Instead, you subclass UIViewController and add the methods and properties needed to manage the view controller's view hierarchy. A view controller's main responsibilities include the following: Updating the contents of the views, usually in response to changes to the underlying data.
An UIViewController is just the base class of this already defined "View Controller", you add a viewController as you said, but a viewController has a class associated to it, that can be a UIViewController, UITableViewController, or variations/subclasses.
A UIViewController is an object which manages the view hierarchy of the UIKit application. The UIViewController defines the shared behavior and properties for all types of ViewController that are used in the iOS application. The UIViewController class inherits the UIResponder class.
First UIViewController is alloc'ed by some other object, then init is immediately called (or some other init method, like initWithStyle). Only once the object is initialized would I expect it to call its own loadView function, after which the view, once loaded, calls the viewDidLoad delegate method.
This post dates from the early days of modern iOS. It is updated with current information and the current Swift syntax.
In iOS today "everything is a container view". It is the basic way you make apps today.
An app may be so simple that it has just the one screen. But even in that case, each "thing" on the screen is a container view.
It's this easy...
version notes
2020. These days you usually just load a container view from a separate storyboard, which is dead easy. It's explained at the bottom of this post. If you are new to container views, maybe familiarize with the 'classic style' ('same storyboard') container tutorial first.
2021. Updated syntax. Used SO's new '###' pretty headlines. More detail on loading from code.
Drag a container view into your scene view. (Just as you would drag in any element such as a UIButton.)
The container view is the brown thing in this image. It is actually inside your scene view.
When you drag a container view into your scene view, Xcode automatically gives you two things:
You get the container view inside your scene view, and,
you get a brand-new UIViewController
which is just sitting around somewhere on the white of your storyboard.
The two are connected with the "Masonic Symbol Thing" - explained below!
It's really that simple.
You're done.
Here's the same thing explained visually.
Notice the container view at (A)
.
Notice the controller at (B)
.
Click on B. (That's B - not A!)
Go to the inspector at the top right. Notice it says "UIViewController"
Change it to your own custom class, which is a UIViewController.
So, I have a Swift class Snap
which is a UIViewController
.
So where it says "UIViewController" in the Inspector I typed in "Snap".
(As usual, Xcode will auto-complete "Snap" as you start typing "Snap...".)
That's all there is to it - you're done.
So when you click to add a container view, Apple automatically gives you a linked view controller, sitting on the storyboard.
Currently (2019) it happens to make it a UIViewController
by default.
That's silly: it should ask which type you need. For example, often you need a table view.
Here's how to change it to something different:
At the time of writing, Xcode gives you a
UIViewController
by default. Let's say you want aUICollectionViewController
instead:(i) Drag a container view in to your scene. Look at the UIViewController on the storyboard which Xcode gives you by default.
(ii) Drag a new
UICollectionViewController
to anywhere on the main white area of the storyboard.(iii) Click the container view inside your scene. Click the connections inspector. Notice there is one "Triggered Segue". Mouse over the "Triggered Segue" and notice that Xcode highlights all of the unwanted UIViewController.
(iv) Click the "x" to actually delete that Triggered Segue.
(v) DRAG from that Triggered Segue (viewDidLoad is the only choice). Drag across the storyboard to your new UICollectionViewController. Let go and a pop-up appears. You must select embed.
(vi) Simply delete all of the unwanted UIViewController. You're done.
Short version:
delete the unwanted UIViewController.
Put a new UICollectionViewController
anywhere on the storyboard.
Control-drag from the container view's Connections - Trigger Segue - viewDidLoad, to, your new controller.
Be sure to select "embed" on the popup.
It's that easy.
You will have one of these "square in a square" Masonic symbol things: it is on the "bendy line" connecting your container view with the view controller.
The "masonic symbol" thing is the segue.
Select the segue by clicking on the "masonic symbol" thing.
Look to your right.
You MUST type in a text identifier for the segue.
You decide on the name. It can be any text string. A good choice is often "segueClassName".
If you follow that pattern, all your segues will be called segueClockView, seguePersonSelector, segueSnap, segueCards and so on.
Next, where do you use that text identifier?
Then, do the following, in code, in the ViewController of the whole scene.
Let's say you have three container views in the scene. Each container view holds a different controller, say "Snap", "Clock" and "Other".
Latest syntax
var snap:Snap?
var clock:Clock?
var other:Other?
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if (segue.identifier == "segueSnap")
{ snap = (segue.destination as! Snap) }
if (segue.identifier == "segueClock")
{ clock = (segue.destination as! Clock) }
if (segue.identifier == "segueOther")
{ other = (segue.destination as! Other) }
}
It's that simple. You connect a variable to refer to the controllers, using the prepareForSegue
call.
Say you're "in" the controller which you have put in a container view ("Snap" in the example).
It can be a confusing to get to the "boss" view controller above you ("Dash" in the example). Fortunately, it is this simple:
// Dash is the overall scene.
