I am making one game in which i am facing problem when I test my App on Device(iPhone4) the background of it is not working. Like when background image ends BLACKISH BACKGROUND COLOR comes. My Background image size is 460X2880,image name "mars_sample.jpg" (for iPhone4) And code for Background Moving is :
-(void)backgroundmoving:(ccTime)dt
{
static float bk_f=0.0f;
bk_f -=0.9;
if (bk_f <= -960*3) {bk_f=0;}
background.position = ccp( 0,bk_f);
}
When I am loading "460X2880" size image as Background image then it doesn't loads in background AND if it is like of size "460X1192" it loads image in background but Showing BLACKISH BACKGROUND Color on Top of screen.
Below one CODE is for Setting Background image :
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
background = [CCSprite spriteWithFile:#"staripad.png"];
background.anchorPoint= ccp(0,0);
[self addChild:background z:0];
} else {
background = [CCSprite spriteWithFile:#"mars_sample.jpg"];
background.anchorPoint= ccp(0,0);
[self addChild:background z:0];
[self schedule:#selector(backgroundmoving:) interval:1/30];
}
Please Give me some suggestions, how it will work.
Thanks ALL
Regards,
Tauseef Khan
Check background.position = ccp( 0, bk_f ) in backgroundmoving you are setting the Y value of the coordinate to a fixed value, bk_f. I assume that it's the X value that you'd want to change in order to scroll the background image, background.position = ccp( bk_f, 0 ).
The parameter dt to backgroundmoving that I assume is to provide a moving background image is not used.
Make sure that the background view is set to expand to fit it's super view using autosize properties .
Examine the origin in the frame property of your background view - check that it is at the top of your screen.
I'd add a plain UIView behind your background UIImageView and set it's color to green or some other harsh color. That way you could visually confirm the real-estate covered by the views.
//in .h file int bk_f=240;
-(void)backgroundmoving:(ccTime)dt
{
bk_f=bk_f-5;
if(bk_f<=0)
{
background.position = ccp( 240,160);
bk_f=240;
}
else
{
background.position = ccp( bk_f,160);
}
}
Related
I am writing an app and I want to make a textfield background turn white.
So far this is my code:
- (void)viewDidLoad
{
UITextField *txtfield = UsernameTextField;
[txtfield setBackgroundColor:[UIColor colorWithWhite:1 alpha:0.5] ];
txtfield.layer.borderColor = [UIColor blackColor].CGColor;
txtfield.layer.borderWidth = 1;
txtfield.borderStyle = UITextBorderStyleRoundedRect;
[super viewDidLoad];
// Do any additional setup after loading the view.
}
But this code have a result like this:
and i tried this code , to increast alpha
[txtfield setBackgroundColor:[UIColor colorWithWhite:1 alpha:0.8] ];
still the same
and also i see this post
iPhone UITextField background color
and i tried
but it still the same
Why textfield wont turn to white?
First thing first you should
[super viewDidLoad] should be the first statement in - (void)viewDidLoad after initialising parent child should do initialise.
Second
Please check the order of views put on view controller bring UsernameTextField to top of all views or you can call [self.view bringSubviewToFront:txtfield] in code
Third
Only by setting alpha to 1.0 you can see complete white background.
and finally is you still don't get it resolved then there is some changes you did in xib/storyboard view. So to reset just delete textfield and add it again.
In order to change background color it's important to set the border to None
txtfield.borderStyle = UITextBorderStyleNone;
Details: Changing background colour within a TextField in Interface Builder
iPhone UITextField background color
From Apple Doc:
When set, the image referred to by this property replaces the standard appearance controlled by the borderStyle property. Background images are drawn in the border rectangle portion of the text field. Images you use for the text field’s background should be able to stretch to fit.
What I Want to Do:
In Messages.app on OS 10.10, when you scroll the left-most pane (the list of conversations) upwards, a nice horizontal line fades in over about 0.5 seconds. When you scroll back down, the line fades back out.
