So here is my code, it's fairly strait forward.
CGFloat spaceing = 5;
self.premiumButton.imageEdgeInsets = UIEdgeInsetsMake(spaceing,spaceing,spaceing,spaceing)
NSLog(#"immage - %#", NSStringFromUIEdgeInsets(self.premiumButton.imageEdgeInsets));
right should update the Image to be in the center of the button with a 5 point padding on all sides(I've removed the text for this particular state)
but the log comes back with
immage - {0, 0, 0, 0}
Infact I placed this in initWithCoder which is how this view is being built from a xib and got the same thing despite the fact that in the interface builder I set everything.
What am I missing everything else on stack overflow has code samples that look just like mine marked as the answer but it's not doing anything for me.
I have tried the UIButton setTitleEdgeInsets method but no go.
- (void)layoutSubviews update imageEdgeInsets
Hi I have an simple application where I am supposed to change the frame of a UIButton based on its super view and based on its frame the title size should get change.
I am using Autolayout to change the frame of that UIButton. But not getting any idea how to change the font size of that UIButton.
Here is the code I have tried so far.
1. [self.cButton sizeToFit] ;
2. [self.cButton.titleLabel sizeToFit] ;
3. self.cButton.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter ;
4. self.cButton.titleLabel.adjustsFontSizeToFitWidth = YES;
5. self.cButton.titleLabel.textAlignment = NSTextAlignmentCenter ;
6. self.cButton.contentEdgeInsets = UIEdgeInsetsMake(0, 0, 0, 0);
Like I have tried many things.
Can anyone tell me if I am missing something here and I am doing something wrong.
I was having this issue and it turned out that I was overriding layoutSubviews and had forgotten to call [super layoutSubviews].
I've been looking for a solution to this problem for a while, and no one seems to have come across a similar issue.
Basically I have multiple UITextViews that I use to detect addresses, urls, phone numbers, etc (anything that can be detected via UIDataDectorTypeAll) from some EKEvent.notes. I then add these UITextViews as subviews of a UIScrollView.
Now, for some reason or another, once the UITextView detects an address or a phone number and becomes an actionable target, it will randomly draw with a font 2x its specified font!
I've setup tests to just redraw my views if I tap. When the UITextView is added to the view initially, I can see in black the proper text. Then it does its detection deal and becomes a actionable target. Sometimes it stays the proper size, sometimes it draws at 2x font (but still in proper frame, thus it gets clipped).
It's very straight forward, but here's my code below. All variable are correct values, frame is correct, text is correct, everything is correct and about 50% of the time it draws correct. Its just that other 50% of the time it becomes (apparently) 2x font! Any help is greatly appreciated!
UITextView *locationTextView = [[UITextView alloc] init];
locationTextView.dataDetectorTypes = UIDataDetectorTypeAll;
locationTextView.text = location;
locationTextView.font = [UIFont fontWithName:#"AvenirNext-Regular" size:17];
locationTextView.editable = NO;
locationTextView.userInteractionEnabled = YES;
locationTextView.contentInset = UIEdgeInsetsMake(-8,-8,-8,-8);
locationTextView.frame =CGRectMake(kBufferLeft, daySize.height, kBufferDayViewTextWidth, locationSize.height);
[scrollView addSubview:locationTextView];
Correct: http://i.imgur.com/3pJ43kj.jpg
Incorrect: http://i.imgur.com/DLq4gco.jpg
(Not allowed to post images yet, sorry.)
Same exact code produced both effect. Thank you for your time.
Cheers!
EDIT: I went with TTTAttributedLabels to fix this issue.
github.com/mattt/TTTAttributedLabel
You can set font at <UITextField> delegate.
-(BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text
{
locationTextView.font = [UIFont fontWithName:#"AvenirNext-Regular" size:17];
}
I had the same problem because I was using a custom line breaking (layoutManager:shouldBreakLineByWordBeforeCharacterAtIndex:). Had to disable that.
