I have a list of array objects which I pass into to a loop and display it as UILabel dynamically. However I need the values to display it in a vertical. Below are my code,
labelArrays = [NSMutableArray arrayWithObjects:#"One”, #“Two”, #“Three",#"four",#"five",#"six" ,nil];
//inside a method with a loop am passing the array and creating the labels.
-(void) createlabel:(CGRect) frame{
float xCoordinate = frame.origin.x;
float yCoordinate = frame.origin.y;
int labelHeight =30;
int gapBetweenTwoLabels =2;
int labelWidth = 100;
for(int counter = 0; counter < [labelArrays count]; counter++){
UILabel *label = [[UILabel alloc]initWithFrame:CGRectMake(xCoordinate,yCoordinate,labelWidth,labelHeight)];
label.text = [labelArrays objectAtIndex:counter];
[self addSubview:label];
xCoordinate = xCoordinate + labelWidth + gapBetweenTwoLabels;
}
}
//frame
[self createlabel:CGRectMake(25,130,100,40)];
This displays me as
one two three four five six
but i need it as
one two three
four five six
can anyone suggest me how can i achieve it? Note: I use this method inside the UIView not in the controller.
Change your y-coordinate as #Larme mentioned
labelArrays = [NSMutableArray arrayWithObjects:#"One”, #“Two”, #“Three", #"four", #"five", #"six" ,nil];
If you want output as following
one
two
three
four
five
six
-(void) createlabel:(CGRect) frame {
CGFloat xCoordinate = frame.origin.x;
CGFloat yCoordinate = frame.origin.y;
CGFloat labelHeight = frame.size.height;
CGFloat labelWidth = frame.size.width;
CGFloat gapBetweenTwoLabels = 2;
for(int counter = 0; counter < [labelArrays count]; counter++) {
UILabel *label = [[UILabel alloc]initWithFrame : CGRectMake(xCoordinate, yCoordinate, labelWidth, labelHeight)];
label.text = [labelArrays objectAtIndex:counter];
[self addSubview:label];
yCoordinate = yCoordinate + labelHeight + gapBetweenTwoLabels;
}
}
But if you want output as :
one
two
three
four
five
six
-(void) createlabel:(CGRect) frame {
CGFloat xCoordinate = frame.origin.x;
CGFloat yCoordinate = frame.origin.y;
CGFloat labelHeight = frame.size.height;
CGFloat labelWidth = frame.size.width;
CGFloat gapBetweenTwoLabels = 2;
for(int counter = 0; counter < [labelArrays count]; counter++) {
UILabel *label = [[UILabel alloc]initWithFrame : CGRectMake(xCoordinate, yCoordinate, labelWidth, labelHeight)];
label.text = [labelArrays objectAtIndex:counter];
[self addSubview:label];
if((counter+1)%3 == 0) {
xCoordinate = 0;
yCoordinate = yCoordinate + labelHeight + gapBetweenTwoLabels;
} else {
xCoordinate = xCoordinate + labelWidth + gapBetweenTwoLabels;
}
}
}
Function call
[self createlabel:CGRectMake(25,130,100,40)];
Related
I'm trying to implement universal method for generating (drawing) grid formed with UIViews (or other controls). They all should have borders and my problem is I cannot find right algorithm to shift (combine) borders (so the "table" does not have double cell borders like now) and to increase size so the views exactly match given frame (red on picture).
