How to update UIPageControl when UIScrollView with PagingEnabled changes page? - ios

How do i make it so that when the user scrolls to a new page in UIScrollView, the UIPageControl updates?

I have used this before and it seemed to work well. Be sure to set the UIScrollView.delegate to self.
#pragma mark - UIScrollViewDelegate methods
- (void)scrollViewDidEndDecelerating:(UIScrollView *)sender {
uint page = sender.contentOffset.x / width;
[self.pageControl setCurrentPage:page];
}

Where you defined your UIScrollView and UIPageControl, you have to implement this method :
- (void)scrollViewDidScroll:(UIScrollView *)_scrollView
{
if (pageControlIsChangingPage)
return;
CGFloat pageWidth = _scrollView.frame.size.width;
int page = floor((_scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
pageControl.currentPage = page;
}
and this one :
- (void)scrollViewDidEndDecelerating:(UIScrollView *)_scrollView
{
pageControlIsChangingPage = NO;
}
where pageControlIsChangingPage is :
BOOL pageControlIsChangingPage;

Here is an update of this answer for Swift as well:
func scrollViewDidEndDecelerating(scrollView: UIScrollView) {
pageControl.currentPage = Int(myScrollView.contentOffset.x) / Int(myScrollView.frame.width)
}

Related

Scroll back to the first image when scroll view it's end

I have a scroll view with 11 images . I want when the last image(11) it's showed , so the scroll view is ended , to get back to the first image. Any ideea how can i do this ?
I was tryed with :
- (BOOL)scrollViewShouldScrollToTop:(UIScrollView *)scrollView{
return YES;
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
self.scrollView.contentOffset = CGPointMake(0,0);
}
but i don;t have the result wanted.
Firstly you need to check whether content in the scroll view ended or not. If its ended set its content offset to 0.
CGFloat bottomInset = scrollView.contentInset.bottom;
CGFloat bottomEdge = scrollView.contentOffset.y + scrollView.frame.size.height - bottomInset;
if (bottomEdge == scrollView.contentSize.height) {
// Scroll view is scrolled to bottom
[self.scrollView setContentOffset:CGPointMake(0, self.scrollView.contentOffset.y)];
}
use these to check you scrolled to bottom or not..i hop it helps
-(void)scrollViewDidScroll: (UIScrollView*)scrollView
{
float scrollViewHeight = self.scrollView.frame.size.height;
float scrollContentSizeHeight = self.scrollView.contentSize.height;
float scrollOffset = self.scrollView.contentOffset.y;
if (scrollOffset == 0)
{
// then we are at the top
}
else if (scrollOffset + scrollViewHeight == scrollContentSizeHeight)
{
// then we are at the end
[self.scrollView setContentOffset:CGPointMake(0, self.scrollView.contentOffset.y)];
}
}

The Pull-to-Add Gesture as in Clear

Is anyone able to do this properly?
Here's a tutorial that covers the gesture http://www.raywenderlich.com/22174/how-to-make-a-gesture-driven-to-do-list-app-part-33. And here's the project files: https://github.com/ColinEberhardt/iOS-ClearStyle
It is far from as smooth as the original Clear app:
#pragma mark - UIScrollViewDelegate methods
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
// this behaviour starts when a user pulls down while at the top of the table
_pullDownInProgress = scrollView.contentOffset.y <= 0.0f;
if (_pullDownInProgress)
{
// add our placeholder
[_tableView insertSubview:_placeholderCell atIndex:0];
}
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
if (_pullDownInProgress && _tableView.scrollView.contentOffset.y <= 0.0f)
{
// maintain the location of the placeholder
_placeholderCell.frame = CGRectMake(0, - _tableView.scrollView.contentOffset.y - SHC_ROW_HEIGHT,
_tableView.frame.size.width, SHC_ROW_HEIGHT);
_placeholderCell.label.text = -_tableView.scrollView.contentOffset.y > SHC_ROW_HEIGHT ?
#"Release to Add Item" : #"Pull to Add Item";
_placeholderCell.alpha = MIN(1.0f, - _tableView.scrollView.contentOffset.y / SHC_ROW_HEIGHT);
}
else
{
_pullDownInProgress = false;
}
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
{
// check whether the user pulled down far enough
if (_pullDownInProgress && - _tableView.scrollView.contentOffset.y > SHC_ROW_HEIGHT)
{
[_tableView.datasource itemAdded];
}
_pullDownInProgress = false;
[_placeholderCell removeFromSuperview];
}
#end

