iOS 13 seems to use a new UIPresentationController for presenting modal view controllers, but one that does not rely on taking snapshots of the presenting view controller (as most / all libraries out there do). The presenting view controller is 'live' and continues to display animations / changes while the modal view controller is showing above a transparent / tinted background.
I'm able to replicate this easily (as the aim is to make a backward compatible version for iOS 10 / 11 / 12 etc) by using a CGAffineTransform on the presenting view controller's view, however frequently while rotating the device, the presenting view begins to de-shape and grow out of bounds seemingly because the system updates its frame while there's an active transform applied to it.
According to the documentation, frame is undefined when there's a transform applied to the view. Given the system seems to be modifying the frame and not me, how do I solve this without ending up with hacky solutions where I'm updating the presenting view's bounds? I need this presentation controller to remain generic since the presenting controller could be any shape or form, and won't necessarily be a full-screen view.
Here's what I have so far - it's a simple UIPresentationController subclass, which seems to work fine, however rotating the device and then dismissing the presented view controller seems to de-shape the presenting view controller's bounds (becomes too wide or shrinks, depending on whether you presented the modal controller while in landscape / portrait)
class SheetPresentationController: UIPresentationController {
override var frameOfPresentedViewInContainerView: CGRect {
return CGRect(x: 40, y: containerView!.bounds.height / 2, width: containerView!.bounds.width-80, height: containerView!.bounds.height / 2)
}
override func containerViewWillLayoutSubviews() {
super.containerViewWillLayoutSubviews()
if let _ = presentingViewController.transitionCoordinator {
// We're transitioning - don't touch the frame yet as it'll
// clash with our transform
} else {
self.presentedView?.frame = self.frameOfPresentedViewInContainerView
}
}
override func presentationTransitionWillBegin() {
super.presentationTransitionWillBegin()
containerView?.backgroundColor = .clear
if let coordinator = presentingViewController.transitionCoordinator {
coordinator.animate(alongsideTransition: { [weak self] _ in
self?.containerView?.backgroundColor = UIColor.black.withAlphaComponent(0.3)
// Scale the presenting view
self?.presentingViewController.view.layer.cornerRadius = 16
self?.presentingViewController.view.transform = CGAffineTransform.init(scaleX: 0.9, y: 0.9)
}, completion: nil)
}
}
override func dismissalTransitionWillBegin() {
if let coordinator = presentingViewController.transitionCoordinator {
coordinator.animate(alongsideTransition: { [weak self] _ in
self?.containerView?.backgroundColor = .clear
self?.presentingViewController.view.layer.cornerRadius = 0
self?.presentingViewController.view.transform = .identity
}, completion: nil)
}
}
}
And the Presenting Animation controller:
import UIKit
final class PresentingAnimationController: NSObject, UIViewControllerAnimatedTransitioning {
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
guard let presentedViewController = transitionContext.viewController(forKey: .to) else {
return
}
let springTiming = UISpringTimingParameters(dampingRatio: 1.0, initialVelocity: CGVector(dx:1.0, dy: 1.0))
let animator: UIViewPropertyAnimator = UIViewPropertyAnimator(duration: transitionDuration(using: transitionContext), timingParameters: springTiming)
let containerView = transitionContext.containerView
containerView.addSubview(presentedViewController.view)
let finalFrameForPresentedView = transitionContext.finalFrame(for: presentedViewController)
presentedViewController.view.frame = finalFrameForPresentedView
// Move it below the screen so it slides up
presentedViewController.view.frame.origin.y = containerView.bounds.height
animator.addAnimations {
presentedViewController.view.frame = finalFrameForPresentedView
}
animator.addCompletion { (animationPosition) in
if animationPosition == .end {
transitionContext.completeTransition(true)
}
}
