How to apply an animation effect to UIImageView slideshow - ios

On Swift 3.0 how can I apply some animation effect to this slideshow? Cannot find animation effects related to animationWithDuration method.
let image1 = UIImage(named: "image1")!
let image2 = UIImage(named: "image2")!
let image3 = UIImage(named: "image3")!
var imagesArray : [UIImage] = []
override func viewDidLoad() {
super.viewDidLoad()
imagesArray = [image1, image2, image3]
myView.clipsToBounds = true
myView.animationImages = imagesArray
myView.animationDuration = 10.0
myView.animationRepeatCount = 0
myView.startAnimating()
}

It looks like you are using the build in frame animation for UIImageView. This is designed to just cycle through the images, like an animated gif. It doesn't really have more sophisticated animation than that. What you can do if you want transition effects is alternate between two image views and use the UIView Animation methods to switch between them. This just does a crossfade by manipulating alpha:
var images = [UIImage]()
var currentImageindex = 0
func animateImageViews() {
swap(&firstImageView, &secondImageView)
secondImageView.image = images[currentImageindex]
currentImageindex = (currentImageindex + 1) % images.count
UIView.animate(withDuration: 1, animations: {
self.firstImageView.alpha = 0
self.secondImageView.alpha = 1
}, completion: { _ in
self.animateImageViews()
})
}
Here is playground that shows how it works. You need to drop 2 images into the resources folder named 1.png and 2.png for it to work. Note that setting the view frames like this is horrible programming practice i just did it here for brevity. use interface builder and autolayout in your actual code.
import PlaygroundSupport
import UIKit
class Demo: UIViewController {
let button = UIButton()
var firstImageView = UIImageView()
var secondImageView = UIImageView()
var images = [UIImage]()
var currentImageindex = 0
override func viewDidLoad() {
view.addSubview(firstImageView)
view.addSubview(secondImageView)
images.append(UIImage(named: "1.png")!)
images.append(UIImage(named: "2.png")!)
firstImageView.image = images[0]
secondImageView.image = images[1]
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
firstImageView.frame = view.frame
secondImageView.frame = view.frame
}
override func viewDidAppear(_ animated: Bool) {
animateImageViews()
}
func animateImageViews() {
swap(&firstImageView, &secondImageView)
secondImageView.image = images[currentImageindex]
currentImageindex = (currentImageindex + 1) % images.count
UIView.animate(withDuration: 1, animations: {
self.firstImageView.alpha = 0
self.secondImageView.alpha = 1
}, completion: { _ in
self.animateImageViews()
})
}
}
let viewcontroller = Demo()
viewcontroller.view.frame = CGRect(x: 0, y: 0, width: 100, height: 100)
PlaygroundPage.current.liveView = viewcontroller.view

Related

Animate thru various images in Swift - Using customized Load View

I have a customLoader which I would like to call anytime a user logs in. I want to animate thru all seven photos in gifArray.
import UIKit
class CustomLoader: UIView {
static let instance = CustomLoader()
let gifArray: [UIImage] = [UIImage(named: "beer1")!,UIImage(named: "beer2")!,UIImage(named: "beer3")!,UIImage(named: "beer4")!,UIImage(named: "beer5")!,UIImage(named: "beer6")!,UIImage(named: "beer7")!]
lazy var transparentView:UIView = {
let transparentView = UIView(frame: UIScreen.main.bounds)
transparentView.backgroundColor = UIColor.black.withAlphaComponent(0.7)
transparentView.isUserInteractionEnabled = false
return transparentView
} ()
lazy var gifImage: UIImageView = {
var gifImage = UIImageView(frame: CGRect(x: 0, y: 0, width: 200.00, height: 100))
gifImage.contentMode = .scaleAspectFit
gifImage.center = transparentView.center
gifImage.isUserInteractionEnabled = false
return gifImage
} ()
func animate() {
for image in gifArray {
gifImage.image = image
gifImage.animationRepeatCount = 1
gifImage.startAnimating()
}
}
func showLoader() {
self.addSubview(transparentView)
self.transparentView.addSubview(gifImage)
self.transparentView.bringSubviewToFront(self.gifImage)
animate()
}
func hideLoader() {
self.transparentView.removeFromSuperview()
}
}
I call it when the user logs in
In ViewDidLoad:
CustomLoader.instance.showLoader()
view.addSubview(CustomLoader.instance.transparentView)
view.bringSubviewToFront(CustomLoader.instance.transparentView)
Problem: It unfortunately just shows the last image. How do i fix this?
The for loop here sets the last image
for image in gifArray {
instead you need
gifImage.isUserInteractionEnabled = false
gifImage.animationImages = gifArray
Then
func animate() {
gifImage.startAnimating()
}