What I Have:
I am trying to achieve this effect in my own app and I've gotten very close. I subclassed NSScrollView and have done the following:
- (void) awakeFromNib
{
_topBorderLayer = [[CALayer alloc] init];
CGColorRef bgColor = CGColorCreateGenericGray(0.8, 1.0f);
_topBorderLayer.backgroundColor = bgColor;
CGColorRelease(bgColor);
_topBorderLayer.frame = CGRectMake(0.0f, 0.0f, self.bounds.size.width, 1.0f);
_topBorderLayer.autoresizingMask = kCALayerWidthSizable;
_topBorderLayer.zPosition = 1000000000;
_fadeInAnimation = [[CABasicAnimation animationWithKeyPath:#"opacity"] retain];
_fadeInAnimation.duration = 0.6f;
_fadeInAnimation.fromValue = #0;
_fadeInAnimation.toValue = #1;
_fadeInAnimation.removedOnCompletion = YES;
_fadeInAnimation.fillMode = kCAFillModeBoth;
[self.layer insertSublayer:_topBorderLayer atIndex:0];
}
- (void) layoutSublayersOfLayer:(CALayer *)layer
{
NSPoint origin = [self.contentView documentVisibleRect].origin;
// 10 is a fudge factor for blank space above first row's actual content
if (origin.y > 10)
{
if (!_topBorderIsShowing)
{
_topBorderIsShowing = YES;
[_topBorderLayer addAnimation:_fadeInAnimation forKey:nil];
_topBorderLayer.opacity = 1.0f;
}
}
else
{
if (!_topBorderIsShowing)
{
_topBorderIsShowing = NO;
// Fade out animation here; omitted for brevity
}
}
}
The Problem
The "border" sublayer that I add is not drawing over top of all other content in the ScrollView, so that we end up with this:
The frames around the image, textfield and checkbox in this row of my outlineView are "overdrawing" my border layer.
What Causes This
I THINK this is because the scrollView is contained inside an NSVisualEffectView that has Vibrancy enabled. The reason I think this is that if I change the color of my "border" sublayer to 100% black, this issue disappears. Likewise, if I turn on "Reduce Transparency" in OS X's System Preferences > Accessibility, the issue disappears.
I think the Vibrancy compositing is taking my grey border sublayer and the layers that represent each of those components in the outlineView row and mucking up the colors.
So... how do I stop that for a single layer? I've tried all sorts of things to overcome this. I feel like I'm 99% of the way to a solid implementation, but can't fix this last issue. Can anyone help?
NB:
I am aware that it's dangerous to muck directly with layers in a layer-backed environment. Apple's docs make it clear that we can't change certain properties of a view's layer if we're using layer-backing. However: adding and removing sublayers (as I am) is not a prohibited action.
Update:
This answer, while it works, causes problems if you're using AutoLayout. You'll start to get warnings that the scrollView still needs update after calling Layout because something dirtied the layout in the middle of updating. I have not been able to find a workaround for that, yet.
Original solution:
Easiest way to fix the problem is just to inset the contentView by the height of the border sublayer with this:
- (void) tile
{
id contentView = [self contentView];
[super tile];
[contentView setFrame:NSInsetRect([contentView frame], 0.0, 1.0)];
}
Should have thought of it hours ago. Works great. I'll leave the question for anyone who might be looking to implement these nice fading-borders.
I work on dynamically, programmatically layout a view for 3.5" devices as well as for 4" devices.
As such that works fine.
But I want rounded corners so that my images appear like playing cards.
And I get rounded corners nicely displayed in 3,5 inch devices on the simulator for simulated iOS 6.1 and 7 alike.
But when I choose iPhone retina 4 inch on 6.1 or 7, then the UIImage in the UIImageView is fully displayed.
It works nicely on simulated iPad devices (in iPhone simulation mode - it is an iPhone only app).
As for today, I do not have any 4" device with me to test it. I can test on a device during the upcoming week.
Hiere is the relevant code:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.imageV.image = self.image; // The image property was set by the caller.
