Resizing UITextView - iphone

I have a UITextView added on my UIView. The textview added is not editable, it is just to display some data. The data displayed in the textview is dynamic. Thats is the number of lines is not fixed. It may vary. So if the number of line increases, the size of the textview also needs to be increased. I have no clue how to do this. Please give me some ideas.
UPDATE:
Here's what I'm doing:
UIView *baseView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 300, 200)];
baseView.backgroundColor = [UIColor grayColor];
[window addSubview:baseView];
UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(5, 30, 100, 30)];
textView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
textView.text = #"asdf askjalskjalksjlakjslkasj";
[textView sizeToFit];
[baseView addSubview:textView];

There is an answer posted at How do I size a UITextView to its content?
CGRect frame = _textView.frame;
frame.size.height = _textView.contentSize.height;
_textView.frame = frame;
or better(taking into account contentInset thanks to kpower's comment)
CGRect frame = _textView.frame;
UIEdgeInsets inset = textView.contentInset;
frame.size.height = _textView.contentSize.height + inset.top + inset.bottom;
_textView.frame = frame;
note: If you are going to reference a property of an object many times(e.g. frame or contentInset) it's better to assign it to a local variable so you don't trigger extra method calls(_textView.frame/[_textView frame] are method calls). If you are calling this code a lot(100000s of times) then this will be noticeably slower(a dozen or so method calls is insignificant).
However... if you want to do this in one line without extra variables it would be
_textView.frame = CGRectMake(_textView.frame.origin.x, _textView.frame.origin.y, _textView.frame.size.width, _textView.contentSize.height + _textView.contentInset.top + _textView.contentInset.bottom);
at the expense of 5 extra method calls.

You can use setFrame: or sizeToFit.
UPDATE:
I use sizeToFit with UILabel, and it works just fine, but UITextView is a subclass of UIScrollView, so I can understand why sizeToFit doesn't produce the desired result.
You can still calculate the text height and use setFrame, but you might want to take advantage of UITextView's scrollbars if the text is too long.
Here's how you get the text height:
#define MAX_HEIGHT 2000
NSString *foo = #"Lorem ipsum dolor sit amet.";
CGSize size = [foo sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(100, MAX_HEIGHT)
lineBreakMode:UILineBreakModeWordWrap];
and then you can use this with your UITextView:
[textView setFont:[UIFont systemFontOfSize:14]];
[textView setFrame:CGRectMake(5, 30, 100, size.height + 10)];
or you can do the height calculation first and avoid the setFrame line:
UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(5, 30, 100, size.height + 10)];

sizeToFit Does Work
If you call sizeToFit after you set the text the first time it resizes. So after the first time you set it subsequent calls to set text will result in no change in size. Even if you call sizeToFit.
However, you can force it to resize like this:
Set the text.
Change the textView frame height to be CGFLOAT_MAX.
Call sizeToFit.

