I am currently developing an app that contains a music player. As of now it has a play, pause, & a select song button that shows the current song playing. Right now, the player is always on the screen. I want to make it so theres a button in the middle of the page so that when users click that, the whole media player with the play, pause, and select song button/icon will appear. When they click on that middle button again it shall hide those icons.
If anybody could point me in the right direction whether it be tutorials already out, or other discussions (I could not find any ones really) that would be awesome!
NOTE: I'm not trying to make the popover menu that facebook uses. This menu/audio player will expand/retract horizontally over the current view
Thank you in advance!!!!
Sounds like you need to look into the .hidden property of view objects (allows you to make views visible/not-visible), and possibly the ability to move views around on the screen with the .frame property (setting location, height/width).
Without some more detailed information about the effect you're trying to achieve, it's difficult to say more than that. If you use interface builder to set up the view/UI-objects you want to display, you can simply set the base view to hidden in interface builder and then when the user clicks your button set .hidden=NO for that view.
Note: to be able to show/hide everything as a unit like this, I'm assuming that you use a single UIView object in interface builder as the container (sized and placed where you want it) and then add your controller buttons as sub-objects inside that single view. This allows you to show/hide everything by just setting .hidden property for the containing view.
I'm not exactly sure what visual effect your looking for, but I think you already said it - just hide them.
You can do that a couple of ways.
One simple way is just to put those elements inside of their own view. Use a storyboard or xib file. Put your buttons and controls you want to hide show in a view.
Then create a reference in your view controller to that view. call it controlsView.
#property (strong,nonatomic) IBOutlet UIView *controlsView;
Make sure you connect that view.
Then when the button is pushed, just hide that entire view:
self.controlsView.hidden = YES;
When pushed again, show it:
self.controlsView.hidden = NO;
If you want a bit smoother look and feel, wrap it in an animation like this:
//to hide
[UIView animateWithDuration:2 animations:^{
[self.controlsView setAlpha:0];
} completion {
self.controlsView.hidden = YES;
}];
//to show
self.controlsView.alpha = 0;
self.controlsView.hidden = NO;
[UIView animateWithDuration:2 animations:^{
[self.controlsView setAlpha:1.0];
} completion {
}];
hope that helps
Related
I want to ask a simple question how can I temporary bring a subview to front to view its element without changing its position by dragging and dropping. The problem i face all the time is i forgot to put the views back to there position and that causes lot of trouble specially if you are working on the view that have large number of subviews.
Question : Is there any shortcut or any functionality that can show the view temporary without dragging, changing its frame or making any changes in its hierarchy.
For a view controller like this :-
FYI, for those who are wondering, the view closest to the bottom of the list (on the left) will show in the front. So in the case below, view 'a' will be in front of 'b' and 'b' will be in front of 'c'
XIB:
If you need your views to be readily accessible for viewing/editing without having to rearrange them, I would actually recommend breaking them out into their own view and then stitching them together in the correct order in your code. This will ensure that all elements will be put in the proper order and will always be easily editable. Something like this:
And then in your code, in somewhere like viewDidLoad:
[self.view addSubview:view2];
[self.view addSubview:view3];
Apologize in advance as I'm still new to Xcode.
I have a 2D game build entirely in one viewController. I would like to add both a start menu and in game menu to the game. I assume the best way to do this is through another instance of a viewController? Any advice or suggestions would be very helpful.
First place a UIView on your Xib or UIStoryboard.
Put 2 buttons on it and make their connections and outlets.
The view you want to open is view_Menu.( let us consider)
Now for managing view you need to do this:
view_Menu.frame = CGRectMake(xAxis, yAxis, self.view.frame.size.width, 150);
[self.view addSubView: view_Menu];
In xAxis and yAxis you can put your values.
Now when you click any button inside the menu view you can simply call this method:
[view_Menu RemoveFromSuperview];
So it will help to provide you that you want. A bit of things that you can put a background image or make some custom animations for better look.
i have asked this question Changing UIView To be instance from UIControl Programmatically 24 minutes ago but i he didn't benefit me , so i typing this question in another form hoping that you can help me
i have a view that its class is from UIControl (so of course it will receive events)
and i have a button that i want it to change my view to normal UIView instance (so of course it will receive events)
so how to make that
i want the code if changing the view to UIView here
-(IBAction)pauseButton:(id)sender
{
//here
}
i want the code of changing the view to UIControl here
-(IBAction)playButton:(id)sender
{
}
Firstly make sure you have an IBOUTLET for that view or object and make sure it is connected.
For example we will say the view is called the_view
Now you can over uncheck the UserInteractionEnabled checkbox within the interface builders property tab of that object or type a line of code. The second option is better if you want the button to raise the event of stopping touches being allowed.
