UIButton - Programmatic creation issue - iphone

I am creating a UIButton programmatically as below.
- (void)viewDidLoad
{
[paymentsHomeView setFrame:CGRectMake(0, 0, 320, 520)]; // paymentsHomeView is added and referenced in IB
UIButton *paymentButton = [[UIButton alloc] initWithFrame:CGRectMake(10, 45, 300, 41)];
paymentButton.titleLabel.text = #"Button";
paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[paymentButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[self.paymentsHomeView addSubview:paymentButton];
[super viewDidLoad];
}
-(void) buttonClicked {
NSLog(#"buttonClicked");
}
There is no output for the above code. The button is not created.
Whereas the same works when I create UITextField.
Help me out. Thanks in advance..!

you need to set frame for button after init statement and you need to set title for button in different way
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button addTarget:self
action:#selector(buttonClicked:)
forControlEvents:UIControlEventTouchDown];
[button setTitle:#"Button" forState:UIControlStateNormal];
button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);
[self.view addSubview:button];

Try this one my friend..
UIButton *paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[paymentButton addTarget:self
action:#selector(aMethod:)
forControlEvents:UIControlEventTouchDown];
[paymentButton setTitle:#"Show View" forState:UIControlStateNormal];
paymentButton.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);
[self.paymentsHomeView addSubview:paymentButton];
let me know is it working or not...!!!
Happy Coding!!!!

You are creating button here:
UIButton *paymentButton = [[UIButton alloc] initWithFrame:CGRectMake(10, 45, 300, 41)];
and again on this line you create another button so this overwrite the previous one, so you need to set the frame again:
paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
What I suggest do this:
paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[paymentButton setFrame:CGRectMake(10, 45, 300, 41)];
paymentButton.titleLabel.text = #"Button";
[paymentButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[self.paymentsHomeView addSubview:paymentButton];

I have notated some problems here:
[paymentsHomeView setFrame:CGRectMake(0, 0, 320, 520)]; // paymentsHomeView is added and referenced in IB
UIButton *paymentButton = [[UIButton alloc] initWithFrame:CGRectMake(10, 45, 300, 41)];
paymentButton.titleLabel.text = #"Button";
// You just allocated a paymentButton above. Without ARC it is leaked here:
paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
// Now you have assigned an auto released button to paymentButton. It does not have a frame or text.
[paymentButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[self.paymentsHomeView addSubview:paymentButton];
Try this:
UIButton *paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
paymentButton.frame = CGRectMake(10, 45, 300, 41);
paymentButton.titleLabel.text = #"Button";
[paymentButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[self.paymentsHomeView addSubview:paymentButton];

For Custom Button use bellow code...
Remove this line
paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
and add this line which shows button with black background
paymentButton.titleLabel.textColor = [UIColor whiteColor];// set text color which you want
[paymentButton setBackgroundColor:[UIColor blackColor]];// set back color which you want
And for RoundRect Button use bellow code
UIButton *paymentButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
paymentButton.frame = CGRectMake(10, 45, 300, 41);
paymentButton.titleLabel.text = #"Button";
[paymentButton addTarget:self action:#selector(buttonClicked:) forControlEvents:UIControlEventTouchUpInside];
[self.paymentsHomeView addSubview:paymentButton];
[self.paymentsHomeView bringSubviewToFront:paymentButton];

Related

How to add a custom image to a navigation bar and keep the back method in tact?

I have the following to add a custom image as a back button. The problem is that it overrides the default navigation controller back method.
How can I correct this?
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
[button setImage:[UIImage imageNamed:#"button-back-arrow.png"] forState:UIControlStateNormal];
//[button addTarget:self action:#selector(favouriteButtonClicked:) forControlEvents:UIControlEventTouchUpInside];
[button setFrame:CGRectMake(280, 25, 40, 29)];
self.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:button];
thanks for any help
just add this line and method..
[button addTarget:self
action:#selector(BtnBack_Clicked:)
forControlEvents:UIControlEventTouchDown];
and call this method
-(IBAction)BtnBack_Clicked:(id)sender{
[self.navigationController popViewControllerAnimated:YES];
}
UIView *btnView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 84, 31)];
UIButton *btn = [UIButton buttonWithType:UIButtonTypeCustom];
btn.frame = CGRectMake(0, 0, 84, 31);
[btn setBackgroundImage:[UIImage imageNamed:#"yourImage.png"] forState:UIControlStateNormal];
[btn addTarget:self action:#selector(action) forControlEvents:UIControlEventTouchUpInside];
[btnView addSubview:btn];
self.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:btnView];
[btnView release];

