Custom scroll view - image outside the frame - xcode

I would like to make an infinite scrolling view for iPad. The scrolling works, only when I add pictures to my customized scrollview class, it appears out of the view's frame too (so I have view, which has a UIScrollView on it. This scroll view is connected with my CustomScroll.h :UIScrollView and CustomScroll.m files). Why do the images appear outside the view's frame (the view's frame is set in nib file to 320x420)?
CustomScroll.h:UIScrollView
A part from CustomScroll.m file:
- (id)initWithCoder:(NSCoder *)aDecoder{
if ((self = [super initWithCoder:aDecoder])){
self.contentSize = CGSizeMake(2000, 416);
[self setShowsVerticalScrollIndicator:NO];
for (int i=1; i<=4; i++){
[self addImageAtPosition:i];
}
//todo: to replace with the method: addFirstElementToTheEnd
UIImageView *image1 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image1.jpg"]];
[image1 setFrame:CGRectMake(5*320, 0, 320, 416)];
[self addSubview:image1];
[image1 release];
//todo: to replace with the method: addLastElementToTheBeginning
UIImageView *image2 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image4.jpg"]];
[image2 setFrame:CGRectMake(0*320, 0, 320, 416)];
[self addSubview:image2];
[image2 release];
}
return self;
}
- (void)addImageAtPosition:(NSInteger)position{
UIImageView *tempImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:[NSString stringWithFormat:#"image%d.jpg", position]]];
[tempImage setFrame:CGRectMake((position * 320), 0, 320, 416)];
[self addSubview:tempImage];
[tempImage release];
}
- (void)recenterIfNecessary{
CGFloat currentOffsetX = [self contentOffset].x;
if (currentOffsetX > 1600.00){
self.contentOffset = CGPointMake(320, [self contentOffset].y );
}
if (currentOffsetX < 320.00){
self.contentOffset = CGPointMake(5*320, [self contentOffset].y);
}
}
- (void) layoutSubviews{
[super layoutSubviews];
[self recenterIfNecessary];
}
TY.

Related

OSX App, NSTextField only responds to Force Click

I am writing my first OS X app and I am running into a problem. I am placing a NSTextField inside of a NSTableViewCell. A single click in the text field does nothing. A force click will, however, activate the textfield to enter text.
Is this because it's embedded in a cell?
So far my code is very simple:
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
NSScrollView * tableContainer = [[NSScrollView alloc] initWithFrame:self.bounds];
mainTableView = [[NSTableView alloc] initWithFrame:NSMakeRect(0, 0, 1200, self.frame.size.height)];
mainTableView.autoresizingMask = NSViewWidthSizable|NSViewHeightSizable;
/// {creating columns here}
[tableContainer addSubview:mainTableView];
mainTableView.backgroundColor = [NSColor whiteColor];
mainTableView.rowHeight = 25;
[mainTableView setDelegate:self];
[mainTableView setDataSource:self];
[tableContainer setDocumentView:mainTableView];
[tableContainer setHasVerticalScroller:YES];
[self addSubview:tableContainer];
[mainTableView reloadData];
}
- (NSView *)tableView:(NSTableView *)tableView
viewForTableColumn:(NSTableColumn *)tableColumn
row:(NSInteger)row {
NSView *view = [[NSView alloc] initWithFrame:CGRectMake(0, 0, tableColumn.width, tableView.rowHeight)];
NSTextField *tf = [[NSTextField alloc] initWithFrame:view.bounds];
tf.stringValue = #"!";
tf.editable = YES;
tf.delegate = self;
[view addSubview:tf];
return view;
}

how to show images as a gridview like format in uiscrollview in ios?

