IOS 7 Safari like History dragging gesture using uiwebview - uiwebview

If you see in ios 7 safari app have left and right dragging to see history of webpages. It also show content of previous page while dragging . I want similar functionality using UIWebiview.
I can get forward and backward page but how that dragging functionality with displaying previous content will be implemented?

Note: this is iOS 7 only. For iOS 6 you should use the PanGestureRecognizer and detect if it's left or right.
Your need two properties:
#property (nonatomic, strong) UIImageView * imgvcChild1;
#property (retain, strong) IBOutlet UIWebView *webView;
First of all, add the gesture recognizer to the webView:
[[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:#selector(EdgeLeftPanDetected:)];
panLeft.edges = UIRectEdgeLeft;
[self.webView addGestureRecognizer:panLeft];
Control the gesture:
- (void) EdgeLeftPanDetected:(UIScreenEdgePanGestureRecognizer*)gesture {
if (gesture.state == UIGestureRecognizerStateBegan) {
UIGraphicsBeginImageContext ( self.webView.frame.size );
[self.webView.layer renderInContext:UIGraphicsGetCurrentContext() ];
UIImage *grab = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if ( _imgvcChild1 ) [ _imgvcChild1 removeFromSuperview ];
_imgvcChild1 = [[ UIImageView alloc ] initWithImage:grab ];
_imgvcChild1.frame = self.webView.frame;
_imgvcChild1.userInteractionEnabled = YES;
_imgvcChild2 = [self.arrayImagenes lastObject];
if ([self.webView canGoBack]) {
[self.webView goBack];
}
[ self.view addSubview:_imgvcChild1 ];
}
if (gesture.state == UIGestureRecognizerStateChanged) {
_imgvcChild1.frame = CGRectMake([ gesture locationInView:_imgvcChild1.superview ].x, _imgvcChild1.frame.origin.y, _imgvcChild1.frame.size.width, _imgvcChild1.frame.size.height);
}
}
if (gesture.state == UIGestureRecognizerStateEnded) {
[_imgvcChild1 removeFromSuperview];
}
}
This a prototype, it needs a lot of work, it's just for going back and the page where you go back doesn't have animation. If you want to have animation in the previous page you'll need to create a image before loading the new page and store it on an NSMutableArray and then show it with a different animation (this image starts like -1/4 of screen and goes like 1/4 of the speed of imgvcChild1)
You'll need another gesture recognizer for the right and another array of UIImageViews if you want to go forward too.

Few days back i too have similar kind of requirement. I did lot of research for this, but no luck. I read somewhere that this kind of gesture (History dragging) are managed by OS or the browser itself.
History dragging gesture are not available for UIWebView. As of now you cannot do this with UIWebView.
The one gesture will implement to achieve near to this functionality is UIPanGestureRecognizer but, you still not get the content of the previous page(history).

