How to zoom image to fullscreen mode? - iphone

I have paging UIScrollView with images. I want to implement animated zooming of image to fullscreen on some gesture. And another animation to zoom image back to scroll view. Like in Photos app on iPad or like videos in Safari.
Of course it would not be UIImageView. It would be some wrapper class with image inside. The main question is how to present fullscreen view. Is it must be modal view or not.
Any help is appreciated.

Check on touching the image
if it is small convert into full size.
if it is large convert into small size.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (isLarge) [self makeSmall];
else [self makeFull];
}
- (void)makeFull {
[[self superview] bringSubviewToFront:self];
isLarge = YES;
CGRect largeFrame = [self superview].bounds;
original = self.frame;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[self setFrame:largeFrame];
[internal setFrame:self.bounds];
[UIView commitAnimations];
}
- (void)makeSmall {
isLarge = NO;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[self setFrame:original];
[internal setFrame:self.bounds];
[UIView commitAnimations];
}

I found a solution to this that involves both gesture recognizers and animated transitions. You remove the scrollview and add the fullscreen image. Then reverse that to return to the just the scrollview.
Use the frame of the window to determine size for the new UIImage.
The types of gesture recognizers can be adjusted to suit your needs!
-(void)viewDidLoad
{
[super viewDidLoad];
UITapGestureRecognizer *tapTwice = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapTwice:)];
tapTwice.numberOfTapsRequired = 2;
[self.imageView addGestureRecognizer:tapTwice];
}
- (void)tapOnce:(id)tapOnce {
[UIView transitionWithView:self.view
duration:0.7
options:UIViewAnimationOptionTransitionCrossDissolve
animations:^ {
[self.fullScreenImage removeFromSuperview];
}
completion:nil];
}
- (void)tapTwice:(id)tapTwice {
if(self.fullScreenImage == nil){
self.fullScreenImage = [[UIImageView alloc] initWithFrame:self.view.window.frame];
UITapGestureRecognizer *tapOnce = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapOnce:)];
tapOnce.numberOfTapsRequired = 1;
[tapOnce requireGestureRecognizerToFail:tapTwice];
[self.fullScreenImage addGestureRecognizer:tapOnce];
[self.fullScreenImage setUserInteractionEnabled:YES];
//self.fullScreenImage = [load your image here]
}
[UIView transitionWithView:self.view.window
duration:0.7
options:UIViewAnimationOptionTransitionCrossDissolve
animations:^ {
[self.view.window addSubview:self.fullScreenImage];
}
completion:nil];
}

Download this sample for Image gallery sample code and get through it. It would definitely helps you to understand how to implement your idea.

Like below you can use for zooming the image view.
UIView * viewForScroll;
UIImageView *imgviewForScroll;
UIScrollView *scrollToRead = [[UIScrollViewalloc]initWithFrame:CGRectMake(175, 5, 300, 311)];
scrollToRead.backgroundColor = [UIColordarkGrayColor];
scrollToRead.showsHorizontalScrollIndicator = YES;
scrollToRead.delegate = self;
[scrollToRead setContentSize:CGRectMake(0, 0, 300, 400).size];
scrollToRead.maximumZoomScale = 2;
scrollToRead.minimumZoomScale = 1;
[self.view addSubview:scrollToRead];
[scrollToRead release];
viewForScroll = [[UIViewalloc]initWithFrame:CGRectMake(0,0,300,400)];
[scrollToRead addSubview:viewForScroll];
[viewForScroll release];
imgviewForScroll = [[UIImageViewalloc]initWithFrame:CGRectMake(0,0,300,400)];
imgviewForScroll.image = [UIImageimageWithContentsOfFile:[arrayComicContentobjectAtIndex:0]];
[viewForScroll addSubview:imgviewForScroll];
[imgviewForScroll release];
//=========UIScrollView Delegate methods
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return viewForScroll;
}
Like to know if you need any further clarifications