I'm trying to implement a custom UISlider, I've extended it with a class called UISliderCustom which has the following code:
#implementation UISliderCustom
- (id)initWithCoder:(NSCoder *)aDecoder{
if(self == [super initWithCoder:aDecoder]){
self.frame = CGRectMake(self.frame.origin.x, self.frame.origin.y, 200, 13);
UIImage *slideMin = [[UIImage imageNamed:#"slideMinimum.png"] resizableImageWithCapInsets:UIEdgeInsetsMake(0, 5, 0, 0)];
UIImage *slideMax = [[UIImage imageNamed:#"slideMaximum.png"] resizableImageWithCapInsets:UIEdgeInsetsMake(0, 5, 0, 0)];
[self setThumbImage:[UIImage imageNamed:#"slideThumb.png"] forState:UIControlStateNormal];
[self setThumbImage:[UIImage imageNamed:#"slideThumb.png"] forState:UIControlStateHighlighted];
[self setMinimumTrackImage:slideMin forState:UIControlStateNormal];
[self setMaximumTrackImage:slideMax forState:UIControlStateNormal];
}
return self;
}
#end
I ran into two small problems
When I slide over the slider to one of the edges (progress = 0.0 / progress = 1.0), I can clearly see "left overs" in the sides, im not sure how to handle that as well, unfortunately :)
Slider images:
Problem:
I see the regular UISlider (blue and silver) for a couple of seconds, and only then the custom graphics is loaded, or when i actually move the slider. I'm not sure why this is happening.. EDIT: This only happens in the simulator, works fine now.
Thanks in advance for any assistance :)
Shai.
You have no need to subclass UISlider to achieve this effect, and if you did you certainly wouldn't set the track images in the drawRect method. drawRect should contain drawing code only, it is called whenever any part of the control needs redrawing.
Set the thumb and track images in a separate method, either within your subclass (called from initWithFrame and initWithCoder) or in the object that creates the slider in the first place. This only needs to be done once, when the slider is first created. Don't override drawRect.
You don't need to call awakeFromNib manually either, unless you have some specific code in there as well? That would be a common place to set custom images in a subclass, if you only ever used the slider from IB.
For the square ends, the problem is that the extreme edge of your track image is square, so it is showing around the thumb. Make both ends of the track image rounded, with a 1px stretchable area in the middle, like this:
I just had a very similar problem myself. It turned out that the size (width x height) of the slider that I added in interface builder didn't match the sizes of the images I was using to customize the slider. Once I made them match, those "leftovers" at the ends of the slider went away.
firstButton is a UIButton of type Custom. I'm programmatically putting three of them across each cell of a table, thusly:
[firstButton setImage:markImage forState:UIControlStateNormal];
[firstButton setContentMode:UIViewContentModeScaleAspectFit];
[cell.contentView addSubview:firstButton];
Elsewhere, I'm telling it to clipToBounds. What I get is a crop of the center square of the image, rather than an aspect-scaled rendering of it. I've tried this lots of ways, including setting the mode property on firstButton.imageView, which also doesn't seem to work.
I had the same problem. I see this question is a little old, but I want to provide a clear and correct answer to save other folks (like me) some time when it pops up in their search results.
It took me a bit of searching and experimenting, but I found the solution. Simply set the ContentMode of the "hidden" ImageView that is inside the UIButton.
[[firstButton imageView] setContentMode: UIViewContentModeScaleAspectFit];
[firstButton setImage:[UIImage imageNamed:imageName] forState:UIControlStateNormal];
Perhaps that's what Dan Ray was alluding to in his accepted answer, but I suspect not.
If you're dealing with the UIButton's image (as opposed to it's backgroundImage), setting the contentMode on the UIButton itself or on its imageView has no effect (despite what other answers say).
Alternatively do this instead:
self.button.contentHorizontalAlignment = UIControlContentHorizontalAlignmentFill;
self.button.contentVerticalAlignment = UIControlContentVerticalAlignmentFill;
Or size your image accordingly.
OR just use a UIImageView (which properly respects contentMode) with a UITapGestureRecognizer attached to it, or a transparent UIButton on top of it.
