uitableview,swift,uibutton,tags,tableviewcell
OPTION 1. Handling it with delegation The right way of handling events fired from your cell's subviews is to use delegation. So you can follow the steps: 1. Above your class definition write a protocol with a single instance method inside your custom cell: protocol CustomCellDelegate { func cellButtonTapped(cell: CustomCell)...
ios,uitableview,swift,uibutton
Use UIButtons's setTitle: forState: rather than setting text on titleLabel of button. For Instance- Initial set up likeButton.setTitle("Hello World", forState: UIControlState.Normal) On click set up- @IBAction func buttonAction(sender: AnyObject) { if likeButton.titleLabel?.text == "Hello World" { likeButton.setTitle("Hi!", forState: UIControlState.Normal) } } ...
The forState argument cannot be nil - It has to be a UIControlState. In your case, you should use UIControlState.Normal if counter % 2 == 0{ playButton.setImage(UIImage(named: "pause"), forState: UIControlState.Normal) } else if counter % 2 == 1 { playButton.setImage(UIImage(named: "play"), forState: UIControlState.Normal) } ...
ios,uibutton,uistoryboard,uiswitch
The control you are looking for is a UISegmentedControl - see the Apple Docs.
The problem is that your custom color for the normal state applies also for the highlighted state, unless you give it a separate color for the highlighted state. This is true of all button state related values.
You mention you've set your UIButton's title color but I don't see where you're setting your UIButton's title color. Use: pickerCountry.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal) ...
ios,swift,uitableview,uibutton,segue
Solved. I passed the index via UIButton option tag and replaced the indexPathForSelectedRow.
ios,cocoa-touch,uibutton,uikit,uigesturerecognizer
You may try adding the UISwipeGestureRecognizer to the superview of the UIButton.
Try using yourUIButton.adjustsImageWhenHighlighted = NO; ...
unity3d,uibutton,texturepacker
You don't need TexturePacker to create a button. Unity has a SpritePacker that handles all the texture packing. To create a button select GameObject > UI > Button and in the Inspector View drag in your texture. And take a look at this Introduction Tutorial from Unity: http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-button...
Your button is most probably drawn on a secondary thread. So it won't be drawn at the right time. To be correctly drawn and at the right time, all UI elements have to be drawn on the main thread. You can achieve that with the following code: dispatch_async(dispatch_get_main_queue(), { //...
Thanks to Schemetrical, this is the working version for me. (iOS 7 + 8) First I wrote a utility function: class func classNameAsString(obj: AnyObject) -> String { return _stdlib_getDemangledTypeName(obj).componentsSeparatedByString(".").last! } then I subclass UITableView and implement this: required init(coder aDecoder: NSCoder) { super.init(coder: aDecoder) for view in self.subviews { if...
ios,objective-c,cocoa-touch,uibutton,shadow
Just set the shadow on the titleLabel property of the UIButton rather than what you're doing now. eg button.titleLabel.shadowColor = ((selectionState) ?[UIColor orangeColor] : [UIColor clearColor] ); button.titleLabel.shadowOffset = CGSizeMake (1.5,1.5); ...
objective-c,uitableview,uibutton,custom-cell
You can create custom cells or can manage UITableviewCell by tags. On Your button tap event, get Tableviewcells one by one and validate the textbox values with in cell. To identify cells You can check class of cell and tag for that cell. Remember in cellForRowAtIndexPath you must assign tag...
ios,objective-c,uitableview,uibutton
Don't you want this? JASIdea *selectedIdea = self.idea; If I understand your code correctly, you're going from an edit button on JASDetailViewController to JASEditViewController, but the JASIdea instance is staying the same. You passed selectedIdea from your table view's didSelectRowAtIndexPath into JASDetailViewController.idea. That means that it's there in self.idea when...
ios,objective-c,iphone,uiview,uibutton
I think the problem is with self.header. You need to set frame to it. self.header.frame = CGRectMake(0, 0, 320, 80); After this that your button should start registering touch. WHY? Good Question. As you self.header's layer have property maskToBounds which by default set to no, so any view that you...
