Adding NSTimer in image slide and page contol to move images automatically - ios

Here is the image slider works fine when dragging manually the image changes with page control indicator change but I want to add the timer to the following code and move the images and indicator automatically. Please help me to apply NS timer in this code and also want to move from the last image to 1st image and so on.
#implementation DashboardViewController {
NSArray * animationArray;
}
#synthesize scroller = scroller;
#synthesize pageControl = pageControl;
-(void) viewDidLoad {
[super viewDidLoad];
scroller.pagingEnabled = YES;
scroller.showsHorizontalScrollIndicator = NO;
scroller.delegate = self;
animationArray = [NSArray arrayWithObjects: [UIImage imageNamed: # "image1.jpg"],
[UIImage imageNamed: # "image2.jpg"],
[UIImage imageNamed: # "image3.jpg"],
[UIImage imageNamed: # "image4.png"],
[UIImage imageNamed: # "image5.jpg"],
nil
];
CGRect scrollFrame = CGRectMake(0, 0, self.view.frame.size.width, self.scroller.frame.size.height);
scroller.frame = scrollFrame;
self.scroller.contentSize = CGSizeMake(self.scroller.frame.size.width * animationArray.count, self.scroller.frame.size.height);
for (int i = 0; i < animationArray.count; i++) {
CGRect frame;
frame.origin.x = self.scroller.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scroller.frame.size;
UIImageView * imgView = [
[UIImageView alloc] initWithFrame: CGRectMake(self.scroller.frame.size.width * i, 0, self.scroller.frame.size.width, self.scroller.frame.size.height)
];
imgView.image = [animationArray objectAtIndex: i];
imgView.frame = frame;
[self.scroller addSubview: imgView];
}
self.pageControl.currentPage = 0;
}
-(void) scrollViewDidScroll: (UIScrollView * ) sender {
if (!pageControlBeingUsed) {
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = self.scroller.frame.size.width;
int page = floor((self.scroller.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
self.pageControl.currentPage = page;
}
}
-(void) scrollViewWillBeginDragging: (UIScrollView * ) scrollView {
pageControlBeingUsed = NO;
}
-(void) scrollViewDidEndDecelerating: (UIScrollView * ) scrollView {
[self setIndiactorForCurrentPage];
}
-(void) setIndiactorForCurrentPage {
uint page = scroller.contentOffset.x / scroller.frame.size.width;
[pageControl setCurrentPage: page];
}
- (IBAction) changePage {
// Update the scroll view to the appropriate page
CGRect frame;
pageControl.currentPage = animationArray.count;
frame.origin.x = self.scroller.frame.size.width * self.pageControl.currentPage;
frame.origin.y = 0;
frame.size = self.scroller.frame.size;
[self.scroller scrollRectToVisible: frame animated: YES];
pageControlBeingUsed = YES;
}
- (void) didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
self.scroller = nil;
self.pageControl = nil;
}

Please try this code for NSTimer (i use collectionView for easy use)
var timer : Timer?
var currentFeaturedCouponIndex = 0
//MARK: - NSTimer -
func setupTimer(){
timer = Timer.scheduledTimer(timeInterval: 5.0, target: self, selector: #selector(self.scrollFeatured), userInfo: nil, repeats: true);
}
func scrollFeatured(){
if self.arrFeaturedCoupon.count > 0 {
//Becauese we scroll coupon if total is > 1
if self.arrFeaturedCoupon.count > 1 {
if self.currentFeaturedCouponIndex < self.arrFeaturedCoupon.count - 1 {
self.currentFeaturedCouponIndex = self.currentFeaturedCouponIndex + 1
}
else {
self.currentFeaturedCouponIndex = 0
}
self.pageControl.currentPage = currentFeaturedCouponIndex
//When currentFeaturedCouponIndex == 0 we make animated: false
if self.currentFeaturedCouponIndex == 0 {
self.featuredCouponColView.scrollToItem(at: self.featuredCouponCurrentIndexPath, at: UICollectionViewScrollPosition.left, animated: false)
}
else {
self.featuredCouponColView.scrollToItem(at: self.featuredCouponCurrentIndexPath, at: UICollectionViewScrollPosition.left, animated: true)
}
}
}
}
To invalidate timer when and where you want
func invalidateTimer(){
if timer != nil {
self.timer!.invalidate()
self.timer = nil
}
}

Related

How to move an image within a view

Trying to move an image within a subview by passing certain values in the app.How to calculate the pixel points "CGPoints" of the view.What will be the best way to this.
setFrame:CGRectMake(_imgstride.frame.origin.x+_imgstride.frame.size.width,
_imgstride.frame.origin.y, _imgstride.frame.size.width,
_imgstride.frame.size.height)];
I tried with the above code, the imageView is moving but not working the way i want.
