Beginning iOS 7 Development: Exploring the iOS SDK
by Jack Nutting, Fredrik Olsson, David Mark and Jeff LaMarche
Apress. (c) 2014. Copying Prohibited.
Reprinted for Personal Account, American Public University System
[email protected]
Reprinted with permission as a subscription benefit of Skillport,
All rights reserved. Reproduction and/or distribution in whole or in part in electronic,paper or other forms without written permission is prohibited.
Chapter 6: Multiview Applications
Overview
Up until this point, we've written applications with a single view controller. While there certainly is a lot you can do with a single view, the real power of the iOS platform emerges when you can switch out views based on user input.
Multiview applications come in several different flavors, but the underlying mechanism is the same, regardless of how the app may appear on the screen.
In this chapter, we're going to focus on the structure of multiview applications and the basics of swapping content views by building our own multiview application from scratch. We will write our own custom controller class that switches
between two different content views, establishing a strong foundation for taking advantage of the various multiview controllers that Apple provides.
But before we start building our application, let's see how multiple-view applications can be useful.
Common Types of Multiview Apps
Strictly speaking, we have worked with multiple views in our previous applications since buttons, labels, and other controls are all subclasses of UIView, and they can all go into the view hierarchy. But when Apple uses the term view in
documentation, it is generally referring to a UIView or one of its subclasses that has a corresponding view controller. These types of views are also sometimes referred to as content views because they are the primary container for
the content of your application.
The simplest example of a multiview application is a utility application. A utility application focuses primarily on a single view, but offers a second view that can be used to configure the application or to provide more detail than the
primary view. The Stocks application that ships with iPhone is a good example (see Figure 6-1). If you click the button in the lower-right corner, the view transitions to a configuration view that lets you configure the list of stocks tracked
by the application.
Figure 6-1: The Stocks application that ships with iPhone has two views: one to display the data and another to configure the stock list
There are also several tab bar applications that ship with the iPhone, including the Phone application (see Figure 6-2) and the Clock application. A tab bar application is a multiview application that displays a row of buttons, called the
tab bar, at the bottom of the screen. Tapping one of the buttons causes a new view controller to become active and a new view to be shown. In the Phone application, for example, tapping Contacts s ...
How libraries can support authors with open access requirements for UKRI fund...
Beginning iOS 7 Development Exploring the iOS SDKby Jack .docx
1. Beginning iOS 7 Development: Exploring the iOS SDK
by Jack Nutting, Fredrik Olsson, David Mark and Jeff LaMarche
Apress. (c) 2014. Copying Prohibited.
Reprinted for Personal Account, American Public University
System
[email protected]
Reprinted with permission as a subscription benefit of Skillport,
All rights reserved. Reproduction and/or distribution in whole
or in part in electronic,paper or other forms without written
permission is prohibited.
Chapter 6: Multiview Applications
Overview
Up until this point, we've written applications with a single
view controller. While there certainly is a lot you can do with a
single view, the real power of the iOS platform emerges when
you can switch out views based on user input.
Multiview applications come in several different flavors, but the
underlying mechanism is the same, regardless of how the app
may appear on the screen.
In this chapter, we're going to focus on the structure of
2. multiview applications and the basics of swapping content
views by building our own multiview application from scratch.
We will write our own custom controller class that switches
between two different content views, establishing a strong
foundation for taking advantage of the various multiview
controllers that Apple provides.
But before we start building our application, let's see how
multiple-view applications can be useful.
Common Types of Multiview Apps
Strictly speaking, we have worked with multiple views in our
previous applications since buttons, labels, and other controls
are all subclasses of UIView, and they can all go into the view
hierarchy. But when Apple uses the term view in
documentation, it is generally referring to a UIView or one of
its subclasses that has a corresponding view controller. These
types of views are also sometimes referred to as content views
because they are the primary container for
the content of your application.
The simplest example of a multiview application is a utility
application. A utility application focuses primarily on a single
view, but offers a second view that can be used to configure the
application or to provide more detail than the
primary view. The Stocks application that ships with iPhone is a
good example (see Figure 6-1). If you click the button in the
lower-right corner, the view transitions to a configuration view
that lets you configure the list of stocks tracked
by the application.
Figure 6-1: The Stocks application that ships with iPhone has
two views: one to display the data and another to configure the
stock list
3. There are also several tab bar applications that ship with the
iPhone, including the Phone application (see Figure 6-2) and the
Clock application. A tab bar application is a multiview
application that displays a row of buttons, called the
tab bar, at the bottom of the screen. Tapping one of the buttons
causes a new view controller to become active and a new view
to be shown. In the Phone application, for example, tapping
Contacts shows a different view than the one
shown when you tap Keypad.
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Figure 6-2: The Phone application is an example of a multiview
application using a tab bar
Another common kind of multiview iPhone application is the
navigation-based application, which features a navigation
controller that uses a navigation bar to control a hierarchical
series of views. The Settings application is a good
example. In Settings, the first view you get is a series of rows,
each row corresponding to a cluster of settings or a specific
app. Touching one of those rows takes you to a new view where
you can customize one particular set of
settings. Some views present a list that allows you to dive even
deeper. The navigation controller keeps track of how deep you
go and gives you a control to let you make your way back to the
previous view.
