i want Newsweek i pad app like scrolling on detail news.I have done like that but it's scrolling only.for e.g if you have 10 articles. on first page you click on article 3 then it show 3rd articles detail news and scrolls left upto 10 but not scrolls right side 3 ,2
same Question again.... never mind
(1) Create View Controller and add scroll view from IB and link it with outlet variable
-(void)createScrollView
{
myScroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 440)];
myScroll.pagingEnabled = YES;
myScroll.showsHorizontalScrollIndicator = YES;
myScroll.showsVerticalScrollIndicator = YES;
myScroll.scrollsToTop = NO;
myScroll.delegate = self;
int n = [array count];
myScroll.contentSize = CGSizeMake((320 * n), 440);
for (int i = 0 , X = 0; i < [photoArray count]; i++ , X += 320)
{
UIImageView *img =[[UIImageView alloc]initWithFrame:CGRectMake(X,0, 320, 480)]; //here web view for you
CGRect frame;
frame.size.width=320; frame.size.height=240;
frame.origin.x=0; frame.origin.y=88;
[img addSubview:asyncImage];
img.contentMode=UIViewContentModeScaleAspectFit;
[myScroll addSubview:img];
}
}
- (void) viewDidLoad
{
[self createScrollView];
[myScroll scrollRectToVisible:CGRectMake(320*photoNumber, 0, 320 , 240) animated:NO];
[self.view addSubview:myScroll];
}
its a sample code .... try it with changes... hope that finally work for you...
pass the value to the photoNumber.. E.g for 3rd article 3..
Related
I am making one iPhone app in which i need to show some images inside UIScrollView, on left and right there will be two buttons user can click on button and it will show the next or previous image. Also at the bottom there is one button, when user will click on that button it will show the image which we have selected in scrollview.I would like to know how do we show multiple images inside that scrollview and while selecting bottom button, how to find which image was there inside scrollview.
An example from danielbeard.wordpress.com
In case your image names aren't just numbers:
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[scrollView setPagingEnabled:YES];
[scrollView setAlwaysBounceVertical:NO];
NSArray *imagesArray = [NSArray arrayWithObjects:#"img1.png", #"img2.png", #"img3.png", nil];
for (int i = 0; i < [imagesArray count]; i++)
{
CGFloat xOrigin = i * scrollView.frame.size.width;
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(xOrigin, 0, scrollView.frame.size.width, scrollView.frame.size.height)];
[imageView setImage:[UIImage imageNamed:[imagesArray objectAtIndex:i]]];
[imageView setContentMode:UIViewContentModeScaleAspectFit];
[scrollView addSubview:imageView];
}
[scrollView setContentSize:CGSizeMake(scrollView.frame.size.width * [imagesArray count], scrollView.frame.size.height)];
have look on to this example:
http://danielbeard.wordpress.com/2012/09/17/adding-a-uiscrollview-to-a-uiview-ios/
Apple.developer PhotoScroller demonstrates the use of embedded UIScrollViews and CATiledLayer to create a rich user experience for displaying and paginating photos that can be individually panned and zoomed.
CATiledLayer is used to increase the performance of paging, panning, and zooming with high-resolution images or large sets of photos.
