UIImageView doesn't move - ios

Just silly thing.
I placed UIImageView in the left top corner. Then make a new outlet
#IBOutlet var rocket : UIImageView
In the method ViewDidLoad I try to move this UIImageView with different properties but it doesn't
rocket.image = UIImage(named: "rocket.png")
rocket.frame = CGRectMake(200,200,200,200)
rocket.bounds = CGRectMake(200,200,200,200)
rocket.center = CGPointMake(400,400)
When I start the program an image in the UIImageView appears in the top left corner without any translation.

I guess you did not disables AutoLayout for your viewcontroller which is having that image.
please disable your Viewcontroller's AutoLayout property and change your code with following values so you can able to see the transformed image.
[rocket setFrame:CGRectMake(50, 50, 200, 200)];
rocket.bounds = CGRectMake(200,200,200,200);
rocket.center = CGPointMake(200,200);

[UIView animateWithDuration:0.3f animations:^{
rocket.image = UIImage(named: "rocket.png")
rocket.frame = CGRectMake(200,200,200,200)
rocket.bounds = CGRectMake(200,200,200,200)
rocket.center = CGPointMake(400,400)
}];

Related

How to center a logo on SideMenu using Xcode

I want to Center a logo on the SideMenu and this is the code so far:
UIImageView *logo =[[UIImageView alloc] init];
logo.image=[UIImage imageNamed:#"menulogo"];
logo.contentMode = UIViewContentModeScaleToFill;
logo.layer.cornerRadius = cornerRadius;
logo.layer.masksToBounds = YES;
logo.frame = container.bounds;
[container addSubview:logo];
[headerView addSubview:container];
Create an extension to UIView
extension UIView {
func constraintToMidCenterXY(of view: UIView) {
translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([centerXAnchor.constraint(equalTo: view.centerXAnchor),
centerYAnchor.constraint(equalTo: view.centerYAnchor))
}
}
Then you can do something like this
logo.constraintToMidCenterXY(of: container)
Also you should not set logo's frame to container's bounds! that's another problem
The above is a common approach that you can use, Autolayout. You can also use UIStackView
A good solution is to use Auto Layout to center your logo to the headerView. It will adapt accordingly to any iPhone screen size.

Access the UIImageView of the background image of a UIButton

I have a UIButton, and I would like to access the UIImageView of its background image so that I can make the image circular. I know that I can affect the image itself but I would prefer to do this more elegantly. I also know that I can use the button.currentBackgroundImage property to get the UIImage in the background, but I want the view itself. Once I have the view I intend to use this code:
buttonImageView.layer.cornerRadius = buttonImageView.frame.size.width / 2;
buttonImageView.clipsToBounds = YES;
How can I access the buttonImageView?
EDIT:
Due to #vhristoskov's suggestions, I tried cropping the button itself with this code:
self.button.layer.cornerRadius = self.button.frame.size.width/2;
self.button.clipsToBounds = YES;
And it made this shape:
After debugging I found that frame.size.width was 46, when it should have been 100. So I tried this code instead:
self.button.layer.cornerRadius = self.button.currentBackgroundImage.size.width/2;
self.button.clipsToBounds = YES;
And that produced this shape:
And this time, the cornerRadius was being set to 65. So it actually seems like my problem is that I don't have the correct width at the moment. Which property should I access to get the correct number?
Well as I guessed and as you've already found - the problem is in the button size. To be sure that your button's size at runtime is what you expected to be - review your constraints. In the example below the button has vertical and horizontal central alignment and fixed width and height.
Constraints:
To have perfectly circular button you should have button.width == button.height. If this condition is met your code should work like a charm:
self.button.layer.cornerRadius = CGRectGetWidth(self.button.frame) / 2;
self.button.clipsToBounds = YES;
Assuming that you called something like:
[self.myButton setBackgroundImage:[UIImage imageNamed:#"image"] forState:UIControlStateNormal];
in viewDidLoad or earlier, you can then call the following in viewDidAppear:
if (self.myButton.subviews.count > 0 && [self.myButton.subviews[0] isKindOfClass:[UIImageView class]]) {
UIImageView *imageView = self.myButton.subviews[0];
imageView.layer.cornerRadius = imageView.frame.size.width / 2;
imageView.clipsToBounds = YES;
}
but it is not more elegant as the subview ordering is an implementation detail of UIButton and may change at any time.

