I use CGContext in a subclass of UIView to draw lines, it works fine when no other views in the ViewController on storyboard. However each time putting in an `UIImageView' with an image, it'd cover parts of the lines.
But I wanna draw several lines inside the UIImageView or inside the image. What should I do?
Would someone help me with it?
You cannot modify the drawing of an image view. If you want lines to appear in an image view, you must modify the image that it contains. Make a new image context, draw the image into it, draw the lines, extract the new image, and assign that image to the image view.
Related
I am using parchment library for pagination in my application. When I replace the UIImageView with a UIView in the header example of Parchment, gradient background is not working. I only see white screen.
Gradient works if I add separately in a view, with Parchment, I believe it is overlapped by some layer. I also tried this link but did not work.
https://github.com/rechsteiner/Parchment/issues/181
Actual result is a white screen in the header view, expected is the gradient fill.
The UIImageView.... if the gradient is being displayed as a bitmap in the .image of the UIImageView, that would explain the gradient disappearing.
UIView’s do not have a .image - That is why UIImageViews are needed to display bitmaps.
I have to make view where there will be multiple curved or irregular shaped imageview. Now when i will touch a UIImageview then it will import image from photo gallery.For example: Suppose
I have an UIView with background image.
On that view i have 3 irregular shaped UIImageview.every UIImageview is attached with each other.
Now suppose i have touch in the first UIImageview then it will take an image from photo gallery.
When i have imported the image then that image will be as the background image of the UIImageview.
I have to make sure that if my UIImageviewis smaller then its background image then i will able to move the image or rotate the image or scale or zoom the image to adjust the image according to the size of UIImageview.
How can i do that whole process??? any help by link,source code,tutorial or anything else will be cordially appreciable.
Basically my first priority is that how can i make those irregular shaped UIImageView pro-grammatically.
IF ANY FURTHER QUERY TO ASK THEN PLEASE DON'T HESITATE.
Thanks In Advance
The one way of doing this is as follows:
Subclass from UIImageView set touchesBegan methods for each UIImageView for import image, setting on background and whatever you want to do on touch.
What does 'attached' mean? If all of them should move together, then, again, you have to deal with it in touchesBegan methods, sending messages like 'Hey views, i've moved on this vector:[vector], please do it too'.
In pt. 3.2 i didn't get your point. :( You can set in UIImageView subclass self.contentMode = UIViewContentModeScaleAspectFit or UIViewContentModeScaleToFill, so its image will always fit the view.
About irregular shape, did you read links below? I suppose there's not an super easy way to do it :(
http://www.iphonedevsdk.com/forum/iphone-sdk-development/76923-hittest-collision-for-irregular-shaped-uiviews.html
Draggable UIImageView Partially Transparent & Irregular Shaped
Simple way of using irregular shaped buttons
I am trying to tile an image for an app I am making. I am making rope that I can set the length for. In order to do this, I have a function that takes my rope length, sets the frame size accordingly, and then sets the background color like this:
(picture is a UIView)
picture.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Rope.png"]];
The view is blank. I tested it before by displaying an image by making picture a UIImageView instead, and it worked, but it won't show up anymore.
EDIT: I have now tried a few different methods of tiling, the best I can get is a stretched image. I need a working way to tile an image and get the output of my tiled image into a UIImage, UIImageView, or UIView.
Not sure what I did wrong but it is working now.
I want to take an image from the UIImagePickerController and put it on a UIImageView that can move based on touch. I'm not sure how to get the picture onto the UIImageView. I thought the UIImageView automatically resizes the picture, so I couldn't grab just the top half of the picture and put that on the UIImageView. Is there an easy way to do this? thanks!
Use CGImageCreateWithImageInRect to crop (take a segment of?) a picture. Put a UIImageView inside a UIScrollView to let the user scroll through (move based on touch) a large image.
if you want to move and zoom your picture in a view, you need to use a UIScrollView. See Apple's ScrollViewSuite example. If you simply want to position the picture within a UIImageView, set the contentMode of the UIImageView to the setting you want e.g. scale, top, left, etc. See the UIImageView documentation for all options.
I've created a NIB file with some button controls on it, and as a background it has an ImageView which contains a PNG file loaded from my project.
What I want to do is to draw on top of the ImageView - imagine that my UI is a clockface and I want to draw the hands of the clock on top of the background image.
Is it the correct approach to try to subclass the UIImageView and use its DrawRect as when I use the DrawRect of the default view I don't see anything on the screen?
I'm a little lost as I'm finding this particular bit of the documentation hard to follow.
Thanks.
Create a new custom UIView (e.g. named HandsView) that sits on top of your background view (by adding it as a subview of the UIImageView). In the custom view, you can use the drawRect method. Make sure, you clear the context to transparent, so that the background image can be seen below the HandsView.
If you just want to draw turning hands, you can also try to use two fixed UIImageViews with the images of the hands and use the transform property to apply a rotation.