iphone pinch zoom - iphone

I have drawn few shapes in drawRect function of a view, these shapes color changes after some time repeatedly using setNeedsDisplay that calls the drawRect, secondly a shape name is also to be selected when tapped on it, up till now all works fine.
There are three views each having more than one shapes drawn as above. All these views are added into a scroll view so that user can view shapes on next view.
Now the requirement is to pinch zoom the view containing shapes, also need to select the shapes, drawRect is called repeatedly. all the pinch zoom i have seen are related to images.

I have done it using the following technique.
I created a class that extends from UIScrollView and it can zoom, it contains the View that has shapes. Number of these scroll views are are equal to number of views containing shapes (i.e. 3).
Now these scroll view objects are added to the main scroll view linked with page control.
The touch returns the same point after scaling as without scaling. So algo for selecting shape clicked did not change.

Related

How to perform an interactive animation with Auto Layout in which you interpolate between different constraints?

I'd like to have an interactive animation where a view transitions from one set of constraints to another as the user drags up/down the screen. The background image should shrink vertically (easy), and the profile image should change from being horizontally and vertically aligned to the background image to being anchored to the top and left corners of the background image. Is this possible?
Yes, it is possible, and you can see this effect in the Avvo app, for example (in the lawyer profile screen). The trick here is to smoothly transition from one set of constraints to another.
Here's an outline of how to do this:
add a UIScrollView. Add the view you want to animate as a subview to the scroll view.
Make your view controller implement
UIScrollViewDelegate
In the delegate method
scrollViewDidScroll(_:), update the constraints' constants as
needed.
Also in that method, when contentOffset crosses a
threshold value, flip to a different set of constraints, by setting
their active property to true or false.
To keep the view (the headshot image, in my example), pinned to the top as you scroll, just continuously update its top spacing constraints based on the contentOffset.y value.
Achieving a perfectly smooth transition may take some trial and error, but it definitely can be done!
Here are the screenshots showing the transition as you scroll up:

NSView equivalent of UIView Clip Subviews?

Is there a way to disable clipping of subviews of NSView? In UIView there is a “clip subviews checkbox” and the backing clipToBounds property, but I cant find anything similar in Cocoa.
Here is my scenario: I have this grey dot that you can drag on the screen:
When the user drags the dot I want to show up and down arrows that I have in the background. The up arrow is outside the bounds of the NSView holding the dot and arrow.
You could use the [NSView frameForAlignmentRect:] method. It defines the frame which is used for the constraints based layout. The actual frame can be much larger to allow displaying the arrows when the view is moved.
Cocoa is using this feature to compensate for shadows or other parts of views which do not "count" as actual frame of a control.
From the documentation:
The constraint-based layout system uses alignment rectangles to align views, rather than their frame. This allows custom views to be aligned based on the location of their content while still having a frame that encompasses any ornamentation they need to draw around their content, such as shadows or reflections.

how to drag an uiimage from scrollview to another uiimageview in iphone sdk

In My Application,i am having one scrollVIew containing multiple images.
and out of the scrollview i have one uiimageview.
i want to Drag any image from ScrollView and drop it on uiimageview which is out of the scrollview.
is it possible?
help And suggestions are appreciated
Thanks in advance.
gamozzii's reply is close to what you need to do, but there's one problem. An UIScrollView will eat touches, so tapping on an image will have no effect.
As a result you will have to subclass the UIScrollView
I have written a small functional app to illustrate dragging the image from a scroll view into an image view. You can download the project here.
Yes this should be possible, you will need to implement the touch/drag events directly.
Check out the touchesBegan, touchesMoved etc. delegate methods in UIResponder.
One approach would be to subclass imageview and implement touchesBegan, touchesMoved in it, and use this imageview subclass to display your images in the scroll view.
On the touchesBegan create a new image view and add it to the outer view and set its image to be the same as the one in the scroll view. You need to overlay it directly over your source image in the scroll view so adjust its frame origin to be relative to the outer view you will need to use the scrollview origin and also the content view size and offset of the source image view inside the content view in order to recalculate the new origin in the outer view.
Then on the touches moved, simply readjust the frame of this image in accordance with the coordinates from the touches moved so that the image follows the touch.
Do a boundary check against the frame of your target imageview - once the user drags it into this boundary, make that target imageviews image the same as the image in the view being dragged and remove the dragged image from the containing view and release it.
In case you're still interested in another solution (and for other users of course):
I did implement that behaviour before just like gamozzii recommended.
I set canCancelContentTouches = NO on the UIScrollView to make sure the subviews handle there touches on their own. If a subview (in your case an image) was touched, i moved the view out of the scrollview onto the superview and started tracking it's dragging. (You have to calculate the correct coordinates within the new superview, so it stays in place). After dragging finishes, i checked if the target area was reached, otherwise I moved it back into the scrollview.
The subviews are handling the dragging on there own via (touchesBegan:/Moved:/Ended:/Cancelled:).
If that's not detailed enough, here's my example code: Github: JDDroppableView

Can we Add a new layer over CATiledLayer?

I am displaying a big image in CATiledLAyer.
Now i want to draw a line between two points where the user touches on that image.
Would that be possible ?? , if so can you outline me the way to accomplish it ??
Thanks,
Ratna
I did something similar for an app a while back. The strategy I used was to place another view on top of the view with the tiles. Then set your self up as a UIScrollViewDelegate and everytime the tiled view scrolls or zooms, recalculate where the overlayed objects need to be. Just read the contentOffset value and the zoomScale and you should have what you need to correctly figure out where your overlay needs to be positioned. You will also have to make sure that touches are correctly reaching the tile view if they have to pass through your overlay view.

Understanding UIScrollView

I'm trying to understand how UIScrollView works for zooming.
I was trying to rotate a UIImageView within a zoomed UIScrollView and I ended up with weird sizes, my centering in the scrollview not working anymore.
I solved the problem by setting the zoomScale to 1.0 before doing the rotation, and then by resetting it back to the previous value once the transformation was done.
I was wondering what was the impact of the UIScrollView on its subviews. Does it change their sizes, their positions. Or is it simply the UIScrollView that handles the zooming and the drawing of the zoomed subviews.
I realise that is an old question, but I thought I'd add additional information for those still arriving here like myself.
The scroll view manages its contents view, it zooms by adding tranformations to the content. So, for an image when you zoom in, it uses a tranformation to scale the image to the required zoom level.
When you are panning/scrolling a ScrollView, it changes the zoom level and origin positions to move the content around. So the content may well be larger than the scrollview itself. It clips the content at the scrollviews bounds and just adjusts this origin position.
The central notion of a UIScrollView object (or, simply, a scroll view) is that it is a view whose origin is adjustable over the content view. It clips the content to its frame, which generally (but not necessarily) coincides with that of the application’s main window. A scroll view tracks the movements of fingers and adjusts the origin accordingly. The view that is showing its content “through” the scroll view draws that portion of itself based on the new origin, which is pinned to an offset in the content view. The scroll view itself does no drawing except for displaying vertical and horizontal scroll indicators. The scroll view must know the size of the content view so it knows when to stop scrolling; by default, it “bounces” back when scrolling exceeds the bounds of the content.
Source Documentation