iOS subview displayed as a black rectangle if drawRect is overwritten - objective-c

I have a storyboard which loads loads a custom UIView. Also a sub view is added to the view in the storyboard. It worked fine until I overwrote the drawRect method of the sub view, then I just saw a black rectangle instead of the subview. Here is the code:
#import <UIKit/UIKit.h>
#import "MySubview.h"
#interface MyView : UIView
#end
#import "MyView.h"
#implementation MyView
- (void) awakeFromNib
{
CGRect frame = [self frame];
MySubview* sv = [[MySubview alloc] initWithFrame:frame];
[self addSubview:sv];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
#end
#import <UIKit/UIKit.h>
#interface MySubview : UIView
#property (retain, nonatomic) NSString* text;
#property (retain, nonatomic) UILabel* label;
#end
#import "MySubview.h"
#implementation MySubview
#synthesize text, label;
- (void)attachLabel
{
text = #"Hello";
label = [[UILabel alloc] init];
[label setText:text];
[label setFont:[UIFont fontWithName:#"Futura" size:18]];
[label setBackgroundColor:[UIColor clearColor]];
[label sizeToFit];
CGRect labelFrame = label.frame;
labelFrame.origin.x = (self.frame.size.width - labelFrame.size.width) / 2;
labelFrame.origin.y = (self.frame.size.height - labelFrame.size.height) / 2;
label.frame = labelFrame;
[self addSubview:label];
}
- (void)awakeFromNib
{
[self attachLabel];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self attachLabel];
}
return self;
}
// Works if I comment this out!
- (void)drawRect:(CGRect)rect
{
}
#end
Update - Added drawing code below:
- (void)drawRectWithRoundBorders:(CGRect)rect
{
[super drawRect:rect];
// Parameters used for drawing.
const CGFloat lineWidth = 5;
const CGFloat shadowOffset = 3;
const CGFloat shadowBlur = 4;
const CGFloat spaceToBB = 10; // Space to the bounding box of this view.
const CGFloat cornerRadii = 5;
const CGFloat lineColor[4] = { 0, 0, 0, 1 };
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(ctx, lineWidth);
CGContextSetStrokeColor(ctx, lineColor);
CGContextSetShadow(ctx, CGSizeMake(shadowOffset, shadowOffset), shadowBlur);
CGRect innerRect = rect;
innerRect.size.width -= 2*spaceToBB;
innerRect.size.height -= 2*spaceToBB;
innerRect.origin.x += spaceToBB;
innerRect.origin.y += spaceToBB;
UIBezierPath *path =
[UIBezierPath bezierPathWithRoundedRect:innerRect
byRoundingCorners:UIRectCornerAllCorners
cornerRadii:CGSizeMake(cornerRadii, cornerRadii)
];
CGContextAddPath(ctx, path.CGPath);
CGContextStrokePath(ctx);
}
- (void)drawRect:(CGRect)rect
{
[self drawRectWithRoundBorders:rect];
}
Update
It seems to work when I fill the bounding box of the sub view with some color first.
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGFloat white[] = {1, 1, 1, 0.5};
CGContextSetFillColor(ctx, white);
CGContextAddRect(ctx, rect);
CGContextFillPath(ctx);

Just add [self setOpaque:NO] in your initWithFrame: method.

That's because your drawRect is doing nothing. You override drawRect if you want to do custom drawing. So:
If you don't want to do custom drawing then don't override drawRect.
If you do want to do custom drawing then actually do something in drawRect.

