Always center UIView - iphone

I have a small UIView that should appear always in the center of the screen. This works great for portrait mode but does not in landscape.
To draw the UIView I use:
myView.frame = CGRectMake((visibleArea.size.width - MY_VIEW_WIDTH) / 2, (visibleArea.size.height - MY_VIEW_HEIGHT) / 2, MY_VIEW_WIDTH, MY_VIEW_HEIGHT);
myView.autoresizingMask = (
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleBottomMargin |
UIViewAutoresizingFlexibleLeftMargin |
UIViewAutoresizingFlexibleRightMargin
);
Any ideas what might be missing?

Why not try
myView.center = controller.view.center

Is the app auto rotating?
I mean, what does your -[UIViewController shouldAutorotateToInterfaceOrientation:] method looks like? Do you have an initial and supported orientations in your Info.plist file?
Check also parent's view autoresizesSubviews property.

Maybe you don't change the orientation of the status bar. If you don't do this, the device thinks that the orientation still portrait, not landscape.

I created a property to give me the bounds, based on the orientation of the device. (This is in a category on UIScreen.)
- (CGRect)boundsWithRespectToOrientation
{
CGRect bounds = self.bounds;
if (UIInterfaceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation]) && bounds.size.height > bounds.size.width)
bounds = CGRectMake(bounds.origin.x, bounds.origin.y, bounds.size.height, bounds.size.width);
else if (UIInterfaceOrientationIsPortrait([[UIApplication sharedApplication] statusBarOrientation]) && bounds.size.width > bounds.size.height)
bounds = CGRectMake(bounds.origin.x, bounds.origin.y, bounds.size.height, bounds.size.width);
return bounds;
}

