Multiple images/buttons staying relative to their position on a zoomable image - objective-c

I've made a map with UIScrolView, I want to place other small images or buttons onto the map and have them be in a relative position on the map when you zoom in and be able to click on them whenever. So when zoomed out, a button on country A, will still be on Country A when zoomed in, and disappear out of the screen when you scroll out of the countries view whilst zoomed in. How could I go about doing this?

As i can understand, you want to place custom views on your own custom map. And you need to keep the same sizes for views, but they should move when you scroll or zoom imageView.
You have to place views to scrollView's superview and recalculate positions when you zoom or scroll:
CustomMapViewController.h:
#interface CustomMapViewController : UIViewController <UIScrollViewDelegate>
{
UIScrollView *_scrollView;
UIImageView *_mapImageView;
NSArray *_customViews;
}
CustomMapViewController.m:
#import "CustomMapViewController.h"
enum {
kAddContactButton = 1,
kInfoDarkButton,
kInfoLightButton,
kLogoImage,
};
#implementation CustomMapViewController
- (void)dealloc
{
[_scrollView release]; _scrollView = nil;
[_mapImageView release]; _mapImageView = nil;
[_customViews release]; _customViews = nil;
[super dealloc];
}
- (void) loadView
{
[super loadView];
UIImageView *mapImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"map.png"]];
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
scrollView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
scrollView.delegate = self;
scrollView.minimumZoomScale = 0.2;
scrollView.maximumZoomScale = 2.0;
[scrollView addSubview:mapImageView];
scrollView.contentSize = mapImageView.frame.size;
[self.view addSubview:scrollView];
_scrollView = scrollView;
_mapImageView = mapImageView;
// Add custom views
UIButton *btn1 = [UIButton buttonWithType:UIButtonTypeContactAdd];
btn1.tag = kAddContactButton;
[self.view addSubview:btn1];
UIButton *btn2 = [UIButton buttonWithType:UIButtonTypeInfoDark];
btn2.tag = kInfoDarkButton;
[self.view addSubview:btn2];
UIButton *btn3 = [UIButton buttonWithType:UIButtonTypeInfoLight];
btn3.tag = kInfoLightButton;
[self.view addSubview:btn3];
UIImageView *image = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"logo.png"]] autorelease];
image.tag = kLogoImage;
[self.view addSubview:image];
_customViews = [[NSArray alloc] initWithObjects:btn1, btn2, btn3, image, nil];
[self _zoomToFit];
}
- (void) _zoomToFit
{
UIScrollView *scrollView = _scrollView;
CGFloat contentWidth = scrollView.contentSize.width;
CGFloat contentHeigth = scrollView.contentSize.height;
CGFloat viewWidth = scrollView.frame.size.width;
CGFloat viewHeight = scrollView.frame.size.height;
CGFloat width = viewWidth / contentWidth;
CGFloat heigth = viewHeight / contentHeigth;
CGFloat scale = MIN(width, heigth); // to fit
// CGFloat scale = MAX(width, heigth); // to fill
// May be should add something like this
if ( scale < _scrollView.minimumZoomScale ) {
_scrollView.minimumZoomScale = scale;
} else if ( scale > _scrollView.maximumZoomScale ) {
_scrollView.maximumZoomScale = scale;
}
_scrollView.zoomScale = scale;
}
////////////////////////////////////////////////////////////////////////////////////////
#pragma mark - Positions
- (void) _updatePositionForViews:(NSArray *)views
{
CGFloat scale = _scrollView.zoomScale;
CGPoint contentOffset = _scrollView.contentOffset;
for ( UIView *view in views ) {
CGPoint basePosition = [self _basePositionForView:view];
[self _updatePositionForView:view scale:scale basePosition:basePosition offset:contentOffset];
}
}
- (CGPoint) _basePositionForView:(UIView *)view
{
switch (view.tag) {
case kAddContactButton:
return CGPointMake(50.0, 50.0);
case kInfoDarkButton:
return CGPointMake(250.0, 250.0);
case kInfoLightButton:
return CGPointMake(450.0, 250.0);
case kLogoImage:
return CGPointMake(650.0, 450.0);
default:
return CGPointZero;
}
}
- (void) _updatePositionForView:(UIView *)view scale:(CGFloat)scale basePosition:(CGPoint)basePosition offset:(CGPoint)offset;
{
CGPoint position;
position.x = (basePosition.x * scale) - offset.x;
position.y = (basePosition.y * scale) - offset.y;
CGRect frame = view.frame;
frame.origin = position;
view.frame = frame;
}
//////////////////////////////////////////////////////////////////////////////////////
#pragma mark - UIScrollViewDelegate
- (void)scrollViewDidZoom:(UIScrollView *)scrollView
{
[self _updatePositionForViews:_customViews];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
[self _updatePositionForViews:_customViews];
}
- (UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView;
{
return _mapImageView;
}
#end

