have a view controller which has a UIViewController with UIScrollView.
I add a UItapgesturerecognizer to the scroll view, so that when the image on scrollView is tapped the singleTapGessureCaptured method is called.
Question
What I am trying to do is pass the image from the selected UIscrollView (from the specific cell) into a new View Controller.
- (void)singleTapGestureCaptured:(UITapGestureRecognizer *)gesture{
CGPoint touchPoint = [gesture locationInView:scrollView];
NSUInteger touchedPage = floorf(touchPoint.x / scrollView.frame.size.width);
if ([imageArray count] > 1) {
touchedPage = touchedPage % ([imageArray count] - 1);
}
//Push the image to another view
it's kind of tough to know exactly what you're doing. If I'm correct you want to create a new view controller when the user clicks on the image right? Here's one way that you can do this.
1) You can create an instance of the View Controller that you want to pass that image to, and then set the image for that instance to the selected image. Something like this:
#interface NewViewControllerToStoreImage : UIViewController
#property (strong, nonatomic) UIImageView *imageView; //You need to display this image somewhere on the view for the view controller.
- (NewViewControllerToStoreImage *) init; // you need to write the implementation for this method so your view controller can look the way you want it to.
#end
#implementation NewViewControllerToStoreImage
- (void)viewDidLoad
{
[super viewDidLoad];
self.imageView = [[UIImageView alloc] initWithFrame:CGRectMake(20, 20, 200, 200)];
}
#end
Then in the method you've created.
- (void)singleTapGestureCaptured:(UITapGestureRecognizer *)gesture{
CGPoint touchPoint = [gesture locationInView:scrollView];
NSUInteger touchedPage = floorf(touchPoint.x / scrollView.frame.size.width);
if ([imageArray count] > 1) {
touchedPage = touchedPage % ([imageArray count] - 1);
}
//self.selectedImage is a placer for the image that is selected. I'm not sure where or how you're storing that selected image.
UIImage *image = self.selectedImage;
NewViewControllerToStoreImage *newViewController = [[NewViewControllerToStoreImage alloc] init];
newViewController.imageView.image = image;
//Then assuming that you're using a UINavigationController. This line will push that new view controller onto the navigation controller's view controllers and display it on screen.
[self.navigationController pushViewController:newViewController animated:YES];
}
Hope this works for you. And hope it makes sense, like I said, it's kind of hard to answer to based off the vague question.
Related
There's a behavior in the Line messenger app (the de facto messenger app in Japan) that I'm trying to emulate.
Basically, they have a modal view controller with a scroll view inside. When the scroll action reaches the top of its content, the view controller seamlessly switches to an interactive dismissal animation. Also, when the gesture returns the view to the top of the screen, control is returned to the scroll view.
Here's a gif of how it looks.
For the life of me, I can't figure out how they did it. I've tried a few different methods, but they've all failed, and I'm out of ideas. Can anyone point me in the right direction?
EDIT2
To clarify, the behavior that I want to emulate isn't just simply dragging the window down. I can do that, no problem.
I want to know how the same scroll gesture (without lifting the finger) triggers the dismissal transition and then transfers control back to the scroll view after the view has been dragged back to the original position.
This is the part that I can't figure out.
End EDIT2
EDIT1
Here's what I have so far. I was able to use the scroll view delegate methods to add a target-selector that handles the regular dismissal animation, but it still doesn't work as expected.
I create a UIViewController with a UIWebView as a property. Then I put it in a UINavigationController, which is presented modally.
The navigation controller uses animation/transition controllers for the regular interactive dismissal (which can be done by gesturing over the navigation bar).
From here, everything works fine, but the dismissal can't be triggered from the scroll view.
