iOS UI development: approach to building document "selector" screen - ios

I'm looking to build a document "selector" screen, similar to Pages and Numbers on the iPad/iPhone:
I come from a WPF background and have some iOS experience. That being said, I'm looking for a good approach to building something like the tile-based interface Apple uses for opening documents in Pages.
I'm not concerned with the Folder animation.
What is the best way to approach building just the tile interface? I'd imagine I'd build some sort of view that sits within a UIScrollView - but it's the nature of that subview that I'm a little confused about. Does iOS have any wrap-panel or grid-like controls I could load a set of tiles (i.e., documents) into?
What do you guys think?

I don't know of any third-party classes to handle this for you, but there might be some out there.
The basic structure will be a UIScrollView containing a set of views, each representing one cell on the grid. You set the scroll view's contentSize based on the total number of tiles. Then you create tile views on demand, and place them inside the scroll view.
The scroll view's delegate object will be responsible for monitoring the scroll position, putting down tile views as they become visible, and (optionally) removing tile views that move out of view. This is basically how UITableView works: there are only about six or so instances of UITableViewCell at any given time, they are recycled as you scroll up and down the view. (Imagine a train where somebody at the back end is pulling out the rails and passing them forward to somebody in the front, putting them down in front of the train. As far as the train knows, the rails go on for miles.)
If you wind up having to place all the views yourself, take some time to learn the CGRect family of methods, including CGRectDivide. They will be useful in laying out the views and also in computing what's visible and what's not.

There are a few third party classes/libraries you can get to produce this functionality, AQGridView comes to mind. But there are no default easy classes for this.
If I was to develop this type of implementation, I would subclass UITableViewController. Expand it to have columns. Then subclass a UITableViewCell to display the image. That way all the container code and everything would already be there, and all you have to do is customize it to f it your needs.

Related

Design for annotating UICollectionView selections with additional controls

Using UICollectionView and excellent help given on here on StackOverflow, I've been able to build a "Gantt Chart" style control for my iPhone:
Cosmetics aside (I'm doing the functional right now, I've got a graphics designer on tap to look at colors and all that).
Background aside, the spans were relatively straightforward to do with a custom UICollectionViewLayout subclass. Each span is an item.
But I need to add some functionality, and am unsure how to proceed. Where I'm trying to go is illustrated roughly as:
Sketchy cosmetics aside, the point is that I want to "annotate" whatever the currently selected span is with additional information (I promise to find someone to help me look it pretty). And I want them to be active, I'm not sure if it brings up an editing control or does drag, but I want to be able recognize gestures on either the numbers or the bold lines and do things with them, distinct from touching on the span which drives selection.
I can think of (at least) 3 ways to try and implement this:
Use supplementary views. Cause selection to invalidateLayout, detect the selected state in my prepareLayout, and generate additional layout attributes for the two anchors. Implement a subclass of UICollectionReusableView which does the drawing, and adds touchable subviews (or its own gesture recognizers). This feels... wrong. I get the idea that supplementary views are more for headers and footers, not for controls that come and go as the selection state changes. But maybe it's an appropriate extension of the facility?
Use the backgroundView (or selectedBackgroundView, not sure it matters) of my current SpanCell class (which is a subclass of UICollectionViewCell). As long as I disable clipsToBounds, I can draw the annotation around the bounds of the span. I'll have to give it some knowledge of the big picture to find the endpoints, but that's not too offensive. I would just show/hide this view in response to selection changes. This seems like the best way to do it.
Do it in the main backgroundView of the entire UICollectionView. As shown, I've already got a specialized backgroundView which shows the the current time grid, strip style. I could further extend this view to draw annotations and manage touchable sub controls in response to selection changes. This would give me most direct implementation, but it feels like I'll end up with a big monster "doing too many jobs" object for the background.
Question then, for those who have more experience, is which route would you go? Would it be one of the above 3? Or something different? And why?
While your question is very technical with UICollectionView implementation, which I am not very familiar with, this seems like a job for the container (in this case, the collection view). Imagine you need your annotation to consider, in addition to the selected item, other items? Like for example, avoiding collision between annotation lines and another item?
For me, option number 3 seems like the most correct one. If you fear a large class, you can extern it to an annotation controller class, which should be notified whenever the annotations should be updated.

