How can I check if a child view controller exists - ios

I am implementing a slide in style menu.
The menu is added as a child view controller on show, then animated into view. I then remove it from the view once it has been closed.
I would like to introduce a UIPanGestureRecognizer so the user can swipe it into view, however the logic for adding the view is only triggered when pressing open.
I'd like to avoid adding it many times and on every gesture, so I was thinking of checking if it was present, if not add it, then animate.
lazy var menuController = MenuController()
private var menuWidth: CGFloat = 300
private let keyWindow = UIApplication.shared.keyWindow
override func viewDidLoad() {
super.viewDidLoad()
setupNavigationItems()
setupTableView()
menuController.view.frame = CGRect(x: -menuWidth, y: 0, width: menuWidth, height: view.frame.height)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
view.addGestureRecognizer(panGesture)
}
#objc func handlePan(gesture: UIPanGestureRecognizer) {
let translation = gesture.translation(in: view)
let transform = CGAffineTransform(translationX: translation.x, y: 0)
menuController.view.transform = transform
navigationController?.view.transform = transform
}
#objc func handleOpen() {
keyWindow?.addSubview(menuController.view)
animateMenuController(transform: CGAffineTransform(translationX: self.menuWidth, y: 0)) { }
addChild(menuController)
}
#objc func handleHide() {
animateMenuController(transform: .identity) { [weak self] in
self?.menuController.view.removeFromSuperview()
self?.menuController.removeFromParent()
}
}
I was hoping to do something like this
#objc func handlePan(gesture: UIPanGestureRecognizer) {
if view.subviews.contains(MenuController) {
print("yes")
}
let translation = gesture.translation(in: view)
let transform = CGAffineTransform(translationX: translation.x, y: 0)
menuController.view.transform = transform
navigationController?.view.transform = transform
}
But this is not correct.

You can try to use childrens property of the vc
if !children.isEmpty { // this assumes 1 vc tell if you have more
print("YES")
}
or
if let _ = children.first(where:{ $0 is menuController}) { // this assumes 1 vc tell if you have more
print("YES")
}
you may need also to add it to
view.addSubview(menuController.view)
not to keyWindow

You could check the classForCoder against your class name
if children.first(where: { String(describing: $0.classForCoder) == "MenuController" }) != nil {
print("we have one")
}
This does introduce a "magic string" however as simply changing your class name would break this logic.

Related

Drag to dismiss a UIPresentationController

I have made a UIPresentationController that fits any view controller and shows up on half of the screen using this tutorial. Now I would love to add drag to dismiss to this. I'm trying to have the drag feel natural and responsive like the drag experience for "Top Stories" on the Apple iOS 13 stocks app. I thought the iOS 13 modal drag to dismiss would get carried over but it doesn't to this controller but it doesn't.
Every bit of code and tutorial I found had a bad dragging experience. Does anyone know how to do this? I've been trying / searching for the past week. Thank you in advance
Here's my code for the presentation controller
class SlideUpPresentationController: UIPresentationController {
// MARK: - Variables
private var dimmingView: UIView!
//MARK: - View functions
override init(presentedViewController: UIViewController, presenting presentingViewController: UIViewController?) {
super.init(presentedViewController: presentedViewController, presenting: presentingViewController)
setupDimmingView()
}
override func containerViewWillLayoutSubviews() {
presentedView?.frame = frameOfPresentedViewInContainerView
}
override var frameOfPresentedViewInContainerView: CGRect {
guard let container = containerView else { return super.frameOfPresentedViewInContainerView }
let width = container.bounds.size.width
let height : CGFloat = 300.0
return CGRect(x: 0, y: container.bounds.size.height - height, width: width, height: height)
}
override func presentationTransitionWillBegin() {
guard let dimmingView = dimmingView else { return }
containerView?.insertSubview(dimmingView, at: 0)
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "V:|[dimmingView]|",
options: [],
metrics: nil,
views: ["dimmingView": dimmingView]))
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "H:|[dimmingView]|",
options: [],
metrics: nil,
views: ["dimmingView": dimmingView]))
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 1.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 1.0
})
}
override func dismissalTransitionWillBegin() {
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 0.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 0.0
})
}
func setupDimmingView() {
dimmingView = UIView()
dimmingView.translatesAutoresizingMaskIntoConstraints = false
dimmingView.backgroundColor = UIColor(white: 0.0, alpha: 0.5)
dimmingView.alpha = 0.0
let recognizer = UITapGestureRecognizer(target: self,
action: #selector(handleTap(recognizer:)))
dimmingView.addGestureRecognizer(recognizer)
}
#objc func handleTap(recognizer: UITapGestureRecognizer) {
presentingViewController.dismiss(animated: true)
}
}
As your description about the dragging experience you wanted is not that clear, hope I didn't get you wrong.
