Objective-C: AutoresizingMask + 2 Subviews = struggling - iphone

Solution: For those who view this someday in the future, the solution I used was indeed viewDidLayoutSubviews. The solution was actually rather complex - I had to calculate several scaling values and dynamically re-size the Art view every time the page needed a re-layout. There were several odd problems to handle, but after each was taken down the implementation feels pretty solid.
If anybody runs in to a similar problem later on, let me know and I can post the relevant code.
I've got a 'blank' UIView, a subview that is an UIImageView containing a single image, and a second subview that is basically a collection of CGContext arcs and lines and all that.
Where I'm at: I've placed the UIImageView subview on top of the UIView so that its image is the 'background'. Then I placed the CGContext arcs and lines subview on top of that (I'll call this the Art subview for clarity). All good. Everything displays perfectly and aligned.
Problem: When I rotate, things get screwy. The arcs and lines on the Art subview end up at the wrong coordinates, and depending on my autoresizingmask settings the image gets stretched, etc. I can fix one of these problems at a time, but I can't find the right combination to fix them both!
Things I've Tried: I've tried just about every autoresizingMask option & combination of options, but per above I can't quite lick the problem with those. Given that I also tried using some custom code in viewDidLayoutSubviews, but this felt really flimsy and much less extensible vs. using autoresizingMasks. So I abandoned the path after making some nominal progress.
What I've Learned: As long as I bind my UIImageView frame and the Art subview frame to the same dimensions, then the arcs and lines stay at the proper coordinates. That is probably the easiest way to state my goal: to have a UIImageView that stays in the correct aspect ratio (not just the image within, but the view itself), and then match the Art subview exactly to its frame - even as the screen rotates, etc.
Here is a diagram of what I'd like to achieve:
+ = UIView
~ = UIImageView subview
. = Art subview
Portrait
Wherein the image within the UIImageView takes up basically the whole screen (though not quite), and the Art subview is layered on top of it with the dots below representing a crude line/arc.
++++++++++
+~~~~~~~~+
+~ . ~+
+~ . ~+
+~ . ~+
+~ . ~+
+~~~~~~~~+
++++++++++
Landscape
Wherein the UIImageView sublayer maintains its aspect ratio, and the Art sublayer stays 'locked' to the image within the UIImageView.
++++++++++++++++++++++++++
+ ~~~~~~~~ +
+ ~ . ~ +
+ ~ . ~ +
+ ~ . ~ +
+ ~ . ~ +
+ ~~~~~~~~ +
++++++++++++++++++++++++++
My View Controller (where I think the problem is - also removed all autoresizingMask settings to clean up the code)
- (void)viewWillAppear:(BOOL)animated {
// get main screen bounds & adjust to include apple status bar
CGRect frame = [[UIScreen mainScreen] applicationFrame];
// get image - this code would be meaningless to show, but suffice to say it works
UIImage *image = [.. custom method to get image from my image store ..];
// custom method to resize image to screen; see method below
image = [self resizeImageForScreen:image];
// create imageView and give it basic setup
imageView = [[UIImageView alloc] initWithImage:image];
[imageView setUserInteractionEnabled:YES];
[imageView setFrame:CGRectMake(0,
0,
image.size.width,
image.size.height)];
[imageView setCenter:CGPointMake(frame.size.width / 2,
frame.size.height / 2)];
[[self view] addSubview:imageView];
// now put the Art subview on top of it
// (customArtView is a subclass of UIView where I handle the drawing code)
artView = [[customArtView alloc] initWithFrame:imageView.frame];
[[self view] addSubview:artView];
}
the resizeImageForScreen: method (this seems to be working fine, but I figured I'd include it anyway)
- (UIImage *)resizeImageForScreen:(UIImage *)img {
// get main screen bounds & adjust to include apple status bar
CGRect frame = [[UIScreen mainScreen] applicationFrame];
// get image
UIImage *image = img;
// resize image if needed
if (image.size.width > frame.size.width || image.size.height > frame.size.height) {
// Figure out a scaling ratio to make sure we maintain the same aspect ratio
float ratio = MIN(frame.size.width / image.size.width, frame.size.height / image.size.height);
CGRect newImageRect;
newImageRect.size.width = ratio * image.size.width;
newImageRect.size.height = ratio * image.size.height;
newImageRect.origin.x = 0;
newImageRect.origin.y = 0;
// Create a transparent context # the newImageRect size & no scaling
UIGraphicsBeginImageContextWithOptions(newImageRect.size, NO, 0.0);
// Draw the image within it (drawInRect will scale the image for us)
[image drawInRect:newImageRect];
// for now just re-assigning i since i don't need the big one
image = UIGraphicsGetImageFromCurrentImageContext();
// Cleanup image context resources; we're done!
UIGraphicsEndImageContext();
}
return image;
}