UIPageControl Disappearing

I have been working on this for quite a while now and i just cant figure it out.
My page control keeps disappearing.
I originally had my code so that it worked but it was displaying the pagecontrol in-between scrolling through views.
How ever i have changed this now and it displays when scrolling forward on two of the views and the others it doesn't work for the page control doesn't even display. When you scroll backwards to the first view the page control also disappears(including the two it was working on at the begining of running my code.
All of my views have the same settings so I'm not sure why this keeps happening.
Here is a caption of the code that I'm using:
- (void)scrollViewDidScroll:(UIScrollView *)sender {
if (_pageControlUsed || _rotating) {
// do nothing - the scroll was initiated from the page control, not the user dragging
return;
}
// Switch the indicator when more than 50% of the previous/next page is visible
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
if (self.pageControl.currentPage != page && page>=0 && page<self.childViewControllers.count) {
UIViewController *oldViewController = [self.childViewControllers objectAtIndex:self.pageControl.currentPage];
UIViewController *newViewController = [self.childViewControllers objectAtIndex:page];
[oldViewController viewWillDisappear:YES];
[newViewController viewWillAppear:YES];
self.pageControl.currentPage = page;
[oldViewController viewDidDisappear:YES];
[newViewController viewDidAppear:YES];
_page = page;
CGRect frame = pageControl.frame;
frame.origin.x = pageWidth;
pageControl.frame = frame;
}
}
If any one knows where im going wrong and could help me out that would be brilliant.
Please be aware I'm still fairly new to programming and xcode.
Please add page control in this simple way PageControl Sample
- (void)scrollViewDidScroll:(UIScrollView *)sender {
// Update the page when more than 50% of the previous/next page is visible
CGFloat pageWidth = self.scrollView.frame.size.width;
int page = floor((self.scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1;
self.pageControl.currentPage = page;
}
and to change
- (IBAction)changePage {
// update the scroll view to the appropriate page
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * self.pageControl.currentPage;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
[self.scrollView scrollRectToVisible:frame animated:YES];
}
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView {
pageControlBeingUsed = NO;
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
pageControlBeingUsed = NO;
}

Paging in Collection View not centering properly

I have a UICollectionView with paging enabled and the individual views that are moving horizontally are not getting centered properly.
I have made sure that the views are the same width as the screen.
Any pointers on how to force the UICollectionView to page the views horizontally?
You have to make sure that your section inset + line spacing + cell width all equals exactly the bounds of the CollectionView. I use the following method on a custom UICollectionViewFlowLayout sublcass:
- (void)adjustSpacingForBounds:(CGRect)newBounds {
NSInteger count = newBounds.size.width / self.itemSize.width - 1;
CGFloat spacing = (newBounds.size.width - (self.itemSize.width * count)) / count;
self.minimumLineSpacing = spacing;
UIEdgeInsets insets = self.sectionInset;
insets.left = spacing/2.0f;
self.sectionInset = insets;
}
You have to remember that UICollectionView is just a sublcass of UIScrollView so it doesn't know how you want your pagination to work. Before UICollectionView you would have to handle all of this math when laying out your subviews of the UIScrollView.
Override the method:
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset {
*targetContentOffset = scrollView.contentOffset; // set acceleration to 0.0
float pageWidth = (float)self.articlesCollectionView.bounds.size.width;
int minSpace = 10;
int cellToSwipe = (scrollView.contentOffset.x)/(pageWidth + minSpace) + 0.5; // cell width + min spacing for lines
if (cellToSwipe < 0) {
cellToSwipe = 0;
} else if (cellToSwipe >= self.articles.count) {
cellToSwipe = self.articles.count - 1;
}
[self.articlesCollectionView scrollToItemAtIndexPath:[NSIndexPath indexPathForRow:cellToSwipe inSection:0] atScrollPosition:UICollectionViewScrollPositionLeft animated:YES];
}

