I have a UIScrollView which scrolls horizontally from left to right.
I want to be able to vertically position my UIScrollView on the Y axis according to the screen size of the iPhone. E.g iPhone 4 and iPhone 5.
CGFloat startX = (70.0f * ((float)[_attachments count] - 1.0f) + padding);
CGFloat startY = 295;
CGFloat width = 64;
CGFloat height = 64;
Right now I start my Y position at 295 which works okay with the iPhone 4 but not on iPhone 5.
How would I change the startY to accommodate the same position for different screen size?
CGRect screenBounds = [[UIScreen mainScreen] bounds];
if (screenBounds.size.height == 568)
{
//iphone5
}
else
{
//iphone4
}
You can set your y value accordingly
Do use layoutSubviews in your view ...
- (void)layoutSubviews {
CGRect frame = self.bounds;
frame.origin.y += frame.size.height - _scrollView.frame.size.height;
if ( ! CGRectEqualToRect( _scrollView.frame, frame ) {
_scrollView.frame = frame;
}
}
... I assume that your horizontal scroll view is in _scrollView ivar and also that the _scrollView.frame.size.height contains correct height of your _scrollView. If not, replace _scrollView.frame.size.height with some constant which does contain your UIScrollView height.
Why the condition with CGRectEqualToRect? Because layoutSubviews can be called very often and when you set new frame (even if it equals) to it, UIScrollView can stop scrolling.
you can do it like this-
first get the width and the height of the screen
CGRect screenBounds = [UIScreen mainScreen].bounds ;
CGFloat width = CGRectGetWidth(screenBounds);
CGFloat height = CGRectGetHeight(screenBounds) ;
now create a method which will do some calculations and return an int
-(NSInteger) getwidth:-(NSInteger *) value
{
int temp = (value * 100) / 480;
return int((height * temp) / 100);
}
-(NSInteger) getheight:-(NSInteger *) value
{
var temp = (value * 100) / 320;
return int((width * temp) / 100);
}
now set the bounds of view according to these function
actind.frame=CGRectMake(getWidth(20),getheight(20),16,16);
this will work on all the devices and the views will arrange themselves according to the width and height of the screen.
hope this will help for you. :)
I have a UICollectionView with 6 pages, and paging enabled, and a UIPageControl. What I want is, when I came to the last page, if I drag to right, UICollectionView reloads from first page seamlessly.
- (void)scrollViewDidEndDecelerating:(UIScrollView *)sender
{
// The key is repositioning without animation
if (collectionView.contentOffset.x == 0) {
// user is scrolling to the left from image 1 to image 10.
// reposition offset to show image 10 that is on the right in the scroll view
[collectionView scrollRectToVisible:CGRectMake(collectionView.frame.size.width*(pageControl.currentPage-1),0,collectionView.frame.size.width,collectionView.frame.size.height) animated:NO];
}
else if (collectionView.contentOffset.x == 1600) {
// user is scrolling to the right from image 10 to image 1.
// reposition offset to show image 1 that is on the left in the scroll view
[collectionView scrollRectToVisible:CGRectMake(0,0,collectionView.frame.size.width,collectionView.frame.size.height) animated:NO];
}
pageControlUsed = NO;
}
It doesn't work like I want. What can I do?
Here's what I ended up with for my UICollectionView (horizontal scrolling like the UIPickerView):
#implementation UIInfiniteCollectionView
- (void) recenterIfNecessary {
CGPoint currentOffset = [self contentOffset];
CGFloat contentWidth = [self contentSize].width;
// don't just snap to center, since this might be done in the middle of a drag and not aligned. Make sure we account for that offset
CGFloat offset = kCenterOffset - currentOffset.x;
int delta = -round(offset / kCellSize);
CGFloat shift = (offset + delta * kCellSize);
offset += shift;
CGFloat distanceFromCenter = fabs(offset);
// don't always recenter, just if we get too far from the center. Eliza recommends a quarter of the content width
if (distanceFromCenter > (contentWidth / 4.0)) {
self.contentOffset = CGPointMake(kCenterOffset, currentOffset.y);
// move subviews back to make it appear to stay still
for (UIView *subview in self.subviews) {
CGPoint center = subview.center;
center.x += offset;
subview.center = center;
}
// add the offset to the index (unless offset is 0, in which case we'll assume this is the first launch and not a mid-scroll)
if (currentOffset.x > 0) {
int delta = -round(offset / kCellSize);
// MODEL UPDATE GOES HERE
}
}
}
- (void) layoutSubviews { // called at every frame of scrolling
[super layoutSubviews];
[self recenterIfNecessary];
}
#end
Hope this helps someone.