Related

Cannot change UIView frame size

I have a custom uiview that i am trying to update the frame size. I do it like this in a method once it is clicked. The method is called, and the frame value changes, however on the screen nothing happens!
if (!touched) {
GameBox *box = (GameBox *)[self.view viewWithTag:40];
[box setFrame:CGRectMake(20, 20, 100, 73)];
NSLog(#"%f", box.frame.origin.x);
markButton.enabled = NO;
guessButton.enabled = NO;
[self.view reloadInputViews];
NSLog(#"The action bar should now be hidden");
}
else if (touched) {
guessButton.enabled = YES;
markButton.enabled = YES;
[self.view reloadInputViews];
NSLog(#"The action bar should now be visible");
}
I guess you have hooked self.view to UIView in Interface Builder.
In order to change UIView frame, in Interface Builder go to File Inspector, and uncheck Use Autolayout, then in the code change the frame.
Hope this helps.
You need to set adjust the frame in the viewDidAppear (not viewDidLoad).
- (void) viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
CGRect frame = self.tableView.frame;
frame.origin.y += 100.0;
frame.size.height -= 100.0;
self.tableView.frame = frame;
}
Apparently this has something to do with table views within navigation controllers.
It is because of Auto Layout, however you could do it after Auto Layout done its work or change constraints of it. If you want to do it after auto layout add following.
- (void)viewDidAppear:(BOOL)animated {
dispatch_async(dispatch_get_main_queue(), ^{
box.frame = CGRectMake(20, 20, 100, 73)];
});
[self.view reloadInputViews] is generally used for FirstResponders. I Don't have much of an idea about your customview, but I think for just settings the frame you can use:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
viewFrame.frame=frame;//Frame Defined by you
[UIView commitAnimations];
can give better solution if i get a look at your custom view.

