Swift drag subview to delete on certain position - ios

I am trying to figure out a way to drag and delete a subview when reaches at a certain position. What i have so far is a view controller on which i add several subviews. My subview classes are rotatable and resizable and i can move them on the view controller. Let say that i want to move a subview on top center of my view controller and delete it. How my parent view controller know the position of the subview and perform the deletion?
Another issue is that all the subviews are generated from the same custom class. How should i define which subview is the one that should be deleted?
Thank you in advance.

You can use a UIPanGestureRecognizer to move the views and CGRect.intersects to see if the new position takes you into the delete zone (use instead contains if you want to require that you are completely inside the delete zone):
#IBAction func pan(_ recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self.view)
centerXConstraint.constant += translation.x
centerYConstraint.constant += translation.y
viewToMove.offset.x += translation.x
viewToMove.offset.y += translation.y
if viewToMove.frame.intersects(deletionRect) {
//Delete logic here
} else {
viewToMove.setNeedsDisplay()
recognizer.setTranslation(.zero, in: self.view)
}
}
If you have multiple views you can use either UIView.tag or a Set to figure out which view is which.

Related

How to implement horizontal stacked cards which moves from left to right when we swipe?

I want to show horizontal stacked cards , which moves one by one from left to right by swipe action . Once a card moves it forms a stack on the right side
I have tried seeing various libraries which straight away does not implement this. https://www.cocoacontrols.com/controls/iaccordion this one came close it has vertical swipe and is in objective C. Can you point me in the right direction to get this done ?
Card-like stacks are very easy to make but can be hard to perfect when it comes to some effects. Basically each of your views has one of 3 possible positions; on initial stack, on target stack, user is dragging it.
So the simplest implementation is to define 2 centers for your views and have 2 arrays of views. At the beginning all the views are in the first array. All views in first array should be centered to first center and in second array centered to the second center. Now you need a pan gesture. When a gesture starts you should check if it starts on the left stack if it does simply remove it from first array and begin changing its center. Like
func onPanGesture(_ sender: UIGestureRecognizer) {
switch sender.state {
case .began:
if leftStackView.bounds.contains(sender.location(in: leftStackView)), viewsInLeftStack.count > 0 {
pannedView = viewsInLeftStack.removeLast()
}
case .changed:
pannedView?.center = sender.location(in: self.view)
}
}
Now when finger is lifted you should check if card should be put back or moved to the other stack. So another case for gesture recognizer must be added:
case .ended, .cancelled:
if let pannedView = pannedView {
if(abs(pannedView.center.x-leftStackView.center.x) > abs(pannedView.center.x-rightStackView.center.x)) {
// Closer to the right one horizontally
viewsInLeftStack.append(pannedView)
pannedView.center = leftStackView.center
} else {
// Closer to the left one horizontally
viewsInRightStack.append(pannedView)
pannedView.center = rightStackView.center
}
}
In basics that is all you need. But then comes making the component nice. For instance when card is released it should animate to its deck:
UIView.animate(withDuration: 0.3) {
pannedView.center = self.rightStackView.center
}
Then cards may be a bit displaced on both of decks which is easiest to apply some transform. They may even rotate a bit as you drag them... But this is all up to you what you want to implement.

How to create a Collision Detection between a label and an Image

INTRUDUCTION
I want to create a simple game where you should be able to drag a label and if you drag it in the correct place, you win. To be more specific: This is a game to help children with autism. In this game they have to create the correct sequence of numbers from one to ten dragging the label with the number in the correct place (which is an image actually). now you will understand better:
PROBLEM
I have already created the code to drag the labels (with a pan gesture recognizer) but I don't know how to create a Collision detection: When the card "1" is dragged and it collides with the blue image "1" something happens,
my mentally code is:
if LB_1 *collides with* IMG_1 {
self.IMG_1?.backgroundColor = UIColor.green
}
I hope the question it's clear.
Ah I don't use SpriteKit. I used "SingleViewApplication" as Template not "Game".
You want to use contains(). If you use intersects() then it will return true as soon as the two rectangles touch. With contains(), it won't return true until the dragged view is fully inside the target view, which seems much more intuitive.
I just wrote a sample app that implements this and it works perfectly.
I created a simple subclass of UIView I called BoxedView that just sets a border around it's layer so you can see it.
I set up a view controller with 2 boxed views, a larger "targetView", and a smaller view that the user could drag.
The target/action for my gesture recognizer moves the dragged view's frame as the user drags, and if target view contains the dragged view, it sets a Bool highlightTargetView, which causes the box around the target view to get thicker.
The entire view controller class' code looks like this:
class ViewController: UIViewController {
#IBOutlet weak var targetView: BoxedView!
var viewStartingFrame: CGRect = CGRect.zero
var highlightTargetView: Bool = false {
didSet {
targetView.layer.borderWidth = highlightTargetView ? 5 : 1
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func userDraggedView(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
viewStartingFrame = gesture.view?.frame ?? CGRect.zero
case .changed:
let offset = gesture.translation(in: view)
gesture.view?.frame = viewStartingFrame.offsetBy(dx: offset.x, dy: offset.y)
highlightTargetView = targetView.frame.contains(gesture.view?.frame ?? CGRect.zero)
case .ended:
gesture.view?.frame = viewStartingFrame
highlightTargetView = false
default:
break
}
}
}
In order for the math to work, I use the frame property of both views, which is in the coordinate system of the parent view (The parent view is the view controller's content view in this case, but the key thing is that we compare 2 rectangles using the same coordinate system for both.) If you used the bounds property of either view your math wouldn't work because bounds of a view is in the local coordinate system of that view.
Here's what that program looks like when running:
For comparison, I modified the program to also show what it looks like using the intersects() function, and created a video of what that looks like:
You can check if their frames intersect.
CGRect has method intersects.
So you're if statement should be the following:
if LB_1.frame.intersects(IMG_1.frame) {
self.IMG_1?.backgroundColor = UIColor.green
}
If that's not enough for you, you can calculate area of intersection rect.

