RandomBytes
RandomBytes

Reputation: 1841

UIImageView pinch zoom swift

I was hoping someone could help me out. I am trying to allow a user to pinch zoom on a UIImageView(with a max and min level allowed). But for some reason the it does not work right. The image zooms a little then just bounces back. Thank you.

here is the zoom func

func zoom(sender:UIPinchGestureRecognizer) {


    if sender.state == .Ended || sender.state == .Changed {

        let currentScale = self.view.frame.size.width / self.view.bounds.size.width
        var newScale = currentScale*sender.scale

        if newScale < 1 {
            newScale = 1
        }
        if newScale > 9 {
            newScale = 9
        }

        let transform = CGAffineTransformMakeScale(newScale, newScale)

        self.imageView?.transform = transform
        sender.scale = 1

    }

}

Upvotes: 92

Views: 136726

Answers (15)

Egzon P.
Egzon P.

Reputation: 4768

[September 2024, Swift 5]

One of the ways It seems to be working fine for me was embedding the image view into a scroll view which you can have a quick look at the library I'm sharing for better understanding to keep this answer short. I have built up this small library and used it in production apps. You can install or just copy-paste the files into your project. It is very easy to work with as an UIView and listen to its delegate for more options if you need them.

The library is called InteractiveImageView, it supports iOS 11.0 and up, link to GitHub: https://github.com/egzonpllana/InteractiveImageView

Upvotes: 3

Fattie
Fattie

Reputation: 12582

It's this easy:

1- Don't forget to add the UIScrollViewDelegate in your vc declaration!

///General purpose apple-Photos-like image viewer.
class Photo: UIViewController, UIScrollViewDelegate {
  1. Put a scroll view in the storyboard. Put an image view inside the scroll view.

  2. Add the absolutely standard SIX constraints from the image view to the scroll view, just as with any scroll view: top, bottom, left, right, equal width, equal heights

  3. Don't forget to make the scroll view delegate, the vc!

  4. In the vc add

    func viewForZooming(in scrollView: UIScrollView) -> UIView? { return theImageView }

  5. Set the scroll like this (obviously in SB or code as you prefer).

scroll settings

You're done.

Bonus

If you're a smarty pants, set the aspect ratio constraint of the image view dynamically, via the arriving image. If you don't do this the scroll will "go to far" horizontally when you zoom around.

override func viewWillAppear(_ animated: Bool) {
    super.viewWillAppear(animated)
    guard let rez else { return print("woe?") }
    im.kf.setImage(with: rez) { [weak self] result in
        guard let self else { return }
        switch result {
        case .success(let v):
            aspectRatio = v.image.size.width / v.image.size.height
            im.heightAnchor
                .constraint(equalTo: im.widthAnchor, multiplier: 1.0 / aspectRatio)
                .isActive = true
        }
    }
}

Superbonus:

Solving the "pinning" problem (if you want to / need to) is not trivial, but a trivial 95% solution is: https://stackoverflow.com/a/79016163/294884

Upvotes: 1

Ethan Allen
Ethan Allen

Reputation: 14835

Confirmed working with Xcode 15 | iOS 17 | Swift 5 | Storyboard

I found this YouTube video (https://www.youtube.com/watch?v=0Tz0vI721c8) to be a much better example of what to do. It helps specifically with setting up the correct constraints.

Upvotes: -1

Gabriel S&#243;ria
Gabriel S&#243;ria

Reputation: 412

Using Swift 5.0, here is how it works for me:

let myImageView = UIImageView(image: myImage)
myImageView.isUserInteractionEnabled = true
let pinchMethod = UIPinchGestureRecognizer(target: self, action: #selector(pinchImage(sender:)))
myImageView.addGestureRecognizer(pinchMethod)

@objc func pinchImage(sender: UIPinchGestureRecognizer) {
  guard let sender = sender.view else { return }

if let scale = (sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)) {
  guard scale.a > 1.0 else { return }
  guard scale.d > 1.0 else { return }
  sender.view?.transform = scale
  sender.scale = 1.0
 }
}

You can use scale.a, scale.b, scale.c, scale.d, scale.tx and scale.ty to set your scale limits.

