Scale a UIScrollView (not only its content) - iphone

I have UIScrollview with a couple of UIViews init.
If I scale it doesn't really scale my scrollview but it scales the content in my scrollview in a very weird way,
_scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0.0f, 60.0f, self.bounds.size.width, self.bounds.size.height-60.0f)];
[self addSubview:_scrollView];
[_scrollView.layer setAffineTransform:CGAffineTransformScale(_scrollView.layer.affineTransform, .5, .5)];
Is it possibly to scale the scrollview in its whole and not only the content.
I want to zoom it like my UIScrollView as an image and not a control.

You can try this:
- (CGRect)zoomRectForScale:(float)scale withScrollView:(UIScrollView *)yourScrollView {
CGRect zoomRect;
zoomRect.size.height = [yourScrollView frame].size.height / scale;
zoomRect.size.width = [yourScrollView frame].size.width / scale;
zoomRect.origin.x = (yourScrollView.theScrollView.x - zoomRect.size.width / 2.0);
zoomRect.origin.y = (yourScrollView.center.y - zoomRect.size.height / 2.0);
return zoomRect;
}
...
[yourScrollView setFrame:[self zoomRectForScale:5 withScrollView:yourScrollView]];

you can do it if you add a UIScrollView inside UIScrollView
and use the delegate method:
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return innerScroll;
}
and only connect the mainScroll to the delegate
then add your subviews inside the innerScroll

Related

Transforming view coordinates with CGAffineTransform

I'm fooling around with Apple's ScrollViewSuite, TapToZoom app, trying to place a view on the zoomed image. Here's what I want to do: on double tap, rotate the image by pi/2, zoom it by a factor of 8, then place a subview in the scrollView on top of the transformed image.
I know the view's desired frame in the original coordinate system. So I need to transform those coordinates to the new system after the zoom...
From the ScrollViewSuite...
- (void)handleDoubleTap:(UIGestureRecognizer *)gestureRecognizer {
// double tap zooms in
float newScale = [imageScrollView zoomScale] * 8; // my custom zoom
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:[gestureRecognizer locationInView:gestureRecognizer.view]];
[imageScrollView zoomToRect:zoomRect animated:YES];
[self rotateView:imageScrollView by:M_PI_2]; // then the twist
}
My rotation code...
- (void)rotateView:(UIView *)anImageView by:(CGFloat)spin {
[UIView animateWithDuration:0.5 delay: 0.0
options: UIViewAnimationOptionAllowUserInteraction
animations:^{
anImageView.transform = CGAffineTransformMakeRotation(spin);
}
completion:^(BOOL finished){}];
}
Then, after the zoom is finished, place a view at a known location in the original coordinate system. This is where I think I need some help...
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)_scale {
CGFloat coX = scrollView.contentOffset.x;
CGFloat coY = scrollView.contentOffset.y;
// try to build the forward transformation that got us here, then invert it
CGAffineTransform rotate = CGAffineTransformMakeRotation(M_PI_2);
CGAffineTransform scale = CGAffineTransformMakeScale(_scale, _scale);
// should these be negative? some confusion here.
CGAffineTransform translate = CGAffineTransformMakeTranslation(coX, coY);
// what's the right order of concatenation on these? more confusion
CGAffineTransform aft0 = CGAffineTransformConcat(rotate, scale);
CGAffineTransform aft1 = CGAffineTransformConcat(aft0, translate);
// invert it
CGAffineTransform aft = CGAffineTransformInvert(aft1);
// this is the fixed rect in original coordinate system of the image
// the image is at 0,0 320, 300 in the view, so this will only work
// when the image is at the origin... need to fix that later,too.
CGRect rect = CGRectMake(248, 40, 90, 160);
CGRect xformRect = CGRectApplyAffineTransform(rect, aft);
// build a subview with this rect
UIView *newView = [scrollView viewWithTag:888];
if (!newView) {
newView = [[UIView alloc] initWithFrame:xformRect];
newView.backgroundColor = [UIColor yellowColor];
newView.tag = 888;
[scrollView addSubview:newView];
} else {
newView.frame = xformRect;
}
// see where it landed...
NSLog(#"%f,%f %f,%f", xformRect.origin.x, xformRect.origin.y, xformRect.size.width, xformRect.size.height);
}

