I subclassed a UIButton, and I want to give all instances of my newButton the same background image, among other things. I thought I found the right init method in initWithCoder, but it just gets called for the first newButton. I did a little test by changing the text size to something massive, and only the first newButtons text size was changed.
I can use drawRect:, and it works just fine. But I was told that is not a good method to use.
Does anyone know which method will get called, so that I can make some adjustments?
#implementation LCHButton
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setDefaults];
}
return self;
}
-(id)init
{
self = [super init];
if (self) {
[self setDefaults];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
[self setDefaults];
}
return self;
}
-(void)setDefaults
{
[self setBackgroundImage:[[UIImage imageNamed:#"submitBtn.png"] stretchableImageWithLeftCapWidth:5 topCapHeight:0] forState:UIControlStateNormal];
self.titleLabel.font = [UIFont fontWithName:#"Museo-500" size:17];
}
#end
This will change only the first button
Related
I am using Sprite Kit engine. I used to write code in initWithSize but since the update, initWithSize is not called automatically, instead viewDidLoad is called. I got to know that instead of initWithSize, initWithCoder had to be used, so i changed the code from:
-(id) initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.backgroundColor = [SKColor blueColor];
SKSpriteNode *paddle = [SKSpriteNode spriteNodeWithImageNamed:#"paddle"];
paddle.position = CGPointMake(150, 100);
paddle.physicsBody.dynamic = NO;
[self addChild:paddle];
}
return self;
}
to:
-(instancetype)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
self.backgroundColor = [SKColor blueColor];
SKSpriteNode *paddle = [SKSpriteNode spriteNodeWithImageNamed:#"paddle"];
paddle.position = CGPointMake(150, 100);
paddle.physicsBody.dynamic = NO;
[self addChild:paddle];
}
return self;
}
Now, the color of the scene turns blue, but i am not able to add sprites to the scene. Neither do I get any error while building.
Are there some changes that I should make in initWithCoder? (If yes, please specify and elaborate)
Can initWithCoder be used with EXACTLY the same code as we did in initWithSize?
PS: Heres the full code I have in GameScene.m and I do not have any other scene.
#import "GameScene.h"
#implementation GameScene
-(void)didMoveToView:(SKView *)view {
/* Setup your scene here */
}
-(instancetype)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
SKSpriteNode *paddle = [SKSpriteNode spriteNodeWithImageNamed:#"paddle"];
paddle.position = CGPointMake(150, 100);
paddle.physicsBody.dynamic = NO;
[self addChild:paddle];
}
return self;
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
#end
And I just copied and pasted the code from initWithSize to initWithCoder. It doesn't seem to create the paddle object.
Please help!
It may be a method signature mismatch?
Instead of instancetype it is defined as: - (id)initWithCoder:(NSCoder *)decoder
I was just looking up if I could have the type safety of instance type in my keyed coding implementations and found your question.
Others say it works. It would be worth a test.
Why does initWithCoder not return instancetype?
I'm trying to animate a custom property, and as I've seen on several sources it seems this would be the way to go, but I'm missing something. Here's the CALayer subclass:
#implementation HyNavigationLineLayer
#dynamic offset;
- (instancetype)initWithLayer:(id)layer
{
self = [super initWithLayer:layer];
if (self) {
HyNavigationLineLayer * other = (HyNavigationLineLayer*)layer;
self.offset = other.offset;
}
return self;
}
-(CABasicAnimation *)makeAnimationForKey:(NSString *)key
{
// TODO
return nil;
}
- (id<CAAction>)actionForKey:(NSString *)event
{
if ([event isEqualToString:#"offset"]) {
return [self makeAnimationForKey:event];
}
return [super actionForKey:event];
}
+ (BOOL)needsDisplayForKey:(NSString *)key
{
if ([key isEqualToString:#"offset"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)ctx
{
NSLog(#"Never gets called");
}
#end
I believe this is the only relevant method on my view:
#implementation HyNavigationLineView
+ (Class)layerClass
{
return [HyNavigationLineLayer class];
}
#end
And, finally, in my view controller:
- (void)viewDidLoad
{
[super viewDidLoad];
// Instantiate the navigation line view
CGRect navLineFrame = CGRectMake(0.0f, 120.0f, self.view.frame.size.width, 15.0f);
self.navigationLineView = [[HyNavigationLineView alloc] initWithFrame:navLineFrame];
// Make it's background transparent
self.navigationLineView.backgroundColor = [UIColor colorWithWhite:0.0f alpha:0.0f];
self.navigationLineView.opaque = NO;
[[self.navigationLineView layer] addSublayer:[[HyNavigationLineLayer alloc] init]];
[self.view addSubview:self.navigationLineView];
}
The thing is that the drawInContext method is not called at all, although layerClass is. Am I missing something to make the layer draw?
Solved it. Need to call setNeedsDisplay
- (void)viewDidLoad
{
[super viewDidLoad];
// Instantiate the navigation line view
CGRect navLineFrame = CGRectMake(0.0f, 120.0f, self.view.frame.size.width, 15.0f);
self.navigationLineView = [[HyNavigationLineView alloc] initWithFrame:navLineFrame];
// Make it's background transparent
self.navigationLineView.backgroundColor = [UIColor colorWithWhite:0.0f alpha:0.0f];
self.navigationLineView.opaque = NO;
[[self.navigationLineView layer] addSublayer:[[HyNavigationLineLayer alloc] init]];
[self.view addSubview:self.navigationLineView];
[self.navigationLineView.layer setNeedsDisplay];
}
I'm trying to subclass NSTokenField to intercept some of the keyboard events. I wrote subclasses for NSTokenField, NSTokenFieldCell and NSTextView. In the NSTokenField subclass I swap the regular cell with my custom cell and in the custom cell I override -(NSTextView*)fieldEditorForView:(NSView *)aControlView to provide my textview as a custom field editor. All the initialisation methods are called as expected but for some reason my custom token field is not drawn.