Try This.
For Swift :
Its Work For me.imageview move in view.
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let myPanGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(myPanAction))
myPanGestureRecognizer.minimumNumberOfTouches = 1
myPanGestureRecognizer.maximumNumberOfTouches = 1
self.imageView.addGestureRecognizer(myPanGestureRecognizer)
}
func myPanAction(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self.view)
var recognizerFrame = recognizer.view?.frame
recognizerFrame?.origin.x += translation.x
recognizerFrame?.origin.y += translation.y
if (self.view.bounds.contains(recognizerFrame!)) {
recognizer.view?.frame = recognizerFrame!
}else{
if (recognizerFrame?.origin.y)! < self.view.bounds.origin.y {
recognizerFrame?.origin.y = 0
}else if ((recognizerFrame?.origin.y)! + (recognizerFrame?.size.height)! > self.view.bounds.size.height) {
recognizerFrame?.origin.y = self.view.bounds.size.height - (recognizerFrame?.size.height)!
}
if (recognizerFrame?.origin.x)! < self.view.bounds.origin.x {
recognizerFrame?.origin.x = 0
}else if ((recognizerFrame?.origin.x)! + (recognizerFrame?.size.width)! > self.view.bounds.size.width) {
recognizerFrame?.origin.x = self.view.bounds.size.width - (recognizerFrame?.size.width)!
}
}
recognizer.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
}
}
For Objective C :
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[self.imageview addGestureRecognizer:pan];
}
#pragma mark - Gesture Recognizer
-(void)handlePan:(UIPanGestureRecognizer *)gesture {
CGPoint translation = [gesture translationInView:self.view];
CGRect recognizerFrame = gesture.view.frame;
recognizerFrame.origin.x += translation.x;
recognizerFrame.origin.y += translation.y;
if (CGRectContainsRect(self.view.bounds, recognizerFrame)) {
gesture.view.frame = recognizerFrame;
}else {
if (recognizerFrame.origin.y < self.view.bounds.origin.y) {
recognizerFrame.origin.y = 0;
}else if (recognizerFrame.origin.y + recognizerFrame.size.height > self.view.bounds.size.height) {
recognizerFrame.origin.y = self.view.bounds.size.height - recognizerFrame.size.height;
}
if (recognizerFrame.origin.x < self.view.bounds.origin.x) {
recognizerFrame.origin.x = 0;
}else if (recognizerFrame.origin.x + recognizerFrame.size.width > self.view.bounds.size.width) {
recognizerFrame.origin.x = self.view.bounds.size.width - recognizerFrame.size.width;
}
}
[gesture setTranslation:CGPointMake(0, 0) inView:self.view];
}
#end

How to implement UI like iCarousel Rotary type, Objective-C?

I want to implement this type of UI (Horizontal Scrolling).
I know its kind of "iCarousel", Type = iCarouselTypeRotary. I tried with this library but I am getting this type UI. I cant able to customize fully:
If anyone know how to do this UI in native way orelse any library, please let me know. Any inputs will be appreciated.
The iCarousel library provides the iCarouselTypeCustom type.
The following is a custom example.