textView.contentSize.height in the textViewDidChange can only resize after text actually grows. For best visual result better to resize beforehand. After several hours I've figured out how to make it the same perfectly as in Instagram (it has the best algorithm among all BTW)
Initialize with this:
// Input
_inputBackgroundView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, size.height - _InputBarHeight, size.width, _InputBarHeight)];
_inputBackgroundView.autoresizingMask = UIViewAutoresizingNone;
_inputBackgroundView.contentMode = UIViewContentModeScaleToFill;
_inputBackgroundView.userInteractionEnabled = YES;
[self addSubview:_inputBackgroundView];
[_inputBackgroundView release];
[_inputBackgroundView setImage:[[UIImage imageNamed:#"Footer_BG.png"] stretchableImageWithLeftCapWidth:80 topCapHeight:25]];
// Text field
_textField = [[UITextView alloc] initWithFrame:CGRectMake(70.0f, 0, 185, 0)];
_textField.backgroundColor = [UIColor clearColor];
_textField.delegate = self;
_textField.contentInset = UIEdgeInsetsMake(-4, -2, -4, 0);
_textField.showsVerticalScrollIndicator = NO;
_textField.showsHorizontalScrollIndicator = NO;
_textField.font = [UIFont systemFontOfSize:15.0f];
[_inputBackgroundView addSubview:_textField];
[_textField release];
[self adjustTextInputHeightForText:#""];
Fill UITextView delegate methods:
- (void) textViewDidBeginEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (void) textViewDidEndEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (BOOL) textView:(UITextView*)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString*)text {
if ([text isEqualToString:#"\n"])
{
[self performSelector:#selector(inputComplete:) withObject:nil afterDelay:.1];
return NO;
}
else if (text.length > 0)
{
[self adjustTextInputHeightForText:[NSString stringWithFormat:#"%#%#", _textField.text, text]];
}
return YES;
}
- (void) textViewDidChange:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
And the trick is...
- (void) adjustTextInputHeightForText:(NSString*)text {
int h1 = [text sizeWithFont:_textField.font].height;
int h2 = [text sizeWithFont:_textField.font constrainedToSize:CGSizeMake(_textField.frame.size.width - 16, 170.0f) lineBreakMode:UILineBreakModeWordWrap].height;
[UIView animateWithDuration:.1f animations:^
{
if (h2 == h1)
{
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - _InputBarHeight, self.frame.size.width, _InputBarHeight);
}
else
{
CGSize size = CGSizeMake(_textField.frame.size.width, h2 + 24);
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - size.height, self.frame.size.width, size.height);
}
CGRect r = _textField.frame;
r.origin.y = 12;
r.size.height = _inputBackgroundView.frame.size.height - 18;
_textField.frame = r;
} completion:^(BOOL finished)
{
//
}];
}

This works perfectly for me:
#define MAX_HEIGHT 2000
CGSize size = [text sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(100, MAX_HEIGHT)
lineBreakMode:UILineBreakModeWordWrap];
[textview setFont:[UIFont systemFontOfSize:14]];
[textview setFrame:CGRectMake(45, 6, 100, size.height + 10)];
textview.text = text;

Do the following:
_textView.text = someText;
[_textView sizeToFit];
_textView.frame.height = _textView.contentSize.height;

Addressing the similar issue I just created a an auto-layout based light-weight UITextView subclass which automatically grows and shrinks based on the size of user input and can be constrained by maximal and minimal height - all without a single line of code.
https://github.com/MatejBalantic/MBAutoGrowingTextView

The answer given by #Gabe doesn't work in iOS7.1 seemingly until after viewDidAppear. See my tests below.
UPDATE: Actually, the situation is even more complicated. If you assign textView.text in the resizeTheTextView method, in iOS7, the resizing amounts to allowing for only a single line of text. Seriously odd.
UPDATE2: See also UITextView content size different in iOS7
UPDATE3: See my code at the very bottom for what I'm using now. Seems to do the job.
#import "ViewController.h"
#interface ViewController ()
{
UITextView *textView;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
textView = [[UITextView alloc] initWithFrame:CGRectMake(50, 50, 200, 1)];
[self.view addSubview:textView];
CALayer *layer = textView.layer;
layer.borderColor = [UIColor blackColor].CGColor;
layer.borderWidth = 1;
textView.text = #"hello world\n\n";
// Calling the method directly, after the view is rendered, i.e., after viewDidAppear, works on both iOS6.1 and iOS7.1
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button setTitle:#"Change size" forState:UIControlStateNormal];
[button addTarget:self action:#selector(resizeTheTextView) forControlEvents:UIControlEventTouchUpInside];
[button sizeToFit];
CGRect frame = button.frame;
frame.origin.y = 400;
button.frame = frame;
[self.view addSubview:button];
// Works on iOS6.1, but does not work on iOS7.1
//[self resizeTheTextView];
}
- (void) viewWillAppear:(BOOL)animated
{
// Does not work on iOS7.1, but does work on iOS6.1
//[self resizeTheTextView];
}
- (void) viewDidAppear:(BOOL)animated
{
// Does work on iOS6.1 and iOS7.1
//[self resizeTheTextView];
}
- (void) resizeTheTextView
{
NSLog(#"textView.frame.size.height: %f", textView.frame.size.height);
NSLog(#"textView.contentSize.height: %f", textView.contentSize.height);
// 5) From https://stackoverflow.com/questions/728704/resizing-uitextview
CGRect frame = textView.frame;
UIEdgeInsets inset = textView.contentInset;
frame.size.height = textView.contentSize.height + inset.top + inset.bottom;
textView.frame = frame;
NSLog(#"inset.top: %f, inset.bottom: %f", inset.top, inset.bottom);
NSLog(#"textView.frame.size.height: %f", textView.frame.size.height);
NSLog(#"textView.contentSize.height: %f", textView.contentSize.height);
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
UPDATE3:
if ([[UIDevice currentDevice] majorVersionNumber] < 7.0) {
CGRect frame = _abstractTextView.frame;
UIEdgeInsets inset = _abstractTextView.contentInset;
frame.size.height = _abstractTextView.contentSize.height + inset.top + inset.bottom;
_abstractTextView.frame = frame;
}
else {
CGSize textViewSize = [_abstractTextView sizeThatFits:CGSizeMake(_abstractTextView.frame.size.width, FLT_MAX)];
_abstractTextView.frameHeight = textViewSize.height;
}

