My table view cells contain a circle in an UIView, indicating a value. I want to add the UIKit Dynamics attachment behaviour to that circle in order to for it to lag a bit when scrolling.
I don't want to attach the individual cells to each other but only the circle view to the UITableViewCell. The rest of the cell should scroll as usual.
Problem: The UITableViewCell has its origin always at (0, 0). How can I add the circle to a view that actually does move when scrolling?
I finally got it to work. The UITableView moves the coordinate system of every cell and of all views contained within that cell. Therefor I needed to manually move my view inside the UITableViewCell during scrolling while still referring to the initial anchor point.
The table view controller:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
BOOL scrollingUp = '\0';
if (self.lastContentOffset > scrollView.contentOffset.y) {
scrollingUp = YES;
}
else if (self.lastContentOffset < scrollView.contentOffset.y) {
scrollingUp = NO;
}
NSInteger offset = 64; // To compensate for the navigation bar.
if (scrollingUp) {
offset = offset - scrollView.contentOffset.y;
}
else {
offset = offset + scrollView.contentOffset.y;
}
// Limit the offset so the views will not disappear during fast scrolling.
if (offset > 10) {
offset = 10;
}
else if (offset < -10) {
offset = -10;
}
// lastContentOffset is an instance variable.
self.lastContentOffset = scrollView.contentOffset.y;
for (UITableViewCell *cell in self.tableView.visibleCells) {
// Use CoreAnimation to prohibit flicker.
[UIView beginAnimations:#"Display notification" context:nil];
[UIView setAnimationDuration:0.5f];
[UIView setAnimationBeginsFromCurrentState:YES];
cell.view.frame = CGRectMake(cell.view.frame.origin.x, offset, cell.view.frame.size.width, cell.view.frame.size.height);
[UIView commitAnimations];
[cell.dynamicAnimator updateItemUsingCurrentState:cell.view];
}
}
The table view cell:
-(void)layoutSubviews {
[super layoutSubviews];
// _view is the animated UIView.
UIDynamicItemBehavior *viewBehavior = [[UIDynamicItemBehavior alloc] initWithItems:#[_view]];
viewBehavior.elasticity = 0.9f;
UIAttachmentBehavior *attachmentBehaviorView = [[UIAttachmentBehavior alloc] initWithItem:_view attachedToAnchor:CGPointMake(_anchorView.frame.origin.x + _anchorView.frame.size.width / 2.0f, _anchorView.frame.origin.y + _anchorView.frame.size.height / 2.0f)];
attachmentBehaviorView.damping = 8.0f;
attachmentBehaviorView.frequency = 4.0f;
attachmentBehaviorView.length = 0.0f;
[_dynamicAnimator addBehavior:viewBehavior];
[_dynamicAnimator addBehavior:attachmentBehaviorView];
}
You can change the anchorPoint of UIAttachmentBehavior during -[scrollViewDidScroll:]. You may refer to the following code snippet:
- (void)viewDidLoad
{
UIDynamicAnimator *animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
UIAttachmentBehavior *behavior1 = [[UIAttachmentBehavior alloc] initWithItem:self.circleView
attachedToAnchor:[self tableViewAnchor]];
behavior1.length = 10.0;
behavior1.damping = 0.3;
behavior1.frequency = 2.5;
[animator addBehavior:behavior1];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
behavior1.anchorPoint = [self.tableView convertPoint:[self tableViewAnchor] toView:self.view];
}
- (CGPoint)tableViewAnchor
{
return CGPointMake(160.0, 154.0); // return your target coordination w.r.t. the table view
}
Preview:
Related
I have a UIScrollView with 10+ pages configured in a way that contents from 3 pages will always appear on a screen at a time (screenshot below).
For a feature, I need to temporarily disable the inactive pages on the screen, and I was wondering if there is a way to hide all the inactive pages, and only keep the active page visible.
Alternatively, if this is not feasible, is it possible to extract all the views that's in the active page?
