Tableview scroll to top not going all the way - objective-c

I have a navigation bar that I've manually coded to animate the frame of depending on the offset of the scrollView (tableView). Below is a screenshot of what it looks like unscrolled.
Now after setScrollOffset:(0,0) is invoked (by scrollsToTop, not me manually - e.g. by tapping status bar), the scrollview scrolls to the top, but at the position at which there used to be no navigation bar. I can manually scroll the last 44px or so after the animation happens, but obviously thats not the behavior that's expected.
Here is my code for hiding the navbar:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
CGRect frame = self.navigationController.navigationBar.frame;
CGFloat size = frame.size.height - kMacro1;
CGFloat framePercentageHidden = ((kMacro2 - frame.origin.y) / (frame.size.height - 1));
CGFloat scrollOffset = scrollView.contentOffset.y;
CGFloat scrollDiff = scrollOffset - self.previousScrollViewYOffset;
CGFloat scrollHeight = scrollView.frame.size.height;
CGFloat scrollContentSizeHeight = scrollView.contentSize.height + scrollView.contentInset.bottom;
if (scrollOffset <= -scrollView.contentInset.top) {
frame.origin.y = kMacro2;
} else if ((scrollOffset + scrollHeight) >= scrollContentSizeHeight) {
frame.origin.y = -size;
} else {
frame.origin.y = MIN(kMacro2, MAX(-size, frame.origin.y - scrollDiff));
}
[self.navigationController.navigationBar setFrame:frame];
[self updateBarButtonItems:(1 - framePercentageHidden)];
self.previousScrollViewYOffset = scrollOffset;
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
[self stoppedScrolling];
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView
willDecelerate:(BOOL)decelerate
{
if (!decelerate) {
[self stoppedScrolling];
}
}
- (void)stoppedScrolling
{
CGRect frame = self.navigationController.navigationBar.frame;
if (frame.origin.y < kMacro2) {
[self animateNavBarTo:-(frame.size.height - kMacro1)];
}
}
- (void)animateNavBarTo:(CGFloat)y
{
[UIView animateWithDuration:0.2 animations:^{
CGRect frame = self.navigationController.navigationBar.frame;
CGFloat alpha = (frame.origin.y >= y ? 0 : 1);
frame.origin.y = y;
[self.navigationController.navigationBar setFrame:frame];
[self updateBarButtonItems:alpha];
}];
}

Related

keyboard obeserver ios

I have a UIView and i'm trying to make it follow the keyboard when the user move the keyboard. imagine the user having a scrollview and a open keyboard, the user want to scroll down which makes the keyboard to close half way, the keyboard origin.y change. the problem is when the keyboard is open and moving no event is being called else you literally close the keyboard.
I tried using the keyboard delegate + textfield delegate which is:
* UIKeyboardWillShowNotification
* UIKeyboardDidShowNotification
* UIKeyboardWillHideNotification
* UIKeyboardDidHideNotification
* UIKeyboardWillChangeFrameNotification
* textFieldDidBeginEditing:
* textFieldShouldBeginEditing:
* textFieldDidEndEditing:
* textFieldShouldEndEditing:
All those methods are being called only when keyboard is about to open/dismiss and what is happening is that when the user is moving the keyboard the UIView wont move as it wait for one of those observers to be called.
What i am basically looking for is a way to observe the keyboard origin.y (shown height) whenever its value change
Put this code below
#import
static const CGFloat KEYBOARD_ANIMATION_DURATION = 0.3;
static const CGFloat MINIMUM_SCROLL_FRACTION = 0.2;
static const CGFloat MAXIMUM_SCROLL_FRACTION = 0.8;
static const CGFloat PORTRAIT_KEYBOARD_HEIGHT = 216;
static const CGFloat LANDSCAPE_KEYBOARD_HEIGHT = 140;
textfieldDelegate
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
CGRect textFieldRect = [self.view.window convertRect:textField.bounds fromView:textField];
CGRect viewRect = [self.view.window convertRect:self.view.bounds fromView:self.view];
CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height;
CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height;
CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height;
CGFloat heightFraction = numerator / denominator;
if (heightFraction < 0.0)
{
heightFraction = 0.0;
}
else if (heightFraction > 1.0)
{
heightFraction = 1.0;
}
UIInterfaceOrientation orientation =
[[UIApplication sharedApplication] statusBarOrientation];
if (orientation == UIInterfaceOrientationPortrait ||
orientation == UIInterfaceOrientationPortraitUpsideDown)
{
animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction);
}
else
{
animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction);
}
CGRect viewFrame = self.view.frame;
viewFrame.origin.y -= animatedDistance;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION];
[self.view setFrame:viewFrame];
[UIView commitAnimations];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
CGRect viewFrame = self.view.frame;
viewFrame.origin.y += animatedDistance;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION];
[self.view setFrame:viewFrame];
[UIView commitAnimations];
}
-(BOOL)textFieldShouldReturn:(UITextField*)textField
{
NSInteger nextTag = textField.tag + 1;
// Try to find next responder
UIResponder* nextResponder = [textField.superview viewWithTag:nextTag];
if (nextResponder)
{
// Found next responder, so set it.
[nextResponder becomeFirstResponder];
}
else
{
//Not found, so remove keyboard.
[textField resignFirstResponder];
}
return NO; // We // We do not want UITextField to insert line-breaks.
}

