I'm creating a preview from something that people can configure in settings. They can choose a color in settings.
My view hierarchy:
Settings (Choose color for tree, and preview tree)
Choose color for tree (Here the user can choose for colors of the tree, with a save button)
I have an unwindSegue for my save button, that calls the setupCell method. But the background gradient layer of my UIView does not want to change.
Code:
- (IBAction)setupCellSegue:(UIStoryboardSegue *)segue{
[self setupCell];
}
-(void)setupCell{
//Corners
self.Preview.layer.cornerRadius = 25;
self.Preview.layer.masksToBounds = YES;
//Background
self.Preview.backgroundColor = [UIColor clearColor];
CAGradientLayer *grad = [CAGradientLayer layer];
grad.frame = self.Preview.bounds;
grad.colors = [[[Kleuren sharedInstance] kleurenArray] objectForKey:[standardDefaults objectForKey:#"Kleur"]];
[self.Preview.layer insertSublayer:grad atIndex:0];
//Text
self.optionOutlet.textColor = [Kleuren.sharedInstance.tekstKleurenArray objectForKey:[standardDefaults objectForKey:#"TekstKleur"]];
}
EDIT:
Here is the NSLog from my sublayers from the view. How can i replace the old CAGradientLayer with the new one? Tried this:
[self.Preview.layer replaceSublayer:0 with:grad];
(
"<CAGradientLayer: 0xcce9eb0>",
"<CALayer: 0xccef760>"
)
EDIT 2:
After trying some more, i've noticed that the CAGradientLayer is just added and added on top? Maybe this is the problem?
(
"<CAGradientLayer: 0x170220100>",
"<CAGradientLayer: 0x170220e20>",
"<CAGradientLayer: 0x170029f40>",
"<CALayer: 0x17803d960>"
)
EDIT 3:
View hierarchy, so the View that is highlighted in the screenshot is the one with the background.
EDIT 4:
Tried this: but now it doesn't have a CALayer anymore:
[[self.Preview layer] replaceSublayer:[[[self.Preview layer] sublayers] objectAtIndex:0] with:grad];
So I would get the following error:
2014-07-08 18:57:18.365 ///[3324:60b] View hierarchy unprepared for constraint.
Constraint: <NSIBPrototypingLayoutConstraint:0xe88e0b0 'IB auto generated at build time for view with fixed frame' UILabel:0xe88dae0.left == UIView:0xe88da50.left + 20>
Container hierarchy:
<UIView: 0xe88da50; frame = (59 54; 202 202); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0xe88dab0>>
| <CAGradientLayer: 0xe88cd50> (layer)
View not found in container hierarchy: <UILabel: 0xe88dae0; frame = (20 20; 162 162); text = 'Option'; clipsToBounds = YES; opaque = NO; autoresize = RM+BM; userInteractionEnabled = NO; layer = <CALayer: 0xe88db90>>
That view's superview: NO SUPERVIEW
So it seems to be that because the CALayer is deleted, the UILabel gives this error because it doesn't have a superview.
Try adding
[self.Preview.layer setNeedsDisplay];
after setupCell. This should redraw the layer
Not immediately sure what your issue is.
The first thing that jumped out at me is that in your first EDIT, you misused replaceSublayer:with:. See the documentation for that method for details, but basically you used an integer literal when you need to pass a CALayer - I'm surprised the compiler didn't complain. The declaration of that method is:
- (void)replaceSublayer:(CALayer *)oldLayer with:(CALayer *)newLayer
To use this method correctly, you'll want to hold onto a reference to the gradient layer. Maybe make a new property called grad and store it there. Later, when you want to replace it, pass self.grad into replaceSublayer:with: as oldLayer.
After you've fixed that, here are some things to check:
Are you sure setupCell gets called when you think it does? Set a breakpoint there to check.
Are you sure that when you recalculate the gradient layer, the colors have changed? Use a breakpoint to examine the value of grad.colors each time you pass through setupCell.