you just simply first
create a new view on runtime and image and assign tag all views like 1000 or 100 and increment on tag value and then add this view to scrollview and two buttons for left and right moving and make their outlet actions and add all the scrollview sub views in to an mutable array like this
indexStart=100;
UIView *AddView=[[UIView alloc]initWithFrame:CGRectMake(55, 0, 100, 100)];
AddView.tag=indexStart;
btnTap.tag=indexStart;
UIImageView *imgview=[[UIImageView alloc]initWithFrame:CGRectMake(0, 0, 100, 100)];
[AddView addSubview:imgview];
imgview.image=image;
imgview.tag=1000;
[ScrollView addSubview:AddView];
[imgArray addObject:AddView];
you use loop to do this and on left and right button you use this code and in this code editImgeView is the image view inbetween left and right button where you show the image you just simple indexstart ++ or -- if user choose right or left button
for (int index = 0; index < [imgAddArrayAfter count]; index ++ ) {
NSLog(#"index %d",index);
UIView *vc=[imgArray objectAtIndex:index];
NSLog(#"view tag %d",vc.tag);
if(vc.tag == indexStart)
{
UIImageView *modalView=(UIImageView *) [vc viewWithTag:1000];
editImgeView.image=modalView.image;
}
}
i hope you understand ;-)
- (void)viewDidLoad
{
[super viewDidLoad];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
scrollView.contentSize = CGSizeMake(320, 465);
[scrollView setScrollEnabled:YES];
[scrollView setPagingEnabled:YES];
[scrollView setAlwaysBounceVertical:NO];
[self.view addSubview:scrollView];
NSMutableArray *arrImage = [NSMutableArray arrayWithObjects:#"food1.jpeg", #"food2.jpeg", #"food3.jpeg",#"food4.jpeg", #"food5.jpeg", #"food6.jpeg",#"food7.jpeg", #"food8.jpeg", #"foo9.jpeg",#"food10.jpeg", #"food11.jpeg", #"food12.jpeg",#"food13.jpeg", #"food14.jpeg", #"food15.jpeg", #"food16.jpeg", nil];
for (int i = 0; i < [arrImage count]; i++)
{
CGFloat xOrigin = i * scrollView.frame.size.width;
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(xOrigin, 0, scrollView.frame.size.width, scrollView.frame.size.height)];
[imageView setImage:[UIImage imageNamed:[arrImage objectAtIndex:i]]];
[imageView setContentMode:UIViewContentModeScaleAspectFit];
[scrollView addSubview:imageView];
}
[scrollView setContentSize:CGSizeMake(scrollView.frame.size.width * [arrImage count], scrollView.frame.size.height)];
}
I know this thread is old, but I think the problem with loading lot's of images in the scroll view still exists. If you ever want to load images in the scroll view you will face a problem of memory usage. The images most likely will consume most of your device's memory. The only way of doing is to create reusable scroll view that works similar to the uitableview - the scroll view that has pool of views (with images) ready to display. This can be quite complex to create.
I have created open source project to support reusable loading images in the scroll view. It is very easy to implement. You need to call couple of delegate and data source methods and that's it. There is also sample project for obj-c and swift in order to make easy to understand. Please feel free to contribute. I hope it will be useful.
here is a source: https://github.com/sumofighter666/ReusableScrollView
I am trying to Load 5 or 6 remotes images to a scrollview and swipe horizontal. I can get the URLs form my webserver (JSON output) , I'm trying to do this using AFnetworking for performances issues .
so far I can get the URL and load one picture to a UIImageview like this (Using Storyboard )
Jsonobject *items = [posterNSMarray objectAtIndex:0]; //load one url only
NSlog (#"Object url %#", items.pUrl); // picture URL
[self.imageview setImageWithURl :[NSURL URLWithString:items.pUrl] placeholderImage :[UIImage imageNamed:#"placeholder"]];
[EDITED QUESTION]
my question is how do I get all the images and save it to a NSMutableArray
Thanks for your help .
[EDIT]
Based upon your comments below, I might actually choose then a different methodology
Bring in All of your images. At this point you can use either UIImageView or UIButton actually to obtain the tap (from the scrollview) you wish. Assign the UIImages to your choice of UIButton or UIImageView, and the place them on your scrollview as you wish. You will have to dynamically create the actions for each Button or ImageView. Your action creation should then bring up another View to be place atop you scrollview, or another viewcontroller that you animate to, etc... In a View Controller you will have your UIImageView as full screen. At this point you can implement your own UIGestureRecognizers to implement the double taps, etc...
I would use a UIListView. Here is a great link to custom UIListView implementation.
http://cocoawithlove.com/2009/04/easy-custom-uitableview-drawing.html
I would load your images into an NSMutableArray, to be used by the drawing routine of the custom UITableView.
As for swiping, you can capture the swipe events, then you can do with the list items as you please (i.e. delete, edit, etc... from your image array).
Another link:
http://www.icodeblog.com/2009/05/24/custom-uitableviewcell-using-interface-builder/
From your question and comments it seems like you want to load a UIScrollView with multiple images and then swipe through each one. It also sounds like you want to be able to tap one and have it launch a blown up image for the user to view.
I wrote some of these functions for an old project (they are a little rough) but you may be able to use them as they are how I accomplished what I think you were asking.