Animating UINavigationBar in iOS 7 (like Safari)

When scrolling content in Safari, the title bar animates to a smaller version of its self. What is the best way to implement this?
Currently, I am changing the size of the frame like so:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
//
// Table view
//
CGFloat currentPosition = scrollView.contentOffset.y - CGRectGetHeight(self.tableView.tableHeaderView.frame) + CGRectGetHeight(self.navigationController.navigationBar.frame) + CGRectGetHeight([[UIApplication sharedApplication] statusBarFrame]);
if ([scrollView isKindOfClass:[HeadlinesHeadlinesTableView class]]) {
ScrollDirection scrollDirection;
if (self.lastContentOffset > scrollView.contentOffset.y) {
scrollDirection = ScrollDirectionDown;
} else if (self.lastContentOffset < scrollView.contentOffset.y) {
scrollDirection = ScrollDirectionUp;
}
self.lastContentOffset = scrollView.contentOffset.y;
CGRect frame = self.navigationController.navigationBar.frame;
CGFloat minimumFrameHeight = 30.0f;
CGFloat maximumFrameHeight = 44.0f;
CGFloat titleSize = [[self.navigationController.navigationBar.titleTextAttributes objectForKey:NSFontAttributeName] pointSize];
CGFloat minimumTitleHeight = 22.0f;
CGFloat maximumTitleHeight = 30.0f;
if (currentPosition > 0 && CGRectGetHeight(frame) >= minimumFrameHeight && CGRectGetHeight(frame) <= maximumFrameHeight) {
switch (scrollDirection) {
case ScrollDirectionUp:
frame.size.height--;
titleSize--;
break;
case ScrollDirectionDown:
frame.size.height++;
titleSize++;
break;
default:
break;
}
if (CGRectGetHeight(frame) <= minimumFrameHeight) {
frame.size.height = minimumFrameHeight;
}
if (CGRectGetHeight(frame) >= maximumFrameHeight) {
frame.size.height = maximumFrameHeight;
}
if (titleSize <= minimumTitleHeight) {
titleSize = minimumTitleHeight;
}
if (titleSize >= maximumTitleHeight) {
titleSize = maximumTitleHeight;
}
}
[self.navigationController.navigationBar setFrame:frame];
[self.navigationController.navigationBar setTitleTextAttributes: #{ NSFontAttributeName : [UIFont fontWithName:#"Canterbury-Regular" size:titleSize] }];
}
}
Naturally, this way is not smooth and a lot of code, not to mention the fact that I need to fade out bar button items as well.
Thanks in advance!
Take a look at AMScrollingNavbar, it already has fading support.
You can try to change font size of NavigationBar to make the title smaller.