How to zoomIn ZoomOut inside UIView

I have an ImageView which is add to UIView. Now i need to zoomIn ZoomOut the Image which is added to imageView which again add subview UIView.
now to get zooming effect to the image.
I have try not lucky today.
You will want to use a scroll view. Add a scrollview to your nib (or do it programmatically. Then load an UIImage, add it to an UIImageView, then add the UIImageView to the scroll view :
//inside you viewDidLoad
UIImage * image = //set image here
previewImageView = [[UIImageView alloc] initWithImage:image];
scrollView.contentSize = CGSizeMake(320, 480);
[scrollView addSubview:previewImageView];
scrollView.minimumZoomScale = 0.4;
scrollView.maximumZoomScale = 4.0;
scrollView.delegate = self;
[scrollView setZoomScale:scrollView.minimumZoomScale];
Then add your gesture methods:
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollview {
return self.previewImageView;
}
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center {
CGRect zoomRect;
zoomRect.size.height = [self.scrollView frame].size.height / scale;
zoomRect.size.width = [self.scrollView frame].size.width / scale;
zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0);
zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0);
return zoomRect;
}
- (void)zoomAction:(UIGestureRecognizer *)gestureRecognizer {
NSLog(#"Hit the gestureRecognizer");
float newScale = [self.scrollView zoomScale] * 2;
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:[gestureRecognizer locationInView:gestureRecognizer.view]];
[self.scrollView zoomToRect:zoomRect animated:YES];
}
EDIT - I had my height and width mixed in my CGSizeMake
Try to add the imageview in a web view or on a scroll view then the zooming will be easy.
I would maybe use a scrollview:
http://idevzilla.com/2010/10/04/uiscrollview-and-zoom/
http://forums.pragprog.com/forums/83/topics/1488
Try this,
UITouch *first = twoTouches objectAtIndex:0;
UITouch *second = twoTouches objectAtIndex:1;
CGPoint firstPoint = first locationInView:self;
CGPoint secondPoint = second locationInView:self;
CGFloat initialDistance = distanceBetweenPoints(firstPoint, secondPoint);
and put self.multipleTouchEnabled = YES;

UIView category for setting origins and sizes directly

I am a beginner of iPhone app programing.
I really don't like the way we have to set origins and sizes like:
UIView *view;
CGRect frame = view.frame;
frame.origin.x = 100;
view.frame = frame;
or:
UIView *view;
view.frame = CGRectMake(100, view.frame.origin.y, view.frame.size.width, view.frame.size.height);
so I created a category for UIView like:
#interface UIView (Origin)
-(void) setOriginX:(CGFloat)x;
-(void) setOriginY:(CGFloat)y;
-(void) setOriginX:(CGFloat)x y:(CGFloat)y;
-(void) setWidth:(CGFloat)w;
-(void) setHeight:(CGFloat)h;
-(void) setWidth:(CGFloat)w height:(CGFloat)h;
#end
#implementation UIView(Origin)
-(void) setOriginX:(CGFloat)x {
self.frame = CGRectMake(x, self.frame.origin.y, self.frame.size.width, self.frame.size.height);
}
...
#end
then I could write:
UIView *view;
[view setOriginX 100];
this is much convenient for me, but is there any concern that i shouldn't do such thing, or any easier way to set origins/sizes directly?
I find a few shortcuts for setting frame defined in three20 really convenient for positioning and resizing views, like:
// frame.origin.x
x
// frame.origin.y
y
//frame.origin
origin
// center
center
// frame.size
size
// center.x
centerX
// center.y
centerY
// frame.size.width
width
// frame.size.height
height
// x
left
// x + width
right
// y
top
// y + height
bottom
They all have setters and getters defined.

