Is it possible to access properties of an iOS system animation? - ios

Is it possible to get the animation properties (speed and easing curve) for a built in iOS system animation? Specifically, the UIStatusBarAnimationSlide when you hide or show the status bar. Right now I'm just eyeballing it and have come up with a good match: .35 seconds using the default animation curve. This works fine, but Apple is liable to change an animation like this in a future iOS update and it would be nice to match it exactly and not rely on hard-coded values I came up with myself.
For what it's worth, here is the method my view controller is calling when I tap the view to hide the status bar and resize the view to fill the screen.
-(void)tappedView:(UIGestureRecognizer *)gestureRecognizer
{
UIApplication *app = [UIApplication sharedApplication];
// First, toggle the visibility of the status bar
[[UIApplication sharedApplication] setStatusBarHidden:![app isStatusBarHidden] withAnimation:UIStatusBarAnimationSlide];
// Then scale this view controller's view, attempting to match the built-in
// UIStatusBarAnimationSlide animation
[UIView animateWithDuration:.35
animations:^{
self.view.frame = [UIScreen mainScreen].applicationFrame;
}];
}
As an aside, I'm surprised I couldn't find a built in way to handle resizing a VC's view when the status bar is hidden. After all, if the status bar doubles its height when a call is in progress, the view resizes automatically. Tell me I'm missing something and there's a way to get the view to grow automatically, too.

Here's a chuck of code I use in my app:
- (void)application:(UIApplication *)application willChangeStatusBarFrame:
(CGRect)oldStatusBarFrame {
[UIView animateWithDuration:0.355f animations:^{
if(floating_point_values_are_equal(oldStatusBarFrame.size.height, 20.0f)) {
for(UIViewController* VC in self.tabBarController.viewControllers) {
UIView* view = VC.view;
[view setTransform:CGAffineTransformMakeScale(1.0f, 1.0f)];
}
} else {
for(UIViewController* VC in self.tabBarController.viewControllers) {
UIView* view = VC.view;
CGFloat ratio = (view.frame.size.height - 20) / view.frame.size.height;
[view setTransform:CGAffineTransformMakeScale(1.0f, ratio)];
}
}
}];
}
It basically scales the entire app depending on the new screen dimensions. It only works because the scale ratio is not a big change- doing this for the new iPhone screen would not look right.

