Objective C - Cannot zoom UIImageView that is embedded into UIScrollView - ios

I'm a new kid on the block here. Nice to meet you all.
I'm trying to implement Ray Wenderlich's zooming of an UIScrollView that was described here:
http://www.raywenderlich.com/10518/how-to-use-uiscrollview-to-scroll-and-zoom-content
But it seemed like it didn't work for me. What I would like to do is:
Create the UIImageView from a nib.
Add UIImageView to the UIScrollView.
Zoom it in from the center of the image with the scale of 2 at the start of the view if the app is executed from an iPad.
Here's my code:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
//Hide the status bar
[[UIApplication sharedApplication] setStatusBarHidden:YES];
//------------------------------
//Initialize the image view of the home screen
_mapView = (TM_MapView *)[[[NSBundle mainBundle]loadNibNamed:#"MapView" owner:self options:nil]objectAtIndex:0];
// set the content size to be the size our our whole frame
mapScrollView.contentSize = _mapView.imageView.image.size;
[mapScrollView setScrollEnabled:YES];
//set the selector for the buttons in the map view
[self setButtonsSelector];
// now add our scroll view to the main view
[mapScrollView addSubview:_mapView];
//------------------------------
NSLog(#"_mapView.imageView.frame: %#", NSStringFromCGRect( _mapView.imageView.frame));
NSLog(#"_mapView.imageView.image.size: %#", NSStringFromCGSize( _mapView.imageView.image.size));
NSLog(#"mapScrollView.contentSize: %#", NSStringFromCGSize( mapScrollView.contentSize));
}
-(void)viewWillAppear:(BOOL)animated
{
mapScrollView.minimumZoomScale = 1.0f;
mapScrollView.maximumZoomScale = 2.5f;
mapScrollView.zoomScale = 1.0f;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
[self zoomOnStart];
}
}
-(void)zoomOnStart
{
NSLog(#"Zooming on start");
CGPoint zoomPoint = CGPointMake(512.0f, 384.0f);
CGFloat newZoomScale = 2.0f;
CGSize scrollViewSize = self.mapScrollView.bounds.size;
CGFloat w = scrollViewSize.width / newZoomScale;
CGFloat h = scrollViewSize.height / newZoomScale;
CGFloat x = zoomPoint.x - (w/2.0f);
CGFloat y = zoomPoint.y - (h/2.0f);
CGRect rectToZoomTo = CGRectMake(x, y, w, h);
//CGRect rectToZoomTo = CGRectMake(300, 300, 200, 100);
NSLog(#"rectToZoomTo: %#", NSStringFromCGRect(rectToZoomTo));
[self.mapScrollView zoomToRect:rectToZoomTo animated:YES];
}
#pragma mark - Delegates
-(UIView*)viewForZoomingInScrollView:(UIScrollView*)scrollView
{
NSLog(#"Scroll View viewForZoomingInScrollView");
return _mapView;
}
-(void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale
{
NSLog(#"Scroll View End Zooming!");
}
-(void)scrollViewDidZoom:(UIScrollView *)scrollView
{
NSLog(#"Scroll View Zoom changed to: %f", scrollView.zoomScale);
}
As you can see, I've logged some of the frames and delegates to see the input for the zooming and to see whether or not we are zooming. Here's the console logs:
2014-10-09 17:24:18.507 TrueMuzeiOS[13268:60b] _mapView.imageView.frame: {{0, 0}, {1024, 768}}
2014-10-09 17:24:18.511 TrueMuzeiOS[13268:60b] _mapView.imageView.image.size: {1024, 768}
2014-10-09 17:24:18.513 TrueMuzeiOS[13268:60b] mapScrollView.contentSize: {1024, 768}
2014-10-09 17:24:18.519 TrueMuzeiOS[13268:60b] Zooming on start
2014-10-09 17:24:18.521 TrueMuzeiOS[13268:60b] rectToZoomTo: {{320, 128}, {384, 512}}
As you can see, the logs inside viewForZoomingInScrollView:, scrollViewDidEndZooming:withView:atScale:, and scrollViewDidZoom: didn't get called, meaning we are not zooming at all (CMIIW). I've added the UIScrollViewDelegate so it should've worked.
So, can you guys help me here? I've followed the steps correctly, IMHO. So I'm lost now. Thanks a lot in advance.