Related

animation similar to opening app in ios7

I want to create an animation similar to app opens in iPhone in iOS7. In this animation it just shows that app is opening from which point and closing at same point.
Can anyone please help me?
#property (weak, nonatomic) IBOutlet UIImageView *bg;
#property (weak, nonatomic) IBOutlet UIImageView *cal;
…
bool nowZoomed = NO;
CGRect iconPosition = {16,113,60,60}; // customize icon position
- (CGRect)zoomedRect // just a helper function, to get the new background screen size
{
float screenWidth = UIScreen.mainScreen.bounds.size.width;
float screenHeight = UIScreen.mainScreen.bounds.size.height;
float size = screenWidth / iconPosition.size.width;
float x = screenWidth/2 - (CGRectGetMidX(iconPosition) * size);
float y = screenHeight/2 - (CGRectGetMidY(iconPosition) * size);
return CGRectMake(x, y, screenWidth * size, screenHeight * size);
}
- (IBAction)test
{
float animationDuration = 0.3f; //default
if (nowZoomed) // zoom OUT
{
[UIView animateWithDuration:animationDuration animations:^{ // animate to original frame
_cal.frame = iconPosition;
_bg.frame = UIScreen.mainScreen.bounds;
} completion:^(BOOL finished) {
[UIView animateWithDuration:animationDuration/2.0f animations:^{ // then fade out
_cal.alpha = 0.0f;
} completion:^(BOOL finished) {
_cal.hidden = YES;
}];
}];
}
else // zoom IN
{
_cal.alpha = 0.0f;
_cal.hidden = NO;
[UIView animateWithDuration:animationDuration/2.0f animations:^{ // fade in faster
_cal.alpha = 1.0f;
}];
[UIView animateWithDuration:animationDuration animations:^{ // while expanding view
_cal.frame = UIScreen.mainScreen.bounds;
_bg.frame = [self zoomedRect];
}];
}
nowZoomed = !nowZoomed;
}
you can test it, by creating a sample project like this:
make two screenshots from simulator like I did (homescreen and calendar view) or grab these two: homescreen / calendar
add 2 image views and 1 button into storyboard
make the background image view as big as the whole screen
and the other image view with this dimensions: {16,113,60,60}
create an IBOutlet for both (the very first two lines of code)
set the button action target to -(void)test
the storyboard picture (left) and animation transition (right)
I personally prefer to use CGAffineTransformMakeScale() and setting -[CALayer affineTransform] in this case.
affineTransform is super easy to use and comes with a few nice, implicit benefits from Core Animation. Examples being that does things like handling of changing the frame's origin for you implicitly and making it really easy to reset back to the initial size if needed -- you never lost it in the first place!
[UIView animateWithDuration:0.3 animations:^{
view.layer.affineTransform = CGAffineTransformMakeScale(10.0, 10.0); // To make a view larger:
otherView.layer.affineTransform = CGAffineTransformMakeScale(0.0, 0.0); // to make a view smaller
}];
and
// To reset views back to their initial size after changing their sizes:
[UIView animateWithDuration:0.3 animations:^{
view.layer.affineTransform = CGAffineTransformIdentity;
otherView.layer.affineTransform = CGAffineTransformIdentity;
}];
As far as I know, that animation is made using screenshots. It updates the frame of the view and simultaneously makes a smooth transition from the app logo to the screenshot from the app. I have imitated the opening of the iPod (music) application from the bottom right corner of the device to the screen size:
UIView * v = [[UIView alloc]init];
CGSize size = self.view.bounds.size;
CGRect frameInitial = CGRectMake(size.width - 30, size.height - 30, 20, 20);
CGRect frameFinal = CGRectMake(0,0, size.width, size.height);
[v setFrame:frameInitial];
Then use the lines below when you want to animate the frame size:
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
[v setFrame:frameFinal];
} completion:nil];
Edit: Did not realize that the zooming also included the background. The code below is not tested (I am not at work) so expect some defects and typos.
Imagine you have two layers on the view controller's view. Directly on the vc there is the app you want to be opened, lets call it finalView. And on the top layer there is the window with all apps, which will zoom and fade into your app, which is a view behind it. Lets call it firstView.
Initial cond: firstView has a frame of 320 x 480 (It is a window with all the app icons). It has an alpha of 1. finalView has the same frame and alpha, but it is behind firstView.
Final cond: finalView will still have the same frame and alpha. But firstView will zoom into bottom right corner (will have a huge frame) and fade out (alpha -> 0).
//Initial cond: (Or better yet use IB)
CGRect frameInitial = CGRectMake(0,0, self.view.size.width, self.view.size;
CGRect frameFinal = CGRectMake(self.view.size.width * -4 ,self.view.size.height * -5, self.view.size.width * -5,self.view.size.width * -6);
[v setFrame:frameInitial];
Then use the lines below when you want to animate the frame size:
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
[v setFrame:frameFinal];
} completion:nil];
I have small repo that uses a UICollectionViewFloatLayout to create the zoom effect, https://github.com/MichaelQuan/ios7ZoomEffect. It is still a work in progress but the basic idea is there
The layout code is:
#interface ExpandingCollectionViewLayout ()
#property (nonatomic, assign) CGRect selectedCellFrame;
#property (nonatomic, strong) NSIndexPath *selectedIndexPath;
#end
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray *layoutAttributes = [super layoutAttributesForElementsInRect:rect];
[layoutAttributes enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes *obj, NSUInteger idx, BOOL *stop) {
[self _transformLayoutAttributes:obj];
}];
return layoutAttributes;
}
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes *layoutAttributes = [super layoutAttributesForItemAtIndexPath:indexPath];
[self _transformLayoutAttributes:layoutAttributes];
return layoutAttributes;
}
- (void)_transformLayoutAttributes:(UICollectionViewLayoutAttributes *)layoutAttributes
{
if (self.selectedIndexPath != nil)
{
if ([layoutAttributes.indexPath isEqual:self.selectedIndexPath]) {
// set the frame to be the bounds of the collectionView to expand to the entire collectionView
layoutAttributes.frame = self.collectionView.bounds;
} else {
//scale = collectionView.size / cell_selected.size
//translate = (scale - 1)(cell_i.center - cell_selected.center) + (collectionView.center - cell_selected.center)
CGRect collectionViewBounds = self.collectionView.bounds;
CGRect selectedFrame = self.selectedCellFrame;
CGRect notSelectedFrame = layoutAttributes.frame;
// Calculate the scale transform based on the ratio between the selected cell's frame and the collection views bound
// Scale on that because we want everything to look scaled by the same amount, and the scale is dependent on how much the selected cell has to expand
CGFloat x_scale = collectionViewBounds.size.width / selectedFrame.size.width;
CGFloat y_scale = collectionViewBounds.size.height / selectedFrame.size.height;
CGAffineTransform scaleTransform = CGAffineTransformMakeScale(x_scale, y_scale);
// Translation based on how much the selected cell has been scaled
// translate based on the (scale - 1) and delta between the centers
CGFloat x_zoomTranslate = (x_scale - 1) * (CGRectGetMidX(notSelectedFrame) - CGRectGetMidX(selectedFrame));
CGFloat y_zoomTranslate = (y_scale - 1) * (CGRectGetMidY(notSelectedFrame) - CGRectGetMidY(selectedFrame));
CGAffineTransform zoomTranslate = CGAffineTransformMakeTranslation(x_zoomTranslate, y_zoomTranslate); //Translation based on how much the cells are scaled
// Translation based on where the selected cells center is
// since we move the center of the selected cell when expanded to full screen, all other cells must move by that amount as well
CGFloat x_offsetTranslate = CGRectGetMidX(collectionViewBounds) - CGRectGetMidX(selectedFrame);
CGFloat y_offsetTranslate = CGRectGetMidY(collectionViewBounds) - CGRectGetMidY(selectedFrame);
CGAffineTransform offsetTranslate = CGAffineTransformMakeTranslation(x_offsetTranslate, y_offsetTranslate);
// multiply translations first
CGAffineTransform transform = CGAffineTransformConcat(zoomTranslate, offsetTranslate);
transform = CGAffineTransformConcat(scaleTransform, transform);
layoutAttributes.transform = transform;
}
}
}
To expand a cell using this layout code, set both the selectedCellFrame and selectedIndexPath to the cell you want expanded and call performBatchUpdates:completion: on the collection view. To collapse set selectedCellFrame = CGRectNull and selectedIndexPath = nil and call performBatchUpdates:completion:

