I have a UIViewController that only rotates some of it subviews when the device is rotated. This works fine under iOS7 but breaks under iOS8. It appears that the UIView's bounds are adjusted by the transform under iOS8. This was unexpected.
Here's some code:
#interface VVViewController ()
#property (weak, nonatomic) IBOutlet UIView *pinnedControls;
#property (nonatomic, strong) NSMutableArray *pinnedViews;
#end
#implementation VVViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.pinnedViews = [NSMutableArray array];
[self.pinnedViews addObject:self.pinnedControls];
}
-(void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
[UIViewController rotatePinnedViews:self.pinnedViews forOrientation:self.interfaceOrientation];
}
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
[super willAnimateRotationToInterfaceOrientation:toInterfaceOrientation duration:duration];
if (UIInterfaceOrientationIsLandscape(toInterfaceOrientation) && UIInterfaceOrientationIsLandscape(self.interfaceOrientation)) {
[UIViewController rotatePinnedViews:self.pinnedViews forOrientation:toInterfaceOrientation];
}
}
#end
We've made a category on UIViewController to handle this behavior. Here's the pertinent code:
#implementation UIViewController (VVSupport)
+ (void)rotatePinnedViews:(NSArray *)views forOrientation:(UIInterfaceOrientation)orientation {
const CGAffineTransform t1 = [UIViewController pinnedViewTansformForOrientation:orientation counter:YES];
const CGAffineTransform t2 = [UIViewController pinnedViewTansformForOrientation:orientation counter:NO];
[views enumerateObjectsUsingBlock:^(UIView *view, NSUInteger idx, BOOL *stop) {
// Rotate the view controller
view.transform = t1;
[view.subviews enumerateObjectsUsingBlock:^(UIView *counterView, NSUInteger idx, BOOL *stop) {
// Counter-rotate the controlsUIin the view controller
counterView.transform = t2;
}];
}];
}
+ (CGAffineTransform)pinnedViewTansformForOrientation:(UIInterfaceOrientation)orientation counter:(BOOL)counter {
CGAffineTransform t;
switch ( orientation ) {
case UIInterfaceOrientationPortrait:
case UIInterfaceOrientationPortraitUpsideDown:
t = CGAffineTransformIdentity;
break;
case UIInterfaceOrientationLandscapeLeft:
t = CGAffineTransformMakeRotation(counter ? M_PI_2 : -M_PI_2);
break;
case UIInterfaceOrientationLandscapeRight:
t = CGAffineTransformMakeRotation(counter ? -M_PI_2 : M_PI_2);
break;
}
return t;
}
#end
Here's what the nib looks like:
The UIView named pinned in the nib is the IBOutlet of pinnedControls:
When I run this in portrait mode under iOS7 or iOS8 I get this:
And I see the desired outcome under iOS7 in landscape mode:
But under iOS8 (GM) I do not get this behavior. This is what I see instead:
Notice that the center of the UILabel with the text "Pinned Label" is maintaining its distance from the bottom of the pinned UIView, which has not changed size to accommodate the rotation. That UIView has all its edges pinned to the top, left, bottom and right sides of the super view.
It looks to me that the transform property interacts with Auto Layout differently under iOS8. I'm a bit baffled here. I know I can't rely on the frame. I may just start manually setting bounds but that just seems like the wrong thing to do, essentially do an end run around Auto Layout.
So this was driving me crazy for the past couple days and I was able to fix by changing the timing of the setTransform call in my animations block
When going to landscape, I'm setting the transform AFTER setting up the new frame. When going portrait, I'm setting the transform BEFORE setting up the new frame. All this was going inside the animations block on the "animateWithDuration..." method
I'm not sure if it will help you directly with your code, but it might spark some inspiration to solve it since we are definitely having a similar issue
This is more of a work around than a fix so it may not help everybody in similar situations. My problem was that the outer "pinned" view was being resized again after the transform was applied.
