I've created a subview of UIView to make some drawings - the drawings work fine in the drawRect method of my subclass, however, I cannot change the background color of the view. A little googling tells me I haven't set the frame for the view, but I'm not entirely sure how to do this. I tried two things:
I create the view in Storyboard and add it to my view controller, then declare it as a property in the header file and link them up. I synthesize the property at the top of the implementation file and in the viewDidLoad method, I add:
[myView setBackgroundColor: [UIColor whiteColor]];
The view's background is still black.
I also tried:
ViewSubclass *v = [[ViewSubclass alloc] initWithFrame: self.view.frame];
v.backgroundColor = [UIColor whiteColor];
myView = v;
To no avail.
What am I doing wrong?
UPDATE: This is the code I use to draw in the view, in case there's something going on there!
- (void)drawRect:(CGRect)rect {
CGFloat height = self.bounds.size.height;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
CGContextSetFillColorWithColor(context, [UIColor grayColor].CGColor);
CGFloat barWidth = 30;
int count = 0;
for (NSNumber *num in samples) {
CGFloat x = count * (barWidth + 10);
CGRect barRect = CGRectMake(x, height - ([num floatValue] * height), barWidth, [num floatValue] * height);
CGContextAddRect(context, barRect);
count++;
}
CGContextFillPath(context);
}
It just creates a set of bars in the screen, of different heights.
CGContextClearRect From the docs:
If the provided context is a window or bitmap context, Quartz
effectively clears the rectangle. For other context types, Quartz
fills the rectangle in a device-dependent manner. However, you should
not use this function in contexts other than window or bitmap
contexts.
It might be that this clearing clears your entire view with no regard to the background color you set
I can t add comments due my low lvl, but the question springs to mind, have you added to your UIView to viewcontroller?
like
[self.view addSubview:v];
EDIT:
I'm sorry I had understood that the second option was added to the view that pragmatically.
Are you adding the view in the header file? If so you might need to be sure the frame's coordinates are visible and that the view is on top, also make the new view slightly smaller to see if it is actually being created:
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(0,0,100,100)];
[self.view addSubview: myView];
[self.view bringSubviewToFront:myView];
You can also change the main view background color to see if the new view is actually being created. For example:
[self.view setBackgroundColor:[UIColor grayColor]];
If the color is changing for your main view then the problem is that your new view is not being or brought to the front. Let us know how it goes!
At the point where do
[myView setBackgroundColor: [UIColor whiteColor]];
check to see if myView is not nil in the debugger
Related
I have a UIView in which I define it's border in the following manner:
self.layer.borderColor = [UIColor blackColor].CGColor;
self.layer.borderWidth = 3;
I attach a subview to this UIView, and when I move the subview over the border, it goes underneath it. Is this the intended behavior? Is there anyway to make the subview go on top of it?
According to the Apple specification: It is composited above the receiver’s contents and sublayers.
So, the border will always be above of all your subviews, even if you bring your subview to the front and so on.
So I make a background view to fake the border.
E.g.:
UIView *backgroundView = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
backgroundView.backgroundColor = [UIColor blackColor];
backgroundView.clipsToBounds = NO;
UIView *bView = [[UIView alloc] initWithFrame:CGRectInset(backgroundView.bounds, 3, 3)];
bView.backgroundColor = [UIColor redColor];
UIView *cView = [[UIView alloc] initWithFrame:CGRectMake(-50, -50, 100, 100)];
cView.backgroundColor = [UIColor yellowColor];
[bView addSubview:cView];
[backgroundView addSubview:bView];
[self.window addSubview:backgroundView];
and the effect:
Depending on your view structure, it might be easier to add the subview to the parent of your main view. It can then overlap the main view and will overlay the border as you requested.
Did you try setting the superview's 'clipsToBounds' property to YES? This is set to NO by default for performance reasons, but setting it to yes might give you the effect you are looking for.
Insert layer at specific position that suits you:
self.layer.insertSublayer(sublayer, at: 0)
I am trying to add a non-standard color to the cell when its highlighted. FOr this i create a view with the background color that i want and set it as the selectedBackgroundView for the cell.