Related

Specified the scroll of a UIScrollView with an UIProgressView

I would like to add a progress bar under the navigation bar which will indicate the progress of the scroll of a UIScrollView, I use (not work) : I do
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
self.progressView.progress = scrollView.contentOffset.y;
}
check now I created one demo:
#import "ViewController.h"
#interface ViewController ()<UIScrollViewDelegate>{
UIScrollView *scroll;
UIProgressView *indicater;
}
#end
#implementation ViewController
- (void)viewDidLoad {
indicater=[[UIProgressView alloc]initWithFrame:CGRectMake(0, 65, 320,10)];
indicater.backgroundColor=[UIColor redColor];
indicater.progress = 0.0;
indicater.hidden=false;
[self.view addSubview:indicater];
scroll=[[UIScrollView alloc]initWithFrame:CGRectMake(10, 80,300, 200)];
scroll.backgroundColor=[UIColor greenColor];
scroll.userInteractionEnabled=YES;
scroll.delegate=self;
scroll.contentSize = CGSizeMake(300 ,5000);
[self.view addSubview:scroll];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView{
CGPoint offset = scroll.contentOffset;
CGRect bounds = scroll.bounds;
CGSize size = scroll.contentSize;
UIEdgeInsets inset = scroll.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
NSLog(#"%f",y);
NSLog(#"%f",h);
NSNumber *num=[NSNumber numberWithFloat:y];
NSNumber *num1=[NSNumber numberWithFloat:h];
[self UpdateProgressbar:num TotalscrollLenrth:num1];
}
-(void)UpdateProgressbar:(NSNumber*)currentscrollLenrth TotalscrollLenrth:(NSNumber*)n
{
NSString *totalLength = [NSString stringWithFormat:#"%#", n];
NSLog(#"%#", totalLength);
NSString *currentScrool = [NSString stringWithFormat:#"%#", currentscrollLenrth];
NSLog(#"%#", currentScrool);
if (currentscrollLenrth <= n) {
[indicater setProgress:([currentScrool intValue]/[totalLength floatValue])];
}
else {
// do somithig
}
}

how to add lines in UITextView programmatically [duplicate]

I have a UITextView where the user can create notes and save into a plist file.
I want to be able to show lines just like a normal notebook. The problem I have is
that the text won't align properly.
The image below explains the problem quite well.
This is the background I use to create the lines like the Notes.app
This is my code for creating the background for my UITextView:
textView.font = [UIFont fontWithName:#"MarkerFelt-Thin" size:19.0];
textView.backgroundColor = [UIColor colorWithPatternImage: [UIImage imageNamed: #"Notes.png"]];
I know that the UIFont.lineHeight property is only available in > iOS 4.x.
So I wonder if there is another solution to my problem?
You should try and draw your lines programmatically rather than using an image. Here's some sample code of how you could accomplish that. You can subclass UITextView and override it's drawRect: method.
NoteView.h
#import <UIKit/UIKit.h>
#interface NoteView : UITextView <UITextViewDelegate> {
}
#end
NoteView.m
#import "NoteView.h"
#implementation NoteView
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor colorWithRed:1.0f green:1.0f blue:0.6f alpha:1.0f];
self.font = [UIFont fontWithName:#"MarkerFelt-Thin" size:19];
}
return self;
}
- (void)drawRect:(CGRect)rect {
//Get the current drawing context
CGContextRef context = UIGraphicsGetCurrentContext();
//Set the line color and width
CGContextSetStrokeColorWithColor(context, [UIColor colorWithRed:0.0f green:0.0f blue:0.0f alpha:0.2f].CGColor);
CGContextSetLineWidth(context, 1.0f);
//Start a new Path
CGContextBeginPath(context);
//Find the number of lines in our textView + add a bit more height to draw lines in the empty part of the view
NSUInteger numberOfLines = (self.contentSize.height + self.bounds.size.height) / self.font.leading;
//Set the line offset from the baseline. (I'm sure there's a concrete way to calculate this.)
CGFloat baselineOffset = 6.0f;
//iterate over numberOfLines and draw each line
for (int x = 0; x < numberOfLines; x++) {
//0.5f offset lines up line with pixel boundary
CGContextMoveToPoint(context, self.bounds.origin.x, self.font.leading*x + 0.5f + baselineOffset);
CGContextAddLineToPoint(context, self.bounds.size.width, self.font.leading*x + 0.5f + baselineOffset);
}
//Close our Path and Stroke (draw) it
CGContextClosePath(context);
CGContextStrokePath(context);
}
#end
MyViewController.h
#import <UIKit/UIKit.h>
#import "NoteView.h"
#interface MyViewController : UIViewController <UITextViewDelegate> {
NoteView *note;
}
#property (nonatomic, retain) NoteView *note;
#end
MyViewController.m
#import "MyViewController.h"
#import "NoteView.h"
#define KEYBOARD_HEIGHT 216
#implementation MyViewController
#synthesize note;
- (void)loadView {
[super loadView];
self.note = [[[NoteView alloc] initWithFrame:self.view.bounds] autorelease];
[self.view addSubview:note];
note.delegate = self;
note.text = #"This is the first line.\nThis is the second line.\nThis is the ... line.\nThis is the ... line.\nThis is the ... line.\nThis is the ... line.\nThis is the ... line.\n";
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
[note setNeedsDisplay];
}
- (void)textViewDidBeginEditing:(UITextView *)textView {
CGRect frame = self.view.bounds;
frame.size.height -= KEYBOARD_HEIGHT;
note.frame = frame;
}
- (void)textViewDidEndEditing:(UITextView *)textView {
note.frame = self.view.bounds;
}
- (void)dealloc {
[note release];
[super dealloc];
}
Take a look at Apple's documentation for Managing the Keyboard, specifically "Moving Content That Is Located Under the Keyboard". It explains how to listen for NSNotifcations and adjust your views properly.
I think the problem is with your image, the yellow space over the line is creating the problem.
You should edit the image.
And nice work.