I'm trying to have the drag feel natural and responsive like the drag experience for "Top Stories" on the Apple iOS 13 stocks app.
What I get is, you want to be able to drag the presented view, dismiss it if it reach certain point, else go back to its original position (and of coz you can bring the view to any position you wanted).
To achieve this, we can add a UIPanGesture to the presentedViewController, then
move the presentedView according to the gesture
dismiss / move back the presentedView
class SlideUpPresentationController: UIPresentationController {
// MARK: - Variables
private var dimmingView: UIView!
private var originalX: CGFloat = 0
//MARK: - View functions
override init(presentedViewController: UIViewController, presenting presentingViewController: UIViewController?) {
super.init(presentedViewController: presentedViewController, presenting: presentingViewController)
setupDimmingView()
}
override func containerViewWillLayoutSubviews() {
presentedView?.frame = frameOfPresentedViewInContainerView
}
override var frameOfPresentedViewInContainerView: CGRect {
guard let container = containerView else { return super.frameOfPresentedViewInContainerView }
let width = container.bounds.size.width
let height : CGFloat = 300.0
return CGRect(x: 0, y: container.bounds.size.height - height, width: width, height: height)
}
override func presentationTransitionWillBegin() {
guard let dimmingView = dimmingView else { return }
containerView?.insertSubview(dimmingView, at: 0)
// add PanGestureRecognizer for dragging the presented view controller
let viewPan = UIPanGestureRecognizer(target: self, action: #selector(viewPanned(_:)))
containerView?.addGestureRecognizer(viewPan)
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "V:|[dimmingView]|", options: [], metrics: nil, views: ["dimmingView": dimmingView]))
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "H:|[dimmingView]|", options: [], metrics: nil, views: ["dimmingView": dimmingView]))
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 1.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 1.0
})
}
#objc private func viewPanned(_ sender: UIPanGestureRecognizer) {
// how far the pan gesture translated
let translate = sender.translation(in: self.presentedView)
switch sender.state {
case .began:
originalX = presentedViewController.view.frame.origin.x
case .changed:
// move the presentedView according to pan gesture
// prevent it from moving too far to the right
if originalX + translate.x < 0 {
presentedViewController.view.frame.origin.x = originalX + translate.x
}
case .ended:
let presentedViewWidth = presentedViewController.view.frame.width
let newX = presentedViewController.view.frame.origin.x
// if the presentedView move more than 0.75 of the presentedView's width, dimiss it, else bring it back to original position
if presentedViewWidth * 0.75 + newX > 0 {
setBackToOriginalPosition()
} else {
moveAndDismissPresentedView()
}
default:
break
}
}
private func setBackToOriginalPosition() {
// ensure no pending layout change in presentedView
presentedViewController.view.layoutIfNeeded()
UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseIn, animations: {
self.presentedViewController.view.frame.origin.x = self.originalX
self.presentedViewController.view.layoutIfNeeded()
}, completion: nil)
}
private func moveAndDismissPresentedView() {
// ensure no pending layout change in presentedView
presentedViewController.view.layoutIfNeeded()
UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseIn, animations: {
self.presentedViewController.view.frame.origin.x = -self.presentedViewController.view.frame.width
self.presentedViewController.view.layoutIfNeeded()
}, completion: { _ in
// dimiss when the view is completely move outside the screen
self.presentingViewController.dismiss(animated: true, completion: nil)
})
}
override func dismissalTransitionWillBegin() {
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 0.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 0.0
})
}
func setupDimmingView() {
dimmingView = UIView()
dimmingView.translatesAutoresizingMaskIntoConstraints = false
dimmingView.backgroundColor = UIColor(white: 0.0, alpha: 0.5)
dimmingView.alpha = 0.0
let recognizer = UITapGestureRecognizer(target: self,
action: #selector(handleTap(recognizer:)))
dimmingView.addGestureRecognizer(recognizer)
}
#objc func handleTap(recognizer: UITapGestureRecognizer) {
presentingViewController.dismiss(animated: true)
}
}
The above code is just an example based on the code you provide, but I hope that explain what's happening under the hood of what you called a drag experience. Hope this helps ;)
Here is the example result:
via GIPHY

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)}
}

How can I achieve a smooth animation when dragging a UIView

This is the code I have written so far to change the position of the view when dragged.
The view changes its center point when the UIPanGestureRecognizer is either changed or began and that happen when I let go the gesture. I do not want that. I want it to go along with my drag like what the Notification Center and Control Center does.
