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  • Unselected UIPickerView value

    - by morticae
    According to the documentation, if a UIPickerView has no selected value, the expected return from selectedRowInComponent: should be: "A zero-indexed number identifying the selected row, or -1 if no row is selected." However, if I check the value the very line after initializing one, its value is 0. Even if I then manually set it to -1, it still returns 0. I would like to be able to detect whether the user has chosen a value yet or not, without recording it in a local variable. Is this possible? example: UIPickerView *picker = [[UIPickerView alloc] initWithFrame:CGRectMake(0.0, 46.0, 320.0, 216.0)]; [picker selectRow:-1 inComponent:0 animated:NO]; NSLog(@"SELECTED %d", [picker selectedRowInComponent:0]); expected output: SELECTED -1 actual output: SELECTED 0

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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  • How do I MOVE a circle drawn in a subclass of UIView by overwriting the method "drawRect"??

    - by Christoph v
    hi, I'm trying to figure out what i'm doing wrong but i just don't get it. Here is what i want to do: I want to draw a circle somewhere on the screen of the iphone and then i want the circle always to be displayed at the position where the user currently taps on the screen. I started by creating a subclass of UIView and adding the following lines into the "drawRect" method: - (void)drawRect:(CGRect)rect { //Create the main view! CGContextRef mainscreen = UIGraphicsGetCurrentContext(); //Draw the dot //will be a circle cause rectangle is a square CGRect dotRect = CGRectMake(50, 80, 100, 100); [[UIColor blueColor] set]; CGContextStrokeEllipseInRect(mainscreen, dotRect); CGContextFillEllipseInRect(mainscreen, dotRect); } The appears just fine but now i have no idea how to make it move around on the screen i've tried serveral things and nothing worked pls help!

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  • UISearchBar animation hidding button

    - by David Carvalho
    Hello I currently have a UISearchBar (attached to a UISearchDisplayController), but I reduced the width of the search bar so I could display a custom button to its right when the search bar is not selected. The button is used to access other views. However, when I select the search bar and then press cancel (or even perform a search) and return to the normal view, where the search bar should be displayed with my custom button, the search bar animates and takes up all the room for the button and the is not displayed. Essentially, the search bar takes up all the width of the screen when I only want it to take up a part of it. Is there any way to prevent the search bar from animating to the whole width of the screen? This is how I defined the CGRect of the search bar: self = [[UISearchBar alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 250.0f, 45.0f)] Any help would be great. Regards

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  • iPhone Development: Get images from RSS feed

    - by Matthew Saeger
    I am using the NSXMLParser to get new RSS stories from a feed and am displaying them in a UITableView. However now I want to take ONLY the images, and display them in a UIScrollView/UIImageView (3 images side-by side). I am completely lost. I am using the following code to obtain 1 image from a URL. NSURL *theUrl1=[NSURL URLWithString:@"http://farm3.static.flickr.com/2586/4072164719_0fa5695f59.jpg"]; JImage *photoImage1=[[JImage alloc] init]; [photoImage1 setContentMode:UIViewContentModeScaleAspectFill]; [photoImage1 setFrame:CGRectMake(0, 0, 320, 170)]; [photoImage1 initWithImageAtURL:theUrl1]; [imageView1 addSubview:photoImage1]; [photoImage1 release]; This is all I have accomplished, and it works, for one image, and I have to specify the exact URL. What would you recommend I do to accomplish this?

