I have a view controller with several textfields/text views and would like to allow the user to populate these fields with things they find on the web. To allow this I have a different web view presented modally. My problem is that I would like to use a partial page curl to display the first view controller (with any populated information). However, you can't present a live view controller a second time, and the new instance is not pre populated with whatever information was already placed in the textfields.
It seems like I could just pass that information back and forth (from the first instance, to the second view controller, then copy the info into the second instance, then copy back when I dismiss the second instance, etc) but it seems like there should be a better way.
I could also just add the web view controller as a subview, but I miss the functionality of the partial curl, which I really like.
Thanks!
However, you can't present a live view controller a second time, and
the new instance is not pre populated with whatever information was
already placed in the textfields.
You dont need to create a new view controller each time. Just store that view controller object as an instance variable and dont release it until your user is done.
if (myViewController == nil) {
myViewController = [UIViewController alloc] init];
}
[self presentViewController:myViewController animated:YES];
So I've kind of combined the comments and the posted answer.
First: I store an instance of the vc with the web view and add its view to the first view controller and then hide the view:
self.webVC = [self.storyboard instantiateViewControllerWithIdentifier:#"webView"];
self.webVC.delegate = self;
self.webVC.view.frame = self.view.bounds;
[self.view addSubview:self.webVC.view];
[self.webVC.view didMoveToSuperview];
self.findPoemVC.view.hidden = YES;
Then I used a category on UIView to uncurl and curl the view. I found the code here:
To show the view I perform a CurlDown animation like this:
self.findPoemVC.view.hidden = NO;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown
forView:self.webVC.view
cache:YES];
self.webVC.view.hidden = NO;
[UIView commitAnimations];
On the webVC I implemented a protocol and implement the delegate methods in the first view controller:
In the webVC:
#protocol PoemFinderDelegate <NSObject>
-(void)shouldUncurl;
-(void)doneWasPressed;
#end
The delegate was set earlier (see above) and the implementation of the delegate methods to partially uncurl and totally uncurl the webview were done like this inside the first view controller:
-(void)shouldUncurl{
[self.webVC.view animationPartialCurlUp];
}
-(void)doneWasPressed{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.50];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp
forView:self.webVC.view
cache:YES];
self.webVC.view.hidden = YES;
[UIView commitAnimations];
}
Related
I have a problem :D.
I'm currently using a SplitViewController. At the start I want to hide the TableViewController in the MasterView. So i decided to add a SubView in the Storyboard into the tableView, where a little label will be shown.
So after I make my choice in the DetailView and click the Button I want to hide the subView and want to show the tableView. That all with animations.
So here is my Code:
In the TestTableViewController.m
-(void)AnimateView{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.1];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
fixedView.frame=CGRectMake(-500, 0,0,0);
[UIView commitAnimations];
NSLog(#"test");
And in the TestDetailViewController.m
- (IBAction)attractionButton:(UIButton *)sender
{
TestTableViewController *testTableViewController = [[TestTableViewController alloc]init];
[testTableViewController AnimateView];
}
I get the NSLog "test" but the Animation is not working.
fixedView is my Subview and I drag it to the header file so it's an IBOutlet.
Thank you so far.
So you seem to instantiate a new ViewController and trying to perform this animation straight away:
TestTableViewController *testTableViewController = [[TestTableViewController alloc]init];
[testTableViewController AnimateView];
The problem is that you don't even present that view controller (its view is not on screen anywhere) so it's normal you don't see any animation.
From my understanding you already have another instance of this view controller presented on screen (am I right?) - so that is the one that you need to use. Pass its pointer to TestDetailViewController in some way (e.g. a property) and then use that object to call your animation method.
PS. I would recommend naming all your methods starting with a lower case letter ;)
The problem is, you are not referencing the same master view controller in your details view controller.
You are creating another one in your IBAction.