NavigationController.h
#interface NavigationController : UINavigationController <UIViewControllerTransitioningDelegate>
#property (nonatomic, strong) UIPanGestureRecognizer *gestureRecog;
- (void)handleGesture:(UIPanGestureRecognizer*)gestureRecognizer;
#end
NavigationController.m
#import "NavigationController.h"
#import "AnimationController.h"
#import "TransitionController.h"
#implementation NavigationController {
AnimationController *_animator;
TransitionController *_interactor;
}
- (instancetype)init {
self = [super init];
self.transitioningDelegate = self;
_animator = [[AnimationController alloc] init];
_interactor = [[TransitionController alloc] init];
return self;
}
- (void)viewDidLoad {
[super viewDidLoad];
// Set the gesture recognizer
self.gestureRecog = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
[self.view addGestureRecognizer:_gestureRecog];
}
- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForDismissal:(id<UIViewControllerAnimatedTransitioning>)animator {
if (animator == _animator && _interactor.hasStarted) {
return _interactor;
}
return nil;
}
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed {
if (dismissed == self || [self.viewControllers indexOfObject:dismissed] != NSNotFound) {
return _animator;
}
return nil;
}
- (void)handleGesture:(UIPanGestureRecognizer *)gestureRecog {
CGFloat threshold = 0.3f;
CGPoint translation = [gestureRecog translationInView:self.view];
CGFloat verticalMovement = translation.y / self.view.bounds.size.height;
CGFloat downwardMovement = fmaxf(verticalMovement, 0.0f);
CGFloat downwardMovementPercent = fminf(downwardMovement, 1.0f);
switch (gestureRecog.state) {
case UIGestureRecognizerStateBegan: {
_interactor.hasStarted = YES;
[self dismissViewControllerAnimated:YES completion:nil];
break;
}
case UIGestureRecognizerStateChanged: {
if (!_interactor.hasStarted) {
_interactor.hasStarted = YES;
[self dismissViewControllerAnimated:YES completion:nil];
}
_interactor.shouldFinish = downwardMovementPercent > threshold;
[_interactor updateInteractiveTransition:downwardMovementPercent];
break;
}
case UIGestureRecognizerStateCancelled: {
_interactor.hasStarted = NO;
[_interactor cancelInteractiveTransition];
break;
}
case UIGestureRecognizerStateEnded: {
_interactor.hasStarted = NO;
if (_interactor.shouldFinish) {
[_interactor finishInteractiveTransition];
} else {
[_interactor cancelInteractiveTransition];
}
break;
}
default: {
break;
}
}
}
#end
Now, I have to get that gesture handling to trigger when the scroll view has reached the top. So, here's what I did in the view controller.
WebViewController.m
#import "WebViewController.h"
#import "NavigationController.h"
#interface WebViewController ()
#property (weak, nonatomic) IBOutlet UIWebView *webView;
#end
#implementation WebViewController {
BOOL _isHandlingPan;
CGPoint _topContentOffset;
}
- (void)viewDidLoad {
[super viewDidLoad];
[self.webView.scrollView setDelegate:self];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
if ((scrollView.panGestureRecognizer.state == UIGestureRecognizerStateBegan ||
scrollView.panGestureRecognizer.state == UIGestureRecognizerStateChanged) &&
! _isHandlingPan &&
scrollView.contentOffset.y < self.navigationController.navigationBar.translucent ? -64.0f : 0) {
NSLog(#"Adding scroll target");
_topContentOffset = CGPointMake(scrollView.contentOffset.x, self.navigationController.navigationBar.translucent ? -64.0f : 0);
_isHandlingPan = YES;
[scrollView.panGestureRecognizer addTarget:self action:#selector(handleGesture:)];
}
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate {
NSLog(#"Did End Dragging");
if (_isHandlingPan) {
NSLog(#"Removing action");
_isHandlingPan = NO;
[scrollView.panGestureRecognizer removeTarget:self action:#selector(handleGesture:)];
}
}
- (void)handleGesture:(UIPanGestureRecognizer*)gestureRecognizer {
[(NavigationController*)self.navigationController handleGesture:gestureRecognizer];
}
This still doesn't work quite right. Even during the dismissal animation, the scroll view is still scrolling with the gesture.
End EDIT1
That is a custom interactive transition.