Found it, I've placed my CAGradientLayer *grad; in my implementation declaration between the {}
By placing the declaration in my implementation of my class. I could re-use the declaration, and not making a new instance each time by putting it in the setupCell.
#implementation class {
CAGradientLayer *grad
}
-(void)setupCell{
// Do stuff here with the gradient layer.
}
I do not know that this is the right explanation but it works. Was the last thing I came up on!
Related
I'm trying to create round buttons for a custom number pad. I want to find and modify all the buttons via this fast enumeration loop:
for (UIView *subview in self.view.subviews)
{
if ([subview isKindOfClass:[UIButton class]])
{
NSLog(#"found a button!");
subview.layer.borderWidth = 1.0f;
subview.layer.borderColor = [[UIColor whiteColor] CGColor];
[subview.layer setCornerRadius: subview.frame.size.width/2.0f];
NSLog(#"button.tag = %ld", (long)subview.tag);
}
Doesn't work.
So I looked around and found this question. However, even though my method appears to follow the approach outlined in the accepted answer, the if statement doesn't find buttons. The other answer on the page looked overly complicated for my needs.
Can someone please show me where I'm going wrong?
Edit
In response to #luk2303's comment:
I believe all the relevant buttons are indeed directly in view. Here's a screenshot of the hierarchy in the storyboard:
2nd edit
Per #tomer's suggestion, I modified the code:
for (UIControl *subview in self.view.subviews)
{
NSLog(#"inside loop");
if ([subview isKindOfClass:[UIButton class]])
{
subview.layer.borderWidth = 1.0f;
subview.layer.borderColor = [[UIColor whiteColor] CGColor];
[subview.layer setCornerRadius: subview.frame.size.width/2.0f];
NSLog(#"button.tag = %ld", (long)subview.tag);
}
}
Unfortunately, no improvement in the result.
3rd edit
Here is a printout of the subviews, which obviously doesn't included the desired buttons...
2016-06-12 14:27:10.352 appName[5983:3143970] <_UILayoutGuide: 0x12f6912b0; frame = (0 0; 0 0); hidden = YES; layer = <CALayer: 0x12f691020>>
2016-06-12 14:27:19.419 appName[5983:3143970] <_UILayoutGuide: 0x12f6918b0; frame = (0 0; 0 0); hidden = YES; layer = <CALayer: 0x12f691a30>>
2016-06-12 14:27:21.988 appName[5983:3143970] <UIImageView: 0x12f691040; frame = (516 209; 49 49); autoresize = RM+BM; layer = <CALayer: 0x12f6911f0>>
According to your screenshot you already have them in storyboard, so you don't need to "find" them, they're here.
Do the following :
Link all buttons to your .h file by drag & dropping from the storyboard to the .h file, using right clic or ctrl+clic. Just like if you wanted to create an outlet. (by opening the Assistant editor, the middle button on the top right of the screen).
Once Xcode asks you if you want to add Outlet, or Outlet collection, or Action, chose "Outlet Collection", and name it "AllButtons" for example.
Repeat that process for every single button, except that instead of creating a new outlet collection, link every button to that recently-created outlet collection.
Now all your buttons are a part of that collection, or array if you will.
From your .m file, you can use the property and loop on it, just like you're doing with your subviews.
foreach (UIButton *button in AllMyButtons){
// Do your stuff here.
}
That's it. That's all there is to it :)
By setting each UIButton's "tag" property, which can be done in Interface Builder or Programmatically:
button.tag = n; // n being whatever integer value you decide.
Your IF statement, which seems to be causing the problem, can now simply compare two integer values...
if(subview.tag == n) { // n still being the integer value you've set
...
// Implement desired code for each UIButton here
...
}
You can change the tag property using interface builder here:
I want to create a black UIView with transparent circles.
I think about create one view (with black color and transparence 50%), and add multiple circles inside of it, but I don't know how to set the transparence for each. I know how to create a circle View (an example: how to draw a custom uiview that is just a circle iphone-app).
I want to do is something like iShowcase library but with multiple dots:
Any clue? thanks.