iPhone correct landscape window coordinates

I am trying to get the window coordinates of a table view using the following code:
[self.tableView.superview convertRect:self.tableView.frame toView:nil]
It reports the correct coordinates while in portrait mode, but when I rotate to landscape it no longer reports correct coordinates. First off, it flips the x, y coordinates and the width and height. That's not really the problem though. The real problem is that the coordinates are incorrect. In portrait the window coordinates for the table view's frame are {{0, 114}, {320, 322}}, while in landscape the window coordinates are {{32, 0}, {204, 480}}. Obviously the x-value here is incorrect, right? Shouldn't it be 84? I'm looking for a fix to this problem, and if anybody knows how to get the correct window coordinates of a view in landscape mode, I would greatly appreciate it if you would share that knowledge with me.
Here are some screenshots so you can see the view layout.
Portrait: http://i.stack.imgur.com/IaKJc.png
Landscape: http://i.stack.imgur.com/JHUV6.png
I've found what I believe to be the beginnings of the solution. It seems the coordinates you and I are seeing are being based on the bottom left or top right, depending on whether the orientation is UIInterfaceOrientationLandscapeRight or UIInterfaceOrientationLandscapeLeft.
I don't know why yet, but hopefully that helps. :)
[UPDATE]
So I guess the origin of the window is 0,0 in normal portrait mode, and rotates with the ipad/iphone.
So here's how I solved this.
First I grab my orientation, window bounds and the rect of my view within the window (with the wonky coordinates)
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
CGRect windowRect = appDelegate.window.bounds;
CGRect viewRectAbsolute = [self.guestEntryTableView convertRect:self.guestEntryTableView.bounds toView:nil];
Then if the orientation is landscape, I reverse the x and y coordinates and the width and height
if (UIInterfaceOrientationLandscapeLeft == orientation ||UIInterfaceOrientationLandscapeRight == orientation ) {
windowRect = XYWidthHeightRectSwap(windowRect);
viewRectAbsolute = XYWidthHeightRectSwap(viewRectAbsolute);
}
Then I call my function for fixing the origin to be based on the top left no matter the rotation of the ipad/iphone.
It fixes the origin depending on where 0,0 currently lives (depending on the orientation)
viewRectAbsolute = FixOriginRotation(viewRectAbsolute, orientation, windowRect.size.width, windowRect.size.height);
Here are the two functions I use
CGRect XYWidthHeightRectSwap(CGRect rect) {
CGRect newRect;
newRect.origin.x = rect.origin.y;
newRect.origin.y = rect.origin.x;
newRect.size.width = rect.size.height;
newRect.size.height = rect.size.width;
return newRect;
}
CGRect FixOriginRotation(CGRect rect, UIInterfaceOrientation orientation, int parentWidth, int parentHeight) {
CGRect newRect;
switch(orientation)
{
case UIInterfaceOrientationLandscapeLeft:
newRect = CGRectMake(parentWidth - (rect.size.width + rect.origin.x), rect.origin.y, rect.size.width, rect.size.height);
break;
case UIInterfaceOrientationLandscapeRight:
newRect = CGRectMake(rect.origin.x, parentHeight - (rect.size.height + rect.origin.y), rect.size.width, rect.size.height);
break;
case UIInterfaceOrientationPortrait:
newRect = rect;
break;
case UIInterfaceOrientationPortraitUpsideDown:
newRect = CGRectMake(parentWidth - (rect.size.width + rect.origin.x), parentHeight - (rect.size.height + rect.origin.y), rect.size.width, rect.size.height);
break;
}
return newRect;
}
This is a hack, but it works for me:
UIView *toView = [UIApplication sharedApplication].keyWindow.rootViewController.view;
[self.tableView convertRect:self.tableView.bounds toView:toView];
I am not sure this is the best solution. It may not work reliably if your root view controller doesn't support the same orientations as the current view controller.
You should be able to get the current table view coordinates from self.tableView.bounds
Your code should be:
[tableView convertRect:tableView.bounds toView:[UIApplication sharedApplication].keyWindow];
That will give you the view's rectangle in the window's coordinate system. Be sure to use "bounds" and not "frame". frame is the rectangle of the view in its parent view coordinate system already. "bounds" is the view rectangle in its own system. So the above code asks the table view to convert its own rectangle from its own system to the window's system. Your previous code was asking the table's parent view to convert the table's rectangle from the parent coordinate system to nothing.
Try bounds instead of frame
self.parentViewController.view.bounds
for it gives me adjusted coords according to the current orientation