After you add the UITextView to its parent if you set a Content Mode on it then it seems to resize itself automatically.
This means you don't need to work out the height manually and apply a height contraint. It just seems to work!! Tested in iOS7 and iOS8 on iPad.
e.g.
--
textView.contentMode = UIViewContentMode.Center;
--
If anyone can explain why this works it would be much appreciated.. I found it by accident when messing with options in interface builder.

Just set scrollEnabled to NO, or uncheck Scrolling Enabled in the Scroll View section in IB and the UITextView will self-size.

Related

Dynamic UITextView in a dynamic UIScrollView - iOS

I'm facing a problem which takes me too long to solve.
I built a view, which contains a ScrollView. in the ScrollView, there's a view, which contains an image, and a UITextView. the textview should be in a dynamic height, with scrolling disabled. the textview gets all the text, but cut it off, and shows only the text that fits the height. in addition, the ScrollView doesn't changes.
- (void)viewDidLoad
....
//sets the text to the textview
[self.contentArticle setText:[NSString stringWithString:xmlParser.articleContent]];
//configures the scrollView
[self configureScrollView];
....
- (void)configureScrollView {
[self.contentView addSubview:self.contentArticle];
[self.scrollView addSubview:self.contentView];
CGRect frame = self.contentView.frame;
frame.size.height = self.contentArticle.contentSize.height;
self.scrollView.frame = frame;
[self.contentView sizeToFit];
[self.scrollView sizeToFit];
self.scrollView.contentSize = self.contentView.frame.size;
self.contentArticle.editable=NO;
self.contentArticle.scrollEnabled=NO;
//enable zoomIn
self.scrollView.delegate=self;
self.scrollView.minimumZoomScale=1;
self.scrollView.maximumZoomScale=7;
I did so many changes, and im not sure what is going on in there anymore!...
help would be sooo nice :)
UPDATE-
- (void)configureScrollView {
[self.contentView addSubview:self.contentArticle];
[self.scrollView addSubview:self.contentView];
CGRect textViewFrame = self.contentArticle.frame;
textViewFrame.size = [self.contentArticle contentSize];
self.contentArticle.frame = textViewFrame;
[self.scrollView setContentSize:textViewFrame.size];
self.contentArticle.editable=NO;
self.contentArticle.scrollEnabled=NO;
}
Try
- (void)configureScrollView{
self.contentView.autoresizingMask = UIViewAutoresizingNone;
self.contentArticle.autoresizingMask = UIViewAutoresizingNone;
CGRect textViewFrame = self.contentArticle.frame;
textViewFrame.size = [self.contentArticle contentSize];
self.contentArticle.frame = textViewFrame;
CGRect contentViewFrame = self.contentView.frame;
contentViewFrame.size.height = textViewFrame.origin.y+textViewFrame.size.height;
self.contentView.frame = contentViewFrame;
[self.scrollView setContentSize:contentViewFrame.size];
self.contentArticle.editable=NO;
self.contentArticle.scrollEnabled=NO;
//enable zoomIn
self.scrollView.delegate=self;
self.scrollView.minimumZoomScale=1;
self.scrollView.maximumZoomScale=7;
}
Source code
had same issue , tried to find solution for many days and finally i got it working.
I have a textview inside a scrollview.
disabled autolayout from storyboards
ive added the textview to scrollview with addsubview
and finally set the content of the scrollview, to the textview frame height.
Below my code:
_textView.text = stripped; //(some string ,yours: contentArticle)
[_textView sizeToFit];
CGRect frame = _textView.frame;
frame.size.height = _textView.contentSize.height;
_textView.scrollEnabled = NO;
_textView.frame = frame;
[self.scrollView addSubview:_textView];
[self.scrollView setContentSize:CGSizeMake(320,frame.size.height)];
Hope it helps!
You need to set self.contentView height first Use this code:
- (void)configureScrollView {
[self.contentView addSubview:self.contentArticle];
CGRect frame = self.contentArticle.frame;
frame.size.height = self.contentArticle.contentSize.height;
self.contentArticle.frame = frame;
[self.scrollView addSubview:self.contentView];
frame = self.contentView.frame;
frame.size.height += self.contentArticle.frame.height;
self.contentView.frame = frame;
self.scrollView.contentSize = self.contentView.frame.size;
self.contentArticle.editable=NO;
self.contentArticle.scrollEnabled=NO;
//enable zoomIn
self.scrollView.delegate=self;
self.scrollView.minimumZoomScale=1;
self.scrollView.maximumZoomScale=7;
}

