I am trying to implement a UIPickerView with custom design. I've taken a UIVIew inside a UIPickerView and a label inside my UIVIew. Color of my picker background is black and Now I am trying to apply white background color to UIVIew and label inside View. But the colour is not what exact I want. I want pure white colour but it's returning gray. Can anyone help me for this?
Here is my code and output:
if pickerView == pkr1 {
let myView = UIView(frame: CGRect(x: 5, y: 0, width: pickerView.bounds.width - 10, height: Utilities.isDeviceiPad() ? 80.0 : 60.0))
myView.backgroundColor = UIColor.white
myView.isOpaque = false
let myLabel = UILabel(frame: CGRect(x: 5, y: 0, width: myView.bounds.width - 10, height: myView.frame.height))
myLabel.text = arrTemp[row]
// myLabel.center.y = myView.center.y
myLabel.textAlignment = .center
myLabel.numberOfLines = 2
myLabel.backgroundColor = UIColor.white
myLabel.alpha = CGFloat(1)
myLabel.lineBreakMode = NSLineBreakMode.byTruncatingTail
myView.addSubview(myLabel)
return myView
}
Output:
The reason why the selected view is transparent is that UIPickerView subview, that holds all the content, uses CAGradientLayer as a mask to achieve the depth effect. For some reason, Apple decided to make the selected view transparent as well. We can't simply rid of that mask because we will lose that fancy effect. So we need to figure out more about that gradient.
Here is how this gradient looks. I've added the alpha channel values so you could see how this gradient behave.
As you can see, it has 6 colors and everything is fine except the two values in the middle. They are 0.8 instead of 1.0, that what makes you selected view transparent.
This is a very bad approach and I strongly do not recommend do that but if you need to make your selected item opaque no matter what, you can simply create a subclass of you UIPickerView and change the gradient like that.
class MyPickerView: UIPickerView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func layoutSubviews() {
super.layoutSubviews()
self.changeGradientLayer()
}
func changeGradientLayer() {
guard let sublayers = self.subviews.first?.layer.sublayers else { return }
for case let sublayer as CAGradientLayer in sublayers {
sublayer.colors = [UIColor.black.withAlphaComponent(0).cgColor,
UIColor.black.withAlphaComponent(0.71).cgColor,
UIColor.black.withAlphaComponent(1.0).cgColor,
UIColor.black.withAlphaComponent(1.0).cgColor,
UIColor.black.withAlphaComponent(0.71).cgColor,
UIColor.black.withAlphaComponent(0).cgColor]
}
}
}
Hope it helps you.
Please add your view in picker view by below method and check it...hope it will work..
func pickerView(pickerView: UIPickerView, viewForRow row: Int, forComponent component: Int, reusingView view: UIView?) -> UIView {
let myView = UIView(frame: CGRect(x: 5, y: 0, width: pickerView.bounds.width - 10, height: Utilities.isDeviceiPad() ? 80.0 : 60.0))
myView.backgroundColor = UIColor.white
myView.isOpaque = false
let myLabel = UILabel(frame: CGRect(x: 5, y: 0, width: myView.bounds.width - 10, height: myView.frame.height))
myLabel.text = arrTemp[row]
// myLabel.center.y = myView.center.y
myLabel.textAlignment = .center
myLabel.numberOfLines = 2
myLabel.backgroundColor = UIColor.white
myLabel.alpha = CGFloat(1)
myLabel.lineBreakMode = NSLineBreakMode.byTruncatingTail
myView.addSubview(myLabel)
return myView
}
Related
I wonder if it even possible in iOS to animate changing color in only a part of the text, preferably not char by char, but pixel by pixel, like on this picture?
I know how to change text color in static with NSAttributedString and I know how to animate the whole text with CADisplayLink, but this makes me worry.
Maybe I can dive into CoreText, but I'm still not sure it is possible even with it. Any thoughts?
UPD I decided to add a video with my first results to make the question more clear:
my efforts for now (the label is overlapping)
You can quite easily achieve this using CoreAnimation possibilities.
I've added a simple demo, you play with it here (just build the project and tap anywhere to see the animation).
