How to add Image at the particular area in a template image - ios

This is a template image (http://i.stack.imgur.com/9ME6A.jpg) in which multiple circular area are available. we need, when we click on any circular area (one by one ) then gallery should be open and after selecting the image from gallery that image should be shown on the selected circular area.
Please provide me any link or demo for my problem. i am stucking here.
Thanks!

Make a viewController with 5 "UIImageView" views. Arrange as you need it
Place there your smile images.
Add UITapGestureRecognizer into every UIImageView and catch them
Open UIImagePicker and make your VC as a delegate
Catch user selected picture event and place the image to your concrete UIImageView

You should get the mapping(position and dimensions) of circular images in the template image from the backend and use those values for displaying circles and selecting images from gallery.
If you are getting a single image with all circles, then it will be very difficult to identify all the circles(using complex algorithms) in the single image.
If the backend is able to provide the mapping data, first method is the correct method.

in ViewController.h
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface ViewController : UIViewController <UINavigationControllerDelegate,UIImagePickerControllerDelegate,UIGestureRecognizerDelegate>
#property (strong, nonatomic) IBOutlet UIImageView *imageView1;
#property (strong, nonatomic) IBOutlet UIImageView *imageView2;
#property (strong, nonatomic) IBOutlet UIImageView *imageView3;
#property (strong, nonatomic) IBOutlet UIImageView *imageView4;
#property (strong, nonatomic) IBOutlet UIImageView *imageView5;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
{
UIImageView *imageviewPick;
}
#end
#implementation ViewController
#synthesize imageView1,imageView2,imageView3,imageView4,imageView5;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
imageView1.layer.cornerRadius = self.imageView1.frame.size.height / 2;
imageView1.layer.borderWidth = 1.0f;
imageView1.layer.borderColor = [[UIColor grayColor] CGColor];
imageView1.layer.masksToBounds = YES;
imageView2.layer.cornerRadius = self.imageView2.frame.size.height / 2;
imageView2.layer.borderWidth = 1.0f;
imageView2.layer.borderColor = [[UIColor grayColor] CGColor];
imageView2.layer.masksToBounds = YES;
imageView3.layer.cornerRadius = self.imageView3.frame.size.height / 2;
imageView3.layer.borderWidth = 1.0f;
imageView3.layer.borderColor = [[UIColor grayColor] CGColor];
imageView3.layer.masksToBounds = YES;
imageView4.layer.cornerRadius = self.imageView4.frame.size.height / 2;
imageView4.layer.borderWidth = 1.0f;
imageView4.layer.borderColor = [[UIColor grayColor] CGColor];
imageView4.layer.masksToBounds = YES;
imageView5.layer.cornerRadius = self.imageView5.frame.size.height / 2;
imageView5.layer.borderWidth = 1.0f;
imageView5.layer.borderColor = [[UIColor grayColor] CGColor];
imageView5.layer.masksToBounds = YES;
UITapGestureRecognizer *tap1 = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapImageOne:)];
tap1.numberOfTapsRequired = 1;
UITapGestureRecognizer *tap2 = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapImageTwo:)];
tap2.numberOfTapsRequired = 1;
UITapGestureRecognizer *tap3 = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapImageThree:)];
tap3.numberOfTapsRequired = 1;
UITapGestureRecognizer *tap4 = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapImageFour:)];
tap4.numberOfTapsRequired = 1;
UITapGestureRecognizer *tap5 = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(tapImageFive:)];
tap4.numberOfTapsRequired = 1;
imageView1.userInteractionEnabled = YES;
imageView2.userInteractionEnabled = YES;
imageView3.userInteractionEnabled = YES;
imageView4.userInteractionEnabled = YES;
imageView5.userInteractionEnabled = YES;
[imageView1 addGestureRecognizer:tap1];
[imageView2 addGestureRecognizer:tap2];
[imageView3 addGestureRecognizer:tap3];
[imageView4 addGestureRecognizer:tap4];
[imageView5 addGestureRecognizer:tap5];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)tapImageOne:(UIGestureRecognizer *)tapGesture
{
imageviewPick = (UIImageView *)tapGesture.view;
[self showGallery];
}
-(void)tapImageTwo:(UIGestureRecognizer *)tapGesture
{
imageviewPick = (UIImageView *)tapGesture.view;
[self showGallery];
}
-(void)tapImageThree:(UIGestureRecognizer *)tapGesture
{
imageviewPick = (UIImageView *)tapGesture.view;
[self showGallery];
}
-(void)tapImageFour:(UIGestureRecognizer *)tapGesture
{
imageviewPick = (UIImageView *)tapGesture.view;
[self showGallery];
}
-(void)tapImageFive:(UIGestureRecognizer *)tapGesture
{
imageviewPick = (UIImageView *)tapGesture.view;
[self showGallery];
}
-(void)showGallery
{
UIImagePickerController *pickImage = [[UIImagePickerController alloc]init];
pickImage.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
pickImage.delegate = self;
[self presentViewController:pickImage animated:YES completion:nil];
}
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary<NSString *,id> *)info
{
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
imageviewPick.image = image;
[picker dismissViewControllerAnimated:YES completion:nil];
}
#end