Related

iOS in-Call indicator is pushing down view/content, modifying root view `frame`

I have a problem that my root view (the UIViewController view) is being pushed down by the in-call indicator: window.rootViewController.view.frame is being modifeid (Y is set to 20). As I respond to did/willStatusBarFrameChange on my own, I don't want this behaviour.
I'm looking for the property, or setup, that prevents the modification of the frame in response to an in-call status bar. I use other APIs to respond to changes in the top/bottom frames and iPhone X safe areas.
I've tried things like autoResizingMask, extendedLayoutIncludesOpaqueBars, edgesForExtendedLayout, viewRespectsSystemMinimumLayoutMargins but can't get anything working.
If relevant, the view is also animating down, indicating it's not some side-effect but an intended behaviour somewhere.
I've read many reports of similar behaviour but have yet to figure out if they actually resolved it and/or what the solution actually was (each solution appears to address a slightly different problem).
Related questions: Prevent In-Call Status Bar from Affecting View (Answer has insufficient detail), Auto Layout and in-call status bar (Unclear how to adapt this)
--
I can't provide a simple reproduction, but the portions of code setting up the view looks something like this:
Window setup:
uWindow* window = [[uContext sharedContext] window];
window.rootViewController = (UIViewController*)[[UIApplication sharedApplication] delegate];
[window makeKeyAndVisible];
Our AppDelegate implementation (relevant part)
#interface uAppDelegate : UIViewController<#(AppDelegate.Implements:Join(', '))>
...
#implementation uAppDelegate
- (id)init
{
CGRect screenBounds = [UIScreen mainScreen].bounds;
uWindow* window = [[uWindow alloc] initWithFrame:screenBounds];
return self;
}
We assign our root view to the above delegate, the UIViewController's .view property.
#interface OurRootView : UIControl<UIKeyInput>
UIControl* root = [[::OurRootView alloc] init];
[root setUserInteractionEnabled: true];
[root setMultipleTouchEnabled: true];
[root setOpaque: false];
[[root layer] setAnchorPoint: { 0.0f, 0.0f }];
// some roundabout calls that make `root` the `rootViewController.view = root`
[root sizeToFit];
The goal is that OurRootView occupies the entire screen space at all times, regardless of what frames/controls/margins are adjusted. I'm using other APIs to detect those frames and adjust the contents accordingly. I'm not using any other controller, view, or layout.
It's unclear if there is a flag to disable this behaviour. I did however find a way that negates the effect.
Whatever is causing the frame to shift down does so by modifying the frame of the root view. It's possible to override this setter and block the movement. In our case the root view is fixed in position, thus I did this:
#implementation OurRootView
- (void)setFrame:(CGRect)frame;
{
frame.origin.y = 0;
[super setFrame:frame];
}
#endf
This keeps the view in a fixed location when the in-call display is shown (we handle the new size ourselves via a change in the statusBarFrame and/or safeAreaInsets). I do not know why this also avoids the animation of the frame, but it does.
If for some reason you cannot override setFrame you can get a near similar seffect by overriding the app delegate's didChangeStatusBarFrame and modifying the root view's frame (setting origin back to 0). The animation still plays with this route.
I hope I understand your problem: If you have some indicator like incall, or in my case location using by maps. You need to detect on launching of the app that there is some indicator and re-set the frame of the whole window. My solution for this:
In didFinishLaunchingWithOptions you check for the frame of the status bar, because incall is the part of status bar.
CGFloat height = [UIApplication sharedApplication].statusBarFrame.size.height;
if (height == 20) {
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
}
else {
CGRect frame = [[UIScreen mainScreen] bounds];
frame.size.height = frame.size.height - height +20;
frame.origin.y = height-20;
self.window = [[UIWindow alloc] initWithFrame:frame];
}
You can listen to the notification UIApplicationDidChangeStatusBarFrameNotification in your view controller(s) to catch when the status bar has changed. Then you adjust your view controller's main view rectangle to always cover the entire screen.
// Declare in your class
#property (strong, nonatomic) id<NSObject> observer;
- (void)viewDidLoad {
[super viewDidLoad];
_observer = [[NSNotificationCenter defaultCenter] addObserverForName:UIApplicationDidChangeStatusBarFrameNotification object:nil queue:nil usingBlock:^(NSNotification * _Nonnull note) {
CGFloat newHeight = self.view.frame.size.height + self.view.frame.origin.y;
self.view.frame = CGRectMake(0.0, 0.0, self.view.frame.size.width, newHeight);
}];
}
-(void)dealloc {
[[NSNotificationCenter defaultCenter] removeObserver:_observer];
}
I tried it on various models, and it works fine, as far as I can tell. On iPhone X the notification is not posted since it does not alter the status bar height on calls.
There is also a corresponding UIApplicationWillChangeStatusBarFrameNotification which is fired before the status bar changes, in case you want to prepare your view in some way.

like menu shown in image with iOS 6,7 compatible

I need an sliding menu mentioned in the pic which is compatible for iOS 6 and iOS 7
You can check this tutorial. It will show you how to do this on both side of the phone.
If you don't want to read all of this :
The main idea is to have a view below the main view. When you slide or touch your menu button, you just move your top view by doing the following (i did this on a class inherited by all of my view controllers, but you're free to do it anywhere you want / need it) :
// self.isMenuOpened is a flag to save menu state and set the move distance (and a few other things)
// Init move distance
float move = 270; // 270 is arbitrary value, you can set it as you like
if (self.isMenuOpened) { move = -move; }
// Moves all view except menu
[UIView beginAnimations:#"openMenu" context:nil];
[UIView setAnimationDuration:kAnimationDurationShort];
// Navigation bar frame moving (if you have one)
CGRect navFrame = self.navigationController.navigationBar.frame;
self.navigationController.navigationBar.frame = CGRectMake(navFrame.origin.x + move,
navFrame.origin.y,
navFrame.size.width,
navFrame.size.height);
// Call switching move on each view
BOOL first = true;
for (UIView *view in [self.view subviews]) {
if (first) { first = false; } // First view is menu if it's on minimum zIndex
else {
CGRect mainViewFrame = view.frame;
[view setUserInteractionEnabled:self.isMenuOpened]; // Disable your main view as it still visible
view.frame = CGRectMake(mainViewFrame.origin.x + move, mainViewFrame.origin.y,
mainViewFrame.size.width, mainViewFrame.size.height);
}
}
[UIView commitAnimations];
I iterate through all of my subviews because, in a few cases, i added a view or two. But if you have a single view (and then your menu below), you don't have to do all the iteration stuff. Hope that helps !
You can use this awesome and simple library
https://github.com/arturdev/AMSlideMenu
which supports left and right menus and fully customizable

How would I create a status message that briefly appears "above" a UITableView (like UIRefreshControl)?