do you set the delegate property of the UIScrollView?
I donĀ“t see this on the code you published although you could have done it on Interface Builder.
If this the case, simply this would make your methods get called:
mapScrollView.delegate = self;
Check the UIScrollView documentation on the delegate property section to more information.
https://developer.apple.com/library/ios/documentation/uikit/reference/uiscrollview_class/index.html#//apple_ref/occ/instp/UIScrollView/delegate

Related

UIView that follows UICollectionView indicator

I want to create a custom UIView that contains a UIImageView and a UILabel, that points to the UICollectionView scroll indicator, and scrolls with it.
i am using this code :
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
//get refrence of vertical indicator
UIImageView *verticalIndicator = ((UIImageView *)[scrollView.subviews objectAtIndex:(scrollView.subviews.count-1)]);
// get the relative position of the indicator in the main window
CGPoint p = [verticalIndicator convertPoint:verticalIndicator.bounds.origin toView:[[UIApplication sharedApplication] keyWindow]];
// set the custom view new position
CGRect indicatorFrame = self.indicatorView.frame;
indicatorFrame.origin.y = p.y;
self.indicatorView.frame = indicatorFrame;
}
But the indicatorView does not follow the indicator exactly !!
This worked for me: Please look at the attached gif. I have added the custom uiview with blue color parallel to the scrool indicator.
I tried for the table view, but this also works for the collection view too.
-(void)scrollViewDidScroll:(UIScrollView *)scrollView{
dispatch_async(dispatch_get_main_queue(), ^{
//get refrence of vertical indicator
UIImageView *verticalIndicator = ((UIImageView *)[scrollView.subviews objectAtIndex:(scrollView.subviews.count-1)]);
// get the relative position of the indicator in the main window
// CGPoint p = [verticalIndicator convertPoint:verticalIndicator.bounds.origin toView:[[UIApplication sharedApplication] keyWindow]];
CGPoint p = CGPointMake(verticalIndicator.frame.origin.x-10,
verticalIndicator.frame.origin.y - scrollView.contentOffset.y);
// set the custom view new position
CGRect indicatorFrame = CGRectMake(verticalIndicator.frame.origin.x, verticalIndicator.frame.origin.y, 10, 10);
self.indicatorView.frame = indicatorFrame;
});
}
Also maske sure you added the uiview in you view did load method.
//in viewDidLoad:
Note that I have used the sample values for the indicatorView postion.You can replace these as per your need.
indicatorView=[[UIView alloc]initWithFrame:CGRectMake( p.x, p.y , 10, 10)];
indicatorView.backgroundColor=[UIColor blueColor];
[self.tableView addSubview:indicatorView];
For me this works:
....
scrollIndicatorView = [self scrollIndicator];
[self.collectionView addSubview:scrollIndicatorView];
....
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
// percentage of the content reached * height
CGFloat yPos = (self.collectionView.contentOffset.y / (self.collectionView.contentSize.height - self.collectionView.bounds.size.height)) * self.collectionView.bounds.size.height;
yPos += self.collectionView.contentOffset.y; // add content offset becasue view is inside colelctionview which content moves
CGRect indicatorFrame = CGRectMake(self.collectionView.bounds.size.width - 10,
yPos,
10,
30);
scrollIndicatorView.frame = indicatorFrame;
}