My solution was to change the constraints on the pinned view to be center vertically, center horizontally, and width and height equal a constant.
Then, in viewDidLoad, I set the height and width of the pinned view's frame to be the height of the main screen. This makes the view square so I don't care if it gets an extra rotate.
in ios8, uiviewcontrollers need to be resized with uitraitcollections depending on the device orientation. Otherwise, you get a uiview in portrait mode, while the phone oriented in landscape, when you try to rotate it. So the correct steps are to rotate AND override uitraitcollections
EDIT:
I override my uitraitcollection with the following code
UITraitCollection *horTrait = [UITraitCollection traitCollectionWithHorizontalSizeClass:UIUserInterfaceSizeClassCompact];
UITraitCollection *verTrait = [UITraitCollection traitCollectionWithVerticalSizeClass:UIUserInterfaceSizeClassCompact];
UITraitCollection *finalTrait = [UITraitCollection traitCollectionWithTraitsFromCollections:#[horTrait,verTrait]];
[self.parentViewController setOverrideTraitCollection:finalTrait forChildViewController:self];
unfortunately, it doesnt work if the uiviewcontroller im trying to modify does NOT have a parentviewcontroller :'(
Short version:
I am having a problem with auto layout top layout guide when used in conjunction with custom transition and UINavigationController in iOS7. Specifically, the constraint between the top layout guide and the text view is not being honored. Has anyone encountered this issue?
Long version:
I have a scene which has unambiguously define constraints (i.e. top, bottom, left and right) that renders a view like so:
But when I use this with a custom transition on the navigation controller, the top constraint to the top layout guide seems off and it renders is as follows, as if the top layout guide was at the top of the screen, rather than at the bottom of the navigation controller:
It would appear that the "top layout guide" with the navigation controller is getting confused when employing the custom transition. The rest of the constraints are being applied correctly. And if I rotate the device and rotate it again, everything is suddenly rendered correctly, so it does not appear to be not a matter that the constraints are not defined properly. Likewise, when I turn off my custom transition, the views render correctly.
Having said that, _autolayoutTrace is reporting that the UILayoutGuide objects suffer from AMBIGUOUS LAYOUT, when I run:
(lldb) po [[UIWindow keyWindow] _autolayoutTrace]
But those layout guides are always reported as ambiguous whenever I look at them even though I've ensured that there are no missing constraints (I've done the customary selecting of view controller and choosing "Add missing constraints for view controller" or selecting all of the controls and doing the same for them).
In terms of how precisely I'm doing the transition, I've specified an object that conforms to UIViewControllerAnimatedTransitioning in the animationControllerForOperation method:
- (id<UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController*)fromVC
toViewController:(UIViewController*)toVC
{
if (operation == UINavigationControllerOperationPush)
return [[PushAnimator alloc] init];
return nil;
}
And
#implementation PushAnimator
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext
{
return 0.5;
}
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
[[transitionContext containerView] addSubview:toViewController.view];
CGFloat width = fromViewController.view.frame.size.width;
toViewController.view.transform = CGAffineTransformMakeTranslation(width, 0);
[UIView animateWithDuration:[self transitionDuration:transitionContext] animations:^{
fromViewController.view.transform = CGAffineTransformMakeTranslation(-width / 2.0, 0);
toViewController.view.transform = CGAffineTransformIdentity;
} completion:^(BOOL finished) {
fromViewController.view.transform = CGAffineTransformIdentity;
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
#end
I've also done a rendition of the above, setting the frame of the view rather than the transform, with the same result.
I've also tried manually make sure that the constraints are re-applied by calling layoutIfNeeded. I've also tried setNeedsUpdateConstraints, setNeedsLayout, etc.
Bottom line, has anyone successfully married custom transition of navigation controller with constraints that use top layout guide?