How to load remote Images and save to a NSMutableArray

I am trying to Load 5 or 6 remotes images to a scrollview and swipe horizontal. I can get the URLs form my webserver (JSON output) , I'm trying to do this using AFnetworking for performances issues .
so far I can get the URL and load one picture to a UIImageview like this (Using Storyboard )
Jsonobject *items = [posterNSMarray objectAtIndex:0]; //load one url only
NSlog (#"Object url %#", items.pUrl); // picture URL
[self.imageview setImageWithURl :[NSURL URLWithString:items.pUrl] placeholderImage :[UIImage imageNamed:#"placeholder"]];
[EDITED QUESTION]
my question is how do I get all the images and save it to a NSMutableArray
Thanks for your help .
[EDIT]
Based upon your comments below, I might actually choose then a different methodology
Bring in All of your images. At this point you can use either UIImageView or UIButton actually to obtain the tap (from the scrollview) you wish. Assign the UIImages to your choice of UIButton or UIImageView, and the place them on your scrollview as you wish. You will have to dynamically create the actions for each Button or ImageView. Your action creation should then bring up another View to be place atop you scrollview, or another viewcontroller that you animate to, etc... In a View Controller you will have your UIImageView as full screen. At this point you can implement your own UIGestureRecognizers to implement the double taps, etc...
I would use a UIListView. Here is a great link to custom UIListView implementation.
http://cocoawithlove.com/2009/04/easy-custom-uitableview-drawing.html
I would load your images into an NSMutableArray, to be used by the drawing routine of the custom UITableView.
As for swiping, you can capture the swipe events, then you can do with the list items as you please (i.e. delete, edit, etc... from your image array).
Another link:
http://www.icodeblog.com/2009/05/24/custom-uitableviewcell-using-interface-builder/
From your question and comments it seems like you want to load a UIScrollView with multiple images and then swipe through each one. It also sounds like you want to be able to tap one and have it launch a blown up image for the user to view.
I wrote some of these functions for an old project (they are a little rough) but you may be able to use them as they are how I accomplished what I think you were asking.
-(void)setupPictures
{
imageSectionSlider = [[UIScrollView alloc]initWithFrame:CGRectMake(0, 0, 320, IMAGE_HEIGHT)];
imageSectionSlider.showsVerticalScrollIndicator = NO;
imageSectionSlider.showsHorizontalScrollIndicator = NO;
imageSectionSlider.pagingEnabled = YES;
imageSectionSlider.bounces = NO;
UIView* tilesHolder = [[UIView alloc]initWithFrame:CGRectMake(0, 0, (([[thisStory imageList]count] * (self.frame.size.width))), IMAGE_HEIGHT)];
tilesHolder.userInteractionEnabled = YES;
for (int count = 0; count < [[thisStory imageList]count]; count++)
{
[tilesHolder addSubview:[self createImageTile:[[thisStory imageList]objectAtIndex:count] Count:count Rect:CGRectMake( 320*count , 0, 320, IMAGE_HEIGHT)]];
}
[imageSectionSlider setContentSize:CGSizeMake( tilesHolder.frame.size.width , tilesHolder.frame.size.height)];
[imageSectionSlider addSubview:tilesHolder];
[tilesHolder release];
}
-(UIView*)createImageTile:(ImageItem*)input Count:(int)count Rect:(CGRect)rect
{
UIView* imageTile = [[UIView alloc]initWithFrame:rect];
[imageTile setTag:count];
UIImageView* image = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, imageTile.frame.size.width, imageTile.frame.size.height - 45)];
[image setImage:[input imageData]];
image.contentMode = UIViewContentModeScaleAspectFill;
