I have an iPad App where I\'m using a UICollectionView and each UICollectionViewCell contains just a single UIImage. Currently I\'m displaying per 9 UIImages (3 rows * 3 col
For Xamarin.iOS developers I founded this solution: add a UIScrollView element to the main view and add the UICollectionView as an element of the UIScrollView. Then create a zoom delegate for the UIScrollView.
MainScrollView = new UIScrollView(new CGRect(View.Frame.X, View.Frame.Y, size.Width, size.Height));
_cellReuseId = GenCellReuseId();
_contentScroll = new UICollectionView(new CGRect(View.Frame.X, View.Frame.Y, size.Width, size.Height), new InfiniteScrollCollectionLayout(size.Width, size.Height));
_contentScroll.AllowsSelection = true;
_contentScroll.ReloadData();
_contentScroll.Center = MainScrollView.Center;
_contentScroll.Frame = new CGRect(_contentScroll.Frame.X, _contentScroll.Frame.Y - 32, _contentScroll.Frame.Width, _contentScroll.Frame.Height);
MainScrollView.ContentSize = _contentScroll.ContentSize;
MainScrollView.AddSubview(_contentScroll);
MainScrollView.MaximumZoomScale = 4f;
MainScrollView.MinimumZoomScale = 1f;
MainScrollView.BouncesZoom = true;
MainScrollView.ViewForZoomingInScrollView += (UIScrollView sv) =>
{
if (_contentScroll.Frame.Height < sv.Frame.Height && _contentScroll.Frame.Width < sv.Frame.Width)
{
_contentScroll.Center = MainScrollView.Center;
_contentScroll.Frame = new CGRect(_contentScroll.Frame.X, _contentScroll.Frame.Y - 64, _contentScroll.Frame.Width, _contentScroll.Frame.Height);
_contentScroll.BouncesZoom = true;
_contentScroll.AlwaysBounceHorizontal = false;
}
return _contentScroll;
};
I'm assuming you're using the default UICollectionViewDelegateFlowLayout, right? Then make sure you respond accordingly to the delegate methods, and when the pinch gesture occurs, simply invalidate the layout.
For example, if I want to adjust the size of every item, while pinching:
@interface ViewController () <UICollectionViewDataSource, UICollectionViewDelegate, UICollectionViewDelegateFlowLayout>
@property (nonatomic,assign) CGFloat scale;
@property (nonatomic,weak) IBOutlet UICollectionView *collectionView;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.scale = 1.0;
[self.collectionView registerClass:[UICollectionViewCell class] forCellWithReuseIdentifier:@"cell"];
UIPinchGestureRecognizer *gesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:@selector(didReceivePinchGesture:)];
[self.collectionView addGestureRecognizer:gesture];
}
- (CGSize)collectionView:(UICollectionView *)collectionView layout:(UICollectionViewLayout *)collectionViewLayout sizeForItemAtIndexPath:(NSIndexPath *)indexPath
{
return CGSizeMake(50*self.scale, 50*self.scale);
}
- (void)didReceivePinchGesture:(UIPinchGestureRecognizer*)gesture
{
static CGFloat scaleStart;
if (gesture.state == UIGestureRecognizerStateBegan)
{
scaleStart = self.scale;
}
else if (gesture.state == UIGestureRecognizerStateChanged)
{
self.scale = scaleStart * gesture.scale;
[self.collectionView.collectionViewLayout invalidateLayout];
}
}
The property self.scale
is just for show, you can apply this same concept to any other attribute, this doesn't require a beginUpdates/endUpdates because the user himself is carrying the timing of the scale.
Here's a running project, in case you want to see it in action.
Sorry for my 2 cents question, I have found the solution, very simple.
In my PinchGesture
callback I have just done the following:
void (^animateChangeWidth)() = ^() {
_theFlowLayout.itemSize = cellSize;
};
[UIView transitionWithView:self.theCollectionView
duration:0.1f
options:UIViewAnimationOptionCurveLinear
animations:animateChangeWidth
completion:nil];
All cells of my UICollectionView
are successfully changed and with a nice transition
.