Hi I want to change the UIButton background color which user Tap on the button.
I am showing background color using gradient, when user tap I need to change the gradient color.
[btn setTitle: #"Next" forState:UIControlStateNormal];
CAGradientLayer *gradient = [CAGradientLayer layer];
gradient.frame = btn.bounds;
gradient.cornerRadius = 10.0f;
locations = [[NSArray alloc] initWithObjects: 0.0f, 0.0f, 0.0f,0.0f, nil];
[gradient setLocations:locations];
colorNext = [[NSArray alloc] initWithObjects:…., nil];
gradient.colors = colorNext;
[locations release];
[btn.layer insertSublayer:gradient atIndex:0];
btn.titleLabel.textColor = [UIColor blackColor];
Changing the internal layer hierarchy of a UIButton is not recommended since it may break in a future update of the iOS. Also, it may cause Apple to reject your application. A better solution would be to create a button subclass. Here is an example of how to do it:
#interface MyButton : UIButton
#end
#implementation MyButton
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame])
{
[self addObserver:self forKeyPath:#"highlighted" options:NSKeyValueObservingOptionNew context:NULL];
}
return self;
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
if (self.highlighted == YES)
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
const CGFloat *topGradientColorComponents = CGColorGetComponents([UIColor whiteColor].CGColor);
const CGFloat *bottomGradientColorComponents = CGColorGetComponents([UIColor blackColor].CGColor);
CGFloat colors[] =
{
topGradientColorComponents[0], topGradientColorComponents[1], topGradientColorComponents[2], topGradientColorComponents[3],
bottomGradientColorComponents[0], bottomGradientColorComponents[1], bottomGradientColorComponents[2], bottomGradientColorComponents[3]
};
CGGradientRef gradient = CGGradientCreateWithColorComponents(rgb, colors, NULL, sizeof(colors) / (sizeof(colors[0]) * 4));
CGColorSpaceRelease(rgb);
CGContextDrawLinearGradient(ctx, gradient, CGPointMake(0, 0), CGPointMake(0, self.bounds.size.height), 0);
CGGradientRelease(gradient);
}
else
{
// Do custom drawing for normal state
}
}
- (void)dealloc
{
[self removeObserver:self forKeyPath:#"highlighted"];
[super dealloc];
}
#end
You may need to modify it a bit to get it to do what you want but I think you get the basic idea.
Try this:
[Button addTarget:self action:#selector(doSomething:) forControlEvents:UIControlEventTouchUpInside];
[Button addTarget:self action:#selector(setBgColorForButton:) forControlEvents:UIControlEventTouchDown];
[Button addTarget:self action:#selector(clearBgColorForButton:) forControlEvents:UIControlEventTouchDragExit];
-(void)setBgColorForButton:(UIButton*)sender
{
[sender setBackgroundColor:[UIColor blackColor]];
}
-(void)clearBgColorForButton:(UIButton*)sender
{
[sender setBackgroundColor:[UIColor redColor]];
}
-(void)doSomething:(UIButton*)sender
{
double delayInSeconds = 0.3;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[sender setBackgroundColor:[UIColor redColor]];
});
//do something
}
You can use this method to create and solid UIImage of specified color and then apply it to your button. I've made a category for UIImage to do this.
+ (UIImage *)imageWithColor:(UIColor *)color size:(CGSize)size
{
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillRect(context, (CGRect){.size = size});
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
+ (UIImage *)imageWithColor:(UIColor *)color
{
return [UIImage imageWithColor:color size:CGSizeMake(1, 1)];
}
Usage:
[button setBackgroundImage:[UIImage imageWithColor:[UIColor redColor]]
forState:UIControlStateNormal];
As Matthias pointed out, you can safely use 1x1 image for your button background – it will be stretched to fill the button.