UIScrollView zoom is not working properly

Whenever I click on an image, I want the image to display as a larger image with the ability to zoom. So far when I click on the image, it displays as I want it to inside a scrollview. However, I have to get lucky to be able to zoom in properly. Most of the time when I attempt to zoom, the image just moves down and to the right and does not zoom at all. Here is my code:
-(void) pictureButtonAction
{
self.scrollImageView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, [UIScreen mainScreen].bounds.size.width, [UIScreen mainScreen].bounds.size.height)];
self.scrollImageView.contentSize = self.fullImageView.image.size;
self.scrollImageView.delegate = self;
self.scrollImageView.clipsToBounds = YES;
self.scrollImageView.scrollEnabled = YES;
[self.scrollImageView setMaximumZoomScale:4.0f];
[self.scrollImageView setMinimumZoomScale:1.0f];
[self.view addSubview:self.scrollImageView];
[self.scrollImageView addSubview:fullImageView];
}
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.fullImageView;
}
ImageViews frame got changed while zooming , so that it moves down. So, You have to centralize the image view each time you zoom .
your scrollviews contentsize should be greater than or equal to your image size , if your fullImageView.image.size is less than your scrollviews bounds ,then set your scrollviews contentSize atleast double the scrollviews bounds .
call the below function in scrollViewDidZoom delegate method
-(void) centerScrollViewContents
{
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.imageView.frame;
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.imageView.frame = contentsFrame;
}
Try this , hope it will help you ; happy coding ! :)
#Maria's answer works but when zooming you'll experience unwanted bounces, instead of using it under scrollViewDidZoom, use scrollViewDidEndZooming: delegate to prevent that..
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale
{
[self centerScrollViewContents];
}
and with a little enhancement from her code:
[UIView animateWithDuration:0 animations:^{
self.previewImageView.frame = contentsFrame;
}];
a bit late for an answer but i hope this will be useful to some..

How to zoom an UIImageView

I'm rendering CGPDFPage in UIImageView but not zooming how we can zoom if any know plz let me know
PDFDocument = CGPDFDocumentCreateWithURL((__bridge CFURLRef)pdfUrl);
totalPages = (int)CGPDFDocumentGetNumberOfPages(PDFDocument);
NSLog(#"total pages %i",totalPages);
//struct CGPDFPage *page =CGPDFDocumentGetPage(PDFDocument, 1);
CGFloat width = 600.0;
// Get the page
CGPDFPageRef myPageRef = CGPDFDocumentGetPage(PDFDocument, i);
// Changed this line for the line above which is a generic line
//CGPDFPageRef page = [self getPage:page_number];
CGRect pageRect = CGPDFPageGetBoxRect(myPageRef, kCGPDFMediaBox);
CGFloat pdfScale = width/pageRect.size.width;
pageRect.size = CGSizeMake(pageRect.size.width*pdfScale, pageRect.size.height*pdfScale);
pageRect.origin = CGPointZero;
UIGraphicsBeginImageContext(pageRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
// White BG