override func awakeFromNib() {
super.awakeFromNib()
for i in 0 ... 6 {
items.append(i)
}
}
override func viewDidLoad() {
super.viewDidLoad()
carousel.type = .custom
}
func numberOfItems(in carousel: iCarousel) -> Int {
return items.count
}
func carousel(_ carousel: iCarousel, viewForItemAt index: Int, reusing view: UIView?) -> UIView {
var label: UILabel
var itemView: UIImageView
if let view = view as? UIImageView {
itemView = view
label = itemView.viewWithTag(1) as! UILabel
} else {
itemView = UIImageView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
itemView.image = UIImage(named: "page.png")
itemView.layer.cornerRadius = 5
itemView.contentMode = .center
label = UILabel(frame: itemView.bounds)
label.backgroundColor = .clear
label.textAlignment = .center
label.font = label.font.withSize(50)
label.tag = 1
itemView.addSubview(label)
}
label.text = "\(items[index])"
return itemView
}
func carousel(_ carousel: iCarousel, valueFor option: iCarouselOption, withDefault value: CGFloat) -> CGFloat {
switch option {
case .visibleItems:
let elemento:Int = self.carousel.currentItemIndex as Int
print(elemento)
if elemento == 0 {
return 2;
}else if elemento == items.count-1 {
return 2;
}else {
return 3;
}
default:
return value
}
}
func carousel(_ carousel: iCarousel, itemTransformForOffset offset: CGFloat, baseTransform transform: CATransform3D) -> CATransform3D {
let offsetFactor:CGFloat = self.carousel(carousel, valueFor: .spacing, withDefault: 1.25) * carousel.itemWidth
let zFactor: CGFloat = 400.0
let normalFactor: CGFloat = 0
let shrinkFactor: CGFloat = 100.0
let f: CGFloat = sqrt(offset * offset + 1)-1
var trans = transform
trans = CATransform3DTranslate(trans, offset * offsetFactor, f * normalFactor, f * (-zFactor))
trans = CATransform3DScale(trans, 1 / (f / shrinkFactor + 1.0), 1 / (f / shrinkFactor + 1.0), 1.0 )
return trans
}
func carousel(_ carousel: iCarousel, shouldSelectItemAt index: Int) -> Bool {
return true
}
Finally I did with custom view and I have achieved UI as I need it. Here, I am providing my code for someone needy.
- (void)viewDidLoad
{
[super viewDidLoad];
_iCarouselItems = [[NSMutableArray alloc]init];
for (int i = 0; i < 10; i++)
{
[_iCarouselItems addObject:#(i)];
}
self.iCarouselView.dataSource = self;
self.iCarouselView.delegate = self;
_iCarouselView.type = iCarouselTypeCustom;
dispatch_async(dispatch_get_main_queue(), ^{
[_iCarouselView reloadData];
});
}
#pragma mark iCarousel methods
- (NSInteger)numberOfItemsInCarousel:(iCarousel *)carousel
{
return [_iCarouselItems count];
}
- (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSInteger)index reusingView:(UIView *)view
{
UILabel *label = nil;
//create new view if no view is available for recycling
if (view == nil)
{
NSLog(#"viewForItemAtIndex is %ld",(long)index);
//don’t do anything specific to the index within
//this `if (view == nil) {…}` statement because the view will be
//recycled and used with other index values later
view = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 200, 200.0f)];
// ((UIImageView *)view).image = [UIImage imageNamed:#"smiley-400x400.jpg"];
view.contentMode = UIViewContentModeCenter;
view.backgroundColor = [UIColor whiteColor];
view.layer.cornerRadius = 8;
view.layer.masksToBounds = true;
view.layer.borderColor = [UIColor grayColor].CGColor;
view.layer.borderWidth = 2;
label = [[UILabel alloc] initWithFrame:view.bounds];
label.backgroundColor = [UIColor clearColor];
label.textAlignment = NSTextAlignmentCenter;
label.font = [label.font fontWithSize:50];
label.tag = 1;
[view addSubview:label];
}
else
{
//get a reference to the label in the recycled view
label = (UILabel *)[view viewWithTag:1];
}
label.text = [_iCarouselItems[index] stringValue];
return view;
}
- (CATransform3D)carousel:(iCarousel *)carousel itemTransformForOffset:(CGFloat)offset baseTransform:(CATransform3D)transform
{
CGFloat offsetFactor = [self carousel:carousel valueForOption:iCarouselOptionSpacing withDefault:0.3]*carousel.itemWidth;
CGFloat zFactor = 400.0;
CGFloat normalFactor = 0;
CGFloat shrinkFactor = 100.0;
CGFloat f = sqrt(offset * offset + 1)-1;
transform = CATransform3DTranslate(transform, offset * offsetFactor, f * normalFactor, f * (-zFactor));
transform = CATransform3DScale(transform, 1 / (f / shrinkFactor + 1.0), 1 / (f / shrinkFactor + 1.0), 1.0 );
return transform;
}
- (BOOL)carousel:(iCarousel *)carousel shouldSelectItemAtIndex:(NSInteger)index
{
return true;
}
- (void)carousel:(iCarousel *)carousel didSelectItemAtIndex:(NSInteger)index
{
NSLog(#"Selected carouselindex is %ld",(long)index);
}
- (NSInteger)numberOfPlaceholdersInCarousel:(iCarousel *)carousel
{
//note: placeholder views are only displayed on some carousels if wrapping is disabled
return 0;
}
There are several solutions available for 3D carousels.
