Frame size relative to device and orientation - objective-c

I have created a paginated UIScrollView with three subviews. It works great when testing on an iPhone 5 in landscape (the orientation I designed at) but it breaks whenever the device resolution changes.
How can I make the frame scale to the correct resolution, no matter the device or orientation?
- (void)viewDidLoad {
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
}
- (IBAction)changePage {
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * self.pageControl.currentPage;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
[self.scrollView scrollRectToVisible:frame animated:YES];
pageControlBeingUsed = YES;
}

Put your scroll view inside another, custom view. In the custom view, implement layoutSubviews something like this.
#interface ViewScalesOneSubview : UIView
#property UIView *scalingSubview;//subview to scale
#end
#implementation ViewScalesOneSubview
-(void) layoutSubviews {
[super layoutSubviews];
CGRect parentBounds = [self bounds];
CGRect childBounds = [scalingSubview bounds];//unscaled
CGFloat scale = parentBounds.width / childBounds.width;
CGAffineTransform transform = CGAffineTransformMakeScale( scale , scale );
//fiddle with x,y translation to position as you like
scalingSubview.transform = transform;
}
#end
Give the custom view autoresizing so it fits the window or whatever container and changes with rotation. Do not give the scroll view autoresizing, as it will conflict with this custom layoutSubviews. When the custom view changes size, it will scale the scalingSubview to fit. By using the same scale for both axis, it will preserve aspect ratio. You could scale to fit instead, or use height instead of width or whatever.
Edit:
To resize the view, as opposed to scaling the view, set the autoresizing mask.
scrollView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
https://developer.apple.com/library/ios/documentation/uikit/reference/UIView_Class/UIView/UIView.html#//apple_ref/occ/instp/UIView/autoresizingMask
You can also do this in interface builder.

Related

iOS 8.0.2 : UIView frame animation not working when UINavigationController contained inside RootViewController

I've created a RootViewController / RootView that:
Handles the content layout for the app
Exposes and interface for performing application level behaviors, like presenting the "hamburger" menu or overlay views with CAKeyframe animations.
This is in accordance with good practice.
The Problem:
When the main content view presents a form, there's a utility to animate the frame of that view, when a field is selected that would otherwise be obscured by the keyboard. This has been working fine all the way up until iOS 8.0.2
On iOS 8.0.2 the frame for the form will no longer animate if you set a negative value for origin.y. Instead of going from the current origin.y to the required origin.y it jerks down by the amount it was supposed to move, then animates back to 0.
If I present the form outside of the RootVC it works correctly.
What I've tried:
Checked that RootView is not doing anything in layout subviews to prevent the animation. (In iOS8.0 it was. I removed this and problem was solved. Only to return in iOS8.0.2)
Checked the BeginFromCurrentState flags.
Instead of animating the form view, animate [UIScreen mainScreen].keyWindow. Works but causes some other side effects that I don't want.
Question:
What has changed with animation of UIViewControllers that are contained in another view in iOS8.0.2. It seems to be something very fundamental.
The code that animates frame to move input fields out the keyboard's way:
Looks something like this:
- (void)scrollToAccommodateField:(UIView *)view
{
UIView *rootView = [UIApplication sharedApplication].keyWindow.rootViewController.view;
CGPoint position = [view convertPoint:view.bounds.origin toView:rootView];
CGFloat y = position.y;
CGFloat scrollAmount = 0;
CGFloat margin = 25;
CGSize screenSize = [self screenSizeWithOrientation:[UIApplication sharedApplication].statusBarOrientation];
CGSize accessorySize = CGSizeMake(_view.width, 44);
CGFloat maxVisibleY = screenSize.height - [self keyboardSize].height - accessorySize.height - margin;
if (y > maxVisibleY)
{
scrollAmount = maxVisibleY - y;
CGFloat scrollDelta = scrollAmount - _currentScrollAmount;
_currentScrollAmount = scrollAmount;
[self scrollByAmount:scrollDelta];
}
else
{
if (_currentScrollAmount != 0)
{
_currentScrollAmount = 0;
[UIView transitionWithView:_view duration:0.30
options:UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveEaseOut animations:^
{
_view.frame = [_view bounds];
} completion:nil];
}
}
}
Update:
I've since installed TPKeyboardAvoiding pod and its working very well. . leaving this open, in case its of interest to others.

