Swift PanGesture : Problems Managing Constraints: Flash on New Pan - ios

This is the code used to control a view with a pan-capable View.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var redRect: PaletteView!
#IBOutlet var paletteTop : NSLayoutConstraint?
#IBOutlet var paletteLeading : NSLayoutConstraint?
override func viewDidLoad() {
super.viewDidLoad()
addRedViewUI(tgt: redRect!)
redRect.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(palettePan(_:))))
redRect?.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate(paletteConstraints())
}
func addRedViewUI(tgt : PaletteView) {
var pos = CGPoint(x: 10, y: 10)
var size = CGSize(width: 200, height: 240)
var v = UIView(frame: CGRect(origin: pos, size: size))
v.backgroundColor = .black
tgt.addSubview(v)
}
func paletteConstraints() -> Array<NSLayoutConstraint> {
var constraints : Array<NSLayoutConstraint> = []
constraints.append((redRect?.leadingAnchor.constraint( equalTo: view.leadingAnchor, constant: 100))!)
paletteLeading = constraints.last
constraints.append((redRect?.topAnchor.constraint( equalTo: view.topAnchor, constant: 100))!)
paletteTop = constraints.last
constraints.append((redRect?.widthAnchor.constraint(equalToConstant: 250))! )
constraints.append((redRect?.heightAnchor.constraint(equalToConstant: 350))! )
return constraints
}
func paletteConstraints(_ tgtView : PaletteView ) -> Array<NSLayoutConstraint> {
var constraints : Array<NSLayoutConstraint> = []
constraints.append((tgtView.leadingAnchor.constraint( equalTo: redRect!.leadingAnchor)))
constraints.append((tgtView.topAnchor.constraint( equalTo: redRect!.topAnchor)))
return constraints
}
#objc func palettePan(_ sender: UIPanGestureRecognizer) {
let translation = sender.translation(in: view)
switch sender.state {
case .began:
print("start \(redRect!.frame)")
paletteLeading?.constant = redRect!.frame.origin.x
paletteTop?.constant = redRect!.frame.origin.y
case .changed:
redRect!.transform = CGAffineTransform(translationX: translation.x, y: translation.y)
case .ended:
print("done \(redRect!.frame)")
default:
_ = true
}
}
}
class PaletteView : UIView {
var lastPos: CGPoint = CGPoint(x: 20, y: 20)
convenience init() {
self.init(frame: CGRect(x: 10, y: 10, width: 200, height: 200))
translatesAutoresizingMaskIntoConstraints = false
}
}
It works fine, except that when beginning a new pan, it jumps from its position from the end of the last pan, before instantaneously jumping back and the pan can be done. This jump is in the same direction as the last pan, so the second pan the view won't jump, and subsequent pans it jumps in the direction that the last pan went, in roughly the same amount.
This makes me think that it's something associated with the sender state, but I can't figure out what. If the amount of the last pan is small, or the pan is begun slowly, there's no flash, but I haven't been able to understand where that comes from.
The view being panned has no constraints in the storyBoard, but it does get defined and connected to its outlet in the storyboard.

The solution is to change the function so both start and changed perform the CGAffineTransform, after the constraints are updated in the case of changed:
#objc func palettePan(_ sender: UIPanGestureRecognizer) {
let translation = sender.translation(in: view)
switch sender.state {
case .began:
print("start \(redRect!.frame)")
paletteLeading?.constant = redRect!.frame.origin.x
paletteTop?.constant = redRect!.frame.origin.y
redRect!.transform = CGAffineTransform(translationX: translation.x, y: translation.y)
case .changed:
redRect!.transform = CGAffineTransform(translationX: translation.x, y: translation.y)
case .ended:
print("done \(redRect!.frame)")
default:
_ = true
}
}

Related

Completion block of animation is performed immediately

I'm trying to remove the custom view from the superview after the end of the animation in the completion block, but it is called immediately and the animation becomes sharp. I managed to solve the problem in a not very good way: just adding a delay to remove the view.
Here is the function for animating the view:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
}
The problem in this line: self.soundView.removeFromSuperview()
When I call this function in the switch recognizer.state completion block statement it executes early and when elsewhere everything works correctly.