In order to get a hold of your (the "original" one) master view controller, do this in your detail view controller:
Create a ivar:
TestTableViewController *masterViewController;
And then to reference it:
masterViewController = (TestTableViewController*)[[[self.splitViewController.viewControllers lastObject] viewControllers] objectAtIndex:0];
For example:
- (IBAction)attractionButton:(UIButton *)sender
{
masterViewController = (TestTableViewController*)[[[self.splitViewController.viewControllers lastObject] viewControllers] objectAtIndex:0];
[masterViewController AnimateView];
}
And finally in your AnimateView method, make change to the following:
[UIView animateWithDuration:0.1f animations:^
{
fixedView.frame = CGRectMake(-500, 0, 0, 0);
}
completion:nil];
Hope this helps.
What you could try is this:
[UIView animateWithDuration:0.15f animations:^{
fixedView.frame=CGRectMake(-500, 0,0,0);
}completion:^(BOOL finished){
}];
Are you sure you can call [UIView beginAnimations: ....] without a first argument?
I can't find this anywhere. So, if you possess the info about it, please give me a link.
I have one view controller, I made a menu for a simple game. There are some buttons on it.
I have another view controller and there some buttons too.
The question is:
"How I can do an animation of this buttons (hiding off the screen) after I choose one button that triggers a custom segue (without any animation) to another View Controller, which will run it's button animation(coming to the screen from a border of the screen)?"
I made this like this:
1) Theory: I make a IBAction for a menu button, then in this IBAction I call an animation method, which call a performSegueMethod:. After this in new VC in viewWillAppear method call a animation method (that almost equal method from source VC). All this works, but this don't look smooth. The problem with this animation occurs when destination VC replace source VC. There is some split second, when all looks static, and only after this animation starts.
I don't know how to remove this destination VC lag. May be I must load a destination view before a segue? I tried to do this, but may be a made something wrong, or it's just don't help me.
2) Practice:
firstViewController.m:
- (IBAction)newGameSegueButton {
[self menuSlideInDirection:#"CenterToLeft" performingSegueWithIdentifier:#"mode"];
}
-(void)menuSlideInDirection:(NSString *)direction performingSegueWithIdentifier:(NSString *)segueIdentifier
{
[UIView animateWithDuration:0.4 animations:^{
CGPoint newGameButtonCenter;
newGameButtonCenter.x = directionIndex * 160;
newGameButtonCenter.y = self.gameButtonSlide.center.y;
self.gameButtonSlide.center = newGameButtonCenter;
[UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//some animation too
} completion:nil];
[UIView animateWithDuration:0.2 delay:0.2 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//animation
} completion:nil];
[UIView animateWithDuration:0.1 delay:0.3 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//some animation too
} completion:^(BOOL finished){
if(segueIdentifier){
[self performSegueWithIdentifier:segueIdentifier sender:self];
}
}];
}];
}
Okay, then custom segue code is pretty simple:
-(void)perform
{
UIViewController *src = self.sourceViewController;
UIViewController *dst = self.destinationViewController;
[src.navigationController pushViewController:dst animated:NO];
}
And my secondViewController.m:
-(void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self menuSlideInDirection:#"RightToCenter" performingSegueWithIdentifier:nil];
}
menuSlideInDirection:#"RightToCenter" performingSegueWithIdentifier:nil in secondViewController identical to method with same name in firstView.
I'm looking for smooth animation of particular objects of destination view controller right after a segue.
May be a doing all wrong and there a another way to do this? (I only think of adding all view and all controls of destination VC to source VC and remove "destination VC" at all).
Hope, somebody can help me with this.
Try doing all first view controller's animations in perform method.
As for the second view controller's animations, I don't think there is any other 'good' way than doing it in viewWillAppear (although I would prefer viewDidAppear) since the outlets of the destination view controller are not set while performing the segue(they will be nil). In other words, you do not have a way to access your buttons, let alone animate them.