Let it glow. Let it glow. Let it glow. view.layer.shadowColor = [UIColor whiteColor].CGColor; view.layer.shadowRadius = 10.0f; view.layer.shadowOpacity = 1.0f; view.layer.shadowOffset = CGSizeZero; [UIView animateWithDuration:0.5f delay:0 options:UIViewAnimationOptionAutoreverse | UIViewAnimationCurveEaseInOut | UIViewAnimationOptionRepeat | UIViewAnimationOptionAllowUserInteraction animations:^{ [UIView setAnimationRepeatCount:5]; view.transform = CGAffineTransformMakeScale(1.2f, 1.2f); } completion:^(BOOL finished) {...
ios,swift,uiviewcontroller,uibutton,xcode6
You can profile the application to see which part of the code is taking a long time to execute, that will help you narrow it down. Hold down on the run button and select profile. Tap on "Time Profiler" from the menu that comes up. Tap on the record button...
ios,swift,uibutton,text-alignment
Here is whole as you want. import UIKit class ViewController: UIViewController { @IBOutlet var button: UIButton! override func viewDidLoad() { super.viewDidLoad() var str : NSMutableAttributedString = NSMutableAttributedString(string: "From station\nSTN\nStation Name") str.addAttribute(NSFontAttributeName, value: UIFont.systemFontOfSize(20), range: NSRange(location: 13,length: 3)) button.setAttributedTitle(str, forState: UIControlState.Normal) button.titleLabel!.lineBreakMode = .ByWordWrapping button.titleLabel?.textAlignment = .Center...
swift,ios8,uibutton,navigationbar
You can try this steps : in the main.storyboard, for each view, you can change in the simulated metrics section the value of top bar to translucent navigation bar add in the navigation item created your buttons link the buttons from main.storyboard to your file and change the color with...
ios,swift,uibutton,subclassing
The best way is that you make a generic button class for all your different colored buttons. After you init the new button, you can set the color. Another way is to use a designated initialiser with a UIColor so that your code adapts to the color you feed to...
Simply use variable name (if it is a string) //if it is a string [_displayAnswerChoice1 setTitle : currentQuestion.answerChoice1 forState : UIControlStateNormal]; //If you want to add prefix, suffix or any other formatted text then use stringWithFormat [_displayAnswerChoice1 setTitle : [NSString stringWithFormat : @"%@", currentQuestion.answerChoice1] forState : UIControlStateNormal]; ...
ios,uibutton,uibarbuttonitem,back-button,uicolor
You need to merge two kinds of UIColor together, First,you can get the tintColor use : UIColor *defualtTintColor = self.navigationController.navigationItem.backBarButtonItem.tintColor; merge redColor and the defualtTintColor together. That is my method,Inelegant, but it works: UIColor* blend( UIColor* c1, UIColor* c2, float alpha ) { alpha = MIN( 1.f, MAX( 0.f, alpha...
Remove this line self.addCardCenterBtn = UIButton.buttonWithType(.Custom) as! UIButton. Because it is already initialised. When you connect any control from storyboard to ViewController, never initialise it again. Just make the changes to it and the new changes will take effect....
ios,objective-c,uibutton,uiimage
Please Select button in xib first. then select Attribute Inspector, in this Select Title in "Edge" and set appropriate "Inset" as per Requirements. please take a look with below code and set insets as per your Requirements. UIButton *myButton = [UIButton buttonWithType:UIButtonTypeCustom]; myButton.frame = CGRectMake(0, 0, self.view.bounds.size.width, 40); [myButton setImage:[UIImage...
ios,uibutton,mkmapview,calloutview
First set 2 different images for two states of button. [btn setBackgroundImage:img1 forState:UIControlStateNormal]; [btn setBackgroundImage:img2 forState:UIControlStateSelected]; then on buttonPress event set button.selected = !button.selected ...
