I'm using swift. iOS 10.
I have blur/vibrancy views in the storyboard and I have another view (which contains labels, and a collection view) that I'm putting inside the vibrancy view.
The problem is that the collection view's cells (which are red buttons) look really lame when they're inside a vibrancy view (they get all discolored and faded and it doesn't look good). The label's look great though.
Is there some way I can turn vibrancy off for the collection view, but leave it on for the labels, etc?
I tried adding the collection view to a UIVisualEffectView with effect = nil. But that didn't turn it off.
Maybe there's some way to get the buttons to look better, so that could possibly be a solution too. But to keep it simple, I was just looking to see how I can turn vibrancy "off" for a specific subview of the vibrancy view.
Related
I have a UISearchBar (with UISearchDisplayController) as title view of UINavigationBar. There are also two buttons on either side of the searchbar within the navbar.
When clicking on UISearchBar, it becomes wider and covers the button on the right of it.
How can I stop it from becoming wider?
Things tried but didn't work -->
The widened search bar then becomes the original size if the device is rotated.
So, tried calling [searchBar setNeedsLayout] in -searchBarTextDidBeginEditing
All different auto-resizing mask options in IB
Edit: Didn't mention, but this is on iPhone (as we can put searchbar inside toolbar in iPad..)
Actually, taking hint from this answer if the search bar is put in UIView of desired size then this is set as title view of NavBar, it doesn't go wider !
But... Since you can't make cancel button to show/not show as you wish, I realized it's not so useful.
(As seen in this question/answer etc)
I want to make a small area to present some information in the middle of a UIToolbar and was wondering what the best way to do this is.
I need to show some text and a graphic, both of which need to be updated (around every 3 seconds) as new information arrives. The graphic is similar to the iPhone signal strength indicator, so it can be either custom drawn or selected from one of 3 graphics (low, medium, high strength).
I'll probably use initWithCustomView: to create a UIBarButtonItem, although I would like the view to be clickable (to allow the user to change the information shown).
What's the best way to make that view? Can I use a NIB, or do I need to do custom drawing in the view? What's the best way to update the buttons? I'm assuming that I'll have to remake the toolbarItems array each time and set it when the information changes. Is there a cleaner way to do this? Thanks.
Using initWithCustomView: sounds like a good way to go. You can create your custom view any way you want: with a NIB, by drawing it, even using images. It can also have its own subviews. It can be any object that inherits from UIView. (So, if you wanted, you could even make it actionable by using a UIButton, a custom UIControl, or a custom UIView with a gesture recognizer attached.)
You shouldn't have to remake toolbarItems (or, for that matter, do anything with it after you've added all your button items) if you just keep a pointer to your custom view UIBarButtonItem. It could be an instance variable. Then, to update the custom view, you could access it as you would any other view. I've never actually tried this, but I can't see any problem with doing it.
You sound like you had it mostly figured out. Hope this is helpful.
I needed the same solution and was hoping for some code examples from you. So I ended up doing it all in IB and the steps are here as follows:
Create UItoolbar in IB with no Items. (A Bar Button Item will be added again once you add the UIView)
Add UIView as subview of UIToolbar
Add UILabels to subview of UIView that is already a subview of the UIToolbar.
Create IBOutlets from UIToolbar, UIView and each UILabel and then you can reference the labels in your app.
I did set the backgrounds to clearColor so the text appears on top of UIToolbar without any box or borders.
And the text updates dynamically which was the desired outcome.
Hope this helps someone as this has been eluding me for a while.
Right now I have a standard UITableView that is empty by default and the user can add cells to it.
I noticed this app starts with no cells and is empty (like you cant see lines) but my standard view always has the lines like standard table view.
I thought it may be a grouped table style but the edges are not curved like the grouped style is.
Does anyone have any ideas?
The lines between cells are controlled by the separatorStyle property of your tableView. To remove the lines simply set:
tableView.separatorStyle = UITableViewCellSeparatorStyleNone;
Your other options are UITableViewCellSeparatorStyleSingleLine and UITableViewCellSeparatorStyleSingleLineEtched.
You can hide the separator lines by setting their color to the same color as your background, e.g.
tableView.separatorColor = [myApp theColorOfMyBackground]; // A UIColor object
Make sense?
The cells in your picture are likely custom cells, but you didn't really ask about that. :-)
EDIT: As noted in another answer seperatorStyle can be used to simply "turn off" the lines. That's a better way to do it.
This is a good question. +1 What app is this? Does the view you show above actually "scroll" even though only 2 rows are showing? I am wondering if it is a truly a table view. It could be a series of UIViews added to a UIScrollView with a dark background.
Assuming the programmer knows how tall the "rows" are, then they can add them with a pixel spacing over the charcoal background. With the UIScrollView, the programmer can define the contentSize.
If more views were added to extend past off the screen and the contentSize was appropriately defined, the USScrollView would automatically allow scrolling at that point.
Selecting a "row" could be easily handled by UIGesture controls on each UIView.
*EDIT
After seeing the app, Delivery by JuneCload, it is definitely using a UITableView with custom cell views. As Mark and Matt have answered.
I have a view with a UIScrollView, UIImageView for a background, and a UITextView. I have created several other views just like this and they all come out okay - with a background image and scrollable text but for some reason, now I can't make that work. Either my image overlaps all of the text so that I can't read it or the UITextView default background (white) shows up so that the user can't see the background image. What could be causing this problem?
Do you use Interface Builder or build the views hierarchy in code?
In both cases you should make sure that the order of your views is correct.
In IB the view that you want to appear on top of all the rest has to be under the rest of the views.
In code, make sure that the text view is the last to be added to the hierarchy.
You could also use the next code in order to check if this is the problem:
[self.view bringSubviewToFront:textView];
Okay, it must have had something to do with choosing the delegate. I can't say that I completely understand how I fixed it but it had to do with declaring the delegate in IB.
I have an iPhone app that displays a modal view controller. The modal view controller shows two instances of a custom subclass of UITextView called RoundedTextView, an MKMapView, and a UIToolbar. I construct the viewController only once, and reset its data and present it each time the user summons it.
When showing this view controller with presentModalViewController, I noticed that the animation to show the view was choppy on the 3G. So, to speed it up, I set the alpha of the MKMapView and the two RoundedTextView objects to 0 on viewWillDisappear and back to 1 on viewDidAppear. This made it nice and fast. I also presume that I could remove the views from the superview to speed it up as well.
Does anyone else jump through these kind of hoops on the iPhone. Is there something else I should be doing to avoid this hack?
It's not a hack to simplify drawing during animation in order to make the animation more smooth. It is indeed a very valid technique.
You may be able to achieve similar performance improvements by setting all UI elements to Opaque, a technique also used to fix table view cell performance issues. You just have to make sure background colors match.
The main problem I had was I subclassed UIButton to make gradient buttons and I had the boundary mask enabled. This made the performance terrible. I removed that option and made my buttons square and it's blazin now.