I found this AYUIButton on GitHub and it works perfectly :)
Here is sample code:
[btn setBackgroundColor:[UIColor redColor] forState:UIControlStateNormal];
[btn setBackgroundColor:[UIColor blueColor] forState:UIControlStateHighlighted];
When you set the TintColor of the Button it works when highlighted
[YourButton setTintColor:[UIColor color]];
Swift
Extension for UIButton that let you specify background color for each state:
https://github.com/acani/UIButtonBackgroundColor
Please note that for iphone 6 plus you should change the following, inside the extension in the .swift class, that will fix it for all the versions:
//let rect = CGRect(x: 0, y: 0, width: 0.5, height: 0.5) comment this line
let rect = CGRect(x: 0, y: 0, width: 1, height: 1)
Related
I just create my own custom button that seem like iOS6 and earlier buttons but on iOS7 my CustomButton turn transparent when highlighted.
I have try to set property adjustsImageWhenHighlighted at NO but nothing change, [self setAlpha:1.f] doesn't work either.
Following, my init method:
-(void) baseInit:(CGRect)frame :(CGFloat *)colorsNormal :(CGFloat *)colorsHighlighted :(CGFloat *)colorsDisabled
{
self.layer.borderWidth=1.0f;
self.layer.borderColor=[[UIColor colorWithRed:0.67f green:0.67f blue:0.67f alpha:1.0f] CGColor];
self.layer.cornerRadius=7.0f;
self.clipsToBounds = YES;
UIImage *image = [self generateUIImageWithGradient:frame :colorsNormal];
[self setBackgroundImage:image forState:UIControlStateNormal];
[self setTitleColor:[UIColor colorWithRed:0.22f green:0.33f blue:0.53f alpha:1.0f] forState:UIControlStateNormal];
UIImage *image2 = [self generateUIImageWithGradient:frame :colorsHighlighted];
[self setBackgroundImage:image2 forState:UIControlStateHighlighted];
[self setTitleColor:[UIColor colorWithRed:1.0f green:1.0f blue:1.0f alpha:1.0f] forState:UIControlStateHighlighted];
UIImage *image3 = [self generateUIImageWithGradient:frame :colorsDisabled];
[self setBackgroundImage:image3 forState:UIControlStateDisabled];
}
-(id) generateUIImageWithGradient:(CGRect)frame :(CGFloat *)colors
{
CGSize size = CGSizeMake(frame.size.width, frame.size.height);
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
size_t gradientNumberOfLocations = 2;
CGFloat gradientLocations[2] = {0.0, 1.0};
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorspace, colors, gradientLocations, gradientNumberOfLocations);
CGContextDrawLinearGradient(context, gradient, CGPointMake(0, 0), CGPointMake(0, size.height), 0);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
CGGradientRelease(gradient);
CGColorSpaceRelease(colorspace);
UIGraphicsEndImageContext();
return image;
}
And my method call :
CGFloat colorsNormal [] = {1.0f,1.0f,1.0f,1.0f,1.0f,1.0f,1.0f,1.0f};
CGFloat colorsHighlighted [] = {0.03f,0.55f,0.97f,1.0f,0.0f,0.37f,0.90f,1.0f};
CGFloat colorsDisabled [] = {1.0f,1.0f,1.0f,1.0f,1.0f,1.0f,1.0f,1.0f};
[self baseInit:rect :colorsNormal :colorsHighlighted :colorsDisabled];
That work like a charm on iOS6 and NormalState work on iOS7.
Thanks for your help
Set the button type property to UIButtonTypeCustom seem to work. Problem solved.
I am creating a custom UISlider and wonder, how do you increase a thumb image's "click area" ? The code below works great, except the thumb's "click area" remains unchanged. If I am not wrong, I believe the standard thumb area is 19 px ? Lets say I would like to increase it to 35px with the following code below, what steps do I need to take? Keep in mind I am not an expert within this area at all.
EDIT The code below is corrected and ready for copy pasta! Hope it helps you!
main.h
#import "MyUISlider.h"
#interface main : MLUIViewController <UITableViewDelegate, UITableViewDataSource, UISearchBarDelegate, UIActionSheetDelegate, UIAlertViewDelegate, MFMailComposeViewControllerDelegate, UIGestureRecognizerDelegate, MLSearchTaskDelegate, MLDeactivateDelegate, MLReceiptDelegate>
{
..........
