Touch input not being recognized, totally stumped - ios

I have a custom view (1) in the storyboard, and in that view's initialization it creates another view (2) and adds it as a subview. View 2 has implemented touchesBegan, touchesMoved, etc. The view controller has implemented touchesEnded. When I run it and do touches, only the view controller's touchesEnded is called. I don't know why view 2 isn't picking up the touches.
It appears view 2 is loaded properly because the custom background shows up.
I have tried explicitly setting userInteractionEnabled.
Now, get this. If I restart the iOS simulator, and run it, it works fine! But not if I run it a second time. And it never works when I run it on an actual ipad.
I don't expect anyone to magically know what the problem is, but any tips on how to debug this would be much appreciated!
Edit: initialization code for view 1...
self.myView2 = [[View2 alloc] initWithFrame:self.bounds];
[self addSubview:self.myView2];

For touch to happen, there are 4 conditions :
View should be userInterctionenabled.
Parent view should be userInteractionenabled
View should be in frames of parent view
View should not be hidden.
Check if all things are fine or not

I would also check to make sure that the frame of the parent view is large enough to hold the subview. The subview might be displayed but its touch area is being constrained by the frame of the parent view.
Of course, this situation would only happen if you set setClipsToBounds to FALSE in the parent view.
View 2 might be bigger than view (1)

It turns out that the "Autoresize Subviews" checkmark was the culprit. I designed my storyboard in portrait and was testing it in landscape. It seems that in landscape mode, the parent view was disappearing due to the rotation, but somehow the child view remained, giving the appearance that all was well.
When I unchecked "Autoresize Subviews" in the parent view, it worked.
Why rotation would make the parent view disappear is beyond me (I tested without a child view and that's what happened). And why the child view would be able to remain without the parent is also beyond me. If anyone can shine some light on this I would be happy to learn something. But right now I'm just happy that I didn't have to shoot myself.

Related

UIScrollView gets created at wrong position for first time

I'm trying to create a scroll view which goes behind of navigation controlled but when the view controller is viewed at the first time scrollview gets created below UINavigation Bar if you scroll it gives a leg and gets adjusted and works fine. I check everything but I didn't found the problem I think it's a Bug
It's Little bit difficult to notice in GIF. I Have Attached a project creating that problem just have a look at it. It's attached below
LINK TO PROJECT
The problem can be solved unchecking Adjust Scroll View Insets as shown below. This stops your scroll view from ignoring you auto layout constraints and stops it from adjusting its bounds from your navigation bar.

Subview not properly adjusting location on orientation change

So I decided to add a subview to my parent view, I created a new view and controller, and at runtime I initialize the subview's viewcontroller using initwithnibname to instantiate the view with the nib file. Then I simply make the call to addsubview and the view appears as expected and the subviewcontroller is properly handling all events in that subview... and stuff in the parent view continue to go to the parentview controller.
So, all is well and right with the world....
That is until I change orientation, when I change orientation, the subview does properly rotate itself in terms of its facing landscape or portrait, but it does not change its absolute location in the parent view... it continues to appear at the absolute coordinates it had for the other orientation, and does not adjust as one would expect.
I tried adding the various orientation change events to the subviewcontroller willanimate.. didrotate... but they never get called as the events only seem to go to the parentviewcontroller and do not get passed into subviewcontrollers.
This subview is using constraints, so the nice little autoadjust bars in IB are not there to try to solve this... so how the heck to I set this up so that when the orientation changes, the subviews actual location in the parent view should/must change as well?

