You have to compute it using UIScrollView's contentOffset and contentSize properties, like so:
CGRect visibleRect;
visibleRect.origin = scrollView.contentOffset;
visibleRect.size = scrollView.contentSize;
You can then log it for sanity-testing:
NSLog( @"Visible rect: %@", NSStringFromCGRect(visibleRect) );
To account for zooming (if this isn't already done by the contentSize property) you would need to divide each coordinate by the zoomScale, or for better performance you would multiply by 1.0 / zoomScale:
CGFloat scale = (CGFloat) 1.0 / scrollView.zoomScale;
if ( isless(scale, 1.0) ) // you need to #include <math.h> for isless()
{
visibleRect.origin.x *= scale;
visibleRect.origin.y *= scale;
visibleRect.size.width *= scale;
visibleRect.size.height *= scale;
}
Aside: I use isless(), isgreater(), isequal() etc. from math.h because these will (presumably) do the right thing regarding 'unordered' floating-point comparison results and other weird & wonderful architecture-specific FP cases.
Edit: You need to use bounds.size
instead of contentSize
when calculating visibleRect.size
.