I'm a moron. What a difference a good night's sleep can make ;-) Hopefully, it will help someone in the future.
Setting the correct scroll view contentSize and contentInset did the trick. The working code is below.
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
// Change the frame of the image view so that it fits the image!
CGSize screenSize = [UIScreen mainScreen].bounds.size;
float width = 0.0f, height = 0.0f;
if (image.size.width > image.size.height) {
width = screenSize.width;
height = image.size.height / (image.size.width/screenSize.width);
} else {
height = screenSize.height;
width = image.size.width / (image.size.height/screenSize.height);
}
// Make sure the new height and width aren't bigger than the screen
if (width > screenSize.width) {
height /= (width/screenSize.width);
width = screenSize.width;
}
if (height > screenSize.height) {
width /= (height/screenSize.height);
height = screenSize.height;
}
CGRect overlayRect = cropOverlay.windowRect;
imageView.frame = CGRectMake((screenSize.width - width) / 2, (screenSize.height - height) / 2, width, height);
imageView.image = image;
// Setup our scrollview so we can scroll and pinch zoom the image!
imageScrollView.contentSize = imageView.frame.size;
imageScrollView.contentInset = UIEdgeInsetsMake(overlayRect.origin.y - imageView.frame.origin.y,
overlayRect.origin.x,
overlayRect.origin.y + imageView.frame.origin.y,
screenSize.width - (overlayRect.origin.x + overlayRect.size.width));
// Dismiss the camera's VC
[[picker presentingViewController] dismissViewControllerAnimated:YES completion:NULL];
}
The scrollview and image view are set up like this:
imageScrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
imageScrollView.showsHorizontalScrollIndicator = NO;
imageScrollView.showsVerticalScrollIndicator = NO;
imageScrollView.backgroundColor = [UIColor blackColor];
imageScrollView.userInteractionEnabled = YES;
imageScrollView.delegate = self;
imageScrollView.minimumZoomScale = MINIMUM_SCALE;
imageScrollView.maximumZoomScale = MAXIMUM_SCALE;
[self.view addSubview:imageScrollView];
imageView = [[UIImageView alloc] initWithFrame:self.view.bounds];
imageView.contentMode = UIViewContentModeScaleAspectFit;
imageView.backgroundColor = [UIColor grayColor]; // I had this set to gray so I could see if/when it didn't align properly in the scroll view. You'll likely want to change it to black
[imageScrollView addSubview:imageView];
Edit 3-21-14 Newer, fancier, better implementation of the method that calculates where to place the image in the screen and scrollview. So what's better? This new implementation will check for any image that is being set into the scrollview which is SMALLER in width or height, and adjust the frame of the image view such that it expands to be at least as wide or tall as the overlay rect, so you don't ever have to worry about your user selecting an image that isn't optimal for your overlay. Yay!
- (void)imagePickerController:(UIImagePickerController *)pickerUsed didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage];
// Change the frame of the image view so that it fits the image!
CGSize screenSize = [UIScreen mainScreen].bounds.size;
float width = 0.0f, height = 0.0f;
if (image.size.width > image.size.height) {
width = screenSize.width;
height = image.size.height / (image.size.width/screenSize.width);
} else {
height = screenSize.height;
width = image.size.width / (image.size.height/screenSize.height);
}
CGRect overlayRect = cropOverlay.windowRect;
// We should check the the width and height are at least as big as our overlay window
if (width < overlayRect.size.width) {
float ratio = overlayRect.size.width / width;
width *= ratio;
height *= ratio;
}
if (height < overlayRect.size.height) {
float ratio = overlayRect.size.height / height;
height *= ratio;
width *= ratio;
}
CGRect imageViewFrame = CGRectMake((screenSize.width - width) / 2, (screenSize.height - height) / 2, width, height);
imageView.frame = imageViewFrame;
imageView.image = image;
// Setup our scrollview so we can scroll and pinch zoom the image!
imageScrollView.contentSize = imageView.frame.size;
imageScrollView.contentInset = UIEdgeInsetsMake(overlayRect.origin.y - imageView.frame.origin.y,
(imageViewFrame.origin.x * -1) + overlayRect.origin.x,
overlayRect.origin.y + imageView.frame.origin.y,
imageViewFrame.origin.x + (screenSize.width - (overlayRect.origin.x + overlayRect.size.width)));
// Calculate the REAL minimum zoom scale!
float minZoomScale = 1 - MIN(fabsf(fabsf(imageView.frame.size.width) - fabsf(overlayRect.size.width)) / imageView.frame.size.width,
fabsf(fabsf(imageView.frame.size.height) - fabsf(overlayRect.size.height)) / imageView.frame.size.height);
imageScrollView.minimumZoomScale = minZoomScale;
// Dismiss the camera's VC
[[picker presentingViewController] dismissViewControllerAnimated:YES completion:NULL];
}