image.clipsToBounds = YES;
image.userInteractionEnabled = YES;
image.tag = count;
UIGestureRecognizer* featureImageGesRec = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(countTaps:)];
[image addGestureRecognizer:featureImageGesRec];
[featureImageGesRec release];
[imageTile addSubview:image];
[image release];
return [imageTile autorelease];
}
- (void)countTaps:(NSObject*)sender {
tapCount++;
if (tapCount == 1) {
//do something with single tap
}
else if (tapCount == 2)
{
[NSObject cancelPreviousPerformRequestsWithTarget:self];
[self doubleTap:sender];
}
}
-(void)doubleTap:(NSObject*)sender
{
UITapGestureRecognizer* item = (UITapGestureRecognizer*)sender;
tapCount = 0;
//FullSizeImage
ImageItem* selectedItem = [[thisStory imageList]objectAtIndex:item.view.tag];
ExpandedView* pictureView = [[ExpandedView alloc]initWithImage:[selectedItem imageData]];
[thisParent.navigationController pushViewController:pictureView animated:YES];
[pictureView release];
}
Just pass your async loaded image here in this line...
[tilesHolder addSubview:[self createImageTile:/*Image*/ Count:count Rect:CGRectMake( 320*count , 0, 320, IMAGE_HEIGHT)]];
if you use AFNetworking Conect, you use Image Request concept :-
try this code:-
- (void)setupPage
{
scrollPage = 0 ;
scrollView = [[UIScrollView alloc]initWithFrame:CGRectMake(0.0f,0, 320,367)];
[scrollView setBackgroundColor:[UIColor clearColor]];
[scrollView setDelegate:self];
[self.view addSubview:scrollView];
NSUInteger nimages = 0;
CGFloat cx = 0;
CGFloat cy = 0;
for (; nimages < [stealArr count]; nimages++)
{
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, 0.0f,320.0f,367)];
CGRect rect = imageView.frame;
rect.size.height = 331;
rect.size.width = 320.0f;
rect.origin.y = 0.0f;
rect.origin.x = 0.0f+cx;
imageView.frame = rect;
[imageView setBackgroundColor:[UIColor clearColor]];
imageView.contentMode = UIViewContentModeScaleToFill;
[scrollView addSubview:imageView];
[imageView setImageWithURL:[NSURL URLWithString:#"http://i.imgur.com/r4uwx.jpg"] placeholderImage:[UIImage imageNamed:#"placeholderImage"]];
cx += scrollView.frame.size.width;
cy += scrollView.frame.size.height;
}
pageControl = [[UIPageControl alloc] initWithFrame:CGRectMake(0, 331.0f, 320, 36)] ;
[pageControl setCurrentPage:0] ;
[pageControl addTarget: self action: #selector(pageControlClicked:) forControlEvents: UIControlEventValueChanged] ;
[pageControl setDefersCurrentPageDisplay: YES];
[pageControl setBackgroundColor:[UIColor blackColor]];
[self.view addSubview:pageControl];
pageControl.numberOfPages = [stealArr count];
[scrollView setContentSize:CGSizeMake(cx,[scrollView bounds].size.height)];
[scrollView setPagingEnabled:TRUE];
}
when Your are scroll the page
- (void)scrollViewDidScroll:(UIScrollView *)sender {
// We don't want a "feedback loop" between the UIPageControl and the scroll delegate in
// which a scroll event generated from the user hitting the page control triggers updates from
// the delegate method. We use a boolean to disable the delegate logic when the page control is used.
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = scrollView.frame.size.width;
scrollPage = floor((scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
pageControl.currentPage = scrollPage;
be to unload the views+controllers which are no longer visible
}
for Paging
- (void)pageControlClicked:(id)sender
{
UIPageControl *thePageControl = (UIPageControl *)sender ;
// we need to scroll to the new index
[scrollView setContentOffset: CGPointMake(scrollView.bounds.size.width * thePageControl.currentPage, scrollView.contentOffset.y) animated: YES] ;
}