A hackish way would be to call [segue.destinationViewController view] before perform so that the destination view controller's view hierarchy is loaded and the outlets are set. Then perhaps, you may animate buttons in the destination view controller in perform before pushing it onto navigation stack.
For my question, I choose the way of putting two views under the same VC. Animation is smooth and it's look much better than using perform / viewWillAppear method.
Regarding transitionFromView:toView:duration:options:completion: Apple doc says this in last few lines:
This method modifies the views in their view hierarchy only. It does
not modify your application’s view controllers in any way. For
example, if you use this method to change the root view displayed by a
view controller, it is your responsibility to update the view
controller appropriately to handle the change.
If a ViewController has 2 full screen size views display one at a time then no issues:
[transitionFromView:self.view toView:self.view2...
but what this means it is your responsibility to update the view controller appropriately to handle the change?
if I do this:
secondViewController *sVc = [[secondViewController alloc]init];
[transitionFromView:self.view toView:sVc.view...
how its my responsibility to update the view controller appropriately to handle the change? or how to update ViewController?
UPDATE
I created a single view projec, add secondVC then in firstVC on button tap i did this:
self.svc = [[secondVC alloc]init];
[UIView transitionFromView:self.view toView:self.svc.view duration:1.0 options:UIViewAnimationOptionTransitionFlipFromLeft completion:^(BOOL finished) {}];
... secondVC viewDidLoad is working its nslog is working.
Then how to handle updating of viewcontroller?
The statement "it is your responsibility to update the view controller appropriately to handle the change." it meant that you have to appropriately call view hierarchy delegate methods such as:
- (void)viewDidLoad;
- (void)viewDidUnload;
- (void)viewWillAppear;
- (void)viewDidDisappear;
And other methods that are responsible for proper view management.
Here are some examples.
When we use transitionFromView:toView:duration:options:completion: we are only
bringing toView up in view hierarchy. but Apple says we should handle updating
of ViewControllers which are parent of these views.
Maintaining viewcontroller in navigationcontroller stack...
For .ex: if You have TabController in your application,
somewhere at tabIndex two you required to show view of viewcontroller at tabindex 1,
then you should update your tabIndex when you will use transitionfromview method
[UIView transitionFromView:fromView
toView:toView
duration:0.5
options:(controllerIndex > tabBarController.selectedIndex ? UIViewAnimationOptionTransitionCurlUp : UIViewAnimationOptionTransitionCurlDown)
completion:^(BOOL finished) {
if (finished) {
tabBarController.selectedIndex = controllerIndex;
}
}];
I am a novice programmer for the iPhone. In developing my first game/app, I have come up with a problem (created a problem) for myself. I have researched this and think I have seen answers but I don't understand how to make them work for my application.
I have a game that has a few view controllers: Welcome, Play, High Scores, Preferences and About. I don't have a navigation controller or a root controller of which I am aware. EDIT - I now have a rootview controller - I added [self.window setRootViewController:viewController]; to my appDelegate.m file
From the Welcome screen/viewcontroller I can go to the Play view controller, the about view controller, the high scores view controller or the prefs view controller. I would like to make whichever new controller I go to now be in charge, so that I can dismiss the Welcome view controller. In fact, any time I go to a view controller, I would like to be able to dismiss from memory any of the other view controllers - especially the one I just came from. I can go to most of the viewcontrollers from most of the viewcontrollers.
I go to the new view controllers using this:
- (IBAction)playGameAction:(id)sender {
FlipTestViewController *myViewController = [[FlipTestViewController alloc]
initWithNibName:#"FlipTestViewController" bundle:nil];
[UIView beginAnimations:#"flipview" context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft
forView:self.view cache:YES];
[self.view addSubview:myViewController.view];
[UIView commitAnimations];
}
What do I do to let the WeclomeViewController go, once I am safely in the FlipTestViewController (the play controller)? And how do I tell the new controller that it is now in charge and the others can go away? Am I even asking a question that makes sense? Please use small words and concrete examples when responding! Thank you!
