I've been looking for documentation on how to use the UIVisualEffectView with Objective-C in iOS8.
I've seen some code examples but would appreciate the steps to use the actual view in the Object Library. This is what I tried, which had no effect:
Create a new storyboard scene
Add a UIVisualEffectView
Add a UIImageView
Add a picture to the UIImageView
I want to have a blurred picture as the background for my scenes. Can someone point me to a tutorial or provide instructions?
Thanks
I have implemented a demo which demonstrates using UIVisualEffectView with vibrancy and also with vibrancy & blur. It uses a little bit different way of implementing via storyboard so look at https://github.com/Vaberer/BlurTransition.
Related
I have been searching for a way to draw a custom image (.png) on screen.
When I started to look it up, I noticed everyone went for the UI way.
I've already asked how I could do this using one of FiveM's natives and I got the answer of drawSprite()
But now I have a new question; How can I create a custom sprite for the drawSprite() native to call upon?
And when I have this custom sprite, how do I use it in the drawSprite() native?
Thanks in advance!
I am wondering what type of drawing canvas is used by SketchApp, PaintCode or Monodraw ...
Image View, OpenGL View, a Custom View ?
I like the fact that we can zoom, translate and select object in this canvas (but I guess it's handmade features).
So, what do you think is the best way to achieve this in Cocoa ?
As for PaintCode, we use NSScrollView with OpenGL view inside for custom multithreaded tiling. The actual content is drawn using CoreGraphics, so what you see in PaintCode is what you get in your app.
I directly asked Monodraw developers and they told me :
The grid is an NSScrollView with custom rulers.
:)
You can check their ASCII art editor here : https://monodraw.helftone.com/
I am using Xcode 6.4 and find the canvas/background colour of the interface builder to be terrible. ViewControllers have a general whitish colour, so does the canvas. It makes viewing rather uncomfortable as there is no contrast between the canvas and the objects I work with (view controllers etc). Is there any way I could change the canvas colour please?
As far as my research into this went, there is no way to change the canvas colour.
UPDATE
There seems to indeed be a way to do this (thanks to deej): here is a link
I'm trying to figure out how can I solve a problem.
Basically I have a Dynamic TableView, with dynamic Images(Different Sizes).
I want to set always a fixed width:320 for the UIImage and use the Mode: Aspect Fill(Without Clip Subviews), the image maintains the width and set the height dynamically based on my width, but the problem is, my image cover up everything else, like labels, buttons and edges of my cells, I tried to use auto-layout with constraints to reposition these other components(labels,buttons,etc), but not worked.
I don't know if just using the Interface Builder I can solve this behavior or I need to check/calculate some information programmatically.
Any ideas are welcome.
Thanks Team!
Due to lacking of your code as example, I can just suggest you use a swift library from GitHub called Toucan. Toucan is a Swift library that provides a clean, quick API for processing images. And it solve my image problem smoothly.
You should be able to solve this in Interface Builder.
I usually am always able to accomplish my desired layout using constraints and priorities. Only in cases with dynamic type it gets difficult.
I don't know the layout of your cell. It would be helpful if you would post a screenshot of your cell and indicate where the overlap occurs.
I have an NSImageView in a view that utilizes Core Animation. Prior to using Core Animation the image looks fine but now its blurry and low quality. If I let NSImageView have a bezel border the issue goes away but I need it to have no border. Had this happened to anyone else?
Imgae in the background with no border, same image in the front with a border.
Thanks
EDIT: I forgot to mention that the image is an icon file (ICNS) so it has various sizes. The bordered view loads the correct size and the transparent one loads the smallest and stretches it.
Although not the way I wanted to, I managed to create a fix for the issue. The issue seemed to be the way that NSImageView was drawing the image so I created a custom NSView subclass with support for the same bindings I used in my original image view. Im not sure why the blurry-ness happend in the beginning, but drawing the image by hand in an NSView seems to do the trick.
Your image may be drawing in a non-pixel-aligned way. Have you tried shifting it by a half pixel?
Apple has a good demonstration of this in the BlurryView app in their "Cocoa Tips and Tricks" sample code.
Cocoa Tips and Tricks