I'm having a problem with the following code.
I want to use one UIImageView on more than 1 button, it seems logical to me to only define the UIImageView once and use it as many times as necessary.
If I try to attach the imgView1 to two different buttons only one of them is displayed.
I can get round this by using the commented out imgView2.
But it seems silly that I have to do this. Why can't I just have one UIImageView and then add it to as many views as I require?
// This will not allow me to use imgView1 more than once and only one of the imgViews/buttons is displayed.
UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"some_image" ofType:@"png"]];
UIImageView *imgView1 = [[UIImageView alloc] initWithImage:image];
//UIImageView *imgView2 = [[UIImageView alloc] initWithImage:image];
CGRect frame = CGRectMake(10, 10, 70, 72);
UIButton *h=[UIButton buttonWithType:UIButtonTypeCustom];
[h setFrame:frame];
[h insertSubview:imgView1 atIndex:1];
frame = CGRectMake(100, 10, 70, 72);
UIButton *h2=[UIButton buttonWithType:UIButtonTypeCustom];
[h2 setFrame:frame];
[h2 insertSubview:imgView1 atIndex:1];
[self.view addSubview:h];
[self.view addSubview:h2];
[imgView1 release];
//[imgView2 release];
Edit:
Context
I've added some Context to my question
I am trying to create an image with a gradient background layer that sits behind the actual image, and is a follow-up question to this one (URL: Making a Transparent image button with bgcolor)
Whilst I can simply use setImage, it will not put the gradient background layer into开发者_StackOverflow中文版 the background.
For example:
int fullFrameX = 25;
int extFrameX = fullFrameX + 3;
CGRect fullFrame;
CGRect frame;
fullFrame = CGRectMake(fullFrameX, 10, 70,72);
frame = CGRectMake(extFrameX, 13, 63,65);
UIButton *h=[UIButton buttonWithType:UIButtonTypeCustom];
[h setFrame:fullFrame];
[[h layer] setMasksToBounds:YES];
//[h setBackgroundImage:image forState:UIControlStateNormal];
[h setImage:image forState:UIControlStateNormal];
[h setShowsTouchWhenHighlighted:YES];
[h setClipsToBounds:YES];
CAGradientLayer *gradientLayer = [[CAGradientLayer alloc] init];
[gradientLayer setBounds:frame];
[gradientLayer setPosition:CGPointMake([h bounds].size.width/2, [h bounds].size.height/2)];
[gradientLayer setColors:[NSArray arrayWithObjects:
(id)[[UIColor colorWithRed:255 green:0 blue:255 alpha:0]CGColor],(id)[[UIColor blackColor] CGColor], nil]];
[[h layer] insertSublayer:gradientLayer atIndex:1];
//[h insertSubview:imgView atIndex:1];
[h setTag:0];
[h addTarget:self action:@selector(btnSelectColor:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:h];
//[imgView release];
[gradientLayer release];
This is a canabalised version of my original code (from previous question), what its doing is its putting the image at the same level as my gradient background.
In my previous question I alluded to the answer of using UIImageViews to do most of the heavy lifting, except the problem I'm facing is that I have to create multiple UIImageViews when I really just need to create it once.
The idea is to have 4 buttons, each with a colored background from which the user can click to choose their color scheme.
Its a bit hard to explain, but I'll try and break it down into a list.
- An image (avatar) is the top layer
- A gradient background is in the background and is forced into a
frame
- The whole object is clickable
- I should only have to init 1 UIImageView for every time I want to use it but am forced to create multiple copies of the same UIImageView.
I hope this clarifies the context of my problem.
Perhaps a bit off topic, but you do realise that you can create a graphical background on a normal UIButton by simply using the setImage:forState: method of the UIButton class.
http://coffeeshopped.com/2010/09/iphone-how-to-dynamically-color-a-uiimage
The above URL helped me resolve the problem now.
-(UIImage *)createGradientImage:(NSString *)name withTopColor:(CGColorRef)topColor withBottomColor:(CGColorRef)bottomColor
{
UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:@"png"]];
// load the image
// begin a new image context, to draw our colored image onto
UIGraphicsBeginImageContext(image.size);
// get a reference to that context we created
CGContextRef context = UIGraphicsGetCurrentContext();
// set the fill color
//UIColor *color = [UIColor redColor];
//[color setFill];
// translate/flip the graphics context (for transforming from CG* coords to UI* coords
CGContextTranslateCTM(context, 0, image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// set the blend mode to color burn, and the original image
//CGContextSetBlendMode(context, kCGBlendModeColorBurn);
//CGContextSetBlendMode(context, kCGBlendModeColor);
CGRect rect = CGRectMake(0, 0, image.size.width, image.size.height);
CGRect rectInternal = CGRectMake(3, 3, image.size.width-6, image.size.height-6);
//CGContextFillRect(context, rectInternal);
//CGColorRef topColor = [[UIColor colorWithRed:0.0 green:5.0 blue:0.0 alpha:1.0]CGColor];
//CGColorRef bottomColor = [[UIColor blackColor]CGColor];
NSArray *colors = [NSArray arrayWithObjects: (id)topColor, (id)bottomColor, nil];
CGFloat locations[] = {0, 1};
CGGradientRef gradient =
CGGradientCreateWithColors(CGColorGetColorSpace(topColor),
(CFArrayRef)colors, locations);
// the start/end points
CGPoint top = CGPointMake(CGRectGetMidX(rectInternal), rectInternal.origin.y);
CGPoint bottom = CGPointMake(CGRectGetMidX(rectInternal), CGRectGetMaxY(rectInternal));
// draw
CGContextDrawLinearGradient(context, gradient, top, bottom, 0);
CGGradientRelease(gradient);
//For fillcolors
//CGContextFillRect(context, rect);
CGContextDrawImage(context, rect, image.CGImage);
// set a mask that matches the shape of the image, then draw (color burn) a colored rectangle
//CGContextClipToMask(context, rect, image.CGImage);
//CGContextAddRect(context, rect);
//CGContextDrawPath(context,kCGPathFill);
// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//return the gradient image
return coloredImg;
}
Thread closed.
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