Gradient fill in CAGradientLayer - objective-c

I need to fill CAGradientLayer with radial fill to attain an out put like the above
Here is my code which I have tried
CAGradientLayer *gradientLayer = [CAGradientLayer layer];
gradientLayer.frame = self.bounds;
gradientLayer.colors = #[(id)[UIColor blueColor].CGColor, (id)[UIColor greenColor].CGColor];
// gradientLayer.type = kCAGradientLayerRadial;
By this code i get the below out put
If any solution available please do answer
Thanks in advance

This may be close to what you want. It's a custom IB_DESIGNABLE view, so you can see it in IB / Storyboard.
SanjayView.h
//
// SanjayView.h
//
// Created by Don Mag on 1/21/20.
//
#import <UIKit/UIKit.h>
NS_ASSUME_NONNULL_BEGIN
IB_DESIGNABLE
#interface SanjayView : UIView
#end
NS_ASSUME_NONNULL_END
SanjayView.m
//
// SanjayView.m
//
// Created by Don Mag on 1/21/20.
//
#import "SanjayView.h"
#interface SanjayView ()
#property (strong, nonatomic) CAGradientLayer *gLayer;
#end
#implementation SanjayView
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
[self commonInit];
}
return self;
}
- (void)prepareForInterfaceBuilder
{
[super prepareForInterfaceBuilder];
[self commonInit];
}
- (void)commonInit {
self.backgroundColor = [UIColor clearColor];
if (!_gLayer) {
_gLayer = [CAGradientLayer new];
[self.layer addSublayer:_gLayer];
}
_gLayer.type = kCAGradientLayerRadial;
_gLayer.startPoint = CGPointMake(0.5, 0.5);
_gLayer.endPoint = CGPointMake(1.0, 1.0);
_gLayer.colors = #[
(id)[UIColor whiteColor].CGColor,
(id)[UIColor blueColor].CGColor,
(id)[UIColor colorWithRed:0.0 green:0.5 blue:0.0 alpha:1.0].CGColor,
(id)[UIColor greenColor].CGColor,
(id)[UIColor clearColor].CGColor,
];
_gLayer.locations = #[
[NSNumber numberWithFloat:0.7],
[NSNumber numberWithFloat:0.72],
[NSNumber numberWithFloat:0.75],
[NSNumber numberWithFloat:0.9],
[NSNumber numberWithFloat:0.95],
];
}
- (void)layoutSubviews {
[super layoutSubviews];
_gLayer.frame = self.bounds;
}
#end
Result in IB:
Note: the light-blue color you see is the viewController view's background. The actual SanjayView has a clear background.
Play around with the colors and locations until you get your desired result.

Related

getting into the loop when doing progress view, ios

I am creating progress view by using CALayer by following
Header class
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface ProgressBar : UIView
#property (strong, nonatomic) CALayer *subLayer;
#property (nonatomic) CGFloat progress;
#end
Implementation class
#implementation ProgressBar
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.progress = 0;
self.backgroundColor = [UIColor whiteColor];
self.subLayer = [CALayer layer];
self.subLayer.frame = self.bounds;
self.subLayer.backgroundColor = [UIColor orangeColor].CGColor;
[self.layer addSublayer:self.subLayer];
}
return self;
}
- (void)setProgress:(CGFloat)value {
NSLog(#"what is going on here");
if (self.progress != value) {
self.progress = value;
[self setNeedsLayout];
}
}
- (void)layoutSubviews {
CGRect rect = [self.subLayer frame];
rect.size.width = CGRectGetWidth([self bounds]) * self.progress;
[self.subLayer setFrame:rect];
}
In my viewcontroller, I am doing
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.pBar = [[ProgressBar alloc] initWithFrame:CGRectMake(0, 50, 320, 10)];
[self.view addSubview:self.pBar];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)click:(id)sender {
[self.pBar setProgress:.8];
}
When (IBAction)click is fired, I am getting into the infinitive loop like the picture below
Does anyone know what I am getting into this loop. Please advice me on this issue. Thanks
The problem is that your setProgress: method calls the setProgress: method - recursion.
- (void)setProgress:(CGFloat)value {
NSLog(#"what is going on here");
if (self.progress != value) {
self.progress = value; // <-- This calls [self setProgress:value]
[self setNeedsLayout];
}
}
Change the bad line to:
_progress = value;
Setting the ivar directly is always required when you implement the setter method of a property.

