custom UIView using objective-c - objective-c

I want to write a custom UIView that does the following:
It takes an image and adds it to a view.
It has a method to flip that image.
I want to pass this Custom UIView to the iCarousel class:
https://github.com/nicklockwood/iCarousel
How can I create a custom UIView using Objective C and Cocoa?
I started by doing the following:
CItem.h
#import <UIKit/UIKit.h>
#interface CItem : UIView
{
UIImageView *box;
}
#property (nonatomic, retain) UIImageView * box;
#end
CItem.m
#import "CItem.h"
#implementation CItem
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (void)drawRect:(CGRect)rect {
// Drawing code
box = [[UIImageView alloc] initWithFrame:CGRectMake(0,0, 240, 240)];
[box setImage:[UIImage imageNamed:# "cleaning.png"]];
[self addSubview:box];
}
#end

You should not add your addSubview: in drawRect:. See this method's disscussion:
Discussion
The default implementation of this method does nothing.
Subclasses that use native drawing technologies (such as Core Graphics
and UIKit) to draw their view’s content should override this method
and implement their drawing code there. You do not need to override
this method if your view sets its content in other ways. For example,
you do not need to override this method if your view just displays a
background color or if your view sets its content directly using the
underlying layer object. Similarly, you should not override this
method if your view uses OpenGL ES to do its drawing.
If you don't use a xib file for your CItem you can add your code to initWithFrame:.
//CItem.h
#import <UIKit/UIKit.h>
#interface CItem : UIView
- (void)flip;
#end
// CItem.m
#import "CItem.h"
#interface CItem()
#property (assign, nonatomic) BOOL displayingPrimary;
#property (strong, nonatomic) UIImageView *primaryView;
#property (strong, nonatomic) UIImageView *secondaryView;
#end
#implementation CItem
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
_primaryView = [[UIImageView alloc] initWithFrame:frame];
[_primaryView setImage:[UIImage imageNamed:# "cleaning.jpg"]];
[self addSubview:_primaryView];
_secondaryView = [[UIImageView alloc] initWithFrame:frame];
[_secondaryView setImage:[UIImage imageNamed:# "adding.jpg"]];
[self addSubview:_secondaryView];
}
return self;
}
- (void)flip
{
[UIView transitionFromView:(self.displayingPrimary ? self.primaryView : self.secondaryView)
toView:(self.displayingPrimary ? self.secondaryView : self.primaryView)
duration:1.0
options:(self.displayingPrimary ? UIViewAnimationOptionTransitionFlipFromRight :
UIViewAnimationOptionTransitionFlipFromLeft) | UIViewAnimationOptionShowHideTransitionViews
completion:^(BOOL finished) {
if (finished) {
self.displayingPrimary = !self.displayingPrimary;
}
}];
}
#end
Then you can use CItem like this:
CItem *subView = [[CItem alloc] initWithFrame:CGRectMake(0, 0, 320, 400)];
[self.view addSubview:subView];

You should only implement drawRect if you intend to do custom drawing. If you want to use subviews you can just move your code into the initWithFrame:
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
box = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 240.0f, 240.0f)];
[box setImage:[UIImage imageNamed:#"cleaning"]];
[self addSubview:box];
}
return self;
}
You can safely remove the drawRect method. Not sure what you mean by "flipping" the image, but you should be able to manipulate the imageView object using the "box" property of your custom class.

Related

How to set values of subclassed UIView properties when loading subclass from a xib

I have a subclassed UIView called BannerHeaderView, and designed the way I want it layed out in an xib. I have set the xib class to BannerHeaderView. I have a UILabel and a UIImageView which I have connected in IB.
The problem is that when I go to set the values of these subViews after initialising my BannerHeaderView in a ViewController, the label and image view are null. I have tried setting them in init also.
Code for BannerHeaderView.h:
#interface BannerHeaderView : UIView
#property (strong, nonatomic) IBOutlet UIImageView *bannerImage;
#property (strong, nonatomic) IBOutlet UILabel *headerLabel;
-(void)setTitle:(NSString *)title;
-(void)setImageFile:(PFFile *)imageFile;
#end
Code for BannerHeaderView.m:
#implementation BannerHeaderView
#synthesize headerLabel, bannerImage;
-(id)init{
self = [super init];
if (self) {
[self customInit];
}
return self;
}
-(id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if (self) {
[self customInit];
}
return self;
}
-(void)customInit{
UIView *contentView = [[[NSBundle mainBundle] loadNibNamed:#"BannerHeaderView"
owner:self
options:nil] objectAtIndex:0];
[self addSubview:contentView];
contentView.frame = self.bounds;
}
-(void)setTitle:(NSString *)title{
NSLog(#"HEADER = %#", headerLabel);
headerLabel.text = title;
}
And I am creating the BannerHeaderImage in my ViewController like so:
bannerHeader = [[BannerHeaderView alloc]initWithFrame:CGRectMake(0, 0, screenWidth, bannerHeight + segmentedHeaderHeight)];
[bannerHeader setTitle:#"I AM THE NEW TITLE"];
The log tells me that the headerLabel is null.
Questions:
How do I set the values of these subviews?
Should I just design the layout of this programatically?
Thanks for your time.
P.S. I have spent hours researching this and I can't find a solution. I did find similar questions on SO but none with suitable answers to enable me to solve my problem...
Please set the class BannerHeaderView to File's Owner like this