There is no combination of autoresizing flags and content modes that will do what you want. Using viewDidLayoutSubviews is one reasonable way to handle the layout. That's why it exists: the autoresizing flags are pretty limited.
A different approach is to change your -[ArtView drawRect:] method so that the autoresizing flags can do what you want. You can make your drawRect: method implement the same algorithm that UIImageView implements for UIViewContentModeScaleAspectFit.

Related

Setting UIScrollView's minimumZoomScale changes UIImageView's frame origin

I'm trying to implement a simple control to allow the user to zoom in and out of an image. I have a UIImageView inside a UIScrollView. Additionally, I would like to prevent the user from zooming out so much that either the width or height of the image is smaller than the scroll view's size. Here is where the problem lies: when I set the minimumZoomScale to the appropriate size, the image appears in a weird location. Here's my code to configure the scroll view and image view:
- (void)openNewImage:(UIImage *)image
{
_originalImage = image;
// Reset scroll view's zoom scales
// (must be reset before setting the image to the image view)
self.imageScrollView.zoomScale = 1.0f;
self.imageScrollView.minimumZoomScale = 0.01f;
// Set scroll view's content size to allow scrolling
self.imageScrollView.contentOffset = CGPointZero;
self.imageScrollView.contentSize = image.size;
// Set image and resize image view to image size
self.imageView.image = _originalImage;
self.imageView.frame =
CGRectMake(0.0f, 0.0f, image.size.width, image.size.height);
[self.imageScrollView zoomToRect:self.imageView.frame animated:YES];
self.imageScrollView.minimumZoomScale = self.imageScrollView.zoomScale;
}
The last line is causing problems because if I comment it out, things appear where they should, but then the user can zoom out too much. While trying to debug the problem, I found that the last line causes the image view's frame origin to change to very small negative numbers, like -1.11015e-06 rather than just 0. If I comment out the last line, the image view's frame origin is 0. I wonder if somehow this is causing problems, although that small negative number is virtually 0.

What type of contents UIViewContentMode mode refers to?

According to the official doc on UIView about the contentMode property:
The content mode specifies how the cached bitmap of the view’s layer is adjusted when the view’s bounds change
What's defined the content in this definition? Is it a sub view or when we have define a background color for a view for example.
My very first guess was that it should apply at least for the subviews in a view, but for example the following code snippet will not give me the expected result when playing with the UIViewContentModeCenter tag:
UIView* redView = [[UIView alloc] initWithFrame:CGRectMake(80, 80, 150, 200)];
redView.contentMode = UIViewContentModeCenter;
redView.backgroundColor = [UIColor redColor];
UIView* greenView = [[UIView alloc] initWithFrame:redView.bounds];
greenView.backgroundColor = [UIColor greenColor];
[redView addSubview:greenView];
redView.frame = CGRectInset(redView.frame, -5, -5);
[self.view addSubview:redView];
I have just set up a redView that will include a greenView. I have also set-up the content mode of the redview to UIViewContentModeCenter - why in the code I wrote the greenView is not centered when I change the frame of its parent? isn't what UIViewContentModeCenter is supposed to do?
Thanks for clarifying!
Ps: You can easily test the above code in the loadView of a simple view controller template project.
From the documentation:
The content mode specifies how the cached bitmap of the view’s layer
is adjusted when the view’s bounds change.
For an image view, this is talking about the image. For a view that
draws its content, this is talking about the drawn content. It does
not affect the layout of subviews.
You need to look at the autoresizing masks in place on the subviews.
Content mode is a red herring here. If you can't achieve the layout
you need using autoresizing masks, then you need to implement
layoutSubviews and calculate the subview positions and frames
manually.
from jrturton's answer to: https://stackoverflow.com/a/14111480/1374512
First read about Content Modes here
In your example you change the frame of the red view. That will invoke layoutSubviews on the view which will reposition the green view according to the layout constraints or autoresizing masks. You haven't specified any. So the frame of the green view will stay the same.
The content mode specifies how the view's layer should update when resizing. Depending on the content mode drawRect will be called or not.
You can test the effect of the different content modes with the following example:
Add a UIView subclass, that draws a circle using this drawRect implementation:
- (void)drawRect:(CGRect)rect
{
// Drawing code
NSLog(#"drawRect %#", NSStringFromCGRect(rect));
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextAddEllipseInRect(ctx, self.bounds);
[[UIColor redColor] setFill];
CGContextFillPath(ctx);
}
In the view controller create and add the circle view:
CircleView* circleView = [[CircleView alloc] initWithFrame:CGRectMake(10, 10, 20, 20)];
circleView.contentMode = UIViewContentModeCenter; // <- try different modes here
[self.view addSubview:circleView];
Now lets animate the frame and see what happens:
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:5 animations:^{
circleView.frame = CGRectMake(10, 10, 100, 200);
}];
});
I'm doing that asynchronously to force CoreGraphics to draw the view at least one time with the original frame.
When you don't set the content mode you end up with a blurry circle, because it just scales up without redrawing. UIViewContentModeCenter makes the small circle stay at the center - also no redraw needed. UIViewContentModeRedraw makes the view draw the view again with the new frame. Actually that happens before the animation starts.
Note that the content mode can affect the drawing performance.

