Pinch and zoom UIView without transform [duplicate] - swift

I was hoping someone could help me out. I am trying to allow a user to pinch zoom on a UIImageView(with a max and min level allowed). But for some reason the it does not work right. The image zooms a little then just bounces back. Thank you.
here is the zoom func
func zoom(sender:UIPinchGestureRecognizer) {
if sender.state == .Ended || sender.state == .Changed {
let currentScale = self.view.frame.size.width / self.view.bounds.size.width
var newScale = currentScale*sender.scale
if newScale < 1 {
newScale = 1
}
if newScale > 9 {
newScale = 9
}
let transform = CGAffineTransformMakeScale(newScale, newScale)
self.imageView?.transform = transform
sender.scale = 1
}
}

UIImageView pinch zoom with UIScrollView || image zooming ios in swift 3 and Xcode 8 letter Youtube video URL
set uiscrollview Delegate in storyboard
class PhotoDetailViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
#IBOutlet weak var imgPhoto: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView.minimumZoomScale = 1.0
scrollView.maximumZoomScale = 6.0
// scrollView.delegate = self - it is set on the storyboard.
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imgPhoto
}

I decided to add the imageView to a UIScrollView. It allows the user to zoom and pan over. Here is the code I used.
in order to set max/min zoom I used :
scrollImg.minimumZoomScale = 1.0
scrollImg.maximumZoomScale = 10.0
here is the rest of the code.
var vWidth = self.view.frame.width
var vHeight = self.view.frame.height
var scrollImg: UIScrollView = UIScrollView()
scrollImg.delegate = self
scrollImg.frame = CGRectMake(0, 0, vWidth!, vHeight!)
scrollImg.backgroundColor = UIColor(red: 90, green: 90, blue: 90, alpha: 0.90)
scrollImg.alwaysBounceVertical = false
scrollImg.alwaysBounceHorizontal = false
scrollImg.showsVerticalScrollIndicator = true
scrollImg.flashScrollIndicators()
scrollImg.minimumZoomScale = 1.0
scrollImg.maximumZoomScale = 10.0
defaultView!.addSubview(scrollImg)
imageView!.layer.cornerRadius = 11.0
imageView!.clipsToBounds = false
scrollImg.addSubview(imageView!)
I also had to add this as well
func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
return self.imageView
}
Swift 3 & above function prototype
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return self.mainImage
}

Supporting Swift 5.1, You can create an extension of UIImageView, like this:
extension UIImageView {
func enableZoom() {
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(startZooming(_:)))
isUserInteractionEnabled = true
addGestureRecognizer(pinchGesture)
}
#objc
private func startZooming(_ sender: UIPinchGestureRecognizer) {
let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
sender.view?.transform = scale
sender.scale = 1
}
}

The option for swift 4
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrolView: UIScrollView!
#IBOutlet weak var imgPhoto: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrolView.delegate = self
scrolView.minimumZoomScale = 1.0
scrolView.maximumZoomScale = 10.0
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imgPhoto
}
}

You can use ImageScrollView open source, a zoomable and scrollable image view. http://github.com/huynguyencong/ImageScrollView
Like this opensource, add ImageView to ScrollView
open class ImageScrollView: UIScrollView {
var zoomView: UIImageView? = nil
}
extension ImageScrollView: UIScrollViewDelegate{
public func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return zoomView
}
public func scrollViewDidZoom(_ scrollView: UIScrollView) {
adjustFrameToCenter()
}
}

Using Swift 5.0, here is how it works for me:
let myImageView = UIImageView(image: myImage)
myImageView.isUserInteractionEnabled = true
let pinchMethod = UIPinchGestureRecognizer(target: self, action: #selector(pinchImage(sender:)))
myImageView.addGestureRecognizer(pinchMethod)
#objc func pinchImage(sender: UIPinchGestureRecognizer) {
guard let sender = sender.view else { return }
if let scale = (sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)) {
guard scale.a > 1.0 else { return }
guard scale.d > 1.0 else { return }
sender.view?.transform = scale
sender.scale = 1.0
}
}
You can use scale.a, scale.b, scale.c, scale.d, scale.tx and scale.ty to set your scale limits.

In my view, the problem is your determination of currentScale. It always equals 1, because you change the scale of your imageView. You should assign your currentScale as follows:
let currentScale = self.imageView?.frame.size.width / self.imageView?.bounds.size.width