Rather than setting the contentMode on the button itself, you'll want to set contentHorizontalAlignment and contentVerticalAlignment properties and (crucially) the contentMode for the button's imageView for any kind of aspect fill or fit:
button.contentHorizontalAlignment = .fill
button.contentVerticalAlignment = .fill
button.imageView?.contentMode = .scaleAspectFit
You can also do other things like aligning the button's image to the top. If you don't need an aspect fill or fit, you just can set the alignment by itself:
button.contentVerticalAlignment = .top
After a couple of hours of confusion, here's how I got it to work under iOS 3.2. As dusker mentioned, using setBackgroundImage instead of setImage did the job for me.
CGRect myButtonFrame = CGRectMake(0, 0, 250, 250);
UIImage *myButtonImage = [UIImage imageNamed:#"buttonImage"];
UIButton *myButton = [UIButton buttonWithType:UIButtonTypeCustom];
[myButton setBackgroundImage:myButtonImage forState:UIControlStateNormal];
[myButton setFrame: myButtonFrame];
[myButton setContentMode: UIViewContentModeScaleAspectFit];
The answer is to use a UIImageView with all the lovely Content Mode settings you want, and then layer a custom button on top of it. Dumb that you can't do that all in one shot, but it appears that you can't.
These two things (which are quite hard to find initially) will stretch your UIButton image to fit the button size:
one should always try to set such in the Storyboard rather than code.
Found a fix for this. Set the adjustsImageWhenHighlighted property of UIButton to NO.
UIButton *b = [[UIButton alloc] initWithFrame:rect];
[b setImage:image forState:UIControlStateNormal];
[b.imageView setContentMode:UIViewContentModeScaleAspectFill];
[b setAdjustsImageWhenHighlighted:NO];
Hope this helps. Feel free to comment below, I will follow up on any questions that you have.
My answer is similar to Kuba's. I needed my image to be programatically set.
UIImage *image = [[UIImage alloc] initWithContentsOfFile:...];
[button setBackgroundImage:image forState:UIControlStateNormal];
button.imageView.contentMode = UIViewContentModeScaleAspectFill; //this is needed for some reason, won't work without it.
for(UIView *view in button.subviews) {
view.contentMode = UIViewContentModeScaleAspectFill;
}
Only solution which worked for me:
[button setImage:image forState:UIControlStateNormal];
button.imageView.contentMode = UIViewContentModeScaleAspectFill;
button.contentHorizontalAlignment = UIControlContentHorizontalAlignmentFill;
button.contentVerticalAlignment = UIControlContentVerticalAlignmentFill;
Swift 3
self.firstButton.imageView?.contentMode = .scaleAspectFill
For anyone experiencing this on iOS 15 and Xcode 13, see Matt's answer in this other question.
The behavior of Xcode changed and now defaults UIButtons from the library to the plain style, which prevents the child image from scaling as expected.
Instead of setImage try setBackgroundImage
I believe we have a simple interface builder issue here - apparently the IB ignores any content-mode changes AFTER you have set the image-property.
the solution is as simple: set the content mode, remove previously set image-names (make sure you remove it in all states, default, highlighted etc.), then re-enter the desired image-names in all desired states - et voilĂ .
I also advice to have a look at the adjustsImageWhenHighlighted UIButton property to avoid weird deformations of the image, when the button is pressed.
In trying to figure this out, my method got a bit hackier as time went on, and I wound up subclassing UIButton and overriding setHighlighted:
For me it works to just knock down the image alpha to .5, because they're on a black background.
However, it only works if I comment out [super setHighlighted:] (where it appears the image-stretchy code is going on), which just doesn't feel like the right way to solve this at all...everything seems to be working fine, though. We'll see how it holds up as I keep working on it.
- (void)setHighlighted:(BOOL)highlight {
if (highlight) {
[self.imageView setAlpha:.5];
} else {
[self.imageView setAlpha:1];
}
// [super setHighlighted:highlight];
}
If anyone looking for answer that work in iOS 6 and iOS 7 and storyboard:
You can set image in your storyboard:
And then:
for(UIView* testId in self.subviews) {
if([testId isKindOfClass:[UIImageView class]])
[testId setContentMode:UIViewContentModeScaleAspectFill];
}
If the UIButton does not seem to listen to the layout constraint settings, do check whether the images are larger than the button size. Always use the #2x and #3x images for retina resolutions.