Change UIView layout programmatically for iPhone 5

I am trying to change the layout of my UIView programmatically, and not by using Auto Layout, as I am trying to deploy this app for iOS 4 and up. I basically set my view up with the screen height at 455(iPhone 5)(I know the actual screen size is 568 points, but I have a tab bar on the bottom so I am assuming the size shown in IB has taken that into account). I recorded the origin of all of my buttons and labels relative to the longer screen size and programmatically changed them to how I preferred them. The problem is, some of the buttons and labels are going off the screen now, so I think I have to perform some kind of conversion to keep them in bounds, but I am not sure what. See the pictures attached below:
Image before my initMethod is called to change button and label origins
Image after my initMethod is called to change the origin
View properties in XCode for the old screen size
This is how I want the view to Look. I moved the buttons around and recorded the origin of each.
Picture of my init method in viewWillAppear. Notice how the frame of the label is zero.
Here is the code I used:
-(void)initView
{
CGRect screenBounds = [[UIScreen mainScreen] bounds];
if (screenBounds.size.height == 480) {
//iphone 4,4s
//done
}else if(screenBounds.size.height == 568) {
//iphone 5
CGRect frame;
//Static Professor label
frame = [staticProfessorLabel frame];
frame.origin.x = 48;
frame.origin.y = 218;
[staticProfessorLabel setFrame:frame];
//Professor Label
frame = [professorLabel frame];
frame.origin.x = 192;
frame.origin.y = 218;
[professorLabel setFrame:frame];
//show button
frame = [showProfessorButton frame];
frame.origin.x = 67;
frame.origin.y = 258;
[showProfessorButton setFrame:frame];
//clear proff button
frame = [clearProfessor frame];
frame.origin.x = 240;
frame.origin.y = 258;
//note label
frame = [bottomNote frame];
frame.origin.x = 160;
frame.origin.y = 310;
[bottomNote setFrame:frame];
//search button
frame = [searchButton frame];
frame.origin.x = 158;
frame.origin.y = 424;
[searchButton setFrame:frame];
//spinner
frame = [actIndicator frame];
frame.origin.x = 266;
frame.origin.y = 424;
[actIndicator setFrame:frame];
}
}
Also, I am calling this in the viewDidAppear method because when I call it in viewDidLoad, none of the buttons and labels give me a valid frame(I am guessing they are not initialized yet).
Your Xcode screenshots show that your storyboard contains constraints, so we can tell that your storyboard has autolayout turned on. If you want to set the view frames directly in code, you have to turn off autolayout.
Take a look at my answer here if you need help turning off autolayout on your storyboard.
Your hard-coded coordinates are simply wrong. Just double-check your values.
For example, bottomNote starts at x 160, which is clearly too far to the right.

How can I use pinch zoom(UIPinchGestureRecognizer) to change width of a UIView

I can get the UIPinchGestureRecognizer handler to work with scaling an object but I don't want to scale I want to change the size. For example I have a UIView and I've attacked a UIPinchGestureRecognizer gesture to it and if the user pinches I want to change the width of the UIView to match the pinch. I don't want to scale it so the UIView is larger(zooming)
If you have the UIPinchGestureRecognizer call a method pinch, you can do:
- (void) pinch:(UIPinchGestureRecognizer *)pinch
{
CGRect frame = [self.view frame];
frame.size.width = frame.size.width * pinch.scale;
[self.view setFrame:frame];
}