Hiding and showing iADs makes my view disappear

I am using ios7 and I am enabled iAds with "self.canDisplayBannerAds"
The iAd basically reshapes the view when it shifts in or when it shifts out. However, When the banner shifts, my view Moves off screen!
In my story board, I put my view outside of the screen. And when the user presses a button, I set its frame property so that it exists inside of the screen. But when the iAd shifts in or out, the View travels back to its original place in the story board.
How can I prevent my view from sliding off the screen?
Update:
I tried simply adding a view programatically. and placed it in the same place as the one I made in Interface Builder. Initially they both move offscreen and on screen when commanded. however, once the iAd shifts in and out, the view I made in interface builder will slide out. The view I made programatically will stay put.
My best guess at this point was Auto layout or something to do with constraints. The IB view was sliding out rather than simply disappearing and It definitely was not using UIView's animation methods. Thus the only other thing that I could think of that could cause animations to happen are constrains. (eg rotating a view with view's that have constriaints will automatically resize in a smooth fashion.
so I took a look at the constraints of the view by calling the constraints method in an NSLog. It printed out a huge list of constraints. I did not add these explicitly, which means they were added automatically.
There may be a connection between these constraints. The question now is, why is the iAD banner triggering the view to basically spring back to its former place?
When the banner shifts in and out, it will layout the subviews. Views without any constraints are given automatic constraints. These constraints place it in the same location as it's place in the xib.
You can try changing the constraints.

Embedded scrollview in tabbar item using storyboards won't scroll

For my current project I wanted to use storyboards and autolayout instead of coding everything by hand. It has gone well so far, but my design has a section of the app where there is a tab bar and one of those tab needs to show four views. The design is to swipe between the four and so I thought to use a scroll view. After some trial and error I found that embedding a Container View in the tab allowed me to easily set up a scroll view and put a couple of view inside it, carefully aligning them using positioning to put them side by side so that each page is one child view. I'm not sure how that plays with the autolayout, and in fact I have the problem that the scroll view won't scroll past the first page position. I can drag about 1/3 of the second page into view, but it never brings that page entirely in view.
I've checked the content size and offset and all of the view positions and it all seems correct. And when I use Spark Inspector to change the scroll offset to the position of the second view/page, the app shows the right page/view and I can even scroll back to the first page. I'm a bit perplexed as to what is causing it to not scroll properly. I don't have any code to show as this is all done in storyboards, but I am wondering if anyone has any ideas as to what is wrong?
Alternately, does anyone have an idea for how to use autolayout and storyboards to set up swiping four adjacent views in a tab? I suspect there are ways to do it. I can think of ways to do it in code, but I'm trying to avoid doing it that way.
EDIT: I set the scroll view delegate to the view controller around it and checked the values of contentSize on scrollViewWillBeginDragging and scrollViewDidScroll. It is always set to {0,0} even after I force set it on viewDidLoad. So I tried setting it every time scrollViewWillBeginDragging is called, which seems work, but I don't understand why this happens and it doesn't smell right. Is there some autolayout constraint that might account for this? Does something cause contentSize get set to {0,0} during the layout process?
For lack of any other answer, I'll use my unsatisfying solution as an answer in the hopes that helps someone else in the future:
I set the scroll view delegate to the view controller around it and checked the values of contentSize on scrollViewWillBeginDragging and scrollViewDidScroll. It is always set to {0,0} even after I force set it on viewDidLoad. So I tried setting it every time scrollViewWillBeginDragging is called, which seems to work.
I'd love to know why the contentSize is being reset if anyone finds out!

When is layoutSubviews called?