First, you need set transitioningDelegate of UIViewController
id<UIViewControllerTransitioningDelegate> transitioningDelegate;
Then implment these two method to
//Asks your delegate for the transition animator object to use when dismissing a view controller.
- animationControllerForDismissedController:
//Asks your delegate for the interactive animator object to use when dismissing a view controller.
- interactionControllerForDismissal:
When drag to top, you start the transition, you may use UIPercentDrivenInteractiveTransition to control the progress during scrolling.
You can also refer to the source code of ZFDragableModalTransition
Image of ZFDragableModalTransition
As explained here the solution is quite complex. The person who answered, #trungduc, programmed a little demo published on github doing the sought behaviour. You can find it here.
The easiest way of making this work is to copy the 4 files found in /TestPanel/Presentation/ in the attached github repository, to your project. Then add the PanelAnimationControllerDelegate to your View Controller containing the scroll view (i.e. using the protocol).
Add the following to your View Controller, to satisfy the protocol:
func shouldHandlePanelInteractionGesture() -> Bool {
return (scrollView.contentOffset.y == 0);
}
Add this to deactivate the bouncing effect at the top:
func scrollViewDidScroll(_ scrollView: UIScrollView) {
scrollView.bounces = (scrollView.contentOffset.y > 10);
}
Set scrollView.delegate = self
Before presenting your View Controller containing the scroll view set the following propreties to your View Controller:
ScrollViewController.transitioningDelegate = self.panelTransitioningDelegate
ScrollViewController.modalPresentationStyle = .custom
If you want to change the size of your ScrollViewController, you will need to comment out the override of the frameOfPresentedViewInContainerView in the PanelPresentationController file (one of the 4). Then in the presentationTransitionWillBegin method, you will need to set let frameOfPresentedViewInContainerView = self.frameOfPresentedViewInContainerView.insetBy(dx: 0, dy: 20) with the wanted inset of dx and dy.
Thank you to trungduc for this amazing solution!!
I have 2 Custom View classes(CustomView_A, CustomView_B) derived from UIView. I have UIViewController that should be able to switch between views at run-time..
What so far, I have done is.. in the Storyboard, I am using CustomView_A class as the View class.
#interface MyViewController: UIViewController
#property (nonatomic, weak) CustomView_A *customView_A;
Now I have the second CustomView_B class and I want to change view of MyViewController's view to CustomView_B at run-time.
How can I do that? Thanks in advance..
okay, here is the code as you want -
in your MyViewController.h put -
#property (nonatomic, retain) CustomView_A *customView_A;
#property (nonatomic, retain) CustomView_B *customView_B;
-(void)switchView; // to switch the views.
in your MyViewController.m put -
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.customView_A = [[CustomView_A alloc]initWithFrame:self.view.frame];
self.customView_A.backgroundColor = [UIColor redColor];
UIButton *trigger = [UIButton buttonWithType:UIButtonTypeRoundedRect]; // Just take this button so that your switchView methods will get called on click of this method.
[trigger setFrame:CGRectMake(10, 10, 50, 30)];
[trigger setTitle:#"Click" forState:UIControlStateNormal];
[trigger addTarget:self action:#selector(switchView) forControlEvents:UIControlEventTouchUpInside];
[self.customView_A addSubview:trigger];
[self.view addSubview:self.customView_A];
self.customView_B = [[CustomView_B alloc]initWithFrame:self.view.frame];
self.customView_B.backgroundColor = [UIColor yellowColor];
self.customView_B.hidden = YES;
[self.view addSubview:self.customView_B];
}
- (void)switchView
{
[UIView animateWithDuration:10 delay:10 options:UIViewAnimationOptionCurveEaseInOut animations:^{
self.customView_A.hidden = YES;
self.customView_B.hidden = NO;
} completion:nil];
}
Do opposite when you again want to switch the views.
Don't. What you're describing is an essential misunderstanding of UIViewController. Once a UIViewController instance has a view, that is its view forever.