UIView.animate with imageArray inside of UIScrollView but with effect like paging enable

I'm new in Swift but I have some basic experience.
I have successfully created an animation with three images and they repeat themselves. But I would like the effect of this repetition to be like when you in attributes inspector of UIScrollView check paging enable.
Inside of options: UIView.AnimationOptions I tried different Constants but I can not find that suits me.
My question: Can I animate image array like you swipe images in scroll view with paging enable?
class ViewController: UIViewController {
#IBOutlet weak var mainScrollView: UIScrollView!
var imageArray = [UIImage]()
override func viewDidLoad() {
super.viewDidLoad()
imageArray = [UIImage(named: "forest")!, UIImage(named: "slika1")!, UIImage(named: "slika2")!]
for i in 0..<imageArray.count {
let imageView = UIImageView()
imageView.image = imageArray[i]
imageView.contentMode = .scaleAspectFit
let xPosition = self.miniView.frame.width * CGFloat(i)
imageView.frame = CGRect(x: xPosition, y: 0, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
mainScrollView.contentSize.width = mainScrollView.frame.width * CGFloat(i + 1)
mainScrollView.addSubview(imageView)
}
startAnimating()
}
func startAnimating() {
var newOffset = mainScrollView.contentOffset
newOffset.x = 0.0
newOffset.x += mainScrollView.frame.width * CGFloat(imageArray.count - 1)
UIView.animate(withDuration: Double(imageArray.count), delay: 5, options: [.repeat, .allowUserInteraction], animations: {
self.mainScrollView.contentOffset = newOffset
})
}
}
Ok, if i correctly understand what you want, this is the correct answer.
Animate page by page, with a 5 seconds delay with one animation and another.
You need to use Timer.scheduledTimer to trigger method that scroll to the next page. With that solution, you can check paging enable ON, so the user can change the page itself.
I hope it helps
class ViewController: UIViewController {
#IBOutlet weak var mainScrollView: UIScrollView!
var imageArray = [UIImage]()
var currentPage = 0
override func viewDidLoad() {
super.viewDidLoad()
imageArray = [UIImage(named: "forest")!, UIImage(named: "slika1")!, UIImage(named: "slika2")!]
for i in 0..<imageArray.count {
let imageView = UIImageView()
imageView.image = imageArray[i]
imageView.contentMode = .scaleAspectFit
let xPosition = self.miniView.frame.width * CGFloat(i)
imageView.frame = CGRect(x: xPosition, y: 0, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
mainScrollView.contentSize.width = mainScrollView.frame.width * CGFloat(i + 1)
mainScrollView.addSubview(imageView)
}
Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(startAnimating), userInfo: nil, repeats: true)
}
#objc func startAnimating() {
//that line check if the current page is the last one, and set it to the first, otherwise, it increment the currentPage
self.currentPage = (self.currentPage == imageArray.count-1) ? 0 : self.currentPage+1
var newOffset = mainScrollView.contentOffset
newOffset.x = mainScrollView.frame.width * CGFloat(self.currentPage)
self.mainScrollView.setContentOffset(newOffset, animated: true)
}
}