Swift 3 solution
By default UIImageView's userInteration is disabled. Enable it before adding any gestures in UIImageView.
imgView.isUserInteractionEnabled = true
The scale factor relative to the points of the two touches in screen
coordinates
var lastScale:CGFloat!
func zoom(gesture:UIPinchGestureRecognizer) {
if(gesture.state == .began) {
// Reset the last scale, necessary if there are multiple objects with different scales
lastScale = gesture.scale
}
if (gesture.state == .began || gesture.state == .changed) {
let currentScale = gesture.view!.layer.value(forKeyPath:"transform.scale")! as! CGFloat
// Constants to adjust the max/min values of zoom
let kMaxScale:CGFloat = 2.0
let kMinScale:CGFloat = 1.0
var newScale = 1 - (lastScale - gesture.scale)
newScale = min(newScale, kMaxScale / currentScale)
newScale = max(newScale, kMinScale / currentScale)
let transform = (gesture.view?.transform)!.scaledBy(x: newScale, y: newScale);
gesture.view?.transform = transform
lastScale = gesture.scale // Store the previous scale factor for the next pinch gesture call
}
}

Swift 3 solution
This is the code I used. I added imageView to scrollView as a subview.
class ZoomViewController: UIViewController,UIScrollViewDelegate {
#IBOutlet weak var scrollView:UIScrollView!
#IBOutlet weak var imageView:UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView.delegate = self
scrollView.minimumZoomScale = 1.0
scrollView.maximumZoomScale = 10.0//maximum zoom scale you want
scrollView.zoomScale = 1.0
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imageView
}

[September 2022, Swift 5]
One of the ways It seems to be working fine for me was embedding the image view into a scroll view which you can have a quick look at the library I'm sharing for better understanding to keep this answer short. I have built up this small library and used it in production apps. You can install or just copy-paste the files into your project. It is very easy to work with as an UIView and listen to its delegate for more options if you need them.
The library is called InteractiveImageView, it supports iOS 11.0 and up, link to GitHub:
https://github.com/egzonpllana/InteractiveImageView

I think the biggest problem is at the end of your func, you have sender.scale = 1. If you remove that line of code, your image shouldn't just bounce back each time.

This is an old question but I don't see any answers that explain what is wrong with the original code.
This line:
let currentScale = self.view.frame.size.width / self.view.bounds.size.width
Is working on the main view rather than the imageView so the scale calculation is always ~1
This simple change makes it behave as expected
let currentScale = sender.view!.frame.size.width / sender.view!.bounds.size.width
by changing self to sender (and forcing view to unwrap) the scale calculation works as expected.

I ended up here, probably searching the wrong way.
I was after having my imageView in contentMode = .centre.
But I was judging it too zoomed in and I was searching a way to zoom it out.
Here's how:
self.imageView.contentScaleFactor = 3
1 is as if you were doing anything. More that 1 zooms out... 3 works for me but you need to test it out.

Related

Navigation view transition full screen to a view with corner radius

I am trying to create an app home screen animation from splash, like after launch screen completed (full)screen color transforms into an app logo background color. Currently below code kind of archive what I expected. But, that transformation CAShapeLayer doesn't do with corner radius. Without corner radius it works as normal, when I try to use circle/oval/corner radius animation seems like below gif.
Tried few other StackOverflow answers which create circle animation those are not working. Here one of those.
weak var viewTransitionContext: UIViewControllerContextTransitioning!
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
viewTransitionContext = transitionContext
guard let fromVC = viewTransitionContext.viewController(forKey: .from) else { return }
guard let toVC = viewTransitionContext.viewController(forKey: .to) else { return }
if fromVC.isKind(of: SOGSplashViewController.self) && toVC.isKind(of: SOGHomeViewController.self) {
guard let toVCView = transitionContext.view(forKey: .to) else { return }
guard let fromVCView = transitionContext.view(forKey: .from) else { return }
let containerView = transitionContext.containerView
let labelWidth = UIDevice.width() * 0.75
let labelHeight = labelWidth * 0.7
let xAxis = (UIDevice.width() - labelWidth)/2.0
let yAxis = ((UIDevice.height()/2.0) - labelHeight)/2.0
let labelRect = CGRect(x: xAxis, y: yAxis, width: labelWidth, height: labelHeight)
let radius = (UIDevice.height()/2.0)*0.1
let fromFrame = fromVCView.bounds
let animationTime = transitionDuration(using: transitionContext)
let maskLayer = CAShapeLayer()
maskLayer.isOpaque = false
maskLayer.fillColor = fromVCView.backgroundColor?.cgColor
maskLayer.backgroundColor = UIColor.clear.cgColor
maskLayer.path = toPathValue.cgPath
let maskAnimationLayer = CABasicAnimation(keyPath: "path")
maskAnimationLayer.fromValue = (UIBezierPath(rect: fromFrame)).cgPath
maskAnimationLayer.toValue = toPathValue.cgPath
maskAnimationLayer.duration = animationTime
maskAnimationLayer.delegate = self as? CAAnimationDelegate
containerView.addSubview(fromVCView)
containerView.addSubview(toVCView)
fromVCView.layer.add(maskAnimationLayer, forKey: nil)
maskLayer.add(maskAnimationLayer, forKey: "path")
containerView.layer.addSublayer(maskLayer)
let deadLineTime = DispatchTime.now() + .seconds(1)
DispatchQueue.main.asyncAfter(deadline: deadLineTime) {
UIView.animate(withDuration: 0.2, animations: {
maskLayer.opacity = 0
}, completion: { (isSuccess) in
self.viewTransitionContext.completeTransition(true)
})
}
}
}
Transforming a rectangular path to a rounded rectangular path is a very complex operation if you do it through a generic way like Core Animation.. You should better use the cornerRadius property of CALayer which is animatable.
Here is a working example with a constraint based animation:
class ViewController: UIViewController {
#IBOutlet var constraints: [NSLayoutConstraint]!
#IBOutlet var contentView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) {
self.contentView.layer.cornerRadius = 10.0
self.animate(nil)
}
#IBAction func animate(_ sender: Any?) {
for c in constraints {
c.constant = 40.0
}
UIView.animate(withDuration: 4.0) {
self.view.layoutIfNeeded()
self.contentView.layer.cornerRadius = 40.0
}
}
}
contentView points to the inner view which should be animated, and constraints refer to the four layout constraints defining the distances from the view controller's view to the content view.
This is just a simple, rough example, which can certainly be improved.