UIButton frame doesn't change if its panned

Here is an image of a simple APP I am trying to make
The App has a pan gesture recogniser for the centre purple button, the button when moved if it intersects with any of the 4 orange buttons, the purple button animates and moves inside the bounds of button it intersects otherwise it animates back to the initial starting position i.e centre.
For the first time when I pan the purple button the frame of the button updates, but If I try for the second time the frame of button remains the same (the value when it's at the centre of the view).
I am guessing this is something related to Auto Layout that I am missing, because if I remove the constrains on the centre purple button the frame updates every time correctly if I pan.
Can anybody explain what I have to keep in mind when animating with constraints
Here is my code for handling the Pan gesture:
#objc func handleCenterRectPan(_ pannedView: UIPanGestureRecognizer) {
let fallBackAnimation = UIViewPropertyAnimator(duration: 0.3, dampingRatio: 0.5) {
if self.button1.frame.intersects(self.centerRect.frame) {
self.centerRect.center = self.button1.center
} else if self.button2.frame.contains(self.centerRect.frame) {
self.centerRect.center = self.button2.center
} else if self.button3.frame.contains(self.centerRect.frame) {
self.centerRect.center = self.button3.center
} else if self.button4.frame.contains(self.centerRect.frame) {
self.centerRect.center = self.button4.center
} else {
// no intersection move to original position
self.centerRect.frame = OGValues.oGCenter
}
}
switch pannedView.state {
case .began:
self.centerRect.center = pannedView.location(in: self.view)
case .changed:
print("Changed")
self.centerRect.center = pannedView.location(in: self.view)
case .ended, .cancelled, .failed :
print("Ended")
fallBackAnimation.startAnimation();
//snapTheRectangle()
default:
break
}
}
First of all, you shouldn't be giving constraints if your aim is to move your views smoothly. And If you can't resist from constraints than you have to keep updating constraints and not the frames (centre),
In your code, I assume you have given your purple button centre constraints and then you are changing button's centre as user drag using the pan gesture. The problem is constraints you have given are still active and its try to set it back as soon as layout needs to update.
So what you can do is
Don't give constraints as its need to move freely when user drag
OR
Create IBoutlet for constraints and set .isActive to false when user dragging and make it true if it's not inside any of the other buttons and update UpdateLayoutIfNeeded, so it will come back to original position. (good approach)
#IBOutlet var horizontalConstraints: NSLayoutConstraint!
#IBOutlet var verticalConstraints: NSLayoutConstraint!
//make active false as the user is dragging the view
horizontalConstraints.isActive = false
verticalConstraints.isActive = false
self.view.layoutIfNeeded()
//make it true again if its not inside any of the other views
horizontalConstraints.isActive = true
verticalConstraints.isActive = true
self.view.layoutIfNeeded()
OR
Update constraints.constants for the horizontal and vertical constraints when user is moving the view (Not a good approach) and make it zero again if it's not inside of any other view
//make it true again if its not inside any of the other views
horizontalConstraints.constant = change in horizontal direction
verticalConstraints..constant = change in vertical direction
self.view.layoutIfNeeded()
Edit As you said constraints is nil after setting isActive = false because
what isActive actually do is add and remove those constraints as Apple doc says
Activating or deactivating the constraint calls addConstraint(:) and removeConstraint(:) on the view that is the closest common ancestor of the items managed by this constraint. Use this property instead of calling addConstraint(:) or removeConstraint(:) directly.
So making constraints strong reference does solve the issue but I think setting the strong reference to IBOutelet is not a good idea and adding and removing constraints programmatically is better. check out this question deallocating constraints

How to scroll UICollectionView that is underneath another UICollectionView?