4. For example, if you select the Sounds preference, you'll be
presented a view with a list of sound-related options. At the top
of that view is a navigation bar with a left arrow labeled
Settings that takes you back to the previous view if you
tap it. Within the sound options is a row labeled Ringtone. Tap
Ringtone, and you're taken to a new view featuring a list of
ringtones and a navigation bar that takes you back to the main
Sounds preference view (see Figure 6-3). A
navigation-based application is useful when you want to present
a hierarchy of views.
Figure 6-3: The iPhone Settings application is an example of a
multiview application using a navigation bar
On the iPad, most navigation-based applications, such as Mail,
are implemented using a split view, where the navigation
elements appear on the left side of the screen, and the item you
select to view or edit appears on the right.
You'll learn more about split views and other iPad-specific GUI
elements in Chapter 10.
Because views are themselves hierarchical in nature, it's even
possible to combine different mechanisms for swapping views
within a single application. For example, the iPhone's Music
application uses a tab bar to switch between
different methods of organizing your music, and a navigation
controller and its associated navigation bar to allow you to
browse your music based on that selection. In Figure 6-4, the
tab bar is at the bottom of the screen, and the
navigation bar is at the top of the screen.
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Figure 6-4: The Music application uses both a navigation bar
and a tab bar
Some applications use a toolbar, which is often confused with a
tab bar. A tab bar is used for selecting one and only one option
from among two or more options. A toolbar can hold buttons
and certain other controls, but those items
are not mutually exclusive. A perfect example of a toolbar is at
the bottom of the main Safari view (see Figure 6-5). If you
compare the toolbar at the bottom of the Safari view with the
tab bar at the bottom of the Phone or Music
application, you'll find the two pretty easy to tell apart. The tab
bar has multiple segments, exactly one of which (the selected
one) is highlighted with a tint color; but on a toolbar, normally
every enabled button is highlighted.
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Figure 6-5: Mobile Safari features a toolbar at the bottom. The
toolbar is like a free-form bar that allows you to include a
variety of controls
6. Each of these multiview application types uses a specific
controller class from the UIKit. Tab bar interfaces are
implemented using the class UITabBarController, and
navigation interfaces are implemented using
UINavigationController. We'll describe their use in detail in the
next few chapters.
The Architecture of a Multiview Application
The application we're going to build in this chapter, View
Switcher, is fairly simple in appearance; however, in terms of
the code we're going to write, it's by far the most complex
application we've yet tackled. View Switcher will consist of
three different controllers, a storyboard, and an application
delegate.
When first launched, View Switcher will look like Figure 6-6,
with a toolbar at the bottom containing a single button. The rest
of the view will contain a blue background and a button
yearning to be pressed.
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Figure 6-6: When you first launch the View Switcher
application, you'll see a blue view with a button and a toolbar
with its own button
7. When the Switch Views button is pressed, the background will
turn yellow, and the button's title will change (see Figure 6-7).
Figure 6-7: When you press the Switch Views button, the blue
view flips over to reveal the yellow view
If either the Press Me or Press Me, Too button is pressed, an
alert will pop up indicating which view's button was pressed
(see Figure 6-8).
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Figure 6-8: When the Press Me or Press Me, Too button is
pressed, an alert is displayed
Although we could achieve this same functionality by writing a
single-view application, we're taking this more complex
approach to demonstrate the mechanics of a multiview
application. There are actually three view controllers
interacting in this simple application: one that controls the blue
view, one that controls the yellow view, and a third special
controller that swaps the other two in and out when the Switch
Views button is pressed.
Before we start building our application, let's talk about the way
iPhone multiview applications are put together. Most multiview
applications use the same basic pattern.
8. The Root Controller
The storyboard is a key player here since it will contain all the
views and view controllers for our application. We're going to
make an empty storyboard, and then we'll add an instance of a
controller class that is responsible for
managing which other view is currently being shown to the
user. We call this controller the root controller (as in "the root
of the tree" or "the root of all evil") because it is the first
controller the user sees and the controller that is loaded
when the application loads. This root controller is often an
instance of UINavigationController or UITabBarController,
although it can also be a custom subclass of UIViewController.
In a multiview application, the job of the root controller is to
take two or more other views and present them to the user as
appropriate, based on the user's input. A tab bar controller, for
example, will swap in different views and view
controllers based on which tab bar item was last tapped. A
navigation controller will do the same thing as the user drills
down and backs up through hierarchical data.
Note The root controller is the primary view controller for the
application; and, as such, it is the view that specifies whether it
is OK to automatically rotate to a new orientation. However, the
root controller can pass responsibility for tasks like that to the
currently active
controller.
In multiview applications, most of the screen will be taken up
by a content view, and each content view will have its own
controller with its own outlets and actions. In a tab bar
application, for example, taps on the tab bar will go to the
tab bar controller, but taps anywhere else on the screen will go
to the controller that corresponds to the content view currently
9. being displayed.
