I am taking a square cropped photo with GPUImageStillCamera and allowing the user to zoom the camera. When the user clicks to take a picture the camera jumps forward for a split second (as if the camera zoomed in even further past the area the user zoomed to and then immediately returns to the correct crop once the image is returned to screen). This only happens when the user has zoomed the camera. If they have not zoomed the camera the flicker/jump does not happen. (The image return has the correct crop whether or not the user has zoomed).
Thoughts?
Creating camera and adding square crop
//Add in filters
stillCamera = [[GPUImageStillCamera alloc] initWithSessionPreset:AVCaptureSessionPreset1280x720 cameraPosition:AVCaptureDevicePositionBack];
stillCamera.outputImageOrientation = UIInterfaceOrientationPortrait;
//Creating a square crop filter
cropFilter = [[GPUImageCropFilter alloc] initWithCropRegion:CGRectMake(0.f, (720.0f/1280.0f)/2.0f, 1.f, (720.0f/1280.0f))];
Image zoom method
-(void)imagePinch:(UIPinchGestureRecognizer *)recognizer{ //Controlling the zoom scale as the user pinches the live preview
if (recognizer.state == UIGestureRecognizerStateBegan) {
zoomOutAdder = 0.0f;
if (currentScale > 2) {
zoomOutAdder = currentScale;
}
}
float addition = (recognizer.scale - lastScale);
if (addition > 0) {
addition = addition *1.7;
}
if (addition < 0) {
addition = addition *(1.7+zoomOutAdder);
}
currentScale = currentScale +addition;
lastScale = recognizer.scale;
if (currentScale < 1) {
currentScale = 1;
}
if (currentScale > 4) {
currentScale =4;
}
if (currentScale == 1) {
zoomOutAdder = 0.0f;
}
cameraImagePreview.transform = CGAffineTransformMakeScale(currentScale, currentScale);
if (recognizer.state == UIGestureRecognizerStateEnded) {
lastScale = 1.0f;
}
Take a photo method
//Adjust crop based on zoom scale of the user
CGFloat zoomReciprocal = 1.0f / currentScale;
CGPoint offset = CGPointMake(((1.0f - zoomReciprocal) / 2.0f), (((1.0f- zoomReciprocal)*(720.0f/1280.0f)) / 2.0f) + ((720.0f/1280.0f)/2)) ;
CGRect newCrop = cropFilter.cropRegion;
newCrop.origin.x = offset.x;
newCrop.origin.y = offset.y;
newCrop.size.width = cropFilter.cropRegion.size.width * zoomReciprocal;
newCrop.size.height = cropFilter.cropRegion.size.height *zoomReciprocal;
cropFilter.cropRegion = newCrop;
*/
//Place photo inside an image preview view for the user to decide if they want to keep it.
[stillCamera capturePhotoAsImageProcessedUpToFilter:cropFilter withOrientation:imageOrientation withCompletionHandler:^(UIImage *processedImage, NSError *error) {
//Pause the current camera
[stillCamera pauseCameraCapture];
//Rest of method
ADDED METHODS
- (void) flipCamera {
if (stillCamera.cameraPosition != AVCaptureDevicePositionFront) {
[UIView animateWithDuration:.65 animations:^{
flipCamera.transform = CGAffineTransformMakeScale(-1, 1);
}];
} else {
[UIView animateWithDuration:.65 animations:^{
flipCamera.transform = CGAffineTransformMakeScale(1, 1);
}];
}
[self performSelector:#selector(rotateCamera) withObject:0 afterDelay:.2];
}
- (void) rotateCamera {
[stillCamera rotateCamera];
//Adjust flash settings as needed
[stillCamera.inputCamera lockForConfiguration:nil];
if (stillCamera.cameraPosition != AVCaptureDevicePositionFront) {
[stillCamera.inputCamera setFlashMode:AVCaptureFlashModeOff];
}
NSAttributedString *attributedFlash =
[[NSAttributedString alloc]
initWithString:#"off"
attributes:
#{
NSFontAttributeName : [UIFont fontWithName:#"Roboto-Regular" size:13.0f],
NSForegroundColorAttributeName : [UIColor colorWithWhite:1 alpha:.55],
NSKernAttributeName : #(.25f)
}];
flashLabel.attributedText = attributedFlash;
[UIView animateWithDuration:.2 animations:^{
[flash setTintColor:[UIColor colorWithWhite:1 alpha:.55]];
}];
[stillCamera.inputCamera unlockForConfiguration];
}
- (void) changeFlash {
if (stillCamera.cameraPosition == AVCaptureDevicePositionFront) {//no flash available on front of camera
return;
}
