Slightly confused with coordinates - objective-c

Hi I have such code:
- (void)viewDidLoad
{
[super viewDidLoad];
// Get view bounds
CGRect bounds = [self.view bounds];
// Get center point
CGPoint center;
center.x = bounds.origin.x + bounds.size.width/2.0;
center.y = bounds.origin.y + bounds.size.height/2.0;
NSLog(#"center y = %f", center.y);
}
The above log initially prints 274.0
Then I have this method:
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)x
duration:(NSTimeInterval)duration
{
CGRect bounds = [[self view] bounds];
// Get center point
CGPoint center;
center.x = bounds.origin.x + bounds.size.width/2.0;
center.y = bounds.origin.y + bounds.size.height/2.0;
// If the orientation is rotating to Portrait mode...
if (UIInterfaceOrientationIsPortrait(x))
{
NSLog(#"In rotation, center y = %f", center.y);
}
}
This center.y in above method is calculated in the same way as the one in viewDidLoad as you might notice. However, when phone is rotated first to landscape then back to portrait as initially, now the center.y in the above method always prints 230 (instead of 274.0 as initially) -- why?
What can be causing this?

- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation{
CGRect bounds = [[self view] bounds];
CGPoint center;
center.x = bounds.origin.x + bounds.size.width/2.0;
center.y = bounds.origin.y + bounds.size.height/2.0;
if (UIInterfaceOrientationIsLandscape(fromInterfaceOrientation)){
NSLog(#"In rotation, center y = %f", center.y);
}
}

Related

UIView not dragging smoothly by UIpangesture when use autolayout constraint

**I want to drag a view up vertically using UIpangesture. As my project includes autolayout, I created 4 layout constraint [top, right, bottom, left] and create an outlet from topspace constraint. When gesture recognize, topspaceConstraint's constant is chnage to change the views orgin Y. The code works but dragging is not smooth. How can I make it smooth **
-(void)gestureAction:(UIPanGestureRecognizer *)gesture
{
CGFloat targetY = 0;
if(gesture.state == UIGestureRecognizerStateBegan)
{
self.panCoord = [gesture locationInView:gesture.view];
}
CGPoint newCoord = [gesture locationInView:gesture.view];
float dY = newCoord.y-self.panCoord.y;
float newOriginY = (gesture.view.frame.origin.y+dY);
dispatch_async(dispatch_get_main_queue(), ^(void){
self.propertyDetailContentViewTopConstraint.constant = newOriginY;
});
if (gesture.state == UIGestureRecognizerStateEnded) {
if (gesture.view.frame.origin.y*0.8 < 100) {
targetY = 0;
}else if (gesture.view.frame.origin.y*0.8 < 250){
targetY = 250;
}else{
targetY = MAIN_SCREEN_HEIGHT;
}
[self setPropertyDetailContentViewTopConstraintTop:targetY];
}
}
-(void)setPropertyDetailContentViewTopConstraintTop:(CGFloat)top
{
[self.view layoutIfNeeded];
self.propertyDetailContentViewTopConstraint.constant = top;
[UIView animateWithDuration:0.5
animations:^{
[self.view layoutIfNeeded];
}];
}
#Rokon please use following code may be its help to you. Please use your view instead of "DrawImageView"
-(void)moveViewWithGestureRecognizer:(UIPanGestureRecognizer *)panGestureRecognizer{
NSUInteger touches = panGestureRecognizer.numberOfTouches;
CGPoint translation = [panGestureRecognizer translationInView:self.view];
self.DrawImageView.center = CGPointMake(self.DrawImageView.center.x + translation.x,
self.DrawImageView.center.y + translation.y);
[panGestureRecognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if (panGestureRecognizer.state == UIGestureRecognizerStateEnded) {
CGPoint velocity = [panGestureRecognizer velocityInView:self.view];
CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
CGFloat slideMult = magnitude / 200;
// NSLog(#"magnitude: %f, slideMult: %f", magnitude, slideMult);
float slideFactor = 0.1 * slideMult; // Increase for more of a slide
CGPoint finalPoint = CGPointMake(self.DrawImageView.center.x + (velocity.x * slideFactor),
self.DrawImageView.center.y + (velocity.y * slideFactor));
finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);
[UIView animateWithDuration:slideFactor*2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.DrawImageView.center = finalPoint;
} completion:nil];
// [self.frontImageView setAlpha:1.0];
}
}

Tableview scroll to top not going all the way

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];
}];
}

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.
}
}

UIScroll view for comic App

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;
}

How to Rotate UIButton by tap and hold (hold - rotate by finger)

I'm noob in ios development. I need some help. I have custom UIButton with picture "arrow", so I need to rotate this button by pressing and moving finger in +360 gr. and -360 gr., like compass arrow.
Here is code that makes rotation.
-(void)LongPress:(UILongPressGestureRecognizer *)gesture {
CGPoint p = [gesture locationInView:self.view];
CGPoint zero;
zero.x = self.view.bounds.size.width / 2.0;
zero.y = self.view.bounds.size.height / 2.0;
CGPoint newPoint;
newPoint.x = p.x - zero.x;
newPoint.y = zero.y - p.y;
CGFloat angle;
angle = atan2(newPoint.x, newPoint.y);
self.myButton.transform = CGAffineTransformRotate(CGAffineTransformIdentity, angle);
}
In detail, you can custom a rotateView,then:
1: In the delegate method of "touchesBegan", get initialPoint of finger and initialAngle.
2: During "touchesMoved",get the newPoint of finger:
CGPoint newPoint = [[touches anyObject] locationInView:self];
[self pushTouchPoint:thePoint date:[NSDate date]];
double angleDif = [self angleForPoint:newPoint] - [self angleForPoint:initialPoint];
self.angle = initialAngle + angleDif;
[[imageView layer] setTransform:CATransform3DMakeRotation(angle, 0, 0, 1)];
3: At last, in "touchesEnded" you can calculate final AngularVelocity.
If anything being confused, for more detail, you can write back.