How to change Background of alert? and can we change its position?
I mean is it possible to display it up or down?
Is there any sample code available?
Thanks in advance.
You cannot through any Apple supported API methods. The advised way of customizing look and feel of a UIAlertView is to create your own.
From the iPhone Human Interface Guidelines:
You can specify the text, the number
of buttons, and the button contents in
an alert, but you can’t customize the
background appearance of the alert
itself.
Unless you have a very good reason for wanting to customize the background color or other properties of the alert, don't do it. Your application will clash with the rest of the system, and may be rejected for violating the above-mentioned human interface guidelines. Again, from the iPhone Human Interface Guidelines:
Because users are accustomed to the
appearance and behavior of these
views, it’s important to use them
consistently and correctly in your
application.
U can change the color.But i do no about position.Create CustomAlert which inherits from Alert.In drawRect: u can specify color u want in CGContextSetRGBFillColor method.
Here is implementation.
#implementation CustomAlert
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
}
return self;
}
// Method which will draw the actual view
- (void)drawRect:(CGRect)rect {
CGContextRef context=UIGraphicsGetCurrentContext();
UIColor *color = [UIColor purpleColor];
const CGFloat *arr= CGColorGetComponents(color.CGColor);
CGContextSetRGBStrokeColor(context,0, 0, 0, 1.0);
CGContextSetRGBFillColor(context, arr[0], arr[1], arr[2], 0.85);
CGContextSetLineWidth(context, 1.0);
addRoundedRectToPath(context, rect);
// Drawing final path
CGContextDrawPath(context, kCGPathFill);
}
- (void)dealloc {
[super dealloc];
}
#end
static void addRoundedRectToPath(CGContextRef context, CGRect rect){
CGFloat radius = 10;
CGFloat minx = CGRectGetMinX(rect), midx = CGRectGetMidX(rect), maxx = CGRectGetMaxX(rect);
CGFloat miny = CGRectGetMinY(rect), midy = CGRectGetMidY(rect), maxy = CGRectGetMaxY(rect);
CGContextMoveToPoint(context, minx, midy);
// Add an arc through 2 to 3
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
// Add an arc through 4 to 5
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
// Add an arc through 6 to 7
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
// Add an arc through 8 to 9
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClosePath(context);
}
Related
Imagine a long rectangle (maybe with size 200x20). All sides have straight edges. In my iOS app, this is easy for me to draw:
CGContextFillRect(context, CGRectMake(xLoc, yLoc, 200, 20));
Now what if I wanted the shorter ends (on the left and right side of the rectangle) to be slightly curved, rather than straight edges. What would the code look like to do this?
(Note that I am relatively inexperienced with CGContext drawing)
Something like this (untested, so beware of bugs!):
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0);
CGRect rrect = CGRectMake(CGRectGetMinX(rect), CGRectGetMinY(rect), CGRectGetWidth(rect)-30, CGRectGetHeight(rect)-30);
CGFloat radius = 0.5f;
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
}
You may find Jeff LaMarche's RoundedRectView class useful, whether to use instances of directly or even to see how he makes them:
http://iphonedevelopment.blogspot.com/2008/11/creating-transparent-uiviews-rounded.html
I need to draw an outline for a rounded rectangle. I know I can make lines and arcs, but maybe there is also a function for rounded rects?
Instead of making your own path out of lines and arcs, you can use
[UIBezierPath bezierPathWithRoundedRect:cornerRadius:]
or
[UIBezierPath bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:]
(the second one lets you specify which corners are rounded)
Available in iOS 3.2 or later.
There is no prepackaged way to this, you must combine arcs in order to do this, apples quartzdemo project shows the code to do this, here is a reference Quartz Demo and here is the code they provide
// As a bonus, we'll combine arcs to create a round rectangle!
// Drawing with a white stroke color
CGContextRef context=UIGraphicsGetCurrentContext()
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
// If you were making this as a routine, you would probably accept a rectangle
// that defines its bounds, and a radius reflecting the "rounded-ness" of the rectangle.
CGRect rrect = CGRectMake(210.0, 90.0, 60.0, 60.0);
CGFloat radius = 10.0;
// NOTE: At this point you may want to verify that your radius is no more than half
// the width and height of your rectangle, as this technique degenerates for those cases.
// In order to draw a rounded rectangle, we will take advantage of the fact that
// CGContextAddArcToPoint will draw straight lines past the start and end of the arc
// in order to create the path from the current position and the destination position.
// In order to create the 4 arcs correctly, we need to know the min, mid and max positions
// on the x and y lengths of the given rectangle.