how to pinch zoom in on code created scrollview

My code creates a scrollview and image view that displays a picture array from a previous view controller. However, I am trying to implement code to make it so the user may zoom in on a picture. But what ever I do, it does not work. Any suggestions on what I am doing wrong, or where to implement the zoom in code? Thank you!
import UIKit
class DestinationVC: UIViewController {
#IBOutlet weak var myScrollView: UIScrollView!
var mySelectedProtocol:Protocol?
var pageControl:UIPageControl?
var currentPageIndex:Int=0
fileprivate var count:Int=0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
if mySelectedProtocol == nil { self.navigationController?.popViewController(animated: true) }
if mySelectedProtocol!.imagesName!.count == 0 { self.navigationController?.popViewController(animated: true) }
/// We have Data
print("Img Array with Name ==> \(mySelectedProtocol?.imagesName ?? [])")
DispatchQueue.main.async {
self.addPageView()
}
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
myScrollView.delegate = self
myScrollView.minimumZoomScale = 1.0
myScrollView.maximumZoomScale = 5.0
return myScrollView
}
private func addPageView() {
myScrollView.backgroundColor=UIColor.black
myScrollView.isUserInteractionEnabled=true
myScrollView.showsHorizontalScrollIndicator=true
myScrollView.isPagingEnabled=true
myScrollView.delegate=self
myScrollView.bounces=false
self.count=mySelectedProtocol!.imagesName!.count
for i in 0..<self.count {
///Get Origin
let xOrigin : CGFloat = CGFloat(i) * myScrollView.frame.size.width
///Create a imageView
let imageView = UIImageView()
imageView.frame = CGRect(x: xOrigin, y: 0, width: myScrollView.frame.size.width, height: myScrollView.frame.size.height)
imageView.contentMode = .scaleAspectFit
imageView.image=UIImage(named: mySelectedProtocol!.imagesName![i])
myScrollView.addSubview(imageView)
}
setUpPageControl()
///Set Content Size to Show
myScrollView.contentSize = CGSize(width: myScrollView.frame.size.width * CGFloat(self.count), height: myScrollView.frame.size.height)
}
private func setUpPageControl() {
if pageControl == nil { pageControl=UIPageControl() }
pageControl!.numberOfPages = self.count
pageControl!.currentPageIndicatorTintColor = UIColor.red
pageControl!.pageIndicatorTintColor = UIColor.white
pageControl!.frame = CGRect(x: 0, y: 20, width: self.view.frame.width, height: self.view.frame.height*0.2)
pageControl!.currentPage=currentPageIndex
self.view.addSubview(pageControl!)
self.view.bringSubview(toFront: pageControl!)
}
}
extension DestinationVC: UIScrollViewDelegate {
func scrollViewWillBeginDragging(_ scrollView: UIScrollView) {
let scrollW : CGFloat = scrollView.frame.size.width
currentPageIndex = Int(scrollView.contentOffset.x / scrollW)
self.pageControl!.currentPage=currentPageIndex
}
func scrollViewDidEndDecelerating(_ scrollView: UIScrollView) {
let scrollW : CGFloat = scrollView.frame.size.width
currentPageIndex = Int(scrollView.contentOffset.x / scrollW)
self.pageControl!.currentPage=currentPageIndex
}
}
You set the minimumScale to 1.0 - that's just 1x the normal scale. If you want it to be zoom down closer, you could try setting the minimum zoom like this:
let scaleWidth = scrollView.frame.size.width / scrollView.contentSize.width
let scaleHeight = scrollView.frame.size.height / scrollView.contentSize.height
let minScale = min(scaleWidth, scaleHeight)
scrollView.minimumZoomScale = minScale
scrollView.maximumZoomScale = 1.0
scrollView.zoomScale = minScale
And set the maximumZoomScale to 1.0 - the size of the content.