Anatomy of a Content View
In a multiview application, each view controller controls a
content view, and these content views are where the bulk of
your application's user interface is built. Taken together, each
of these pairings is called a scene within a
storyboard. Each scene consists of a view controller and a
content view, which may be an instance of UIView or one of its
subclasses. Unless you are doing something really unusual, your
content view will always have an associated
view controller and will sometimes subclass UIView. Although
you can create your interface in code rather than using Interface
Builder, few people choose that route because it is more time-
consuming and the code is difficult to
maintain.
In this project, we'll be creating a new controller class for each
content view. Our root controller controls a content view that
consists of a toolbar that occupies the bottom of the screen. The
root controller then loads a blue view
controller, placing the blue content view as a subview to the
root controller view. When the root controller's Switch Views
button (the button is in the toolbar) is pressed, the root
controller swaps out the blue view controller and swaps
in a yellow view controller, instantiating that controller if it
needs to do so. Confused? If so, don't worry because this will
become clearer as we walk through the code.
Building View Switcher
Enough theory! Let's go ahead and build our project. Select File
New Project… or press N. When the template selection sheet
opens, select Empty Application (see Figure 6-9), and then click
Next. On the next page of the
10. assistant, enter View Switcher as the Product Name, leave BID
as the Class Prefix, and set the Device Family pop-up button to
iPhone. Also make sure the checkbox labeled Use Core Data is
unchecked. When everything is set up
correctly, click Next to continue. On the next screen, navigate
to wherever you're saving your projects on disk and click the
Create button to create a new project directory.
Figure 6-9: Creating a new project using the Empty Application
project template
The template we just selected is actually even simpler than the
Single View Application template we've been using up to now.
This template will give us an application delegate that creates
its own window, an asset catalog, and
nothing else — no views, no controllers, no nothing.
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Note The window is the most basic container in iOS. Each app
has exactly one window that belongs to it, though it is possible
to see more than one window on the screen at a time. For
example, if your app is running and your device receives an
SMS or iMessage, you'll
see the message displayed in its own window, in front of your
app's window. Your app can't access that overlaid window
because it belongs to the Messages app.
11. You won't use the Empty Application template very often when
you're creating applications; but by starting from nothing in this
example, you'll really get a feel for the way multiview
applications are put together.
If they're not expanded already, take a second to expand the
View Switcher folder in the project navigator, as well as the
Supporting Files folder it contains. Inside the View Switcher
folder, you'll find the two files that implement the
application delegate. Within the Supporting Files folder, you'll
find the View Switcher-Info.plist file, the InfoPlist.strings file
(which contains the localized versions of your Info.plist file),
the standard main.m, and the precompiled header
file (View Switcher-Prefix.pch). Everything else we need for
our application, we must create.
Creating Our View Controller and Storyboard
One of the more daunting aspects of building a multiview
application from scratch is that we need to create several
interconnected objects. We're going to create all the files that
will make up our application before we do anything in
Interface Builder and before we write any code. By creating all
the files first, we'll be able to use Xcode's Code Sense feature to
write our code faster. If a class hasn't been declared, Code
Sense has no way to know about it, so we
would need to type its name in full every time, which takes
longer and is more error-prone.
Fortunately, in addition to project templates, Xcode also
provides file templates for many standard file types, which
helps simplify the process of creating the basic skeleton of our
application.
Single-click the View Switcher folder in the project navigator,
and then press N or select File New File.… Take a look at the
12. window that opens (see Figure 6-10).
Figure 6-10: The template we'll use to create a new view
controller subclass
If you select Cocoa Touch from the left pane, you will be given
templates for a number of common Objective-C constructs, such
as classes, categories, and so on. Select Objective-C Class and
click Next. On the next page of the
assistant, you'll see two fields labeled Class and Subclass of. In
the Subclass of field, enter UIViewController to tell Xcode
which existing class should be the parent of our new class.
You'll see that Xcode starts to fill in a value in the
Class text field. Change that value to
BIDSwitchViewController, and then direct your attention to the
other controls that let you configure the subclass:
The second is a checkbox labeled Targeted for iPad. If it's
checked by default, you should uncheck it now (since we're not
making an iPad GUI).
The third is another checkbox, labeled With XIB for user
interface. If that box is checked, uncheck it as well. If you left
that checkbox checked, Xcode would create a nib file that
corresponds to this controller class. We're going to
define our entire GUI in one storyboard file instead, so leave
this unchecked.
Click Next. A window appears that lets you choose a particular
directory in which to save the files and pick a group and target
for your files. By default, this window will show the directory
most relevant to the folder you selected in the
project navigator. For the sake of consistency, you'll want to
save the new class into the View Switcher folder, which Xcode
set up when you created this project; it should already contain
13. the BIDAppDelegate class. That's where Xcode
puts all of the Objective-C classes that are created as part of the
project, and it's as good a place as any for you to put your own
classes.
About halfway down the window, you'll find the Group pop-up
list. You'll want to add the new files to the View Switcher
group. Finally, make sure the View Switcher target is selected
in the Targets list before clicking the Create button.
