IOS: UIScrollView with an infinite paging view - ios

I have this code for a scrollview to showe 3 images:
const CGFloat kScrollObjHeight = 150.0;
const CGFloat kScrollObjWidth = 320.0;
const NSUInteger kNumImages = 3;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor];
// 1. setup the scrollview for multiple images and add it to the view controller
//
// note: the following can be done in Interface Builder, but we show this in code for clarity
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
scrollView2.pagingEnabled = YES;
scrollView3.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
//[scrollView2 addSubview:imageView];
//[scrollView3 addSubview:imageView];
[imageView release];
}
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview
}
But now I want to do a scrollview that when is in last image show me after the first image of scroll view and the same thing when I have the first image if I go back, it must show the last image; so I want create a paging loop.

The basic idea is to set yourself as a UIScrollViewDelegate and apply some modulo arithmetic to the scroll position in order to wrap it around.
There are two basic variations on the idea. Suppose your images are A, B, C, so you currently have them within the scrollview ordered as ABC.
In the more logically pleasing solution — especially if you had lots and lots of images — you watch the scroll position and as soon as it gets to a position where the view is being pushed rightward and C has left the screen, you reorder the images as CAB and shift the current scroll position one spot to the right so that the move is invisible to the user. To put that another way, the scroll position is restrained to an area of two screens, centred on the middle of B (so, you get all of B and half a screen either side). Whenever you wrap it from somewhere on the left to somewhere on the right you shift all your image views one place to the right. And vice versa.
In the slightly easier to implement variation, instead of creating a scroll view with images arranged ABC, arrange then as CABCA. Then apply the same wrap around logic but to a central area of four screens and don't do any view reshuffling.
Make sure you use just setContentOffset: (or the dot notation, as in scrollView.contentOffset =) as a setter. setContentOffset:animated: will negate velocity.

Related

UI help for Horizontal Color Picker

I am trying to make color picker by reading pixel of imageview. Right now I have one imageview in the background and retrieving pixel color from it.
But now i am looking to shift my UI like this, so need help in how should I make this UI
Here's what I thought this will loo like
UIView->n no of. Imageview and arrow will be on top of it.
But then there are few things that I am not sure how will I do it
I have to keep some color unlock as level is crossed colors will get unlock
knob should not go outside the bound
I have to retrieve the color from the edge of the arrow so that I get the proper pixel value
Here is my suggestion to how to deal with this,
Create a list of images and the color values for each of those in a
NSDictionary like,
NSDictionary *colors = #{[UIColor redColor]: [UIImage imageNamed:#"red"], [UIColor greenColor]: [UIImage imageNamed:#"green"], [UIColor yellowColor: [UIImage imageNamed:#"green"]]}
Then create the imageview and add the images to the view and add tap gesture recognizer to each of the imageViews;
UIView *parentView = self.parentView;
CGFloat knobHeight = 20;
CGFloat colorViewHeight = 20;
CGFloat colorViewWidht = 20;
int index = 0;
for(UIColor *color in colors){
CGRect frame = CGRectMake(index * colorViewWidth, knobHeight, colorViewWidth, colorViewHeight);
UIImageView *imageView = [[UIImageView alloc] initWithFrame: frame];
imageView.image = colors[color];
[parentView addSubView:imageView];
UITapGestureRecognizer *tapGestureRecognizer = [UITapGestureRecognizer alloc] initWithTarget: self selector:#selector(tappedImage:)];
imageView.userInteractionEnabled = YES;
[imageView addGestureRecognizer: tapGestureRecognizer];
}
Initially add knob to the first imageView;
UIImageView *firstImageView = [[parentView subView] firstObject];
CGRect knobFrame = CGRectMake (CGRectGetMidX(firstImageView.frame) - knobWidth / 2, 0, knobWidth, knobHeight);
UIImageView *knobImageView = [[UIImageView alloc] initWithFrame:knobFrame];
[parentView addSubview: knobImageView];
Then, in the tap selector you could animate the knob change as;
- (void)tappedImage:(UITapGestureRecognizer*)tap{
UIImageView *tappedImageView = tap.view;
CGRect newKnobFrame = CGRectMake((CGRectGetMidX(tappedImageView.frame) - knobWidth / 2, 0 , knobWidth, knobHeight);
[UIView animateWithDuration:2.0 animations:^{
knobImageView.frame = newKnobFrame;
}];
}
You could also keep track of the color for which you want to lock selection. Then, do not enable the userInteraction for those images and not add the gesture recognizer. You could set alpha value to show that it is not possible to select it.
This code is directly typed, but it should give you the rough idea of how it could work.

