I got a strange problem. You can see the two attached screenshots. The problem is the defects, unknown white rectangular defects. Some part of the keyboard even disappeared in the second screenshot.
Testing with device is the same problem...
Anyone knows what might be the reason? Thanks lot.
textFieldDidBeginEditing
- (void)textFieldDidBeginEditing:(UITextField *)textField{
DEBUGLog
if (!isIPAD) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
if (!viewFrameUp) {
viewFrameUp=YES;
self.navigationController.navigationBar.alpha=0;
self.view.frame = CGRectOffset(self.view.frame, 0, -self.navigationController.navigationBar.frame.size.height);
}
CGPoint point = [textField.superview convertPoint:CGPointMake(0, 0) toView:maintable];
CGPoint contentOffset = maintable.contentOffset;
contentOffset.y=point.y-10.0-self.navigationController.navigationBar.frame.size.height; // Adjust this value as you need
[maintable setContentOffset:contentOffset];
[UIView commitAnimations];
}
if ([cellTextFields indexOfObject:textField]==0) {
[keyBoardControl setEnabled: NO forSegmentAtIndex:0];
[keyBoardControl setEnabled: YES forSegmentAtIndex:1];
} else{
[keyBoardControl setEnabled: YES forSegmentAtIndex:0];
[keyBoardControl setEnabled: YES forSegmentAtIndex:1];
}
}
For anyone happened to come to this problem. I found the reason: I used the following CALayer's properties together to apply on the view's layer, which doesn't make any sense and cause me this UI problem..."masksToBounds:YES" shouldn't be used together with the shadows.
[myviewLayer setMasksToBounds:YES]
myviewLayer.shadowColor=...
myviewLayer.shadowOpacity=...
myviewLayer.shadowRadius=...
Related
I am having difficulty getting a UITapGestureRecognizer to detect every tap that is occurring. For context, I am making a drumming app. I have gotten the tap gesture recognizer to work correctly, but the user should be able to tap very quickly to drum, and the recognizer is only picking up on let's say a tap every so often (if you try to tap as quickly as you can).
I am guessing this has to do with iOS categorizing very quick taps in a row as one gesture, but is there any way to get every time a finger goes down as a tap event?
I have tried using UILongPressGestureRecognizer with a small press duration.
I have tried setting the requiredNumberofTouches and requiredNumberofTaps to 1.
The code does not seem necessary to post in order to answer the question, but I will post it if you request it.
Any help would be most appreciated!
EDIT: I am adding my code, since it may help:
-(void)tap:(UITapGestureRecognizer *)tapGestureRecognizer {
CGPoint location = [tapGestureRecognizer locationInView:[self view]];
switch ([self validateTouchLocation:location]) {
case 0:
return;
case 1:
[[ASSoundManager sharedManager] playSoundNamed:#"SD0025" ofType:#"mp3"];
break;
case 2:
default:
[[ASSoundManager sharedManager] playSoundNamed:#"SD0010" ofType:#"mp3"];
break;
}
float tapWidth = 30;
ASDrumTapView *drumTapView = [[ASDrumTapView alloc] initWithFrame:CGRectMake(location.x - (tapWidth / 2), location.y - (tapWidth / 2), tapWidth, tapWidth)];
[drumTapView setBackgroundColor:[UIColor clearColor]];
[drumTapView setNeedsDisplay];
[[self view] addSubview:drumTapView];
float animDuration = 0.75;
CGRect frame = [drumTapView frame];
[UIView animateKeyframesWithDuration:animDuration
delay:0.0
options:0
animations:^{
[UIView addKeyframeWithRelativeStartTime:0
relativeDuration:animDuration
animations:^{
[drumTapView setFrame:CGRectInset(frame, -frame.size.width, -frame.size.height)];
}];
[UIView addKeyframeWithRelativeStartTime:0
relativeDuration:3*animDuration/5
animations:^{
[[drumTapView layer] setOpacity:0.0];
}];
}
completion:^(BOOL finished) {
[drumTapView removeFromSuperview];
}];
}
There could be many reason:
One possible reason could be fact that your audio engine cannot play next sound before previous sound has finished.
