#pragma mark Rotation handling methods
-(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:
(NSTimeInterval)duration {
NSLog(#"IS ROTATING");
// Fade the collectionView out
[self.collectionView setAlpha:0.0f];
// Suppress the layout errors by invalidating the layout
[self.collectionView.collectionViewLayout invalidateLayout];
// Calculate the index of the item that the collectionView is currently displaying
CGPoint currentOffset = [self.collectionView contentOffset];
self.currentIndex = currentOffset.x / self.collectionView.frame.size.width;
}
- (void)viewWillLayoutSubviews;
{
[super viewWillLayoutSubviews];
UICollectionViewFlowLayout *flowLayout = (id)self.collectionView.collectionViewLayout;
if (UIDeviceOrientationIsLandscape([[UIApplication sharedApplication] statusBarOrientation])) {
flowLayout.itemSize = CGSizeMake(self.view.bounds.size.width, self.view.bounds.size.height);
} else {
flowLayout.itemSize = CGSizeMake(self.view.bounds.size.width, self.view.bounds.size.height);
}
[flowLayout invalidateLayout]; //force the elements to get laid out again with the new size
}
-(void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
// Force realignment of cell being displayed
CGSize currentSize = self.view.bounds.size;
float offset = self.currentIndex * currentSize.width;
[self.collectionView setContentOffset:CGPointMake(offset, 0)];
NSLog(#"CURRENT bounds: %f",self.view.bounds.size.width);
NSIndexPath *indexPath = [NSIndexPath indexPathForItem:self.currentIndex inSection:0];
[self.collectionView scrollToItemAtIndexPath:indexPath atScrollPosition:UICollectionViewScrollPositionLeft animated:NO];
// Fade the collectionView back in
[UIView animateWithDuration:0.125f animations:^{
[self.collectionView setAlpha:1.0f];
}];
}
This is the code. I just want the image to maintain full screen and the collection view is conforming to portrait. I can see that the cells are trying to adjust, but the collection view itself is not resizing. Any suggestions/fixes?
Where do you set the new frame for the collectionView? Either you should set it in willAnimateRotationToInterfaceOrientation: duration: or didRotateFromInterfaceOrientation: or if its equal to the size of the superview, then set the resizing mask to flexible width or height.
_collectionView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
In viewWillLayoutSubviews you are setting the itemSize in landscape and portrait for the same, is it intended?
Related
Im stuck trying to animate a table view smoothly which has an autolayout contraint. I have a reference to the constraint "keyboardHeight" in my .h and have linked this up in IB. All i want to do is animate the table view with the keyboard when it pops up. Here is my code:
- (void)keyboardWillShow:(NSNotification *)notification
{
NSDictionary *info = [notification userInfo];
NSValue *kbFrame = [info objectForKey:UIKeyboardFrameEndUserInfoKey];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardFrame = [kbFrame CGRectValue];
CGFloat height = keyboardFrame.size.height;
[UIView animateWithDuration:animationDuration animations:^{
self.keyboardHeight.constant = -height;
[self.view setNeedsLayout];
}];
}
The thing is the animation block is instantaneous and I see white space appear before the keyboard has finished its animation. So basically I see the white background of the view as the keyboard is animating. I cannot make the animation last for as long as the keyboard is animating.
Am i approaching this the wrong way? Thanks in advance!
Try it this way:
self.keyboardHeight.constant = -height;
[self.view setNeedsUpdateConstraints];
[UIView animateWithDuration:animationDuration animations:^{
[self.view layoutIfNeeded];
}];
Remember this pattern because this should be the correct way to update constraint-based layouts (according to WWDC). You can also add or remove NSLayoutConstraints as long as you call setNeedsUpdateConstraints after.
If you're using UITableViewController, keyboard size should be automatically accommodated by iOS to adjust the contentInsets. But if your tableView is inside a UIViewController, you probably wanted to use this:
KeyboardLayoutConstraint in the Spring framework. Simplest solution I've found so far.