Thanks!
Try the function below , and adjust it to fit your situation:
func disableInactiveView(){
let offset = scrollView.contentOffset;
let frame = scrollView.frame;
let shownFrame = CGRect(x: offset.x, y: offset.y , width: frame.size.width, height: frame.size.height)
for colorView in scrollView.subviews{
if shownFrame.contains(colorView.frame) {
colorView.backgroundColor = UIColor.green;
}else{
colorView.backgroundColor = UIColor.red;
}
}
}
Adding all the views to scrollView is not good for performance. The best solution for managing such view is to use UICollectionView with custom UICollectionViewCells. Collection view will do everything you need - reuse your views and place them correctly according to visible rect. In case you cannot use UICollectionView try something like that:
#interface SampleClass : UIViewController <UIScrollViewDelegate>
#property (nonatomic) UIScrollView *scrollView;
#property (nonatomic) NSUInteger viewsCount;
#property (nonatomic) NSDictionary<NSNumber *, UIView *> *visibleViewsByIndexes;
#end
#implementation SampleClass
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
[self updateViews];
[self hideInactiveViews];
}
- (void)updateViews
{
CGPoint offset = self.scrollView.contentOffset;
CGRect frame = self.scrollView.bounds;
CGRect visibleRect = frame;
visibleRect.origin.x += offset.x;
// Determine indexes of views which should be displayed.
NSMutableArray<NSNumber *> *viewsToDisplay = [NSMutableArray new];;
for (NSUInteger index = 0; index < self.viewsCount; index++) {
CGRect viewFrame = [self frameForViewAtIndex:index];
if (CGRectIntersectsRect(viewFrame, visibleRect)) {
[viewsToDisplay addObject:#(index)];
}
}
// Remove not visible views.
NSDictionary<NSNumber *, UIView *> *oldVisibleViewsByIndexes = self.visibleViewsByIndexes;
NSMutableDictionary<NSNumber *, UIView *> *newVisibleViewsByIndexes = [NSMutableDictionary new];
for (NSNumber *indexNumber in oldVisibleViewsByIndexes.allKeys) {
if (![viewsToDisplay containsObject:indexNumber]) {
UIView *viewToRemove = oldVisibleViewsByIndexes[indexNumber];
[viewToRemove removeFromSuperview];
} else {
newVisibleViewsByIndexes[indexNumber] = oldVisibleViewsByIndexes[indexNumber];
}
}
// Add new views.
for (NSNumber *indexNumber in viewsToDisplay) {
if (![oldVisibleViewsByIndexes.allKeys containsObject:indexNumber]) {
UIView *viewToAdd = [self viewAtIndex:indexNumber.unsignedIntegerValue];
viewToAdd.frame = [self frameForViewAtIndex:indexNumber.unsignedIntegerValue];
[self.scrollView addSubview:viewToAdd];
}
}
self.visibleViewsByIndexes = newVisibleViewsByIndexes;
}
- (CGRect)frameForViewAtIndex:(NSUInteger)index
{
// Return correct frame for view at index.
return CGRectZero;
}
- (UIView *)viewAtIndex:(NSUInteger)index
{
return [UIView new];
}
- (void)hideInactiveViews
{
CGPoint offset = self.scrollView.contentOffset;
CGRect frame = self.scrollView.bounds;
CGRect visibleRect = frame;
visibleRect.origin.x += offset.x;
for (UIView *view in self.visibleViewsByIndexes.allValues) {
if (CGRectContainsRect(visibleRect, view.frame)) {
// Active view.
view.alpha = 1;
} else {
// Inactive view.