iOS - UIScrollView is not working (it doesn't scroll at all - the image stays fixed)

I would like to display an image (width: 320 pixels, height: 1250 pixels) in an image view.
When I compile the application I get no scrolling at all. The view stays fixed.
What I did:
Added an UIScrollView via Interface Builder to my view.
Added an UIImageView via Interface Builder to my view.
Verified that UIImageView is below UIScrollView in Interface Builder.
Set the size of the UIScrollView with ViewDidLoad.
How do I do this?
Code:
- (void)viewDidLoad
{
[super viewDidLoad];
scrollView.contentSize = CGSizeMake(320, 1250);
}
Screenshots:
ImageView:
ScrollView:
I just have done the same task..
Try this one.....
scrollView.delegate = self;
scrollView.scrollEnabled = YES;
int scrollWidth = 120;
scrollView.contentSize = CGSizeMake(scrollWidth,80);
int xOffset = 0;
imageView.image = [UIImage imageNamed:[imagesName objectAtIndex:0]];
for(int index=0; index < [imagesName count]; index++)
{
UIImageView *img = [[UIImageView alloc] init];
img.bounds = CGRectMake(10, 10, 50, 50);
img.frame = CGRectMake(5+xOffset, 0, 50, 50);
NSLog(#"image: %#",[imagesName objectAtIndex:index]);
img.image = [UIImage imageNamed:[imagesName objectAtIndex:index]];
[images insertObject:img atIndex:index];
scrollView.contentSize = CGSizeMake(scrollWidth+xOffset,110);
[scrollView addSubview:[images objectAtIndex:index]];
xOffset += 70;
}
Also set this one....
imagesName = [[NSArray alloc]initWithObjects:#"image1.jpg",#"image2.jpg",#"image3.jpg",#"image4.jpg",#"image5.jpg",#"image6.png",#"image7.png",#"image9.png",nil];
images = [[NSMutableArray alloc]init];
So for me the problem was that setting the content size didn't work in viewDidLoad(). I tried everything and I didn't understand why it wouldn't want to work, and then I tried the same stuff in viewDidAppear() and it magically worked...
From you last screenshot and from your comments it looks like your scrollView is way to big.
The scrollview must be visible on screen completely. For example a full screen UIScrollView on iPhone would have a size of 320 x 460.
If the scrollview is the same size as its content you can't scroll.
The greenish rectangle shows the size of your scrollview, the pinkish the size of your content (your image):
Xcode 11+, Swift 5
You can find the complete solution here.
I came across this same issue on iOS6 and the solution was to programmatically adjust the ContentSize.
So I will just quote from Raja (above) to show this:
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
NOTE: I was not having this issue on iOS5.. seems like iOS6 decided to do alot of prank just like the rotation/orientation saga
Since Xcode 5 it does not work like before. Also scrolling to the end of a scrollable text field makes problems. There are also differences between doing it on iPhone or iPad. On iPhone it worked without delayed timer.
This worked for me:
- (void)viewDidLoad
{
[super viewDidLoad];
NSTimer *timerforScrollView;
timerforScrollView =[NSTimer scheduledTimerWithTimeInterval:0.1
target:self selector:#selector(forScrollView)userInfo:nil repeats:NO];
}
- (void) forScrollView {
[scrollviewPad setScrollEnabled:YES];
[scrollviewPad setContentSize:CGSizeMake(768, 1015)]; // must be greater then the size in Storyboard
}