I'm trying supplement a UIRefreshControl with a UIView containing a message (statusMessageView) that appears "above" a UITableViewController after the app launches. This view will inform the user that the UITableViewController is already refreshed and does not need refreshing.
Here is a breakdown of what I am trying to accomplish:
The app is launched, the UITableViewController appears normal then scrolls down 44px to reveal statusMessageView (with a height of 44px).
statusMessageView stays visible for 2 seconds
The UITableViewController animates a scroll up to it's original position, effectively "tucking" statusMessageView away. (like UIRefreshControl, but animated with code)
Note: This statusMessageView will be used in conjunction with a UIRefreshControl, so it needs to "go away" after it is displayed so that the UIRefreshControl can be used normally
I have looked at other 3rd party "pull to refresh" controllers, but I think that is overkill due to the fact I am using UIRefreshControl
It seems like the other answers here are providing solutions for a notification that drops down below the UINavigationBar. If you're still looking for a solution that sits in the scrollview of the UITableView, then I would add a custom table header (not section header) to the table view.
Here are the rough steps necessary to accomplish this:
1. Create the initial header view on load
I typically use a UIViewController subclass that owns a UITableView instance variable (instead of using a UITableViewController), but you should be able to accomplish this with either set up. In your tableview set up code (probably in viewDidLoad), where you set things like backgroundColor, contentInset, separatorStyle, etc, create a UILabel that will become your header. Then set this UILabel to be the tableHeaderView of your tableView. Of course, if you're looking to make something a bit more complicated for this "notification section", feel free to make it a UIView with a nested UILabel + something else. So something like:
UILabel *headerLabel = [[UILabel alloc] initWithFrame:CGRectMake(0.0f, 0.0f, self.tableView.bounds.size.width, 44.0f)];
headerLabel.backgroundColor = [UIColor clearColor]; // Just in case you have some fancy background/color in your table view
headerLabel.textAlignment = UITextAlignmentCenter;
headerLabel.font = ....
headerLabel.textColor = ....
headerLabel.text = #"You are an awesome user!";
self.tableView.tableHeaderView = headerLabel;
2. Set your tableview to load "normally" (ie. not show header)
Again, inside viewDidLoad, you need to set your tableview's contentOffset and alwaysBounceVertical properly to hide this header view on load. contentOffset set to the height of the header will start the tableview's y coordinate right below the header. alwaysBounceVertical set to YES will allow your tableview to behave correctly even if your tableview's contentsize is less than your screen size. So something like:
self.tableView.contentOffset = (CGPoint){0.0f, 44.0f};
self.tableView.alwaysBounceVertical = YES;
3. Add the slide down and slide away
Ok, now there are a couple of ways you can do this. On viewDidAppear, you can create a chained UIView animation where the first animation slides the tableview down (ie. sets contentOffset to {0.0f, 0.0f}) is delayed by one second and the second animation slides the tableview back up (ie. sets contentOffset to {0.0f, 44.0f}) is delayed by two seconds. Or you can use GCD and schedule the two animations as async + delayed blocks. Either way is fine (and there are probably two or three other good ways to accomplish this), but just to get the idea across... you can chain the animation like this:
__weak MyCustomViewController *me = self;
[UIView
animateWithDuration:0.4f
delay:1.0f
options:UIViewAnimationOptionAllowUserInteraction
animations:^
{
me.tableView.contentOffset = (CGPoint){0.0f, 0.0f};
}
completion:^(BOOL finished)
{
if (me.tableView)
{
[UIView
animateWithDuration:0.4f
delay:2.0f
options:UIViewAnimationOptionAllowUserInteraction
animations:^
{
me.tableView.contentOffset = (CGPoint){0.0f, 44.0f};
}
completion:^(BOOL finished)
{
if (me.tableView)
{
me.tableView.tableHeaderView = nil; // If you want to completely get rid of this notification header
me.tableView.contentOffset = (CGPoint){0.0f, 0.0f}; // I'm unsure if this will cause the tableview to jump... if it does, you can animate the headerview away instead of animating the tableview up to hide the header, then setting header to nil and reseting the contentOffset
// or
me.tableView.tableHeaderView.hidden = YES; // If you want to just hide the header
}
}];
}
}];
I wrote the sample code without testing any of it... hehe, so it probably won't work as it. But happy to help you flesh this out if you need more help! Good luck.
Update: Allowing user scrolling to cancel animation
I'm not too sure what you want the user interaction on the table to do to the animation. If you just want the animation to be canceled when the user starts scrolling, then I would use GCD (see code below). But I can see other ways you can have the animation work with user touch, so it depends on what you're looking for. In any case, let's say any user touch should disable the next scheduled animation then it could be achieved using two functions like:
- (void)scheduleShowHeaderAnimation
{
