How to make UISlider's "track" invisible? - iphone

I'm trying to emulate Apple's "Slide to Unlock" feature in my application. I get to this point (image below), but as you can see the UISlider's "track" is visible and is covering up my text. Is there a way to change an attribute programmatically that will make the "track" invisible?
Please let me know if you need any of my code.
Thanks in advance!
EDIT: If I change the slider's alpha to 0, it gets rid of my sliding button, so doing that won't work unless I'm doing it wrong. :)

here's an even easier way. No need to create images, just instantiate an empty UIImage class :P
UIImage *clearImage = [[UIImage alloc] init];
[self.slider setMinimumTrackImage:clearImage forState:UIControlStateNormal];
[self.slider setMaximumTrackImage:clearImage forState:UIControlStateNormal];

Actually I just figured it out. Here's what I did:
UIImage *sliderMinimum = [[UIImage imageNamed:#"clearTrack.png"] stretchableImageWithLeftCapWidth:4 topCapHeight:0];
[slider setMinimumTrackImage:sliderMinimum forState:UIControlStateNormal];
UIImage *sliderMaximum = [[UIImage imageNamed:#"clearTrack.png"] stretchableImageWithLeftCapWidth:4 topCapHeight:0];
[slider setMaximumTrackImage:sliderMaximum forState:UIControlStateNormal];
clearTrack.png is just a clear slider image I made.
Now I have this: yay!

There probably isn't a way to hide the track; the "slide to unlock" doesn't behave like a UISlider and is probably a custom control. You might be able to hack the slider control, maybe by setting opacity low (0 will make it hidden and it won't receive touches), but if you go that route you will probably have something break after an OS update. Apple doesn't bend over backwards for compatibility like Microsoft does.
The right way to do this is with a custom control. It may seem like more work than using a UISlider, but it's not if you compare it against all the time you have spent and/or will spend hacking a UISlider.
To do it: subclass UIControl. Write your own drawing code to make it look right (you can probably reuse some of whatever you are doing now). Then register for touch events to move the slider handle:
UIControlEventTouchDown: if it's on the handle, set a "moving" flag
UIControlEventTouchDragInside: if the moving flag is set, move the handle to the touch position; you can just update an instance variable, call setNeedsDisplay to draw it in the new position.
UIControlEventTouchUpInside: if moving flag is set, and handle is at end, unlock
If you want to mimic the real unlock handle, play around with it and see how it behaves. You might need to respond to the events differently (what happens if you drag outside the slider path). But you should be able to get the gist of it.

In Swift:
slider.setMinimumTrackImage(UIImage(), forState: .Normal)
slider.setMaximumTrackImage(UIImage(), forState: .Normal)

In answer to the stated question, you can set a transparent 1px png for the minimum and maximum track images.

Looks like just setting the tint color to clear does it...
[slider setMinimumTrackTintColor:[UIColor clearColor]];
[slider setMaximumTrackTintColor:[UIColor clearColor]];

Answer by #Arjay Waran is the best in my opinion.
Heres the Swift 3.0 Version of it.
slider.minimumTrackTintColor = UIColor.clear
slider.maximumTrackTintColor = UIColor.clear
Cheers

From Story Board:-
select clear color for Min Track and Max Track

Related

weird behavior of UISlider

I have an UISLider created programmatically inside UITableViewCell. the slider control works with audio file to show the progress .. this is the creation:
AudioSlider = [[UISlider alloc] initWithFrame:CGRectMake(78.0f, 28, 214, 10)];
AudioSlider.maximumValue = 100.0;
AudioSlider.minimumValue = 0.0;
[AudioSlider setTag:5];
[AudioSlider setValue:0.0];
[[self contentView] addSubview:AudioSlider];
the problem is that the slider does not show the start and end values of the progress correctly !! when I set value to 0.0 :
[AudioSlider setValue:0.0];
[AudioSlider setValue:100.0];
the photo explain the problem
I can't really find out the reason ...
Any idea ?
thanks in advance ..
You have omitted some important code from your question. It is clear from your screen shot that you have made the slider's thumb invisible, perhaps by using a transparent image.
Normally, the slider would cover those ends, so the user wouldn't see the wrongly-colored parts of the channel. But by making the thumb invisible, you've made the ends visible.
If this is really supposed to be a slider that the user can interact with, you need to replace the minimum track image and maximum track image of the slider, or you need to use a thumb image that hides the ends.
If this isn't supposed to be a control that the user can interact with, use UIProgressView instead of UISlider.
It's in a tableView so I'd suggest that you're probably not setting it when you think you are due to cell dequeueing.
Can you show the code that creates and configures the UITableViewCells.