-(void)setupPictures
{
imageSectionSlider = [[UIScrollView alloc]initWithFrame:CGRectMake(0, 0, 320, IMAGE_HEIGHT)];
imageSectionSlider.showsVerticalScrollIndicator = NO;
imageSectionSlider.showsHorizontalScrollIndicator = NO;
imageSectionSlider.pagingEnabled = YES;
imageSectionSlider.bounces = NO;
UIView* tilesHolder = [[UIView alloc]initWithFrame:CGRectMake(0, 0, (([[thisStory imageList]count] * (self.frame.size.width))), IMAGE_HEIGHT)];
tilesHolder.userInteractionEnabled = YES;
for (int count = 0; count < [[thisStory imageList]count]; count++)
{
[tilesHolder addSubview:[self createImageTile:[[thisStory imageList]objectAtIndex:count] Count:count Rect:CGRectMake( 320*count , 0, 320, IMAGE_HEIGHT)]];
}
[imageSectionSlider setContentSize:CGSizeMake( tilesHolder.frame.size.width , tilesHolder.frame.size.height)];
[imageSectionSlider addSubview:tilesHolder];
[tilesHolder release];
}
-(UIView*)createImageTile:(ImageItem*)input Count:(int)count Rect:(CGRect)rect
{
UIView* imageTile = [[UIView alloc]initWithFrame:rect];
[imageTile setTag:count];
UIImageView* image = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, imageTile.frame.size.width, imageTile.frame.size.height - 45)];
[image setImage:[input imageData]];
image.contentMode = UIViewContentModeScaleAspectFill;
image.clipsToBounds = YES;
image.userInteractionEnabled = YES;
image.tag = count;
UIGestureRecognizer* featureImageGesRec = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(countTaps:)];
[image addGestureRecognizer:featureImageGesRec];
[featureImageGesRec release];
[imageTile addSubview:image];
[image release];
return [imageTile autorelease];
}
- (void)countTaps:(NSObject*)sender {
tapCount++;
if (tapCount == 1) {
//do something with single tap
}
else if (tapCount == 2)
{
[NSObject cancelPreviousPerformRequestsWithTarget:self];
[self doubleTap:sender];
}
}
-(void)doubleTap:(NSObject*)sender
{
UITapGestureRecognizer* item = (UITapGestureRecognizer*)sender;
tapCount = 0;
//FullSizeImage
ImageItem* selectedItem = [[thisStory imageList]objectAtIndex:item.view.tag];
ExpandedView* pictureView = [[ExpandedView alloc]initWithImage:[selectedItem imageData]];
[thisParent.navigationController pushViewController:pictureView animated:YES];
[pictureView release];
}
Just pass your async loaded image here in this line...
[tilesHolder addSubview:[self createImageTile:/*Image*/ Count:count Rect:CGRectMake( 320*count , 0, 320, IMAGE_HEIGHT)]];
if you use AFNetworking Conect, you use Image Request concept :-
try this code:-
- (void)setupPage
{
scrollPage = 0 ;
scrollView = [[UIScrollView alloc]initWithFrame:CGRectMake(0.0f,0, 320,367)];
[scrollView setBackgroundColor:[UIColor clearColor]];
[scrollView setDelegate:self];
[self.view addSubview:scrollView];
NSUInteger nimages = 0;
CGFloat cx = 0;
CGFloat cy = 0;
for (; nimages < [stealArr count]; nimages++)
{
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, 0.0f,320.0f,367)];
CGRect rect = imageView.frame;
rect.size.height = 331;
rect.size.width = 320.0f;
rect.origin.y = 0.0f;
rect.origin.x = 0.0f+cx;
imageView.frame = rect;
[imageView setBackgroundColor:[UIColor clearColor]];
imageView.contentMode = UIViewContentModeScaleToFill;
[scrollView addSubview:imageView];
[imageView setImageWithURL:[NSURL URLWithString:#"http://i.imgur.com/r4uwx.jpg"] placeholderImage:[UIImage imageNamed:#"placeholderImage"]];
cx += scrollView.frame.size.width;
cy += scrollView.frame.size.height;
}
pageControl = [[UIPageControl alloc] initWithFrame:CGRectMake(0, 331.0f, 320, 36)] ;
[pageControl setCurrentPage:0] ;
[pageControl addTarget: self action: #selector(pageControlClicked:) forControlEvents: UIControlEventValueChanged] ;
[pageControl setDefersCurrentPageDisplay: YES];
[pageControl setBackgroundColor:[UIColor blackColor]];
[self.view addSubview:pageControl];
pageControl.numberOfPages = [stealArr count];
[scrollView setContentSize:CGSizeMake(cx,[scrollView bounds].size.height)];
[scrollView setPagingEnabled:TRUE];
}
when Your are scroll the page
- (void)scrollViewDidScroll:(UIScrollView *)sender {
// We don't want a "feedback loop" between the UIPageControl and the scroll delegate in
// which a scroll event generated from the user hitting the page control triggers updates from
// the delegate method. We use a boolean to disable the delegate logic when the page control is used.
