CGAffineTransformRotate on an UIImageView loads from Center - ios

The App is in landscape mode and I have a UIButton, tapping which will attach UIImageView to the AppDelegate's window (for 'x' reasons). I tried applying the transform as shown in the code below, but the UIImageView does not attach to the top right corner, but near the center of the view.
-(IBAction)showFullScreenImage:(id)sender {
if(_fullImageView==nil) {
_fullImageView = [[UIImageView alloc]initWithFrame:CGRectMake(0,0,[UIScreen mainScreen].bounds.size.height,[UIScreen mainScreen].bounds.size.width)];
}
[self.fullImageView setImage:self.fullImage];
UITapGestureRecognizer *gestureRecognizer = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(imageWasTapped:)];
self.fullImageView.userInteractionEnabled = YES;
AppDelegate * appDelegate = (AppDelegate * ) [UIApplication sharedApplication].delegate;
[appDelegate.window addSubview:self.fullImageView];
CGAffineTransform t = CGAffineTransformMakeTranslation(0,0);
self.fullImageView.transform = CGAffineTransformRotate(t, -M_PI/2);
NSLog(#"UIImageView frame:%#",NSStringFromCGRect(self.fullImageView.frame));
[self.fullImageView addGestureRecognizer:gestureRecognizer];
}
-(void)imageWasTapped:(UIGestureRecognizer *)gestureRecognizer {
if(gestureRecognizer.state==UIGestureRecognizerStateEnded) {
[self.fullImageView removeFromSuperview];
}
}
The log prints out
UIImageView frame:{{124, -124}, {320, 568}}
What am I doing wrong here?

Fixed it myself.
-(IBAction)showFullScreenImage:(id)sender {
if(_fullImageView==nil) {
_fullImageView = [[UIImageView alloc]initWithFrame:CGRectZero]; //init with zero
}
[self.fullImageView setImage:self.fullImage];
UITapGestureRecognizer *gestureRecognizer = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(imageWasTapped:)];
self.fullImageView.userInteractionEnabled = YES;
AppDelegate * appDelegate = (AppDelegate * ) [UIApplication sharedApplication].delegate;
[appDelegate.window addSubview:self.fullImageView];
self.fullImageView.transform = CGAffineTransformRotate(CGAffineTransformIdentity, -M_PI/2);
self.fullImageView.frame = [UIScreen mainScreen].bounds; //set it here
[self.fullImageView addGestureRecognizer:gestureRecognizer];
}

Related

How to add the view to whole screen

I have an 2 vc,with push from one screen to another screen.In my vc2 programmatically i am adding the nav bar title, bar button . But when i add the view some 10 points from top is reduced. not showing fully. I tried all the possibilities. Attached the image also:
in my vc2 :
- (void)viewDidLoad {
[super viewDidLoad];
_menuView.hidden = YES;
[self navItems];
}
-(void)navItems{
UIImage* filterImage = [UIImage imageNamed:#"filter.png"];
CGRect frameimg = CGRectMake(0,0, 15,15);
filterBtn = [[UIButton alloc] initWithFrame:frameimg];
[filterBtn setBackgroundImage:filterImage forState:UIControlStateNormal];
[filterBtn addTarget:self action:#selector(MenuTap:) forControlEvents:UIControlEventTouchUpInside];
UIBarButtonItem *filter =[[UIBarButtonItem alloc] initWithCustomView:filterBtn];
self.navigationItem.rightBarButtonItem = filter;
self.title = #"Demo";
self.navigationItem.backBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:#"" style:UIBarButtonItemStylePlain target:nil action:nil];
}
- (IBAction)MenuTap:(id)sender
{
_menuView.hidden = NO;
//1
// [self.navigationController.view addSubview:_menuView];
// [self.view addSubview:_menuView];
//2
// UIWindow *window = [[[UIApplication sharedApplication] delegate] window];
// [window addSubview: _menuView];
//
//3
// UIWindow *currentWindow = [UIApplication sharedApplication].keyWindow;
//[currentWindow addSubview:_menuView];
//4
//[[UIApplication sharedApplication].windows.lastObject addSubview:_menuView];
//5
// self.navigationController.navigationBar.layer.zPosition = -1;
//[self.view addSubview:_menuView];
}
But not able to show fully any idea please ?
based on your question in here added the detail answer, if you want to show below the status bar , then you need to get the status bar height initially, there after you need to add the y position how much you need.
- (IBAction)MenuTap:(id)sender
{
_menuView.hidden = NO;
//initially getStatusbar height
float statusBarHeight = [self statusBarHeight];
// assign your subview to window bounds
_menuView.frame = [[UIScreen mainScreen] bounds];
CGRect frameRect = _menuView.frame;
// convert your y- coordinates based on your need
frameRect.origin.y = statusBarHeight;
_menuView.frame = frameRect;
[self.navigationController.view addSubview:_menuView];
}
-(float) statusBarHeight
{
CGSize statusBarSize = [[UIApplication sharedApplication] statusBarFrame].size;
return MIN(statusBarSize.width, statusBarSize.height);
}
I am updating with #Anbu.Karthic solution.
In your (IBAction)MenuTap:(id)sender update the code with below. It will work. I have tried.
- (IBAction)MenuTap:(id)sender
{
_menuView.hidden = NO;
[self.navigationController.view addSubview:_menuView];
_menuView.frame = [[UIScreen mainScreen] bounds];
}