SOLVED
I took a look to the code of iShowcase library and I solved my probblem. now, I am working in a library based in iShowcase library.
I will post here when I finish it.
Please have a look of below link hope this will helpful for you.
Link : Here is Answer to set shadow in your view.
Use alpha for your circleView. As in your link example,then add as subviews in yourmainview:
UIView *circleView = [[UIView alloc] initWithFrame:CGRectMake(10,20,100,100)];
circleView.alpha = 0.5;
circleView.layer.cornerRadius = 50;
circleView.backgroundColor = [UIColor whiteColor];
[yourmainview addSubview: circleView];
Btw in your picture I think white circles have 100% alpha. You can use individual alpha for each circleView, or use a randomizer :)
As for updated example why don't you add more buttons and showcase in your h file, synthesize them and use multiple instances .... showcase setupShowcaseForTarget:btn_custom_1 title:#"title" details:#"other"]; ? I think you should modify main classes, becouse what you want are different containerView for multiple views [circles].
Using modifyed iShowcase.m [- (void) calculateRegion], and different views as containers, I was able to make something like: http://tinypic.com/view.php?pic=2iwao6&s=8#.VLPTRqYsRE8 So the answer is: use custom views for multiple showcase [ex [showcase2 setContainerView:self.view2];], then custom frame for each showcase [ showcase2.frame = CGRectMake(0,0,100,100);] I don;t habe time to fine tuning the example, but yes, you can achieve desired result...
I finally solved my question inspired by iShowCase library I did this simple class and Upload to github.
https://github.com/tato469/FVEasyShowCase
Simplest what you can do is to have your main view (black 50% transparant) and add shapes to the mask layer of that.
So basically:
//Set up your main view.
UIView* mainView = [UIView new];
mainView.backgroundColor = [UIColor blackColor];
mainView.alpha = 0.5;
UIView* circle1 = [YourCircleClassHere new];
UIView* circle2 = [YourCircleClassHere new];
UIView* circle3 = [YourCircleClassHere new];
UIView* container = [UIView new];
[UIView addSubview:circle1];
[UIView addSubview:circle2];
[UIView addSubview:circle3];
//Make a new layer to put images in to mask out
CALayer* maskLayer = [CALAyer layer];
//Assign the mask view to the contents layer.
maskLayer.contents = (id)container;
//This will set the mask layer to the top left corner.
maskLayer.frame = CGRectMake(0,0,container.frame.size.width,container.frame.size.height);
//Lastly you assign the layer to the mask layer of the main view.
mainView.layer.mask = maskLayer;
//Applies basically the same as clipToBounds, but a bit reversed..
mainView.layer.mask = true/false;
On a sidenote:
I achieved this with images "contents = (id) [UIImage CGImage]", but I'm sure it should work with UIViews as well.
Also mind some mistakes, since I just wrote this from my mind, also I didn't test this out.. So keep me updated if it works/!works ^_^
recently, I am making a custom UITableViewCell with animatable UIImageView to play animated GIF. During making it, I found that an animation is not shown after the cell was reused.
It seems that UIImageView is affected by [self prepareForReuse]. When I did debugging it, I could get the following information.
** before calling [super prepareForReuse] **
(lldb) po self.testImageView
<UIImageView: 0x1ab681c0; frame = (39 0; 78 61); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; animations = { UIImageAnimation=<CAKeyframeAnimation: 0x1ab77870>; }; layer = <CALayer: 0x1ab68b60>> - (null)
** after calling [super prepareForReuse] **
(lldb) n
(lldb) po self.testImageView
<UIImageView: 0x1ab681c0; frame = (39 0; 78 61); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x1ab68b60>> - (null)
As it show, "animations = { UIImageAnimation=; };" is removed.
Fortunately, I could work around that problem by making a new instance of UIImage and setting it to UIImageView again as a workaround. For doing this workaround, it's important to re-create an instance of UIImage not to reuse an instance which is already set to UIImageView.