CGContextSetRGBFillColor(context, 1.0,1.0,1.0,1.0);
CGContextFillRect(context,pageRect);
CGContextSaveGState(context);
// ***********
// Next 3 lines makes the rotations so that the page look in the right direction
// ***********
CGContextTranslateCTM(context, 0.0, pageRect.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextConcatCTM(context, CGPDFPageGetDrawingTransform(myPageRef, kCGPDFMediaBox, pageRect, 0, true));
CGContextDrawPDFPage(context, myPageRef);
CGContextRestoreGState(context);
imageView= UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
You should add your imageView as subview of UIScrollView.
This SO answer describes how to zoom UIImageView inside UIScrollView:
Set your view controller up as a <UIScrollViewDelegate>
Draw your UIScrollView the size you want for the rectangle at the center of the view. Set the max zoom in the inspector to something bigger than 1. Like 4 or 10.
Right click on the scroll view and connect the delegate to your view controller.
Draw your UIImageView in the UIScrollView and set it up with whatever image you want. Make it the same size as the UIScrollView.
Ctrl + drag form you UIImageView to the .h of your View controller to create an IBOutlet for the UIImageView, call it something clever like imageView.
Add this code:
-(UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.imageView;
}
Run the app and pinch and pan til your heart's content.
Go with this
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.imageView;
}
- (void)viewDidLoad {
[super viewDidLoad];
self.scrollView.minimumZoomScale=0.5;
self.scrollView.maximumZoomScale=6.0;
self.scrollView.contentSize=CGSizeMake(1280, 960);
self.scrollView.delegate=self;
}
Check Apple Documentation
Another way is to implement UITapGestureRecognizer in your viewController
- (void)viewDidLoad
{
[super viewDidLoad];
// target - what object is going to handle
// the gesture when it gets recognised
// the argument for tap: is the gesture that caused this message to be sent
UITapGestureRecognizer *tapOnce =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(tapOnce:)];
UITapGestureRecognizer *tapTwice =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(tapTwice:)];
tapOnce.numberOfTapsRequired = 1;
tapTwice.numberOfTapsRequired = 2;
//stops tapOnce from overriding tapTwice
[tapOnce requireGestureRecognizerToFail:tapTwice];
// then need to add the gesture recogniser to a view
// - this will be the view that recognises the gesture
[self.view addGestureRecognizer:tapOnce];
[self.view addGestureRecognizer:tapTwice];
}
Basically this code is saying that when a UITabGesture is registered in self.view the method tapOnce or tapTwice will be called in self depending on if its a single or double tap. You therefore need to add these tap methods to your UIViewController:
- (void)tapOnce:(UIGestureRecognizer *)gesture
{
//on a single tap, call zoomToRect in UIScrollView
[self.myScrollView zoomToRect:rectToZoomInTo animated:NO];
}
- (void)tapTwice:(UIGestureRecognizer *)gesture
{
//on a double tap, call zoomToRect in UIScrollView
[self.myScrollView zoomToRect:rectToZoomOutTo animated:NO];
}
Hope that helps