Which is best if I wanted Page based design?

Which one is good to use for a page based design, Pageviewcontroller or UIScrollview with paging.
Which will consume less memory? I have done it via UIScrollview; but it's consuming very huge memory. Any help will be greatly appreciated.
Using UIScrollView for the application is not a handy task. For iOS 6, you should use UIPageViewController. But for iOS 5, UIPageViewController is not be good as it only provides scrolling for the page transition.
You may reuse the UIScrollView views then,
Many examples are there in SO like this
It is hard to say which is "best" - it depends on what makes sense for your app. Which ever approach you choose you can minimise memory consumption by "lazy loading" content into the scroll view when it is needed. For example, if you were displaying pages of images and the images are stored as files in your app then you should only add the current image and the image either side of the current image. As you scroll you can load and add the next image and release.
Here is a tutorial that shows this approach with UIScrollView- Multiple virtual pages in a UIScrollView with just 2 child views
UIPageViewController makes it a bit simpler by adopting a dataSource pattern, so you can concentrate on responding to data requests and not have to worry about manipulating the views.

Too many UIViews? What's the cost, what are the tradeoffs?

EDIT:
Imagine that I'm in the business of reimplementing CoreText.
I'd get an NSString here which is an ordered list of code-points, and a set of glyphs there (an NSFont/CTFont) that basically is a list of CGPathRef.
Something in-between is in charge of the layout.
And some kind of environment must provide a CGGraphicContext to render into.
The kind of objects I have to display are CGPath. I am worried of creating one UIView for each CGPath! For a block of text, you wouldn't create an UIView for each character-glyph, would you?
I have a potentially large set of (tiny) objects to draw at once. In the 1000's. Many will be offscreen until scrolled into view.
One one hand it looks like my best bet would be to create one UIView for each one. The reasons are that:
with proper tiling I can make sure that the views that are offscreen
are not even in memory most of the time and brought up to life when
required
more importantly, when zooming I want to set each such view's layer contentScale to the zoomFactor such that I still get the full
precision and not the blurry stair-case
On the other hand I have no idea how the (otherwise perfectly generic) parent view will behave with 1000's of children.
So I am tempted to rethink my code such that the "children" just become an area of the single view.
But then I start thinking of setting that view's layer contentScale and I'm worried about exhausting memory just while zooming: I do not know if the layer machinery is "clever" enough not to create a huge backing bitmap when most of its contents would be invisible anyway
What to do, oh what to do?
Anyone has any experience they want to share?
I recently saw a presentation on a game involving hundreds of sprites implemented as UIViews, mostly image views. Performance was excellent on both an older and recent generation iPad. His code is available at https://github.com/bentford/ButtonWars/ , so you may want to test it to see if the performance meets your needs.
There is often an assumption that views are heavyweight, but experience doesn't bear that out.
If most of the objects will not be on the screen at any time, it's probably better not to create views for all of those off-screen objects. You need to intelligently add views for just those objects that are visible, and remove them from the view hierarchy when they go off-screen. You might be able to use UICollectionView to make this easy - it is very well designed, efficient, flexible, and easy to use and customize - but I don't know if it works with zooming.
If you decide to draw everything in one view, with deep zooming, you should look at CATiledLayer. It is designed for zooming in very deeply. Apple's MKMapView uses it under the covers to support scaling its viewport from Earth-sized down to a (relatively) few square meters.
If you cant use UICollectionView due to iOS version boundations, and you are intrested in re using views in UIScrollView, than have a look at this class. It is used the same way UITableview is used. Just pass in number of views and it will reuse the views.You can go through readme. Its very straightforward.

Is there any reason to use UICollectionView for a grid view that's completely static?

