Something strange is happening. Basically, I am trying to recreate the messaging app. So when I am trying to get the Send button to change from Grey to blue when the user has typed in at least 1 character.
The problem comes when I am trying to change titleLabel, the button will disappear. Later I found out it reverts back to the old position (when the keyboard it not shown).
Why does it do this? If I do not modify the titleLabel everything works as usual. However, if I do, the UIButton goes back to the original location. If you need any sample code let me know, but I am not sure what to put on here as it's just [self.button.titleLabel setTextColor: [UIColor blueColor]; in the UITextViewdidChange but it's acting strange.
Thanks!
Alan
You might be fighting against auto-layout. I saw similar behavior, and someone answered my question here: Why does UIButton resize when I access titleLabel property?. Basically, I was suggested to forego auto-layout completely or only use auto-layout (never set frames programmatically).
Well as mentioned here by others, you might be "fighting" with auto-layout. You do not have to ditch auto-layout, you could just bind the NSLayoutConstraint to an IBOutlet property, and update the constraint. If you do not have a constraint, then one is created automatically for you - you should create one manually and attach it. If it is created in code, the find it by code and save a reference to it.
You could also go back to the simpler AutoResizing, which was there before auto-layout (and is not deprecated, yet).
Related
I have a custom class here that consists of a UIButton inside of a UIView.
The goal of this class is to allow users to have a greater area (being the UIView) to select the button than just the buttons frame itself.
Now when a user taps on the view I want the buttons highlighted image to show... But the problem is, it does not.
I've read many possible solutions to this issue For Example:
Calling: [btnObject sendActionsForControlEvents:UIControlEventTouchUpInside]
This however did not change the buttons highlight.
I also tried just settings the button.highlighted = YES;
But that did not work either.
I have the images for different states properly setup (Normal and Highlighted), I'm sure of that.
I also have the gestureRecognizer working properly as the functionality is great except for the lack of highlight.
Does anybody know if I'm missing any thing special that needs to be done in order to pull off this seemingly very simple task? Surely it's been done many times.
Thank you
You were on the right track. -[UIButton setHighlighted:] is just a flag. What you need to do is call setNeedsDisplay on that button right after you change the highlighted property.
I solved my problem a little while ago and I'm not sure if Kevin Low's answer would've worked too, it very well might have.
But for some reason, a UITapGesture doesn't work well with highlighting buttons as a view transitions (That might be because I didn't call setNeedsDisplay). The gesture that ended up working was the UILongPressGesture with a 0.0 sec for minimum duration.
I have problem when in iOS settings is enabled this setting "Button Shapes"
It causing this underline in application (first picture with enabled setting, second without)
Any idea how to programatically or in storyboard disable it?
I tried attributed text but I get same result :(
I'm newbie in Swift.
Thanks for help!
It's not a problem. You should not make any attempt to counter any accessibility changes set by the user. They are there for a reason.
This is an answer by user4291543 from this question Remove underline on UIButton in iOS 7
[yourBtnHere setBackgroundImage:[[UIImage alloc] init] forState:UIControlStateNormal];
I found this answer works with SWFrameButton
And for all the others saying "Don't Do This", SWFrameButton is a very good example of when you would want to do this. I also think the OP's situation is a perfectly valid scenario as well...
I totally agree with #maddy's comment:
It's not a problem. You should not make any attempt to counter any accessibility changes set by the user. They are there for a reason.
But I did stumble on a way to accomplish the task at hand...
In addition to a UIButton, you'll also need to make a .png file that contains nothing (meaning the entire contents have an opacity of 0%). Go ahead and load that into your xcode project's assets.
Now go ahead and set the Button's Background to that image you just provided. (In my case, I called it clear) This will remove the underline from the button's text. However, now you can't see the boundaries of the button. This can be solved by changing the Background of the button's View. Go ahead and select any color for the View's Background property and now the background of the View visibly defines the button's boundaries. You're able to see this because your clear.png has an opacity of 0%.
see the Attributes inspector for UIButton here.