If you want two different views then either:
Use two view controllers (for example, you can present view controller B and its view on top of view controller A and its view, using a modal segue), or
Make at least one of those views not be owned by a view controller: just place that view in front of the other view and later remove it again, at will.
Try this:
- (IBAction)changeView {
if (self.customView_A.hidden == YES) {
self.customView_A.hidden = NO;
self.customView_B.hidden = YES;
//You should use a UIView animation here to do this.
}
else {
self.customView_A.hidden = YES;
self.customView_B.hidden = NO;
//Same here
)
}
In your viewDidLoad add the view to CGRectZero
- (void)viewDidLoad {
self.customView_A = [[CustomView_A alloc]initWithFrame:CGRectZero];
[self.view addSubview:self.customView_A];
//do the same with the other custom view
}
Sorry if the code is a little faulty, I didn't use Xcode to type this up.
I have got a UITabBarController in a Storyboard. Right now, it has got 5 UITabBarItems. When I am in the other UITabBarItem, I want to update the Badge on the other UITabBarItem(my "Downloads") just like the iTunes App does with this "jump-like" animation when you buy a song or album. Is this possible? If Yes, how?
Thank you.
Yes...
There is a lot to an animation like the I'll call it "send to Downloads" type animation. I'll answer this question using an example.
Warning: this example breaks the MVC paradigm more than I'd like, but it's long enough as it is.
I'll use a simple Storyboard like this (in fact, exactly this):
I'll start by describing the "First View Controller - First":
Those many buttons in the view are connected to the one listed IBAction method. And that's about all the description needed for that view controller. Here is its .m file:(truncated)
//#import "First_View_Controller.h"
#interface First_View_Controller ()
#property (weak, nonatomic) DownloadViewController *downloadViewController;
#end
#implementation First_View_Controller
#synthesize downloadViewController = _downloadViewController;
-(DownloadViewController *)downloadViewController{
if (!_downloadViewController){
// Code to find instance of DownloadViewController in the tabBarController's view controllers.
for (UIViewController *vc in self.tabBarController.viewControllers) {
if ([vc isKindOfClass:[DownloadViewController class]]){
_downloadViewController = (DownloadViewController *)vc;
break;
}
}
}
return _downloadViewController;
}
-(IBAction)buttonPush:(UIButton *)button{
[self.downloadViewController addADownload:nil withViewToAnimate:button];
}
// Other typical VC crap...
#end
The IBAction is fairly self-explanatory. It gets reference to the instance of DownloadViewController, by looking through the tabBarController's view controllers, and passes the view to animate to that instance.
Now for DownloadViewController.m. It's a lot of code. I've commented it, to try to make it clear:
#import "DownloadViewController.h"
#import <QuartzCore/QuartzCore.h>
// A Category on UITabBar to grab the view of a tab by index.
#implementation UITabBar (WhyIsntThisBuiltIn)
-(UIView *)nj_ViewOfTabNumber:(NSUInteger)number{
if (number == NSNotFound) return nil;
// Fairly standard method for getting tabs, getting the UIControl objects from the 'subviews' array.
// I pulled the next few lines from an SO question.
NSMutableArray *tabs = [[NSMutableArray alloc] init];
[self.subviews enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop){
if ([(NSObject *)obj isKindOfClass:UIControl.class]){
[tabs addObject:obj];
}
}];
// The code above gets the tabs' views, but they may not be in the correct order.
// This sort is required if a view controller has been replaced,...
// Since, in that case, the order in which the tabs' views appear in the 'subviews' array will not be the left-to-right order.
[tabs sortUsingComparator:^NSComparisonResult(UIView *obj1, UIView *obj2){
CGFloat v1 = obj1.center.x;
CGFloat v2 = obj2.center.x;
if (v1<v2) return NSOrderedAscending;
if (v1>v2) return NSOrderedDescending;
return NSOrderedSame;
}];
// This if is required for the case where the view controller is in the "more" tab.
if (number >= tabs.count) number = tabs.count-1;
return [tabs objectAtIndex:number];
}
#end
// A Category on UITabBarController to get the view of a tab that represents a certain view controller.