can not show view on top of status bar, uiwindow, objective C

I am trying to put an overlay on top of status bar by doing the following :
ViewController implementation
- (IBAction)addViewOnTop:(id)sender {
StatusBarOverlayWindow *overlay = [[ACStatusBarOverlayWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 20)];
overlay.hidden = NO;
[overlay makeKeyAndVisible];
}
StatusBarOverlayWindow header file
#import <UIKit/UIKit.h>
#interface StatusBarOverlayWindow : UIWindow {
}
#end
StatusBarOverLayWindow implementation
#implementation StatusBarOverlayWindow
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// Place the window on the correct level and position
self.windowLevel = UIWindowLevelStatusBar + 1;
self.frame = frame;
self.backgroundColor = [UIColor orangeColor];
}
return self;
}
#end
When I click a button, nothing happens at all.
Does anyone have any thoughts about this issue. Please guide, thanks
Try keeping a strong reference to the StatusBarOverlayWindow, without that the variable will go out of scope after the addViewOnTop: method is complete. A property will work well here.
Example:
#interface ViewController : UIViewController
#property (nonatomic, strong) StatusBarOverlayWindow *overlayWindow;
#end
Then in your method:
- (IBAction)addViewOnTop:(id)sender {
self.overlayWindow = [[ACStatusBarOverlayWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 20)];
overlay.hidden = NO;
[overlay makeKeyAndVisible];
}

Trying to fix subview flipping and now subview buttons no longer work?