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = scrollView.frame.size.width;
scrollPage = floor((scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
pageControl.currentPage = scrollPage;
be to unload the views+controllers which are no longer visible
}
for Paging
- (void)pageControlClicked:(id)sender
{
UIPageControl *thePageControl = (UIPageControl *)sender ;
// we need to scroll to the new index
[scrollView setContentOffset: CGPointMake(scrollView.bounds.size.width * thePageControl.currentPage, scrollView.contentOffset.y) animated: YES] ;
}
I would like to display an image (width: 320 pixels, height: 1250 pixels) in an image view.
When I compile the application I get no scrolling at all. The view stays fixed.
What I did:
Added an UIScrollView via Interface Builder to my view.
Added an UIImageView via Interface Builder to my view.
Verified that UIImageView is below UIScrollView in Interface Builder.
Set the size of the UIScrollView with ViewDidLoad.
How do I do this?
Code:
- (void)viewDidLoad
{
[super viewDidLoad];
scrollView.contentSize = CGSizeMake(320, 1250);
}
Screenshots:
ImageView:
ScrollView:
I just have done the same task..
Try this one.....
scrollView.delegate = self;
scrollView.scrollEnabled = YES;
int scrollWidth = 120;
scrollView.contentSize = CGSizeMake(scrollWidth,80);
int xOffset = 0;
imageView.image = [UIImage imageNamed:[imagesName objectAtIndex:0]];
for(int index=0; index < [imagesName count]; index++)
{
UIImageView *img = [[UIImageView alloc] init];
img.bounds = CGRectMake(10, 10, 50, 50);
img.frame = CGRectMake(5+xOffset, 0, 50, 50);
NSLog(#"image: %#",[imagesName objectAtIndex:index]);
img.image = [UIImage imageNamed:[imagesName objectAtIndex:index]];
[images insertObject:img atIndex:index];
scrollView.contentSize = CGSizeMake(scrollWidth+xOffset,110);
[scrollView addSubview:[images objectAtIndex:index]];
xOffset += 70;
}
Also set this one....
imagesName = [[NSArray alloc]initWithObjects:#"image1.jpg",#"image2.jpg",#"image3.jpg",#"image4.jpg",#"image5.jpg",#"image6.png",#"image7.png",#"image9.png",nil];
images = [[NSMutableArray alloc]init];
So for me the problem was that setting the content size didn't work in viewDidLoad(). I tried everything and I didn't understand why it wouldn't want to work, and then I tried the same stuff in viewDidAppear() and it magically worked...
From you last screenshot and from your comments it looks like your scrollView is way to big.
The scrollview must be visible on screen completely. For example a full screen UIScrollView on iPhone would have a size of 320 x 460.
If the scrollview is the same size as its content you can't scroll.
The greenish rectangle shows the size of your scrollview, the pinkish the size of your content (your image):
Xcode 11+, Swift 5
You can find the complete solution here.
I came across this same issue on iOS6 and the solution was to programmatically adjust the ContentSize.
So I will just quote from Raja (above) to show this:
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
NOTE: I was not having this issue on iOS5.. seems like iOS6 decided to do alot of prank just like the rotation/orientation saga
Since Xcode 5 it does not work like before. Also scrolling to the end of a scrollable text field makes problems. There are also differences between doing it on iPhone or iPad. On iPhone it worked without delayed timer.
This worked for me:
- (void)viewDidLoad
{
[super viewDidLoad];
NSTimer *timerforScrollView;
timerforScrollView =[NSTimer scheduledTimerWithTimeInterval:0.1
target:self selector:#selector(forScrollView)userInfo:nil repeats:NO];
}
- (void) forScrollView {
[scrollviewPad setScrollEnabled:YES];
[scrollviewPad setContentSize:CGSizeMake(768, 1015)]; // must be greater then the size in Storyboard
}
I found I had a similar problem but none of the above code worked. The issue was due to autolayout. I found that if I turned off autolayout by going to the storyboard clicking on Utilities -> File Inspector and unchecked Use Autolayout the scrolling did work (I also set scroll.contentSize = ...).