Following code generates picture beneath:
////////
const CGFloat kOuterBorderWidth = 0.0;
const CGFloat kInnerBorderWidth = 1.0;
NSArray *rows;
NSArray *columns = rows = #[#0.065, #0.29, #0.29, #0.29, #0.065];
NSMutableArray *cells = [self drawGridWithFrame:self.frame
columns:columns
rows:rows
outerBorderWidth:kOuterBorderWidth
innerBordersWidth:kInnerBorderWidth];
///////
and the method itself
- (NSMutableArray*)drawGridWithFrame:(CGRect)frame
columns:(NSArray *)columns
rows:(NSArray *)rows
outerBorderWidth:(CGFloat)outerBorderWidth
innerBordersWidth:(CGFloat)innerBordersWidth
{
CGFloat x = 0, y = 0;
NSMutableArray *cells = [NSMutableArray new];
CGFloat height = [rows[0] floatValue] * frame.size.height;
for (int j = 0; j < columns.count; j++) {
CGFloat width = [columns[j] floatValue] * frame.size.width;
CGRect cellFrame = CGRectMake(x, y, width, height);
UIView *cellView = [[UIView alloc] initWithFrame:cellFrame];
cellView.layer.borderWidth = innerBordersWidth;
if (j == 0 || j == columns.count - 1) {
cellView.layer.borderColor = [UIColor magentaColor].CGColor;
}
if (j == 1) {
cellView.layer.borderColor = [UIColor orangeColor].CGColor;
}
if (j == 2) {
cellView.layer.borderColor = [UIColor brownColor].CGColor;
}
[cells addObject:cellView];
x += [columns[j] floatValue] * frame.size.width;
}
return cells;
}
Done it.
Note: outerBorderWidth is now not used here, if it is > 1.0pt, then we additionally should shift views and adjust their size
- (NSMutableArray*)drawGridWithFrame:(CGRect)frame
columns:(NSArray *)columns
rows:(NSArray *)rows
outerBorderWidth:(CGFloat)outerBorderWidth
innerBordersWidth:(CGFloat)innerBordersWidth
{
CGFloat x = 0, y = 0;
NSMutableArray *cells = [NSMutableArray new];
CGFloat heightAdjust = (CGFloat)(rows.count - 1) / (CGFloat)rows.count;
CGFloat widthAdjust = (CGFloat)(columns.count - 1) / (CGFloat)columns.count;
for (int i = 0; i < rows.count; i++) {
CGFloat height = [rows[i] floatValue] * frame.size.height + innerBordersWidth * heightAdjust;
for (int j = 0; j < columns.count; j++) {
CGFloat width = [columns[j] floatValue] * frame.size.width + innerBordersWidth * widthAdjust;
CGRect cellFrame = CGRectMake(x, y, width, height);
UIView *cellView = [[UIView alloc] initWithFrame:cellFrame];
cellView.layer.borderWidth = innerBordersWidth;
if (j == 0 || j == columns.count - 1) {
cellView.layer.borderColor = [UIColor magentaColor].CGColor;
}
if (j == 1) {
cellView.layer.borderColor = [UIColor orangeColor].CGColor;
}
if (j == 2) {
cellView.layer.borderColor = [UIColor brownColor].CGColor;
}
[cells addObject:cellView];
x += width - innerBordersWidth;
}
x = 0;
y += height - innerBordersWidth;
}
return cells;
}
Result:
I am stuck in this position from last 3 days. I am unable to find out how to solve this. I have multiple data in a array. According to data I have to create a route in my Application. I am creating the button in a for loop. but its coming one row by row. But my requirement is like, in every row it should be a opposite direction.
This is my requirement.
This purple color is my buttons, and red colors are path.
int x_pos = 40;
int y_pos = 50;
for (int i = 0; i < 5 ; i ++)
{
UIButton *courseBtn = [UIButton buttonWithType:UIButtonTypeCustom];
courseBtn.frame = CGRectMake(x_pos, y_pos, 40, 40);
courseBtn.backgroundColor = [UIColor purpleColor];
[self.courseMapScroll addSubview:courseBtn];
courseBtn.layer.cornerRadius = courseBtn.frame.size.height/2;
courseBtn.layer.masksToBounds = YES;
NSLog(#"x_pos == %d",x_pos);
x_pos = x_pos + (SCREEN_WIDTH - 120);
if (x_pos > 320)
{
x_pos = 40;
y_pos = y_pos + 100;
}
[self.courseMapScroll setContentSize:CGSizeMake(SCREEN_WIDTH, y_pos + 70)];
}
My code is like this
Please anybody can help me. Please
Thanks alots
Here it is, exactly how you asked for it (with the green line that you requested in chat). Have fun tweaking the values :)
int numButtons = 6;
int yInterval = 100;
int leftX = 50;
int rightX = self.view.frame.size.width - leftX*2;
int lineWidth = 6;
int buttonRadius = 40;
int topMargin = 60;
for (float i = 1; i < numButtons+1 ; i++) {