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
case .changed:
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
if notHiddenSoundViewRect.minX > soundView.frame.minX {
animatedHideSoundView(toRight: false)
} else if notHiddenSoundViewRect.maxX < soundView.frame.maxX {
animatedHideSoundView(toRight: true)
}
case .ended, .cancelled:
let decelerationRate = UIScrollView.DecelerationRate.normal.rawValue
let velocity = recognizer.velocity(in: view)
let projectedPosition = CGPoint(
x: soundView.center.x + project(initialVelocity: velocity.x, decelerationRate: decelerationRate),
y: soundView.center.y + project(initialVelocity: velocity.y, decelerationRate: decelerationRate)
)
let nearestCornerPosition = nearestCorner(to: projectedPosition)
let relativeInitialVelocity = CGVector(
dx: relativeVelocity(forVelocity: velocity.x, from: soundView.center.x, to: nearestCornerPosition.x),
dy: relativeVelocity(forVelocity: velocity.y, from: soundView.center.y, to: nearestCornerPosition.y)
)
let timingParameters = UISpringTimingParameters(dampingRatio: 0.8, initialVelocity: relativeInitialVelocity)
let animator = UIViewPropertyAnimator(duration: 0.5, timingParameters: timingParameters)
animator.addAnimations {
self.soundView.center = nearestCornerPosition
}
animator.startAnimation()
default: break
}
}
I want the user to be able to swipe this soundView off the screen.
That's why I check where the soundView is while the user is moving it, so that if he moves the soundView near the edge of the screen, I can hide the soundView animatedly.
Maybe I'm doing it wrong, but I couldn't think of anything else, because I don't have much experience. Could someone give me some advice on this?
I managed to solve it this way, but I don't like it:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
enter image description here
You can see and run all code here: https://github.com/swiloper/AnimationProblem
Couple notes...
First, in your controller code, you are calling animatedHideSoundView() from your pan gesture recognizer every time you move the touch. It's unlikely that's what you want to do.
Second, if you call animatedHideSoundView(toRight: true) your code:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
}
sets translationX to Zero ... when you then try to animate the transform, the animation will take no time because you're not changing the x.
Third, I strongly suggest that you start simple. The code you linked to cannot be copy/pasted/run, which makes it difficult to offer help.
Here's a minimal version of your UniversalTypesViewController class (it uses your linked SoundView class):
final class UniversalTypesViewController: UIViewController {
// MARK: Properties
private lazy var soundView = SoundView(frame: CGRect(x: 0, y: 0, width: 80, height: 80))
private let panGestureRecognizer = UIPanGestureRecognizer()
private var initialOffset: CGPoint = .zero
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
panGestureRecognizer.addTarget(self, action: #selector(soundViewPanned(recognizer:)))
soundView.addGestureRecognizer(panGestureRecognizer)
}
private func animatedShowSoundView() {
// reset soundView's transform
soundView.transform = .identity
// add it to the view
view.addSubview(soundView)
// position soundView near bottom, but past the right side of view
soundView.frame.origin = CGPoint(x: view.frame.width, y: view.frame.height - soundView.frame.height * 2.0)
soundView.startSoundBarsAnimation()
// animate soundView into view
UIView.animate(withDuration: 0.5, delay: 0.0, options: .curveEaseOut) {
self.soundView.transform = CGAffineTransform(translationX: -self.soundView.frame.width * 2.0, y: 0.0)
}
}
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? view.frame.width : -(view.frame.width + soundView.frame.width)
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
//self.songPlayer.pause()
}
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// if soundView is not in the view hierarchy,
// animate it into view - animatedShowSoundView() func adds it as a subview
if soundView.superview == nil {
animatedShowSoundView()
} else {
// unwrap the touch
guard let touch = touches.first else { return }
// get touch location
let loc = touch.location(in: self.view)
// if touch is inside the soundView frame,
// return, so pan gesture can move soundView
if soundView.frame.contains(loc) { return }
// if touch is on the left-half of the screen,
// animate soundView to the left and remove after animation
if loc.x < view.frame.midX {
animatedHideSoundView(toRight: false)
} else {
// touch is on the right-half of the screen,
// so just remove soundView
animatedHideSoundView(toRight: true)
}
}
}
// MARK: Objc methods
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
case .changed:
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
case .ended, .cancelled:
()
default: break
}
}
}
If you run that, tapping anywhere will animate soundView into view at bottom-right. You can then drag soundView around.
If you tap away from soundView frame, on the left-half of the screen, soundView will be animated out to the left and removed after animation completes.
If you tap away from soundView frame, on the right-half of the screen, soundView will be animated out to the right and removed after animation completes.