view.alpha = 0.2;
}
}
}
#end
I did my Top View and Bottom View (UIViews) hide while the UITableView is scrolling. Now, I need to check if the user begin drag the UITableview to up again and back the uiviews for the initial position. I have the following code to do the first step: hidden/show while scrolling uitableview
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
if(!self.isScrollingFast) {
CGRect screenBound = [[UIScreen mainScreen] bounds];
CGSize screenSize = screenBound.size;
CGFloat screenWidth = screenSize.width;
CGFloat screenHeight = screenSize.height;
NSInteger yOffset = scrollView.contentOffset.y;
if (yOffset > 0) {
self.tabBar.frame = CGRectMake(self.tabBar.frame.origin.x, self.originalFrame.origin.y + yOffset, self.tabBar.frame.size.width, self.tabBar.frame.size.height);
self.viewTopo.frame = CGRectMake(self.viewTopo.frame.origin.x, self.originalFrameTopo.origin.y - yOffset, self.viewTopo.frame.size.width, self.viewTopo.frame.size.height);
if(self.originalFrameHidingView.origin.y - yOffset >= 0) {
self.hidingView.frame = CGRectMake(self.hidingView.frame.origin.x, self.originalFrameHidingView.origin.y - yOffset, self.hidingView.frame.size.width, self.hidingView.frame.size.height);
}
else {
self.hidingView.frame = CGRectMake(self.hidingView.frame.origin.x, -10, self.hidingView.frame.size.width, self.hidingView.frame.size.height);
}
[self.tbPertos setFrame:CGRectMake(self.tbPertos.frame.origin.x, self.hidingView.frame.origin.y + self.hidingView.frame.size.height, self.tbPertos.frame.size.width, self.tbPertos.frame.size.height)];
if(self.tbPertos.frame.size.height + self.tbPertos.frame.origin.y + yOffset <= screenHeight)
self.tbPertos.frame = CGRectMake(self.tbPertos.frame.origin.x, self.tbPertos.frame.origin.y, self.tbPertos.frame.size.width, self.tbPertos.frame.size
.height+yOffset);
else {
self.tbPertos.frame = CGRectMake(self.tbPertos.frame.origin.x, self.tbPertos.frame.origin.y, self.tbPertos.frame.size.width, screenHeight - self.tbPertos.frame.origin.y);
}
}
if (yOffset < 1) {
self.tabBar.frame = self.originalFrame;
self.viewTopo.frame = self.originalFrameTopo;
self.hidingView.frame = self.originalFrameHidingView;
self.tbPertos.frame = CGRectMake(self.tbPertos.frame.origin.x, self.hidingView.frame.origin.y + self.hidingView.frame.size.height, self.tbPertos.frame.size.width, screenHeight - self.tbPertos.frame.origin.y);
}
}
}
And there's the code which I'm trying to do the Top and Bottom View reappear when the user begin scroll up. Independently wheres the scroll offset.
-(void)scrollViewWillBeginDragging:(UIScrollView *)scrollView {
CGPoint currentOffset = scrollView.contentOffset;
NSTimeInterval currentTime = [NSDate timeIntervalSinceReferenceDate];
NSTimeInterval timeDiff = currentTime - self.lastOffsetCapture;
CGFloat distance = currentOffset.y - self.lastOffset.y;
//The multiply by 10, / 1000 isn't really necessary.......
if (distance < 0) {
if(!self.isScrollingFast) {
NSLog(#"voltar posicao normal");
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.tabBar.frame = self.originalFrame;
self.viewTopo.frame = self.originalFrameTopo;
self.hidingView.frame = self.originalFrameHidingView;
self.tbPertos.frame = self.originalFrameTbPertos;
self.isScrollingFast = YES;
[UIView commitAnimations];
}
} else {
self.isScrollingFast = NO;
}
self.lastOffset = currentOffset;
self.lastOffsetCapture = currentTime;
}
Here i implemented code for UIView Hide / Show when tableview scrolling. When tableview scrolling down then UIView is hidden and when scrolling up then UIView show. I hope it's working for you...!
Step 1:- Make one property in .h file
#property (nonatomic) CGFloat previousContentOffset;
Step 2:- Write down this code in scrollViewDidScroll Method.