float yPos = (ceil(i/2)-1)*yInterval+topMargin;
BOOL isRightDirection = (fmod(ceil(i/2),2) == 1);
BOOL isEven = (fmod(i,2) == 0);
BOOL isOnLeft = (isRightDirection != isEven);
float xPos = (isOnLeft) ? leftX : rightX;
if (i != numButtons) {
double nextUnlockedDecimal = (double)nextPercentUnlocked/100;
UIView *redLine = [[UIView alloc] initWithFrame:CGRectZero];
redLine.backgroundColor = [UIColor redColor];
UIView *greenLine = [[UIView alloc] initWithFrame:CGRectZero];
greenLine.backgroundColor = [UIColor greenColor];
if (isEven) {
//Vertical
int xToUse = (isRightDirection) ? rightX : leftX;
redLine.frame = CGRectMake(xToUse + buttonRadius/2 - lineWidth/2, yPos + buttonRadius/2, lineWidth, yInterval);
if (i == latestUnlocked) {
greenLine.frame = CGRectMake(xToUse + buttonRadius/2 - lineWidth/2, yPos + buttonRadius/2, lineWidth, nextUnlockedDecimal * yInterval);
} else if (i < latestUnlocked) {
greenLine.frame = redLine.frame;
}
} else {
//Horizontal
redLine.frame = CGRectMake(leftX + buttonRadius/2, yPos + buttonRadius/2 - lineWidth/2, rightX-leftX, lineWidth);
if (i == latestUnlocked) {
double greenLineX = (isRightDirection) ? leftX + buttonRadius/2 : rightX + buttonRadius/2 - nextUnlockedDecimal * (rightX-leftX);
greenLine.frame = CGRectMake(greenLineX, yPos + buttonRadius/2 - lineWidth/2, nextUnlockedDecimal * (rightX-leftX), lineWidth);
} else if (i < latestUnlocked) {
greenLine.frame = redLine.frame;
}
}
greenLine.layer.cornerRadius = 2.5;
[self.view addSubview:redLine];
[self.view addSubview:greenLine];
}
UIButton *courseBtn = [UIButton buttonWithType:UIButtonTypeCustom];
courseBtn.backgroundColor = [UIColor purpleColor];
courseBtn.layer.cornerRadius = buttonRadius/2;
courseBtn.layer.masksToBounds = YES;
courseBtn.frame = CGRectMake(xPos, yPos, 40, 40);
NSString *numStr = [NSString stringWithFormat:#"%i",(int)i];
[courseBtn setTitle:numStr forState:UIControlStateNormal];
[self.courseMapScroll setContentSize:CGSizeMake(SCREEN_WIDTH, yPos + 70)];
[self.courseMapScroll addSubview:courseBtn];
}
I don't know why I really did that... This should work, I haven't tested it though... I would recommend you to use a global mutable array (courseButtons) to store the buttons so you can check on the target their index against the array and know which one was clicked.
CGFloat buttonHorizontalMargin=40;
CGFloat buttonVerticalMargin=50;
CGFloat buttonSize=40;
CGFloat x_pos = buttonHorizontalMargin;
CGFloat y_pos = buttonVerticalMargin;
[self.courseMapScroll setContentSize:CGSizeMake(self.courseMapScroll.bounds.size.width, y_pos + buttonSize+buttonVerticalMargin*0.5)];
for (NSInteger i = 0; i < [_buttonPoints count] ; i ++)
{
UIButton *courseBtn = [UIButton buttonWithType:UIButtonTypeCustom];
[courseBtn setTitle:[NSString stringWithFormat:#"%ld",(long)i] forState:UIControlStateNormal];
[courseBtn setTranslatesAutoresizingMaskIntoConstraints:YES];
[courseBtn setAutoresizesSubviews:(((i+1)%2==0&&(i+1)%4!=0)||(i+1)%3==0)?UIViewAutoresizingFlexibleLeftMargin:UIViewAutoresizingRightMargin];
[courseBtn addTarget:self action:#selector(buttonAction:) forControlEvents:UIControlEventTouchUpInside];
courseBtn.frame = CGRectMake(x_pos, y_pos, buttonSize, buttonSize);
courseBtn.backgroundColor = [UIColor purpleColor];
[self.courseButtons addObject:courseBtn];
[self.courseMapScroll addSubview:courseBtn];
courseBtn.layer.cornerRadius = courseBtn.frame.size.height*0.5;
courseBtn.layer.masksToBounds = YES;
NSLog(#"x_pos == %d",x_pos);
if((i+1)%4){
x_pos = buttonHorizontalMargin;
}else if((i+1)%3||(i+1)%2){
x_pos = self.courseMapScroll.bounds.size.width-buttonHorizontalMargin-buttonSize;
}else{
x_pos = buttonHorizontalMargin;
}
if (i>0 && i%2==0){
y_pos = y_pos + buttonSize+buttonVerticalMargin;
[self.courseMapScroll setContentSize:CGSizeMake(self.courseMapScroll.bounds.size.width, y_pos + buttonSize+buttonVerticalMargin*0.5)];
}
}
What would be the best way on iOS to achieve drawing a grid of circles with fixed columns and rows ?. I would want to identify each circle when the user taps on it.