Multiple images/buttons staying relative to their position on a zoomable image

I've made a map with UIScrolView, I want to place other small images or buttons onto the map and have them be in a relative position on the map when you zoom in and be able to click on them whenever. So when zoomed out, a button on country A, will still be on Country A when zoomed in, and disappear out of the screen when you scroll out of the countries view whilst zoomed in. How could I go about doing this?
As i can understand, you want to place custom views on your own custom map. And you need to keep the same sizes for views, but they should move when you scroll or zoom imageView.
You have to place views to scrollView's superview and recalculate positions when you zoom or scroll:
CustomMapViewController.h:
#interface CustomMapViewController : UIViewController <UIScrollViewDelegate>
{
UIScrollView *_scrollView;
UIImageView *_mapImageView;
NSArray *_customViews;
}
CustomMapViewController.m:
#import "CustomMapViewController.h"
enum {
kAddContactButton = 1,
kInfoDarkButton,
kInfoLightButton,
kLogoImage,
};
#implementation CustomMapViewController
- (void)dealloc
{
[_scrollView release]; _scrollView = nil;
[_mapImageView release]; _mapImageView = nil;
[_customViews release]; _customViews = nil;
[super dealloc];
}
- (void) loadView
{
[super loadView];
UIImageView *mapImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"map.png"]];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
scrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
scrollView.delegate = self;
scrollView.minimumZoomScale = 0.2;
scrollView.maximumZoomScale = 2.0;
[scrollView addSubview:mapImageView];
scrollView.contentSize = mapImageView.frame.size;
[self.view addSubview:scrollView];
_scrollView = scrollView;
_mapImageView = mapImageView;
// Add custom views
UIButton *btn1 = [UIButton buttonWithType:UIButtonTypeContactAdd];
btn1.tag = kAddContactButton;
[self.view addSubview:btn1];
UIButton *btn2 = [UIButton buttonWithType:UIButtonTypeInfoDark];
btn2.tag = kInfoDarkButton;
[self.view addSubview:btn2];
UIButton *btn3 = [UIButton buttonWithType:UIButtonTypeInfoLight];
btn3.tag = kInfoLightButton;
[self.view addSubview:btn3];
UIImageView *image = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"logo.png"]] autorelease];
image.tag = kLogoImage;
[self.view addSubview:image];
_customViews = [[NSArray alloc] initWithObjects:btn1, btn2, btn3, image, nil];
[self _zoomToFit];
}
- (void) _zoomToFit
{
UIScrollView *scrollView = _scrollView;
CGFloat contentWidth = scrollView.contentSize.width;
CGFloat contentHeigth = scrollView.contentSize.height;
CGFloat viewWidth = scrollView.frame.size.width;
CGFloat viewHeight = scrollView.frame.size.height;
CGFloat width = viewWidth / contentWidth;
CGFloat heigth = viewHeight / contentHeigth;
CGFloat scale = MIN(width, heigth); // to fit
// CGFloat scale = MAX(width, heigth); // to fill
// May be should add something like this
if ( scale < _scrollView.minimumZoomScale ) {
_scrollView.minimumZoomScale = scale;
} else if ( scale > _scrollView.maximumZoomScale ) {
_scrollView.maximumZoomScale = scale;
}
_scrollView.zoomScale = scale;
}
////////////////////////////////////////////////////////////////////////////////////////
#pragma mark - Positions
- (void) _updatePositionForViews:(NSArray *)views
{
CGFloat scale = _scrollView.zoomScale;
CGPoint contentOffset = _scrollView.contentOffset;
for ( UIView *view in views ) {
CGPoint basePosition = [self _basePositionForView:view];
[self _updatePositionForView:view scale:scale basePosition:basePosition offset:contentOffset];
}
}
- (CGPoint) _basePositionForView:(UIView *)view
{
switch (view.tag) {
case kAddContactButton:
return CGPointMake(50.0, 50.0);
case kInfoDarkButton:
return CGPointMake(250.0, 250.0);
case kInfoLightButton:
return CGPointMake(450.0, 250.0);
case kLogoImage:
return CGPointMake(650.0, 450.0);
default:
return CGPointZero;
}
}
- (void) _updatePositionForView:(UIView *)view scale:(CGFloat)scale basePosition:(CGPoint)basePosition offset:(CGPoint)offset;
{
CGPoint position;
position.x = (basePosition.x * scale) - offset.x;
position.y = (basePosition.y * scale) - offset.y;
CGRect frame = view.frame;
frame.origin = position;
view.frame = frame;
}
//////////////////////////////////////////////////////////////////////////////////////
#pragma mark - UIScrollViewDelegate
- (void)scrollViewDidZoom:(UIScrollView *)scrollView
{
[self _updatePositionForViews:_customViews];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
[self _updatePositionForViews:_customViews];
}
- (UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView;
{
return _mapImageView;
}
#end

