I am trying to simulate a deck of cards, where a swipe over the screen makes the next card enter the display from the right, covering the card that is currently visible. I know how to program this using two view controllers and custom segues, but I want to keep it simple. I therefore want to stay within one and the same view controller, copy the current view into a temporary view, draw the new view, and then animate the new view to drift in from the right and cover the old one. Here's my attempt:
- (IBAction)SwipeLeft:(id)sender
{ UIView *sv = self.view;
[self Layout]; // this is where the next card is drawn
UIView *dv = self.view;
dv.center = CGPointMake(sv.center.x + sv.frame.size.width, sv.center.y);
sv.center = CGPointMake(sv.center.x, sv.center.y);
[UIView animateWithDuration:0.3
animations:^
{ dv.center = CGPointMake(sv.center.x, sv.center.y);
sv.center = CGPointMake(sv.center.x - sv.frame.size.width, sv.center.y);
}];
NSLog(#"Swipe left");
}
When I run this code, I do see the new card enter the screen appropriately, however, the 'old' view dissappears immediately and turns into a black screen before the animation starts.
How can I correct this?
Clearly this code does not work, as both pointers point at the same memory location. I decided to solve my problem in a different way. Rather than trying to copy a View object, I create a screen shot, copy the UIImage into a View object, cover the screen under the copy of the old screen when I draw the new screen and than animate that View object. Probably a smarter solution. It works great.
Related
I have an application I'm making in storyboards. I want to have a tutorial-type of view. I decided to go with a freeform view controller and am filling it with 600x600 views that count as the pages. The problem I'm having is that when I have a UI button animate to the next page, the buttons that were created outside of the visible view don't seem to work. I even moved a view over so the button was half-visible and only half the button works when I move the view over.
Here's my next page code:
- (void)nextPage {
if (scrolling) return;
scrolling = YES;
[UIView animateWithDuration:0.3 animations:^{
CGRect frame = self.tutorialView.frame;
frame.origin.x -= 50; //frame.size.width;
[self.tutorialView setFrame:frame];
}];
scrolling = NO;
}
I currently have it moving only 50px instead of the whole page for testing purposes.
For testing purposes, I've started it half-way through and only half the button works. I've started it with the second view on top of the other one halfway visible and the same thing happens (only half the button works). Otherwise, when I tap the next button on the first view the buttons on the second view don't work (buttons created outside the initial view).
Views don't receive touch events where they're outside the bounds of their superview. You'll need to increase the button's superview's size.
You can visualize this behavior by setting clipsToBounds = YES - then you'll only see the touchable area of your button.
(You can override this behavior, but you probably shouldn't.)
I'm trying to control a UIView that comes out from the side of the screen when a user swipes left or right. Since I want the view to follow the users finger I am using a pan gesture.
All of the is working okay however the code is growing as I am looking for speed of swipe and when touches end or start to get that information. The reason I am not using a slider-out navigation type of setup, is due to the fact that this view has to be part of UIWindow so it sits onto of my UITabBar, not under it.
The problem I have is stopping the view from moving past a certain point. This is the code I tried:
In the pan gesture method:
if (self.filterView.frame.origin.x <=36){
gesture.enabled = NO;
}
This works however as the code does; it disables the gesture and swiping back no longer works. I tried this as well:
if (self.filterView.frame.origin.x <=36){
return;
}
however, this means when I swipe back, nothing happens obviously as this code executes first to check the position.
if (self.filterView.frame.origin.x <=36){
self.filterView.frame = CGRectMake(37, 0, 300, 500);
return;
}
This was the closest match - however a bug is present where it resets the view - which is correct as that's what the code does. It's not very efficient and doesn't look good.
What is a better way to solve this problem? I just want self.filterView to not go bast a certain point.
You want to check if the view has passed the point, like you are doing. Then you want to manually keep it at that point.