UIProgressView setProgress issue

I've encountered an issue using a UIProgressView where low values (1% - about 10%) look off. You can see with the example above that 97% looks accurate while 2% does not.
Here's the code for setting colors:
self.progressView.trackTintColor = UIColor.green.withAlphaComponent(0.3)
self.progressView.tintColor = UIColor.green.withAlphaComponent(1.0)
But, if I comment out the trackTintColor or the tintColor, then the 2% looks correct. Why when using these together does it cause this issue? Just an Xcode bug? Has anyone resolved this before?
I've experienced the same issue in my project. For me it's fixed by using progressTintColor instead of tintColor.
progressView.progressTintColor = UIColor.green.withAlphaComponent(1.0)
progressView.trackTintColor = UIColor.green.withAlphaComponent(0.3)
you need to create color image
SWIFT 3 Example:
class ViewController: UIViewController {
#IBOutlet weak var progressView: UIProgressView!
#IBAction func lessButton(_ sender: UIButton) {
let percentage = 20
let invertedValue = Float(100 - percentage) / 100
progressView.setProgress(invertedValue, animated: true)
}
#IBAction func moreButton(_ sender: UIButton) {
let percentage = 80
let invertedValue = Float(100 - percentage) / 100
progressView.setProgress(invertedValue, animated: true)
}
override func viewDidLoad() {
super.viewDidLoad()
//create gradient view the size of the progress view
let gradientView = GradientView(frame: progressView.bounds)
//convert gradient view to image , flip horizontally and assign as the track image
progressView.trackImage = UIImage(view: gradientView).withHorizontallyFlippedOrientation()
//invert the progress view
progressView.transform = CGAffineTransform(scaleX: -1.0, y: -1.0)
progressView.progressTintColor = UIColor.black
progressView.progress = 1
}
}
extension UIImage{
convenience init(view: UIView) {
UIGraphicsBeginImageContext(view.frame.size)
view.layer.render(in: UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
self.init(cgImage: (image?.cgImage)!)
}
}
#IBDesignable
class GradientView: UIView {
private var gradientLayer = CAGradientLayer()
private var vertical: Bool = false
override func draw(_ rect: CGRect) {
super.draw(rect)
// Drawing code
//fill view with gradient layer
gradientLayer.frame = self.bounds
//style and insert layer if not already inserted
if gradientLayer.superlayer == nil {
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = vertical ? CGPoint(x: 0, y: 1) : CGPoint(x: 1, y: 0)
gradientLayer.colors = [UIColor.green.cgColor, UIColor.red.cgColor]
gradientLayer.locations = [0.0, 1.0]
self.layer.insertSublayer(gradientLayer, at: 0)
}
}
}