Anyway, what I really want to know is why prepareForReuse method removes the information about an animation.
Please let me know an internal reuse logic of the method which is hidden.
Upon calling [super prepareForReuse], stopAnimation is called on self.testImageView. I think this is the right logic being used so that the cell can be reused. You just need to call the [self.testImageView startAnimation] method once the cell is prepared for reuse. You need not resort to the "workaround" method that you have mentioned.
Found a solution. I had to set the UIImageView's image property to nil in prepareForReuse(), before setting a new (or even the same) animated UIImage.
I am getting strange behavior with UIScrollView subviews, the idea is to create programmatically an instance of UIView with a customized nib file which is a form in my case, fill that form with data from a model class, and add it as subview for my UIScrollView. The problem is when I deal with more than one subview, the UIScrollView only keep the latest subview, so if I created three subviews, the scrollview will show only the third (the latest) subview. Although the page control is set to the coreect number of subviews (three).
The project is too long, so I will try to explain brievely my issue with the relevant code:
- (void)viewDidLoad {
NSArray *sorted = [appArray sortedArrayUsingDescriptors:[NSArray arrayWithObject:sortDescriptor]];//this array contains the data from model, I debugged that to make sure I got the exact data, no more no less :)
//Loop all NSManaged objects, for example let's say I have 3 model objects, don't worry about how I get data etc, because I debugged all and maked sure all data objects number are exact, etc.
for (App_Table *_appTable in sorted) {
//This looped 3 times as expected, I debugged that also and maked sure on each iteration I got the data I expected to have
//App_Table is a subclass of NSManagedObject, it's my model class and get its data from coredata file
[self addMoreView];//Call this method will create a new subview and add it as subview to the UIScrollView, it will also update the page control, update the content size property, etc.
AppTableView *_appTableView = (AppTableView *) [[self.scrollView subviews] lastObject];//Remember addMoreView method create a new instance of AppTableView and add it as subview for the UIScrollView property, then I get that subview to fill it with data here
_appTableView.txtADDRESS.text = _appTable.address;//Fill in the form, no need to write all the form fields code because it's the same way.
// Scroll To First Page...
self.pageControl.currentPage = 0;
[self.scrollView scrollRectToVisible:CGRectMake(0, 0, viewWidth, viewHeight) animated:YES];
self.scrollView.contentSize = CGSizeMake(viewWidth*noOfItems, viewHeight);//Set the content size to the sum of subviews width, I also debugged that to check it's correct
self.scrollView.delegate = self;
[super viewDidLoad];
}
Ok, so when I have three subviews, the scrollview will load with the width of three subviews as calculated with the line above:
self.scrollView.contentSize = CGSizeMake(viewWidth*noOfItems, viewHeight);//Set the content size to the sum of subviews width, I also debugged that to check it's correct
And I can scroll till 3 moves (which is the number of subviews) and the UIPageControl is also set to three dots, but only ONE subview is visible, only the latest one I can see, the two other subviews disappeared, the scroll view calculated content size for them but they are not visible. Any thoughts ? Thanx.
EDIT:
It's worth to note that the first time I edit the view, all goes fine, when I deal with 3 subviews, they are all visible, but when I go to another view and get back to this view, only the last subview is visible.
Also, I am working on an iPad project for that with a split view.
EDIT:
This is the code of the method which draw new subview for the UIScrollView
-(IBAction) addMoreView
{
NSArray *arr = [[NSBundle mainBundle] loadNibNamed:#"AppTableView" owner:self options:nil];
AppTableView *aView = [arr objectAtIndex:0];
[aView setFrame:CGRectMake(startX, 0, aView.bounds.size.width, aView.bounds.size.height)];
[self.scrollView addSubview:aView];
self.scrollView.contentSize = CGSizeMake(self.scrollView.contentSize.width+aView.frame.size.width
, self.scrollView.contentSize.height);
startX = startX + aView.frame.size.width;//Update the X position, first 0, then 600, 1200, and so on.