How to rotate a CGRect or CGImageCreateWithImageInRect?

To describe my project:
I have a rectangle UIImageView frame floating over a white layer. Inside the UIImageView, I'm successfully creating the illusion that it is showing a portion of a background image behind the white layer. You can drag the rectangle around, and it will "redraw" the image so that you can peer into what is behind the white. Its basically this code:
//whenever the frame is moved, updated the CGRect frameRect and run this:
self.newCroppedImage = CGImageCreateWithImageInRect([bgImage.image CGImage], frameRect);
frame.image = [UIImage imageWithCGImage:self.newCroppedImage];
Anyhow, I also have a rotation gesture recognizer that allows the user to rotate the frame (and consequentially rotates the image). This is because the CGRect sent to the CGImageCreateWithImageInRect is still oriented at its original rotation. This breaks the illusion that you're looking through a window because the image you see is rotated when only the frame should appear that way.
So ideally, I need to take the rotation of my frame and apply it to the image created from my bgImage. Does anyone have any clues or ideas on how I could apply this?
I suggest you take a different approach. Don't constantly create new images to put in your UIImageView. Instead, set up your view hierarchy like this:
White view
"Hole" view (just a regular UIView)
Image view
That is, the white view has the hole view as a subview. The hole view has the UIImageView as its subview.
The hole view must have its clipsToBounds property set to YES (you can set it with code or in your nib).
The image view should have its size set to the size of its image. This will of course be larger than the size of the hole view.
And this is very very important: the image view's center must be set to the hole view's center.
Here's the code I used in my test project to set things up. The white view is self.view. I start with the hole centered in the white view, and I set the image view's center to the hole view's center.
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:YES];
CGRect bounds = self.view.bounds;
self.holeView.center = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
self.holeView.clipsToBounds = YES;
bounds = self.holeView.bounds;
self.imageView.center = CGPointMake(CGRectGetMidX(bounds), CGRectGetMidY(bounds));
self.imageView.bounds = (CGRect){ CGPointZero, self.imageView.image.size };
}
I also set the image view's size to the size of its image. You might want to set it to the size of the white view.
To pan and rotate the hole, I'm going to set holeView.transform. I'm not going to change holeView.frame or holeView.center. I have two instance variables, _holeOffset and _holeRotation, that I use to compute the transform. The trick to making it seem like a hole through the white view, revealing the image view, is to apply the inverse transform to the image view, undoing the effects of the hole view's transform:
- (void)updateTransforms {
CGAffineTransform holeTransform = CGAffineTransformIdentity;
holeTransform = CGAffineTransformTranslate(holeTransform, _holeOffset.x, _holeOffset.y);
holeTransform = CGAffineTransformRotate(holeTransform, _holeRotation);
self.holeView.transform = holeTransform;
self.imageView.transform = CGAffineTransformInvert(holeTransform);
}
This trick of using the inverse transform on the subview only works if the center of the subview is at the center of its superview. (Technically the anchor points have to line up, but by default the anchor point of a view is its center.)
I put a UIPanGestureRecognizer on holeView. I configured it to send panGesture: to my view controller:
- (IBAction)panGesture:(UIPanGestureRecognizer *)sender {
CGPoint offset = [sender translationInView:self.view];
[sender setTranslation:CGPointZero inView:self.view];
_holeOffset.x += offset.x;
_holeOffset.y += offset.y;
[self updateTransforms];
}
I also put a UIRotationGestureRecognizer on holeView. I configured it to send rotationGesture: to my view controller:
- (IBAction)rotationGesture:(UIRotationGestureRecognizer *)sender {
_holeRotation += sender.rotation;
sender.rotation = 0;
[self updateTransforms];
}