Related

How to remove top and bottom space after pinch zoom in objective-c?

My problem with after pinch zoom, when I pinch zoom and after drag image then white space on top and bottom.
My Code as per apple documentation.
https://developer.apple.com/library/content/documentation/WindowsViews/Conceptual/UIScrollView_pg/ZoomZoom/ZoomZoom.html
Sample code
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
scrollView.minimumZoomScale=0.5;
scrollView.maximumZoomScale=6.0;
scrollView.contentSize=CGSizeMake(1280, 960);
scrollView.delegate = self;
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return imageView;
}
Thank you.
At first set your minimum zoom scale to 1.0:
scrollView.minimumZoomScale = 1.0;
Next, set the contentSize for scrollView:
scrollView.contentSize = [UIScreen mainScreen].bounds.size;
And if you don't want to see the extra space when bouncing, add the next line:
scrollView.bounces = NO;
Completely, the method should looks something like this:
- (void)viewDidLoad
{
[super viewDidLoad];
self.scrollView.minimumZoomScale = 1.0;
self.scrollView.maximumZoomScale = 6.0;
self.scrollView.bounces = NO;
self.scrollView.contentSize = [UIScreen mainScreen].bounds.size;
self.scrollView.delegate = self;
}
Hope it will help.
This is how I do it. If you image fits perfectly into the view, there will be no white space when you zoom and pan.
If your image does not fit or scale properly, there will be white space on the sides OR the top.
First make sure your image is the correct size. Next you need to add minimumZoomScale and maximumZoomScale to the scrollView. The rest will work after that. You can use auto-layout or frames. Up to you.
This example uses auto-layout:
#import "ViewController.h"
#interface AutoLayoutScrollView : UIScrollView
#property (nonatomic, weak) UIView *contentView;
#end
#implementation AutoLayoutScrollView
- (instancetype)init {
if (self = [super init]) {
UIView *view = [[UIView alloc] init];
self.contentView = view;
[self addSubview:view];
[self.contentView.leftAnchor constraintEqualToAnchor:self.leftAnchor].active = YES;
[self.contentView.rightAnchor constraintEqualToAnchor:self.rightAnchor].active = YES;
[self.contentView.topAnchor constraintEqualToAnchor:self.topAnchor].active = YES;
[self.contentView.bottomAnchor constraintEqualToAnchor:self.bottomAnchor].active = YES;
[self.contentView setTranslatesAutoresizingMaskIntoConstraints:NO];
}
return self;
}
- (void)didMoveToSuperview {
[super didMoveToSuperview];
UIView *parent = self.superview;
if (parent) {
[self.leftAnchor constraintEqualToAnchor:parent.leftAnchor].active = YES;
[self.rightAnchor constraintEqualToAnchor:parent.rightAnchor].active = YES;
[self.topAnchor constraintEqualToAnchor:parent.topAnchor].active = YES;
[self.bottomAnchor constraintEqualToAnchor:parent.bottomAnchor].active = YES;
[self setTranslatesAutoresizingMaskIntoConstraints:NO];
}
}
#end
#interface ViewController () <UIScrollViewDelegate>
#property (nonatomic, strong) AutoLayoutScrollView *scrollView;
#property (nonatomic, strong) UIImageView *imageView;
#property (nonatomic, strong) UIPanGestureRecognizer *panGesture;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.scrollView = [[AutoLayoutScrollView alloc] init];
[self.view addSubview:self.scrollView];
[self.scrollView.contentView.widthAnchor constraintEqualToAnchor:self.view.widthAnchor].active = YES;
[self.scrollView.contentView.heightAnchor constraintEqualToAnchor:self.view.heightAnchor].active = YES;
self.imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Image"]];
[self.imageView setContentMode:UIViewContentModeScaleAspectFit];
[self.scrollView.contentView addSubview:self.imageView];
[self.imageView.leftAnchor constraintEqualToAnchor:self.scrollView.contentView.leftAnchor].active = YES;
[self.imageView.rightAnchor constraintEqualToAnchor:self.scrollView.contentView.rightAnchor].active = YES;
[self.imageView.topAnchor constraintEqualToAnchor:self.scrollView.contentView.topAnchor].active = YES;
[self.imageView.bottomAnchor constraintEqualToAnchor:self.scrollView.contentView.bottomAnchor].active = YES;
[self.imageView setTranslatesAutoresizingMaskIntoConstraints:NO];
[self.scrollView setMinimumZoomScale:1.0];
[self.scrollView setMaximumZoomScale:3.0];
[self.scrollView setZoomScale:1.0f animated:YES];
[self.scrollView setDelegate:self];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return self.imageView;
}
#end