animator.startAnimation()
}
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.6
}
}
As well as the dismissing animation controller:
import UIKit
final class DismissingAnimationController: NSObject, UIViewControllerAnimatedTransitioning {
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
guard let presentedViewController = transitionContext.viewController(forKey: .from) else {
return
}
guard let presentingViewController = transitionContext.viewController(forKey: .to) else {
return
}
let finalFrameForPresentedView = transitionContext.finalFrame(for: presentedViewController)
let containerView = transitionContext.containerView
let offscreenFrame = CGRect(x: finalFrameForPresentedView.minX, y: containerView.bounds.height, width: finalFrameForPresentedView.width, height: finalFrameForPresentedView.height)
let springTiming = UISpringTimingParameters(dampingRatio: 1.0, initialVelocity: CGVector(dx:1.0, dy: 1.0))
let animator: UIViewPropertyAnimator = UIViewPropertyAnimator(duration: transitionDuration(using: transitionContext), timingParameters: springTiming)
animator.addAnimations {
presentedViewController.view.frame = offscreenFrame
}
animator.addCompletion { (position) in
if position == .end {
// Complete transition
transitionContext.completeTransition(true)
}
}
animator.startAnimation()
}
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.6
}
}
Okay I figured it out. It seems iOS 13 does NOT use a scale transform. The moment you do that, as explained, rotating the device will modify the frame of the presenting view and since you've got a transform applied to the view already, the view will resize in unexpected ways and the transform will no longer be valid.
The solution is to instead use a z-axis perspective, which will give you the exact same result, but doing so will survive rotations etc since all you're doing is moving the view back into 3D space (Z-axis), thus effectively zooming it out. Here's the transform that did this for me (Swift):
func calculatePerspectiveTransform() -> CATransform3D {
let eyePosition:Float = 10.0;
var contentTransform:CATransform3D = CATransform3DIdentity
contentTransform.m34 = CGFloat(-1/eyePosition)
contentTransform = CATransform3DTranslate(contentTransform, 0, 0, -2)
return contentTransform
}
Here's an article explaining how this works: https://whackylabs.com/uikit/2014/10/29/add-some-perspective-to-your-uiviews/
In your UIPresenterController, you would need to do the following too in order to handle this transform across rotations properly:
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
// Reset transform before we rotate and then apply it again during rotation
if let presentingView = presentingViewController.view {
presentingView.layer.transform = CATransform3DIdentity
}
coordinator.animate(alongsideTransition: { [weak self] (context) in
if let presentingView = self?.presentingViewController.view {
presentingView.layer.transform = self?.calculatePerspectiveTransform() ?? CATransform3DIdentity
}
})
}
Custom presentations are a tricky part of UIKit. Here's what comes to mind, no guarantees ;-)
I would suggest you either try to "commit" the animation on the presenting view - so in the presentationTransitionDidEnd(Bool) callback remove the transform and set appropriate constraints on the presenting view that match what the transform did. Or you could also just animate the constraint changes to mimic a transform.
Presumably you will get a viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) call back to manage the ongoing presentation if a rotation occurs.
Related
I'm using a custom UIPresentationController to present a view modally. After presenting the view, the first textfield in the presented view becomes the first responder and the keyboard shows up. To ensure that the view is still visible, I move it up. However, when I do this the frameOfPresentedViewInContainerView is not matching the actual frame of the view anymore. Because of this, when I tap on the view it's being dismissed, because there's a tapGestureRecogziner on the backgroundView which is on top of the presentingView. How to notify the presentingController that the frame/position of the presentedView has changed?