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  • Uibutton events

    - by Raju
    //My Button code --------------------------------------------------------------------------------------------------- UIButton *ticketButtonObj=[[ticketButton alloc]initWithFrame:CGRectMake(0.0f, 115.0f, 500.0f, 40.0f) ; int col=10; [ticketButtonObj addTarget:self action:@selector(ShowNumber:) forControlEvents:UIControlEventTouchUpInside]; [self.window addSubview:ticketButtonObj]; -(void) ShowNumber:(id)sender{ // here i want to get the Value of Col } in the above code when i pressed the button.. i want print the value of col variable in ShowNumber method .. how it is ? pls Help me ... thanks and regards... by raju

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  • Rotate image in Quartz? Image is upside down! (iPhone)

    - by Johannes Jensen
    I don't want to transform the ENTIRE context. I'm making a game with Quartz, and I'm drawing my player with lines, rects and ellipses. And then I have diamong.png which I rendered at 0,0 in the top left of the screen. Problem is... It renders upside down! How would I rotate it 180 degrees? Here's some of my code: CGImageRef diamondImage = CGImageRetain([UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"Diamond.png" ofType:nil]].CGImage); CGContextDrawImage(context, CGRectMake(0, 0, 32, 24), diamondImage); If it's of any help, I'm using Landscape mode, with home button to the right. It's defined both in my .plist, and in my ViewController's -shouldAutorotateToInterfaceOrientation:interfaceOrientation: How would I rotate/transform it?

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  • iPhone: UITableView Becomes Invisible after Changing the Data it Displays

    - by Alexander Shemshurenko
    Hi I have application with a TabBar that controls several views. In one view, I control connections to different servers. Each server provides a different set of items. I display these items in UITableView on another view. The problem is that the tableview displays OK the first time but if I go back to view number one and change the server, thereby changing the list of items that should be displayed in tableview, the tableview becomes invisible for some reason. If I tap on the screen in the place where it should be, it becomes visible again. I create table view like this UITableView * aTableView = [[UITableView alloc] initWithFrame:CGRectMake(X,Y,Width,Height) style:UITableViewStyleGrouped]; [[self view] addSubview:aTableView]; aTableView.dataSource = self; Ive tried to call reloadData and setNeedsDisplay in viewWillAppear of the UIViewController that hosts this tableview but without success. Any advice? Thanks

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  • Remove Custom UINavigationBar

    - by Lithium
    Hi, I've customized my UINavigationBar with an image like that : @implementation UINavigationBar (CustomImage) - (void)drawRect:(CGRect)rect { UIImage *image = [UIImage imageNamed: @"NavigationBar.png"]; [image drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)]; } @end When I launch a video my custom NavigationBar (with the picture) is on the top or I would like to have the default navigationBar style when I'm playing a video. I tried to hide the navigationBar with [self.navigationController setNavigationBarHidden:YES animated:animated]; but it just remove the navigationBar in my controller but I still have the NavigationBar.png when I'm playing a video. I tried to set the barstyle but it doesn't work either ... self.navigationController.navigationBar.barStyle = UIBarStyleDefault; Could you help me ?

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  • UIAlertView with subview animating to new view crashes app

    - by William
    UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Congratulations" message:message delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:@"View", nil]; UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(110, 100, 80, 80)]; NSString *imagePath = [NSString stringWithFormat:@"%@", [Array objectAtIndex:x]]; UIImage *bkgImg = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imagePath ofType:@"png"]]; imageView.image = bkgImg; [bkgImg release]; [alert addSubview:imageView]; [imageView release]; [alert show]; [alert release]; That is the code that I am using to create the alert view. Currently, I have it set up so if the user presses one of the buttons, it will load up a new viewcontroller. It worked fine until I added a subview to the UIAlertView. Now, whenever it animates to the new screen, it just crashes the program. I am fairly new to iPhone development and any help would be appreciated.

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  • touches event handler for UIImageView

    - by madmik3
    I am just getting stated with iPhone development and can't seem to find the answer I am looking for what I want to do. It seems like I should be able to programmatically create a UIImageView and then set up an event handler for it's touch functions. in c# i would have something that looks like Button b = new Button(); b.Click+= my handler code right now I have this CGRect myImageRect = CGRectMake(0.0f, 0.0f, 141.0f, 151.0f); UIImageView *myImage = [[UIImageView alloc] initWithFrame:myImageRect]; myImage.userInteractionEnabled = YES; [myImage setImage:[UIImage imageNamed:@"myImage.png"]]; myImage.opaque = YES; // explicitly opaque for performance [self.view addSubview:myImage]; [myImage release]; What do I need to do to override the touch events? thanks