its just a week that am into ios devlopement and am facing some problem that i cant show the images in scrolview with gridview format...i dont know how to set the frame size to show images in proper gridview format..
here is my code
that add 5 images in scrollview
for(int i=1;i<6;i++)
{
UIImageView *image = [[UIImageView alloc] initWithFrame:CGRectMake(x+0, 0, 320, 460)];
[image setImage:[UIImage imageNamed:[NSString stringWithFormat:#"e1%d.png",i]]];
[scr addSubview:image];
x+=320;
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleSingleTap:)];
tapGesture.numberOfTapsRequired = 1;
tapGesture.delegate = self;
image.userInteractionEnabled = YES;
[image addGestureRecognizer:tapGesture];
}
scr.pagingEnabled=YES;
scr.contentSize = CGSizeMake(320*5, 300);
[self.view addSubview:scr];
but all 5 images shows in one horizontal line but i want to show in every line 2 images.
here is the solution, i've implemented it in my app. Here is my code sv_port is my scrollView. Download SDWebImageDownloader class files and import it in your project. Add
relevant framework in your project. like imageIO.framework, QuartzCore
if your images are not fetching from url, then u dont need to use asyncImage view., so dont need to download SDWebImageDownloader.
Now, in your .m add
#import "UIImageView+WebCache.h"
#import "SDImageCache.h"
#import "SDWebImageCompat.h"
//function for adding image in your scrollview
-(void)populateImages
{
int x=6,y=6;
for(UIView * view in sv_port.subviews)
{
if([view isKindOfClass:[UIImageView class]])
{
[view removeFromSuperview]; view = nil;
}
if([view isKindOfClass:[UIButton class]])
{
[view removeFromSuperview]; view = nil;
}
}
for(int p=0;p<[Manufacturer count];p++)
{
UIButton *btnImageButton = [UIButton buttonWithType:UIButtonTypeCustom];
btnImageButton.frame = CGRectMake(x,y,70,70);
[btnImageButton setTag:p];
[btnImageButton addTarget:self action:#selector(nextview:) forControlEvents:UIControlEventTouchUpInside];
UIActivityIndicatorView *spinny = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
spinny.frame=CGRectMake(btnImageButton.frame.origin.x+25,btnImageButton.frame.origin.y+25, 20, 20);
spinny.backgroundColor=[UIColor clearColor];
[spinny startAnimating];
[sv_port setScrollEnabled:YES];
[sv_port addSubview:spinny];
UIImageView *asyncImageView = [[[UIImageView alloc] initWithFrame:btnImageButton.frame] autorelease];
asyncImageView.backgroundColor=[UIColor clearColor];
CALayer *layer;
layer = asyncImageView.layer;
layer.borderWidth = 0.5;
layer.cornerRadius = 5;
layer.masksToBounds = YES;
[asyncImageView setImageWithURL:[NSURL URLWithString:[NSString stringWithFormat:#"%#", yourUrl] ] placeholderImage:[UIImage imageNamed:nil] options:0 andResize:CGSizeMake(btnImageButton.frame.size.width,btnImageButton.frame.size.height) withContentMode:UIViewContentModeScaleAspectFit];
asyncImageView.contentMode = UIViewContentModeScaleAspectFit;
[sv_port addSubview:btnImageButton];
[sv_port addSubview:asyncImageView];
int imgCntPort=0;
imgCntPort=(sv_port.frame.size.width/(asyncImageView.frame.size.width));
//NSLog(#"imgport %d",imgCntPort);
if((p+1)%imgCntPort==0)
{
x=5;
y=y+80;
}
else
{
x=x+80;
}
}
sv_port.contentSize = CGSizeMake(0, y);
glob_x =0; glob_y =y;
}
By this code you will get 4 images in a row., By the change co-Ordiante of x and y you can maintain number of images per row to display.
Hope this helps. Thanks