Take a look at that one for example:https://www.cocoacontrols.com/controls/parallaxcarousel
You can find the source code on Github. This project uses CABasicAnimation und you can install it using CocaPods.

Set height of delete button that appears on swipe in UITableViewCell

I have UITableViewCell as shown in figure below.
The cell occupy the height occupied by delete. The cell height is set so as to keep spacing between two cell.
Now, when i swipe and delete button appears (red in color), it occupies cell height as given in picture above. I simply want to set its height to height of white part only or say the height of gray button. Can anyone help me on how to set the height of delete button that appears after swipe in UITableViewCell?
The best way to solve this was overriding
-(void)layoutSubviews in YourCustomCell:UITableViewCell
then
if ([NSStringFromClass([subview class])isEqualToString:#"UITableViewCellDeleteConfirmationControl"]){
UIView *deleteButtonView = (UIView *)[subview.subviews objectAtIndex:0];
CGRect buttonFrame = deleteButtonView.frame;
buttonFrame.origin.x = Xvalue;
buttonFrame.origin.y = Yvalue;
buttonFrame.size.width = Width;
buttonFrame.size.height = Height;
deleteButtonView.frame = buttonFrame;
}
Use this code in your custom Cell class
-(void) layoutSubviews
{
NSMutableArray *subviews = [self.subviews mutableCopy];
UIView *subV = subviews[0];
if ([NSStringFromClass([subV class])isEqualToString:#"UITableViewCellDeleteConfirmationView"]){
[subviews removeObjectAtIndex:0];
CGRect f = subV.frame;
f.size.height = 106; // Here you set height of Delete button
subV.frame = f;
}
}
Swift 5, works for iOS12, iOS13 and iOS14
func tableView(_ tableView: UITableView, willBeginEditingRowAt indexPath: IndexPath) {
// for iOS13, iOS14
if let swipeContainerView = tableView.subviews.first(where: { String(describing: type(of: $0)) == "_UITableViewCellSwipeContainerView" }) {
if let swipeActionPullView = swipeContainerView.subviews.first, String(describing: type(of: swipeActionPullView)) == "UISwipeActionPullView" {
swipeActionPullView.frame.size.height -= 10
}
}
// for iOS12
tableView.subviews.forEach { subview in
if String(describing: type(of: subview)) == "UISwipeActionPullView" {
subview.frame.size.height -= 10
}
}
}
Add this method to your customCell.m file.
-(void) layoutSubviews
{
NSMutableArray *subviews = [self.subviews mutableCopy];
UIView *subview = subviews[0];
if ([NSStringFromClass([subview class])isEqualToString:#"UITableViewCellDeleteConfirmationView"]){
UIView *deleteButtonView = (UIView *)[subview.subviews objectAtIndex:0];
CGRect buttonFrame = deleteButtonView.frame;
buttonFrame.origin.x = deleteButtonView.frame.origin.x;
buttonFrame.origin.y = deleteButtonView.frame.origin.y;
buttonFrame.size.width = deleteButtonView.frame.size.width;
buttonFrame.size.height = 46;
deleteButtonView.frame = buttonFrame;
subview.frame=CGRectMake(subview.frame.origin.x, subview.frame.origin.y, subview.frame.size.width, 46);
deleteButtonView.clipsToBounds=YES;
subview.clipsToBounds=YES;
}
}
For IOS 13 , the Position has been yet again change , not inside table view it is once again in _UITableViewCellSwipeContainerView . Thus you should iterate through that as well.Take a look below
([NSStringFromClass([subview class])
isEqualToString:#"_UITableViewCellSwipeContainerView"]){
for (UIView *deleteButtonSubview in subview.subviews){
if ([NSStringFromClass([deleteButtonSubview class])
isEqualToString:#"UISwipeActionPullView"]) {
if ([NSStringFromClass([deleteButtonSubview.subviews[0] class]) isEqualToString:#"UISwipeActionStandardButton"]) {
//do what you want
}
}
}
}
Swift 5 - iOS 14
Change the way you are handling cell height to add spacing using the following:
override var frame: CGRect {
get {
return super.frame
}
set (newFrame) {
var frame = newFrame
frame.origin.y += 4
frame.size.height -= 10
super.frame = frame
}
}
Write below code in your custom cell hope it will work for you-
- (void)willTransitionToState:(UITableViewCellStateMask)state
{
[super willTransitionToState:state];
if(state == UITableViewCellStateShowingDeleteConfirmationMask)
{