Problem zooming into UIImageView

I am following Apple's ScrollSuite example, however pinch to zoom is not working. I am not sure whats wrong:
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
// set up main scroll view
imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]];
[imageScrollView setBackgroundColor:[UIColor blackColor]];
[imageScrollView setDelegate:self];
[imageScrollView setBouncesZoom:YES];
[[self view] addSubview:imageScrollView];
// add touch-sensitive image view to the scroll view
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"default.png"]];
[imageView setTag:ZOOM_VIEW_TAG];
[imageView setUserInteractionEnabled:YES];
[imageScrollView setContentSize:[imageView frame].size];
[imageScrollView addSubview:imageView];
[imageView release];
// calculate minimum scale to perfectly fit image width, and begin at that scale
float minimumScale = [imageScrollView frame].size.width / [imageView frame].size.width;
[imageScrollView setMinimumZoomScale:minimumScale];
[imageScrollView setZoomScale:minimumScale];
//[self.imageView loadImageFromURL:self.url];
}
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
//return (interfaceOrientation == UIInterfaceOrientationPortrait);
if (enableLandscapeOrientation) {
[[self navigationController] setNavigationBarHidden:UIInterfaceOrientationIsLandscape(interfaceOrientation) animated:YES];
return YES;
}
else {
return NO;
}
}
#pragma mark UIScrollViewDelegate methods
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return [imageScrollView viewWithTag:ZOOM_VIEW_TAG];
}
/************************************** NOTE **************************************/
/* The following delegate method works around a known bug in zoomToRect:animated: */
/* In the next release after 3.0 this workaround will no longer be necessary */
/**********************************************************************************/
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
[scrollView setZoomScale:scale+0.01 animated:NO];
[scrollView setZoomScale:scale animated:NO];
}
#pragma mark Utility methods
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center {
CGRect zoomRect;
// the zoom rect is in the content view's coordinates.
// At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds.
// As the zoom scale decreases, so more content is visible, the size of the rect grows.
zoomRect.size.height = [imageScrollView frame].size.height / scale;
zoomRect.size.width = [imageScrollView frame].size.width / scale;
// choose an origin so as to get the right center.
zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0);
zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0);
return zoomRect;
}
Double check your value for minimumScale. Based on that code and guessing at what "default.png" is, I'd say your minimumScale will likely be 1.0 which means your scroll view has no zoom range. Try doing this just to see if it works:
[imageScrollView setMinimumZoomScale:0.5f];
[imageScrollView setMaximumZoomScale:2.0f];

Fitting an Image to Screen on Rotation iPhone / iPad?