Thanks in advance for the help.
class ViewController: UIViewController {
let maxY = UIScreen.main.bounds.height
lazy var slideUpView: UIView = {
let view = UIView(frame: CGRect(x: 0, y: maxY - 295, width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 3 ))
view.backgroundColor = .green
return view
}()
lazy var redImageView: UIView = {
let view = UIView(frame: CGRect(x: 0, y: maxY - 295, width: UIScreen.main.bounds.width, height: slideUpView.frame.height / 2 ))
view.backgroundColor = .red
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
print("MaxX: \(UIScreen.main.bounds.maxX)")
print("Max Hight: \(UIScreen.main.bounds.height)")
print("MaxY: \(UIScreen.main.bounds.maxY)")
print("Max width: \(UIScreen.main.bounds.width)")
// MARK: add the views as subview
let viewsArray = [slideUpView, redImageView]
viewsArray.forEach{view.addSubview($0)}
// Add a UIPanGestureRecognizer to it
viewsArray.forEach {createPanGestureRecognizer(targetView: $0)}
}
// The Pan Gesture
func createPanGestureRecognizer(targetView: UIView) {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture(recognizer:)))
panGesture.maximumNumberOfTouches = 1
targetView.addGestureRecognizer(panGesture)
}
#objc func handlePanGesture(recognizer: UIPanGestureRecognizer) {
if recognizer.state == UIGestureRecognizerState.began || recognizer.state == UIGestureRecognizerState.changed {
let translation = recognizer.translation(in: self.view)
print(recognizer.view!.center.y)
let newPos = CGPoint(x:recognizer.view!.center.x + translation.x, y: recognizer.view!.center.y + translation.y)
if insideDraggableArea(newPos) {
guard let targetedView = recognizer.view else {
print("Error: No View to handle")
return
}
targetedView.center.y = newPos.y
recognizer.setTranslation(.zero, in: targetedView)
}
}
}
private func insideDraggableArea(_ point : CGPoint) -> Bool {
return // point.x > 50 && point.x < 200 &&
point.y > (maxY * 0.27) && point.y <= maxY
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: view)
print(position)
}
}
}
I also had this issue, at least in a playgrounds prototype...
I put all of the translation (that you have in the changed state) inside of a UIViewProperty animator that I had defined within the handlePanGesture function and then called .startAnimation() within the began/changed state.
It takes a bit of tweaking on the animation but its a lot smoother for me..
This code works fine. The issues was in the simulator I used yesterday. Everything works as I wanted it to be when tested in an iPhone.

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)
}
}

In iOS, how to drag down to dismiss a modal?

A common way to dismiss a modal is to swipe down - How do we allows the user to drag the modal down, if it's far enough, the modal's dismissed, otherwise it animates back to the original position?
For example, we can find this used on the Twitter app's photo views, or Snapchat's "discover" mode.
Similar threads point out that we can use a UISwipeGestureRecognizer and [self dismissViewControllerAnimated...] to dismiss a modal VC when a user swipes down. But this only handles a single swipe, not letting the user drag the modal around.
I just created a tutorial for interactively dragging down a modal to dismiss it.
http://www.thorntech.com/2016/02/ios-tutorial-close-modal-dragging/
I found this topic to be confusing at first, so the tutorial builds this out step-by-step.
If you just want to run the code yourself, this is the repo:
https://github.com/ThornTechPublic/InteractiveModal
This is the approach I used:
View Controller
You override the dismiss animation with a custom one. If the user is dragging the modal, the interactor kicks in.
import UIKit
class ViewController: UIViewController {
let interactor = Interactor()
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if let destinationViewController = segue.destinationViewController as? ModalViewController {
destinationViewController.transitioningDelegate = self
destinationViewController.interactor = interactor
}
}
}
extension ViewController: UIViewControllerTransitioningDelegate {
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
DismissAnimator()
}
func interactionControllerForDismissal(animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
interactor.hasStarted ? interactor : .none
}
}
Dismiss Animator
You create a custom animator. This is a custom animation that you package inside a UIViewControllerAnimatedTransitioning protocol.
import UIKit
class DismissAnimator : NSObject {
let transitionDuration = 0.6
}
extension DismissAnimator : UIViewControllerAnimatedTransitioning {
func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
transitionDuration
}
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
guard
let fromVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey),
let toVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey),
let containerView = transitionContext.containerView()
else {
return
}
if transitionContext.transitionWasCancelled {
containerView.insertSubview(toVC.view, belowSubview: fromVC.view)
}
let screenBounds = UIScreen.mainScreen().bounds
let bottomLeftCorner = CGPoint(x: 0, y: screenBounds.height)
let finalFrame = CGRect(origin: bottomLeftCorner, size: screenBounds.size)
UIView.animateWithDuration(
transitionDuration(transitionContext),
animations: {
fromVC.view.frame = finalFrame
},
completion: { _ in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
}
)
}
}
Interactor
You subclass UIPercentDrivenInteractiveTransition so that it can act as your state machine. Since the interactor object is accessed by both VCs, use it to keep track of the panning progress.
