uiimageview aspectfit question - iphone

I've use a imagepicker to select image from my photo library, then i display that image in an uiimageview. Landscape photo works fine but there is some weirdness to the portrait image. The portrait image suppose to fill up the left and right empty space but it's not.
Cant figure out why the picture wont fill up the left and right space cause the imageview frame did specify the mainScreen bounds.
If i take away the aspectfit then the potrait image is nicely display but the landscape image is stretched to fill up the whole imageview.
My code is as follow:
CGRect frame = [[UIScreen mainScreen] bounds];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:frame];
UIImageView *selectedImageView = [[UIImageView alloc] initWithFrame:frame];
selectedImageView.image = image;
selectedImageView.contentMode = UIViewContentModeScaleAspectFit;
[scrollView addSubview:selectedImageView];
[selectedImageView release];
scrollView.delegate = self;
[self.view addSubview:scrollView];
[scrollView release];
Here is what it looks like:
Edit: My goal is to display the photo like it's been display in Photos album, start out as fitting in the view and allow zoom in to a certain limit.

Try out
UIImageView *logoImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"logo_bg.png"]];
[logoImageView setFrame:CGRectMake(0, 0, 320, [UIImage imageNamed:#"logo_bg.png"].size.height)];
[mainView addSubview:logoImageView];

Related

What piece am I missing to set an iOS background?

I have:
[A series of if statements sets backgroundImage to be something like [UIImageNamed #"Background-Default-Landscape"]; am I right to assume that the device will look for the file named Background-Default-Landscape#2x.png if it is a Retina display?]
UIImageView *backgroundView = [[UIImageView alloc] initWithImage:backgroundImage];
CGRect containerRect = CGRectZero;
containerRect.size = [backgroundImage size];
UIView *containerView = [[UIView alloc] initWithFrame:containerRect];
[containerView addSubview:backgroundView];
Right now my app is launching and once it loads displays a white screen, not a background specified (none of the backgrounds are solid white).
What am I missing to draw a background before I start putting things on the background, further below in the code?
Thanks,
--EDIT--
As far as code, I have:
- (void) renderScreen
{
int height = [[UIScreen mainScreen] bounds].size.height;
int width = [[UIScreen mainScreen] bounds].size.width;
UIImage *backgroundImage = nil;
if (height == 2048 || height == 2008 || height == 1024 || height == 1004 || height == 984)
{
backgroundImage = [UIImage imageNamed:#"Background-Default-Portrait"];
}
// Other such statements cut.
UIImageView *backgroundView = [[UIImageView alloc] initWithImage:backgroundImage];
CGRect containerRect = CGRectZero;
containerRect.size = [backgroundImage size];
UIView *containerView = [[UIView alloc] initWithFrame:containerRect];
[containerView addSubview:backgroundView];
[self.view addSubview:containerView];
Then below that are statements to draw on the background.
This method is called when the initial view loads and when it is rotated:
- (void)viewDidLoad
{
[super viewDidLoad];
[self renderScreen];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(renderScreen) name:UIDeviceOrientationDidChangeNotification object:nil];
}
The behavior is that the correct initial screen loads, then it fades to white and nothing interesting seems to happen after that.
--EDIT--
At the top, I have:
int height = [[UIScreen mainScreen] bounds].size.height;
int width = [[UIScreen mainScreen] bounds].size.width;
When I NSLog the height and width, for a retina device in landscape mode, I get a height of 1024 and a width of 768. The image displayed is a rotation of the portrait image; if I turn the device on the side the image neatly fills the whole screen but as-is the background displays a horizontally squeezed image.
Should I do anything different to be correctly obtaining height and width? I would expect for a device in landscape orientation the height would be 768 and the width would be 1024.
Every time renderScreen fires it will add two more subviews to the current controller's main view:
[containerView addSubview:backgroundView];
[self.view addSubview:containerView];
And this fires every time you rotate the device.
At least have the containerView as a property and replace it.
#property (nonatomic, strong) UIView *containerView;
and inside - (void) renderScreen
[self.containerView removeFromSuperview];
self.containerView = [[UIView alloc] initWithFrame:containerRect];
[self.view addSubview:self.containerView];
You could also add:
[self.view setNeedsDisplay];
So that the view is redrawn.

Using launch image as ViewController background image

I created my 3 launch images (Default Default#2x Default-568#2x) at their appropriate resolutions. I'd like to use these images as the background image of my initial View Controller.
However, when I designed my launch images, I did it with the statusbar in mind and left that area blank. When I try to set the background image of the View Controller to the launch image using the following code, my launch image begins at the bottom of my status bar and the blank area is visible. Essentially, my 640x1136 launch image is being squeezed into a 640x1096 space. What is the proper way to do what I'm attempting?
UIImage *backgroundImage = [[UIImage alloc]init];
if ([[UIScreen mainScreen] bounds].size.height == 568) {
backgroundImage = [UIImage imageNamed:#"Default-568h#2x"];
}
else{
backgroundImage = [UIImage imageNamed:#"Default"];
}
UIImageView *backgroundImageView = [[UIImageView alloc] initWithImage:backgroundImage];
[backgroundImageView setFrame:[[self view] bounds]];
[[self view] addSubview:backgroundImageView];
Update:
I replaced:
[backgroundImageView setFrame:[[self view] bounds]];
With:
[backgroundImageView setFrame:CGRectMake(0 ,-20,self.view.frame.size.width , self.view.frame.size.height+20)];
And it seems to be behaving the way I want now.
Try this:
[self.view setBackgroundColor:[UIColor colorWithPatternImage:backgroundImage]];
Also try not setting backgroundImageView's frame programatically. It should already be the size it should be when you call initWithImage:.
Make use of unedited image which does not contain the blank area. this will work fine.
Check replacing this [backgroundImageView setFrame:[[self view] bounds]]; with the following code.
int statusBarHeight = statusBar.frame.size.height;
backgroundImageView.frame = CGRectMake(0 ,statusBarHeight,self.view.frame.size.width , self.view.frame.size.height-statusBarHeight);