#implementation UITabBarController (WhyIsntThisBuiltIn)
-(UIView *)nj_viewOfTabForViewController:(UIViewController *)viewController{
// Find index of the passed in viewController.
NSUInteger indexOfViewController = [self.viewControllers indexOfObject:viewController];
if (indexOfViewController == NSNotFound) return nil;
// Return the view of the tab representing the passed in viewController.
return [self.tabBar nj_ViewOfTabNumber:indexOfViewController];
}
#end
// Insert required warning about using #defines here.
#define MY_ANIMATION_DURATION 0.8
#implementation DownloadViewController{
NSUInteger _numberOfDownloads;
}
-(void)updateBadgeValue{
self.tabBarItem.badgeValue = [NSString stringWithFormat:#"%i",_numberOfDownloads];
}
// This method creates a "snapshot" of the animation view and animates it to the "downloads" tab.
// Removal of the original animationView must, if desired, be done manually by the caller.
-(void)addADownload:(id)someDownload withViewToAnimate:(UIView *)animationView{
// update model...
_numberOfDownloads++;
// Animate if required
if (animationView){
// Create a `UIImageView` of the "animationView" name it `dummyImageView`
UIGraphicsBeginImageContextWithOptions(animationView.frame.size, NO, [[UIScreen mainScreen] scale]);
[animationView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *dummyImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *dummyImageView = [[UIImageView alloc] initWithImage:dummyImage];
dummyImageView.frame = animationView.frame;
// Determine UIView of tab using non-private API.
UITabBarController *tabBarController = self.tabBarController;
UIView *downloadsTab = [tabBarController nj_viewOfTabForViewController:self];
// Determine animation points in tabBarController's view's coordinates.
CGPoint animationStartPoint = [tabBarController.view convertPoint:dummyImageView.center fromView:dummyImageView.superview];
CGPoint animationEndPoint = [tabBarController.view convertPoint:downloadsTab.center fromView:downloadsTab.superview];
CGFloat totalXTravel = animationEndPoint.x - animationStartPoint.x;
// This is an arbitrary equation to create a control point, this is by no means canonical.
CGPoint controlPoint = CGPointMake(animationEndPoint.x, animationStartPoint.y - fabs(totalXTravel/1.2));
// Create the animation path.
UIBezierPath *path = [[UIBezierPath alloc] init];
[path moveToPoint:animationStartPoint];
[path addQuadCurveToPoint:animationEndPoint controlPoint:controlPoint];
// Create the CAAnimation.
CAKeyframeAnimation *moveAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
moveAnimation.duration = MY_ANIMATION_DURATION;
moveAnimation.path = path.CGPath;
moveAnimation.removedOnCompletion = NO;
moveAnimation.fillMode = kCAFillModeBoth;
[tabBarController.view addSubview:dummyImageView];
dummyImageView.center = animationStartPoint;
// Animate the move.
[dummyImageView.layer addAnimation:moveAnimation forKey:#""];
// Use the block based API to add size reduction and handle completion.
[UIView animateWithDuration:MY_ANIMATION_DURATION
animations:^{
dummyImageView.transform = CGAffineTransformMakeScale(0.3, 0.3);
}
completion:^(BOOL b){
// Animate BIG FINISH! nah, just...
[dummyImageView removeFromSuperview];
[self updateBadgeValue];
}];
}
}
// Other typical VC crap...
#end
And that's about it. When run, this code produces a fairly strong jump from the buttons on the top left, but the buttons on the right, especially on the lower right, are sort-of tossed. And as the animation ends the badge on the downloads tab counts up. A pretty decent knock-off of the effect Apple uses when you purchase content on iTunes.
Remember to add the Quartz Framework to your app.
