How to make uiimageview circle.? - ios

I need to make UIImageView in circle radius, I am using this block of code for this taks.
-(void)viewWillAppear:(BOOL)animated {
[self performSelector:#selector(setStyleCircleForImage:) withObject:_imageview afterDelay:0];
[super viewWillAppear:YES];
}
-(void) setStyleCircleForImage:(UIImageView *)imgView {
imgView.layer.cornerRadius = _imageview.frame.size.height / 2.0;
imgView.clipsToBounds = YES;
}
Its working perfect in iOS 5 but when test in other device it shape is change I don't know why it happens. Please make some help.

Better to use mask to make circle like this function
- (void)viewDidLoad {
[super viewDidLoad];
[self makeCircleImage: _imageview];
}
-(void)makeCircleImage:(UIImageView *)img{
CGFloat img_width = img.bounds.size.width;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(img_width,img_width), NO, 0);
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(c, [UIColor blackColor].CGColor);
CGContextFillEllipseInRect(c, CGRectMake(0,0,img_width,img_width));
UIImage* maskim = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CALayer* mask = [CALayer new];
mask.frame = CGRectMake(0,0,img_width,img_width);
mask.contents = (id)maskim.CGImage;
img.layer.mask = mask;
}

Try This
yourImageView.layer.cornerRadius = yourImageView.frame.size.width/2;
yourImageView.layer.masksToBounds = YES;

First give equal width and equal height for UIImageView, then make use it
imgView.layer.cornerRadius = imgView.frame.size.height / 2.0;
imgView.layer.masksToBounds = YES;