ios,objective-c,uiimageview,uibutton,uicollectionviewcell
Add this code in your button action CGPoint ButtonPoint = [sender convertPoint:CGPointZero toView:self.collectionView]; NSIndexPath *ButtonIndex = [self.collectionView indexPathForItemAtPoint:ButtonPoint]; buttonindexpath = ButtonIndex.row [collectionView reloadData]; Now in your cellForItemAtIndexPath, check if indexPath.row == buttonindexpath, if yes give the code you gave in button action.... ie.... if (indexPath.row == buttonindexpath) { if ([self.favoriteChecked...
ios,objective-c,button,uibutton
You need to set userInteractionEnabled to NO on your subviews as this property on UIViews defaults to YES. This will allow the touches to pass through the views to your UIButton.
ios,swift,uibutton,custom-cell
Fix it! The problem was not in the code but in my cell in the storyboard: where user interaction for the cell wasn't enabled and all the other view didn't allow the user interaction. ...
You should modify addTarget: button.addTarget(self, action:Selector("buttonAction:"), forControlEvents: UIControlEvents.TouchUpInside) ...
ios,objective-c,uibutton,scrollview
First make the button to custom type Select button from storyboard then on right attributed inspector change its "state config" to whatever you need like Highlighted, selected, Disabled and default and choose the colour for each state. Now you can see the colour change on that button. ...
ios,objective-c,cocoa-touch,uibutton,uikit
You should use NSUserDefaults. When save: method is called check current date [NSDate date] and save it into the user defaults. Then (when time has already passed) you retrieve the saved date from the defaults and compare it to the current date. If 23 hours have already passed you enable...
ios,objective-c,timer,uibutton,uilabel
You want to use a button to present count down? I think you can use the way below. I tried it and it works for me. I have three properties @property(nonatomic,assign)NSInteger time; @property (weak, nonatomic) IBOutlet UIButton *smsButton; @property(nonatomic,strong)NSTimer *timer; And then start the timer with a method: - (void)smsButtonPressed...
ios,objective-c,uitableview,uibutton,widget
1)For your second problem, your cellIdentifier in tableView:cellForRowAtIndexPath will be "static" like this : static NSString *cellName = @"WidgetCell"; WidgetTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellName forIndexPath:indexPath]; 2)this condition will be never execute because it's never nil : if (cell == nil) { cell.nomeTimer.text = [listaFavoritos objectAtIndex:indexPath.row]; } replace it by this...
You can change the title/text color of a UIButton like so: button.setTitleColor(UIColor.blackColor(), forState: UIControlState.Normal) ...
ios,objective-c,uiviewcontroller,uibutton
Probably the addTopBarToScreen is in another class, that is unrelated to the HomeViewController and doesn't have the productSheetsButtonFunction defined. You can do this in several ways, but the simplest one, reusing your structure, is to pass the target in the addTopBarToScreen method, like this: - (void)addTopBarToScreen:(UIView *)screen target:(id)target Then, in...
ios,uitableview,swift,uibutton
Just don't add target from UITableViewCell class instead add it in cellForRowAtIndexPath method override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell { let cell = tableView.dequeueReusableCellWithIdentifier("cellIdentifier", forIndexPath: indexPath) as! SomeCustomCell cell.button_in_cell.addTarget(self, action: "viewControllerMethod:", forControlEvents: UIControlEvents.TouchUpInside) } ...
ios8,uibutton,autolayout,uikit,uistoryboard
Ok, this was a real school boy error. When the docs said 'The implementation of this method is empty before iOS 6' I for some reason took this to mean there's no need to call super on layoutSubviews. So the fix was: -(void) layoutSubviews { [super layoutSubviews]; // <<<<< THIS...
You can do like this [[self.firstButton imageForState:UIControlStateNormal]isEqual:[UIImage imageNamed:@"image"]] Try this one. This may help....
ios,objective-c,xcode,uibutton,mkmapview
Since iOS8 you have to set a usage description for location services: http://stackoverflow.com/a/24718342/4948826
Try this, I am not sure you need to fetch the last photo. Just update the UIButton background image like so. Should give the effect you are after. Let me know if it fixed it. if let capturedImage = image? { println("capture image") //animate button effect UIView.animateWithDuration(0.3, animations: { sender.backgroundColor...