Adding a layer of color over a UIImage

I was hoping to make my UIImage "highlight" briefly upon being tapped. Not sure of the color yet, but let's say blue for arguments sake. So you tap the image, it briefly looks blue and then it navigates you to a details page to edit something on another screen.
From some initial reading it seems the right course of action is to use the Quartz framework and do this:
imageView.layer.backgroundColor = UIColor.blueColor()
imageView.layer.opacity = 0.7
I guess the idea would be you change the background of the layer behind the image, and then by setting the opacity of the image, the blue "bleeds through" a little bit, giving you a slightly blue image?
When I try the above, however, a blue border goes around the image itself, and based upon the opacity, the blue is either dark or light. The actual image does not become any more blue, but it does react to the opacity (meaning if I set it to something like .1, the image is very faded and barely visible). Why does the image react correctly, but not show blue?
Thanks so much!
As far as I know changing the opacity will change the opacity for the WHOLE view, meaning not just the UIImage that the UIImageView holds. So instead of fading to reveal the UIImageView's background color, instead the opacity of the whole view is just decreased as you're seeing.
Another way you could do it though would be to add an initially transparent UIView on top of your UIImageView and change its opacity instead:
UIView *blueCover = [[UIView alloc] initWithFrame: myImageView.frame];
blueCover.backgroundColor = [UIColor blueColor];
blueCover.layer.opacity = 0.0f;
[self.view addSubview: blueCover];
[UIView animateWithDuration:0.2f animations^{
blueCover.layer.opacity = 0.5f
}];
Here's how I use tint and tint opacities in IOS 9 with Swift -
//apply a color to an image
//ref - http://stackoverflow.com/questions/28427935/how-can-i-change-image-tintcolor
//ref - https://www.captechconsulting.com/blogs/ios-7-tutorial-series-tint-color-and-easy-app-theming
func getTintedImage() -> UIImageView {
var image : UIImage
var imageView : UIImageView
image = UIImage(named: "someAsset")!
let size : CGSize = image.size
let frame : CGRect = CGRectMake((UIScreen.mainScreen().bounds.width-86)/2, 600, size.width, size.height)
let redCover : UIView = UIView(frame: frame)
redCover.backgroundColor = UIColor.redColor()
redCover.layer.opacity = 0.75
imageView = UIImageView()
imageView.image = image.imageWithRenderingMode(UIImageRenderingMode.Automatic)
imageView.addSubview(redCover)
return imageView
}
Is this tap highlight perhaps something you could do with a UIButton? UIButton has all these states off the bat and might be a bit easier to work with, specially if there's something that actually needs to happen after you tap it. Worst case scenario is you have a UIButton that does not trigger any method when tapped.
You can try changing the tint color instead:
UIImage *image = [UIImage imageNamed:#"yourImageAsset"];
image = [image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
imageView.tintColor = [UIColor blueColor];
imageView.image = image;

UIImageView completely wrong position in UIView

I'm trying to add an UIImageView to a UIView that I created.
However, the position of the image is way too low inside the UIView, even though I set the frames to be equal.
The UIView is called photoView, here is what I did:
UIImageView *imgV = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image1.JPG"]];
imgV.frame = self.photoView.frame;
[self.photoView addSubview:imgV];
You can see the result (and the position of photoView in the storyboard) here:
I have no idea how to fix this, adding
imgV.center = self.photoView.center;
imgV.contentMode = UIViewContentModeScaleToFill;
doesn't help either.
Try this:
imgV.frame = self.photoView.bounds;
instead of this:
imgV.frame = self.photoView.frame;
Nevermind, I found the answer, but I'll leave this up here in case anyone else has this question.
The mistake was in the difference between frame and bounds. This is where I found my answer.
My solution was this:
[imgV setFrame:CGRectInset(self.photoView.bounds, 0, 0)];

How do I prevent a button's background image from stretching?

