I'm trying to attach a custom keyboard to a UITextField, and the keyboard would respond to different view orientations (landscape, portrait, etc). In short, the issue is that while the keyboard does show up, when responding to view orientation when I rotate the device, the dimensions of the keyboard is all messed up, and I'm not quite sure how to set the keyboard frame/bounds correctly. Hope someone here can give me a hand!
Here is my design:
The keyboard is built from a subclass of UIViewController (from xib). There are two views: landscapeKeyboardView and portraitKeyboardView.
The keyboard is attached to the UITextField through the property "inputView".
The rotation of the keyboard view is done in the function:
-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientationduration:(NSTimeInterval)duration
{
if ((toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) || (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight))
{
self.view = self.landscapeKeyboardView;
}else if((toInterfaceOrientation == UIInterfaceOrientationPortrait) || (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown))
{
self.view = self.portraitKeyboardView;
}
}
The rotation does occur, but the view dimension is all messed up after the rotation. I have also tried to manually set the frame or the bounds of the view of either self.view or landscapeKeyboardView or portraitKeyboardView, and none of them seemed to solve the problem.
Does anyone know how to work around this issue? Or is there a much better design pattern for custom keyboards?
Thanks!
You probably need to translate the CGRect for rotation. UIView has a number of instance methods for converting rects and points. It accounts for views outside the frame of another view (to find out how far below a UIPopover the keyboard rect is, for example) as well as rotation. convertRect:fromView: is just one example, but they all start with 'convert'.
Related
I am a newbie in iOS-programming (trying to convert my android-app to iOS).
I am using the storyboard and want to create a view, which has on the top a scrollview (with an ImageView inside) and on the bottom there is a TextView. This should be the View, if the users use the portrait-orientation.
Now I want that the ViewCOntroller in the landscape-orientation only shows the scrollview and the imageviews (that are inside the scrollview). The textview should be hidden in landscape.
Is it possible to make the images bigger, but hold the aspect ratio ( in android:adjustViewBounds) ?
How can I handle this? I've tried it by using the "autosizing", but the result wasn't good.
Apple provides a method that is called when the app will change its orientation.
-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
[textview setHidden:YES];
} else {
[textview setHidden:NO];
}
}
Just add it to your view controller. Check more on Apple's reference
I have an iOS application and the main entry point into the storyboard is a Tabbar with with tabs. I want to support rotation but in landscape mode, each tab will look drastically different to the point I need to change the views out with others from the storyboard. At first though, I considered just switching out the entire tab bar controller when the user rotates, but I don't see how that might be accomplished. So I have two options that I can't seem to get anywhere with.
Switch each view with a segue somehow into it's landscape alternative and back. I've seen this done easily with modal views, but not with UITabbar before.
Switch out the entire tab bar somehow from the delegate so that I just have two completely separate section of my storyboard that are alike except one path is portrait and the other is landscape.
Does anyone have anything similar they are doing and could throw me a bone?
You can create a custom class for both view controllers, link them together with segoes, and then use didRotateFromInterfaceOrientation: to trigger the segues from code.
Create a class for your VC's. Add this code to the .m file:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
if (fromInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || fromInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
[self performSegueWithIdentifier:#"rotateToPortrait" sender:nil];
} else {
[self performSegueWithIdentifier:#"rotateToLandscape" sender:nil];
}
}
And in your storyboard, create segues between the two views. Make their identifiers "rotateToPortrait" and "rotateToLandscape", respectively. The code you added will switch the views whenever the device is rotated.
EDIT: I think I misunderstood the question. If you want to move views around, change their size, etc. when the screen is rotated, while keeping the same navigation/tab bar state, then you can do something like this in the didRotateFromInterfaceOrientation method:
if (fromInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || fromInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
myView.frame.origin.x = aNumber;
myView.frame.size.width = anotherNumber;
// Changing the layout of the views here by resetting their origins and sizes.
// This code is called when rotated from portrait to landscape.
} else {
// Do the same thing as above, but this one handles rotation from landscape to portrait.
}
I have a view that has two tables. In the story board, I have two separate views, one horizontal and the other vertical. When I need to navigate to the view, the code detects the orientation and brings up the appropriate view (and does so on an orientation change.
I have the following code in my method:
-(void)viewDidAppear:(BOOL)animated{
UIInterfaceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if(orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight){
if(tableHeight2 > 324){
tableHeight2 =325;
}
table1.frame = CGRectMake(table1.frame.origin.x, table1.frame.origin.y, table1.frame.size.width, tableHeight1);
table2.frame = CGRectMake(table2.frame.origin.x, table1.frame.origin.y + 20 + tableHeight1, table2.frame.size.width, tableHeight2);
}else {
if(tableHeight2 > 500){
tableHeight2 = 500;
}
table1.frame = CGRectMake(table1.frame.origin.x, table1.frame.origin.y, table1.frame.size.width, tableHeight1);
table2.frame = CGRectMake(table2.frame.origin.x, table1.frame.origin.y + 50 + tableHeight1, table2.frame.size.width, tableHeight2);
}
}
This works wonderfully when I press a button to navigate to the view. It adds up all of the cell heights and makes the first table the appropriate height, then moves the second table 50 pixels below the first table. It also makes sure the second table doesn't extend beyond the visible screen area.