How to create custom slide menu without third party library.?

I want to implement slide menu in my iOS app like drawer (Andriod). I went through a tutorial, but all of them are using third party libraries. Is there any possibility to create a custom slide menu. I tried to create it with the following code, but it's only working with xib file:
- (IBAction)sidemenu:(id)sender
{
[UIView animateWithDuration:0.50f animations:^{
view.frame = self.view.frame;
} completion:^(BOOL finished) {
swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(SwipGestureLeftAction:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
[self.view addGestureRecognizer:swipeLeft];
}];
}
- (void)SwipGestureAction
{
UISwipeGestureRecognizer *swiperight = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(SwipGestureRightAction:)];
swiperight.direction = UISwipeGestureRecognizerDirectionRight;
[self.view addGestureRecognizer:swiperight];
}
#pragma mark AddSwipeGestureLeftAndRight
- (void)SwipGestureRightAction:(UISwipeGestureRecognizer *)swipeRight
{
[UIView animateWithDuration:0.50f animations:^{
view.frame = self.view.frame;
} completion:^(BOOL finished) {
swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(SwipGestureLeftAction:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
[self.view addGestureRecognizer:swipeLeft];
}];
}
- (void)SwipGestureLeftAction:(UISwipeGestureRecognizer *)swipeRight
{
[UIView animateWithDuration:0.50f animations:^{
[view setFrame:CGRectMake(self.view.frame.origin.x - self.view.frame.size.width, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height)];
} completion:^(BOOL finished){
[self.view removeGestureRecognizer:swipeLeft];
}];
}
Here is what I have for you:
I made a super class for all my slide menus in all projects. It manages the showing and hiding of the slide menu, and handles orientation changes. It slides in from left on top of the current view, and it partially obscures the remainder of the view with a dark transparent background.
If you ever need other behaviour (like pushing out the current view) just override the animation part.
My slide menu is a Singleton because in our applications we only use one slide menu on every screen.
#import <UIKit/UIKit.h>
#interface IS_SlideMenu_View : UIView <UIGestureRecognizerDelegate>
{
UIView* transparentBgView;
BOOL hidden;
int lastOrientation;
}
#property (strong, nonatomic) UIView *menuContainerV;
+ (id)sharedInstance;
- (BOOL)isShown;
- (void)hideSlideMenu;
- (void)showSlideMenu;
#end
#import "IS_SlideMenu_View.h"
#implementation IS_SlideMenu_View
+ (id)sharedInstance
{
static id _sharedInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
_sharedInstance = [[[self class] alloc] init];
});
return _sharedInstance;
}
- (instancetype)initWithFrame:(CGRect)frame
{
frame = [[[UIApplication sharedApplication] delegate] window].frame;
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
transparentBgView = [[UIView alloc] initWithFrame:frame];
[transparentBgView setBackgroundColor:[UIColor colorWithRed:0 green:0 blue:0 alpha:0.6]];
[transparentBgView setAlpha:0];
transparentBgView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(gestureRecognized:)];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(gestureRecognized:)];
[transparentBgView addGestureRecognizer:tap];
[transparentBgView addGestureRecognizer:pan];
[self addSubview:transparentBgView];
frame.size.width = 280;
self.menuContainerV = [[UIView alloc] initWithFrame:frame];
CALayer *l = self.menuContainerV.layer;
l.shadowColor = [UIColor blackColor].CGColor;
l.shadowOffset = CGSizeMake(10, 0);
l.shadowOpacity = 1;
l.masksToBounds = NO;
l.shadowRadius = 10;
self.menuContainerV.autoresizingMask = UIViewAutoresizingFlexibleHeight;
[self addSubview: self.menuContainerV];
