I need to duplicate a view, with all it's subviews.
Does anyone knows how to do it?
The easiest (but probably not the fastest) way is to archive it into an NSData object and unarchive it right away.
NSData *tempArchive = [NSKeyedArchiver archivedDataWithRootObject:myView];
UIView *myViewDuplicate = [NSKeyedUnarchiver unarchiveObjectWithData:tempArchive];
To archive any uiimage object simply convert them to an imagerep of one kind or another (PNG for instance) and archive that NSData object, then in the unarchive you restore the uiimage with imageWithData:
Here is a new method you can use: Use UIView's method:
- (UIView *)snapshotViewAfterScreenUpdates:(BOOL)afterUpdates
This is the fastest way to draw a view. Available in iOS 7.
One can easily copy a UIView by archiving and unarchiving process.
NSData *tempArchive = [NSKeyedArchiver archivedDataWithRootObject:myView];
UIView *myViewDuplicate = [NSKeyedUnarchiver unarchiveObjectWithData:tempArchive];
But this ignores UIImageView, so for UIImageView do it by this way,
UIImage *img = [UIImage imageNamed: #"myImage"];
UIImage *img2 = [UIImage imageWithCGImage:img.CGImage scale:img.scale orientation:img.imageOrientation];
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:img2];
UIImage *imgCopy = [NSKeyedUnarchiver unarchiveObjectWithData:data];
NSLog(#"%#, %#", imgCopy, NSStringFromCGSize(imgCopy.size)); // -> <UIImage: 0x7fa013e766f0>, {50, 53}
Refrence from here.
Swift version
This answer shows how to do the same thing in Swift as the accepted answer does in Objective-C.
let tempArchive = NSKeyedArchiver.archivedDataWithRootObject(myView)
let myViewDuplicate = NSKeyedUnarchiver.unarchiveObjectWithData(tempArchive) as! UIView
My full answer with more notes is here.
You can drag your custom view outside the root view of the viewController.
In the implementation of the custom view class, override the enconde/decode methods. Realize the IBOutlets and IBActions connections will not be archived in memory.
#implementation MyCustomView
-(MyCustomView*)aCopy{
NSData *temp = [NSKeyedArchiver archivedDataWithRootObject:self];
return [NSKeyedUnarchiver unarchiveObjectWithData:temp];
}
- (void)encodeWithCoder:(NSCoder *)coder {
[super encodeWithCoder:coder];
[coder encodeObject:self.btnBack forKey:#"btnBack"];
[coder encodeObject:self.lbl1 forKey:#"lbl1"];
}
-(instancetype)initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if (self) {
self.btnBack = [aDecoder decodeObjectForKey:#"btnBack"];
self.lbl1 = [aDecoder decodeObjectForKey:#"lbl1"];
[_btnBack addTarget:self action:#selector(onBtnBack) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
- (IBAction)onBtnBack{
//. . .
MyCustomView.h:
#import <UIKit/UIKit.h>
#interface MyCustomView : UIView
#property (weak, nonatomic) IBOutlet UILabel *lbl1;
#property (weak, nonatomic) IBOutlet UIButton *btnBack;
-(MyCustomView*)aCopy;
#end
Sample of reusing the custom view in ViewController.m:
#import "ViewController.h"
#import "MyCustomView.h"
#interface ViewController ()
#property (strong, nonatomic) IBOutlet MyCustomView *myCustomView;
#property (weak, nonatomic) IBOutlet UIView *vwPlaceHolder;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
[self.view addSubview:_myCustomView];
}
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
MyCustomView *vwCopy = [_myCustomView aCopy];
vwCopy.lbl1.text = #"My other msg";
vwCopy.frame = _vwPlaceHolder.frame;
[_vwPlaceHolder removeFromSuperview];
[self.view addSubview:vwCopy];
}
#end
Related
I am attempting to create a UI programmatically. My problem is the view controllers subviews are not showing.