IPhone/IPad: How to get screen width programmatically?

Hi I'm wondering if there's a way to get the width programmatically.
I'm looking for something general enough to accomodate iphone 3gs, iphone 4, ipad. Also, the width should change based on if the device is portrait or landscape (for ipad).
Anybody know how to do this?? I've been looking for a while... thanks!
Take a look at UIScreen.
eg.
CGFloat width = [UIScreen mainScreen].bounds.size.width;
Take a look at the applicationFrame property if you don't want the status bar included (won't affect the width).
UPDATE: It turns out UIScreen (-bounds or -applicationFrame) doesn't take into account the current interface orientation. A more correct approach would be to ask your UIView for its bounds -- assuming this UIView has been auto-rotated by it's View controller.
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
CGFloat width = CGRectGetWidth(self.view.bounds);
}
If the view is not being auto-rotated by the View Controller then you will need to check the interface orientation to determine which part of the view bounds represents the 'width' and the 'height'. Note that the frame property will give you the rect of the view in the UIWindow's coordinate space which (by default) won't be taking the interface orientation into account.
CGRect screen = [[UIScreen mainScreen] bounds];
CGFloat width = CGRectGetWidth(screen);
//Bonus height.
CGFloat height = CGRectGetHeight(screen);
This can be done in in 3 lines of code:
// grab the window frame and adjust it for orientation
UIView *rootView = [[[UIApplication sharedApplication] keyWindow]
rootViewController].view;
CGRect originalFrame = [[UIScreen mainScreen] bounds];
CGRect adjustedFrame = [rootView convertRect:originalFrame fromView:nil];
use:
NSLog(#"%f",[[UIScreen mainScreen] bounds].size.width) ;
As of iOS 9.0 there's no way to get the orientation reliably. This is the code I used for an app I design for only portrait mode, so if the app is opened in landscape mode it will still be accurate:
screenHeight = [[UIScreen mainScreen] bounds].size.height;
screenWidth = [[UIScreen mainScreen] bounds].size.width;
if (screenWidth > screenHeight) {
float tempHeight = screenWidth;
screenWidth = screenHeight;
screenHeight = tempHeight;
}
Use this code it will help
[[UIScreen mainScreen] bounds].size.height
[[UIScreen mainScreen] bounds].size.width
Here is a Swift way to get screen sizes, this also takes current interface orientation into account:
var screenWidth: CGFloat {
if UIInterfaceOrientationIsPortrait(screenOrientation) {
return UIScreen.mainScreen().bounds.size.width
} else {
return UIScreen.mainScreen().bounds.size.height
}
}
var screenHeight: CGFloat {
if UIInterfaceOrientationIsPortrait(screenOrientation) {
return UIScreen.mainScreen().bounds.size.height
} else {
return UIScreen.mainScreen().bounds.size.width
}
}
var screenOrientation: UIInterfaceOrientation {
return UIApplication.sharedApplication().statusBarOrientation
}
These are included as a standard function in:
https://github.com/goktugyil/EZSwiftExtensions

