problem with timer animation - iphone

here is what I wanna do http://www.youtube.com/watch?v=rD3MTTPaK98
I have done the part where an image appears at a random position but then it become hard for me. I don't wanna use UIKit Animations because I use a timer to animate like :imageView.center = CGPointMake(imageView.center.x + X, imageView.center.y + Y); but I can't animate more than one image at once I don't know why ? How can I solve this please
here is my code:
-(void) onTimer {
UIImage * image = [UIImage imageNamed:#"abouffer_03.png"];
imageView = [[UIImageView alloc] initWithImage:image];
[imageView setCenter:[self randomPointSquare]];
[[self view] addSubview:imageView];
[imageView release];
ix=imageView.center.x;
iy=imageView.center.y;
X=(240-ix)/230;
Y=(160-iy)/230;
coteA=(240-ix);
coteB=(160-iy);
angleDeRotation=atan(coteB/coteA);
if(ix>250||0>iy>320){
imageView.transform = CGAffineTransformMakeRotation(angleDeRotation+3.14);
}
else{
imageView.transform = CGAffineTransformMakeRotation(angleDeRotation);
}
}
-(void)onTimer2{
imageView.center = CGPointMake(imageView.center.x + X, imageView.center.y + Y);
label.text= [NSString stringWithFormat:#"%d", count];

Since your are not posting all of your code here, so I have to guess.
Are you creating imageView in onTimer and then trying to move "them" in onTimer2?
If YES, then
Because you are always setting the imageView var to the latest imageView you created in onTimer method, when you trying move the imageView in onTimer2 method, you are only moving the latest one you created.
In order to move every imageView you've created, you'd better have a for loop in your onTimer2 method.
In additional, you'd better make a NSMutableArray to save all your imageViews, or you can use imageView.tag to get your imageView again without having to create an NSMutableArray and release it later.
Here is an example how to use NSMutableArray to save and read all of your imageViews:
Add this to your class's .h file:
NSMutableArray *views;
NSMutableArray *XArray;
NSMutableArray *YArray;
Edit your .m file:
...
//Create an array some where in your class:
views = [[NSMutableArray array] retain];
XArray = [[NSMutableArray array] retain];
YArray = [[NSMutableArray array] retain];
...
- (void)onTimer {
[XArray addObject:[NSNumber numberWithFloat:(240.0f - ix)/230.0f]];
[YArray addObject:[NSNumber numberWithFloat:(160.0f - iy)/230.0f]];
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image.png"]];
[self.view addSubview:imageView];
[views addObject:imageView];
[imageView release];
}
//Read:
- (void)onTimer2 {
for (NSUInteger i = 0; i < [views count]; i++) {
UIImageView *imageView = [views objectAtIndex:i];
CGFloat X = [[XArray objectAtIndex:i] floatValue];
CGFloat Y = [[YArray objectAtIndex:i] floatValue];
CGPointMake(imageView.center.x + X, imageView.center.y + Y);
}
}
- (void)dealloc {
...
[views release];
[XArray release];
[YArray release];
...
}
Or you can use imageView.tag like this:
Add this to your class's .h file:
NSInteger imageViewCount;
Edit your .m file:
...
#define kImageViewFirstTag 10000
...
...
//reset the count some where in your class if needed
imageViewCount = 0;
...
- (void)onTimer {
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image.png"]];
[self.view addSubview:imageView];
[views addObject:imageView];
imageView.tag = kImageViewFirstTag + imageViewCount;
imageViewCount ++;
[imageView release];
}
//Read:
- (void)onTimer2 {
for (NSUInteger i = 0; i < imageViewCount; i++) {
UIImageView *imageView = (UIImageView *)[self.view viewWithTag:kImageViewFirstTag + i];
CGPointMake(imageView.center.x + X, imageView.center.y + Y);
}
}
The two code are compiled by brain, correct me if there is any mistype.
The first way is recommended, because it has better performance.

You're overwriting your ivar imageView each time -onTimer is called. You should probably put each created imageview in an array or a set, or you could depending on your view structure iterate over self.view.subviews.