__weak MyCustomViewController *me = self;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 1.0f * NSEC_PER_SEC), dispatch_get_main_queue(), ^ // Start animating after 1 sec delay
{
if (me.tableView) // Make sure the tableview is still around
{
if (! me.tableView.tracking && // Don't show animation if user has begun to touch contentview
! me.tableView.dragging && // Don't show animation if user has begun to drag contentview
! me.tableView.decelerating) // Don't show animation if dragging happened and scrollview is starting to decelerate
{
[UIView
animateWithDuration:0.4f
delay:0.0f
options:UIViewAnimationOptionAllowAnimatedContent // This will make sure user can interact with tableview while animation is going on
animations:^
{
me.tableView.contentOffset = (CGPoint){0.0f, 0.0f};
}
completion:^(BOOL finished)
{
[me scheduleHideHeaderAnimation];
}];
}
}
});
}
- (void)scheduleHideHeaderAnimation
{
__weak MyCustomViewController *me = self;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 2.0f * NSEC_PER_SEC), dispatch_get_main_queue(), ^ // Start animating after 2 secs delay
{
if (me.tableView) // Make sure the tableview is still around
{
if (! me.tableView.tracking && // Don't show animation if user has begun to touch contentview
! me.tableView.dragging && // Don't show animation if user has begun to drag contentview
! me.tableView.decelerating) // Don't show animation if dragging happened and scrollview is starting to decelerate
{
[UIView
animateWithDuration:0.4f
delay:0.0f
options:UIViewAnimationOptionAllowAnimatedContent // This will make sure user can interact with tableview while animation is going on
animations:^
{
me.tableView.contentOffset = (CGPoint){0.0f, 44.0f};
}
completion:^(BOOL finished)
{
if (me.tableView)
{
me.tableView.tableHeaderView = nil; // If you want to completely get rid of this notification header
me.tableView.contentOffset = (CGPoint){0.0f, 0.0f}; // I'm unsure if this will cause the tableview to jump... if it does, you can animate the headerview away instead of animating the tableview up to hide the header, then setting header to nil and reseting the contentOffset
// or
me.tableView.tableHeaderView.hidden = YES; // If you want to just hide the header
}
}];
}
}
});
}
I would call scheduleShowHeaderAnimation in the viewDidAppear.
Then to support hiding the header when the user has already scrolled the tableview down, I would implement either - (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate or - (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView of UIScrollViewDelegate and add something like:
if (self.tableView.tableHeaderView != nil)
{
self.tableView.tableHeaderView = nil;
}
// or
if (self.tableView.tableHeaderView.hidden == NO)
{
self.tableView.tableHeaderView.hidden = YES;
}
If there's more complicated interactions you want to support, or if you want the animation to respond to the user touch in different ways, you might need to override other UIScrollViewDelegate methods and when the user begins to interact with the scrollview (which is the parent class of the table view), then change the behavior of the animation.
Does this get you closer to what you're looking for?
besides the answer of #Khawar , there is another choice:
https://github.com/toursprung/TSMessages
You can use following library for this purpose. You can set the autohide time duration as per your needs. You can also customise its appearance.
https://github.com/tciuro/NoticeView
It can be done in a very simple way: you just create and insert a subview into your refresh control:
- (void)viewDidLoad {
[super viewDidLoad];
...
UIView *smView = [self statusMessageView];
[self.refreshControl insertSubview: smView atIndex: 0];
// to show and hide the view inserted in refresh control
// With this transparent loader color even the middle area is not covered
// so you can have all the space to show your message
self.refreshControl.tintColor = [UIColor colorWithWhite:1.0 alpha:0.0];
[self.refreshControl beginRefreshing];
[self afterDelay: 2.0 performBlock: ^(){
[self.refreshControl endRefreshing];
// this delay is needed to prevent loader animation becoming visible
// while the refresh control is being hidden
[self afterDelay: 0.25 performBlock: ^(){
self.refreshControl.tintColor = nil;
});
});
...
}
-(void)afterDelay: (float)seconds performBlock: (void (^)())block {
dispatch_time_t popTime =
dispatch_time(DISPATCH_TIME_NOW, (int64_t)(seconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), block);
}
-(UIView)statusMessageView {
...
return view;
}
View size you need is 320x43px (if it is higher the bottom of it will be visible with refresh control hidden), the middle area (approximately 35px) will be covered by the loader animation (but not when you initially show the message).
I use UIImageView to show application logo there (it's even simpler: see here).
I would probably prefer (as a user) not to see this message before I start pulling. When I start pulling I will see that no update is needed before refresh starts (it starts when you pull down approximately twice more than the height of this subview, so user will have time to see what's there and if refresh is needed). If there are unread items in the table (tweets, posts, whatever), you can show the number of unread items in that view.
But it's a matter of personal preference, the way it is done it seems to achieve exactly what you want in a very simple way. I tested, it all works.