When the orientation changes, I the following code is executed:
-(void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)orientation duration:(NSTimeInterval)duration {
InitViewController *ini;
ini = [self.storyboard instantiateViewControllerWithIdentifier:#"Init"];
ini.location = MenuName;
[self presentViewController:ini animated:NO completion:nil];
}
This should do the same thing that pressing a barbuttonitem does: change to InitViewController while sending the StoryboardID to it in the ini.location variable. The code for the navigation buttons is pretty much identical to the code in willAnimateRotationToInterfaceOrientation. InitViewController then determines the orientation and sends the app to the correct storyboard UIView.
It does send it to the right view, I can tell based on the table widths. What it doesn't do is change the height of the first (top) table, table1. The first table retains the size it was given in the storyboard.
If there is area of code you think I need to post to get a better picture, let me know I'll be happy to add it. Any help, insight, or even just trial-and-error suggestions would be appreciated.
*Note: I have tried to change willAnimateRotationToInterfaceOrientation to ViewDidLayoutSubviews, to not effect.
Well, it seems a very small change fixed it. I noticed that the code on the navigation buttons had YES under "animate" for the view change, and the willAnimateRotationToInterfaceOrientation "animated:NO". I changed it to "YES" and that fixed it. Not sure why yet, perhaps it affects how the method displays the view or affects the load order, but there it is.
I want to create a UIVIew that will not rotate when I will call to shouldAutorotateToInterfaceOrientation , and other subviews will rotate.
and i want to keep the shouldAutorotateToInterfaceOrientation suppot, and not use notification.
thanks
Be sure to define exactly what you mean by having a view "not rotate" when the device is rotated. Rotation can mean several things, depending on which coordinate system to which you refer. A better way to think about it is simply, what do you want your view to look like for each device orientation.
Just to remind, shouldAutorotateTo... is sent to your view controller by the system. You don't invoke it yourself. It doesn't cause rotation. It lets the system ask your view controller what orientations it supports.
Your VC should answer YES for all orientations it supports. A supported orientation is one where the view changes layout in response to a device orientation change, so if any layout change occurs for a given orientation, then the answer to shouldAutorotateTo is probably YES.
Altering subview layout for a given interface orientation is mostly your responsibility. Views have an autoresizingMask which is a bit vector describing some options for sizing and positioning relative to their parent, and this is often adequate. The way to fully control layout on orientation change is by implementing willAnimateRotationToInterfaceOrientation.
For example, here's a fairly permissive shouldAutorotate, enabling all but one orientation...
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
And here's how you would control how subviews layout on rotation...
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
UIView *testView = [self.view viewWithTag:16];
if (UIInterfaceOrientationIsLandscape(toInterfaceOrientation)) {
// change frames here to make the ui appear according to your spec
// including however you define "not rotating" for each view
self.subviewA.frame = .....
self.subviewB.frame = .....
} else {
self.subviewA.frame = .....
self.subviewB.frame = .....
}
}
If you want one UIView not to Rotate with orientation, one of the easy solution is to add that view to Application top Window like this. Because window dont rotate with device orientations.
[[[[UIApplication sharedApplication]windows]objectAtIndex:0]addSubview:customView];
What I tried so far is, in viewDidLoad, I called
self.bannerView.autoresizingMask=UIViewAutoresizingFlexibleWidth;
and
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)newInterfaceOrientation duration:(NSTimeInterval)duration {
if (newInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || newInterfaceOrientation == UIInterfaceOrientationLandscapeRight) {
self.bannerView.frame=CGRectMake(0.0,
0.0,
480.0,
GAD_SIZE_320x50.height);
}
// Position the UI elements for portrait mode
else {
self.bannerView.frame=CGRectMake(0.0,
0.0,
GAD_SIZE_320x50.width,
GAD_SIZE_320x50.height);
}
}
Both of these didn't work for me.
Hmm, I don't think that AdMob's creatives can stretch to fit the size of the screen when in landscape. So despite the fact that you're stretching the frame of the view to fit, the ad itself I think will stay the same size.
This means you should still see an ad come in on orientation changes, it will just look like it's the same size (make sure to make another request for an ad in the willAnimateRotationToInterfaceOrientation: method to see this).
You don't need to do any moves, but you must set correct rootViewController for adMovView.
If you use view controller model please add line in each custom view controller
adMobView.rootViewController = viewController;
where viewController - root view controller of your app.
Do not code like this
adMobView.rootViewController = self;
in custom view!