Subviews do not respond to touches in ScrollView

I have a UIImageView and a UIView (filled with smaller imageviews) all placed in a UIScrollView (for zooming).
To better help you understand, I have a map (ImageView) with fog(UIView with smaller imageviews) in the scrollview so I can zoom the map.
If I add the mapview and fogview to the self.view then the application works as it should, touching the fog at a point removes that fog image.
However, when I add the map and fog views to the scrollview nothing responds to touches.
I ultimately want the default behavior to be touching fog view will remove the fog at one point. Unless the user presses a button to zoom/pinch the view, which will zoom both the mapview and fogview.
The problem below is no touches are processed when I add the mapview and fogview to the scrollview. Currently there is no ability to press a button to pinch/zoom as I still don't have the default behavior I want.
Any help?
#interface ViewController () <UIImagePickerControllerDelegate, UINavigationControllerDelegate, UIActionSheetDelegate, UIGestureRecognizerDelegate, UIScrollViewDelegate>{
UIImage * fogImage;
NSUserDefaults * defaults;
bool canZoom;
}
#property (weak, nonatomic) IBOutlet UIButton *btnTakePicture;
#property (strong, nonatomic) UIButton * btnMenu;
#property (strong, nonatomic) UIButton * btnZoom;
#property (strong, nonatomic) UIScrollView* scrollView;
#property (strong, nonatomic) UIImageView *mapView;
#property (strong, nonatomic) UIView * fogView;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
fogImage = [UIImage imageNamed:#"fog1.jpg"];
self.mapView = [[UIImageView alloc] initWithFrame:CGRectZero];
self.fogView = [[UIView alloc] initWithFrame:CGRectZero];
_scrollView = [[UIScrollView alloc] initWithFrame:self.view.frame];
_scrollView.delegate = self;
_scrollView.minimumZoomScale = 0.75;
_scrollView.maximumZoomScale = 3.0;
[_scrollView addSubview:self.mapView];
[_scrollView addSubview:self.fogView];
[self.view addSubview:_scrollView];
self.mapView.hidden = YES;
self.fogView.hidden = YES;
self.scrollView.hidden = YES;
defaults = [NSUserDefaults standardUserDefaults];
canZoom = false;
}
- (void) viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
self.mapView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
self.fogView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
self.scrollView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
}
- (void) zoom:(id)sender{
canZoom = !canZoom;
}
- (void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *chosenImage = info[UIImagePickerControllerOriginalImage];
self.btnTakePicture.hidden = YES;
self.btnMenu.hidden = NO;
self.btnZoom.hidden = NO;
[picker dismissViewControllerAnimated:YES completion:^(void) {
[self fillScreenWithFog];
self.mapView.image = chosenImage;
self.mapView.contentMode = UIViewContentModeScaleAspectFit;
self.mapView.hidden = NO;
self.fogView.hidden = NO;
_scrollView.hidden = NO;
_scrollView.userInteractionEnabled = YES;
self.scrollView.contentSize = self.mapView.frame.size;
}];
}
- (void)imagePickerControllerDidCancel:(UIImagePickerController *)picker {
[picker dismissViewControllerAnimated:YES completion:NULL];
}
#pragma mark Fog Maker
- (void) removeFogAtPoint:(CGPoint)point{
NSLog(#"removeFogAtPoint %#", NSStringFromCGPoint(point));
CGRect fingerRect = CGRectMake(point.x - 5, point.y-5, 10, 10);
for(UIImageView *view in self.fogView.subviews){
CGRect subviewFrame = view.frame;
if(CGRectIntersectsRect(fingerRect, subviewFrame)){
[UIView animateWithDuration:1.25
animations:^{
view.alpha = 0;
}
completion:^(BOOL finished){
[view removeFromSuperview];
}];
}
}
}
- (void) fillScreenWithFog {
// do a loop to fill the screen with fog getNewSquare
}
- (UIImageView*) getNewSquare:(CGRect)frame withTag:(int)tag{
UIImageView * imageView = [[UIImageView alloc] initWithFrame:frame];
imageView.image = fogImage;
imageView.contentMode = UIViewContentModeScaleAspectFill;
return imageView;
}
-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
NSLog(#"Touches Moved");
CGPoint location = [[touches anyObject] locationInView:self.scrollView];
[self removeFogAtPoint:location];
}
#end

How can i display string instead of image in UIView?