Related

Scale image based off UIPinch

I am so confused with how to do what I need! Any help is very appreciated! I have an transparent image overlay that has another image behind it that has a UIPanGestureRecognizer and a UIPinchGestureRecognizer attached to it. The top image has a completely transparent middle that serves as the "glass" view. I am trying to crop the bottom image to the "glass" part based off pan and pinch. (see the image below to see what i'm talking about) I have successfully taken care of the pan crop but am having issues cropping it correctly when pinch is also applied.
I am not using snapshotViewAfterScreenUpdates.
Here is the code I have so far:
UIImage *snapshotImage;
/* draw the image of all the views below our view */
UIGraphicsBeginImageContextWithOptions(self.pendantImageView.bounds.size, NO, 0);
BOOL successfulDrawHierarchy = [self.pendantImageView drawViewHierarchyInRect:self.pendantImageView.bounds afterScreenUpdates:YES];
if ( successfulDrawHierarchy ) {
snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
} else {
NSLog(#"drawViewHierarchyInRect:afterScreenUpdates: failed - there's nothing to draw...");
}
UIGraphicsEndImageContext();
UIImage *croppedImage;
if ( successfulDrawHierarchy ) {
/* calculate the coordinates of the rectangle we're interested in within the returned image */
CGRect cropRect = CGRectOffset(pendantFrame, - self.pendantImageView.frame.origin.x, - self.pendantImageView.frame.origin.y);
/* draw the cropped section with a clipping region */
UIGraphicsBeginImageContextWithOptions(cropRect.size, YES, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClipToRect(context, CGRectMake(0, 0, cropRect.size.width, cropRect.size.height));
CGRect targetRectangeForCrop = CGRectMake(-cropRect.origin.x, -cropRect.origin.y, snapshotImage.size.width, snapshotImage.size.height);
[snapshotImage drawInRect:targetRectangeForCrop];
croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
pendantImageView is the bottom imageView and pendantFrame is the middle coords of the area i'm trying to crop to.
Thanks in advance!
I am not sure whether I understood you correctly, but here is my result:
(click on the video to watch full version)
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
UIImageView *theImageView = [UIImageView new];
[self.view addSubview:theImageView];
theImageView.image = [UIImage imageNamed:#"image1.jpg"];
theImageView.frame = self.view.frame;
theImageView.userInteractionEnabled = YES;
theImageView.alpha = 0.6;
UIImageView *thePanImageView = [UIImageView new];
[self.view addSubview:thePanImageView];
thePanImageView.frame = CGRectMake(0, 0, 100, 100);
thePanImageView.center = CGPointMake(theImageView.frame.size.width/2, theImageView.frame.size.height/2);
thePanImageView.image = [self screenshotFromRect:thePanImageView.frame fromView:theImageView];
thePanImageView.userInteractionEnabled = YES;
thePanImageView.layer.cornerRadius = thePanImageView.frame.size.width/2;
thePanImageView.clipsToBounds = YES;
thePanImageView.theWeakObject = theImageView;
{
UIPanGestureRecognizer *thePanGesture = [UIPanGestureRecognizer new];
[thePanGesture addTarget:self action:#selector(handlePanGesture:)];
[thePanImageView addGestureRecognizer:thePanGesture];
UIPinchGestureRecognizer *thePinchGesture = [UIPinchGestureRecognizer new];
[thePinchGesture addTarget:self action:#selector(handlePinchGesture:)];
[thePanImageView addGestureRecognizer:thePinchGesture];
}
}
- (void)handlePanGesture:(UIPanGestureRecognizer *)thePanGesture
{
UIImageView *thePanImageView = (id)thePanGesture.view;
UIImageView *theImageView = thePanImageView.theWeakObject;
thePanImageView.center = [thePanGesture locationInView:theImageView];
thePanImageView.image = [self screenshotFromRect:thePanImageView.frame fromView:theImageView];
}
- (void)handlePinchGesture:(UIPinchGestureRecognizer *)thePinchGesture
{
UIImageView *thePanImageView = (id)thePinchGesture.view;
static CGRect theInitialFrame;
if (thePinchGesture.state == UIGestureRecognizerStateBegan)
{
theInitialFrame = thePanImageView.frame;
}
else
{
CGRect theFrame = theInitialFrame;
theFrame.size.width *= thePinchGesture.scale;
theFrame.size.height *= thePinchGesture.scale;
thePanImageView.frame = theFrame;
}
thePanImageView.layer.cornerRadius = thePanImageView.frame.size.width/2;
UIImageView *theImageView = thePanImageView.theWeakObject;
thePanImageView.center = [thePinchGesture locationInView:theImageView];
thePanImageView.image = [self screenshotFromRect:thePanImageView.frame fromView:theImageView];
}
- (UIImage * __nonnull)screenshotFromRect:(CGRect)theRect fromView:(UIView * __nonnull)theView;
{
if (!theView)
{
abort();
}
if (theRect.size.height < 1 || theRect.size.width < 1)
{
abort();
}
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
{
UIGraphicsBeginImageContextWithOptions(theRect.size, YES, [UIScreen mainScreen].scale);
}
else
{
UIGraphicsBeginImageContext(theRect.size);
}
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(ctx, -theRect.origin.x, -theRect.origin.y);
[theView.layer renderInContext:ctx];
UIImage *snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return snapshotImage;
}
EDIT:
The above solution is inefficient in terms of CPU, because it takes screenshots every time you move the view.
A much more efficient way would be to create an extra UIImageView, and simply move it inside of your thePanImageView
The code is the following:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
UIImageView *theImageView = [UIImageView new];
[self.view addSubview:theImageView];
theImageView.image = [UIImage imageNamed:#"image1.jpg"];
theImageView.frame = self.view.frame;
theImageView.userInteractionEnabled = YES;
theImageView.alpha = 0.6;
UIImageView *thePanImageView = [UIImageView new];
[self.view addSubview:thePanImageView];
thePanImageView.frame = CGRectMake(0, 0, 100, 100);
thePanImageView.center = CGPointMake(theImageView.frame.size.width/2, theImageView.frame.size.height/2);
thePanImageView.userInteractionEnabled = YES;
thePanImageView.layer.cornerRadius = thePanImageView.frame.size.width/2;
thePanImageView.clipsToBounds = YES;
thePanImageView.layer.borderColor = [UIColor redColor].CGColor;
thePanImageView.layer.borderWidth = 1;
thePanImageView.theWeakObject = theImageView;
{
UIPanGestureRecognizer *thePanGesture = [UIPanGestureRecognizer new];
[thePanGesture addTarget:self action:#selector(handlePanGesture:)];
[thePanImageView addGestureRecognizer:thePanGesture];
UIPinchGestureRecognizer *thePinchGesture = [UIPinchGestureRecognizer new];
[thePinchGesture addTarget:self action:#selector(handlePinchGesture:)];
[thePanImageView addGestureRecognizer:thePinchGesture];
UIImageView *theExtraImageView = [UIImageView new];
[thePanImageView addSubview:theExtraImageView];
theExtraImageView.frame = CGRectMake(-thePanImageView.frame.origin.x, -thePanImageView.frame.origin.y, theImageView.frame.size.width, theImageView.frame.size.height);
theExtraImageView.image = theImageView.image;
}
}
- (void)handlePanGesture:(UIPanGestureRecognizer *)thePanGesture
{
UIImageView *thePanImageView = (id)thePanGesture.view;
UIImageView *theImageView = thePanImageView.theWeakObject;
thePanImageView.center = [thePanGesture locationInView:theImageView];
UIImageView *theExtraImageView = thePanImageView.subviews.firstObject;
theExtraImageView.frame = CGRectMake(-thePanImageView.frame.origin.x, -thePanImageView.frame.origin.y, theExtraImageView.frame.size.width, theExtraImageView.frame.size.height);
}
- (void)handlePinchGesture:(UIPinchGestureRecognizer *)thePinchGesture
{
UIImageView *thePanImageView = (id)thePinchGesture.view;
static CGRect theInitialFrame;
if (thePinchGesture.state == UIGestureRecognizerStateBegan)
{
theInitialFrame = thePanImageView.frame;
}
else
{
CGRect theFrame = theInitialFrame;
theFrame.size.width *= thePinchGesture.scale;
theFrame.size.height *= thePinchGesture.scale;
thePanImageView.frame = theFrame;
}
thePanImageView.layer.cornerRadius = thePanImageView.frame.size.width/2;
UIImageView *theImageView = thePanImageView.theWeakObject;
thePanImageView.center = [thePinchGesture locationInView:theImageView];
UIImageView *theExtraImageView = thePanImageView.subviews.firstObject;
theExtraImageView.frame = CGRectMake(-thePanImageView.frame.origin.x, -thePanImageView.frame.origin.y, theExtraImageView.frame.size.width, theExtraImageView.frame.size.height);
}
FYI:
theWeakObject is just my custom property to NSObject. I used it because I was lazy and didn't want to create globally-visible #property
you should ask for how to output a image use mask! here is the link for the solution:
CGContextClipToMask returning blank image
you need to change:
CGContextClipToRect(context, CGRectMake(0, 0, cropRect.size.width, cropRect.size.height));
to something like:
CGContextClipToMask(context, CGRectMake(0, 0, cropRect.size.width, cropRect.size.height), maskImage);