The logic is the following:
Create a custom subclass of UIView.
When some text is set, create two similar CATextLayers, each with the same text and frame.
Set different foregroundColor and mask for those layers. The mask of the left layer will be the left part of the view, and the mask of the right layer will be the right part.
Animate foregroundColor for those layers (simultaneously).
The code of a custom view:
class CustomTextLabel: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .green
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private var textLayer1: CATextLayer?
private var textLayer2: CATextLayer?
func setText(_ text: String, fontSize: CGFloat) {
// create 2 layers with the same text and size, we'll set the colors for them later
textLayer1 = createTextLayer(text, fontSize: fontSize)
textLayer2 = createTextLayer(text, fontSize: fontSize)
// estimate the frame size needed for the text layer with such text and font size
let textSize = textLayer1!.preferredFrameSize()
let w = frame.width, h = frame.height
// calculate the frame such that both layers will be in center of view
let centeredTextFrame = CGRect(x: (w-textSize.width)/2, y: (h-textSize.height)/2, width: textSize.width, height: textSize.height)
textLayer1!.frame = centeredTextFrame
textLayer2!.frame = centeredTextFrame
// set up default color for the text
textLayer1!.foregroundColor = UIColor.yellow.cgColor
textLayer2!.foregroundColor = UIColor.yellow.cgColor
// set background transparent, that's very important
textLayer1!.backgroundColor = UIColor.clear.cgColor
textLayer2!.backgroundColor = UIColor.clear.cgColor
// set up masks, such that each layer's text is visible only in its part
textLayer1!.mask = createMaskLayer(CGRect(x: 0, y: 0, width: textSize.width/2, height: textSize.height))
textLayer2!.mask = createMaskLayer(CGRect(x: textSize.width/2, y: 0, width: textSize.width/2, height: textSize.height))
layer.addSublayer(textLayer1!)
layer.addSublayer(textLayer2!)
}
private var finishColor1: UIColor = .black, finishColor2: UIColor = .black
func animateText(leftPartColor1: UIColor, leftPartColor2: UIColor, rightPartColor1: UIColor, rightPartColor2: UIColor) {
finishColor1 = leftPartColor2
finishColor2 = rightPartColor2
if let layer1 = textLayer1, let layer2 = textLayer2 {
CATransaction.begin()
let animation1 = CABasicAnimation(keyPath: "foregroundColor")
animation1.fromValue = leftPartColor1.cgColor
animation1.toValue = leftPartColor2.cgColor
animation1.duration = 3.0
layer1.add(animation1, forKey: "animation1")
let animation2 = CABasicAnimation(keyPath: "foregroundColor")
animation2.fromValue = rightPartColor1.cgColor
animation2.toValue = rightPartColor2.cgColor
animation2.duration = 3.0
layer2.add(animation2, forKey: "animation2")
CATransaction.setCompletionBlock {
self.textLayer1?.foregroundColor = self.finishColor1.cgColor
self.textLayer2?.foregroundColor = self.finishColor2.cgColor
}
CATransaction.commit()
}
}
private func createTextLayer(_ text: String, fontSize: CGFloat) -> CATextLayer {
let textLayer = CATextLayer()
textLayer.string = text
textLayer.fontSize = fontSize // TODO: also set font name
textLayer.contentsScale = UIScreen.main.scale
return textLayer
}
private func createMaskLayer(_ holeRect: CGRect) -> CAShapeLayer {
let layer = CAShapeLayer()
let path = CGMutablePath()
path.addRect(holeRect)
path.addRect(bounds)
layer.path = path
layer.fillRule = CAShapeLayerFillRule.evenOdd
layer.opacity = 1
return layer
}
}
The calls of a custom view:
class ViewController: UIViewController {
var customLabel: CustomTextLabel!