Related

Branch Universal Deep Link does not display custom view controller elements

So I have a Universal link that leads to a view controller in my app. On that particular view controller I display a couple of images as well as a web view. The webView displays a url chosen by the user. How do I save this custom url so that it is displayed every time someone clicks the link? I think the code to this is under:
#synthesize deepLinkingCompletionDelegate;
-(void)configureControlWithData:(NSDictionary *)data {
NSString *string = data[#"favoriteArticle"];
Alex from Branch.io here:
To accomplish this, you need to do two things.
Step 1
Store the URL of the article you want to load as one of the Branch link custom parameters. Full instructions on how to do that here, but essentially:
BranchUniversalObject *branchUniversalObject = [[BranchUniversalObject alloc] initWithCanonicalIdentifier:#"item/12345"];
branchUniversalObject.title = #"My Content Title";
branchUniversalObject.contentDescription = #"My Content Description";
branchUniversalObject.imageUrl = #"https://example.com/mycontent-12345.png";
[branchUniversalObject addMetadataKey:#"favorite_article" value:#"https://example.com/path/to/article"]; // this is used to route inside the app
[branchUniversalObject addMetadataKey:#"property2" value:#"red"];
BranchLinkProperties *linkProperties = [[BranchLinkProperties alloc] init];
linkProperties.feature = #"sharing";
linkProperties.channel = #"facebook";
[linkProperties addControlParam:#"$desktop_url" withValue:#"https://example.com/path/to/article"]; // this is used for desktop visitors
[linkProperties addControlParam:#"$ios_url" withValue:#"https://example.com/path/to/article"]; // this is used for iOS mobile visitors without the app installed
Step 2
Then when the app opens after a link click, watch for that data key. Again, full instructions, but basically:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// initialize the session, setup a deep link handler
[[Branch getInstance] initSessionWithLaunchOptions:launchOptions
andRegisterDeepLinkHandler:^(NSDictionary *params, NSError *error) {
// start setting up the view controller hierarchy
UINavigationController *navC = (UINavigationController *)self.window.rootViewController;
UIStoryboard *storyboard = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
UIViewController *nextVC;
// If the key 'favoriteArticle' is present in the deep link dictionary
// then load the picture screen with the appropriate picture
NSString * favoriteArticle = [params objectForKey:#"favorite_article"];
if (favoriteArticle) {
nextVC = [storyboard instantiateViewControllerWithIdentifier:#"ArticleVC"];
[nextVC setArticleUrl: favoriteArticle];
} else {
nextVC = [storyboard instantiateViewControllerWithIdentifier:#"MainVC"];
}
// navigate!
[navC setViewControllers:#[nextVC] animated:YES];
}];
return YES;
}
After this, in your ArticleVC, retrieve the favoriteArticle value and use it for your webview.
Step 2 (Alternate)
The configureControlWithData method you mentioned is used in the automatic deep link routing implementation. You may be able to adapt this to work with a webview, but I haven't personally tried that. It would look something like this:
#synthesize deepLinkingCompletionDelegate;
- (void)configureControlWithData:(NSDictionary *)data {
NSString *favoriteArticle = data[#"favorite_article"];
// load the webview with the URL stored inside favoriteArticle
}

Handle touch event in uiimage in uiwebview

I am drawing one image (called image1) on top of the another image (called main image) And saved that image locally. Now I am loading the "main image" in the UIWebview. It is fine. But now I need to handle event when touch on the "image1".
Please help me.
Thanks,
Jasmine.
Try this
EDITED
create a UIWebView object 'webview' and create a UITapGestureRecognizer object 'TapGesture'
then
TapGesture = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapAction:)];
TapGesture.numberOfTapsRequired = 1;
TapGesture.delegate = self;
[self.webview TapGesture];
In this case once you click the image it will call 'tapAction ' method ,In that you can add your code
in TapAction you can add
[UIView animateWithDuration:1.0 animations:^
{
// you can add zooming frame here
}
completion:^(BOOL finished)
{
[self performTransition:UIViewAnimationOptionTransitionCrossDissolve];
}
];

Presenting UITabBarController Modally - Autorotate Problem

I'm attempting to present a UITabBarController modally using the following code:
// Declare all view controllers.
TabOne *tabOne = [[TabOne alloc] initWithNibName:#"TabOne" bundle:nil];
TabTwo *tabTwo = [[TabTwo alloc] init];
TabThree *tabThree = [[TabThree alloc] init];
// Set each view controller's delegate to self.
tabOne.delegate = self;
tabTwo.delegate = self;
tabThree.delegate = self;
// Set a title for each view controller.
tabOne.title = #"One";
tabTwo.title = #"Two";
tabThree.title = #"Three";
// Create a tab bar controller.
UITabBarController *tabBarController = [[UITabBarController alloc] init];
[tabBarController setViewControllers:[NSArray arrayWithObjects:tabOne,tabTwo,tabThree, nil]];
// Present the tab bar controller modally.
[self presentModalViewController:tabBarController animated:NO];
// Memory management.
[tabOne release];
[tabTwo release];
[tabThree release];
This all works as expected except that I get the following warnings in the console:
Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations.
Using two-stage rotation animation is not supported when rotating more than one view controller or view controllers not the window delegate.
I've done some research on this and have checked that shouldAutorotateToInterfaceOrientation is implemented as follows:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
As far as I can tell, the problem is that the tab bar controller is not the root view controller, but I'm presenting this modal view some way into a deep view hierarchy. It's called from another modal view, which itself is called from a tab bar set in the application delegate.
I know this is a bit of an old chestnut, but it's got me stumped. Any thoughts?
Thanks in advance.
I've had a similar problem.
UITabBarController has some odd behavior with its orientation handling. When setting its orientation, it calls recursively into self.selectedViewController to decide whether to use one-stage or two-stage animation. That seems sensible, but the trouble is self.selectedViewController is initially nil (in particular, if you're displaying the UITabBarController modally for the first time), and that can confuse the controller. Depending on the iOS version, a nil selectedViewController will lead the UITabBarController to believe that one-stage animation is unsupported.
Try this: when you first load / initialize your UITabBarController, add the line
tabBarController.selectedIndex = 0;
I was getting this warning (including serious visual problems: the view controller was switching orientation but the status bar was not), and setting the index this way fixed the problem. The UITabBarController successfully called into its selected view controller, and detected the one-stage animation.

