iOS - Saving and reopening image view - ios

In my iOS application, I've image view. I added pinch & zoon and move (left right top and left) functionality to it.
What I am looking is: I want to implement save functionality so that when I visit the same page again, it must show the same zoom scale and position of image. And later I must be able to zoom/move to different scale and save it.
I didn't understand which parameter do I've to save. so that I can retrieve it back.
Can any one give me some suggestion....?

This shouldn't bee too rough, I'm assuming your imageview is inside of a ScrollView (for all of its pinching and zooming help). If so you can simply store the contentOffset and contentScaleFactor when the user stops viewing the image, then reapply it when they view it again.

Related

Free Scrolling in Xcode 8.3.3

I want to create a page with a big image as background and buttons that users can interact with.
So imagine I put a big image such as a piece of map into the screen, but I only show a corner of the map in the display. So if a user wants to see other parts of the map, they have to "scroll" and navigate to wherever they want.
Meanwhile I also want to put a button they can tap on, and that button should lead to a php webpage (in-app, not opening in safari or else) or information page about sites and buildings in this location.
I am a rookie and I haven't have any code written down yet. I am thinking about using UIScrollView and UIButton, but am I on the right direction? Any advice?
Thanks in advance!
First you need a way to pinch zoom the image. In this mode, you can drag the image in any direction that you want. A common method can be found here. A scroll view can only scroll horizontally or vertically but with that image zooming, each image can be zoomed in and then dragged to any direction you want. You can have a scroll view with only one image.
After you have the image zooming ready, all you need to do is to create a subview on your screen to cover part of the image view or scroll view, whatever you used.

UIImageView roate, in addition to zoom inside UISCrollView

I need to develop a utility screen, where user can take a photo, and crop out a square out of it. This would in turn would need to let the user to adjust the photo, by swiping, rotating & zooming in/out as needed.
I have been so far able to achieve zoom plus swipe. The complete code can be downloaded from the following drop box URL.
https://www.dropbox.com/s/fj3xr5z4l5lrpjz/SquareCapture.zip?dl=0
I need help on rotating, cant seem to get it working I have tried applying UIRotationGestureRecongizer

Creating an animation such as iOS 8 Weather App

I want to create a view in which I like to have animation such as the one present in iOS 8 Weather app.
I try to explain more what I have done. If anything is incorrect please guide me.
In the top I put a label for the temperature. (The big one)
Below that label, I put another label to show some text. In the Weather app, there is the horizontal scrollview showing the hourly forecast.
Next is the Table view.
What I want to achieve is that when I start scrolling, the first label disappear smoothly and the second one go to top of the screen and the TableView stretches to show more content.
When I scroll back to the top, I want the whole process to revert.
What is the best way to do this?
I've recently re-created the iOS8 Weather app's scrolling effect for an app I'm creating.
The complete code is too long to post here but for anyone who's interested, I've put it on GitHub. You can download and run the project to see how it looks. Improvements to the code are welcome:
UIScrollView with masked content.
It works like this:
You have one scrollview (the size of the screen), which contains a subview (the mask) which in turn has a subview (the content). We also add a large label to the top of the screen (in the Weather app, this displays the temperature).
Then you use the scrollViewDidScroll delegate method to keep the mask fixed to the screen as the user scrolls. You also use this method to stretch the mask upwards at first.
Fixing the mask to the screen means that the mask's subviews (our content) also becomes fixed. But we want it to scroll, so we do the opposite to the content of what we did to the mask (again, using scrollViewDidScroll).
We need the mask to actually behave as a mask, so we set clipsToBounds = YES on the mask.
Finally, we use the scrollview's offset during scroll to move and fade the big label at the top of the screen.
To make it behave exactly like the iOS8 Weather app, we need to also do the following:
Cancel any scroll touches that happen above the mask, i.e. over the large temperature display.
Ensure that the initial scroll that moves the temperature display is completed programatically if the user doesn't complete it.
Add a sideways-scrolling subview which is anchored to the top of the mask.
I haven't done these yet, though.

Zooming an UIView without losing detail

Let's say I have a complex UIView, which is initially on the screen with quite small frame, let's say 80x80.
One of its subviews is an UIImageView displaying an image whose actual resolution is 1024x1024.
When the user tap the UIView i want the view to zoom in almost full screen so that the user can better see the image.
I know already how to scale a UIView to zoom in, my question is the following.
What's the best way to zoom in this view without pixellating the image?
I thought of these options:
I can actually set the frame of the UIView to the full screen size, and normally scale it down, so I'm sure that when it's zoomed in, it will be perfectly detailed. This solution anyway have a strong performance issue, cause moving around many of these scaled down views, will be quite an hit on the CPU/GPU.
I can do it just as I described, so small frame and scale > 1 to zoom in, but in this case will the image be displayed without pixellating?
I can actually set the frame to redisplay the view at the big/small size. In this case the detail will be good, but I have a performance hit here too, because my UIView have around 15 subviews that need complex calculation to relayout, so it's not so "fast" to set the frame.
Which is the best solution? Or do anybody have any other better solution?
Why dont you just have thumbnail representations that are 80x80, and when the user taps on any thumbnail, you transition from your current view containing all the thumbnails to a new view with the +transitionFromView:toView:duration:options:completion: method and simply display a UIImageView with the full resolution image loaded into that new view :)

Problems rotating in the middle of a pan with UIViewPageController-based slide show

I have an image slide-show viewer that uses a UIPageViewController to present the images.
The image-view viewer ViewController is pretty simple -- a top-level view containing a UIScrollView containing a UIImageView. On initial image presentation or when the device is rotated the image is aspect-fitted to the view dimensions and centered. It works fine except for a problem which happens on both iOS 7 and iOS 6.
If I am in the middle of panning to change images and two images are on the screen and I then rotate the device it sometimes (maybe always?) messes up the display of one or more images. The previously-centered image appears in the wrong place on the screen and this persists when rotated and zoomed.
The only thing I can find wrong when this happens is that the center property of the UIImageView is not, in fact, the center of the frame. If I change the center property of the UIImageView in viewDidAppear to be the center of the possibly-scaled UIImageView then the images seem to display correctly in all cases.
Does this sound like the effect of some familiar mistake that I'm making?
Edit to respond to the question:
I don't do anything in the willRotate or didRotate methods.
In viewDidLayoutSubviews I aspect-fit the image into the current UIScrollView bounds (which is the full top-level view which is the full screen) and center it. This takes care of both the initial presentation and rotations. I don't see any problems in "normal" rotation situations. The problem occurs only when I rotate with two of the pageViewController's children views both partly onscreen at once. I can "fix" the problem in all cases but surely I'm doing something wrong.
Edit 2
I've discovered another anomaly that occurs less frequently when rotating the device while panning with 2 images onscreen. Best explained by an example:
The page view controller is being used to display one image in a sequence of images from left to right of A B C. Image B is onscreen. During a pan to the left you see part of both images A and B. If the pan to image A is nearly complete, i.e. B is nearly offscreen, and you rotate the device then image B normally ends up onscreen (it never rotates still showing the partial pan), but sometimes image C ends up being displayed -- as though you had panned in the other direction. Anybody else see this kind of behavior?
What are you doing in your UIViewController to prepare for the rotation?
– willRotateToInterfaceOrientation:duration:
And then how do you recover once the rotation has finished?
- didRotateFromInterfaceOrientation
These calls are provided specifically so you have a chance to get ready for a rotation, and then to put everything back to normal once it completes.

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