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UIToolbar tint on iOS 4
(2 answers)
Closed 3 years ago.
I have a UIToolbar that contains 2 buttons. The toolbar has a tint:
toolbar.tintColor = [UIColor colorWithRed:(102.0/255.0) green:(20.0/255.0) blue:(11.0/255.0) alpha:1];
How can I make the buttons have a similar tint color?
I found this solution preferable to those listed here: Tint UIButton and UIBarButtonItem. Unlike the accepted answer, it allows you to change the color of UIBarButtonItems independent of the UINavigationBar.
In case the link goes down in the future, the gist of it is that you create a tinted UISegmentedControl (with UISegmentedControlStyleBar) with one segment, then create a UIBarButtonItem using that as its custom view.
In iOS 5, UIBarButtonItem has a tintColor property.
The best thing to do is set the tintColor AFTER you add buttons to it, as in iOS 4.0, it no longer updates buttons added to the bars after the tintColor has been set.
see "Changing colors of UINavigationBarButtons"
EDIT: I remove the link because the domain is down...
The is the text from google cache:
Alright, here’s another quick tip. “How to change the colors of a button on a toolbar.” Of course, this can be applied to any toolbar but I am going to demonstrate the procedure on a UINavigationBar.
The above image only shows a couple of colors. In truth, you can make the button any color that you want. Fantastic! The code is really simple to do this as well. The first thing that we want to do is open the header file for whichever object will be turning a nav bar button a different color and declare the forward class UINavigationButton. You can get this class by either iterating through the subviews of the UINavigationBar, reading its subviews class names, or by class-dumping UIKit if you have a jailbroken device.
Place the following line before your interface declaration:
#class UINavigationButton;
Now, declare a new method in the header that we will use to actually change the button’s color.
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor
Or something similar to the above line of code.
Now, open up your object’s implementation file and implement the above method. Anywhere in your file, add the following method:
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor {
for (UIView *view in self.navigationController.navigationBar.subviews) {
NSLog(#"%#", [[view class] description]);
if ([[[view class] description] isEqualToString:#"UINavigationButton"]) {
[(UINavigationButton *)view setTintColor:newColor];
}
}
}
As you can see above, this is actually a lot easier than it first appears to be. What we first do is set up a for loop to iterate through the subviews of the UINavigationBar using NSFastEnumeration. We then output the class name of the subview, for future reference. IF the class name is UINavigationButton, then we’ve got our view. All we do is set the tintColor property if the UINavigationButton.
That’s it, we’re done!
Alternatively, if you want a wider scope, I’d suggest creating a new UINavigationBar category and placing the button color changing method in there. This was your method can be performed by any class that uses a UINavigationBar without having to recreate the same method over and over.
Remember, a back button and a navigation button are not the same thing. You will have to color the back button separately.
And as usual, here’s a link to a sample app that demonstrates this code: NavButtonColor.zip
UIBarButtonItems inherently respond to setTintColor, though it's not public API.
I have a custom UINavigationBar subclass that runs this block:
for (UIView *subview in self.subviews) {
if ([subview respondsToSelector:#selector(setTintColor:)]) {
[subview performSelector:#selector(setTintColor:) withObject:[UIColor redColor]];
}
}
Obviously replace [UIColor redColor] with the color of your choosing.
Available in iOS 5.0 and later for UIBarButtonItem:
- (void)setBackgroundImage:(UIImage *)backgroundImage forState:(UIControlState)state barMetrics:(UIBarMetrics)barMetrics
It seems to be the only current solution (IOS 9.0).
tintColor is now used for the Image Color.
Swift3
UIBarButtonItem.appearance().tintColor = UIColor.green
Related
Can't seem to find a way to fix a graphic - a light graphic that would remain static as the user navigates from scene to scene. Have been combing forums for a few days, but most answers point to MainWindow.xib, which isn't generated for a storyboard project. Would appreciate any advice.
Here’s what I was able to cobble together thanks to advice from #Max. Like I said, very new to this, so if this code needs tuning please leave a comment so I don’t lead others astray.