UIAnimation - Show UIView from button.frame.origin.y

I have a UIButton somewhere on my view. On touch event of button I making a UIView appear. The UIAnimation I have used make the view appear from top of window. But I want it to appear from button.frame.origin.y . Before touching the button the view is not visible. On touching the button view should start appearing from above position.
Here is the code :
-(IBAction) ShowInfowView:(id)sender{
CGRect rect = viewInfo.frame;
rect.origin.y = rect.size.height - rect.size.height+58.0;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.70];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
viewInfo.frame = rect;
[UIView commitAnimations];
}
This is how I am hiding the view again :
-(IBAction) HideInfoView:(id)sender{
CGRect rect = viewInfo.frame;
rect.origin.y = -rect.size.height;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.70];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
viewInfo.frame = rect;
[UIView commitAnimations];
}
In viewDidLoad I am doing the following :
CGRect rect = viewInfo.frame;
rect.origin.y = -rect.size.height;
viewInfo.frame = rect;
UPDATE:
Please see this example. Here view is appearing from top of screen. I want it to appear from button y axis. For that matter please consider button y position a bit upwards.
So you want a slide-in effect, but not from the top of the screen, just some arbitrary value?
One way to do it:
1) You should create a view that has the dimensions and position of your desired view AFTER animation finishes, we'll call it baseview.
2) Set this baseview property clipsToBounds to YES. This will make all subviews that are outside of the baseview's frame invisible.
3) Add your animating view as a subview of the baseview, but set the frame so it is invisible (by plcacing it above the baseview):
frame = CGRectMake(0, -AnimViewHeight, AnimViewWidth, AnimViewHeight);
4) Animate the animview frame:
//put this inside of an animation block
AnimView.frame = CGRectMake(0, 0, AnimViewWidth, AnimViewHeight);
EDIT:
Example:
//define the tags so we can easily access the views later
#define BASEVIEW_TAG 100
#define INFOVIEW_TAG 101
- (void) showInfo
{
//replace the following lines with preparing your real info view
UIView * infoView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
[infoView setBackgroundColor: [UIColor yellowColor]];
[infoView setTag: INFOVIEW_TAG];
//this is the frame of the info view AFTER the animation finishes (again, replace with real values)
CGRect targetframe = CGRectMake(100, 100, 100, 100);
//create an invisible baseview
UIView * baseview = [[UIView alloc] initWithFrame:targetframe];
[baseview setBackgroundColor: [UIColor clearColor]];
[baseview setClipsToBounds: YES]; //so it cuts everything outside of its bounds
[baseview setTag: BASEVIEW_TAG];
//add the nfoview to the baseview, and set it above the bounds frame
[baseview addSubview: infoView];
[infoView setFrame:CGRectMake(0, -infoView.bounds.size.height,
infoView.bounds.size.width, infoView.bounds.size.height)];
//add the baseview to the main view
[self.view addSubview: baseview];
//slide the view in
[UIView animateWithDuration: 1.0 animations:^{
[infoView setFrame: baseview.bounds];
}];
//if not using ARC, release the views
[infoview release];
[baseview release];
}
- (void) hideinfo
{
//get the views
UIView * baseView = [self.view viewWithTag: BASEVIEW_TAG];
UIView * infoView = [baseView viewWithTag: INFOVIEW_TAG];
//target frame for infoview - slide up
CGRect out_frame = CGRectMake(0, -infoView.bounds.size.height,
infoView.bounds.size.width, infoView.bounds.size.height);
//animate slide out
[UIView animateWithDuration:1.0
animations:^{
[infoView setFrame: out_frame];
} completion:^(BOOL finished) {
[baseView removeFromSuperview];
}];
}
I have done exactly what you're trying in my recent project.
The following steps should make this work:
1. In your viewDidLoad: you init your viewToFadeIn like this:
viewToFadeIn = [[UIView alloc] initWithFrame:CGRectMake(20,self.view.frame.size.height+10, self.view.frame.size.widh-40, 200)];
//its important to initalize it outside your view
//your customization of this view
[self.view addSubview:viewToFadeIn];
2.your ShowInfowView: Method should look like this:
` -(IBAction) ShowInfowView:(id)sender{
[UIView beginAnimations:#"fadeIn" context:NULL];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationFinished:finished:context:)];
viewToFadeIn.transform = CGAffineTransformMakeTranslation(0, -290);
//290 is in my case, try a little for your correct value
[UIView commitAnimations];
}
3.yourHideInfoView:` Method looks like this
-(IBAction) HideInfoView:(id)sender{
[UIView beginAnimations:#"fadeOut" context:NULL];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDelegate:self];
viewToFadeIn.transform = CGAffineTransformMakeTranslation(0, 0);
[UIView commitAnimations];
}
EDIT:
4. animationFinishedMethod:
- (void)animationFinished:(NSString *)animationID finished:(BOOL)finished context:(void *)context{
if ([animationID isEqual:#"fadeIn"]) {
//Do stuff
}
if ([animationID isEqual:#"fadeOut"]) {
//Do stuff
}
}
SEE THIS
This should do the trick. Good luck
Your problem is not clear (for me).
What is this?
rect.origin.y = rect.size.height - rect.size.height+58.0;
Is 58 origin of your UIButton?
You should use sender.frame etc
Use blocks to animate like this
[UIView animateWithDuration:0.5f animations:^{
// Animation here
} completion:^(BOOL finished) {
// onComplete
}];
- (void) slideIn{
//This assumes the view and the button are in the same superview, if they're not, you'll need to convert the rects
//I'm calling the animated view: view, and the button: button...easy enough
view.clipToBounds = YES;
CGRect buttonRect = button.frame;
CGRect viewRect = CGRectMake(buttonRect.origin.x, buttonRect.origin.y + buttonRect.size.height, view.bounds.size.width, 0);
CGFloat intendedViewHeight = view.height;
view.frame = viewRect;
viewRect.size.height = intendedViewHeight;
[UIView animateWithDuration:.75 delay:0.0f options:UIViewAnimationOptionCurveEaseOut animations:^{
view.frame = viewRect;
}completion:nil];
}
This will cause the the view to appear to slide out from under the button. To slide the view back in, you just reverse the animations. If you wish to slide it up from the button, you'll need to make sure your starting 'y' is the 'y' value of the button (rather than the 'y' + 'height') and animate both the height and y values of the view that needs animating.

How to animate a UITextView that is a subview?