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  • Presenting a Popover From a Rect Problem

    - by Sheehan Alam
    I have a UITableViewCell that has some labels and images that can be clicked. I want to present a popover whenever a user clicks on any part of the cell. How can I achieve this without interfering with the click actions of the labels & images? I am currently creating an invisible button ontop of some other clickable items in the cell and calling the popover: [replyPopover presentPopoverFromRect:CGRectMake(77, 25, 408, 68) inView:self permittedArrowDirections: UIPopoverArrowDirectionDown animated:YES]; Unfortunately, because the button is on top of the labels & images I am unable to click them. How can I show a popover by clicking on the background of a cell, so that there is no interference when clicking images & labels inside the cell?

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  • NSOpenGLView resize on window resize

    - by ADAM
    I have a class called ModelView which inherits from NSOpenGLView. When my program runs i attach the ModelView as follows to the main window. - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { // Insert code here to initialize your application ModelView *glView; NSRect glViewRect = CGRectMake(0.0f, 0.0f, window.frame.size.width, window.frame.size.height); glView = [[ModelView alloc] initWithFrame: glViewRect]; [[window contentView] addSubview:glView]; } In my ModelView class i have a reshape function which is firing every time the window resizes - (void)reshape { [super setNeedsDisplay:YES]; [[self openGLContext] update]; NSLog(@"reshap function called"); } I want to get the main window width so i can resize the ModelView but i cant find how to get the window width from the ModelView class I am reasonably new to cocoa/objective-c Any help appreciated

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  • UIButton's Custom image and frame

    - by Joo Park
    I have the following code. UIImage *cancelImg = [UIImage imageNamed:@"cancel.jpeg"]; UIButton *btnCancel = [UIButton buttonWithType:UIButtonTypeCustom]; btnCancel.userInteractionEnabled = YES; [btnCancel setFrame:CGRectMake(0.0,0.0, 28.0, 28.0)]; [btnCancel setImage:cancelImg forState:UIControlStateNormal]; cell.accessoryView = btnCancel; cancel.jpeg currently is bigger than 28 x 28 and it's actually 100 x 100. Why does the button display 100 x 100 size of the image when I've set the UIButton's size to 28 x 28?

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  • size of view not changing after frame change

    - by MikeNelson
    I have managed to do pretty complex things on iPhone but I am always stuck with views, frames, bounds, and simple stuff that defies any logic and don't work as expected. I have a self.view in my code and it has a lot of subviews on it. At some point of the code, I need to reduce the frame vertically to a specific size and later put it back as before. Then I have this code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.5]; // frame is changing to a newHeight (other parameters are the same as before) self.view.frame = CGRectMake (0, 0, originalWidth, newHeight); [UIView commitAnimations]; The result is simply, nothing. The view continues as before. The same size, the same position. No change. Why this kind of thing happens? how to solve that?

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  • Calculate NSString size to adjust UITextField frame

    - by Bernd Plontsch
    I have issues calculating the accurate size of a NSString displayed in a UITextField. My goal is to update the textfield frame size according to the string size programmatically (without using sizeToFit). I am using the sizeWithFont function. -(void)resizeTextFieldAccordingToText:(NSString*)textFieldString { CGPoint originalCenter = self.textField.center; UIFont* currentFont = [textField font]; CGSize newSize = [textFieldString sizeWithFont:currentFont]; //Same incorrect results with the extended version of sizeWithFont, e.g. //[textFieldString sizeWithFont:currentFont constrainedToSize:CGSizeMake(300.0, 100.0) lineBreakMode:NSLineBreakByClipping]; [self.textField setFrame:(CGRectMake(self.textField.frame.origin.x, self.textField.frame.origin.y, newSize.width, newSize.height))]; [self.textField setCenter:originalCenter]; } Problem: While this return correct size results at first its becomes more and more unprecise by adding characters therefore finally starts clipping the string (as seen in the right screenshot). How do I get the accurate size of the textField string for correctly adjusting its size?