Add the image to the app’s main window in the AppDelegate’s didFinishLaunchingWithOptions method :
UIImageView *myGraphic = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"myGraphic.png"]];
[self.window.rootViewController.view addSubview: myGraphic];
[self.window.rootViewController.view sendSubviewToBack: myGraphic];
Then, to make your views transparent so the background shows through - in your viewController class/es, add to viewDidLoad method:
self.view.backgroundColor = [UIColor clearColor];
(And note if you try to decrease the transparency through the alpha property for the view via the Attributes Inspector, it will make everything transparent on that view -buttons, etc - that’s why it needs to be done programmatically.)
Sure, it’s not thoroughly tested. But for now it’s working and it’s a thing of beauty. Thanks all.
You can try to manually add UIImageView to your window and then set 0 background transparency
for all other views.
One way to do it -- it may not be the best -- can be that you subclass a UIView, and set the UIView instance in all of your viewControllers in the storyboard an instance of your cutomized UIView class, which contains your graphic as a background.
If you're going to tackle this programmatically, within each view controller, set:
[[self view] setBackgroundColor:[UIColor colorWithPatternImage:[UIImage imageNamed:#"background.png"]]];
in viewDidLoad
I'm sure some tweaking would allow you to apply this principle throughout the program from the app delegate, or by using a singleton.
Using this solution, though, you're still going to have to make some method call within each view controller where you want this style applied.
What I want to do is a navigation bar with a image on it. I have a tab controller on my main view, and inside each tab I have a UINavigationController. From inside the UIViewController that my tab/navigationController calls, I could set the titleView without much problem, doing this inside the viewDidLoad method:
self.navigationItem.titleView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"mylogo.png"]] autorelease];
But, I want to replace all titles in my navigationBar for this view, and it seems ugly to repeat this everywhere. So I did this on the delegate (after linking all the Outlet stuff)
self.tabOneNavController.navigationBar.topItem.titleView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"mylogo.png"]] autorelease];
Again, it worked! ok, I'm almost getting there.
But the point is, I've 5 tabs and all of them have navigationControllers inside. I reduced the code repetition from every internal view to only 5 times, but it still. It requires that I do that for the NavController of each tab.
Then I tried to extend the UINavigationBar to create my own, where I could set this in the initializer, and use it in the interface builder as the object class. But it doesn't seem to work. Here is what I did:
#implementation MyNavigationBar
- (id)init {
self = [super self];
self.tintColor = [UIColor greenColor];
self.topItem.title = #"testing please work";
return self;
}
#end
in the interface file MyNavigationBar inherits from UINavigationBar. But this didn't work. Should I overwrite other method? which one? is this a good practice?
I'm not even sure if I should add one navigationBar for each tab, as I said, I have tabs and I want to have a navigation bar / navigate inside them. By now, after a near death experience trying to figure out how the interface builder / outlets and classes work, the code is working, I just would like to make unglify it.
Thank you!
The problem of repeating code which you describe has an elegant solution. Objective-C supports something called a "category", which allows you to add methods to a class. A common use for this is to customize navigation and tab bars. In Xcode 4, you would do something like this to add a category on UINavigationBar:
Hit Command+N or open the "New File" dialog. Next, choose "Objective-C category" from the Cocoa Touch menu:
Click Next and you will be prompted to enter the name of the class that you would like to add methods to as a category. It should look something like this:
Then, you should end up with a save file dialog. A quick note about convention here. Convention is to name a category after the original class, the plus sign, and then a description of what you're adding. Here's what yours might look like:
Once you save your file, you will need get something like this:
Look at that beauty. You can now override the default drawing/init methods as well as extend the functionality of the navbar.
I'd suggest looking into the init and drawRect methods, although I don't remember which ones people use. Also, please note that while under NDA, this may change in iOS 5, so just be prepared for that possibility.
Why not define a UIViewController subclass which sets the title view via self.navigationItem.titleView and have your other view controllers extend from that class? Then you're sharing that behavior across all of your controllers without repeating the implementation.
I need to generate a custom button through code, this is how i am currently doing it.
-(void) initialiseButtons
{
int ypos = playerImage.frame.origin.y + playerImage.frame.size.height + 8;
for(int i=0; i<totalButtons; i++)
{
UIButton *newButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[newButton setFrame:CGRectMake(20, ypos, 220, 30)];
newButton.tag = 10 + i;
[newButton addTarget:self action:#selector(statTapped:) forControlEvents:UIControlEventTouchUpInside];
[self.frontView addSubview:newButton];
ypos += 30 + 7;
}
}
This creates the blank buttons perfectly through code, gives them a tag and assigns an callback function on touchUpInside.