UiScrollView with scrolling content

I have a detail page of type UIScrollView. On it I want an optional UIImageView and a mandatory UITextView. If no image is available then the image view should not take any space. The text for the text view can be of varying sizes.
When the view is loaded with, say, the image and the text I need to be able to scroll through all the contents. So the image slips off the top of the screen.
I just can't get this work and I feel it ought to be easy. Any ideas?
You must call setContentSize with the size of the views.
CGRect frameOfImage;
CGRect frameOfText;
CGRect frameOfContent;
frameOfImage.origin = CGPointZero;
frameOfImage.size = myImage ? [myImage size] : CGSizeZero;
[myImage setFrame:frameOfImage];
frameOfText.origin.x = 0;
frameOfText.origin.y = frameOfImage.origin.y + frameOfImage.size.height;
frameOfText.size = [myText.text sizeWithFont:myText.font forWidth:myScroll.bounds.width lineBreakMode:myText.lineBreakMode];
[myText setFrame:frameOfText];
frameOfContent = CGRectUnion( frameOfImage , frameOfText );
frameOfContent.size.height += frameOfContent.origin.y;
frameOfContent.size.width += frameOfContent.origin.x;
[myScroll setContextSize:frameOfContent.size];
You could do the last bit in the layoutSubviews of a custom UIScrollView or all of it at once in your controller when you know whether there is an image or not.
You should create your own view, which inherits after UIScrollView.
In your custom YourScrollView you should overwrite
- (void) layoutSubviews;
There calculate size of the text, size of the image (and additional spacing between then), and then set the contentSize for the scroll view using:
[self setContentSize:CGSizeMake(CGRectGetWidth(self.bounds), yourCalculatedHeight)];
Hope this helps,
Paul

