I have been looking around but couldn't find anything good about this.
I would like to customize the default UIRefeshControl with different loader, etc. So far I can only change tintColor & attributedTitle properties and most code I found are just basically creating a new "pulltorefresh" effect but what I want is to just use the UIRefreshControl and customize it a bit.
Is this possible?
You can't add different loader without accessing private APIs, but you can add background image:
UIImageView *rcImageView =
[[UIImageView alloc] initWithImage:
[UIImage imageNamed: #"refreshControl.png"]];
[self.refreshControl insertSubview:rcImageView atIndex:0];
assuming self is an instance of UITableViewController subclass.
Image size you need is 320x43px (#2x 640x86px), the middle area (approximately 35px) will be covered by the loader animation.
I show application logo there...
Related
I've literally piled through hundreds go searches on google :(. I can't seem to figure out what I'm doing wrong when I create an image in photoshop (960 x 600, -40 for the status bar). The image comes out to this:
When it should look like this:
(note this is not the actually size, crappy thumbnail version :P. The size is as stated above)
This is my code:
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"MenuBkground.png"]];
Am I doing something wrong when I make the image? Is it in the code? Any ideas?
You're using colorWithPatternImage which basically means what it says. The image will repeat itself if the space is not entirely consumed by the image. If you want to have a true background image you should create the image as a subview.
UIImage* image = [UIImage imageNamed:#"MenuBKground.png"];
UIImageView* background = [[UIImageView alloc]initWithImage: image];
[self.view addSubview: background];
Another way if your using interface builder,
Drag an image view to your viewController.
Assign that as MenuBkground.png in the inspector (first drop down box)
On my iPhone app, I simply want to set a particular background image, which depends on whether it's an iPhone 5 or not.
So, I tried two approaches:
A) Using
self.view.backgroundColor = [UIColor colorWithPatternImage:backGroundimage];
B) Creating an UIImageView and setting up the image there. Code:
UIImageView *backgroundImageView = [[UIImageView alloc]initWithFrame:screenBounds];
[backgroundImageView setImage:[UIImage imageNamed:backGroundImage]];
[self.view addSubview:backgroundImageView];
But I am having issues with both of them:
Issues with Step A:
When I set the image through that way, I have to deal with the image scaling issues for different sizes of the screen. I use the following code to do the scalling:
UIGraphicsBeginImageContext(screenBounds.size);
[[UIImage imageNamed:backGroundImage] drawInRect:screenBounds];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.view.backgroundColor = [UIColor colorWithPatternImage:image];
Another issue from Step A is that the image appears quite blurry. It doesn't have the same sharpness to it.
Issues with Step B:
With this, the image looks really crisp and sharp - just the way it should look.
But when I switch to another view using the following code, strangely enough the UIImageView backgroundImageView still appears on the second one. The code I use to switch views is:
[self presentViewController:secondViewController animated:YES completion:nil];
I even tried [backgroundImageView removeFromSuperview], but that doesn't solve anything either.
So what am I doing wrong? And how can I set up a picture as my background which is dependent on the size of the iphone?
Plan B is a good plan. Presenting another view controller should and will definitely hide your image view. If it isn't happening, then it's a problem with the creation of secondViewController, unrelated to the background image on the presenting VC.
Before presenting secondViewController, log it:
NSLog(#"presenting %#", secondViewController);
I'll bet a dollar that it's nil. If I'm right, let's have a look at how you initialize secondViewController. That's the problem, unrelated to the background image view.
Okay, I finally fixed this issue, although the cause of this issue is still puzzling to me.
To fix this, I had to create an IBOutlet property for UIImageView and hook it up on the XIB file.
The reason I was programmatically creating the UIImageView is because the size of the UIImageView depends on what size iPhone they are using. But for the IBOutlet (let's call it as UIImageViewOutlet, I simply used [self.UIImageViewOutlet setFrame:] to get the size and location that I wanted.
I also discovered that one of the buttons that I was programmatically creating, was still visible in the secondViewController. I ended up creating an Outlet on the XIB file for that one as well and used setFrame on it to position it properly.
If anyone who knows the reason of this problem, I will be very grateful.
I have seen many times waiting panels (panels with a uiactivityindicatorview) black/dark with some transparency and white labels.
Like this one :
I guess it is a standard element.
Where can I find it?
Try This. it's the best solution I came across to show the activity. MBProgressHUD
MBProgressHUD looks nice. You might want to check out http://code.google.com/p/toast-notifications-ios/ too.
There's no iOS component that does this.
If you don't want to include an external library just for this one component then you can do it using UI components.