All is fine.
UIView *selectionView = [[UIView alloc] init];
[selectionView setBackgroundColor:[UIColor colorWithRed:(121/255.0) green:(201/255.0) blue:(209/255.0) alpha:1.0]];
[cell setSelectedBackgroundView:selectionView];
My question, can i change the frame of the selectedBackgroundView so that it highlights only a part of the cell (to be precise, i want the selectionBackroundView to have an X-offset of 20 pixels).
is there any easy way of doing this ?
Updated code :
UIView *selectionView = [[UIView alloc] init];
[selectionView setBackgroundColor:[UIColor clearColor]];
UIView *selectionSubView = [[UIView alloc] initWithFrame:(CGRectMake(20.0f, 0.0f, 300.0f, 72.0f))];
[selectionSubView setBackgroundColor:[UIColor colorWithRed:(121/255.0) green:(201/255.0) blue:(209/255.0) alpha:1.0]];
UIView *clearView = [[UIView alloc] initWithFrame:(CGRectMake(0.0f, 0.0f, 20.0f, 72.0f))];
[clearView setBackgroundColor: [UIColor clearColor]];
[selectionView addSubview: selectionSubView];
[selectionView addSubview: clearView];
[cell setSelectedBackgroundView: selectionView];
THis doesn seem to work either. I have added this code in the 'cellForRowAtIndexPath'
Thanks in advance
You could put a smaller UIView as subview of your selectionView and change tha background color of that view.
You can do like this.
You create the separate file for UIView as below.
TestView.m
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code.
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
/* Draw a circle */
// Get the contextRef
CGContextRef contextRef = UIGraphicsGetCurrentContext();
// Set the border width
CGContextSetLineWidth(contextRef, 1.0);
// Set the circle fill color to GREEN
CGContextSetRGBFillColor(contextRef, 100.0, 255.0, 0.0, 1.0);
// Set the cicle border color to BLUE
CGContextSetRGBStrokeColor(contextRef, 0.0, 0.0, 255.0, 1.0);
// Fill the circle with the fill color
CGContextFillRect(contextRef, CGRectMake(20, 0, rect.size.width, rect.size.height));
// Draw the circle border
//CGContextStrokeRectWithWidth(contextRef, rect, 10);//(contextRef, rect);
}
And this Custom View you can use as a background View for cell selection like this.
TestView *bgView = [[TestView alloc] initWithFrame:cell.frame]; // Creating a view for the background...this seems to be required.
cell.selectedBackgroundView = bgView;
May be this help you.
Thanks,
Minesh Purohit.
Does the cell have fixed size and highlight area ?
If yes, create an image and use image view as the selectedBackgroundView
Try to set frame size for selectionView where x = 20. I am not sure about this but I guess it should work for your given scenario.
I'm trying to add shadow to a UINavigationController. My have is based on NavController and i'm trying to add a shadow like in game centers. I have this so far. It works n a UINavigationnBar but i'm trying to get it to work throughout the entire app.
CGColorRef darkColor = [[UIColor blackColor] colorWithAlphaComponent:.5f].CGColor;
CGColorRef lightColor = [UIColor clearColor].CGColor;
CAGradientLayer *newShadow = [[[CAGradientLayer alloc] init] autorelease];
newShadow.frame = CGRectMake(0, 44, 320, 10);
newShadow.colors = [NSArray arrayWithObjects:(id)darkColor, (id)lightColor, nil];
CALayer *superlayer = self.newShadow.superlayer;
[self.newShadow removeFromSuperlayer];
[superlayer addSublayer:self.newShadow];
[self.navigationBar.layer addSublayer:superlayer];
It works directly on a UINavigationBar but applying to a NavigationController project it fails. It builds but won't add the shadow. Any ideas?
EDIT:
I have been trying different approaches to this. I successfully created the gradient by using a shape.