Issue in blocking Vertical scroll on UIScrollView in Swift 4.0

I have an Image carousel in my app I use a UIScrollView to show the images inside. everything works fine, it's just that I want to know how do I block up movements in the UIScrollView
I'm trying to block the vertical scroll by doing:
scrollView.showsVerticalScrollIndicator = false
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
everything in that works fine and it really blocks the vertical scroll
The problem is,
that I also have a timer, that moves the UIScrollView programmatically by doing:
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
and once I block the vertical scroll,
this function to scrollReactToVisible doesn't do anything.
and I don't get any error for that.
is there a way currently to also block the scroll vertically (and allow to scroll right and left as usual) and also move the scrollview programmatically?
I'm attaching my full view controller:
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
var myPresenter: CaruselleScreenPresenterProtocol?
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: UIScrollView!
var slides:[CaruselleTipsCard] = [];
var timer:Timer?
var currentPageMultiplayer = 0
override func viewDidLoad() {
super.viewDidLoad()
myPresenter = CaruselleScreenPresenter(controller: self)
//initlizes view
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
//delegates
scrollView.delegate = self
////blocks vertical movement
scrollView.showsVerticalScrollIndicator = false
//scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
}
func scheduleTimer(_ timeInterval: TimeInterval){
timer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(timerCall), userInfo: nil, repeats: false)
}
#objc func timerCall(){
print("Timer executed")
currentPageMultiplayer = currentPageMultiplayer + 1
if (currentPageMultiplayer == 5) {
currentPageMultiplayer = 0
}
pageControl.currentPage = currentPageMultiplayer
scrollToPage(pageToMove: currentPageMultiplayer)
scheduleTimer(5)
}
func scrollToPage(pageToMove: Int) {
print ("new one")
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scrolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "findingClinitionSugue" {
let destination = segue.destination as! FirstAvailableSearchViewController
//destination.consumer = consumer
}
if (timer != nil) {
timer?.invalidate()
}
}
// protocol functions
func initlizeSlides() {
slides = createSlides()
setupSlideScrollView(slides: slides)
}
func initlizeTimer() {
scheduleTimer(5)
}
}
The problem might be about setting the contentSize height value to 0 initally, so even though timer wants scrollView to move, it cannot do that.
Can you try replacing this line:
scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0)
With:
scrollView.contentInsetAdjustmentBehavior = .never
Depending the application and functionality required within the scrollview - could you disable user interaction of the scrollview so it can still be moved programmatically?
That would just be
scrollView.isUserInteractionEnabled = false
This would of course depend on whether you need items in the scrollview to be interactive
Maybe you can subclass your UIScrollView, and override touchesBegan.
class CustomScrollView: UIScrollView {
var touchesDisabled = false
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if touchesDisabled {
// here parse the touches, if they go in the horizontal direction, allow scrolling
// set tolerance for vertical movement
let tolerance: CGFloat = 5.0
let variance = touches.reduce(0, { Yvariation, touch in
Yvariation + abs(touch.location(in: view).y - touch.previousLocation(in: view).y)
})
if variance <= tolerance * CGFloat(touches.count) {
let Xtravelled = touches.reduce(0, { Xstep, touch in
Xstep + (touch.location(in: view).x - touch.previousLocation(in: view).x)
})
// scroll horizontally by the x component of hand gesture
var newFrame: CGRect = scrollView.frame
newFrame.origin.x += Xtravelled
self.scrollRectToVisible(frame, animated: true)
}
}
else {
super.touchesBegan(touches: touches, withEvent: event)
}
}
}
This way you can manually move the scrollview horizontally while disabling vertical movement when touchesDisabled is set true.
If I've understood you problem well, you can stop scrolling whenever you want with this
scrollView.isScrollEnabled = false
Using UIScrollViewDelegate (or KVO on scrollView's contentOffset), you can just counteract any vertical movement in the carousel. Something like this:
var oldYOffset: CGFloat ....
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let deltaY = oldYOffset - scrollView.contentOffset.y
oldYOffset = scrollView.contentOffset.y
scrollView.contentOffset.y -= deltaY
}
This offset change will not be visible to the user. You could even use this to increase the speed of the scrolling, invert the scrolling (pan left and scrollView scrolls right), or entirely lock the motion of the scrollView without touching isScrollEnabled, contentSize, etc.
This turned out to be quite an interesting problem...
While it is easy to lock UIScrollView scrolling to one axis only using the UIScrollViewDelegate, it is impossible to provide smooth scrolling while changing the scrolling programmatically (as you do with the Timer) at the same time.