I have been playing around with one of the iPhone examples from Apple' web site (ScrollViewSuite) . I am trying to tweak it a bit so that when I rotate the the iPad the image will fit into the screen in landscape mode vertical. I have been successful in getting the image to rotate, but the image is larger than the height of the landscape screen, so the bottom is below the screen. I would like to image to scale to the height of the landscape screen.
I have been playing around with various autoSizingMask attributes without success.
The imageView is called "zoomView" this is the actual image which loads into a scrollView called imageScrollView.
I am trying to achieve the screen to rotate and look like this.... sorry only 1 link allowed new user :(
olsonvox.com/photos/correct.png
However, this is what My screen is looking like.
http://www.olsonvox.com/photos/incorrect.png
I would really appreciate some advice or guidance. Below is the RootViewController.m for the project.
Blade
#
import "RootViewController.h"
#define ZOOM_VIEW_TAG 100
#define ZOOM_STEP 1.5
#define THUMB_HEIGHT 150
#define THUMB_V_PADDING 25
#define THUMB_H_PADDING 25
#define CREDIT_LABEL_HEIGHT 25
#define AUTOSCROLL_THRESHOLD 30
#interface RootViewController (ViewHandlingMethods)
- (void)toggleThumbView;
- (void)pickImageNamed:(NSString *)name;
- (NSArray *)imageNames;
- (void)createThumbScrollViewIfNecessary;
- (void)createSlideUpViewIfNecessary;
#end
#interface RootViewController (AutoscrollingMethods)
- (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb;
- (void)autoscrollTimerFired:(NSTimer *)timer;
- (void)legalizeAutoscrollDistance;
- (float)autoscrollDistanceForProximityToEdge:(float)proximity;
#end
#interface RootViewController (UtilityMethods)
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center;
#end
#implementation RootViewController
- (void)loadView {
[super loadView];
imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view]bounds]];
// this code makes the image resize to the width and height properly.
imageScrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin| UIViewAutoresizingFlexibleBottomMargin| UIViewAutoresizingFlexibleBottomMargin;
// TRY SETTNG CENTER HERE SOMEHOW>....
[imageScrollView setBackgroundColor:[UIColor blackColor]];
[imageScrollView setDelegate:self];
[imageScrollView setBouncesZoom:YES];
[[self view] addSubview:imageScrollView];
[self toggleThumbView];
// intitializes with the first image.
[self pickImageNamed:#"lookbook1"];
}
- (void)dealloc {
[imageScrollView release];
[slideUpView release];
[thumbScrollView release];
[super dealloc];
}
#pragma mark UIScrollViewDelegate methods
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
UIView *view = nil;
if (scrollView == imageScrollView) {
view = [imageScrollView viewWithTag:ZOOM_VIEW_TAG];
}
return view;
}
/************************************** NOTE **************************************/
/* The following delegate method works around a known bug in zoomToRect:animated: */
/* In the next release after 3.0 this workaround will no longer be necessary */
/**********************************************************************************/
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
[scrollView setZoomScale:scale+0.01 animated:NO];
[scrollView setZoomScale:scale animated:NO];
}
#pragma mark TapDetectingImageViewDelegate methods
- (void)tapDetectingImageView:(TapDetectingImageView *)view gotSingleTapAtPoint:(CGPoint)tapPoint {
// Single tap shows or hides drawer of thumbnails.
[self toggleThumbView];
}
- (void)tapDetectingImageView:(TapDetectingImageView *)view gotDoubleTapAtPoint:(CGPoint)tapPoint {
// double tap zooms in
float newScale = [imageScrollView zoomScale] * ZOOM_STEP;
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint];
[imageScrollView zoomToRect:zoomRect animated:YES];
}
- (void)tapDetectingImageView:(TapDetectingImageView *)view gotTwoFingerTapAtPoint:(CGPoint)tapPoint {
// two-finger tap zooms out
float newScale = [imageScrollView zoomScale] / ZOOM_STEP;
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:tapPoint];
[imageScrollView zoomToRect:zoomRect animated:YES];
}
#pragma mark ThumbImageViewDelegate methods
- (void)thumbImageViewWasTapped:(ThumbImageView *)tiv {
[self pickImageNamed:[tiv imageName]];
[self toggleThumbView];
}
- (void)thumbImageViewStartedTracking:(ThumbImageView *)tiv {
[thumbScrollView bringSubviewToFront:tiv];
}
// CONTROLS DRAGGING AND DROPPING THUMBNAILS...
- (void)thumbImageViewMoved:(ThumbImageView *)draggingThumb {
// check if we've moved close enough to an edge to autoscroll, or far enough away to stop autoscrolling
[self maybeAutoscrollForThumb:draggingThumb];
/* The rest of this method handles the reordering of thumbnails in the thumbScrollView. See */
/* ThumbImageView.h and ThumbImageView.m for more information about how this works. */
// we'll reorder only if the thumb is overlapping the scroll view
if (CGRectIntersectsRect([draggingThumb frame], [thumbScrollView bounds])) {
BOOL draggingRight = [draggingThumb frame].origin.x > [draggingThumb home].origin.x ? YES : NO;
/* we're going to shift over all the thumbs who live between the home of the moving thumb */
