I'm building an app based upon the "Scrolling" sample code that Apple provided. All is working very well. The nature of the images that I want to display, would make it desirable, if the order of the images is reversed, and that the first visible image is the right-most, rather than the left most. Basically, the user should scroll back, from right to left, rather than from left to right.
But now: I don't understand the syntax Apple is using, and I hope someone can explain to me what is going on. Here are the relevant parts of the sample app:
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor whiteColor];
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
}
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
So this is what I ended up doing:
I first inverted the order of the subviews, and then I made the scrollview jump to the last 'frame', by adding the following lines:
CGPoint lastFrame = CGPointMake(((kNumImages -1) * kScrollObjWidth), 0.0f);
[scrollview setContentOffset:lastFrame];
I hope that this somehow is useful to somebody...
It looks like you need to modify layoutScrollImages. Initialize curXLoc to the max number needed, and decrement it in the loop.
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = kNumImages * kScrollObjWidth;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc -= (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
Related
I am trying to make an image scroll horizontally to the right while the device is in portrait mode. The image needs to scroll automatically until a timer ends, and needs to scroll seamlessly. How can I achieve this?
Try this,hope this will help.
// Create Image's array
NSMutableArray * imagesArray = [[NSMutableArray alloc]init];
for (int imageCount = 0; imageCount < YOURCOUNT;imageCount++)
{
[imagesArray addObject:[UIImage imageNamed:#"localImagePath%d.png",imageCount]];
}
// Create ScrollView
UIScrollView * scrollview = [[UIScrollView alloc]initWithFrame:CGRectMake(0.0,0.0,320.0,480.0)];
scrollview.contentSize = CGSizeMake(scrollview.frame.size.width * YOURCOUNT,scrollview.frame.size.height);
// Add those image's to the scrollview
CGFloat xPos = 0.0;
for (UIImage * image in imagesArray) {
#autoreleasepool {
UIImageView * imageview = [[UIImageView alloc]initWithImage:image];
imageview.frame = CGRectMake(xPos, 0.0,scrollview.frame.size.width,scrollview.frame.size.height);
[scrollview addSubview:imageview];
xPos += scrollview.frame.size.width;
}
}
[self.view addSubview:scrollview];
// Animate to the Right
[UIView animateWithDuration:10.0 delay:0 options:UIViewAnimationTransitionNone
animations:^{
[scrollview setContentOffset:CGPointMake(scrollview.contentSize.width - scrollview.frame.size.width,0.0) animated:NO];
}
completion:^(BOOL finished) {
NSLog(#"Finished");
}];
I have a question in scroll view.
Right now I wrote a sample about image gallery with scroll view. I have plenty of images added into a scroll view. Each time, it display 3 images, the question is how can measure the scrolling properly. For example: the minimum each scroll is moving 1 image. Right now, I think each time I scroll, the minimum images moving are 3. That make me can't stop at the right image I want to see.
Below is the code.
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scroll subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scroll setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scroll bounds].size.height)];
}
#pragma mark - View lifecycle
- (void)viewDidLoad
{
[super viewDidLoad];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scroll setBackgroundColor:[UIColor blackColor]];
[scroll setCanCancelContentTouches:NO];
scroll.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scroll.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scroll.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scroll.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scroll addSubview:imageView];
[imageView release];
}
[self layoutScrollImages];
}
Use this code......
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
if(scroll.contentOffset.y> 320)
{
int y = scrollView.contentOffset.y;
y = y/3;
[scrollView setContentOffset:CGPointMake(0, y)];
}
}
Hope, this will help you...Chill
Subclass the content view and overwrite this function:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if ([self pointInside:point withEvent:event]) {
if ([[self subviews] count] > 0) {
//force return of first child, if exists
return [[self subviews] objectAtIndex:0];
} else {
return self;
}
}
return nil; }
See detail at https://github.com/taufikobet/ScrollViewCustomPaging.
I would like to add a page number above the image such as "1 of 50" and description of the image below the image in the scrollview.