The custom button needs to be able to handle showing an image when pressed down.
It needs to be able to draw 2 pieces of Text. 1 aligned to the left hand side of the button and 1 aligned to the righthand side of the button.
My boss suggested instead of buttons I use a View. I dont understand how this will work. When i start thinking about it, i think it would require having a viewcontroller dedicated to the buttons. And some draw method? It sounds complicated and I am not grasping how it can be done.
Is there a simpler method by making a custom class overriding UIButton? I made a simple test class earlier but nothing was drawn in the buttons locations when I used them in place of the Normal UIButton class. I expected i would see the buttonUp.png drawn.
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#interface CardButton : UIButton {
}
#end
#import "CardButton.h"
#import <UIKit/UIKit.h>
#implementation CardButton
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame])
{
[self setImage:[UIImage imageNamed:#"buttonUp.png"] forStates:UIControlStateNormal];
self.adjustsImageWhenHighlighted = YES;
}
return self;
}
#end
Anybody able to give me some pointers on this? I'm pretty blocked at the moment. Have been reading some various other threads related to buttons but nothing that made it clear in my head how to tackle the problem
Personally, I would subclass UIButton. Despite all the talk that you can't subclass UIButton, Apple even talks about subclassing UIButton in the UIButton documentation.
In the subclass I would create a UIView with the two labels (or images or whatever) and add them as subviews to the button (be sure to set interactive for the text and view as FALSE).
What is awesome about this is that it leverages the UIButton code and keeps you from reinventing the wheel.
You should not (I'd almost say you can't) subclass UIButton, as it turns out to be a class cluster, and it would be impractical (read: impossible) to derive from that.
So your two options are:
1) Use standard UIButton of custom type, add the elements you want to show (i.e. UILabel) and hook up actions for touch down and touch up and react accordingly (change the views, trigger actions etc.)
2) Use a custom UIView, implement drawRect: to draw how you like it or use custom views as subviews as in 1). Then use the touchesBegan:, touchesEnded: etc. messages to react accordingly (or UIGestureRecognizer if you can live with 3.2+ compatibility).
You might build a factory to build those buttons if they all are very similar, so that your code becomes clean and non-repetive.
Edit as per iOS 6:
Apple now mentions subclassing in the UIButton docs, so while still not very well defined, it seems quite safe now to do so.
An easy way to do this, is to override a UIView. In the view you add a UIButton as Subview. This way you have a reusable class without the need to re-implement button behaviour.
You can style your button the way you want in the initWithFrame method of your UIView derived class. If you use this class as target for your button events, you can implement special behaviour easily, like showing the image.
For the two pieces of text, you create two labels and add them as subviews to the button.
I have a UIToolbar, and then add two UIBarButtonItem to items of UIToolbar. How can I change the color of UIBarButtomItem? I did't find a API in the document.
see "Changing colors of UINavigationBarButtons"
EDIT: I remove the link because the domain is down...
The is the text from google cache:
Alright, here’s another quick tip. “How to change the colors of a button on a toolbar.” Of course, this can be applied to any toolbar but I am going to demonstrate the procedure on a UINavigationBar.
The above image only shows a couple of colors. In truth, you can make the button any color that you want. Fantastic! The code is really simple to do this as well. The first thing that we want to do is open the header file for whichever object will be turning a nav bar button a different color and declare the forward class UINavigationButton. You can get this class by either iterating through the subviews of the UINavigationBar, reading its subviews class names, or by class-dumping UIKit if you have a jailbroken device.
Place the following line before your interface declaration:
#class UINavigationButton;
Now, declare a new method in the header that we will use to actually change the button’s color.
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor
Or something similar to the above line of code.
