I though I understood this, but I can't get it to work:
I'm trying to create a very simple app, to test various things (OK - it's an app to estimate Pi using the Monte Carlo technique by simulating throwing darts at a board).
I have a single view iOS app (e.g. from the single view template) on which I've simply got one UIButton (to launch the app) at the bottom and a UILabel at the top to show the results.
The view controller is a custom subclass of UIViewController call PiCalcViewController; the view is a standard UIView filling the whole screen.
The app works but now I want to be able to draw a graphic representation of how the simulation is going the middle of the screen, which I'll do in my view's drawRect (right?). So I thought that I'd create a new file (PiCalcView) an Objective-C class, make it a subclass of UIView and then, in IB, drag out a new view in the middle of my view controller and change it's class to PiCalcView.
Great, except that PiCalcView does not appear in the drop-down class list in the inspector.
Questions : Any idea what's wrong and is creating a subview of my UIView like this the right way to do it?
Type the class into the custom class section in the Identity Inspector.
OK - quitting and restarting Xcode appeared to do the trick.
Thanks for the tips - being new to Xcode & ObjC, I didn't know if I had the right technique.At least I know now.
Related
Does anyone know of a comprehensive tutorial on implementation of PaintCode, using variables with it, and getting the view to update. I am struggling my way through it. I have built a custom class, and linked a view controller, with a UIView, and I can see the simple graph I made. I have linked it up so that it is #IBDesignable & #IBInspectable and both work fine. I am just not sure how to pass a variable through to the UIView.
I also have absolutely no idea how to get the thing to update when the variable changes.
Any assistance in this would be great, it has taken all day so far and I feel nowhere closer to solving the issue.
I do appreciate your time and effort.
There a many tutorials in PaintCode home page and at this other website, good lucky
However to access the values you create you just need to create an outlet from the UIView to your UIViewController class and class myViewName.myVariableName = myValue
As this step by step tutorial explain
The only tutorials I've found are the PaintCode website.
There are three things that I tend to adjust when trying to add/remove parameters to make my drawings more customizable via code.
When you click on a canvas, there is a drop down menu in the inspector that allows you to include a draw method, an image method, or both when you export the style kit.
When selecting the color in the color palette, there is a drop down menu in the upper right that allows you to make the color a parameter, so that when you export, you can set the color via code.
Add a frame to the canvas and set the constraints in the inspector. These constraints are the old style layout constraints that are very annoying, but doing this inserts a rect parameter in the exported methods which you can set in the code as well.
I don't know any other good PaintCode tutorials - over and above - the tutorials suggested. But after some research, I think I know the answer to your problem:
Background before the answer: I had the same problem. For example, you have a good sized image (created by PaintCode) that works on all iPhone device except the iPhone 4S.
To solve my issue:
Open PaintCode & find the “Frame” button.
Learn a new word “Parametric”. That is what we are dealing with. When the frame changes in size, you set whether the objects inside the frame change size or stay the same.
Watch the Dynamic Shapes tutorial on the PaintCode site. All of the answers are within this short youTube video. It took 5 times of watching it until I have extracted all of the information I needed to get it to work.
If you want the more details, keep reading:
#IBDesignable
class beerViewClass: UIView {
override func drawRect(rect: CGRect) {
SecurityStyleKit.drawCarDashboard(frame: self.bounds, wageIncome: "yo!")
}
}
Notice I can set the frame size as I have multiple views of the same image. Also I can send in variables to the drawCarDashboard.
Within PaintCode, put the objects you want to scale / shrink inside the frame.
Set the Springs and Struts for each item in the frame. For example, do you want it to shrink, stay vertically centered, etc.
Export your StyleKit to Xcode.
in Xcode, using Storyboard or code, add the UIViews to your View
Controller
Add a new Swift file.
Change the blank Swift file to a subclass of UIView & add code (see example)
In storyboard view, select the views that were added.
Set the view to the class you wrote (beerView)
I hope that helps. I hope my explanation was clear.
I wonder which component is being used to create a selector option like the one used in iBooks where we can adjust the Font Size and also the Theme, but without moving to a new view controller.