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(self.view.frame.origin.x + MARGIN, self.view.frame.origin.y + MARGIN, self.view.frame.size.width - 2 * MARGIN, self.view.frame.size.height - 2 * MARGIN);
// set the raidus and the mask to follow the rounded corners.
self.imageV.layer.cornerRadius = CORNER_RADIUS;
self.imageV.layer.masksToBounds = YES;
}
BTW: CORNER_RADIUS is 18 and MARGIN is 15. Changing these values has no effect on the issue.
UPDATE: Thanks to Matt I figured out that the problem disappears when I create the UIImageView programmatically. That is some really nice workaround plus it points into the right diretion, I guess, but it is not a solution. Any ideas what setting in the storyboard editor might have caused the problem?
As far as I can see, auto layout is disabled for all view controllers in this storyboard.
The answer is simple. The code did work. It did add round corners to the UIImageView object and the maskToBounds worked well.
But the actual image displayed is smaller. I used AspectFit as mode to ensure that the actual image is not squeesed but displayed in its original aspect ration. Because of the longer layout of the iPhone5 dimensions the image only filled a part of its owning UIImageView. I changed the background color to gray for the screenshot and now it gets clear.
So the solution will be that I'll have to calculate the proper size of the image view so that it matches exactly the size of the scaled image. Then it should work.
(I'll update this answer when it is done).
Update: this is what I finally did: I removed the UIImageView from the Storyboard and deal with it programmatically.
Don't get confused by the complexity. I added another view just to throw a shadow, although this is not related to the original question. The shadow I wanted to add anyway. And it turned out that CALayer's shadow and masksToBounds=YES don't really agree on. That is why I added a regular UIView which lies in between the card view and the background view.
Finally this is so much of a hassle for displaying a simple rectangle image, that I think, just subclassing UIView and drawing everything with openGL or so directly into the CALayer would be probably much easier. :-)
Anyway, this is my code:
- (void)viewDidLoad {
[super viewDidLoad];
self.state = #0;
// Create an image view to carry the image with round rects
// and create a regular view to create the shadow.
// Add the shadow view first so that it appears behind
// the actual image view.
// Explanation: We need a separate view for the shadow with the same
// dimenstions as the imageView. This is because the imageView's image
// is rectangular and will only be clipped to round rects when the
// property masksToBounds is set to YES. But this setting will also
// clip away any shadow that the imageView's layer may have.
// Therfore we add a separate mainly empty UIView just behind the
// UIImageview to throw the shadow.
self.shadowV = [[UIView alloc] init];
self.imageV = [[UIImageView alloc] initWithImage:self.image];
[self.view addSubview:self.shadowV];
[self.shadowV addSubview:self.imageV];
// set the raidus and the mask to follow the rounded corners.
[self.imageV.layer setCornerRadius:CORNER_RADIUS];
[self.imageV.layer setMasksToBounds:YES];
[self.imageV setContentMode:UIViewContentModeScaleAspectFit];
// set the shadows properties
[self.shadowV.layer setShadowColor:[UIColor blackColor].CGColor];
[self.shadowV.layer setShadowOpacity:0.4];
[self.shadowV.layer setShadowRadius:3.0];
[self.shadowV.layer setShadowOffset:CGSizeMake(SHADOW_OFFSET, SHADOW_OFFSET)];
[self.shadowV.layer setCornerRadius:CORNER_RADIUS];
[self.shadowV setBackgroundColor:[UIColor whiteColor]]; // The view needs to have some content. Otherwise it is not displayed at all, not even its shadow.
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
// Just to be save
if (!self.image) {
return;
}
self.imageV.image = self.image; // The image property was set by the caller.
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(MARGIN, MARGIN, self.view.bounds.size.width - 2 * MARGIN, self.view.bounds.size.height - 2 * MARGIN);
// Calculate the size and position of the image and set the image view to
// the same dimensions
// This works under the assumption, that the image content mode is aspectFit.