/* and the current touch location. A thumb counts as living in this area if the midpoint */
/* of its home is contained in the area. */
NSMutableArray *thumbsToShift = [[NSMutableArray alloc] init];
// get the touch location in the coordinate system of the scroll view
CGPoint touchLocation = [draggingThumb convertPoint:[draggingThumb touchLocation] toView:thumbScrollView];
// calculate minimum and maximum boundaries of the affected area
float minX = draggingRight ? CGRectGetMaxX([draggingThumb home]) : touchLocation.x;
float maxX = draggingRight ? touchLocation.x : CGRectGetMinX([draggingThumb home]);
// iterate through thumbnails and see which ones need to move over
for (ThumbImageView *thumb in [thumbScrollView subviews]) {
// skip the thumb being dragged
if (thumb == draggingThumb) continue;
// skip non-thumb subviews of the scroll view (such as the scroll indicators)
if (! [thumb isMemberOfClass:[ThumbImageView class]]) continue;
float thumbMidpoint = CGRectGetMidX([thumb home]);
if (thumbMidpoint >= minX && thumbMidpoint <= maxX) {
[thumbsToShift addObject:thumb];
}
}
// shift over the other thumbs to make room for the dragging thumb. (if we're dragging right, they shift to the left)
float otherThumbShift = ([draggingThumb home].size.width + THUMB_H_PADDING) * (draggingRight ? -1 : 1);
// as we shift over the other thumbs, we'll calculate how much the dragging thumb's home is going to move
float draggingThumbShift = 0.0;
// send each of the shifting thumbs to its new home
for (ThumbImageView *otherThumb in thumbsToShift) {
CGRect home = [otherThumb home];
home.origin.x += otherThumbShift;
[otherThumb setHome:home];
[otherThumb goHome];
draggingThumbShift += ([otherThumb frame].size.width + THUMB_H_PADDING) * (draggingRight ? 1 : -1);
}
// change the home of the dragging thumb, but don't send it there because it's still being dragged
CGRect home = [draggingThumb home];
home.origin.x += draggingThumbShift;
[draggingThumb setHome:home];
}
}
- (void)thumbImageViewStoppedTracking:(ThumbImageView *)tiv {
// if the user lets go of the thumb image view, stop autoscrolling
[autoscrollTimer invalidate];
autoscrollTimer = nil;
}
#pragma mark Autoscrolling methods
- (void)maybeAutoscrollForThumb:(ThumbImageView *)thumb {
autoscrollDistance = 0;
// only autoscroll if the thumb is overlapping the thumbScrollView
if (CGRectIntersectsRect([thumb frame], [thumbScrollView bounds])) {
CGPoint touchLocation = [thumb convertPoint:[thumb touchLocation] toView:thumbScrollView];
float distanceFromLeftEdge = touchLocation.x - CGRectGetMinX([thumbScrollView bounds]);
float distanceFromRightEdge = CGRectGetMaxX([thumbScrollView bounds]) - touchLocation.x;
if (distanceFromLeftEdge < AUTOSCROLL_THRESHOLD) {
autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromLeftEdge] * -1; // if scrolling left, distance is negative
} else if (distanceFromRightEdge < AUTOSCROLL_THRESHOLD) {
autoscrollDistance = [self autoscrollDistanceForProximityToEdge:distanceFromRightEdge];
}
}
// if no autoscrolling, stop and clear timer
if (autoscrollDistance == 0) {
[autoscrollTimer invalidate];
autoscrollTimer = nil;
}
// otherwise create and start timer (if we don't already have a timer going)
else if (autoscrollTimer == nil) {
autoscrollTimer = [NSTimer scheduledTimerWithTimeInterval:(1.0 / 60.0)
target:self
selector:#selector(autoscrollTimerFired:)
userInfo:thumb
repeats:YES];
}
}
- (float)autoscrollDistanceForProximityToEdge:(float)proximity {
// the scroll distance grows as the proximity to the edge decreases, so that moving the thumb
// further over results in faster scrolling.
return ceilf((AUTOSCROLL_THRESHOLD - proximity) / 5.0);
}
- (void)legalizeAutoscrollDistance {
// makes sure the autoscroll distance won't result in scrolling past the content of the scroll view
float minimumLegalDistance = [thumbScrollView contentOffset].x * -1;
float maximumLegalDistance = [thumbScrollView contentSize].width - ([thumbScrollView frame].size.width + [thumbScrollView contentOffset].x);
autoscrollDistance = MAX(autoscrollDistance, minimumLegalDistance);
autoscrollDistance = MIN(autoscrollDistance, maximumLegalDistance);
}
- (void)autoscrollTimerFired:(NSTimer*)timer {
[self legalizeAutoscrollDistance];
// autoscroll by changing content offset
CGPoint contentOffset = [thumbScrollView contentOffset];
contentOffset.x += autoscrollDistance;
[thumbScrollView setContentOffset:contentOffset];
// adjust thumb position so it appears to stay still
ThumbImageView *thumb = (ThumbImageView *)[timer userInfo];
[thumb moveByOffset:CGPointMake(autoscrollDistance, 0)];
}
#pragma mark View handling methods
- (void)toggleThumbView {
[self createSlideUpViewIfNecessary]; // no-op if slideUpView has already been created
CGRect frame = [slideUpView frame];
if (thumbViewShowing) {
frame.origin.y = 0;
} else {
frame.origin.y = -225;
}
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3];
[slideUpView setFrame:frame];
[UIView commitAnimations];
thumbViewShowing = !thumbViewShowing;
}
- (void)pickImageNamed:(NSString *)name {
// first remove previous image view, if any
[[imageScrollView viewWithTag:ZOOM_VIEW_TAG] removeFromSuperview];
UIImage *image = [UIImage imageNamed:[NSString stringWithFormat:#"%#.jpg", name]];