[self performSelector:#selector(resetDeleteButtonSize) withObject:nil afterDelay:0];
}
}
- (void)resetDeleteButtonSize
{
NSMutableArray *subviews = [self.subviews mutableCopy];
while (subviews.count > 0)
{
UIView *subV = subviews[0];
[subviews removeObjectAtIndex:0];
if ([NSStringFromClass([subV class])isEqualToString:#"UITableViewCellDeleteConfirmationButton"])
{
CGRect f = subV.frame;
f.size.height = 74;
subV.frame = f;
break;
}
else
{
[subviews addObjectsFromArray:subV.subviews];
}
}
}
To see how it's work in IOS 11 please copy this Swift 4 code snippet in your UITableViewController:
override func tableView(_ tableView: UITableView, willBeginEditingRowAt indexPath: IndexPath) {
self.tableView.subviews.forEach { subview in
print("YourTableViewController: \(String(describing: type(of: subview)))")
if (String(describing: type(of: subview)) == "UISwipeActionPullView") {
if (String(describing: type(of: subview.subviews[0])) == "UISwipeActionStandardButton") {
var deleteBtnFrame = subview.subviews[0].frame
deleteBtnFrame.origin.y = 12
deleteBtnFrame.size.height = 155
// Subview in this case is the whole edit View
subview.frame.origin.y = subview.frame.origin.y + 12
subview.frame.size.height = 155
subview.subviews[0].frame = deleteBtnFrame
subview.backgroundColor = UIColor.yellow
}
}
}
}
This code working for IOS 11 and higher
SWIFT
override func layoutSubviews() {
super.layoutSubviews()
for subview in self.subviews {
if String(describing: type(of: subview.self)) == "UITableViewCellDeleteConfirmationView" {
let deleteButton = subview
let deleteButtonFrame = deleteButton.frame
let newFrame = CGRect(x: deleteButtonFrame.minX,
y: deleteButtonFrame.minY,
width: deleteButtonFrame.width,
height: yourHeight)
deleteButton.frame = newFrame
}
}
}

Pan, zoom, rotate UIView around anchorPoint using UIGestureRecognizer (iOS)

I'm trying to rotate, pan and zoom an UIView using UIGestureRecognizers. The recognisers are added to the superview, while the rotation,zoom etc is applied to a subview (_baseImage) this is to enable me to overlay other things on top of the subview in future while still receiving the gesture events.
The idea is that the UIView should scale/rotate around an "anchor" point on the subview underneath the two touch points as this seems the most natural. What I'm having problems with is the position of the subview after setting the anchorPoint, and also that the scale and rotation doesn't seem to use the set anchorPoint. My lack of understanding of overlapping co-ordinate systems/CGAffine transforms may be getting me into trouble. Code is pulled from various examples.
Here's my code as it stands at the moment:
-(void)setAnchorPoint:(CGPoint)anchorPoint forView:(UIView *)view
{
CGPoint oldOrigin = view.frame.origin;
view.layer.anchorPoint = anchorPoint;
CGPoint newOrigin = view.frame.origin;
CGPoint transition;
transition.x = newOrigin.x - oldOrigin.x;
transition.y = newOrigin.y - oldOrigin.y;
view.center = CGPointMake (view.center.x - transition.x, view.center.y - transition.y);
}
- (void) updateTransformWithOffset: (CGPoint) translation
{
// Create a blended transform representing translation,
// rotation, and scaling
_baseImage.transform = CGAffineTransformMakeTranslation(translation.x + tx, translation.y + ty);
_baseImage.transform = CGAffineTransformRotate(_baseImage.transform, theta);
_baseImage.transform = CGAffineTransformScale(_baseImage.transform, scale, scale);
}
- (void)adjustAnchorPointForGestureRecognizer:(UIGestureRecognizer *)uigr {
if (uigr.state == UIGestureRecognizerStateBegan) {
UIView *piece = self.view;
CGPoint locationInView = [uigr locationInView:_baseImage];
myFrame = _baseImage.frame;
CGPoint newAnchor = CGPointMake( (locationInView.x / piece.bounds.size.width), (locationInView.y / piece.bounds.size.height ));
[self setAnchorPoint:newAnchor forView:_baseImage];
}
}
- (void) handlePinch: (UIPinchGestureRecognizer *) uigr
{
[self adjustAnchorPointForGestureRecognizer:uigr];
if (uigr.state == UIGestureRecognizerStateBegan) {
initScale = scale;
}
scale = initScale*uigr.scale;
[self updateTransformWithOffset:CGPointZero];
}