If you have both text and image on a UIButton they are adjusted so both of them ar visible, if you are just removing the text by default it should show in the center of button if you remove the image. It should not move it to bottom left, can...
ios,objective-c,xcode,uibutton
print targX = arc4random() %769; targY = arc4random() % 925; in both methods , check whether you are getting proper points. And check generated points lies with in device screen....
As there was already said by @ranunez, the default tag is 0. I don't agree with the advice to use non-zero tags. My advice is, don't use tags at all. If you want to use a view in code, declare an outlet for it and connect it. If you want...
But I also want that "first" tap that closes the keyboard to not cause any other actions. You can do it the way you are doing it, but that's very inflexible because you have to deal with all those other controls separately and individually. The simplest way to do...
In collection view datasource method - collectionView:cellForItemAtIndexPath: when you are configuring the cell, set the indexPath item value as tag of the corresponding button in the cell. Then maintain a property say, previousSelectedButtonIndex in which you can maintain the value of the previously selected index. In your button click handler,...
ios,objective-c,uibutton,constraints,nsuserdefaults
What ended up being the actual problem was the fact that I wasn't using UIControlStateSelected. A foolish error. But that was the actual issue. Even after synchronizing my defaults and making sure the success block was returning the data properly, and that I was then accessing that data properly, the...
I think it is not possible at runtime. Since it is a read-only method. I think you will get helpful questions from these links. set UIButton's buttonType programmatically Change UIButton type programatically how to set UIButton type in UIButton Subclass...
I managed to achieve this by using the code below. I have a UIButton class with this: override func drawRect(rect: CGRect) { // Drawing code //// Rectangle Drawing let rectanglePath = UIBezierPath(roundedRect: CGRectMake(3, 3, 34, 34), cornerRadius: 10) UIColor.darkGrayColor().setStroke() rectanglePath.lineWidth = 3 rectanglePath.stroke() if (darwCheck == true) { //// Bezier...
Did you try this? var myButton = MyCustomButton(type: .Custom) ...
ios,objective-c,uibutton,uicontrolstate
Subclass UIButton and add your additional labels in there as instance variables. Then override -setHighlighted and -setSelected to adjust the additional labels as desired. FYI - you call [myButton setTitleColor...], not [myButton.titleLabel setTitleColor...]
ios,uibutton,core-graphics,cgcontext
First use a CAShapeLayer to create a mask CAShapeLayer * shapeLayer = [CAShapeLayer layer]; //Use these to create path CGMutablePathRef path = CGPathCreateMutable(); // CGPathMoveToPoint // CGPathAddLines shapeLayer.path = path; Then set mask of your button yourbutton.layer.mask = shapeLayer yourbutton.masksToBounds = YES; Example of a view CAShapeLayer * shapeLayer =...
The correct way to do this is by using the next line of code: UIButton *aButtonReconstruct = (UIButton *)[self.view viewWithTag:aTag]; where aTag is an int and is greater than 0, because all the views have the tag 0 by default, so in the for loop used in the first place,...
ios,swift,uiview,uibutton,segue
button.addTarget(self, action: "buttonAction:", forControlEvents: UIControlEvents.TouchUpInside) button.addTarget(self, action: "saveButton:", forControlEvents: UIControlEvents.TouchDown) The normal thing is that the button should be sending messages to its view controller. That is the standard MVC thing to do - indeed, that is the VC in MVC (the View is letting the Controller know there has...
objective-c,ios7,uibutton,xcode6,uicolor
try to use this code self.layer.backgroundColor = [UIColor colorWithRed:60/255.0f green:146/255.0f blue:180/255.0f alpha:1.0f].CGColor; You need to convert UIColor to CGColor which can be done by above code. Hope this will solve your problem...