import UIKit
class Interactor: UIPercentDrivenInteractiveTransition {
var hasStarted = false
var shouldFinish = false
}
Modal View Controller
This maps the pan gesture state to interactor method calls. The translationInView() y value determines whether the user crossed a threshold. When the pan gesture is .Ended, the interactor either finishes or cancels.
import UIKit
class ModalViewController: UIViewController {
var interactor:Interactor? = nil
#IBAction func close(sender: UIButton) {
dismiss(animated: true)
}
#IBAction func handleGesture(sender: UIPanGestureRecognizer) {
let percentThreshold:CGFloat = 0.3
let translation = sender.translation(in: view)
let verticalMovement = translation.y / view.bounds.height
let downwardMovement = fmaxf(Float(verticalMovement), 0.0)
let downwardMovementPercent = fminf(downwardMovement, 1.0)
let progress = CGFloat(downwardMovementPercent)
guard interactor = interactor else { return }
switch sender.state {
case .began:
interactor.hasStarted = true
dismiss(animated: true)
case .changed:
interactor.shouldFinish = progress > percentThreshold
interactor.update(progress)
case .cancelled:
interactor.hasStarted = false
interactor.cancel()
case .ended:
interactor.hasStarted = false
interactor.shouldFinish ? interactor.finish() :
interactor.cancel()
default:
break
}
}
}
I'll share how I did it in Swift 3 :
Result
Implementation
class MainViewController: UIViewController {
#IBAction func click() {
performSegue(withIdentifier: "showModalOne", sender: nil)
}
}
class ModalOneViewController: ViewControllerPannable {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .yellow
}
#IBAction func click() {
performSegue(withIdentifier: "showModalTwo", sender: nil)
}
}
class ModalTwoViewController: ViewControllerPannable {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .green
}
}
Where the Modals View Controllers inherit from a class that I've built (ViewControllerPannable) to make them draggable and dismissible when reach certain velocity.
ViewControllerPannable class
class ViewControllerPannable: UIViewController {
var panGestureRecognizer: UIPanGestureRecognizer?
var originalPosition: CGPoint?
var currentPositionTouched: CGPoint?
override func viewDidLoad() {
super.viewDidLoad()
panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGestureAction(_:)))
view.addGestureRecognizer(panGestureRecognizer!)
}
#objc func panGestureAction(_ panGesture: UIPanGestureRecognizer) {
let translation = panGesture.translation(in: view)
if panGesture.state == .began {
originalPosition = view.center
currentPositionTouched = panGesture.location(in: view)
} else if panGesture.state == .changed {
view.frame.origin = CGPoint(
x: translation.x,
y: translation.y
)
} else if panGesture.state == .ended {
let velocity = panGesture.velocity(in: view)
if velocity.y >= 1500 {
UIView.animate(withDuration: 0.2
, animations: {
self.view.frame.origin = CGPoint(
x: self.view.frame.origin.x,
y: self.view.frame.size.height
)
}, completion: { (isCompleted) in
if isCompleted {
self.dismiss(animated: false, completion: nil)
}
})
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.center = self.originalPosition!