I found I had a similar problem but none of the above code worked. The issue was due to autolayout. I found that if I turned off autolayout by going to the storyboard clicking on Utilities -> File Inspector and unchecked Use Autolayout the scrolling did work (I also set scroll.contentSize = ...).
Sometimes autoLayout checkbox is ticked in the xib. That also creates this issue in xcode 5. Which makes the UIScrollView scrolling off.
Don't forget to add the category protocol to the interface, like this
#interface MyViewController : <UIScrollViewDelegate>
If you don't, you will not be able to set the scroll view delegate to self
(i.e. [MyScrollView setDelegate:self];)
If you do this, it should work.
My code is:
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[contentScrollView setDelegate:self];
[contentScrollView setScrollEnabled:YES];
contentScrollView.contentSize = CGSizeMake(310, 500);
contentScrollView.frame = CGRectMake(5, 188, 310, 193);
}
Did you assign the scroll's view delegate? Always remember these:
[self.scrollView setDelegate:self];
[self.scrollView setScrollEnabled:YES];
The image view has to be a subview (so inside AND below) of the scrollview. From your description it seems they are paralell
You forgot one line. Add this to your view load function:
[scrollView setScrollEnabled:YES];
You could try disabling AutoLayout. In XCode 5 I tested all the above answers and I could only scroll it by disabling autolayout and activating all autosizing masks under the Size Inspector. The following code was used too:
self.scrollView.contentSize = CGSizeMake(320, 900);
self.scrollView.delegate = self;
self.scrollView.scrollEnabled = YES;
self.scrollView.frame = self.view.frame;
CGRect scrollViewFrame = CGRectMake(0, 0, 320, 400);
self.scrollView = [[UIScrollView alloc] initWithFrame:scrollViewFrame];
[self.view addSubview:self.scrollView];
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
scrollView.delegate = self;
[self.scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView.clipsToBounds = YES;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
NSUInteger nimages = 0;
CGFloat cx = 0;
for (; ; nimages++) {
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", (nimages + 1)];
UIImage *image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = image.size.height;
rect.size.width = image.size.width;
rect.origin.x = ((scrollView.frame.size.width - image.size.width) / 2) + cx;
rect.origin.y = ((scrollView.frame.size.height - image.size.height) / 2);
imageView.frame = rect;
[scrollView addSubview:imageView];
[imageView release];
cx += scrollView.frame.size.width;
}
[scrollView setContentSize:CGSizeMake(cx, [scrollView bounds].size.height)];
Assuming that scrollView is a subview of view and fills it entirely you can use the following in viewDidLoad:
[scrollView setContentSize: CGSizeMake(self.view.frame.size.width, self.view.frame.size.height)];
I had a UIScrollView that was not scrolling and this allowed it to scroll.
Just add code
scrollView.contentSize = CGSizeMake(WIDTH,HEIGHT);
to method -(void)viewDidLayoutSubviews.
For more information checkout Stanford CS193p Lecture No 8 to understand View Controller Life cycle.
I had the same issue and was looking for the answer in this thread. I tried all the stuff, but nothing works. Then I found this:
.
You just need to deselect "Use Auto Layout" in File Inspector of your ViewController. Ta-Da, it works immediately for me. Enjoy.