In the UIPresentationController:
override var frameOfPresentedViewInContainerView: CGRect {
var frame = CGRect.zero
let safeAreaBottom = self.presentingViewController.view.safeAreaInsets.bottom
guard let height = presentedView?.frame.height else { return frame }
if let containerBounds = containerView?.bounds {
frame = CGRect(x: 0,
y: containerBounds.height - height - safeAreaBottom,
width: containerBounds.width,
height: height + safeAreaBottom)
}
return frame
}
override func presentationTransitionWillBegin() {
if let containerView = self.containerView, let coordinator = presentingViewController.transitionCoordinator {
containerView.addSubview(self.dimmedBackgroundView)
self.dimmedBackgroundView.backgroundColor = .black
self.dimmedBackgroundView.frame = containerView.bounds
self.dimmedBackgroundView.alpha = 0
coordinator.animate(alongsideTransition: { _ in
self.dimmedBackgroundView.alpha = 0.5
}, completion: nil)
}
}
Presenting the view modally:
let overlayVC = CreateEventViewController()
overlayVC.transitioningDelegate = self.transitioningDelegate
overlayVC.modalPresentationStyle = .custom
self.present(overlayVC, animated: true, completion: nil)
Animation when keyboard appears (in the presented view):
#objc func animateWithKeyboard(notification: NSNotification) {
let userInfo = notification.userInfo!
guard let keyboardHeight = (userInfo[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue.height,
let duration = userInfo[UIResponder.keyboardAnimationDurationUserInfoKey] as? Double,
let curve = userInfo[UIResponder.keyboardAnimationCurveUserInfoKey] as? UInt else {
return
}
// bottomContraint is the constraint that pins content to the bottom of the superview.
let moveUp = (notification.name == UIResponder.keyboardWillShowNotification)
bottomConstraint.constant = moveUp ? (keyboardHeight) : originalBottomValue
let options = UIView.AnimationOptions(rawValue: curve << 16)
UIView.animate(withDuration: duration, delay: 0,
options: options,
animations: {
self.view.layoutIfNeeded()
}, completion: nil)
}
From the Apple documentation:
UIKit calls this method multiple times during the course of a
presentation, so your implementation should return the same frame
rectangle each time. Do not use this method to make changes to your
view hierarchy or perform other one-time tasks.
AFAIK, if you specify frame through this variable, it's advised not to change it throughout the course of presentation. If you plan to play around with the frames, don't specify this variable and handle all the changes manually in your animator
I'm trying to implement a custom pan gesture to interactively transition to a new view controller. The way it works is that I have a button (labeled "Template Editor", see below) on which you can start a pan to move the current view controller to the right, revealing the new view controller next to it (I've recorded my problem, see below).
Everything is working but there is a bug that I don't understand at all:
Sometimes, when I just swipe over the button (triggering a pan gesture) then lift my finger again (touch down -> fast, short swipe to the right -> touch up) the interactive transition glitches out. It starts to very slowly complete the transition and afterwards, I cannot dismiss the presented view controller, nor can I present anything on that presented view controller.
I have no idea why. Here's my code:
First, the UIViewControllerAnimatedTransitioning class. It's implemented using UIViewPropertyAnimator and just adds the animation using transform:
class MovingTransitionAnimator: NSObject, UIViewControllerAnimatedTransitioning {
enum Direction {
case left, right
}
// MARK: - Properties
// ========== PROPERTIES ==========
private var animator: UIViewImplicitlyAnimating?
var duration = 0.6
var presenting = true
var shouldAnimateInteractively: Bool = false
public var direction: Direction = .left
private var movingMultiplicator: CGFloat {
return direction == .left ? -1 : 1
}
// ====================
// MARK: - Initializers
// ========== INITIALIZERS ==========
// ====================
// MARK: - Overrides
// ========== OVERRIDES ==========
// ====================
// MARK: - Functions
// ========== FUNCTIONS ==========
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let animator = interruptibleAnimator(using: transitionContext)
animator.startAnimation()
}
func interruptibleAnimator(using transitionContext: UIViewControllerContextTransitioning) -> UIViewImplicitlyAnimating {
// If the animator already exists, return it (important, see documentation!)
if let animator = self.animator {
return animator
}
// Otherwise, create the animator
let containerView = transitionContext.containerView
let fromView = transitionContext.view(forKey: .from)!
let toView = transitionContext.view(forKey: .to)!
