UISlider thumbImage for a disabled slider - ios

I'm trying to create a UISlider with a custom thumb image. This works fine, but does not work if I disable the slider. Here's my code:
UISlider *slider = [[UISlider alloc]initWithFrame:CGRectMake(130, 10, sliderBG.size.width, sliderBG.size.height)];
slider.enabled = NO;
[slider setThumbImage:thumbCircle forState:UIControlStateHighlighted];
2 questions:
1) It's using the right image when I set state for UIControlStateHighlighted, but not when I set state to UIControlStateDisabled. Why?
2) The thumb image looks transparent. My image is not transparent. Is the UISlider doing this? Any way to get around it?
Thanks!

That is how UISlider work: use a transparent knob to indicate inactivity. If you want one that does not do that, try recreate it yourself using several UIImageView's and following a finger isn't that difficult on iOS.

Try adding:
[slider setThumbImage:thumbCircle forState: UIControlStateDisabled ];

Related

IOS Button border thickness lssue,why?

UIButton top border appears thicker than the following ,but sometimes correct ,why?
code:
UIImage * sanImage = [UIimage imageNamed:#"product_bt1_normal"];
[self.saveBtn setBackgroundImage:[sanImage
stretchableImageWithLeftCapWidth:sanImage.size.width/3
topCapHeight:sanImage.size.height/3] forState:UIControlStateNormal];
Are you trying to make a button? If so, perhaps use a UIButton instead? You can control the border with button.layer.borderWidth = 1.0f
If you're set on using an image, create a UIImageView, and modify the border thickness that way:
UIImageView *iv = [[UIImageView alloc] initWithImage:sanImage];
[iv.layer setBorderWidth:0.5f];
It could be because of off-pixel boundaries. Since you are using height/3.0f, your image is maybe not returning a well-behaved image.
Also, there is a new stretchable image method you should be using, resizableImageWithCapInsets:.
So try this code out:
[self.saveBtn setBackgroundImage:[sanImage resizableImageWithCapInsets:UIEdgeInsetsMake(3.0f, 3.0f, 3.0f, 3.0f)] forState:UIControlStateNormal];
You might need to mess with the values for the insets a bit, I don't know the dimensions of your button image.

How to reduce UISlider frame height?

It turns out that UISlider has a lower limit for its frame height. On iOS 6 it's 23px and on iOS 7it's 34 px. But that's too much for me and i need to make it smaller. How can i do that without using CGAffineTransformMakeScale (i tried that already and don't like how it looks)? Or maybe i'm just missing something really simple?
There's no properties you could use to do that.
I did find a github project which allows you set the the height of the bar.
Or have a look at the results on Cocoa Controls for 'Slider'.
Assign height constraint to slider in storyboard.
You have to use images of smaller size :
[slider setThumbImage:[UIImage imageNamed:#"Thumb"] forState:UIControlStateNormal]; // slider thumb should be square image
[slider setThumbImage:[UIImage imageNamed:#"Thumb"] forState:UIControlStateHighlighted]; // slider thumb on touch
[slider setMinimumTrackImage:[UIImage imageNamed:#"rMin"] forState:UIControlStateNormal]; // thumb left part
[slider setMaximumTrackImage:[UIImage imageNamed:#"Max"] forState:UIControlStateNormal]; // thumb right part
choose images carefully, now its photoshop work

Size of default thumb image for iOS slider?

What is the exact size (width, height) of the (default) thumb image for the iOS slider? Is there perhaps some clever way to coax this out of the system (XCode, iOS)?
I tried
int thumbWidth = slider.currentThumbImage.size.width;
which I found here on this site, but it comes back with 0.
Additional question: The Xcode debugger shows this undocumented variable in the UISlider: CGFloat _hitOffset. Does anyone by chance know what it is and what it's for?
What about this? Works for me:
CGRect trackRect = [self trackRectForBounds:self.bounds];
CGRect thumbRect = [self thumbRectForBounds:self.bounds trackRect:trackRect value:0];
CGSize thumbSize = thumbRect.size;
If you want change UISlider appearance then use below method
[[UISlider appearance] setThumbImage:[UIImage imageNamed:#"yoursliderimage.png"] forState:UIControlStateNormal];
as well as below code would change you slider track also
UIImage *white = [UIImage imageNamed:#"16x16white.png"];
[movieTimeControl setMinimumTrackImage:[white stretchableImageWithLeftCapWidth:3.0 topCapHeight:0.0] forState:UIControlStateNormal];
[movieTimeControl setMaximumTrackImage:[white stretchableImageWithLeftCapWidth:3.0 topCapHeight:0.0] forState:UIControlStateNormal];
Aplle HIG document doesn't define any size for UISlider thumb image but it should be under normal image size.
The best way is using a Resizable Image.
But the slider thumb size is 23x23 if you don't want to make the image resizable
There is a session video about UI customization in the WWDC 2012 collection:
https://developer.apple.com/videos/wwdc/2012/?id=216
You might find your answer here. Its about UISlider customization too
Here is the swift 4 version:
yourSlider.setThumbImage(UIImage(named: "Knob"), for: .normal)

iPhone Custom UISlider preload and rounded edges issues

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.

UIButton doesn't listen to content mode setting?

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 voilà.
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.

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