Saving UIImageView and overlayed UIView as an image (xcode/iOS)

I have an image loaded into a UIImageView, which has a UIView overlayed (with a CGRect drawn inside it), I am looking for a way to save what is displayed on the screen as a new image. I am using storyboards and ARC.
I have a UIViewController, which contains UIImageView. The UIView is displayed on top of this, and a circle is drawn where the user touches the screen. This all works fine, but now I want to save what is displayed as an image (JPG).
Screenshot of my storyboard:
Below is the code from my PhotoEditViewController so far. passedPhoto is the photo that is loaded into the UIImageView.
#import "PhotoEditViewController.h"
#interface PhotoEditViewController ()
#end
#implementation PhotoEditViewController
#synthesize selectedPhoto = _selectedPhoto;
#synthesize backButton;
#synthesize savePhoto;
- (void)viewDidLoad {
[super viewDidLoad];
[passedPhoto setImage:_selectedPhoto];
}
- (void)viewDidUnload {
[self setBackButton:nil];
[self setSavePhoto:nil];
[super viewDidUnload];
}
- (IBAction)savePhoto:(id)sender{
NSLog(#"save photo");
// this is where it needs to happen!
}
#end
Below is the code from my PhotoEditView which handles the creation of the circle overlay:
#import "PhotoEditView.h"
#implementation PhotoEditView
#synthesize myPoint = _myPoint;
- (void)setMyPoint:(CGPoint)myPoint {
_myPoint = myPoint;
self.backgroundColor = [UIColor colorWithWhite:1.0 alpha:0.01];
[self setNeedsDisplay];
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
return self;
}
-(void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event {
NSSet *allTouches = [event allTouches];
switch ([allTouches count]){
case 1: {
UITouch *touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint point = [touch locationInView:self];
NSLog(#"x=%f", point.x);
NSLog(#"y=%f", point.y);
self.myPoint = point;
}
break;
}
}
- (void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(ctx, 4.0);
CGContextSetRGBFillColor(ctx, 0, 0, 0, 0.5);
CGContextSetRGBStrokeColor(ctx, 1.0, 0.0, 0.0, 1);
CGContextStrokePath(ctx);
CGRect circlePoint = CGRectMake(self.myPoint.x - 50, self.myPoint.y - 50, 100.0, 100.0);
CGContextStrokeEllipseInRect(ctx, circlePoint);
}
#end
Any help would be appreciated.
Have you tried this:
UIGraphicsBeginImageContext(rect.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
[customView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *imgView = [[UIImageView alloc] initWithImage:viewImage];
This is just the same approach as for getting an UIImage from a UIView, only you draw two views in the same context.