if presenting {
toView.frame = containerView.frame
toView.transform = CGAffineTransform(translationX: movingMultiplicator * toView.frame.width, y: 0)
} else {
toView.frame = containerView.frame
toView.transform = CGAffineTransform(translationX: -movingMultiplicator * toView.frame.width, y: 0)
}
containerView.addSubview(toView)
let animator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.9, animations: nil)
animator.addAnimations {
if self.presenting {
toView.transform = .identity
fromView.transform = CGAffineTransform(translationX: -self.movingMultiplicator * toView.frame.width, y: 0)
} else {
toView.transform = .identity
fromView.transform = CGAffineTransform(translationX: self.movingMultiplicator * toView.frame.width, y: 0)
}
}
animator.addCompletion { (position) in
// Important to set frame above (device rotation will otherwise mess things up)
toView.transform = .identity
fromView.transform = .identity
if !transitionContext.transitionWasCancelled {
self.shouldAnimateInteractively = false
}
self.animator = nil
transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
}
self.animator = animator
return animator
}
// ====================
}
Here's the part that adds the interactivity. It's a method that's being called by a UIPanGestureRecognizer I added to the button.
public lazy var transitionAnimator: MovingTransitionAnimator = MovingTransitionAnimator()
public lazy var interactionController = UIPercentDrivenInteractiveTransition()
...
#objc private func handlePan(pan: UIPanGestureRecognizer) {
let translation = pan.translation(in: utilityView)
var progress = (translation.x / utilityView.frame.width)
progress = CGFloat(fminf(fmaxf(Float(progress), 0.0), 1.0))
switch pan.state {
case .began:
// This is a flag that helps me distinguish between when a user taps on the button and when he starts a pan
transitionAnimator.shouldAnimateInteractively = true
// Just a dummy view controller that's dismissing as soon as its been presented (the problem occurs with every view controller I use here)
let vc = UIViewController()
vc.view.backgroundColor = .red
vc.transitioningDelegate = self
present(vc, animated: true, completion: {
self.transitionAnimator.shouldAnimateInteractively = false
vc.dismiss(animated: true, completion: nil)
})
case .changed:
interactionController.update(progress)
case .cancelled:
interactionController.cancel()
case .ended:
if progress > 0.55 || pan.velocity(in: utilityView).x > 600
interactionController.completionSpeed = 0.8
interactionController.finish()
} else {
interactionController.completionSpeed = 0.8
interactionController.cancel()
}
default:
break
}
}
I also implemented all the necessary delegate methods:
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transitionAnimator.presenting = true
return transitionAnimator
}
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transitionAnimator.presenting = false
return transitionAnimator
}
func interactionControllerForPresentation(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
guard let animator = animator as? MovingTransitionAnimator, animator.shouldAnimateInteractively else { return nil }
return interactionController
}
func interactionControllerForDismissal(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
guard let animator = animator as? MovingTransitionAnimator, animator.shouldAnimateInteractively else { return nil }
return interactionController
}
That's it. There's no more logic behind it (I think; if you need more information, please tell me), but it still has this bug. Here's a recording of the bug. You can't really see my touch but all I'm doing is touching down -> fast, shortly swiping to the right -> touching up. And after this really slow transition has finished, I can't dismiss the red view controller. It's stuck there:
Here's what's even stranger:
Neither interactionController.finish() nor interactionController.cancel() is being called when this occurs (at least not from within my handlePan(_:)method).
I checked the view hierarchy in Xcode after this bug occurred and I got this:
First, it's seemingly stuck in the transition (everything is still inside UITransitionView).
Second, on the left hand side you see the views of the first view controller(the one I start the transition from). However, on the image there only is the red view controller visible, the one that was about to be presented.
Do you have any idea what's going on? I've been trying to figure this out for the past 3 hours but I can't get get it to work properly. I'd appreciate any help
Thank you!