CGFloat minx = CGRectGetMinX(rrect), midx = CGRectGetMidX(rrect), maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect), midy = CGRectGetMidY(rrect), maxy = CGRectGetMaxY(rrect);
// Next, we will go around the rectangle in the order given by the figure below.
// minx midx maxx
// miny 2 3 4
// midy 1 9 5
// maxy 8 7 6
// Which gives us a coincident start and end point, which is incidental to this technique, but still doesn't
// form a closed path, so we still need to close the path to connect the ends correctly.
// Thus we start by moving to point 1, then adding arcs through each pair of points that follows.
// You could use a similar tecgnique to create any shape with rounded corners.
// Start at 1
CGContextMoveToPoint(context, minx, midy);
// Add an arc through 2 to 3
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
// Add an arc through 4 to 5
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
// Add an arc through 6 to 7
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
// Add an arc through 8 to 9
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
// Close the path
CGContextClosePath(context);
// Fill & stroke the path
CGContextDrawPath(context, kCGPathFillStroke);
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithRoundedRect:bubbleBounds cornerRadius:15.0];
CGContextSetStrokeColorWithColor(context, [UIColor grayColor].CGColor);
[bezierPath stroke];
Here is a function I wrote that rounds the input rect using a corner radius.
CGMutablePathRef createRoundedCornerPath(CGRect rect, CGFloat cornerRadius) {
// create a mutable path
CGMutablePathRef path = CGPathCreateMutable();
// get the 4 corners of the rect
CGPoint topLeft = CGPointMake(rect.origin.x, rect.origin.y);
CGPoint topRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y);
CGPoint bottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
CGPoint bottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);
// move to top left
CGPathMoveToPoint(path, NULL, topLeft.x + cornerRadius, topLeft.y);
// add top line
CGPathAddLineToPoint(path, NULL, topRight.x - cornerRadius, topRight.y);
// add top right curve
CGPathAddQuadCurveToPoint(path, NULL, topRight.x, topRight.y, topRight.x, topRight.y + cornerRadius);
// add right line
CGPathAddLineToPoint(path, NULL, bottomRight.x, bottomRight.y - cornerRadius);
// add bottom right curve
CGPathAddQuadCurveToPoint(path, NULL, bottomRight.x, bottomRight.y, bottomRight.x - cornerRadius, bottomRight.y);
// add bottom line
CGPathAddLineToPoint(path, NULL, bottomLeft.x + cornerRadius, bottomLeft.y);
// add bottom left curve
CGPathAddQuadCurveToPoint(path, NULL, bottomLeft.x, bottomLeft.y, bottomLeft.x, bottomLeft.y - cornerRadius);
// add left line
CGPathAddLineToPoint(path, NULL, topLeft.x, topLeft.y + cornerRadius);
// add top left curve
CGPathAddQuadCurveToPoint(path, NULL, topLeft.x, topLeft.y, topLeft.x + cornerRadius, topLeft.y);
// return the path
return path;
}
How to use the function, assuming you subclass UIView and override drawRect:
- (void)drawRect:(CGRect)rect {
// constants
const CGFloat outlineStrokeWidth = 20.0f;
const CGFloat outlineCornerRadius = 15.0f;
const CGColorRef whiteColor = [[UIColor whiteColor] CGColor];
const CGColorRef redColor = [[UIColor redColor] CGColor];
// get the context
CGContextRef context = UIGraphicsGetCurrentContext();
// set the background color to white
CGContextSetFillColorWithColor(context, whiteColor);
CGContextFillRect(context, rect);
// inset the rect because half of the stroke applied to this path will be on the outside
CGRect insetRect = CGRectInset(rect, outlineStrokeWidth/2.0f, outlineStrokeWidth/2.0f);
// get our rounded rect as a path
CGMutablePathRef path = createRoundedCornerPath(insetRect, outlineCornerRadius);
// add the path to the context
CGContextAddPath(context, path);
// set the stroke params
CGContextSetStrokeColorWithColor(context, redColor);
CGContextSetLineWidth(context, outlineStrokeWidth);
// draw the path
CGContextDrawPath(context, kCGPathStroke);
// release the path
CGPathRelease(path);
}
Example output:
If you want To have rounded corners on any UIView (or subclass) the easy way is to set the cornerRadius property on the view's layer. See Preview rounded image in iphone
CGPathCreateWithRoundedRect() will do what you want.
CGPathRef CGPathCreateWithRoundedRect(
CGRect rect,
CGFloat cornerWidth,
CGFloat cornerHeight,
const CGAffineTransform *transform
);
Available starting in iOS 7.0
Swift:
let rect: CGRect = ...
let path = UIBezierPath(roundedRect: rect, cornerRadius: 5.0)
context.addPath(path.cgPath)
context.setStrokeColor(UIColor.clear.cgColor)
context.drawPath(using: .fillStroke)
Maybe... three? years late, but these days I'm using this without issues.