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGFloat currentContentOffset = scrollView.contentOffset.y;
if (currentContentOffset > self.previousContentOffset) {
// scrolling towards the bottom
[self.subButtonView setHidden:YES];
} else if (currentContentOffset < self.previousContentOffset) {
// scrolling towards the top
[self.subButtonView setHidden:NO];
}
self.previousContentOffset = currentContentOffset;
}
Very similar to a UIRefreshControl, I'm trying to put a UIView on top of a UITableView. Dragging down the table view should reveal the view and have it stay there. Dragging up should hide it again and then scroll the table view. When hidden the table view should scroll normally. Scrolling back to the top should either reveal the hidden view again, or snap to the hidden state. Ultimately the revealed view should contain some buttons or a segmented control. It should look and behave very similar to the OmniFocus App.
Hidden View in OmniFocus
Revealed View in OmniFocus
This is how far I got. Especially the snapping back to the hidden state when the table view scrolls back up does not work. If you time it right you'll end up stuck in the middle of top view, which is exactly not what I want.
static CGFloat const kTopViewHeight = 40;
#interface ViewController ()
#property (nonatomic, weak) UIView *topView;
#property (nonatomic, assign) CGFloat dragStartY;
#end
#implementation ViewController
#pragma mark - View Lifecycle
- (void)viewDidLoad
{
CGRect topViewFrame = CGRectMake(0.0, -kTopViewHeight, 320, kTopViewHeight);
UIView *myView = [[UIView alloc] initWithFrame:topViewFrame];
myView.backgroundColor = [UIColor greenColor]; // DEBUG
self.topView = myView;
[self.tableView addSubview:myView];
}
#pragma mark - UIScrollViewDelegate
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
NSLog(#"scrollViewWillBeginDragging %#", NSStringFromCGPoint(scrollView.contentOffset));
self.dragStartY = scrollView.contentOffset.y;
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
NSLog(#"scrollViewDidScroll %#", NSStringFromCGPoint(scrollView.contentOffset));
if (scrollView.contentOffset.y > 0) {
// reset the inset
scrollView.contentInset = UIEdgeInsetsZero;
} else if (scrollView.contentOffset.y >= -kTopViewHeight) {
// set the inset for the section headers
scrollView.contentInset = UIEdgeInsetsMake(-scrollView.contentOffset.y, 0, 0, 0);
} else if (scrollView.contentOffset.y < -kTopViewHeight) {
// don't scroll further when the topView's height is reached
scrollView.contentInset = UIEdgeInsetsMake(-kTopViewHeight, 0, 0, 0);
scrollView.contentOffset = CGPointMake(0, -kTopViewHeight);
}
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
{
NSLog(#"scrollViewDidEndDragging %#", NSStringFromCGPoint(scrollView.contentOffset));
CGFloat yOffset = scrollView.contentOffset.y;
if (yOffset < 0) {
BOOL dragDown = self.dragStartY > yOffset;
CGFloat dragThreshold = 10;
if (dragDown) {
if (yOffset <= -dragThreshold) {
[self snapDown:YES scrollView:scrollView];
} else {
[self snapDown:NO scrollView:scrollView];
}
} else if (!dragDown) {
if (yOffset >= dragThreshold - kTopViewHeight) {
[self snapDown:NO scrollView:scrollView];
} else {
[self snapDown:YES scrollView:scrollView];
}
}
}
}
- (void)snapDown:(BOOL)down scrollView:(UIScrollView *)scrollView
{
[UIView animateWithDuration:0.3
delay:0
options:UIViewAnimationOptionAllowUserInteraction|UIViewAnimationOptionCurveEaseOut|UIViewAnimationOptionBeginFromCurrentState
animations:^{
if (down) {
// snap down
scrollView.contentOffset = CGPointMake(0, -kTopViewHeight);
scrollView.contentInset = UIEdgeInsetsMake(kTopViewHeight, 0, 0, 0);
} else {
// snap up
scrollView.contentOffset = CGPointMake(0, 0);
scrollView.contentInset = UIEdgeInsetsZero;
}
}
completion:nil];
}
//paging for data you can use this spinner
spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
[spinner stopAnimating];
spinner.hidesWhenStopped = NO;
spinner.frame = CGRectMake(0, 0, 320, 44);
tblView.tableFooterView = spinner;
tblView.tableFooterView.hidden = YES;
#pragma mark Table pull to refresh data....
