Представление прозрачного фона UISearchBar

В UISearchBar принимают значение по умолчанию, фоновое представление должно представить. Как скрыть это? Мне нужен только поиск textview часть в UISearchBar.

21
задан Cœur 24 July 2018 в 03:00
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3 ответа

Фон UISearchBar нельзя скрыть общедоступными методами (назначение прозрачного цвета в качестве tintColor не поможет).

Вы должны использовать UITextField, если хотите точный контроль над стилем текстового поля.

2
ответ дан 29 November 2019 в 06:07
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Я экспериментировал с использованием слоя маски, чтобы сделать все вокруг фактического текстового поля в строке поиска прозрачным (таким образом, показывая содержимое из вида внизу). Он работает, но я бы нервничал, если бы использовал его в приложении для доставки, поскольку вам нужно точно согласовать форму маски с формой текстового поля в UISearchBar. Если Apple вообще изменит форму текстового поля, ваша маска не поместится, и вы увидите части градиента панели поиска, которые вам не нужны, и / или вы не увидите части текстового поля, которые ты хочешь. Тем не менее, вот как я это сделал:

//first make sure you include core animation so that the compiler will know about your view's layer
#import <QuartzCore/QuartzCore.h>

//now make a mask.  this is basically just a solid colored shape.  When you apply the mask, anywhere where the color is solid will become transparent in your view.  i used the excellent Opacity (http://likethought.com/opacity/) to generate this code, but you can do it any way you'd like

@interface SearchMaskLayer : CALayer {
}
@end

@implementation SearchMaskLayer

- (void)drawInContext:(CGContextRef)context
{


    CGRect imageBounds = CGRectMake(0, 0, 310, 34);
    CGRect bounds = imageBounds;

    CGFloat alignStroke;
    CGFloat resolution;
    CGMutablePathRef path;
    CGPoint point;
    CGPoint controlPoint1;
    CGPoint controlPoint2;
    UIColor *color;
    resolution = 0.5 * (bounds.size.width / imageBounds.size.width + bounds.size.height / imageBounds.size.height);

    CGContextSaveGState(context);
    CGContextTranslateCTM(context, bounds.origin.x, bounds.origin.y);
    CGContextScaleCTM(context, (bounds.size.width / imageBounds.size.width), (bounds.size.height / imageBounds.size.height));

    // Layer 1

    alignStroke = 0.0;
    path = CGPathCreateMutable();
    point = CGPointMake(295.0, 32.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    CGPathMoveToPoint(path, NULL, point.x, point.y);
    point = CGPointMake(310.0, 17.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    controlPoint1 = CGPointMake(303.229, 32.0);
    controlPoint1.x = (round(resolution * controlPoint1.x + alignStroke) - alignStroke) / resolution;
    controlPoint1.y = (round(resolution * controlPoint1.y + alignStroke) - alignStroke) / resolution;
    controlPoint2 = CGPointMake(310.0, 25.229);
    controlPoint2.x = (round(resolution * controlPoint2.x + alignStroke) - alignStroke) / resolution;
    controlPoint2.y = (round(resolution * controlPoint2.y + alignStroke) - alignStroke) / resolution;
    CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, point.x, point.y);
    point = CGPointMake(310.0, 17.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    CGPathAddLineToPoint(path, NULL, point.x, point.y);
    point = CGPointMake(295.0, 2.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    controlPoint1 = CGPointMake(310.0, 8.771);
    controlPoint1.x = (round(resolution * controlPoint1.x + alignStroke) - alignStroke) / resolution;
    controlPoint1.y = (round(resolution * controlPoint1.y + alignStroke) - alignStroke) / resolution;
    controlPoint2 = CGPointMake(303.229, 2.0);
    controlPoint2.x = (round(resolution * controlPoint2.x + alignStroke) - alignStroke) / resolution;
    controlPoint2.y = (round(resolution * controlPoint2.y + alignStroke) - alignStroke) / resolution;
    CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, point.x, point.y);
    point = CGPointMake(15.0, 2.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    CGPathAddLineToPoint(path, NULL, point.x, point.y);
    point = CGPointMake(0.0, 17.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    controlPoint1 = CGPointMake(6.771, 2.0);
    controlPoint1.x = (round(resolution * controlPoint1.x + alignStroke) - alignStroke) / resolution;
    controlPoint1.y = (round(resolution * controlPoint1.y + alignStroke) - alignStroke) / resolution;
    controlPoint2 = CGPointMake(0.0, 8.771);
    controlPoint2.x = (round(resolution * controlPoint2.x + alignStroke) - alignStroke) / resolution;
    controlPoint2.y = (round(resolution * controlPoint2.y + alignStroke) - alignStroke) / resolution;
    CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, point.x, point.y);
    point = CGPointMake(0.0, 17.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    CGPathAddLineToPoint(path, NULL, point.x, point.y);
    point = CGPointMake(15.0, 32.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    controlPoint1 = CGPointMake(0.0, 25.229);
    controlPoint1.x = (round(resolution * controlPoint1.x + alignStroke) - alignStroke) / resolution;
    controlPoint1.y = (round(resolution * controlPoint1.y + alignStroke) - alignStroke) / resolution;
    controlPoint2 = CGPointMake(6.771, 32.0);
    controlPoint2.x = (round(resolution * controlPoint2.x + alignStroke) - alignStroke) / resolution;
    controlPoint2.y = (round(resolution * controlPoint2.y + alignStroke) - alignStroke) / resolution;
    CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, point.x, point.y);
    point = CGPointMake(295.0, 32.0);
    point.x = (round(resolution * point.x + alignStroke) - alignStroke) / resolution;
    point.y = (round(resolution * point.y + alignStroke) - alignStroke) / resolution;
    CGPathAddLineToPoint(path, NULL, point.x, point.y);
    CGPathCloseSubpath(path);
    color = [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:1.0];
    [color setFill];
    CGContextAddPath(context, path);
    CGContextFillPath(context);
    CGPathRelease(path);
}

Позже в одном из ваших методов примените маску.

- (void)viewDidLoad {
    [super viewDidLoad];
    SearchMaskLayer *maskLayer = [[SearchMaskLayer alloc] init];
    [maskLayer setFrame:CGRectMake(0, 0, 310, 34)];
    [maskLayer setPosition:CGPointMake(162,21)];
    [maskLayer setNeedsDisplay];    
    [self.searchBar.layer setNeedsDisplay];
    [self.searchBar.layer setMask:maskLayer];
    [maskLayer release];
}

Я изменил расположение слоя, просто чтобы посмотреть, как он будет выглядеть, но вы можете рассчитать эти размеры и положения, чтобы удовлетворить ваши потребности.

2
ответ дан 29 November 2019 в 06:07
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[[searchBar.subviews objectAtIndex:0] removeFromSuperview];
61
ответ дан 29 November 2019 в 06:07
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