Multiple MPMoviePlayerController instances

I'm trying to put two MPMoviePlayerController on a UIView like this
for (int i = 0; i < 2; i++)
{
UIView* v = [[UIView alloc] initWithFrame: CGRectMake(0.0f, 300.0f * i, self.view.width, 300.0f)];
[self.view addSubview: v];
NSURL* url = [NSURL URLWithString: [urls objectAtIndex: i]];
MPMoviePlayerController* movieController = [[MPMoviePlayerController alloc] initWithContentURL: url];
movieController.movieSourceType = MPMovieSourceTypeFile;
movieController.shouldAutoplay = NO;
movieController.view.frame = v.bounds;
[self.view addSubview: movieController.view];
}
But only one view at a time is shown. I know Apple's documentation says
Note: Although you may create multiple MPMoviePlayerController objects and present their views in your interface, only one movie player at a time may play its movie.
but shouldn't the view show all two players at a time? Also only one instance sends MPMoviePlayerLoadStateDidChangeNotification notifications...
You can play multiple videos on the screen by using the AVFoundation framework: AV Foundation Programming Guide
The downside is, that it is not as easy to use as the MPMoviePlayerController, and you shoul create a UIView subclass which contains the AVFoundation classes. This way you can create the necessary controls for it, control the video playback, animate the view (for example animate the transition to fullscreen).
Here it is how I used it:
// Create an AVURLAsset with an NSURL containing the path to the video
AVURLAsset *asset = [AVURLAsset URLAssetWithURL:url options:nil];
// Create an AVPlayerItem using the asset
AVPlayerItem *playerItem = [AVPlayerItem playerItemWithAsset:asset];
// Create the AVPlayer using the playeritem
AVPlayer *player = [AVPlayer playerWithPlayerItem:playerItem];
// Create an AVPlayerLayer using the player
AVPlayerLayer *playerLayer = [AVPlayerLayer playerLayerWithPlayer:player];
// Add it to your view's sublayers
[self.layer addSublayer:playerLayer];
// You can play/pause using the AVPlayer object
[player play];
[player pause];
// You can seek to a specified time
[player seekToTime:kCMTimeZero];
// It is also useful to use the AVPlayerItem's notifications and Key-Value
// Observing on the AVPlayer's status and the AVPlayerLayer's readForDisplay property
// (to know when the video is ready to be played, if for example you want to cover the
// black rectangle with an image until the video is ready to be played)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[player currentItem]];
[player addObserver:self forKeyPath:#"currentItem.status"
options:0
context:nil];
[playerLayer addObserver:self forKeyPath:#"readyForDisplay"
options:0
context:nil];
You can resize the AVPlayerLayer as you like, even while the video is playing.
If you want to use animations while resizing or repositioning your AVPlayerLayer, you have to alter it's default animations, otherwise you'll see that the player layer's video is not resized in sync with its rect. (Thanks to #djromero for his answer regarding the AVPlayerLayer animation)
Here is a small example for how to alter its default animation. The setup for this example is that the AVPlayerLayer is in a UIView subclass that acts as its container:
// UIView animation to animate the view
[UIView animateWithDuration:0.5 animations:^(){
// CATransaction to alter the AVPlayerLayer's animation
[CATransaction begin];
// Set the CATransaction's duration to the value used for the UIView animation
[CATransaction setValue:[NSNumber numberWithFloat:0.5]
forKey:kCATransactionAnimationDuration];
// Set the CATransaction's timing function to linear (which corresponds to the
// default animation curve for the UIView: UIViewAnimationCurveLinear)
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction
functionWithName:kCAMediaTimingFunctionLinear]];
self.frame = CGRectMake(50.0, 50.0, 200.0, 100.0);
playerLayer.frame = CGRectMake(0.0, 0.0, 200.0, 100.0);
[CATransaction commit];
}];
You won't be able to do this. Internally MPMoviePlayerController seems to use the same view to trade between instances depending on whatever instance is playing. Your only option is to develop your own video player using AVFoundation in order to get multiple instances, or use HTML and UIWebViews. See: http://developer.apple.com/library/ios/#documentation/AudioVideo/Conceptual/AVFoundationPG/Articles/00_Introduction.html#//apple_ref/doc/uid/TP40010188
Do you require to play both the videos simultaneously?
I guess i have two options:
Add two video thumbnail image buttons on the same screen. According to selection selected video gets played and other gets stopped. So at a time in view only single video will gets played.
Create one separate view controller and add your video into that. Now add that viewcontroller.view in your main view wherever you want.
Let me know if any of these work for you.