How can i set image circular

I have done following code but it does not work. It shows me in circle but in crop image format.
I want to fit image to circle.
UIImage * defaultImage = [UIImage imageNamed:#"empty.png"];
self.myImageView = [[UIImageView alloc] initWithImage:defaultImage];
CGRect myFrame = CGRectMake(90.0f, 100.0f, self.myImageView.frame.size.width/1.5,self.myImageView.frame.size.height/1.5);
[self.myImageView setFrame:myFrame];
[self.myImageView setContentMode:UIViewContentModeScaleAspectFit];
self.myImageView.layer.masksToBounds = NO;
self.myImageView.layer.cornerRadius = self.myImageView.frame.size.width/2;
self.myImageView.layer.borderColor = [UIColor blackColor].CGColor;
self.myImageView.clipsToBounds=YES;
self.myImageView.layer.borderWidth = 2.0f;
[self.view addSubview:self.myImageView];
You can use this method
-(void)setRoundedView:(UIImageView *)roundedView toDiameter:
(float)newSize;
{
CGPoint saveCenter = roundedView.center;
CGRect newFrame = CGRectMake(roundedView.frame.origin.x,
roundedView.frame.origin.y, newSize, newSize);
roundedView.frame = newFrame;
roundedView.layer.cornerRadius = newSize / 2.0;
roundedView.center = saveCenter;
}
Now call the method with your imageview
[self setRoundedView:self.myImageView toDiameter:self.myImageView.frame.size.width];
self.myImageView.clipsToBounds = YES;
Hope it helps
In short,
anyView.layer.cornerRadius = anyView.frame.size.width/2;
Make sure that clipsToBound property of that view is enabled.
Set width & height equal to Your imageView, then set cornerRadius of imageView to half of width & height.
[self createRoundUIView:self.userProfileImageView sizeDiameter:self.userProfileImageView.frame.size.width];
And add following code to bellow method,
-(void)createRoundUIView:(UIImageView *)inputView sizeDiameter:(float)diameterSize
{
CGPoint saveCenter = inputView.center;
CGRect frame = CGRectMake(inputView.frame.origin.x, inputView.frame.origin.y, diameterSize, diameterSize);
inputView.frame = frame;
inputView.layer.cornerRadius = diameterSize / 2.0;
inputView.center = saveCenter;
inputView.clipsToBounds = YES;
}