// Here we are in Snap. Snap is one of the container views inside Dash.
class Snap {
var myBoss:Dash?
override func viewDidAppear(_ animated: Bool) { // MUST be viewDidAppear
super.viewDidAppear(animated)
myBoss = parent as? Dash
}
Critical: Only works from viewDidAppear
or later. Will not work in viewDidLoad
.
You're done.
Tip, don't forget, that only works for container views.
These days with storyboard identifiers, it's commonplace to just pop new views on the screen (rather as in Android development). So, let's say the user wants to edit something...
// let's just pop a view on the screen.
// this has nothing to do with container views
//
let e = ...instantiateViewController(withIdentifier: "Edit") as! Edit
e.modalPresentationStyle = .overCurrentContext
self.present(e, animated: false, completion: nil)
When using a container view, IT IS GUARANTEED that Dash will be the parent view controller of Snap.
However that is NOT NECESSARILY THE CASE when you use instantiateViewController.
Very confusingly, in iOS the parent view controller is not related to the class which instantiated it. (It might be the same, but usually it is not the same.) The self.parent
pattern is only for container views.
(For a similar result in the instantiateViewController pattern, you have to use a protocol and a delegate, remembering that the delegate will be a weak link.)
Note though that these days it's pretty easy to dynamically load a container view from another storyboard - see last section below. It's often the best way.
It's worth noting that "prepareForSegue" is a really bad name!
"prepareForSegue" is used for two purposes: loading container views, and, segueing between scenes.
But in practice, you very rarely segue between scenes! Whereas almost every app has many, many, container views as a matter of course.
It would make more sense if "prepareForSegue" was called something like "loadingContainerView".
A common situation is: You have a small area on the screen, where you want to show one of a number of different view controllers. For example, one of four widgets.
The simplest way to do this: just have four different container views all sitting inside the same identical area. In your code, simply hide all four and turn on the one you want visible.
Easy.
Say you have a storyboard file "Map.storyboard", storyboard ID is "MapID", and the storyboard is a view controller for your Map
class.
let map = UIStoryboard(name: "Map", bundle: nil)
.instantiateViewController(withIdentifier: "MapID")
as! Map
Have an ordinary UIView in your main scene:
@IBOutlet var dynamicContainerView: UIView!
Apple explain here the four things you have to do to add a dynamic container view
addChild(map)
map.view.frame = dynamicContainerView.bounds
dynamicContainerView.addSubview(map.view)
map.didMove(toParent: self)
(In that order.)
And to remove that container view:
map.willMove(toParent: nil)
map.view.removeFromSuperview()
map.removeFromParent()
(Also in that order.) That's it.
Note however in that example, the dynamicContainerView
is simply a fixed view. It does not change or resize. This would only work if your app never rotates or anything else. Usually, you would have to add the four usual constraints to simply keep the map.view inside dynamicContainerView, as it resizes. In fact, here is the "world's handiest extension" which one needs in any iOS app,
extension UIView {
// it's basically impossible to make an iOS app without this!
func bindEdgesToSuperview() {
guard let s = superview else {
preconditionFailure("`superview` nil in bindEdgesToSuperview")
}
translatesAutoresizingMaskIntoConstraints = false
leadingAnchor.constraint(equalTo: s.leadingAnchor).isActive = true
trailingAnchor.constraint(equalTo: s.trailingAnchor).isActive = true
topAnchor.constraint(equalTo: s.topAnchor).isActive = true
bottomAnchor.constraint(equalTo: s.bottomAnchor).isActive = true
}
}
Thus, in any real app the code above would be:
addChild(map)
dynamicContainerView.addSubview(map.view)
map.view.bindEdgesToSuperview()
map.didMove(toParent: self)
(Some folks even make an extension .addSubviewAndBindEdgesToSuperview()
to avoid a line of code there!)
A reminder that the order must be
You've added map
dynamically to the holder, now you want to remove it. The correct and only order is:
map.willMove(toParent: nil)
map.view.removeFromSuperview()
map.removeFromParent()
Often you will have a holder view, and you want to swap different controllers in and out. So:
var current: UIViewController? = nil
private func _install(_ newOne: UIViewController) {
if let c = current {
c.willMove(toParent: nil)
c.view.removeFromSuperview()
c.removeFromParent()
}
current = newOne
addChild(current!)
holder.addSubview(current!.view)
current!.view.bindEdgesToSuperview()
current!.didMove(toParent: self)
}
I see two problems. First, since you're making the controllers in the storyboard, you should be instantiating them with instantiateViewControllerWithIdentifier:
, not initWithNibName:bundle:
. Second, when you add the view as a subview, you should give it a frame. So,
- (void)viewDidLoad
{
[super viewDidLoad];
self.aboutVC = [self.storyboard instantiateViewControllerWithIdentifier:@"aboutVC"]; // make sure you give the controller this same identifier in the storyboard
[self addChildViewController:self.aboutVC];
[self.aboutVC didMoveToParentViewController:self];
self.aboutVC.view.frame = self.utilityView.bounds;
[self.utilityView addSubview:self.aboutVC.aboutView];
}
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