Once you've got that working, and you see what's happening, you can implement it in the rest of your much-more-complex code.
Edit
Take a look at this modified version of your code.
One big problem in your code is that you're making multiple calls to animatedHideSoundView(). When the drag gets near the edge, your code calls that... but then it gets called again because the drag is still "active."
So, I added a var isHideAnimationRunning: Bool flag so calls to positioning when dragging and positioning when "hide" animating don't conflict.
A few other changes:
instead of mixing Transforms with .center positioning, get rid of the Transforms and just use .center
I created a struct with logically named corner points - makes it much easier to reference them
strongly recommended: add comments to your code!
So, give this a try:
import UIKit
let screenWidth: CGFloat = UIScreen.main.bounds.width
let screenHeight: CGFloat = UIScreen.main.bounds.height
let sideSpacing: CGFloat = 32.0
let mediumSpacing: CGFloat = 16.0
var isNewIphone: Bool {
return screenHeight / screenWidth > 1.8
}
extension CGPoint {
func distance(to point: CGPoint) -> CGFloat {
return sqrt(pow(point.x - x, 2) + pow(point.y - y, 2))
}
}
// so we can refer to corner positions by logical names
struct CornerPoints {
var topLeft: CGPoint = .zero
var bottomLeft: CGPoint = .zero
var bottomRight: CGPoint = .zero
var topRight: CGPoint = .zero
}
final class ViewController: UIViewController {
private var cornerPoints = CornerPoints()
private let soundViewSide: CGFloat = 80.0
private lazy var halfSoundViewWidth = soundViewSide / 2
private lazy var newIphoneSpacing = isNewIphone ? mediumSpacing : 0.0
private lazy var soundView = SoundView(frame: CGRect(origin: .zero, size: CGSize(width: soundViewSide, height: soundViewSide)))
private lazy var notHiddenSoundViewRect = CGRect(x: mediumSpacing, y: 0.0, width: screenWidth - mediumSpacing * 2, height: screenHeight)
private var initialOffset: CGPoint = .zero
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .yellow
// setup corner points
let left = sideSpacing + halfSoundViewWidth
let right = view.frame.maxX - (sideSpacing + halfSoundViewWidth)
let top = sideSpacing + halfSoundViewWidth - newIphoneSpacing
let bottom = view.frame.maxY - (sideSpacing + halfSoundViewWidth - newIphoneSpacing)
cornerPoints.topLeft = CGPoint(x: left, y: top)
cornerPoints.bottomLeft = CGPoint(x: left, y: bottom)
cornerPoints.bottomRight = CGPoint(x: right, y: bottom)
cornerPoints.topRight = CGPoint(x: right, y: top)
let panGestureRecognizer = UIPanGestureRecognizer()
panGestureRecognizer.addTarget(self, action: #selector(soundViewPanned(recognizer:)))
soundView.addGestureRecognizer(panGestureRecognizer)
// for development, let's add a double-tap recognizer to
// add the soundView again (if it's been removed)
let dt = UITapGestureRecognizer(target: self, action: #selector(showAgain(_:)))
dt.numberOfTapsRequired = 2
view.addGestureRecognizer(dt)
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
self.animatedShowSoundView()
}
}
#objc func showAgain(_ f: UITapGestureRecognizer) {
// if soundView has been removed
if soundView.superview == nil {
// add it
animatedShowSoundView()
}
}
private func animatedShowSoundView() {
// start at bottom-right, off-screen to the right
let pt: CGPoint = cornerPoints.bottomRight
soundView.center = CGPoint(x: screenWidth + soundViewSide, y: pt.y)
view.addSubview(soundView)
soundView.startSoundBarsAnimation()
// animate to bottom-right corner
UIView.animate(withDuration: 0.5, delay: 0.0, options: .curveEaseOut) {
self.soundView.center = pt
}
}
// flag so we know if soundView is currently
// "hide" animating
var isHideAnimationRunning: Bool = false
private func animatedHideSoundView(toRight: Bool) {
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
// set flag to true
isHideAnimationRunning = true
