I have a UIView and I've added a UIView inside it as a subview. I'm hoping to expand the subview to fill a portion of the view, as a percentage, for example:
subview.bounds.width = view.bound.width(num1/max)
where num1 changes every second until it reaches max.
A UIView's frame can't be partially changed - to get the result you're looking for, you need to create a new frame, manipulate it, then attach it to your subview, like so:
let newFrame = subview.frame
newFrame.size.width = view.frame.width * num1 / max
subview.frame = newFrame
Related
Im new to IOS development , so when i change the width of a UITextFeild dynamically i want the button below to shift up .
i tried using the constrains but it doesn't seem to shift dynamically .
(IBAction)selectStatus:(id)sender {
CGRect frameRect = _textViewDevices.frame;
frameRect.size.height = 10;
self.textViewDevices.frame = frameRect;
any good example of how to achieve that ?
I want to achieve something like the Relative positioning in android .
current box before any action
Try calling layoutIfNeeded after the modifications:
- (IBAction)selectStatus:(id)sender {
CGRect frameRect = _textViewDevices.frame;
frameRect.size.height = 10;
self.textViewDevices.frame = frameRect;
[self.view layoutIfNeeded];
}
If you have a height constraint on the text view, try to set its constant instead of setting the frame height:
- (IBAction)selectStatus:(id)sender {
self.textViewHeightConstraint.constant = 10;
[self.view layoutIfNeeded];
}
Programmatically when the first violet field changes in height, to make all the below views stay next to it, you should update the frame.origin.y properly.
So, for example, the status label should be reframed like this
CGRect frame = statusLabel.frame;
frame.origin.y = firstField.origin.y + firstField.size.height + 5;
statusLabel.frame = frame;
And the same for all below views (I've supposed 5 pixels of space between views)
I have a scrollView which has an origin.y = -200, size.height = 200 and contentSize.height = 270.
On the main view I have a tableView with the touch of a button. the scrollView animates from the top to origin.y = 64. Because the scrollView and tableView share the same color background, I want a shadow outside the the scrollView to make the views separate.
But when I set the scrollView.layer.masksToBounds = YES it automatically expands to its full contentSize which is 270. If I comment out the maskToBounds I get no shadow. What am I missing? Thank you in advance
_addScroller.layer.shadowColor = [UIColor blackColor].CGColor;
_addScroller.layer.shadowOffset = CGSizeMake(0, 2);
_addScroller.layer.shadowOpacity = .7f;
_addScroller.layer.shadowRadius = 2;
// _addScroller.layer.masksToBounds = NO;
CGPathRef path = [UIBezierPath bezierPathWithRect:_addScroller.frame].CGPath;
_addScroller.layer.shadowPath = path;
This is with masksToBounds = NO;
it automatically sets the frame.height to the contentSize.height
What if you add the scrollview inside another view (of the same size as the scrollview, i.e. 200px height) and set the container view's shadow and maskToBounds?
I think a similar situation is in this question.
i wonder if u could help out to fix my issue here.
For example i have 2 UIViews inside the UIScrollView, let say the first UIView i've changed the size of its height and at the same time i change the y axis of the second UIView as well through this animation method. here's my code:
[UIView animateWithDuration:0.1f animations:^{
CGRect rect = informationView.frame;
rect.size.height += 100.f;
informationView.frame = rect;
CGRect rectAddView = additionalView.frame;
rectAddView.origin.y += 100.f;
additionalView.frame = rectAddView;
}];
After those have been rendered (the height and Y axis). It works fine. And i changed the content size of that UIscrollview so it can be scroll it down. Here's the problem when i try to scroll down, surprisingly the height of the First UIView and Y axis of the second UIView are back like from the beginning. i don't how & why. So i just need wise explanation if there's somebody could help me here. Thank you
I'm creating compatibility for iOS6 for an app made by someone else. I'm used to using making buttons/UI elements with autoresizing masks but I don't really know how they work when you're creating the button programatically.
For example:
- (UIButton*) createSampleButton {
UIButton* b = createSampleViewButton(CGRectMake(67, 270, 191, 45),
#"btn_shuffle",
#"btn_shuffle_active",
self,
#selector(sampleAction));
b.autoresizingMask = UIViewAutoresizingFlexibleTopMargin;
[self attachButton:b];
return b;
}
How can I change these buttons such that they'll be placed according to some scale/margin instead of arbitrarily choosing points until everything "looks right" ?
I was thinking of something like:
- (UIButton*) createSampleButton {
CGFloat height = self.bounds.size.height;
CGFloat bottomBound = 80;
UIButton* b = createSampleViewButton(CGRectMake(67, height-bottomBound, 191, 45),
#"btn_shuffle",
#"btn_shuffle_active",
self,
#selector(sampleAction));
[self attachButton:b];
return b;
}
This would guarantee me that the button is placed 80 points from the bottom of the screen every time right? Is there a more graceful or purposeful way of doing this?
The masks are the same as when created in IB or code. The thing you want to make sure to do in code though is make sure the frames are set properly proportioned once. In your case, yes you do want UIViewAutoResizingFlexibleTopMargin, and setting the correct y-value on the origin in terms of y = parentView.bounds.size.height - (x points as you described), is all you need to do.
EDIT:
According to your updated question, maybe this will help you. If the button has a constant size, set the frame to that size with CGPointZero as the origin when you create the button. If a UIView owns the button, then put this code in layoutSubviews. If a UIViewController owns the button, replace self.bounds with self.view.bounds and put this in view(Will/Did)LayoutSubviews (Assuming iOS5+).