Redrawing UIScrollView contents after every zoom

I have a UIView inside a UIScrollView. Whenever the UIScrollView zoom changes, I want to redraw the entire UIView at the new zoom level.
In iOS < 3.2, I was doing this by resizing the UIView within the UIScrollView to make it the new size, and then setting the transform back to Identity, so that it wouldn't try to resize it further. However, with iOS >= 3.2, changing the identity also changes the UIScrollView's zoomScale property.
The result is that whenever I zoom (say 2x), I adjust the embedded UIView to be the appropriate size, and redraw it. However now (since I reset the transform to Identity), the UIScrollView thinks its once again at zoomScale 1, rather than zoomScale 2. So if I have my maxZoomScale set at 2, it will still try zooming further, which is wrong.
I thought about using the CATiledLayer, but I don't think this is sufficient for me, since I want to redraw after every zoom, not just at certain zoom thresholds like it tries to do.
Does anyone know how to do the proper redrawing of the UIView on a zoom?
Tom,
Your question is a bit old, but I came up with a solution for this, so I figured I'd put in an answer in case it helps you or anyone else. The basic trick is to reset the scroll view's zoomScale to 1, and then adjust the minimumZoomScale and maximumZoomScale so that the user can still zoom in and out as expected.
In my implementation, I've subclassed UIScrollView and set it to be its own delegate. In my subclass, I implement the two delegate methods you need for zooming (shown below). contentView is a property I added to my UIScrollView subclass that in order to give it the view that actually displays the content.
So, my init method looks something like this (kMinimumZoomScale and kMaximumZoomScale are #define's at the top of the class):
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
self.autoresizesSubviews = YES;
self.showsVerticalScrollIndicator = YES;
self.showsHorizontalScrollIndicator = NO;
self.bouncesZoom = YES;
self.alwaysBounceVertical = YES;
self.delegate = self;
self.minimumZoomScale = kMinimumZoomScale;
self.maximumZoomScale = kMaximumZoomScale;
}
return self;
}
Then I implement the standard UIScrollView delegate methods for zooming. My ContentView class has a property called zoomScale that tells it what scale to use for displaying its content. It uses that in its drawRect method to resize the content as appropriate.
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)aScrollView {
return contentView;
}
- (void)scrollViewDidEndZooming:(UIScrollView *)aScrollView withView:(UIView *)view atScale:(float)scale {
CGFloat oldZoomScale = contentView.zoomScale;
CGSize size = self.bounds.size;
// Figure out where the scroll view was centered so that we can
// fix up its offset after adjusting the scaling
CGPoint contentCenter = self.contentOffset;
contentCenter.x += size.width / (oldZoomScale * scale) / 2;
contentCenter.y += size.height / (oldZoomScale * scale) / 2;
CGFloat newZoomScale = scale * oldZoomScale;
newZoomScale = MAX(newZoomScale, kMinimumZoomscale);
newZoomScale = MIN(newZoomScale, kMaximumZoomscale);
// Set the scroll view's zoom scale back to 1 and adjust its minimum and maximum
// to allow the expected amount of zooming.
self.zoomScale = 1.0;
self.minimumZoomScale = kMinimumZoomScale / newZoomScale;
self.maximumZoomScale = kMaximumZoomScale / newZoomScale;
// Tell the contentView about its new scale. My contentView.zoomScale setter method
// calls setNeedsDisplay, but you could also call it here
contentView.zoomScale = newZoomScale;
// My ContentView class overrides sizeThatFits to give its expected size with
// zoomScale taken into account
CGRect newContentSize = [contentView sizeThatFits];
// update the content view's frame and the scroll view's contentSize with the new size
contentView.frame = CGRectMake(0, 0, newContentSize.width, newContentSize.height);
self.contentSize = newContentSize;
// Figure out the new contentOffset so that the contentView doesn't appear to move
CGPoint newContentOffset = CGPointMake(contentCenter.x - size.width / newZoomScale / 2,
contentCenter.y - size.height / newZoomScale / 2);
newContentOffset.x = MIN(newContentOffset.x, newContentSize.width - size.width);
newContentOffset.x = MAX(0, newContentOffset.x);
newContentOffset.y = MIN(newContentOffset.y, newContentSize.height - .size.height);
newContentOffset.y = MAX(0, newContentOffset.y);
[self setContentOffset:newContentOffset animated:NO];
}
In my case, I have an image view and on top of the image view I have several other imageviews. This is the implementation I came up with and works fine:
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(double)scale{
NSLog(#"finished zooming");
NSLog(#"position x :%f",pin1.frame.origin.x);
NSLog(#"position y :%f",pin1.frame.origin.y);
CGRect frame = pin1.frame;
frame.origin.x = pin1.frame.origin.x * scale;
frame.origin.y = pin1.frame.origin.y * scale;
pin1.frame = frame;
NSLog(#"position x new :%f",pin1.frame.origin.x);
NSLog(#"position y new:%f",pin1.frame.origin.y);
}