Below, you will find a DirectionLockingScrollView class I just wrote that should make things easier for you. It's a UIScrollView that you can initialize either programmatically, or via the Interface Builder.
It features isHorizontalScrollingEnabled and isVerticalScrollingEnabled properties.
HOW IT WORKS INTERNALLY
It adds a second "control" UIScrollView that is identical to the main DirectionLockingScrollView and propagates to it all pan events intended for the main scroll view. Every time the "control" scroll view's bounds change, the change is propagated to the main scroll view BUT x and y are altered (based on isHorizontalScrollingEnabled and isVerticalScrollingEnabled) to disable scrolling on the requested axis.
DirectionLockingScrollView.swift
/// `UIScrollView` subclass that supports disabling scrolling on any direction
/// while allowing the other direction to be changed programmatically (via
/// `setContentOffset(_:animated)` or `scrollRectToVisible(_:animated)` or changing the
/// bounds etc.
///
/// Can be initialized programmatically or via the Interface Builder.
class DirectionLockingScrollView: UIScrollView {
var isHorizontalScrollingEnabled = true
var isVerticalScrollingEnabled = true
/// The control scrollview is added below the `DirectionLockingScrollView`
/// and is used to implement all native scrollview behaviours (such as bouncing)
/// based on user input.
///
/// It is required to be able to change the bounds of the `DirectionLockingScrollView`
/// while maintaining scrolling in only one direction and allowing for setting the contentOffset
/// (changing scrolling for any axis - even the disabled ones) programmatically.
private let _controlScrollView = UIScrollView(frame: .zero)
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
installCustomScrollView()
}
override init(frame: CGRect) {
super.init(frame: frame)
installCustomScrollView()
}
override func layoutSubviews() {
super.layoutSubviews()
updateCustomScrollViewFrame()
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
guard let superview = superview else {
_controlScrollView.removeFromSuperview()
return
}
superview.insertSubview(_controlScrollView, belowSubview: self)
updateCustomScrollViewFrame()
}
// MARK: - UIEvent propagation
func viewIgnoresEvents(_ view: UIView?) -> Bool {
let viewIgnoresEvents =
view == nil ||
view == self ||
!view!.isUserInteractionEnabled ||
!(view is UIControl && (view!.gestureRecognizers ?? []).count == 0)
return viewIgnoresEvents
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if viewIgnoresEvents(view) {
return _controlScrollView
}
return view
}
// MARK: - Main scrollview settings propagation to `controlScrollView`
override var contentInset: UIEdgeInsets {
didSet {
_controlScrollView.contentInset = contentInset
}
}
override var contentScaleFactor: CGFloat {
didSet {
_controlScrollView.contentScaleFactor = contentScaleFactor
}
}
override var contentSize: CGSize {
didSet {
_controlScrollView.contentSize = contentSize
}
}
override var bounces: Bool {
didSet {
_controlScrollView.bounces = bounces
}
}
override var bouncesZoom: Bool {
didSet {
_controlScrollView.bouncesZoom = bouncesZoom
}
}
}
extension DirectionLockingScrollView: UIScrollViewDelegate {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
updateBoundsFromCustomScrollView(scrollView)
}
}
private extension DirectionLockingScrollView {
/// Propagates `controlScrollView` bounds to the actual scrollview.
/// - Parameter scrollView: If the scrollview provided is not the `controlScrollView`
// the main scrollview bounds are not updated.
func updateBoundsFromCustomScrollView(_ scrollView: UIScrollView) {
if scrollView != _controlScrollView {
return
}
var newBounds = scrollView.bounds.origin
if !isHorizontalScrollingEnabled {
newBounds.x = self.contentOffset.x
}
if !isVerticalScrollingEnabled {
newBounds.y = self.contentOffset.y
}
bounds.origin = newBounds
}
func installCustomScrollView() {
_controlScrollView.delegate = self
_controlScrollView.contentSize = contentSize
_controlScrollView.showsVerticalScrollIndicator = false
_controlScrollView.showsHorizontalScrollIndicator = false
// The panGestureRecognizer is removed because pan gestures might be triggered
// on subviews of the scrollview which do not ignore touch events (determined
// by `viewIgnoresEvents(_ view: UIView?)`). This can happen for example
// if you tap and drag on a button inside the scroll view.
removeGestureRecognizer(panGestureRecognizer)
}
func updateCustomScrollViewFrame() {
if _controlScrollView.frame == frame { return }
_controlScrollView.frame = frame
}
}
USAGE
After you've included the above class in your app, don't forget to change your scroll view's class to DirectionLockingScrollView in your .xib or .storyboard.
Then update your code as below (only two lines changed, marked with // *****).
class CaruselleScreenViewController: UIViewController, CaruselleScreenViewProtocol, UIScrollViewDelegate {
var myPresenter: CaruselleScreenPresenterProtocol?
#IBOutlet weak var pageControl: UIPageControl!