Managed to fix my issue by adding this line:
toViewController.view.frame = [transitionContext finalFrameForViewController:toViewController];
To:
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext fromVC:(UIViewController *)fromVC toVC:(UIViewController *)toVC fromView:(UIView *)fromView toView:(UIView *)toView {
// Add the toView to the container
UIView* containerView = [transitionContext containerView];
[containerView addSubview:toView];
[containerView sendSubviewToBack:toView];
// animate
toVC.view.frame = [transitionContext finalFrameForViewController:toVC];
NSTimeInterval duration = [self transitionDuration:transitionContext];
[UIView animateWithDuration:duration animations:^{
fromView.alpha = 0.0;
} completion:^(BOOL finished) {
if ([transitionContext transitionWasCancelled]) {
fromView.alpha = 1.0;
} else {
// reset from- view to its original state
[fromView removeFromSuperview];
fromView.alpha = 1.0;
}
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
From Apple's Documentation for [finalFrameForViewController] : https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIViewControllerContextTransitioning_protocol/#//apple_ref/occ/intfm/UIViewControllerContextTransitioning/finalFrameForViewController:
I solved this by fixing the height constraint of the topLayoutGuide. Adjusting edgesForExtendedLayout wasn't an option for me, as I needed the destination view to underlap the navigation bar, but also to be able to layout subviews using topLayoutGuide.
Directly inspecting the constraints in play shows that iOS adds a height constraint to the topLayoutGuide with value equal to the height of the navigation bar of the navigation controller. Except, in iOS 7, using a custom animation transition leaves the constraint with a height of 0. They fixed this in iOS 8.
This is the solution I came up with to correct the constraint (it's in Swift but the equivalent should work in Obj-C). I've tested that it works on iOS 7 and 8.
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
let fromView = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)!.view
let destinationVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!
destinationVC.view.frame = transitionContext.finalFrameForViewController(destinationVC)
let container = transitionContext.containerView()
container.addSubview(destinationVC.view)
// Custom transitions break topLayoutGuide in iOS 7, fix its constraint
if let navController = destinationVC.navigationController {
for constraint in destinationVC.view.constraints() as [NSLayoutConstraint] {
if constraint.firstItem === destinationVC.topLayoutGuide
&& constraint.firstAttribute == .Height
&& constraint.secondItem == nil
&& constraint.constant == 0 {
constraint.constant = navController.navigationBar.frame.height
}
}
}
// Perform your transition animation here ...
}
I struggled with the exact same problem. Putting this in the viewDidLoad of my toViewController really helped me out:
self.edgesForExtendedLayout = UIRectEdgeNone;
This did not solve all my issues and I'm still looking for a better approach, but this certainly made it a bit easier.
Just put the following code toviewDidLoad
self.extendedLayoutIncludesOpaqueBars = YES;
FYI, I ended up employing a variation of Alex's answer, programmatically changing the top layout guide's height constraint constant in the animateTransition method. I'm only posting this to share the Objective-C rendition (and eliminate the constant == 0 test).
CGFloat navigationBarHeight = toViewController.navigationController.navigationBar.frame.size.height;
for (NSLayoutConstraint *constraint in toViewController.view.constraints) {
if (constraint.firstItem == toViewController.topLayoutGuide
&& constraint.firstAttribute == NSLayoutAttributeHeight
&& constraint.secondItem == nil
&& constraint.constant < navigationBarHeight) {
constraint.constant += navigationBarHeight;
}
}
Thanks, Alex.