transitionWithView gets called repeatedly after ViewController is dismissed

This is in a ModalViewController using StoryBoard and ARC
When I dismiss the view I see this line...
NSLog(#"%d %#",[imgArray count],fileName); ... being printed over and over again.
How do I kill the functions transitionWithView/animateWithDuration when the view is dismissed?
Missing something quite crucial!
.h
#import <UIKit/UIKit.h>
#interface InfoVC : UIViewController
#property (weak, nonatomic) IBOutlet UIImageView *imageview;
#property (weak, nonatomic) IBOutlet UIScrollView *scrollview;
#end
.m
#import "InfoVC.h"
#import <QuartzCore/QuartzCore.h>
#interface InfoVC ()
#end
#implementation InfoVC {
int randomInt;
NSArray *imgs;
NSMutableArray *imgArray;
NSTimer *myTimer;
NSTimer *myTimer2;
NSString *currentImg;
}
- (void)viewDidLoad
{
[super viewDidLoad];
imgs = [NSArray arrayWithObjects:
#"01.jpg",
#"02.jpg",
#"03.jpg",
nil];
imgArray = [imgs mutableCopy];
[self initialImage];
}
- (void)initialImage
{
_imageview.contentMode = UIViewContentModeLeft;
int rnd = [imgArray count];
randomInt = (arc4random()%rnd);
currentImg = [imgArray objectAtIndex:randomInt];
UIImage *image = [UIImage imageNamed:currentImg];
[_imageview setImage:image];
_imageview.bounds = CGRectMake(0, 0, image.size.width, image.size.height);
_scrollview.contentSize = image.size;
_scrollview.contentOffset = CGPointMake(-150.0, 0.0);
[imgArray removeObjectAtIndex: randomInt];
[self animate];
}
- (void)randomImage
{
if ([imgArray count]==0) {
imgArray = [imgs mutableCopy];
}
int rnd = [imgArray count];
randomInt = (arc4random()%rnd);
NSString *fileName = [imgArray objectAtIndex:randomInt];
NSLog(#"%d %#",[imgArray count],fileName);
[imgArray removeObjectAtIndex: randomInt];
UIImage * toImage = [UIImage imageNamed:fileName];
void (^completion)(void) = ^{
[self animate];
};
[UIView transitionWithView:self.view
duration:1.75f
options:UIViewAnimationOptionTransitionCrossDissolve | UIViewAnimationOptionAllowUserInteraction
animations:^
{
_imageview.image = toImage;
}
completion:^(BOOL finished)
{
completion();
}
];
}
- (void)animate{
CGPoint offset = _scrollview.contentOffset;
float flt = 150.0;
if (_scrollview.contentOffset.x == flt)
{
offset.x = 0.0 ;
}
else
{
offset.x = flt ;
}
void (^completion2)(void) = ^{
[self randomImage];
};
[UIView animateWithDuration:5.0 delay:0 options:UIViewAnimationOptionAllowUserInteraction | UIViewAnimationCurveEaseIn
animations:^{
_scrollview.contentOffset = offset;
}completion:^(BOOL completed){
completion2();
}
];
}
- (void)viewDidUnload
{
[super viewDidUnload];
[_scrollview.layer removeAllAnimations];
[_imageview.layer removeAllAnimations];
}
- (IBAction)dismissInfo:(id)sender
{
[_scrollview.layer removeAllAnimations];
[_imageview.layer removeAllAnimations];
[self dismissModalViewControllerAnimated:YES];
}
I tried using a gazillion things retro fitting transitionWithView with CABasicAnimation, using NSTimer etc.
In the end I just did:
[_imageview removeFromSuperview];
when dismissing the view and all was great.
But from other posts on here it appears there is a bug hen when applying an alpha transition to a UIScrollview - the reference to the view is lost when it's transparent.