I tried using collection views but it seems CoreGraphics is meant for tasks like these.
You can create buttons dynamically as follows :
- (void)drawSheet
{
int numberOfRow=5;
int numberOfColumn=4;
float x = 1,
y = 20,
padding = 5,
width = (self.view.frame.size.width-(padding*(numberOfColumn-1)))/numberOfColumn,
height = (self.view.frame.size.height-(padding*(numberOfRow-1)))/numberOfRow;
int counter = 0;
for (int i=0; i<numberOfRow; i++) {
for (int j=0; j<numberOfColumn; j++) {
UIButton *btn = [[UIButton alloc]initWithFrame:CGRectMake(x, y, 74, 74)];
btn.layer.cornerRadius = btn.frame.size.width/2;
btn.layer.borderColor = [UIColor grayColor].CGColor;
btn.layer.borderWidth = 2.0;
[btn addTarget:self action:#selector(buttonPress:) forControlEvents:UIControlEventTouchUpInside];
btn.clipsToBounds = YES;
btn.tag = counter;
[self.view addSubview:btn];
x = x + width + padding;
counter = counter + 1;
}
x = 0;
y = y + height + padding;
}
}
When you tap on it, you will get tag of it :
- (IBAction)buttonPress:(UIButton *)sender{
NSLog(#"%ld",sender.tag);
}
hi Please check the below code. i have added 3 circles in a row, you could use more if you want.
- (void)viewDidLoad {
[super viewDidLoad];
UIView *circleView;
int x = 10;
int y = 20;
static int tagNum = 0;
for (int row=0; row < 5;) {
for (int cirNum =0 ; cirNum <3;) {
circleView = [[UIView alloc] initWithFrame:CGRectMake(x,y,100,100)];
circleView.alpha = 0.5;
circleView.layer.cornerRadius = 50;
circleView.backgroundColor = [UIColor blueColor];
circleView.tag = tagNum;
NSLog(#"tagNum is %d", tagNum);
[self.view addSubview:circleView];
cirNum ++;
x = x + 100;
tagNum ++;
//y = y + 20;
}
row++;
y = y + 100;
x = 10;
}
// Do any additional setup after loading the view, typically from a nib.
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint location = [[touches anyObject] locationInView:self.view];
CGRect fingerRect = CGRectMake(location.x-5, location.y-5, 10, 10);
for(UIView *view in self.view.subviews){
CGRect subviewFrame = view.frame;
if(CGRectIntersectsRect(fingerRect, subviewFrame)){
//we found the finally touched view
//NSLog(#"Yeah !, i found it %#",view);
NSLog(#"view tag touched is %ld",view.tag);
}
}
}
output would look like this
I have a weird behavior with custom UIPageControl.
I subclassed it and in setCurrentPage method I draw custom dots.
In iOS 6 on load they just miss.
In iOS 7 the dots are misplaced.
In both iOS's dots are being positioned correctly only after I change the slide.