Interface is define like this
#interface IGLDemoCustomView : UIView
#property (nonatomic, strong) UIImage *image;
#property (nonatomic, strong) NSString *title;
#end
While Implementation file look like this
#interface IGLDemoCustomView ()
#property (nonatomic, strong) UIImageView *imageView;
#property (nonatomic, strong) UILabel *titleLabel
#end
#implementation IGLDemoCustomView
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
[self commonInit];
}
return self;
}
- (void)commonInit
{
[self initView];
}
- (void)initView
{
self.layer.borderColor = [UIColor colorWithRed:0.18 green:0.59 blue:0.69 alpha:1.0].CGColor;
self.layer.borderWidth = 2.0;
self.layer.masksToBounds = YES;
self.backgroundColor = [UIColor whiteColor];
self.alpha = 0.8;
UIImageView *imageView = [[UIImageView alloc] init];
imageView.contentMode = UIViewContentModeCenter;
[self addSubview:imageView];
self.imageView = imageView;
UILabel *titleLabel;
self.titleLabel = [[UILabel alloc]init];
titleLabel.center = self.center; // set proper frame for label
[self addSubview:titleLabel];
}
- (void)setImage:(UIImage *)image
{
_image = image;
self.imageView.image = image;
}
- (void)setString:(NSString *)title
{
self.title=title;
self.titleLabel.text = title;
}
- (void)setFrame:(CGRect)frame
{
[super setFrame:frame];
self.imageView.frame = self.bounds;
self.layer.cornerRadius = frame.size.height / 2.0;
}
#end
When i select image from the drop down menu it shows in the menu, but when i select any text from the drop down menu it doesnt show in the drop down list view.
Any clue will be highly appreciated.
Calling and setting string in the view
IGLDropDownItem *menuButton = strongSelf.dropDownMenu.menuButton;
IGLDemoCustomView *buttonView = (IGLDemoCustomView*)menuButton.customView;
buttonView.title = device.name;
You need to set a frame for the label
- (void)setFrame:(CGRect)frame
{
[super setFrame:frame];
self.imageView.frame = self.bounds;
self.titleLabel.frame = self.bounds;
self.layer.cornerRadius = frame.size.height / 2.0;
}
If you are expecting the text to wrap, you'll need to set the lineBreakMode and set numberOfLines to 0
Like you are having UIImageView you need to have a UILabel inside your UIView too.
#interface IGLDemoCustomView ()
#property (nonatomic, strong) UIImageView *imageView;
#property (nonatomic, strong) UILabel *titleLabel;
#end
- (void)initView
{
self.layer.borderColor = [UIColor colorWithRed:0.18 green:0.59 blue:0.69 alpha:1.0].CGColor;
