How do I pan the image inside a UIImageView? - cocoa-touch

I have a UIImageView that is displaying an image that is wider and taller than the UIImageView is. I would like to pan the image within the view using an animation (so that the pan is nice and smooth).
It seems to me that I should be able to just adjust the bounds.origin of the UIImageView, and the image should move (because the image should paint inside the view with that as its origin, right?) but that doesn't seem to work. The bounds.origin changes, but the image draws in the same location.
What almost works is to change the contentsRect of the view's layer. But this begins as a unit square, even though the viewable area of the image is not the whole image. So I'm not sure how I would detect that the far edge of the image is being pulled into the viewable area (which I need to avoid, since it displays by stretching the edge out to infinity, which looks, well, sub-par).
My view currently has its contentsGravity set to kCAGravityTopLeft via Interface Builder, if that makes a difference (Is it causing the image to move?). No other options seemed to be any better, though.
UPDATE: to be clear, I want to move the image inside the view, while keeping the view in the same spot.

I'd highly recommend enclosing your UIImageView in a UIScrollView. Have the UIImageView display the full image, and set the contentSize on the UIScrollView to be the same as your UIImageView's size. Your window into the image will be the size of the UIScrollView, and by using scrollRectToVisible:animated: you can pan to particular areas on the image in an animated fashion.
If you don't want scroll bars to appear, you can set the showsHorizontalScrollIndicator and showsVerticalScrollIndicatorproperties to NO.
UIScrollView also provides pinch-zooming functionality, which may or may not be useful to you.

Brad Larson pointed me down the right road with his suggestion to put the UIImageView inside a UIScrollView.
In the end I put the UIImageView inside of a UIScrollView, and set the scrollView's contentSize and the imageView's bounds to be the same size as the image in the UIImage:
UIImage* image = imageView.image;
imageView.bounds = CGRectMake(0, 0, image.size.width, image.size.height);
scrollView.contentSize = image.size;
Then, I can animate the scrollView's contentOffset to achieve a nice panning effect:
[UIView beginAnimations:#"pan" context:nil];
[UIView setAnimationDuration:animationDuration];
scrollView.contentOffset = newRect.origin;
[UIView commitAnimations];
In my particular case, I'm panning to a random space in the image. In order to find a proper rect to pan to and a proper duration to get a nice constant speed, I use the following:
UIImage* image = imageView.image;
float xNewOrigin = [TCBRandom randomIntLessThan:image.size.width - scrollView.bounds.size.width];
float yNewOrigin = [TCBRandom randomIntLessThan:image.size.height - scrollView.bounds.size.height];
CGRect oldRect = scrollView.bounds;
CGRect newRect = CGRectMake(
xNewOrigin,
yNewOrigin,
scrollView.bounds.size.width,
scrollView.bounds.size.height);
float xDistance = fabs(xNewOrigin - oldRect.origin.x);
float yDistance = fabs(yNewOrigin - oldRect.origin.y);
float hDistance = sqrtf(powf(xDistance, 2) + powf(yDistance, 2));
float hDistanceInPixels = hDistance;
float animationDuration = hDistanceInPixels / speedInPixelsPerSecond;
I'm using a speedInPixelsPerSecond of 10.0f, but other applications might want to use a different value.