I've been using the Street Scroller sample to create an infinite scroller for images. That works fine until I wanted to set pagingEnabled = YES; Tried tweaking around the recenterIfNecessary code and finally realized that it's the contentOffset.x that has to match the frame of the subview that i want visible when paging stops. This really isn't going to work in recenterIfNecessary since you have no way of knowing it will get called from layoutSubviews. If you do get it adjusted right, the subview may pop out from under your finger. I do the adjustment in scrollViewDidEndDecelerating. So far I haven't had problems with scrolling fast. It will work and simulate paging even when pagingEnabled is NO, but it looks more natural with YES.
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
[super scrollViewDidEndDecelerating:scrollView];
CGPoint currentOffset = [self contentOffset];
// find the subview that is the closest to the currentOffset.
CGFloat closestOriginX = 999999;
UIView *closestView = nil;
for (UIView *v in self.visibleImageViews) {
CGPoint origin = [self.imageContainerView convertPoint:v.frame.origin toView:self];
CGFloat distanceToCurrentOffset = fabs(currentOffset.x - origin.x);
if (distanceToCurrentOffset <= closestOriginX) {
closestView = v;
closestOriginX = distanceToCurrentOffset;
}
}
// found the closest view, now find the correct offset
CGPoint origin = [self.imageContainerView convertPoint:closestView.frame.origin toView:self];
CGPoint center = [self.imageContainerView convertPoint:closestView.center toView:self];
CGFloat offsetX = currentOffset.x - origin.x;
// adjust the centers of the subviews
[UIView animateWithDuration:0.1 animations:^{
for (UIView *v in self.visibleImageViews) {
v.center = [self convertPoint:CGPointMake(v.center.x+offsetX, center.y) toView:self.imageContainerView];
}
}];
}
I have not used UICollectionView for infinite scrolling, but when doing it with a UIScrollView you first adjust your content offset (instead of using scrollRectToVisible) to the location you want. Then, you loop through each subview in your scroller and adjust their coordinates either to the right or left based on the direction the user was scrolling. Finally, if either end is beyond the bounds you want them to be, move them to the far other end. Their is a very good WWDC video from apple about how to do infinite scrolling you can find here: http://developer.apple.com/videos/wwdc/2012/
I've got a UICollectionView, which works ok, until I start scrolling.
Here some pics first:
As you can see it's great. As I start scrolling (paging enabled) the first one goes a bit offscreen:
This is the problem. Originaly my view have 3 views and I want to scroll and show 3 views only. But as it scrolls (paging enabled) it hides a little bit of the first view and show little bit of the next first view from the next page.
And here is a video, because it's kinda hard to explain:
Video of the problem (Dropbox)
Here is a picture of my UICollectionView settings:
It's going to be great if someone can help!
The fundamental issue is Flow Layout is not designed to support the paging. To achieve the paging effect, you will have to sacrifice the space between cells. And carefully calculate the cells frame and make it can be divided by the collection view frame without remainders. I will explain the reason.
Saying the following layout is what you wanted.
Notice, the most left margin (green) is not part of the cell spacing. It is determined by the flow layout section inset. Since flow layout doesn't support heterogeneous spacing value. It is not a trivial task.
Therefore, after setting the spacing and inset. The following layout is what you will get.
After scroll to next page. Your cells are obviously not aligned as what you expected.
Making the cell spacing 0 can solve this issue. However, it limits your design if you want the extra margin on the page, especially if the margin is different from the cell spacing. It also requires the view frame must be divisible by the cell frame. Sometimes, it is a pain if your view frame is not fixed (considering the rotation case).
The real solution is to subclass UICollectionViewFlowLayout and override following methods
- (CGSize)collectionViewContentSize
{
// Only support single section for now.
