iOS iPad storyboard is not being selected - ios

It seems that Xcode 5 is not choosing to use my iPad storyboard for the iPad device even though i specified it.
This is how i told Xcode 5 to use iPad storyboard:
I went to project settings under General
Selected Devices: Universal
Then i clicked on iPad
And wrote MainStoryboard-iPad.storyboard in Main Interface
But for some reason even though i make changes to my MainStoryboard-iPad storyboard its not being showed when i try to run it on an iPad.
I only have two storyboards in my project
MainStoryboard-iPad.storyboard
and
MainStoryboard.storyboard
Any ideas what could be wrong here?
Oh by the way, when i selected Universal the first time i got a box asking me something about copying (i never read it that carefully). I just hit Yes. Not sure what that box actually did.
EDIT
Code that runs in my AppDelegate.m
- (void)applicationDidBecomeActive:(UIApplication *)application {
AppDelegate *app = [[UIApplication sharedApplication] delegate];
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
UIViewController *ivc = [storyboard instantiateViewControllerWithIdentifier:#"mainStoryBoard"];
UINavigationController *nvc = (UINavigationController*)self.window.rootViewController;
app.window.rootViewController = ivc;
}

I just encountered this a while ago.
These are the steps you need to do:
make sure the "Deployment Info" -> Devices is "Universal"
Create a storyboard for iPad (e.g) MainStoryboard_iPad.storyboard
now go to your Infor.plist
add row for "Main storyboard file base name (iPad)" and use MainStoryboard_iPad as the value of the string
Now you are good to go!

Your code is overriding the default storyboard for the device type. You are grabbing MainStoryboard, instantiating a view controller from it and setting it as the root. This is normally handled by the storyboard itself. It uses the view controller that you have picked as the root. Try removing all of that code to manually set the storyboard.
Check this project on github for an example of storyboard switching without code: https://github.com/danielmackenzie/StoryboardSelection
Xcode project points to each storyboard per device type and the appropriate board is automatically chosen on launch.

You'll need an entry for the iPad in your app's info.plist
Look in your Supporting Files group for the info.plist for your app.
You'll see an entry for the iPhone's storyboard, but not one for the iPad.
The iPhone entry should look like this:
Main storyboard file base name
and it should have the name of your iPhone's storyboard (sans file extension) as the string value for it. Something like this:
iPhone-Storyboard
Add a new entry into the pList and enter this string as the key:
Main storyboard file base name (iPad)
Make sure the data type is string.
You can now select the iPad storyboard that you want from the app's General Settings on your Target.
I JUST ran into this as well and thought you'd like a clear explanation and solution.
Sometimes, Xcode is rather maddening, isn't it? Hope this helps.

// Override point for customization after application launch.
if (<your implementation>) {
UIStoryboard *mainStoryboard = [UIStoryboard storyboardWithName:#"Main"
bundle: nil];
YourViewController *yourController = (YourViewController *)[mainStoryboard
instantiateViewControllerWithIdentifier:#"YourViewControllerID"];
self.window.rootViewController = yourController;
}
return YES;

Your logic is not taking into account your device. AFAIK, there is no method that looks at your naming postfix ("-iPad") and automatically selects the right storyboard file.
To fix it, simply replace the call to instantiate your storyboard with some logic to pick the right one based on device.
UIStoryboard* storyboard;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard-iPad" bundle:nil];
} else
{
storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
}