Cocoa Idiomatic First Responder and Keyboard Event Handling Design

I've been reading the Cocoa Event Handling Guide to understand how to handle keyboard events for my application. However, I'm not quite sure if the solution I've found is the idiomatic way to approach this problem or even the best.
I have a view called CustomView and controller called CustomViewController that contains a NSTextView (within a NSScrollView) and a NSTextField. Basically a chat window.
What I would like is that even if the NSTextField is not selected, and the user starts typing, the NSTextField should be made the first responder and the text the user types should be appended to the NSTextField.
I've come up with a solution (below) where my RootWindowController captures keyDown events, makes the NSTextField the first responder, gets the field editor, and appends the text.
Is this the idiomatic approach Cocoa developers take or is their a simpler way that I am missing? Code is below. Thanks.
RootWindowController.m
#import "RootWindowController.h"
#implementation RootWindowController
- (id)initWithWindow:(NSWindow *)window
{
self = [super initWithWindow:window];
if (self) {
self.customViewController = [[CustomViewController alloc] init];
NSView *contentView = self.window.contentView;
CGFloat viewWidth = contentView.frame.size.width;
CGFloat viewHeight = contentView.frame.size.height;
self.customViewController.customView.textField.frame =
NSMakeRect(0, 0, viewWidth, 50);
self.customViewController.customView.scrollView.frame =
NSMakeRect(0, 51, viewWidth, viewHeight - 50);
self.customViewController.customView.textView.frame =
NSMakeRect(0, 51, viewWidth, viewHeight - 50);
self.window.contentView = self.customViewController.customView;
}
return self;
}
- (void)keyDown:(NSEvent *)theEvent
{
[self.window
makeFirstResponder:self.customViewController.customView.textField];
NSString *characters = theEvent.characters;
NSText *fieldEditor = [self.window fieldEditor:YES
forObject:self.customViewController.customView.textField];
[fieldEditor setString:
[NSString stringWithFormat:#"%#%#", fieldEditor.string, characters]];
[fieldEditor setSelectedRange:NSMakeRange(fieldEditor.string.length, 0)];
[fieldEditor setNeedsDisplay:YES];
}
#end
CustomViewController.m
#import "CustomViewController.h"
#implementation CustomViewController
- (id)init
{
self = [super init];
if (self) {
self.customView = [[CustomView alloc] initWithFrame:NSZeroRect];
[self.customView setAutoresizesSubviews:YES];
self.view = self.customView;
}
return self;
}
#end
CustomView.m
#import "CustomView.h"
#implementation CustomView
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.scrollView = [[NSScrollView alloc] initWithFrame:NSZeroRect];
self.textView = [[NSTextView alloc] initWithFrame:NSZeroRect];
self.textField = [[NSTextField alloc] initWithFrame:NSZeroRect];
[self.textView setAutoresizesSubviews:YES];
[self.scrollView setDocumentView:self.textView];
[self.scrollView setHasVerticalScroller:YES];
[self.scrollView setAutoresizesSubviews:YES];
[self.textField setStringValue:#"Placeholder Text"];
[self addSubview:self.scrollView];
[self addSubview:self.textField];
[self.textView setNeedsDisplay:YES];
}
return self;
}
- (BOOL)acceptsFirstResponder
{
return YES;
}
#end