How to set scrollView with minimal scale at start?

I have to set UIScrollView at start with 0.28 scale (current scale). How can i do it correclty?
Now to scaling I'm using this methods:
#pragma mark - UIScrollViewDelegate Methods
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return imageView;
}
-(void)scrollViewDidZoom:(UIScrollView *)scrollView {
[self centerScrollViewContent];
}
-(void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
}
- (void)centerScrollViewContent {
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = imageView.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
imageView.frame = contentsFrame;
}
After your scrollView content is loaded, you can set the zoom scale with:
self.scrollView.zoomScale = 0.28;

Bounce UIImageView back when dragged off screen

What I need is when a UIImageView is dragged off of the screen it to bounce back when it gets let go. I have it working in the left and top sides this is what I am doing.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (!CGRectContainsPoint(self.view.frame, imageView.frame.origin)){
CGFloat newX = 0.0f;
CGFloat newY = 0.0f;
// If off screen upper and left
if (imageView.frame.origin.x < 0.0f){
CGFloat negX = imageView.frame.origin.x * -1;
newX = negX;
}else{
newX = imageView.frame.origin.x;
}
if (imageView.frame.origin.y < 0.0f){
CGFloat negY = imageView.frame.origin.y * -1;
newY = negY;
}else{
newY = imageView.frame.origin.y;
}
CGRect newPoint = CGRectMake(newX, newY, imageView.frame.size.width, imageView.frame.size.height);
[UIView beginAnimations:#"BounceAnimations" context:nil];
[UIView setAnimationDuration:.5];
[letterOutOfBounds play];
[imageView setFrame:newPoint];
[UIView commitAnimations];
}
}
}
So I would like to achieve the same thing for the right and bottom sides. But I have been stuck at this for awhile. Any Ideas?
How about something like the following?
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UIImageView *imageView = nil;
BOOL moved = NO;
CGRect newPoint = imageView.frame;
// If off screen left
if (newPoint.origin.x < 0.0f){
newPoint.origin.x *= -1.0;
moved = YES;
}
// if off screen up
if (newPoint.origin.y < 0.0f){
newPoint.origin.y *= -1.0;
moved = YES;
}
// if off screen right
CGFloat howFarOffRight = (newPoint.origin.x + newPoint.size.width) - imageView.superview.frame.size.width;
if (howFarOffRight > 0.0)
{
newPoint.origin.x -= howFarOffRight * 2;
moved = YES;
}
// if off screen bottom
CGFloat howFarOffBottom = (newPoint.origin.y + newPoint.size.height) - imageView.superview.frame.size.height;
if (howFarOffBottom > 0.0)
{
newPoint.origin.y -= howFarOffBottom * 2;
moved = YES;
}
if (moved)
{
[UIView beginAnimations:#"BounceAnimations" context:nil];
[UIView setAnimationDuration:.5];
[letterOutOfBounds play];
[imageView setFrame:newPoint];
[UIView commitAnimations];
}
}
As I read your code, the logic of "if off the left side, move it back on to the view by the same distance it was off the screen." To be honest, that doesn't quite make sense to me (why, when bouncing back, does the coordinate depend upon how far off the screen it was), but I've tried to honor that in the "off screen right" and "off screen bottom" logic. Obviously my logic is using the superview of imageView to determine the width of the containing view, but if that's not appropriate, replace it with whatever is.
Edit:
I personally do this stuff with gesture recognizers, such as:
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[self.imageView addGestureRecognizer:pan];
self.imageView.userInteractionEnabled = YES;
Thus, a gesture recognizer to animate moving the image back would be:
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
static CGRect originalFrame; // you could make this an ivar if you want, but just for demonstration purposes
if (gesture.state == UIGestureRecognizerStateBegan)
{
originalFrame = self.imageView.frame;
}
else if (gesture.state == UIGestureRecognizerStateChanged)
{
CGPoint translate = [gesture translationInView:gesture.view];