How to set background image for a View?

the default background color is white and I want to change it to an image
I have tried this:
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"background.png"]];
but the background turn black, the image is not at the background. I don't know why.
by the way if I have more than 1 image in one view, how to set their priority of display?
UIImageView *backgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"imageone"]];
backgroundView.frame = self.view.bounds;
[[self view] addSubview:backgroundView];
Try this out, this is calling self.view.bounds for the frame instead of self.view.frame for frame. I just tested it and it works perfectly.
EDIT: If all you're looking for is to send the image to the back of the stack, you can do the following and select send to back.
Code for you :
UIImageView *myImage = [[[UIImageView alloc]initWithImage:[UIImage imageNamed:#"background.png"]]autorelease];
myImage.frame = self.view.frame;
[self.view addSubview:myImage];
You should to use a UIImageView and its frame is uiview's frame.

uiscrollview not scrolling uiimageview

I'm trying to insert one more image in my UIScrollView. The problem is: all my old content is still scrollable, but this image stay static in the top of the page. Does anybody know a solution?
Code:
- (void)viewDidLoad {
CGRect myImageRect = CGRectMake(0.0f, 0.0f, 320.0f, 109.0f);
myImage = [[UIImageView alloc] initWithFrame:myImageRect];
UIImage * img = [[UIImage alloc] initWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"www.somelink.com"]]];
myImage.image = img;
myImage.opaque = YES; // explicitly opaque for performance
[scrollView addSubview:myImage];
[myImage release];
}
Regards.
I'm guessing that your "old content" is encapsulated in a view and it's that view that is your UIScrollView's subview for content. If that's the case, you should add your new image to that "contentView", adjust its frame and update the scrollview's contentSize based on the new width and height of the content view.
If my guess is wrong, could you please post the code showing how the UIScrollView is created and how the "old content" is added to it?
You might also find this sample code from Apple useful with regard to the layout of subviews of a UIScrollView. (see the - (void)layoutScrollImages method).

I have a problem with a scrollView zooming the wrong imageView

Ok so this is kind of a strange issue, but I have got two scrollViews that each have a nested imageView so as to allow for panning and zooming of an image. The tow scrollView/imageView combo's are showing up just great, and because the image is bigger than my scrollView size, I can pan just great. Here is my viewDidLoad:
-(void) viewDidLoad
{
// set the image to be displayed, pic your own image here
imageView = [[MyImage alloc] initWithImage: [UIImage imageNamed: #"newBackground.png"]];
// yes we want to allow user interaction
[imageView setUserInteractionEnabled:YES];
// set the instance of our myScrollView to use the main screen
scrollView = [[MyScroll alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
// turn on scrolling
[scrollView setScrollEnabled: YES];
// set the content size to the size of the image
[scrollView setContentSize: imageView.image.size];
// add the instance of our myImageView class to the content view
[scrollView addSubview: imageView];
// flush the item
[imageView release];
// set max zoom to what suits you
[scrollView setMaximumZoomScale:1.0f];
// set min zoom to what suits you
[scrollView setMinimumZoomScale:0.25f];
// set the delegate
[scrollView setDelegate: self];
// scroll a portion of image into view (my image is very big) :)
//[scrollView scrollRectToVisible:CGRectMake(100, 100, 320, 440) animated:NO];
// yes to autoresize
scrollView.autoresizesSubviews = YES;
// set the mask
scrollView.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
// set the view
//self.view =scrollView;
[scrollView setFrame:CGRectMake(0, 0, 320, 230)];
[self.view addSubview:scrollView];
imageView1 = [[MyImage alloc] initWithImage: [UIImage imageNamed: #"newBackground.png"]];
// yes we want to allow user interaction
[imageView1 setUserInteractionEnabled:YES];
// set the instance of our myScrollView to use the main screen
scrollView1 = [[MyScroll alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]];
// turn on scrolling
[scrollView1 setScrollEnabled: YES];
// set the content size to the size of the image
[scrollView1 setContentSize: imageView1.image.size];
// add the instance of our myImageView class to the content view
[scrollView1 addSubview: imageView1];
// flush the item
[imageView1 release];
// set max zoom to what suits you
[scrollView1 setMaximumZoomScale:1.0f];
// set min zoom to what suits you
[scrollView1 setMinimumZoomScale:0.25f];
// set the delegate
[scrollView1 setDelegate: self];
// scroll a portion of image into view (my image is very big) :)
//[scrollView scrollRectToVisible:CGRectMake(100, 100, 320, 440) animated:NO];
// yes to autoresize
scrollView1.autoresizesSubviews = YES;
// set the mask
scrollView1.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
// set the view
//self.view =scrollView;
[scrollView1 setFrame:CGRectMake(0,240,320,230)];
[self.view addSubview:scrollView1];
//[[self view] addSubview:scrollView];
}
No as for zooming, when I pinch to zoom on the FIRST scrollView/imageView pair, it works beautifully, no problems whatsoever. It zooms and pans no problem. BUT when I pinch to zoom my second scrollView, it pans the image of the SECOND, and zooms the image of the FIRST. SO my SECOND scrollView zooms the FIRST's image. Huh? I have no idea why that would be happening.
All I want is to have to separate images viewed that can be independently panned and zoomed.
Any thoughts as to what might be happening?
Thanks!
Your viewForZoomingInScrollView: method is probably returning the same image view for both scroll views. It needs to look at which scroll view is being passed in and return the corresponding image view.