override func viewDidLoad() {
super.viewDidLoad()
let viewW = view.frame.width, viewH = view.frame.height
let labelW: CGFloat = 200, labelH: CGFloat = 50
customLabel = CustomTextLabel(frame: CGRect(x: (viewW-labelW)/2, y: (viewH-labelH)/2, width: labelW, height: labelH))
customLabel.setText("Optimizing...", fontSize: 20)
view.addSubview(customLabel)
let tapRecogniner = UITapGestureRecognizer(target: self, action: #selector(onTap))
view.addGestureRecognizer(tapRecogniner)
}
#objc func onTap() {
customLabel.animateText(leftPartColor1: UIColor.blue,
leftPartColor2: UIColor.red,
rightPartColor1: UIColor.white,
rightPartColor2: UIColor.black)
}
}
Thanks to Olha's (#OlhaPavliuk) answer, I used two CATextLayer shapes and two CAShapeLayer masks for text layers. In draw method I just change masks frames to calculated size (bounds.width * progress value), and also change the second mask origin to a new start (bounds.width - bounds.width * progress value).
Also, it was very important to set layer.fillRule = CAShapeLayerFillRule.evenOdd while creating a mask, so that both layers became visible.
It turned out that I actually didn't need any animation code involved, because changing frames looks just ok.
In motion: https://giphy.com/gifs/LMbmlMoxY9oaWhXfO1
Full code: https://gist.github.com/joliejuly/a792c2ab8d97d304d731a4a5202f741a
I need help to solve this problem: I have a UITextFiled and I'm trying to apply a border at the bottom using this code:
func addBottomBorderWithColor(color: UIColor, width: CGFloat) {
let border = CALayer()
border.backgroundColor = color.cgColor
border.frame = CGRect(x: 0, y: self.frame.size.height - width, width: self.frame.size.width, height: width)
self.layer.addSublayer(border)
}
The problem is that the result is not correct, the border goes outside the textfield because in the text Field I'm using the "Equal width constrain" and the Width at design time is not the same Width at "Didload()" time. There is a way to get the width to the textField after "Equal width constrain" correction?
A much better approach is to
subclass UITextField
create the "underline border" layer on initialization
change the frame of that layer in layoutSubviews()
Example:
#IBDesignable
class UnderlinedTextField: UITextField {
let underlineLayer: CALayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
layer.addSublayer(underlineLayer)
underlineLayer.backgroundColor = UIColor.black.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
underlineLayer.frame = CGRect(x: 0, y: bounds.height - 2.0, width: bounds.width, height: 2)
}
}
Result (I gave the text field a background color of .cyan to make it easy to see):
It automatically resizes the "underline" when the field size changes - such as on device rotation:
Note that, by making it #IBDesignable, you can also see the underline layer during design-time.
This example uses a default color of black for the "underline" but you can change it via code just like any other property change, e.g.:
testField.underlineLayer.backgroundColor = UIColor.red.cgColor
Override bounds variable and call your border drawing in didSet. Your layer would be updated every time view changes bounds.
var border = CALayer()
init(frame: CGRect) {
super.init(farme: frame)
self.layer.addSublayer(border)
}
override var bounds: CGRect {
didSet {
addBottomBorderWithColor(color: .black, width: 2)
}
}
func addBottomBorderWithColor(color: UIColor, width: CGFloat) {
border.backgroundColor = color.cgColor
border.frame = CGRect(x: 0, y: self.frame.size.height - width, width: self.frame.size.width, height: width)
self.layer.setNeedsLayout()
}
I found a possible solution by myself (not the perfect one).
Because the Constrains are probably applied after DidLoad() and after viewDidLayoutSubviews(), I called the function to add the border inside the function viewDidAppear(). Now it works even if the new borders are shown with a small delay.
The best way is sub-class a UITextFiled as described here.
Custom class that can be applied to every UITextField - Swift
In this case there the object is created correctly
I am a beginner in programming and in iOS development. I want to make a swift file that contains a code to make Designable textfield, so I will not edit the UI element display by coding, all the UI that will be edited, I will edit it in Interface builder.