Edit: It looks like init is a special keyword Swift uses when bridging ObjC code. From the docs: Initialization To instantiate an Objective-C class in Swift, you call one of its initializers with Swift syntax. When Objective-C init methods come over to Swift, they take on native Swift initializer syntax....
ios,swift,uibutton,iboutletcollection
@IBOutlet var customerDashboardButtons:[NSArray]? Creates an array of arrays. Calling customerDashboardButtons!.first will return the first array (the NSArray) in your array (the […] will also create an array) I suspect you want your customerDashboardButtons to be an array of UIButton’s so you would use @IBOutlet var customerDashboardButtons:[UIButton]? Using customerDashboardButtons!.first here will...
ios,uibutton,uipangesturerecognizer,cgrect,cgpoint
You are mixing between setting the frame origin and the frame centre. As you pan with the gesture you're setting thumbXCord = (int)thumb.center.x; so you're creating an offset of half the width of the thumb. Either be consistent about what you're setting or update the thumbXCord to account for the...
If you want to perform any action with single tap you and long press the you can add gestures into button this way: @IBOutlet weak var btn: UIButton! override func viewDidLoad() { let tapGesture = UITapGestureRecognizer(target: self, action: "Tap") //Tap function will call when user tap on button let longGesture...
You should be able to get the effect you're after using transforms. I would do the following: Start with the identity transform. Shift the origin of the transform down to the bottom of the image. Increase the transform's scale.y as desired. Shift the transform's origin back to the center of...
ios,objective-c,uibutton,rating
Step 1) Add 5 UIButton to your UI file. Then in your header (.h) code, declare the UIButton like so: IBOutlet UIButton *starOne; IBOutlet UIButton *starTwo; IBOutlet UIButton *starThree; IBOutlet UIButton *starFour; IBOutlet UIButton *starFive; Then back in your UI file, link the star button views to your code. Then...
ios,swift,uibutton,cgrect,uigraphicscontext
Try this code : var yourbutton = UIButton(frame:CGRectMake(100, 100, 100, 35)) var rect = CGRectMake(0, 0, 1, 1) UIGraphicsBeginImageContext(rect.size) var context : CGContextRef = UIGraphicsGetCurrentContext() CGContextSetFillColorWithColor(context, UIColor.blackColor().CGColor) CGContextFillRect(context, rect) var image : UIImage = UIGraphicsGetImageFromCurrentImageContext() UIGraphicsEndImageContext() yourbutton.setBackgroundImage(image, forState: UIControlState.Normal) self.view.addSubview(yourbutton) ...
Your method should be func configureButton (button: UIButton, action: Selector, title: String, pos: [CGFloat]) Note how it uses Selector instead of String. This is because Swift has no built in implementation of a Selector, you pass a string and the string literal is type inferred into a Selector (just like...
This is controlled by UIButton.adjustsImageWhenHighlighted. You can set this to false either in code or in your nib/storyboard file.
c#,user-interface,unity3d,uibutton,unityscript
At a guess, your Canvas' CanvasScaler's UI Scale Mode is probably set to Constant Pixel Size, and if your mobile device's resolution is too high, text will appear small. Try changing the UI Scale Mode to Scale With Screen Size and change the properties it provides as needed. (if your...
Another alternative would be to create a stretchable image using the UIImage method resizableImageWithCapInsets. What you do is to create an image that has the inside collapsed down to it's smallest possible size (1 pixel in this example) and then specify the sizes of the edges. When you create a...
objective-c,iphone,uibutton,core-animation
I did some tinkering and got pretty decent results. EDIT: I just uploaded a demo project to GitHub called MorphingButton (link) that generates the animation below: Here's what I did: I created a normal iOS 8 button in IB (no outline at all) and connected an outlet and an action...
ios,objective-c,uitableview,model-view-controller,uibutton
The second option will certainly violate MVC pattern. ViewController works like a glue between your models, views and contains all the business logic. ViewController should receive action then make your api call and put formatted data to your views. Usually in my project I always try to move networking code...
ios7,uibutton,nsattributedstring
You need to use this line to set attributed title [calendarBtn setAttributedTitle: ddStr forState:UIControlStateNormal]; instead of calendarBtn.titleLabel.attributedText=ddStr; Hope it helps :)...
If you need custom properties on a class that doesn't belong to you, subclass it and use the subclass instead. class MyCoolButton : UIButton { var myCoolProperty : String = "coolness" } And later: var btn = MyCoolButton( // ... ...