Paging UIScrollView seems to place content off centre

I have a UIScrollView that I want to have paging functionality (think an initial splash screen). I want that content (a UILabel and a UIImageView) to be placed centrally in each paging view on the scrollView. My problem is is that it is always slightly off centre ().
Here is the complete code:
var splashScreenObjects = [SplashScreenObject]()
var imageViewArray = [UIImageView]()
var subtitleViewArray = [UILabel]()
#IBOutlet var scrollView: UIScrollView!
#IBOutlet var pageControl: UIPageControl!
override func viewDidLoad() {
super.viewDidLoad()
createSplashScreenObjects()
configurePageControl()
configureScrollView()
}
func createSplashScreenObjects() {
let firstScreen: SplashScreenObject = SplashScreenObject(subtitle: "Medication reminders on your phone. Never miss your next dose", image: UIImage(named: "splashScreen1")!)
let secondScreen: SplashScreenObject = SplashScreenObject(subtitle: "Track how good you have been with your medication", image: UIImage(named: "splashScreen2")!)
let thirdScreen: SplashScreenObject = SplashScreenObject(subtitle: "The better you are with your medication, the more points you'll earn!", image: UIImage(named: "splashScreen3")!)
splashScreenObjects.append(firstScreen)
splashScreenObjects.append(secondScreen)
splashScreenObjects.append(thirdScreen)
}
func configureScrollView() {
self.scrollView.layoutIfNeeded()
self.scrollView.showsHorizontalScrollIndicator = false
self.scrollView.showsVerticalScrollIndicator = false
self.scrollView.pagingEnabled = true
self.scrollView.delegate = self
let width = view.frame.size.width
for index in 0..<splashScreenObjects.count {
let subtitle = UILabel(frame: CGRectMake((width * CGFloat(index)) + 25, self.scrollView.frame.size.height-75, width-50, 75))
subtitle.text = splashScreenObjects[index].subtitle
subtitle.textAlignment = NSTextAlignment.Center
subtitle.textColor = UIColor.whiteColor()
subtitle.font = UIFont(name:"Ubuntu", size: 16)
subtitle.numberOfLines = 2
subtitle.backgroundColor = UIColor.clearColor()
self.scrollView.addSubview(subtitle)
self.subtitleViewArray.append(subtitle)
subtitle.alpha = 0
let mainImage = UIImageView(frame: CGRectMake((width * CGFloat(index)), 50, width, self.scrollView.frame.size.height-150))
mainImage.image = splashScreenObjects[index].image
mainImage.contentMode = UIViewContentMode.ScaleAspectFit
self.scrollView.addSubview(mainImage)
self.imageViewArray.append(mainImage)
mainImage.alpha = 0
}
self.scrollView.contentSize = CGSizeMake(width * CGFloat(splashScreenObjects.count), self.scrollView.frame.size.height-50)
animateViews(Int(0))
}
func configurePageControl() {
self.pageControl.numberOfPages = splashScreenObjects.count
self.pageControl.currentPage = 0
self.view.addSubview(pageControl)
pageControl.addTarget(self, action: #selector(SplashViewController.changePage(_:)), forControlEvents: UIControlEvents.ValueChanged)
}
func changePage(sender: AnyObject) -> () {
let x = CGFloat(pageControl.currentPage) * self.view.frame.size.width
scrollView.setContentOffset(CGPointMake(x, 0), animated: true)
}
func scrollViewDidEndDecelerating(scrollView: UIScrollView) {
let pageNumber = round(scrollView.contentOffset.x / self.view.frame.size.width)
pageControl.currentPage = Int(pageNumber)
animateViews(Int(pageNumber))
}
func animateViews(pageNumber: Int) {
UIView.animateWithDuration(0.5, animations: {
self.imageViewArray[pageNumber].alpha = 1.0
self.subtitleViewArray[pageNumber].alpha = 1.0
})
}
Here are my auto layout constraints for the UIScrollView:
Your leading and trailing spaces are both -20, which means that the scroll view is 40 points wider than its superview. Change these to 0.
You should replace
self.scrollView.layoutIfNeeded()
to
self.view.layoutIfNeeded()
because layoutIfNeeded layout caller subviews, not itself. So, scrollView, when you add subtitle and mainImage on it, has wrong frame.

