I want to use a UIProgressView but I want the background to be an image to make things a bit more good looking. I'm not sure how to lay one over the other. It would be important for the background image to encompass the UIProgressView.
Any help appreciated.
You can simply create a UIImageView for your background image, then add a UIProgressView as a sub view.
You can do this in either Interface Builder or in code such as [myBackgroundImageView addSubView:myProgressView];
Obviously you will need to setup the correct frame for both to ensure they are in the correct position.
Check out addSubview: in the Apple reference.
Related
I'm trying to create a crossword app. The game runs in a UIScrollView, because the player should be able to zoom, scroll etc. The largest crossword are 21x21 which means there need to be 441 touchable tiles. What i've tried so far were to create an UIView and added it as a subView to the UIScrollView. Then I call a method that creates 441 custom UIButtons and set the backgroundImage.
Some of the UIButtons need to have a custom label overlay, so i added a UILabel and set it on top of the UIButton.
When I run the app in simulator all works as it should, but when i test it on an iPhone 4 the UIScrollView lags a lot.
I don't know if this the way to do it? Can you maybe try to guide me in the right direction of how to do this so the UIScrollView won't lag on a device.
Thanks in advance.
Big UIScrollViews are difficult to make smooth without some sort of caching mechanism, such as the one provided by UITableView.
One thing you can do, however, to make life easier for your rendering, is to make sure to use opaque backgrounds whenever possible. In stead of making a view transparent you should make it the same color as its underlying view. This is something that does help.
Also, I have experienced better performance using imageWithContentsOfFile: in stead of imageNamed: for initializing images to be used in a UIScrollView.
In order to not keep all those buttons in memory, you should work with reusable table view cells, this will really improve the scroll performance. Here's one component that could make your life easier: DTGridView, there are also others (you can check Cocoa Controls)
I have an image that I want to use as the background of my UIViewController. I can add it as a UIView. The point is that I want to add some transparency to it. I don't want the image to be as opaque as the original image, because it has some graphics on it and would be way too distracting. So I want to make it faded, sort of. I hope that makes sense.
Maybe I should subclass UIView? Can anyone show me the code to do something like this?
you can set alpha of the uiview from the xib else you can use [self.view setAlpha:0.5]
Hi I am new to iPhone.
What I need is, have to display only one image in one case, two images in another case like wise and for that I am using a UIImageview with IBOutlet.
How can I display multiple images in single imageview?
Please help me post some code.
Thank you.
An UIImageView can only display one image at a time. You will either have to use several UIImageViews or compose your images into one file before displaying it.
I think you should subviews ot type UIImageView to your main UIImageView.
The "hard" task will be to compute the boundaries of each subview, according to the prefered layout. Use the image property of UIImageView to set the image for each subview (don't worry about resizing, UIImageView will do the work for you)
I'm trying to display a series of images in a animation where the duration between the images changes frame to frame. I can successfully animate images where the duration is the same. I've looked into subclassing UIImageView but it doesn't seem to allow you access anything that could be helpful.
I've also looked into subclassing UIView directly but it seems like I'd have to write a lot of the stuff that UIImageView already does for me.
Is there a way to do this with UIImageView? Or if I am going to have to build my own UIView animation can someone point me the right direction to get started? Thanks.
You could have many UIImageViews next to one another, each representing one image, and animate them inside a UIView or UIScrollView, depending on what exactly you need to do. Animations with the help of UIView are very straightforward to implement.
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.