[self.scrollView scrollRectToVisible:aView.frame animated:YES];
NSLog(#"%f",self.scrollView.contentSize.width);
NSLog(#"%f",self.scrollView.contentSize.height);
}
Suppose I have 3 subviews, the method above will be called 3 times since it's put inside the for loop. So here is the result of NSLogs for the above method:
NSLog(#"%f",self.scrollView.contentSize.width);
NSLog(#"%f",self.scrollView.contentSize.height);
First iteration:
600.000000
0.000000
Second iteration:
1200.000000
0.000000
Third iteration:
1800.000000
0.000000
EDIT:
The command suggested by rob mayoff allows me to see why this happen:
| | | | <AppTableView: 0x1eef4700; frame = (0 18; 600 430); autoresize = LM+RM+TM+BM; tag = 990; layer = <CALayer: 0x1eef4790>>
| | | | <AppTableView: 0x1ee3f380; frame = (0 18; 600 430); autoresize = LM+RM+TM+BM; tag = 991; layer = <CALayer: 0x1ee3f410>>
| | | | <AppTableView: 0x1ee56910; frame = (0 18; 600 430); autoresize = LM+RM+TM+BM; tag = 992; layer = <CALayer: 0x1ee3f410>>
All Three subviews are drawn in the same frame, so they are above each other, but when I debug that with breakpoints in runtime, the x is changing, first time 0, then 600 then 1200 which make me think it's drawing correctly. How to fix that especially that the x value is being incremented correctly, so what's the problem and why they still drawing on the same x coordinate?
First things first, you should place the [super viewDidLoad] call at the top of your - (void)viewDidLoad method, not at the bottom.
Given that it's not clear enough what you are actually seeing and what you expect to see, providing a minimum working example of your problem as a downloadable project would help us to help you. If you just try to reproduce this in a separate view controller that does not interact with managed objects, but uses some statically provided data, others will be able to reproduce it themselves and debug it. Or you might just as well figure it out yourself in the process.
I am getting back a bit late, but finally I figure out the fix for my problem so thought it's good to share it to save someone else's time.
For my case, the scrollview is a custom view in a nib file. So by activating its Autosizing masks left and top, the bug was fixed.
This block of code in -addMoreView is the problem:
AppTableView *aView = [arr objectAtIndex:0];
[aView setFrame:CGRectMake(startX, 0, aView.bounds.size.width, aView.bounds.size.height)];
[self.scrollView addSubview:aView];
If startX never changes, you're adding all of these views at the same spot.
Surely your not setting the content size correctly for 3 items:
self.scrollView.contentSize.width+aView.frame.size.width
should be
self.scrollView.contentSize.width+ ( aView.frame.size.width * NUMBER_OF_SUBVIEWS)
I presume when you scroll horizontally on the scrollview, the content size only allows enough room for one subview correct ?
used a static variable which is reinitialized to 0 on load, then it gets incremented by the width of the subview to start drawing on new X position.
Try to set the autoresizingMask of aView to UIViewAutoresizingNone inside the addMoreView method.
I created a project that uses your code in the sister post, and its working just fine. I added several tests on the autoresizing masks as you can see below. I suggest you compare it to what you are doing. Weird things happen when the masks on EITHER the subviews or the scrollView are not set to being tied to the top/left.