UIButton setImage not working

I'm losing my mind over this one. I have UIButton connected as Outlet. I want to change it's image. In the viewDidLoad function, I try to set the image like so:
[button1 setImage:[UIImage imageNamed:#"house.png"] forState:UIControlStateNormal];
Nothing happens. However, if I use ImagePicker, it somehow works. In the ImagePickers function "didFinishPickingImage", I repeat the exactly same command as above for setting image and it works, the image is displayed normally.
I've been thinking that maybe the button's image is not refreshing itself, but trying to call [button1 setNeedsDisplay], or [button1.imageView setNeedsDisplay] or even [button1.imageView.image setNeedsDisplay] does nothing.
Does anyone have any idea about this? I've wasted two hours by now and I'm really getting frustrated, because I'm certain that the reason must be so stupid it's unbelivable.
Please check your button type.
If your button type is "System" you should change it to "Custom"
Two things to do here:
#1, change your code to:
[button1 setImage:[UIImage imageNamed:#"house.png"] forState:UIControlStateNormal];
and #2
make sure your UIImage returns a valid image.
In other words,
UIImage * imageToSet = [UIImage imageNamed: #"house.png"];
if(imageToSet)
{
[button1 setImage:[UIImage imageNamed:#"house.png"] forState:UIControlStateNormal];
} else {
// if you see this line in your console, then you know where to look for a problem
NSLog( #"why is my image object nil?");
}
For anyone who will find themselves in a similar situation; I was using the mentioned button inside a custom cell for table view. However, the cells aren't loaded right away (i.e. inside viewDidLoad/viewWillAppear etc.), but inside the tableView:cellForRowAtIndexPath function. All my button variables were nil at that point. My solution was to load the image after the cell has been created and it has worked straight away afterwards.
Here are a couple additional notes. UIButton setImage: forState: is the correct method:
[button1 setImage:[UIImage imageNamed:#"house.png"] forState:UIControlStateNormal];
imageNamed is a great convenience method for grabbing the image, but make sure it returns an object. Forgetting to include the image file in the current target gets me all of the time.
[UIImage imageNamed:#"house.png"]
You also don't need the extension. The SDK works this out.
[UIImage imageNamed:#"house"]
And even though UIControlState is a bit mask, you cannot OR the values together. This does not not not work and I must must must remember this because it gets me every time I use the call.
// NO NO NO
[button1 setImage:[UIImage imageNamed:#"house"] forState:UIControlStateNormal|UIControlStateSelected];
// YES
[button1 setImage:[UIImage imageNamed:#"house"] forState:UIControlStateNormal];
[button1 setImage:[UIImage imageNamed:#"house"] forState:UIControlStateSelected];
Was getting the same problem when UIbutton was in UITableViewCell.
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
[button setImage:[UIImage imageNamed:#"detail.png"] forState:UIControlStateNormal];
should work in UITableViewCell
Glad to know that the problem is solved but none of the answers actually addresses the problem.
Generally, if the code is correct, then the error shifts from "syntax error" to the "logical error" category. There is no definite guide to handle it but here is a small checklist that can help anyone to troubleshoot their code.
1) The IBOutlet is not connected or renamed.
2) Make sure that the UIButton type is custom.
3) The image is set (more than once), somewhere else in the code.
4) You are trying to set the Image through any sync method which is not using the main thread. (There are several threads on that alone).
5) If you are nesting the images as subviews, make sure the problem isn't with their parent view.
6) If it is appearing in Simulator but not in the device, It's a lettercase (Uppercase, lowercase difference in the code and the filename.
7) Modern simulators works with very low GPU memory on older machines. You can tweak the simlator options to make it appear. E.g (Command + Right Arrow) twice to change the simulator orientation and your changes will appear.
There are few other but common pitfalls where developers usually overlook
1) The image doesn't exist OR you are making a spelling mistake.
2) The filetype is different than mentioned. (JPG, PNG).
Last thing you'll want to check - make sure you're setting the image on the main thread! Just ran into an issue where I was setting a button image in a callback from ALAssetLibrary (fetching images from photo library). The image wouldn't update until I tapped the button. Turns out the callback was happening off main...
for those having issues with system images not appearing, just use systemName: instead of named
if let starImg = UIImage(systemName: "star.fill") {
button.setImage(starImg, for: .normal)
}
It's for ios13 and later...
For me it was to move the line:
[button1 setImage:[UIImage imageNamed:#"house.png"] forState:UIControlStateNormal];
from awakeFromNib method
to viewDidLoad method
I guess,
don't create like this
UIButton *nextButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
by this create method ,UIButton is create by use default type,so your background image is not work.
try this,
UIButton *nextButton = [[UIButton alloc] initWithFrame:CGRectMake(9, 154, 300, 48)];
or other,except buttonWithType
This is happening because the state of the Button doesn't stays selected once clicked by default.
I solved it by making an IBaction on that button click and toggling the selected state.
-(IBAction) checkButtonClicked:(id)sender{
checkButton.selected = !checkButton.selected;
}
In my case, it is drawn by custom animation code and not set by the image, so it doesn't work by setting any image, it has to change the animation code.
With images, you have to import them into the project not as references but as copies. So when you go to add files to project, choose "Create groups" instead of "Create folder references". Also make sure "Copy items if needed" is checked.
This is confusing because importing as references works when you are using images as textures (e.g. for Sprites). However, it doesn't work when you want to use images for buttons (e.g. for using image name in [UIImage imageNamed:#"house.png"]
I faced this same issue of the image not being shown on the UIButton.
I had to change this line -
myButton.setImage(<my_UIImage_object>, for: [.normal, .focused])
to this -
myButton.setImage(<my_UIImage_object>, for: .normal)