Related

Make image smaller inside UIImageView

I have an UIImageView that shows and image of a creditCard, My problem is that I want to make boarders around it, so the credit card wont touch the edges of the UIimageView, I dont want to change the UIImageView position on the screen so what can I do ?
image 1
image 2
( unlike the example of the blue card it dosnt have to leave spaces only from the sides, it could shrink it from all sides )
You basically have (3) three options that can fix this.
Adjust the UIViewContentMode contentMode of the UIImageView so that it appropriately displays the image (this will only work however if the image you are using scales to fit without touching the border.
Use a UIButton instead and simply adjust the image insets until your satisfied (just disable the button or set user interaction to no here to "mimic" an image view)
Create a wrapper method that creates a new image to your desired size. Something like this should work just fine
CGSize size = CGSizeMake(< some width > , < some height >);
Then just create a new image capture with the size you've chosen
CGFloat scale = MAX(size.width/image.size.width, size.height/image.size.height);
CGFloat width = image.size.width * scale;
CGFloat height = image.size.height * scale;
CGRect imageRect = CGRectMake((size.width - width)/2.0f,
(size.height - height)/2.0f,
width,
height);
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
[image drawInRect:imageRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
From here you should then be able to just apply a border width and color to get your desired result!
I guess a fourth (4th) option could be manually shrinking the image (with some photo editor) so that it renders (fits) into your image view with the appropriate padding around the image. I think the others are easier and best practice though.

outside border for UIImageView

I know I can create border using below code.
[[myImageView layer] setBorderWidth:2.0f];
[[myImageView layer] setBorderColor:[UIColor greenColor].CGColor];
However this draw border inside image.
What I was looking is draw border outside ImageView.
Note:
I search online for this and found below.
Can be done by using another image which will have border.
Can be done by drawing another view which is little bigger then current image.
Is there quick way (especially in-built in iOS), where I can draw border outside UIImageView? Any views?
Why don't you try border with using imageview's frame ?
CGFloat borderWidth = 5.0f;
self.imgview.frame = CGRectInset(self.imgview. frame, -borderWidth, -borderWidth);
self.imgview. layer.borderColor = [UIColor blueColor].CGColor;
self.imgview. layer.borderWidth = borderWidth;
There is no quickway in-built in iOS, there is no margin that you could set on the image layer.
If I were you, I'd develop a new class that inherit from UIView (ex UIImageWithBorderView) and which include a UIImageView and making the "UIImageWithBorderView" bigger than the UIImageView (and think about NOT to autoresize the UIImageView with the UIView parent, otherwise your UIImageView will be stretched, and prevent the UIImageWithBorderView from being smaller than the UIImageView frame), and then add borders to the "UIImageWithBorderView".
This way, your UIImageView will be intact and you'll have a specific, reusable composant for your needs.
Hope it helps !

Blending two images and drawing resized image from two UIImageViews

I have two ImageViews, one called imageView and the other called subView (which is a subview of imageView).
I want to blend the images on these views together, with the user being able to switch the alpha of the blend with a pan. My code works, but right now, the code is slow as we are redrawing the image each time the pan gesture is moved. Is there a faster/more efficient way of doing this?
BONUS Q: I want to allow for my subView image to drawn zoomed in. Currently I've set my subView to be UIViewContentModeCenter, however I can't seem to draw a zoomed in part of my image with this content mode. Is there any way around this?
My drawrect:
- (void)drawRect:(CGRect)rect
{
float xCenter = self.center.x - self.currentImage1.size.width/2.0;
float yCenter = self.center.y - self.currentImage1.size.height/2.0;
subView.alpha = self.blendAmount; // Customize the opacity of the top image.
UIGraphicsBeginImageContext(self.currentImage1.size);
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(c, kCGBlendModeColorBurn);
[imageView.layer renderInContext:c];
self.blendedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self.blendedImage drawAtPoint:CGPointMake(xCenter,yCenter)];
}
You need to use GPU for image processing which is far faster than using CPU (as you're doing right now).
You can use Core Image framework which is very fast and easy to use but requires iOS 5, or you can use Open GL directly but you need to be experienced and have some knowledge about Open GL Shading.

