I'm new to iOS development and can't find any good guides on how to build a GUI that isn't just controls on a view. I need to group texts, images and controls in colored areas similar to the picture in the link below. Especially the brown background with the white area with rounded corners is exactly what I need (the brown frame).
Can anyone point me in the right direction?
I'm targeting iOS 5 and higher....
http://www.filemaker.co.uk/products/filemaker-pro/images/whats_new/graphic_ios_ipad_iphone.png
You need to make everything as a part of superview..please see the image..
Related
I am looking to create colour splash effect using swift for my iOS app.
I was considering working with UIBezier path to create some random splash shapes so that I could just fill in colour into those paths. Other than that haven't really had any other ideas I could use to achieve this from my search.
Could anyone help me out and point me in right direction for how I could achieve this ?
I would try Diamond-square or Lazy Flood fill algorithm.
Also take a look at other computer graphics algorithms:
https://en.wikipedia.org/wiki/Category:Computer_graphics_algorithms
How to change the color of the notch area using QML or Qt C++? The solutions provided here: Qt Quick 2 iOS Notch Avoidance do not work anymore.
I just want to replace the black areas with the same blue used in the title bar to get a better look and feel.
Okay after a lot of reading I found the answer. The main idea is to get the safe margins from C++ world and transfer it to QML. There all the objects can me moved using anchors such that it looks great!
The according commit can be found here:
https://github.com/myzinsky/cloudLogOffline/commit/4d84cf7f1db852051f34afda71a7c536c4f1ddc9
Here the Result:
When I test my unity 2D game on my iPhone X, all background and sprite elements on the screen have a blue "halo" when moving my character. I have explored the issue with transparency on mobile, but the issue seems really strange. The blue halo appears only when the background is black. Anything brighter and it is absolutely fine. So I doubt it's a transparency issue given that it appears only when a dark background is present.
It is visible only on mobile, so taking a screenshot is useless.
If anyone wants to test do the following. Download or open the image attached here to full screen. Zoom in just a bit so the shapes are taking most of the screen. Start moving the image left and right. Slow and fast and you should see a blueish after-image around the edges. This should happen only on some OLED mobile screens.
If anyone ever encounters this. The result I mentioned is an after-image effect from the OLED screen on the iPhone X. I haven't tested on other OLED devices, but I assume depending on the software it is possible other models can experience this. The levels of Black are incredible, but when you have a high contrast situation between light and dark, an after-image is created around the edges of the contrast zone.
How to fix this?
Simply do not use full black backgrounds or elements. Near black colors in a game situation is indistinguishable from a true black, 0, 0, 0 RGB, choice. This might be a common game design principle I am unaware of and I am the only person stupid enough to use 0,0,0 in the first place, but anyway, I hope if someone has the same issue to read this and fix it easily,
I'm working on adding custom captions to my iOS app that plays videos. I'd like to support all the features of CEA-708 (which are essentially rich-text captions), but I can't figure out how to apply the necessary edge-styles using a UILabel.
The image below shows the edge styles I want to support. However, I am struggling to find a way to achieve raised/depressed edges. Any ideas?
I don't think that those behaviors are expected in iOS. The only idea that I can suggest is to use two labels to achieve those effects, with different z-indexes and positions and colors to obtain the offset similar to the edge.
Otherwise, you can try to take a look to this link https://developer.apple.com/library/ios/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_shadows/dq_shadows.html.
My partner and I are trying to figure out how best to create scaling, colored performance bars for one of our mobile exam-prep apps. The goal is to create a horizontal bar that graphically represents a scale of 0 - 100% using Photoshop or something similar. We had hired a professional graphics designer but we're left holding the bag trying to figure out how to make the graphics actually "fill the bar" in the actual app.
(I can't post pictures yet, but you can see a link to the picture here):
http://www.productionplanningpro.com/wp-content/uploads/2012/06/Screen-Shot-2012-06-25-at-9.47.24-PM.png
As the bar would reach certain percentages, it would change color from Red to Green appropriately. I'm trying to figure out how to give this to my contractor without handing him 100 files, each showing 1% more of the bar (and even then, I'm not a graphics artist, so this whole thing is above my head). I've done as much research as I can stand, and I've seen the fancy iOS graphing APIs - we're just looking to fill in these two bars.
Any insight or help is SUPER appreciated!! Thanks!
Jotuned
There are quite a few solutions to this problem. I'm sure there's a way to fill in the area with that shadow programmatically, and I'm also sure someone will come along with a masking solution sooner or later.
The quickest and easiest way, though, is to have your artist simply create that red filler bar one time, and have it fill the entire space (ie. drawn at 100%). Then you make sure that, in the graphic that is the 'outside' of the bar, the space where the red bar should be is an alpha channel.
When you actually get to coding it, place the red bar at the very bottom of all the objects you're drawing to the screen. The rest of your UI should entirely hide it. Then as progress moves from 0% to 100%, you move the bar slowly to the right, filling in the space (and showing through the alpha hole in the 'bar holder'.
Quick, simple, have done this many times before. Masking would work as well, but seems a bit overkill in your situation (and I don't have any experience with it on iOS, so I can't offer any assistance there!) Let me know if you have any questions while trying to implement this :)