Rather than trying to defeat the underline by going to make a label perform some action via UITapGestureRecognizer, this allows you to still use a UIButton. Keeping inline with accessibility features to mark buttons for people that want to do that.
You could create a custom button class with a label (with clear color). If you set the text of this label instead it shouldn`t get an underline.
Are you sure you want to do that?
Apple added an accessibility feature to mark buttons for people that want to do that. Apple will probably reject your app because it defeats a system function meant to help the disabled.
I found the solution. All you have to do is set a picture as the background of the button. just pick a picture with the same color as the button you created.
Im really confused because my problem may sound silly, i try to explain it clear - when i add anything on storyboard view controller it has no effect. And obvious, my viewController set properly to a controller, that manage storyboard scene. I adding anything - buttons, imageViews, it doesn't appear on a screen at all.
Also i want to add, i never seen such problem before recent Xcode update, when storyboard scene's become "large" and there is single scene for any device (600x600).
That issue literally drive me crazy, i can manage interface objects programmatically but i don't want to, because i use to work with Storyboard. Could you please write some advice or solution?
Thanks!
You need to add positioning constraints. By default, it will leave elements where they are, so they might be cut off. Also make sure what should be in the background is Sent to Back.
You can check if the auto layout this interfirindo or even if you this in the right view.
I've implemented the SWTableViewCell code in order to allow side swipes to reveal more UI, such as buttons.
Which is working fine, except that the UIScrollview it subclasses is really just too touchy, flicking back and forth like a manic game of ping pong.
I went to make changes to the class, but realised UIScrollView didn't seem to give me the ability to say change the way the scrolling animations work in the way I wanted.
Leaving me thinking that I either need to create my own version of the a Swipe cell, with a pan gesture and a overlay view, instead of a scrollview or find someone who has already solved this problem.
Please check it out sample: https://github.com/runmad/RMSwipeTableViewCell
May be it will helpful to you, Sir
:)
Not sure if this will give you the effect you desire, but you can make it less "jumpy" by altering the decelerationRate. Try:
someScrollView.decelerationRate = UIScrollViewDecelerationRateFast;
If that's the right idea, you can jump-to-definition in Xcode, and checkout the float value, then try your own.
I've been banging my head with this issue for the last two days. Googled a lot but wasn't able to find the answer yet, so I decided to request some help here. Let's see if I get any luck.
I'm coding a reusable control that consists of an UIView with a variable number of customized UIButtons. I implemented initWithFrame:, initWithCoder: and drawRect: where the buttons (which are built prior to drawing) are actually added to the view. Everything is done programmatically since the UIButton content should be supplied when using the control, so there's no XIB for this UIView.
This UIView, let's call it CustomizableBarButton is then used in an UIViewController, let's call it MyTestViewController with a view on it, let's call it customizableBarButtonView.
MyTestViewController's GUI was set on IB where an UIView was tied to customizableBarButtonView (the class was matching accordingly).
MyTestViewController's is a pretty standard class except for the viewWillAppear: that initializes the buttons and passes them to the CustomizableBarButton along with some other options.
The issue is that everything works perfectly...except for the first time!
I mean, when I run the app on the simulator (I haven't tried it on the iPhone yet but I strongly believe that it's not an hardware issue) the MyTestViewController shows the customizableBarButtonView background but not the buttons. Now when you click on the place where a button should be all the buttons suddenly appear!
I'm puzzled since the CustomizablebarButton drawRect: runs before the strange "click n'appear" effect and the buttons are actually added to the subview.
Another hint that my help: if you don't click on the buttons (so you still got no buttons yet) but rotate the device they will also appear as if by magic!
It is probably something very simple but I'm missing it and I'm going nuts...
Can someone lend a hand on this, please?
Thanks in advance!
You said you're adding the buttons in drawRect:. Don't do that. You need to add the buttons in your init methods.