My modified code:
NSArray *colors = #[ [UIColor redColor], [UIColor greenColor], [UIColor blueColor] ];
UIViewAutoresizing mask;
mask = [self.scrollView autoresizingMask];
//assert(!self.scrollView.autoresizesSubviews); // has no affect here
if((mask & (UIViewAutoresizingFlexibleRightMargin|UIViewAutoresizingFlexibleBottomMargin)) != mask) NSLog(#"scrollView MASK WRONG");
for (int i=0; i<3; ++i) {
NSArray *arr = [[NSBundle mainBundle] loadNibNamed:#"AppTableView" owner:self options:nil];
NSLog(#"scrollView frame: %#", NSStringFromCGRect(self.scrollView.frame));
if((mask & (UIViewAutoresizingFlexibleRightMargin|UIViewAutoresizingFlexibleBottomMargin)) != mask) NSLog(#"aView MASK WRONG");
AppTableView *aView = [arr objectAtIndex:0];
assert([aView isKindOfClass:[AppTableView class]]);
NSLog(#"orig aView frame: %#", NSStringFromCGRect(aView.frame));
UIViewAutoresizing mask = [aView autoresizingMask];
if((mask & (UIViewAutoresizingFlexibleRightMargin|UIViewAutoresizingFlexibleBottomMargin)) != mask) NSLog(#"aView MASK WRONG");
aView.frame = CGRectMake(startX, 0, aView.bounds.size.width, aView.bounds.size.height);
NSLog(#"changed aView frame: %#", NSStringFromCGRect(aView.frame));
aView.backgroundColor = colors[i];
[self.scrollView addSubview:aView];
self.scrollView.contentSize = CGSizeMake(self.scrollView.contentSize.width+aView.frame.size.width
,self.scrollView.contentSize.height);
startX = startX + aView.frame.size.width;
//AppTableView *_appTableView = (AppTableView *) [[self.scrollView subviews] lastObject];
//_appTableView.txtADDRESS.text = _appTable.address;//Fill in the form, no need to write all the form fields code because it's the same way.
}
NSLog(#"scrollView frame: %#", NSStringFromCGRect(self.scrollView.frame));
NSLog(#"scrollView contentOffset: %#", NSStringFromCGPoint(self.scrollView.contentOffset));
I'm running into a tricky glitch.
I've got a .xib, which was created by XCode when I created a new UIViewController subclass. It has quite a few elements, including some UIButtons, a bunch of UILabels, a small UIView with some other views inside it, and a UIImageView containing a mostly-transparent image.
In viewDidLoad, I set the background color of the UIImageView to a color using a pattern image.
When I display this view controller in the simulator or on my iPhone 4 (both running iOS 5.1), everything goes smoothly; the patterned background displays, all the interactions work, and so on.
When I test on iOS 4.3, however (either in the simulator or on my iPod Touch 2G), it appears that everything I'm trying to manipulate based on an outlet (e.g. [self.myBackgroundImageView setBackgroundColor...] or [self.mySegmentedControl setEnabled:NO]) just doesn't work at all.
The only even vaguely unusual thing I'm doing when the view gets presented is this, which makes it size properly in a popover:
- (void) viewWillAppear:(BOOL)animated {
CGSize size = CGSizeMake(320, 480); // size of view in popover
self.contentSizeForViewInPopover = size;
[super viewWillAppear:animated];
}
I really can't think of anything else that might be the problem. I've cleaned, rebuilt, all that stuff. Still no dice.
Has anyone else encountered this?
UPDATE per request by ott:
Added the following at the end of -viewDidLoad:
NSLog(#"self.myBackgroundImageView = %# | %#", [self.myBackgroundImageView description], [[self.myBackgroundImageView backgroundColor] description]);
...The output is:
self.myBackgroundImageView = <UIImageView: 0x6d48c80; frame = (0 0; 320 480); autoresize = RM+BM; userInteractionEnabled = NO; layer = <CALayer: 0x6d48b60>> | <UIImageView: 0x5f459b0; frame = (0 0; 320 480); autoresize = RM+BM; userInteractionEnabled = NO; layer = <CALayer: 0x5f45890>> // kCGColorSpaceModelPattern 1
So... not nil. Not sure what the story is here.
UPDATE 2:
It appears the disabling of a UISegmentedControl in iOS 4.3 doesn't dim its display, so that's what that part was about. As for the background pattern image: I can't find confirmation of this, but I'm starting to think it's a bug in iOS 4 that makes a background color using a pattern-image UIColor not display properly on a UIImageView. It works fine if I make the UIImageView have a clear background and put the pattern image UIColor as the background of the main view instead. If anyone comes up with a workaround, or confirmation that this is indeed an iOS 4 bug, it would be much appreciated.