Create an animation like that of an NSPopOver

I'm working at a custom Window object that is displayed as child in a parent Window.
For this object I'd like to create an animation like that of an NSPopover.
My first idea is to create a Screenshot of the child Window, than animate it using Core Animation and finally showing the real Window.
Before begging the implementation I would like to know if exists a better method and what you think about my solution.
It's not trivial. Here's how I do it:
#interface ZoomWindow : NSWindow
{
CGFloat animationTimeMultiplier;
}
#property (nonatomic, readwrite, assign) CGFloat animationTimeMultiplier;
#end
#implementation ZoomWindow
#synthesize animationTimeMultiplier;
- (NSTimeInterval)animationResizeTime: (NSRect)newWindowFrame
{
float multiplier = animationTimeMultiplier;
if (([[NSApp currentEvent] modifierFlags] & NSShiftKeyMask) != 0) {
multiplier *= 10;
}
return [super animationResizeTime: newWindowFrame] * multiplier;
}
#end
#implementation NSWindow (PecuniaAdditions)
- (ZoomWindow*)createZoomWindowWithRect: (NSRect)rect
{
// Code mostly from http://www.noodlesoft.com/blog/2007/06/30/animation-in-the-time-of-tiger-part-1/
// Copyright 2007 Noodlesoft, L.L.C.. All rights reserved.
// The code is provided under the MIT license.
// The code has been extended to support layer-backed views. However, only the top view is
// considered here. The code might not produce the desired output if only a subview has its layer
// set. So better set it on the top view (which should cover most cases).
NSImageView *imageView;
NSImage *image;
NSRect frame;
BOOL isOneShot;
frame = [self frame];
isOneShot = [self isOneShot];
if (isOneShot) {
[self setOneShot: NO];
}
BOOL hasLayer = [[self contentView] wantsLayer];
if ([self windowNumber] <= 0) // <= 0 if hidden
{
// We need to temporarily switch off the backing layer of the content view or we get
// context errors on the second or following runs of this code.
[[self contentView] setWantsLayer: NO];
// Force window device. Kinda crufty but I don't see a visible flash
// when doing this. May be a timing thing wrt the vertical refresh.
[self orderBack: self];
[self orderOut: self];
[[self contentView] setWantsLayer: hasLayer];
}
// Capture the window into an off-screen bitmap.
image = [[NSImage alloc] initWithSize: frame.size];
[[self contentView] lockFocus];
NSBitmapImageRep* rep = [[NSBitmapImageRep alloc] initWithFocusedViewRect: NSMakeRect(0.0, 0.0, frame.size.width, frame.size.height)];
[[self contentView] unlockFocus];
[image addRepresentation: rep];
// If the content view is layer-backed the above initWithFocusedViewRect call won't get the content
// of the view (seems it doesn't work for CALayers). So we need a second call that captures the
// CALayer content and copies it over the captured image (compositing so the window frame and its content).
if (hasLayer)
{
NSRect contentFrame = [[self contentView] bounds];
int bitmapBytesPerRow = 4 * contentFrame.size.width;
CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
CGContextRef context = CGBitmapContextCreate (NULL,
contentFrame.size.width,
contentFrame.size.height,
8,
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorSpace);
[[[self contentView] layer] renderInContext: context];
CGImageRef img = CGBitmapContextCreateImage(context);
CFRelease(context);
NSImage *subImage = [[NSImage alloc] initWithCGImage: img size: contentFrame.size];
CFRelease(img);
[image lockFocus];
[subImage drawAtPoint: NSMakePoint(0, 0)
fromRect: NSMakeRect(0, 0, contentFrame.size.width, contentFrame.size.height)
operation: NSCompositeCopy
fraction: 1];
[image unlockFocus];
}
ZoomWindow *zoomWindow = [[ZoomWindow alloc] initWithContentRect: rect
styleMask: NSBorderlessWindowMask
backing: NSBackingStoreBuffered
defer: NO];
zoomWindow.animationTimeMultiplier = 0.3;
[zoomWindow setBackgroundColor: [NSColor colorWithDeviceWhite: 0.0 alpha: 0.0]];
[zoomWindow setHasShadow: [self hasShadow]];
[zoomWindow setLevel: [self level]];
[zoomWindow setOpaque: NO];
[zoomWindow setReleasedWhenClosed: NO];
[zoomWindow useOptimizedDrawing: YES];
imageView = [[NSImageView alloc] initWithFrame: [zoomWindow contentRectForFrameRect: frame]];
[imageView setImage: image];
[imageView setImageFrameStyle: NSImageFrameNone];
[imageView setImageScaling: NSScaleToFit];
[imageView setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable];
[zoomWindow setContentView: imageView];
[self setOneShot: isOneShot];
return zoomWindow;
}
- (void)fadeIn
{
[self setAlphaValue: 0.f];
[self orderFront: nil];
[NSAnimationContext beginGrouping];
[[NSAnimationContext currentContext] setDuration: 0.3];
[[self animator] setAlphaValue: 1.f];
[NSAnimationContext endGrouping];
}
- (void)zoomInWithOvershot: (NSRect)overshotFrame withFade: (BOOL)fade makeKey: (BOOL)makeKey
{
[self setAlphaValue: 0];
NSRect frame = [self frame];
ZoomWindow *zoomWindow = [self createZoomWindowWithRect: frame];
zoomWindow.alphaValue = 0;
[zoomWindow orderFront: self];
NSDictionary *windowResize = #{NSViewAnimationTargetKey: zoomWindow,
NSViewAnimationEndFrameKey: [NSValue valueWithRect: overshotFrame],
NSViewAnimationEffectKey: NSViewAnimationFadeInEffect};
NSArray *animations = #[windowResize];
NSViewAnimation *animation = [[NSViewAnimation alloc] initWithViewAnimations: animations];
[animation setAnimationBlockingMode: NSAnimationBlocking];
[animation setAnimationCurve: NSAnimationEaseIn];
[animation setDuration: 0.2];
[animation startAnimation];
zoomWindow.animationTimeMultiplier = 0.5;
[zoomWindow setFrame: frame display: YES animate: YES];
[self setAlphaValue: 1];
if (makeKey) {
[self makeKeyAndOrderFront: self];
} else {
[self orderFront: self];
}
[zoomWindow close];
}
This is implemented in an NSWindow category. So you can call:
- (void)zoomInWithOvershot: (NSRect)overshotFrame withFade: (BOOL)fade makeKey: (BOOL)makeKey
on any NSWindow.
I should add that I haven't been able to get both animations to run at the same time (fade and size), but the effect is quite similar to how NSPopover does it. Maybe someone else can fix the animation issue.
Needless to say this code works on 10.6 too where you don't have NSPopover (that's why I have written it in the first place).