So heres my issue, the 4 orange rectangles you see on the gif are a single vertical UICollectionView = orangeCollectionView.
The Green and Purple "card" views are part of another UICollectionView = overlayCollectionView.
overlayCollectionView has 3 cells, one of which is just a blank UICollectionViewCell, the other 2 are the cards.
When the overlayCollectionView is showing the blank UICollectionViewCell, I want to be able to scroll the orangeCollectionView.
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
guard let superr = superview else { return true}
for view in superr.subviews {
if view.isKind(of: OrangeCollectionView.self) {
view.point(inside: point, with: event)
return false
}
}
return true
}
This allows me to scroll the orangeCollectionView HOWEVER this doesn't actually work to fix my issue. I need to be able to scroll left and right to show the cards, however this blocks all touches becuase the point always falls on the OrangeCollectionView.
How can I check to see if they are scrolling left/right to show the cards? Otherwise if they are on the blank cell, scroll the orangeViewController up and down.
Had this issue as well... Didn't find a nice way to do it, but this works.
First, you need to access the scroll view delegate method scrollViewDidScroll(). There you call:
if scrollView == overlayScrollView {
if scrollView.contentOffset.x == self.view.frame.width { // don't know which coordinate you need
self.overlayScrollView.alpa = 0
}
}
After that, you add a blank view onto of the orange collection view. The view's alpha is 0 (I think, maybe the color is just clear; try it out if it works).
In the code, you then add a UISwipeGestureRecognizer to the view you just created and and detect whether there's a swipe to the left or to the right.
By detecting the direction of that swipe, you can simply change the contentOffset.x axis of your overlayScrollView to 0 or self.view.frame.width * 2.
Sorry I can't provide my working sample code, I'm answering from my mobile. It's not the proper solution, but when I made a food app for a big client it worked perfectly and no one ever complained :)

ScrollView - Gesture Recognizer - Swipe vertically

I have a UIScrollView that works when swiping left or right, however I've reduced the size of the scrollView so, now display area doesn't fully occupy the superview's frame, and swiping works only within the frame of the scroll view.
I would like to be able to scroll vertically even when swiping up and down outside the horizontal bounds of the narrowed scroll view.
It was recommended that I use a gesture recognizer, but that's beyond my current familiarity with iOS and could use more specific advice or a bit more guidance to get started with that.
There is a simpler approach then use a Gesture Recognizer =]
You can setup the superview of the scroll view (which is BIGGER...) to pass the touches to the scroll view. It's working M-A-G-I-C-A-L-Y =]
First, select the view that will pass all it's touches to the scroll view. if your parent view is already ok with that you may use it. otherwise you should consider add a new view in the size that you want that will catch touches.
Now create a new class (I'll use swift for the example)
class TestView: UIView {
#IBOutlet weak var Scroller: UIScrollView!
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if (view == self) {
return Scroller
}
return view
}
}
Nice! now as you can see we added an outlet of the scroller. so use interface builder, select the new view and set it's class to "TestView" in the identity inspector (Or to the name that you'll use for your custom class).
After you set the class and your view is still selected go to connections inspector and connect "Scroller" to your scroll view on the storyboard. All connected properly =]
That's it!! no gesture recognizer needed!!
The new view will pass all it's touches to the scroll view and it'll behave just like you pan in it =]
In my answer I used that answer
EDIT: I improved the code now, it wasn't working as expected before, now it catches only when in needs and not every touch in the app as before
Search for a component called SwipeGestureRecognizer :
Grab it and drop it on top of the View (use the hierarchy to make sure
you drop it on it, if you drop it on another element this code will not work):
Select one of the SwipeGestureRecognizer in the hierarchy and go to its attribute page. Change Swipe to Right.
Make sure the other recogniser has the Swipe attribute to Left
Select UIScrollView and uncheck Scrolling enabled
Connect detectSwipe() (see source code below) to both recognizers.
--
#IBAction func detectSwipe (_ sender: UISwipeGestureRecognizer) {
if (currentPage < MAX_PAGE && sender.direction == UISwipeGestureRecognizerDirection.left) {
moveScrollView(direction: 1)
}
if (currentPage > MIN_PAGE && sender.direction == UISwipeGestureRecognizerDirection.right) {
moveScrollView(direction: -1)
}
}
func moveScrollView(direction: Int) {
currentPage = currentPage + direction
let point: CGPoint = CGPoint(x: scrollView.frame.size.width * CGFloat(currentPage), y: 0.0)
scrollView.setContentOffset(point, animated: true)
// Create a animation to increase the actual icon on screen
UIView.animate(withDuration: 0.4) {
self.images[self.currentPage].transform = CGAffineTransform.init(scaleX: 1.4, y: 1.4)
for x in 0 ..< self.images.count {
if (x != self.currentPage) {
self.images[x].transform = CGAffineTransform.identity
}
}
}
}
Refer to https://github.com/alxsnchez/scrollViewSwipeGestureRecognizer for more
I don't have time for detailed answer but:
In storyboard drag a pan gesture recognizer on the scroll view's superview... Connect it's action with your view controller and in this action change the scroll view position by using the properties from the gesture recognizer that you got as parameter
Tip: when connecting the action change parameter type from Any to UIPanGestureRecognizer in the combo box
please don't see this answer as recommendation to use this approach in your problem, I don't know if that's the best way, I'm just helping you to try it

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