Check multipleTouchEnabled property on UIView
If your view is embedded in UIScrollView or any derived class, check delaysContentTouches property
While I appreciate everyone's input, I figured it out on my own.
In my code, I am running a keyframe animation with options set to 0. What this means is that during the animation, user interaction with the view is not enabled.
By setting options to UIKeyframeAnimationOptionAllowUserInteraction, I am able to pick up on taps even though one of the subviews is still in animation.
Hope this helps someone else!
In my app I've this login screen:
Above the first test field I've an image, the configuration in Interface Builder is the follow:
Now when I tap on the UITextField they should move up otherwise in iPhone 4/4s the field will be covered by keyboard.
Now I'm using the following code:
-(void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frameView = self.view.frame;
CGRect frameImage = self.imageViewLogo.frame;
CGRect frameTextFieldUsername = self.textFieldUsername.frame;
CGRect frameTextFieldPassword = self.textFieldPassword.frame;
CGRect frameButtonLogin = self.buttonLogin.frame;
frameView.origin.y = -100;
frameImage.origin.y = -100;
frameTextFieldUsername.origin.y = -100;
frameTextFieldPassword.origin.y = -100;
frameButtonLogin.origin.y = -100;
[self.view setFrame:frameView];
[self.imageViewLogo setFrame:frameImage];
[self.textFieldUsername setFrame:frameTextFieldUsername];
[self.textFieldPassword setFrame:frameTextFieldPassword];
[self.buttonLogin setFrame:frameButtonLogin];
[UIView commitAnimations];
}
When I try to run the app in simulator or on a real device the view scrolls up of 100 but the image, the text fields and button doesn't scrolls up... I thought that the problem depend on the constraints, can you help me to fix this issue?
Thank you
The way in which you are trying to do this will get you in trouble. As you are giving hardcoded values of frame.
Try to use keyboard avoiding library it's the better and safer way of doing it.
-(void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frameView = self.view.frame;
CGRect frameImage = self.imageViewLogo.frame;
CGRect frameTextFieldUsername = self.textFieldUsername.frame;
CGRect frameTextFieldPassword = self.textFieldPassword.frame;
CGRect frameButtonLogin = self.buttonLogin.frame;
frameView.origin.y = -100;
// no need of changing frames of TextFields inside the View, Just change the y-padding of View
[self.view setFrame:frameView];
[UIView commitAnimations];
}
reduce the y-padding to -120 and check
Hope this helps thanks
If your views are set up to use AutoLayout, changing frame will do nothing.
You should subscribe to UIKeyboardWillChangeFrameNotification and perform your changes there. In case of constraints you would update the constrains constants here and the call -setNeedsUpdateConstraints on the superview.
You have to figure out if the keyboards is appearing or disappearing at all if you want to support external keyboard.
Otherwise you can listen for UIKeyboardWillShowNotification and UIKeyboardWillHideNotification
For auto up the textFields while keyboard comes not need to use the thirdParty Classes.
Create a static tableView and design each textFields and button in each static cells.
TableView automatically handle the auto up textFields while keyboard comes.
Hi the simple and easy trick for doing it is :-
Take outlet of top constraint of username or email id textfield in your class and on textfield did begin editing delegate decrease the constraint's constant value so it will goes up when u select the textfield and at textField did end editing delegate again set constraint's constant value to previous one so it will reset on previous position.
eg:-Assuming you set Top Constraint value in Storyboard is 150
-(void)textFieldDidBeginEditing:(UITextField *)textField {
_topConstraint.constant = 10.00;
[UIView animateWithDuration:0.5f animations:^{
[self.view layoutIfNeeded];
}];
}
-(void)textFieldDidEndEditing:(UITextField *)textField {
_topConstraint.constant = 150.00;
[UIView animateWithDuration:0.5f animations:^{
[self.view layoutIfNeeded];
}];
}
Hope it will help you.
