I want to resize the existing UIButtons when i add a button at run time, just like safari iPad adds the tabs and all the tabs get resized when new tab get added. and i want to do it either using aotolayout or autoresizingmask.
Thanks
Create a mutable collection for keeping the references to the buttons. If you need to have them ordered somehow, create NSMutableArray, if not, create NSMutableSet. In the header file declare the ivar like NSMutableSet buttonsSet, then in the class implementation:
float x=0,y=0;
buttonsSet = [[NSMutableSet alloc] init];
for( NSMutableDictionary *dict in places) {
NSLog(#"x: %f",x);
x=x+25;
y=y+25;// Vary these depending on where you want the buttons to be
UIButton *button = [[[UIButton alloc] initWithFrame:CGRectMake(x,y,25,25)] autorelease];
button.backgroundColor=[UIColor redColor];
[buttonsSet addObject:button];
[self addSubview:button];
}
This should do what you are looking for.
Related
I am looking to create a representation of the sidebar shown in Keynote for iPad. How can I do this for iOS? I would imagine that a UITableView is needed, but not quite sure on the saving of the current screen?
Already seen one example project , but wasn't too much help
use this link I think this will helpful for you.first try with this code.
You will try this code add one scrollview on nib and set its contentsize on viewdidload
CGFloat x = 20;
for (int i = 0;i<[playerScores count];i++) {
UIView *view = [[UIView alloc] initWithFrame:CGRectMake(x, 10, 60, 60)];
view.backgroundColor=[UIColor blueColor];
NSString *text = [NSString stringWithFormat:[playerScores objectAtIndex:i]];
[view setText:text];
[yardsScrollView addSubview:view];
[myLabel release];
x = x+125;
}
PlayersScore is a NSMutable array which have many text like how much view You want.
then also check this.
https://github.com/bjhomer/HSImageSidebarView
My client doesn't like the gloss on the iOS 5 UISwitch, and wants me to create a non glossy version using some images. However I don't know how I would go a bouts this.
I have created a UIView Subclass and I don't know what to do next.
Any suggestions as to what I need to do next?
You can recreate UISwitch using CoreGraphics (without using images).
Have a look at this: DCRoundSwitch
DCRoundSwitch is designed to be a drop in replacement for UISwitch.
In any case you should create a UIControl subclass!
There are a number of ways to do what you want. One way is to use a UIImageView and just switch the image when the user taps on the control.
Something like:
-(void) loadView
{
[super loadView];
UIImageView *image1 = [UIImage imageNamed:#"image1-from-client"];
UIImageView *imageView = [[[UIImageView alloc] initWithImage:image1] autorelease];
imageView.userInteractionEnabled = YES;
[self.view addSubview:imageView];
// detect the tap
UITapGestureRecognizer *tapRecognizer = [[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tap:)] autorelease];
[imageView addGestureRecognizer:tapRecognizer];
}
// this gets called when the user taps
-(void) tap:(UIGestureRecognizer*)gesture
{
UIImageView *viewTapped = (UIImageView*)gesture.view;
if ( viewTapped.tag == 0 )
{
viewTapped.tag = 1;
viewTapped.image = [UIImage imageNamed:#"image2-from-client"];
}
else
{
viewTapped.tag = 0;
viewTapped.image = [UIImage imageNamed:#"image1-from-client"];
}
}
You can recreate a custom UISwitch by subclassing UIControl. Then you can use regular UIViews to create almost any effect you want. You can look take a look at SevenSwitch. A custom UISwitch replacement I've created. It is non-glossy and the colors can be customized to you're liking.
https://github.com/bvogelzang/SevenSwitch
i have a map (just an image) and i want that a user can click on some places on the map. I think i can do that with adding buttons as subviews. But i also want to animate them. So for example want to have a ring form around the link position. And this ring should animate like pulsing or so. How can i do that the best way?
greets Max
Not sure why nobody has tried to answer this but it's not too difficult.
First, create a UIImageView and configure it to animate your desired effect. The UIImageView documentation is very clear on what to do. Something like:
NSArray *imageArray = [NSArray arrayWithObjects:
[UIImage imageNamed:#"frame1.png],
[UIImage imageNamed:#"frame2.png],
...,nil];
UIImageView *animatedImageView = [[UIImageView alloc] initWithFrame:myFrame];
animatedImageView.animatedImages = imageArray;
animatedImageView.userInteractionEnabled = YES;
[self.view addSubView:animatedImageView];
[animatedImageView startAnimating];
You then have to add the code to respond to touch events on the imageView.
Alternatively, you can create a UIButton subclass that displayed an animated UIImageView per above and then use the standard addTarget:action to respond to user actions.
I have tried this approach/hack:
http://blog.blackwhale.at/2009/06/uibuttons-in-uinavigationbar/
The problem is this leaves a faint seam. I tried setting the background image of the nested toolbar to an image I captured of what it should be. That didn't work. The image was not applied. I have also tried using a nested UINavigationBar and that didn't seem to work.
I have seen this done in several iPhone apps. Does anyone know how?
[EDIT] I want the buttons to look like normal UIBarButtonItems and be able to use system styles like UIBarButtonSystemItemAdd, UIBarButtonSystemItemRefresh. The link I provided does this except you can see a faint seam because it is a UIToolbar nested in the navigationbar..
Please don't mention this breaking the Human Interface Guidelines. (We know).