#import CoreGraphics;
#interface YourViewController ()
#property (weak, nonatomic) IBOutlet UIButton *theButton;
#end
- (void)viewDidLoad
{
[super viewDidLoad];
self.theButton.layer.cornerRadius = 5.0f;
self.theButton.layer.masksToBounds = YES;
// Another useful ones
// Scaling the view (width, height)
self.theButton.transform = CGAfflineTransformMakeScale(1.50f, 1.50f);
// Setting an alpha value (transparency) - nice with Activity Indicator subviews
self.theButton.alpha = 0.8f;
}
Swift 4.2
let lineWidth: CGFloat = 5.0
let path = UIBezierPath(roundedRect: rect.insetBy(dx: lineWidth/2.0, dy: lineWidth/2.0), cornerRadius: 10。0)
path.lineWidth = lineWidth
UIColor.green.setStroke()
path.stroke()
I can't find anything anywhere(search engines, docs, here, etc) that shows how to create rounded corners (esp. in a grouped table view) on an element that also clips the subviews.
I have code that properly creates a rounded rectangle out of a path with 4 arcs(the rounded corners) that has been tested in the drawRect: method in my subclassed uitableviewcell. The issue is that the subviews, which happen to be uibuttons with their internal uiimageviews, do no obey the CGContextClip() that the uitableviewcell obeys.
Here is the code:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGFloat radius = 12;
CGFloat width = CGRectGetWidth(rect);
CGFloat height = CGRectGetHeight(rect);
// Make sure corner radius isn't larger than half the shorter side
if (radius > width/2.0)
radius = width/2.0;
if (radius > height/2.0)
radius = height/2.0;
CGFloat minx = CGRectGetMinX(rect) + 10;
CGFloat midx = CGRectGetMidX(rect);
CGFloat maxx = CGRectGetMaxX(rect) - 10;
CGFloat miny = CGRectGetMinY(rect);
CGFloat midy = CGRectGetMidY(rect);
CGFloat maxy = CGRectGetMaxY(rect);
[[UIColor greenColor] set];
CGContextBeginPath(context);
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClip(context);
CGContextFillRect(context, rect);
[super drawRect:rect];
}
Because this specific case is static(only shows in 1 specific row of buttons), I can edit the images being used for the buttons to get the desired effect.
HOWEVER, I have another case that is dynamic. Specifically, a grouped table with lots of database-driven results that will show photos that may be in the first or last row with rounded corners and thus needs to be clipped).
So, is it possible to create a CGContextClip() that also clips the subviews? If so, how?
The CALayer object has functions for rounding corners:
UIView * someview = something here;
CALayer * layer = [someview layer];
layer.masksToBounds = YES;
layer.cornerRadius = radius;
And you're all set. You can also add some border colors and stuff, check out the docs in case you're interested.
See this code: http://gist.github.com/292384
I've used it in multiple projects, the performance is great and it's highly customizable. It doesn't use cornerRadius and the drawing of the cells is context-sensitive.
Try this in your view initialiser:
self.layer.borderWidth = 2.0f;
self.layer.borderColor = [[UIColor greenColor] CGColor];
self.layer.masksToBounds = YES;
self.layer.cornerRadius = 12.0f;
And then you don't need to implement any drawRect method at all (at least for the purposes of the round border and clipping.)
Create a subclass of UIImageView with rounded corners and transparency. The UITableViewCell itself should be opaque for better performance.
Have a look at this example.
If you have a custom UITableViewCell you can do this in Swift 4.0:
class CustomTVC: UITableViewCell {
override func awakeFromNib() {
super.awakeFromNib()
// Initialization code
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
self.layer.cornerRadius = 20
self.layer.masksToBounds = true
}
}
I want to create "rounded" "semi-transparent" UIView (or anything does similar)
my code below results in animation effects, gradually change transparent density.
What I want is to avoid this effects and draw the resulting image straight from the beginning.
Can anyone know how to do?
Thank you.
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame])
{
// Initialization code
super.opaque = NO;
self.alpha = 1.0f;
self.strokeColor = kDefaultStrokeColor;
super.backgroundColor = [UIColor clearColor];
self.rectColor = kDefaultRectColor;
self.strokeWidth = kDefaultStrokeWidth;
self.cornerRadius = kDefaultCornerRadius;
self.contentMode = UIViewContentModeRedraw;
self.clearsContextBeforeDrawing = NO;
}
return self;
}
- (void)setBackgroundColor:(UIColor *)newBGColor
{
// Ignore attempt to set backgroundColor
}
- (void)setOpaque:(BOOL)newIsOpaque
{
// Ignore attempt to set opaque to YES.
