Reputation: 192
I have subclassed UIImageView to allow me to spin the image, either with the user's finger dragging the image around, or the use of a slider to set the image spinning.
This all works fine when initially used, however if the user spins the image and then re-orientates the device then the image size gets massively screwed up - it appears that if the user spins the image clockwise then the image goes massive, counterclockwise the image goes tiny.
If I set the UIImageView's autoresizingMask to none then the problem goes away, however if I do that then I will need to manually move/re-size the view on device rotation, which I would prefer not to do.
The following code does most of the work:
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event{
self.spinInProgress = NO;
if (!self.spinnable || [[event allTouches] count]>1) {
[super touchesBegan:touches withEvent:event];
return;
}
UITouch *touch = (UITouch*)[touches anyObject];
//check that touch is within radius of the circle
float radius = MIN(self.frame.size.height, self.frame.size.width);
radius = radius / 2;
CGPoint centre = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
CGPoint posInView = [touch locationInView:self];
float x = posInView.x;
float y = posInView.y;
float centre_x = centre.x;
float centre_y = centre.y;
if ((powf(x - centre_x, 2) + powf(y - centre_y, 2)) > powf(radius, 2))
return; //not within the circle..
//so now doing the work
self.spinInProgress = YES;
//stop the spinning if it is doing so
if (spinTimer!=nil && [spinTimer isValid]){
[spinTimer invalidate];
spinTimer = nil;
}
//store the current touch as the previous touch position for now for future calculation when touch moves
CGPoint previousPosition = [touch locationInView:self.superview];
CGPoint lowerLeft = self.frame.origin;
CGSize size = self.frame.size;
//find the centre of the image (really should cache this!)
centreX = (size.width/2) + lowerLeft.x;
centreY = (size.height/2) + lowerLeft.y;
startX = previousPosition.x;
startY = previousPosition.y;
//work out the angle of the current touch
float startdx = previousPosition.x - centreX;
float startdy = previousPosition.y - centreY;
startAngle = atan2(startdx, startdy) *180/M_PI;
startAngle += self.currentAngle;
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if (!self.spinInProgress) {
[super touchesMoved:touches withEvent:event];
return;
}
UITouch *touch = (UITouch*)[touches anyObject];
//work out the current position of the touch
CGPoint currentPosition = [touch locationInView:self.superview];
//calculate the angle
float dx = currentPosition.x - centreX;
float dy = currentPosition.y - centreY;
float newangle = atan2(dx,dy) * 180/ M_PI;
float rotateangle = startAngle - newangle;
//float movedAngle = rotateangle - currentAngle;
if (rotateangle > self.currentAngle){
clockSpin = YES;
} else {
clockSpin = NO;
}
if (rotateangle>360)
rotateangle = rotateangle-360;
if (rotateangle<0)
rotateangle = fabs(rotateangle);
self.currentAngle = rotateangle;
lastMove = [event timestamp];
[super touchesMoved:touches withEvent:event];
}
-(void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
[self stop:self];
self.spinInProgress = NO;
[super touchesEnded:touches withEvent:event];
}
-(void)setCurrentAngle:(float)currentAngle
{
[self willChangeValueForKey:@"currentAngle"];
__currentAngle = currentAngle;
[self didChangeValueForKey:@"currentAngle"];
CGAffineTransform trans = CGAffineTransformMakeRotation(self.currentAngle*DEGREES_TO_RADIANS);
self.transform = trans;
}
I think the most important bit is setCurrentAngle as that does the work, but I thought I should post the rest to give some context.
Any help you might be able to give would be much appreciated!!
Thanks
Richard
Upvotes: 1
Views: 790
Reputation: 192
OK, so finally worked it out - it turns out that autolayout and tranforms don't play nicely together (see How do I adjust the anchor point of a CALayer, when Auto Layout is being used? for a good explanation)
Due to the rotation the solution was a little complicated, and involved two steps..
1/ hold the offending UIImageView inside an additional view (I used 'editor> embed in>view' in interface builder) 2/ set the required autoresizing to the enclosing view (not the imageView itself) 3/ set any of the autorisizing mask flags for the UIImageView (these will be ignored but need to be there so that layoutSubviews is called when a rotation is detected)
Override the layoutSubviews method for the sub-classed UIImageView as follows:
- (void)layoutSubviews
{
[super layoutSubviews];
self.bounds = self.superview.bounds;
}
The above code simply sets the UIImageView's bounds to that of the enclosing view - it's a bit of a bodge but it appears to work!!
Hope that's helpful to someone!
Richard
Upvotes: 1