I am trying to animate a UITextView (myTextView) that is a subview inside a UIScrollView (scrollView).
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:myTextView cache:YES];
[scrollView addSubview:myTextView];
[UIView commitAnimations];
myTextView appears without animation!
What kind of animation do you want to do? If you want to fade in, for example, you have to do
[scrollView addSubview:myTextView];
myTextView.alpha = 0.0;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:myTextView cache:YES];
myTextView.alpha = 1.0;
[UIView commitAnimations];
You can change several properties (e.g.: frame, transform) to make animations.
http://www.4shared.com/dir/-PGqZEXR/zoominzoomout.html just add this file with your project and call it through this functions
here im2 is UIVIEW and i paste image on it then passing this through view didload like this
- (void)viewDidLoad {
[self loadFlowersInView:im2];
[self.view addSubview:im2];
}
now attach this function like this
- (void) loadFlowersInView: (UIView *) backdrop {
NSString *create_button = nil; // Add the flowers to random points on the screen
for (int i = 0; i < 1; i++) {
MagPicAppDelegate *appdelegate = (MagPicAppDelegate *)[[UIApplication sharedApplication] delegate];
NSString *whichFlower = appdelegate.imageName;
UIImage *stemp = [UIImage imageNamed:#"approve.png"];
DragView *dragger = [[DragView alloc] initWithImage:stemp];
dragger.userInteractionEnabled = YES;
dragger.center = CGPointMake(160.0f, 140.0f);
[im2 addSubview:dragger];
[dragger release];
}
[self.view addSubview:im2];
[im2 release];
}

how to add a custom subview inside TTThumbviewController (Three20)

i am developing an iphone application which have to show images from server as thumbnail list. I have created thumbnailview using Three20 package TTThumbViewcontroller class.
Now i have to add banner view above the thumbnail view as shows in the image. Also i have to add the bottom banner view in the TTPhotoviewcontroller also.
can anyone guide me, how to add my custom banner view (UIView) along with either TTThumbviewConntroller or TTPhotoViewController to my parent view?
Edit:I had successfully added a subview for the controller which extends TTThumbViewcontroller. Now i have to add a subview above the TTPhotoViewController toolbar (as in the attached image).
thanks in advance.
Ram
The banner view is nothing different than a normal view. So you could do the same with any other view. Following is the code I use in my app (I have the same banner view at the bottom of the screen, you can adjust its position to put in above the tab bar):
- (void)viewDidLoad{
[super viewDidLoad];
//we don't want user to see the ads at the very first load.
//once, it succeeds, it will be animated up by the bannerViewDidLoadAd
adView = [[ADBannerView alloc] initWithFrame:CGRectMake(0, 480, 320, 50)];
adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifier320x50;
[adView setDelegate:self];
[self.view addSubview:adView];
self.bannerIsVisible = NO;
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if (!self.bannerIsVisible)
{
[UIView beginAnimations:#"animateAdBannerOn" context:NULL];
adView.frame = CGRectMake(0, 346, 320, 50);
[UIView commitAnimations];
self.bannerIsVisible = YES;
}
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (self.bannerIsVisible)
{
[UIView beginAnimations:#"animateAdBannerOff" context:NULL];
adView.frame = CGRectMake(0, 480, 320, 50);
[UIView commitAnimations];
self.bannerIsVisible = NO;
}
}
- (void)dealloc{
adView.delegate = nil;
[adView release];
[super dealloc];
}