UITextField shadow does not display when editing

I want to draw the text in an UITextField with a shadow. In order to do this, I have subclassed UITextField, and implemented the drawTextInRect: method as follows:
- (void)drawTextInRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
// Create shadow color
float colorValues[] = {0.21875, 0.21875, 0.21875, 1.0};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGColorRef shadowColor = CGColorCreate(colorSpace, colorValues);
CGColorSpaceRelease(colorSpace);
// Create shadow
CGSize shadowOffset = CGSizeMake(2, 2);
CGContextSetShadowWithColor(context, shadowOffset, 0, shadowColor);
CGColorRelease(shadowColor);
// Render text
[super drawTextInRect:rect];
}
This works great for when the text field is not editing, but as soon as editing begins, the shadow disappears. Is there anything I am missing?
Here is the code for following component
#interface AZTextField ()
- (void)privateInitialization;
#end
#implementation AZTextField
static CGFloat const kAZTextFieldCornerRadius = 3.0;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (!self) return nil;
[self privateInitialization];
return self;
}
// In case you decided to use it in a nib
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (!self) return nil;
[self privateInitialization];
return self;
}
- (void)privateInitialization
{
self.borderStyle = UITextBorderStyleNone;
self.layer.masksToBounds = NO;
self.layer.shadowColor = [UIColor blackColor].CGColor;
self.layer.shadowOffset = CGSizeMake(0.0f, 5.0f);
self.layer.shadowOpacity = 0.5f;
self.layer.backgroundColor = [UIColor whiteColor].CGColor;
self.layer.cornerRadius = 4;
// This code is better to be called whenever size of the textfield changed,
// so if you plan to do that you can add an observer for bounds property
UIBezierPath *shadowPath = [UIBezierPath bezierPathWithRoundedRect:self.bounds cornerRadius:kAZTextFieldCornerRadius];
self.layer.shadowPath = shadowPath.CGPath;
}
#end
Couple of things to consider:
You want to set borderStyle to none, otherwise you'll end up with
UIKit putting subviews into your textfield
Depending on the Xcode
version you might want to link QuartzCore and to #import
<QuartzCore/QuartzCore.h>
For more complex appearance you can still
use shadow properties of the layer and move the drawing code itself
into the drawRect: method, but jake_hetfield was right if you
override drawRect you don't want to call super, especially in the end
of the method
As for the text drawing (you can see that it sticks to
close to the component borders), you have a separate
drawTextInRect: and drawPlaceholderInRect: method that draws the
text and placeholder respectively
You can use UIColor method for
colors and call CGColor property, it makes code more readable and
easier to maintain
Hope that helps!
Inspired by #jake_hetfield answer I created a custom UITextField that uses an internal label to do the drawing, check it out:
ShadowTextField .h file
#import <UIKit/UIKit.h>
#interface ShadowTextField : UITextField
// properties to change the shadow color & offset
#property (nonatomic, retain) UIColor *textShadowColor;
#property (nonatomic) CGSize textShadowOffset;
- (id)initWithFrame:(CGRect)frame
font:(UIFont *)font
textColor:(UIColor *)textColor
shadowColor:(UIColor *)shadowColor
shadowOffset:(CGSize)shadowOffset;
#end
ShadowTextField .m file
#import "ShadowTextField.h"
#interface ShadowTextField ()
#property (nonatomic, retain) UILabel *internalLabel;
#end
#implementation ShadowTextField
#synthesize internalLabel = _internalLabel;
#synthesize textShadowColor = _textShadowColor;
#synthesize textShadowOffset = _textShadowOffset;
- (id)initWithFrame:(CGRect)frame
font:(UIFont *)font