Try the next code. In this case table view lays out at the bottom edge of the screen.
- (void)keyboardWillShow:(NSNotification *)notification { // UIKeyboardWillShowNotification
NSDictionary *info = [notification userInfo];
NSValue *keyboardFrameValue = [info objectForKey:UIKeyboardFrameEndUserInfoKey];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardFrame = [keyboardFrameValue CGRectValue];
BOOL isPortrait = UIDeviceOrientationIsPortrait([UIApplication sharedApplication].statusBarOrientation);
CGFloat keyboardHeight = isPortrait ? keyboardFrame.size.height : keyboardFrame.size.width;
// constrBottom is a constraint defining distance between bottom edge of tableView and bottom edge of its superview
constrBottom.constant = keyboardHeight;
// or constrBottom.constant = -keyboardHeight - in case if you create constrBottom in code (NSLayoutConstraint constraintWithItem:...:toItem:...) and set views in inverted order
[UIView animateWithDuration:animationDuration animations:^{
[tableView layoutIfNeeded];
}];
}
- (void)keyboardWillHide:(NSNotification *)notification { // UIKeyboardWillHideNotification
NSDictionary *info = [notification userInfo];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
constrBottom.constant = 0;
[UIView animateWithDuration:animationDuration animations:^{
[tableView layoutIfNeeded];
}];
}
The approach I took is to add a view which follows the size of the keyboard. Add it below your tableview, or text input or whatever and it will push things up when the keyboard appears.
This is how I set up the view hierarchy:
NSDictionary *views = #{#"chats": self.chatsListView, #"reply": self.replyBarView, #"fakeKeyboard":self.fakeKeyboardView};
[self.view addVisualConstraints:#"V:|-30-[chats][reply][fakeKeyboard]|" views:views];
And then the key bits of the keyboard-size-following view look like this:
- (void)keyboardWillShow:(NSNotification *)notification
{
// Save the height of keyboard and animation duration
NSDictionary *userInfo = [notification userInfo];
CGRect keyboardRect = [userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
self.desiredHeight = CGRectGetHeight(keyboardRect);
self.duration = [userInfo[UIKeyboardAnimationDurationUserInfoKey] floatValue];
[self animateSizeChange];
}
- (void)keyboardWillHide:(NSNotification *)notification
{
self.desiredHeight = 0.0f;
[self animateSizeChange];
}
- (CGSize)intrinsicContentSize
{
return CGSizeMake(UIViewNoIntrinsicMetric, self.desiredHeight);
}
- (void)animateSizeChange
{
[self invalidateIntrinsicContentSize];
// Animate transition
[UIView animateWithDuration:self.duration animations:^{
[self.superview layoutIfNeeded];
}];
}
The nice thing about letting this particular view handle its resizing is that you can let the view controller ignore it, and you can also re-use this view any place in your app you want to shift everything up.
The full file is here:
https://gist.github.com/shepting/6025439
I have a UIView which is my loading view. All it does is display the circular loading circle(lol to much "circle" for one sentence).
It works fine the first time but after that the circle is not centered. It moves to the left and down some. How can I get it to always be centered, take in mind I have limited the app to only display in the landscape modes (landscape left, landscape right) in all views so the issue is not coming from the device being rotated.
