Didn’t even know how to exactly phrase this question, but here is the the problem essentially.
I have an Android application I developed. I used drawing elements to basically create custom background for text controls, layouts and buttons to make a nice scalable UI.
Here is a picture of it:
Other screen-shots here as well:
https://market.android.com/details?id=com.pacemaker.android&feature=search_result
I want to do the same thing for the iPhone version, but I have no idea where to even begin. It appears the same approach isn’t going to work, because there isn’t a way to set a background for an iPhone control to a custom vector based image?
What is the best way to do this for an iPhone app?
Been doing some research and I have seen the tool Opacity, but I am still not sure how it call fits together.
For example: Take the title bar in my application that says “PaceMaker” how would be the best way to replicate that in iPhone.
I want to make sure it scales so it works on 3GS and iPhone 4s.
I think I found the right solution to this problem.
The answer of ignoring the problem and choosing to just use the standard controls isn’t really acceptable to me as I am trying to build a feel for my application across platforms and a common experience.
What I ended up doing is to extend UIViews to create panels that had the correct shading and transparency and drew the borders how I wanted.
I extended UIView to create a rounded panel and a bordered panel.
I simple overrode the drawRect method and used the Quartz drawing APIs to draw my shapes and borders and use gradient fills to achieve the desired effect.
Then I could use UIView control and drag them onto the UI. I just change the UIView controls to be of my class type and everything works.