So I want to make a UIView that have a image and two text labels inside, but I want to make it on storyboard and make it reusable, because they will appear in another situations.
What is the best way to make a non-intrusive custom UIView?
So for storyboard you will still need to use a .xib. I use storyboard but have found no other way just to make a custom UIView.
Create a new view in xCode and delete the view controller.
Draw a UIView over into the workspace
Setup the identifier and tie it to your UIView class.
Add your text boxes and what not.
Save your newly created .xib
Call in your custom view into your code
Here is a bit more detail with step by step process. http://nathanhjones.com/2011/02/20/creating-reusable-uiviews-with-a-drop-shadow-tutorial/
Related
I have one storyboard with different views, I do not want all the codes in ViewController.swift I would rather have a Swift for each UIView.
Is it possible? and how do I do?
Use UIContainerView instead of just UIView. When you drag a UIContainerView into your storyboard it'll automatically create a View. Just make a new Cocoa Touch Class file in your project. Make sure the file is put under UIViewController
Then click on the new View that was automatically generated, go to Properties, then select your new Swift file. This connects the View to the file.
I'm using Xcode 8 and working on a legacy .xib file and need to figure out how to programmatically move all the objects. Questions:
How can I programmatically reference the view (pointed to by the red arrow)?
Assuming I can reference the view, would programmatically moving it also relatively move the four buttons and label contained within it?
Here's a screen shot of the View hierarchy of the .xib file:
Normally, I would just create a UIView object in a separate .xib file with the contents of the view from question #1, and add it the .xib file referenced above but this is existing code and I want to minimize changes if possible.
Assuming you have a view controller for this story board, Option+click your source file to open it in the assistant editor. You CTRL+Drag from the document outline (where your arrow is pointing) to the spot in your source file where you want the outlet to appear and Xcode will create an IBOutlet for the view.
If your question is can you load just the view from the story board without the view controller. I suppose you could instantiate the view controller, take a strong reference to the view, remove the view from its superview and then trash the viewcontroller, but that seems a bit wasteful; in this instance I would copy and paste the view into its own nib.
Note that as far as moving the view, yes it will move all of its subviews. If this is a temporary animation kind of thing consider using the .transform property along with one of the UIView Animation methods. You can also CTRL+Drag the constraints from interface builder and manipulate the constraints in code. You should avoid setting the frame/center manually if you are using constraints otherwise autolayout will be fighting with you.
I have a UIViewController with a UITableView that is fed with data from the local database. When the user first launches the app (after installing) the table view is empty and I display a UIView in the middle of the table view that contains a UIImage, a UILabel and a UIButton (a call to action).
The first version of this view I built programmatically, which was no good to me because every time I tweaked something I had to build the app again. Then I switched to the storyboard but had to drag a UIView to the middle of my tableView. It is working now but I don't like the way it is, I can't edit my table view cells without having to move the UIView out of the table view.
I'd like to have a way to build this view entirely separated from my tableView (or even from my view controller in question) and then reference it in the viewDidLoad call of my view controller.
Unfortunately Xcode does not allow us to drag views directly to the storyboard so I'm pretty lost here.
Please tell me if I haven't been clear enough. I appreciate any help you could give me.
UPDATE: It'd be particularly awesome to me if I could also create a custom Swift class for this view of mine and reference it in the storyboard. And then in my viewDidLoad I could simply instantiate my custom view.
Thanks in advance.
Create a XIB file in which you can drag a view (without a view controller).
In your code you can load the XIB using NSBundle.mainBundle().loadNibNamed("MyXibName", owner:self, options:nil).
In the XIB file you can give the UIView a custom class (like you can do with view controllers in storyboard).
You then of course have to retrieve the view from the array returned by loadNibNamed and cast it to your custom class.
This is sort of a beginner-level question. I have inherited an iOS project and it is implemented with a few ViewControllers with associated XIB files. The XIB files contain various widgets that are controlled by code in the ViewControllers (which I think is the standard way of constructing an app).
However, I need to do some custom drawing (rectangles, lines, circles, text) in between the widgets, and I'd like to use the Quartz 2D library to do this. I've never used Quartz2D, and most of the sample code I find is centered around the View, not the ViewController.