You have to declare your button inside your for loop. so each time loop run a new instance of button will generate. Create array to save buttons. NSMuttableDictionary *btnRadioDictionary = [NSMutableDictionary new]; NSMuttableDictionary *btnCheckBoxDictionary= [NSMutableDictionary new]; Set tag for each button inside loop for(int j = 0; j < nintOptionCount;...
ios,iphone,xcode,swift,uibutton
This is actually a feature of the OS and how touch events work. When you touch a UIControl (a UIButton in your case), the OS starts tracking your touch and movements and there's a predefined bounding rect around your control. Only after you move your finger outside this bound, the...
ios,uitableview,uibutton,interface-builder,uistoryboard
From the apple docs of titleLabel Do not use the label object to set the text color or the shadow color. Instead, use the setTitleColor:forState: and setTitleShadowColor:forState: methods of this class to make those changes. Similarly for text you should use setTitle:forState: [sender.titleLabel setTitle:@"Clicked" forState:UIControlStateNormal]; ...
ios,objective-c,uitableview,uiviewcontroller,uibutton
You can use delegates, as you want to communicate between two view controllers. Create a protocol in DetailViewController. While you initially segue from TableViewController to DetailViewController set "idx" as the selected indexPath.row or array index. When you delete it from DetailViewController, delegate will send the index to the TableViewController and...
Solution: I check in the buttons event whether the tableview is currently in editing mode. This solved the problem :)
ios,objective-c,uibutton,autolayout
Try this code,just replace 60 to what you want self.closeBtn = [UIButton buttonWithType:UIButtonTypeCustom]; self.closeBtn.frame = CGRectMake(260, 30, 50, 28); self.closeBtn.layer.cornerRadius = 4; self.closeBtn.layer.borderWidth = 1; self.closeBtn.layer.borderColor = [UIColor colorWithRed:179.0/255.0 green:179.0/255.0 blue:179.0/255.0 alpha:1.0].CGColor; [self.closeBtn setTitleColor:[UIColor colorWithRed:230.0/255.0 green:230.0/255.0 blue:230.0/255.0 alpha:1.0] forState:UIControlStateNormal]; self.closeBtn.backgroundColor = [UIColor...
ios,objective-c,iphone,uiimageview,uibutton
you can: 1 - keep a reference to the UIImageView inside the UIButton on your viewController 2 - Subclass the UIButton and add the UIImageView yourself. 3 - When adding the UIImageView, add a tag into it (view.tag) and when getting the view from the sender, you can just UIView...
ios,arrays,swift,uibutton,segue
You should check your index against count - 1 because index is zero-based. if currentQuestionIndex < questions.count - 1 && currentPlaceholderIndex < placeholder.count - 1{ currentQuestionIndex++ currentPlaceholderIndex++ buttonLabel.setTitle("Next", forState: UIControlState.Normal) } else { performSegueWithIdentifier("countdownSegue", sender: self) } EDIT: You didn't check the index when getting values from your array to...
To update a WKInterfaceLabel's text property you need to use setText(): self.myLabel.setText("new text") ...
ios,objective-c,iphone,uibutton,programmatically-created
Set AutoresizingMask for button UIButton *pickmeButton = [[UIButton alloc] initWithFrame:CGRectMake(0, self.view.bounds.size.height - 60, self.view.bounds.size.width, 60)]; [pickmeButton setAutoresizingMask:UIViewAutoresizingFlexibleTopMargin]; ...