usable view size after status bar and navigation bar

I am writing an iPad app that needs to know the usable area of the view for drawing purposes. The view is added into a Navigation controller, so I have the status bar plus the navigation controller both taking up a certain number of pixels. My app happens to be in landscape mode, although I don't think that's relevant.
I am able to get the correct view size AFTER rotation using didRotateFromInterfaceOrientation. But I can't figure out how to do it without the screen being rotated.
- (void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
[self.view setFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
NSLog(#"drfi %d %d", (int)self.view.frame.size.width, (int)self.view.frame.size.height);
}
^^ that works after rotation. Not before. Can't figure out how to get accurate numbers. And I REALLY don't want to hard wire this.
I will also need this function to be device independent -- it should work on the NEW iPad as well as the older iPad resolutions. I can handle the scaling issues once I know the exact usable area. Why is this so hard? Help!!
I don't think you need to specify your frame's view within the didRotateFromInterfaceOrientation what i will suggest instead is setting some properties to your view autoresizing mask so that it automatically resize itself according to your view orientation.
By setting this for example to your view when your view is loaded (viewDidLoad method):
self.view.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
you specify that your view will change its width and height automatically and can get the right values you need to get from there.
You should read this: http://developer.apple.com/library/ios/#documentation/WindowsViews/Conceptual/ViewPG_iPhoneOS/CreatingViews/CreatingViews.html#//apple_ref/doc/uid/TP40009503-CH5-SW1
for a better understanding of views in iOS
EDIT
Also you probably want to spot what is the orientation of your device which can be accomplish with [[UIApplication sharedApplication] statusBarOrientation];
Your application looks like: there is a start up view, then in this view you will load and add a main view into window, right? Then you should do as below in your main view:
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
CGRect frame = self.view.frame;
frame.origin.y = frame.origin.y + 20.0;
self.view.frame = frame;
}
return self;
}
Try this.
CGRect frame = [UIScreen mainScreen].bounds;
CGRect navFrame = [[self.navigationController navigationBar] frame];
/* navFrame.origin.y is the status bar's height and navFrame.size.height is navigation bar's height.
So you can get usable view frame like this */
frame.size.height -= navFrame.origin.y + navFrame.size.height;
You can get this dynamically by combining an instance method with a category method:
Instance method:
This assumes that your view controller (self) is embedded within a navigation controller.
-(int)getUsableFrameHeight {
// get the current frame height not including the navigationBar or statusBar
return [MenuViewController screenHeight] - [self.navigationController navigationBar].frame.size.height;
}
Class category method:
+(CGFloat)screenHeight {
CGFloat screenHeight;
// it is important to do this after presentModalViewController:animated:
if ([[UIApplication sharedApplication] statusBarOrientation] == UIDeviceOrientationPortrait ||
[[UIApplication sharedApplication] statusBarOrientation] == UIDeviceOrientationPortraitUpsideDown){
screenHeight = [UIScreen mainScreen].applicationFrame.size.height;
} else {
screenHeight = [UIScreen mainScreen].applicationFrame.size.width;
}
return screenHeight;
}
The above will consistently give you the usable frame height after the status bar and navigation bar have been removed, in both portrait and landscape.
Note: the class method will automatically deduct the 20 pt for the status bar - then we just subtract the navigation header variable height (32 pt for landscape, 44 pt for portrait).