textColor:(UIColor *)textColor
shadowColor:(UIColor *)shadowColor
shadowOffset:(CGSize)shadowOffset
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
// register to my own text changes notification, so I can update the internal label
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(handleUITextFieldTextDidChangeNotification)
name:UITextFieldTextDidChangeNotification
object:nil];
self.font = font;
self.textColor = textColor;
self.textShadowColor = shadowColor;
self.textShadowOffset = shadowOffset;
}
return self;
}
// when the user enter text we update the internal label
- (void)handleUITextFieldTextDidChangeNotification
{
self.internalLabel.text = self.text;
[self.internalLabel sizeToFit];
}
// init the internal label when first needed
- (UILabel *)internalLabel
{
if (!_internalLabel) {
_internalLabel = [[UILabel alloc] initWithFrame:self.bounds];
[self addSubview:_internalLabel];
_internalLabel.font = self.font;
_internalLabel.backgroundColor = [UIColor clearColor];
}
return _internalLabel;
}
// override this method to update the internal label color
// and to set the original label to clear so we wont get two labels
- (void)setTextColor:(UIColor *)textColor
{
[super setTextColor:[UIColor clearColor]];
self.internalLabel.textColor = textColor;
}
// override this method to update the internal label text
- (void)setText:(NSString *)text
{
[super setText:text];
self.internalLabel.text = self.text;
[self.internalLabel sizeToFit];
}
- (void)setTextShadowColor:(UIColor *)textShadowColor
{
self.internalLabel.shadowColor = textShadowColor;
}
- (void)setTextShadowOffset:(CGSize)textShadowOffset
{
self.internalLabel.shadowOffset = textShadowOffset;
}
- (void)drawTextInRect:(CGRect)rect {
// don't draw anything
// we have the internal label for that...
}
- (void)dealloc {
[_internalLabel release];
[_textShadowColor release];
[super dealloc];
}
#end
Here is how you use it in your view controller
- (void)viewDidLoad
{
[super viewDidLoad];
ShadowTextField *textField = [[ShadowTextField alloc] initWithFrame:CGRectMake(0, 0, 320, 30)
font:[UIFont systemFontOfSize:22.0]
textColor:[UIColor whiteColor]
shadowColor:[UIColor redColor]
shadowOffset:CGSizeMake(0, 1) ] ;
textField.text = #"This is some text";
textField.backgroundColor = [UIColor blackColor];
[self.view addSubview:textField];
}
You could try to do the drawing of the label yourself. Remove
[super drawTextInRect:rect]
And instead draw your own label. I haven't tried this but it could look something like this:
// Declare a label as a member in your class in the .h file and a property for it:
UILabel *textFieldLabel;
#property (nonatomic, retain) UILabel *textFieldLabel;
// Draw the label
- (void)drawTextInRect:(CGRect)rect {
if (self.textFieldLabel == nil) {
self.textFieldLabel = [[[UILabel alloc] initWithFrame:rect] autorelease];
[self.view addSubview:myLabel];
}
self.textFieldLabel.frame = rect;
self.textFieldLabel.text = self.text;
/** Set the style you wish for your label here **/
self.textFieldLabel.shadowColor = [UIColor grayColor];
self.textFieldLabel.shadowOffset = CGSizeMake(2,2);
self.textFieldLabel.textColor = [UIColor blueColor];
// Do not call [super drawTextInRect:myLabel] method if drawing your own text
}
Stop calling super and render the text yourself.
Have your tried with the standard shadow properties of the CALayer? it usually is enough and it is lot simpler. Try something like this with a regular UITextField:
self.inputContainer.layer.shadowColor=[UIColor blackColor].CGColor;
self.inputContainer.layer.shadowRadius=8.0f;
self.inputContainer.layer.cornerRadius=8.0f;
self.inputContainer.layer.shadowOffset=CGSizeMake(0, 4);
You need to import QuartzCore first of course!
#import <QuartzCore/QuartzCore.h>