IOS RoundView make child ImageView to be rounded

I've created this custom UIView named RoundView:
#import <QuartzCore/QuartzCore.h>
#implementation RoundedView
+(UIColor *)grayUIColor {
return [UIColor colorWithRed:161.0/255.0 green:157.0/255.0 blue:164.0/255.0 alpha:1.0];
}
+(UIColor *)darkBlueUIColor {
return [UIColor colorWithRed:86.0/255.0 green:88.0/255.0 blue:87.0/255.0 alpha:1];
}
+(UIColor *)greenUIColor {
return [UIColor colorWithRed:51.0/255.0 green:141.0/255.0 blue:130.0/255.0 alpha:1];
}
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self)
{
//add pico icon as default image
_defaultImage = [UIImage imageNamed:#"actionBar_pico_icon"];
_isCreated = NO;
}
return self;
}
-(UIView*)createRoundViewWithBorder:(UIColor*)borderColor andPaddingColor:(UIColor*)paddingColor{
_borderColor = borderColor;
_paddingBackgroundColor = paddingColor;
[self setViewAppearance];
[self addImageToView];
_isCreated = YES;
return self;
}
/**
Set the current view appearance
*/
-(void) setViewAppearance {
self.layer.borderWidth = 1.5;
self.layer.borderColor = [_borderColor CGColor];
self.backgroundColor = _paddingBackgroundColor;
}
-(void) addImageToView {
CGRect frame = CGRectMake(0, 0, self.frame.size.width - 5, self.frame.size.height - 5);
_imageView = [[UIImageView alloc] initWithFrame:frame];
//calculate center x
float x = (self.frame.size.width - _imageView.frame.size.width) / 2;
//calculate center y
float y = (self.frame.size.height - _imageView.frame.size.height) / 2;
//create new frame
frame = CGRectMake(x, y, _imageView.frame.size.width, _imageView.frame.size.height);
_imageView.image = _defaultImage;
_imageView.frame = frame;
_imageView.contentMode = UIViewContentModeScaleAspectFit;
[self addSubview:_imageView];
[self makeViewRounded:_imageView];
[self makeViewRounded:self];
}
-(UIView*) makeViewRounded:(UIView*)view {
//set the look of the image
view.layer.cornerRadius= self.frame.size.height /2;
view.layer.opaque = NO;
view.layer.masksToBounds = YES;
return view;
}
-(void)updateImage:(UIImage *)image {
_image = image;
_imageView.image = image;
}
-(void)reset {
[self updateImage:_defaultImage];
}
#end
an example for the output will be :
If you look closely you will notice that the border is a circle, but the image view has edges.
How can i make the Image smooth as well ?
self.imgViewbg.layer.cornerRadius = self.imgViewbg.frame.size.width / 2;
self.imgViewbg.clipsToBounds = YES;
u Can Try This Code. And Implement in your Project..
It Will Definetly Work.. for u
I think the problem seems to be here:
view.layer.cornerRadius= self.frame.size.height /2;
Try giving it a constant small number and see the change. May be the height/2 is not making a perfect circle. You can give a smaller value than height/2 and see the change. It a wild guess by watching your image.