UIImageView doesn't follow origin.x position

I am trying to add set of imageviews on a UIScrollView. My problem is that the imageviews are overlapping with each other even though I increase the x value. What's also weird is that this problem is only for devices with ios 4.2.1, but works on simulator 4.2 and other device ios.
Here is my code:
- (void)addScrollView {
[self setImages];
scrollView = [[UIScrollView alloc] initWithFrame:self.frame];
scrollView.delegate = self;
[scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView.clipsToBounds = YES;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
[self addSubview:scrollView];
NSUInteger nimages;
CGFloat cx = 0;
for (nimages = 1; nimages < [imagesArray count] ; nimages++) {
UIImage *image = [UIImage imageNamed:[imagesArray objectAtIndex:nimages]];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.origin.x = cx;
rect.origin.y = 0;
rect.size.width = 320;
rect.size.height = 480;
imageView.frame = rect;
[scrollView addSubview:imageView];
[imageView release];
cx += rect.size.width;
}
[scrollView setContentSize:CGSizeMake(cx, [scrollView bounds].size.height)];
}
Called from here:
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self addScrollView];
UIImage *handImg;
UIImageView *longhand = [[UIImageView alloc] init];
minuteHand = [[UIView alloc] initWithFrame:CGRectMake(0, 55, 320, 480)];
handImg = [UIImage imageNamed:#"clock_long_hand.png"];
longhand.image = handImg;
/************** TRY COMMENT OUT HERE **************/
longhand.frame = CGRectMake(155 - (handImg.size.width / 2), 240 - handImg.size.height, handImg.size.width, handImg.size.height);
[minuteHand addSubview:longhand];
[self addSubview:minuteHand];
/************** END COMMENT OUT HERE **************/
[longhand release];
}
return self;
}
UPDATE:
This code is in a UIView subclass which is why I use [self...] instead of [self.view...].
I tried experimenting and found that when I comment out the indicated parts, the scrollview works fine. But when it is included, this is when the imageviews are overlapped.
I know that the scrollview's content size is correct because its indicator continues to scroll, with just a plain black background.
I am really confused why this works on some ios and not on others. Hope you can help.
This might have something to do with autoresizing mask. The width actual images, I mean .png files is bigger than 320, right?

UITextView inside UIAlertView subclass

I'm trying to put a UITextView inside a custom subclass of UIAlertView that I create using a background image of mine. The UITextView is only for displaying large quantities of text (so the scrolling).
Here is the code of my subclass
- (id)initNarrationViewWithImage:(UIImage *)image text:(NSString *)text{
if (self = [super init]) {
self.backgroundImage = image;
UITextView * textView = [[UITextView alloc] initWithFrame:CGRectZero];
self.textualNarrationView = textView;
[textView release];
self.textualNarrationView.text = text;
self.textualNarrationView.backgroundColor = [UIColor colorWithRed:0.0 green:1.0 blue:0.0 alpha:1.0];
self.textualNarrationView.opaque = YES;
[self addSubview:textualNarrationView];
}
return self;
}
- (void)drawRect:(CGRect)rect {
NSLog(#"DRAU");
CGSize imageSize = self.backgroundImage.size;
[self.backgroundImage drawInRect:CGRectMake(0, 0, imageSize.width, imageSize.height)];
}
- (void)layoutSubviews {
CGSize imageSize = self.backgroundImage.size;
self.textualNarrationView.bounds = CGRectMake(0, 0, imageSize.width - 20, imageSize.height - 20);
self.textualNarrationView.center = CGPointMake(320/2, 480/2);
}
- (void)show{
[super show];
NSLog(#"SCIO");
CGSize imageSize = self.backgroundImage.size;
self.bounds = CGRectMake(0, 0, imageSize.width, imageSize.height);
self.center = CGPointMake(320/2, 480/2);
}
This is my first time subclassing a UIView, I'm surely missing something since the background image appears correctly, the UITextview also but after a fraction of a second it jumps all up (seems like a coordinate problem).
I've finally created my own customized version of UIAlertView and provided a UITextView inside of it. Here is what brought me to do so.
By doing it I experienced a weird behaviour when I was trying to attach the UITextView to a background UIImageView as a subview, it wasn't responsive to touches anymore, the way to make it work as expected was to attach it to the base view and implement the following method
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
by making it return YES when encessary.