I'm allocating a UIButtonTypeCustom to a UIView with a background image that is smaller than the button's frame.
Reason why the image is smaller is because I'm trying to add more of a "target area" for the UIButton. However, the image is being scaled to the full size of the frame, rather than just being the image's size.
I have tried setting the UIButton and UIButton's imageView's contentMode property to UIViewContentModeScaleAspectFit, but no luck, the image still gets stretched out.
Is there a way to do what I'm trying to do programmatically?
Thanks in advance!
A lot of people make the same mistake you do in regards to button images and then jump through hoops trying to make the button behave as they expect it to. Let's clear this up once and for all:
A UIButton has two types of images it can display -- a foreground image and a background image. The background image for a button is expected to replace the button's background texture. As such, it makes sense that it stretches to fill the entire background. However, the button's foreground image is expected to be an icon that may or may not display alongside text; it will not stretch. It may shrink if the frame is smaller than the image, but it will not stretch. You can even set the alignment of the foreground image using the Control alignment properties in Interface Builder.
A button's foreground and background image can be set in code like this:
// stretchy
[self setBackgroundImage:backgroundImage forState:UIControlStateNormal];
// not stretchy
[self setImage:forgroundImage forState:UIControlStateNormal];
You don't have access to the background imageView, but there is fully working workaround:
EDIT: There is an even better workaround then what I posted originally.
You can create a UIImage from any color, and call -setBackgroundImage:forState.
See bradley's answer, here:
https://stackoverflow.com/a/20303841/1147286
Original answer:
Instead of calling -setBackgroundImage:forState:, create a new UIImageView and add it as a subview of the button.
UIImageView *bgImageView = [[UIImageView alloc] initWithImage:img];
bgImageView.contentMode = UIViewContentModeScaleAspectFit;
[bgImageView setFrame:CGRectMake(0, 0, videoButton.frame.size.width, videoButton.frame.size.height)];
bgImageView.tag = 99;
[yourButton addSubview:bgImageView];
[yourButton bringSubviewToFront:yourButton.imageView];
Create the imageview
Set the content mode and frame
I also set a recognizable tag, so that when the screen rotates I can easily find my custom imageView in the button's subviews and reset its frame
Add it as a subview to the button
Bring the frontal imageView of the button to the front so our custom imageView doesn't overlap it
When the button needs to rotate just find the imageView by its tag and reset its frame:
UIImageView *bgImageView = (UIImageView *)[button viewWithTag:99];
[bgImageView setFrame:CGRectMake(0, 0, newWidth, newHeight)];
The cleanest and easiest way it probably to use the title insets of the button.
You set your image as the button image, and then you change the left title inset to match minus the width of your image:
myButton.titleEdgeInsets = UIEdgeInsetsMake(0, -myImage.width, 0, 0)
This will move the text back where it was before the image was added to its left. You can also use this value to add some padding to you button.
Stumbled on this problem too.
Adding image programmatically, as memmons thoroughly explained, did not help:(
I had a button 100x40 and image 100x100, it would appear squeezed, not fitted, as one would infer from "Aspect Fit" option. Actually, non of those view options had an effect.
I just had to rescale it so it would fit on a button, then use setImage:
UIImage *img=[UIImage imageNamed:#"myimage.png"];
CGImageRef imgRef = [img CGImage];
CGFloat imgW = CGImageGetWidth(imgRef);
CGFloat imgH = CGImageGetHeight(imgRef);
CGFloat btnW = myBttn.frame.size.width;
CGFloat btnH = myBttn.frame.size.height;
//get lesser button dimension
CGFloat minBtn=btnW;
if (btnW>btnH) {
minBtn=btnH;
}
//calculate scale using greater image dimension
CGFloat scl=imgH/minBtn;
if (imgW>imgH) {
scl=imgW/minBtn;
}
//scale image
UIImage *scaledImage = [UIImage imageWithCGImage:[img CGImage] scale:(img.scale * scl) orientation:(img.imageOrientation)];
//clean up
UIGraphicsEndImageContext();
//set it on a button
[myBttn setImage:scaledImage forState:UIControlStateNormal];
It is simple as:
ImageBtn.imageView?.contentMode = .scaleAspectFit