Related

Pinch zoom not working in UIScrollview for Multiple image in ios7

I want to pinch zoom in uiscrollview image. i added multiple image in uiscrollview
but pinch zoom is not working i want to pinch zoom UIImageview image. i have refer so many reference but still its not working
Thanks in advance
My code:-
for(int i = 0;i<aryImage.count;i++)
{
//Create a uiimageview
imageView =[[UIImageView alloc]init ];
imageView.frame = CGRectMake((280 *i),0.0, 280, 475);
imageView.image = [UIImage imageNamed:#"default.png"];
imageView.tag = i;
imageView.userInteractionEnabled = YES;
[scrollGallery addSubview:imageView];
scrollGallery.minimumZoomScale = 1.0;
scrollGallery.maximumZoomScale = 2.0;
scrollGallery.delegate = self;
[scrollGallery addSubview:imageView];
}
scrollGallery.contentSize = CGSizeMake(280 * aryImage.count, scrollGallery.frame.size.height);
pageControl.numberOfPages = aryImage.count;
pageControlBeingUsed = NO;
pageControl.currentPage = 0;
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return imageView;
}
Try this:
- (void)scrollViewDidZoom:(UIScrollView *)sv
{
UIView* zoomView = [sv.delegate viewForZoomingInScrollView:sv];
CGRect zvf = zoomView.frame;
if(zvf.size.width < sv.bounds.size.width)
{
zvf.origin.x = (sv.bounds.size.width - zvf.size.width) / 2.0;
}
else
{
zvf.origin.x = 0.0;
}
if(zvf.size.height < sv.bounds.size.height)
{
zvf.origin.y = (sv.bounds.size.height - zvf.size.height) / 2.0;
}
else
{
zvf.origin.y = 0.0;
}
zoomView.frame = zvf;
}
You return only one imageView in viewForZooming but you added an array of them. This may be the cause of your problem. Try to replace your code like this:
UIView *containerView = [[UIView alloc] initWithFrame:scrollGallery.frame];
[scrollGallery addSubview:containerView];
scrollGallery.minimumZoomScale = 1.0;
scrollGallery.maximumZoomScale = 2.0;
scrollGallery.delegate = self;
for(int i = 0;i<aryImage.count;i++)
{
//Create a uiimageview
imageView =[[UIImageView alloc]init ];
imageView.frame = CGRectMake((280 *i),0.0, 280, 475);
imageView.image = [UIImage imageNamed:#"default.png"];
imageView.tag = i;
imageView.userInteractionEnabled = YES;
[containerView addSubview:imageView];
}
scrollGallery.contentSize = CGSizeMake(280 * aryImage.count, scrollGallery.frame.size.height);
// then maybe you need to resize containerView's frame
//..........
pageControl.numberOfPages = aryImage.count;
pageControlBeingUsed = NO;
pageControl.currentPage = 0;
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return containerView;
}
Hope it will help.
UPD: also try to disable userInteraction of your imageViews. They may block interaction with scrollGallery.
UPD2: store all imageViews in predefined array. For, example,
NSMutableArray *arr = [[NSMutableArray alloc] init];
for (int i=0; i<aryImage.count; i++) {
[arr addObject:[[UIImageView alloc] init]];
}
Then in your cycle instead of
imageView =[[UIImageView alloc] init];
use
UIImageView *imageView = [arr objectAtIndex:i];
And don't forget to release everything at the end ;)

Pagination in scrollview

_
viewdidload
{
NSArray *colors = [NSArray arrayWithObjects:[UIColor redColor], [UIColor greenColor], [UIColor blueColor], nil];
for (int i = 0; i < colors.count; i++) {
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
UIView *subview = [[UIView alloc] initWithFrame:frame];
subview.backgroundColor = [colors objectAtIndex:i];
[self.scrollView addSubview:subview];
[subview release];
}
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.size.width * colors.count, self.scrollView.frame.size.height);
self.pageControl.currentPage = 0;
self.pageControl.numberOfPages = colors.count;
}
- (void)scrollViewDidScroll:(UIScrollView *)sender {
if (!pageControlBeingUsed) {
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
self.pageControl.currentPage = page;
}
}
i am using this code for displaying pagination in scrollview with different colors,for identification,i just want to replace it with images instead of colors.i am using this code
NSArray *colors = [NSArray arrayWithObjects:[UIImage imageNamed:#"h1#2x"], [UIImage imageNamed:#"h2#2x"], [UIImage imageNamed:#"h2.1#2x"], nil];
for (int i = 0; i < colors.count; i++) {
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
UIImageView*subview = [[UIView alloc] initWithFrame:frame];
UIImage *imggg = [colors objectAtIndex:i];
[subview setBackgroundColor:[UIColor colorWithPatternImage:imggg]];
[self.scrollView addSubview:subview];
[subview release];
}
But i get only two view, and the image is not size to fit it is delocated.How to set images with the above code.Please help me to solve this problem.
Thanks in advance.
I got the answer by reducing the size of the images in the array to exactly the size of the scrollview. My scrollview size is 320,424, and I slice the size of the images to 320,424. It works perfectly. Thanks.
UIView *subview = [[[UIView alloc] initWithFrame:frame] autorelease];
[subview setBackgroundColor:[colors objectAtIndex:i]];
[[self scrollView] addSubview:subview];
this looks like what your code is trying to do...
If you want images on each page though:
UIImage *img = [UIImage imageNamed:#"nameOfImageFile"];
UIImageView *imageView = [[[UIImageView alloc] initWithImage:img] autorelease];
[[self scrollView] addSubview:imageView];
to have multiple images for each page, just use an array of UIImages for the page.
NSArray *imageNames = [NSArray arrayWithObjects:#"image1Name", #"image2name", #"image3Name", nil];
UIImage *img = [UIImage imageNamed:[imageNames objectAtIndex:pageNumber]];
UIImageView *imageView = [[[UIImageView alloc] initWithImage:img] autorelease];
[[self scrollView] addSubview:imageView];
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
{
IBOutlet UIScrollView *scrollView;
}
#end
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
NSArray *colors = [NSArray arrayWithObjects:[UIImage imageNamed:#"chiranjeevi.jpeg"], [UIImage imageNamed:#"AR.jpeg"], [UIImage imageNamed:#"sachin.jpeg"], nil];
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width*colors.count,scrollView.frame.size.height);
for (int i = 0; i <[colors count]; i++)
{
UIImage *imggg = [colors objectAtIndex:i];
CGRect frame;
frame.origin.x =scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = scrollView.frame.size;
UIImageView *subview = [[UIImageView alloc] initWithFrame:frame];
subview.image=imggg;
[scrollView addSubview:subview];
}
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
#end

