TTImageView problem - objective-c

I want to display some TTImageView in a TTScrollView.
- (UIView*)scrollView:(TTScrollView*)scrollView pageAtIndex:(NSInteger)pageIndex {
TTView* pageView = nil;
if (!pageView) {
pageView = [[[TTView alloc] init] autorelease];
pageView.backgroundColor = [UIColor clearColor];
pageView.userInteractionEnabled = NO;
}
NSString *imagePath = [self.screenShotImgPath objectAtIndex:pageIndex];
TTImageView *imageView = [[[TTImageView alloc] initWithFrame:CGRectZero] autorelease];
imageView.autoresizesToImage = YES;
imageView.urlPath = imagePath;
imageView.backgroundColor = [UIColor clearColor];
imageView.delegate = self;
//here I need to rotate image
if (imageView.width > imageView.height){
CGAffineTransform tran = CGAffineTransformIdentity;
CGSize bnds = imageView.size;
CGSize bnds2 = imageView.size;
bnds = [self swapWidthAndHeight:bnds];
tran = CGAffineTransformMakeTranslation(0.0,bnds2.width);
tran = CGAffineTransformRotate(tran, [self degreesToRadians:-90.0]);
imageView.transform = tran;
}
//here I need to scale image view frame to fit image actual scale
CGFloat scale = imageView.width/imageView.height;
CGFloat scaledWidth = (scrollView.height - 20.f) * scale;
imageView.frame = CGRectMake((scrollView.width - scaledWidth)/2, 10.f, scaledWidth, scrollView.height - 20.f);
[pageView addSubview:imageView];
return pageView;
}
but there is a problem: TTImageView download image asynchronously. So it is quit possible that when code go to
if (imageView.width > imageView.height){
this line the image is not loaded. So a exception is thrown.
Since the image view is added in
- (UIView*)scrollView:(TTScrollView*)scrollView pageAtIndex:(NSInteger)pageIndex {
so I can't move the below rotate code out of this method
if (imageView.width > imageView.height){
CGAffineTransform tran = CGAffineTransformIdentity;
CGSize bnds = imageView.size;
CGSize bnds2 = imageView.size;
bnds = [self swapWidthAndHeight:bnds];
tran = CGAffineTransformMakeTranslation(0.0,bnds2.width);
tran = CGAffineTransformRotate(tran, [self degreesToRadians:-90.0]);
imageView.transform = tran;
}
What I can do to solove this problem?

You can add a <TTImageViewDelegate> in your .h file
and this function in the .m:
#pragma mark TTImageViewDelegate
-(void) imageView:(TTImageView *)imageView didLoadImage:(UIImage *)image{
if (image){
//do your logic
}
}
This function will be triggered when the image is finished loading.

Related

Objective-C append image thumbnails onto the end of a view

I'm trying to append images onto a view and have them display a thumbnail in a nice neat row. The issue I'm having is that it appears all images simply get added on top on each other in the corner as only the last image in the array is dispayed.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
self.notesField.delegate = self;
NSString *userName = ((ontracAppDelegate*)[UIApplication sharedApplication].delegate).userName;
self.textField.text = [NSString stringWithFormat:#"Date Created: %# \nCreated By: %#",[NSDate date], userName];
if (self.noteText != nil) {
self.notesField.text = self.noteText;
self.notesField.editable = NO;
self.textLabel.hidden = TRUE;
}
[self.view resignFirstResponder];
if ([self.imageArray count] != 0) {
for (UIImage *image in imageArray) {
NSLog(#"Image %#", image);
[self addImageToScreen:image];
}
}
NSLog(#"imageArray %#", imageArray);
NSLog(#"self.textField.text %#", self.textField.text );
NSLog(#"self.notesField.text %#", self.notesField.text);
}
-(void) addImageToScreen:(UIImage*) image;
{
int adjustHeight = 0;
int adjustWidth = 10;
int imagesInARow = 7;
int imageHeight = 75;
int imageWidth = 75;
int count = [self.imageArray count];
self.numberOfPhotosLabel.text = [NSString stringWithFormat:#"%i",count];
if (count > 1 && count < imagesInARow) {
adjustHeight = 0;
adjustWidth = (20 * [self.imageArray indexOfObject:image]) + ([self.imageArray indexOfObject:image] * imageWidth);
}
UIButton* container = [[UIButton alloc] init ];
CGRect frame = CGRectMake(adjustWidth, 5, imageWidth, imageHeight);
[container setTag:[self.imageArray indexOfObject:image]];
[container setImage:image forState:UIControlStateNormal];
[container setFrame:frame];
[container addTarget:self action:#selector(displayFullScreenImage:) forControlEvents:UIControlEventAllTouchEvents];
UIStackView *photosView = [[UIStackView alloc] initWithFrame:frame];
container.frame = photosView.bounds;
[photosView addSubview:container];
[self.view addSubview:photosView];
}
Use addArrangedSubview of UIStackView instead of addSubview.
And you should add all the Buttons to the same UIStackView. So, add a property for the UIStackView to your class, initialize it in viewDidLoad (or in the storyboard) and add the buttons to that stack view in addImageToScreen.