I've been wondering for a few time now how does Xcode interpret the use of both IB and programmaticaly coded objects.
ex : I initWithStyleGrouped a table in .m but I set plain as the style in the attributes of the tableviewcontroller I am working on. so? I noticed that the code gets over the IB.
It first appears when I had to custom a detail table by insering a header and a UITextField in the first cell which is very easy with IB. But when I run the app, nothing but the template of a plain table.
gnuh??
Thank you for your help.
Cheers,
Louis
EDIT
here is the instantiate of the TableViewController :
- (id)initWithStyle:(UITableViewStyle)style
{
self = [super initWithStyle:style];
if (self) {
// Custom initialization
}
return self;
}
They should never cross. If you instantiate a table with [[UITableView alloc] initWithStyle:UITableViewStyleGrouped], it creates a new table without going though a NIB. If you instantiate a table from a NIB, it creates an instance using -initWithCoder:.
Added after Update
OK, you are subclassing UITableView. In addition to overriding -initWithStyle:, you will want to override -initWithCoder: or -awakeFromNib.
The basic flow of loading an custom UIView from a NIB.
-initWithCoder: is used to instantiate the object
All NIB connections are make (IBOutlets and IBAction are connected).
-awakeFromNib is send to the object
This means if you set a value in -initWithCoder:, the NIB setting will win; if you set a value in -awakeFromNib, the your code will win.
Be sure to read the Subclassing Notes and Methods to Override sections of UIView.
It all depends on how you initialize the object. If you load the UITableView from your controller's init method and call initWithStyle, that's what your UITableView will be. If you want to use IB's, you'll need to initialize your controller with initWithNibName and have an IBOutlet connection to your view, which has the plain setting.
Well, I am not sure but I think I found a beginning of solution. here are my thoughts.
I consider a IB oriented design.
the compiler will ask for IB to instantiate the view.
But if we created a UITableViewController subclass, then we have all the method refering to the instantiation (correct word?) of this view.
So, in order to avoid this conflict, We can erase the code in the .M which refers to the initialization of the table : initWithStyle and the pragma mark about Table source. we just let the View life cycle needed by any view and the delegate.
I found some exemple using this. here is the .m of a detail view table which is designed with static cells on IB :
#import "PictureListDetail.h"
#implementation PictureListDetail
#synthesize managedObjectContext;
#synthesize currentPicture;
#synthesize titleField, descriptionField, imageField;
#synthesize imagePicker;
#pragma mark - View lifecycle
- (void)viewDidLoad
{
[super viewDidLoad];
// If we are editing an existing picture, then put the details from Core Data into the text fields for displaying
if (currentPicture)
{
[titleField setText:[currentPicture title]];
[descriptionField setText:[currentPicture desc]];
if ([currentPicture smallPicture])
[imageField setImage:[UIImage imageWithData:[currentPicture smallPicture]]];
}
}
#pragma mark - Button actions
- (IBAction)editSaveButtonPressed:(id)sender
{
// If we are adding a new picture (because we didnt pass one from the table) then create an entry
if (!currentPicture)
self.currentPicture = (Pictures *)[NSEntityDescription insertNewObjectForEntityForName:#"Pictures" inManagedObjectContext:self.managedObjectContext];
// For both new and existing pictures, fill in the details from the form
[self.currentPicture setTitle:[titleField text]];
[self.currentPicture setDesc:[descriptionField text]];
if (imageField.image)
{
// Resize and save a smaller version for the table
float resize = 74.0;
float actualWidth = imageField.image.size.width;
float actualHeight = imageField.image.size.height;
float divBy, newWidth, newHeight;
if (actualWidth > actualHeight) {
divBy = (actualWidth / resize);
newWidth = resize;
newHeight = (actualHeight / divBy);
} else {
divBy = (actualHeight / resize);
newWidth = (actualWidth / divBy);
newHeight = resize;
}
CGRect rect = CGRectMake(0.0, 0.0, newWidth, newHeight);
UIGraphicsBeginImageContext(rect.size);
[imageField.image drawInRect:rect];
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Save the small image version
NSData *smallImageData = UIImageJPEGRepresentation(smallImage, 1.0);
[self.currentPicture setSmallPicture:smallImageData];
}
// Commit item to core data
NSError *error;
if (![self.managedObjectContext save:&error])
NSLog(#"Failed to add new picture with error: %#", [error domain]);
// Automatically pop to previous view now we're done adding
[self.navigationController popViewControllerAnimated:YES];
}
// Pick an image from album
- (IBAction)imageFromAlbum:(id)sender
{
imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum;
[self presentViewController:imagePicker animated:YES completion:nil];
}
// Take an image with camera
- (IBAction)imageFromCamera:(id)sender
{
imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.cameraDevice = UIImagePickerControllerCameraDeviceRear;
[self presentViewController:imagePicker animated:YES completion:nil];
}
// Resign the keyboard after Done is pressed when editing text fields
- (IBAction)resignKeyboard:(id)sender
{
[sender resignFirstResponder];
}
#end
available here : enter link description here
What do you think ??
