I call this function at viewDidLoad
and didRotateFromInterfaceOrientation
-(void) makeBox{
[self.view1 removeFromSuperview];
float viewWidth = CGRectGetWidth(self.view.frame);
float viewHeight = CGRectGetHeight(self.view.frame);
float startx = (viewWidth / 100) * 10;
float starty = (viewHeight /100) * 20;
float width = (viewWidth / 100) * 80;
float height = (viewHeight /100) * 60;
CGRect frame1 = CGRectMake(startx, starty, width, height);
self.view1 = [[UIView alloc] initWithFrame:frame1];
[self.view1 setBackgroundColor:[UIColor redColor]];
[self.view addSubview:self.view1];
}
When the view does change, its very 'sketchy' & not very graceful at all. I'm using simulator but i assume that it would be the same if i were to run on a device. How would i go about making this transition smoother? I would post to user experiance page, but i wish todo this programmatically
The overall point of this, other than to learn, is to achieve orientation independent graphics from code (without autolayout).
There's no need to remove the view and create a new one with the desired frame if its the only thing you're changing. Just modify the view frame in-place:
- (void)makeBox {
CGFloat viewWidth = CGRectGetWidth(self.view.frame);
CGFloat viewHeight = CGRectGetHeight(self.view.frame);
CGFloat startx = (viewWidth / 100) * 10;
CGFloat starty = (viewHeight /100) * 20;
CGFloat width = (viewWidth / 100) * 80;
CGFloat height = (viewHeight /100) * 60;
CGRect view1Frame = CGRectMake(startx, starty, width, height);
if (!self.view1) {
// The view doesn't exists yet, we create it
self.view1 = [[UIView alloc] initWithFrame:view1Frame];
[self.view1 setBackgroundColor:[UIColor redColor]];
[self.view addSubview:self.view1];
}
else {
// Just update the frame
self.view1.frame = view1Frame;
}
}
For extra-nice UX, wrap the frame update in an animation block:
// ... snip ...
else {
[UIView animateWithDuration:0.3 animations:^() {
self.view1.frame = view1Frame;
}];
}