Here is how I am trying to create the UI:
.h
#import <UIKit/UIKit.h>
#protocol TimerCreatorDelegate <NSObject>
- (void)timerCreatorControllerDismissedWithString:(NSString *)timerName andTimeInterval:(NSTimeInterval)timeInterval;
#end
#interface TimerCreatorController : UIViewController {
// id timerCreatorDelegate;
}
#property (nonatomic, assign) id<TimerCreatorDelegate> timerCreatorDelegate;
#property (weak, nonatomic) UIDatePicker *timerLength;
#property (weak, nonatomic) UITextField *timerNameTextField;
#property (weak, nonatomic) UIButton *createTimerButton;
//#property (weak, nonatomic) IBOutlet UIDatePicker *timerLength;
//#property (weak, nonatomic) IBOutlet UITextField *timerNameTextField;
- (IBAction)createTimer:(id)sender;
#end
.m
#import "TimerCreatorController.h"
#interface TimerCreatorController ()
#end
#implementation TimerCreatorController
#synthesize timerCreatorDelegate;
#synthesize timerNameTextField;
#synthesize timerLength;
#synthesize createTimerButton;
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor grayColor];
timerNameTextField.placeholder = #"This timer is for:";
timerLength.datePickerMode = UIDatePickerModeCountDownTimer;
[createTimerButton setTitle:#"Start Timer" forState:UIControlStateNormal];
[createTimerButton setTitleColor:[UIColor colorWithRed:46/255 green:134/255 blue:53/255 alpha:1] forState:UIControlStateNormal];
createTimerButton.titleLabel.font = [UIFont fontWithName:#"HelveticaNeue-Light" size:20];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
/*
#pragma mark - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
// Get the new view controller using [segue destinationViewController].
// Pass the selected object to the new view controller.
}
*/
- (void)viewWillLayoutSubviews {
printf("viewWillLayoutSubviews Called.\n\n");
[self.view addSubview:timerLength];
[self.view addSubview:timerNameTextField];
[self.view addSubview:createTimerButton];
timerLength.translatesAutoresizingMaskIntoConstraints = false;
timerNameTextField.translatesAutoresizingMaskIntoConstraints = false;
createTimerButton.translatesAutoresizingMaskIntoConstraints = false;
timerLength.frame = CGRectMake(0, 0, self.view.frame.size.width, 216);
timerNameTextField.frame = CGRectMake((self.view.frame.size.width - 300) / 2, timerLength.frame.size.height + 40, 300, 30);
createTimerButton.frame = CGRectMake((self.view.frame.size.width - 96) / 2, timerNameTextField.frame.origin.y - 40, 96, 36);
[NSLayoutConstraint activateConstraints:[NSArray arrayWithObjects:
[timerLength.topAnchor constraintEqualToAnchor:self.view.topAnchor],
[timerLength.leftAnchor constraintEqualToAnchor:self.view.leftAnchor],
[timerLength.rightAnchor constraintEqualToAnchor:self.view.rightAnchor],
[timerLength.centerXAnchor constraintEqualToAnchor:self.view.centerXAnchor],
[timerNameTextField.topAnchor constraintEqualToAnchor:timerLength.bottomAnchor],
[timerNameTextField.rightAnchor constraintEqualToAnchor:self.view.rightAnchor constant:-37],
[timerNameTextField.leftAnchor constraintEqualToAnchor:self.view.leftAnchor constant:37],
// [timerNameTextField.heightAnchor constraintEqualToAnchor:NSLayoutAttributeNotAnAttribute constant:30],
[createTimerButton.centerXAnchor constraintEqualToAnchor:self.view.centerXAnchor],
// [createTimerButton.widthAnchor constraintEqualToAnchor:NSLayoutAttributeNotAnAttribute constant:96],
// [createTimerButton.heightAnchor constraintEqualToAnchor:NSLayoutAttributeNotAnAttribute constant:36],
[createTimerButton.topAnchor constraintEqualToAnchor:timerNameTextField.bottomAnchor]
#warning Finish Layout Constraints
, nil]];
NSString *timerLengthString = [NSString stringWithFormat:#"%#", NSStringFromCGRect(timerLength.frame)];
NSString *timerNameTextFieldString = [NSString stringWithFormat:#"%#", NSStringFromCGRect(timerNameTextField.frame)];
NSString *createTimerButtonString = [NSString stringWithFormat:#"%#", NSStringFromCGRect(createTimerButton.frame)];
printf("timerLength: %s \n", [timerLengthString UTF8String]);
printf("timerNameTextFieldString: %s \n", [timerNameTextFieldString UTF8String]);
printf("createTimerButtonString: %s \n", [createTimerButtonString UTF8String]);
}
- (IBAction)createTimer:(id)sender {
if ([self.timerCreatorDelegate respondsToSelector:#selector(timerCreatorControllerDismissedWithString:andTimeInterval:)]) {
[self.timerCreatorDelegate timerCreatorControllerDismissedWithString:timerNameTextField.text andTimeInterval:timerLength.countDownDuration];
}
[self dismissViewControllerAnimated:true completion:nil];
}
#end
Despite me setting the frames of my views, the prints are showing frames of {{0,0},{0,0}}.