IOS ScrollView Issues

Hey I'm following this tutorial and currently on the first step but am experiencing some weird behavior. The tutorial is on creating scroll views for images and ends with showing how to create a paged horizontal ScrollView with a page controller. I followed the first section and things seemed to be working fine. However when I ran the code it did not perform properly, after about an hour of debugging I downloaded the final project, ran it on my phone to check if it was working correctly (it was) then copied the code into the required files in my project. My project still wouldn't run. So I figured it must be the way in which my story board was configured on the project setup. I then oped the working example cleared their storyboard and created the views and segues my self, in the exact same way and order I had done in my project. Bam! it still worked, when I deleted all views in my story board and recreated them in the exact same fashion, still nothing. Could someone look into this tutorial and tell me if I'm going crazy or they experience similar results. I have narrowed it down to two possibilities, the project provided at the end of the tutorial was created differently and the delegates or outlets were hooked up in a way that only works with the project, or the project was created with an earlier version of the iPhone development kit that works with the current version of XCode but not when I create a new project. Then again I am fairly new to this so I will throw up the code I'm using and hope for the best.
ViewController.h file:
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController <UIScrollViewDelegate>
#property (nonatomic, strong) IBOutlet UIScrollView *scrollView;
#end
ViewController.m file:
#import "ViewController.h"
#interface ViewController ()
#property (nonatomic, strong) UIImageView *imageView;
- (void)centerScrollViewContents;
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer;
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer;
#end
#implementation ViewController
#synthesize scrollView = _scrollView;
#synthesize imageView = _imageView;
- (void)centerScrollViewContents {
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.imageView.frame;
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.imageView.frame = contentsFrame;
}
- (void)scrollViewDoubleTapped:(UITapGestureRecognizer*)recognizer {
// Get the location within the image view where we tapped
CGPoint pointInView = [recognizer locationInView:self.imageView];
// Get a zoom scale that's zoomed in slightly, capped at the maximum zoom scale specified by the scroll view
CGFloat newZoomScale = self.scrollView.zoomScale * 1.5f;
newZoomScale = MIN(newZoomScale, self.scrollView.maximumZoomScale);
// Figure out the rect we want to zoom to, then zoom to it
CGSize scrollViewSize = self.scrollView.bounds.size;
CGFloat w = scrollViewSize.width / newZoomScale;
CGFloat h = scrollViewSize.height / newZoomScale;
CGFloat x = pointInView.x - (w / 2.0f);
CGFloat y = pointInView.y - (h / 2.0f);
CGRect rectToZoomTo = CGRectMake(x, y, w, h);
[self.scrollView zoomToRect:rectToZoomTo animated:YES];
}
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer*)recognizer {
// Zoom out slightly, capping at the minimum zoom scale specified by the scroll view
CGFloat newZoomScale = self.scrollView.zoomScale / 1.5f;
newZoomScale = MAX(newZoomScale, self.scrollView.minimumZoomScale);
[self.scrollView setZoomScale:newZoomScale animated:YES];
}
- (void)viewDidLoad {
[super viewDidLoad];
// Set a nice title
self.title = #"Image";
// Set up the image we want to scroll & zoom and add it to the scroll view
UIImage *image = [UIImage imageNamed:#"photo1.png"];
self.imageView = [[UIImageView alloc] initWithImage:image];
self.imageView.frame = (CGRect){.origin=CGPointMake(0.0f, 0.0f), .size=image.size};
[self.scrollView addSubview:self.imageView];
// Tell the scroll view the size of the contents
self.scrollView.contentSize = image.size;
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewDoubleTapped:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
[self.scrollView addGestureRecognizer:doubleTapRecognizer];
UITapGestureRecognizer *twoFingerTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(scrollViewTwoFingerTapped:)];
twoFingerTapRecognizer.numberOfTapsRequired = 1;
twoFingerTapRecognizer.numberOfTouchesRequired = 2;
[self.scrollView addGestureRecognizer:twoFingerTapRecognizer];
}
- (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;
self.scrollView.maximumZoomScale = 1.0f;
self.scrollView.zoomScale = minScale;
[self centerScrollViewContents];
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
- (UIView*)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
// Return the view that we want to zoom
return self.imageView;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView
{
// The scroll view has zoomed, so we need to re-center the contents
[self centerScrollViewContents];
}
#end
The above code doesn't work as it does in the tutorials project. The following UIScrollView delegate method viewForZoomingInScrollView produces this error:
2013-05-14 10:01:18.585 TestScrollView[3809:907] Made it
May 14 10:01:18 Scott-Laroses-iPhone TestScrollView[3809] : CGAffineTransformInvert: singular matrix.
May 14 10:01:18 Scott-Laroses-iPhone TestScrollView[3809] : CGAffineTransformInvert: singular matrix.
which makes me think the delate isn't properly set up despite me doing it exactly the same as in the tutorial and programmatically when that didn't work. Any ideas?
Your problem may be from the zoomScale and minimumZoomScale if the value assigned is 0. Make sure that the value is never 0 for those two properties.
I figured it out! The issues was that the auto layout constraints were messing up the off screen views. So I disabled auto layout and it worked fine.