EDIT
Okay, I found a way to reproduce it 100% of the time. I also created an isolated project demonstrating the problem (it's a little differently structured because I tried many things but the result is still exactly the same)
Here's the project: https://github.com/d3mueller/InteractiveTransitionDemo2
How to reproduce the problem:
Swipe from right to left and then quickly from left to right. This will trigger the bug.
Also, a similar bug will appear, when you swipe from right to left very fast multiple times. Then it will actually run the transition and finish it correctly (but it shouldn't even start because moving from right to left keeps the progress at 0.0)
You might try setting:
/// Set this to NO in order to start an interruptible transition non
/// interactively. By default this is YES, which is consistent with the behavior
/// before 10.0.
#property (nonatomic) BOOL wantsInteractiveStart NS_AVAILABLE_IOS(10_0);
to NO on your interactionController
Good luck and curious to hear if you figure it out.
I have a tableview with a list of elements. I've tried to implement a zoom transition to the detailview, when tapping a cell in the tableview.
The transition works as intended - but when I press "back", i'm taken to a black view.
I'm new to working with custom transitions, so maybe there's something that I'm missing - I'm just not sure what. I followed this article: https://blog.rocketinsights.com/how-to-create-a-navigation-transition-like-the-apple-news-app/ to make the zoomtransition, and converted the code to Swift 4.
Here's my zoomtransition class:
class ZoomTransitionAnimator: NSObject, UIViewControllerAnimatedTransitioning {
private let duration: TimeInterval = 0.5
var operation: UINavigationControllerOperation = .push
var thumbnailFrame = CGRect.zero
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let presenting = operation == .push
// Determine which is the master view and which is the detail view that we're navigating to and from. The container view will house the views for transition animation.
let containerView = transitionContext.containerView
guard let toView = transitionContext.view(forKey: UITransitionContextViewKey.to) else { return }
guard let fromView = transitionContext.view(forKey: UITransitionContextViewKey.from) else { return }
let storyFeedView = presenting ? fromView : toView
let storyDetailView = presenting ? toView : fromView
// Determine the starting frame of the detail view for the animation. When we're presenting, the detail view will grow out of the thumbnail frame. When we're dismissing, the detail view will shrink back into that same thumbnail frame.
var initialFrame = presenting ? thumbnailFrame : storyDetailView.frame
let finalFrame = presenting ? storyDetailView.frame : thumbnailFrame
// Resize the detail view to fit within the thumbnail's frame at the beginning of the push animation and at the end of the pop animation while maintaining it's inherent aspect ratio.
let initialFrameAspectRatio = initialFrame.width / initialFrame.height
let storyDetailAspectRatio = storyDetailView.frame.width / storyDetailView.frame.height
if initialFrameAspectRatio > storyDetailAspectRatio {
initialFrame.size = CGSize(width: initialFrame.height * storyDetailAspectRatio, height: initialFrame.height)
}
else {
initialFrame.size = CGSize(width: initialFrame.width, height: initialFrame.width / storyDetailAspectRatio)
}
let finalFrameAspectRatio = finalFrame.width / finalFrame.height
var resizedFinalFrame = finalFrame
if finalFrameAspectRatio > storyDetailAspectRatio {
resizedFinalFrame.size = CGSize(width: finalFrame.height * storyDetailAspectRatio, height: finalFrame.height)
}
else {
resizedFinalFrame.size = CGSize(width: finalFrame.width, height: finalFrame.width / storyDetailAspectRatio)
}
// Determine how much the detail view needs to grow or shrink.
let scaleFactor = resizedFinalFrame.width / initialFrame.width
let growScaleFactor = presenting ? scaleFactor: 1/scaleFactor
let shrinkScaleFactor = 1/growScaleFactor
if presenting {
// Shrink the detail view for the initial frame. The detail view will be scaled to CGAffineTransformIdentity below.
storyDetailView.transform = CGAffineTransform(scaleX: shrinkScaleFactor, y: shrinkScaleFactor)
storyDetailView.center = CGPoint(x: thumbnailFrame.midX, y: thumbnailFrame.midY)
storyDetailView.clipsToBounds = true
}
// Set the initial state of the alpha for the master and detail views so that we can fade them in and out during the animation.
storyDetailView.alpha = presenting ? 0 : 1
storyFeedView.alpha = presenting ? 1 : 0
// Add the view that we're transitioning to to the container view that houses the animation.
containerView.addSubview(toView)
containerView.bringSubview(toFront: storyDetailView)
// Animate the transition.