CALayer custom drawing glitch

I'm working on glow effect CALayer. I've created an UIView category. And my custom drawing gives me this strange animation:
Please, check my full code.
UPDATE:
I've added some code, that I think crucial.
- (void)setGlowHidden:(BOOL)glowHidden {
self.layer.masksToBounds = glowHidden;
self.clipsToBounds = glowHidden;
if (self.glowLayer == nil) {
self.glowLayer = [GlowLayer layer];
self.glowLayer.frame = self.layer.bounds;
self.glowLayer.parentView = self;
self.glowLayer.masksToBounds = NO;
self.glowLayer.contentsGravity = kCAGravityCenter;
[self.layer addSublayer:self.glowLayer];
}
//...
[self.glowLayer setNeedsDisplay];
[self.glowLayer performSelector:#selector(setNeedsDisplay) withObject:nil afterDelay:0.0];
}
//...
- (void)drawInContext:(CGContextRef)ctx {
CGFloat delta = MAX(self.glowSize, self.innerGlowSize);
CGRect drawingRect = CGRectMake(-delta, -delta, CGRectGetWidth(self.parentView.frame) + 2 * delta,
CGRectGetHeight(self.parentView.frame) + 2 * delta);
CGPoint offsetPoint = CGPointMake(-drawingRect.origin.x, -drawingRect.origin.y);
self.frame = drawingRect;
[self setNeedsLayout];
[self layoutIfNeeded];
UIGraphicsBeginImageContextWithOptions(drawingRect.size, NO, 0.0f);
// [self.parentView drawViewHierarchyInRect:rect afterScreenUpdates:YES];
[self.parentView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *textImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsPushContext(ctx);
CGContextSaveGState(ctx);
if (_glowSize > 0) {
CGContextSetShadow(ctx, CGSizeZero, _glowSize);
CGContextSetShadowWithColor(ctx, CGSizeZero, _glowSize, _glowColor.CGColor);
}
[textImage drawAtPoint:offsetPoint];
CGContextRestoreGState(ctx);
//...
}