setting view boundaries

I have a scrollview with an image as a subview. I would like to set the boundaries of the scrollview to be the size of the image view, so that you wouldn't be able to see any of the background.
I don't want this happening anymore.
The weird part is, that after you zoom in or out on the image, then the boundaries seem to fix themselves, and you can no longer move the image out of the way and see the background.
This is what I have going for code:
-(UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView
{
// return which subview we want to zoom
return self.imageView;
}
-(void)viewDidLoad{
[super viewDidLoad];
[self sendLogMessage:#"Second View Controller Loaded"];
//sets the initial view to scale to fit the screen
self.imageView.frame = CGRectMake(0, 0, CGRectGetWidth(self.view.bounds), CGRectGetHeight(self.view.bounds));
//sets the content size to be the size our our whole frame
self.scrollView.contentSize = self.imageView.image.size;
//setes the scrollview's delegate to itself
self.scrollView.delegate = self;
//sets the maximum zoom to 2.0, meaning that the picture can only become a maximum of twice as big
[self.scrollView setMaximumZoomScale : 2.5];
//sets the minimum zoom to 1.0 so that the scrollview can never be smaller than the image (no matter how far in/out we're zoomed)
[self.scrollView setMinimumZoomScale : 1.0];
[imageView addSubview:button];
}
I thought that this line would solve my problem
//sets the content size to be the size our our whole frame
self.scrollView.contentSize = self.imageView.image.size;
But like I said, it only works after I zoom in or out.
EDIT: When I switch
self.scrollView.contentSize = self.imageView.image.size;
to
self.scrollView.frame = self.imageView.frame;
It works like I want it to (you can't see the background), except the toolbar on the top is covered by the image.
imageView.image.size isn't necessarily the frame of the imageView itself, try setting the
scrollview.frame = imageView.frame
and then
scrollView.contentSize = imageView.image.size
Then you won't see any border. If you want the image to be the maximum size to start with,
do
imageView.frame = image.size;
[imageView setImage:image];
scrollView.frame = self.view.frame; //or desired size
[scrollView addSubView:imageView];
[scrollView setContentSize:image.size]; //or imageView.frame.size
To fix this, I ended up declaring a new CGRect , setting its origin to my scrollView's origin, setting its size with the bounds of my view, and then assigning this CGRect back to my scrollview frame
CGRect scrollFrame;
scrollFrame.origin = self.scrollView.frame.origin;
scrollFrame.size = CGSizeMake(CGRectGetWidth(self.view.bounds), CGRectGetHeight(self.view.bounds));
self.scrollView.frame = scrollFrame;

Scaling UITextView using contentScaleFactor property

I am trying to create a higher resolution image of a UIView, specifically UITextView.
This question and answer is exactly what I am trying to figure out:
Retain the resolution of the label after scaling in iphone
But, when I do the same, my text is still blurry:
self.view.transform = CGAffineTransformMakeScale(2.f, 2.f);
[myText setContentScaleFactor:2.f]; // myText is a subview of self.view object
I have also tried the same in the Apple sample project "UICatalog" to UILabel and it is also blurry.
I can't understand why it would work for Warrior from the other question and not for me. I would have asked there — but I can't seem to leave a comment or a question there.
Setting the contentScaleFactor and contentsScale is in fact the key, as #dbotha pointed out, however you have to walk the view and layer hierarchies separately in order to reach every internal CATiledLayer that actually does the text rendering. Adding the screen scale might also make sense.
So the correct implementation would be something like this:
- (void)updateForZoomScale:(CGFloat)zoomScale {
CGFloat screenAndZoomScale = zoomScale * [UIScreen mainScreen].scale;
// Walk the layer and view hierarchies separately. We need to reach all tiled layers.
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toView:self.textView];
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toLayer:self.textView.layer];
}
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}
- (void)applyScale:(CGFloat)scale toLayer:(CALayer *)layer {
layer.contentsScale = scale;
for (CALayer *sublayer in layer.sublayers) {
[self applyScale:scale toLayer:sublayer];
}
}
UITextView has textInputView property, which "both draws the text and provides a coordinate system" (https://developer.apple.com/reference/uikit/uitextinput/1614564-textinputview)
So i'm using the following code to scale UITextView - without any font changes, without using any "CALayer" property and keeping high quality:
float screenScaleFactor = [[UIScreen mainScreen] scale];
float scale = 5.0;
textView.transform = CGAffineTransformMakeScale(scale, scale);
textView.textInputView.contentScaleFactor = screenScaleFactor * scale;
Comment the last line if you need low quality (but better performance) scaling.
Transform uses view.center as scaling center point, so adding a 'translate transform' is needed to scale around view corner.
Be sure to apply the contentScaleFactor to all subviews of the UITextView. I've just tested the following with a UITextView and found it to work:
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
view.layer.contentsScale = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}