Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
MyViewController.m
/* |
File: MyViewController.m |
Abstract: The main view controller of this app. |
Version: 1.0 |
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Inc. ("Apple") in consideration of your agreement to the following |
terms, and your use, installation, modification or redistribution of |
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not agree with these terms, please do not use, install, modify or |
redistribute this Apple software. |
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subject to these terms, Apple grants you a personal, non-exclusive |
license, under Apple's copyrights in this original Apple software (the |
"Apple Software"), to use, reproduce, modify and redistribute the Apple |
Software, with or without modifications, in source and/or binary forms; |
provided that if you redistribute the Apple Software in its entirety and |
without modifications, you must retain this notice and the following |
text and disclaimers in all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. may |
be used to endorse or promote products derived from the Apple Software |
without specific prior written permission from Apple. Except as |
expressly stated in this notice, no other rights or licenses, express or |
implied, are granted by Apple herein, including but not limited to any |
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works in which the Apple Software may be incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE |
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION |
THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS |
FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND |
OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. |
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Copyright (C) 2010 Apple Inc. All Rights Reserved. |
*/ |
#import "MyViewController.h" |
@implementation MyViewController |
@synthesize scrollView1, scrollView2; |
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 |
{ |
self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor]; |
// 1. setup the scrollview for multiple images and add it to the view controller |
// |
// note: the following can be done in Interface Builder, but we show this in code for clarity |
[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 = 1; i <= kNumImages; i++) |
{ |
NSString *imageName = [NSString stringWithFormat:@"image%d.jpg", 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 = kScrollObjHeight; |
rect.size.width = kScrollObjWidth; |
imageView.frame = rect; |
imageView.tag = i; // tag our images for later use when we place them in serial fashion |
[scrollView1 addSubview:imageView]; |
[imageView release]; |
} |
[self layoutScrollImages]; // now place the photos in serial layout within the scrollview |
// 2. setup the scrollview for one image and add it to the view controller |
// |
[scrollView2 setBackgroundColor:[UIColor blackColor]]; |
[scrollView2 setCanCancelContentTouches:NO]; |
scrollView2.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview |
scrollView2.indicatorStyle = UIScrollViewIndicatorStyleWhite; |
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image0.jpg"]]; |
[scrollView2 addSubview:imageView]; |
[scrollView2 setContentSize:CGSizeMake(imageView.frame.size.width, imageView.frame.size.height)]; |
[scrollView2 setScrollEnabled:YES]; |
[imageView release]; |
} |
- (void)dealloc |
{ |
[scrollView1 release]; |
[scrollView2 release]; |
[super dealloc]; |
} |
- (void)didReceiveMemoryWarning |
{ |
// invoke super's implementation to do the Right Thing, but also release the input controller since we can do that |
// In practice this is unlikely to be used in this application, and it would be of little benefit, |
// but the principle is the important thing. |
// |
[super didReceiveMemoryWarning]; |
} |
@end |
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