我有scrollView,其中从底部添加子视图,比如在墙上添加砖块(在我的情况下只有一块砖),然后在其上面的下一块砖,就像那样。与默认UIScrollView ContentSize
一样,滚动将在顶部发生。如何滚动到底部。如果我向下滚动,我应该能够看到一个在另一个上面添加的其他砖块。
正如您在下面的屏幕截图中看到的那样,开始按钮应该向下而不是向上。
非常感谢任何形式的帮助。
谢谢
示例代码:
CGFloat initialYPoint = 30;
for (OUSTLevel* currentLevel in self.course.sortedLevelsList) {
NSArray* nibList = [[UINib nibWithNibName:@"OUSTLearningMapPlayLevelCell" bundle:nil] instantiateWithOwner:self options:nil];
OUSTLearningMapPlayLevelCell* playLevelCell = nil;
for (UIView* childView in nibList) {
if ([childView isKindOfClass:[OUSTLearningMapPlayLevelCell class]]) {
playLevelCell = (OUSTLearningMapPlayLevelCell*)childView;
break;
}
}
CGFloat cellHeight = CGRectGetHeight(playLevelCell.frame);
CGFloat yPoint = CGRectGetHeight(self.scrollview.frame) - (cellHeight + initialYPoint);
CGRect cellFrame = CGRectMake(0, yPoint, viewWidth, cellHeight);
[playLevelCell setFrame:cellFrame];
[self.scrollview addSubview:playLevelCell];
initialYPoint += cellHeight;
if (!landingNodeLevelData.locked) {
[playLevelCell.unlockedView setHidden:NO];
[playLevelCell.lockedView setHidden:YES];
// Frame calculation for placing pin
CGFloat centerPoint = playLevelCell.unlockedView.frame.size.width / 4;
pinXPoint = centerPoint + 5;
pinYPoint = yPoint - 30;
}
}
CGRect pinFrame = CGRectMake(pinXPoint, pinYPoint, 80, 80);
[self.pinImageView setFrame:pinFrame];
[self.scrollview addSubview:self.pinImageView];
[self.view bringSubviewToFront:self.pinImageView];
self.scrollview.contentSize = CGSizeMake(self.view.frame.size.width, initialYPoint);
self.scrollview.contentInset = UIEdgeInsetsMake(30.0, 0.0, 30.0, 0.0);
CGPoint bottomOffset = CGPointMake(0, self.scrollview.contentSize.height - self.scrollview.bounds.size.height+ 30);
编辑:我没有使用约束布局,我正在计算&设置框架。
答案 0 :(得分:0)
看起来你可以让自己的事情变得更轻松。
如果您反向“砖块”堆叠的顺序,您可以从自上而下而不是自下而上填充视图...这更符合逻辑且更容易思考约。
这是对您的pastebin代码的修改。它应该工作正常...我没有你的数据/类/ xib视图/等,但我很确定我模拟它所以这将运行没有错误:
// start with 30-pt "padding" at the top
CGFloat initialYPoint = 30;
// reverse the array of OUSTLevel objects so we're going from top-down instead of bottom-up
NSArray *reversed = [[self.course.sortedLevelsList reverseObjectEnumerator] allObjects];
for (OUSTLevel* currentLevel in reversed) {
NSArray* nibList = [[UINib nibWithNibName:@"OUSTLearningMapPlayLevelCell" bundle:nil] instantiateWithOwner:self options:nil];
OUSTLearningMapPlayLevelCell* playLevelCell = nil;
for (UIView* childView in nibList) {
if ([childView isKindOfClass:[OUSTLearningMapPlayLevelCell class]]) {
playLevelCell = (OUSTLearningMapPlayLevelCell*)childView;
break;
}
}
CGFloat cellHeight = CGRectGetHeight(playLevelCell.frame);
// we're going top-down now, so Y coordinate will be a simple increment
CGFloat yPoint = initialYPoint;
CGRect cellFrame = CGRectMake(0, yPoint, viewWidth, cellHeight);
[playLevelCell setFrame:cellFrame];
[self.scrollview addSubview:playLevelCell];
initialYPoint += cellHeight;
if (!landingNodeLevelData.locked) {
[playLevelCell.unlockedView setHidden:NO];
[playLevelCell.lockedView setHidden:YES];
// Frame calculation for placing pin
CGFloat centerPoint = playLevelCell.unlockedView.frame.size.width / 4;
pinXPoint = centerPoint + 5;
pinYPoint = yPoint - 30;
}
}
CGRect pinFrame = CGRectMake(pinXPoint, pinYPoint, 80, 80);
[self.pinImageView setFrame:pinFrame];
[self.scrollview addSubview:self.pinImageView];
[self.view bringSubviewToFront:self.pinImageView];
// add 30-pt "padding" at the bottom
initialYPoint += 30;
// set contentSize
self.scrollview.contentSize = CGSizeMake(cellWidth, initialYPoint);
// we want to initially see the "Start Rocket" visible at the bottom of the scroll view
CGFloat yOffset = scrollview.contentSize.height - scrollview.bounds.size.height;
scrollview.contentOffset = CGPointMake(0, yOffset);
希望它有所帮助 - 如果有什么不清楚的话,请求离开:)