hidden = YES;
}
//----- SETUP DEVICE ORIENTATION CHANGE NOTIFICATION -----
UIDevice *device = [UIDevice currentDevice];
[device beginGeneratingDeviceOrientationNotifications];
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(orientationChanged:) name:UIDeviceOrientationDidChangeNotification object:device];
lastOrientation = [[UIDevice currentDevice] orientation];
return self;
}
//********** ORIENTATION CHANGED **********
- (void)orientationChanged:(NSNotification *)note
{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
if(orientation == UIDeviceOrientationPortrait || orientation == UIDeviceOrientationLandscapeLeft || orientation == UIDeviceOrientationLandscapeRight){
NSLog(#"%ld",orientation);
if(!hidden && lastOrientation != orientation){
[self hideSlideMenu];
hidden = YES;
lastOrientation = orientation;
}
}
}
- (void)showSlideMenu {
UIWindow* window = [[[UIApplication sharedApplication] delegate] window];
self.frame = CGRectMake(0, 0, window.frame.size.width, window.frame.size.height);
[self.menuContainerV setTransform:CGAffineTransformMakeTranslation(-window.frame.size.width, 0)];
[window addSubview:self];
// [[UIApplication sharedApplication] setStatusBarHidden:YES];
[UIView animateWithDuration:0.5 animations:^{
[self.menuContainerV setTransform:CGAffineTransformIdentity];
[transparentBgView setAlpha:1];
} completion:^(BOOL finished) {
NSLog(#"Show complete!");
hidden = NO;
}];
}
- (void)gestureRecognized:(UIGestureRecognizer *)recognizer
{
if ([recognizer isKindOfClass:[UITapGestureRecognizer class]]) {
[self hideSlideMenu];
} else if ([recognizer isKindOfClass:[UIPanGestureRecognizer class]]) {
static CGFloat startX;
if (recognizer.state == UIGestureRecognizerStateBegan) {
startX = [recognizer locationInView:self.window].x;
} else
if (recognizer.state == UIGestureRecognizerStateChanged) {
CGFloat touchLocX = [recognizer locationInView:self.window].x;
if (touchLocX < startX) {
[self.menuContainerV setTransform:CGAffineTransformMakeTranslation(touchLocX - startX, 0)];
}
} else
if (recognizer.state == UIGestureRecognizerStateEnded) {
[self hideSlideMenu];
}
}
}
- (void)hideSlideMenu
{
UIWindow* window = [[[UIApplication sharedApplication] delegate] window];
window.backgroundColor = [UIColor clearColor];
[UIView animateWithDuration:0.5 animations:^{
[self.menuContainerV setTransform:CGAffineTransformMakeTranslation(-self.window.frame.size.width, 0)];
[transparentBgView setAlpha:0];
} completion:^(BOOL finished) {
[self removeFromSuperview];
[self.menuContainerV setTransform:CGAffineTransformIdentity];
// [[UIApplication sharedApplication] setStatusBarHidden:NO];
hidden = YES;
NSLog(#"Hide complete!");
}];
}
- (BOOL)isShown
{
return !hidden;
}
#end
Subclasses only need to add subviews to the menuContainerV view, and manage them.
An example:
I created a subclass that has an header view and a table view as its content. I created the content view in a xib, and the owner of the xib is this subclass. This way I can bind outlets to the xib.
#import "IS_SlideMenu_View.h"
#interface CC_SlideMenu_View : IS_SlideMenu_View<UITableViewDelegate, UITableViewDataSource>
#property (weak, nonatomic) IBOutlet UIView *headerView;
#property (weak, nonatomic) IBOutlet UITableView *tableView;
...
#end
When the slide menu gets instantiated I load the xib and add the content view to the menuContainerV view.
#import "CC_SlideMenu_View.h"
#implementation CC_SlideMenu_View
- (instancetype)init
{
self = [super init];
if (self) {
UIView *v = [[[NSBundle mainBundle] loadNibNamed:#"CC_SlideMenu_View" owner:self options:nil] firstObject];
v.frame = self.menuContainerV.bounds;
[self.menuContainerV addSubview:v];
self.tableView.backgroundColor = [UIColor darkGrayColor];
}
return self;
}
...
#end
The result is something like this.