call to load the view:
loadingViewController = [LoadingViewController loadSpinnerIntoView:self.view];
LoadingViewController.h:
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "CrestronClient.h"
#interface LoadingViewController : UIView
{
CrestronClient *cClient;
}
+(LoadingViewController *)loadSpinnerIntoView:(UIView *)superView;
-(void)removeLoadingView;
- (UIImage *)addBackground;
#end
LoadingView.m:
#import "LoadingViewController.h"
#import "RootViewController.h"
#implementation LoadingViewController
CGRect priorFrameSettings;
UIView *parentView;
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft ||interfaceOrientation == UIInterfaceOrientationLandscapeRight ) {
return YES;
}else{
return NO;
}
}
-(void)removeLoadingView
{
// [parentView setFrame:priorFrameSettings];
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionFade];
[[[self superview] layer] addAnimation:animation forKey:#"layerAnimation"];
[self removeFromSuperview];
}
+(LoadingViewController *)loadSpinnerIntoView:(UIView *)superView
{
priorFrameSettings = superView.frame;
parentView = superView;
// [superView setFrame:CGRectMake(0, 0, 1024, 1024)];
// Create a new view with the same frame size as the superView
LoadingViewController *loadingViewController = [[LoadingViewController alloc] initWithFrame:superView.frame];
loadingViewController.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
// If something's gone wrong, abort!
if(!loadingViewController){ return nil; }
[superView addSubview:loadingViewController];
if(!loadingViewController){ return nil; }
// This is the new stuff here ;)
UIActivityIndicatorView *indicator =
[[[UIActivityIndicatorView alloc]
initWithActivityIndicatorStyle: UIActivityIndicatorViewStyleWhiteLarge] autorelease];
// Set the resizing mask so it's not stretched
UIImageView *background = [[UIImageView alloc] initWithImage:[loadingViewController addBackground]];
// Make a little bit of the superView show through
background.alpha = 0.7;
[loadingViewController addSubview:background];
indicator.autoresizingMask =
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleBottomMargin |
UIViewAutoresizingFlexibleLeftMargin;
// Place it in the middle of the view
indicator.center = superView.center;
// Add it into the spinnerView
[loadingViewController addSubview:indicator];
// Start it spinning! Don't miss this step
[indicator startAnimating];
// Create a new animation
CATransition *animation = [CATransition animation];
// Set the type to a nice wee fade
[animation setType:kCATransitionFade];
// Add it to the superView
[[superView layer] addAnimation:animation forKey:#"layerAnimation"];
return loadingViewController;
}
- (UIImage *)addBackground{
cClient = [CrestronClient sharedManager];
if (cClient.isConnected == FALSE) {
[cClient connect];
}
// Create an image context (think of this as a canvas for our masterpiece) the same size as the view
UIGraphicsBeginImageContextWithOptions(self.bounds.size, YES, 1);
// Our gradient only has two locations - start and finish. More complex gradients might have more colours
size_t num_locations = 2;
// The location of the colors is at the start and end
CGFloat locations[2] = { 0.0, 1.0 };
// These are the colors! That's two RBGA values
CGFloat components[8] = {
0.4,0.4,0.4, 0.8,
0.1,0.1,0.1, 0.5 };
// Create a color space
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
// Create a gradient with the values we've set up
CGGradientRef myGradient = CGGradientCreateWithColorComponents (myColorspace, components, locations, num_locations);
// Set the radius to a nice size, 80% of the width. You can adjust this
float myRadius = (self.bounds.size.width*.8)/2;
// Now we draw the gradient into the context. Think painting onto the canvas
CGContextDrawRadialGradient (UIGraphicsGetCurrentContext(), myGradient, self.center, 0, self.center, myRadius, kCGGradientDrawsAfterEndLocation);
// Rip the 'canvas' into a UIImage object
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
// And release memory
CGColorSpaceRelease(myColorspace);
CGGradientRelease(myGradient);
UIGraphicsEndImageContext();
// … obvious.
return image;
}
- (void)dealloc {
[super dealloc];
}
#end
Make sure the loading view is set to its parents frame and has the proper autoresizingMask set. This would likely by UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight.
fixed the background by adding
[background setFrame:CGRectMake(0, 0, 1024, 768 )];
and fixed the centering of the circle with:
indicator.center = background.center;
- (void)viewDidLoad
{
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
adView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifierPortrait];
adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
CGRect adFrame = adView.frame;
adFrame.origin.y = self.view.frame.size.height-adView.frame.size.height;
adView.frame = adFrame;
[self.view addSubview:adView];
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if (!self.bannerIsVisible)
{
self.bannerIsVisible = YES;
}
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (self.bannerIsVisible)
{
self.bannerIsVisible = NO;
}
There are a four things. First, you should be positioning the banner off screen in your viewDidLoad method because it will just show an empty frame when you first launch and will more than likely get rejected because of it.