UITextField Example in Cocos2d

Can anyone please suggest some links for using UITextField in cocos2d.
I want to press on label, then the UITextField should get selected and I need to edit on that UITextField.
I'm doing this in a current project to allow for entering the number of the level to start playing at, so that's why my variables and methods are named the way they are; you should probably adjust these to make sense for you.
In your app controller, define this as an instance variable:
UITextField *levelEntryTextField;
Create it inside applicationDidFinishLaunching:
levelEntryTextField = [[UITextField alloc] initWithFrame:
CGRectMake(60, 165, 200, 90)];
[levelEntryTextField setDelegate:self];
Define a method to activate the text field. You should also declare it in the header file for your app controller.
- (void)specifyStartLevel
{
[levelEntryTextField setText:#""];
[window addSubview:levelEntryTextField];
[levelEntryTextField becomeFirstResponder];
}
This will make pressing "return" on the keypad end editing
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
//Terminate editing
[textField resignFirstResponder];
return YES;
}
This is triggered when the editing is actually done.
- (void)textFieldDidEndEditing:(UITextField*)textField {
if (textField==levelEntryTextField) {
[levelEntryTextField endEditing:YES];
[levelEntryTextField removeFromSuperview];
// here is where you should do something with the data they entered
NSString *result = levelEntryTextField.text;
}
}
Now to actually set things in motion, you put this somewhere. I call this from within one of my Scene classes, in response to a user action:
[[[UIApplication sharedApplication] delegate] specifyStartLevel];
I took the example that Jack provided and actually created a working project, this was done using the Cocos2D 0.7.1 XCode Template, and then just editting the *AppDelegate.m/.h files, which are provided below in there entirety. I also modified some of what Jack said, because I feel that creating the UITextField in the appDidFinishLoading would utilize a bit too much memory, especially if the text field is not used all the time ... this solution creates the text field only when it is needed, the sample draws an empty Cocos2D Layer scene, and on screen touch, it displays the text field for you to start entering text into. It will spit out the result of what you entered to the Console - you can pass this to whatever is necessary in your own code.
the .h
#import <UIKit/UIKit.h>
#import "cocos2d.h"
#interface MYSCENE : Layer <UITextFieldDelegate>
{
UITextField *myText;
}
-(void)specificStartLevel;
#end
#interface textFieldTestAppDelegate : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate, UIApplicationDelegate>
{
UIWindow *window;
}
#end
and then the .m
#import "textFieldTestAppDelegate.h"
#implementation MYSCENE
-(id) init
{
self = [super init];
isTouchEnabled = YES;
return self;
}
-(BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self specifyStartLevel];
return kEventHandled;
}
-(void)specifyStartLevel {
myText = [[UITextField alloc] initWithFrame:CGRectMake(60, 165, 200, 90)];
[myText setDelegate:self];
[myText setText:#""];
[myText setTextColor: [UIColor colorWithRed:255 green:255 blue:255 alpha:1.0]];
[[[[Director sharedDirector] openGLView] window] addSubview:myText];
[myText becomeFirstResponder];
}
-(BOOL)textFieldShouldReturn:(UITextField *)textField {
[myText resignFirstResponder];
return YES;
}
-(void)textFieldDidEndEditing: (UITextField *)textField {
if(textField == myText) {
[myText endEditing:YES];
[myText removeFromSuperview];
NSString *result = myText.text;
NSLog([NSString stringWithFormat:#"entered: %#", result]);
} else {
NSLog(#"textField did not match myText");
}
}
-(void) dealloc
{
[super dealloc];
}
#end
#implementation textFieldTestAppDelegate
- (void)applicationDidFinishLaunching:(UIApplication *)application
{
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[window setUserInteractionEnabled:YES];
[[Director sharedDirector] setDisplayFPS:YES];
[[Director sharedDirector] attachInWindow:window];
Scene *scene = [Scene node];
[scene addChild: [MYSCENE node]];
[window makeKeyAndVisible];
[[Director sharedDirector] runWithScene: scene];
}
-(void)dealloc
{
[super dealloc];
}
-(void) applicationWillResignActive:(UIApplication *)application
{
[[Director sharedDirector] pause];
}
-(void) applicationDidBecomeActive:(UIApplication *)application
{
[[Director sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[TextureMgr sharedTextureMgr] removeAllTextures];
}
#end
To add Text field in cocos2d as below code
first of all you add view in Scene and afetr add textfield add in view thats very easy.