}
- (void)drawRect:(CGRect)rect {
BOOL areEnabled = [UIView areAnimationsEnabled];
// with or without setAnimationsEnabled:NO gives me the same result
[UIView setAnimationsEnabled:NO];
// with or without beginAnimations and commitAnimations gives me the same result
[UIView beginAnimations:#"test" context:nil];
[UIView setAnimationRepeatCount:1];
// [UIView setAnimationBeginsFromCurrentState:YES];
// With or without setAnimationDelay gives me the same result
//[UIView setAnimationDelay:0.0f];
// With or without setAnimationDuration gives me the same result
// passing 0.0f the same
//[UIView setAnimationDuration:0.1f];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginPath(context);
CGContextSetLineWidth(context, strokeWidth);
CGContextSetStrokeColorWithColor(context, self.strokeColor.CGColor);
CGContextSetFillColorWithColor(context, self.rectColor.CGColor);
CGRect rrect = self.bounds;
CGFloat radius = cornerRadius;
CGFloat width = CGRectGetWidth(rrect);
CGFloat height = CGRectGetHeight(rrect);
// Make sure corner radius isn't larger than half the shorter side
if (radius > width/2.0)
radius = width/2.0;
if (radius > height/2.0)
radius = height/2.0;
CGFloat minx = CGRectGetMinX(rrect);
CGFloat midx = CGRectGetMidX(rrect);
CGFloat maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect);
CGFloat midy = CGRectGetMidY(rrect);
CGFloat maxy = CGRectGetMaxY(rrect);
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
CGContextClip(context);
[UIView commitAnimations];
[UIView setAnimationsEnabled:areEnabled];
// I am stacked...
}
Here's how I've done it in a Cocoa Touch application that I've been working on:
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
// Change opacity (or whatever) here.
[CATransaction commit];
Not sure if this is the best way to do it (or if it'll even work outside the iPhone environment), as I'm a bit of a Cocoa novice myself. Could be worth a try, though.
Using UIView animations from within drawRect is pointless. Also, it's not possible to disable animations by overwriting UIView properties since CoreAnimation animates layer—not view—properties. If the alpha fades when using one of you views, the problem is not in your classe's implementation, but from where it is called. Some surrounding code did [UIView beginAnimations] before setting your view's or superview's alpha.
Do disable all animations, you can use the method proposed by David.
As of 3.0, you can have any view round corners easily:
1) Set clipsToBounds to YES.
2) set view.layer.cornerRadius to some value (5.0 is pretty good, but you can play with values). This also requires you to #import <QuartzCore/QuartzCore.h> in the file where you are setting this property.
All done!
If you are using IB to define views, you can set the subview clipping in IB but you can't modify the layer properties, so you'll have to add that part in viewDidLoad or somewhere similar.
I am attempting to implement a custom view. This view should display an image surrounded by a gray, rounded rect border. I can get the image to display fine, as well as the border, however, since the border has rounded corners, I need a way to clear those corners such that they correctly display whatever is behind the view. How can I accomplish this?
It seems like I might be able to use CGContextClearRect, but then wouldn't I have to call this multiple times, reconstructing the area outside of my rounded corner? That sounds overly complicated.
Is there a better way to create this view?
Here is my current code:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw the image. This will completely fill the current rect.
[image drawInRect:self.bounds];
// Ensure we draw completely within our bounds instead of straddling it.
CGRect rrect = self.bounds;
rrect.size.height = rrect.size.height - 1.0;
rrect.size.width = rrect.size.width - 1.0;
rrect.origin.x = rrect.origin.x + (1.0 / 2);
rrect.origin.y = rrect.origin.y + (1.0 / 2);
CGFloat radius = 5.0;
CGFloat minx = CGRectGetMinX(rrect);
CGFloat midx = CGRectGetMidX(rrect);
CGFloat maxx = CGRectGetMaxX(rrect);
CGFloat miny = CGRectGetMinY(rrect);
CGFloat midy = CGRectGetMidY(rrect);
CGFloat maxy = CGRectGetMaxY(rrect);
// Draw the rounded rect border.
CGContextSetRGBStrokeColor(context, 0.6, 0.6, 0.6, 1.0);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.0);
CGContextSetLineWidth(context, 1.0);
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, radius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);
}
Add the rounded-rect path to the clipping path before drawing the image.
Last week I was trying to do something similar.
With your question, the answer and other Q&A I created an example with a solution.
https://github.com/GabrielMassana/TransparentRoudRectButton