How do I use UIPageControl in my app?

I am making an app where I need some images can be scrolled through using a UIPageControl. Sadly, I don't know how to use a UIPageControl, or a UIScrollView either. A link to a YouTube video or Xcode documentation by Apple would be much appreciated!
Thanks in advance!!
here is a code which will help you
CGSize size = [[UIScreen mainScreen] bounds].size;
CGFloat frameX = size.width;
CGFloat frameY = size.height-30; //padding for UIpageControl
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(offsetX, offsetY, frameX, frameY)];
scrollView.pagingEnabled = YES;
scrollView.backgroundColor = [UIColor clearColor];
scrollView.contentSize = CGSizeMake(frameX, frameY);
[self.view addSubview: scrollView];
// let say you have array of image in imageArray
for(int i = 0; i < [imageArray]; i++)
{
UIImage *image = [UIImage imageNamed:[imageArray objectAtIndex:i]];
imageView = [[UIImageView alloc] initWithImage:image];
imageView.frame = CGRectMake(frameX * i, 0.0, frameX, frameY);
[scrollView addSubview:imageView];
}
scrollView.contentSize = CGSizeMake(frameX*[imageArray count], frameY);
please declare the variables according to scope of use. i have declared all the variables locally so that might not get confuse and also add the UIPageControl at the bottom of your viewcontroller
Implement the delegate method of UIScrollView to the current Page indicator
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
float width = scrollView.frame.size.width;
float xPos = scrollView.contentOffset.x+10;
//Calculate the page we are on based on x coordinate position and width of scroll view
pageControl.currentPage = (int)xPos/width;
}
where pageControl is UIPageControl added on bottom your viewcontroller
ScrollView:
ScrollView is used to display the more number views/Objects. We can display those views by horizontal or vertical scrolling.
You can handle zooming, panning, scrolling etc.
You can go through some of these tutorials
Are there any good UIScrollView Tutorials on the net?
https://developer.apple.com/library/ios/documentation/windowsviews/conceptual/UIScrollView_pg/CreatingBasicScrollViews/CreatingBasicScrollViews.html
Example Code for Scrollview:
UIScrollView *scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0,self.view.frame.size.width, self.view.frame.size.height)];
//This will create a scrollview of device screen frame
You can enable the scrolling by
scroll.scrollEnabled = YES;
Example for adding 3 views to scrollview
NSInteger numberOfViews = 3;
for (int i = 0; i < numberOfViews; i++) {
CGFloat xOrigin = i * self.view.frame.size.width;
UIView *awesomeView = [[UIView alloc] initWithFrame:CGRectMake(xOrigin, 0, self.view.frame.size.width, self.view.frame.size.height)];
awesomeView.backgroundColor = [UIColor colorWithRed:0.5/i green:0.5 blue:0.5 alpha:1];
[scroll addSubview:awesomeView];
[awesomeView release];
}
// 3 views added horizontally to the scrollview by using xOrigin.
The most important part in this for is to understand the xOrigin. This will place every UIView exactly where the previous UIView has stopped, in other words, each UIView will start at the end of the previous one.
Now we got the scrollview with 3 views added horrizontally.
Set the UIScrollView contentSize
scroll.contentSize = CGSizeMake(self.view.frame.size.width * numberOfViews, self.view.frame.size.height);
The contentSize is just the sum of the widths of the three UIViews, if the width of each UIView is 320, and we have three UIViews, your contentSize width will be 920.
[self.view addSubview:scroll];
[scroll release];
//Add scrollview to viewcontroller
Page Control:
A Page control presents the user with a set of horizontal dots representing pages. The current page is presented as a white dot. The user can go from the current page to the next or to the previous page.
To enable paging you need to add
scroll.pagingEnabled = YES;
pageControl = [[UIPageControl alloc] init]; //SET a property of UIPageControl
pageControl.frame = CGRectMake(100,self.view.frame.size.height-100,self.view.frame.size.width-200,100);
pageControl.numberOfPages = 3; //as we added 3 diff views
pageControl.currentPage = 0;
Add delegate method of scrollview to implement the pagecontrol dots while scrolling
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x – pageWidth / 2 ) / pageWidth) + 1; //this provide you the page number
pageControl.currentPage = page;// this displays the white dot as current page
}
Now you can see pagecontrol for scrollview. Hope you understand. Refer this too
https://developer.apple.com/library/ios/documentation/uikit/reference/UIPageControl_Class/Reference/Reference.html
This is a very good tutorial by the Ray Wenderlich team on how to set up a paging scrollview: How To Use UIScrollView to Scroll and Zoom Content
Apple's documentation also has an example of how to implement a paging scroll view: PhotoScroller
My answer to this previous question may also be useful to you.

