The Problem
I have a UIWebView inside my iPad application which I need to zoom programmatically, but without the use of gestures/taps. The app. has a "+" and a "-" button for zooming in-and-out in user-defined increments (it is an app. for the visually impaired).
This +/- zoom-button functionality previously worked 100% fine when my app. used a UIImageView inside of a UIScrollView (instead of the WebView). The ImageView was the actual view which was zoomed, and the CenterPoint was calculated for the ScrollView's zoomToRect method.
I now have a WebView, which I know contains a ScrollView as a subview. I tried adapting the code which previously worked with the ImageView/ScrollView combo to instead zoom the WebView's ScrollView, but it is no longer calculating the CenterPoint correctly for zoomToRect:.
What Happens:
The WebView zooms correctly in-terms of the zoom-level, but the center point is always wrong. For some reason, the screen always zooms-in on the top-left every time.
Another odd problem, is that after the very first time you zoom-in, you cannot scroll in the WebView past the visible portion of the screen. If you try to, it shows a bit of the content past the bounds of the currently visible area, but it instantly snaps-back.
What I have tried:
I am trying to zoom the UIWebView's ScrollView.
I create a pointer to the ScrollView, and set "self" as its delegate. I then setup various variables, such as scrSize (the size of the view to zoom) and ZoomHandler (explained below):
- (void)viewDidLoad {
// ... Various UIWebView setup ...
[self LoadURL];
// Zooming & scrollview setup
zoomHandler = [[ZoomHandler alloc] initWithZoomLevel: ZOOM_STEP];
scrSize = CGPointMake(self.WebView.frame.size.width, self.WebView.frame.size.height);
scrollView = [WebView.subviews objectAtIndex:0];
[scrollView setTag:ZOOM_VIEW_TAG];
[scrollView setMinimumZoomScale:MINIMUM_SCALE];
[scrollView setZoomScale:1];
[scrollView setMaximumZoomScale:10];
scrollView.bounces = FALSE;
scrollView.bouncesZoom = FALSE;
scrollView.clipsToBounds = NO;
[scrollView setDelegate:self];
[super viewDidLoad];
}
To override the WebView's default zooming limitations, I inject this Javascript into the loaded webpage in the webViewDidFinishLoad: method:
function increaseMaxZoomFactor() {
var element = document.createElement('meta');
element.name = "viewport";
element.content = "maximum-scale=10 minimum-scale=1 initial-scale=1 user-scalable=yes width=device-width height=device-height;"
var head = document.getElementsByTagName('head')[0];
head.appendChild(element);
}
CenterPoint Code:
This code is used to calculate the CenterPoint to pass into zoomToRect:. This worked 100% fine when I was zooming an ImageView inside of a ScrollView.
-(IBAction)zoomOut {
float newScale = [scrollView zoomScale] / ZOOM_STEP;
if( [scrollView zoomScale] > MINIMUM_SCALE) {
[self handleZoomWith:newScale andZoomType: FALSE];
}
}
-(IBAction)zoomIn {
float newScale = [scrollView zoomScale] * ZOOM_STEP;
if( [scrollView zoomScale] < MAXIMUM_SCALE){
[self handleZoomWith:newScale andZoomType: TRUE];
}
}
-(void)handleZoomWith: (float) newScale andZoomType:(BOOL) isZoomIn {
CGPoint newOrigin = [zoomHandler getNewOriginFromViewLocation: [scrollView contentOffset]
viewSize: scrSize andZoomType: isZoomIn];
CGRect zoomRect = [self zoomRectForScale:newScale withCenter:newOrigin];
[scrollView zoomToRect:zoomRect animated:YES];
}
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center {
CGRect zoomRect;
// At a zoom scale of 1.0, it would be the size of the scrollView's bounds.
// As the zoom scale decreases, so more content is visible, the size of the rect grows.
zoomRect.size.height = [WebView frame].size.height / scale;
zoomRect.size.width = [WebView frame].size.width / scale;
// Choose an origin so as to get the right center.
zoomRect.origin.x = center.x / scale;
zoomRect.origin.y = center.y / scale;
return zoomRect;
}
/**
Determine the origin [THIS IS INSIDE ZOOMHANDLER]
*/
-(CGPoint) getNewOriginFromViewLocation: (CGPoint) oldOrigin viewSize: (CGPoint) viewSize andZoomType:(BOOL) isZoomIn {
// Calculate original center (add the half of the width/height of the screen)
float oldCenterX = oldOrigin.x + (viewSize.x / 2);
float oldCenterY = oldOrigin.y + (viewSize.y / 2);
// Xalculate the new center
CGPoint newCenter;
if(isZoomIn) {
newCenter = CGPointMake(oldCenterX * zoomLevel, oldCenterY * zoomLevel);
} else {
newCenter = CGPointMake(oldCenterX / zoomLevel, oldCenterY / zoomLevel);
}
// Calculate the new origin (deduct the half of the width/height of the screen)
float newOriginX = newCenter.x - (viewSize.x / 2);
float newOriginY = newCenter.y - (viewSize.y / 2);
return CGPointMake(newOriginX, newOriginY);
}
Does anyone have any idea why the CenterPoint is not being calculated correctly? Any help would be GREATLY appreciated; I have been stuck on this for a week now.
Thanks, Alex