self.layer.borderWidth = 2.0;
self.layer.masksToBounds = YES;
self.backgroundColor = [UIColor whiteColor];
self.alpha = 0.8;
UIImageView *imageView = [[UIImageView alloc] init];
imageView.contentMode = UIViewContentModeCenter;
[self addSubview:imageView];
self.imageView = imageView;
self.titleLabel = [[UILabel alloc]init];
titleLabel.center = self.center; // set proper frame for label
[self addSubview:titleLabel]
}
And in setString
- (void)setString:(NSString *)title
{
self.title=title;
self.titleLabel.text = title;
}

IOS 7 zooming is not working in a scroll view

I am building a ViewController just to show one image. I added the ImageView programmatically to a scroll view. I would like to allow the user to zoom in and out. This is my code
#interface ImageViewerViewController ()<UIScrollViewDelegate>
#property (nonatomic, strong) UIImageView *ImageView;
#property (weak, nonatomic) IBOutlet UIScrollView *Scroll;
#end
#implementation ImageViewerViewController
-(UIView*) viewForZoomingInScrollView{
return self.ImageView;
}
-(void) viewDidLoad{
self.Scroll.minimumZoomScale = 0.2;
self.Scroll.maximumZoomScale = 1.5;
self.Scroll.delegate = self;
NSLog(#"View did load");
if(self.imageName)
[self updateImage];
}
-(void)setImageName:(NSString *)imageName{
NSLog(#"set Image");
_imageName = imageName;
}
-(void)updateImage{
self.ImageView =[[UIImageView alloc]init];
self.ImageView.image = [UIImage imageNamed:self.imageName];
[self.ImageView sizeToFit];
self.Scroll.contentSize = self.imageName? self.ImageView.image.size: CGSizeZero;
[self.Scroll addSubview:self.ImageView];
}
#end
As you see, I already set the delegate of the scroll to self and I added the protocol header and the needed message.
But the zooming feature is not working.
Could you help me please?
I appreciate your time and efforts.
Regards,
This will work as I created a demo of it. If anything do else let me know.
-(void)viewDidLoad
{
float minimumScale = [_floorPlanImageView frame].size.width /[_floorPlanScrollView frame].size.width;
_floorPlanScrollView.maximumZoomScale = 5; //Change as per you need
_floorPlanScrollView.minimumZoomScale = minimumScale; //Change as you need
_floorPlanScrollView.zoomScale = minimumScale;
_floorPlanScrollView.delegate =self;
_floorPlanScrollView.clipsToBounds = YES;
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return _floorPlanImageView;
}