Secondly, you are setting up your banner view incorrectly. I think the frame is still CGZero. Thirdly you are not setting the bannerView's delegate. Try the following:
-(void)viewDidLoad{
CGRect frame=CGRectZero;
frame.size = [ADBannerView sizeFromBannerContentSizeIdentifier:ADBannerContentSizeIdentifierPortrait];
// Place frame at the bottom edge of the screen out of sight
frame.origin = CGPointMake(0.0, CGRectGetMaxY(self.view.bounds));
// Now to create and configure the banner view
ADBannerView *adView = [[ADBannerView alloc] initWithFrame:frame];
adView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifierPortrait];
// Set the delegate to self, so that we are notified of ad responses
adView.delegate = self;
[self.view addSubview: adView];
}
Fourth, in your bannerViewDidLoadAd: method you are not animating the banner ad into place. Try this:
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
// Get a brand new frame
CGRect newFrame=CGRectZero;
CGPoint frameOrigin=CGPointZero;
// Set the origin
frameOrigin=CGPointMake(0.0, CGRectGetMaxY(self.view.bounds));
newFrame.origin=frameOrigin;
// Set the size
newFrame.size=[ADBannerView sizeFromBannerContentSizeIdentifier:ADBannerContentSizeIdentifierPortrait];
CGFloat bannerHeight = newFrame.size.height;
CGFloat bannerOffset=0.0;
// Determine where the new frame should be
if (!self.bannerIsVisible)
{
// It should be visible, raise it up
bannerOffset=-bannerHeight;
}
CGRect offSetRect=CGRectOffset(newFrame,0.0f,bannerOffset);
[UIView animateWithDuration:0.2
animations:^{banner.view.frame=offSetRect}
completion:^(BOOL finished){
if (bannerOffSet<0){
self.bannerIsVisible=YES;
}else{
self.bannerIsVisible=NO;
}
}
];
}
of course if the banner is supposed to be positioned at the top of the screen, you can probably figure out how things need to be modified, but this gets you in going in the right direction.
Good luck
Not sure by reading your question, but do be aware that Apple simulates iAds not being available. Sometimes you need to try multiple times before the sample ad comes through.
I´m working on an ipad app for a comic but i can´t get my scroll view to work. I need it to do:
Pinch zoom
Rotation
Double tap and move by comic strip
Here´s an example of what i want to get http://vimeo.com/16073699 (Second 35 +-)
Right now i have pinch zoom but i can get the scroll view to rotate and center image.
Here´s my controller code:
#define ZOOM_VIEW_TAG 100
#define ZOOM_STEP 2
#define PAGE_TIME 10
- (void)viewDidLoad{
[super loadView];
self.myImage.image = [UIImage imageNamed:#"Tira01.jpg"];
[self.myImage setTag:ZOOM_VIEW_TAG];
UISwipeGestureRecognizer *recognizer;
recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(Tap)];
[(UITapGestureRecognizer *)recognizer setNumberOfTouchesRequired:1];
[(UITapGestureRecognizer *)drecognizer setNumberOfTapsRequired:1];
[[self myImage] addGestureRecognizer:recognizer];
[recognizer release];
self.drecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleDoubleTap:)];
[(UITapGestureRecognizer *)drecognizer setNumberOfTouchesRequired:1];
[(UITapGestureRecognizer *)drecognizer setNumberOfTapsRequired:2];
[[self myImage] addGestureRecognizer:drecognizer];
[drecognizer release];
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return [myScrollView viewWithTag:ZOOM_VIEW_TAG];
}
- (void)handleDoubleTap:(UIGestureRecognizer *)gestureRecognizer {
UIInterfaceOrientation currentOrientation = [[UIDevice currentDevice] orientation];
if(!self.zoomed)
{
// double tap zooms in
float newScale = [self.myScrollView zoomScale] * ZOOM_STEP;
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:[gestureRecognizer locationInView:gestureRecognizer.view]];
[self.myScrollView zoomToRect:zoomRect animated:YES];
self.zoomed = YES;
}
else {
float newScale = [self.myScrollView zoomScale] / ZOOM_STEP;
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:[gestureRecognizer locationInView:gestureRecognizer.view]];
[self.myScrollView zoomToRect:zoomRect animated:YES];
self.zoomed = NO;
}
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation{
return YES;
}
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center {
CGRect zoomRect;
// the zoom rect is in the content view's coordinates.
