I have a text view on the main view controller. I have a bar button item on the view controller's navigation bar. When the app starts, I perform the following actions:
Tap the text view to begin editing and to show the keyboard.
Tap the bar button to show a popover view.
Without dismissing the popover view, I dismiss the keyboard.
Dismiss the popover view by tapping any other view on the screen.
Before iOS 11, the keyboard will NOT show up again after Step 4. However, in iOS 11, it will show up. It seems that in iOS 11, it restores the first responder after dismissing the popover view.
Here are my questions:
Is it a bug, or some changes in iOS 11?
If it is new, then how can I prevent the keyboard from showing after dismissing the popover view?
Also see the following videos:
For iOS 11:
https://www.dropbox.com/s/88wyv0y0idsmu5c/iOS%2011.mov?dl=0
For iOS 10.3:
https://www.dropbox.com/s/11gg6h39mcgb0fs/iOS%2010.3.mov?dl=0
Here are some codes:
#import "MainViewController.h"
#interface MainViewController ()
#property(nonatomic, retain)UITextView *textView;
#end
#implementation MainViewController
#synthesize textView = _textView;
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor orangeColor];
self.textView = [[UITextView alloc] init];
self.textView.translatesAutoresizingMaskIntoConstraints = NO;
[self.view addSubview:self.textView];
self.textView.backgroundColor = [UIColor blueColor];
NSDictionary *dict = #{#"textView" : self.textView};
NSArray *vCons = [NSLayoutConstraint constraintsWithVisualFormat:#"V:|-3-[textView]-3-|" options:0 metrics:nil views:dict];
NSArray *hCons = [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-3-[textView]-3-|" options:0 metrics:nil views:dict];
[self.view addConstraints:vCons];
[self.view addConstraints:hCons];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
#end
#import "ViewController.h"
#import "MainViewController.h"
#interface ViewController ()
#property(retain,nonatomic)MainViewController *mainVC;
#end
#implementation ViewController
#synthesize mainVC = _mainVC;
- (void)viewDidLoad {
[super viewDidLoad];
self.mainVC = [[MainViewController alloc] init];
UINavigationController *navigCon = [[UINavigationController alloc] initWithRootViewController:self.mainVC];
self.mainVC.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:#"Button" style:UIBarButtonItemStylePlain target:self action:#selector(showPopover)];
[self.view addSubview:navigCon.view];
}
-(void)showPopover {
UIAlertController *alertCon = [UIAlertController alertControllerWithTitle:nil message:nil preferredStyle:UIAlertControllerStyleActionSheet];
UIAlertAction *action1 = [UIAlertAction actionWithTitle:#"Action 1" style:UIAlertActionStyleDefault handler:nil];
UIAlertAction *action2 = [UIAlertAction actionWithTitle:#"Action 2" style:UIAlertActionStyleDefault handler:nil];
[alertCon addAction:action1];
[alertCon addAction:action2];
[alertCon setModalPresentationStyle:UIModalPresentationPopover];
UIPopoverPresentationController *popPresenter = [alertCon popoverPresentationController];
popPresenter.barButtonItem = self.mainVC.navigationItem.rightBarButtonItem;
[self presentViewController:alertCon animated:YES completion:nil];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
#end
I just had this issue on iOS 11 with a swift app. Calling [textView resignFirstResponder] any time before dismissing the new controller was the only fix. [view endEditing] was not enough.
Related
I put my search bar in the navigation bar with these code:
UISearchBar* searchBar = [[UISearchBar alloc] init];
searchBar.delegate = self;
[searchBar setShowsSearchResultsButton:YES];
self.navigationItem.titleView = searchBar;
When I run the same code in iOS 7, it works as I want.
But the search bar cannot work in iOS 6: when I touch it, the keyboard doesnot appear; when I click the result list button in the search bar, nothing happens, too.
Help!
(The base SDK is iOS 7.0)
Edit1
Solving the problem like this:
Just cover the search bar on the navigation bar.
if ([[[UIDevice currentDevice] systemVersion] floatValue] < 7.0)
// Left Cancel button.
UIBarButtonItem *barbtnCancel = [[UIBarButtonItem alloc] initWithTitle:#"Cancel" style:UIBarButtonItemStyleBordered target:self action:#selector(cancel:)];
self.navigationItem.leftBarButtonItem = barbtnCancel;
// Right Search button.