Photos app-like gap between pages in UIScrollView with pagingEnabled

UIScrollView in paging mode assumes the pages are located right next to each other, with no gap. However if you open a photo in the Photos app and swipe through photos, you can see that it has some gap between pages. I want these gaps too.
I'm looking for existing solutions if any, or for some more bizarre ideas about implementing the page gaps besides the one I have explained below. Or maybe there's some obvious easy way I am missing?
To be clear: I want the gap to only be visible while scrolling, so I cannot simply inset the page content.
My plan is to try moving the page content from inside scrollViewDidScroll callback, so that (assuming you're scrolling to the right) initially the target page is slightly offset to the right of its page boundaries, and by the time you arrive at the target page it's back at its proper location, and the source page is slightly offset to the left of its boundaries. (Or maybe instead of moving things continuously, I'll be better off shifting the offsets, say, exactly halfway between pages.)
I'm the author of the ScrollingMadness article+example that I've been referring some people to here. I've implemented progammatic zooming, and got in-photo zooming+scrolling working together with inter-photo paging. So I know how to play with UIScrollView, and am looking for the advanced stuff.
Please don't point me at TTScrollView. I've already pointed many people to it myself, but I consider it's feel too far from the native UIScrollView behaviour, and do not want to use it in my projects.
Note that this answer is quite old. The basic concept still works but
you should not be hard coding view sizes in iOS7 and 8. Even if you ignore
that advice, you should not use 480 or 330.
Have you tried making the frame of the UIScrollView slightly larger than the screen (assuming that you want to display your images fullscreen and then arranging your subviews on the same slightly-larger-than-the-screen boundaries.
#define kViewFrameWidth 330; // i.e. more than 320
CGRect scrollFrame;
scrollFrame.origin.x = 0;
scrollFrame.origin.y = 0;
scrollFrame.size.width = kViewFrameWidth;
scrollFrame.size.height = 480;
UIScrollView* myScrollView = [[UIScrollView alloc] initWithFrame:scrollFrame];
myScrollView.bounces = YES;
myScrollView.pagingEnabled = YES;
myScrollView.backgroundColor = [UIColor redColor];
UIImage* leftImage = [UIImage imageNamed:#"ScrollTestImageL.png"];
UIImageView* leftView = [[UIImageView alloc] initWithImage:leftImage];
leftView.backgroundColor = [UIColor whiteColor];
leftView.frame = CGRectMake(0,0,320,480);
UIImage* rightImage = [UIImage imageNamed:#"ScrollTestImageR.png"];
UIImageView* rightView = [[UIImageView alloc] initWithImage:rightImage];
rightView.backgroundColor = [UIColor blackColor];
rightView.frame = CGRectMake(kViewFrameWidth * 2,0,320,480);
UIImage* centerImage = [UIImage imageNamed:#"ScrollTestImageC.png"];
UIImageView* centerView = [[UIImageView alloc] initWithImage:centerImage];
centerView.backgroundColor = [UIColor grayColor];
centerView.frame = CGRectMake(kViewFrameWidth,0,320,480);
[myScrollView addSubview:leftView];
[myScrollView addSubview:rightView];
[myScrollView addSubview:centerView];
[myScrollView setContentSize:CGSizeMake(kViewFrameWidth * 3, 480)];
[myScrollView setContentOffset:CGPointMake(kViewFrameWidth, 0)];
[leftView release];
[rightView release];
[centerView release];
Apologies if this doesn't compile, I tested it in a landscape app and hand edited it back to portrait. I'm sure you get the idea though. It relies on the superview clipping which for a full screen view will always be the case.
So I don't have enough "rep" to post a comment on the answer above. That answer is correct, but there is a BIG issue to be aware of:
If you're using a UIScrollView in a viewController that's part of a UINavigationController, the navigation controller WILL resize the frame of your scrollView.
That is, you have an app that uses a UINavigationController to switch between different views. You push a viewController that has a scrollView and you create this scrollView in the viewController's -init method. You assign it a frame of (0, 0, 340, 480).
Now, go to your viewController's -viewDidAppear method, get the frame of the scrollView you created. You'll find that the width has been reduced to 320 pixels. As such, paging won't work correctly. You'll expect the scrollView to move 340 pixels but it will, instead, move 320.
UINavigationController is a bit notorious for messing with subviews. It moves them and resizes them to accommodate the navigation bar. In short, it's not a team player -- especially in this case. Other places on the web suggest that you not use UINavigationController if you need precise control over your views' size and locations. They suggest that, instead, you create your own navigationController class based on UINavigationBar.
Well that's a ton of work. Fortunately, there's an easier solution: set the frame of the scrollView in your viewController's -viewDidAppear method. At this point, UINavigationController is done messing with the frame, so you can reset it to what it should be and the scrollView will behave properly.