I've found a solution to my specific problem with the anchorPoint. I was trying to apply transforms to a UIView added in Interface Builder which caused problems with the anchor point and setting new centre point, removing then re-adding the subview seemed to fix it. If anyone has similar problems here is the final code I used on my view controller, it does scale,rotate and pan on a UIView using the touch position as centre for rotate and scale:
#import "ViewController.h"
#interface ViewController (){
CGFloat tx; // x translation
CGFloat ty; // y translation
CGFloat scale; // zoom scale
CGFloat theta; // rotation angle
CGFloat initScale ;
CGFloat initTheta ;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(handleRotation:)];
[rotationGesture setDelegate:self];
[self.view addGestureRecognizer:rotationGesture];
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinch:)];
[pinchGesture setDelegate:self];
[self.view addGestureRecognizer:pinchGesture];
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[panGesture setDelegate:self];
[panGesture setMinimumNumberOfTouches:1];
[panGesture setMaximumNumberOfTouches:1];
[self.view addGestureRecognizer:panGesture];
_baseImage.transform = CGAffineTransformIdentity;
tx = 0.0f; ty = 0.0f; scale = 1.0f; theta = 0.0f;
scale = 1.0;
//removing and adding back to the view seems to fix problems with anchor point I was having, I suspect because of IB layout/scaling and constraints etc
UIView *mySuperView =_baseImage.superview;
[_baseImage removeFromSuperview];
[mySuperView addSubview:_baseImage];
}
-(void)setAnchorPoint:(CGPoint)anchorPoint forView:(UIView *)myview
{
CGPoint oldOrigin = myview.frame.origin;
myview.layer.anchorPoint = anchorPoint;
CGPoint newOrigin = myview.frame.origin;
CGPoint transition;
transition.x = (newOrigin.x - oldOrigin.x);
transition.y = (newOrigin.y - oldOrigin.y);
CGPoint myNewCenter = CGPointMake (myview.center.x - transition.x, myview.center.y - transition.y);
myview.center = myNewCenter;
}
- (void) updateTransformWithOffset: (CGPoint) translation
{
// Create a blended transform representing translation,
// rotation, and scaling
_baseImage.transform = CGAffineTransformMakeTranslation(translation.x + tx, translation.y + ty);
_baseImage.transform = CGAffineTransformRotate(_baseImage.transform, theta);
_baseImage.transform = CGAffineTransformScale(_baseImage.transform, scale, scale);
}
- (void)adjustAnchorPointForGestureRecognizer:(UIGestureRecognizer *)uigr {
if (uigr.state == UIGestureRecognizerStateBegan) {
tx =_baseImage.transform.tx;
ty =_baseImage.transform.ty;
CGPoint locationInView = [uigr locationInView:_baseImage];
CGPoint newAnchor = CGPointMake( (locationInView.x / _baseImage.bounds.size.width), (locationInView.y / _baseImage.bounds.size.height ));
[self setAnchorPoint:newAnchor forView:_baseImage];
}
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
// if the gesture recognizers are on different views, don't allow simultaneous recognition
if (gestureRecognizer.view != otherGestureRecognizer.view)
return NO;
if (![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] && ![otherGestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
return YES;
}
return NO;
}
- (void) handleRotation: (UIRotationGestureRecognizer *) uigr
{
if (uigr.state == UIGestureRecognizerStateBegan) {
initTheta = theta;
}
theta = initTheta+uigr.rotation;
[self adjustAnchorPointForGestureRecognizer:uigr];
[self updateTransformWithOffset:CGPointZero];
}
- (void) handlePinch: (UIPinchGestureRecognizer *) uigr
{
if (uigr.state == UIGestureRecognizerStateBegan) {
initScale = scale;
}
scale = initScale*uigr.scale;
[self adjustAnchorPointForGestureRecognizer:uigr];
[self updateTransformWithOffset:CGPointZero];
}
- (void) handlePan: (UIPanGestureRecognizer *) uigr
{
CGPoint translation = [uigr translationInView:_baseImage.superview];
[self adjustAnchorPointForGestureRecognizer:uigr];
[self updateTransformWithOffset:translation];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
The OP's original solution translated to Swift 2.0. I left out the workaround since it doesn't seem to be an issue anymore.