// Only support Horizontal scroll
NSUInteger count = [self.collectionView.dataSource collectionView:self.collectionView
numberOfItemsInSection:0];
CGSize canvasSize = self.collectionView.frame.size;
CGSize contentSize = canvasSize;
if (self.scrollDirection == UICollectionViewScrollDirectionHorizontal)
{
NSUInteger rowCount = (canvasSize.height - self.itemSize.height) / (self.itemSize.height + self.minimumInteritemSpacing) + 1;
NSUInteger columnCount = (canvasSize.width - self.itemSize.width) / (self.itemSize.width + self.minimumLineSpacing) + 1;
NSUInteger page = ceilf((CGFloat)count / (CGFloat)(rowCount * columnCount));
contentSize.width = page * canvasSize.width;
}
return contentSize;
}
- (CGRect)frameForItemAtIndexPath:(NSIndexPath *)indexPath
{
CGSize canvasSize = self.collectionView.frame.size;
NSUInteger rowCount = (canvasSize.height - self.itemSize.height) / (self.itemSize.height + self.minimumInteritemSpacing) + 1;
NSUInteger columnCount = (canvasSize.width - self.itemSize.width) / (self.itemSize.width + self.minimumLineSpacing) + 1;
CGFloat pageMarginX = (canvasSize.width - columnCount * self.itemSize.width - (columnCount > 1 ? (columnCount - 1) * self.minimumLineSpacing : 0)) / 2.0f;
CGFloat pageMarginY = (canvasSize.height - rowCount * self.itemSize.height - (rowCount > 1 ? (rowCount - 1) * self.minimumInteritemSpacing : 0)) / 2.0f;
NSUInteger page = indexPath.row / (rowCount * columnCount);
NSUInteger remainder = indexPath.row - page * (rowCount * columnCount);
NSUInteger row = remainder / columnCount;
NSUInteger column = remainder - row * columnCount;
CGRect cellFrame = CGRectZero;
cellFrame.origin.x = pageMarginX + column * (self.itemSize.width + self.minimumLineSpacing);
cellFrame.origin.y = pageMarginY + row * (self.itemSize.height + self.minimumInteritemSpacing);
cellFrame.size.width = self.itemSize.width;
cellFrame.size.height = self.itemSize.height;
if (self.scrollDirection == UICollectionViewScrollDirectionHorizontal)
{
cellFrame.origin.x += page * canvasSize.width;
}
return cellFrame;
}
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes * attr = [super layoutAttributesForItemAtIndexPath:indexPath];
attr.frame = [self frameForItemAtIndexPath:indexPath];
return attr;
}
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray * originAttrs = [super layoutAttributesForElementsInRect:rect];
NSMutableArray * attrs = [NSMutableArray array];
[originAttrs enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes * attr, NSUInteger idx, BOOL *stop) {
NSIndexPath * idxPath = attr.indexPath;
CGRect itemFrame = [self frameForItemAtIndexPath:idxPath];
if (CGRectIntersectsRect(itemFrame, rect))
{
attr = [self layoutAttributesForItemAtIndexPath:idxPath];
[attrs addObject:attr];
}
}];
return attrs;
}
Notice, above code snippet only supports single section and horizontal scroll direction. But it is not hard to expand.
Also, if you don't have millions of cells. Caching those UICollectionViewLayoutAttributes may be a good idea.
You could disable paging on UICollectionView and implement a custom horizontal scrolling/paging mechanism with a custom page width/offset like this:
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset
{
float pageWidth = 210;
float currentOffset = scrollView.contentOffset.x;
float targetOffset = targetContentOffset->x;
float newTargetOffset = 0;
if (targetOffset > currentOffset)
newTargetOffset = ceilf(currentOffset / pageWidth) * pageWidth;
else
newTargetOffset = floorf(currentOffset / pageWidth) * pageWidth;
if (newTargetOffset < 0)
newTargetOffset = 0;
else if (newTargetOffset > scrollView.contentSize.width)
newTargetOffset = scrollView.contentSize.width;
targetContentOffset->x = currentOffset;
[scrollView setContentOffset:CGPointMake(newTargetOffset, 0) animated:YES];
}
This answer is way late, but I have just been playing with this problem and found that the cause of the drift is the line spacing. If you want the UICollectionView/FlowLayout to page at exact multiples of your cells width, you must set:
UICollectionViewFlowLayout *flowLayout = (UICollectionViewFlowLayout *)collectionView.collectionViewLayout;
flowLayout.minimumLineSpacing = 0.0;
You wouldn't think the line spacing comes into play in horizontal scrolling, but apparently it does.
In my case I was experimenting with paging left to right, one cell at a time, with no space between cells. Every turn of the page introduced a tiny bit of drift from the desired position, and it seemed to accumulate linearly. ~10.0 pts per turn. I realized 10.0 is the default value of minimumLineSpacing in the flow layout. When I set it to 0.0, no drift, when I set it to half the bounds width, each page drifted an extra half of the bounds.