}
- (void)create_Custom_UISlider;
main.m
- (void)viewDidLoad
{
[self create_Custom_UISlider];
[self.view addSubview: customSlider];
}
- (void)create_Custom_UISlider
{
CGRect frame = CGRectMake(20.0, 320.0, 280, 0.0);
customSlider = [[MyUISlider alloc] initWithFrame:frame];
[customSlider addTarget:self action:#selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
// in case the parent view draws with a custom color or gradient, use a transparent color
customSlider.backgroundColor = [UIColor clearColor];
UIImage *stetchLeftTrack = [[UIImage imageNamed:#"blue_slider08.png"]
stretchableImageWithLeftCapWidth: 10.0 topCapHeight:0.0];
UIImage *stetchRightTrack = [[UIImage imageNamed:#"blue_slider08.png"]
stretchableImageWithLeftCapWidth: 260.0 topCapHeight:0.0];
[customSlider setThumbImage: [UIImage imageNamed:#"slider_button00"] forState:UIControlStateNormal];
[customSlider setMinimumTrackImage:stetchLeftTrack forState:UIControlStateNormal];
[customSlider setMaximumTrackImage:stetchRightTrack forState:UIControlStateNormal];
customSlider.minimumValue = 0.0;
customSlider.maximumValue = 1.0;
customSlider.continuous = NO;
customSlider.value = 0.00;
}
-(void) sliderAction: (UISlider *) sender{
if(sender.value !=1.0){
[sender setValue: 0.00 animated: YES];
}
else{
[sender setValue 0.00 animated: YES];
// add some code here depending on what you want to do!
}
}
EDIT (trying to subclass with the code below)
MyUISlider.h
#import <UIKit/UIKit.h>
#interface MyUISlider : UISlider {
}
#end
MyUISlider.m
#import "MyUISlider.h"
#implementation MyUISlider
- (CGRect)thumbRectForBounds:(CGRect)bounds trackRect:(CGRect)rect value:(float)value
{
return CGRectInset ([super thumbRectForBounds:bounds trackRect:rect value:value], 10 , 10);
}
#end
You have to override thumbRectForBounds:trackRect:value: in a custom subclass (instead of calling the method yourself like you do in your code, which does nothing except returning a value that you don't even bother to retrieve).
thumbRectForBounds:trackRect:value: is not a method to set the tumb rect, but to get it. The slider will internally call this thumbRectForBounds:trackRect:value: method to know where to draw the thumb image, so you need to override it — as explained in the documentation — to return the CGRect you want (so that it will be 35x35px as you wish).
Updated for Swift 3.0 and iOS 10
private func generateHandleImage(with color: UIColor) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: self.bounds.size.height + 20, height: self.bounds.size.height + 20)
return UIGraphicsImageRenderer(size: rect.size).image { (imageContext) in
imageContext.cgContext.setFillColor(color.cgColor)
imageContext.cgContext.fill(rect.insetBy(dx: 10, dy: 10))
}
}
Calling:
self.sliderView.setThumbImage(self.generateHandleImage(with: .white), for: .normal)
Original answer:
By far the easiest method is just to increase the size of the thumb image with invisible border around it:
- (UIImage *)generateHandleImageWithColor:(UIColor *)color
{
CGRect rect = CGRectMake(0.0f, 0.0f, self.bounds.size.height + 20.f, self.bounds.size.height + 20.f);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.f);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillRect(context, CGRectInset(rect, 10.f, 10.f));
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
And than adding this image to slider:
[self.sliderView setThumbImage:[self generateHandleImageWithColor:[UIColor redColor]] forState:UIControlStateNormal];
I also had this problem and solved it by overriding
-(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
method.
You can return YES for those points, that you want to be touched.
You can check my double slider project
In summary, I implemented the hit test method so the beginTrackingWithTouch is invoked.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if (CGRectContainsPoint(self.leftHandler.frame, point) || CGRectContainsPoint(self.rightHandler.frame, point)) {
return self;
}
return [super hitTest:point withEvent:event];
}
Check the class for further details
why you wanna go for custom slider while you can change the area of a default slider ;)
take a look at this code it worked for me to increase the touch area of my UISlider hope it helps you too
CGRect sliderFrame = yourSlider.frame;
sliderFrame.size.height = 70.0;
[yourSlider setFrame:sliderFrame];
I am creating a custom UISlider and wonder, how do you increase a thumb image's "click area" ? The code below works great, except the thumb's "click area" remains unchanged. If I am not wrong, I believe the standard thumb area is 19 px ? Lets say I would like to increase it to 35px with the following code below, what steps do I need to take? Keep in mind I am not an expert within this area at all.