Related

Scenes - Use dedicated Storyboards depending iPad or iPhone

Apple now wants us to use "scenes" rather than windows and screens to display content in for iPad and iPhone. Now having added the support for scenes I seem to have lost the ability to target iPad or iPhone with Storyboards?
I set my scenes inside plist like this:
This was copied from a new project, as Apple seems to have forgotten to document how to add scenes to an existing app. Another example of Apple not documenting sufficiently!
Now I seem to have lost the ability to use different storyboards for iPad from iPhone.
Whilst I could use the same storyboard for the iPad that I use with the iPhone my app looks better with the dedicated interface I have for the iPad because I use the extra real estate it offers to give a better end user experience. iPhone is fine, the interface is best suited to a small display but looks barren on an iPad.
Help!
Now I seem to have lost the ability to use different storyboards for iPad from iPhone
It's quite simple (and, as you say, not documented). You need two completely separate scene manifest entries in your Info.plist, i.e. UIApplicationSceneManifest and UIApplicationSceneManifest~ipad. They just specify different UISceneStoryboardFile values, and you're all set just as before scenes came along.
There may be a better way to do this, but searching I couldn't see anybody else covering this. Therefore, I'm giving my solution which has been accepted by the App Store here for others to review, use, improve upon, and most importantly, not waste any time on a goose chase looking for a solution that may not exist!
The way I got around this was to add another storyboard and view controller just to handle the decision if it's a iPhone or iPad, and then immediately load up the targeted storyboard. I called this "entry decision". The only issue was when closing the subsequent views you have to ensure that you're doing it correctly or you'll end up back at the "entry decision". And with a blank view, your end user could be stuck. Therefore, to ensure a user can never really be stuck I put buttons in that view so they can manually navigate should it show up if there's a change by Apple further down the line that we don't know about. Best to cover it now.
Step 1, create an new storyboard, "entry decision":
Because I'm a nice person I explain to the user it's an error and apologise. I also give them two buttons, iPad and iPhone. In theory, if all goes well, the end user will never see this, but at no cost to us it's better to cover this possibility.
Step 2, as soon as the view controller is loading get it to move to the right storyboards we actually want.
-(void)viewDidLoad {
// Need to decide which storyboard is suitable for this particular method.
// Loading from class: https://stackoverflow.com/questions/9896406/how-can-i-load-storyboard-programmatically-from-class
if ( [UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad )
{
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPad" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
else
{
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
}
- (IBAction)pickediPhone:(id)sender {
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
- (IBAction)pickediPad:(id)sender {
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPad" bundle:nil];
ViewController *detailViewController = [storyboard instantiateViewControllerWithIdentifier:#"myViewController"];
[self.navigationController pushViewController:detailViewController animated:YES];
}
There's nothing really special about this as it is a mix of detecting which device and then loading the right storyboards. And for full disclosure, I include a reference back to the original code I used for loading those storyboards.
The additional two methods are just the button presses, shown here for completeness.
Step 3, update the scene configuration inside plist to target Entry Decision instead of Main.
You're targeting a different storyboard, hence this needs updated.
Step 4, returning back to your main screen.
In my app, I have a welcome screen, and then table views or other views depending on which it is. Some types work find without any issues, but as I'm using a navigational controller I need to return correctly. Therefore, this one works best for the final "back" command to the main screen:
[self.navigationController popViewControllerAnimated:YES];
Other options either went back to the Entry Decision (the fault we covered just in case) or did nothing:
[self.navigationController popToRootViewControllerAnimated:YES];
[self dismissViewControllerAnimated:YES completion:NULL];
And that is how I'm able to use my existing storyboards, which have been tweaked perfectly for iPhone and iPad over the years of this app's life, and still be able to support Apple's desire to move to scenes. My app needed to use scenes for another purpose, therefore I had no option but to go this route. I went through many attempts to try and trap the scenes as they're getting loaded, but the initial scene seems to get loaded without you, the programmer, getting any options in how it should be or which one to use. You need this pre-view controller to give you that functionality back, and it is one solution which is active in the App Store now.
Be nice.

How to merge two ios apps into one

I have two ios app one variant of the app is for the teachers and second version is for the students.Student version is live from the last two year on the app store.This version is non-ARC project .Now developed the teacher variant of the app .this version is using the storyboard and have the ARC.
My problem is that in the student version application is tabbar based and tabbar is declared in the app delegate .where as in the teacher version the application is based on heavily customised uinavigation controller like the side slide in menu ;which is declared in app delegate too.Now my problem is how can i combine these two project into one iPhone app.
Both teacher and students can be identify based upon the login.
I would try to re-work the student version into a storyboard (a separate one from the teachers version) and update it to ARC. Then, base on the login results (student or teacher), load the appropriate storyboard. So after you have the results of the login, you could do something like this:
UIStoryboard *storyBoard;
if (isStudent) {
storyBoard = [UIStoryboard storyboardWithName:#"MainStoryboard_student" bundle:nil];
}
else {
NSLog(#"teacher!");
storyBoard = [UIStoryboard storyboardWithName:#"MainStoryboard_teacher" bundle:nil];
}
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
In order to make sure your app will replace the one in the store, make sure you keep the same bundle ID for the new combined app as you had for the student version currently in the store.
If you do not want to convert the student version files to ARC, you can convert the project to ARC, but flag the student classes that have not been converted to arc with the -fno-objc-arc flag
Basically, click on the project file, select your target, select the Build Phases tab, and for each of the old project files that do not use ARC, add -fno-objc-arc in the Compiler Flags field in the Compile Sources section.
If both teachers and students can be identified at the login stage, to solve this problem you most likely would need create a unified login page (root view controller) in your AppDelegate. Then after the user logins you determine what part of app would be more appropriate and show the next view controller embedded in UINavigationController or UITabBarController.
you can can make student project compatible to ARC by adding compiler flag -fno-objc-arc to all class files of student project.
remove auto loading of storyboard from the project settings, in AppDelegate define the logic for loading the rootview.
if (isStudent) {
UIViewController *rootViewController = [[UIViewController alloc] init];//whatever you appdelegate code for student is
[self.window setRootViewController:rootViewController];
}
else {
NSLog(#"teacher!");
UIStoryboard *storyBoard;
storyBoard = [UIStoryboard storyboardWithName:#"MainStoryboard_teacher" bundle:nil];
UIViewController *initViewController = [storyBoard instantiateInitialViewController];
[self.window setRootViewController:initViewController];
}