I'm making a view with a 9 x 9 grid whose cells and layout will never change or scroll. I was thinking of using UICollectionView for this but the more I look into it the more I'm finding that it's geared towards grid views that scroll and may change and reposition. Is this a good assessment? If so, am I better off sticking with my own hand-rolled grid-based view? That would at least enable me to support devices running iOS versions < 6.
I would prefer UICollectionView for grid based structure even its non scrollable. We should try to use native components and then we should customise them on need base.
Its manageable in future if you start supporting scrolling in future.
You can add functionality like cell deletion, cell addition with more precise APIs provided by Apple.
Views will be reusable.
And suppose you want support iOS < 6.0 , you can use "PSTCollectionView" which is open source library. This library checks iOS version and behaves accordingly.
https://github.com/steipete/PSTCollectionView
If the cells do not need to scroll or change, then simply having a view with 9 subviews would be perfectly acceptable. Collection views are great for when the layout changes, such as on device rotation. If you support multiple orientations, this can still be handled without a collection view.
If by static, you mean stationary, yes; and, not only for the reasons provided by the first answer. Here are some additional reasons, which I think are even stronger:
UICollectionView grid layouts accommodate orientation changes well;
UICollectionViewCell allows for better control over cell sizing based on other factors in addition to content size
UICollectionViewDatasourceDelegate simplifies connecting dynamic data to your view, and displaying updates to it
That's just three out of dozens of more reasons; for the rest of them, simply list every advantage the collection view framework provides.
The value of a collection view isn't based on scrolling at all; I say that because scrolling is not a part of the collection view framework. The collection view framework is a UIScrollViewDelegate. It is the UIScrollView class that provides scrolling.
Accordingly, all advantages that collection view provides are yours whether you choose to add scrolling or not.

iOS Nested View Hierarchy to support drag drop functionality to allow end-user to configure forms