class ViewController: UIViewController {
var tx:CGFloat = 0.0 // x translation
var ty:CGFloat = 0.0 // y translation
var scale:CGFloat = 1.0 // zoom scale
var theta:CGFloat = 0.0 // rotation angle
var initScale:CGFloat = 1.0
var initTheta:CGFloat = 0.0
var transformedView: UIView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
transformedView.frame = CGRect(x: 0, y: 0, width: 200, height: 200)
transformedView.backgroundColor = UIColor.blueColor()
view.addSubview(transformedView)
let rotationGesture = UIRotationGestureRecognizer(target: self, action: #selector(OHPlastyViewController.handleRotation(_:)))
rotationGesture.delegate = self
view.addGestureRecognizer(rotationGesture)
let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(OHPlastyViewController.handlePinch(_:)))
pinchGesture.delegate = self
view.addGestureRecognizer(pinchGesture)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(OHPlastyViewController.handlePan(_:)))
panGesture.delegate = self
panGesture.minimumNumberOfTouches = 1
panGesture.maximumNumberOfTouches = 1
view.addGestureRecognizer(panGesture)
}
func setAnchorPoint(anchorPoint: CGPoint, forView myView: UIView) {
let oldOrigin: CGPoint = myView.frame.origin
myView.layer.anchorPoint = anchorPoint
let newOrigin = myView.frame.origin
let transition = CGPoint(x: newOrigin.x - oldOrigin.x, y: newOrigin.y - oldOrigin.y)
let myNewCenter = CGPoint(x: myView.center.x - transition.x, y: myView.center.y - transition.y)
myView.center = myNewCenter
}
func updateTransformWithOffset(translation: CGPoint) {
transformedView.transform = CGAffineTransformMakeTranslation(translation.x + tx, translation.y + ty)
transformedView.transform = CGAffineTransformRotate(transformedView.transform, theta)
transformedView.transform = CGAffineTransformScale(transformedView.transform, scale, scale)
}
func adjustAnchorPointForGestureRecognizer(recognizer: UIGestureRecognizer) {
if (recognizer.state == .Began) {
tx = transformedView.transform.tx
ty = transformedView.transform.ty
let locationInView = recognizer.locationInView(transformedView)
let newAnchor = CGPoint(x: (locationInView.x / transformedView.bounds.size.width), y: (locationInView.y / transformedView.bounds.size.height))
setAnchorPoint(newAnchor, forView: transformedView)
}
}
func handleRotation(recognizer: UIRotationGestureRecognizer) {
if recognizer.state == .began {
initTheta = theta
}
theta = initTheta + recognizer.rotation
adjustAnchorPointForGestureRecognizer(recognizer)
updateTransformWithOffset(CGPointZero)
}
func handlePinch(recognizer: UIPinchGestureRecognizer) {
if recognizer.state == .began {
initScale = scale
}
scale = initScale * recognizer.scale
adjustAnchorPointForGestureRecognizer(recognizer)
updateTransformWithOffset(CGPointZero)
}
func handlePan(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translationInView(transformedView.superview)
adjustAnchorPointForGestureRecognizer(recognizer)
updateTransformWithOffset(translation)
}
}
extension ViewController: UIGestureRecognizerDelegate {
func gestureRecognizer(gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWithGestureRecognizer otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer.view != otherGestureRecognizer.view {
return false
}
if !gestureRecognizer.isKindOfClass(UITapGestureRecognizer.self) && !otherGestureRecognizer.isKindOfClass(UITapGestureRecognizer.self) {
return true
}
return false
}
}

How do you vertically align the UICollectionViewCells in a UICollectionView?

I have cells of varying height on a horizontally scrolling UICollectionView that appears to evenly distribute the cells vertically leaving empty space in between the cells and I would like to top align them and have the variable empty space at the bottom of each column.
I extended my UICollectionViewFlowLayout provided to my UICollectionView. The following overriding worked for me.