As #Rob mentioned, topLayoutGuide is not reliable when using custom transitions in UINavigationController. I worked around this by using my own layout guide. You can see the code in action in this demo project. Highlights:
A category for custom layout guides:
#implementation UIViewController (hp_layoutGuideFix)
- (BOOL)hp_usesTopLayoutGuideInConstraints
{
return NO;
}
- (id<UILayoutSupport>)hp_topLayoutGuide
{
id<UILayoutSupport> object = objc_getAssociatedObject(self, #selector(hp_topLayoutGuide));
return object ? : self.topLayoutGuide;
}
- (void)setHp_topLayoutGuide:(id<UILayoutSupport>)hp_topLayoutGuide
{
HPLayoutSupport *object = objc_getAssociatedObject(self, #selector(hp_topLayoutGuide));
if (object != nil && self.hp_usesTopLayoutGuideInConstraints)
{
[object removeFromSuperview];
}
HPLayoutSupport *layoutGuide = [[HPLayoutSupport alloc] initWithLength:hp_topLayoutGuide.length];
if (self.hp_usesTopLayoutGuideInConstraints)
{
[self.view addSubview:layoutGuide];
}
objc_setAssociatedObject(self, #selector(hp_topLayoutGuide), layoutGuide, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
#end
HPLayoutSupport is the class that will act as a layout guide. It has to be a UIView subclass to avoid crashes (I wonder why this isn't part of the UILayoutSupport interface).
#implementation HPLayoutSupport {
CGFloat _length;
}
- (id)initWithLength:(CGFloat)length
{
self = [super init];
if (self)
{
self.translatesAutoresizingMaskIntoConstraints = NO;
self.userInteractionEnabled = NO;
_length = length;
}
return self;
}
- (CGSize)intrinsicContentSize
{
return CGSizeMake(1, _length);
}
- (CGFloat)length
{
return _length;
}
#end
The UINavigationControllerDelegate is the one responsible for "fixing" the layout guide before the transition:
- (id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController *)fromVC
toViewController:(UIViewController *)toVC
{
toVC.hp_topLayoutGuide = fromVC.hp_topLayoutGuide;
id <UIViewControllerAnimatedTransitioning> animator;
// Initialise animator
return animator;
}
Finally, the UIViewController uses hp_topLayoutGuide instead of topLayoutGuide in the constraints, and indicates this by overriding hp_usesTopLayoutGuideInConstraints:
- (void)updateViewConstraints
{
[super updateViewConstraints];
id<UILayoutSupport> topLayoutGuide = self.hp_topLayoutGuide;
// Example constraint
NSDictionary *views = NSDictionaryOfVariableBindings(_imageView, _dateLabel, topLayoutGuide);
NSArray *constraints = [NSLayoutConstraint constraintsWithVisualFormat:#"V:|[topLayoutGuide][_imageView(240)]-8-[_dateLabel]" options:NSLayoutFormatAlignAllCenterX metrics:nil views:views];
[self.view addConstraints:constraints];
}
- (BOOL)hp_usesTopLayoutGuideInConstraints
{
return YES;
}
Hope it helps.
i found way. First uncheck "Extend Edges" property of controller. after that navigation bar getting dark color. Add a view to controller and set top and bottom LayoutConstraint -100. Then make view's clipsubview property no (for navigaionbar transculent effect). My english bad sory for that. :)
I had the same problem, ended up implementing my own topLayout guide view and making constraints to it rather then to topLayoutGuide. Not ideal. Only posting it here in case someone is stuck and looking for quick hacky solution http://www.github.com/stringcode86/SCTopLayoutGuide
Here's the simple solution I'm using that's working great for me: during the setup phase of - (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext, manually set your "from" and "to" viewController.view.frame.origin.y = navigationController.navigationBar.frame.size.height. It'll make your auto layout views position themselves vertically as you expect.