Upvotes: 8

John Lima
John Lima

Reputation: 866

Supporting Swift 5.1, You can create an extension of UIImageView, like this:

extension UIImageView {
  func enableZoom() {
    let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(startZooming(_:)))
    isUserInteractionEnabled = true
    addGestureRecognizer(pinchGesture)
  }

  @objc
  private func startZooming(_ sender: UIPinchGestureRecognizer) {
    let scaleResult = sender.view?.transform.scaledBy(x: sender.scale, y: sender.scale)
    guard let scale = scaleResult, scale.a > 1, scale.d > 1 else { return }
    sender.view?.transform = scale
    sender.scale = 1
  }
}

Upvotes: 52

iOS Flow
iOS Flow

Reputation: 69

I ended up here, probably searching the wrong way.

I was after having my imageView in contentMode = .centre. But I was judging it too zoomed in and I was searching a way to zoom it out. Here's how:

    self.imageView.contentScaleFactor = 3

1 is as if you were doing anything. More that 1 zooms out... 3 works for me but you need to test it out.

Upvotes: 0

Dean Ward
Dean Ward

Reputation: 275

This is an old question but I don't see any answers that explain what is wrong with the original code.

This line:

let currentScale = self.view.frame.size.width / self.view.bounds.size.width

Is working on the main view rather than the imageView so the scale calculation is always ~1

This simple change makes it behave as expected

let currentScale = sender.view!.frame.size.width / sender.view!.bounds.size.width

by changing self to sender (and forcing view to unwrap) the scale calculation works as expected.

Upvotes: 1

Parth Changela
Parth Changela

Reputation: 955

UIImageView pinch zoom with UIScrollView || image zooming ios in swift 3 and Xcode 8 letter Youtube video URL

set uiscrollview Delegate in storyboard enter image description here

 class PhotoDetailViewController: UIViewController, UIScrollViewDelegate {

    @IBOutlet weak var scrollView: UIScrollView!
    @IBOutlet weak var imgPhoto: UIImageView!
      
    override func viewDidLoad() {
        
        super.viewDidLoad()
    
        scrollView.minimumZoomScale = 1.0
        scrollView.maximumZoomScale = 6.0        
        // scrollView.delegate = self - it is set on the storyboard.
    }  
        
    func viewForZooming(in scrollView: UIScrollView) -> UIView? {
       
        return imgPhoto
    }

Upvotes: 148

RajeshKumar R
RajeshKumar R

Reputation: 15748

Swift 3 solution

By default UIImageView's userInteration is disabled. Enable it before adding any gestures in UIImageView.

imgView.isUserInteractionEnabled = true

The scale factor relative to the points of the two touches in screen coordinates

var lastScale:CGFloat!
func zoom(gesture:UIPinchGestureRecognizer) {
    if(gesture.state == .began) {
        // Reset the last scale, necessary if there are multiple objects with different scales
        lastScale = gesture.scale
    }
    if (gesture.state == .began || gesture.state == .changed) {
    let currentScale = gesture.view!.layer.value(forKeyPath:"transform.scale")! as! CGFloat
    // Constants to adjust the max/min values of zoom
    let kMaxScale:CGFloat = 2.0
    let kMinScale:CGFloat = 1.0
    var newScale = 1 -  (lastScale - gesture.scale)
    newScale = min(newScale, kMaxScale / currentScale)
    newScale = max(newScale, kMinScale / currentScale)
    let transform = (gesture.view?.transform)!.scaledBy(x: newScale, y: newScale);
    gesture.view?.transform = transform
    lastScale = gesture.scale  // Store the previous scale factor for the next pinch gesture call
  }
}