Infinite loop scrolling using UIScrollView in Swift

I am trying to make an infinite loop image gallery app. I did it by setting up a UIScrollView inside which I inserted UIImageViews.
I am able to load 4 images and swipe between them, but the problem I have is how to implement the infinite scroll, so that after the last image, the first one appears and opposite.
As I am newbie in Swift, I don't know how to handle this problem nor where to start. I will appreciate any suggestion, example or link on how to solve this problem.
Thanks in advance!
Here is the peace of my code:
class FirstViewController: UIViewController {
#IBOutlet weak var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
self.scrollView.frame = CGRectMake(0, 0, self.view.frame.width, self.view.frame.height)
let scrollViewWidth: CGFloat = self.scrollView.frame.width
let scrollViewHeight: CGFloat = self.scrollView.frame.height
let numPics: Int = 3
let imgOne = UIImageView()
let imgTwo = UIImageView()
let imgThree = UIImageView()
let imgFour = UIImageView()
var arrPics = [imgOne, imgTwo, imgThree, imgFour]
var arrSlide = ["slide1.png", "slide2.png", "slide3.png", "slide4.png"]
for i in 0...numPics {
arrPics[i] = UIImageView(frame: CGRectMake(0,scrollViewHeight * CGFloat(i),scrollViewWidth, scrollViewHeight))
arrPics[i].image = UIImage(named: arrSlide[i])
self.scrollView.addSubview(arrPics[i])
}
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.width, self.scrollView.frame.height*4)
}
Don't use a scroll view but either a table view or a collection view.
The delegates of both classes want a cell count from you. Then give the delegates an insane number of cells, a number so high that it is totally unlikely that any human being will ever scroll to reach the end. Something like 9999999 cells. This is no problem for such classes because in the background implementation they do not create really this high number of cells but only maximal the number of cells which could be visible at the same time on the screen. The cells in fact are reused. So when cells are falling out at the bottom those cells are going to be reused at the top and vice versa. As a last point is: set the starting point in the middle of such a high number, something like 5555555. I think that is the easiest solution if you are not going to implement a full image recycling algorithm like they did.
#IBOutlet weak var scrollView: UIScrollView!
var scrollViewHeight: CGFloat!
let numPics: Int = 4
override func viewDidLoad()
{
super.viewDidLoad()
scrollView.delegate = self
self.scrollView.frame = CGRectMake(0, 0, self.view.frame.width, self.view.frame.height)
let scrollViewWidth: CGFloat = self.scrollView.frame.width
scrollViewHeight = self.scrollView.frame.height
let imgOne = UIImageView()
let imgTwo = UIImageView()
let imgThree = UIImageView()
let imgFour = UIImageView()
let imgFive = UIImageView()
var arrPics = [imgOne, imgTwo, imgThree, imgFour,imgFive]
var arrSlide = ["slide1.jpeg", "slide1.jpeg", "slide1.jpeg", "slide1.jpeg","slide1.jpeg"]
for i in 0...numPics {
arrPics[i] = UIImageView(frame: CGRectMake(0,scrollViewHeight * CGFloat(i),scrollViewWidth, scrollViewHeight))
arrPics[i].image = UIImage(named: arrSlide[i])
self.scrollView.addSubview(arrPics[i])
}
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.width, self.scrollView.frame.height * CGFloat(numPics+1))
}
func scrollViewDidScroll(scrollView: UIScrollView)
{
scrollViewHeight = self.scrollView.frame.height
self.scrollView.contentSize = CGSizeMake(self.scrollView.frame.width, self.scrollView.frame.height * scrollViewHeight )
}
Using Timer you can use infinite scrolling like below
func showview() {
if(videosimageslider.isEmpty) {
// print("Empty Array")
} else {
// print("Not Empty ")
// print(videosimageslider.count)
for var index=0; index<videosimageslider.count; index++ {
if let url = NSURL(string: videosimageslider[index]) {
if let data = NSData(contentsOfURL: url){
if let imageUrl = UIImage(data: data) {
let myimageview:UIImageView = UIImageView()
// myimageview.image = imageUrl
let block: SDWebImageCompletionBlock! = {(image: UIImage!, error: NSError!, cacheType: SDImageCacheType, imageUrl: NSURL!) -> Void in
//println(self)
}
// let url = NSURL(string: "http://yikaobang-test.u.qiniudn.com/FnZTPYbldNXZi7cQ5EJHmKkRDTkj")
myimageview.sd_setImageWithURL(url, completed: block)
myimageview.frame.size.width = imagewidth
myimageview.frame.size.height = imageheight
myimageview.contentMode = UIViewContentMode.ScaleToFill
myimageview.frame.origin.x = xscrollpos
myimageview.frame.origin.y = 5
scrollview!.addSubview(myimageview)
xscrollpos += imagewidth
scrollviewcontentSize += imagewidth
scrollview.contentSize = CGSize(width: scrollviewcontentSize, height: imageheight)
}
}
}
}
scrollingTimer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: "newStartScrolling", userInfo: nil, repeats: true)
scrollingTimer.fire()
}
}
// call the timer function //
func newStartScrolling() {
var currentOffset = scrollview.contentOffset
currentOffset = CGPointMake(currentOffset.x+3, currentOffset.y )
if(currentOffset.x < scrollview.contentSize.width - 500) {
scrollview.setContentOffset(currentOffset, animated: false)
currentOffset = CGPointMake(0, currentOffset.y )
//scrollview.contentSize = CGSize(width: 0, height: 0);
} else {
scrollingTimer.invalidate()
showview()
}
}
This is what will solve your problem, just adjust the controller to go in vertical slide view and load the resources at your will.
Link