I have looked at this LINK but still couldn't figure out how to make it happen.
here is my sample code of the images scrollview. Im trying to find a sample that can add text and scroll with the images
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"images%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
UPDATE:
const CGFloat kScrollObjHeight = 320;
const CGFloat kScrollObjWidth = 280.0;
const NSUInteger kNumImages = 50;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
- (void)viewDidLoad {
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"creative%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages];
I wanted to put this but unable to find the correct position or right offset to display at the top
UILabel * topLabel = [[UILabel alloc] init];
topLabel.text = [NSString stringWithFormat:#"%d of %d", i, kNumImages];
rect.origin.x = offset;
rect.size.height = 30; // however large you need the label to be
topLabel.frame = rect;
offset += 30;
I would think something like this would work:
float offset = 0;
for (NSUInteger i = 1; i <= kNumImages; i++)
{
// load up the image
NSString *imageName = [NSString stringWithFormat:#"images%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// image.size is important here and used to determine placement
CGRect rect = imageView.frame;
rect.size = image.size;
// create top label, just basic will need to configure other settings like font
UILabel * topLabel = [[UILabel alloc] init];
topLabel.text = [NSString stringWithFormat:#"%d of %d", i, kNumImages];
rect.origin.x = offset;
rect.size.height = 30; // however large you need the label to be
topLabel.frame = rect;
offset += 30; // adding the label height
// set image frame since we now know the location below top label
rect.size = image.size;
rect.origin.x += offset;
imageView.frame = rect;
imageView.tag = i;
offset += image.size.height; // adding image height
// add bottom label below image
UILabel * bottomLabel = [[UILabel alloc] init];
bottomLabel.text = imageName; // just a sample description
rect.origin.x += offset;
rect.size.height = 30; // however large you need the label to be
bottomLabel.frame = rect;
offset += 30; // adding the label height
[scrollView1 addSubview:topLabel];
[scrollView1 addSubview:imageView];
[scrollView1 addSubview:bottomLabel];
[imageView release];
[topLabel release];
[bottomLabel release];
offset += 20; // arbitrary spacing between images
}
Got this code for a viewscroller from the apple developers site.
#synthesize scrollView1, scrollView2;
const CGFloat kScrollObjHeight = 467.0;
const CGFloat kScrollObjWidth = 320.0;
const NSUInteger kNumImages = 6;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
it works brilliantly the images are rotated by pulling them left or right. but I want to pull the images up and down to change them.
Can anyone help me out with this? this part in the code looks as if it controls the direction but i'm not sure how to change it.
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
Any help most appreciated, thanks!
Billy
To change scrolling "direction" from horizontal to vertical you basically should swap the way you process x and y coordinates. The code will look like:
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curYLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(0, curYLoc);
view.frame = frame;
curYLoc += (kScrollObjHeight);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake([scrollView1 bounds].size.width, kNumImages * kScrollObjHeight)];
}
I'm ATTEMPTING to learn UIScrollview using Apple's Docs and their sample code http://developer.apple.com/iphone/library/samplecode/Scrolling/index.html but something SO simple is escaping me.
How do you tell what image is currently on the screen, so that if I selected one of the images in the horizontal scrolling view, how would I get the filename of the image, or even a pointer in the array, to then do something further with the image?
I thought with Page Control enable I might be able to find a page # and map it to the image. I thought about counting deceleration to count pages, but a flick no full enough will increment it and give a false number.
The last thing I could think of is to get contentOffSet and divide by image size which will give a 1, 2, 3 and I could point to the array (too tired to try tonight... thought I might ask before I waste a lot more time ;-) ).
Any other ideas? I thought there would be a method somewhere that they use in the photo album app.
PS: Here's the code:
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
//NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"Card %d.png", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
This was easy after a good sleep!
CGPoint p = scrollView1.contentOffset;
NSLog(#"x = %f, y = %f", p.x, p.y);
Now just divide by 320 (if horizontal and full screen image) and add 1 (because it starts at 0).
Hope this helps someone else!
Paul