CGRect newFrame = originalFrame;
newFrame.origin.x += translate.x;
newFrame.origin.y += translate.y;
gesture.view.frame = newFrame;
}
else if (gesture.state == UIGestureRecognizerStateEnded || gesture.state == UIGestureRecognizerStateCancelled)
{
CGRect newFrame = gesture.view.frame;
newFrame.origin.x = fmaxf(newFrame.origin.x, 0.0);
newFrame.origin.x = fminf(newFrame.origin.x, gesture.view.superview.bounds.size.width - newFrame.size.width);
newFrame.origin.y = fmaxf(newFrame.origin.y, 0.0);
newFrame.origin.y = fminf(newFrame.origin.y, gesture.view.superview.bounds.size.height - newFrame.size.height);
// animate how ever you want ... I generally just do animateWithDuration
[UIView animateWithDuration:0.5 animations:^{
gesture.view.frame = newFrame;
}];
}
}
Or, if you want a gesture recognizer that just prevents the dragging of the image off the screen in the first place, it would be:
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
static CGRect originalFrame;
if (gesture.state == UIGestureRecognizerStateBegan)
{
originalFrame = self.imageView.frame;
}
else if (gesture.state == UIGestureRecognizerStateChanged)
{
CGPoint translate = [gesture translationInView:gesture.view];
CGRect newFrame = originalFrame;
newFrame.origin.x += translate.x;
newFrame.origin.x = fmaxf(newFrame.origin.x, 0.0);
newFrame.origin.x = fminf(newFrame.origin.x, gesture.view.superview.bounds.size.width - newFrame.size.width);
newFrame.origin.y += translate.y;
newFrame.origin.y = fmaxf(newFrame.origin.y, 0.0);
newFrame.origin.y = fminf(newFrame.origin.y, gesture.view.superview.bounds.size.height - newFrame.size.height);
gesture.view.frame = newFrame;
}
}
By the way, in iOS 7, you can give the animation of the image view back to its original location a little bounciness by using the new animationWithDuration with the usingSpringWithDampening and initialSpringVelocity parameters:
[UIView animateWithDuration:1.0
delay:0.0
usingSpringWithDamping:0.3
initialSpringVelocity:0.1
options:0
animations:^{
// set the new `frame` (or update the constraint constant values that
// will dictate the `frame` and call `layoutViewsIfNeeded`)
}
completion:nil];
Alternatively, in iOS7, you can also use UIKit Dynamics to add a UISnapBehavior:
self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
self.animator.delegate = self;
UISnapBehavior *snap = [[UISnapBehavior alloc] initWithItem:self.viewToAnimate snapToPoint:CGPointMake(self.viewToAnimate.center.x, self.view.frame.size.height - 50)];
// optionally, you can control how much bouncing happens when it finishes, e.g., for a lot of bouncing:
//
// snap.damping = 0.2;
// you can also slow down the snap by adding some resistance
//
// UIDynamicItemBehavior *resistance = [[UIDynamicItemBehavior alloc] initWithItems:#[self.viewToAnimate]];
// resistance.resistance = 20.0;
// resistance.angularResistance = 200.0;
// [self.animator addBehavior:resistance];
[self.animator addBehavior:snap];
I think the easiest way is to check whether your imageView has gone out of your self.view.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (!CGRectContainsRect(self.view.frame, imageView.frame)){
// Your animation to bounce.
}
}

How to center UIImageView in ScrollView (Zooming)

I'm trying to zooming UIImageView in UIScrollView. And i've got this:
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return imageView;
}
-(void)scrollViewDidZoom:(UIScrollView *)scrollView {
[imageView setCenter:CGPointMake(scrollView.center.x, scrollView.center.y)];
}
-(void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
}
Problem is: When i'm zooming out image it's centered, but when i'm zooming in, image is shifted to left up corner.
Where is problem with my code?
Answer is remove all from scrollViewDidZoom: and add:
[self centerScrollViewContent];
Method implementation:
- (void)centerScrollViewContents {
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.containerView.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
self.containerView.frame = contentsFrame;
}