[stillCamera.inputCamera lockForConfiguration:nil];
if (stillCamera.inputCamera.flashMode == AVCaptureFlashModeOff) {
[stillCamera.inputCamera setFlashMode:AVCaptureFlashModeOn];
[self animateFlashWithTintColor:[UIColor colorWithWhite:1 alpha:1] andString:#"on"];
} else if (stillCamera.inputCamera.flashMode == AVCaptureFlashModeOn) {
[stillCamera.inputCamera setFlashMode:AVCaptureFlashModeOff];
[self animateFlashWithTintColor:[UIColor colorWithWhite:1 alpha:.55] andString:#"off"];
}
[stillCamera.inputCamera unlockForConfiguration];
}
- (void) animateFlashWithTintColor:(UIColor *)color andString:(NSString *)text {
//Set new text
NSAttributedString *attributedFlash =
[[NSAttributedString alloc]
initWithString:text
attributes:
#{
NSFontAttributeName : [UIFont fontWithName:#"Roboto-Regular" size:13.0f],
NSForegroundColorAttributeName : [UIColor colorWithWhite:1 alpha:.55],
NSKernAttributeName : #(.25f)
}];
flashLabel.attributedText = attributedFlash;
float duration = .7;
[UIView animateKeyframesWithDuration:duration delay:0 options:0 animations:^{
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:duration animations:^{
[flash setTintColor:color];
}];
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:.7/duration animations:^{
flash.transform = CGAffineTransformMakeRotation(M_PI);
}];
}completion:^(BOOL finished){
flash.transform = CGAffineTransformIdentity;
}];
}
-(void) usePhoto {
if ([ALAssetsLibrary authorizationStatus] != ALAuthorizationStatusAuthorized){
NSLog(#"Do Not Have Right To Save to Photo Library");
}
//Save Image to Phone Album & save image
UIImageWriteToSavedPhotosAlbum(takenPhoto.image, nil, nil, nil);
//Save Image to Delegate
[self.delegate saveImageToDatabase:takenPhoto.image];
[self performSelector:#selector(dismissCamera) withObject:0 afterDelay:.4];
}
Some additional code showing the creation of the the various camera elements used to capture a photo.
centerPoint = CGPointMake(self.view.frame.size.width/2, (cameraHolder.frame.size.height+50+self.view.frame.size.height)/2);
cameraImagePreview = [[GPUImageView alloc] initWithFrame:CGRectMake(0, 0, cameraHolder.frame.size.width, cameraHolder.frame.size.width)];
[cameraHolder addSubview:cameraImagePreview];
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(imageTouch:)];
[cameraImagePreview addGestureRecognizer:tapGesture];
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(imagePinch:)];
[cameraImagePreview addGestureRecognizer:pinchGesture];
float scaleForView = self.view.frame.size.width/720.0;
fullCameraFocusPoint = [[UIView alloc]initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, 1280*scaleForView)];
fullCameraFocusPoint.center = CGPointMake(cameraHolder.frame.size.width/2, (cameraHolder.frame.size.width/2)+50);
[self.view insertSubview:fullCameraFocusPoint atIndex:0];
takenPhoto = [[UIImageView alloc]initWithFrame:cameraHolder.frame];
takenPhoto.alpha = 0;
[self.view addSubview:takenPhoto];
//Add in filters
stillCamera = [[GPUImageStillCamera alloc] initWithSessionPreset:AVCaptureSessionPreset1280x720 cameraPosition:AVCaptureDevicePositionBack];
stillCamera.outputImageOrientation = UIInterfaceOrientationPortrait;
//Creating a square crop filter
cropFilter = [[GPUImageCropFilter alloc] initWithCropRegion:CGRectMake(0.f, (720.0f/1280.0f)/2.0f, 1.f, (720.0f/1280.0f))];
//Create standard vignette filter
vignetteFilter = [[GPUImageVignetteFilter alloc] init]; //1
vignetteFilter.vignetteCenter = CGPointMake(.5, .5);
vignetteFilter.vignetteStart = 0.4f;
vignetteFilter.vignetteEnd = 1.08f;
//Add filters to photo
[cropFilter addTarget:vignetteFilter];
[stillCamera addTarget:cropFilter];
[vignetteFilter addTarget:cameraImagePreview];
[stillCamera startCameraCapture];
Related
I am using the ios default camera in my application. I would like to change something the edit view that shows after the user takes a photo.Normally, it shows a rectangle to crop, but I would like it to show a circle how would I do this.