// target center X
let targetX: CGFloat = toRight ? screenWidth + soundViewSide : -soundViewSide
UIView.animate(withDuration: 0.5) {
self.soundView.center.x = targetX
} completion: { isFinished in
self.isHideAnimationRunning = false
if isFinished {
self.soundView.removeFromSuperview()
//self.songPlayer.pause()
}
}
}
}
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
}
case .changed:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
if notHiddenSoundViewRect.minX > soundView.frame.minX {
animatedHideSoundView(toRight: false)
} else if notHiddenSoundViewRect.maxX < soundView.frame.maxX {
animatedHideSoundView(toRight: true)
}
}
case .ended, .cancelled:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
let decelerationRate = UIScrollView.DecelerationRate.normal.rawValue
let velocity = recognizer.velocity(in: view)
let projectedPosition = CGPoint(
x: soundView.center.x + project(initialVelocity: velocity.x, decelerationRate: decelerationRate),
y: soundView.center.y + project(initialVelocity: velocity.y, decelerationRate: decelerationRate)
)
let nearestCornerPosition = nearestCorner(to: projectedPosition)
let relativeInitialVelocity = CGVector(
dx: relativeVelocity(forVelocity: velocity.x, from: soundView.center.x, to: nearestCornerPosition.x),
dy: relativeVelocity(forVelocity: velocity.y, from: soundView.center.y, to: nearestCornerPosition.y)
)
let timingParameters = UISpringTimingParameters(dampingRatio: 0.8, initialVelocity: relativeInitialVelocity)
let animator = UIViewPropertyAnimator(duration: 0.5, timingParameters: timingParameters)
animator.addAnimations {
self.soundView.center = nearestCornerPosition
}
animator.startAnimation()
}
default: break
}
}
private func project(initialVelocity: CGFloat, decelerationRate: CGFloat) -> CGFloat {
return (initialVelocity / 1000) * decelerationRate / (1 - decelerationRate)
}
private func nearestCorner(to point: CGPoint) -> CGPoint {
var minDistance = CGFloat.greatestFiniteMagnitude
var nearestPosition = CGPoint.zero
for position in [cornerPoints.topLeft, cornerPoints.bottomLeft, cornerPoints.bottomRight, cornerPoints.topRight] {
let distance = point.distance(to: position)
if distance < minDistance {
nearestPosition = position
minDistance = distance
}
}
return nearestPosition
}
/// Calculates the relative velocity needed for the initial velocity of the animation.
private func relativeVelocity(forVelocity velocity: CGFloat, from currentValue: CGFloat, to targetValue: CGFloat) -> CGFloat {
guard currentValue - targetValue != 0 else { return 0 }
return velocity / (targetValue - currentValue)
}
}

How to attach multiple UIDynamicItems to each other

I am trying to implement circles attached to each other like in Apple's Music App via UIDynamicAnimator. I need to attach circles to each other and to view center. I was trying to implement this via UIAttachmentBehavior, but seems to it's not supporting multiple attachments. In result, circles overlaps on each other :)
let attachment = UIAttachmentBehavior(item: circle, attachedToAnchor: CGPoint(x: view.center.x, y: view.center.y))
attachment.length = 10
animator?.addBehavior(attachment)
let push = UIPushBehavior(items: [circle], mode: .continuous)
collision.addItem(circle)
animator?.addBehavior(push)
What I am doing wrong?
I don't think the apple music genre picker thing uses UIAttachmentBehavior which is closer to attaching two views with a pole or a rope. But, it seems like the problem you're experiencing might be that all of the views are added at the same location which has the effect of placing them on top of each other and with the collision behavior causes them to be essentially be stuck together. One thing to do is to turn on UIDynamicAnimator debugging by calling animator.setValue(true, forKey: "debugEnabled").
For recreating the above circle picker design, I would look into using UIFieldBehavior.springField().