Even though I now alone on this post, I wanted to post the answer !
I finally figured out why my textfield didn't appear which show who's has the hand on the compiler.
I actually subclassed the detail with a class wich implement methods to fill the table source with the coreData.Then, the supposed static cells were actually filled with these methods.
Which shows, to my humble opinion, that the .m overpass the IB.
I have a main view with 3 buttons. Clicking on any of the buttons adds a SubView.
The buttons have different titles and are all linked to IBAction "switchView"
The "switchView" code is below.
- (IBAction)switchView:(id)sender{
secondView *myViewController = [[secondView alloc] initWithNibName:#"secondView" bundle:nil];
[self.view addSubview:myViewController.view];
}
The "secondView" loads up correctly and everything works well.
The problem is I want to be able to know which button was the Sender.
I don't want to create 3 subviews, one for each button. The code and XIB would be absolutely the same>
The only difference would be a variable that I would like to set up in the second view (viewDidLoad method) depending on who is the Sender (which button was clicked)
Is this possible? Or I would need to create 3 subViews - one for each button?
Your help is greatly appreciated!
You can identify different buttons with the tag property.
e.g. with your method:
-(IBAction)switchView:(id)sender {
UIButton *button = (UIButton*)sender;
if (button.tag == 1) {
//TODO: Code here...
} else if (button.tag == 2) {
//TODO: Code here...
} else {
//TODO: Code here...
}
}
The tag property can be set via the InterfaceBuilder.
Hope this helps.
I think you can solve in 2 ways:
Create a property like:
#property (nonatomic, strong) IBOutlet UIButton *button1, *button2, *button3;
in your viewcontroller and link the buttons to them as referencing outlet on the XIB.
Give a different tag to each button on your xib and ask for the tag of the sender with UIButton *b=(UIButton*)sender; b.tag; like Markus posted in detail.
Solving my problem it all came down to transferring data between the mainView and subView.
In my mainView.h I declared an NSString and its #property
...
NSString *btnPressed;
}
#property(nonatomic, retain) NSString *btnPressed;
...
then in my mainView.m inside the switchView method I did this:
- (IBAction)switchView:(id)sender{
secondView *myViewController = [[secondView alloc] initWithNibName:#"secondView" bundle:nil];
btnPressed = [NSString stringWithFormat:#"%i", [sender tag]];
[myViewController setBtnPressed:self.btnPressed];
[self.view addSubview:myViewController.view];
}
This line in the code above actually takes care of transferring the data to the newly created subView:
[myViewController setBtnPressed:self.btnPressed];
Then in my secondView.h I declare exactly the same NSString *btnPressed and its #property (though this a completely different object than the one declared in main)
Then in my secondView.m I get the value of the button pressed I'm interested in.
- (void)viewDidLoad {
[super viewDidLoad];
int theValueOfTheButtonPressed = [self.btnPressed intValue];
}
This works well.
Don't forget to #synthesize btnPressed; as well as [btnPressed release]; in both mainView.m and secondView.m