For the first option I have uploaded a video showing the basic steps:
Click Here For tutorial
For the second on option you can use this code:
the_view.userInteractionEnabled = NO;
Or if you are trying to hide your default view simply use:
self.view.userInteractionEnabled = NO;
or as noted in the answer above:
[self setUserInteractionEnabled:NO]
You can not change an object's class in objective-c. If you just want the control to stop receiving touches, you can use:
[self setUserInteractionEnabled:NO]
I was following the advice from Scott Rogers in a previous posting "MPMoviePlayerViewController customization". I have a requirement to display only the 'DONE' button in the interface controls of MPMoviePlayerViewController. As I understand, it is not possible to access objects in the standard control, you can only set the control style - hence I have created a custom control myself with an xib file, with LAF as the standard only but with only a done button.
I have added the control view over the player thus:
self.vCtr.view.frame=CGRectMake(0, 20, self.window.frame.size.width, self.window.frame.size.height-20);
[self.mPlayer.view addSubview:self.vCtr.view];
and then faded it after a couple of seconds:
[self performSelector: #selector(fadeControl) withObject: nil afterDelay: 2.0];
However I'm unsure how to properly emulate the fade-out-after-2sec and fade-in-with user-click-on-video-window, and this is what I'd appreciate some help with please.
Should I:
fade the control to a very small alpha (0.1?) so I can capture a click in that view controller (I believe people have said this is not good)
fade the control to hidden, then create a transparent button the same size as the movie view that when clicked, fades in the custom control view again?
I think (2) is the recommended way to go, but if so could someone help with implementation? Should the button be between the custom control and the movie view in terms of hierarchy? Can I create it programmatically, and if so where do I define the event handler?
Thanks for any pointers (newbie iOS programmer)
I've built a UIControl subclass to display a 1-month calendar view on
an iPhone. Most months require 5 weeks to display the dates, but
some months need 6, so I've built the control to dynamically resize
itself as needed. I'm using UIView animation to change the frame of
the control here.
The problem is, I now need the other controls on the screen to
move/resize when the calendar changes size. And I really need that
to happen with the animation of the calendar control changing size.
Ideally, I'd do this without coding a bunch of details in my calendar
control about other controls on the screen.
What's the best strategy here? I was hoping I could somehow anchor
the other controls to the frame of the calendar control and have the
platform adjust their location/size as it animates the frame change.
But, thus far, I can't find any combination of struts and springs to
make that happen.
Do I just need to bite the bullet and add my other on-screen controls
to the animation happening inside my calendar control?
I'll be interested to see if there are better answers to this.
At this point, all I know to do is override setFrame on your calendar view and when it changes, send setNeedsLayout to its superview.
But I'm not sure if standard views will autoresize this correctly. Generally geometry flows down the view tree, not up, and you want it to do both.
You may have to implement layoutSubviews on the containing view.
Move the animation logic out of the specific view and into a view controller that manages all of the controls. The view can still figure out its own proper size, and let the view controller ask. For instance:
[self.calendarView setDate:date];
CGSize calendarSize = [self.calendarView sizeForDate:date];
[UIView animateWithDuration:...
animations:^{
... re-layout everything, including the calendarView ...
}];
Another, similar approach:
[self.calendarView setDate:date];
[UIView animateWithDuration:...
animations:^{
[self.calendarView sizeToFit];
... re-layout everything else ...
}];
There are lots of similar approaches based on your preferences. But the key is to move the logic out of the specific view. Usually a view controller is the best solution. If the controls make a logical collection that could go into a single UIView, then you could have that "collection" UIView manage the same thing in its layoutSubviews, but it's more common that a view controller is a better solution here.
Thanks for the help. I tried both of these approaches with success. The override of setFrame and implementation of layoutSubviews worked, but the other controls jumped to their new locations rather than animating to those locations as the calendar control grew.
The approach of moving the other controls during the animation is what I had to go with. However, I wanted to keep the logic of the control pretty self-contained for re-use, so I left the animation in the control but added a delegate to react to size change, and put the delegate call inside the animation block. In full disclosure, I am also animating the new month's calendar onto the control while I'm growing the control, and this way I could do both of those things in the animation block.
So, the end code looks something like this:
// inside the calendar control:
[UIView animateWithDuration:0.5 animations:^{
self.frame = newOverallFrame; // animate the growth of the control
_offScreenCalendar.frame = newOnScreenFrame; // animate new month on screen
_onScreenCalendar.frame = newOffScreenFrame; // animate old month off screen
if (self.delegate)
{
[self.delegate handleCalendarControlSizeChange:newOverallFrame]; // animate other controls per the delegate
}
}];