Xcode should add two files to your View Switcher folder:
BIDSwitchViewController.h and BIDSwitchViewController.m.
BIDSwitchViewController will be your root controller—the
controller that swaps the other views in and out. Now,
we need to create the controllers for the two content views that
will be swapped in and out. Repeat the same steps two more
times to create BIDBlueViewController.m,
BIDYellowViewController.m, and their .h counterparts, adding
them to the same spot in the project hierarchy.
Caution Make sure you check your spelling, as a typo here will
create classes that don't match the source code later in the
chapter.
Our next step is to create a storyboard, where we'll later
configure a scene for each of the content views we just created.
Single-click the View Switcher folder in the project navigator,
and then press N or select File New File.
… again. This time, select User Interface under the iOS heading
in the left pane (see Figure 6-11). Next, select the icon for the
Storyboard template, which will create an empty storyboard.
Click Next. On the next screen, select iPhone
from the Device Family pop-up, and then click the Next button.
Figure 6-11: We're creating a new storyboard, using the View
14. template in the User Interface section
When prompted for a file name, type Main.storyboard. Just as
you did earlier, you should choose the View Switcher folder as
the save location next to the Where pop-up menu. Make sure
that View Switcher is selected from the Group
pop-up menu and that the View Switcher target is checked, and
then click Create. You'll know you succeeded when the file
Main.storyboard appears in the View Switcher group in the
project navigator.
After you've done that, you have all the files you need. It's time
to start hooking everything together. The first step in doing so
is letting Xcode know that it should use the storyboard you just
created as the starting point from which it
should bootstrap the app's GUI. To do this, select the uppermost
View Switcher item in the project navigator, and then switch to
the General tab in the editing area. This brings up a multi-
section configuration view. In the Deployment
Info section, use the Main Interface pop-up menu to choose
Main.storyboard. With that in place, the app will automatically
create its initial interface from the contents of the storyboard
when it launches. We haven't gone over this
before, but every project we've created before this one had the
exact same configuration from the start, thanks to Xcode's
Single View Application project template.
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15. Modifying the App Delegate
Our first stop on the multiview express is the application
delegate. Single-click the file BIDAppDelegate.m in the project
navigator (make sure it's the app delegate and not
BIDSwitchViewController.m) and make the following changes
to that file:
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary
*)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:
[[UIScreen mainScreen] bounds]];
// Override point for customization after application launch.
self.window.backgroundColor = [UIColor whiteColor];
[self.window makeKeyAndVisible];
return YES;
}
What you want to do is delete the lines shown with a line drawn
through them. In a completely empty application like the one we
started off with, it's necessary to manually create the
application window in code. Since we're going to
load our GUI from the storyboard, that code is unnecessary and
can be deleted.
Modifying BIDSwitchViewController.m
Because we're going to be setting up an instance of
BIDSwitchViewController in Main.storyboard, now is the time
to add any needed outlets or actions to the
BIDSwitchViewController.m file.
We'll need one action method to toggle between the blue and
yellow views. We won't create any outlets, but we will need two
16. other pointers: one to each of the view controllers that we'll be
swapping in and out. These don't need to be
outlets because we're going to create them in code rather than in
the storyboard. Add the following code to the upper part of
BIDSwitchViewController.m:
#import "BIDSwitchViewController.h"
#import "BIDYellowViewController.h"
#import "BIDBlueViewController.h"
@interface BIDSwitchViewController ()
@property (strong, nonatomic) BIDYellowViewController
*yellowViewController;
@property (strong, nonatomic) BIDBlueViewController
*blueViewController;
@end
Next, add the following empty action method toward the end of
the file, just before the final @end line:
- (IBAction)switchViews:(id)sender
{
}
@end
In the past, we've added action methods directly within
Interface Builder, but here you'll see that we can work the other
way around just as well, since IB can see what outlets and
actions are already defined in our source code. Now
that we've declared the action we need, we can set this
controller up in our storyboard.
17. Adding a View Controller
Save your source code and click Main.storyboard to edit the
GUI for this app.You'll see a completely blank editing area,
with no views or controllers in sight. Use the object library to
find a View Controller and drag it into the editing
area. You'll now see the familiar view of an iPhone-sized
rectangle with a row of icons below it.
Figure 6-12: Main.storyboard, showing the first scene this app
will use
By default, the view controller in this scene is configured to be
an instance of UIViewController. We'll need to change that to
BIDSwitchViewController so that Interface Builder allows us to
build connections to the
BIDSwitchViewController outlets and actions. Single-click the
View Controller icon at the bottom of the scene and press 3 to
open the identity inspector (see Figure 6-13).
Figure 6-13: Notice that the Custom Class field is currently set
to UIViewController in the identity inspector. We're about to
change that to BIDSwitchViewController
The identity inspector allows you to specify the class of the
currently selected object. Our view controller is currently
specified as a UIViewController, and it has no actions defined.
Click inside the combo box labeled Class in the
Custom Class section, which is at the top of the inspector and
currently reads UIViewController. Change this to
BIDSwitchViewController.