Minus the pseudo-code (e.g. you probably have your own way of determining if a device is running iOS7), this is what my method looks like:
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController *fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIView *container = [transitionContext containerView];
CGAffineTransform destinationTransform;
UIViewController *targetVC;
CGFloat adjustmentForIOS7AutoLayoutBug = 0.0f;
// We're doing a view controller POP
if(self.isViewControllerPop)
{
targetVC = fromViewController;
[container insertSubview:toViewController.view belowSubview:fromViewController.view];
// Only need this auto layout hack in iOS7; it's fixed in iOS8
if(_device_is_running_iOS7_)
{
adjustmentForIOS7AutoLayoutBug = toViewController.navigationController.navigationBar.frame.size.height;
[toViewController.view setFrameOriginY:adjustmentForIOS7AutoLayoutBug];
}
destinationTransform = CGAffineTransformMakeTranslation(fromViewController.view.bounds.size.width,adjustmentForIOS7AutoLayoutBug);
}
// We're doing a view controller PUSH
else
{
targetVC = toViewController;
[container addSubview:toViewController.view];
// Only need this auto layout hack in iOS7; it's fixed in iOS8
if(_device_is_running_iOS7_)
{
adjustmentForIOS7AutoLayoutBug = toViewController.navigationController.navigationBar.frame.size.height;
}
toViewController.view.transform = CGAffineTransformMakeTranslation(toViewController.view.bounds.size.width,adjustmentForIOS7AutoLayoutBug);
destinationTransform = CGAffineTransformMakeTranslation(0.0f,adjustmentForIOS7AutoLayoutBug);
}
[UIView animateWithDuration:_animation_duration_
delay:_animation_delay_if_you_need_one_
options:([transitionContext isInteractive] ? UIViewAnimationOptionCurveLinear : UIViewAnimationOptionCurveEaseOut)
animations:^(void)
{
targetVC.view.transform = destinationTransform;
}
completion:^(BOOL finished)
{
[transitionContext completeTransition:([transitionContext transitionWasCancelled] ? NO : YES)];
}];
}
A couple of bonus things about this example:
For view controller pushes, this custom transition slides the pushed toViewController.view on top of the unmoving fromViewController.view. For pops, fromViewController.view slides off to the right and reveals an unmoving toViewController.view under it. All in all, it's just a subtle twist on the stock iOS7+ view controller transition.
The [UIView animateWithDuration:...] completion block shows the correct way to handle completed & cancelled custom transitions. This tiny tidbit was a classic head-slap moment; hope it helps somebody else out there.
Lastly, I'd like to point out that as far as I can tell, this is an iOS7-only issue that has been fixed in iOS8: my custom view controller transition that is broken in iOS7 works just fine in iOS8 without modification. That being said, you should verify that this is what you're seeing too, and if so, only run the fix on devices running iOS7.x. As you can see in the code example above, the y-adjustment value is 0.0f unless the device is running iOS7.x.
I ran into this same issue but without using a UINavigationController and just positioning a view off of the topLayoutGuide. The layout would be correct when first displayed, a transition would take place to another view, and then upon exiting and returning to the first view, the layout would be broken as that topLayoutGuide would no longer be there.
I solved this problem by capturing the safe area insets prior to the transition and then reimplementing them, not by adjusting my constraints, but by setting them on the viewController's additionalSafeAreaInsets.
I found this solution to work well as I don't have to adjust any of my layout code and search through constraints and I can just reimplementing the space that was there previously. This could be more difficult if you are actually using the additionalSafeAreaInsets property.
Example
I added a variable to my transitionManager to capture the safe insets that exist when the transitionManager is created.
class MyTransitionManager: NSObject, UIViewControllerAnimatedTransitioning, UIViewControllerTransitioningDelegate {
private var presenting = true
private var container:UIView?
private var safeInsets:UIEdgeInsets?
...
Then during the entering transition I save those insets.
let toView = viewControllers.to.view
let fromView = viewControllers.from.view
if #available(iOS 11.0, *) {
safeInsets = toView.safeAreaInsets
}
In the case of the iPhone X this looks something like UIEdgeInsets(top: 44.0, left: 0.0, bottom: 34.0, right: 0.0)
Now when exiting, the insets on that same view we transitioned from in the entrance will be .zero so we add our captured insets to the additionalSafeAreaInsets on the viewController, which will set them on our view for us as well as update the layout. Once our animation is done, we reset the additionalSafeAreaInsets back to .zero.
if #available(iOS 11.0, *) {
if safeInsets != nil {
viewControllers.to.additionalSafeAreaInsets = safeInsets!