- (void)scrollViewDidEndDragging:(UIScrollView *)aScrollView
willDecelerate:(BOOL)decelerate{
CGPoint offset = aScrollView.contentOffset;
CGRect bounds = aScrollView.bounds;
CGSize size = aScrollView.contentSize;
UIEdgeInsets inset = aScrollView.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
float reload_distance = 50;
if(y > h + reload_distance && _nextPage) {
NSLog(#"load more data");
tblView.tableFooterView.hidden = NO;
// index for new page of data will increment here
index = index + 1;
[spinner startAnimating];
[self performSelector:#selector(requestData) withObject:nil afterDelay:1.0f];
}
}
// when you request for data and wants to stop spinner
CGPoint offset = tblView.contentOffset;
// if new page is there set bool
_nextPage = YES;
// want to remove spinner
tblView.tableFooterView.hidden = YES;
[spinner stopAnimating];
[tblView setContentOffset:offset animated:NO];
I've been working on trying to recreate the stretchy collection view that Evernote uses in iOS 7 and I'm really close to having it working. I've managed to create a custom collection view flow layout that modifies the layout attribute transforms when the content offset y value lies outside collection view bounds. I'm modifying the layout attributes in the layoutAttributesForElementsInRect method and it behaves as expected except that the bottom cells can disappear when you hit the bottom of the scroll view. The further you pull the content offset the more cells can disappear. I think the cells basically get clipped off. It doesn't happen at the top though and I'd expect to see the same behavior in both places. Here's what my flow layout implementation looks like right now.
#implementation CNStretchyCollectionViewFlowLayout
{
BOOL _transformsNeedReset;
CGFloat _scrollResistanceDenominator;
}
- (id)init
{
self = [super init];
if (self)
{
// Set up the flow layout parameters
self.minimumInteritemSpacing = 10;
self.minimumLineSpacing = 10;
self.itemSize = CGSizeMake(320, 44);
self.sectionInset = UIEdgeInsetsMake(10, 0, 10, 0);
// Set up ivars
_transformsNeedReset = NO;
_scrollResistanceDenominator = 800.0f;
}
return self;
}
- (void)prepareLayout
{
[super prepareLayout];
}
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
// Set up the default attributes using the parent implementation
NSArray *items = [super layoutAttributesForElementsInRect:rect];
// Compute whether we need to adjust the transforms on the cells
CGFloat collectionViewHeight = self.collectionViewContentSize.height;
CGFloat topOffset = 0.0f;
CGFloat bottomOffset = collectionViewHeight - self.collectionView.frame.size.height;
CGFloat yPosition = self.collectionView.contentOffset.y;
// Update the transforms if necessary
if (yPosition < topOffset)
{
// Compute the stretch delta
CGFloat stretchDelta = topOffset - yPosition;
NSLog(#"Stretching Top by: %f", stretchDelta);
// Iterate through all the visible items for the new bounds and update the transform
for (UICollectionViewLayoutAttributes *item in items)
{
CGFloat distanceFromTop = item.center.y;
CGFloat scrollResistance = distanceFromTop / 800.0f;
item.transform = CGAffineTransformMakeTranslation(0, -stretchDelta + (stretchDelta * scrollResistance));
}
// Update the ivar for requiring a reset
_transformsNeedReset = YES;
}
else if (yPosition > bottomOffset)
{
// Compute the stretch delta
CGFloat stretchDelta = yPosition - bottomOffset;
NSLog(#"Stretching bottom by: %f", stretchDelta);
// Iterate through all the visible items for the new bounds and update the transform
for (UICollectionViewLayoutAttributes *item in items)
{
CGFloat distanceFromBottom = collectionViewHeight - item.center.y;
CGFloat scrollResistance = distanceFromBottom / 800.0f;
