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Bi-directional storyboard travel without stacking

浪尽此生 提交于 2019-12-01 14:46:31
Push segues stack view controllers, while popping 'unstacks' them. Modal segues stack view controllers, while unwinding 'unstacks' them. I am trying to create a custom segue to move between VCs in a linear (flat) hierarchy, in either direction, without stacking in either direction. It would appear that having segues in both directions between VCs prevents dismissal. Any ideas? If you don't want any sort of stack, just have your perform method replace the window's root view controller with the destination view controller. The source view controller will then be deallocated (as long as you didn

How do I dynamically resize a static UITableViewCell? [duplicate]

岁酱吖の 提交于 2019-12-01 13:55:17
Possible Duplicate: Dynamic height for static table cells with wrapping labels? I am using a UITableView with static content. The view controller does not implement anything from the delegate or datasource protocols (because the sections and cells are all defined in the storyboard), just inserts the text content using the UILabels wired as IBOutlets. But now I want to set the height of one particular cell dynamically. How can I do this? If you need to define the height of the cell at runtime, you must implement the tableView:heightForRowAtIndexPath: method of the UITableViewDelegate . It's a

How to pass data from one View to other view in IOS using UIStoryboard segues?

送分小仙女□ 提交于 2019-12-01 13:06:22
I am using Xcode 4.3.1 . I have created the UI using Storyboard which has many View Controllers. Issue In my app i am using ShakeGesture. While shaking i am doing some operations, its working fine. But, when shaking get stopped i need to pass some values to another View controller to display it. I have seen many post it says how to pass value when button clicked,but no one related with my problem. It would be great if you solve my issue My question is How to pass values from one View to another View controller after shaking get stopped? I am looking for any examples or tutorials. Much

iPad, iOS6 very long delay between viewWIllAppear and view appearing on the screen

巧了我就是萌 提交于 2019-12-01 12:55:30
I'm working with a fairly complex storyboard based iPad app. My workflow is as follows A collection view pushes another view, which presents another view modally. The 3rd view which is presented modally is fairly complex and has 19 subviews, some of them are image views. The app does a lot to organize the view hierarchy within viewDidLoad. There's nothing else within viewWillAppear or viewDidAppear. What bothers me is if I put logging statements within viewDidLoad, I see that viewDidLoad completes within 1.5 seconds of the user initiating a storyboard segue. Then the viewWillAppear is called.

How do I dynamically resize a static UITableViewCell? [duplicate]

爷,独闯天下 提交于 2019-12-01 12:14:41
问题 This question already has answers here : Closed 7 years ago . Possible Duplicate: Dynamic height for static table cells with wrapping labels? I am using a UITableView with static content. The view controller does not implement anything from the delegate or datasource protocols (because the sections and cells are all defined in the storyboard), just inserts the text content using the UILabels wired as IBOutlets. But now I want to set the height of one particular cell dynamically. How can I do

Bi-directional storyboard travel without stacking

百般思念 提交于 2019-12-01 12:11:42
问题 Push segues stack view controllers, while popping 'unstacks' them. Modal segues stack view controllers, while unwinding 'unstacks' them. I am trying to create a custom segue to move between VCs in a linear (flat) hierarchy, in either direction, without stacking in either direction. It would appear that having segues in both directions between VCs prevents dismissal. Any ideas? 回答1: If you don't want any sort of stack, just have your perform method replace the window's root view controller

iPad, iOS6 very long delay between viewWIllAppear and view appearing on the screen

≯℡__Kan透↙ 提交于 2019-12-01 11:51:00
问题 I'm working with a fairly complex storyboard based iPad app. My workflow is as follows A collection view pushes another view, which presents another view modally. The 3rd view which is presented modally is fairly complex and has 19 subviews, some of them are image views. The app does a lot to organize the view hierarchy within viewDidLoad. There's nothing else within viewWillAppear or viewDidAppear. What bothers me is if I put logging statements within viewDidLoad, I see that viewDidLoad

Managing two storyboards in App Delegate

百般思念 提交于 2019-12-01 09:27:24
I have decided to avoid using auto-layout so I am instead currently trying to implement the code to make my app manage two different storyboards based on screen size. I have been following this tutorial: http://pinkstone.co.uk/how-to-load-a-different-storyboard-depending-on-screen-size-in-ios/ I am having issues trying to translate the Objective C code into Swift. Here is the code that I currently have in my AppDelegate: @UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func grabStoryboard() -> UIStoryboard { var storyboard = UIStoryboard() var

iOS: how to dismiss popovers [duplicate]

半腔热情 提交于 2019-12-01 09:21:21
Possible Duplicate: How to Dismiss a Storyboard Popover I have a iPad storyboard. A Bar Button Item in one View is Control-dragged to another view -- and a popover style is chosen. When I press the button the new popover view is shown in a popover, but I have two problems: When I press the button again, another instance of the popover view is displayed -- I can see, that the black border is getting darker and darker. If the popover view is open and I press the button, the popover view should dismiss. How can I do that? Currently the new popover view is floating to the button of the screen even

Swift: returning to Main Menu after condition is met in GameScene using StoryBoards and UIViewControllers?

那年仲夏 提交于 2019-12-01 08:06:09
问题 Context This question is related to Swift: SKSpriteKit, using Storyboards, UIViewController and UIButton to set in game parameters? and uses the same M.W.E. (link below). Taking a look at the Main.storyboard we see the following: While this storyboard would allow one to progress from left to right by clicking: play -> (easy/hard) -> GameScene UIViewController -> MyUIViewController -> GameViewController and from right to left by clicking the UIButton on the last UIViewController with the