// Well, as we are doing so much of the layout manually, it would work with a number of content modes. :-)
float imageWidth, imageHeight;
float heightWidthRatioImageView = self.view.frame.size.height / self.view.frame.size.width;
float heightWidthRatioImage = self.image.size.height / self.image.size.width;
if (heightWidthRatioImageView > heightWidthRatioImage) {
// The ImageView is "higher" than the image itself.
// --> The image width is set to the imageView width and its height is scaled accordingly.
imageWidth = self.imageV.frame.size.width;
imageHeight = imageWidth * heightWidthRatioImage;
} else {
// The ImageView is "wider" than the image itself.
// --> The image height is set to the imageView height and its width is scaled accordingly.
imageHeight = self.imageV.frame.size.height;
imageWidth = imageHeight / heightWidthRatioImage;
}
// Layout imageView and ShadowView accordingly.
CGRect imageRect =CGRectMake((self.view.bounds.size.width - imageWidth) / 2,
(self.view.bounds.size.height - imageHeight) / 2,
imageWidth, imageHeight);
[self.shadowV setFrame:imageRect];
[self.imageV setFrame:CGRectMake(0.0f, 0.0f, imageWidth, imageHeight)]; // Origin is (0,0) because it overlaps its superview which just throws the shadow.
}
And this is how it finally looks like:
The problem is due to some issue with code or configuration you have not told us about. Proof: I ran the following and it works fine. Note that I create the image view in code (to avoid the auto layout problem) and fixed your frame/bounds confusion, and that I've skipped your self.image, but none of that is really relevant to the issue you are seeing:
#define CORNER_RADIUS 18
#define MARGIN 15
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.imageV = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"im"]];
[self.view addSubview:self.imageV];
// Layout imageV within self.view with a margin of MARGIN
self.imageV.frame = CGRectMake(self.view.bounds.origin.x + MARGIN, self.view.bounds.origin.y + MARGIN, self.view.bounds.size.width - 2 * MARGIN, self.view.bounds.size.height - 2 * MARGIN);
// set the raidus and the mask to follow the rounded corners.
self.imageV.layer.cornerRadius = CORNER_RADIUS;
self.imageV.layer.masksToBounds = YES;
}
It works fine (and you can prove that to yourself). Here is a screen shot of the 4-inch simulator:
Therefore the problem is outside the code that you quote in your question, and cannot be analyzed without further information.
Looks like simple task. But when I try to resize using setFrame method I got glitches. There are some other UIViews resized using setFrame method and it works perfectly. I made custom application with slider bar and map view. SlideBar changes X position for MKMapView, but keeps width equals to screen width. This approach works fine for all Views. But MKMapView resizes with smooth troubles. Can anyone please give a clue why it's happening and how to solve it?
I had the same problem, which seems to occur only on iOS 6 (Apple Maps) and not on iOS 5 (Google Maps).
My solution was to take a "screenshot" of the map when the user start dragging the divider handle, replace the map with this screenshot during the drag, and put the map back when the finger is released.
I used the code from How to capture UIView to UIImage without loss of quality on retina display for UIView screenshot and Nikolai Ruhe's answer at How do I release a CGImageRef in iOS for a nice background color.