I tried the following methods without success:
[customPageControl updateCurrentPageDisplay];
[customPageControl updateConstraints];
[customPageControl sizeToFit];
[customPageControl.currentPage = 1];
The code:
#implementation ProfilePagesPageControl
#synthesize originalSubviews;
#synthesize dotsHeight;
- (void)setCurrentPage:(NSInteger)page
{
[super setCurrentPage:page];
[self updateDots];
}
- (void)updateDots
{
for (int i = 0; i < self.subviews.count; i++)
{
UIView* dotView = [self.subviews objectAtIndex:i];
for (int j = dotView.subviews.count - 1; j >= 0; j--)
{
UIView *view = [dotView.subviews objectAtIndex:j];
[view removeFromSuperview];
}
int widthForDots = [Utils getDeviceBounds].width - Constraints.Gap * 3;
int effectiveWidth = widthForDots / self.subviews.count - Constraints.Gap;
int effectiveGap = (widthForDots - (effectiveWidth * self.subviews.count) + Constraints.Gap * 3) / self.subviews.count;
int effectiveHeight = dotsHeight;
if (i == self.currentPage)
effectiveHeight = effectiveHeight + 3;
else
effectiveHeight = effectiveHeight - 3;
CGRect dotViewFrame = dotView.frame;
dotViewFrame.origin.x = effectiveWidth * i + Constraints.Gap + effectiveGap * i;
dotViewFrame.origin.y = self.frame.size.height / 2 - effectiveHeight / 2;
dotViewFrame.size.width = effectiveWidth;
dotViewFrame.size.height = effectiveHeight;
dotView.frame = dotViewFrame;
UIView *dotSubView = [[UIView alloc] initWithFrame:CGRectMake(0,
0,
dotView.frame.size.width,
dotView.frame.size.height)];
if (i == self.currentPage)
dotSubView.backgroundColor = [UIColor blackColor];
else
dotSubView.backgroundColor = [UIColor grayColor];
[UIUtils roundCorner:(UIRectCornerTopLeft | UIRectCornerTopRight | UIRectCornerBottomLeft | UIRectCornerBottomRight) forView:dotSubView];
ProfileSlideView *slideView = [self.originalSubviews objectAtIndex:i];
RevUILabel *label = [[RevUILabel alloc] initWithSize:13];
label.text = slideView.name;
label.frame = CGRectMake(dotSubView.frame.size.width / 2 - label.frame.size.width / 2,
dotSubView.frame.size.height / 2 - label.frame.size.height / 2,
label.frame.size.width,
label.frame.size.height);
[dotSubView addSubview:label];
[dotView addSubview:dotSubView];
}
}
#end
The iOS7 look:
The iOS6 look:
:
After slide look:
Make sure you call updateDots somewhere else (such as viewDidLoad, or viewWillAppear) so they can be set up before you switch any pages. If you only call updateDots in setCurrentPage it will only be called once you switch the page the first time.
I have rewards that a user can get in my game. Now they only show if they unlock them. There are 4 different rewards they can get. Now they may have 1 reward unlocked or 2 or 3 or 4. However I want the images to be positioned dynamically so it looks like the image below. In the image below, each line should look the way it is with the number of rewards unlocked.
Now, how would I go upon doing this? (Note: The images are not changing on the Y axis, they will just be dynamically positioned on the X axis, so don't be fooled by the image)
Thanks!
I would create a custom UIView subclass that does this so that you can use it anywhere that a view can be used.
Usage:
MyFlexibleSpacedButtons *myButtons = [[MyFlexibleSpacedButtons alloc] initWithFrame:CGRectMake(50, 50, 250, 60)];
[myButtons setButtonAtIndex:2 hidden:NO];
[myButtons setButtonAtIndex:0 hidden:NO];
[self.view addSubview:myButtons];
Here is the example class:
MyFlexibleSpacedButtons.h:
#import <UIKit/UIKit.h>
#interface MyFlexibleSpacedButtons : UIView
#property (nonatomic, readonly) NSArray *allButtons;
- (void)setButtonAtIndex:(NSUInteger)index hidden:(BOOL)hidden;
#end
MyFlexibleSpacedButtons.m:
#import "MyFlexibleSpacedButtons.h"
const NSUInteger maxButtons = 9;
const NSUInteger buttonsPerRow = 3; // This can not be 0.
