacontrols.com/platforms/ios/controls/jtrevealsidebar
P.S. No , you do not havev to repeat the code.
You can try this,
First make a view on the origin point x = 0 y = 480 (for iphone4) and then run this code.
CGRect theFrame = self.viewMenuShare.frame;
theFrame.origin = CGPointMake(0, 480);
self.viewMenuShare.frame = theFrame;
theFrame.origin = CGPointMake(0,480 - 187);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3f];
self.viewMenuShare.frame = theFrame;
[UIView commitAnimations];

app crashing in doing slide menu in ios

I am doing slide menu like Facebook in iOS a simple app I where doing step by step process from tutorial which available in this link http://www.raywenderlich.com/32054/how-to-create-a-slide-out-navigation-like-facebook-and-path
. I am only doing right panel slide when I click button it moving slide happening but when I call my main view again it is happening but app getting crash could any one help me to get out from this problem
#define RIGHT_PANEL 2
#define CENTRAL_TAG 1
#define SLIDE_TIMING .25
#define PANEL_WIDTH 60
#interface MainViewController ()<CenterViewControllerDelegate>
#property(nonatomic,strong)CentralViewController *centralView;
#property(nonatomic,strong)RightViewController *RightView;
#property (nonatomic, assign) BOOL showingRightPanel;
-(UIView*)getright;
-(UIView*)resetmainView;
#end
#implementation MainViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.centralView = [[CentralViewController alloc] initWithNibName:#"CentralViewController" bundle:nil];
self.centralView.view.tag = CENTRAL_TAG;
self.centralView.delegate=self;
[self.view addSubview:self.centralView.view];
[self addChildViewController:_centralView];
[_centralView didMoveToParentViewController:self];
}
-(UIView*)getright
{
if(_RightView==Nil)
{
self.RightView=[[RightViewController alloc]initWithNibName:#"RightViewController" bundle:Nil];
self.RightView.view.tag=RIGHT_PANEL;
self.RightView.delegate=self;
[self.view addSubview:self.RightView.view];
[self addChildViewController:self.RightView];
[_RightView didMoveToParentViewController:self];
_RightView.view.frame=CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
}
self.showingRightPanel=YES;
UIView *view=self.RightView.view;
return view;
}
-(void)MovetoOriginal
{
[UIView animateWithDuration:SLIDE_TIMING delay:0 options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
_centralView.view.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
}
completion:^(BOOL finished) {
if (finished) {
[self resetmainView];
}
}];}
-(void)rightpanelmove
{
UIView *child=[self getright];
[self.view sendSubviewToBack:child];
[UIView animateWithDuration:SLIDE_TIMING delay:0 options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
_centralView.view.frame = CGRectMake(-self.view.frame.size.width + PANEL_WIDTH, 0, self.view.frame.size.width, self.view.frame.size.height);
}
completion:^(BOOL finished) {
if (finished) {
_centralView.rightbutton.tag = 1;
}
}];
}
-(UIView*)resetmainView
{
if(_RightView!=Nil)
{
[self.RightView.view removeFromSuperview];
self.RightView=Nil;
_centralView.rightbutton.tag=0;
self.showingRightPanel=NO;
}
This is my main control code where am calling the event
And this one is button action code
- (IBAction)btnright:(id)sender {
UIButton *button = sender;
switch (button.tag) {
case 0: {
[_delegate rightpanelmove];
break;
}
case 1: {
[_delegate MovetoOriginal];
break;
}
default:
break;
}}
-(UIView*)resetmainView
{
if(_RightView!=Nil)
{
[self.RightView.view removeFromSuperview];
self.RightView=Nil;
_centralView.rightbutton.tag=0;
self.showingRightPanel=NO;
}
UIView *view=self.centralView.view;
return view;
}
This what i missed now it is working!!!!

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