#IBOutlet weak var scrollView: DirectionLockingScrollView! // *****
var slides:[CaruselleTipsCard] = [];
var timer:Timer?
var currentPageMultiplayer = 0
override func viewDidLoad() {
super.viewDidLoad()
myPresenter = CaruselleScreenPresenter(controller: self)
//initlizes view
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
scrollView.isHorizontalScrollingEnabled = false // *****
//delegates
scrollView.delegate = self
////blocks vertical movement
scrollView.showsVerticalScrollIndicator = false
//scrollView.contentSize = CGSize(width: scrollView.contentSize.width, height: 0) //disable vertical
}
func scheduleTimer(_ timeInterval: TimeInterval){
timer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(timerCall), userInfo: nil, repeats: false)
}
#objc func timerCall(){
print("Timer executed")
currentPageMultiplayer = currentPageMultiplayer + 1
if (currentPageMultiplayer == 5) {
currentPageMultiplayer = 0
}
pageControl.currentPage = currentPageMultiplayer
scrollToPage(pageToMove: currentPageMultiplayer)
scheduleTimer(5)
}
func scrollToPage(pageToMove: Int) {
print ("new one")
var frame: CGRect = scrollView.frame
frame.origin.x = frame.size.width * CGFloat(pageToMove)
frame.origin.y = -35
scrollView.scrollRectToVisible(frame, animated: true)
}
func createSlides() -> [CaruselleTipsCard] {
let slide1:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide1.mainPic.image = UIImage(named: "backlightingIllo")
//
let slide2:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide2.mainPic.image = UIImage(named: "comfortableIllo")
//
let slide3:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide3.mainPic.image = UIImage(named: "pharmacyIllo")
//
let slide4:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide4.mainPic.image = UIImage(named: "batteryIllo")
//
let slide5:CaruselleTipsCard = Bundle.main.loadNibNamed("CaruselleTipsCard", owner: self, options: nil)?.first as! CaruselleTipsCard
slide5.mainPic.image = UIImage(named: "wiFiIllo")
return [slide1, slide2, slide3, slide4, slide5]
}
func setupSlideScrollView(slides : [CaruselleTipsCard]) {
scrollView.frame = CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height)
scrollView.contentSize = CGSize(width: view.frame.width * CGFloat(slides.count), height: view.frame.height)
scrollView.isPagingEnabled = true
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: view.frame.width * CGFloat(i), y: 0, width: view.frame.width, height: view.frame.height)
scrollView.addSubview(slides[i])
}
}
//////
/*
* default function called when view is scrolled. In order to enable callback
* when scrollview is scrolled, the below code needs to be called:
* slideScrollView.delegate = self or
*/
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/view.frame.width)
pageControl.currentPage = Int(pageIndex)
let maximumHorizontalOffset: CGFloat = scrollView.contentSize.width - scrollView.frame.width
let currentHorizontalOffset: CGFloat = scrollView.contentOffset.x
// vertical
let maximumVerticalOffset: CGFloat = scrollView.contentSize.height - scrollView.frame.height
let currentVerticalOffset: CGFloat = scrollView.contentOffset.y
let percentageHorizontalOffset: CGFloat = currentHorizontalOffset / maximumHorizontalOffset
let percentageVerticalOffset: CGFloat = currentVerticalOffset / maximumVerticalOffset
/*
* below code changes the background color of view on paging the scrollview
*/
// self.scrollView(scrollView, didScrollToPercentageOffset: percentageHorizontalOffset)
/*
* below code scales the imageview on paging the scrollview
*/
let percentOffset: CGPoint = CGPoint(x: percentageHorizontalOffset, y: percentageVerticalOffset)
if(percentOffset.x > 0 && percentOffset.x <= 0.25) {
slides[0].mainPic.transform = CGAffineTransform(scaleX: (0.25-percentOffset.x)/0.25, y: (0.25-percentOffset.x)/0.25)
slides[1].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.25, y: percentOffset.x/0.25)
} else if(percentOffset.x > 0.25 && percentOffset.x <= 0.50) {
slides[1].mainPic.transform = CGAffineTransform(scaleX: (0.50-percentOffset.x)/0.25, y: (0.50-percentOffset.x)/0.25)
slides[2].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.50, y: percentOffset.x/0.50)
} else if(percentOffset.x > 0.50 && percentOffset.x <= 0.75) {
slides[2].mainPic.transform = CGAffineTransform(scaleX: (0.75-percentOffset.x)/0.25, y: (0.75-percentOffset.x)/0.25)
slides[3].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x/0.75, y: percentOffset.x/0.75)
} else if(percentOffset.x > 0.75 && percentOffset.x <= 1) {
slides[3].mainPic.transform = CGAffineTransform(scaleX: (1-percentOffset.x)/0.25, y: (1-percentOffset.x)/0.25)
slides[4].mainPic.transform = CGAffineTransform(scaleX: percentOffset.x, y: percentOffset.x)
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "findingClinitionSugue" {
let destination = segue.destination as! FirstAvailableSearchViewController
//destination.consumer = consumer
}
if (timer != nil) {
timer?.invalidate()
}
}
// protocol functions
func initlizeSlides() {
slides = createSlides()
setupSlideScrollView(slides: slides)
}
func initlizeTimer() {
scheduleTimer(5)
}
}