UIImageView and autolayout

I have a view that is set up nicely using autolayout. The view contains a series of labels stacked from top to bottom. I am allowing the intrinsic size of these labels to determine the size of the view.
The final step is to add a background from an image. I started by trying the colorWithPatternImage method on UIColor but this isn't quite what I am looking for. I do not want to tile the image, and I can not guarantee it will always be larger than the intrinsic size of the view.
Similarly, adding a uiImageView to the view itself doesn't quite work. The view will expand to accommodate the image when I want to keep the intrinsic size based on the labels.
I guess what I am looking for is the following.
1) The background should have no effect on the size of the view.
2) The image should be scaled to fill the view but in it's original aspect ration (so cropping edges if necessary).
Any ideas appreciated.
In my case, I needed it for a UIImageView inside a dynamically-sized view in a UITableViewCell, but the image refused to shrink below its instristic size and instead worked as a minimum-size constraint for the superview. The only way I could get it ignore the intristic size is by lowering the priority at which it is enforced, right after creating the cell:
[imageView setContentCompressionResistancePriority:UILayoutPriorityDefaultLow
forAxis:UILayoutConstraintAxisHorizontal];
[imageView setContentCompressionResistancePriority:UILayoutPriorityDefaultLow
forAxis:UILayoutConstraintAxisVertical];
After this, all my constraints magically started working. In the OP's case, setting UIViewContentModeScaleAspectFill is also required, as per Mundi's answer.
In Interface Builder, add a UIImageView as the first subview to the view. Make sure its size always matches the view.
Then, in Interface Builder or code, set the contentMode:
backgroundImageView.contentMode = UIViewContentModeScaleAspectFill;
Here's how I would approach this. Hopefully it helps. :)
CGRect contentFrame = CGRectMake(0, 0, self.view.frame.size.width, 0); // This will be the frame used to create the background image view.
UIEdgeInsets contentInsets = UIEdgeInsetsMake(20, 20, 20, 20); // The margins by which the labels will be inset from the edge of their parent view.
CGFloat labelHeight = 21;
CGFloat verticalGap = 8; // The vertical space between labels
CGFloat y = contentInsets.top;
int numberOfLabels = 10;
for (int i = 0; i < numberOfLabels; i++) {
CGRect frame = CGRectMake(contentInsets.left, y, self.view.frame.size.width - (contentInsets.left + contentInsets.right), labelHeight);
UILabel *label = [[[UILabel alloc] initWithFrame: frame] autorelease];
// customize the label here
[self.view addSubview: label];
contentFrame = CGRectUnion(contentFrame, label.frame);
y += labelHeight + verticalGap;
}
contentFrame.size.height += contentInsets.bottom;
UIImageView *backgroundImageView = [[[UIImageView alloc] initWithFrame: contentFrame] autorelease];
[backgroundImageView setClipsToBounds: YES];
[backgroundImageView setContentMode: UIViewContentModeScaleAspectFill];
[backgroundImageView setImage: [UIImage imageNamed: #"background_image.png"]];
[self.view insertSubview: backgroundImageView atIndex: 0];

