I'm having difficulties getting a tiled UIScrollView
to zoom in and out correctly with pinch zooming. The issue is that when a pinch-zoom occurs, the resulting view is usually not centered in the same region.
Details: The app starts with a tiled image that is 500x500. If a user zooms in, it will snap to 1000x1000 and the tiles will redraw. For all the zoom affects, etc. I am just letting the UIScrollView
do it's thing. When scrollViewDidEndZooming:withView:atScale:
is called, I redraw the tiles (like you can see in many examples and other questions here).
I think that I've drilled the problem down to calculating the center of the view correctly when I get to scrollViewDidEndZooming:withView:atScale:
(I can center on a known point fine after I redraw).
What I'm currently using:
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale {
// as an example, create the "target" content size
CGSize newZoomSize = CGSizeMake(1000, 1000);
// get the center point
CGPoint center = [scrollView contentOffset];
center.x += [scrollView frame].width / 2;
center.y += [scrollView frame].height / 2;
// since pinch zoom changes the contentSize of the scroll view, translate this point to
// the "target" size (from the current size)
center = [self translatePoint:center currentSize:[scrollView contentSize] newSize:newZoomSize];
// redraw...
}
/*
Translate the point from one size to another
*/
- (CGPoint)translatePoint:(CGPoint)origin currentSize:(CGSize)currentSize newSize:(CGSize)newSize {
// shortcut if they are equal
if(currentSize.width == newSize.width && currentSize.height == newSize.height){ return origin; }
// translate
origin.x = newSize.width * (origin.x / currentSize.width);
origin.y = newSize.height * (origin.y / currentSize.height);
return origin;
}
Does this seem correct? Is there a better way? Thanks!