// this checks if the view's origin along the x-axis has gone less than or equal to 36.0f
if (CGRectGetMinX(self.filterView.frame) <= 36.0f)
{
CGRect currentFrame = self.filterView.frame;
currentFrame.x = 37.0f;
self.filterView.frame = currentFrame;
return;
}
I understand how to implement UISwipeGestureRecognizer, but I do not understand how to use multiple views properly in collaboration with it.
My ultimate goal is to provide a sleek interface where buttons or swiping may be used to change views. I am hoping for a constant background rather than a background image show it is transferring to the exact same image again. I am using storyboarding currently where each view has its own controller, and I would like (if possible) to keep it as close to this format for visual clarity of what is going on.
I have read that subviews may be my best hope for this sort of scenario (keeping them to the right until a swipe is called), but that would break up the current storyboarding structure I am using, and most certainly ruin any visual clarity.
Does anyone have any suggestions?
I did same programmatically, but you can achieve same using storyboard
1. You need base view which will keep same background
2. Add 3 Views (or 2 depending on ur requirement) Left, Middle, Right with transparent backgrounds as follows in viewDidLoad of base view controller
[self addChildViewController:myChildViewController];
[myChildViewController view].frame = CGMakeRect(x,y,width,height);//Left one will have x = -320, y=0 ,Middle x= 0, y= 0, Right x = 32O etc.
/* Add new view to source view */
[self.view addSubview:[myChildViewController view]];
/* Inform 'didMoveToParentViewController' to newly added view controller */
[myChildViewController didMoveToParentViewController:self];
3. In handle Swipe method change frames of view with animation which will make it look like swiping page
e.g
//swipe left, get right view in middle
[UIView animateWithDuration:0.2 animations:^{
CGRect frame = rightViewController.view.frame;
frame.origin.x = 0;
frame.origin.y = 0;
rightViewController.view.frame = frame;
CGRect middleViewFrame = middleViewController.view.frame;
middleViewFrame.origin.x = -320;
middleViewController.view.frame = middleViewFrame;
}];
You could use a navigation to do this. If you don't want the navigation bar, you can hide it. You can connect the left swipe gesture recognizer to a segue to the next controller, and connect the right swipe gesture recognizer to an unwind segue (or call popViewControllerAnimated: from its action method). If you want a constant background, then you need to add that to the navigation controller's view (as a background color), and have the child view controller's views be transparent (or partially so). This code in the navigation controller's root view controller will add the background:
- (void)viewDidLoad {
[super viewDidLoad];
self.navigationController.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"img.tiff"]];
}
I know exactly what you're talking about and I'm actually doing the same with my current project.
I accomplished this by using Interface Builder and a single view controller. Basically I placed a UIImageView in the view and set it to the background you wish, then I put a transparent UIScrollView on top of it. Inside that scroll view I put the two views I want to scroll horizontally through.
Don't forget to enable UIScrollView paging. In my case, I had two table views. Starting from the first one, if you swiped from right to left it would scroll to the next table view, and if you swiped left to right it would scroll back to the first.
I've been struggling with this for quite a while now.
I have to implement an user profile similar to what Instagram has in their ios app.
When clicking on the first to buttons on that tab bar like thing all the contents downwards from it changes. The tableview that is displayed on the bottom part has dynamic size so they keep account of that also.
I have something implemented where the top part is a UIView with 5 buttons and based on them the bottom part (witch is like a container view) changes content. And these two (top uiview and bottom container view) are part of UIScrollView. But this way I can't get information back in time on the size about the tableview's size that I want to display in the bottom part in order to modify the UIScrollView's size. And I have a feeling this is a flawed way to do it.
I would really appreciate any ideas oh how to implement this king of interaction. Thank you.
I believe it's a headerView on a UITableView or a UICollectionView, depending on which view mode you have selected. When you tap one of the buttons it changes out the UITableView to a UICollectionView or vice versa.
You want to keep track of the current contentOffset for whichever is being displayed (UICollectionView and UITableView are both subclasses of UIScrollView so you will be able to get this from both) and then set the contentOffset on the view you're switching to.