UIImageView pinch zoom swift

I was hoping someone could help me out. I am trying to allow a user to pinch zoom on a UIImageView(with a max and min level allowed). But for some reason the it does not work right. The image zooms a little then just bounces back. Thank you.
here is the zoom func
func zoom(sender:UIPinchGestureRecognizer) {
if sender.state == .Ended || sender.state == .Changed {
let currentScale = self.view.frame.size.width / self.view.bounds.size.width
var newScale = currentScale*sender.scale
if newScale < 1 {
newScale = 1
}
if newScale > 9 {
newScale = 9
}
let transform = CGAffineTransformMakeScale(newScale, newScale)
self.imageView?.transform = transform
sender.scale = 1
}
}
UIImageView pinch zoom with UIScrollView || image zooming ios in swift 3 and Xcode 8 letter Youtube video URL
set uiscrollview Delegate in storyboard
class PhotoDetailViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
#IBOutlet weak var imgPhoto: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView.minimumZoomScale = 1.0
scrollView.maximumZoomScale = 6.0
// scrollView.delegate = self - it is set on the storyboard.
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imgPhoto
}
I decided to add the imageView to a UIScrollView. It allows the user to zoom and pan over. Here is the code I used.
in order to set max/min zoom I used :
scrollImg.minimumZoomScale = 1.0
scrollImg.maximumZoomScale = 10.0
here is the rest of the code.
var vWidth = self.view.frame.width
var vHeight = self.view.frame.height
var scrollImg: UIScrollView = UIScrollView()
scrollImg.delegate = self
scrollImg.frame = CGRectMake(0, 0, vWidth!, vHeight!)
scrollImg.backgroundColor = UIColor(red: 90, green: 90, blue: 90, alpha: 0.90)
scrollImg.alwaysBounceVertical = false
scrollImg.alwaysBounceHorizontal = false
scrollImg.showsVerticalScrollIndicator = true
scrollImg.flashScrollIndicators()
scrollImg.minimumZoomScale = 1.0
scrollImg.maximumZoomScale = 10.0
defaultView!.addSubview(scrollImg)
imageView!.layer.cornerRadius = 11.0
imageView!.clipsToBounds = false
scrollImg.addSubview(imageView!)
I also had to add this as well
func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
return self.imageView
}
Swift 3 & above function prototype
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return self.mainImage
}
Supporting Swift 5.1, You can create an extension of UIImageView, like this:
extension UIImageView {
func enableZoom() {
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(startZooming(_:)))
isUserInteractionEnabled = true
addGestureRecognizer(pinchGesture)
}
#objc
private func startZooming(_ sender: UIPinchGestureRecognizer) {
let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
sender.view?.transform = scale
sender.scale = 1
}
}
The option for swift 4
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrolView: UIScrollView!
#IBOutlet weak var imgPhoto: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrolView.delegate = self
scrolView.minimumZoomScale = 1.0
scrolView.maximumZoomScale = 10.0
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imgPhoto
}
}
You can use ImageScrollView open source, a zoomable and scrollable image view. http://github.com/huynguyencong/ImageScrollView
Like this opensource, add ImageView to ScrollView
open class ImageScrollView: UIScrollView {
var zoomView: UIImageView? = nil
}
extension ImageScrollView: UIScrollViewDelegate{
public func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return zoomView
}
public func scrollViewDidZoom(_ scrollView: UIScrollView) {
adjustFrameToCenter()
}
}
Using Swift 5.0, here is how it works for me:
let myImageView = UIImageView(image: myImage)
myImageView.isUserInteractionEnabled = true
let pinchMethod = UIPinchGestureRecognizer(target: self, action: #selector(pinchImage(sender:)))
myImageView.addGestureRecognizer(pinchMethod)
#objc func pinchImage(sender: UIPinchGestureRecognizer) {
guard let sender = sender.view else { return }
if let scale = (sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)) {
guard scale.a > 1.0 else { return }
guard scale.d > 1.0 else { return }
sender.view?.transform = scale
sender.scale = 1.0
}
}
You can use scale.a, scale.b, scale.c, scale.d, scale.tx and scale.ty to set your scale limits.
In my view, the problem is your determination of currentScale. It always equals 1, because you change the scale of your imageView. You should assign your currentScale as follows:
let currentScale = self.imageView?.frame.size.width / self.imageView?.bounds.size.width
Swift 3 solution
By default UIImageView's userInteration is disabled. Enable it before adding any gestures in UIImageView.
imgView.isUserInteractionEnabled = true
The scale factor relative to the points of the two touches in screen
coordinates
var lastScale:CGFloat!
func zoom(gesture:UIPinchGestureRecognizer) {
if(gesture.state == .began) {
// Reset the last scale, necessary if there are multiple objects with different scales
lastScale = gesture.scale
}
if (gesture.state == .began || gesture.state == .changed) {
let currentScale = gesture.view!.layer.value(forKeyPath:"transform.scale")! as! CGFloat
// Constants to adjust the max/min values of zoom
let kMaxScale:CGFloat = 2.0
let kMinScale:CGFloat = 1.0
var newScale = 1 - (lastScale - gesture.scale)
newScale = min(newScale, kMaxScale / currentScale)
newScale = max(newScale, kMinScale / currentScale)
let transform = (gesture.view?.transform)!.scaledBy(x: newScale, y: newScale);
gesture.view?.transform = transform
lastScale = gesture.scale // Store the previous scale factor for the next pinch gesture call
}
}
Swift 3 solution
This is the code I used. I added imageView to scrollView as a subview.
class ZoomViewController: UIViewController,UIScrollViewDelegate {
#IBOutlet weak var scrollView:UIScrollView!
#IBOutlet weak var imageView:UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
scrollView.delegate = self
scrollView.minimumZoomScale = 1.0
scrollView.maximumZoomScale = 10.0//maximum zoom scale you want
scrollView.zoomScale = 1.0
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imageView
}
[September 2022, Swift 5]
One of the ways It seems to be working fine for me was embedding the image view into a scroll view which you can have a quick look at the library I'm sharing for better understanding to keep this answer short. I have built up this small library and used it in production apps. You can install or just copy-paste the files into your project. It is very easy to work with as an UIView and listen to its delegate for more options if you need them.
The library is called InteractiveImageView, it supports iOS 11.0 and up, link to GitHub:
https://github.com/egzonpllana/InteractiveImageView
I think the biggest problem is at the end of your func, you have sender.scale = 1. If you remove that line of code, your image shouldn't just bounce back each time.
This is an old question but I don't see any answers that explain what is wrong with the original code.
This line:
let currentScale = self.view.frame.size.width / self.view.bounds.size.width
Is working on the main view rather than the imageView so the scale calculation is always ~1
This simple change makes it behave as expected
let currentScale = sender.view!.frame.size.width / sender.view!.bounds.size.width
by changing self to sender (and forcing view to unwrap) the scale calculation works as expected.
I ended up here, probably searching the wrong way.
I was after having my imageView in contentMode = .centre.
But I was judging it too zoomed in and I was searching a way to zoom it out.
Here's how:
self.imageView.contentScaleFactor = 3
1 is as if you were doing anything. More that 1 zooms out... 3 works for me but you need to test it out.