UIScrollView and UIPageControl, what am I doing wrong?

I have a class which is predefining some labels and binding their values in a UIScrollView.
I've managed to show those labels, but now I'm stuck at putting a label at the 2nd part of the ScrollView.
I've pushed my project to gitHub.
I can change the label's place on the already visible part, but I must be overlooking something.
- (void)viewDidLoad
{
[super viewDidLoad];
self.navigationItem.title = _detail.name;
UIColor *bgColor = [UIColor blackColor];
UIColor *txtColor = [UIColor grayColor];
CGRect frame;
frame.origin.x = 0;
frame.origin.y = 0;
frame.size.width = _scrollView.frame.size.width *2;
NSString *phoneNr = (_detail.phoneNr == nil) ? #"Not specified" : _detail.phoneNr;
_telLabel = [self prepareLabel:phoneNr textColor:txtColor bgColor:bgColor page:0 y:telNrYAxis];
_webLabel = [self prepareLabel:#"Visit website" textColor:txtColor bgColor:bgColor page:0 y:websiteYAxis];
_detail.address = [_detail.address stringByTrimmingCharactersInSet:[NSCharacterSet characterSetWithCharactersInString:#"\n\t "]];
NSArray *addressArrComponents = [_detail.address componentsSeparatedByString:#","] ;
_addressLabel = [self prepareLabel:[addressArrComponents componentsJoinedByString:#"\n"] textColor:txtColor bgColor:bgColor page:0 y:addressYAxis];
UILabel *lbl = [self prepareLabel:#"Derp" textColor:txtColor bgColor:bgColor page:1 y:0];
_detailView = [[UIView alloc] initWithFrame:frame];
_detailView.backgroundColor = [UIColor blackColor];
[_detailView addSubview:_webLabel];
[_detailView addSubview:_addressLabel];
[_detailView addSubview:_telLabel];
[_detailView addSubview:lbl];
[_scrollView addSubview:_detailView];
NSLog(#"%f",self.view.frame.size.height - (_scrollView.frame.origin.y + _scrollView.frame.size.height) );
_pageControl = [[UIPageControl alloc] initWithFrame:CGRectMake(self.view.frame.size.width/2, self.view.frame.size.height - 250 , self.view.frame.size.width/4, 120)];
_pageControl.numberOfPages=2;
_pageControl.currentPage=0;
[_pageControl addTarget:self action:#selector(pageChange:) forControlEvents:UIControlEventTouchDown];
_scrollView.contentSize = CGSizeMake(800,800);
_scrollView.delegate=self;
_scrollView.backgroundColor = [UIColor blackColor];
_scrollView.pagingEnabled=YES;
_scrollView.showsHorizontalScrollIndicator = NO;
_scrollView.showsVerticalScrollIndicator = NO;
_scrollView.scrollsToTop = NO;
[self pageChange:0];
[self.view addSubview:_pageControl];
// Do any additional setup after loading the view.
}
-(UILabel*)prepareLabel:(NSString*) text textColor:(UIColor*)textColor bgColor:(UIColor*)backgroundColor page:(int)page y:(int) yPos{
int lines = [[text componentsSeparatedByString:#"\n"] count];
CGRect labelFrame = CGRectMake(_detailView.frame.size.width * page +20,yPos,self.view.frame.size.width, [UIFont systemFontSize]*lines);
UILabel *returnLabel = [[UILabel alloc] initWithFrame:labelFrame];
returnLabel.text = text;
returnLabel.backgroundColor = backgroundColor;
returnLabel.textColor = textColor;
[returnLabel setNumberOfLines:lines];
[returnLabel sizeToFit];
return returnLabel;
}
- (void)loadScrollViewWithPage:(int)page {
NSLog(#"Derped");
}
-(IBAction)pageChange:(id)sender{
int page=_pageControl.currentPage;
CGRect frame = _scrollView.frame;
frame.origin.x = _scrollView.frame.size.width * page;
frame.origin.y = 0;
//CGRect frame= (page == 0) ? _detailFrame : _reviewFrame;
NSLog(#"%f",frame.origin.x);
[_scrollView scrollRectToVisible:frame animated:YES];
}
The delegate -(IBAction)pageChange:(id)sender gets fired, but I must be doing something wrong with the frames somewhere :s
Please take a look!
Try to implement this method may help you :
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGFloat pageWidth = self.scrollView.frame.size.width;
float fractionalPage = self.scrollView.contentOffset.x / pageWidth;
NSInteger page = lround(fractionalPage);
self.pageControl.currentPage = page;
}

how to set the frame rate for CABasicAnimation when animation begins in iPhone sdk