Image In Scroll View

I am using the following code to try and display an image in a UIScrollView.
[self.jarView addSubview:imgView];
It does not work. However, it works when I add the subview to my normal view. My UIScrollView is called jarView and imgView is a UIImageView.
Thanks
This works fine for me:
UIScrollView *scrollview;
scrollview= [[UIScrollView alloc] initWithFrame:CGRectMake(,,,)];// set scroll view size
view = [[UIView alloc] initWithFrame:CGRectMake(y1,x1,y2,x2)]; //set the view size
UIImage *image1 = [UIImage imageNamed:imageName];
image=[[UIImageView alloc]initWithImage:image1];// take image size according to view
[view addSubview:image];
[scrollview addSubview:view];
[view release];
At last define how much scrollview is scroll:
scrollview.contentSize = CGSizeMake(width,height);
Make sure that your scrollView.contentSize property value is set correctly (width and height should be > 0).
Here I am posting my answer. Try it.
You can load all the images to an array. And you can design a view having one image view and try the below code:
array name: examplearray and view name :exampleview
-(void)updateImagesInScrollView
{
int cnt = [examplearray count];
for(int j=0; j< cnt; ++j)
{
NSArray *nibContents = [[NSBundle mainBundle] loadNibNamed:#"exampleview"
owner:self
options:nil];
UIView *myView = [nibContents objectAtIndex:0];
exampleview * rview= (exampleview *)myView;
/* you can get your image from the array and set the image*/
rview.imageview.image = yourimage;
/*adding the view to your scrollview*/
[self.ScrollView addSubview:rview];
}
/* you need to set the content size of the scroll view */
self.ScrollView.contentSize = CGSizeMake(X, self.mHorizontalScrollView.contentSize.height);
}
I am giving you my sample code. In this code i add multiple images on scroll view and this work fine for me:
UIScrollView *scrollview;
- (void)anyFunction
{
scrollview = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 30, 320, 50)];
NSInteger viewcount = [cat_Products count]; // if you have four content your view count is 4..(four)..in my case i fetch it from database
CGFloat y2 = 0;
UIView *view;
UIImageView *imageView;
NSString *imageName;
for(int i = 0; i< viewcount; i++)
{
CGFloat y = i * 64;
y2 = y2 + 64;
view = [[UIView alloc] initWithFrame:CGRectMake(y, 0, y2, 50)];
imageName = [[NSString alloc] initWithFormat:#"c%i", (i + 1)]; // my image name is c1, c2, c3, c4 so i use this
UIImage *image1 = [UIImage imageNamed:imageName];
imageView = [[UIImageView alloc] initWithImage:image1];
[view addSubview:imageView];
[scrollview addSubview:view];
[view release];
[imageView release];
[imageName release];
}
scrollview.contentSize = CGSizeMake(viewcount*64,0); //viewcount*64 because i use image width 64..and second parameter is 0..because i not wants vertical scrolling...
[myView addSubview:scrollview];
[scrollview release];
}
I hope this helps.