This is relevant for OS 3.0. I have not tested 3.1 or 2.2.1. I've also filed a bug report with Apple suggesting that they modify UINavigationController with a BOOL such as "-shouldAutoarrangeSubviews" so that we can make that class keep its grubby hands off subviews.
Until that comes along, the fix above will give you gaps in a paginated UIScrollView within a UINavigationController.
Apple has released the 2010 WWDC session videos to all members of the iphone developer program. One of the topics discussed is how they created the photos app!!! They build a very similar app step by step and have made all the code available for free.
It does not use private api either. Here is a link to the sample code download. You will probably need to login to gain access.
http://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wa/getSoftware?code=y&source=x&bundleID=20645
And, here is a link to the iTunes WWDC page:
http://insideapple.apple.com/redir/cbx-cgi.do?v=2&la=en&lc=&a=kGSol9sgPHP%2BtlWtLp%2BEP%2FnxnZarjWJglPBZRHd3oDbACudP51JNGS8KlsFgxZto9X%2BTsnqSbeUSWX0doe%2Fzv%2FN5XV55%2FomsyfRgFBysOnIVggO%2Fn2p%2BiweDK%2F%2FmsIXj
The way to do this is like you said, a combination of a few things.
If you want a gap of 20px between your images, you need to:
First, expand your scroll view's total width by 20px and move it left by 10px.
Second, when you lay out the xLoc of your images, add 20px for each image so they're spaced 20px apart.
Third, set the initial xLoc of your images to 10px instead of 0px.
Fourth, make sure you set the content size of your scroll view to add 20px for each image. So if you have kNumImages images and each is kScrollObjWidth, then you go like this:
[scrollView setContentSize:CGSizeMake((kNumImages * (kScrollObjWidth+20)), kScrollObjHeight)];
It should work after that!
This is just a hunch, so apologies if completely wrong, but is it possible that the contentSize is just set to slightly wider than the screen width.
The correct information is then rendered within the view to the screen width and UIScrollView takes care of the rest ?
Maybe you want to try UIScrollView's contentInset property?
myScrollView.contentInset = UIEdgeInsetsMake(0, 0, 0, 10.0);
I just thought I'd add here for posterity the solution I ended up going with. For a long time I've been using Bryan's solution of adjusting the frame in -viewDidAppear, and this has worked brilliantly. However since iOS introduced multitasking I've been running into a problem where the scroll view frame gets changed when the app resumes from the background. In this case, -viewDidAppear was not being called and I couldn't find a delegate method that would be called at the right time to reverse the change. So I decided to make my scroll view a subview of my View Controller's view, and this seemed to fix the problem. This also has the advantage of not needing to use -viewDidAppear to change the frame - you can do it right after you create the scroll view. My question here has the details, but I'll post them here as well:
CGRect frame = CGRectMake(0, 0, 320, 460);
scrollView = [[UIScrollView alloc] initWithFrame:frame];
// I do some things with frame here
CGRect f = scrollView.frame;
f.size.width += PADDING; // PADDING is defined as 20 elsewhere
scrollView.frame = f;
[self.view addSubview:scrollView];
To avoid messing with UIScrollView's frame, you could subclass UIScrollView and override layoutSubviews to apply an offset to each page.
The idea is based on the following observations:
When zoomScale !=1, the offset is zero when it is at the left / right edge
When zoomScale ==1, the offset is zero when it is at the visible rect centre
Then the following code is derived:
- (void) layoutSubviews
{
[super layoutSubviews];
// Find a reference point to calculate the offset:
CGRect bounds = self.bounds;
CGFloat pageGap = 8.f;
CGSize pageSize = bounds.size;
CGFloat pageWidth = pageSize.width;
CGFloat halfPageWidth = pageWidth / 2.f;
CGFloat scale = self.zoomScale;
CGRect visibleRect = CGRectMake(bounds.origin.x / scale, bounds.origin.y / scale, bounds.size.width / scale, bounds.size.height / scale);
CGFloat totalWidth = [self contentSize].width / scale;
CGFloat scrollWidth = totalWidth - visibleRect.size.width;
CGFloat scrollX = CGRectGetMidX(visibleRect) - visibleRect.size.width / 2.f;
CGFloat scrollPercentage = scrollX / scrollWidth;
CGFloat referencePoint = (totalWidth - pageWidth) * scrollPercentage + halfPageWidth;
// (use your own way to get all visible pages, each page is assumed to be inside a common container)
NSArray * visiblePages = [self visiblePages];
// Layout each visible page:
for (UIView * view in visiblePages)
{
NSInteger pageIndex = [self pageIndexForView:view]; // (use your own way to get the page index)
// make a gap between pages
CGFloat actualPageCenter = pageWidth * pageIndex + halfPageWidth;
CGFloat distanceFromRefPoint = actualPageCenter - referencePoint;
CGFloat numOfPageFromRefPoint = distanceFromRefPoint / pageWidth;
CGFloat offset = numOfPageFromRefPoint * pageGap;
CGFloat pageLeft = actualPageCenter - halfPageWidth + offset;
view.frame = CGRectMake(pageLeft, 0.f, pageSize.width, pageSize.height);
}
}