#implementation UINavigationBar (UINavigationBarCategory)
- (void)drawRect:(CGRect)rect {
UIImage *backgroundImage;
backgroundImage = [UIImage imageNamed:#"nav.png"];
[backgroundImage drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)];
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
size_t num_locations = 2;
CGFloat locations[2] = { 1.0, 0.0 };
CGFloat components[8] = { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.5 };
CGGradientRef myGradient = CGGradientCreateWithColorComponents(myColorspace, components, locations, num_locations);
CGPoint myStartPoint, myEndPoint;
myStartPoint.x = 0.0;
myStartPoint.y = 0.0;
myEndPoint.x = 0.0;
myEndPoint.y = 54.0;
CGContextDrawLinearGradient (context, myGradient, myStartPoint, myEndPoint, 1);
}
I can't get the gradient below the UINavigationBar and its overlaying the image. I can't seem to get this to work. What i'm trying to do is add the same shadow Game Center has. I have tried a few different ways. All I need to do here is get this to lie underneath the UINavigationBar allowing the image to be on top and have a little part of the shadow lie on top on the UITableView so when you scroll up its above the UITableView. If you fire up Game Center you'll see exactly what i'm talking about.
I believe you should add it to the
UINavigationController.view.layer
As the UINavigationController he is not a UIView child.
if already you did so, an other way to effect the navigationbar, consistently all over the app is to use the UINavigationBarCategory:
you sould pace this at the end of your delegate - after the #end
#implementation UINavigationBar (UINavigationBarCategory)
- (void)drawRect:(CGRect)rect {
//implement your design
}
#end
EDIT
in this link you can find basic info on how to draw the bar:
An iPhone Graphics Drawing Tutorial using Quartz 2D
and here you can find how to add a shadow:adding shadow with quartz 2d
Good luck
You could subclass UIView and use your existing code to draw the shadow by overriding -drawRect:. Then wherever its needed, create it and add it to the view of the navigation controller.
Consider this example
CGFloat screenWidth = [UIScreen mainScreen].applicationFrame.size.width;
ShadowView *shadowView = [[ShadowView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, screenWidth, 20.0f)];
[self.navigationController.view insertSubview:shadowView atIndex:0];
By adding it to the view of the navigationController at index 0, you're effectively overlaying it on top of whatever the view controller is displaying. You could further improve this by checking for the scale of the main screen to appropriately calculate the height of the shadow view so that it will appear correctly on all devices regardless of having a retina display.
I'm using a UIView to control the layout of my view (along with a view controller). I want UIScrollView to only use half of the vertical screen. That works fine if I use the upper half of the screen, but not the bottom half.
Here's the relevant code from the UIViewController:
- (void)loadView {
CGRect fullFrame = [[UIScreen mainScreen] applicationFrame];
//trying to put the scroll view on the bottom half of the screen, but does not work.
CGRect halfFrame = CGRectMake(0, fullFrame.size.height / 2 ,
fullFrame.size.width, fullFrame.size.height / 2);
//use this instead for the scroll view to go to the top half of the screen (and work properly)
//CGRect halfFrame = CGRectMake(0, 0 , fullFrame.size.width, fullFrame.size.height / 2);
UIScrollView* sv = [[UIScrollView alloc] initWithFrame:halfFrame];
[sv setContentSize:CGSizeMake(3 * halfFrame.size.width, halfFrame.size.height)];
CGRect stencilFrame = halfFrame;
UIView *leftView = [[UIView alloc] initWithFrame:stencilFrame];
stencilFrame.origin.x += stencilFrame.size.width;
UIView *centerView = [[UIView alloc] initWithFrame:stencilFrame];
stencilFrame.origin.x += stencilFrame.size.width;
UIView *rightView = [[UIView alloc] initWithFrame:stencilFrame];
//mix up the colors
[leftView setBackgroundColor:[UIColor redColor]];
[centerView setBackgroundColor:[UIColor greenColor]];
[rightView setBackgroundColor:[UIColor blueColor]];
//add them to the scroll view
[sv addSubview:leftView];
[sv addSubview:centerView];
[sv addSubview:rightView];
//turn on paging
[sv setPagingEnabled:YES];
UIView *containerView = [[UIView alloc]initWithFrame:fullFrame];
[containerView addSubview:sv];
[self setView:containerView];
}
Thank you in advance for any advice or help.