// At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds.
// As the zoom scale decreases, so more content is visible, the size of the rect grows.
zoomRect.size.height = [self.myScrollView frame].size.height / scale;
zoomRect.size.width = [self.myScrollView frame].size.width / scale;
// choose an origin so as to get the right center.
zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0);
zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0);
return zoomRect;
}
In interface builder i have:
-> UIView(ScaleToFill mode)
--> UIScrollView (ScaleToFill mode)
---> UIImageView (AspectFit mode)
I don´t know what i´m doing wrong but i´m going crazy with that :(
Regarding the UIScrollView centering the content, I might be wrong here, but the UIScrollView doesn't automatically do that.
In my app i'm manually doing it by actually moving the content in the scrollView so that it is centered.
Just as a quick explanation for the code below, if the content (image) frame is smaller than the bounds of the scroll view, then adjust the position of the content horizontally and vertically.
The code below is from my class derived from UIScrollView. If you're using the default UIScrollView, you can use this code in the parent UIView.
- (void)layoutSubviews
{
[super layoutSubviews];
if (![self centersContent])
{
return;
}
// center the image as it becomes smaller than the size of the screen
CGSize boundsSize = self.bounds.size;
CGRect frameToCenter = imageView.frame;
// center horizontally
if (frameToCenter.size.width < boundsSize.width)
frameToCenter.origin.x = (boundsSize.width - frameToCenter.size.width) / 2;
else
frameToCenter.origin.x = 0;
// center vertically
if (frameToCenter.size.height < boundsSize.height)
frameToCenter.origin.y = (boundsSize.height - frameToCenter.size.height) / 2;
else
frameToCenter.origin.y = 0;
imageView.frame = frameToCenter;
}
In my application, I would like to present the user with a full-screen photo viewer much like the one used in the Photos app. This is just for a single photo and as such should be quite simple. I just want the user to be able to view this one photo with the ability to zoom and pan.
I have most of it working. And, if I do not center my UIImageView, everything behaves perfectly. However, I really want the UIImageView to be centered on the screen when the image is sufficiently zoomed out. I do not want it stuck to the top-left corner of the scroll view.
Once I attempt to center this view, my vertical scrollable area appears to be greater than it should be. As such, once I zoom in a little, I am able to scroll about 100 pixels past the top of the image. What am I doing wrong?
#interface MyPhotoViewController : UIViewController <UIScrollViewDelegate>
{
UIImage* photo;
UIImageView *imageView;
}
- (id)initWithPhoto:(UIImage *)aPhoto;
#end
#implementation MyPhotoViewController
- (id)initWithPhoto:(UIImage *)aPhoto
{
if (self = [super init])
{
photo = [aPhoto retain];
// Some 3.0 SDK code here to ensure this view has a full-screen
// layout.
}
return self;
}
- (void)dealloc
{
[photo release];
[imageView release];
[super dealloc];
}
- (void)loadView
{
// Set the main view of this UIViewController to be a UIScrollView.