Once you make that change, press 6 to switch to the connections
18. inspector, where you will see that the switchViews: action
method now appears in the section labeled Received Actions
(see Figure 6-14). The connection
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inspector's Received Actions section shows all the actions
defined for the current class. When we changed our view
controller to a BIDSwitchViewController, the
BIDSwitchViewController action switchViews: became
available for
connection. You'll see how to use this action in the next section.
Figure 6-14: The connections inspector showing that the
switchViews: action has been added to the Received Actions
section
Caution If you don't see the switchViews: action as shown in
Figure 6-14, check the spelling of your class file names. If you
don't get the name exactly right, things won't match up. Watch
your spelling!
Save your storyboard and move to the next step.
Building a View with a Toolbar
We now need to set up the view for BIDSwitchViewController.
As a reminder, this new view controller will be our root view
controller—the controller that is in play when our application is
19. launched. BIDSwitchViewController's content
view will consist of a toolbar that occupies the bottom of the
screen. Its job is to switch between the blue view and the yellow
view, so it will need a way for the user to change the views. For
that, we're going to use a toolbar with a
button. Let's build the toolbar view now.
In the IB editor view, click the view for the scene you just
added. The view is an instance of UIView, and as you can see in
Figure 6-15, it's currently empty and quite dull. This is where
we'll start building our GUI.
Figure 6-15: The new empty view contained within our
storyboard, just waiting to be filled with interesting stuff
Now, let's add a toolbar to the bottom of the view. Grab a
Toolbar from the library, drag it onto your view, and place it at
the bottom, so that it looks like Figure 6-16. We want to keep
this toolbar at the bottom of the view no matter what
size the view has. To do so, select Editor Pin Bottom Space to
Superview. This creates a constraint that makes that happen.
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Figure 6-16: We dragged a toolbar onto our view. Notice that
the toolbar features a single button, labeled Item
20. Now, to make sure you're on the right track, click the Run
button to make this app launch in the iOS Simulator. You
should see a plain white app start up, with a pale gray toolbar at
the bottom containing a lone button. If not, go back
and retrace your steps to see what you missed.
The toolbar features a single button. We'll use that button to let
the user switch between the different content views. Double-
click the button and change its title to Switch Views. Press the
Return key to commit your change.
Now we can link the toolbar button to our action method.
Before doing that, though, you should be aware that toolbar
buttons aren't like other iOS controls. They support only a
single target action, and they trigger that action only at
one well-defined moment—the equivalent of a touch up inside
event on other iOS controls.
Selecting a toolbar button in Interface Builder can be tricky.
Click the view so we are all starting in the same place. Now
single-click the toolbar button. Notice that this selects the
toolbar, not the button. Click the button a second time.
This should select the button itself. You can confirm you have
the button selected by switching to the object attributes
inspector ( 4) and making sure the top group name is Bar Button
Item.
Once you have the Switch Views button selected, control-drag
from it over to the Switch View Controller icon at the bottom of
the scene, and select the switchViews: action. If the
switchViews: action doesn't pop up, and instead you
see an outlet called delegate, you've most likely control-dragged
from the toolbar rather than the button. To fix it, just make sure
you have the button rather than the toolbar selected, and then
redo your control-drag.
21. Tip Remember that you can always view the document outline
by clicking the button in the lower-left corner of IB's editor
area or by selecting Editor Show Document Outline from the
menu. In the document outline, you can use the disclosure
triangles to drill down
through the hierarchy to get to any element in the view
hierarchy.
We have one more thing to point out in this scene, which is
BIDSwitchViewController's view outlet. This outlet is already
connected to the view in the scene. The view outlet is inherited
from the parent class, UIViewController and
gives the controller access to the view it controls. When we
dragged out a View Controller scene from the object library, IB
created both the controller and the view, and hooked them up
for us. Nice.
That's all we need to do here, so save your work. Next, let's get
started implementing BIDSwitchViewController.
Writing the Root View Controller
It's time to write our root view controller. Its job is to switch
between the blue view and the yellow view whenever the user
clicks the Switch Views button.
In the project navigator, select BIDSwitchViewController.m and
modify the viewDidLoad method to set some things up by
adding the lines shown here in bold:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
self.blueViewController = [self.storyboard
instantiateViewControllerWithIdentifier:
22. @"Blue"];
[self.view insertSubview:self.blueViewController.view
atIndex:0];
}
Now fill in the switchViews: method you created earlier by
adding the cold shown in bold:
- (IBAction)switchViews:(id)sender
{
if (!self.yellowViewController.view.superview) {
if (!self.yellowViewController) {
self.yellowViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Yellow"];
}
[self.blueViewController.view removeFromSuperview];
[self.view insertSubview:self.yellowViewController.view
atIndex:0];
} else {
if (!self.blueViewController) {
self.blueViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Blue"];
}
[self.yellowViewController.view removeFromSuperview];
[self.view insertSubview:self.blueViewController.view
atIndex:0];
}
}
Also, add this code to the existing didReceiveMemoryWarning
method:
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
23. // Dispose of any resources that can be recreated.
if (!self.blueViewController.view.superview) {
self.blueViewController = nil;
} else {
self.yellowViewController = nil;
}
}
The first method we modified, viewDidLoad, overrides a
UIViewController method that is called when the storyboard is
loaded. How could we tell? Hold down the key (the Option
key) and single-click the method name viewDidLoad.