Here is the solution which might help you to create crop overlay:-
- (void)navigationController:(UINavigationController *)navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
if ([navigationController.viewControllers count] == 3)
{
CGFloat screenHeight = [[UIScreen mainScreen] bounds].size.height;
UIView *plCropOverlay = [[[viewController.view.subviews objectAtIndex:1]subviews] objectAtIndex:0];
plCropOverlay.hidden = YES;
int position = 0;
if (screenHeight == 568)
{
position = 124;
}
else
{
position = 80;
}
CAShapeLayer *circleLayer = [CAShapeLayer layer];
UIBezierPath *path2 = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake(0.0f, position, 320.0f, 320.0f)];
[path2 setUsesEvenOddFillRule:YES];
[circleLayer setPath:[path2 CGPath]];
[circleLayer setFillColor:[[UIColor clearColor] CGColor]];
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 320, screenHeight-72) cornerRadius:0];
[path appendPath:path2];
[path setUsesEvenOddFillRule:YES];
CAShapeLayer *fillLayer = [CAShapeLayer layer];
fillLayer.path = path.CGPath;
fillLayer.fillRule = kCAFillRuleEvenOdd;
fillLayer.fillColor = [UIColor blackColor].CGColor;
fillLayer.opacity = 0.8;
[viewController.view.layer addSublayer:fillLayer];
UILabel *moveLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 10, 320, 50)];
[moveLabel setText:#"Move and Scale"];
[moveLabel setTextAlignment:NSTextAlignmentCenter];
[moveLabel setTextColor:[UIColor whiteColor]];
[viewController.view addSubview:moveLabel];
}
}
How to make flip animation for OS X application windows without complex coding?
Finally, I did it. I have created object that work with NSWindowController objects instead of NSWidows.
ALWindowFlipAnimator.h
#import <Foundation/Foundation.h>
//............................................................................................................
// Shorten macroes:
#define FLIPANIMATOR [ALWindowFlipAnimator sharedWindowFlipAnimator]
//............................................................................................................
// Window flip direction:
typedef NS_ENUM(NSUInteger, ALFlipDirection)
{
ALFlipDirectionLeft,
ALFlipDirectionRight,
ALFlipDirectionUp,
ALFlipDirectionDown
};
#interface ALWindowFlipAnimator : NSObject
+(ALWindowFlipAnimator *)sharedWindowFlipAnimator;
-(void)flipToWindowNibName:(NSString *)nibName direction:(ALFlipDirection)direction;
#end
ALWindowFlipAnimator.m
#import "ALWindowFlipAnimator.h"
#import <QuartzCore/QuartzCore.h>
#implementation ALWindowFlipAnimator
{
NSWindowController *_currentWindowController; // Current window controller
NSWindowController *_nextWindowController; // Next window controller to flip to
NSWindow *_animationWindow; // Window where flip animation plays
}
//============================================================================================================
// Initialize flip window controller
//============================================================================================================
-(id)init
{
self = [super init];
if (self)
{
_currentWindowController = nil;
_nextWindowController = nil;
_animationWindow = nil;
}
return self;
}
//============================================================================================================
// Create shared flip window manager
//============================================================================================================
+(ALWindowFlipAnimator *)sharedWindowFlipAnimator
{
static ALWindowFlipAnimator *wfa = nil;
if (!wfa) wfa = [[ALWindowFlipAnimator alloc] init];
return wfa;
}
//============================================================================================================
// Flip to window with selected NIB file name from the current one
//============================================================================================================
-(void)flipToWindowNibName:(NSString *)nibName direction:(ALFlipDirection)direction
{