UIBarButtonItem *barbtnSearch = [[UIBarButtonItem alloc] initWithTitle:#"Search" style:UIBarButtonItemStyleBordered target:self action:#selector(search:)];
self.navigationItem.rightBarButtonItem = barbtnSearch;
// Navigation bar.
UINavigationBar* navBar = [[UINavigationBar alloc] initWithFrame:CGRectMake(0, 0, SCREEN_WIDTH, 44)];
[navBar pushNavigationItem:self.navigationItem animated:YES];
[self.view addSubview:navBar];
// Search bar.
self.searchBar = [[UISearchBar alloc] initWithFrame:CGRectMake(53, 0, SCREEN_WIDTH-53-53, 44)];
self.searchBar.delegate = self;
[self.searchBar setBarStyle:UIBarStyleDefault];
[self.searchBar setKeyboardType:UIKeyboardTypeDefault];
[self.searchBar setPlaceholder:#"Search Something"];
[self.searchBar setShowsSearchResultsButton:NO];
[self.view addSubview:self.searchBar];
}
You need to initialize the search bar with a frame that is not CGRectZero.
This is the code i have used.
In View Controller A:
- (void)viewDidLoad
{
[super viewDidLoad];
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button setFrame:CGRectMake(50, 50, 70, 40)];
[button setTitle:#"Next View" forState:UIControlStateNormal];
[button addTarget:self action:#selector(nextView) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button];
}
-(void) nextView
{
SecondviewController *secondView = [[SecondviewController alloc] init];
[self.view addSubview:secondView.view];
}
In View Controller B:
- (void)viewDidLoad
{
[super viewDidLoad];
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button setFrame:CGRectMake(50, 50, 70, 40)];
[button setTitle:#"Previous View" forState:UIControlStateNormal];
[button addTarget:self action:#selector(previousView) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button];
}
-(void) previousView
{
[self.view removeFromSuperview];
}
Issue: When i click the button in the view controller B, its not switching back to the view controller A...
You are not switching viewControllers, you are taking the view from viewController B and adding it as a subview to viewController A.
Here:
SecondviewController *secondView = [[SecondviewController alloc] init];
[self.view addSubview:secondView.view];
You need to navigate to the new view Controller... Replace it with this for example
SecondviewController *secondViewController = [[SecondviewController alloc] init];
[self presentViewController:secondViewController animated:YES completion:NIL];
(it's best to include 'controller' when naming controllers to avoid confusion with their views)
Then to return, you need to dismiss the presented viewcontroller...
In ViewControllerB replace this:
[self.view removeFromSuperview];
With
[[self presentingViewController] dismissViewControllerAnimated:YES completion:NIL];
This is sending a message back from the presented viewController - viewController B - to the presenting viewController, viewControllerA which does the actual dismissing.
instead of adding a the second subview to the first subview, you need to present or push the view controller in the stack. You are just simply adding it as a subview.
SecondviewController *secondView = [[SecondviewController alloc] init];
[self presentViewController:secondView animated:NO completion:nil];
In the second view controller when you dismiss it you can just simply dismiss/pop it from the stack.
[self dismissViewControllerAnimated:YES];
I have a view that pops up a UIAlertView if the name field for an item entry isn't populated when you attempt to save. I wanted to display my own custom alert view instead. I load it with a xib:
- (void)enterNameAlert {
NSArray *subviewArray = [[NSBundle mainBundle] loadNibNamed:#"AddNameAlertView" owner:self options:nil];
enterNameAlertView = [subviewArray objectAtIndex:0];
enterNameAlertView.frame = CGRectMake(232, 417, 303, 171);
enterNameAlertView.alpha = 0.0;
[self.view addSubview:enterNameAlertView];
[self.view bringSubviewToFront:enterNameAlertView];
//fade view in
[UIView animateWithDuration:.50f delay:0.0f options:UIViewAnimationOptionCurveEaseOut animations:^(void) {
enterNameAlertView.alpha = 1.0;
} completion:NULL];
[UIView commitAnimations];
}
However, you can still click on all the other elements on the view while the alert is displayed. Ideally, I'd like to make the alertview modal. As a hack, I just set xxxx.enabled = NO to all the other elements while the alertview is up, and switch them back to xxxx.enabled = YES when you press OK on the alert.