A documentation pop-up window will appear (see Figure 6-17).
Alternatively, you can select View Utilities Show Quick Help
Inspector to view similar information in the Quick Help panel.
viewDidLoad is defined in our
superclass, UIViewController, and is intended to be overridden
by classes that need to be notified when the view has finished
loading.
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Figure 6-17: This documentation window appears when you
option-click the viewDidLoad method name
This version of viewDidLoad creates an instance of
BIDBlueViewController. We use the
instantiateViewControllerWithIdentifier: method to load the
24. BIDBlueViewController instance from the same storyboard that
contains our
root view controller. To access a particular view controller from
a storyboard, we use a string as an identifier—in this case
"Blue" —which we'll set up when we configure our storyboard a
little more. Once the BIDBlueViewController is
created, we assign this new instance to our blueViewController
property:
self.blueViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Blue"];
Next, we insert the blue view as a subview of the root view. We
insert it at index zero, which tells iOS to put this view behind
everything else. Sending the view to the back ensures that the
toolbar we created in Interface Builder a
moment ago will always be visible on the screen, since we're
inserting the content views behind it:
[self.view insertSubview:self.blueViewController.view
atIndex:0];
Now, why didn't we load the yellow view here also? We're
going to need to load it at some point, so why not do it now?
Good question. The answer is that the user may never tap the
Switch Views button. The user might just use the
view that's visible when the application launches, and then quit.
In that case, why use resources to load the yellow view and its
controller?
Instead, we'll load the yellow view the first time we actually
need it. This is called lazy loading, and it's a standard way of
keeping memory overhead down. The actual loading of the
yellow view happens in the switchViews: method,
so let's take a look at that.
25. switchViews: first checks which view is being swapped in by
seeing whether yellowViewController's view's superview is nil.
This will return true if one of two things is true:
If yellowViewController exists but its view is not being shown
to the user, that view will not have a superview because it's not
presently in the view hierarchy, and the expression will evaluate
to true.
If yellowViewController doesn't exist because it hasn't been
created yet or was flushed from memory, it will also return true.
We then check to see whether yellowViewController exists:
if (!self.yellowViewController.view.superview) {
If it's a nil pointer, that means there is no instance of
yellowViewController, and we need to create one. This could
happen because it's the first time the button has been pressed or
because the system ran low on memory and it was
flushed. In this case, we need to create an instance of
BIDYellowViewController, as we did for the
BIDBlueViewController in the viewDidLoad method:
if (!self.yellowViewController) {
self.yellowViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Yellow"];
}
At this point, we know that we have a yellowViewController
instance because either we already had one or we just created it.
We then remove blueViewController's view from the view
hierarchy and add the
yellowViewController's view:
26. [self.blueViewController.view removeFromSuperview];
[self.view insertSubview:self.yellowViewController.view
atIndex:0];
If self.yellowViewController.view.superview is not nil, then we
need to do the same thing, but for blueViewController.
Although we create an instance of BIDBlueViewController in
viewDidLoad, it is still possible that the instance
has been flushed because memory got low. Now, in this
application, the chances of memory running out are slim, but
we're still going to be good memory citizens and make sure we
have an instance before proceeding:
} else {
if (!self.blueViewController) {
self.blueViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Blue"];
}
[self.yellowViewController.view removeFromSuperview];
[self.view insertSubview:self.blueViewController.view
atIndex:0];
}
In addition to not using resources for the yellow view and
controller if the Switch Views button is never tapped, lazy
loading also gives us the ability to release whichever view is
not being shown to free up its memory. iOS will call the
UIViewController method didReceiveMemoryWarning, which is
inherited by every view controller, when memory drops below a
system-determined level.
Since we know that either view will be reloaded the next time it
is shown to the user, we can safely release either controller. We
do this by adding a few lines to the existing
27. didReceiveMemoryWarning method:
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Release any cached data, images, etc, that aren't in use
if (!self.blueViewController.view.superview) {
self.blueViewController = nil;
} else {
self.yellowViewController = nil;
}
}
This newly added code checks to see which view is currently
being shown to the user and releases the controller for the other
view by assigning nil to its property. This will cause the
controller, along with the view it controls, to be
deallocated, freeing up its memory.
Tip Lazy loading is a key component of resource management
on iOS, and you should implement it anywhere you can. In a
complex, multiview application, being responsible and flushing
unused objects from memory can be the difference between an
application that
works well and one that crashes periodically because it runs out
of memory.
Implementing the Content Views
The two content views that we are creating in this application
are extremely simple. They each have one action method that is
triggered by a button, and neither one needs any outlets. The
two views are also nearly identical. In fact,
they are so similar that they could have been represented by the
same class. We chose to make them two separate classes
because that's how most multiview applications are constructed.