Where do you create the subviews? I see you trying to use them, but not where you are actually creating the objects you are using. Is it a .Nib file or are you actually doing everything programmatically? And why are your subviews weak references? If they are not held by anything else they will be released after they are created...
In Swift it will crash when you try to use an object before it is initialized. Objective-C is a little more forgiving and will just do nothing if you tell it to use a nil object (at least in the instances you are using).
I have a custom class based on UIButton, and I have difficulties calling the custom setter method in this custom class. I will list the codes in these files:
CallMyMethod.h (subclass of UIButton)
CallMyMethod.m
CallOtherClassMethod.h (to call setter method in CallMyMethod)
CallOtherClassMethod.m
CallMyMethod.h
#interface CallMyMethod : UIButton
#property (nonatomic, setter=setIsSelected:) BOOL isSelected;
#property (nonatomic, retain) UIImageView *checkmarkImageView;
- (void)setIsSelected:(BOOL)aIsSelected; //this is unnecessary, I guess
#end
CallMyMethod.m
#implementation CallMyMethod
#synthesize isSelected = _isSelected;
#synthesize checkmarkImageView = _checkmarkImageView;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
[self loadView];
}
return self;
}
- (void) loadView
{
[self.checkmarkImageView setHidden:YES];
}
- (UIImageView *)checkmarkImageView
{
if (_checkmarkImageView == nil) {
UIImage *checkmarkImage = [UIImage imageNamed:#"checkmark.png"];
_checkmarkImageView = [[UIImageView alloc]initWithImage:checkmarkImage];
[_checkmarkImageView setFrame:CGRectMake(10, 10, 32, 32)];
[self addSubview:_checkmarkImageView];
}
return _checkmarkImageView;
}
- (void)setIsSelected:(BOOL)aIsSelected
{
_isSelected = aIsSelected;
[self.checkmarkImageView setHidden:!_isSelected];
[self addSubview:_checkmarkImageView];
}
#end
CallOtherClassMethod.h
#class CallMyMethod;
#interface CallOtherClassMethod : UIViewController
#property (nonatomic,retain) CallMyMethod *btnCMM;
#end
CallOtherClassMethod.m
#import "CallMyMethod.h"
#implementation CallOtherClassMethod
#synthesize btnCMM;
- (void)viewDidLoad
{
[super viewDidLoad];
self.btnCMM = [[CallMyMethod alloc]initWithFrame:CGRectMake(0, 30, 50, 70)];
//somewhere in my code I will add btnCMM to the view
[someView bringSubviewToFront: btnCMM];
[someView addSubview: btnCMM];
}
//somewhere where I pressed a button to trigger this method
- (IBAction) pressMe:(id)sender
{
NSLog(#"self.btnCMM %#", self.btnCMM); //returned as btnCMM is nil ?!
[self.btnCMM setIsSelected:YES];
}
#end
The issue lies in the program not able to run the codes in setIsSelected method, I have traced btnCMM to be nil in NSLog. I wonder why is this so, because when I call CallOtherClassMethod as a UIViewController, the viewDidLoad would have initialised my custom button. Am I doing something wrong here?
Why not override setSelected, which is a method on UIButton and then use button.selected = YES?
If you want to debug why your button becomes nil, implement dealloc in your UIButton subclass, put a breakpoint there, and see the stack trace to find the reason.
Simple code is here:
Custom MyButton.h
#interface PaiLifeReadingListButton : UIButton
#property (strong, nonatomic) UIImageView *logoImageView;
#end
Custom MyButton.m
#implementation PaiLifeReadingListButton
#synthesize logoImageView = _logoImageView;
-(id)init
{
_logoImageView = [[UIImageView alloc] initWithFrame:CGRectMake(33.0, 20.0, 80.0, 80.0)];
[_logoImageView setImage:[UIImage imageNamed:#"pic"]];
[self addSubview: _logoImageView];
}
#end
Custom MyView.h:
#property (strong, nonatomic) Mybutton *mybutton;
Custom MyView.m:
-(id) init
{
myButton = [[MyButton alloc] init];
[self addSubview:myButton];
}
ViewController.m:
#synthesize myView;
- (void)viewDidLoad
{
myView = [[Myview alloc] init];
[myView.myButton addTarget:self action:#selector(pressed:) forControlEvents:UIControlEventTouchDown];
self.view = myView;
}
-(void)pressed : (MyButton *)button
{
UIImageView *newImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"other-pic"] highlightedImage:nil];
myView.myButton.logImageView = newImageView;
[self.view setNeedsDisplay]; //----this does not work
}
When I press the button, the imageview does not change. How can I fix this?