})
}
}
}
}
Here is a one-file solution based on #wilson's answer (thanks 👍 ) with the following improvements:
List of Improvements from previous solution
Limit panning so that the view only goes down:
Avoid horizontal translation by only updating the y coordinate of view.frame.origin
Avoid panning out of the screen when swiping up with let y = max(0, translation.y)
Also dismiss the view controller based on where the finger is released (defaults to the bottom half of the screen) and not just based on the velocity of the swipe
Show view controller as modal to ensure the previous viewcontroller appears behind and avoid a black background (should answer your question #nguyễn-anh-việt)
Remove unneeded currentPositionTouched and originalPosition
Expose the following parameters:
minimumVelocityToHide: what speed is enough to hide (defaults to 1500)
minimumScreenRatioToHide: how low is enough to hide (defaults to 0.5)
animationDuration : how fast do we hide/show (defaults to 0.2s)
Solution
Swift 3 & Swift 4 :
//
// PannableViewController.swift
//
import UIKit
class PannableViewController: UIViewController {
public var minimumVelocityToHide: CGFloat = 1500
public var minimumScreenRatioToHide: CGFloat = 0.5
public var animationDuration: TimeInterval = 0.2
override func viewDidLoad() {
super.viewDidLoad()
// Listen for pan gesture
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(onPan(_:)))
view.addGestureRecognizer(panGesture)
}
#objc func onPan(_ panGesture: UIPanGestureRecognizer) {
func slideViewVerticallyTo(_ y: CGFloat) {
self.view.frame.origin = CGPoint(x: 0, y: y)
}
switch panGesture.state {
case .began, .changed:
// If pan started or is ongoing then
// slide the view to follow the finger
let translation = panGesture.translation(in: view)
let y = max(0, translation.y)
slideViewVerticallyTo(y)
case .ended:
// If pan ended, decide it we should close or reset the view
// based on the final position and the speed of the gesture
let translation = panGesture.translation(in: view)
let velocity = panGesture.velocity(in: view)
let closing = (translation.y > self.view.frame.size.height * minimumScreenRatioToHide) ||
(velocity.y > minimumVelocityToHide)
if closing {
UIView.animate(withDuration: animationDuration, animations: {
// If closing, animate to the bottom of the view
self.slideViewVerticallyTo(self.view.frame.size.height)
}, completion: { (isCompleted) in
if isCompleted {
// Dismiss the view when it dissapeared
dismiss(animated: false, completion: nil)
}
})
} else {
// If not closing, reset the view to the top
UIView.animate(withDuration: animationDuration, animations: {
slideViewVerticallyTo(0)
})
}
default:
// If gesture state is undefined, reset the view to the top
UIView.animate(withDuration: animationDuration, animations: {
slideViewVerticallyTo(0)
})
}
}
override init(nibName nibNameOrNil: String?, bundle nibBundleOrNil: Bundle?) {
super.init(nibName: nil, bundle: nil)
modalPresentationStyle = .overFullScreen;
modalTransitionStyle = .coverVertical;
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
modalPresentationStyle = .overFullScreen;
modalTransitionStyle = .coverVertical;
}
}
I figured out super simple way to do this. Just put the following code into your view controller:
Swift 4
override func viewDidLoad() {
super.viewDidLoad()
let gestureRecognizer = UIPanGestureRecognizer(target: self,
action: #selector(panGestureRecognizerHandler(_:)))
view.addGestureRecognizer(gestureRecognizer)
}
#IBAction func panGestureRecognizerHandler(_ sender: UIPanGestureRecognizer) {
let touchPoint = sender.location(in: view?.window)
var initialTouchPoint = CGPoint.zero
switch sender.state {
case .began:
initialTouchPoint = touchPoint
case .changed:
if touchPoint.y > initialTouchPoint.y {
view.frame.origin.y = touchPoint.y - initialTouchPoint.y
}
case .ended, .cancelled:
if touchPoint.y - initialTouchPoint.y > 200 {
dismiss(animated: true, completion: nil)
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.frame = CGRect(x: 0,
y: 0,
width: self.view.frame.size.width,
height: self.view.frame.size.height)
})
}
case .failed, .possible:
break
}
}
created a demo for interactively dragging down to dismiss view controller like snapchat's discover mode. Check this github for sample project.
Swift 4.x, Using Pangesture
Simple way
Horizontal
class ViewConrtoller: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(onDrage(_:))))
}
#objc func onDrage(_ sender:UIPanGestureRecognizer) {
let percentThreshold:CGFloat = 0.3
let translation = sender.translation(in: view)
let newX = ensureRange(value: view.frame.minX + translation.x, minimum: 0, maximum: view.frame.maxX)
let progress = progressAlongAxis(newX, view.bounds.width)
view.frame.origin.x = newX //Move view to new position
if sender.state == .ended {
let velocity = sender.velocity(in: view)
if velocity.x >= 300 || progress > percentThreshold {
self.dismiss(animated: true) //Perform dismiss
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.frame.origin.x = 0 // Revert animation
})
}
}
sender.setTranslation(.zero, in: view)
}
}
Helper function
func progressAlongAxis(_ pointOnAxis: CGFloat, _ axisLength: CGFloat) -> CGFloat {
let movementOnAxis = pointOnAxis / axisLength
let positiveMovementOnAxis = fmaxf(Float(movementOnAxis), 0.0)
let positiveMovementOnAxisPercent = fminf(positiveMovementOnAxis, 1.0)
return CGFloat(positiveMovementOnAxisPercent)
}
func ensureRange<T>(value: T, minimum: T, maximum: T) -> T where T : Comparable {
return min(max(value, minimum), maximum)
}
#Hard way
Refer this -> https://github.com/satishVekariya/DraggableViewController
Massively updates the repo for Swift 4.