}
}
...then in the animation completion block
if #available(iOS 11.0, *) {
if self.safeInsets != nil {
viewControllers.to.additionalSafeAreaInsets = .zero
}
}
transitionContext.completeTransition(true)
try :
self.edgesforextendedlayout=UIRectEdgeNone
Or just set navigationbar opaque and set background image or backgroundcolor to navigationbar
In storyboard add another vertical constraint to main view's top. I have the same problem too but adding that constraint help me to avoid manual constraints. See screenshot here link
Other solution is to calculate toVC frame... something like this:
float y = toVC.navigationController.navigationBar.frame.origin.y + toVC.navigationController.navigationBar.frame.size.height;
toVC.view.frame = CGRectMake(0, y, toVC.view.frame.size.width, toVC.view.frame.size.height - y);
Let me know if you have found a better solution. I have been struggling with this issue as well and I came up with previous ideas.
The second image on this page from Apple's user interface design guide show a segmented control inside of a tall navigation bar:
https://developer.apple.com/library/ios/documentation/userexperience/conceptual/mobilehig/Anatomy.html#//apple_ref/doc/uid/TP40006556-CH24-SW1
How has this been done? It seems to me that a UINavigationBar is always 64 pixels high, so I don't understand how they made this taller.
Is it a custom element (which would be surprising in this document), or is there an easy way to achieve this? I'm wondering if it's a UIToolbar... are they merged with the UINavigationBar under iOS 7? If so, how do we do this?
Note that I need to do this in a iPad app, where the UINavigationController is inside a split view controller.
I finally found the solution to this.
I had to override UINavigation bar with my custom subclass in order to change the height. By using the appearance proxy the title and navigation items can be repositioned correctly. Unfortunately the proxy can't be used to shift the back button's arrow up (on iOS 7), so we have to override layoutSubview to handle that.
#define kAppNavBarHeight 66.0
#implementation TATallNavigationBar
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self setupAppearance];
}
return self;
}
- (id)init
{
self = [super init];
if (self) {
[self setupAppearance];
}
return self;
}
- (void)setupAppearance {
static BOOL appearanceInitialised = NO;
if (!appearanceInitialised) {
// Update the appearance of this bar to shift the icons back up to their normal position
CGFloat offset = 44 - kAppNavBarHeight;
[[TATallNavigationBar appearance] setTitleVerticalPositionAdjustment:offset forBarMetrics:UIBarMetricsDefault];
[[UIBarButtonItem appearanceWhenContainedIn:[RRSNavigationBar class], nil] setBackgroundVerticalPositionAdjustment:offset forBarMetrics:UIBarMetricsDefault];
[[UIBarButtonItem appearanceWhenContainedIn:[RRSNavigationBar class], nil] setBackButtonBackgroundVerticalPositionAdjustment:offset forBarMetrics:UIBarMetricsDefault];
[[UIBarButtonItem appearanceWhenContainedIn:[RRSNavigationBar class], nil] setBackButtonTitlePositionAdjustment:UIOffsetMake(0, offset) forBarMetrics:UIBarMetricsDefault];
appearanceInitialised = YES;
}
}
- (CGSize)sizeThatFits:(CGSize)size {
return CGSizeMake(self.superview.frame.size.width, kNavBarheight);
}
- (void)layoutSubviews {
static CGFloat yPosForArrow = -1;
[super layoutSubviews];
// There's no official way to reposition the back button's arrow under iOS 7. It doesn't shift with the title.
// We have to reposition it here instead.
for (UIView *view in self.subviews) {
// The arrow is a class of type _UINavigationBarBackIndicatorView. We're not calling any private methods, so I think
// this is fine for the AppStore...
if ([NSStringFromClass([view class]) isEqualToString:#"_UINavigationBarBackIndicatorView"]) {
CGRect frame = view.frame;
if (yPosForArrow < 0) {
// On the first layout we work out what the actual position should be by applying our offset to the default position.
yPosForArrow = frame.origin.y + (44 - kAppNavBarHeight);
}
// Update the frame.
frame.origin.y = yPosForArrow;
view.frame = frame;
}
}
}
#end
Note that it's easy to specify your subclass in XCode: clicking on the UINavigationController gives you access to the UINavigationBar in the left hand column. Click that and change it's subclass in the inspector.