Switch image to full screen on ipad

I have a lot of trouble to accomplish this task on an ipad : when double tape on an image switch this image to full screen and when double taping again come back to the original display, same thing using pinching. I'm using UIGestureRecognizer to try to do this. Thanks for your help.
GesturesViewController.h
#import <UIKit/UIKit.h>
#interface GesturesViewController : UIViewController
<UIActionSheetDelegate>{
IBOutlet UIImageView *imageView;
}
#property (nonatomic, retain) UIImageView *imageView;
#end
GesturesViewController.m
#import "GesturesViewController.h"
#import "GesturesAppDelegate.h"
#implementation GesturesViewController
#synthesize imageView;
CGRect originalFrame,fullScreenFrame;
BOOL isFullScreenMode;
- (void)viewDidLoad {
// Loading test image
imageView.image = [UIImage imageNamed:#"image1.jpg"];
//---tap gesture---
isFullScreenMode = NO;
originalFrame = CGRectMake(imageView.frame.origin.x,imageView.frame.origin.y,imageView.frame.size.width,imageView.frame.size.height);
//changes
fullScreenFrame = CGRectMake(0,0,768,1004);
UITapGestureRecognizer *tapGesture =
[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
tapGesture.numberOfTapsRequired = 2;
[imageView addGestureRecognizer:tapGesture];
[tapGesture release];
//---pinch gesture---
UIPinchGestureRecognizer *pinchGesture =
[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinchGesture:)];
[imageView addGestureRecognizer:pinchGesture];
[pinchGesture release];
[super viewDidLoad];
}
//---handle tap gesture---
-(IBAction) handleTapGesture:(UIGestureRecognizer *) sender {
// HOW TO ACCOMPLISH THIS PART
if (isFullScreenMode)
[imageView setFrame:originalFrame];
else
[imageView setFrame:fullScreenFrame];
[imageView setCenter:CGPointMake(self.view.frame.size.width/2,self.view.frame.size.height/2)];
isFullScreenMode = !isFullScreenMode;
NSLog(#"Image View : %#",imageView);
}
//---handle pinch gesture---
-(IBAction) handlePinchGesture:(UIGestureRecognizer *) sender {
CGFloat factor = [(UIPinchGestureRecognizer *) sender scale];
if (sender.state == UIGestureRecognizerStateEnded){
// HOW TO ACCOMPLISH THIS ---
if (factor > 1 && !isFullScreenMode) {
//---pinching in---
[imageView setFrame:fullScreenFrame];
} else {
//---pinching out---
[imageView setFrame:originalFrame];
}
isFullScreenMode = !isFullScreenMode;
[imageView setCenter:CGPointMake(self.view.frame.size.width/2,self.view.frame.size.height/2)];
}
NSLog(#"Image View : %#",imageView);
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[images release];
[imageView release];
[super dealloc];
}
#end
Thanks.
- (void)toggleZoom:(UITapGestureRecognizer *)gestureRecognizer
{
if (proxyView)
{
CGRect frame =
[proxyView.superview
convertRect:self.view.frame
fromView:self.view.window];
self.view.frame = frame;
CGRect proxyViewFrame = proxyView.frame;
[proxyView.superview addSubview:self.view];
[proxyView removeFromSuperview];
[proxyView autorelease];
proxyView = nil;
self.view.frame = proxyViewFrame;
}
else
{
proxyView = [[UIView alloc] initWithFrame:self.view.frame];
proxyView.hidden = YES;
proxyView.autoresizingMask = self.view.autoresizingMask;
[self.view.superview addSubview:proxyView];
CGRect frame =
[self.view.window
convertRect:self.view.frame
fromView:proxyView.superview];
[self.view.window addSubview:self.view];
self.view.frame = frame;
self.view.frame = self.view.window.bounds;
}
}
I have selected only necessary portion of the code...... its from ZoomingViewController....
If you see its same as we have discussed earlier..... but with few improvements.......