UIScrollView squashes UIImageView image

I have the following code in ViewDidLoad and it squashes my UIImage/ UIImageView. I want the image to fill the UIScrollView.
[super viewDidLoad];
_imageHolder = [[UIImageView alloc]initWithFrame:self.view.frame];
_scrollView = [[UIScrollView alloc]initWithFrame:self.view.frame];
[_scrollView setBackgroundColor:[UIColor purpleColor]];
// Tell the scroll view the size of the contents
self.scrollView.contentSize = self.view.frame.size;
self.scrollView.delegate = self;
self.scrollView.scrollEnabled = YES;
FfThumbnailData* thumbData = [self.arrayOfImages objectAtIndex:self.thisImageIndex];
UIImage* fullSizedImage = [[UIImage alloc]initWithContentsOfFile:thumbData.path];
[self.imageHolder setImage:fullSizedImage];
float x = fullSizedImage.size.width;
float y = fullSizedImage.size.height;
CGRect rect = CGRectMake(0, 0, x, y);
NSLog(#"Size of image: %#", NSStringFromCGRect(rect));
//
//[self.imageHolder setImage:[UIImage imageNamed:#"P1020486.png"]];
[self.scrollView addSubview:_imageHolder];
[self.view addSubview:self.scrollView];
_imageHolder.contentMode = UIViewContentModeScaleAspectFit;
I set the backgound of the UIScrollView to purple for clarity:
http://i1219.photobucket.com/albums/dd427/Dave_Chambers/IMG_0315.png
I should add that after I zoom in and then zoom out, the image IS correctly placed in the scrollview and not squashed.
Strangely, the commented line [self.imageHolder setImage:[UIImage imageNamed:#"P1020486.png"]]; correctly displays the dummy image P1020486.png.
Also, when I download my app data, the image looks right and is indeed the correct size of an iPad image - {1936, 2592} - the size reported by my NSLog line NSLog(#"Size of image: %#", NSStringFromCGRect(rect));
Further, before I needed a UIScrollView (for zooming the photo in the full size View Controller) I access the same image and display it via an animation from one View Controller to another with the following code and it displays correctly. Crucially thought, this second section of code lacks a UIScollview.
-(void)animateTransition:(int)buttonInPositon {
#try {
FfThumbnailData* thumbData = [self.images objectAtIndex:buttonInPositon];
UIImage* fullSizedImage = [[UIImage alloc]initWithContentsOfFile:thumbData.path];
fullSize = [[FullSizeViewController alloc]init];
fullSize.imageHolderGhost.contentMode = UIViewContentModeScaleAspectFit;
fullSize.arrayOfImages = self.images;
fullSize.imageToPresent = fullSizedImage;
fullSize.numberOfImages = self.images.count;
fullSize.thisImageIndex = buttonInPositon;
[fullSize.imageHolderGhost setImage:fullSizedImage];
float screenWidth = self.view.bounds.size.width;
float screenHeight = self.view.bounds.size.height;
NSLog(#"ButtonFrame: %#", NSStringFromCGRect(buttonFrame));
[fullSize.view setFrame:CGRectMake(buttonFrame.origin.x, buttonFrame.origin.y, buttonFrame.size.width, buttonFrame.size.height-44)];
NSLog(#"ButtonFrame: %#", NSStringFromCGRect(fullSize.view.frame));
[self.view addSubview:fullSize.view];
fullSize.view.backgroundColor = [UIColor clearColor];
[UIView animateWithDuration:0.9 delay:0 options:UIViewAnimationCurveEaseIn animations:^{
[fullSize.view setFrame:CGRectMake(0, 0, screenWidth, screenHeight)];
} completion:^(BOOL finished){
[[self navigationController] pushViewController:fullSize animated:NO];
self.navigationController.navigationBarHidden = YES;
}];
}
#catch (NSException *exception) {
NSLog(#"%#", exception);
}
}
For completeness, the code with the UIScrollView has the following method in one VC:
-(void)presentWithScrollview:(int)buttonInPositon {
FfThumbnailData* thumbData = [self.images objectAtIndex:buttonInPositon];
UIImage* fullSizedImage = [[UIImage alloc]initWithContentsOfFile:thumbData.path];
fullSize = [[FullSizeViewController alloc]init];
fullSize.arrayOfImages = self.images;
fullSize.imageToPresent = fullSizedImage;
fullSize.numberOfImages = self.images.count;
fullSize.thisImageIndex = buttonInPositon;
[[self navigationController] pushViewController:fullSize animated:NO];
self.navigationController.navigationBarHidden = YES;
}
and in the destination VC the following methods may be relevant to my problem (ViewDidLoad pasted at the top of this question):
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
// Set up the minimum & maximum zoom scales
CGRect scrollViewFrame = self.scrollView.frame;
CGFloat scaleWidth = scrollViewFrame.size.width / self.scrollView.contentSize.width;
CGFloat scaleHeight = scrollViewFrame.size.height / self.scrollView.contentSize.height;
CGFloat minScale = MIN(scaleWidth, scaleHeight);
//
self.scrollView.minimumZoomScale = minScale;
//Can set this bigger if needs be - match iPhoto
self.scrollView.maximumZoomScale = 2.0f;
[self centerScrollViewContents];
}
- (void)centerScrollViewContents {
CGSize boundsSize = self.scrollView.bounds.size;
//NSLog(#"boundsSize: %#", NSStringFromCGSize(boundsSize));
CGRect contentsFrame = self.imageHolder.frame;
//NSLog(#"contentsFrame: %#", NSStringFromCGRect(contentsFrame));
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
self.imageHolder.frame = contentsFrame;
}
#pragma mark - UIScrollViewDelegate
- (UIView*)viewForZoomingInScrollView:(UIScrollView *)scrollView {
// Return the view that we want to zoom
return self.imageHolder;
//return self.scrollViewBar;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
// The scroll view has zoomed, so we need to re-center the contents
[self centerScrollViewContents];
}
Any help on this would be great. Thanks
So, I found the solution myself. For some reason, as I wrote in my update to the question, any zooming in, followed by zooming out of the image fixed the image problem and presented it properly. I added these two lines to viewWillAppear, above [self centerScrollViewContents];
self.scrollView.zoomScale = 2.0;
self.scrollView.zoomScale = 1.0;
Problem solved

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