Change UIButton image to another one objective C

I want to change an image on my UIButton when a user presses on it. The image has transparency effects (it is a .png that shows only an edge). The problem is that when the button is tapped, all works fine (other functions connected to it), but the app overwrites the 2 different images one over the second! When the button is pressed I want to show the second image, and remove the first (that becomes unnecessary). PS: I don't want to use array of images. Here the code for the button:
UIButton *overlayButton = [UIButton buttonWithType:UIButtonTypeCustom];
[overlayButton setImage:[UIImage imageNamed:#"image1.png"] forState:UIControlStateNormal];
[overlayButton setFrame:CGRectMake(20, 382, 120, 60)];
[overlayButton addTarget:self action:#selector(scanButtonPressed) forControlEvents:UIControlEventTouchUpInside]; //just graphics
[overlayButton addTarget:self action:#selector(buttonshapeClicked:) forControlEvents:UIControlEventTouchUpInside]; //just to set a variable i++ for my cycle
[overlayButton addTarget:self action:#selector(changeshape:) forControlEvents:UIControlEventTouchUpInside]; //function that changes another shape
[[self view] addSubview:overlayButton];
my simple cycle
- (void)buttonshapeClicked:(id)sender{
shape++;
if (shape == 4) {
shape = 1;
}}
here the main function that allows to change a primary shape on the screen
-(void) changeshape:(id)sender {
if (shape==1 && people==2) {
//bottone forma
UIButton *overlayButton = [UIButton buttonWithType:UIButtonTypeCustom];
[overlayButton setImage:[UIImage imageNamed:#"passaquadrato.png"] forState:UIControlStateNormal];
[overlayButton setFrame:CGRectMake(20, 382, 120, 60)];
[overlayButton addTarget:self action:#selector(scanButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[overlayButton addTarget:self action:#selector(buttonshapeClicked:) forControlEvents:UIControlEventTouchUpInside];
[overlayButton addTarget:self action:#selector(changeshape:) forControlEvents:UIControlEventTouchUpInside];
[[self view] addSubview:overlayButton];
//bottone people
UIButton *overlayButtonp = [UIButton buttonWithType:UIButtonTypeCustom];
[overlayButtonp setImage:[UIImage imageNamed:#"passatre.png"] forState:UIControlStateNormal];
[overlayButtonp setFrame:CGRectMake(180, 382, 120, 60)];
[overlayButtonp addTarget:self action:#selector(scanButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[[self view] addSubview:overlayButtonp];
UIImageView *overlayImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"circle2.png"]];
[overlayImageView setFrame:CGRectMake(20, 88, 280, 280)];
[[self view] addSubview:overlayImageView];
}
else if (shape==2 && people==2) {
//bottone forma
UIButton *overlayButton = [UIButton buttonWithType:UIButtonTypeCustom];
[overlayButton setImage:[UIImage imageNamed:#"passarettangolo.png"] forState:UIControlStateNormal];
[overlayButton setFrame:CGRectMake(20, 382, 120, 60)];
[overlayButton addTarget:self action:#selector(scanButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[overlayButton addTarget:self action:#selector(buttonshapeClicked:) forControlEvents:UIControlEventTouchUpInside];
[overlayButton addTarget:self action:#selector(changeshape:) forControlEvents:UIControlEventTouchUpInside];
[[self view] addSubview:overlayButton];
//bottone people
UIButton *overlayButtonp = [UIButton buttonWithType:UIButtonTypeCustom];
[overlayButtonp setImage:[UIImage imageNamed:#"passatre.png"] forState:UIControlStateNormal];
[overlayButtonp setFrame:CGRectMake(180, 382, 120, 60)];
[overlayButtonp addTarget:self action:#selector(scanButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[[self view] addSubview:overlayButtonp];
UIImageView *overlayImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"square2.png"]];
[overlayImageView setFrame:CGRectMake(20, 88, 280, 280)];
[[self view] addSubview:overlayImageView];
}}
I want to have the same button but with a different image to show
It doesn't look like you are ever removing the previous buttons.
Also, you don't have to create new buttons - you can simply store a reference to the button, and change the image, and change the action target (by removing the old ones before adding the new ones).
I've solved for a few of cycle with removing all from the view with:
for (int i = 0; i < [[self.view subviews] count]; i++ ) {
[[[self.view subviews] objectAtIndex:i] removeFromSuperview];
}
The problem now is to reinitialize the cycle because, when my variable goes to 4 I want that it becomes 1. I do it with:
- (void)buttonshapeClicked:(id)sender{shape++;
if (shape == 4) {
shape = 1;
}}
But after the number 4, I've the same problem of overview that I've had before!