I figured it out. The crux of the problem is that views within the scroll view are initialized with the same frame as the scroll view itself. When the scrollView is initialized with halfFrame, the origin is (0, half the full screen size), which is ok since that is relative to the application window itself. However, the views that are put inside the scrollView (like leftView) are initialized to halfFrame, but in this case the origin is relative to the scrollView, effectively placing them off the screen. Setting the origin to (0,0) fixes this:
CGRect stencilFrame = CGRectMake(0, 0, fullFrame.size.width , fullFrame.size.height / 2);
contentSize must contain the rectangle of the view inside the scroll view. That is, the total size of all scrollable controls within. The frame of the UIScrollView decides how much scrolling is needed to let the user browse everything.
You don't have the "full frame" available if you have a nav bar or a tab bar. In general, code that uses [UIScreen mainScreen] for layout information is probably wrong.
Additionally, the status bar can change size if (for example) a call is in progress or tethering is enabled.
Instead, use any sane value for full frame and enable autoresizing:
CGRect fullFrame = {{0,0}, {320,480}};
...
sv.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleTopMargin;
EDIT: You also probably need to subclass UIScrollView and implement -setFrame: so that it also sets the content size and -layoutSubviews to do the correct layout.
I want to place some "handles" on a UIView I have on-screen.
So, I'm creating more UIViews, one at each corner of the UIView's frame rectangle, and I simply want to draw a circle that "fills" the rectangle that is the frame of the "handle" UIView.
Here's what I mean:
How I create the "HandleView":
CGPoint upperLeft = CGPointMake([[self viewToMove] frame].origin.x - 5, [[self viewToMove] frame].origin.y - 5);
HandleView *uL = [[HandleView alloc] initWithFrame:CGRectMake(upperLeft.x, upperLeft.y, 10, 10)];
[self setUpperLeftHandle:uL];
[uL release];
[[self view] addSubview:[self upperLeftHandle]];
drawRect: for HandleView:
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
[[UIColor orangeColor] set];
CGContextFillEllipseInRect(context, [self frame]);
}
What I'm getting is just a set of black rectangles where I place the HandleViews. I'm not sure why they're black, but I can change the color by changing the [HandleView backgroundColor] property. I cannot, though, get anything to DRAW on this view. Calling setNeedsDisplay doesn't seem to make any difference.
Also, the drawRect: method IS being called, so there's a problem with the code there, probably not anywhere else.
It's been a while since I've messed with custom drawing, but I don't remember it being this hard.
What am I missing?
Thanks!!!
Update:
Modified code to this:
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// Initialization code
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
- (void)drawRect:(CGRect)rect {
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 100, 100, 100, 1.0);
CGContextFillEllipseInRect(context, rect);
}
Now, I see the circle, but only where it overlays another view. Where it's just sitting on top of the "background" UIView, I get nothing I can see. Also, even though the color is (100, 100, 100), it shows up white/light-light-gray.
What's the deal?
This might work:
- (void)drawRect:(CGRect)rect {
// Drawing code
[[UIColor orangeColor] setFill];
[[UIBezierPath bezierPathWithOvalInRect:rect] fill];
}
The problem is with the following line:
CGContextFillEllipseInRect(context, [self frame]);
You need to change this to the following:
CGContextFillEllipseInRect(context, [self bounds]);
Origin of frame is the left-top corner location of view in the parent. So, it can be any value within the limits of the size of parent view.
So, while drawing with frame, you will be offsetting Fillellipse rect location which happens to be beyond the visible rect of the handle view.
Hence, you were not able to see anything.
As for the color showing up as white, it's because CGContextSetRGBFillColor() expects values from 0.0 to 1.0 for the color component values (not 0-255). So, by passing 100, you were effectively passing 1.0, which was creating a white color.