if (!_currentWindowController || ![[_currentWindowController window] isVisible])
{
// No current window controller or window is closed
_currentWindowController = [[NSClassFromString(nibName) alloc] initWithWindowNibName:nibName];
[_currentWindowController showWindow:self];
}
else
{
if ([[_currentWindowController className] isEqualToString:nibName])
// Bring current window to front
[[_currentWindowController window] makeKeyAndOrderFront:self];
else
{
// Flip to new window
_nextWindowController = [[NSClassFromString(nibName) alloc] initWithWindowNibName:nibName];
[self flipToNextWindowControllerDirection:direction];
}
}
}
#pragma mark - Flip animation
#define DEF_DURATION 2.0 // Animation duration
#define DEF_SCALE 1.2 // Scaling factor for animation window (_animationWindow)
//============================================================================================================
// Start window flipping animation
//============================================================================================================
-(void)flipToNextWindowControllerDirection:(ALFlipDirection)direction
{
NSWindow *currentWindow = [_currentWindowController window];
NSWindow *nextWindow = [_nextWindowController window];
NSView *currentWindowView = [currentWindow.contentView superview];
NSView *nextWindowView = [nextWindow.contentView superview];
// Create window for animation
CGFloat maxWidth = MAX(currentWindow.frame.size.width, nextWindow.frame.size.width);
CGFloat maxHeight = MAX(currentWindow.frame.size.height, nextWindow.frame.size.height);
CGFloat xscale = DEF_SCALE * 2.0;
maxWidth += maxWidth * xscale;
maxHeight += maxHeight * xscale;
CGRect animationFrame = CGRectMake(NSMidX(currentWindow.frame) - (maxWidth / 2),
NSMidY(currentWindow.frame) - (maxHeight / 2),
maxWidth, maxHeight);
_animationWindow = [[NSWindow alloc] initWithContentRect:NSRectFromCGRect(animationFrame)
styleMask:NSBorderlessWindowMask
backing:NSBackingStoreBuffered
defer:NO];
[_animationWindow setOpaque:NO];
[_animationWindow setHasShadow:NO];
[_animationWindow setBackgroundColor:[NSColor clearColor]];
[_animationWindow.contentView setWantsLayer:YES];
[_animationWindow setLevel:NSScreenSaverWindowLevel];
// Move next window closer to the current one
CGRect nextFrame = CGRectMake(NSMidX(currentWindow.frame) - (NSWidth(nextWindow.frame) / 2 ),
NSMaxY(currentWindow.frame) - NSHeight(nextWindow.frame),
NSWidth(nextWindow.frame), NSHeight(nextWindow.frame));
[nextWindow setFrame:NSRectFromCGRect(nextFrame) display:NO];
// Make snapshots of current and next windows
[CATransaction begin];
CALayer *currentWindowSnapshot = [self snapshotToImageLayerFromView:currentWindowView];
CALayer *nextWindowSnapshot = [self snapshotToImageLayerFromView:nextWindowView];
[CATransaction commit];
currentWindowSnapshot.frame = [self rect:currentWindowView.frame
fromView:currentWindowView
toView:[_animationWindow contentView]];
nextWindowSnapshot.frame = [self rect:nextWindowView.frame
fromView:nextWindowView
toView:[_animationWindow contentView]];
// Create 3D transform matrix to snapshots
CATransform3D transform = CATransform3DIdentity;
transform.m34 = -(1.0 / 1500.0);
currentWindowSnapshot.transform = transform;
nextWindowSnapshot.transform = transform;
// Add snapshots to animation window
[CATransaction begin];
[[_animationWindow.contentView layer] addSublayer:currentWindowSnapshot];
[[_animationWindow.contentView layer] addSublayer:nextWindowSnapshot];
[CATransaction commit];
[_animationWindow makeKeyAndOrderFront:nil];
// Animation for snapshots
[CATransaction begin];
CAAnimation *currentSnapshotAnimation = [self animationWithDuration:(DEF_DURATION * 0.5) flip:YES direction:direction];
CAAnimation *nextSnapshotAnimation = [self animationWithDuration:(DEF_DURATION * 0.5) flip:NO direction:direction];
[CATransaction commit];
// Start animation
nextSnapshotAnimation.delegate = self;
[currentWindow orderOut:nil];