Add UIButton programmatically from a IBAction

I am trying to make an action where every time you press a button, it adds a button to the view. Nothing I have tried works.
It would be much appreciated if someone could clear up what to do.
This is the most recent attempt at my button-adding button:
-(IBAction) addButton{
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = CGRectMake(10,10,50,50);
button.tag = 1;
[button addTarget:self
action:#selector(buttonTouched:)
forControlEvents:UIControlEventTouchUpInside];
[view addSubview:button];
}
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
button.frame = CGRectMake(10,10,50,50);
button.tag = 1;
[button addTarget:self action:#selector(buttonTouched:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:button];
Try the above codes.
you need to add this
#import <QuartzCore/CoreAnimation.h>
then Do the follow this
-(IBAction)buttonTouched:(id)sender{
NSLog(#"New Button Clicked");
}
-(IBAction)addButton:(id)sender
{
UIButton *btnallstates;
UIImage *statesbtnimg=[UIImage imageNamed:#"1.png"];
btnallstates=[[UIButton buttonWithType:UIButtonTypeCustom]retain];
btnallstates.tag=1;
btnallstates.frame=CGRectMake(103, 127, 193, 31);
[btnallstates.layer setBorderWidth:0];
[btnallstates addTarget:self action:#selector(buttonTouched:) forControlEvents:UIControlEventTouchUpInside];
[btnallstates setBackgroundImage:statesbtnimg forState:UIControlStateNormal];
[self.view addSubview:btnallstates];
}
Your code is correct. Only change this line
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
to
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
to show the button on the view.
UIButtonTypeCustom does not show up although it is added to the view.
Your can understand this by changing the color of the button.
e.g change the code to this.
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.backgroundColor=[UIColor redColor];
Hope it works. Enjoy.
Try this
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button addTarget:self
action:#selector(aMethod:)
forControlEvents:UIControlEventTouchUpInside];
[button setTitle:#"Show View" forState:UIControlStateNormal];
button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);
[self.view addSubview:button];

iphone customizing UIButtons

how to customize the UIButton so that it will display other than the default button style.
UIButton *btn=[UIButton buttonWithType:UIButtonTypeCustom];
btn.frame = CGRectMake(10.0, 20.0, 50.0, 50.0); // You can change the x, y, width, height.
[btn setImage:[UIImage imageNamed:#"img.png"] forState:UIControlStateNormal];
[self.view addSubView:btn];
You can do something like this:
UIImage *btnImage = [UIImage imageNamed:#"images-01.png"];
UIButton *btnGo = [UIButton buttonWithType:UIButtonTypeCustom];
btnGo.frame = CGRectMake(85,123, 100, 26);
btnGo.backgroundcolor = [UIColor clearColor];
btnGo. setImage:btnImage forState: UIcontrolStateNormal];
[btnGo.titleLabel setFont: [UIFont systemFontOfSize:14]];
btnGo addTarget: self action:#selector(btnGoClicked) forControlEvents: UIControlEventTouchUpInside];
You can use this
UIButton *customButton = [UIButton buttonWithType:UIButtonTypeCustom];
customButton.frame = CGRectMake(899, 5, 82, 55);
customButton.tag = 123;
[customButton addTarget:self action:#selector(buttonToggleForHide) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:customButton];
and make event for that using
-(void)buttonToggleForHide{...}
In interface build simply change the type from rounded rect to custom and then specify a new background image.
In code:
UIButton* b = [UIButton buttonWithType:UIButtonTypeCustom];
UIButton *btn=[UIButton buttonWithType:UIButtonTypeCustom];
Set the background image on it, set Type=Custom in interface builder.
Do you mean display button with custom image? You can try this:
UIButton *button = [[UIButton alloc]initWithImage:[UIImage imageNamed:#"button.png"]];
[button release];
UIButton *button=[UIButton buttonWithType:UIButtonTypeCustom];
button.frame = urRequiredFrame;
[button setImage:yourCustomImage forState:UIControlStateNormal];
button addTarget:self action:#selector(buttonPressed:) forControlEvents: UIControlEventTouchUpInside];
[self.view addSubView:button];
#shabbir 1st select the button then press cmd+1 change the button type to custom
if it right select my answer
other way is that
UIButton* b = [UIButton buttonWithType:UIButtonTypeCustom];
And if you want to call image on button then use this
UIButton *button = [[UIButton alloc]initWithImage:[UIImage imageNamed:#"button.png"]];
[button release];