content jumps on zooming out with UIScrollView

I want help with my UIScrollView sample.
I created a simple program that scrolls and zooms the content (UIImageView). It works fine, except that the content frequently disappears to the right-bottom when I try zooming out. But since I set minimumZoomScale to 1.0f, it is actually not zooming out, only the content is jumping out of the view. And what is even more weird is that I cannot scroll up after this. Apparently content size is messed up as well.
The setup I have in my sample code is as in the figure below.
When I checked the status after (trying) zooming out, I found two wrong things.
_scrollView.contentSize is 480x360, which should not be smaller than 1000x1000
_scrollView.bounds jumped to the top somehow (i.e., _scrollView.bounds.origin.y is always 0)
To cope with the two items above, I added following code in my UIScrollViewDelegate and now it works fine.
- (void)scrollViewWillBeginZooming:(UIScrollView *)scrollView withView:(UIView *)view
{
if(scrollView == _scrollView && view == _contentView)
{
// Setting ivars for scrollViewDidZoom
_contentOffsetBeforeZoom = _scrollView.contentOffset;
_scrollViewBoundsBeforeZoom = _scrollView.bounds;
}
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView
{
if(scrollView == _scrollView)
{
// If you zoom out, there are cases where ScrollView content size becomes smaller than original,
// even though minimum zoom scale = 1. In that case, it will mess with the contentOffset as well.
if(_scrollView.contentSize.width < CONTENT_WIDTH || _scrollView.contentSize.height < CONTENT_HEIGHT)
{
_scrollView.contentSize = CGSizeMake(CONTENT_WIDTH, CONTENT_HEIGHT);
_scrollView.contentOffset = _contentOffsetBeforeZoom;
}
// If you zoom out, there are cases where ScrollView bounds goes outsize of contentSize rectangle.
if(_scrollView.bounds.origin.x + _scrollView.bounds.size.width > _scrollView.contentSize.width ||
_scrollView.bounds.origin.y + _scrollView.bounds.size.height > _scrollView.contentSize.height)
{
_scrollView.bounds = _scrollViewBoundsBeforeZoom;
}
}
}
However, does it need to come down to this? This is a very simple sequence, and it is hard to believe that Apple requires us to put this kind of effort. So, my bet is I am missing something here...
Following is my original code. Please help me find what I am doing wrong (or missing something)!
#define CONTENT_WIDTH 1000
#define CONTENT_HEIGHT 1000
>>>> Snip >>>>
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
_scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
_scrollView.contentSize = CGSizeMake(CONTENT_WIDTH, CONTENT_HEIGHT);
_scrollView.backgroundColor = [UIColor blueColor];
_scrollView.maximumZoomScale = 8.0f;
_scrollView.minimumZoomScale = 1.0f;
_scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
_scrollView.scrollEnabled = YES;
_scrollView.delegate = self;
[self.view addSubview:_scrollView];
_contentView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"sample.jpg"]]; // sample.jpg is 480x360
CGPoint center = (CGPoint){_scrollView.contentSize.width / 2, _scrollView.contentSize.height / 2};
_contentView.center = center;
[_scrollView addSubview:_contentView];
_scrollView.contentOffset = (CGPoint) {center.x - _scrollView.bounds.size.width / 2, center.y - _scrollView.bounds.size.height / 2};
}
- (UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView
{
if(scrollView == _scrollView)
{
return _contentView;
}
return nil;
}
I created a quick sample project and had the same issue you described using the code you pasted. I don't exactly know what the "proper" way to zoom is in iOS but I found this tutorial which says that you need to recenter your contentView after the scrollView has been zoomed. I would personally expect it to be automatically re-centered given that it is the view you're returning in the viewForZoomingInScrollView delegate method but apparently not.
- (void)centerScrollViewContents {
CGSize boundsSize = _scrollView.bounds.size;
CGRect contentsFrame = _contentView.frame;
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;
}
_contentView.frame = contentsFrame;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
// The scroll view has zoomed, so we need to re-center the contents
[self centerScrollViewContents];
}
The code above is not written by me but is simply copied from the tutorial. I think its pretty straightforward. Also, centring the contentView seems to be a lot more elegant then constantly changing the bounds and content size of the scrollview so give it a try.
If anyone is having an issue of bouncing when you zooming out resulting background to show, try removing bounces (Bounces Zoom) in Interface Builder.
I was able to fix this problem using the delegate answer that adjusted the rates after zoom... but then I remembered I was using auto-layout, and just adding constraints for centering horizontally and vertically (in addition to the constraints tying the image to each edge of the scroll view) solved the issue for me without using the delegate methods.
Olshansk answer in swift 5
func scrollViewDidZoom(_ scrollView: UIScrollView) {
centerScrollViewContents()
}
func centerScrollViewContents() {
let boundsSize = scrollView.bounds.size;
var contentsFrame = container.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0;
} else {
contentsFrame.origin.x = 0.0;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0;
} else {
contentsFrame.origin.y = 0.0;
}
container.frame = contentsFrame;
}

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