Setup an ivar for the UIView header subclass so you can easily re-use it.
This is what I have. My problem is that I'm mot getting back in useful time the tableview's frame height from the tableview controller to the UserProfileViewController in order to change the latter's scrollview size. I also feel that I'm somehow doing this backwards so any suggestions are more than welcome.
This view has two parts: an upper part and a lower part. The parent view is a scroll view. What I wanted to achieve with this is having a sort of tab bar in the upper part that will controll waht will appear in the lower part.
The upper part has a flip animation when the upper left button is pressed to reveal another view.
The way this is achieved is by having 2 views: a dummy view and the back view. The dummy view has the front view as a child. The front view is the one that containes all the buttons.
The code for this animation is achieved in this way:
- (IBAction)infoButtonPressed:(id)sender
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.hoverView cache:YES];
if ([self.headerView superview]) {
[self.headerView removeFromSuperview];
[self.hoverView addSubview:self.backOfHeaderView];
[self.infoButton removeFromSuperview];
[self.backOfHeaderView addSubview:self.infoButton];
} else {
[self.backOfHeaderView removeFromSuperview];
[self.hoverView addSubview:self.headerView];
[self.infoButton removeFromSuperview];
[self.headerView addSubview:self.infoButton];
}
[UIView commitAnimations];
}
The lower part is made out of a container view that acts as a place holder.
When a button is pressed a different view controller is displayed in the container view.
Each view controller has a container view of it's own. The specific view of that view controller (tableview) is added to it's container view when the controller is loaded. It also makes sure that if the tableview is already added to the container view it will be removed. All this is done in each specific view controller.
In the view controller of the User Profile view there is an instance of the container view and one of a UIViewController that also acts as a placeholder(named currentViewController from now on). When a specific button is pressed it checks if the an instance of the view controller that we want to display already exists. If not it will make one and will set it's tableview's frame to the bounds of the container view. After that it will remove the currentViewController's view from the superview and the currentViewController itself from the parent viewcontroller to make sure that if there is something assigned to these they will not be there. Then it goes and assigns the desired viewcontroller to the currentViewController. It also assigns the desired viewcontroller's containerView instance to the containerview in the parent viewcontroller (the User Profile viewcontroller). At the end it will add the desired viewcontroller as a child to the main viewcontroller (the User Profile viewcontroller) and desired viewcontroller's view to the containerView of the main viewcontroller.
This is the code for one of the buttons:
//Check if there is an instance of the viewcontroller we want to display. If not make one and set it's tableview frame to the container's view bounds
if(!_userWallViewController) {
self.userWallViewController = [[WallViewController alloc] init];
// self.userWallViewController.activityFeedTableView.frame = self.containerView.bounds;
}
[self.userWallViewController.containerView addSubview:self.userWallViewController.activityFeedTableView];
//If the currentviewcontroller adn it's view are already added to the hierarchy remove them
[self.currentViewController.view removeFromSuperview];
[self.currentViewController removeFromParentViewController];
//Add the desired viewcontroller to the currentviewcontroller
self.currentViewController = self.userWallViewController;
//Pass the data needed for the desired viewcontroller to it's instances
self.userWallViewController.searchURLString = [NSString stringWithFormat:#"event/user/%#/", self.userID];
self.userWallViewController.sendCommentURLString = [NSString stringWithFormat:#"event/message/%#", self.userID];
self.userWallViewController.totalCellHeight = ^(float totalCellHeight){
self.userWallViewController.numberOfCells = ^(float numberOfCells){
NSLog(#"The total number of cells: %f", numberOfCells);
NSLog(#"The total cell height: %f", totalCellHeight);
self.scrollView.contentSize = CGSizeMake(320.0, totalCellHeight + 172.0 + 33.0);
CGRect newFrame = self.userWallViewController.containerView.frame;
newFrame.size.height = totalCellHeight + 33.0;
