Xcode - IB元素在运行时没有显示在我的视图中



我的iOS项目遇到了一个非常奇怪的问题。我有一个带有一些标签和按钮的UIViewController,当用户进入这个视图时,我以编程方式构建一个游戏板(这是扫雷游戏)。我现在想做的是添加一个简单的元素(在我的情况下一个分段控制,但我也尝试了一个按钮,不工作)在底部或在板的开始。

当我从Interface Builder中添加一些东西时,我可以在故事板中看到它,但是当我运行应用程序puff时,它消失了!视图只包含"旧"元素,而不显示新元素。是的,我创建了一个IBOutlet:

@property (weak, nonatomic) IBOutlet UISegmentedControl *clickTypeSegmentedControl;

是的,我检查了分段控制的引用是否ok。我真的不明白是怎么回事,如果有人能帮助我,我将非常感激。

**编辑:我添加了ViewController的代码,还有一些其他的方法我遗漏了,因为它们只处理游戏。我重复一遍:即使我添加了一个没有动作的简单按钮,它也不会显示。

#import "GameViewController.h"
#import "GameBoardModel.h"
#import "ScoreViewController.h"
#import <AVFoundation/AVFoundation.h>
#define UIColorFromRGB(rgbValue) [UIColor colorWithRed:((float)((rgbValue & 0xFF0000) >> 16))/255.0 green:((float)((rgbValue & 0xFF00) >> 8))/255.0 blue:((float)(rgbValue & 0xFF))/255.0 alpha:1.0]
@interface GameViewController ()
@property (weak, nonatomic) IBOutlet UILabel *timerLabel;
@property (weak, nonatomic) IBOutlet UILabel *bombsLabel;
@property (weak, nonatomic) IBOutlet UIButton *restartButton;
@property(nonatomic, strong) AVAudioPlayer *soundEffects;
@property (weak, nonatomic) IBOutlet UISegmentedControl *clickTypeSegmentedControl;
@end
@implementation GameViewController
@synthesize difficulty, timer, playerName, scoreToAdd, clickTypeSegmentedControl;
double secondsPassed=-1.0f;
int seconds=0;
int totalRowsCols=0, totalMines=0, heightWidth=0, clicKNumber=0;
static NSString * const IMAGE_NAME_FLAG = @"flag.png";
static NSString * const IMAGE_NAME_BOMB_X = @"bomb.png";

- (void)viewDidLoad
{
    [super viewDidLoad];
    self.navigationItem.hidesBackButton = YES;
    UIBarButtonItem *backButton =[[UIBarButtonItem alloc]initWithTitle:@"Menù" style:UIBarButtonItemStyleBordered target:self action:@selector(popAlertAction:)];
    self.navigationItem.leftBarButtonItem=backButton;

    clickTypeSegmentedControl.selectedSegmentIndex = 0;

    rootController = (BombsSeekerViewController *)[self.navigationController.viewControllers objectAtIndex:0];

    NSUserDefaults *defaults=[NSUserDefaults standardUserDefaults];
    playerName = [defaults objectForKey:@"NomeGiocatore"];
    scoreToAdd = [[NSMutableDictionary alloc]init];
    [self createGameBoard:difficulty];
    [self newGame:nil];

}

-(void) newGame:(UIButton *)sender {
    [self.view.subviews makeObjectsPerformSelector: @selector(removeFromSuperview)];
    clicKNumber=0;
    secondsPassed=0;
    self.timerLabel.text = [self labelString:secondsPassed];
    self.game = [[Game alloc] initWithWidth:totalRowsCols AndHeight:totalRowsCols AndMineCount:totalMines];
    self.buttonArray = [[NSMutableArray alloc] init];
    [self.restartButton addTarget:self action:@selector(newGame:) forControlEvents:UIControlEventTouchUpInside];
    [self.view addSubview:self.restartButton];
    [self.view addSubview:self.timerLabel];
    [self.view addSubview:self.bombsLabel];
    for(int i = 0; i < totalRowsCols; i++) {
        for (int j = 0; j < totalRowsCols; j++) {
            self.button = [[Tile alloc] initWithLocation: CGPointMake(j,i) andHW:heightWidth andBlock:self.game.board[j][i] andTag:(i*totalRowsCols+j)];
            [self.buttonArray addObject:self.button];
            [self.view addSubview:self.button];
            [self.button addTarget:self action:@selector(click:) forControlEvents:UIControlEventTouchUpInside];
        }
    }
    [self.timer invalidate];
}

