我正在以编程方式将UIImageView
和UILabel
添加到我正在处理的程序中的多个屏幕上。因此,我写了一个UIViewController
,其中包含用于加载UIImageView
中的UILabel
和viewDidLoad
的代码,以及用于更新内容的计时器。我将此视图控制器用作需要UIImageView
和UILabel
的任何视图的超类。
在大多数情况下它工作正常,但是当从特定屏幕转换时,该对似乎从(0,0,0,0)的帧开始,并慢慢地动画到我定义的帧。我不知道问题是什么,甚至在哪里看。这里的任何指针都会很棒。
这是我用作我的超类的代码。
FoundationViewController.h
#import
@interface FoundationViewController : UIViewController {
IBOutlet UIImageView *activeInventoryImage;
IBOutlet UILabel *activeInventoryLabel;
NSTimer *inventoryStatusTimer;
}
@property (nonatomic, retain) IBOutlet UIImageView *activeInventoryImage;
@property (nonatomic, retain) IBOutlet UILabel *activeInventoryLabel;
- (void) advanceToView:(id)nextView;
- (void) inventoryStatus;
- (BOOL) inventoryActive:(NSDate*)inventoryExpire withImage:(NSString*)imageName;
@end
FoundationViewController.m
#import "FoundationViewController.h"
#import "GameData.h"
#import "Globals.h"
@implementation FoundationViewController
@synthesize activeInventoryImage;
@synthesize activeInventoryLabel;
- (void) viewDidLoad{
// initialize the active inventory icon and label
activeInventoryImage = [[UIImageView alloc] init];
activeInventoryLabel = [[UILabel alloc] init];
// clear
activeInventoryImage.image = [UIImage imageNamed:@""];
activeInventoryLabel.text = @"";
// set the center points
activeInventoryImage.frame = CGRectMake(258, 7, 20, 20);
activeInventoryLabel.frame = CGRectMake(280, 6, 30, 20);
// set label parameters
activeInventoryLabel.backgroundColor = [UIColor clearColor];
activeInventoryLabel.font = [UIFont fontWithName:@"Helvetica" size:11.0f];
activeInventoryLabel.textColor = [UIColor colorWithRed:0.2 green:0.4 blue:0.6 alpha:1];
// add to view
[self.view addSubview:activeInventoryImage];
[self.view addSubview:activeInventoryLabel];
// start the timer if there is any active inventory
if(
[self inventoryActive:[GameData sharedGameData].player.inventory.aExpire withImage:@"a.png"] ||
[self inventoryActive:[GameData sharedGameData].player.inventory.bExpire withImage:@"b.png"] ||
[self inventoryActive:[GameData sharedGameData].player.inventory.cExpire withImage:@"c.png"]
)
inventoryStatusTimer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(inventoryStatus) userInfo:nil repeats:YES];
[super viewDidLoad];
}
- (BOOL) inventoryActive:(NSDate*)inventoryExpire withImage:(NSString*)imageName{
NSTimeInterval expireSeconds;
NSDateFormatter *formatter;
BOOL runTimer = FALSE;
// expire
expireSeconds = [inventoryExpire timeIntervalSinceNow];
if(expireSeconds > 0){
formatter = [[NSDateFormatter alloc] init];
[formatter setDateFormat:@"mm:ss"];
NSDate *expireTime = [NSDate dateWithTimeIntervalSince1970:expireSeconds];
activeInventoryImage.image = [UIImage imageNamed:imageName];
activeInventoryLabel.text = [formatter stringFromDate:expireTime];
[formatter release];
runTimer = TRUE;
}
return runTimer;
}
- (void) inventoryStatus{
// if there is no active inventory kill the timer
if(
![self inventoryActive:[GameData sharedGameData].player.inventory.aExpire withImage:@"a.png"] &&
![self inventoryActive:[GameData sharedGameData].player.inventory.bExpire withImage:@"b.png"] &&
![self inventoryActive:[GameData sharedGameData].player.inventory.cExpire withImage:@"c.png"]
){
activeInventoryImage.image = [UIImage imageNamed:@""];
activeInventoryLabel.text = @"";
if(inventoryStatusTimer != nil)
[inventoryStatusTimer invalidate];
}
}
- (void) advanceToView:(id)nextView{
if([nextView isKindOfClass:[UIView class]]){
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.7];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:self.view cache:YES];
[self.view addSubview:nextView];
[UIView commitAnimations];
}
else
NSLog(@" Error Loading View: %@",nextView);
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[activeInventoryImage removeFromSuperview];
[activeInventoryImage release];
[activeInventoryLabel release];
[super dealloc];
}
@end
答案 0 :(得分:1)
在advanceToView
中设置一个断点,因为这似乎是您唯一的动画代码。每次调用它时,请查看调试器中的调用堆栈。从这里开始,您可以看到在不应该使用此代码时调用的是什么。
答案 1 :(得分:0)
经过一些实验后,我发现使用initWithFrame
可以纠正漂移问题。
activeInventoryImage = [[UIImageView alloc] initWithFrame:CGRectMake(258, 7, 20, 20)];
activeInventoryLabel = [[UILabel alloc] initWithFrame:CGRectMake(280, 6, 30, 20)];
我仍然不知道问题的根本原因是什么。如果有人能告诉我这里发生了什么,我很想知道将来参考。