My app requires using instantiateViewControllerWithIdentifier - why?

I have added a Storyboard file to an app that initially had none. For some reason, I could not get my custom UIViewController to display correctly until I added this into didFinishLaunchingWithOptions:
ActivityViewController *viewController = [[UIStoryboard storyboardWithName:#"MainStoryboard" bundle:NULL] instantiateViewControllerWithIdentifier:#"ActivityViewController"];
Why do I need to force the use of my storyboard like this? The iOS template projects (Single View, Master-Detail etc) doesn't need this.
Checklist:
Xcode Project Summary→Main Storyboard is set correctly to "MainStoryboard".
Interface Builder→Identity Inspector→Class is correctly set to "ActivityViewController".
Interface Builder→Identity Inspector→Storyboard ID is also set to "ActivityViewController", but this is only because it's needed by instantiateViewControllerWithIdentifier.
You do not need to call instantiateViewControllerWithIdentifier if you set Is Initial View Controller on your "ActivetyViewController" in the storyboard. The initial view controller will have an arrow pointing at it.

iOS Change Story Board

My iPad App has two storyBoards - FirstStoryBoard and SecondStoryBoard
I have a single ViewController
I notice that Under Project > Targets > Summary there is an option for specifying the MainStoryBoard and if I change this setting the correct story board loads correctly.
The Question - How can I change the behavior so that I can change between the first and second story board at run time. In other words I want to
First, create storyboard instance:
UIStoryboard *board = [UIStoryboard storyboardWithName:#"MyStoryboard" bundle:nil];
and then get first view controller from it:
UIViewController *vc = [board instantiateInitialViewController];
add as child view controller:
[self addChildViewController:vc];
or maybe (if you are in AppDelegate.m / application:didFinishLaunchingWithOptions: method)
self.window.rootViewController = vc;
The Question - How can I change the behavior so that I can change
between the first and second story board at run time.
You can't switch the value of the Main Storyboard setting (specified by the UIMainStoryBoard key in your Info.plist) at runtime, so do the next best thing: use a common storyboard or nib file that contains very little, and then instantiate the storyboard that you want using the UIStoryboard class. For example, you could use a simple nib file to create your app delegate, and have the app delegate's -application:willFinishLaunchingWithOptions: load first view controller from the storyboard of your choice.

Unable to explicitly load view controller from storyboard

I'm loading a view controller from a story board explicitly and have this code:
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Storyboard" bundle:nil];
UIViewController *initViewController = [storyboard instantiateViewControllerWithIdentifier:#"InitialScreen"];
But am getting an error "'Storyboard () doesn't contain a view controller with identifier 'InitialScreen'"
Yet as can be seen from the screenshot, the view controller does have that identifier. I've used this identical way of loading controllers before successfully, but no idea why its not working this time. Any ideas what the issue could be?
I've just found the problem - its an issue with the simulator, I could find absolutely nothing wrong with my code and was 100% sure it was ok, when I've been in that situation in the past I usually find the culprit is Xcode itself. So even though I'd cleaned and rebuilt multiple times I decided to try resetting the contents in the simulator - and bingo it started working. I put it down to a bug in the simulator caching content and not updating to reflect changes made in IB.
Does your storyboard name match the name of the storyboard file you're trying to load the view controller from? Usually the storyboards are named something like MainStoryboard_iPhone
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"MainStoryboard_iPhone" bundle:nil];
You should also check to be sure that there are no trailing spaces in the Storyboard ID textfield. Other than that everything else looks like it should work to me.

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