I have an easy task but still don't get how to make it work.
I have a UIView, inside the UIView i have the main UIImageView of half UIView size (half display).
And inside of the UIImageView i have two UIImageViews with images.
I need to pan the internal UIImageViews, and that's not a problem but the problem is that it will not go above the parent UIImageView borders. Same happens when i use two UIImage instead of UIImageView.
I have tried to bring it on top (bringSubviewToFront) but it does not help because its parent controller not the UIView. And the two internal UIImageViews must be a part of the main UIImageView because the main UIImageView can move, so i move all together.
Any help appreciated.
Although the correct solution is to have a superview that's the correct size, you can always "see" what lies outside of the bounds by setting clipsToBounds to NO on the parent UIImageView.
This will draw the subviews even if they lie outside the bounds of the superview. Keep in mind though, that the parts that are outside the bounds will not react to touches, i.e the hit box is always clipped.
You can have one parent view, containing large image and two smaller as siblings. Then you an control position of two images freely without attaching them to larger image.
Like this:
-Parent View (the largest, within which all images aare displayed)
- Large image
- small image
- small image
Now small images are free, and you can align them to large image whenever you want!
Related
In ViewController I have a big ImageView whose image is captured with a ImagePicker. I want the user to be allowed to zoom in/out the image and then pan it but always inside the ImageView dimensions which must not enlarge, move or dwindle. I have seen I could add a ScrollView to ImageView but I can't figure out how to do that.
Moreover: is it possible to zoom in/out more than one ImageView at a time? I mean I have some smaller imageViews floating upon a bigger imageView. Is it possible to zoom everything all together?
There are plenty of excellent scrollview demo's around.
These will show you where and how to add override functions to implement what you need...
If you have different UIImage Views you can set the zoom programmatically to match the image being "zoomed" ... try experimenting with [UIImage].zoomScale. and the image offset. Its going to get complicated if they are different sizes as you will have to take account of scale when mirroring offset and zoom changes.
I have a UIToolbar in IB with a custom UIBarButtonItem that is set to an image. The image height is larger than the UIToolbar height. The image does not load for some reason. Attached is a screenshot.
You should avoid using subviews that are larger than the parent view - even if it does work and draws the view outside of the bounds, you cannot always count on it because the clipping is skipped for performance reasons and depending on the drawing order the overlapping part of the subview might be covered later. Second problem is that only the part within the frame of the superview is able to handle the touch events.
As to why you don't see your image, it's probably a different problem, I doubt it has something to do with it going outside the frame. Post your code to get more feedback ;)
resizing images inside UIScrollView when rotating the iphone.
I have a series of images placed on the UIScrollView (some images are placed one on top of the other). When I rotate the scrollview at some page, the topmost image on the hierarchy is expected to rotate which happens but the image goes to the first page of the scrollView. Any help on what could be going wrong would be appreciated.
thanks
DKV
I think the imageView which is misbehaving w.r.t to its frame is not added into correct super view. I think you should check that all imageView are added onto scrollView (if you want to show one imageView above another imageView make frame of both the imageView same, avoid adding one imageView onto another imageView).
I have an issue with uiimageviews resizing at run time. On one view I have more than a dozen uiimageviews contained within a uiscrollview. The images are assigned at design time. The uiimageview's are all the same size. The mode is set to Aspect Fill for all uiimageviews. At run time the images appear correctly in the view.
On a second view I have only 9 uiimageviews. These uiimageviews will display up to nine of the images selected from the first view. There are three images across and three images down. The uiimageview at design time is the same size as on the first view. The uiimageview image is assigned an image that is loaded into an array. All the uiimageviews are sized the same and they also have the mode set to Aspect Fill. The images are assigned at run time using image1.image = xxx. Where xxx is an image stored in an array.
However, on this second view, the images are not all the same size. The height of the image changes dynamically. The same image displayed in a different uiimageview on the view will be different sizes. It is the height of the uiimageview that changes. In some cases the image will fill the uiimageview differently. It is like the mode changes dynamically.
I've tried using different modes and nothing changes.
Any ideas on what is happening?
try resetting the frame of UIImageview's object (of same size which you set at the design time) after setting its image property...
I have several UIImageView objects which have been rotated and scaled. Because they are just background images, and represent an non-highlighted-state, I want to draw them to the canvas of the view so that I can get rid of them in memory. The view has a big bitmap anyways, so it would save a lot of memory to put them in there rather than adding as subview.
It seems I can only call something like -drawInRect for an UIImage, but how about an UIImageView with transforms on it? Oh yes, and it's positioned with frame origin.
I just want to draw it to another UIView's bitmap the same way as it appears when adding as subview.
Using drawInRect: with a rect of different origin and size of the image, you can effectively make any scaling and translation you want. You can also handle rotations with the [CGContextRotateCTM][1] function (CTM = current transformation matrix). There are other CGContext..CTM functions as well, so you have multiple approaches.