I have a custom view that's not getting layoutSubview messages during animation.
I have a view that fills the screen. It has a custom subview at the bottom of the screen that correctly resizes in Interface Builder if I change the height of the nav bar. layoutSubviews is called when the view is created, but never again. My subviews are correctly laid out. If I toggle the in-call status bar off, the subview's layoutSubviews is not called at all, even though the main view does animate its resize.
Under what circumstances is layoutSubviews actually called?
I have autoresizesSubviews set to NO for my custom view. And in Interface Builder I have the top and bottom struts and the vertical arrow set.
Another part of the puzzle is that the window must be made key:
[window makeKeyAndVisible];
of else the subviews are not automatically resized.
I had a similar question, but wasn't satisfied with the answer (or any I could find on the net), so I tried it in practice and here is what I got:
init does not cause layoutSubviews to
be called (duh)
addSubview: causes
layoutSubviews to be called on the
view being added, the view it’s being
added to (target view), and all the
subviews of the target
view setFrame
intelligently calls layoutSubviews on
the view having its frame set only
if the size parameter of the frame is
different
scrolling a UIScrollView
causes layoutSubviews to be called on
the scrollView, and its superview
rotating a device only calls
layoutSubview on the parent view (the
responding viewControllers primary
view)
Resizing a view will call layoutSubviews on its superview (Important: views with an intrinsic content size will re-size if the content that determines their size changes; for example, updating the text on a UILabel will cause the intrinsic content size to be updated and thus call layoutSubviews on its superview)
My results - http://blog.logichigh.com/2011/03/16/when-does-layoutsubviews-get-called/
Building on the previous answer by #BadPirate, I experimented a bit further and came up with some clarifications/corrections. I found that layoutSubviews: will be called on a view if and only if:
Its own bounds (not frame) changed.
The bounds of one of its direct subviews changed.
A subview is added to the view or removed from the view.
Some relevant details:
The bounds are considered changed only if the new value is different, including a different origin. Note specifically that is why layoutSubviews: is called whenever a UIScrollView scrolls, as it performs the scrolling by changing its bounds' origin.
Changing the frame will only change the bounds if the size has changed, as this is the only thing propagated to the bounds property.
A change in bounds of a view that is not yet in a view hierarchy will result in a call to layoutSubviews: when the view is eventually added to a view hierarchy.
And just for completeness: these triggers do not directly call layoutSubviews, but rather call setNeedsLayout, which sets/raises a flag. Each iteration of the run loop, for all views in the view hierarchy, this flag is checked. For each view where the flag is found raised, layoutSubviews: is called on it and the flag is reset. Views higher up the hierarchy will be checked/called first.
https://developer.apple.com/library/prerelease/tvos/documentation/WindowsViews/Conceptual/ViewPG_iPhoneOS/CreatingViews/CreatingViews.html#//apple_ref/doc/uid/TP40009503-CH5-SW1
Layout changes can occur whenever any of the following events happens
in a view:
a. The size of a view’s bounds rectangle changes.
b. An interface orientation change occurs, which usually triggers a change in the root view’s bounds rectangle.
c. The set of Core Animation sublayers associated with the view’s layer changes and requires layout.
d. Your application forces layout to occur by calling the setNeedsLayout or layoutIfNeeded method of a view.
e. Your application forces layout by calling the setNeedsLayout method of the view’s underlying layer object.
Some of the points in BadPirate's answer are only partially true:
For addSubView point
addSubview causes layoutSubviews to be called on the view being added, the view it’s being added to (target view), and all the subviews of the target.
It depends on the view's (target view) autoresize mask. If it has autoresize mask ON, layoutSubview will be called on each addSubview. If it has no autoresize mask then layoutSubview will be called only when the view's (target View) frame size changes.
Example: if you created UIView programmatically (it has no autoresize mask by default), LayoutSubview will be called only when UIView frame changes not on every addSubview.
It is through this technique that the performance of the application also increases.
For the device rotation point
Rotating a device only calls layoutSubview on the parent view (the responding viewController's primary view)
This can be true only when your VC is in the VC hierarchy (root at window.rootViewController), well this is most common case. In iOS 5, if you create a VC, but it is not added into any another VC, then this VC would not get any noticed when device rotate. Therefore its view would not get noticed by calling layoutSubviews.
I tracked the solution down to Interface Builder's insistence that springs cannot be changed on a view that has the simulated screen elements turned on (status bar, etc.). Since the springs were off for the main view, that view could not change size and hence was scrolled down in its entirety when the in-call bar appeared.
Turning the simulated features off, then resizing the view and setting the springs correctly caused the animation to occur and my method to be called.
An extra problem in debugging this is that the simulator quits the app when the in-call status is toggled via the menu. Quit app = no debugger.
calling
[self.view setNeedsLayout];
in viewController makes it to call viewDidLayoutSubviews
have you looked at layoutIfNeeded?
The documentation snippet is below. Does the animation work if you call this method explicitly during the animation?
layoutIfNeeded
Lays out the subviews if needed.
- (void)layoutIfNeeded
Discussion
Use this method to force the layout of subviews before drawing.
Availability
Available in iPhone OS 2.0 and later.
When migrating an OpenGL app from SDK 3 to 4, layoutSubviews was not called anymore. After a lot of trial and error I finally opened MainWindow.xib, selected the Window object, in the inspector chose Window Attributes tab (leftmost) and checked "Visible at launch". It seems that in SDK 3 it still used to cause a layoutSubViews call, but not in 4.
6 hours of frustration put to an end.

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