Here is the code for the NSTokenField subclass:
#synthesize fieldEditor = _fieldEditor;
-(JSTextView *)fieldEditor
{
if (!_fieldEditor) {
_fieldEditor = [[JSTextView alloc] init];
[_fieldEditor setFieldEditor:YES];
}
return _fieldEditor;
}
- (void)awakeFromNib {
JSTokenFieldCell *newCell = [[JSTokenFieldCell alloc] init];
[self setCell:newCell];
}
+ (Class) cellClass
{
return [JSTokenFieldCell class];
}
- (id)initWithFrame:(NSRect)frameRect
{
self = [super initWithFrame:frameRect];
if (self) {
JSTokenFieldCell *newCell = [[JSTokenFieldCell alloc] init];
[self setCell:newCell];
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
JSTokenFieldCell *newCell = [[JSTokenFieldCell alloc] initWithCoder:aDecoder];
[self setCell:newCell];
}
return self;
}
And here is the code for the subclass of NSTokenFieldCell:
-(NSTextView*)fieldEditorForView:(NSView *)aControlView
{
if ([aControlView isKindOfClass:[JSTokenField class]]) {
JSTokenField *tokenField = (JSTokenField *)aControlView;
return tokenField.fieldEditor;
}
return nil;
}
- (id)initWithCoder:(NSCoder *)decoder
{
return [super initWithCoder:decoder];
}
- (id)initTextCell:(NSString *)aString
{
return [super initTextCell:aString];
}
- (id)initImageCell:(NSImage *)anImage
{
return [super initImageCell:anImage];
}
Addition
After further digging I found this post which says that the only way to have an NSTokenField with a custom text view is by overriding private methods. Is it true? If so, is there any other way I can intercept keyboard events without subclassing NSTextView?
I have a subclass of UITextField and want to be able to add it to the view in IB. What I did is added UITextField and changed its class to my subclass in Identity tab of Inspector. But I can only see UITextField on the view.
Code:
#interface ExtendedTextField : UITextField {
}
//implementation
#implementation ExtendedTextField
- (void)baseInit
{
UIImage * curImage = [UIImage imageNamed:#"tfbg.png"];
[self baseInitWithImage : curImage];
}
- (void)baseInitWithImage : (UIImage *) aImage
{
aImage = [aImage stretchableImageWithLeftCapWidth:29 topCapHeight:29];
self.background = aImage;
self.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
UIView * curLeftView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 10, self.frame.size.height)];
self.leftView = curLeftView;
self.rightView = curLeftView;
[curLeftView release];
self.leftViewMode = UITextFieldViewModeAlways;
self.rightViewMode = UITextFieldViewModeAlways;
[self setTextColor:[UIColor greenColor]];
}
- (void)awakeFromNib
{
[super awakeFromNib];
[self baseInit];
}
/*
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
[self baseInit];
}
return self;
}
*/
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self)
{
[self baseInit];
}
return self;
}
- (id)initWithFrame:(CGRect)frame withImage:(UIImage*)aImage
{
self = [super initWithFrame:frame];
if (self) {
[self baseInitWithImage : aImage];
}
return self;
}
- (void)dealloc {
[super dealloc];
}
#end
EDIT: I noticed several things:
-- if I put [super initWithFrame:...] instead of [super initWithCoder:...] inside
(id)initWithCoder:(NSCoder *)aDecoder
it works well.
-- Now I am using awakefromnib instead of initwithcoder and the only thing that get changed in textfield is textColor.
Could someone explain why so?
Solution I needed to set border style to none. BS overlayed bg image.
While showing your .xib in Xcode, reveal the right pane, select your view and in the third tab, change Classto whatever you want it to be.
I want to package some UIViews suchs as UIButton, UIImageView in a single UIView.
When I try to display that view, it is not showing up on my RootViewController:
Here is the code of my UIView subclass :
#import "Hover.h"
#implementation Hover
- (id)init{
self = [super init];
if (self) {
// Initialization code
UIImage *hover = [UIImage imageNamed:#"Hover.png"];
UIImageView *imageView = [[UIImageView alloc] init];
imageView.image = hover;
imageView.frame = CGRectMake(0, 0, hover.size.width, hover.size.height);
imageView.alpha = 0.75;
[self addSubview:imageView];
[imageView release];
}
return self;
}
And here is the RootViewController class:
- (void)viewDidLoad
{
Hover *hover = [[Hover alloc] init];
[self.navigationController.view addSubview:hover];
[hover release];
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
The "hover view" is not displayed! However, when I add a single UIImageView to my RootViewController, it works!
In order for your view to display, you should override the -(id)initWithFrame:(CGRect)frame;, instead of writing a custom initializer.
Try this way :
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if(self) {
// do init here...
}
return self;
}
Also, in the -(void)viewDidLoad; method, first send [super viewDidLoad];, and then alloc/init the view.
- (void)viewDidLoad
{
[super viewDidLoad];
Hover *hover = [[Hover alloc] init];
[self.navigationController.visibleViewController.view addSubview:hover];
[hover release];
// Do any additional setup after loading the view, typically from a nib.
}
Just a quick guess at a glance: If you're using a navigationcontroller, you should initWithRootViewController. You can't add a view to a navigationcontroller directly, Use push instead.
HTH
Marcus