item.transform = CGAffineTransformMakeTranslation(0, stretchDelta + (-stretchDelta * scrollResistance));
}
// Update the ivar for requiring a reset
_transformsNeedReset = YES;
}
else if (_transformsNeedReset)
{
NSLog(#"Resetting transforms");
_transformsNeedReset = NO;
for (UICollectionViewLayoutAttributes *item in items)
item.transform = CGAffineTransformIdentity;
}
return items;
}
- (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds
{
// Compute whether we need to adjust the transforms on the cells
CGFloat collectionViewHeight = self.collectionViewContentSize.height;
CGFloat topOffset = 0.0f;
CGFloat bottomOffset = collectionViewHeight - self.collectionView.frame.size.height;
CGFloat yPosition = self.collectionView.contentOffset.y;
// Handle cases where the layout needs to be rebuilt
if (yPosition < topOffset)
return YES;
else if (yPosition > bottomOffset)
return YES;
else if (_transformsNeedReset)
return YES;
return NO;
}
#end
I also zipped up the project for people to try out. Any help would be greatly appreciated as I'm pretty new to creating custom collection view layouts. Here's the link to it:
https://dl.dropboxusercontent.com/u/2975688/StackOverflow/stretchy_collection_view.zip
Thanks everyone!
I was able to solve the problem. I'm not sure if there's actually a bug in iOS or not, but the issue was that the cells were actually getting translated outside the content view of the collection view. Once the cell would get translated far enough, it would get clipped off. I find it interesting that this does not happen in the simulator for non-retina displays, but does with retina displays which is why I feel this may actually be a bug.
With that in mind, a workaround for now is to add padding to the top and bottom of the collection view by overriding the collectionViewContentSize method. Once you do this, if you add padding to the top, you need to adjust the layout attributes for the cells as well so they are in the proper location. The final step is to set the contentInset on the collection view itself to adjust for the padding. Leave the scroll indicator insets alone since those are fine. Here's the implementation of my final collection view controller and the custom flow layout.
CNStretchyCollectionViewController.m
#implementation CNStretchyCollectionViewController
static NSString *CellIdentifier = #"Cell";
- (void)viewDidLoad
{
// Register the cell
[self.collectionView registerClass:[UICollectionViewCell class] forCellWithReuseIdentifier:CellIdentifier];
// Tweak out the content insets
CNStretchyCollectionViewFlowLayout *layout = (CNStretchyCollectionViewFlowLayout *) self.collectionViewLayout;
self.collectionView.contentInset = layout.bufferedContentInsets;
// Set the delegate for the collection view
self.collectionView.delegate = self;
self.collectionView.clipsToBounds = NO;
// Customize the appearance of the collection view
self.collectionView.backgroundColor = [UIColor whiteColor];
self.collectionView.indicatorStyle = UIScrollViewIndicatorStyleDefault;
}
#pragma mark - UICollectionViewDataSource Methods
- (NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section
{
return 20;
}
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:CellIdentifier forIndexPath:indexPath];
if ([indexPath row] % 2 == 0)
cell.backgroundColor = [UIColor orangeColor];
else
cell.backgroundColor = [UIColor blueColor];
return cell;
}
#end
CNStretchyCollectionViewFlowLayout.m
#interface CNStretchyCollectionViewFlowLayout ()
- (CGSize)collectionViewContentSizeWithoutOverflow;
#end
#pragma mark -
#implementation CNStretchyCollectionViewFlowLayout
{
BOOL _transformsNeedReset;
CGFloat _scrollResistanceDenominator;
UIEdgeInsets _contentOverflowPadding;
}
- (id)init
{
self = [super init];