Changing the minimumInteritemSpacing had no effect.
edit -- from the documentation for UICollectionViewFlowLayout:
#property (nonatomic) CGFloat minimumLineSpacing;
Discussion
...
For a vertically scrolling grid, this value represents the minimum
spacing between successive rows. For a horizontally scrolling grid,
this value represents the minimum spacing between successive columns.
This spacing is not applied to the space between the header and the
first line or between the last line and the footer.
The default value of this property is 10.0.
The solution from the following article is elegant and simple. The main idea is creation the scrollView on top of your collectionView with passing all contentOffset values.
http://b2cloud.com.au/tutorial/uiscrollview-paging-size/
It should be said by implementing this method:
- (CGPoint)targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity;
I didn't achieve a smooth animation like it's happening with pagingEnabled = YES.
I know this question is old, but for anyone who happens to stumble upon this.
All you have to do to correct this is set the MinimumInterItemSpacing to 0 and decrease the content's frame.
#devdavid was spot on on the flowLayout.minimumLineSpacing to zero.
It can also be done in the layout editor, setting the Min Spacing for Lines to 0:
I think I understand the problem. I'll try and make you understand it too.
If you look closely, then you will see that this issue happens only gradually and not just on the first page swipe.
If I understand correctly, in your app, currently, every UICollectionView item are those rounded boxes which we see, and you have some offset/margin between all of them which is constant. This is what is causing the issue.
Instead, what you should do, is make a UICollectionView item which is 1/3rd of the width of the whole view, and then add that rounded image view inside it. To refer to the image, the green colour should be your UICollectionViewItem and not the black one.
Do you roll your own UICollectionViewFlowLayout?
If so, adding -(CGPoint) targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset
withScrollingVelocity:(CGPoint)velocity will help you to calculate where the scrollview should stop.
This might work (NB: UNTESTED!):
-(CGPoint) targetContentOffsetForProposedContentOffset:(CGPoint)proposedContentOffset
withScrollingVelocity:(CGPoint)velocity
{
CGFloat offsetAdjustment = MAXFLOAT;
CGFloat targetX = proposedContentOffset.x + self.minimumInteritemSpacing + self.sectionInset.left;
CGRect targetRect = CGRectMake(proposedContentOffset.x, 0.0, self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
NSArray *array = [super layoutAttributesForElementsInRect:targetRect];
for(UICollectionViewLayoutAttributes *layoutAttributes in array) {
if(layoutAttributes.representedElementCategory == UICollectionElementCategoryCell) {
CGFloat itemX = layoutAttributes.frame.origin.x;
if (ABS(itemX - targetX) < ABS(offsetAdjustment)) {
offsetAdjustment = itemX - targetX;
}
}
}
return CGPointMake(proposedContentOffset.x + offsetAdjustment, proposedContentOffset.y);
}
My answer is based on answer https://stackoverflow.com/a/27242179/440168 but is more simple.
You should place UIScrollView above UICollectionView and give them equal sizes:
#property (nonatomic, weak) IBOutlet UICollectionView *collectionView;
#property (nonatomic, weak) IBOutlet UIScrollView *scrollView;
Then configure contentInset of collection view, for example:
CGFloat inset = self.view.bounds.size.width*2/9;
self.collectionView.contentInset = UIEdgeInsetsMake(0, inset, 0, inset);
And contentSize of scroll view:
self.scrollView.contentSize = CGSizeMake(self.placesCollectionView.bounds.size.width*[self.collectionView numberOfItemsInSection:0],0);
Do not forget to set delegate of scroll view:
self.scrollView.delegate = self;
And implement main magic:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
if (scrollView == self.scrollView) {
CGFloat inset = self.view.bounds.size.width*2/9;
CGFloat scale = (self.placesCollectionView.bounds.size.width-2*inset)/scrollView.bounds.size.width;
self.collectionView.contentOffset = CGPointMake(scrollView.contentOffset.x*scale - inset, 0);
}
}
your UICollectionView's width should be an exact multiplication of the cell size width + the left and right insets. In your example, if the cell width is 96, then the UICollectionView's width should be (96 + 5 + 5) * 3 = 318.
Or, if you wish to keep UICollectionView's 320 width, your cell size width should be 320 / 3 - 5 - 5 = 96.666.
If this does not help, your UICollectionView's width might be different than what is set in the xib file, when the application runs. To check this - add an NSLog statement to printout the view's size in runtime:
NSLog(#"%#", NSStringFromCGRect(uiContentViewController.view.frame));
This is the same problem that I was experiencing and i posted my solution on another post, so I'll post it again here.