For Swift 3, I have created the following to present a UIViewController from right to left and dismiss it by pan gesture. I have uploaded this as a GitHub repository.
DismissOnPanGesture.swift file:
// Created by David Seek on 11/21/16.
// Copyright © 2016 David Seek. All rights reserved.
import UIKit
class DismissAnimator : NSObject {
}
extension DismissAnimator : UIViewControllerAnimatedTransitioning {
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.6
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let screenBounds = UIScreen.main.bounds
let fromVC = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.from)
let toVC = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)
var x:CGFloat = toVC!.view.bounds.origin.x - screenBounds.width
let y:CGFloat = toVC!.view.bounds.origin.y
let width:CGFloat = toVC!.view.bounds.width
let height:CGFloat = toVC!.view.bounds.height
var frame:CGRect = CGRect(x: x, y: y, width: width, height: height)
toVC?.view.alpha = 0.2
toVC?.view.frame = frame
let containerView = transitionContext.containerView
containerView.insertSubview(toVC!.view, belowSubview: fromVC!.view)
let bottomLeftCorner = CGPoint(x: screenBounds.width, y: 0)
let finalFrame = CGRect(origin: bottomLeftCorner, size: screenBounds.size)
UIView.animate(
withDuration: transitionDuration(using: transitionContext),
animations: {
fromVC!.view.frame = finalFrame
toVC?.view.alpha = 1
x = toVC!.view.bounds.origin.x
frame = CGRect(x: x, y: y, width: width, height: height)
toVC?.view.frame = frame
},
completion: { _ in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
}
)
}
}
class Interactor: UIPercentDrivenInteractiveTransition {
var hasStarted = false
var shouldFinish = false
}
let transition: CATransition = CATransition()
func presentVCRightToLeft(_ fromVC: UIViewController, _ toVC: UIViewController) {
transition.duration = 0.5
transition.type = kCATransitionPush
transition.subtype = kCATransitionFromRight
fromVC.view.window!.layer.add(transition, forKey: kCATransition)
fromVC.present(toVC, animated: false, completion: nil)
}
func dismissVCLeftToRight(_ vc: UIViewController) {
transition.duration = 0.5
transition.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
transition.type = kCATransitionPush
transition.subtype = kCATransitionFromLeft
vc.view.window!.layer.add(transition, forKey: nil)
vc.dismiss(animated: false, completion: nil)
}
func instantiatePanGestureRecognizer(_ vc: UIViewController, _ selector: Selector) {
var edgeRecognizer: UIScreenEdgePanGestureRecognizer!
edgeRecognizer = UIScreenEdgePanGestureRecognizer(target: vc, action: selector)
edgeRecognizer.edges = .left
vc.view.addGestureRecognizer(edgeRecognizer)
}
func dismissVCOnPanGesture(_ vc: UIViewController, _ sender: UIScreenEdgePanGestureRecognizer, _ interactor: Interactor) {
let percentThreshold:CGFloat = 0.3
let translation = sender.translation(in: vc.view)
let fingerMovement = translation.x / vc.view.bounds.width
let rightMovement = fmaxf(Float(fingerMovement), 0.0)
let rightMovementPercent = fminf(rightMovement, 1.0)
let progress = CGFloat(rightMovementPercent)
switch sender.state {
case .began:
interactor.hasStarted = true
vc.dismiss(animated: true, completion: nil)
case .changed:
interactor.shouldFinish = progress > percentThreshold
interactor.update(progress)
case .cancelled:
interactor.hasStarted = false
interactor.cancel()
case .ended:
interactor.hasStarted = false
interactor.shouldFinish
? interactor.finish()
: interactor.cancel()
default:
break
}
}
Easy usage:
import UIKit
class VC1: UIViewController, UIViewControllerTransitioningDelegate {
let interactor = Interactor()
#IBAction func present(_ sender: Any) {
let vc = self.storyboard?.instantiateViewController(withIdentifier: "VC2") as! VC2
vc.transitioningDelegate = self
vc.interactor = interactor
presentVCRightToLeft(self, vc)
}
func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return DismissAnimator()
}
func interactionControllerForDismissal(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
return interactor.hasStarted ? interactor : nil
}
}
class VC2: UIViewController {
var interactor:Interactor? = nil
override func viewDidLoad() {
super.viewDidLoad()
instantiatePanGestureRecognizer(self, #selector(gesture))
}
#IBAction func dismiss(_ sender: Any) {
dismissVCLeftToRight(self)
}
func gesture(_ sender: UIScreenEdgePanGestureRecognizer) {
dismissVCOnPanGesture(self, sender, interactor!)