My UIPanGestureRecognizer action is something like this (the (MKMapView)self.map is a subview of (UIView)self.mapContainer with autoresizing set on Interface Builder):
- (IBAction)handleMapPullup:(UIPanGestureRecognizer *)sender
{
CGPoint translation = [sender translationInView:self.mapContainer];
// save current map center
static CLLocationCoordinate2D centerCoordinate;
switch (sender.state) {
case UIGestureRecognizerStateBegan: {
// Save map center coordinate
centerCoordinate = self.map.centerCoordinate;
// Take a "screenshot" of the map and set the size adjustments
UIImage *mapScreenshot = [UIImage imageWithView:self.map];
self.mapImage = [[UIImageView alloc] initWithImage:mapScreenshot];
self.mapImage.autoresizingMask = self.map.autoresizingMask;
self.mapImage.contentMode = UIViewContentModeCenter;
self.mapImage.clipsToBounds = YES;
self.mapImage.backgroundColor = [mapScreenshot mergedColor];
// Replace the map with a screenshot
[self.map removeFromSuperview];
[self.mapContainer insertSubview:self.mapImage atIndex:0];
} break;
case UIGestureRecognizerStateChanged:
break;
default:
// Resize the map to the new dimension
self.map.frame = self.mapImage.frame;
// Replace the screenshot with the resized map
[self.mapImage removeFromSuperview];
[self.mapContainer insertSubview:self.map atIndex:0];
// Empty screenshot memory
self.mapImage = nil;
break;
}
// resize map container according do the translation value
CGRect mapFrame = self.mapContainer.frame;
mapFrame.size.height += translation.y;
// reset translation to make a relative read on next event
[sender setTranslation:CGPointZero inView:self.mapContainer];
self.mapContainer.frame = mapFrame;
self.map.centerCoordinate = centerCoordinate; // keep center
}
I have a UITextView, which sets its text dynamically from an RSS feed. The textview is a subview of a UIScrollview. Ultimately, I am creating a mobile newspaper app, so the user should be able to scroll through the text (and other subviews).
After creating the views in IB, I added
NSString *sourceCode = [NSString stringWithContentsOfURL:[NSURL URLWithString:self.URL] encoding:NSUTF8StringEncoding error:&error];
sourceCode = [self parseHTMLText:sourceCode];
CGSize maximumLabelSize = CGSizeMake(320,9999);
CGSize txtStringSize = [sourceCode sizeWithFont:self.body.font
constrainedToSize:maximumLabelSize];
CGRect newlblFrame = CGRectMake(0, 0, 320, txtStringSize.height);
self.body.frame = newlblFrame; //body is the textview
self.body.text = sourceCode;
self.scroll.contentSize=CGSizeMake(320, self.body.frame.size.height+300); //scroll is scrollview
A typical NSLog will display body frame = {{0, 0}, {320, 2088}} scrollview frame = {{0, 0}, {320, 417}} scrollview content size = {320, 2388}
However, when I run the app, body maintains its interface builder height of around 196 and the scrollview won't scroll (when i move it, it just bounces back to its original position)
On a side note, when I try to manually change the frame of the textview with CGRectMake, the NSLog shows the correct height, but the view doesn't appear different. I made sure that it's hooked up correctly in IB, because I can adjust other properties, like background color.
EDIT:
After I set the cliptoBounds property of the textview to NO, the textview now adjusts its height and tries to show the entire text. However, it cuts off at the end of the screen, and I still cannot scroll.
Here is what I see currently. I made the scrollview background color gray for convenience. I'm not sure why part of the scrollview is partially in white and and partially gray. (Title) is a separate label btw)
I fixed the problem by moving the code from viewDidLoad to viewDidAppear. Apparently this is an Xcode 4.5 specific issue, resulting from the AutoLayout feature overriding the logic in the viewDidLoad method. A better explanation can be found here.
i hope this will help you
self.scrollview.contentSize=CGSizeMake(320, label.frame.size.height+30);
Try to add this :
[_scrollView setClipsToBounds:YES];
Try this:
CGSize maximumSize = CGSizeMake(200.0, 30.0); // Specify your size. It was for my screen.
UIFont *txtFont = <Ur Font size & Var>;
//new
//fontValue = txtFont;
//new
lblValue.font = txtFont;
lblValue.lineBreakMode = UILineBreakModeWordWrap;
CGSize txtStringSize = [commentTxt sizeWithFont:txtFont
constrainedToSize:maximumSize
lineBreakMode:lblValue.lineBreakMode];
CGRect newlblFrame = CGRectMake(105.0, y, 200.0, txtStringSize.height);
lblValue.frame = newlblFrame;
lblValue.text = #"Your String";
After this set scroll Content size. Hope it'll work for you. It worked for me.
Try to solve in the following way.
// adjust the height of UITextView with content height
CGRect frame = self.body.frame;
frame.size.height = self.body.contentSize.height;
self.body.frame = frame;
// adjust UIScrollView's height with the height of UITextView
self.scroll.frame = frame;