const CGFloat buttonHeight = 50;
const CGFloat buttonWidth = 50;
const CGFloat spaceBetweenButtons = 10.0;
#interface MyFlexibleSpacedButtons ()
#property (nonatomic, readwrite) NSArray *allButtons;
#end
#implementation MyFlexibleSpacedButtons
#synthesize allButtons;
- (id)initWithFrame:(CGRect)frame
{
NSUInteger numberOfRows = ceil((double)maxButtons / (double)buttonsPerRow);
CGFloat minHeight = buttonHeight * numberOfRows + spaceBetweenButtons * (numberOfRows - 1);
if (frame.size.height < minHeight)
{
frame.size.height = minHeight;
}
CGFloat minWidth = buttonWidth * maxButtons + spaceBetweenButtons * (maxButtons-1);
if (frame.size.width < minWidth)
{
frame.size.width = minWidth;
}
self = [super initWithFrame:frame];
if (self) {
// Defaults
// Uncomment the following line if needed for debugging:
// self.backgroundColor = [UIColor grayColor];
// Create the buttons and add them to the array. Default to hidden buttons
self.allButtons = [NSArray new];
for (int i = 0; i < maxButtons; i++)
{
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.hidden = YES;
[button setTitle:[NSString stringWithFormat:#"%d", i] forState:UIControlStateNormal];
[self addSubview:button];
self.allButtons = [self.allButtons arrayByAddingObject:button];
}
[self setButtonFrames];
}
return self;
}
- (void)dealloc
{
allButtons = nil;
}
- (void)setButtonFrames
{
CGFloat viewHeight = self.bounds.size.height;
CGFloat viewWidth = self.bounds.size.width;
NSUInteger buttonCount = [self visibleButtonsCount];
NSUInteger numberOfRows = ceil((double)maxButtons / (double)buttonsPerRow);
CGFloat buttonY = (viewHeight - buttonHeight * numberOfRows - spaceBetweenButtons * (numberOfRows - 1)) / 2;
CGFloat buttonGroupTotalWidth = buttonCount * buttonWidth + (buttonCount - 1) * spaceBetweenButtons;
CGFloat buttonGroupStartingX = (viewWidth - buttonGroupTotalWidth) / 2;
// Set frames of buttons
NSUInteger visibleButtonIndex = 0;
for (int i = 0; i < maxButtons; i++)
{
UIButton *button = [self.allButtons objectAtIndex:i];
if (!button.hidden)
{
CGFloat buttonX = buttonGroupStartingX + visibleButtonIndex % buttonsPerRow * (buttonWidth + spaceBetweenButtons);
button.frame = CGRectMake(buttonX, buttonY, buttonWidth, buttonHeight);
visibleButtonIndex++;
if (visibleButtonIndex % buttonsPerRow == 0)
{
buttonY = buttonY + buttonHeight + spaceBetweenButtons;
}
}
}
}
- (void)setButtonAtIndex:(NSUInteger)index hidden:(BOOL)hidden
{
if (index > maxButtons - 1)
{
return;
}
UIButton *button = [self.allButtons objectAtIndex:index];
button.hidden = hidden;
[self setButtonFrames];
}
- (NSUInteger)visibleButtonsCount
{
NSUInteger buttonCount = 0;
for (UIButton *button in self.allButtons)
{
if (!button.hidden)
{
buttonCount++;
}
}
return buttonCount;
}
#end
I think the easiest and more flexible way would be to use an UITableView and a custom cell with a method: - (void)NumberOfButtonsInCell:(NSUInteger)buttons;
so when called in the tableView data source
you just set the number of buttons accordingly as
- (void)numberOfButtonsInCell:(NSUInteger)buttons {
int i;
for (i = 0; i<buttons;i++) {
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake((cell.frame.size.widht/buttons)*i, 0, buttonWidth, buttonHeight)];
button.tag = i;
[self addSubview:button];
[button addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
}
}
- (void)buttonPressed:(id)sender {
UIButton *button = (UIButton*)sender;
[self.delegate userDidSelectButtonAtIndex:(button.tag)];
//so your table view resolves the row with [self.tableView indexPathForCell:cell];
}
That way you can set a method, for [cell configureButtonAtIndex:index];
You could easily change all the behavior, the looks, and even the design, with a few lines of code.