#import "TopAlignedCollectionViewFlowLayout.h"
const NSInteger kVerticalSpacing = 10;
#implementation TopAlignedCollectionViewFlowLayout
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray* attributesToReturn = [super layoutAttributesForElementsInRect:rect];
for (UICollectionViewLayoutAttributes* attributes in attributesToReturn) {
if (nil == attributes.representedElementKind) {
NSIndexPath* indexPath = attributes.indexPath;
attributes.frame = [self layoutAttributesForItemAtIndexPath:indexPath].frame;
}
}
return attributesToReturn;
}
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes* currentItemAttributes =
[super layoutAttributesForItemAtIndexPath:indexPath];
UIEdgeInsets sectionInset = [(UICollectionViewFlowLayout *)self.collectionView.collectionViewLayout sectionInset];
if (indexPath.item == 0) {
CGRect frame = currentItemAttributes.frame;
frame.origin.y = sectionInset.top;
currentItemAttributes.frame = frame;
return currentItemAttributes;
}
NSIndexPath* previousIndexPath = [NSIndexPath indexPathForItem:indexPath.item-1 inSection:indexPath.section];
CGRect previousFrame = [self layoutAttributesForItemAtIndexPath:previousIndexPath].frame;
CGFloat previousFrameRightPoint = previousFrame.origin.y + previousFrame.size.height + kVerticalSpacing;
CGRect currentFrame = currentItemAttributes.frame;
CGRect strecthedCurrentFrame = CGRectMake(currentFrame.origin.x,
0,
currentFrame.size.width,
self.collectionView.frame.size.height
);
if (!CGRectIntersectsRect(previousFrame, strecthedCurrentFrame)) {
CGRect frame = currentItemAttributes.frame;
frame.origin.y = frame.origin.y = sectionInset.top;
currentItemAttributes.frame = frame;
return currentItemAttributes;
}
CGRect frame = currentItemAttributes.frame;
frame.origin.y = previousFrameRightPoint;
currentItemAttributes.frame = frame;
return currentItemAttributes;
}
#end
I ported this to Xamarin/MonoTouch for my project and thought it could be useful
public class TopAlignedCollectionViewFlowLayout : UICollectionViewFlowLayout
{
const int VerticalSpacing = 10;
public override UICollectionViewLayoutAttributes[] LayoutAttributesForElementsInRect(RectangleF rect)
{
var attributesToReturn = base.LayoutAttributesForElementsInRect(rect);
foreach (UICollectionViewLayoutAttributes attributes in attributesToReturn)
{
if (attributes.RepresentedElementKind == null)
{
var indexPath = attributes.IndexPath;
attributes.Frame = this.LayoutAttributesForItem(indexPath).Frame;
}
}
return attributesToReturn;
}
public override UICollectionViewLayoutAttributes LayoutAttributesForItem(NSIndexPath indexPath)
{
var currentItemAttributes = base.LayoutAttributesForItem(indexPath);
UIEdgeInsets sectionInset = ((UICollectionViewFlowLayout) this.CollectionView.CollectionViewLayout).SectionInset;
if (indexPath.Item == 0)
{
var frame1 = currentItemAttributes.Frame;
frame1.Y = sectionInset.Top;
currentItemAttributes.Frame = frame1;
return currentItemAttributes;
}
var previousIndexPath = NSIndexPath.FromItemSection(indexPath.Item - 1, indexPath.Section);
var previousFrame = this.LayoutAttributesForItem(previousIndexPath).Frame;
var previousFrameRightPoint = previousFrame.Y + previousFrame.Size.Height + VerticalSpacing;
var currentFrame = currentItemAttributes.Frame;
var strecthedCurrentFrame = new RectangleF(currentFrame.X, 0, currentFrame.Size.Width, this.CollectionView.Frame.Size.Height);
if (!previousFrame.IntersectsWith(strecthedCurrentFrame))
{
var frame = currentItemAttributes.Frame;
frame.Y = frame.Y = sectionInset.Top;
currentItemAttributes.Frame = frame;
return currentItemAttributes;
}
RectangleF frame2 = currentItemAttributes.Frame;
frame2.Y = previousFrameRightPoint;
currentItemAttributes.Frame = frame2;
return currentItemAttributes;
}
}
I imagine you are using a UICollectionViewFlowLayout to layout your cells. I don't think you can do this with a flow layout. You probably have to write a custom subclass of UICollectionViewLayout to align the top edges of each cell.
This is not a very pretty solution, but what about forcing all of your cells to be the same size and setting up the constrains in your cell to align the content to the top? This could simulate the look you are going for without having to subclass UICollectionViewLayout.

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