There has to be a better way to cancel all touches to self.view but not to self.enterNameAlertView.
If I do self.view.userInteractionEnabled = NO it cancels all touches to self.view as well as self.enterNameAlertView.
Any ideas?
I think the solution for your problem is that you have to introduce one more view in between your custom alert view and orignal view, once the alert comes you need to bring that view on your self.view and hide (or remove) it when your alert is dismissed, i have already done this and it work like charm for me. Hope this helps you too :)
Got it. I used a UIScrollView with interaction enabled. That stops touches from outside the custom alertview from being passed to the main view underneath.
- (void)enterNameAlert {
//pop a UIScrollView behind the alert so that the user can't touch the controls behind it
shadowScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 768, 1024)];
shadowScrollView.userInteractionEnabled = YES;
shadowScrollView.backgroundColor = [UIColor blackColor];
shadowScrollView.alpha = 0.0;
[self.view addSubview:shadowScrollView];
[self.view bringSubviewToFront:shadowScrollView];
//put the alertview in front of the disabled view to make it act like a modal view
NSArray *subviewArray = [[NSBundle mainBundle] loadNibNamed:#"AddNameAlertView" owner:self options:nil];
enterNameAlertView = [subviewArray objectAtIndex:0];
enterNameAlertView.frame = CGRectMake(232, 417, 303, 171);
enterNameAlertView.alpha = 0.0;
[self.view addSubview:enterNameAlertView];
[self.view bringSubviewToFront:enterNameAlertView];
//animate view in
[UIView animateWithDuration:.50f delay:0.0f options:UIViewAnimationOptionCurveEaseOut animations:^(void) {
shadowScrollView.alpha = .6;
enterNameAlertView.alpha = 1.0;
} completion:NULL];
[UIView commitAnimations];
}
The following code worked fine is IOS 5, but now handleTapGesture doesn't even get called in IOS 6. What changed?
- (id)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
[self addGestureRecognizer:tap];
}
return self;
}
- (void)handleTapGesture:(UITapGestureRecognizer *)recognizer
{
MessageNib *cell = self;
MessageView *view = (MessageView *)[[[NSBundle mainBundle] loadNibNamed:#"MessageView" owner:self options:nil] objectAtIndex:0];
view.message = cell.message;
[[NSNotificationCenter defaultCenter] postNotificationName:NEW_SUB_PAGE object:view];
}
I guess you have to set the numberOfTaps after alloc init
tap.numberOfTapsRequired = 1;
Or the other possibility is initWithCoder was not called.
Ended up just putting a "phantom" button (aka button with no content) over my item I wanted tappable and attached a Touch Up Inside event to the button which calls my tap gesture code.
This is a decent momentary hack anyway.
I have a table with a big list of stuff that comes from a plist file and clicking each of them takes you to a new view, a xib.
I have 2 views inside that .xib, one for portrait and one for landscape
In my h file I have this:
IBOutlet UIView *portraitView;
IBOutlet UIView *landscapeView;
#property (nonatomic, retain) IBOutlet UIView *portraitView;
#property (nonatomic, retain) IBOutlet UIView *landscapeView;
In my m file this:
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(orientationChanged:) name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
- (void) orientationChanged:(id)object
{
UIInterfaceOrientation interfaceOrientation = [[object object] orientation];
if (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
self.view = self.portraitView;
}
else
{
self.view = self.landscapeView;
}
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if (UIInterfaceOrientationIsPortrait(interfaceOrientation)) {
self.view = portraitView;
} else if (UIInterfaceOrientationIsLandscape(interfaceOrientation)) {
self.view = landscapeView;
}
return YES;
}
#end
Everything was working perfectly in iOS 5, showing landscape or portrait when needed.
Now with the iOS 6 update everything is a mess.
If I am in the table (portrait) view and click one item, it shows correct in portrait, if I rotate to landscape, the view shows the correct view as well, BUT being in landscape, if I go back to the table and select another item, it shows the portrait view instead of the landscape.
If I do the same but starting landscape, it shows portrait.
So, now the orientation is not working for anything.
The same happens to my other views using storyboard. They are portrait and always showed like that, now they rotate, shrink everything and leave my app as trash.
1- How can I fix the .xib orientation thing ?
2- How can I fix the storyboard orientation ? (they were static, now everything rotates (no code at all))
Thanks.