Stopping UIScrollView at specific place while scrolling with pagingEnabled

I have the following code to create a scroll view with additional area at the beginning and the end of the images (50 points).
UIScrollView* scroll = [[UIScrollView alloc] initWithFrame: CGRectMake(0,0,200,100)];
scroll.contentSize = CGSizeMake(400,100);
UIImageView* img1 = [[UIImageView alloc] initWithFrame: CGRectMake(50,0,100,100);
UIImageView* img2 = [[UIImageView alloc] initWithFrame: CGRectMake(150,0,100,100);
UIImageView* img3 = [[UIImageView alloc] initWithFrame: CGRectMake(250,0,100,100);
//Adding images to ImageViews
scroll.pagingEnabled = YES;
[scroll addSubView:img1];
[scroll addSubView:img2];
[scroll addSubView:img3];
The first time I see the view, I will see the additional area on the left (0-50), then the first image (50-150) and then half of the second image (150-200).
When I swipe left, I want to see half of the first image on the right, the second image at the center, and half of the third image on the right.
When I swipe left again, I want to see the third image at center, with half of the second image on the left, and the additional area on the right.
Can it be possible?
It's possible as long as you define everything correctly. Make sure that the assigned content size is equal to the overall size that you wish to scroll through. Make sure that each page size is equal to the scroll view's frame. You can set the clipsToBounds to NO if the frame clips your subviews.
You can do this by adjusting the contentSize of UIScrollView
- (void)addImagesToScrollView{
//An offset from where imageViewStarts
CGFloat xOffset = 50.0f;
CGRect imageViewFrame = CGRectMake(xOffset, 0.0f, 100.0f, 100.0f);
for (NSString *imageName in #[#"image1.jpg",#"image2.jpg",#"image3.jpg"])
{
UIImageView *imageView = [[UIImageView alloc]initWithFrame:imageViewFrame];
UIImage *image = [UIImage imageNamed:imageName];
imageView.image = image;
[self.scrollView addSubview:imageView];
imageViewFrame.origin.x+=imageViewFrame.size.width;
}
CGSize contentSize = self.scrollView.frame.size;
//Content size is calculate from the imageViewFrame and an offset is added to it
contentSize.width = imageViewFrame.origin.x+xOffset;
[self.scrollView setContentSize:contentSize];
}
Source Code
You can scroll to a particular place in the scrollview using the following code
[YOURSCROLLVIEW setContentOffset:CGPointMake(x, y) animated:YES];

Graphical glitch in UIScrollView when autorotating device

I have an application which has a fullscreen UIScrollView, and within it there are seven images. The images are also meant to be full screen, and the scroll view is set to enable pagination.
I have a method which either creates or moves the image views:
-(void)rebuildImageView{
// set up images
float screenW = self.view.bounds.size.width;
float screenH = self.view.bounds.size.height;
int numImgs = self.soundNames.count;
self.mainScrollView.contentSize = CGSizeMake(screenW * numImgs, screenH);
for(int i=0; i<numImgs; i++){
UIImageView* imageView = (UIImageView*)[self.mainScrollView viewWithTag:i+100];
if(imageView == nil){
imageView = [[UIImageView alloc] init];
imageView.tag = i+100;
[self.mainScrollView addSubview:imageView];
imageView.image = [UIImage imageNamed:[NSString stringWithFormat:#"image%d.jpg",i]];
imageView.contentMode = UIViewContentModeScaleAspectFill;
imageView.clipsToBounds = YES;
[imageView release];
}
imageView.frame = CGRectMake(i * screenW, 0, screenW, screenH);
}
// scroll to the current one
[self.mainScrollView scrollRectToVisible:CGRectMake(self.currentSound*screenW, 0, screenW, screenH) animated:YES];
}
I also have this on the view controller:
-(void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[UIView animateWithDuration:duration animations:^{
[self rebuildImageView];
}];
}
This code works fine when I autorotate while image 0 is being shown, but when I'm on image 7, you can briefly see most of image 6 when rotating. This video shows what's happening:
http://www.youtube.com/watch?v=1O3jOcTgVP8
Is there a better method I should use to reconfigure the scroll view and images when rotating the device?
Any frame changes put in the willAnimateRotationToInterfaceOrientation:duration method should automatically animate. So you could try removing it from the block?
Personally, I've had a lot more luck with this type of thing subclassing UIScrollView and putting the equivalent layout subview frame code in an override of the layoutSubviews method (don't forget to call super or you might end up with misplaced scroll bars).

Resources