- (void) createGameBoard:(int)diff{
    switch (diff) {
        case 1:
            totalRowsCols = 6;
            totalMines = 2;
            heightWidth = 44;
            break;
        case 2:
            totalRowsCols = 8;
            totalMines = 16;
            heightWidth = 35;
            break;
        case 3:
            totalRowsCols = 10;
            totalMines = 25;
            heightWidth = 29;
            break;
    }
    self.flagCount = totalMines;
    _bombsLabel.text = [NSString stringWithFormat:@"%d",self.flagCount];
}

-(NSString *) labelString: (int) num {
    if(num < 10) {
        return [NSString stringWithFormat:@"00%i",num];
    }
    else if(self.timeCount.intValue < 100) {
        return [NSString stringWithFormat:@"0%i",num];
    }
    else if(self.timeCount.intValue < 1000) {
        return [NSString stringWithFormat:@"%i",num];
    }
    else
        return @"---";
}
-(void) click:(Tile *)sender {
    if(clicKNumber <1){
        [self refreshLabel:self.timer];
        self.timer = [NSTimer scheduledTimerWithTimeInterval:1
                                                      target:self
                                                    selector:@selector(refreshLabel:)
                                                    userInfo:nil
                                                     repeats:YES];
        clicKNumber++;
    }
    if(self.game.gameStatus == STATUS_LOST || self.game.gameStatus == STATUS_WON) return;
    if (self.clickTypeSegmentedControl.selectedSegmentIndex == 0 && sender.block.marking == MARKING_BLANK) {
        [self.game clickedAtColumn: sender.point.x AndRow: sender.point.y];
        for(Tile *b in self.buttonArray) {
            if(b.block.marking == MARKING_CLICKED) {
                b.enabled = NO;
            }
            else if(b.block.marking == MARKING_BLANK) {
                [b setTitle:@"" forState:UIControlStateNormal];
                [b setImage:nil forState:UIControlStateNormal];
            }
        }
    }
    else if (self.clickTypeSegmentedControl.selectedSegmentIndex == 1){
        if(sender.block.marking == MARKING_BLANK && self.flagCount > 0) {
            sender.block.marking = MARKING_FLAGGED;
            self.flagCount--;
             _bombsLabel.text = [NSString stringWithFormat:@"%d",self.flagCount];
            [sender setImage:[UIImage imageNamed:IMAGE_NAME_FLAG] forState:UIControlStateNormal];
        }
        else if(sender.block.marking == MARKING_FLAGGED) {
            sender.block.marking = MARKING_BLANK;
            self.flagCount++;
             _bombsLabel.text = [NSString stringWithFormat:@"%d",self.flagCount];
            [sender setImage:[UIImage imageNamed:@"tile.png"] forState:UIControlStateNormal];
        }
    }
    if(self.game.gameStatus == STATUS_LOST) [self gameLost:sender];
    else if(self.game.gameStatus == STATUS_WON) [self gameWon];
}

如果这是我认为的,你不应该这样做:

[self.view.subviews makeObjectsPerformSelector: @selector(removeFromSuperview)];

viewDidLoad被调用时,newGame方法被调用,这将从Superview中删除所有子视图。

确保storyboard中的控制器与正确的控制器类相关联

-viewDidLoad:期间调用此方法

-(void) newGame:(UIButton *)sender {
    [self.view.subviews makeObjectsPerformSelector: @selector(removeFromSuperview)];
    //...
}

因此,你在nib中放入的任何东西在加载后都会被删除。

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