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check now I created one demo:
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How to fade BOTH status bar and navigation bar LIKE Photos.app, on iOS 7

Basically, it's a very simple demand, but I've tried several methods and none of them works as expected. The closest functioning snippet is:
#import "ViewController.h"
#implementation ViewController
- (void)dealloc
{
[scrollView release];
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[super dealloc];
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if (self = [super init])
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[tapGesture setNumberOfTapsRequired:1];
[tapGesture release];
for (int i = 0; i < 10; i++)
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#end
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UIPageControl doesn't properly react to taps

In my TestApp, I created a class "Carousel" which should let me create a swipe menu with a UIPageControl in an easy way (by simply creating an instance of the class Carousel).
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I can add further UIViews to the scroll view
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If there were not one single problem: The UIPageControl sometimes reacts to clicks/taps (I only tested in Simulator so far!), sometimes it doesn't. Let's say most of the time it doesn't. I couldn't find out yet when it does, for me it's just random...
As you can see below, I added
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
to my code. I thought this would do the proper handling of taps? But unfortunately, pageChange doesn't get always called (so the value of the UIPageControl doesn't change every time I click).
I would appreciate any input on this because I couldn't find any solution on this yet.
This is what I have so far:
Carousel.h
#import <UIKit/UIKit.h>
#interface Carousel : UIView {
UIScrollView *scrollView;
UIPageControl *pageControl;
BOOL pageControlBeingUsed;
}
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- (void)setTotalPages:(NSUInteger)pages;
- (void)setCurrentPage:(NSUInteger)current;
- (void)createPageControlAt:(CGRect)cg;
- (void)createScrollViewAt:(CGRect)cg;
#end
Carousel.m
#import "Carousel.h"
#implementation Carousel
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Create a scroll view
scrollView = [[UIScrollView alloc] init];
[self addSubview:scrollView];
scrollView.delegate = (id) self;
// Init Page Control
pageControl = [[UIPageControl alloc] init];
[pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventValueChanged];
[self addSubview:pageControl];
}
return self;
}
- (IBAction)pageChange:(id)sender {
CGRect frame = scrollView.frame;
frame.origin.x = frame.size.width * pageControl.currentPage;
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}
- (void)addView:(UIView *)view {
[scrollView addSubview:view];
}
- (void)createPageControlAt:(CGRect)cg {
pageControl.frame = cg;
}
- (void)setTotalPages:(NSUInteger)pages {
pageControl.numberOfPages = pages;
}
- (void)setCurrentPage:(NSUInteger)current {
pageControl.currentPage = current;
}
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[scrollView setPagingEnabled:TRUE];
scrollView.frame = cg;
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[scrollView setShowsVerticalScrollIndicator:FALSE];
}
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}
#end
ViewController.m (somewhere in viewDidLoad)
Carousel *carousel = [[Carousel alloc] initWithFrame:CGRectMake(0, 0, 320, 460)];
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UIView *view = [[UIView alloc] initWithFrame:CGRectMake(i * 320, 0, 320, 420)];
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if(i%3==0) color = [UIColor blueColor];
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else color = [UIColor purpleColor];
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view = nil;
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[carousel setTotalPages:5];
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[carousel createScrollViewAt:CGRectMake(0,0,320,420)];
Your code is correct. Most likely the frame of your pageControl is pretty small, so theres not a lot of area to look for touch events. You would need to increase the size of the height of pageControl in order to make sure taps are recognized all of the time.