On rdelmar's advice, I tried adding a call to change the RootvVewController into my button code - the code I use to bring up the new viewController:
- (IBAction)playGameAction:(id)sender {
FlipTestViewController *myViewController = [[FlipTestViewController alloc]
initWithNibName:#"FlipTestViewController"
bundle:nil];
[UIApplication sharedApplication].delegate.window.rootViewController = myViewController;
[UIView beginAnimations:#"flipview" context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft
forView:self.view cache:YES];
[self.view addSubview:myViewController.view];
[UIView commitAnimations];
}
Sure enough, then I look in the comments, the FlipTestViewController (my Play Controller) is the new RootViewController. Unfortunately, I get a blank white screen, no transition of any kind and log message telling me that my ViewDidDisappear in my FlipTestViewController is being called somehow. Probably because the Welcome Screen is still there somehow. Memory management problem perhaps? Ought I to take this to a new question?
I just changed the background color of the main.xib file and apparently that is the screen that is showing up (the blank white screen).
To present a view controller modally, you might want to try this method:
- (IBAction)playGameAction:(id)sender {
FlipTestViewController *myViewController = [[FlipTestViewController alloc] initWithNibName:#"FlipTestViewController" bundle:nil];
myViewController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentViewController:myViewController animated:YES completion:nil];
}
This puts FlipTestViewController on top of the current view with a flip transition style.
Then to dismiss the view controller, you'd hook this up to a control (usually a button) in FlipTestViewController:
- (IBAction)dismissViewController:(id)sender {
[self dismissViewControllerAnimated:YES completion:nil];
}
This dismisses the view controller with the same flip animation
It sounds like the easiest way to achieve what you want is to just reset the rootViewController property of the app's window. From anywhere in the app you can get a reference to the root view controller with [UIApplication sharedApplication].delegate.window.rootViewController. So, in whatever action method you're using to switch to the next view controller, you could alloc init that controller and then set the window's rootViewController property to that controller. If you keep no other reference to a controller, the old one should be deallocated when you reset the property (which may or may not be what you want -- you might want to have some properties that would keep track of the high score or where the player was in a game, for instance).
In the app delegate there is usually code something like this (when you start with a single view project):
WelcomeController *welcome = [[WelcomeController alloc] initWithNibName:#"ViewController" bundle:nil];
self.window.rootViewController = welcome;
So I would put something like that in your app delegate with whatever view controller you want to show at start up. Then in your view controller code (or wherever your putting your buttons to switch view controllers) you would have something similar to (I used a segmented control in my test project):
-(IBAction)selectController:(UISegmentedControl *)sender {
if (sender.selectedSegmentIndex == 0) {
PlayViewController *player = [[PlayViewController alloc] initWithNibName:#"PlayViewController" bundle:nil];
[UIApplication sharedApplication].delegate.window.rootViewController = player;
}else{
HighScores *scorer = [[HighScores alloc] initWithNibName:#"HighScores" bundle:nil];
[UIApplication sharedApplication].delegate.window.rootViewController = scorer;
}
}
An easy approach would be to use a Navigation Controller. You can get the benefits of pushing/popping, which helps for sequences of screens.
You can then pop to a specific controller with:
- (NSArray *)popToViewController:(UIViewController *)viewController animated:(BOOL)animated
This allows you to go to a specific view controller that has already been presented, without going through all the others.
Also, a bit less well known, you can just replace the entire stack of controllers with
- (void)setViewControllers:(NSArray *)viewControllers animated:(BOOL)animated
which also replaces the base controller with the controller at index zero.
So, you can easily get the top toolbar and all the nav controller functionality, and when you just want to reset everything to some single controller, you just do...
[navController setViewControllers:#[viewController] animated:YES];
EDIT
It sounds like you're not really sure what you want. Thus, you should give yourself some leeway, and not try to reinvent the wheel.