I found a solution to it, and it involved subclassing the UICollectionViewFlowLayout.
My CollectionViewCell size is 302 X 457 and i set my minimum line spacing to be 18 (9pix for each cell)
When you extend from that class there are a few methods that need to be over-ridden. One of them is
(CGSize)collectionViewContentSize
In this method, I needed to add up the total width of what was in the UICollectionView. That includes the ([datasource count] * widthOfCollectionViewCell) + ([datasource count] * 18)
Here is my custom UICollectionViewFlowLayout methods....
-(id)init
{
if((self = [super init])){
self.itemSize = CGSizeMake(302, 457);
self.sectionInset = UIEdgeInsetsMake(10, 10, 10, 10);
self.minimumInteritemSpacing = 0.0f;
self.minimumLineSpacing = 18.0f;
[self setScrollDirection:UICollectionViewScrollDirectionHorizontal];
}
return self;
}
-(CGSize)collectionViewContentSize{
return CGSizeMake((numCellsCount * 302)+(numCellsCount * 18), 457);
}
This worked for me, so I hope someone else finds it useful!
you also can set view's width to '320+spacing', and then set page enable to yes. it will scroll '320+spacing' for every time. i think it because page enable will scroll view's width but not screen's width.
I think I do have a solution for this issue. But I do not if it's the best.
UICollectionViewFlowLayout does contain a property called sectionInset. So you could set the section Inset to whatever your need is and make 1 page equalling one section. Therefore your scrolling should automatically fit properly in the pages ( = sections)
I had a similar problem with paging. Even though the cell insets were all 0 and the cell was exactly the same size in width and height as the UICollectionView, the paging wasn't proper.
What I noticed sounds like a bug in this version (UICollectionView, iOS 6): I could see that if I worked with a UICollectionView with width = 310px or above, and a height = 538px, I was in trouble. However, if I decreased the width to, say, 300px (same height) I got things working perfectly!
For some future reference, I hope it helps!
I encountered a similar issue when trying to get horizontal paging working on a 3 x 3 grid of cells with section insets and cell & line spacing.
The answer for me (after trying many of the suggestions - including subclassing UICollectionViewFlowLayout and various UIScrollView delegate solutions) was simple. I simply used sections in the UICollectionView by breaking my dataset up into sections of 9 items (or fewer), and utilising the numberOfSectionsInCollectionView and numberOfItemsInSection UICollectionView datasource methods.
The UICollectionView's horizontal paging now works beautifully. I recommend this approach to anyone currently tearing their hair out over a similar scenario.
If you're using the default flow-layout for your UICollectionView and do NOT want any space between each cell, you can set its miniumumLineSpacing property to 0 via:
((UICollectionViewFlowLayout *) self.collectionView.collectionViewLayout).minimumLineSpacing = 0;
i want to display many images like thumbnails in a scroll view and and i want the images displayed dynamically we scrolls down or left like a table view cells
can u please tell how to that...
Thanks
with the following code..when we scroll the scroll view im calling this code and able to display the images dynamically (which r only visible) but the problem is.. while scrolling with scroll bars im getting the two images..vertically and horizontally..its only happening when i scroll.. can any body help me out please..?