The UIButton class, as well as lots of other UIControl subclasses can have numerous actions hooked up to them. When we are hooking up an action from interface builder to our source code file, if we open the "Event" drop down, we're presented with a long list of options: In...
ios,swift,uibutton,uiimage,optional-values
Try this after NSLog(" (theImage.description)") if let tempButton = self.weatherButtonImage { tempButton.setImage(theImage, forState:.Normal) } else { NSLog("Button is nil") } To determine if its your button that is nil. If your button is nil, reconnect it in storyboard....
ios,swift,uibutton,uiprogressbar
I'm not sure what the fix would be at this time, since I'm still learning swift at the moment, so just give you an idea. But I think it is something with the value you set, the 0.333. With the code you have right now, you are setting it to...
ios,swift,uibutton,for-in-loop
First remove the line Button.titleLabel?.text = "\(button)". This one is enough Button.setTitle("\(button)", forState: UIControlState.Normal). Then you should use setTitleColor method from a button to change it. Button.setTitleColor(UIColor. blackColor(), forState: UIControlState.Normal) Finally you made a mistake in the name of your font : Button.titleLabel?.font = UIFont(name:"ChalkboardSE-Regular", size: 30.0) That's it!...
I tried to set NSMutableAttributedString as text, but the setTitle method needs NSString and I have error. Because you are calling the wrong method. You want the setAttributedTitle:forState: method, which solves that problem. I see that I can set attributed text in Xcode 6.3, but in that case the...
ios,objective-c,uibutton,unrecognized-selector
You can't cast sender to UIBarButtonItem since sender is actually a UIButton. Change the line: controller.popoverPresentationController.barButtonItem = (UIBarButtonItem *)sender; to: controller.popoverPresentationController.sourceView = sender; ...
Set UIViewAutoresizingFlexibleWidth and UIViewAutoresizingFlexibleHeight [button1 setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight]; When you add button in IB with AutoresizingMask it's autoresize after lunch. For example, screen width increases from 320 (in storyboard) to 540px (on device) and button size increases proportionally. When you add button programmatically it's just added and you should calculate...
ios,objective-c,uibutton,uigesturerecognizer
Finally I realised that the problem was a UIScreenEdgePanGestureRecognizer that I have. Since my button is positioned to the left of the screen, this small left part of the button was canceled by the UIScreenEdgePanGestureRecognizer. I solved this by adding the following code to my UIViewController: - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch...
ios,objective-c,uibutton,respondstoselector
Responds to selector doesn't just check the public interface, it'll take any method it can find. I don't recall if the early API for UIButton ever exposed the title directly, but internally it's likely called as the state changes. Try to only use respondsToSelector: for API that you actually need...
ios,objective-c,uibutton,uiimage,calayer
This is my output code for my solution - UIButton *picBtn = [[UIButton alloc]initWithFrame:CGRectMake(0, 0, 60, 60)]; [picBtn setImage:[UIImage imageNamed:@"CM.png"] forState:UIControlStateNormal]; [picBtn setBackgroundColor:[UIColor clearColor]]; [picBtn setImageEdgeInsets:UIEdgeInsetsMake(10, 10, 10, 10)]; [picBtn.layer setCornerRadius:picBtn.frame.size.height/2]; [picBtn.layer setBorderWidth:2]; [picBtn.layer setBorderColor:[[UIColor grayColor] CGColor]]; ...
ios,objective-c,cocoa-touch,uibutton,uicolor
You need to understand how bit masks work. Merlin has pointed in the right direction, but he hasn't actually given an explanation. typedef NS_OPTIONS(NSUInteger, UIControlState) { UIControlStateNormal = 0, UIControlStateHighlighted = 1 << 0, // used when UIControl isHighlighted is set UIControlStateDisabled = 1 << 1, UIControlStateSelected = 1 <<...
ios,swift,uibutton,switch-statement,uitextfield
If you have auto layout turned on, you should do it something like this, class ViewController: UIViewController { @IBOutlet weak var submitButton: UIButton! @IBOutlet weak var phoneNumber: UITextField! @IBOutlet weak var centerCon: NSLayoutConstraint! // IBOutlet to a centerX constraint on the button override func viewDidLoad() { centerCon.constant = self.view.frame.size.width/2 +...
- (void)buttonClicked:(id)sender { // Do something when each button is clicked NSLog(@"Button title: %@", [sender titleForState:UIControlStateNormal]); } ...
There are two questions. I was wondering if it is possible to create a UIButton with two lines of text This is possible through using storyboard or programmatically. Storyboard: Notes: Change the Line Break Mode to Character Wrap, use Alt/Option + Enter key to enter a new line in the...