I created some animations in my project. Basically, I use UIView animate and CGAffineTransform, but a very strange thing happened and I have no idea. Hope someone can help me solve this problem. Thanks in advance.
This is the strange thing:
After the user clicks on a button, the button slides off screen and another two buttons slide on the screen (I just changed the center point of these buttons to achieve this animation). And, some time later, a view on the screen start shaking (I use CGAffineTransform to achieve this).
At this moment, the strange thing happens - the button that previous slid off screen show up at its original position again and the other two buttons disappear (No animation, just shows up and disappear).
The following is the related code,
1) Button slide off and slide in animation related code
- (IBAction)start:(id)sender
{
// 1. Slide in cancel and pause button
[UIView animateWithDuration:0.5f animations:^{
[startButton setCenter:CGPointMake(startButton.center.x + 300.0f, startButton.center.y)];
[cancelButton setCenter:CGPointMake(cancelButton.center.x + 300.0f, cancelButton.center.y)];
[pauseButton setCenter:CGPointMake(pauseButton.center.x + 300.0f, pauseButton.center.y)];
} completion:^(BOOL finished) {
if (finished) {
NSLog(#"Move finished");
}
}];
}
2) The view shaking animation related code
- (void)shakeView:(UIView *)viewToShake
{
CGFloat t = 2.0;
CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, 0.0);
CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, 0.0);
viewToShake.transform = translateLeft;
[UIView animateWithDuration:0.07 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^{
[UIView setAnimationRepeatCount:2.0];
viewToShake.transform = translateRight;
} completion:^(BOOL finished) {
if (finished) {
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
viewToShake.transform = CGAffineTransformIdentity;
} completion:nil];
}
}];
}
This isn't weird, it's a common problem with
auto layout. If you move UI elements by changing frames, then as soon as something else takes place that requires laying out views, the moved views will revert to the position defined by their constraints. To fix it, you either need to turn off auto layout, or do your animations by changing constraints not frames.
I have tried your code in my test project. The problem is probably because you are using Autolayout in your xib.
Please checking your xib file and uncheck the Autolayout property.
I have a tabbed application for iPad. On the first tab I have a separate menu with a pointer that highlights the currently active menu button. The pointer (a UIImage) is animated into position after tapping the button.
The problem is when you leave the highlighted image on any button that's not the original/default button and move to another tab in the application, then back again, the image has moved back to the default location. However, when you tap another button the image moves in the wrong direction. I think it's because the image moves back but the old coordinates are retained, or the other way around? It's a bit hit and miss and behaves differently testing in the simulator compared to directly on the iPad.
I think I need to start with absolute coordinates and stick with them throughout the process. But I can't get my head around how to achieve it with the CGAffine functions.
Here is my current code
- (IBAction)diplayForm1:(id)sender {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
buttonHighlightImage.transform = CGAffineTransformMakeTranslation(0, 0);
[UIView commitAnimations];
}
- (IBAction)diplayForm2:(id)sender {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
buttonHighlightImage.transform = CGAffineTransformMakeTranslation(0, 80);
[UIView commitAnimations];
}
- (IBAction)diplayForm3:(id)sender {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
buttonHighlightImage.transform = CGAffineTransformMakeTranslation(0, 160);
[UIView commitAnimations];
}
EDIT - - -
#Mundi I tried the code you suggested. I'm assuming by newFrame you mean define a new UIImageView and property which I did in the .h (I called it 'sfh'), then #synthesize in the .m.