Posting images from camera roll to facebook in xcode 4.5

I've got some functionality set up. But I'm lost on where to go from here. I can probably figure out what to do with facebook once I know how to actually use the images. I tried saving the image into NSDictionary and then redirecting to a different View Controller, but it won't let me redirect from within the imagePickerController method. So anybody have any idea how to use the image selected from camera roll?
My next idea was to save it in the NSDictionary and then just have a statement checking to see if the NSdictionary value changed but that's not an efficient way of doing it at all.
EDITED below to include the answer provided, but nothing happens, no image displays or anything. What am I missing?
- (void) useCameraRoll
{
if ([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypeSavedPhotosAlbum])
{
UIImagePickerController *imagePicker =
[[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType =
UIImagePickerControllerSourceTypePhotoLibrary;
imagePicker.mediaTypes = [NSArray arrayWithObjects:
(NSString *) kUTTypeImage,
nil];
imagePicker.allowsEditing = NO;
[self presentModalViewController:imagePicker animated:YES];
[imagePicker release];
newMedia = NO;
}
}
-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info
{
NSString *mediaType = [info
objectForKey:UIImagePickerControllerMediaType];
[self dismissModalViewControllerAnimated:YES];
if ([mediaType isEqualToString:(NSString *)kUTTypeImage]) {
UIImage *image = [info
objectForKey:UIImagePickerControllerOriginalImage];
NSLog(#"image:%#",image);
displayPhoto.image = image;
[displayPhoto setFrame:CGRectMake(0, 0, 320, 480)];
[[self view] addSubview:displayPhoto];
}
else if ([mediaType isEqualToString:(NSString *)kUTTypeMovie])
{
// Code here to support video if enabled
}
}
Assuming you have called this from a view controller with a button that you have created, why not just add a UIImageView onto your view controller? Call it myPhotoImageView or something like that and then in the didFinishPickingMediaWithInfo method, just add the following line of code after
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
as
myPhotoImageView.image = image;
To size the image view so that the aspect looks nice do this.
CGSize size = image.size;
CGRect photoFrame;
if (size.width > size.height)
{
// Landscape
CGFloat scaleFactor = 320 / size.width;
photoFrame = CGRectMake(0, 0, 320, size.height*scaleFactor);
}
else
{
// Portrait
CGFloat scaleFactor = 320 / size.height;
photoFrame = CGRectMake(0, 0, size.width*scaleFactor, 320);
}
myPhotoImageView.frame = photoFrame;