UIScrollView Custom Paging

My question has to do with a custom form of paging which I am trying to do with a scroller, and this is easier to visualise if you first consider the type of scroll view implemented in a slot machine.
So say my UIScrollView has a width of 100 pixels. Assume it contains 3 inner views, each with a width of 30 pixels, such that they are separated by a width of 3 pixels. The type of paging which I would like to achieve, is such that each page is one of my views (30 pixels), and not the whole width of the scroll view.
I know that usually, if the view takes up the whole width of the scroll view, and paging is enabled then everything works. However, in my custom paging, I also want surrounding views in the scroll view to be visible as well.
How would I do this?
I just did this for another project. What you need to do is to place the UIScrollView into a custom implementation of UIView. I created a class for this called ExtendedHitAreaViewController. The ExtendedHitAreaView overrides the hitTest function to return its first child object, which will be your scroll view.
Your scroll view should be the page size you want, i.e., 30px with clipsToBounds = NO.
The extended hit area view should be the full size of the area you want to be visible, with clipsToBounds = YES.
Add the scroll view as a subview to the extended hit area view, then add the extended hit area view to your viewcontroller's view.
#implementation ExtendedHitAreaViewContainer
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
if ([self pointInside:point withEvent:event]) {
if ([[self subviews] count] > 0) {
//force return of first child, if exists
return [[self subviews] objectAtIndex:0];
} else {
return self;
}
}
return nil;
}
#end
Since iOS 5 there is this delegate method: - (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset.
So you can do something like this:
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint
*)targetContentOffset {
if (scrollView == self.scrollView) {
CGFloat x = targetContentOffset->x;
x = roundf(x / 30.0f) * 30.0f;
targetContentOffset->x = x;
}
}
For higher velocities you might want to adjust your targetContentOffset a bit different if you want a more snappy feeling.
I had the same problem and this worked great for me, tested on iOS 8.
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView
withVelocity:(CGPoint)velocity
targetContentOffset:(inout CGPoint *)targetContentOffset
{
NSInteger index = lrint(targetContentOffset->x/_pageWidth);
NSInteger currentPage = lrint(scrollView.contentOffset.x/_pageWidth);
if(index == currentPage) {
if(velocity.x > 0)
index++;
else if(velocity.x < 0)
index--;
}
targetContentOffset->x = index * _pageWidth;
}
I had to check the velocity and always go to next/previous page if velocity was not zero, otherwise it would give non-animated jumps when doing very short and fast swipes.
Update: This seems to work even better:
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView
withVelocity:(CGPoint)velocity
targetContentOffset:(inout CGPoint *)targetContentOffset
{
CGFloat index = targetContentOffset->x/channelScrollWidth;
if(velocity.x > 0)
index = ceil(index);
else if(velocity.x < 0)
index = floor(index);
else
index = round(index);
targetContentOffset->x = index * channelScrollWidth;
}
Those are for a horizontal scrollview, use y instead of x for a vertical one.
I've been struggling to overcome this issue, and I found an almost perfect solution which is to ideal with and paging width you want.
I'd set scrollView.isPaging to false (meanwhile, it's false by default) from UIScrollView and set its delegate to UIScrollViewDelegate.
func scrollViewWillEndDragging(_ scrollView: UIScrollView, withVelocity velocity: CGPoint, targetContentOffset: UnsafeMutablePointer<CGPoint>) {
// Stop scrollView sliding:
targetContentOffset.pointee = scrollView.contentOffset
if scrollView == scrollView {
