I have a question in scroll view.
Right now I wrote a sample about image gallery with scroll view. I have plenty of images added into a scroll view. Each time, it display 3 images, the question is how can measure the scrolling properly. For example: the minimum each scroll is moving 1 image. Right now, I think each time I scroll, the minimum images moving are 3. That make me can't stop at the right image I want to see.
Below is the code.
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scroll subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scroll setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scroll bounds].size.height)];
}
#pragma mark - View lifecycle
- (void)viewDidLoad
{
[super viewDidLoad];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scroll setBackgroundColor:[UIColor blackColor]];
[scroll setCanCancelContentTouches:NO];
scroll.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scroll.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scroll.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scroll.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scroll addSubview:imageView];
[imageView release];
}
[self layoutScrollImages];
}
Use this code......
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
if(scroll.contentOffset.y> 320)
{
int y = scrollView.contentOffset.y;
y = y/3;
[scrollView setContentOffset:CGPointMake(0, y)];
}
}
Hope, this will help you...Chill
Subclass the content view and overwrite this function:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if ([self pointInside:point withEvent:event]) {
if ([[self subviews] count] > 0) {
//force return of first child, if exists
return [[self subviews] objectAtIndex:0];
} else {
return self;
}
}
return nil; }
See detail at https://github.com/taufikobet/ScrollViewCustomPaging.
Related
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!
I'm building an app based upon the "Scrolling" sample code that Apple provided. All is working very well. The nature of the images that I want to display, would make it desirable, if the order of the images is reversed, and that the first visible image is the right-most, rather than the left most. Basically, the user should scroll back, from right to left, rather than from left to right.
But now: I don't understand the syntax Apple is using, and I hope someone can explain to me what is going on. Here are the relevant parts of the sample app:
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor whiteColor];
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
}
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
So this is what I ended up doing:
I first inverted the order of the subviews, and then I made the scrollview jump to the last 'frame', by adding the following lines:
CGPoint lastFrame = CGPointMake(((kNumImages -1) * kScrollObjWidth), 0.0f);
[scrollview setContentOffset:lastFrame];
I hope that this somehow is useful to somebody...
It looks like you need to modify layoutScrollImages. Initialize curXLoc to the max number needed, and decrement it in the loop.
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = kNumImages * kScrollObjWidth;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc -= (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
I'm ATTEMPTING to learn UIScrollview using Apple's Docs and their sample code http://developer.apple.com/iphone/library/samplecode/Scrolling/index.html but something SO simple is escaping me.
How do you tell what image is currently on the screen, so that if I selected one of the images in the horizontal scrolling view, how would I get the filename of the image, or even a pointer in the array, to then do something further with the image?
I thought with Page Control enable I might be able to find a page # and map it to the image. I thought about counting deceleration to count pages, but a flick no full enough will increment it and give a false number.
The last thing I could think of is to get contentOffSet and divide by image size which will give a 1, 2, 3 and I could point to the array (too tired to try tonight... thought I might ask before I waste a lot more time ;-) ).
Any other ideas? I thought there would be a method somewhere that they use in the photo album app.
PS: Here's the code:
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
//NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"Card %d.png", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
This was easy after a good sleep!
CGPoint p = scrollView1.contentOffset;
NSLog(#"x = %f, y = %f", p.x, p.y);
Now just divide by 320 (if horizontal and full screen image) and add 1 (because it starts at 0).
Hope this helps someone else!
Paul
How would I add a dissolve transition to my code?
I tried looking at Apple's code but to no avail. Any ideas?
#import "ApotheosisViewController.h"
#implementation ApotheosisViewController
#synthesize scrollView1;
- (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
}
const CGFloat kScrollObjHeight = 320.0;
const CGFloat kScrollObjWidth = 480.0;
const NSUInteger kNumImages = 40;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleBlack;
scrollView1.clipsToBounds = NO; // default is NO, we want to restrict drawing within our scrollview
scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
}
- (void)dealloc
{
[scrollView1 release];
[super dealloc];
}
- (void)didReceiveMemoryWarning
{
// invoke super's implementation to do the Right Thing, but also release the input controller since we can do that
// In practice this is unlikely to be used in this application, and it would be of little benefit,
// but the principle is the important thing.
//
[super didReceiveMemoryWarning];
}
#end
I can't immediately tell what the code you posted has to do with a dissolve transition.
If you are trying to go from one view to another, then you could put this in your code:
In
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
for one viewController:
self.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
and when switching from one view to the other:
[self presentModalViewController:otherViewController animated:YES];
I am trying to display about 53 images in Xcode for iphone, but about the 37th image crashes my entire app! If any one sees any errors in my code, I would really appreciate your help. Thank you!!
I think I am not releasing my images somewhere...just not sure what to do!
#import "MyProjectViewController.h"
#implementation MyProjectViewController
#synthesize scrollView1;
- (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
}
const CGFloat kScrollObjHeight = 320.0;
const CGFloat kScrollObjWidth = 480.0;
const NSUInteger kNumImages = 53;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES;
scrollView1.scrollEnabled = YES;
scrollView1.pagingEnabled = YES;
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"c1_%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i;
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages];
}
- (void)dealloc
{
[scrollView1 release];
[super dealloc];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#end
Thank you!!!!!
How big are images? I suspect the problem is not with code itself, but with memory limitations of iPhone/iPod - if you're loading big images they simply eat all memory and program is closed.
Well the most likely reason is that you run out of memory. Put an NSLog message in didReceiveMemoryWarning to check if you are getting a warning for low memory.
In any case I would suggest that you lazy load images and not all of the images at once. It will greatly reduce to load time of your app and will also probably solve your memory problems. Use the UIScrollViewDelegate to know when to load images that weren't loaded yet according to the position of the UIScrollView offset value.