int tileSize;
int imgSize;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){
tileSize = 255;
imgSize = 247;
}else{
tileSize = 120;
imgSize = 116;
}
CGRect visibleBounds = [songsContainer bounds];
for (UIView *tile in [songsContainer subviews]) {
CGRect scaledTileFrame =[tile frame];
if (! CGRectIntersectsRect(scaledTileFrame, visibleBounds)) {
for(UIView *view in [tile subviews])
[view removeFromSuperview];
[recycledCells addObject:tile];
[tile removeFromSuperview];
}
}
int maxRow =[songsDict count]-1; // this is the maximum possible row
int maxCol = noOfRowsInCell-1; // and the maximum possible column
int firstNeededRow = MAX(0, floorf(visibleBounds.origin.y / tileSize));
int firstNeededCol = MAX(0, floorf(visibleBounds.origin.x / tileSize));
int lastNeededRow = MIN(maxRow, floorf(CGRectGetMaxY(visibleBounds) / tileSize));
int lastNeededCol = MIN(maxCol, floorf(CGRectGetMaxX(visibleBounds) / tileSize));
NSLog(#".........MaxRow-%d,MaxCol-%d,firstNeddedRow-%d,firstNeededcol-%d,lNR-%d,lNC%d",maxRow, maxCol, firstNeededRow,firstNeededCol,lastNeededRow,lastNeededCol);
// iterate through needed rows and columns, adding any tiles that are missing
for (int row = firstNeededRow; row <= lastNeededRow; row++) {
NSMutableArray *tempArray = (NSMutableArray *)[songsDict objectAtIndex:row];
for (int col = firstNeededCol; col <= lastNeededCol ; col++) {
BOOL tileIsMissing = (firstVisibleRow > row || firstVisibleColumn > col ||
lastVisibleRow < row || lastVisibleColumn < col);
if (tileIsMissing) {
UIView *tile = (UIView *)[self dequeueReusableTile];
if (!tile) {
// the scroll view will handle setting the tile's frame, so we don't have to worry about it
tile = [[[UIView alloc] initWithFrame:CGRectZero] autorelease];
tile.backgroundColor = [UIColor clearColor];
}
//tile.image = image for row and col;
// set the tile's frame so we insert it at the correct position
CGRect frame = CGRectMake(tileSize * col, tileSize * row, imgSize, imgSize);
tile.frame = frame;
if(col<[tempArray count])
[self addContentForTile:tile:row:col];
else tile.backgroundColor = [UIColor clearColor];
[songsContainer addSubview:tile];
}
}
}
firstVisibleRow = firstNeededRow+1; firstVisibleColumn = firstNeededCol+1;
lastVisibleRow = lastNeededRow; lastVisibleColumn = lastNeededCol;
What you have to do is create your scrollview however you want. You have to decide whether you want a grid layout, or linear layout. In addition, if grid, do you want it locked to the horizontal bounds, locked to vertical, so it scrolls either vertical or horizontal, respectively.
Once you have that sorted out, then what I recommend is taking the architecture similar to how a tableview functions. That is, create individual "cells" that will hold your thumbnails. Once you have these cells, you add them as subviews of your scrollview, at certain offsets (you need to do some math on the x/y planes).
Start with a scroll view and add each image in an UIImageView as a subview to the scrollview at a certain location.
One thing to have in mind is to only hold in memory the images that are currently shown and their immediate neighbours.
When somebody does a wipe gesture to scroll the content from left to right, I would like to have a background image scrolling into the same direction, but at a different speed. Much like what these classic games did do 20 years ago (remember that, anybody????)
I accomplished this by using two UIScrollView instances. The first is where the actual content is displayed, and the second (which is behind the first in z-order) is where I have my slower-moving background. From there the top UIScrollView has a delegate attached to it that gets notified when the contentOffset changes. That delegate, in turn, programatically sets the contentOffset of the background scroller, multiplied against a constant to slow the scroll down relative to the foreground. So, for instance, you might have something like:
// Defined as part of the delegate for the foreground UIScrollView
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
UIScrollView* scroll_view(static_cast<UIScrollView*>(bkg_scroller_m.view));
CGPoint offset(scrollView.contentOffset);
offset.x = offset.x / 3;
offset.y = offset.y / 3;
// Scroll the background scroll view by some smaller offset
scroll_view.contentOffset = offset;
}
You can easily do this by implementing scroll view did scroll with a UIImageView under it...
You'll end up with something like this... with the backgroundImageView being a UIImageView added to the view before the subview... you can layer as much image views as you want without performance issues
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
float factor = scrollView.contentOffset.x / (scrollView.contentSize.width - 320);
if (factor < 0) factor = 0;
if (factor > 1) factor = 1;
CGRect frame = backgroundImageView.frame;
frame.origin.x = factor * (320 - backgroundImageView.frame.size.width);
backgroundImageView.frame = frame;
}
You can do it with CoreAnimation. You'll want to hook into the scrollViewDidEndDragging:willDecelerate: and scrollViewWillBeginDecelerating: UIScrollViewDelegate methods. Then begin an Animation on your image by changing the center position. See this SO article for more on animations.
For example you have multiple scrollviews, want them scroll difference speed. here is the modification code base on Salamatizm answer:
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
float factor = scrollView.contentOffset.x / (scrollView.contentSize.width - screenSize.width);
if (factor < 0) factor = 0;
if (factor > 1) factor = 1;
CGSize parralaxSize = self.parralaxBackgroundView.contentSize;
CGPoint parallaxOffset = CGPointMake(-(factor * (screenSize.width - parralaxSize.width)), 0);
[self.parralaxBackgroundView setContentOffset:parallaxOffset animated:NO];