Custom UIButton iphone

I want to change the color of my UIButton. I did this:
UIButton *alreadySubscriber = [[UIButton alloc] initWithFrame:CGRectMake(12, maxy-65, 262.0, 50)];
alreadySubscriber.layer.cornerRadius = 10.0f;
[alreadySubscriber setBackgroundColor:[UIColor orangeColor]];
[alreadySubscriber setTitle:#"Already a subscriber" forState:UIControlStateNormal];
The color of the button changes, but no longer see the effect of bright light booby top. how can I fix this?
We're unable to programmatically set this 'bubble effect' for the UIButton I'm afraid. The only way to go about it far as I can tell is to go for a custom button with an image (or two images for the normal and active states).
The resource Eugene put up earlier seems pretty good in fact.
I don't really know what kind of booby light are you talking about, but have you tried using images for your buttons? I'd suggest using two different images like those you can create here http://dabuttonfactory.com/.
You should create as a custom button and add the image/color as background.

Why are these UIImages so "blurry"?

In an app I'm working on, I've got a few UIImages which for some reason come out really blurry. This specifically applies to two icons I use which are fairly small (80x15 and 65x15).
(Update: added iPad Simulator output as well -- it is blurry just as the iPad output)
Top left and right are original images, bottom left and right are how they come out on the iPad. I actually got complaints about these being awfully blurry from users, so it's not just me.
The code where one of these is put in place looks like this (can show code for other one at request):
UIButton *bWeb = [[UIButton alloc] initWithFrame:
CGRectMake(attriboffset, height - 20.f, 65.f, 15.f)];
[bWeb addTarget:self action:#selector(clickWebLink:)
forControlEvents:UIControlEventTouchUpInside];
bWeb.userInteractionEnabled = YES;
[bWeb setImage:[UIImage imageNamed:#"button-weblink-65x15.png"]
forState:UIControlStateNormal];
[bWeb setImage:[UIImage imageNamed:#"button-weblink-highlighted-65x15.png"]
forState:UIControlStateHighlighted];
[self addSubview:bWeb];
[bWeb release];
The original images are (in case you think it might be a formatting issue with the actual PNG files): ,
Make sure that all numbers in UIButton's frame are rounded/truncated to integers.
What is attriboffset?
Like hoha says, if the numbers are not integers, you will end up with fractional offsets, and devices will do some blurry antialiasing to compensate for that. The numbers should not have fractions.
I think that for some reason the image is being rendered with some kind of unnecessary processing that is causing the quality loss.
Try changing the contentMode property of your UIButton to UIViewContentModeCenter. The default is UIViewContentModeStretch.
Open your images in preview and resave them.

iPhone - UIButton - background image for disabled

I have UIButton that I set the background image for three states, normal, highlighted, and disabled, all with the following format:
[button setBackgroundImage:buttonBGD forState:UIControlStateDisabled];
My problem is, that when the button is disabled, the iPhone chooses to lighten the image for me. Which isn't desired. But if I tell it:
[button setAdjustsImageWhenDisabled:NO];
Then the image doesn't change at all. How do I remove the automatic lightening of the image, and instead use just the original image I created?
Try:
[button setBackgroundImage:buttonBGD forState:UIControlStateNormal | UIControlStateDisabled]
If you want the same disabled image when the button is selected and disabled, then add:
[button setBackgroundImage:buttonBGD forState:UIControlStateSelected | UIControlStateDisabled];
Hope that helps!
Actually this are the constraints made by apple and as such there is no work around way. But u can try using the custom button and try using a bit more dark image then required in disabled state so that when it gets lightened then it is up to the mark as per your requirements.
Hope this helps.
Try removing the selected state while disabled:
[button setSelected:NO];