I am having multiple Imageview's where I am dividing the 360 degrees/no.of.Imageviews to get an angle to rotate each Imageview.
#define angle ((2*M_PI)/13.0)
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
mainView.backgroundColor = [UIColor blackColor];
for(currentIndex = 0; currentIndex < 13; currentIndex++)
{
UIImageView *imageView = [self getCardsWithAngle:(currentIndex*angle)];
[mainView addSubview:imageView];
}
}
-(UIImageView *)getCardsWithAngle:(float)aAngle
{
CGRect frame = CGRectMake(mainView.center.x+50, mainView.center.y-100, 250,200);
CGPoint anchorPoint = CGPointMake(0.5,1.5);
imgView = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"card_1.png"]];
imgView.frame = frame;
imgView.backgroundColor = [UIColor clearColor];
if(aAngle == 0.0)
{
imgView.layer.anchorPoint = anchorPoint;
return imgView;
}
imgView.layer.anchorPoint = anchorPoint;
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat:aAngle];
rotationAnimation.duration = 3.0;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.delegate = self;
[rotationAnimation setValue:[NSNumber numberWithFloat:aAngle] forKey:#"finalAngle"];
[imgView.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
return imgView;
}
Here My problem is all the imageviews start animating at a time. I want to rotate the image views to an angle one after another.
Any ideas will be appreciated,
Thanks all

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;
- (void)layoutScrollImages
{
UIImageView *view = nil;
NSArray *subviews = [scrollView1 subviews];
// 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];
[scrollView1 setBackgroundColor:[UIColor blackColor]];
[scrollView1 setCanCancelContentTouches:NO];
scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview
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;
imageView.frame = rect;
imageView.tag = i; // tag our images for later use when we place them in serial fashion
[scrollView1 addSubview:imageView];
[scrollView1 setShowsHorizontalScrollIndicator:NO];
[scrollView1 setShowsVerticalScrollIndicator:NO];
}
[self layoutScrollImages];
}
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

Issue with scroll view and accessing its subviews

I have a scroll view that contains image view sized 68x78:
As you could see, all that images except from the centered one have a shadow. It changes when user scrolls, center image is always clear. It goes perfect until for the left edge image:
Here is the code:
-(void) buildSlideView{
fotosJugadores = [[NSArray alloc] initWithObjects:#"cara5.png", #"cara7.png", #"cara8.png", #"cara9.png", #"cara11.png", #"cara13.png", #"cara14.png", #"cara15.png", #"cara18.png",#"cara19.png", #"cara20.png", #"cara32.png",#"cara44.png",#"cara51.png", #"cara100.png", #"cara101.png", #"cara102.png",#"cara103.png", #"cara104.png", #"cara105.png",#"cara106.png",#"cara107.png", nil];
numberOfViews = [fotosJugadores count];
for (int i = 0; i < [fotosJugadores count]; i++) {
UIImage *myImage = [UIImage imageNamed:[fotosJugadores objectAtIndex:i]];
CGFloat yOrigin = i * (myImage.size.width+3) + 120;
UIImageView *awesomeView = [[UIImageView alloc] initWithFrame:CGRectMake(yOrigin, 0, myImage.size.width, myImage.size.height)];
awesomeView.tag = i;
awesomeView.image = myImage;
awesomeView.alpha = 0.5f;
awesomeView.backgroundColor = [UIColor blackColor];
[self.jugadorSlide addSubview:awesomeView];
awesomeView=nil;
}
[jugadorSlide setBackgroundColor:[UIColor blackColor]];
jugadorSlide.contentSize = CGSizeMake(68 * numberOfViews+240,78);
jugadorSlide.layer.cornerRadius = 11;
jugadorSlide.layer.masksToBounds = YES;
[jugadorSlide setContentOffset:CGPointMake(((68 * numberOfViews)/2), 0)];
//jugadorSlide.decelerationRate = UIScrollViewDecelerationRateNormal;
[self scrollViewDidEndDragging:jugadorSlide willDecelerate:NO];
}
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate {
currentIndex = roundf(scrollView.contentOffset.x / 68);
NSLog(#"current end %d", currentIndex);
UIImageView *currentImage = [scrollView viewWithTag:currentIndex];
if (currentIndex>0&&currentIndex<=21){
if (currentIndex==currentImage.tag){
currentImage.alpha=1.0f;
[self changePerfilImage:currentImage.tag];}
CGPoint pointZero= CGPointMake(scrollView.contentOffset.x, currentImage.frame.origin.y);
[jugadorSlide setContentOffset:pointZero animated:YES];
}else {
UIImageView *currentImage = [scrollView viewWithTag:0];
NSLog(#"end dragging image tag %d", currentImage.tag);
currentImage.alpha=1.0f;
[self changePerfilImage:currentImage.tag];}
CGPoint pointZero= CGPointMake(currentImage.frame.origin.x+15, 0);
//[jugadorSlide setContentOffset:pointZero animated:YES];
}
As you can see, in the scrollViewDidEndDragging: "else" , I forced the tag as a desesperate solution, but images doesn't get clear.
You are incrementing the tag twice...
awesomeView.tag = i++;
Should just be:
awesomeView.tag = i+1;
I use i+1 because I never use a tag of 0 since any subview that hasn't been assigned a tag will have a tag of 0.
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate {
NSInteger currentIndex = roundf(scrollView.contentOffset.x / 68.0) + 1;
UIImageView *currentImage = [scrollView viewWithTag:currentIndex];
...
}
If this doesn't work you should NSLog the currentIndex each time you land on a new image and see what is happening when you land on the first one.