I think a navigation controller is the way to go. It already knows how to manage multiple controllers, and with setViewControllers you can make it looks like you are just going from any controller to any other, but you get to keep the same nav controller as your main center of work.
Otherwise, you can still do all this yourself with
- (void)presentViewController:(UIViewController *)viewControllerToPresent animated:(BOOL)flag completion:(void (^)(void))completion
and
- (void)dismissViewControllerAnimated:(BOOL)flag completion:(void (^)(void))completion
You can call them from your root view controller. When you want to change controllers, it will then just dismiss the current controller and present the new one.
I built a app with storyboard, with an initial view controller, connected to many subsequent view controllers, connected sequentially, using cross dissolve segue. These work one swipes. All works fine. However, instead of being forced to use the basic segues, I want to have a custom segue that will slide the view controller content on and off the screen, much like the push for navigationControllers, but, being enabled to go left and right depending if one is going forward or backwards in the app.
I have set the segue to custom, and have created and saved a MySegue.h file. HOWEVER, I don't know how to code a custom segue that will slide one viewcontroller off the screen as the other slides on and back and forth as I move between view controllers.
Can anyone please provide me with come coding (it should be easy!) for a custom segue to move from one view controller to the next and back by sliding the screen on and off so I don't have to use the basic cross dissolve or standard flips offered in Xcode 4.2? I would be most grateful.
I was running into the same issue here, but I was using swipe gestures to go from one view controller to the next. Using the storyboard itself to set up segues was working fine, but when I needed a swipe to "go back" to the previous view controller, the animation went from right-to-left, instead of left-to-right. To fix that issue I did the following:
Embedded a Navigation Controller in the root view controller.
Used segues to push new view controllers.
When I wanted to "go back" to the previous view controller, I did not add a segue to the storyboard to push the previous view controller. Instead, I called the Navigation Controller's popViewControllerAnimated method whenever a back swipe occurred.
To create a custom segue that slides view controllers first create a class that extends UIStoryboardSegue, then override the perform selector. I just made something like this and it should work for you too. Here's my code:
#define kAnimationDuration 0.5
#import "CustomSlideSegue.h"
#implementation CustomSlideSegue
- (void)perform
{
UIViewController *sourceViewController = (UIViewController *) self.sourceViewController;
UIViewController *destinationViewController = (UIViewController *) self.destinationViewController;
[sourceViewController.view addSubview:destinationViewController.view];
[destinationViewController.view setFrame:sourceViewController.view.window.frame];
[destinationViewController.view setBounds:sourceViewController.view.bounds];
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
if ( !self.slideLeft ) {
[UIView animateWithDuration:kAnimationDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[destinationViewController.view setCenter:CGPointMake(screenSize.height + screenSize.height/2, screenSize.height/2 - 138)];
[destinationViewController.view setCenter:CGPointMake(screenSize.width/2 + 127, screenSize.height/2 - 138)];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
} else {
[UIView animateWithDuration:kAnimationDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[destinationViewController.view setCenter:CGPointMake(-1*screenSize.height/2, screenSize.height/2 - 138)];
[destinationViewController.view setCenter:CGPointMake(screenSize.width/2 + 127, screenSize.height/2 - 138)];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
}
}
Then when you want to perform the segue use this code:
UIViewController *destination = [self.storyboard instantiateViewControllerWithIdentifier:#"some identifier"];
CustomZoomSegue *segue = [[CustomZoomSegue alloc] initWithIdentifier:#"segue vc identifier" source:self destination:destination];
[self prepareForSegue:segue sender:self];
[segue perform];
The CGPointMake calls are custom to my code (I used landscape orientation) but you should be able to change it to fit your needs. If you need further clarification or have any question let me know and I will try to answer.
NOTE: I use storyboards with no segue lines between the view controllers.
Why not just use a UINavigationController? This seems to be exactly what they're designed for.