[CATransaction begin];
[currentWindowSnapshot addAnimation:currentSnapshotAnimation forKey:#"flipAnimation"];
[nextWindowSnapshot addAnimation:nextSnapshotAnimation forKey:#"flipAnimation"];
[CATransaction commit];
}
//============================================================================================================
// Convert rectangle from one view coordinates to another
//============================================================================================================
-(CGRect)rect:(NSRect)rect fromView:(NSView *)fromView toView:(NSView *)toView
{
rect = [fromView convertRect:rect toView:nil];
rect = [fromView.window convertRectToScreen:rect];
rect = [toView.window convertRectFromScreen:rect];
rect = [toView convertRect:rect fromView:nil];
return NSRectToCGRect(rect);
}
//============================================================================================================
// Get snapshot of selected view as layer with bitmap image
//============================================================================================================
-(CALayer *)snapshotToImageLayerFromView:(NSView*)view
{
// Make view snapshot
NSBitmapImageRep *snapshot = [view bitmapImageRepForCachingDisplayInRect:view.bounds];
[view cacheDisplayInRect:view.bounds toBitmapImageRep:snapshot];
// Convert snapshot to layer
CALayer *layer = [CALayer layer];
layer.contents = (id)snapshot.CGImage;
layer.doubleSided = NO;
// Add shadow of window to snapshot
[layer setShadowOpacity:0.5];
[layer setShadowOffset:CGSizeMake(0.0, -10.0)];
[layer setShadowRadius:15.0];
return layer;
}
//============================================================================================================
// Create animation
//============================================================================================================
-(CAAnimation *)animationWithDuration:(CGFloat)time flip:(BOOL)flip direction:(ALFlipDirection)direction
{
// Set flip direction
NSString *keyPath = #"transform.rotation.y";
if (direction == ALFlipDirectionUp || direction == ALFlipDirectionDown) keyPath = #"transform.rotation.x";
CABasicAnimation *flipAnimation = [CABasicAnimation animationWithKeyPath:keyPath];
CGFloat startValue = flip ? 0.0 : -M_PI;
CGFloat endValue = flip ? M_PI : 0.0;
if (direction == ALFlipDirectionLeft || direction == ALFlipDirectionUp)
{
startValue = flip ? 0.0 : M_PI;
endValue = flip ? -M_PI : 0.0;
}
flipAnimation.fromValue = [NSNumber numberWithDouble:startValue];
flipAnimation.toValue = [NSNumber numberWithDouble:endValue];
CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.toValue = [NSNumber numberWithFloat:DEF_SCALE];
scaleAnimation.duration = time * 0.5;
scaleAnimation.autoreverses = YES;
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.animations = [NSArray arrayWithObjects:flipAnimation, scaleAnimation, nil];
animationGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animationGroup.duration = time;
animationGroup.fillMode = kCAFillModeForwards;
animationGroup.removedOnCompletion = NO;
return animationGroup;
}
//============================================================================================================
// Flip animation did finish
//============================================================================================================
-(void)animationDidStop:(CAAnimation *)animation finished:(BOOL)flag
{
[[_nextWindowController window] makeKeyAndOrderFront:nil];
[_animationWindow orderOut:nil];
_animationWindow = nil;
_currentWindowController = _nextWindowController;
}
#end
How to use:
Create some new NSWindowController objects with NIBs in your project
Call [FLIPANIMATOR flipToWindowNibName:#"SecondWindowController" direction:ALFlipDirectionRight]; to flip to second window, or [FLIPANIMATOR flipToWindowNibName:#"FirstWindowController" direction:ALFlipDirectionLeft]; to return back
Link QuarzCore.framework to your project
That's all!