How can I check with the recognizer, if I have a subview clicked?

When I click on a image I want to show another popover, but it doesn't work!
My handle Tap method looks like :
-(void)handleTapView:(UITapGestureRecognizer*)recognizer
{
CGPoint startPoint = [recognizer locationInView:recognizer.view];
NSLog(#"handle Tap VIEW!!!!!!!!");
if ([recognizer.view isKindOfClass:[UIImageView class]] ) {
NSLog(#"Tap Image!!!!!!!!");
}
else if ([self.popover isPopoverVisible]) {
[self.popover dismissPopoverAnimated:YES];
}
else {
ShapesListViewController *shapes = (ShapesListViewController*) [self.storyboard instantiateViewControllerWithIdentifier:#"ShapesListViewController"];
UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:shapes];
UIPopoverController *pop = [[UIPopoverController alloc] initWithContentViewController:nav];
shapes.delegate = self;
self.popover = pop;
CGRect popoverRect;
popoverRect.origin = startPoint;
popoverRect.size.width = 1;
popoverRect.size.height =1;
[pop presentPopoverFromRect:popoverRect inView:self.view permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
}
In viewdidload :
ImageView *imgv = [[ImageView alloc] initWithImage:[UIImage imagNamed:#"delete.png"]];
imgv.center = CGPointMake(250,250);
[self.view addSubview:imgv];
ImageView *imgv2 = [[ImageView alloc] initWithImage:[UIImage imageNamed:#"gear.png"]];
imgv2.center = CGPointMake(400,400);
[self.view addSubview:imgv2];
//Tap Recognizer
self.singelTapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapView:)];
[self.singelTapGestureRecognizer setNumberOfTapsRequired:1];
[self.view addGestureRecognizer:self.singelTapGestureRecognizer];
You need to attach a separate gestureRecogniser to each view whose gestures you want to capture - in your case, both of your imageViews.
UITapGestureRecognizer *tapGR1, *tapGR2;
SEL selector = #selector(handleTapView:);
tapGR1 = [[UITapGestureRecognizer alloc] initWithTarget:self
action:selector];
tapGR2 = [[UITapGestureRecognizer alloc] initWithTarget:self
action:selector];
[imgv1 addGestureRecognizer:tapGR1];
[imgv2 addGestureRecognizer:tapGR2];
Don't attach a tapGR to their superview.
Then you also need to set userInteractionEnabled on each of the imageViews otherwise they will ignore touches (UIImageView defaults to userInteractionEnabled = NO):
imgv1.userInteractionEnabled = YES;
imgv2.userInteractionEnabled = YES;
In you handleTapView you need to reorganise slightly. Change the else if in you conditional sequence to if otherwise the third clause will never get triggered.
The recognizer.view for each of the recongnizers will correctly identify the imageView that was tapped. That will be the rect that the popover should present from in the coordinates of the imageView's superview - it's frame property.
So:
[pop presentPopoverFromRect:recognizer.view.frame
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];