For example:
class ViewController: UIViewController {
lazy var animator: UIDynamicAnimator = {
let animator = UIDynamicAnimator(referenceView: view)
return animator
}()
lazy var collision: UICollisionBehavior = {
let collision = UICollisionBehavior()
collision.collisionMode = .items
return collision
}()
lazy var behavior: UIDynamicItemBehavior = {
let behavior = UIDynamicItemBehavior()
behavior.allowsRotation = false
behavior.elasticity = 0.5
behavior.resistance = 5.0
behavior.density = 0.01
return behavior
}()
lazy var gravity: UIFieldBehavior = {
let gravity = UIFieldBehavior.springField()
gravity.strength = 0.008
return gravity
}()
lazy var panGesture: UIPanGestureRecognizer = {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.didPan(_:)))
return panGesture
}()
var snaps = [UISnapBehavior]()
var circles = [CircleView]()
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(panGesture)
animator.setValue(true, forKey: "debugEnabled")
addCircles()
addBehaviors()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
gravity.position = view.center
snaps.forEach {
$0.snapPoint = view.center
}
}
func addCircles() {
(1...30).forEach { index in
let xIndex = index % 2
let yIndex: Int = index / 3
let circle = CircleView(frame: CGRect(origin: CGPoint(x: xIndex == 0 ? CGFloat.random(in: (-300.0 ... -100)) : CGFloat.random(in: (500 ... 800)), y: CGFloat(yIndex) * 200.0), size: CGSize(width: 100, height: 100)))
circle.backgroundColor = .red
circle.text = "\(index)"
circle.textAlignment = .center
view.addSubview(circle)
gravity.addItem(circle)
collision.addItem(circle)
behavior.addItem(circle)
circles.append(circle)
}
}
func addBehaviors() {
animator.addBehavior(collision)
animator.addBehavior(behavior)
animator.addBehavior(gravity)
}
#objc
private func didPan(_ sender: UIPanGestureRecognizer) {
let translation = sender.translation(in: sender.view)
switch sender.state {
case .began:
animator.removeAllBehaviors()
fallthrough
case .changed:
circles.forEach { $0.center = CGPoint(x: $0.center.x + translation.x, y: $0.center.y + translation.y)}
case .possible, .cancelled, .failed:
break
case .ended:
circles.forEach { $0.center = CGPoint(x: $0.center.x + translation.x, y: $0.center.y + translation.y)}
addBehaviors()
#unknown default:
break
}
sender.setTranslation(.zero, in: sender.view)
}
}
final class CircleView: UILabel {
override var collisionBoundsType: UIDynamicItemCollisionBoundsType {
return .ellipse
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.height * 0.5
layer.masksToBounds = true
}
}
For more information I would watch What's New in UIKit Dynamics and Visual Effects from WWDC 2015

Swift: Changing (translate) a UIView position through a pan gesture in its superview window

Introduction
Context:
In my main ViewController I have a scrollView with a few objects inside (which are UIViews). When one of the UIViews are tapped/selected I animate forward a UITextView in a UIView to go with the selected object. (only one UIView can appear at a time)
This UIView that appears on object selection is separated into a separate class called AdjunctiveTextView.
Issue/goal:
(the example code provided below will clear make this clear, I've also commented where the issue lies in the code)
When an object has been tapped and has an adjacent UIView with a text I want to have that adjacent UIView to follow with the scrollView.
I'm using a UIPanGestureRecognizer to attempt to do this. But I can't figure out how to make it work when the user drags in the scrollview. It only work if the user drags on the actual adjunctiveTextView.
Everything works as expected except that the adjunctiveTextView does not change its position during the panGesture.
I would like (if possible) to have the AdjunctiveTextView as a separate class. My ViewController file is getting rather big.
Question:
Why doesn't the UIPanGestureRecognizer work as expected? What is needed in order for it to translate the backView correctly?
Code
My attempt: (as shown below)
My attempt simply makes the backView itself "dragable" around through the panGesture. Nothing happens to it when I scroll the scrollView.
(I have only included relevant portions of my code)
class ViewController: UIViewController {
let adjunctiveTextView = AdjunctiveTextView()
// this is a delegate method which gets called when an object is tapped in the scrollView
func scrollViewObjectIsTapped(_ objectScrollView: ObjectScrollView, object: AvailableObject) {
** adjunctiveTextView.scrollView = scrollView // **Edited! (scrollView is the name of the scrollView in this class too)
adjunctiveTextView.showView(passInObject: AvailableObject)
}
}
class AdjunctiveTextView: NSObject {
lazy var backView: UIView = {
//backView setup
}
lazy var textView: UITextView = {
//textView setup
}
//additional init and setup
** weak var scrollView : UIScrollView! // **Edited!
func showView(passInObject: AvailableObject) {
if let window = UIApplication.shared.keyWindow {
// the issue must either be here in the PanGesture setup
let panG = UIPanGestureRecognizer(target: self, action: #selector(translateView(sender:)))
panG.cancelsTouchesInView = false
// window.addGestureRecognizer(panG)
** scrollView.addGestureRecognizer(panG) // **Edited!
window.addSubview(backView)
textView.text = passInObject.information
backView.frame = CGRect(x: passInObject.frame.minX, y: passInObject.minY, width: window.frame.width - passInObject.maxX - 6, height: textView.bounds.height + 5)
backView.alpha = 0
//it animates a change of the backViews x position and alpha.