// Aligning the button at it's current x value, current size, with its bottom border margin pizels from the bottom of the parent view.
CGFloat margin = 10;
CGRect buttonFrame = button.frame;
buttonFrame.origin.y = self.bounds.size.height - buttonFrame.size.height - margin;
button.frame = buttonFrame;
Also, define constant values at the top of the implementation file. Feel free to create convenience methods for readability (if you find this more readable and not doing too much on one line) such as
CGRect CGSetYInRect(CGFloat y, CGRect rect)
...
button.frame = CGSetYInRect(self.bounds.size.height - button.frame.size.height - margin, button.frame);
Use AutoResizing when appropriate to avoid explicit logic in layoutSubviews.
When you move to iOS 6 + only, use AutoLayout.
I am creating a UIImageView and adding it in a loop to my view, I set the initial frame to 0,0,1,47 and each passage of the loop I change the center of the image view to space them out.
I am always using 0 as the origin.y
The problem is the origin reference is in the centre of the image view, assuming we was in interface builder, this is equivalent to the image below.
How can I change the reference point in code ?
After reading these answers and your comments I'm not really sure what is your point.
With UIView you can set position by 2 ways:
center – It definitely says it is the center.
frame.origin – Top left corner, can't be set directly.
If you want the bottom left corner to be at x=300, y=300 you can just do this:
UIView *view = ...
CGRect frame = view.frame;
frame.origin.x = 300 - frame.size.width;
frame.origin.y = 300 - frame.size.height;
view.frame = frame;
But if you go one level deeper to magical world of CALayers (don' forget to import QuartzCore), you are more powerful.
CALayer has these:
position – You see, it don't explicitely says 'center', so it may not be center!
anchorPoint – CGPoint with values in range 0..1 (including) that specifies point inside the view. Default is x=0.5, y=0.5 which means 'center' (and -[UIView center] assumes this value). You may set it to any other value and the position property will be applied to that point.
Example time:
You have a view with size 100x100
view.layer.anchorPoint = CGPointMake(1, 1);
view.layer.position = CGPointMake(300, 300);
Top left corner of the view is at x=200, y=200 and its bottom right corner is at x=300, y=300.
Note: When you rotate the layer/view it will be rotated around the anchorPoint, that is the center by default.
Bu since you just ask HOW to do specific thing and not WHAT you want to achieve, I can't help you any further now.
The object's frame includes its position in its superview. You can change it with something like:
CGRect frame = self.imageView.frame;
frame.origin.y = 0.0f;
self.imageView.frame = frame;
If I am understanding you correctly, you need to set the frame of the image view you are interested in moving. This can be done in the simple case like this:
_theImageView.frame = CGRectMake(x, y, width, height);
Obviously you need to set x, y, width, and height yourself. Please also be aware that a view's frame is in reference to its parent view. So, if you have a view that is in the top left corner (x = 0, y = 0), and is 320 points wide and 400 points tall, and you set the frame of the image view to be (10, 50, 100, 50) and then add it as a subview of the previous view, it will sit at x = 10, y = 50 of the parent view's coordinate space, even though the bounds of the image view are x = 0, y = 0. Bounds are in reference to the view itself, frame is in reference to the parent.
So, in your scenario, your code might look something like the following:
CGRect currentFrame = _theImageView.frame;
currentFrame.origin.x = 0;
currentFrame.origin.y = 0;
_theImageView.frame = currentFrame;
[_parentView addSubview:_theImageView];
Alternatively, you can say:
CGRect currentFrame = _theImageView.frame;
_theImageView.frame = CGRectMake(0, 0, currentFrame.size.width, currentFrame.size.height);
[_parentView addSubview:_theImageView];
Either approach will set the image view to the top left of the parent you add it to.
I thought I would take a cut at this in Swift.
If one would like to set a views position on the screen by specifying the coordinates to an origin point in X and Y for that view, with a little math, we can figure out where the center of the view needs to be in order for the origin of the frame to be located as desired.
This extension uses the frame of the view to get the width and height.
The equation to calculate the new center is almost trivial. See the below extension :
extension CGRect {
// Created 12/16/2020 by Michael Kucinski for anyone to reuse as desired
func getCenterWhichPlacesFrameOriginAtSpecified_X_and_Y_Coordinates(x_Position: CGFloat, y_Position: CGFloat) -> CGPoint
{
// self is the CGRect
let widthDividedBy2 = self.width / 2
let heightDividedBy2 = self.height / 2
// Calculate where the center needs to be to place the origin at the specified x and y position
let desiredCenter_X = x_Position + widthDividedBy2
let desiredCenter_Y = y_Position + heightDividedBy2
let calculatedCenter : CGPoint = CGPoint(x: desiredCenter_X, y: desiredCenter_Y)
return calculatedCenter // Using this point as the center will place the origin at the specified X and Y coordinates
}
}
Usage as shown below to place the origin in the upper left corner area, 25 pixels in :
// Set the origin for this object at the values specified
maskChoosingSlider.center = maskChoosingSlider.frame.getCenterWhichPlacesFrameOriginAtSpecified_X_and_Y_Coordinates(x_Position: 25, y_Position: 25)
If you want to pass a CGPoint into the extension instead of X and Y coordinates, that's an easy change you can make on your own.