This is my code in the .m
-(void)viewWillAppear:(BOOL)animated {
// The "pointer" and the "old" frame are the same so I thought it pointless to do
// selectedFormHighlight.frame = selectedFormHighlight.frame;
// I tried anyway and also tried this and many other combinations
selectedFormHighlight.frame = sfh.frame;
}
-(void)viewDidAppear:(BOOL)animated {
[UIView beginAnimations:nil context:NULL];
[UIView animateWithDuration:0.3 animations:^{
selectedFormHighlight.frame = CGRectMake(0,0,0,0);
}];
[UIView commitAnimations];
}
When I run this the pointer animates off the screen (top-left) and doesn't come back. I have tried every possible combination I can think of in viewWillAppear and viewDidAppear but it makes no difference. I tried removing the other lines in viewDidAppear and it still does the same thing.
I think you're suggesting to animate the pointer from the original (default) position when the user returns from another screen. I don't want that, it should simply remain in the same spot where they left it without animation. Or at least put it back there without them realizing it. The only animation is when they choose to tap a different button within that view.
The reason you are experiencing this is that the actual view object and its presentation layer get mixed up when the view is hidden and redisplayed. The solution is to change the view properties rather than animate the layers.
Thus, you do not need to use affine transforms. Just set the new position of the pointer view directly by changing its frame or center.
The more up-to-date format to do this is with block based animations:
[UIView animateWithDuration:0.5 animations:^{
pointer.frame = newFrame;
}];
Also, it seems very inefficient to have three methods just differing by one variable. You could just multiply the desired y position by 80.
Edit:
Another reason your button resets is because that is where it was put when the view is instantiated. Just set the position of your view in viewWillAppear of your view controller and then animate it to the new location in viewDidAppear.
I appreciate the help from #Mundi but couldn't get it to work that way. I eventually arrived at the following code.
// This initially sets the frame with a variable value that
// corresponds to the current child view
-(void)viewDidAppear:(BOOL)animated {
selectedFormHighlight.frame = CGRectMake(0, self.getY, 250, 4100);
}
// Button actions (converted to a single action instead of one for each button)
// This was done by referencing a tag added to each button (the button tags
// match the children's tags)
-(IBAction)goToForm:(id)sender {
UIButton *btn = (UIButton *)sender;
self.currentChild = self.formViewControllers[btn.tag];
[UIView beginAnimations.nil context:NULL];
[UIView animateWithDuration:0.3 animations:^{
selectedFormHighlight.frame = CGRectMake(0, self.getY, 250, 4100);
}];
[UIView commitAnimations];
sfh.frame = selectedFormHighlight.frame;
}
// This returns the 'y' (vertical center position) of the pointer
// frame for each of the child views
-(int)getY {
switch(_currentChild.view.tag) {
case 1:
return -2005;
break;
case 2:
return -1925;
break;
default:
return -1845;
break;
}
}
I'm having trouble understanding what is going wrong if you can help me it would be great!
I have a UIlabel being animated by UIView AnimationWithDuration like a marquee... (I need to make this code work, I can't fork something elsewhere please don't provide marquee reps.)
During this animation I set a new text, unfortunately the former one is not replace but drawn over. I end up with two text drawn over each other. And if I try to set the text again it's possible that it get cleaned or it's possible that it get a third line drawn over.
I've tried the following code thinking it's probably a thread issue but it doesn't do anything
#synchronized (self.songLabel.text) {
self.songLabel.text = nil;
self.songLabel.text = [trackItems objectForKey:#"TrackName"];
}
I've set my songLabel getter and setters as atomic, it does not help either.
I don't know what to try... thank you for your help!
EDIT: Here is the code that take care of the animation
- (void)animateSongLabel
{
if (!self.player.rate) {
[UIView animateWithDuration:.5 animations:^{
self.songLabel.left = 25.f;
}];
return;
}
if (!self.canAnimateLabel) {
return;
}
self.animateLabel = NO;
[UIView animateWithDuration:.25 delay:0. options:UIViewAnimationOptionCurveLinear animations:^{
self.songLabel.left -= 15.f;
} completion:^(BOOL finished) {
self.animateLabel = YES;
if (self.songLabel.right < -10.f) {
self.songLabel.left = 320.f;
}
[self animateSongLabel];
}];
}