setStatusBarHidden:NO after XIB load covers UINavigationBar

When setStatusBarHidden:NO is set before the view loads, the UINavigationBar and other elements appear aligned immediately below the StatusBar as they should. However, when setStatusBarHidden:NO is set after the view loads, the UINavigationBar is partially covered.
The StatusBar must be revealed after loading the said view, but how can this be done without encountering the aforementioned problem?
I found a hack in a code of mine, though can't remember or find where it came from. The trick is to refresh the navigation bar by hiding and reshowing it:
[self.navigationController setNavigationBarHidden:YES animated:NO];
[self.navigationController setNavigationBarHidden:NO animated:NO];
In my code the function looks like this:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[[UIApplication sharedApplication] setStatusBarHidden:NO withAnimation:UIStatusBarAnimationNone];
[self.navigationController setNavigationBarHidden:YES animated:NO];
[self.navigationController setNavigationBarHidden:NO animated:NO];
}
However, BE WARNED, this is a hack, and currently I'm struggling with some bugs that appear to originate from this code (navigation item doesn't match navigation content). But since it did work for me in some places, I'd thought I'd mention it.
Edit:
I think I found the initial post here:
How do I get the navigation bar in a UINavigationController to update its position when the status bar is hidden?
GL,
Oded
(I realise this was an old question, but I just spent half an hour trying to find the answer myself without success, so I thought I would post it here for anyone else who get stuck... especially if you are trying to SHOW the status bar and your view is ending up overlapping it)
I found this works if you want to HIDE the status bar...
[[UIApplication sharedApplication] setStatusBarHidden:YES];
[self.view setFrame: [[UIScreen mainScreen] bounds]];
but not when you want to SHOW the status bar...
in that case I use this solution which works, but worries me because it hard codes the status bar height to 20...
it also worries me that I have to adjust the view differently depending on orientation. but if I didn't do that it always had the 20 point gap on the wrong edge.
In my case I want to turn the status bar off for some views, and then back on when I return. I had particular problems if I rotated the device while the bar was off. so the switch statement, although ugly (someone might post a cleaner solution), works.
[[UIApplication sharedApplication] setStatusBarHidden:NO];
CGRect frame = [[UIScreen mainScreen] bounds];
switch (self.interfaceOrientation)
{
case UIInterfaceOrientationPortrait:
frame.origin.y = 20;
frame.size.height -= 20;
break;
case UIInterfaceOrientationPortraitUpsideDown:
frame.origin.y = 0;
frame.size.height -= 20;
break;
case UIInterfaceOrientationLandscapeLeft:
frame.origin.x = 20;
frame.size.width -= 20;
break;
case UIInterfaceOrientationLandscapeRight:
frame.origin.x = 0;
frame.size.width -= 20;
break;
}
[self.view setFrame:frame];
My guess is the nav bar is being loaded before the status bar is shown, so the position of the nav bar is (0,0) which then overlaps with the status bar at (0,0). You can just move the frame of the navigation bar (or set up an animation block) in viewDidLoad, after you call setStatusBarHidden:NO.
Try doing navigationBar.frame = CGRectMake(0,20,320,44);
The status bar is 320x20, so just moving your navigation bar down by 20 should accomodate for it.
If you are having this problem because you are not displaying the status bar while your Default.png is loading, and then want to display the status bar immediately upon viewing your first View Controller, just make sure you put [[UIApplication sharedApplication] setStatusBarHidden:NO]; before [self.window makeKeyAndVisible]; in your AppDelegate.m. It happens so quick, you won't ever see the status bar on the splash screen.
[[UIApplication sharedApplication] setStatusBarHidden:NO];
[self.window makeKeyAndVisible];
Here's what I'm doing in my root controller now in iOS 5 after I tell the status bar to animate in. Ugly, but it seems to work.
CGRect rect;
if ( self.interfaceOrientation == UIInterfaceOrientationPortrait )
rect = CGRectMake(0, 20, 320, 460);
else if ( self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown )
rect = CGRectMake(0, 0, 320, 460);
else if ( self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft )
rect = CGRectMake(20, 0, 300, 480);
else
rect = CGRectMake(0, 0, 300, 480);
[UIView animateWithDuration:0.35 animations:^{ self.view.frame = rect; }];
in iOS 7 you can use:
setNeedsStatusBarAppearanceUpdate
for example:
[self.mainViewController.navigationController setNeedsStatusBarAppearanceUpdate];
apple docs:
Call this method if the view controller's status bar attributes, such
as hidden/unhidden status or style, change. If you call this method
within an animation block, the changes are animated along with the
rest of the animation block.
use it only for iOS 7.

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