}
}
Only vertical dismiss
func panGestureAction(_ panGesture: UIPanGestureRecognizer) {
let translation = panGesture.translation(in: view)
if panGesture.state == .began {
originalPosition = view.center
currentPositionTouched = panGesture.location(in: view)
} else if panGesture.state == .changed {
view.frame.origin = CGPoint(
x: view.frame.origin.x,
y: view.frame.origin.y + translation.y
)
panGesture.setTranslation(CGPoint.zero, in: self.view)
} else if panGesture.state == .ended {
let velocity = panGesture.velocity(in: view)
if velocity.y >= 150 {
UIView.animate(withDuration: 0.2
, animations: {
self.view.frame.origin = CGPoint(
x: self.view.frame.origin.x,
y: self.view.frame.size.height
)
}, completion: { (isCompleted) in
if isCompleted {
self.dismiss(animated: false, completion: nil)
}
})
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.center = self.originalPosition!
})
}
}
I've created an easy to use extension.
Just inherent Your UIViewController with InteractiveViewController and you are done
InteractiveViewController
call method showInteractive() from your controller to show as Interactive.
What you're describing is an interactive custom transition animation. You are customizing both the animation and the driving gesture of a transition, i.e. the dismissal (or not) of a presented view controller. The easiest way to implement it is by combining a UIPanGestureRecognizer with a UIPercentDrivenInteractiveTransition.
My book explains how to do this, and I have posted examples (from the book). This particular example is a different situation - the transition is sideways, not down, and it is for a tab bar controller, not a presented controller - but the basic idea is exactly the same:
https://github.com/mattneub/Programming-iOS-Book-Examples/blob/master/bk2ch06p300customAnimation3/ch19p620customAnimation1/Animator.swift
If you download that project and run it, you will see that what is happening is exactly what you are describing, except that it is sideways: if the drag is more than half, we transition, but if not, we cancel and snap back into place.
In Objective C :
Here's the code
inviewDidLoad
UISwipeGestureRecognizer *swipeRecognizer = [[UISwipeGestureRecognizer alloc]
initWithTarget:self action:#selector(swipeDown:)];
swipeRecognizer.direction = UISwipeGestureRecognizerDirectionDown;
[self.view addGestureRecognizer:swipeRecognizer];
//Swipe Down Method
- (void)swipeDown:(UIGestureRecognizer *)sender{
[self dismissViewControllerAnimated:YES completion:nil];
}
For those who really wanna dive a little deeper into Custom UIViewController Transition, I recommend this great tutorial from raywenderlich.com.
The original final sample project contains bug. So I fixed it and upload it to Github repo. The proj is in Swift 5, so you can easily run and play it.
Here is a preview:
And it's interactive too!
Happy hacking!
This my simple class for Drag ViewController from axis. Just herited your class from DraggableViewController.
MyCustomClass: DraggableViewController
Work only for presented ViewController.
// MARK: - DraggableViewController
public class DraggableViewController: UIViewController {
public let percentThresholdDismiss: CGFloat = 0.3
public var velocityDismiss: CGFloat = 300
public var axis: NSLayoutConstraint.Axis = .horizontal
public var backgroundDismissColor: UIColor = .black {
didSet {
navigationController?.view.backgroundColor = backgroundDismissColor
}
}
// MARK: LifeCycle
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(onDrag(_:))))
}
// MARK: Private methods
#objc fileprivate func onDrag(_ sender: UIPanGestureRecognizer) {
let translation = sender.translation(in: view)
// Movement indication index
let movementOnAxis: CGFloat
// Move view to new position
switch axis {
case .vertical:
let newY = min(max(view.frame.minY + translation.y, 0), view.frame.maxY)
movementOnAxis = newY / view.bounds.height
view.frame.origin.y = newY
case .horizontal:
let newX = min(max(view.frame.minX + translation.x, 0), view.frame.maxX)
movementOnAxis = newX / view.bounds.width
view.frame.origin.x = newX
}
let positiveMovementOnAxis = fmaxf(Float(movementOnAxis), 0.0)
let positiveMovementOnAxisPercent = fminf(positiveMovementOnAxis, 1.0)
let progress = CGFloat(positiveMovementOnAxisPercent)
navigationController?.view.backgroundColor = UIColor.black.withAlphaComponent(1 - progress)
switch sender.state {
case .ended where sender.velocity(in: view).y >= velocityDismiss || progress > percentThresholdDismiss:
// After animate, user made the conditions to leave
UIView.animate(withDuration: 0.2, animations: {
switch self.axis {
case .vertical:
self.view.frame.origin.y = self.view.bounds.height