UIView.animate(withDuration: 0.42, delay: 0, options: .curveEaseInOut, animations: {
self.backView.alpha = 1
self.backView.frame = CGRect(x: passInObject.frame.minX + passInObject.frame.width, y: passInObject.minY, width: window.frame.width - passInObject.maxX - 6, height: textView.bounds.height + 5)
}, completion: nil)
}
}
// or the issue is here in the handle function for the PanGesture.
#objc private func translateView(sender: UIPanGestureRecognizer) {
if let window = UIApplication.shared.keyWindow {
let translation = sender.translation(in: window) //Have tried setting this to scrollView also
switch sender.state {
case .began, .changed:
backView.center = CGPoint(x: backView.center.x, y: backView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: window) //Have tried setting this to sccrollView also
break
case .ended:
break
default:
break
}
}
}
}
Thanks for reading my question.
I just add a weak reference to your scrollView and then add the pan gesture to scrollView. It works as you want. You may consider add another pan gesture to the back view if you want your original behavior.
class AdjunctiveTextView: NSObject {
lazy var backView: UIView = {
//backView setup
return UIView.init()
}()
lazy var textView: UITextView = {
//textView setup
return UITextView.init(frame: CGRect.init(x: 0, y: 0, width: 300, height: 100))
}()
weak var scrollView: UIScrollView!
//additional init and setup
func showView(passInObject: AvailableObject) {
if let window = UIApplication.shared.keyWindow {
// the issue must either be here in the PanGesture setup
let panG = UIPanGestureRecognizer(target: self, action: #selector(translateView(sender:)))
panG.cancelsTouchesInView = false
// passInObject.addGestureRecognizer(panG)
scrollView.addGestureRecognizer(panG)
window.addSubview(backView)
textView.text = passInObject.information
textView.backgroundColor = UIColor.blue
backView.addSubview(textView)
backView.frame = CGRect(x: passInObject.frame.minX, y: passInObject.frame.minY, width: window.frame.width - passInObject.frame.maxX - 6, height: textView.bounds.height + 5)
backView.alpha = 0
//it animates a change of the backViews x position and alpha.
UIView.animate(withDuration: 0.42, delay: 0, options: .curveEaseInOut, animations: {
self.backView.alpha = 1
self.backView.frame = CGRect(x: passInObject.frame.minX + passInObject.frame.width , y: passInObject.frame.minY , width: window.frame.width - passInObject.frame.maxX - 6, height: self.textView.bounds.height + 5)
self.backView.backgroundColor = UIColor.red
}, completion: nil)
}
}
// or the issue is here in the handle function for the PanGesture.
#objc private func translateView(sender: UIPanGestureRecognizer) {
if let window = UIApplication.shared.keyWindow {
let translation = sender.translation(in: window)
switch sender.state {
case .began, .changed:
backView.center = CGPoint(x: backView.center.x, y: backView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: window)
break
case .ended:
break
default:
break
}
}
}
}
class ObjectScrollView: UIScrollView{
}
class AvailableObject: UIView{
var information: String!
}
class MySCNViewController: UIViewController {
#IBOutlet weak var oScrollView: ObjectScrollView!
// this is a delegate method which gets called when an object is tapped in the scrollView
func scrollViewObjectIsTapped(_ objectScrollView: ObjectScrollView, object: AvailableObject) {
adjunctiveTextView.showView(passInObject: object)
}
let adjunctiveTextView = AdjunctiveTextView()
let ao = AvailableObject.init(frame: CGRect.init(x: 0, y: 0, width: 200, height: 200))
override func viewDidLoad() {
super.viewDidLoad()
ao.information = "test"
adjunctiveTextView.scrollView = oScrollView
ao.backgroundColor = UIColor.yellow
}
#IBAction func tap(_ sender: Any?){
scrollViewObjectIsTapped(oScrollView, object: ao)}
}

UIImages or UIViews are not colliding each other in iOS Swift?

I am trying to collide two UIViews each other for using pan gesture. Now i can able to drag one view but when dragging view to next view its collide each other. It goes behind other view.