self.userWallViewController.containerView.frame = newFrame;
NSLog(#"Container view: %f", self.containerView.frame.size.height);
NSLog(#"Scroll view: %f",self.scrollView.contentSize.height );
};
};
//Add this containerview to the desired viewcontroller's containerView
self.userWallViewController.containerView = self.containerView;
//Add the needed viewcontroller and view to the parent viewcontroller and the containerview
[self addChildViewController:self.userWallViewController];
[self.containerView addSubview:self.userWallViewController.view];
[self performSelector:#selector(changeScrollView) withObject:self afterDelay:0.5];
//CLEAN UP THE CONTAINER VIEW BY REMOVING THE PREVIOUS ADDED TABLE VIEWS
[self.userFansViewController.userSimpleTableView removeFromSuperview];
[self.fanOfViewController.userSimpleTableView removeFromSuperview];
[self.userPublishedMovellaListViewController.gridView removeFromSuperview];
[self.userPublishedMovellaListViewController removeFromParentViewController];
self.userPublishedMovellaListViewController = nil;
}
I know this answer is over a year late, but I wanted to state my hypothesis on it...just incase it might help someone else later. Im implementing a similar view and came to this conclusion. Anyone is welcomed to correct me if I'm wrong.
I think that perhaps the top view is a header view and the two options that seem like a collection view and a table view are both collection views.
Because the layout of collection views can be fine tuned to the most minute details, I think the view that looks like a table view is just a really specifically designed collection view. And when switching between the views, the collection view's data and properties are being swapped and reloaded.
I have a UITextview, becomes first responder and keyboard is presented. Presently, I have buttons in inputAccessoryView toolbar that exchange the text forward and reverse through an array of strings.
I have the process working with no issues, so of course I am inclined to break it. My wish is to slide the textview left and right like a carousel to make it more clear to the user that next or previous string is coming and going. The current system simply replaces the text with no animation.
My first thought was to create a UINavigationController, give it an array of UIViewControllers that present the UITextviews. The navigation controllers view is only as big as the textview and I add it as a subview to my full view (which is itself in a navigation controller). I got this working fairly completely, the navigation bar is hidden and it looks no different than the original textview except that the textview now slides off to the right or left, depending if I am pushing or popping.
The problem with that is that the keyboard slides off along with the dismissed view controller, then the new textview in the new controller becomes first responder and the keyboard returns. Close, but no cigar.
I considered using page view controller but it seems it will have the same issue. I think I may have to go back to the single textview and animate the whole process directly with static screen grabs. That is completely beyond my experience level and I am think there must be a simpler way.
Can anyone suggest a simple way to keep that keyboard present while the views are swapped as described? Suggestions on other angles of attacking this?
Seems like an awful lot of overhead for a simple animation.
Try something like this (assuming ARC):
typedef enum _eDirection
{
rightToLeft = -1,
leftToRight = 1
} eDirection;
- (void) animateTextFields:(eDirection)direction
{
CGFloat distance = self.window.bounds.size.width;
UITextField *oldTextField = thisView.textField;
CGRect oldTFRect = oldTextField.frame;
CGRect newTFRect = CGRectOffset(oldTFRect, -direction * distance, 0);
UITextField *newTextField = [[UITextField alloc] initWithFrame:newTFRect];
[newTextField setText:#"whatever"];
[self addSubview:newTextField];
[UIView animateWithDuration:0.3f
animations:^{
[oldTextField setFrame:CGRectOffset(oldTextField.frame, direction * distance, 0)];
[newTextField setFrame:CGRectOffset(newTextField.frame, direction * distance, 0)];
} completion:^(BOOL finished) {
[self setTextField:newTextField];
[self removeSubview:oldTextField];
[newTextField becomeFirstResponder];
}];
}
(Disclaimer: as with all code typed off the top of one's head, etc., etc.)
This method would create a new textField, animate it horizontally onto the screen while moving the existing one off the screen in the direction you give, and then assigns the new textField as the current one and makes it the firstResponder.