How do I implement UIScrollView programatically

I am launching detail pages from a UITableView and within that detail page there is an image. I would like it to be zoomable, so I'd like the contents of that detail page to sit inside a scrollView. So far no luck, the labels, textviews and images are fine, but I can't get the ScrollView implemented.
here is my .m: THANKS!
- (void)viewDidLoad {
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
scrollView.contentSize = CGSizeMake(320, 700);
scrollView.clipsToBounds = YES;
super.view.backgroundColor = [UIColor whiteColor];
[scrollView setUserInteractionEnabled:YES];
self.navigationItem.title = [NSString stringWithFormat:selectedCellItem];
CGRect frame = CGRectMake(0, 0, 10, 10);
self.view = [[UIView alloc] initWithFrame:frame];
self.view.backgroundColor = [UIColor whiteColor];
frame = CGRectMake(0, 320, 10, 10);
UILabel *label = [[UILabel alloc] initWithFrame:frame];
//label.text = selectedCellItem;
label.font=[UIFont fontWithName:#"Verdana-Bold" size:20.0];
label.textAlignment = UITextAlignmentCenter;
[self.view addSubview:label];
[label release];
frame = CGRectMake(0, 320, 320, 60); //Description
UITextView *labelDesc = [[UITextView alloc] initWithFrame:frame];
labelDesc.text = selectedCellDesc;
labelDesc.font=[UIFont fontWithName:#"Verdana" size:12.0];
labelDesc.textAlignment = UITextAlignmentLeft;
//labelDesc.textAlignment = UITextAlignmentTop;
[self.view addSubview:labelDesc];
[labelDesc release];
frame = CGRectMake(0, 0, 320, 320); //Image
UIImageView *imageItem = [[UIImageView alloc] initWithFrame:frame];
[imageItem setImage:[UIImage imageNamed:selectedCellImage]];
// GET THIS ONE WORKING RIGHT>>[imageItem setImage:[UIImage imageNamed:[NSString stringWithFormat:#"%#.png", [[NSBundle mainBundle] bundlePath], selectedCellImage]]]; //use
//imageItem = [[UIImageView alloc] initWithContentsOfFile:[NSString stringWithFormat:#"shirt.png", [[NSBundle mainBundle] bundlePath]]];
//labelDesc.font=[UIFont fontWithName:#"Zapfino" size:13.0];
//labelDesc.textAlignment = UITextAlignmentCenter;
imageItem.contentMode = UIViewContentModeScaleAspectFit;
[self.view addSubview:imageItem];
//[imageItem release];
[super viewDidLoad];
}
/*
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
*/
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
#end
I think that you're missing the following line to add the UIScrollView as a subview.
[self.view addSubView:scrollView];

Resources