Thank you very much!
First thing , you don't need setNeedsDisplay here. setNeedsDisplay is used for redrawing the view (it internally calls the drawRect: method of the view if required) which is not what you want.
Second, you have given the class of your button as MyButton,but in the actual .h and .m files, it is given as #interface PaiLifeReadingListButton and #implementation PaiLifeReadingListButton respectively.
Another thing, the view and button is not initialized with a frame. But I assume you have done that already, since your only problem is the image view not changing.
In your code in pressed method you should change views in the hierarchy, but you change only the object member. You can do something like
myView.myButton.logImageView.image = [UIImage imageNamed:#"other-pic"];
I want to get the UIImage out of CGContextRef, and show it on UIImageView in a different UIViewController
So for this, I have written this code, I m writing this code, when I close my drawingview, because I have made my drawing view as a subview of UIViewController
//mydrawingView.m
- (void)closeButtonClicked
{
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO,0.0);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
m_curImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
ViewController *table = [[ViewController alloc] init];
[table setImage:m_curImage];
[table viewDidLoad];
}
///myViewController.h
#interface ViewController : UIViewController
{
IBOutlet UIImageView *m_imageView;
UIImage *image;
}
#property(nonatomic, strong) UIImage *image;
///myViewController.m
- (void)viewDidLoad
{
[super viewDidLoad];
m_imageView.image = image;
NSLog(#"%#", m_imageView.image);
}
But I am not able to show this image on UIImageview,
Regards
Ranjit
I have sorted out the answer for this question, to get the image out of the canvas , the above code applies and to show it on a imageView of anotherViewController, we have to implement delegate protocol method.
Regards
Ranjit
I'm very new to iOS programming (Coming from Java / C++). I'm trying to set up an app with a TabBarController of which one tab should be a SplitView. I've done my research and I know that UISplitview will not work and everywhere people recommend using the MGSplitViewController. I've looked at the demo but I just can't figure out how to use it without it beeing the app's root view and can't find any sample code that could help
So here is what I do with the classes from the demo in a separate UIViewController class that I afterwards add to the TabBarController: This is my class:
#import <UIKit/UIKit.h>
#import "MGSplitCornersView.h"
#import "RootViewController.h"
#import "DetailViewController.h"
#interface ChannelViewController : UIViewController {
MGSplitViewController *splitViewController;
RootViewController *rootViewController;
DetailViewController *detailViewController;
}
#property (nonatomic, retain) MGSplitViewController *splitViewController;
#property (nonatomic, retain) RootViewController *rootViewController;
#property (nonatomic, retain) DetailViewController *detailViewController;
#end
And this is my desperate try to set it up
- (id)initWithTabBar
{
self = [super init];
//this is the label on the tab button itself
self.title = #"SplitView";
//use whatever image you want and add it to your project
//self.tabBarItem.image = [UIImage imageNamed:#"name_gray.png"];
// set the long name shown in the navigation bar at the top
self.navigationItem.title=#"Nav Title";
self.splitViewController = [[MGSplitViewController alloc] init];
self.rootViewController = [[RootViewController alloc] init];
self.detailViewController = [[DetailViewController alloc] init];
[self.splitViewController setDetailViewController:detailViewController];
[self.splitViewController setMasterViewController:rootViewController];
[self.view addSubview:splitViewController.view];
[self.rootViewController performSelector:#selector(selectFirstRow) withObject:nil afterDelay:0];
[self.detailViewController performSelector:#selector(configureView) withObject:nil afterDelay:0];
if (NO) { // whether to allow dragging the divider to move the split.
splitViewController.splitWidth = 15.0; // make it wide enough to actually drag!
splitViewController.allowsDraggingDivider = YES;
}
return self;
}
I guess I'm doing something wrong with delegates? Or do I have something else mixed up?
Is the demo doing things in the IB that I can't see in the code?