In my application I would like to implement it giving 3 small options to the user to choose, but without moving the view controller being presented. Its a small square area with an arrow at the bottom or top side giving the impression where it's coming from. (Let me know if I am not clear with the explanation).
Does anybody know how to use it??
Thank you all in advance
ibooks is using UIView. In that UIView you can add any controls you like. You need to use delegate methods so that I can perform communication between two objects(send message to another object). You will be able to make you custom UIView as controls.
I'm currently working on an iOS app that is pretty much supposed look and work like an already existing android app.
As a part of that, I'd like to make the top navigation look the same, but since iOs devices do not provide a hardware or software integrated back button, I'd also like to keep the back button navigation that's common to iOs apps.
I've tried numerous attempts to achieve it, but I'll stick with the latest I'm working on since it looks the most promising. I've started to work on a custom UINavigationBar class that overrides the initWithCoder: and layoutSubviews: methods. The result is as follows:
As you can see, the back button now overlaps the application icon. What I'm looking for is a way to make the button and the text to scale into the space right of the application icon. I've tried to handle this in layoutSubviews: but the superclass logic appears to be rather complex, I was not able to reproduce it's functionality (in particular it seems to be working with some private variables I don't have access to).
I also tried manipulating self.frame before calling [super layoutSubviews] but apart from endless loops I was not able to achieve anything in that direction.
I'd be happy if anyone could point me into the right direction.
If I understand your problem correctly, I think you could do this by adding a custom titleView to the UINavigationItem, and have an image view (on the left side for the icon) and a label (for the title) as subviews. This would replace the default title.
I want to use a custom control in my project, specifically a horizontal picker view I found on cocoacontrols.com (http://cocoacontrols.com/platforms/ios/controls/cppickerview). I've been able to include it into my project, load data and it works very nicely.
The pickerView is setted up programatically on viewDidLoad but I'd really like to be able to use it via storyboards because I'm a using static tableView. I tried to add a UIView, set the class to the PickerView class and then set up the outlet. I builds without errors or warnings but the picker view does not appear. It only shows a white rectangle.
Anyone with experience in this? Is it possible at all or should I keep it programatically?
Thanks in advance!
Well, that's normal. CPPickerView does not seem to implement initWithCoder:... I only see an initWithFrame: in the source code, which obviously means you can only instantiate that custom UIView from code. Or you can change CPPickerView's implementation to support what you want. It's open source.
I've been banging my head with this issue for the last two days. Googled a lot but wasn't able to find the answer yet, so I decided to request some help here. Let's see if I get any luck.
I'm coding a reusable control that consists of an UIView with a variable number of customized UIButtons. I implemented initWithFrame:, initWithCoder: and drawRect: where the buttons (which are built prior to drawing) are actually added to the view. Everything is done programmatically since the UIButton content should be supplied when using the control, so there's no XIB for this UIView.
This UIView, let's call it CustomizableBarButton is then used in an UIViewController, let's call it MyTestViewController with a view on it, let's call it customizableBarButtonView.
MyTestViewController's GUI was set on IB where an UIView was tied to customizableBarButtonView (the class was matching accordingly).
MyTestViewController's is a pretty standard class except for the viewWillAppear: that initializes the buttons and passes them to the CustomizableBarButton along with some other options.
The issue is that everything works perfectly...except for the first time!
I mean, when I run the app on the simulator (I haven't tried it on the iPhone yet but I strongly believe that it's not an hardware issue) the MyTestViewController shows the customizableBarButtonView background but not the buttons. Now when you click on the place where a button should be all the buttons suddenly appear!
I'm puzzled since the CustomizablebarButton drawRect: runs before the strange "click n'appear" effect and the buttons are actually added to the subview.
Another hint that my help: if you don't click on the buttons (so you still got no buttons yet) but rotate the device they will also appear as if by magic!
It is probably something very simple but I'm missing it and I'm going nuts...
Can someone lend a hand on this, please?
Thanks in advance!
You said you're adding the buttons in drawRect:. Don't do that. You need to add the buttons in your init methods.