I need to input an image in UITextfield, and I follow along a tutorial in here https://www.youtube.com/watch?v=PjXOUd4hI6U&t=932s to put an image in the left side of the UITextField, like the lock image in the picture above. here is the the to do this
import UIKit
#IBDesignable
class DesignableTextField: UITextField {
#IBInspectable var leftImage : UIImage? {
didSet {
updateView()
}
}
#IBInspectable var leftPadding : CGFloat = 0 {
didSet {
updateView()
}
}
#IBInspectable var cornerRadiusOfField : CGFloat = 0 {
didSet {
layer.cornerRadius = cornerRadiusOfField
}
}
func updateView() {
if let image = leftImage {
leftViewMode = .always
// assigning image
let imageView = UIImageView(frame: CGRect(x: leftPadding, y: 0, width: 20, height: 20))
imageView.image = image
var width = leftPadding + 20
if borderStyle == UITextBorderStyle.none || borderStyle == UITextBorderStyle.line {
width += 5
}
let view = UIView(frame: CGRect(x: 0, y: 0, width: width, height: 20)) // has 5 point higher in width in imageView
view.addSubview(imageView)
leftView = view
} else {
// image is nill
leftViewMode = .never
}
}
}
but now I need add another image on the right side only and both of them (i.e on the the right side AND left side). how do I edit those code? I have tried but it doesn't appear and to be honest I little bit confused to adjust the x and y coordinate of the view. I need your help :)
There are two solutions for this
The First solution is the easiest one. You can have a view and insert inside the view a UIImageView, UITextField, UIImageView. Add constraints to set the desired sizes. You can make the text field transparent. With this method, you can customize it how you want.
The Second solution is how you are doing it.
The first thing you need to do is add the properties to the right image and right padding. Under the left padding property add the following code:
#IBInspectable var rightImage : UIImage? {
didSet {
updateRightView()
}
}
#IBInspectable var rightPadding : CGFloat = 0 {
didSet {
updateRightView()
}
}
With this new properties, you can choose the image and edit the x location.
After the update function create a new function called updateRigthView
Like this:
func updateRightView() {
if let image = rightImage {
rightViewMode = .always
// assigning image
let imageView = UIImageView(frame: CGRect(x: rightPadding, y: 0, width: 20, height: 20))
imageView.image = image
var width = rightPadding - 20
if borderStyle == UITextBorderStyle.none || borderStyle == UITextBorderStyle.line {
width -= 5
}
let view = UIView(frame: CGRect(x: 0, y: 0, width: width, height: 20)) // has 5 point higher in width in imageView
view.addSubview(imageView)
rightView = view
} else {
// image is nill
rightViewMode = .never
}
}
You had to edit the right properties.Now head to storyboard and try it out. To move the image to the left decrease the right padding 0,-1,-2,-3, etc. To move the image to the right increase the right padding 0,1,2,3.
i builded a static tableview with more Rowes than the screen has, so the user has to scroll to see all cell.
Every cell has a textfield with the following class to add a bottom border:
class TextFieldWithBottomBorder: UITextField {
let border = CALayer()
let width = CGFloat(1.0)
func addBottomBorder(color: UIColor){
self.border.borderColor = color.cgColor
self.border.frame = CGRect(x: 0, y: self.frame.size.height - width, width: self.frame.size.width, height:self.frame.size.height)
self.border.borderWidth = self.width
self.layer.addSublayer(self.border)
self.layer.masksToBounds = true
}
func changeBorderColor(color: UIColor){
self.border.borderColor = color.cgColor
}
}
And i call the method after receiving some data from the server e. g.
self.firstnameTextField.text = firstNameFromDB
self.firstnameTextField.addBottomBorder(color: .blue)
This works fine for every cell is currently displayed. But the cells which are out of the current view the with is shorter than the textfield.
See this screenshot, for "Vorname", means firstName everything looks good, but for email, password etc. the border is to short.
http://share-your-photo.com/34b5e80253
Looks like the size of the UITextField is being resized after you have called addBottomBorder and so the UIView being used at the line is now not wide enough. It's difficult to say why this would be without seeing more code but there are several methods you could use to overcome it.
1) Switch to a UIView instead of a CALayer and use auto layout to keep the view in the correction position.
2) Override layoutSubviews to update the frame of the bottom line.