Most of it seems to do with implementing the "drawRect" method of your View. However, my ViewController does not have a "drawRect" function, as far as I can tell. Is there a way I can implement a "drawRect" function on my ViewController or whatever View it is controlling?
*** addendum:
I have researched and reminded myself that the operational UIView is a property of the UIViewController, and it seems like UIView is created automatically by the application and bundled together with my XIB and ViewController (I think we selected "also create XIB" when we were creating a ViewController, so the UIView is implied?). I don't see where this default UIView instantiation occurs. But I assume the way to draw to it is to subclass it?
If so, what is the cleanest way to subclass this UIView and get access to drawRect while maintaining the connection to the existing ViewController and XIB (or storyboard)? I inherited the project and this change needs to be low-impact.
Thanks for any help/thoughts.
Make a subclass of UIView and override -drawRect: to do your custom drawing. In the xib, select the view of your view controller, go to the Identity Inspector (third tab in the right sidebar in Xcode), and replace UIView with your custom subclass.
Using storyboard in ios7 the content view is explicitly viewed under the Table View Cell in the story board editor (opposed to previous versions where it was hidden from the interface).
The problem is that I cannot connect the cell's custom elements to my custom cell's ib outlets anymore (subclass of UITableCellView) and can only connect them to the table's content view (UIView) which CANNOT be customized (i.e. its custom class attribute is grayed)
This leaves me with the option to use tags which I find inconvenient and less elegant.
I could also create a custom view in a xib, do all the connections and then manually add this custom view as the content view of the table but I am looking for a way doing it via the story board editor.
Is there a way to connect UI elements to a custom cell's content view in the story board editor in ios7 ?
Ok I found an Xcode bug.
If you complete the following this will replicate the issue:
- Create new UIViewController in storyboard
- Drag a UITableView to the VC
- Update the UITableview to have 1(as many) dynamic prototype cells
ISSUE: The cells are added but without a contentView.
RESOLUTION:
Rather than updating the amount of cells in the storyboard.
Drag a custom cell from the objects part of Xcode, the Cell will be added with a contentView.
I was able to do this by doing the following:
Select the cell in the document outline
Change its custom class in the Identity Inspector
Place whatever elements you want into the content view
Connect the IBOutlets to the elements inside the content view using the Connections Inspector
I don't really know the answer, but I can suggest work around this issue:
1) Copy existing cell from other tableview to the one you're working on.
2) You will have contentView under your cell now. Design this cell by adding your views.
3) Create a class for your cell, e.g NewCell, then manually create IBOutlet in this class:
#property (nonatomic, strong) IBOutlet UILabel* mainLabel;
4) Assign the cell class in storyboard to the class you just created. After this step, you can drag the outlet from storyboard to class.
I'm not sure if this is a bug for XCode 5 or it is intended, and I'm looking for better solutions as well.
Create new uiviewcontroller with xib interface and add the required sub-views .Also,establish the iboutlet connections.
Now ,rename the viewcontroller : UIViewcontroller to viewcontroller : UITableviewcell in .h file of your newly created view controller.
Your tableviewcell was created and ready to use with any UITableview of any class.
Hope it helps.
I might be duplicating someone else's answer but I found this workaround which helped bypass this silly XCode bug. Short solution: When you build your custom cell in Storyboard, do NOT drag your UI elements inside the cell or content view.
Instead, drag them OUTSIDE so that they're child elements of the parent table view!
It's easiest to do this drag and drop if you use the little hierarchy menu on the left to make sure your elements wind up in the right spot.
Once the elements are dragged in, just control-click and drag from the custom cell to the UI elements to make your connections. Woo hoo!
Once your connections are set, then (finally) drag the UI elements back INTO the custom cell's content view and lay them out as you normally would.
UPDATE: While my method works, look for a comment by thomasdao in an answer below where he just drags the connections directly into the .h file (the little circles in the left margin where you declare your IBOutlets) -- this is actually the easiest solution but unfortunately it's stuck as a comment.