I'm building a native iOS app that will allow end users to build forms by dragging and dropping from a toolbox of custom controls. A typical scenario would be a power-user dragging some UILabels and UITextField representations around on a UIView. Groups of controls would be supported, allowing several controls to be visually contained within a section. The whole thing will probably be contained in a UIScrollView allowing horizontal scrolling between 'pages'.
'Normal' users will then use the form for data entry.
So, I have two related requirements: to allow different types of UIView/UITableView/UIImageView/UILabelView/UITextField etc to be laid-out and grouped (and probably contained within an outer UIScrollView), and to allow the layout to be adjusted/dragged/dropped by power-users.
My question is rather broad, but is essentially this: what is the most appropriate nested UIView hierarchy to support these two related requirements? Is a basic structure of UITableViews contained within an outer UIScrollView fundamentally sound if I want to drag-drop within nested views within the UITableView? Should I avoid UITableView because it will complicate dragging?
I appreciate this question is borderline subjective in scope, but I'd really appreciate some guidance from people who have tacked this sort of thing before and who have some words of wisdom for me.
Many thanks.
Sounds like an interesting app! I would say that using a UITableView would make the app horribly complicated. A UIScrollView would be a good base to drag and drop controls onto. Perhaps with an "add page" button, the user could tap this it required, and you could extend the contentSize of the UIScrollView to be the width of +1 pages, and then scroll it so the user can drag more controls onto that page.
To drag the controls around, you could use a UIPanGestureRecognizer attached to each control, and when triggered it changes the centre position of the control. You might need to turn off user interaction of some of these controls - e.g. for a UITextField the power user will want to drag it around but not want to enter a value into it.
For grouping controls, you could do something like this:
a "group mode", whereby the user taps a button to enter this mode, then taps a number of controls (would need some visual indication on them to show they are selected) and then taps done.
the selected controls are then be removed from the UIScrollView
a new UIView is created and positioned at the centre point of the selected controls, and is big enough for the controls to fit in at the same distances apart. It is added as a subview of the scroll view
the controls are all added as subviews of this view
the gesture recognizer is added to this view, instead of the individual controls. Then when dragging around, this group of controls will all move as a group with fixed layout.
If you have groups of controls that you think might be commonly used, you could even create them in advance, each in their own nib, and then allow the user to drag them onto the scroll view as a pre-made group.
What you might find, especially if some of your controls are quite large (e.g. I'd expect an image view to be significantly bigger than a label or text field), the pan gesture recognizer gets a bit limiting because when trying to drag views around you'll inadvertently pick the wrong one if they are positioned close together or overlapping. In which case, you might need the extra precision of handling all the touch events yourself - so when a touch starts, you test against all the controls (or groups) to see which has the closest centre to your tap position, and then as you get the touch moved events you can update this centre position.
I've not made anything quite as complex as what you're describing, but I did make an app where the user could drag small images onto a large image to apply as "decorations". They could drag on any number of these decorations, and also scale them with a pinch gesture. In this case, I had a UIImageView as a background which held the main image. Then the decorations were on the edge of the image, and a pan gesture recognizer was used to detect them being dragged onto the image. On drag, I'd actually create a new instance of the decoration (UIImageView) so that there was always another one left in the toolbox. A pinch gesture recognizer was used for the user to scale the decorations. For the user to move around a decoration they had already placed, I had to use manual touch handling to detect the right decoration (since they could easily be overlapping, and ones that looked round to the user are actually square in terms of UIViews, so it was easy for the user to accidentally drag the corner of one when they intended to drag a different one). Mixing an matching gesture recognizers and manual touch handling seemed to work out just fine, which was good because it's much easier to use the gesture recognizers for the more complex behaviour like pinching.
Back to your app, once your power user has set up everything, then when the normal user loads the app, you can just turn off any touch handling code (and remove or don't create the gesture recognizers) and they will get static forms as laid out by the power user. Then make sure user interaction is enabled on all of the controls (e.g. UITextField) and they will be able to enter data into them.
Doing all of the above with controls onto a scroll view will be complex enough I think, and you may end up having to deal with lots of niggly behaviour in trying to get it working nicely for both normal and power users. I think this would be 100x harder if you were also dealing with UITableViews and UITableCells at the same time.
Please let me know if you'd like me to elaborate on any aspect of the app I outlined above, as it does seem to have a fair chunk of functionality in common with your app. Hope to see/hear more about your app in the future!
EDIT
One more thing occurred to me - if you are keen to use a UITableView in your solution, then I would suggest that your power user lays out one UITableViewCell at a time. In fact, they would be dragging UILabels and other controls onto just a basic UIView, which when they've finished you then use to record the positions of the controls. You then use these positions when presenting those controls in a cell - in cellForRowAtIndexPath you would create and init all of the chosen controls, and position all of them in a newly created cell at the positions and layout the power user had chosen. The power user could also have a control to change the height of the cell they are laying out, for more flexibility. They would create a series of cell layouts one after the other (I guess each of these would be a "group" of controls), and then those cells would be presented in order in the table view. You could then give the power user some final tweaking control by letting them put the table into edit mode so they can reorder the cells (or even remove some).
Depending on the application, perhaps the user could also have these cell layouts they've previously created always available, so after they've built up a few common control groups, they can just keep reusing them to very rapidly build up a form. And then occasionally they would create a new cell layout when none of the ones they have created so far are suitable, and again it would be saved as a template for them to use again in future forms.
I would just make an EditView class that is just a UIView with some transparent background color. When you want to drag controls around, then set some type of edit mode where you overlay a bunch of EditViews on all the appropriate controls. The EditView would then support whatever gestures / touch handling you want to resize or move it. Dragging a view onto another view and releasing might prompt something like "Nest view A in view B?" which then you can make the related addSubview calls.
Nesting tableviews inside scrollviews won't be an issue, though I'm not sure what kind of behavior would be expected if you were trying to nest anything inside a tableview...that would have to be specified using standard UITableView methods.
For saving layouts and such, you might need to create your own pseudo-view hierarchy that contains various pieces of meta-data needed to recreate the final layout which you would then be able to store somewhere.

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