For doing this you have to first store your original frame size somewhere globally so that you can reassing it later on.
you need create two global frames
CGRect originalFrame, fullScreenFrame;
//in viewDidLoad initialize these frames... originalFrame with imageView frame and
fullScreenFrame with the iPad window coordinates........ but remeber this can distort the
aspect ratio so just calculate the aspect ratio of original image by using its height and
width and accordingly create the full screen frame for the image.......
and just assign these frames in your gesture action.
Thanks,
in
viewDidLoad
originalFrame = imageView.frame;
or
originalFrame = CGRectMake(imageView.frame.origin.x,imageView.frame.origin.y,imageView.frame.size.width,imageView.frame.size.height);
appDelegate <----- get the instance of your appdelegate object so that we can retrieve the window object.......
UIWindow *tempWindow = [appDelegate window];
fullScreenFrame = CGRectMake(tempWindow .frame.origin.x,tempWindow .frame.origin.y,tempWindow .frame.size.width,tempWindow.frame.size.height);
//**in event just set frame of the imageView-- for knowing the current state-- whether its fullScreen or original frame we need to have a flag........it should be global...
so declare a global flag ....BOOL isFullScreenMode and initialize it as NO in
viewDidLoad
isFullScreenMode = NO;
in gesture actions just check this flag and write following...
if (isFullScreenMode)
[imageView setFrame:originalFrame];
else
[imageView setFrame:fullScreenFrame];
isFullScreenMode = !isFullScreenMode;
#implementation ImageFullScreen
#synthesize myImage;
#import "GesturesViewController.h"
#import "GesturesAppDelegate.h"
#implementation GesturesViewController
#synthesize imageView;
CGRect originalFrame,fullScreenFrame;
BOOL isFullScreenMode;
- (void)viewDidLoad {
// Loading test image
imageView.image = [UIImage imageNamed:#"image1.jpg"];
//---tap gesture---
isFullScreenMode = NO;
originalFrame = CGRectMake(imageView.frame.origin.x,imageView.frame.origin.y,imageView.frame.size.width,imageView.frame.size.height);
//changes
fullScreenFrame = CGRectMake(0,0,768,1004);
UITapGestureRecognizer *tapGesture =
[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapGesture:)];
tapGesture.numberOfTapsRequired = 2;
[imageView addGestureRecognizer:tapGesture];
[tapGesture release];
//---pinch gesture---
UIPinchGestureRecognizer *pinchGesture =
[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinchGesture:)];
[imageView addGestureRecognizer:pinchGesture];
[pinchGesture release];
[super viewDidLoad];
}
//---handle tap gesture---
-(IBAction) handleTapGesture:(UIGestureRecognizer *) sender {
// HOW TO ACCOMPLISH THIS PART
if (isFullScreenMode)
[imageView setFrame:originalFrame];
else
[imageView setFrame:fullScreenFrame];
[imageView setCenter:CGPointMake(self.view.frame.size.width/2,self.view.frame.size.height/2)];
isFullScreenMode = !isFullScreenMode;
NSLog(#"Image View : %#",imageView);
}
//---handle pinch gesture---
-(IBAction) handlePinchGesture:(UIGestureRecognizer *) sender {
CGFloat factor = [(UIPinchGestureRecognizer *) sender scale];
if (sender.state == UIGestureRecognizerStateEnded){
// HOW TO ACCOMPLISH THIS ---
if (factor > 1 && !isFullScreenMode) {
//---pinching in---
[imageView setFrame:fullScreenFrame];
} else {
//---pinching out---
[imageView setFrame:originalFrame];
}
isFullScreenMode = !isFullScreenMode;
[imageView setCenter:CGPointMake(self.view.frame.size.width/2,self.view.frame.size.height/2)];
}
NSLog(#"Image View : %#",imageView);
}

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