Sometimes autoLayout checkbox is ticked in the xib. That also creates this issue in xcode 5. Which makes the UIScrollView scrolling off.
Don't forget to add the category protocol to the interface, like this
#interface MyViewController : <UIScrollViewDelegate>
If you don't, you will not be able to set the scroll view delegate to self
(i.e. [MyScrollView setDelegate:self];)
If you do this, it should work.
My code is:
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[contentScrollView setDelegate:self];
[contentScrollView setScrollEnabled:YES];
contentScrollView.contentSize = CGSizeMake(310, 500);
contentScrollView.frame = CGRectMake(5, 188, 310, 193);
}
Did you assign the scroll's view delegate? Always remember these:
[self.scrollView setDelegate:self];
[self.scrollView setScrollEnabled:YES];
The image view has to be a subview (so inside AND below) of the scrollview. From your description it seems they are paralell
You forgot one line. Add this to your view load function:
[scrollView setScrollEnabled:YES];
You could try disabling AutoLayout. In XCode 5 I tested all the above answers and I could only scroll it by disabling autolayout and activating all autosizing masks under the Size Inspector. The following code was used too:
self.scrollView.contentSize = CGSizeMake(320, 900);
self.scrollView.delegate = self;
self.scrollView.scrollEnabled = YES;
self.scrollView.frame = self.view.frame;
CGRect scrollViewFrame = CGRectMake(0, 0, 320, 400);
self.scrollView = [[UIScrollView alloc] initWithFrame:scrollViewFrame];
[self.view addSubview:self.scrollView];
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
scrollView.delegate = self;
[self.scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView.clipsToBounds = YES;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
NSUInteger nimages = 0;
CGFloat cx = 0;
for (; ; nimages++) {
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", (nimages + 1)];
UIImage *image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = image.size.height;
rect.size.width = image.size.width;
rect.origin.x = ((scrollView.frame.size.width - image.size.width) / 2) + cx;
rect.origin.y = ((scrollView.frame.size.height - image.size.height) / 2);
imageView.frame = rect;
[scrollView addSubview:imageView];
[imageView release];
cx += scrollView.frame.size.width;
}
[scrollView setContentSize:CGSizeMake(cx, [scrollView bounds].size.height)];
Assuming that scrollView is a subview of view and fills it entirely you can use the following in viewDidLoad:
[scrollView setContentSize: CGSizeMake(self.view.frame.size.width, self.view.frame.size.height)];
I had a UIScrollView that was not scrolling and this allowed it to scroll.
Just add code
scrollView.contentSize = CGSizeMake(WIDTH,HEIGHT);
to method -(void)viewDidLayoutSubviews.
For more information checkout Stanford CS193p Lecture No 8 to understand View Controller Life cycle.
I had the same issue and was looking for the answer in this thread. I tried all the stuff, but nothing works. Then I found this:
.
You just need to deselect "Use Auto Layout" in File Inspector of your ViewController. Ta-Da, it works immediately for me. Enjoy.
I'm using the code from this tutorial to create a UIScrollView which allows scrolling through pages. Put in another way, the user can drag the screen to switch from one UIView to another. The code basically looks like this:
- (void)loadView {
[super loadView];
self.view.backgroundColor = [UIColor redColor];
UIScrollView *scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
scroll.pagingEnabled = YES;
NSInteger numberOfViews = 3;
for (int i = 0; i < numberOfViews; i++) {
CGFloat yOrigin = i * self.view.frame.size.width;
UIView *awesomeView = [[UIView alloc] initWithFrame:CGRectMake(yOrigin, 0, self.view.frame.size.width, self.view.frame.size.height)];
awesomeView.backgroundColor = [UIColor colorWithRed:0.5/i green:0.5 blue:0.5 alpha:1];
[scroll addSubview:awesomeView];
[awesomeView release];
}
scroll.contentSize = CGSizeMake(self.view.frame.size.width * numberOfViews, self.view.frame.size.height);
[self.view addSubview:scroll];
[scroll release];
}
My question is how can I detect which page the user is on? Like logging "1" for page 1, "2" for page 2, etc.
Thanks!