ImageBtn.setImage(chosenImage, for: .normal)
Another consideration is the BaseLine constraint. If your buttons have this constraint set (depicted as a horizontal or vertical line through multiple controls on your layout), it will cause your images to stretch without stretching the underlying button control. If your button is otherwise properly constrained (leading/trailing and top/bottom spaces, and etc...) removing the BaseLine constraint should have no impact on the layout, while allowing the foreground image to scale properly to the underlying button shape.
Answerbot answers the question with what is proper and correct to do. Don't fight the OS and use things as intended is always good advice. However, sometimes you need to break the rules.
I was able to mask the enlarged background image (not prevent it) by overlaying it with a black CAlayer then overlaying again with a properly resized image CAlayer. This was all done by creating a subclass of UIButton and overwriting the setHighlighted method.
NEED CODE?
- (void)setHighlighted:(BOOL)highlighted
{
super.highlighted = highlighted;
//
//Whenever an image needs to be highlighted, create a dimmed new image that is correctly sized. Below it is a englarged stretched image.
//
if (highlighted != _previousHighlightedSate)
{
_previousHighlightedSate = highlighted;
if (highlighted)
{
//Create a black layer so image can dim
_blackLayer = [CALayer layer];
_blackLayer.bounds = self.bounds;
CGRect rect = _blackLayer.bounds;
rect.size.width = rect.size.width*2;
rect.size.height = rect.size.height*2;
_blackLayer.bounds = rect;
_blackLayer.backgroundColor = [[UIColor blackColor] CGColor];
//create image layer
_nonStretchImageLayer = [CALayer layer];
_nonStretchImageLayer.backgroundColor = [UIColor blackColor].CGColor;
_nonStretchImageLayer.bounds = CGRectMake(0 , 0, self.bounds.size.width, self.bounds.size.height);
_nonStretchImageLayer.frame = CGRectMake(0 , 0, self.bounds.size.width, self.bounds.size.height);
_nonStretchImageLayer.contentsGravity = kCAGravityResizeAspect;//default is to resize
_nonStretchImageLayer.contents = (id)self.imageView.image.CGImage;
_nonStretchImageLayer.opacity = 0.5;
//add layers to image view
[self.imageView.layer addSublayer:_blackLayer];
[self.imageView.layer addSublayer:_nonStretchImageLayer];
}
else
{
//remove from image view
[_blackLayer removeFromSuperlayer];
[_nonStretchImageLayer removeFromSuperlayer];
//nil them out.
_blackLayer = nil;
_nonStretchImageLayer = nil;
}
}
Inspiration for this work around came from here
I guess the easiest solution is to use UIImage's resizableImageWithCapInsets method. Use UIEdgeInsetsMake to configure the free spaces.
might help someone
button.subviews.first?.contentMode = .scaleAspectFit
Swift version of Zoltán Matók answer
Just a copy of my code using SnapKit to do auto layout and syntatic sugar Then library for initilizations, it should work similar for normal Apples way of programatic layout.
let backButton = UIButton(type: .custom).then { (button) in
let image = UIImage(named: "backButtonIcon")?.withRenderingMode(.alwaysOriginal)
let imageView = UIImageView(image: image)
button.addSubview(imageView)
imageView.snp.makeConstraints { (make) in
make.center.equalTo(button.snp.center)
}
button.bringSubviewToFront(imageView)
button.contentMode = .scaleAspectFit
button.backgroundColor = .clear
button.isUserInteractionEnabled = true
button.isEnabled = true
button.imageView?.contentMode = .scaleAspectFit
button.imageView?.snp.makeConstraints({ (make) in
make.height.width.equalTo(24)
})
button.snp.makeConstraints { (make) in
make.height.width.equalTo(24)
}
}
You can use uibutton.imageView.contentMode for no stretching:
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = CGRectMake(posX, posY, widthButton, heightButton);
[button setTitle:#"" forState:UIControlStateNormal];
[button setImage:[UIImage imageNamed:#"imageNamed"] forState:UIControlStateNormal];
[button setImage:[UIImage imageNamed:#"imageNamedHighlighted"] forState:UIControlStateHighlighted];
button.imageView.contentMode = UIViewContentModeScaleAspectFit;
[button addTarget:self action:#selector(functionMenu:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview: button];
What you need to do is add your image as a UIImageView.
Than add a button with transperent background (UIColor ClearColor) on top of it with your desired width and height.

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