I want to animate a UIImageView left to right with UIPageControl. I have this code but it seems a bit odd...Specifically because what would I do when I reach image 3? I would have to return and that would mess up the mathematical calculations of the views in the pageControl array the way I have it set up:
-(void)createUIViews{
UIImage *image1 = [UIImage imageNamed:#"GiftCard.png"];
firstView = [[UIImageView alloc] initWithImage:image1];
firstView.backgroundColor = [UIColor grayColor];
firstView.tag = 1;
firstView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin);
[self.view addSubview:firstView];
CGRect newFrame = firstView.frame;
newFrame.origin.x += 40; // shift right by 50pts
newFrame.origin.y += 40;
[UIView animateWithDuration:1.0
animations:^{
firstView.frame = newFrame;
}];
UIImage *image2 = [UIImage imageNamed:#"MyCard.png"];
secondView = [[UIImageView alloc] initWithImage:image2];
secondView.backgroundColor = [UIColor grayColor];
secondView.tag = 1;
secondView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin);
UIImage *image3 = [UIImage imageNamed:#"GiftCard.png"];
thirdView = [[UIImageView alloc] initWithImage:image3];
thirdView.backgroundColor = [UIColor grayColor];
thirdView.tag = 1;
thirdView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin);
}
- (void)viewDidLoad
{
[super viewDidLoad];
[self createUIViews];
// Set up the views array with 3 UIImageViews
views = [[NSArray alloc] initWithObjects:firstView, secondView, thirdView, nil];
// Set pageControl's numberOfPages to 3
self.pageControl.numberOfPages = [views count];
// Set pageControl's currentPage to 0
self.pageControl.currentPage = 0;
// Call changePage each time value of pageControl changes
[self.pageControl addTarget:self action:#selector(changePage:) forControlEvents:UIControlEventValueChanged];
}
- (IBAction) changePage:(id)sender {
NSLog(#"pageControl position %d", [self.pageControl currentPage]);
int oldPageControlPosition = [self.pageControl currentPage] - 1;
NSLog(#"old pageControl position %d", oldPageControlPosition);
//0 Get the currentview as referenced by pageControl
UIImageView *oldView = [views objectAtIndex:oldPageControlPosition];
//NSLog(#"views objectAtIndex = %#",[views objectAtIndex:[self.pageControl currentPage]]);
//1 Animate out the old view
CGRect oldViewFrame = oldView.frame;
oldViewFrame.origin.x -= 300;
[UIView animateWithDuration:2.0
delay: 0.5
options: UIViewAnimationOptionCurveEaseIn
animations:^{
oldView.frame = oldViewFrame;
}
completion:nil];
//3 Get next view from array
UIImageView *nextView = [views objectAtIndex:[self.pageControl currentPage]];
//4 Add it to mainview
[self.view addSubview:nextView];
//5 Animate in
CGRect nextViewFrame = nextView.frame;
nextViewFrame.origin.x += 40; // shift right by 50pts
nextViewFrame.origin.y += 40;
[UIView animateWithDuration:1.0
animations:^{
nextView.frame = nextViewFrame;
}];
}
When I reach the end, I try to return, the last position is 2 and oldPosition at that time is 1. Which is correct, array goes from 0 to 1 to 2 for a total of 3 positions. But when I return, the log displays position as 1 instead of 2, which is fine, because I reversed...but old position shows 0 instead of 2.
I couldnt get it to determine direction so I ended up using gesture recognizers with swipe left and swipe right instances. Here is the code:
//Help determine direction of swipe
UISwipeGestureRecognizer *swipeLeft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipeNext:)];
swipeLeft.direction = UISwipeGestureRecognizerDirectionLeft;
[self.scrollView addGestureRecognizer:swipeLeft];
UISwipeGestureRecognizer *swipeRight = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(swipePrev:)];
swipeRight.direction = UISwipeGestureRecognizerDirectionRight;
[self.scrollView addGestureRecognizer:swipeRight];
Nested uiscrolls in a larger uiscroll need to, when zoomed, reset zoom level when they are off screen. I am trying to reset all of them when the scrolling ends but no luck. Any ideas?
myScrollview = [[UIScrollView alloc]initWithFrame:CGRectMake(0, 0, self.view.frame.size.width,self.view.frame.size.height)];
myScrollview.pagingEnabled = YES;
myScrollview.scrollEnabled =YES;
myScrollview.clipsToBounds = NO;
myScrollview.indicatorStyle = UIScrollViewIndicatorStyleWhite;
myScrollview.showsHorizontalScrollIndicator = YES;
myScrollview.backgroundColor = [UIColor blackColor];
myScrollview.delegate = self;
NSInteger viewcount=4;
NSArray *images = [NSArray arrayWithObjects:[UIImage imageNamed:#"01.png"],[UIImage imageNamed:#"02.png"],[UIImage imageNamed:#"03.png"],[UIImage imageNamed:#"04.png"],nil];
for (int i = 0; i <viewcount; i++)
{
CGFloat x = i * self.view.frame.size.width;
subView = [[UIScrollView alloc]initWithFrame:CGRectMake(x, 0, self.view.frame.size.width, self.view.frame.size.height)];
[subView setBackgroundColor:[UIColor blackColor]];
[subView setCanCancelContentTouches:NO];
subView.clipsToBounds = NO; // default is NO, we want to restrict drawing within our scrollview
subView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
aImageView = [[UIImageView alloc ] initWithImage:[images objectAtIndex:i]];
[self.aImageView setTag:viewcount];
[subView addSubview:aImageView];
[subView setContentSize:CGSizeMake(aImageView.frame.size.width, subView.frame.size.height)];
subView.minimumZoomScale = 1;
subView.maximumZoomScale = 3;
subView.delegate = self;
[subView setScrollEnabled:YES];
subView.contentSize = aImageView.frame.size;
[myScrollview addSubview:subView];
}
myScrollview.contentSize = CGSizeMake(self.view.frame.size.width*viewcount,self.view.frame.size.height);
[self.view addSubview:myScrollview];
}
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
NSLog (#"test");
UIView * view = nil;
view = [subView viewWithTag:0];
//return view;
return [scrollView.subviews objectAtIndex:0];
}
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
NSLog(#"Did scroll");
[self resetImageZoom];
}
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
= NSLog(#"Did end decal");
[self resetImageZoom];
}
-(void)resetImageZoom {
NSLog(#"Resetting any image zoom");
for(UIView *view in [myScrollview subviews]) {
//if([view isKindOfClass:[UIScrollView class]]) {
//[(UIScrollView*)view setZoomScale:1.0 animated:NO];
//}
view.transform = CGAffineTransformIdentity;
}
}
That did it...