-(id) init
{
if( (self=[super init]) )
{
// add view in scene
UIView *view = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 320, 568)];
view.backgroundColor = [UIColor redColor];
// add textfield in view
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(10, 140, 300, 30)];
textField.borderStyle = UITextBorderStyleRoundedRect;
textField.font = [UIFont systemFontOfSize:15];
textField.placeholder = #"enter text";
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDone;
textField.clearButtonMode = UITextFieldViewModeWhileEditing;
textField.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField.delegate = self;
[view addSubview:textField];
// add view in scene
[[[CCDirector sharedDirector] view] addSubview:view];
}
return self;
}
you can also use CCTextfield in cocos2d best example is https://github.com/iNinja/CCTextField
Try the following CCNode subclass, CCMenuItemTextField, to use text fields in cocos2d.
The class is directly subclassed from CCMenuItemSprite. When tapped, the "selected" method is called and a UITextField is added to the main window. After editing is done, "unselected" method is called and the UITextField is removed from screen. User's input is saved to a CCLabelTTF node, which position itself exactly as the original UITextField.
CCMenuItemTextField.h
#interface CCMenuItemTextField : CCMenuItemSprite<UITextFieldDelegate> {
UITextField *textField_;
CCLabelTTF *label_;
CGFloat paddingLeft_;
}
#property (readonly, nonatomic) UITextField *textField;
#property (readonly, nonatomic) CCLabelTTF *label;
#property (assign, nonatomic) CGFloat paddingLeft;
- (void)selected;
- (void)unselected;
- (void)setFontSize:(CGFloat)size;
- (NSString*)text;
- (void)setText:(NSString*)text;
#end
CCMenuItemTextField.m
#import "CCMenuItemTextField.h"
#implementation CCMenuItemTextField
#synthesize
textField = textField_,
label = label_,
paddingLeft = paddingLeft_;
- (id)init
{
CCSprite *normalSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *selectedSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *disabledSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
return [self initWithNormalSprite:normalSprite selectedSprite:selectedSprite disabledSprite:disabledSprite];
}
- (id)initWithNormalSprite:(CCNode<CCRGBAProtocol> *)normalSprite
selectedSprite:(CCNode<CCRGBAProtocol> *)selectedSprite
disabledSprite:(CCNode<CCRGBAProtocol> *)disabledSprite
{
self = [super initWithNormalSprite:normalSprite
selectedSprite:selectedSprite
disabledSprite:disabledSprite
target:self
selector:#selector(selected)];
if (self) {
paddingLeft_ = 3.0;
textField_ = [[UITextField alloc] init];
[textField_ setTextColor:[UIColor blackColor]];
[textField_ setFont:[UIFont systemFontOfSize:18]];
label_ = [[CCLabelTTF node] retain];
[label_ setAnchorPoint:ccp(0,0.5)];
[label_ setFontSize:18];
[label_ setVisible:NO];
[label_ setColor:ccBLACK];
[self addChild:label_];
}
return self;
}
- (void)dealloc
{
[label_ release];
[textField_ release];
[super dealloc];
}
// --------------------------------
// Public
// --------------------------------
- (void)selected
{
[super selected];
[label_ setVisible:NO];
CGAffineTransform transform = [self nodeToWorldTransform];
float textFieldHeight = textField_.font.lineHeight;
float width = self.contentSize.width;
float height = self.contentSize.height;
float left = transform.tx + paddingLeft_;
float top = 480 - transform.ty - height + (height - textFieldHeight) / 2;
[textField_ setFrame:CGRectMake(left, top, width, height)];
[[[[CCDirector sharedDirector] view] window] addSubview:textField_];
[textField_ becomeFirstResponder];
[textField_ setDelegate:self];
}
- (void)unselected
{
[super unselected];
[label_ setVisible:YES];
[label_ setPosition:ccp(paddingLeft_, self.contentSize.height/2)];
NSString *text = textField_.text ? textField_.text : #"";
[label_ setString:text];
[textField_ resignFirstResponder];
[textField_ removeFromSuperview];
}
- (NSString*)text
{
return [label_ string];
}
- (void)setText:(NSString*)text
{
[label_ setString:text];
[textField_ setText:text];
}
// --------------------------------
// UITextFieldDelegate
// --------------------------------
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
[self unselected];
return YES;
}
- (void)textFieldDidEndEditing:(UITextField*)textField {
[self unselected];
}
- (void)setFontSize:(CGFloat)size
{
[label_ setFontSize:size];
[textField_ setFont:[UIFont systemFontOfSize:size]];
}
// --------------------------------
// CCNode
// --------------------------------
- (void)onExitTransitionDidStart
{
[super onExitTransitionDidStart];
[self unselected];
}
#end