UIPageControl doesn't properly react to taps

In my TestApp, I created a class "Carousel" which should let me create a swipe menu with a UIPageControl in an easy way (by simply creating an instance of the class Carousel).
Carousel is a subclass of UIView
At init, it creates an UIView, containing UIScrollView, UIPageControl
I can add further UIViews to the scroll view
I don't know if this is the proper way to do it, but my example worked quite well in my TestApp. Swiping between pages works perfectly and the display of the current page in the UIPageControl is correct.
If there were not one single problem: The UIPageControl sometimes reacts to clicks/taps (I only tested in Simulator so far!), sometimes it doesn't. Let's say most of the time it doesn't. I couldn't find out yet when it does, for me it's just random...
As you can see below, I added
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
to my code. I thought this would do the proper handling of taps? But unfortunately, pageChange doesn't get always called (so the value of the UIPageControl doesn't change every time I click).
I would appreciate any input on this because I couldn't find any solution on this yet.
This is what I have so far:
Carousel.h
#import <UIKit/UIKit.h>
#interface Carousel : UIView {
UIScrollView *scrollView;
UIPageControl *pageControl;
BOOL pageControlBeingUsed;
}
- (void)addView:(UIView *)view;
- (void)setTotalPages:(NSUInteger)pages;
- (void)setCurrentPage:(NSUInteger)current;
- (void)createPageControlAt:(CGRect)cg;
- (void)createScrollViewAt:(CGRect)cg;
#end
Carousel.m
#import "Carousel.h"
#implementation Carousel
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Create a scroll view
scrollView = [[UIScrollView alloc] init];
[self addSubview:scrollView];
scrollView.delegate = (id) self;
// Init Page Control
pageControl = [[UIPageControl alloc] init];
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
[self addSubview:pageControl];
}
return self;
}
- (IBAction)pageChange:(id)sender {
CGRect frame = scrollView.frame;
frame.origin.x = frame.size.width * pageControl.currentPage;
frame.origin.y = 0;
[scrollView scrollRectToVisible:frame animated:TRUE];
NSLog(#"%i", pageControl.currentPage);
}
- (void)addView:(UIView *)view {
[scrollView addSubview:view];
}
- (void)createPageControlAt:(CGRect)cg {
pageControl.frame = cg;
}
- (void)setTotalPages:(NSUInteger)pages {
pageControl.numberOfPages = pages;
}
- (void)setCurrentPage:(NSUInteger)current {
pageControl.currentPage = current;
}
- (void)createScrollViewAt:(CGRect)cg {
[scrollView setPagingEnabled:TRUE];
scrollView.frame = cg;
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width*pageControl.numberOfPages, scrollView.frame.size.height);
[scrollView setShowsHorizontalScrollIndicator:FALSE];
[scrollView setShowsVerticalScrollIndicator:FALSE];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
float frac = scrollView.contentOffset.x / scrollView.frame.size.width;
NSUInteger page = lround(frac);
pageControl.currentPage = page;
}
#end
ViewController.m (somewhere in viewDidLoad)
Carousel *carousel = [[Carousel alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
for (int i=0; i<5; i++) {
UIView *view = [[UIView alloc] initWithFrame:CGRectMake(i * 320, 0, 320, 420)];
UIColor *color;
if(i%3==0) color = [UIColor blueColor];
else if(i%3==1) color = [UIColor redColor];
else color = [UIColor purpleColor];
view.backgroundColor = color;
[carousel addView:view];
view = nil;
}
[carousel setTotalPages:5];
[carousel setCurrentPage:0];
[carousel createPageControlAt:CGRectMake(0,420,320,40)];
[carousel createScrollViewAt:CGRectMake(0,0,320,420)];
Your code is correct. Most likely the frame of your pageControl is pretty small, so theres not a lot of area to look for touch events. You would need to increase the size of the height of pageControl in order to make sure taps are recognized all of the time.