I get the split view but no content and especially no navigation bar with the buttons the demo comes with.
I'd be very thankful for hints or sample code!
Ok manny, here we go. This is my working code for the interface:
#import <UIKit/UIKit.h>
#import "MGSplitViewController.h"
#import "ecbView.h"
#import "ecbCalc.h"
#interface splitMain : MGSplitViewController <UIPopoverControllerDelegate,
MGSplitViewControllerDelegate>
{
IBOutlet UIPopoverController* popoverController;
IBOutlet UINavigationController* naviController;
IBOutlet ecbCalc* viewCalcLeft;
IBOutlet ecbView* euroRatesRight;
UIBarButtonItem* savedButtonItem;
BOOL keepMasterInPortraitMode;
BOOL memoryWasDropped;
BOOL viewLoaded;
}
#property (nonatomic, retain) UIPopoverController* popoverController;
#property (nonatomic, retain) UINavigationController* naviController;
#property (nonatomic, retain) ecbCalc* viewCalcLeft;
#property (nonatomic, retain) ecbView* euroRatesRight;
#property (nonatomic, retain) UIBarButtonItem* savedButtonItem;
#property (nonatomic, readonly) BOOL keepMasterInPortraitMode;
#property (nonatomic, readonly) BOOL memoryWasDropped;
#property (nonatomic, readonly) BOOL viewLoaded;
- (void)dismissPopoverController: (BOOL)animated;
- (void)settingsChanged;
#end
and here excerpts from implementation file:
- (id)initWithCoder:(NSCoder *)aDecoder
{
if ((self = [super initWithCoder:aDecoder]))
{
// my initialization...
}
return self;
}
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView
{
CGRect rectFrame = CGRectMake(0.0, 20.0, 768.0, 1004.0 - 48.0); // being above a tab bar!
viewLoaded = NO;
self.view = [[UIView alloc] initWithFrame:rectFrame];
viewCalcLeft = [[ecbCalc alloc] initWithNibName:#"ecbCalc" bundle:nil];
euroRatesRight = [[ecbView alloc] initWithNibName:#"ecbView-iPad" bundle:nil];
naviController = [[UINavigationController alloc] initWithRootViewController:self.viewCalcLeft];
naviController.navigationBar.barStyle = UIBarStyleBlack;
naviController.title = nil;
viewCalcLeft.title = NSLocalizedString(#"BtnTitleCalc", #"");
viewCalcLeft.view.hidden = NO;
NSUserDefaults* prefs = [NSUserDefaults standardUserDefaults];
if ([prefs objectForKey:#"iPadAlwaysSplitTableView"] != nil)
self.keepMasterInPortraitMode = [prefs boolForKey:#"iPadAlwaysSplitTableView"];
else
self.keepMasterInPortraitMode = YES;
NSArray* theViewControllers = [NSArray arrayWithObjects:self.naviController, self.euroRatesRight, nil];
[self setViewControllers:theViewControllers];
[self setDelegate:self];
[self setShowsMasterInPortrait:keepMasterInPortraitMode];
}
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad
{
// protection because this one is called twice
if (viewLoaded)
return;
[super viewDidLoad];
if (memoryWasDropped)
{
if (!self.keepMasterInPortraitMode && UIInterfaceOrientationIsPortrait(self.interfaceOrientation))
{
// recreate popover controller
self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.viewCalcLeft];
}
}
viewLoaded = YES;
}
- (void)didReceiveMemoryWarning
{
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
memoryWasDropped = YES;
// Release any cached data, images, etc. that aren't in use.
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
[self dismissPopoverController:NO];
self.popoverController = nil;
self.naviController = nil;
self.viewCalcLeft = nil;
self.euroRatesRight = nil;
viewLoaded = NO;
}
My MainWindow.xib has a UITabBarController and the button for splitMain is configured for this class but with an empty xib entry. So creation has to go via loadView. Maybe I could have done the viewDidLoad stuff within loadView ... but so I had to protect viewDidLoad from being called twice. That happens in loadView as soon as the view is instantiated from MGSplitViewController class because the initWithCoder there is calling [self setup]. In that function the frame rect is calculated with self.view.bounds so that viewDidLoad is called again because the view doesn't exist yet. Maybe one could implement a workaround within MGSplitViewController.m but I was too lazy doing that.
To get this working on a tab bar controller please make sure you commit most of the changes that are published on the MGSplitViewController's git page. Good luck.