/* Warning, typed from memory */
// Create the UIView that's the background
UIView *pleaseWaitView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 100, 80)];
[pleaseWaitView setBackgroundColor:[UIColor colorWithWhite:0.5 alpha:0.5]];
[[pleaseWaitView layer] setCornerRadius:5.0f];
// And create an activity indicator
UIActivityIndicator *i = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
[i startAnimating];
[pleaseWaitView addSubview:i];
[i release];
// Add it to the main view (in the middle)
[pleaseWaitView setCenter:CGPointMake(self.view.bounds.size.width/2, self.view.bounds.size.height/2)];
[self.view addSubview:pleaseWaitView];
You can add a UILabel with whatever text you want (in your case, 'Authenticating') in the same way as you added the activity indicator.
The tricky part is setting the corner radius - you will probably need this at the top of your .m file :
#import <QuartzCore/QuartzCore.h>
NB You can do this in interface builder as well if you want (apart from the corner radius bit!) ;)
I answered a question that included an overlay like this. I included the code and the overlay image you need to do it with. Take a look at this answer and take a look at the screen shot it created. I use this overlay as I send email in the background so you will want to edit the code to do your function but the overlay code is already in place.
Locking the Fields in MFMailComposeViewController
Happy Coding!
Check out DSActivityView. I've successfully used it in a few of my projects.
As by now there is no standard UIElement for that in iOS.
But checkout this library:
I would like to apply a texture to my iPhone app similar to the tab bar in GameCenter.app. Is there a good tutorial somewhere that explains this? I am hoping for a method that will translate easily to other controls as well. Thanks!
A simple way to add texture for backgrounds is to use the built in colorWithPatternImage.
UIImage *image = [UIImage imageNamed:#"backgroundPattern"];
[self setBackgroundColor:[UIColor colorWithPatternImage:image]];
If you have a toolbar you should be able to use your "Patternized UIView" with UIBarButtonItem, one of its initializers take a UIView.
Anyone ever seen the problem of [UIColor initWithPatternImage] ignoring the alpha values of the PNG? If so, what's the best fix?
I am using a png as a background layer to my array of button objects and it contains several pre-set alpha values per pixel in the image that is to be used as a texture background. It loads fine as a pattern/texture-color, but it comes up with all key transparent area as opaque black.
It is important that I get the right alpha values so that the button images shows correctly. The button frames do not include the alpha shadows from the background as that is not the "clickable" portion of the button. Additionally, my button object's images and background images also makes use of transparency, so it really needs to have a clear background directly behind each button to let the proper true current color settings come through (lowest layer UIView will have its background color set to the current user's selected color). Setting just the single alpha value for the UIView layer containing this texture does not work for my needs either.
Any help would be appreciated. My current workaround would be to use fully-blown, repeatedly-programmed layout of several UIImageView using the png, instead of a single UIView with the pattern fill.
Here is a snippet of code, but it's pretty standard for turning a UIImage into a UIColor for use as a pattern/texture color:
UIView *selectorView = [[UIView alloc] initWithFrame:CGRectMake(0,0,320,320)];
UIColor *background = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"SelectorViewBackground.png"]];
selectorView.backgroundColor = background;
[mainView addSubview:selectorView]; // pattern background layer. Add UIButtons on top of this selectorView layer
[self addSubview:mainView]; // current user selected color set in mainView.
[selectorView release];
[background release];
I had the same problem with setting a background on a UIView with some transparancy,
this is how I solved it:
theView.backgroundColor = [UIColor clearColor];
theView.layer.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"the_image_with_transparancy.png"]].CGColor;
This is probably related to:
Tiled Background Image: Can I do that easily with UIImageView?
Basically, try setting:
[view setOpaque:NO];
[[view layer] setOpaque:NO];
No I've never had an issue with this. I use code like the above all the time for apps (though often I use it in conjunction with a layer instead of a view but that shouldn't make a difference with transparency being recognized) and always have had transparency work fine.
I'd look into your PNG file. I've noticed iOS sometimes being finicky with certain PNG options/types (like an 8 bit PNG with 8 bit transparency). Make sure your PNG is saved as 24 bit with 8 bit transparency (32 bit total).
Also, stupid question, but have you verified there isn't anything black in the view/layer hierarchy behind your PNG? Sometimes it's the stupid things like that
For those who might need the work-around code where the background patterns can be laid out as rows in a UIScrollView, here it is (adjusted to remove confidentiality concerns, should work if variables properly set prior to call).
Note that there should be ways to reuse just the one allocated instance of UIImageView multiple times to either save memory or load times but time-to-market is my No. 1 driver right now. Enjoy the journey :)
UIImageView *selectorView;
for (int i = 0; i < numRows; ++i) {
selectorView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"SelectorViewBackground.png"]];
selectorView.frame = CGRectMake(0, i * patternHeight, patternWidth, patternHeight);
[mainView addSubview:selectorView];
[selectorView release];
}