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  • Height of tableHeaderView seems to be 0

    - by gabac
    I tried to override the second tableHeaderView. But it seems that the height of it in the method heightForHeaderInSection seems to be 0. Can't explain it, do I have to put it in a iVar because in the viewForHeaderInSection I can set the view without any problems. - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { if(section == 0) return @"Adding a new list"; else return @"Other lists"; } - (UIView *)tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section { if(section == 0) { return tableView.tableHeaderView; } else { UIView *view = [[[UIView alloc] initWithFrame:CGRectMake(10, 10, 100, 50)] autorelease]; view.backgroundColor = [UIColor redColor]; return view; } } - (CGFloat)tableView:(UITableView *)tableView heightForHeaderInSection:(NSInteger)section { if(section == 0) return tableView.tableHeaderView.frame.size.height; else return 30; }

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  • Add UIView behind UITableView in UITableViewController code

    - by Drew C
    I would like to use a fixed image as the background in a simple grouped table view in my iPhone program. Unfortunately, no matter what I do, the background is always solid white. I have followed several supposed solutions on this site and others to no avail. Here is the relavant code in the viewDidLoad method of the table view controller class (note, this code uses a solid blue color rather than an image for simplicity's sake): self.tableView.opaque = NO; self.tableView.backgroundColor = [UIColor clearColor]; UIView *backgroundView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; backgroundView.backgroundColor = [UIColor blueColor]; [self.tableView.window addSubview:backgroundView]; [backgroundView release]; I suspect that I am not positioning the backgroundView view in the right place. I have tried sendToBack:, bringToFront:, and others but I always just get a white background. Is it possible to do this from within the UITableViewController? Must I use Interface Builder?

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  • Drop shadow coordinate different from iPhone OS 3.2?

    - by Axel
    I'm trying to draw a custom view with a drop shadow. I'm having different results from iPhone OS 3.2. Has the coordinate system changed for CGContextSetShadowWithColor from 3.2? Here is the code I'm using: CGContextRef graphicContext = UIGraphicsGetCurrentContext(); CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB(); CGFloat values1[4] = { 0, 0, 0, 1}; CGColorRef blackColor = CGColorCreate (colorspace, values1); CGContextSetShadowWithColor(graphicContext, CGSizeMake(0, -1), 3, blackColor); CGColorRelease(blackColor); CGFloat values2[4] = { .5, .5, 1, 1}; CGColorRef fillColor = CGColorCreate (colorspace, values2); CGContextSetFillColorWithColor(graphicContext, fillColor); CGColorRelease(fillColor); CGContextFillRect(graphicContext,CGRectMake(40, 40, 100, 100)); Here is how it looks on 3.1 and from 3.2. All my views using drop shadow look different depending on the version of iPhone OS. Am I missing something?

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  • Using UIImageView for a flipbook anim on iphone

    - by Joey
    I'm using UIImageView to run a flipbook anim like this: mIntroAnimFrame = [[UIImageView alloc] initWithFrame:CGRectMake( 0, 0, 480, 320); mIntroAnimFrame.image = [UIImage imageNamed:@"frame0000.tif"]; Basically, when determine it is time, I flip the image by just calling: mIntroAnimFrame.image = [UIImage imageNamed:@"frame0000.tif"]; again with the right frame. Should I be doing this differently? Are repeated calls to set the image this way possibly bogging down main memory, or does each call essentially free the previous UIImage because nothing else references it? I suspect the latter is true. Also, is there an easy way to preload the images? The anim seems to slow down at times. Should I simply load all the images into a dummy UIImage array so they are preloaded, then refer to it when I want to show it with mIntroAnimFrame.image = mPreloadedArray[i]; ?