I've also created a Gist for this:
https://gist.github.com/timothyarmes/7080170
I've got an issue that I simply can't figure out; probably because I don't have the correct knowledge.
I have a TMX map made in Tiled. The Map is bigger than the screen size (tiles are 32x32pixels and there are 100x100 tiles).
What I want to do is to be able to move the map by swiping the screen.
I've looked at various tutorials online and examined the paddle.m example but still can't get it to work.
All the tutorials I've come across all focus on moving a clamped centered sprite around a map...
Again, what I want to do is to be able to move the map by swiping/sliding the screen; much like when scrolling through your iPod or moving a picture around.
Can anyone help?
Here is my ccTouchMoved code
-(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchPointMap = [touch locationInView: [touch view]];
touchPointMap = [[CCDirector sharedDirector] convertToGL: touchPointMap];
touchPointMap = [self convertToNodeSpace: touchPointMap];
CCLOG(#"Touch Point Map %lf, %lf", touchPointMap.x, touchPointMap.y);
self.position = CGPointMake(touchPointMap.x, touchPointMap.y);
}
To illustrate the problem I'm seeing on screen when I swipe the screen using the code above:
It seems that if I touch the center of the screen, the bottom left corner of the map will jump to that touched coordinate and will move with my touch until my touch is lifted.
The Map's bottom left corner will always move to where I begin my touch.
Also while the map is being moved, it flashes like crazy and if moved excessively, disappears entirely.
Thanks again All, much appreciated.
Best and Kind Regards,
hiro
I found the solution to the problem.
There's a very bright person in the Cocos2D community who has written a controller to not only pan around organically, but zoom in and out.
Link to Controller, example and preview movie
You wont need to write your touchBegan, Moved and End methods; this Controller does it all for you.
My init
self.theMap = [CCTMXTiledMap tiledMapWithTMXFile: #"city_map.tmx"];
self.bgLayer = [theMap layerNamed:#"bg"];
// boundingRect is the area you wish to pan around
CGRect boundingRect = CGRectMake(0, 0, 32*50, 16*50);
theMap.anchorPoint = ccp(0,0);
[self addChild: theMap z: -1];
// _controller is declared in the #interface as an object of CCPanZoomController
_controller = [[CCPanZoomController controllerWithNode:self] retain];
_controller.boundingRect = boundingRect;
_controller.zoomOutLimit = _controller.optimalZoomOutLimit;
_controller.zoomInLimit = 2.0f;
[_controller enableWithTouchPriority:0 swallowsTouches:YES];
I'm trying with no luck to move a sprite position in an simetric curve way with the touch drag. So far I use the following code with no luck
-(BOOL) ccTouchBegan:(UITouch*)touch withEvent:(UIEvent *)event
{
lastTouchLocation = [MultiLayer locationFromTouch:touch];
return YES;
}
-(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event
{
CGPoint currentTouchLocation = [MultiLayer locationFromTouch:touch];
moveTo = ccpSub(lastTouchLocation, currentTouchLocation);
lastTouchLocation = currentTouchLocation;
}
-(void) update:(ccTime)delta
{
CCSprite* sprite = [sprites objectAtIndex:1];
if (moveTo.x != 0){
float X = sprite.position.x + moveTo.x;
float Y = sprite.position.y + (pow(X,2));
sprite.position = CGPointMake(X, Y);
}
}
The curve way i'm trying to simulate is in the form y=x^2. Is this posible?
Thanks in advance!
Yes it's possible. You can do it manually as your are trying, but it's better to use a built-in solution. There is a CCJumpTo and CCJumpBy actions in cocos2d engine. They are created for parabolic moves. Use them