UIView.animate(withDuration: duration, delay: 0.0, usingSpringWithDamping: 1, initialSpringVelocity: 1.0, options: [.curveEaseInOut], animations: {
// Fade the master and detail views in and out.
storyDetailView.alpha = presenting ? 1 : 0
storyFeedView.alpha = presenting ? 0 : 1
if presenting {
// Scale the master view in parallel with the detail view (which will grow to its inherent size). The translation gives the appearance that the anchor point for the zoom is the center of the thumbnail frame.
let scale = CGAffineTransform(scaleX: growScaleFactor, y: growScaleFactor)
let translate = storyFeedView.transform.translatedBy(x: storyFeedView.frame.midX - self.thumbnailFrame.midX, y: storyFeedView.frame.midY - self.thumbnailFrame.midY)
storyFeedView.transform = translate.concatenating(scale)
storyDetailView.transform = .identity
}
else {
// Return the master view to its inherent size and position and shrink the detail view.
storyFeedView.transform = .identity
storyDetailView.transform = CGAffineTransform(scaleX: shrinkScaleFactor, y: shrinkScaleFactor)
}
// Move the detail view to the final frame position.
storyDetailView.center = CGPoint(x: finalFrame.midX, y: finalFrame.midY)
}) { finished in
transitionContext.completeTransition(finished)
}
}
}
In my main viewcontroller I've implemented the UINavigationControllerDelegate, with the following code:
extension SearchVC: UINavigationControllerDelegate {
func navigationController(_ navigationController: UINavigationController, animationControllerFor operation: UINavigationControllerOperation, from fromVC: UIViewController, to toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {
if operation == .push {
//Pass the thumbnail frame to the transition animator.
guard let transitionThumbnail = transitionThumbnail, let transitionThumbnailSuperview = transitionThumbnail.superview else { return nil }
thumbnailZoomTransitionAnimator = ZoomTransitionAnimator()
thumbnailZoomTransitionAnimator?.thumbnailFrame = transitionThumbnailSuperview.convert(transitionThumbnail.frame, to: nil)
}
thumbnailZoomTransitionAnimator?.operation = operation
return thumbnailZoomTransitionAnimator
}
}
And finally when tapping a cell in the tableview, this is my code:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
tableView.deselectRow(at: indexPath as IndexPath, animated: true)
let cell = tableView.cellForRow(at: indexPath as IndexPath) as? MovieTableViewCell
transitionThumbnail = cell?.movieImageView
self.performSegue(withIdentifier: "searchToDetails", sender: indexPath.row)
}
My segue sends the data to the detailview in a "prepare for segue"-method.
Can anyone explain/help me what is going wrong? :-) It's as mentioned only when going back, that the view turns black.
I think you need to set the presenting once the animation is complete to be able to handle the toggle.
{ finished in
transitionContext.completeTransition(finished)
presenting = !presenting
}
How would one replicate the bounce effect of the iOS Notification Center window that drops to the bottom of the screen and bounces without ever traveling below the height of the window? This appears to use damping and spring velocity but how do you prevent the object, such as in this case, from overshooting its mark and slinging back?
Take a look into UIKitDynamics. This will allow you to apply physics and collisions to your views.
You could have a view that drops from the top of the screen and collides with a view at the bottom of the screen. You'll need to use UIGravityBehavior and UICollisionBehavior, and should be able to adjust the constants to get the desired effect.