Upvotes: 6

RandomBytes
RandomBytes

Reputation: 1841

I decided to add the imageView to a UIScrollView. It allows the user to zoom and pan over. Here is the code I used.

in order to set max/min zoom I used :

    scrollImg.minimumZoomScale = 1.0
    scrollImg.maximumZoomScale = 10.0

here is the rest of the code.

    var vWidth = self.view.frame.width
    var vHeight = self.view.frame.height

    var scrollImg: UIScrollView = UIScrollView()
    scrollImg.delegate = self
    scrollImg.frame = CGRectMake(0, 0, vWidth!, vHeight!)
    scrollImg.backgroundColor = UIColor(red: 90, green: 90, blue: 90, alpha: 0.90)
    scrollImg.alwaysBounceVertical = false
    scrollImg.alwaysBounceHorizontal = false
    scrollImg.showsVerticalScrollIndicator = true
    scrollImg.flashScrollIndicators()

    scrollImg.minimumZoomScale = 1.0
    scrollImg.maximumZoomScale = 10.0

    defaultView!.addSubview(scrollImg)

    imageView!.layer.cornerRadius = 11.0
    imageView!.clipsToBounds = false
    scrollImg.addSubview(imageView!)

I also had to add this as well

func viewForZoomingInScrollView(scrollView: UIScrollView) -> UIView? {
    return self.imageView
}

Swift 3 & above function prototype

func viewForZooming(in scrollView: UIScrollView) -> UIView? {
    return self.mainImage
}

Upvotes: 64

Heretic Sic
Heretic Sic

Reputation: 406

The option for swift 4

class ViewController: UIViewController, UIScrollViewDelegate {

@IBOutlet weak var scrolView: UIScrollView!
@IBOutlet weak var imgPhoto: UIImageView!

  override func viewDidLoad() {
    super.viewDidLoad()
    scrolView.delegate = self
    scrolView.minimumZoomScale = 1.0
    scrolView.maximumZoomScale = 10.0
  }

  func viewForZooming(in scrollView: UIScrollView) -> UIView? {
    return imgPhoto
  }
}

Upvotes: 17

Tharanga
Tharanga

Reputation: 127

Swift 3 solution

This is the code I used. I added imageView to scrollView as a subview.

class ZoomViewController: UIViewController,UIScrollViewDelegate {

@IBOutlet weak var scrollView:UIScrollView!
@IBOutlet weak var imageView:UIImageView!

override func viewDidLoad() {

        super.viewDidLoad()
        scrollView.delegate = self

        scrollView.minimumZoomScale = 1.0
        scrollView.maximumZoomScale = 10.0//maximum zoom scale you want
        scrollView.zoomScale = 1.0

}

func viewForZooming(in scrollView: UIScrollView) -> UIView? {
        return imageView
}

Upvotes: 6

Logan
Logan

Reputation: 828

I think the biggest problem is at the end of your func, you have sender.scale = 1. If you remove that line of code, your image shouldn't just bounce back each time.

Upvotes: 1

huynguyen
huynguyen

Reputation: 7760

You can use ImageScrollView open source, a zoomable and scrollable image view. http://github.com/huynguyencong/ImageScrollView

Like this opensource, add ImageView to ScrollView

open class ImageScrollView: UIScrollView {
   var zoomView: UIImageView? = nil
}

extension ImageScrollView: UIScrollViewDelegate{

    public func viewForZooming(in scrollView: UIScrollView) -> UIView? {
        return zoomView
    }

    public func scrollViewDidZoom(_ scrollView: UIScrollView) {
        adjustFrameToCenter()
    }
}

Upvotes: 15

Andrey
Andrey

Reputation: 99

In my view, the problem is your determination of currentScale. It always equals 1, because you change the scale of your imageView. You should assign your currentScale as follows:

let currentScale = self.imageView?.frame.size.width / self.imageView?.bounds.size.width  

Upvotes: 6

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