I think that I have a work around. It's ugly but it's working...
With iOS6 Apple suggest now to use 2 differences XIB file to switch between portrait & landscape view.
But if you want to use the previous method allowed in iOS 5.0 by "switching" between 2 UIView IBOutlet, you can try my ugly working solution. The idea is to rotate the view according to the orientation.
1) In you viewDidLoad, subscribe to orientation notification:
- (void)viewDidLoad
{
[super viewDidLoad];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(orientationChanged:) name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
2) Add a method called by the notification:
-(void)orientationChanged:(NSNotification *)object{
NSLog(#"orientation change");
UIDeviceOrientation deviceOrientation = [[object object] orientation];
if(deviceOrientation == UIInterfaceOrientationPortrait || deviceOrientation == UIInterfaceOrientationPortraitUpsideDown){
self.view = self.potraitView;
if(deviceOrientation ==UIInterfaceOrientationPortraitUpsideDown){
NSLog(#"Changed Orientation To PortraitUpsideDown");
[self portraitUpsideDownOrientation];
}else{
NSLog(#"Changed Orientation To Portrait");
[self portraitOrientation];
}
}else{
self.view = self.landscapeView;
if(deviceOrientation ==UIInterfaceOrientationLandscapeLeft){
NSLog(#"Changed Orientation To Landscape left");
[self landscapeLeftOrientation];
}else{
NSLog(#"Changed Orientation To Landscape right");
[self landscapeRightOrientation];
}
}
}
3) And finally, add rotation method for each orientation:
-(void)landscapeLeftOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(-(3.14159/2));
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 480, 320);
self.view.bounds = contentRect;
}
-(void)landscapeRightOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159/2);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 480, 320);
self.view.bounds = contentRect;
}
-(void)portraitOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(0);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 320, 480);
self.view.bounds = contentRect;
}
-(void)portraitUpsideDownOrientation{
// Rotates the view.
CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159);
self.view.transform = transform;
// Repositions and resizes the view.
CGRect contentRect = CGRectMake(0, 0, 320, 480);
self.view.bounds = contentRect;
}
I suggest you to make a custom UIViewController class and inherit-ate from this class to save redundant code.
If you want to support both solution for ios5 and ios6 you can use a #endif macro to include the both code in your controllers.
Cheers
No need to send and receive notifications:
In your appdelegate.m the following method
- (NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window
is always called to check the window's orientation,
so a simple way around is to have the below described code in your appdelegate.m
- (NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window{
NSUInteger orientations = UIInterfaceOrientationMaskPortrait;
if(self.window.rootViewController){
UIViewController *presentedViewController ;
if ([self.window.rootViewController isKindOfClass:([UINavigationController class])])
{
presentedViewController = [[(UINavigationController *)self.window.rootViewController viewControllers] lastObject];
}
else if ([self.window.rootViewController isKindOfClass:[UITabBarController class]]){
UITabBarController *controller = (UITabBarController*)self.window.rootViewController;
id selectedController = [controller presentedViewController];
if (!selectedController) {
selectedController = [controller selectedViewController];
}
if ([selectedController isKindOfClass:([UINavigationController class])])
{
presentedViewController = [[(UINavigationController *)selectedController viewControllers] lastObject];
}
else{
presentedViewController = selectedController;
}
}
else
{
presentedViewController = self.window.rootViewController;
}
if ([presentedViewController respondsToSelector:#selector(supportedInterfaceOrientations)]) {
orientations = [presentedViewController supportedInterfaceOrientations];
}
}
return orientations;
}
and implement
- (NSUInteger)supportedInterfaceOrientations
in the respective view controllers
- (NSUInteger)supportedInterfaceOrientations{
return UIInterfaceOrientationMaskPortrait; //Or anyother orientation of your choice
}
and to perform sudden action against orientation changes, implement the following method
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
This is very late for an answer, still I thought I should share this with you just in case,
I had the very same issue.
shouldAutorotateToInterfaceOrientation is deprecated iOS 6 onwards.
You need to parallel this method with the new supportedInterfaceOrientations and shouldAutorotate methods.
And it is very very important, you need to make sure that you set the root controller in your app delegate's applicationDidFinishLaunching method rather than simply adding the view controller's view ( or navigation Controller or tabBar Controller depending on what you are using ) as a subview to the window.