28. The two action methods we're going to implement do nothing
more than show an alert (as we did in Chapter 4's Control Fun
application), so go ahead and add this code to
BIDBlueViewController.m:
#import "BIDBlueViewController.h"
@implementation BIDBlueViewController
- (IBAction)blueButtonPressed {
UIAlertView *alert = [[UIAlertView alloc]
initWithTitle:@"Blue View Button Pressed"
message:@"You pressed the button on the
blue view"
delegate:nil
cancelButtonTitle:@"Yep, I did."
otherButtonTitles:nil];
[alert show];
}
…
Save the file. Next, switch over to BIDYellowViewController.m
and add this very similar code to that file:
#import "BIDYellowViewController.h"
@implementation BIDYellowViewController
- (IBAction)yellowButtonPressed {
UIAlertView *alert = [[UIAlertView alloc]
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initWithTitle:@"Yellow View Button Pressed"
message:@"You pressed the button on the
yellow view"
delegate:nil
cancelButtonTitle:@"Yep, I did."
otherButtonTitles:nil];
[alert show];
}
Save this file, as well.
Next, select Main.storyboard to open it in Interface Builder, so
we can make a few changes. First, we need to add a new scene
for BIDBlueViewController. Up until now, each storyboard
we've dealt with contained just a single
controller-view pairing, but the storyboard has more tricks up
its sleeve, and holding multiple scenes is one of them. From the
object library, drag out another View Controller and drop it in
the editing area next to the existing one. Now
your storyboard has two scenes, each of which can be loaded
dynamically and independently while your application is
running. In the row of icons at the bottom of the new scene,
single-click the View Controller icon and press 3
to bring up the identity inspector. In the Custom Class section,
Class defaults to UIViewController; change it to
BIDBlueViewController.
We also need to create an identifier for this new view
controller, so that our code can find it inside the storyboard.
Just below the Custom Class in the identity inspector, you'll see
a Storyboard ID field. Click there and type Blue to
30. match what we used in our code.
So now you have two scenes. We showed you earlier how to
configure your app to load this storyboard at launch time, but
we didn't mention anything about scenes there. How will the
app know which of these two views to show? The
answer lies in the big arrow pointing at the first scene, as shown
in Figure 6-18. That arrow points out the storyboard's default
scene, which is what the app shows when it starts up. If you
want to choose a different default scene, all
you have to do is drag the arrow to point at the scene you want.
Figure 6-18: We just added a second scene to our storyboard.
The big arrow points at the default scene
Single-click the big rectangular view in the new scene you just
added, and then press 4 to bring up the object attributes
inspector. In the inspector's View section, click the color well
that's labeled Background, and use the pop-up
color picker to change the background color of this view to a
nice shade of blue. Once you are happy with your blue, close
the color picker.
Drag a Button from the library over to the view, using the
guidelines to center the button in the view, both vertically and
horizontally. We want to make sure that the button stays
centered no matter what, so make two constraints to that
effect. First select Editor Align Horizontal Center in Container
from the menu. Then click the new button again, and select
Editor Align Vertical Center in Container from the menu.
Double-click the button and change its title to Press Me. Next,
with the button still selected, switch to the connections
inspector (by pressing 6), drag from the Touch Up Inside event
to the File's Owner icon, and connect to the
blueButtonPressed action method. You'll notice that the text of
31. the button is a blue color by default. Since our background is
also blue, there's a pretty big risk that this button's text will be
hard to see! Switch to the attributes inspector
with 4, and then use the combined color-picker/pop-up button to
change the Text Color value to something else. Depending on
how dark your background color is, you might want to choose
either white or black.
Now it's time to do pretty much the same set of things for
BIDYellowViewController. Grab yet another View Controller
from the object library and drag it into the editor area. Don't
worry if things are getting crowded; you can stack
those scenes on top of each other, and no one will mind! Click
the View Controller icon in the dock and use the identity
inspector to change its class to BIDYellowViewController and
its Storyboard ID to Yellow.
Next, select the view and switch to the object attributes
inspector. There, click the Background color well, select a
bright yellow, and then close the color picker.
Next, drag out a Button from the library and use the guidelines
to center it in the view. Use the menu actions to create
constraints aligning its horizontal and vertical center, just like
for the last button. Now change its title to Press Me,
Too. With the button still selected, use the connections
inspector to drag from the Touch Up Inside event to the View
Controller icon, and connect to the yellowButtonPressed action
method.
When you're finished, save the storyboard and get ready to take
this bad boy for a spin. Hit the Run button in Xcode, and your
app should start up and present you with a full screen of blue.
When our application launches, it shows the blue view we built.
When you tap the Switch Views button, it will change to show
32. the yellow view that we built. Tap it again, and it goes back to
the blue view. If you tap the button centered
on the blue or yellow view, you'll get an alert view with a
message indicating which button was pressed. This alert shows
that the correct controller class is being called for the view that
is being shown.
The transition between the two views is kind of abrupt, though.