I appreciate you contributing your hacks... thats the only way to do this!
iOS 5.0 now supports multiple buttons. See the iOS documentation for UINavigationItem. Specifically, the following:
Properties:
#property(nonatomic, copy) NSArray *leftBarButtonItems;
#property(nonatomic, copy) NSArray *rightBarButtonItems;
#property BOOL leftItemsSupplementBackButton;
Methods:
- (void)setLeftBarButtonItems:(NSArray *)items animated:(BOOL)animated;
- (void)setRightBarButtonItems:(NSArray *)items animated:(BOOL)animated;
I posted code to add two buttons to the right of the navigationBar. You can set barStyle = -1 instead of subclassing UIToolbar.
To get rid of the background ('seam') of a UIToolbar, create a subclass of UIToolbar and override the (void)drawRect:(CGRect)rect method. Leave that blank and your UIToolbar will no longer have a background.
Just used this in my own project and worked great. Found this in the comments of: http://osmorphis.blogspot.com/2009/05/multiple-buttons-on-navigation-bar.html
UIView *parentView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, myWidth, myHeight)];
// make UIView customView1... (UILabel, UIButton, etc.) with desired frame and settings
[parentView addSubview:customView1];
[customView1 release];
// make UIView customView2... (UILabel, UIButton, etc.) with desired frame and settings
[parentView addSubview:customView2];
[customView2 release];
UIBarButtonItem *customBarButtomItem = [[UIBarButtonItem alloc] initWithCustomView:parentView];
[parentView release];
self.navigationItem.rightBarButtonItem = customBarButtomItem;
[customBarButtomItem release];
see uicatalogue example available at apple's site for free...they used uisegmented control to show three buttons in place of right bar button on navigaion bar...
I can't comment but in addition to #iworkinprogress I had to set the UIToolbar background color to clear:
[toolbar setBackgroundColor:[UIColor clearColor]];
This was also found in the comments of http://osmorphis.blogspot.com/2009/05/multiple-buttons-on-navigation-bar.html.
In iOS 4.x the clearColor seems to have no effect on the UIToolbar, whereas overriding its drawRect: did.
I came up with a helper function I'm using all over my project. Basically it checks if there is already a button on the bar and either add the new one or merge it with existing buttons. So you can call the function just once or multiple times:
+ (void)AddButtonToBar:(UIViewController *)controller withImage:(NSString *)imageName withAction:(SEL)action withFrame:(CGRect) frame{
UIButton *newButton =[[UIButton alloc] init];
[newButton setBackgroundImage:[UIImage imageNamed:imageName] forState:UIControlStateNormal];
newButton.frame = frame;
[newButton addTarget:controller action:action forControlEvents:UIControlEventTouchUpInside];
if ([[controller.navigationItem rightBarButtonItems] count] == 0)
[controller.navigationItem setRightBarButtonItem:[[UIBarButtonItem alloc] initWithCustomView:newButton]];
else {
NSMutableArray *existingButtons = [[NSMutableArray alloc] initWithArray:[controller.navigationItem rightBarButtonItems]];
[existingButtons addObject:[[UIBarButtonItem alloc] initWithCustomView:newButton]];
[controller.navigationItem setRightBarButtonItems:(NSArray *)existingButtons];
}
}
Call it from the view controller:
[Helper AddButtonToBar:self withImage:#"imageName.png" withAction:#selector(myAction) withFrame:CGRectMake(0, 0, 24, 24)];
How can I determine what UIImageView I touch in the screen? Like for example, I added 10x10 tiled UIImageView in a UIView. Now in touchesBegan, how can I know the image I touch in screen? Should I use hitTest method in this implementation?
Thanks.
I generally find the easiest way is to subclass UIImageView and add my own touch event handlers.
In fact what I have often done is create one subclass of UIImageView who's sole purpose is to allow another class to act as next responder. That way I don't have to subclass it for every situation. That's only worth doing if you need a number of these views and you weren't subclassing them anyway.
this question was asked many times here. try to use search next time. I usually use UIButtons with custom style to do what you want. such a variant gives you standard methods to catch touches without subclassing.
To follow up on the UIButton suggestion, here's a snippet of what I have done for a UIButton that is rendered with a UIImage.
This was for tracking the specific UIButton image type that got touched within a UITableViewCell, and it passes along the row and section in which this UIButton was placed:
UIButton *_infoButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 0, 30, 30)];
[_infoButton setImage:[UIImage imageNamed:#"Info.png"] forState:UIControlStateNormal];
[_infoButton setTitle:[NSString stringWithFormat:#"%d:%d", indexPath.section, indexPath.row] forState:UIControlStateReserved];
[_infoButton addTarget:self action:#selector(touchedDetailedInfoButton:) forControlEvents:UIControlEventTouchDown];
// ...
[ _infoButton release];
And here's the associated method for recovering the title and doing something interesting with it:
- (void) touchedDetailedInfoButton:(NSString *)title {
unsigned int _section, _row;
const char * _indexPathCharPtr = [title cStringUsingEncoding:NSUTF8StringEncoding];
sscanf(_indexPathCharPtr, "%d:%d", &_section, &_row);
NSUInteger _path[2] = {_section, _row};
NSIndexPath *_touchedIndexPath = [[NSIndexPath alloc] initWithIndexes:_path length:2];
[self doSomethingInterestingWithIndexPath:_touchedIndexPath];
[_touchedIndexPath release];
}
There's probably an easier way to go about this, so hopefully someone else comes along and offers an alternative (other than subclassing UIImageView, which is a perfectly valid option, as well).