let maxIndex = slides.count - 1
let targetX: CGFloat = scrollView.contentOffset.x + velocity.x * 60.0
var targetIndex = Int(round(Double(targetX / (pageWidth + spacingWidth))))
var additionalWidth: CGFloat = 0
var isOverScrolled = false
if targetIndex <= 0 {
targetIndex = 0
} else {
// in case you want to make page to center of View
// by substract width with this additionalWidth
additionalWidth = 20
}
if targetIndex > maxIndex {
targetIndex = maxIndex
isOverScrolled = true
}
let velocityX = velocity.x
var newOffset = CGPoint(x: (CGFloat(targetIndex) * (self.pageWidth + self.spacingWidth)) - additionalWidth, y: 0)
if velocityX == 0 {
// when velocityX is 0, the jumping animation will occured
// if we don't set targetContentOffset.pointee to new offset
if !isOverScrolled && targetIndex == maxIndex {
newOffset.x = scrollView.contentSize.width - scrollView.frame.width
}
targetContentOffset.pointee = newOffset
}
// Damping equal 1 => no oscillations => decay animation:
UIView.animate(
withDuration: 0.3, delay: 0,
usingSpringWithDamping: 1,
initialSpringVelocity: velocityX,
options: .allowUserInteraction,
animations: {
scrollView.contentOffset = newOffset
scrollView.layoutIfNeeded()
}, completion: nil)
}
}
slides contains all page views that you have inserted to UIScrollView.
I have many different views inside scroll view with buttons and gesture recognisers.
#picciano's answer didn't work (scroll worked good but buttons and recognisers didn't get touches) for me so I found this solution:
class ExtendedHitAreaView : UIScrollView {
// Your insets
var hitAreaEdgeInset = UIEdgeInsets(top: 0, left: -20, bottom: 0, right: -20)
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
let hitBounds = UIEdgeInsetsInsetRect(bounds, hitAreaEdgeInset)
return CGRectContainsPoint(hitBounds, point)
}
}
After a couple of days of researching and troubleshooting i came up with something that works for me!
First you need to subclass the view that the scrollview is in and override this method with the following:
-(UIView*)hitTest:(CGPoint)point withEvent:(UIEvent*)event {
UIView* child = nil;
if ((child = [super hitTest:point withEvent:event]) == self)
return (UIView *)_calloutCell;
return child;
}
Then all the magic happens in the scrollview delegate methods
-(void)scrollViewWillBeginDragging:(UIScrollView *)scrollView {
//_lastOffset is declared in the header file
//#property (nonatomic) CGPoint lastOffset;
_lastOffset = scrollView.contentOffset;
}
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset {
CGPoint currentOffset = scrollView.contentOffset;
CGPoint newOffset = CGPointZero;
if (_lastOffset.x < currentOffset.x) {
// right to left
newOffset.x = _lastOffset.x + 298;
}
else {
// left to right
newOffset.x = _lastOffset.x - 298;
}
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0f];
targetContentOffset->x = newOffset.x;
[UIView commitAnimations];
}
You also need to set the scrollview's deceleration rate. I did it in ViewDidLoad
[self.scrollView setDecelerationRate:UIScrollViewDecelerationRateFast];
alcides' solution works perfectly. i just enable / disable the scrolling of the scrollview, whenever i enter scrollviewDidEndDragging and scrollViewWillEndDragging. if the user scrolls several times before the paging animation is finished, the cells are slightly out of alignment.
so i have:
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset {
scrollView.scrollEnabled = NO
CGPoint currentOffset = scrollView.contentOffset;
CGPoint newOffset = CGPointZero;
if (_lastOffset.x < currentOffset.x) {
// right to left
newOffset.x = _lastOffset.x + 298;
}
else {
// left to right
newOffset.x = _lastOffset.x - 298;
}
[UIView animateWithDuration:0.4 animations:^{
targetContentOffset.x = newOffset.x
}];
}
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView {
scrollView.scrollEnabled = YES
}

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