if (self)
{
// Set up the flow layout parameters
self.minimumInteritemSpacing = 10;
self.minimumLineSpacing = 10;
self.itemSize = CGSizeMake(320, 44);
self.sectionInset = UIEdgeInsetsMake(10, 0, 10, 0);
// Set up ivars
_transformsNeedReset = NO;
_scrollResistanceDenominator = 800.0f;
_contentOverflowPadding = UIEdgeInsetsMake(100.0f, 0.0f, 100.0f, 0.0f);
_bufferedContentInsets = _contentOverflowPadding;
_bufferedContentInsets.top *= -1;
_bufferedContentInsets.bottom *= -1;
}
return self;
}
- (void)prepareLayout
{
[super prepareLayout];
}
- (CGSize)collectionViewContentSize
{
CGSize contentSize = [super collectionViewContentSize];
contentSize.height += _contentOverflowPadding.top + _contentOverflowPadding.bottom;
return contentSize;
}
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
// Set up the default attributes using the parent implementation (need to adjust the rect to account for buffer spacing)
rect = UIEdgeInsetsInsetRect(rect, _bufferedContentInsets);
NSArray *items = [super layoutAttributesForElementsInRect:rect];
// Shift all the items down due to the content overflow padding
for (UICollectionViewLayoutAttributes *item in items)
{
CGPoint center = item.center;
center.y += _contentOverflowPadding.top;
item.center = center;
}
// Compute whether we need to adjust the transforms on the cells
CGFloat collectionViewHeight = [self collectionViewContentSizeWithoutOverflow].height;
CGFloat topOffset = _contentOverflowPadding.top;
CGFloat bottomOffset = collectionViewHeight - self.collectionView.frame.size.height + _contentOverflowPadding.top;
CGFloat yPosition = self.collectionView.contentOffset.y;
// Update the transforms if necessary
if (yPosition < topOffset)
{
// Compute the stretch delta
CGFloat stretchDelta = topOffset - yPosition;
NSLog(#"Stretching Top by: %f", stretchDelta);
// Iterate through all the visible items for the new bounds and update the transform
for (UICollectionViewLayoutAttributes *item in items)
{
CGFloat distanceFromTop = item.center.y - _contentOverflowPadding.top;
CGFloat scrollResistance = distanceFromTop / _scrollResistanceDenominator;
item.transform = CGAffineTransformMakeTranslation(0, -stretchDelta + (stretchDelta * scrollResistance));
}
// Update the ivar for requiring a reset
_transformsNeedReset = YES;
}
else if (yPosition > bottomOffset)
{
// Compute the stretch delta
CGFloat stretchDelta = yPosition - bottomOffset;
NSLog(#"Stretching bottom by: %f", stretchDelta);
// Iterate through all the visible items for the new bounds and update the transform
for (UICollectionViewLayoutAttributes *item in items)
{
CGFloat distanceFromBottom = collectionViewHeight + _contentOverflowPadding.top - item.center.y;
CGFloat scrollResistance = distanceFromBottom / _scrollResistanceDenominator;
item.transform = CGAffineTransformMakeTranslation(0, stretchDelta + (-stretchDelta * scrollResistance));
}
// Update the ivar for requiring a reset
_transformsNeedReset = YES;
}
else if (_transformsNeedReset)
{
NSLog(#"Resetting transforms");
_transformsNeedReset = NO;
for (UICollectionViewLayoutAttributes *item in items)
item.transform = CGAffineTransformIdentity;
}
return items;
}
- (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds
{
return YES;
}
#pragma mark - Private Methods
- (CGSize)collectionViewContentSizeWithoutOverflow
{
return [super collectionViewContentSize];
}
#end
CNStretchyCollectionViewFlowLayout.h
#interface CNStretchyCollectionViewFlowLayout : UICollectionViewFlowLayout
#property (assign, nonatomic) UIEdgeInsets bufferedContentInsets;
#end
I'm actually going to through this onto Github and I'll post a link to the project once it's up. Thanks again everyone!
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;
}