Gosh, if only there were some way to make the transition look
nicer.
Of course, there is a way to make the transition look nicer! We
can animate the transition to give the user visual feedback of
the change.
Animating the Transition
UIView has several class methods we can call to indicate that
the transition between views should be animated, to indicate the
type of transition that should be used, and to specify how long
the transition should take.
Go back to BIDSwitchViewController.m and enhance your
switchViews: method by adding the lines shown here in bold:
- (IBAction)switchViews:(id)sender
{
[UIView beginAnimations:@"View Flip" context:NULL];
[UIView setAnimationDuration:0.4];
[UIView
setAnimationCurve:UIViewAnimationCurveEaseInOut];
if (!self.yellowViewController.view.superview) {
if (!self.yellowViewController) {
self.yellowViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Yellow"];
33. }
[UIView
setAnimationTransition:UIViewAnimationTransitionFlipFromRi
ght
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forView:self.view cache:YES];
[self.blueViewController.view removeFromSuperview];
[self.view insertSubview:self.yellowViewController.view
atIndex:0];
} else {
if (!self.blueViewController) {
self.blueViewController = [self.storyboard
instantiateViewControllerWithIdentifier:@"Blue"];
}
[UIView
setAnimationTransition:UIViewAnimationTransitionFlipFromLe
ft
forView:self.view cache:YES];
[self.yellowViewController.view removeFromSuperview];
[self.view insertSubview:self.blueViewController.view
atIndex:0];
}
[UIView commitAnimations];
}
Compile this new version and run your application. When you
34. tap the Switch Views button, instead of the new view just
snapping into place, the old view will flip over to reveal the
new view, as shown in Figure 6-19.
Figure 6-19: One view transitioning to another, using the flip
style of animation
To tell iOS that we want a change animated, we need to declare
an animation block and specify how long the animation should
take. Animation blocks are declared by using the UIView class
method beginAnimations:context:, like
so:
[UIView beginAnimations:@"View Flip" context:NULL];
[UIView setAnimationDuration:0.4];
beginAnimations:context: takes two parameters. The first is an
animation block title. This title comes into play only if you take
more direct advantage of Core Animation, the framework behind
this animation. For our purposes, we
could have used nil. The second parameter is a (void *) that
allows you to specify an object (or any other C data type) whose
pointer you would like associated with this animation block. We
used NULL here, since we don't need to
do that. We also set the duration of the animation, which tells
UIView how long (in seconds) the animation should last.
After that, we set the animation curve, which determines the
timing of the animation. The default, which is a linear curve,
causes the animation to happen at a constant speed. The option
we set here,
UIViewAnimationCurveEaseInOut, specifies that the animation
should start slow but speed up in the middle, and then slow
down again at the end. This gives the animation a more natural,
less mechanical appearance:
35. [UIView
setAnimationCurve:UIViewAnimationCurveEaseInOut];
Next, we need to specify the transition to use. At the time of
this writing, four iOS view transitions are available:
UIViewAnimationTransitionFlipFromLeft
UIViewAnimationTransitionFlipFromRight
UIViewAnimationTransitionCurlUp
UIViewAnimationTransitionCurlDown
We chose to use two different effects, depending on which view
was being swapped in. Using a left flip for one transition and a
right flip for the other makes the view seem to flip back and
forth.
The cache option speeds up drawing by taking a snapshot of the
view when the animation begins and using that image, rather
than redrawing the view at each step of the animation. You
should always cache the animation unless the
appearance of the view may need to change during the
animation:
[UIView
setAnimationTransition:UIViewAnimationTransitionFlipFromRi
ght
forView:self.view cache:YES];
Next, we remove the currently shown view from our controller's
view and instead add the other view.
When we're finished specifying the changes to be animated, we
36. call commitAnimations on UIView. Everything between the
start of the animation block and the call to commitAnimations
will be animated together.
Thanks to Cocoa Touch's use of Core Animation under the
hood, we're able to do fairly sophisticated animation with only a
handful of code.
Switching Off
Whoo-boy! Creating our own multiview controller was a lot of
work, wasn't it? You should have a very good grasp on how
multiview applications are put together, now that you've built
one from scratch.
Although Xcode contains project templates for the most
common types of multiview applications, you need to
understand the overall structure of these types of applications,
so you can build them yourself from the ground up. The
delivered templates are incredible time-savers; but at times,
they simply won't meet your needs.
In the next few chapters, we're going to continue building
multiview applications to reinforce the concepts from this
chapter and to give you a feel for how more complex
applications are put together. In Chapter 7, we'll construct a tab
bar application. Let's get going!
Beginning iOS 7 Development: Exploring the iOS SDK
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37. Beginning iOS 7 Development: Exploring the iOS SDK
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Beginning iOS 7 Development: Exploring the iOS SDK
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Jeff LaMarche (c) 2014, Copying Prohibited
Page 16 of 16
Chapter 6: Multiview ApplicationsOverviewCommon Types of
Multiview AppsThe Architecture of a Multiview
ApplicationBuilding View SwitcherSwitching Off