UIScrollView *scrollView = [[UIScrollView alloc] init];
[self setView:scrollView];
[scrollView release];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Initialize the scroll view.
CGSize photoSize = [photo size];
UIScrollView *scrollView = (UIScrollView *)[self view];
[scrollView setDelegate:self];
[scrollView setBackgroundColor:[UIColor blackColor]];
// Create the image view. We push the origin to (0, -44) to ensure
// that this view displays behind the navigation bar.
imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, -44.0,
photoSize.width, photoSize.height)];
[imageView setImage:photo];
[scrollView addSubview:imageView];
// Configure zooming.
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
CGFloat widthRatio = screenSize.width / photoSize.width;
CGFloat heightRatio = screenSize.height / photoSize.height;
CGFloat initialZoom = (widthRatio > heightRatio) ? heightRatio : widthRatio;
[scrollView setMaximumZoomScale:3.0];
[scrollView setMinimumZoomScale:initialZoom];
[scrollView setZoomScale:initialZoom];
[scrollView setBouncesZoom:YES];
[scrollView setContentSize:CGSizeMake(photoSize.width * initialZoom,
photoSize.height * initialZoom)];
// Center the photo. Again we push the center point up by 44 pixels
// to account for the translucent navigation bar.
CGPoint scrollCenter = [scrollView center];
[imageView setCenter:CGPointMake(scrollCenter.x,
scrollCenter.y - 44.0)];
}
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[[[self navigationController] navigationBar] setBarStyle:UIBarStyleBlackTranslucent];
[[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:YES];
}
- (void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
[[[self navigationController] navigationBar] setBarStyle:UIBarStyleDefault];
[[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleDefault animated:YES];
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return imageView;
}
#end
This code should work on most versions of iOS (and has been tested to work on 3.1 upwards).
It's based on the Apple WWDC code for PhotoScroller.
Add the below to your subclass of UIScrollView, and replace tileContainerView with the view containing your image or tiles:
- (void)layoutSubviews {
[super layoutSubviews];
// center the image as it becomes smaller than the size of the screen
CGSize boundsSize = self.bounds.size;
CGRect frameToCenter = tileContainerView.frame;
// center horizontally
if (frameToCenter.size.width < boundsSize.width)
frameToCenter.origin.x = (boundsSize.width - frameToCenter.size.width) / 2;
else
frameToCenter.origin.x = 0;
// center vertically
if (frameToCenter.size.height < boundsSize.height)
frameToCenter.origin.y = (boundsSize.height - frameToCenter.size.height) / 2;
else
frameToCenter.origin.y = 0;
tileContainerView.frame = frameToCenter;
}
Have you checked out the UIViewAutoresizing options?
(from the documentation)
UIViewAutoresizing
Specifies how a view is automatically resized.
enum {
UIViewAutoresizingNone = 0,
UIViewAutoresizingFlexibleLeftMargin = 1 << 0,
UIViewAutoresizingFlexibleWidth = 1 << 1,
UIViewAutoresizingFlexibleRightMargin = 1 << 2,
UIViewAutoresizingFlexibleTopMargin = 1 << 3,
UIViewAutoresizingFlexibleHeight = 1 << 4,
UIViewAutoresizingFlexibleBottomMargin = 1 << 5
};
typedef NSUInteger UIViewAutoresizing;
Are you using IB to add the scroll view? Change the autosizing options of the scrollview to the attached image.
I think the reason behind it is because the zoomScale applies to the whole contentSize, regardless of the actual size of the subview inside the scrollView (in your case it's an imageView). The contentSize height seems to be always equal or greater than the height of the scrollView frame, but never smaller. So when applying a zoom to it, the height of the contentSize gets multiplied by the zoomScale factor as well, that's why you're getting an extra 100-something pixels of vertical scroll.
You probably want to set the bounds of the scroll view = bounds of the image view, and then center the scroll view in its containing view. If you place a view inside a scroll view at an offset from the top, you will get that empty space above it.