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
NSLog(#"Did end dece");
for (UIView *view in scrollView.subviews) {
if([view isKindOfClass:[UIScrollView class]]) {
[(UIScrollView*)view setZoomScale:1.0 animated:NO];
}
}
}
I have one view controller in which I have added UIScrollView & UIImageView programatically. I have added UIPichGestureRecognizer to the UIImageView. My UIImageView is added to UIScrollView as a subview.
My problem is when I try to pinch the image , it zoom in. But when I release the touches from screen it again come to its default size. I can not find the error in code. Please help me.
Below is my code
- (void)createUserInterface {
scrollViewForImage = [[UIScrollView alloc]initWithFrame:CGRectMake(20.0f, 60.0f, 280.0f, 200.0f)];
scrollViewForImage.userInteractionEnabled = YES;
scrollViewForImage.multipleTouchEnabled = YES;
scrollViewForImage.backgroundColor = [UIColor redColor];
scrollViewForImage.autoresizesSubviews = YES;
scrollViewForImage.maximumZoomScale = 1;
scrollViewForImage.minimumZoomScale = .50;
scrollViewForImage.clipsToBounds = YES;
scrollViewForImage.delegate = self;
scrollViewForImage.bouncesZoom = YES;
scrollViewForImage.contentMode = UIViewContentModeScaleToFill;
[self.contentView addSubview:scrollViewForImage];
imageView = [[UIImageView alloc]initWithFrame:CGRectMake(0.0f, 0.0f, 280.0f, 200.0f)];
[imageView setBackgroundColor:[UIColor clearColor]];
imageView.userInteractionEnabled = YES;
imageView.multipleTouchEnabled = YES;
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinch:)];
[pinchRecognizer setDelegate:self];
[imageView addGestureRecognizer:pinchRecognizer];
//[self.contentView addSubview:imageView];
[self.scrollViewForImage addSubview:imageView];
scrollViewForImage.contentSize = CGSizeMake(imageView.frame.size.width , imageView.frame.size.height);
}
-(UIView *) viewForZoomingInScrollView:(UIScrollView *)inScroll {
return imageView;
}
-(void)pinch:(id)sender {
[self.view bringSubviewToFront:[(UIPinchGestureRecognizer*)sender view]];
if([(UIPinchGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
lastScale = 1.0;
return;
}
CGFloat scale = 1.0 - (lastScale - [(UIPinchGestureRecognizer*)sender scale]);
CGAffineTransform currentTransform = [(UIPinchGestureRecognizer*)sender view].transform;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransform, scale, scale);
[[(UIPinchGestureRecognizer*)sender view] setTransform:newTransform];
lastScale = [(UIPinchGestureRecognizer*)sender scale];
}
From what I can see the problem lies here:
scrollViewForImage.maximumZoomScale = 1;
You are setting the maximum zoom scale of the image to 1 x its full size. This means once you finish pinching the image, it will scale back to 1 x its size.
If you want to be able to zoom the image to a larger size, try settings this value to be higher than 1. e.g.
scrollViewForImage.maximumZoomScale = 3;