TapDetectingImageView *zoomView = [[TapDetectingImageView alloc] initWithImage:image];
zoomView.autoresizingMask = UIViewAutoresizingFlexibleWidth ;
[zoomView setDelegate:self];
[zoomView setTag:ZOOM_VIEW_TAG];
[imageScrollView addSubview:zoomView];
[imageScrollView setContentSize:[zoomView frame].size];
[zoomView release];
// choose minimum scale so image width fits screen
float minScale = [imageScrollView frame].size.width / [zoomView frame].size.width;
[imageScrollView setMinimumZoomScale:minScale];
[imageScrollView setZoomScale:minScale];
[imageScrollView setContentOffset:CGPointZero];
}
- (NSArray *)imageNames {
// the filenames are stored in a plist in the app bundle, so create array by reading this plist
NSString *path = [[NSBundle mainBundle] pathForResource:#"Images" ofType:#"plist"];
NSData *plistData = [NSData dataWithContentsOfFile:path];
NSString *error; NSPropertyListFormat format;
NSArray *imageNames = [NSPropertyListSerialization propertyListFromData:plistData
mutabilityOption:NSPropertyListImmutable
format:&format
errorDescription:&error];
if (!imageNames) {
NSLog(#"Failed to read image names. Error: %#", error);
[error release];
}
return imageNames;
}
- (void)createSlideUpViewIfNecessary {
if (!slideUpView) {
[self createThumbScrollViewIfNecessary];
CGRect bounds = [[self view] bounds];
float thumbHeight = [thumbScrollView frame].size.height;
float labelHeight = CREDIT_LABEL_HEIGHT;
// create label giving credit for images
UILabel *creditLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, thumbHeight, bounds.size.width, labelHeight)];
[creditLabel setBackgroundColor:[UIColor clearColor]];
[creditLabel setTextColor:[UIColor whiteColor]];
// [creditLabel setFont:[UIFont fontWithName:#"Helvetica" size:16]];
// [creditLabel setText:#"SAMPLE TEXT"];
[creditLabel setTextAlignment:UITextAlignmentCenter];
// create container view that will hold scroll view and label
CGRect frame = CGRectMake(0.0, -225.00, bounds.size.width+256, thumbHeight + labelHeight);
slideUpView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin;
slideUpView = [[UIView alloc] initWithFrame:frame];
[slideUpView setBackgroundColor:[UIColor blackColor]];
[slideUpView setOpaque:NO];
[slideUpView setAlpha:.75];
[[self view] addSubview:slideUpView];
// add subviews to container view
[slideUpView addSubview:thumbScrollView];
[slideUpView addSubview:creditLabel];
[creditLabel release];
}
}
- (void)createThumbScrollViewIfNecessary {
if (!thumbScrollView) {
float scrollViewHeight = THUMB_HEIGHT + THUMB_V_PADDING;
float scrollViewWidth = [[self view] bounds].size.width;
thumbScrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, scrollViewWidth, scrollViewHeight)];
[thumbScrollView setCanCancelContentTouches:NO];
[thumbScrollView setClipsToBounds:NO];
// now place all the thumb views as subviews of the scroll view
// and in the course of doing so calculate the content width
float xPosition = THUMB_H_PADDING;
for (NSString *name in [self imageNames]) {
UIImage *thumbImage = [UIImage imageNamed:[NSString stringWithFormat:#"%#_thumb.jpg", name]];
if (thumbImage) {
ThumbImageView *thumbView = [[ThumbImageView alloc] initWithImage:thumbImage];
[thumbView setDelegate:self];
[thumbView setImageName:name];
CGRect frame = [thumbView frame];
frame.origin.y = THUMB_V_PADDING;
frame.origin.x = xPosition;
[thumbView setFrame:frame];
[thumbView setHome:frame];
[thumbScrollView addSubview:thumbView];
[thumbView release];
xPosition += (frame.size.width + THUMB_H_PADDING);
}
}
[thumbScrollView setContentSize:CGSizeMake(xPosition, scrollViewHeight)];
}
}
#pragma mark Utility methods
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center {
CGRect zoomRect;
// the zoom rect is in the content view's coordinates.
// At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds.
// As the zoom scale decreases, so more content is visible, the size of the rect grows.
zoomRect.size.height = [imageScrollView frame].size.height / scale;
zoomRect.size.width = [imageScrollView frame].size.width / scale;
// choose an origin so as to get the right center.
zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0);
zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0);
return zoomRect;
}
#pragma mark -
#pragma mark Rotation support
// Ensure that the view controller supports rotation and that the split view can therefore show in both portrait and landscape.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return YES;
}
#end
If you've set up your UIScrollView in a Nib file, make sure it is resizing properly when rotated (Use the Autosizing controls in the Size Inspector in Interface Builder: Both sets of arrows inside the box should be red)
Then use this to rescale when the iPad changes orientation:
- (void)willAnimateSecondHalfOfRotationFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation duration:(NSTimeInterval)duration{
//if your UIImageView is called zoomView use this
CGRect zoomRect=CGRectMake(0,0,zoomView.frame.size.width, zoomView.frame.size.height);
[scrollView zoomToRect:zoomRect animated:YES];}
(Sorry about the bad placement of the {} but it wasn't pasting properly as code for some reason)
Hope this helps!