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  • UINavigationController (drawRect:)

    - by ludo
    Hi, I created an application with a TabBarController, 4 TabBarItems and every TabBarItem have is own NavigationController file (everything created in IB). I'm using the drawRect function to design my navigationBar: @implementation UINavigationBar (customImage) -(void)drawRect:(CGRect)rect { UIImage *image = [UIImage imageNamed:@"MyImage.png"]; [image drawInRect:CGRectMake(0,0, self.frame.size.width,self.frame.size.height)]; } @end The problem is that the NavigationBar change for every ViewController inside my app, what I want is only draw the NavigationBar for one TabBarItem only and use the default navigationBar for other controller. How to do that? Thanks,

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  • Addressing a memory leak stops my UI from showing iphone

    - by dubbeat
    Hi I've being getting a memory leak warning with a UITabbarcontroller. If I release the tabbarcontroller the warning goes away but the tabbar will not show any content. If I debug the app with the warning still in it the app runs but will crash after a couple of minutes UITabBarController *tabBarController = [[UITabBarController alloc] init]; tabBarController.view.frame = CGRectMake(0, 0, 320, 460); tabBarController.viewControllers=localControllersArray; // Clean up objects we don't need anymore [promoTabOptionHome release]; [promoTabOptionInfo release]; [promoTabOptionEvents release]; [promoTabOptionBuy release]; [localControllersArray release]; // Finally, add the tab controller view to the parent view [self.view addSubview:tabBarController.view]; //[tabBarController release]; commenting out this line removes the warning but results in no content being shown

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  • Custom size app screen on iPad

    - by mosdev
    I am trying to create a mid-size screen for my app on iPad. In didFinishLaunchingWithOptions(), I do this: CGRect winRect = CGRectMake(100,100,500,500); navController.view.frame = winRect; the screen comes up fine and I can click around and do stuff until the orientation changes. It takes the screen to original full size - how can I make it stick to my winRect frame? I tried setting the parentViewController.view.frame/view.frame to winRect in willRotateToInterfaceOrientation() but no good. Any ideas? Thanks.

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  • "Expected specifier-quantifier-list before b2Body" error in XCode

    - by Zeophlite
    I'm trying to derive class from CCSprite to store the sprites reference to its corresponding b2Body, but I've get the following errors (comments in Code) BoxSprite.h #import <Foundation/Foundation.h> #import "Box2D.h" #import "cocos2d.h" @interface BoxSprite : CCSprite { b2Body* bod; // Expected specifier-quantifier-list before b2Body } @property (nonatomic, retain) b2Body* bod; // Expected specifier-quantifier-list before b2Body @end // Property 'bod' with 'retain' attribute must be of object type BoxSprite.m #import "BoxSprite.h" @implementation BoxSprite @synthesize bod; // No declaration of property 'bod' found in the interface - (void) dealloc { [bod release]; // 'bod' undeclared [super dealloc]; } @end I was hoping to create the sprite and assign the body with: BoxSprite *sprite = [BoxSprite spriteWithBatchNode:batch rect:CGRectMake(32 * idx,32 * idy,32,32)]; ... sprite->bod = body; // Instance variable 'bod' is declared protected Then access the b2Body by: if ([node isKindOfClass:[BoxSprite class]]) { BoxSprite *spr = (BoxSprite*)node; b2Body *body = spr->bod; // Instance variable 'bod' is declared protected ... }

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  • MKMapView not calling delegate methods

    - by criscokid
    In a UIViewController I add a MKMapView to the view controlled by the controller. - (void)viewDidLoad { [super viewDidLoad]; CGRect rect = CGRectMake(0, 0, 460, 320); map = [[MKMapView alloc] initWithFrame:rect]; map.delegate = self; [self.view addSubview:map]; } Later in the controller I have - (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView { NSLog(@"done."); } Done never gets printed. None of the other delegate methods get called either like mapView:viewForAnnotation: I use a MKMapView in an another app, but this seems to happen on any new application I make. Has anyone else seen this behavior? EDIT: The problem seems to be when UIViewController is made the delegate of the MKMapView, a direct subclass of NSObject seems to work okay. I can work around like this, still seems very odd since I've done it before.

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