I have a view which includes two subviews. I had it working so that only one subview was shown at a time and each subview had a button and when the button was clicked the subview would flip over and the next subview would appear. The problem was that it appeared as though the entire view was flipping. After reading on this site about how to solve the problem I attempted to add the subviews to a container and flip that instead. However now, although my first subview is showing up when I press the button it no longer flip. It doesn't do anything. I put a log statement in the method which flips the subviews, as well as a breakpoint and as far as I can tell it no longer gets called. I'm very new to xcode and objective c and delegates and I have no idea how to proceed. Any help would be appreciated. Thanks.
I have included the relevant code here:
The header for the ViewController
#interface ExerciseViewController : UIViewController<ExerciseSubViewDelegate>
//stuff for subviews
#property (nonatomic, strong) ExerciseSubViewImage *subViewImage;
#property (nonatomic, strong) ExerciseSubViewText *subViewText;
#property UIView *panel;
#end
This is the code for the ViewController:
#interface ExerciseViewController ()
#end
#implementation ExerciseViewController
#synthesize subViewImage, subViewText;
- (void)viewDidLoad
{
self.subViewImage.delegate = self;
_panel = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.view.bounds.size.width, self.view.bounds.size.height/2)];
_panel.backgroundColor = [UIColor whiteColor];
[self.view addSubview:_panel];
[_panel addSubview:subViewImage];
}
-(ExerciseSubViewImage *)subViewImage
{
if (!subViewImage)
{
CGRect subViewImageFrame = CGRectMake(0,0, _panel.bounds.size.width, _panel.bounds.size.height);
self.subViewImage = [[ExerciseSubViewImage alloc] initWithFrame:subViewImageFrame];
[_panel addSubview:subViewImage];
}
return subViewImage;
}
-(ExerciseSubViewText *)subViewText
{
if (!subViewText)
{
CGRect subViewTextFrame = CGRectMake(0,0, _panel.bounds.size.width, _panel.bounds.size.height);
self.subViewText = [[ExerciseSubViewText alloc] initWithFrame:subViewTextFrame];
self.subViewText.backgroundColor = [UIColor blueColor];
[_panel addSubview:subViewText];
}
return subViewText;
}
-(void)exerciseSubViewImagePressed
{
[UIView transitionWithView:_panel
duration:0.2
options:UIViewAnimationOptionTransitionFlipFromRight
animations:^{
[subViewImage removeFromSuperview];
[_panel addSubview:subViewText];
}
completion: nil];
//This is how I did it before I added the container
/*[UIView transitionFromView:subViewImage
toView:subViewText
duration:0.2
options:UIViewAnimationOptionTransitionFlipFromRight
completion:nil];
self.subViewText.delegate = self;*/
NSLog(#"Ipushedtheimage");
}
-(void)exerciseSubViewTextPressed
{//I haven't updated this yet
[UIView transitionFromView:subViewText
toView:subViewImage
duration:0.2
options:UIViewAnimationOptionTransitionFlipFromRight
completion:nil];
self.subViewImage.delegate = self;
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
subViewImage = nil;
subViewText = nil;
}
#end
This is the code for the delegate
#import
#protocol ExerciseSubViewDelegate <NSObject>
-(void) exerciseSubViewImagePressed;
-(void) exerciseSubViewTextPressed;
#end
I am also added the code for the first subview:
#import
#import "ExerciseSubViewDelegate.h"
#interface ExerciseSubViewImage : UIView
#property (nonatomic, strong) UIButton *button;
#property (nonatomic, assign) id<ExerciseSubViewDelegate>delegate;
#property (strong, nonatomic) UIImageView *exerciseImageView;
#end
#import "ExerciseSubViewImage.h"
#import "UIImage+animatedGIF.h"
#implementation ExerciseSubViewImage
#synthesize button;
#synthesize delegate;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
//Initialization code
self.button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
CGRect buttonFrame = CGRectMake(50,200,100,35);
self.button.frame = buttonFrame;
[self.button setTitle:#"Image"forState:UIControlStateNormal];
[self.button addTarget:self
action:#selector(buttonTouched)
forControlEvents:UIControlEventTouchUpInside];
[self addSubview:self.button];
_exerciseImageView = [[UIImageView alloc] initWithFrame:CGRectMake(50,20,160,158)];
NSURL *url = [[NSBundle mainBundle] URLForResource:#"AppleLogo" withExtension:#"gif"];
_exerciseImageView.image = [UIImage animatedImageWithAnimatedGIFURL:url];
[self addSubview:self.exerciseImageView];
}
return self;
}
-(void)buttonTouched
{
NSLog(#"imagebuttonpressed");
[self.delegate exerciseSubViewImagePressed];
}
Again, any help would be appreciate. I know I'm probably just not understanding something simple.
Ok. This took me all weekend but I finally figured it out on my own. I thought I would shere the answer here in case anyone else ever has a similar problem. After trying several other approaches I finally went back to the approach I used here and started inserting a whole bunch of NSLogs to determine the order that every thing was executing in. What I finally ended up doing was changing this: (all in the top ViewController)
self.subViewImage.delegate = self;
_panel = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.view.bounds.size.width, self.view.bounds.size.height/2)];
_panel.backgroundColor = [UIColor whiteColor];
[self.view addSubview:_panel];
[_panel addSubview:subViewImage];
to this:
//create panel
_panel = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.view.bounds.size.width, s self.view.bounds.size.height/2)];
_panel.backgroundColor = [UIColor whiteColor];
[self.view addSubview:_panel];
[_panel addSubview:subViewImage];
//Set the subview delegates
self.subViewImage.delegate = self;
self.subViewText.delegate = self;

Why can't I add a UIScrollView to a UIImageView (with it working properly)

I'm working on an app. Here I describe a simplified version of a strange problem I am experiencing.
I have a storyboard created View Controller with a UIImageView also created in the storyboard.
I then have the following h and m files which aim to add a UIScrollView to the UIImageview and give the scrollview a container.
h file:
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
#property (strong, nonatomic) IBOutlet UIImageView *imageView;
#property (nonatomic, strong) UIScrollView* scrollView;
#property (nonatomic, strong) UIView* container;
#end
m file:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIImage *image = [UIImage imageNamed: #"new_phots_fake_port.png"];
//Add the image to the imageView I created in the Storyboard
[_imageView setImage:image];
_scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(60.0, 70.0, 522.0, 100.0)];
[_scrollView setBackgroundColor:[UIColor yellowColor]];
// Set up the container view to exist inside the scrollview:
CGSize containerSize = CGSizeMake(5000.0f, 730.0f);
_container = [[UIView alloc] initWithFrame:(CGRect){.origin=CGPointMake(0.0f, 0.0f), .size=containerSize}];
_container.backgroundColor = [UIColor redColor];
// Tell the scroll view the size of the contents
self.scrollView.contentSize = containerSize;
[_scrollView addSubview:_container];
[_imageView addSubview:_scrollView]; //This is what I want but doesn't allow scrolling
//[self.view addSubview:_scrollView]; //This allows scrolling but makes the imageView and Scrollview siblings. I need scrollview to be a child of imageview
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
So, the scrollview cannot seem to be added to the imageview (and function correctly). Why? What am I doing wrong?
Strangely, I also didn't use either of the delegate methods viewForZoomingInScrollView or scrollViewDidZoom. I'm not sure why these were not needed.
You need to set userInteractionEnabled on the UIImageView
_imageView.userInteractionEnabled = YES;

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>