How implement splitview for iphone os 4.2?

I have use the custom splitview in the my application.
custom splitview .h file
#interface CustomUISplitViewController :UISplitViewController {
BOOL keepMasterInPortraitMode;
BOOL keepMasterInPortraitMode1;
}
and .m file is
-(void) viewWillAppear:(BOOL)animated {
keepMasterInPortraitMode1=keepMasterInPortraitMode;
if(keepMasterInPortraitMode1 == NO) {
if (self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft || self.interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
UIViewController* master = [self.viewControllers objectAtIndex:0];
UIViewController* detail = [self.viewControllers objectAtIndex:1];
[self setupPortraitMode:master detail:detail];
}
}
if (self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
UIViewController* master = [self.viewControllers objectAtIndex:0];
UIViewController* detail = [self.viewControllers objectAtIndex:1];
[self setupPortraitMode:master detail:detail];
}
}
}
- (void)setupPortraitMode:(UIViewController*)master detail:(UIViewController*)detail {
//adjust master view
CGRect f = master.view.frame;
f.size.width = 220;
f.size.height = 1024;
f.origin.x = 0;
f.origin.y =0;
[master.view setFrame:f];
//adjust detail view
f = detail.view.frame;
f.size.width = 548;
f.size.height = 1024;
f.origin.x = 221;
f.origin.y = 0;
[detail.view setFrame:f];
}
This works correctly under iOS4.0 but under 4.2 I see only one view when the app runs. What could change between OS versions?
I was having the same issue and I believe this to be an Apple bug (I filed it a month ago with no response from them.) For me, it was specifically the "detail" view that was blank when the app started at orientation UIInterfaceOrientationLandscapeRight (3). It would look like this: http://d.pr/cGcU. This would occur when I restricted one of the two view controllers (say, the RootViewController) to landscape-only:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
With this in place, the following would occur during the detail view's initialization:
2010-11-15 20:17:47.792 MultipleDetailViews[96250:207] firstDetailViewController willAnimateRotationToInterfaceOrientation: 3 (landscape)
2010-11-15 20:17:47.792 MultipleDetailViews[96250:207] self.view.hidden is: 0
2010-11-15 20:17:47.799 MultipleDetailViews[96250:207] rotating...
2010-11-15 20:17:47.848 MultipleDetailViews[96250:207] firstDetailViewController didRotateFromInterfaceOrientation
2010-11-15 20:17:47.849 MultipleDetailViews[96250:207] self.view.hidden is: 1
For some reason the detail view would mysteriously become hidden during rotation to orientation 3. Until Apple fixes this bug (it doesn't occur in 3.2), my workaround is currently to override the following method in the detail view controller, re-displaying the view after rotation has completed:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
self.view.hidden = NO;
}
EDIT: If your detail view isn't a direct subview of splitViewController.view (e.g. you are using a UINavigationController), you will need to set hidden on the topmost view on the detail side within the UISplitViewController:
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
// Make sure you set splitViewController via an outlet or get it via your AppDelegate
for (UIView *splitViewChild in splitViewController.view.subviews)
splitViewChild.hidden = NO;
}
I have had the exact same problem with my applications. I had used the same Subclassing technique to have the Master and Detail visible in both Portrait and Landscape modes. Worked great until 4.2 which, unfortunately I didn't test for when the Beta releases were available.
I recommend trying the excellent MGSplitViewController (http://mattgemmell.com/2010/07/31/mgsplitviewcontroller-for-ipad). It is an open-source implementation of the UISplitViewController. It's only drawback is that it isn't quite as easy to use in Interface Builder, but it includes a sample project. Visually it is identical to UISplitViewController, but adds support for several extras such as dragging the split position at runtime.
Just implement it exactly as your UISplitViewController but add the following line somewhere:
[splitViewController setShowsMasterInPortrait:YES];
This is very similar to the Private API that Apple prohibits using with their version.
//[splitViewController setHidesMasterViewInPortrait:NO]; // Naughty, Naughty, Not allowed by the Apple police

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