Updated answer: You could build your own custom transition.
Say you have two view controllers, StartController and EndController. You want to have this custom transition to happen from StartController to EndController.
1) Create your custom transition object like so:
class CustomSlideTransition: NSObject, UIViewControllerAnimatedTransitioning {
var duration: Double = 1.0
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return duration
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
// Access EndController
let toViewController = transitionContext.viewController(forKey: .to) as! EndController
// Access the container view :
let containerView = transitionContext.containerView
// Move EndController's view frame:
toViewController.view.frame.origin.y -= UIScreen.main.bounds.size.height
containerView.addSubview(toViewController.view)
// Adjust the properties of the spring to what fits your needs the most:
UIView.animate(withDuration: duration, delay: 0.0, usingSpringWithDamping: 0.2, initialSpringVelocity: 7.0, options: [.curveEaseInOut], animations: {
// Get your EndController's view frame moves back to its final position
toViewController.view.frame.origin.y += UIScreen.main.bounds.size.height
}, completion: { (finished) in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
})
}
}
2) In the prepareForSegue method of your StartController, set the delegate to self :
class StartController: UIViewController {
// ...
// MARK: PrepareForSegue
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let destinationController = segue.destination as? EndController {
destinationController.transitioningDelegate = self
}
}
// ...
}
3) Make StartController conform to the UIViewControllerTransitioningDelegate :
extension StartController: UIViewControllerTransitioningDelegate {
// MARK: UIViewControllerTransitioningDelegate
func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return CustomSlideTransition()
}
}
4) Design your EndController however you want!
Note: You may want to add a custom transition for dismissing EndController as well.
Update: Now if you really don't want your view controller to bounce even a little beyond the window, using a spring here may not be the best way to go.
Since on iPhone the bounces effect "power" is calculated using the swipe (from the top) offset, you might want to custom even more your animation block using key frame animations, or UIKIT Dynamics if you're comfortable with.
UIView.animate(withDuration: duration, animations: {
toViewController.view.frame.origin.y += UIScreen.main.bounds.size.height
}, completion: { (finished) in
// Create a custom bounce effect that doesn't go beyond the window (ie. only negative values)
let animation = CAKeyframeAnimation(keyPath: "transform.translation.y")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.75
animation.autoreverses = false
// Depending on how you would like to present EndController, you may want to change the hardcoded values below.
// For example you could make it so that if the user swipes really fast, it would bounce even more..
animation.values = [0, -60, 0, -25, 0]
// Add the key frame animation to the view's layer :
toViewController.view.layer.add(animation, forKey: "bounce")
transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
})
I'm using custom transitions to display a fullscreen modal game view. When the user starts a game, the root view controller scales down "into" the screen, while the fullscreen game view controller zooms from a larger scale down onto the display while transitioning from 0% opacity to 100% opacity. Simple!
The transition looks great and works fine, also correctly reversing the animation when dismissing the game view controller.
The issue I'm having is that if the device is rotated while the fullscreen game view controller is displayed, on returning to the root view controller, the layout is all screwy. And further rotation doesn't fix the problem, the layout is screwy and stays screwy.
If I disable the use of a custom transition, this problem is gone. Also, if I keep the custom transition, but disable calls setting a CATransform3D on my source and destination views in the transition animation, the problem goes away again.