Now, open up your object’s implementation file and implement the above method. Anywhere in your file, add the following method:
- (void)changeNavigationButtonColorToColor:(UIColor *)newColor {
for (UIView *view in self.navigationController.navigationBar.subviews) {
NSLog(#"%#", [[view class] description]);
if ([[[view class] description] isEqualToString:#"UINavigationButton"]) {
[(UINavigationButton *)view setTintColor:newColor];
}
}
}
As you can see above, this is actually a lot easier than it first appears to be. What we first do is set up a for loop to iterate through the subviews of the UINavigationBar using NSFastEnumeration. We then output the class name of the subview, for future reference. IF the class name is UINavigationButton, then we’ve got our view. All we do is set the tintColor property if the UINavigationButton.
That’s it, we’re done!
Alternatively, if you want a wider scope, I’d suggest creating a new UINavigationBar category and placing the button color changing method in there. This was your method can be performed by any class that uses a UINavigationBar without having to recreate the same method over and over.
Remember, a back button and a navigation button are not the same thing. You will have to color the back button separately.
And as usual, here’s a link to a sample app that demonstrates this code: NavButtonColor.zip
UIBarButtomItem has limitation in customization so you can use UIButton in place of UIBarButtonItem it will gives you more customization.
For a solution that doesn't use a private API.
You can fake it by making a UISegmentedControl look like a UIBarButtonItem.
http://fredandrandall.com/blog/2011/03/31/how-to-change-the-color-of-a-uibarbuttonitem/
I have a text field entry in my view that I would like to block access to during a background operation. I've tried using the editable property, which successfully blocks access during the background operation, but the moment I set editable to YES, the keyboard comes up and the textfield becomes the first responder. Dismissing the keyboard just after changing editable doesn't do anything:
// Broken code
textView.editable = YES;
[textView resignFirstResponder];
I've thought about adding a clear UIView that just blocks access to the UITextView after dismissing the keyboard, but that seems like overkill. Is there a correct way to handle this?
Just so people don't have to read farther than the selected answer: It turns out that this is a "known issue" in the SDK, and you can find it listed in the release notes. Using userInteractionEnabled performs the same function, as long as you make sure to dismiss the keyboard yourself.
Try textView.userInteractionEnabled = NO;
Put a UIView in front of the UITextView with a dark (or white) background color and alpha set low (like 5%) sized to fully cover the textview. Default it to hidden.
When you want the textinput disabled, send it a resignFirstResponder then show the hidden layer on top. It intercepts user inputs (and ignores it). The alpha color will make it look 'dimmed.' Once your background operation is done just set the cover view to hidden and you're good to go. If you want to get fancy you can do UIView alpha fade animations.
I'm not sure of a "correct way" but I'd probably do the transparent view solution... I agree that it seems like overkill but the simple solution is often a good answer.
Since the view gets focus upon changing the editable properties this would be easier.
the other solution that I can think of is to derive a custom UITextView and recode the editable property (or make a new method) that can accomplish what you are trying to do. This is a good object oriented solution but this could be come cumbersome.
You might also consider using a Category to add the functionality. But for either of these solutions, are still back to square one of how to accomplish what you need...
Thank god someone came up with a better response. I originally built it with the following blocker, but the userInteractionEnabled BOOL is much easier.
It turns out that the problem is a known issue with UITextView. My workaround:
#import <UIKit/UIKit.h>
/**
God damn SDK bug means that you can't use editable to enable/disable a
UITextView (It brings up the keyboard when re-enabling)
*/
#interface StupidF_ingTextViewBlocker : UIView {
}
#end
#implementation StupidF_ingTextViewBlocker
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
self.backgroundColor = [UIColor clearColor];
self.opaque = NO;
}
return self;
}
- (void)dealloc {
[super dealloc];
}
#end
Then in place of the code I've placed above (instead of using editable). To disable (assuming I have an iVar called blocker):
// Put this in a lazy loading property or in loadView
blocker = [[StupidF_ingTextViewBlocker alloc] initWithFrame:writeView.frame];
// The blocker code ~= textView.editable = NO
[self.view addSubview:blocker];
// Removing the blocker ~= textView.editable = YES
[blocker removeFromSuperView];
Subclass UITextView, and implement a single method:
- (BOOL) canBecomeFirstResponder { return NO; }
Use the UITextViewDelegate. You'll need to swap out the delegate object depending on the current state.
If in the blocked state, then you'll use a delegate where textViewShouldBeginEditing returns NO.
the other delegate's textViewShouldBeginEditing would return YES.