Can a UIViewImage draw its image outside its frame? - objective-c

When making a photo viewer app found that our UIImageView controller is drawing its image outside its frame when the content mode is different neither ScaleToFill nor Aspect Fit.
Trying to understand why; I isolated the problem making a new project which only has a UIImageView with the following frame (50,50,100,100). The image size contained in it is (4592,3056).
After running the app, with the content mode set to ScaleToFill and AspectFit it all worked as expected:
But after setting the contentMode of the UIImageView to TopLeft, the image is drawn outside its frame, the odd thing is that the log from the frame after all has been drawn is still the original {50,50,100,100}.
I've try to understand the issue by moving the Autoresize, the clips and the content mode of the UIViewController but the result is the same.

set clipToBounds = YES on the view.
its NO by default because that makes drawing way cheaper

Related

NSImageView won't scale image down if frame style is NSImageFrameNone

I need to display NSImageView on resizable NSWindow. The image displayed in the view should scale down if it's too big to fit image view in the widnow and it should also change its size when resizing the window. I am able to achieve correct behavior using Auto-Layout, and setting imageScaling property of NSImageView to NSImageScaleProportionallyDown. Unfortunately it's not working when my image view's imageFrameStyle property is set to NSImageFrameNone (it works for any other option like NSImageFramePhoto or NSImageFrameGrayBezel). I don't want any frame to be displayed, like with NSImageFrameNone, but disabling the frame breaks autoresizing - it looks like with frame set to NSImageFrameNone image is not scaled down and NSImageView is scaled up to match displayed image size. Anyone have solution for that issue?
It occurs that it's easier than I thought. The problem was with Auto-Layout, not with NSImageView scaling logic. Using InterfaceBuilder with my image view selected I had to change "Content Compression Resistance Priority" to lower value (it's located on Size Inspector tab in Xcode5). That solved my problem and the image is now scaled properly when resizing window.

NSImageView resized with image size

I'm new to Obj-C/Cocoa programming and facing to a problem about NSImageView.
My goal is to create an app which allow the user to put an image on it with drag&drop.
The problem is the following : when we're dropping an image larger than the window, it resizes the window to the image size, I don't want that !
I put my NSImageView into a NSScrollView so only a certain part of the image MUST be showed and the user will move sliders to view the entire one (or simply resize the window), that's what I want..
Here is my XIB hierarchy (concerned part) :
View
NSScrollView
View
NSImageView
In the code of my NSImageView, I have (about that problem) :
[self setImageScaling:NSScaleProportionally];
[self setImage:newImage];
NOTE: The sliders seem to move the view and not the image
NOTE2: I can't resize the window to a lower size than the image
I have a horrible aversion to nib files and prefer to do things programmatically whenever possible so I'm not much help with that... but here's a little listing from a little NSScrollview test app I recently coded up that does something similar. The only non-self-contained thing mentioned in this code chunk is the window name, which refers to an NSWindow * for a window that was already created. And self here just refers to a controller object.
NSImage * myImage = [NSImage imageNamed:#"myfilename.png"];
NSRect imageRect = NSMakeRect(0.0,0.0,myImage.size.width,myImage.size.height);
self.myImageView = [[NSImageView alloc] initWithFrame:imageRect];
self.myImageView.bounds = imageRect;
self.myImageView.image = myImage;
self.myScrollView = [[NSScrollView alloc] initWithFrame:[window.contentView frame]];
self.myScrollView.hasVerticalScroller = YES;
self.myScrollView.hasHorizontalScroller = YES;
self.myScrollView.documentView = self.myImageView;
self.myScrollView.borderType = NSNoBorder;
self.myScrollView.scrollerStyle = NSScrollerStyleOverlay;
window.contentView = self.myScrollView;
I know that's perhaps not the solution you were looking for but maybe it helps you debug? In particular, I didn't do anything funny with my NSImageView besides give it a frame, a bounds rectangle, and an NSImage *, so I don't think you need to worry about the scaling parameter per se -- in fact, if you want the image to be full-sized and to scroll around it, you want your NSImageView's frame to be the same size as the image so that it doesn't HAVE to scale at all. Maybe that's your problem -- the frame is too small? It is OK for the NSImageView frame to be bigger than the window -- that's what lets you scroll around it.
To me it sounds like your views don't have the proper sizes. Because of bouncing and because your views don't clip their subviews, you can still scroll a bit, but it returns to its original position.
Check if the NSImageView is big enough to display your full image. (Check frame or bounds for width and height)
If it is not big enough do this (inside the method, where you set the new image):
self.myImageView.frame = NSMakeRect(0.0,0.0, self.myImageView.image.size.width, self.myImageView.image.size.height);
Adjust the size of your scroll views view accordingly.
self.myScrollView.view.frame = self.myImageView.frame;
Now your scrollable area should be big enough to cover the full image.
If this works for you, give Matt some credit as well, by up-voting his answer, since his answer does essentially the same thing - only code based, instead of initialising everything using a nib file - and the code I used is very similar to what he had already posted.
I suggest to put the "image view" inside of the custom view (edges to its superview).
The image view's constraints to the equal edges, except the bottom constraint, which to the "Less Than or Equal" relation to its superview.