case .horizontal:
self.view.frame.origin.x = self.view.bounds.width
}
self.navigationController?.view.backgroundColor = UIColor.black.withAlphaComponent(0)
}, completion: { finish in
self.dismiss(animated: true) //Perform dismiss
})
case .ended:
// Revert animation
UIView.animate(withDuration: 0.2, animations: {
switch self.axis {
case .vertical:
self.view.frame.origin.y = 0
case .horizontal:
self.view.frame.origin.x = 0
}
})
default:
break
}
sender.setTranslation(.zero, in: view)
}
}
Here is an extension I made based on #Wilson answer :
// MARK: IMPORT STATEMENTS
import UIKit
// MARK: EXTENSION
extension UIViewController {
// MARK: IS SWIPABLE - FUNCTION
func isSwipable() {
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture(_:)))
self.view.addGestureRecognizer(panGestureRecognizer)
}
// MARK: HANDLE PAN GESTURE - FUNCTION
#objc func handlePanGesture(_ panGesture: UIPanGestureRecognizer) {
let translation = panGesture.translation(in: view)
let minX = view.frame.width * 0.135
var originalPosition = CGPoint.zero
if panGesture.state == .began {
originalPosition = view.center
} else if panGesture.state == .changed {
view.frame.origin = CGPoint(x: translation.x, y: 0.0)
if panGesture.location(in: view).x > minX {
view.frame.origin = originalPosition
}
if view.frame.origin.x <= 0.0 {
view.frame.origin.x = 0.0
}
} else if panGesture.state == .ended {
if view.frame.origin.x >= view.frame.width * 0.5 {
UIView.animate(withDuration: 0.2
, animations: {
self.view.frame.origin = CGPoint(
x: self.view.frame.size.width,
y: self.view.frame.origin.y
)
}, completion: { (isCompleted) in
if isCompleted {
self.dismiss(animated: false, completion: nil)
}
})
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.frame.origin = originalPosition
})
}
}
}
}
USAGE
Inside your view controller you want to be swipable :
override func viewDidLoad() {
super.viewDidLoad()
self.isSwipable()
}
and it will be dismissible by swiping from the extreme left side of the view controller, as a navigation controller.
For Swift 4 + Swift 5, using UIPanGestureRecognizer. Based on #SPatel 's answer above.
Add these two helper functions:
func progressAlongAxis(_ pointOnAxis: CGFloat, _ axisLength: CGFloat) -> CGFloat {
let movementOnAxis = pointOnAxis / axisLength
let positiveMovementOnAxis = fmaxf(Float(movementOnAxis), 0.0)
let positiveMovementOnAxisPercent = fminf(positiveMovementOnAxis, 1.0)
return CGFloat(positiveMovementOnAxisPercent)
}
func ensureRange<T>(value: T, minimum: T, maximum: T) -> T where T: Comparable {
return min(max(value, minimum), maximum)
}
To dismiss by dragging down:
class SwipeDownViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// dismiss dragging vertically:
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(onDragY(_:))))
}
#objc func onDragY(_ sender: UIPanGestureRecognizer) {
let percentThreshold: CGFloat = 0.3
let translation = sender.translation(in: view)
let newY = ensureRange(value: view.frame.minY + translation.y, minimum: 0, maximum: view.frame.maxY)
let progress = progressAlongAxis(newY, view.bounds.height)
view.frame.origin.y = newY // Move view to new position
if sender.state == .ended {
let velocity = sender.velocity(in: view)
if velocity.y >= 300 || progress > percentThreshold {
dismiss(animated: true) // Perform dismiss
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.frame.origin.y = 0 // Revert animation
})
}
}
sender.setTranslation(.zero, in: view)
}
}
To dismiss by dragging right:
class SwipeRightViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// dismiss dragging horizontally:
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(onDragX(_:))))
}
#objc func onDragX(_ sender: UIPanGestureRecognizer) {
let percentThreshold: CGFloat = 0.3
let translation = sender.translation(in: view)
let newX = ensureRange(value: view.frame.minX + translation.x, minimum: 0, maximum: view.frame.maxX)
let progress = progressAlongAxis(newX, view.bounds.width)
view.frame.origin.x = newX // Move view to new position
if sender.state == .ended {
let velocity = sender.velocity(in: view)
if velocity.x >= 300 || progress > percentThreshold {
dismiss(animated: true) // Perform dismiss
} else {
UIView.animate(withDuration: 0.2, animations: {
self.view.frame.origin.x = 0 // Revert animation
})
}
}
sender.setTranslation(.zero, in: view)
}
}
You can use a UIPanGestureRecognizer to detect the user's drag and move the modal view with it. If the ending position is far enough down, the view can be dismissed, or otherwise animated back to its original position.
Check out this answer for more information on how to implement something like this.

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