Can't successfully removeGestureRecognizer iOS

I have a button in my iPad app, when its pressed it addGestureRecognizer's. When pressed again, its supposed to remove them.
My code is in an if block, and I know the right block of code is runned because NSLog print the right log message.
I'm adding the recognizers like this:
[self.view addGestureRecognizer:panRecognizer];
[self.view addGestureRecognizer:pinchRecognizer];
[self.view addGestureRecognizer:rotationRecognizer];
[self.view addGestureRecognizer:tapRecognizer];
And trying to remove them like this:
[self.view removeGestureRecognizer:panRecognizer];
[self.view removeGestureRecognizer:pinchRecognizer];
[self.view removeGestureRecognizer:rotationRecognizer];
[self.view removeGestureRecognizer:tapRecognizer];
This is my whole function:
http://www.pastelib.com/show/ZlICyb9Q
It does not work and I cant figure out why, do you guys have any suggestions?
Thanks in advance for all the help and suggestions :)
Your GestureReconizers are declared locally to the -showMenu: method.
So each time your button is pressed, you create new GestureReconizers, so you didn't try to remove previous reconizers, but you try to remove newly created ones.
Change the scope of your reconizers objects, and your problem will be fixed.
Cheers.
Edit with code sample :
-(IBAction) showMenu:(id) sender {
if([self.view.subviews containsObject:menuView]) {
NSLog(#"remove gestures!");
// Dismiss menu
[menuView removeFromSuperview];
// Remove gestures
[self.view removeGestureRecognizer:panRecognizer];
[self.view removeGestureRecognizer:pinchRecognizer];
[self.view removeGestureRecognizer:rotationRecognizer];
[self.view removeGestureRecognizer:tapRecognizer];
}else{
// Create menu
NSLog(#"add gestures!");
panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panDetected:)];
pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchDetected:)];
rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotationDetected:)];
tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapDetected:)];
tapRecognizer.numberOfTapsRequired = 2;
// Make gestures work simultaneously
panRecognizer.delegate = self;
pinchRecognizer.delegate = self;
rotationRecognizer.delegate = self;
// Set width and height if empty
self.menuController = [[menuController alloc] initWithNibName:#"menuController" bundle:nil];
if(screenWidth == 0) {
UIInterfaceOrientation currentOrientation = [[UIApplication sharedApplication] statusBarOrientation];
if(currentOrientation == 1 || currentOrientation == 2) {
// portrait
screenHeight = self.menuController.view.frame.size.height;
screenWidth = self.menuController.view.frame.size.width;
}else{
// Landscape
screenHeight = self.menuController.view.frame.size.width;
screenWidth = self.menuController.view.frame.size.height+20; //height+20px for the status bar
}
}
int menuHeight = 80;
self.menuController.view.frame = CGRectMake(0,screenHeight-(menuHeight-20), screenWidth, menuHeight);
self.menuView = self.menuController.view;
[self.menuController setDelegate:self];
[self addChildViewController:self.menuController];
[self.menuController didMoveToParentViewController:self];
[self.view addSubview:menuView];
// Add image gestures
[self.view addGestureRecognizer:panRecognizer];
[self.view addGestureRecognizer:pinchRecognizer];
[self.view addGestureRecognizer:rotationRecognizer];
[self.view addGestureRecognizer:tapRecognizer];
[self.view bringSubviewToFront:menuButton];
}
}
I did this in my project and it worked:
while (cellMainView.descripcionArticulo.gestureRecognizers.count) {
[cellMainView.descripcionArticulo removeGestureRecognizer:[cellMainView.descripcionArticulo.gestureRecognizers objectAtIndex:0]];
}

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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