Swift Image gallery with fullscreen slider

I want to build a facebook-like image gallery but don't know where to start from.
Here's what i think i should do:
CollectionView that shows thumbnails based on an array
On row-click, i modally open a pageViewController based on the same array of images
On Swipe left-right, i go to the next or previous image
On Swipe up-down, i close this view and go back to my collectionview
Is this logic correct/the best practice?
Maybe it's been already done by someone.
You can use banana library for showing images in slider view in Swift
get banana from https://github.com/gauravkatoch007/banana
import banana
#IBOutlet weak var imageScrollView: UIScrollView!
// Here imageArray can be a string array of Image URLs
var imageArray = [String]()
//or imageArray can be a array of UIImages
var imageArray = [UIImage]()
var imageScroll = banana( imageScrollView :self.imageScrollView )
//Load to load images in memory and display them in User Interface
imageScroll!.load(imageArray)
//Call startScroll for autoScrolling. Default scrolling timer is 8 seconds
imageScroll!.startScroll()
//Call this function to stop autoScrolling on touch or swipe.
imageScroll!.assignTouchGesture()
Update I resolved in this way:
Gallery is a collection view
On cell selected, i modally segue to another view, which contains a scrollview in which i put 5 images one (right) after the other, and handle paginating.
My image will always be the third in the middle, after every scroll, i choose the 5 images of my entire array which centers the index, or the 5 which contain this.
here's my class PhotoViewController: UIViewController, UIScrollViewDelegate {
var screenSize: CGRect = UIScreen.mainScreen().bounds
#IBOutlet weak var scrollView: UIScrollView!
#IBOutlet weak var blackView: UIView!
#IBOutlet weak var doneButton: UIButton!
#IBOutlet weak var photoActions: UIImageView!
var img1:UIImageView = UIImageView(image: UIImage())
var img2:UIImageView = UIImageView(image: UIImage())
var img3:UIImageView = UIImageView(image: UIImage())
var img4:UIImageView = UIImageView(image: UIImage())
var img5:UIImageView = UIImageView(image: UIImage())
var w1: UIImage!
var w2: UIImage!
var w3: UIImage!
var w4: UIImage!
var w5: UIImage!
var pageIndex: Int!
var currentPage: Int!
var oldPage: Int!
var endFrame: CGRect!
var arrayIndex: Int!
// placeholder for if the image frame is scrolled
var scrolledPhotoFrame: CGRect!
override func viewDidLoad() {
super.viewDidLoad()
RightSize()
LoadData()
}
func LoadData(){
// data passed from feedViewController gets stored here
img1.image = w1
img2.image = w2
img3.image = w3
img4.image = w4
img5.image = w5
// set the right endFrame based on the selectedImage
switch pageIndex {
case 0:
img1.frame = endFrame
img1.frame.origin.x = 0
case 1:
img2.frame = endFrame
img2.frame.origin.x = screenSize.width
case 2:
img3.frame = endFrame
img3.frame.origin.x = (screenSize.width * 2)
case 3:
img4.frame = endFrame
img4.frame.origin.x = (screenSize.width * 3)
case 4:
img5.frame = endFrame
img5.frame.origin.x = (screenSize.width * 4)
default:
break
}
currentPage = pageIndex
oldPage = pageIndex
scrollView.contentSize = CGSize(width: screenSize.width*5, height: screenSize.height)
scrollView.contentOffset.x = CGFloat(pageIndex * Int(screenSize.width))
println(scrollView.contentOffset.x)
// default value of scrolledPhotoFrame is unscrolled position of photoImageView
scrolledPhotoFrame = endFrame
// required for registering scroll events
scrollView.delegate = self
// RightSize()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func doneDidPress(sender: AnyObject) {
dismissViewControllerAnimated(true, completion: nil)
}
// called while scrolling
func scrollViewDidScroll(scrollView: UIScrollView) {
currentPage = Int(scrollView.contentOffset.x / screenSize.width)