You can get the current page number by using the scroll view's content offset and its width.
int currentPage = (scrollView.contentOffset.x / scrollView.frame.width) + 1;
NSLog(#"current page: %d", currentPage);
You should take y offset into account if the scrolling is done vertically.
if you want to know on which page the user is while he scrolls you should add your object as Delegate object (UIScrollViewDelegate) you can then use the
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
call and calculate the page like in emptystacks answer.
btw. the calculation is float, if you need to know when exactly the page is fully scrolled you should use float.
Actually, it's even better to use int currentPage = (scrollView.contentOffset.x / scrollView.frame.width) + 1.5;
That extra .5 means the page change happens when the pages are halfway across the view rather than being rounded left.
I need to create a horizontal UIScrollView which to hold hundreds of thumbnail images, just like a slide of thumbnails.
For example, there will be 10 thumbnails showing in a single screen, each of them are horizontally adjacent to each other.
My problem is that I don't know how to make a horizontal UIScrollView to hold the multiple thumbnails which showing at the same time ?
A sample photo is as below. See the bottom part of the screen.
Thanks.
You can add all the thumbnails programatically to your scrollview and use the setContentSize method of UIScrollView. you have to pass 2 values in contentOffset. 1 for width and 1 for height. Please follow link to explore more on this. If you need further help please leave a comment.
Hope it helps.
Please consider Following example.
- (void)setupHorizontalScrollView
{
scrollView.delegate = self;
[self.scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView.clipsToBounds = NO;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
NSUInteger nimages = 0;
NSInteger tot=0;
CGFloat cx = 0;
for (; ; nimages++) {
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", (nimages + 1)];
UIImage *image = [UIImage imageNamed:imageName];
if (tot==15) {
break;
}
if (4==nimages) {
nimages=0;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = 40;
rect.size.width = 40;
rect.origin.x = cx;
rect.origin.y = 0;
imageView.frame = rect;
[scrollView addSubview:imageView];
[imageView release];
cx += imageView.frame.size.width+5;
tot++;
}
self.pageControl.numberOfPages = nimages;
[scrollView setContentSize:CGSizeMake(cx, [scrollView bounds].size.height)];
}
I suggest you to look at nimbus
Check out bjhomer's HSImageSidebarView project. It lets you load a scrollview horizontally or vertically and load in the images. Super easy to implement.
First of all, at storyboard drag and drop the scroll view and make the outlet of scrollview named scrollView. Two array one is mutable and one is immutable.
#property(nonatomic,strong)IBOutlet UIScrollView *scrollView;
#property(nonatomic,strong)NSMutableArray *images;
#property(nonatomic,strong)NSArray *imagesName;
The immutable array only store the images which we want to show on the scroll view.Make sure UIscrollview delegate is defined.
In viewcontoller.m file in didload function do following code:
imagesName = [[NSArray alloc]initWithObjects:#"centipede.jpg",#"ladybug.jpg",#"potatoBug.jpg",#"wolfSpider.jpg", #"ladybug.jpg",#"potatoBug.jpg",#"centipede.jpg",#"wolfSpider.jpg",nil];
// mutable array used to show the images on scrollview dynamic becaus after one
// image when scroll other will come
images = [[NSMutableArray alloc]init];
scrollView.delegate = self;
scrollView.scrollEnabled = YES;
int scrollWidth = 120;
scrollView.contentSize = CGSizeMake(scrollWidth,80);
int xOffset = 0;
//the loop go till all images will load
for(int index=0; index < [imagesName count]; index++)
{
UIImageView *img = [[UIImageView alloc] init];
// make the imageview object because in scrollview we need image
img.frame = CGRectMake(5+xOffset, 0, 160, 110);
// the offset represent the values, used so that topleft for each image will
// change with(5+xOffset, 0)and the bottomright(160, 110)
NSLog(#"image: %#",[imagesName objectAtIndex:index]);
img.image = [UIImage imageNamed:[imagesName objectAtIndex:index]];
// The image will put on the img object
[images insertObject:img atIndex:index];
// Put the img object at the images array which is mutable array
scrollView.contentSize = CGSizeMake(scrollWidth+xOffset,110);
//scroll view size show after 125 width the scroll view enabled
[scrollView addSubview:[images objectAtIndex:index]];
// set images on scroll view
xOffset += 170;
}
You can calculate content size width of the scrollview as width = number of images * size of each image. Then set contentSize of the scrollview to this width and the height that you want (scrollView.contentSize = CGSizeMake(width, height))