iPhone Page Control only shows on the first page of a UIScrollView

My page control only shows on the first page of the UIScrollView. Once I scroll to the next page it disappears.
Could you tell me what I'm doing wrong? Because I'm curious as to whether I need to add a subview of the page control each time I add a subview to my UIScrollView.
My relevant pieces of code:
-(IBAction)clickPageControl:(id)sender
{
int page=pageControl.currentPage;
CGRect frame=scroller.frame;
frame.origin.x = frame.size.width * page;
frame.origin.y = 0;
[scroller scrollRectToVisible:frame animated:YES];
}
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
int page = scrollView.contentOffset.x/scrollView.frame.size.width;
pageControl.currentPage=page;
}
- (void) viewWillAppear:(BOOL)animated
{
[super viewWillAppear:YES];
arrayCount = [array count];
scroller.delegate=self;
scroller.pagingEnabled=YES;
scroller.directionalLockEnabled=YES;
scroller.showsHorizontalScrollIndicator=NO;
scroller.showsVerticalScrollIndicator=NO;
//should have an array of photo objects and the number of objects, correct?
scrollWidth = 0;
scroller.contentSize=CGSizeMake(arrayCount*scroller.frame.size.width, scroller.frame.size.height);
for (int i = 0; i < arrayCount;i++) {
PhotoViewController *pvc = [[PhotoViewController alloc] initWithNibName:#"PhotoViewController" bundle:nil];
UIImageView *scrollImageView = [[UIImageView alloc] initWithFrame:CGRectOffset(scroller.bounds, scrollWidth, 0)];
CGRect rect = scrollImageView.frame;
pvc.view.frame = rect;
[pvc view];
pvc.label.textColor = [UIColor whiteColor];
id individualPhoto = [array objectAtIndex:i];
NSLog(#"%#",individualPhoto);
NSArray *keys=[individualPhoto allKeys];
NSLog(#"%#",keys);
NSString *imageURL=[individualPhoto objectForKey:#"source"];
//here you can use this imageURL to get image-data and display it in imageView
NSURL *url = [NSURL URLWithString:imageURL];
NSData *data = [NSData dataWithContentsOfURL:url];
pvc.imageView.image = [[UIImage alloc] initWithData:data];
pvc.label.text = [NSString stringWithFormat:#"Photo Number: %i", arrayCount];
//check to make sure the proper URL was passed
//I have an imageView next to the UIScrollView to test whether that works - it does.
[scroller addSubview:pvc.view];
[scrollImageView release];
[pvc release];
scrollWidth += scroller.frame.size.width;
}
if (arrayCount > 3) {
pageControl.numberOfPages=3;
} else {
pageControl.numberOfPages=arrayCount;
}
pageControl.currentPage=0;
[self.view addSubview:scroller];
}
You should not add your page control as a subview of the scroll view, this causes it to scroll with the content. Make it a sibling of the scroll view instead.

Do something to selected image in scroll view

I try to make following: Horizontal list of images, that I can select and do something with it. For example flip image around x axis. I know how to rotate image. I created scrollview and load it with images. I added event handler when I tap on image. But I don't know how to do something with tapped image. How to code method to do something with tapped image?
- (void)viewDidLoad {
[super viewDidLoad];
img1 = [UIImage imageNamed:#"imgTest.jpg"];
img2 = [UIImage imageNamed:#"imgTest2.jpg"];
arrayOfImages = [[NSMutableArray alloc] init];
[arrayOfImages addObject:img1];
[arrayOfImages addObject:img2];
[arrayOfImages addObject:img1];
[arrayOfImages addObject:img2];
scrollView = [[UIScrollView alloc] init];
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
scrollView.directionalLockEnabled = YES;
scrollView.showsVerticalScrollIndicator = NO;
scrollView.showsHorizontalScrollIndicator = NO;
scrollView.delegate = self;
scrollView.backgroundColor = [UIColor blueColor];
scrollView.autoresizesSubviews = YES;
scrollView.frame = CGRectMake(0, 0, 320, 128);
[self.view addSubview:scrollView];
UIImage *imageToAdd;
int x = 0;
int y = 0;
for(imageToAdd in arrayOfImages)
{
UIImageView *temp = [[UIImageView alloc] initWithImage:imageToAdd];
temp.frame = CGRectMake(x, y, 128, 128);
temp.userInteractionEnabled = YES;
x += 135;
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imageTapped:)];
[temp addGestureRecognizer:tap];
[scrollView addSubview:temp];
}
...
- (void)imageTapped:(UIGestureRecognizer *)sender
{
// how to get reference on selected item in scrollview???
}
A gesture recognizer has a view property that returns the view associated with the recognizer. Since you know that it'll be a UIImageView you can simply cast it and use it as in:
UIImageView *iv = (UIImageView *)[sender view];
And your image can then be queried via:
UIImage *image = [iv image];
If you need to know the index in your array, there are two ways: either simply use [arrayOfImages indexOfObject:image];, or you can assign tags (numbers) to views and use them. A tag is not used by Apple, it's only here so we developers can "mark" views in some way. For example:
NSInteger counter = 0;
for(imageToAdd in arrayOfImages)
{
UIImageView *temp = [[UIImageView alloc] initWithImage:imageToAdd];
count.tag = counter++;
...
}
Then, in your imageTapped:, you can query the index via tag:
NSInteger index = [imageView tag];