Here's my transitioning delegate:
class FullscreenModalTransitionManager: NSObject, UIViewControllerAnimatedTransitioning, UIViewControllerTransitioningDelegate {
private var presenting:Bool = true
// MARK: UIViewControllerAnimatedTransitioning protocol methods
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
// get reference to our fromView, toView and the container view that we should perform the transition in
let container = transitionContext.containerView()
let fromView = transitionContext.viewForKey(UITransitionContextFromViewKey)!
let toView = transitionContext.viewForKey(UITransitionContextToViewKey)!
let scale:CGFloat = 1.075
//let bigScale = CGAffineTransformMakeScale(scale, scale)
//let smallScale = CGAffineTransformMakeScale(1/scale,1/scale)
let bigScale = CATransform3DMakeScale(scale, scale, 1)
let smallScale = CATransform3DMakeScale(1/scale, 1/scale, 1)
let smallOpacity:CGFloat = 0.5
let presenting = self.presenting
if presenting {
// when presenting, incoming view must be on top
container.addSubview(fromView)
container.addSubview(toView)
toView.layer.transform = bigScale
toView.opaque = false
toView.alpha = 0
fromView.layer.transform = CATransform3DIdentity
fromView.opaque = false
fromView.alpha = 1
} else {
// when !presenting, outgoing view must be on top
container.addSubview(toView)
container.addSubview(fromView)
toView.layer.transform = smallScale
toView.opaque = false
toView.alpha = smallOpacity
fromView.layer.transform = CATransform3DIdentity
fromView.opaque = false
fromView.alpha = 1
}
let duration = self.transitionDuration(transitionContext)
UIView.animateWithDuration(duration,
delay: 0.0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0,
options: nil,
animations: {
if presenting {
fromView.layer.transform = smallScale
fromView.alpha = smallOpacity
} else {
fromView.layer.transform = bigScale
fromView.alpha = 0
}
},
completion: nil )
UIView.animateWithDuration(duration,
delay: duration/6,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.5,
options: nil,
animations: {
toView.layer.transform = CATransform3DIdentity
toView.alpha = 1
},
completion: { finished in
transitionContext.completeTransition(true)
})
}
func transitionDuration(transitionContext: UIViewControllerContextTransitioning) -> NSTimeInterval {
return 0.5
}
// MARK: UIViewControllerTransitioningDelegate protocol methods
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
self.presenting = true
return self
}
func animationControllerForDismissedController(dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
self.presenting = false
return self
}
}
And, for visual reference, here's what my root view controller normally looks like:
And, for visual reference, here's what my root view controller looks like if I rotate my device (at least once) while in the game view, and return to the root view controller.
And a final note - just in case it rings any bells - I'm using autolayout and size classes to lay out my root view controller.
Thanks,
I had a similar problem, I had written a custom transition for push and pop on a navigation controller. If you rotated the device after you did a push, when you popped back to the root view controller it's frame would be unchanged.
Problem
Solution
Objective C
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext {
// ViewController Reference
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
// Fix layout bug in iOS 9+
toViewController.view.frame = [transitionContext finalFrameForViewController:toViewController];
// The rest of your code ...
}
Swift 3.0
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
// ViewController reference
let toViewController = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)!
// Fix layout bug in iOS 9+
toViewController.view.frame = transitionContext.finalFrame(for: toViewController)
// The rest of your code ...
}
I accidentally figured this out, while doing some manual layout code on views with non-identity transforms. Turns out if your view has a non-identity transform, normal layout code fails.
The fix, in my transitioning delegate was to take the transited-out view, and in the animation complete callback set its transform to identity (since that view's invisible at the end of the animation, and behind the new view, this has no effect on the appearance)
UIView.animateWithDuration(duration,
delay: 0.0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0,
options: nil,
animations: {
if presenting {
fromView.transform = smallScale
fromView.alpha = smallOpacity
} else {
fromView.transform = bigScale
fromView.alpha = 0
}
},
completion: { completed in
// set transform of now hidden view to identity to prevent breakage during rotation
fromView.transform = CGAffineTransformIdentity
})
Finally I found solution for this issue. You need to improve #agilityvision code. You need to add BOOL value, something like closeVCNow that indicates you want to close VC, and in animateTransition:, in animation block do that:
if (self.closeVCNow) {
toVC.view.transform = CGAffineTransformIdentity;
toVC.view.frame = [transitionContext finalFrameForViewController:toVC];
self.closeVCNow = NO;
}