EDIT The code below is corrected and ready for copy pasta! Hope it helps you!
main.h
#import "MyUISlider.h"
#interface main : MLUIViewController <UITableViewDelegate, UITableViewDataSource, UISearchBarDelegate, UIActionSheetDelegate, UIAlertViewDelegate, MFMailComposeViewControllerDelegate, UIGestureRecognizerDelegate, MLSearchTaskDelegate, MLDeactivateDelegate, MLReceiptDelegate>
{
..........
}
- (void)create_Custom_UISlider;
main.m
- (void)viewDidLoad
{
[self create_Custom_UISlider];
[self.view addSubview: customSlider];
}
- (void)create_Custom_UISlider
{
CGRect frame = CGRectMake(20.0, 320.0, 280, 0.0);
customSlider = [[MyUISlider alloc] initWithFrame:frame];
[customSlider addTarget:self action:#selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
// in case the parent view draws with a custom color or gradient, use a transparent color
customSlider.backgroundColor = [UIColor clearColor];
UIImage *stetchLeftTrack = [[UIImage imageNamed:#"blue_slider08.png"]
stretchableImageWithLeftCapWidth: 10.0 topCapHeight:0.0];
UIImage *stetchRightTrack = [[UIImage imageNamed:#"blue_slider08.png"]
stretchableImageWithLeftCapWidth: 260.0 topCapHeight:0.0];
[customSlider setThumbImage: [UIImage imageNamed:#"slider_button00"] forState:UIControlStateNormal];
[customSlider setMinimumTrackImage:stetchLeftTrack forState:UIControlStateNormal];
[customSlider setMaximumTrackImage:stetchRightTrack forState:UIControlStateNormal];
customSlider.minimumValue = 0.0;
customSlider.maximumValue = 1.0;
customSlider.continuous = NO;
customSlider.value = 0.00;
}
-(void) sliderAction: (UISlider *) sender{
if(sender.value !=1.0){
[sender setValue: 0.00 animated: YES];
}
else{
[sender setValue 0.00 animated: YES];
// add some code here depending on what you want to do!
}
}
EDIT (trying to subclass with the code below)
MyUISlider.h
#import <UIKit/UIKit.h>
#interface MyUISlider : UISlider {
}
#end
MyUISlider.m
#import "MyUISlider.h"
#implementation MyUISlider
- (CGRect)thumbRectForBounds:(CGRect)bounds trackRect:(CGRect)rect value:(float)value
{
return CGRectInset ([super thumbRectForBounds:bounds trackRect:rect value:value], 10 , 10);
}
#end
You have to override thumbRectForBounds:trackRect:value: in a custom subclass (instead of calling the method yourself like you do in your code, which does nothing except returning a value that you don't even bother to retrieve).
thumbRectForBounds:trackRect:value: is not a method to set the tumb rect, but to get it. The slider will internally call this thumbRectForBounds:trackRect:value: method to know where to draw the thumb image, so you need to override it — as explained in the documentation — to return the CGRect you want (so that it will be 35x35px as you wish).
Updated for Swift 3.0 and iOS 10
private func generateHandleImage(with color: UIColor) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: self.bounds.size.height + 20, height: self.bounds.size.height + 20)
return UIGraphicsImageRenderer(size: rect.size).image { (imageContext) in
imageContext.cgContext.setFillColor(color.cgColor)
imageContext.cgContext.fill(rect.insetBy(dx: 10, dy: 10))
}
}
Calling:
self.sliderView.setThumbImage(self.generateHandleImage(with: .white), for: .normal)
Original answer:
By far the easiest method is just to increase the size of the thumb image with invisible border around it:
- (UIImage *)generateHandleImageWithColor:(UIColor *)color
{
CGRect rect = CGRectMake(0.0f, 0.0f, self.bounds.size.height + 20.f, self.bounds.size.height + 20.f);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.f);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillRect(context, CGRectInset(rect, 10.f, 10.f));
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
And than adding this image to slider:
[self.sliderView setThumbImage:[self generateHandleImageWithColor:[UIColor redColor]] forState:UIControlStateNormal];
I also had this problem and solved it by overriding
-(BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
method.