iOS: Orientation get future self.view.bounds

Background: I wanted to animate the change in my content along with the orientation. My content position is relative to the self.view.bounds.
Problem: In order to animate the content along with the bounds, I would need to know what would the bounds of the view be at the end. I can hard code it but I hope to find a more dynamic way.
Codes: So all animation takes place in willRotateToInterfaceOrientation as per following:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
//centering the image
imageView.frame = CGRectMake(self.view.bounds.origin.x + (self.view.bounds.size.width - image.size.width)/2 , self.view.bounds.origin.y + (self.view.bounds.size.height - image.size.height)/2, image.size.width, image.size.height);
NSLog(#"%d",[[UIDevice currentDevice] orientation]);
NSLog(#"%f", self.view.bounds.origin.x);
NSLog(#"%f", self.view.bounds.origin.y);
NSLog(#"%f", self.view.bounds.size.width);
NSLog(#"%f", self.view.bounds.size.height);
}
The bounds are before the orientation change. Thus, this only works if the transformation is 180 degrees. If I were to use didRotateFromInterfaceOrientation, the animation will be after the orientation change which looks awful.
Use willAnimateRotationToInterfaceOrientation:duration: instead. This method gets called from within the rotation animation block, and all the bounds have been set correctly at this point. Docs.
If you want it dynamic then when you initialize imageView, set the autoresizingMask property so that when the imageView's superview resizes on the rotate the margins can auto resize themselves...
imageView = //init imageView
imageView.autoresizingMask = UIViewAutoresizingFlexibleTopMargin|UIViewAutoresizingFlexibleBottomMargin|UIViewAutoresizingFlexibleLeftMargin|UIViewAutoresizingFlexibleRightMargin;
//addtional config
This means you only need to set the frame once then the imageView will always adjust itself to stay in the middle.
Check out the UIView class reference http://developer.apple.com/library/ios/ipad/#documentation/uikit/reference/uiview_class/uiview/uiview.html to see what else you can do with the autoresizingMask property
If I'm understanding you correctly, you just need to swap the X/Y coordinates and width/height in you're CGRectMake, to get your future layout for a 90 degree change. If it's 180 degree change, then it's the same as current
CGRectMake(self.view.bounds.origin.y + (self.view.bounds.size.height - image.size.height)/2 , self.view.bounds.origin.x + (self.view.bounds.size.width - image.size.width)/2, image.size.height, image.size.width);

Zooming image after rotation

I have an Image inside UIScrollView which i can zoom in and out.
I have a button that let the user rotate the Image 90 degrees:
(void)RotateImage {
CGAffineTransform rotateTrans = CGAffineTransformMakeRotation(-90.0 / 180.0 * 3.14);
BaseImg.transform = rotateTrans;
}
After the imaged is rotated i cannot zoom in and out.. the image is going crazy on the screen and going back to the UNRotated state.
What am i doing wrong? code examples will be great!
Thanks :)
UIScrollView likes to take over the transforms of the views it contains. There are two solutions:
Rotate the image without changing the containing view.
Create a UIView subclass that displays an image within a sublayer.
To rotate the image, see How to Rotate a UIImage 90 degrees?. If you're always and only doing 90 degree rotation, see #Peter Sarnowski's solution. To adapt it to what you're doing here, assuming that BaseImg is a UIImageView:
- (void) rotateImage
{
UIImage *sourceImage = [baseImg image];
UIImage *rotatedImage = [UIImage imageWithCGImage:[sourceImage CGImage] scale:1.0 orientation:UIImageOrientationRight];
[baseImg setImage:rotatedImage];
}
This will only rotate once. To have rotateImage work repeatedly, read the existing orientation property and move it on to the next in clockwise or anticlockwise order.
If the image is not square, you may also need to resize baseImg to reflect its new aspect ratio.
To create a UIView subclass, you need to have it store a CALayer as a sublayer of the view layer. Store the image in the sublayer, and transform the sublayer at will. This is faster, and allows arbitrary rotation, but you need to calculate your own scaling to prevent the rotate image going outside the view bounds.
To simply rotate image the code is perfect but to add zoom in and out and then add rotation you need to retain its transforms.Here is a sample code that can help you.
https://github.com/elc/iCodeBlogDemoPhotoBoard