iPhone SDK: Non-transparent subviews in transparent view

I have a subview that has been added to my UIView. The idea is that the subview is a hovering panel with uibuttons. The subview is given an alpha of 0.2, as the user needs to be able to see what is behind it.
The problem is that when I add uibuttons to the subview, they inherit the alpha from the subview (I want the buttons to be non-transparent and have an alpha of 1.0). I've tried to tackle this problem by iterating through the uibuttons and setting their alpha back to 1.0 without success. Solutions?
// Create the subview and add it to the view
topHoverView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 50)];
topHoverView.backgroundColor = [UIColor blackColor];
[topHoverView setAlpha:0.2];
[self.view addSubview:topHoverView];
// Add button 1
button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button1 setFrame:CGRectMake(20, 10, 80, 30)];
[button1 setTitle:#"New" forState:UIControlStateNormal];
[button1 addTarget:self action:#selector(button1Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:button1];
// Add button 2
button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button2 setFrame:CGRectMake(120, 10, 80, 30)];
[button2 setTitle:#"Clear" forState:UIControlStateNormal];
[button2 addTarget:self action:#selector(button2Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:button2];
// Add button 3
button3 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button3 setFrame:CGRectMake(220, 10, 80, 30)];
[button3 setTitle:#"Delete" forState:UIControlStateNormal];
[button3 addTarget:self action:#selector(button3Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:d button3];
// Attempt to iterate through the subviews (buttons) to set their transparency back to 1.0
for (UIView *subView in topHoverView.subviews) {
subView.alpha = 1.0;
}
You should create topHoverView with alpha 1.0 and a transparent background color. Then add a subview with a black background that covers the complete view with alpha 0.2 and then add the buttons to topHoverView:
// Create the subview and add it to the view
topHoverView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 50)];
topHoverView.backgroundColor = [UIColor transparentColor];
[topHoverView setAlpha:1.0];
[self.view addSubview:topHoverView];
canvasView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 50)];
canvasView.backgroundColor = [UIColor blackColor];
[canvasViewView setAlpha:0.2];
[topHoverView.view addSubview:canvasView];
// Add button 1
button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button1 setFrame:CGRectMake(20, 10, 80, 30)];
[button1 setTitle:#"New" forState:UIControlStateNormal];
[button1 addTarget:self action:#selector(button1Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:button1];
// Add button 2
button2 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button2 setFrame:CGRectMake(120, 10, 80, 30)];
[button2 setTitle:#"Clear" forState:UIControlStateNormal];
[button2 addTarget:self action:#selector(button2Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:button2];
// Add button 3
button3 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button3 setFrame:CGRectMake(220, 10, 80, 30)];
[button3 setTitle:#"Delete" forState:UIControlStateNormal];
[button3 addTarget:self action:#selector(button3Action:) forControlEvents:UIControlEventTouchUpInside];
[topHoverView addSubview:d button3];
// Attempt to iterate through the subviews (buttons) to set their transparency back to 1.0
for (UIView *subView in topHoverView.subviews) {
subView.alpha = 1.0;
}
Instead of
topHoverView.backgroundColor = [UIColor transparentColor];
, the following code is right.
topHoverView.backgroundColor = [UIColor clearColor];