Here is the screenshot result:
Here is the code I used to drag, pan and collide of physics property.
import UIKit
class ViewController: UIViewController {
var greenSquare: UIView?
var redSquare: UIView?
var animator: UIDynamicAnimator?
var snap: UISnapBehavior!
var panGesture = UIPanGestureRecognizer()
#IBAction func pan(_ sender: UIPanGestureRecognizer) {
let tapPoint: CGPoint = sender.location(in: view)
if (snap != nil) {
animator?.removeBehavior(snap)
}
snap = UISnapBehavior(item: greenSquare!, snapTo: tapPoint)
animator?.addBehavior(snap)
}
override func viewDidLoad() {
super.viewDidLoad()
var dimen = CGRect(x: 25, y: 25, width: 120, height: 120)
greenSquare = UIView(frame: dimen)
greenSquare?.backgroundColor = UIColor.green
dimen = CGRect(x: 130, y: 25, width: 100, height: 100)
redSquare = UIView(frame: dimen)
redSquare?.backgroundColor = UIColor.red
self.view.addSubview(greenSquare!)
self.view.addSubview(redSquare!)
animator = UIDynamicAnimator(referenceView: self.view)
let gravity = UIGravityBehavior(items: [greenSquare!, redSquare!])
let direction = CGVector(dx: 0.0, dy: 1.0)
gravity.gravityDirection = direction
let boundries = UICollisionBehavior(items: [greenSquare!, redSquare!])
boundries.translatesReferenceBoundsIntoBoundary = true
let bounce = UIDynamicItemBehavior(items: [greenSquare!, redSquare!])
bounce.elasticity = 0.5
animator?.addBehavior(bounce)
animator?.addBehavior(boundries)
animator?.addBehavior(gravity)
panGesture = UIPanGestureRecognizer(target: self, action:#selector(draggedView(sender:)))
greenSquare?.isUserInteractionEnabled = true
greenSquare?.addGestureRecognizer(panGesture)
}
#objc func draggedView(sender:UIPanGestureRecognizer){
let translation = sender.translation(in: self.view)
greenSquare?.center = CGPoint(x: (greenSquare?.center.x)! + translation.x, y: (greenSquare?.center.y)! + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
}//class`
Anyone can help me out this.
The issue is that the animator only recognizes the collision at the origin of the greenSquare. In this case it is at the top of the screen. You can update the collision location on the animator after you move the greenSquare. Add animator?.updateItem(usingCurrentState: greenSquare!)
to the end of the draggedView method. You do not need to use UISnapBehavior for this so you can remove the IBAction func pan method at the top of your code. The updateItem(usingCurrentState:) call will reset where the collision barrier is when you are moving the view manually and it is not being done by the physics engine.

Draggable UIView Swift 3

I want to be able to drag the objects on the screen, but they wont. I tried everything but still cant.
Here are the code.
func panGesture(gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
print("Began.")
for i in 0..<forms.count {
if forms[i].frame.contains(gesture.location(in: view)) {
gravity.removeItem(forms[i])
}
}
case .changed:
let translation = gesture.translation(in: forms[1])
gesture.view!.center = CGPoint(x: gesture.view!.center.x + translation.x, y: gesture.view!.center.y + translation.y)
gesture.setTranslation(CGPoint.zero, in: self.view)
print("\(gesture.view!.center.x)=\(gesture.view!.center.y)")
print("t;: \(translation)")
case .ended:
for i in 0..<forms.count {
if forms[i].frame.contains(gesture.location(in: view)) {
gravity.addItem(forms[i])
}
}
print("Ended.")
case .cancelled:
print("Cancelled")
default:
print("Default")
}
}
Also they have gravity. The forms are squares and circles.
Explanation:
in .began - i disable the gravity for selected form.
in .changed - i try to change the coordinates.
in .end - i enable again gravity.
ScreenShot.
Step 1 : Take one View which you want to drag in storyBoard.
#IBOutlet weak var viewDrag: UIView!
Step 2 : Add PanGesture.
var panGesture = UIPanGestureRecognizer()
Step 3 : In ViewDidLoad adding the below code.
override func viewDidLoad() {
super.viewDidLoad()
panGesture = UIPanGestureRecognizer(target: self, action: #selector(ViewController.draggedView(_:)))
viewDrag.isUserInteractionEnabled = true
viewDrag.addGestureRecognizer(panGesture)
}
Step 4 : Code for draggedView.
func draggedView(_ sender:UIPanGestureRecognizer){
self.view.bringSubview(toFront: viewDrag)
let translation = sender.translation(in: self.view)
viewDrag.center = CGPoint(x: viewDrag.center.x + translation.x, y: viewDrag.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
Step 5 : Output.