Why images are not showing in UIScrollView?

I am using this code to show scrolling images but I am only getting a white screen. I drag drop uiscrollview, created the iboutlet, synthesized it and rest of the code is here
#synthesize scrollView1;
const CGFloat kScrollObjHeight = 199.0;
const CGFloat kScrollObjWidth = 280.0;
const NSUInteger kNumImages = 5;
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{
UIImageView *view = nil;
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// reposition all image subviews in a horizontal serial fashion
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
// set the content size so it can be scrollable
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
scrollView1 = [[UIScrollView alloc]init];
bgArray = [NSArray arrayWithObjects:#"Bg", #"Bg1.png", #"Bg2.png", #"Bg3.png", #"Bg4.png", #"Bg5.png", #"Bg6.png", #"Bg7.png", #"Bg8.png", nil];
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[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
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scrollView1.scrollEnabled = YES;
// pagingEnabled property default is NO, if set the scroller will stop or snap at each photo
// if you want free-flowing scroll, don't set this property.
scrollView1.pagingEnabled = YES;
// load all the images from our bundle and add them to the scroll view
NSUInteger i;
for (i = 0; i < [bgArray count]; i++)
{
NSString *imageName = [NSString stringWithFormat:#"%#", [bgArray objectAtIndex:i]];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// setup each frame to a default height and width, it will be properly placed when we call "updateScrollList"
CGRect rect = imageView.frame;
rect.size.height = 199.0;
rect.size.width = 280.0;
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imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
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[scrollView1 setShowsVerticalScrollIndicator:NO];
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I think if you are create UIScrollView from code
scrollView1 = [[UIScrollView alloc]init];
then please add the scrollView1 in view
Example:-[self.view addSubview:scrollView1];
if you are create UIScrollView from nib then
not use this code
scrollView1 = [[UIScrollView alloc]init];
solve your probem

How to add sound while UIScrollview is scrolling in iphone sdk?

This is my code for adding sound while UIScrollview is scrolling in iPhone SDK. In this code, how to add the sound while using touch-events in scrolling?
Please give me your idea and suggestion or sample.
const CGFloat kScrollObjHeight = 151.0;
const CGFloat kScrollObjWidth =320.0;
const NSUInteger kNumImages = 5;
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{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
CGFloat curXLoc = 0;
for (view in subviews)
{
if ([view isKindOfClass:[UIImageView class]] && view.tag > 0)
{
CGRect frame = view.frame;
frame.origin = CGPointMake(curXLoc, 0);
view.frame = frame;
curXLoc += (kScrollObjWidth);
}
}
[scrollView1 setContentSize:CGSizeMake((kNumImages * kScrollObjWidth), [scrollView1 bounds].size.height)];
}
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self.view.backgroundColor = [UIColor clearColor];
[scrollView1 setBackgroundColor:[UIColor whiteColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES;
scrollView1.scrollEnabled = YES;
scrollView1.pagingEnabled = YES;
NSUInteger i;
for (i = 1; i <= kNumImages; i++)
{
NSString *imageName = [NSString stringWithFormat:#"snap%d.jpg", i];
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = kScrollObjHeight;
rect.size.width = kScrollObjWidth;
imageView.frame = rect;
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[scrollView1 addSubview:imageView];
[imageView release];
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add UIScrollViewDelegate to your interface and then play sound while the scrolling is in task in scrollViewWillBeginDragging state and stop scrolling while in scrollViewDidEndDragging state.
You can use AVAudioPlayer to play sound on iOS devices
UPDATE:
Tells the delegate when the scroll view is about to start scrolling the content.
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
Also, Tells the delegate when dragging ended in the scroll view.
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate
Implement these in your code & put in your custom behavior
you mast use UIScrollViewDelegate method
- (void)scrollViewDidScroll:(UIScrollView *)scrollView{
//play sound here
}