You can return YES for those points, that you want to be touched.
You can check my double slider project
In summary, I implemented the hit test method so the beginTrackingWithTouch is invoked.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if (CGRectContainsPoint(self.leftHandler.frame, point) || CGRectContainsPoint(self.rightHandler.frame, point)) {
return self;
}
return [super hitTest:point withEvent:event];
}
Check the class for further details
why you wanna go for custom slider while you can change the area of a default slider ;)
take a look at this code it worked for me to increase the touch area of my UISlider hope it helps you too
CGRect sliderFrame = yourSlider.frame;
sliderFrame.size.height = 70.0;
[yourSlider setFrame:sliderFrame];
I'm having this issue when trying to overlay a UIButton's Image with a color.
The overlay color is appearing underneath the Image.
Here is the code that I have in my drawRect method (I have subclassed UIButton):
(void)drawRect:(CGRect)rect
{
CGRect bounds = self.imageView.bounds;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor);
CGContextTranslateCTM(context, 0.0, self.imageView.image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextClipToMask(context, bounds, [self.imageView.image CGImage]);
CGContextFillRect(context, bounds);
}
Any ideas on how to get the red color on top of the Image?
Succeeded with this hacky code:
- (void)drawRect:(CGRect)rect
{
UIImage* img = [self imageForState:UIControlStateNormal];
[self setImage:nil forState:UIControlStateNormal];
CGRect bounds = self.imageView.bounds;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor colorWithRed:1 green:0 blue:0 alpha:0.2].CGColor);
CGContextDrawImage(context, bounds, img.CGImage);
CGContextFillRect(context, bounds);
}
It seems the image is drawn after drawRect so unless you make it nil, it goes on top of whatever you draw there.
This is solution is not final. I'll edit it with what I get to next.
EDIT: The right solution is to add a semi-transparent UIView on top of the image like this:
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
UIView* tintView = [[UIView alloc] initWithFrame:self.bounds];
tintView.backgroundColor = [UIColor colorWithRed:1 green:0 blue:0 alpha:0.2];
tintView.userInteractionEnabled = NO;
[self addSubview:tintView];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
UIView* tintView = [[UIView alloc] initWithFrame:self.bounds];
tintView.backgroundColor = [UIColor colorWithRed:1 green:0 blue:0 alpha:0.2];
tintView.userInteractionEnabled = NO;
[self addSubview:tintView];
}
return self;
}
Note: you should do this in your UIButton subclass.
The below code to hide background of UIsearchBar works fine till iOs4.2 but not in iOS4.3 or later.
for (UIView *subview in searchBar.subviews) {
if ([subview isKindOfClass:NSClassFromString(#"UISearchBarBackground")]) {
[subview removeFromSuperview];
break;
}
}
In iOS 7 another UIView was added to the UISearchBar, here is the solution for iOS 7:
UIView *vw = [yourSearchBar.subviews objectAtIndex:0];
for (id img in vw.subviews) {
if ([img isKindOfClass:NSClassFromString(#"UISearchBarBackground")]) {
[img removeFromSuperview];
}
}
You could also do the following (also works in iOS 7):
[yourSearchBar setBackgroundImage:[UIImage new]];
[yourSearchBar setTranslucent:YES];
Their is no issue for this code ....but also giving you a alternate solution , replace code of for loop to
[[[searchBar subviews] objectAtIndex:0] removeFromSuperview];
I know it is late but for reference here it is
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
CGRect rect = CGRectMake(0.0f, 0.0f, 1.0f, 1.0f);
UIGraphicsBeginImageContext(rect.size);
UIImage *image = nil;
CGContextRef context = UIGraphicsGetCurrentContext();
if (context) {
CGContextSetFillColorWithColor(context, [UIColor clearColor].CGColor);
CGContextFillRect(context, rect);
image= UIGraphicsGetImageFromCurrentImageContext();
}
UIGraphicsEndImageContext();
dispatch_async(dispatch_get_main_queue(), ^{
self.backgroundImage = image;
});
});