My UIViewController is "lying" about its center property

I'm asking my ViewController for it's view.center property and drawing a new UIView that centers itself around this "center"... I am getting (160, 250) as a response. but when the new UIView draws it's below center... So I'm wondering who's giving me this info and what it relates to? This is clearly where the center of the view is in relation to the WINDOW if you take into account the 20px height of the status bar. which would push the center of the view down 10px. but when drawing myView it appears to draw in relation to the ViewController.view and not the Window so it appears 20px below center...
I would expect the ViewController to give me its center (160, 230) so I could draw in its center...do I need to manually account for the status bar and subtract 20 from height every time? or is there some view space translation i'm overlooking? From ViewController.m:
- (void)setUpMyView {
// Create my view
MyView *aView = [[MyView alloc] init];
self.myView = aView;
[aView release];
myView.center = self.view.center;
NSLog(#"CenterX: %f, Y: %f", self.view.center.x, self.view.center.y);
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI_2);
myView.transform = transform;
[self.view addSubview:myView];
}
console: CenterX: 160.000000, Y: 250.000000
It's not "lying" actually, it's giving you an answer in a different coordinate system.
When you get or set a view's center, it is calculated relative to its parent's coordinate system. self.view's parent is the application's window, hence its center is (160, 250) as you surmised. But myView's parent is self.view, which has its own local coordinate system. In this case, that coordinate system is 20 pixels lower than that of the window.
What you want is to find the center of self.myView in its own coordinate system. There are two ways you could do it.
1) You could calculate it based on the bounds property, which is a CGRect that specifies the boundaries of a view in its own coordinate system:
myView.center = CGPointMake(self.view.bounds.size.width / 2,
self.view.bounds.size.height / 2);
2) Or you could use UIView's convertPoint:fromView: method to convert the coordinate from the window's coordinate system into that of self.view:
// Pass nil as the source view to convert from the window's coordinate system
myView.center = [self.view convertPoint:self.view.center fromView:nil];
Maybe add it to the Subview before you ask its center and size.
MyView *aView = [[MyView alloc] init];
self.myView = aView;
[aView release];
[self.view addSubview:myView]; // add it to the subview first before asking center.
myView.center = self.view.center;
NSLog(#"CenterX: %f, Y: %f", self.view.center.x, self.view.center.y);
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI_2);
myView.transform = transform;
I think I know the answer. You View center is correct!
You forgot to add the iPhone status bar is 20px down from the top of the screen and hence included in your view center. Bingo.