Specific behaviour wanted when loading and displaying an image in an NSScrollView (Mac OS X)

I am very unexperienced and rather new to Objective-C and I'd like to ask a methodical question. What I want to do is:
Load a user provided image to show on the screen. The user should be
able to zoom. So it seems best for me to use a NSScrollView to draw
the image. I have some other demands about the behavior
When the image is loaded, it should fit the NSScrollView without
being stretched in either direction.
When the user now changes the size of the NSScrollView (via changing
the size of the window) the image should be resized appropriately.
If the user at some point zooms the image, it shall not be resized
when changing the size of the NSScrollView. If the image is zoomed
to fit into the NSScrollView (means like when loaded) it should be
resized again when changing the size of the NSScrollView. I think
this is the same behavior as in Apple's preview app.
I guess this is easy to achieve for an experienced programmer, but I have some issues. Here's what I have tried.
I load the image via
[[NSImage alloc] initWithContentsOfFile:imagePathStr];
on a button click. I am also able that it is displayed to fit nicely (on load) into the NSScrollView by changing the size of the image before drawing it. But I can't get the behavior right on resizing or zoom (I use the NSScrollView biuld-in zoom ability). Can someone provide some kind of list of key points that needed to be executed to achieve what I want? Or do someone rather see my explicit code to tell me what I am doing wrong?

iOS loss of image quality

This is the case:
I have an image. In the projects browser it looks good.
/but when I 'load' it in one of my controls the edges get rather blurry. And I'm not resizing it or anything. Why is this?
The image, unloaded:
The image when loaded in a control:
As you can see the corners get rather blurry/streched. Why?
It happened to me in the past.
Most of the time the problem is that the dimensions of the image are different from the dimensions of the controller.
Check you controller size with:
NSLog(#"controller size = %#",NSStringFromRect(your_controller.rect));
And see if it the image size fits.
I've also had this before and as #shannoga said if the dimensions of the view are different to the image it will auto stretch it.
Are you loading the image into an ImageView? if so the imageView.Mode property defaults to Scale To Fill. If you set the mode to Top, Left or Center it wont stretch the image.

UIImage View shifting in Interface Builder

I am using interface builder to create my create my .nib file. THe first thing I did was to add an UIImage view to cover the screen with a background image that serves as part of the interface graphic. Everything was working fine, now the image is shifted up slightly in the simulator. THe Status, Top, and Bottom bar are all "Unspecified". Has anyone encountered this issue and found a way to resolve it?
Is the size of your view in the nib the same size as it will be in the simulator? If it's smaller, your autoresizing masks may be centering it vertically. Verify that it's the correct size, and then verify the autoresizing masks in IB are set the way you want them to be.