if (currentPage != oldPage){
//Ho cambiato pagina
if (currentPage>oldPage){
//Sono andato di 1 foto avanti
println("Avanti")
arrayIndex = arrayIndex+1
CambioPagina()
}else{
//Sono andato di 1 foto indietro
arrayIndex = arrayIndex-1
println("indietro")
}
oldPage=currentPage
}
var alpha = CGFloat(1 - abs(scrollView.contentOffset.y) / 100)
var alpha2 = CGFloat(1 - abs(scrollView.contentOffset.y) / 20)
blackView.alpha = alpha
doneButton.alpha = alpha2
photoActions.alpha = alpha2
}
// This method is called right as the user lifts their finger
func scrollViewDidEndDragging(scrollView: UIScrollView, willDecelerate decelerate: Bool) {
var offsetY = scrollView.contentOffset.y
var alpha = CGFloat(1 - abs(scrollView.contentOffset.y) / 240)
if (abs(offsetY) > 100) {
scrolledPhotoFrame.origin.y = scrolledPhotoFrame.origin.y - offsetY
blackView.hidden = true
scrollView.hidden = true // could be wrong
doneButton.hidden = true
dismissViewControllerAnimated(true, completion: nil)
}
}
// selecting the view to zoom
func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
switch currentPage {
case 0:
return img1
case 1:
return img2
case 2:
return img3
case 3:
return img4
case 4:
return img5
default:
return nil
}
}
func scrollViewWillBeginZooming(scrollView: UIScrollView, withView view: UIView!) {
img2.hidden = true
img3.hidden = true
img4.hidden = true
img5.hidden = true
}
func scrollViewDidEndZooming(scrollView: UIScrollView, withView view: UIView!, atScale scale: CGFloat) {
}
//Controllo per cambio pagina..! chissa!
func CambioPagina(){
switch arrayIndex{
case 0:
w1 = UIImage(named: arrayFoto[arrayIndex])
w2 = UIImage(named: arrayFoto[arrayIndex+1])
w3 = UIImage(named: arrayFoto[arrayIndex+2])
w4 = UIImage(named: arrayFoto[arrayIndex+3])
w5 = UIImage(named: arrayFoto[arrayIndex+4])
pageIndex = 0
case 1:
w1 = UIImage(named: arrayFoto[arrayIndex-1])
w2 = UIImage(named: arrayFoto[arrayIndex])
w3 = UIImage(named: arrayFoto[arrayIndex+1])
w4 = UIImage(named: arrayFoto[arrayIndex+2])
w5 = UIImage(named: arrayFoto[arrayIndex+3])
pageIndex = 1
case (arrayFoto.count-2):
w1 = UIImage(named: arrayFoto[arrayIndex-3])
w2 = UIImage(named: arrayFoto[arrayIndex-2])
w3 = UIImage(named: arrayFoto[arrayIndex-1])
w4 = UIImage(named: arrayFoto[arrayIndex])
w5 = UIImage(named: arrayFoto[arrayIndex+1])
pageIndex = 3
case (arrayFoto.count-1):
w1 = UIImage(named: arrayFoto[arrayIndex-4])
w2 = UIImage(named: arrayFoto[arrayIndex-3])
w3 = UIImage(named: arrayFoto[arrayIndex-2])
w4 = UIImage(named: arrayFoto[arrayIndex-1])
w5 = UIImage(named: arrayFoto[arrayIndex])
pageIndex = 4
default:
w1 = UIImage(named: arrayFoto[arrayIndex-2])
w2 = UIImage(named: arrayFoto[arrayIndex-1])
w3 = UIImage(named: arrayFoto[arrayIndex])
w4 = UIImage(named: arrayFoto[arrayIndex+1])
w5 = UIImage(named: arrayFoto[arrayIndex+2])
pageIndex = 2
}
LoadData()
}
func RightSize(){
img1.frame = CGRect(x: 0, y: 0, width: screenSize.width, height: screenSize.height)
scrollView.addSubview(img1)
img2.frame = CGRect(x: screenSize.width, y: 0, width: screenSize.width, height: screenSize.height)
scrollView.addSubview(img2)
img3.frame = CGRect(x: (screenSize.width*2), y: 0, width: screenSize.width, height: screenSize.height)
scrollView.addSubview(img3)
img4.frame = CGRect(x: (screenSize.width*3), y: 0, width: screenSize.width, height: screenSize.height)
scrollView.addSubview(img4)
img5.frame = CGRect(x: (screenSize.width*4), y: 0, width: screenSize.width, height: screenSize.height)
scrollView.addSubview(img5)
img1.contentMode = .ScaleAspectFit
img2.contentMode = .ScaleAspectFit
img3.contentMode = .ScaleAspectFit
img4.contentMode = .ScaleAspectFit
img5.contentMode = .ScaleAspectFit
}
Any better approach will be great, for example, i cannot handle image zoom

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