It's very easy if you subclass a view:
DraggableView...
class DraggableView: UIIView {
var fromleft: NSLayoutConstraint!
var fromtop: NSLayoutConstraint!
override func didMoveToWindow() {
super.didMoveToWindow()
if window != nil {
fromleft = constraint(id: "fromleft")!
fromtop = constraint(id: "fromtop")!
}
}
override func common() {
super.common()
let p = UIPanGestureRecognizer(
target: self, action: #selector(drag))
addGestureRecognizer(p)
}
#objc func drag(_ s:UIPanGestureRecognizer) {
let t = s.translation(in: self.superview)
fromleft.constant = fromleft.constant + t.x
fromtop.constant = fromtop.constant + t.y
s.setTranslation(CGPoint.zero, in: self.superview)
}
}
Drop a UIView in your scene.
As normal, add a constraint from the left (that's the x position) and add a constraint from the top (that's the y position).
In storyboard simply simply name the constraints "fromleft" and "fromtop"
You're done.
It now works perfectly - that's it.
What is that handy constraint( call ?
Notice the view simply finds its own constraints by name.
In Xcode there is STILL no way to use constraints like IBOutlets. Fortunately it is very easy to find them by "identifier". (Indeed, this is the very purpose of the .identifier feature on constraints.)
extension UIView {
func constraint(id: String) -> NSLayoutConstraint? {
let cc = self.allConstraints()
for c in cc { if c.identifier == id { return c } }
//print("someone forgot to label constraint \(id)") //heh!
return nil
}
func allConstraints() -> [NSLayoutConstraint] {
var views = [self]
var view = self
while let superview = view.superview {
views.append(superview)
view = superview
}
return views.flatMap({ $0.constraints }).filter { c in
return c.firstItem as? UIView == self ||
c.secondItem as? UIView == self
}
}
Tip...edge versus center!
Don't forget when you make the constraints on a view (as in the image above):
you can set the left one to be either:
to the left edge of the white box, or,
to the center of the white box.
Choose the correct one for your situation. It will make it much easier to do calculations, set sliders, etc.
Footnote - an "initializing" UIView, UI "I" View,
// UI "I" View ... "I" for initializing
// Simply saves you typing inits everywhere
import UIKit
class UIIView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
common()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
common()
}
func common() { }
}
Use below code for Swift 5.0
Step 1 : Take one UIView from Storyboard, drag it into your ViewController file and Create IBOutlet of UIView.
#IBOutlet weak var viewDrag: UIView!
var panGesture = UIPanGestureRecognizer()
Step 2 : In viewDidLoad() adding the below code.
override func viewDidLoad() {
super.viewDidLoad()
let panGesture = UIPanGestureRecognizer(target: self, action:(Selector(("draggedView:"))))
viewDrag.isUserInteractionEnabled = true
viewDrag.addGestureRecognizer(panGesture)
}
Step 3 : Create func and add code to move the UIView as like below.
func draggedView(sender:UIPanGestureRecognizer){
self.view.bringSubviewToFront(viewDrag)
let translation = sender.translation(in: self.view)
viewDrag.center = CGPoint(x: viewDrag.center.x + translation.x, y: viewDrag.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
}
Hope this will help someone.
This UIView extension makes a UIView object draggable and limits the movement to stay within the bounds of the screen.
extension UIView {
func makeDraggable() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
self.addGestureRecognizer(panGesture)
}
#objc func handlePan(_ gesture: UIPanGestureRecognizer) {
guard gesture.view != nil else { return }
let translation = gesture.translation(in: gesture.view?.superview)
var newX = gesture.view!.center.x + translation.x
var newY = gesture.view!.center.y + translation.y
let halfWidth = gesture.view!.bounds.width / 2.0
let halfHeight = gesture.view!.bounds.height / 2.0
// Limit the movement to stay within the bounds of the screen
newX = max(halfWidth, newX)
newX = min(UIScreen.main.bounds.width - halfWidth, newX)
newY = max(halfHeight, newY)
newY = min(UIScreen.main.bounds.height - halfHeight, newY)
gesture.view?.center = CGPoint(x: newX, y: newY)
gesture.setTranslation(CGPoint.zero, in: gesture.view?.superview)
}
}

Resources