Here is the best solution I could come up with for this problem. The trick is to constantly readjust the imageView's frame. I find this works much better than constantly adjusting the contentInsets or contentOffSets. I had to add a bit of extra code to accommodate both portrait and landscape images.
If anyone can come up with a better way to do it, I would love to hear it.
Here's the code:
- (void) scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
CGSize screenSize = [[self view] bounds].size;
if (myScrollView.zoomScale <= initialZoom +0.01) //This resolves a problem with the code not working correctly when zooming all the way out.
{
imageView.frame = [[self view] bounds];
[myScrollView setZoomScale:myScrollView.zoomScale +0.01];
}
if (myScrollView.zoomScale > initialZoom)
{
if (CGImageGetWidth(temporaryImage.CGImage) > CGImageGetHeight(temporaryImage.CGImage)) //If the image is wider than tall, do the following...
{
if (screenSize.height >= CGImageGetHeight(temporaryImage.CGImage) * [myScrollView zoomScale]) //If the height of the screen is greater than the zoomed height of the image do the following...
{
imageView.frame = CGRectMake(0, 0, 320*(myScrollView.zoomScale), 368);
}
if (screenSize.height < CGImageGetHeight(temporaryImage.CGImage) * [myScrollView zoomScale]) //If the height of the screen is less than the zoomed height of the image do the following...
{
imageView.frame = CGRectMake(0, 0, 320*(myScrollView.zoomScale), CGImageGetHeight(temporaryImage.CGImage) * [myScrollView zoomScale]);
}
}
if (CGImageGetWidth(temporaryImage.CGImage) < CGImageGetHeight(temporaryImage.CGImage)) //If the image is taller than wide, do the following...
{
CGFloat portraitHeight;
if (CGImageGetHeight(temporaryImage.CGImage) * [myScrollView zoomScale] < 368)
{ portraitHeight = 368;}
else {portraitHeight = CGImageGetHeight(temporaryImage.CGImage) * [myScrollView zoomScale];}
if (screenSize.width >= CGImageGetWidth(temporaryImage.CGImage) * [myScrollView zoomScale]) //If the width of the screen is greater than the zoomed width of the image do the following...
{
imageView.frame = CGRectMake(0, 0, 320, portraitHeight);
}
if (screenSize.width < CGImageGetWidth (temporaryImage.CGImage) * [myScrollView zoomScale]) //If the width of the screen is less than the zoomed width of the image do the following...
{
imageView.frame = CGRectMake(0, 0, CGImageGetWidth(temporaryImage.CGImage) * [myScrollView zoomScale], portraitHeight);
}
}
[myScrollView setZoomScale:myScrollView.zoomScale -0.01];
}
Here is how I calculate the the min zoom scale in the viewDidLoad method.
CGSize photoSize = [temporaryImage size];
CGSize screenSize = [[self view] bounds].size;
CGFloat widthRatio = screenSize.width / photoSize.width;
CGFloat heightRatio = screenSize.height / photoSize.height;
initialZoom = (widthRatio > heightRatio) ? heightRatio : widthRatio;
[myScrollView setMinimumZoomScale:initialZoom];
[myScrollView setZoomScale:initialZoom];
[myScrollView setMaximumZoomScale:3.0];