UITextView and UIPickerView with its own UIToolbar

I like to replicate the form behavior of Safari on the iPhone in my own app. If you enter data in an web form you get a separate UIToolbar (previous, next, done) just above the UIKeyboardView. Same for choosing an option: you get the same UIToolbar just above an UIPickerView.
I am looking for demos / sourcode / ideas how to implement this. Would I create my own subview with that toolbar and textview / pickerview? Is there a more elegant way? Especially something that leverages becomeFirstResponder of UITextfield?
So i created a UIViewCOntroller subclass to manage this.
on that i wrote this function to add.
-(void) addToViewWithAnimation:(UIView *) theView
{
UIView* myview = self.view;
CGRect frame = myview.frame;
frame.origin.y = 420;
myview.frame = frame;
UIView* bgView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 420)];
bgView.backgroundColor = [UIColor blackColor];
bgView.alpha = 0.6;
backgroundView = bgView;
[theView addSubview: bgView]; // this adds in the dark background
[theView addSubview:self.view]; // this adds in the pickerView with toolbar.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
frame = myview.frame;
frame.origin.y = 420 - frame.size.height;
myview.frame = frame;
[UIView commitAnimations];
}
I then created the view in IB, here is what my class Header looked like at the end of that. (there is also a UItoolbar on the view i just do not have a reference to it in my Controller)
#interface PropertyPickerController : UIViewController {
IBOutlet UIPickerView* Picker;
IBOutlet UIButton* DoneButton;
IBOutlet UIButton* CancelButton;
UIView* backgroundView;
NSArray* SimpleObjects;
id PickerObjectDelegate;
SEL PickerObjectSelector;
}
To then hide the view i use.
-(void) removeFromSuperviewWithAnimation
{
UIView* myview = self.view;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(AnimationDidStop:)];
[UIView setAnimationDuration:0.5];
// set fram below window.
CGRect frame = myview.frame;
frame.origin.y = 420;
myview.frame = frame;
backgroundView.alpha = 0; //fades shade to nothing
[UIView commitAnimations];
}
-(void) AnimationDidStop:(id) object
{
[self.view removeFromSuperview]; //removes view after animations.
[backgroundView removeFromSuperview];
}
And last but not least all the delegate functions for the picker.
- (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component
{
FBSimpleObject* object = (FBSimpleObject*)[SimpleObjects objectAtIndex:row];
return object.Name;
}
- (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component
{
}
- (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView
{ return 1;}
- (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component
{
return [SimpleObjects count];
}
- (IBAction)CancelButtonClick
{
[self removeFromSuperviewWithAnimation];
}
- (IBAction)DoneButtonClick
{
//This performs a selector when the done button is clicked, makes the controller more versatile.
if(PickerObjectDelegate && PickerObjectSelector)
{
NSMethodSignature* signature = [PickerObjectDelegate methodSignatureForSelector:PickerObjectSelector];
NSInvocation *invocation = [NSInvocation invocationWithMethodSignature:signature];
[invocation setTarget:PickerObjectDelegate];
[invocation setSelector:PickerObjectSelector];
[invocation setArgument:&object atIndex:2];
[invocation retainArguments];
[invocation invoke];
}
}
This is how you do the ToolBar. Basically i use the same concept with a ViewController subclass, and i dont use the standard push view or modal display options. (the example here actually places a Textbox and a toolbar on top of the keyboard.
#interface BugEditCommentController : UIViewController {
UITextView* Comment;
UIToolbar* Toolbar;
}
-(void) addToViewWithAnimation:(UIView*) theView;
To activate this view usually you would call [object becomeFirstResponder];
so if you add this to your view Controller constructor, all you need to do is call [object becomeFirstResponder];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(keyboardWillShow:) name: UIKeyboardWillShowNotification object:nil];
[nc addObserver:self selector:#selector(keyboardWillHide:) name: UIKeyboardWillHideNotification object:nil];
abd if you implement this method on your controller (defined in the above code)
-(void) keyboardWillShow:(NSNotification *) note
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
CGRect toolbarFrame = Toolbar.frame;
CGRect keyboardFrame;
CGPoint keyboardCenter;
[[note.userInfo valueForKey:UIKeyboardCenterEndUserInfoKey] getValue:&keyboardCenter];
[[note.userInfo valueForKey:UIKeyboardBoundsUserInfoKey] getValue: &keyboardFrame];
//CGRect toolbarRect = Toolbar.center;
toolbarFrame.origin.y= keyboardCenter.y - ((keyboardFrame.size.height/2) + (toolbarFrame.size.height));
Toolbar.frame = toolbarFrame;
[UIView commitAnimations];
}
-(void) keyboardWillHide:(id) object
{
//you could call [self removeFromSuperviewHere];
}
-(void) removeFromsuperViewWithAnimation
{
[Comment resignFirstResponder];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(AnimationDidStop:)];
CGRect frame = Toolbar.frame;
frame.origin.y = 480;
Toolbar.frame = frame;
[self.view viewWithTag:1].alpha = 0; //fade transparent black background to clear.
[UIView commitAnimations];
}
-(void)AnimationDidStop:(id) object
{
[self.view removeFromSuperview];
}
hope the additional info helps.
I'm looking for the solution for this issue too.
I found this was the best solution, you can use this SCKit to add tool bar to dismiss the UIPickerView or the UIDatePicker as you want.
Following is github link: https://github.com/scelis/SCKit/tree/
Have fun!