The simplest for you is probably option 2 (although I would go option 1) and it would look like this:
override func layoutSubviews() {
super.layoutSubviews()
self.border.frame = CGRect(x: 0, y: self.frame.size.height - width, width: self.frame.size.width, height:self.frame.size.height)
}
Now whenever the frame/size of the text field changes the frame/size of the border line CALayer will be updated appropriately.
Use this class for bottom line text field
#IBDesignable class BottomTextField: UITextField {
var lineView = UIView()
#IBInspectable var lineViewBgColor:UIColor = UIColor.gray{
didSet {
if !isFirstResponder {
lineView.backgroundColor = lineViewBgColor
}
}
}
required init?(coder aDecoder:NSCoder) {
super.init(coder:aDecoder)!
setup()
}
override init(frame:CGRect) {
super.init(frame:frame)
setup()
}
// MARK:- Private Methods
private func setup() {
lineView.frame = CGRect(x:CGFloat(0), y:self.frame.size.height-2, width:self.frame.size.width, height:CGFloat(1))
lineView.backgroundColor = lineViewBgColor
self.addSubview(lineView)
}
}
How do you reverse the mask layer for a label? I have a textLabel, which I use as a mask for an imageView that contains an arbitrary image as follows:
let image = UIImage(named: "someImage")
let imageView = UIImageView(image: image!)
let textLabel = UILabel()
textLabel.frame = imageView.bounds
textLabel.text = "Some text"
imageView.layer.mask = textLabel.layer
imageView.layer.masksToBounds = true
The above makes the text in textLabel have a font colour of the imageView as in How to mask the layer of a view by the content of another view?.
How do I reverse this so as to remove the text in textLabel from the imageView?
Make a subclass of UILabel:
class InvertedMaskLabel: UILabel {
override func drawTextInRect(rect: CGRect) {
guard let gc = UIGraphicsGetCurrentContext() else { return }
CGContextSaveGState(gc)
UIColor.whiteColor().setFill()
UIRectFill(rect)
CGContextSetBlendMode(gc, .Clear)
super.drawTextInRect(rect)
CGContextRestoreGState(gc)
}
}
This subclass fills its bounds with an opaque color (white in this example, but only the alpha channel matters). Then it draws the text using the Clear blend mode, which simply sets all channels of the context back to 0, including the alpha channel.
Playground demo:
let root = UIView(frame: CGRectMake(0, 0, 400, 400))
root.backgroundColor = .blueColor()
XCPlaygroundPage.currentPage.liveView = root
let image = UIImage(named: "Kaz-256.jpg")
let imageView = UIImageView(image: image)
root.addSubview(imageView)
let label = InvertedMaskLabel()
label.text = "Label"
label.frame = imageView.bounds
label.font = .systemFontOfSize(40)
imageView.maskView = label
Result:
Since I needed to implement this recently and the syntax has changed a bit, here's a Swift 4.x Version of #RobMayoff's excellent answer. Demo/GitHub repo with Swift Playground located here.
(If you do upvote this, please also upvote his original answer as well :) )
A playground demonstrating the technique. The method drawRect inside InvertedMaskLabel has the secret sauce.
import UIKit
import PlaygroundSupport
// As per https://stackoverflow.com/questions/36758946/reverse-layer-mask-for-label
class InvertedMaskLabel: UILabel {
override func drawText(in rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else { return }
context.saveGState()
UIColor.white.setFill()
UIRectFill(rect) // fill bounds w/opaque color
context.setBlendMode(.clear)
super.drawText(in: rect) // draw text using clear blend mode, ie: set *all* channels to 0
context.restoreGState()
}
}
class TestView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .green
let image = UIImage(named: "tr")
let imageView = UIImageView(image: image)
imageview.frame = bounds
addSubview(imageView)
let label = InvertedMaskLabel()
label.text = "Teddy"
label.frame = imageView.bounds
label.font = UIFont.systemFont(ofSize: 30)
imageView.mask = label
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
let testView = TestView(frame: CGRect(x: 0, y: 0, width: 400, height: 500))
PlaygroundPage.current.liveView = testView