Set limit to draggable item in Swift - ios

I have one imageview and a textfield on that image. I make the textfield draggable with below code but it can be draggable to anywhere in the screen. I want that textfield draggable only in limit of imageview. If I uncomment if check in the draagedView function, textfield stuck at the left side of imageview because their x values become same.
I found this solution but can't modify it to work on my project.
Use UIPanGestureRecognizer to drag UIView inside limited area
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let gesture = UIPanGestureRecognizer(target: self, action: #selector(ViewController.draggedView(_:)))
bottomTextField.addGestureRecognizer(gesture)
bottomTextField.isUserInteractionEnabled = true
}
func userDragged(gesture: UIPanGestureRecognizer){
let loc = gesture.location(in: self.view)
self.bottomTextField.center = loc
}
func draggedView(_ sender:UIPanGestureRecognizer) {
let compare = MyimageView.frame.maxX <= bottomTextField.frame.maxX
//if(MyimageView.frame.minX <= bottomTextField.frame.minX && compare )
// {
self.view.bringSubview(toFront: sender.view!)
let translation = sender.translation(in: self.view)
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
// }
}

The main problem is that you are checking the position before you do the translation. That means that the text field ends up in an invalid position, after which the if block is never reached.
This is a slightly different way to approach the problem and means that the text field reaches right to the edges of the limit:
func draggedView(_ sender: UIPanGestureRecognizer) {
guard let senderView = sender.view else {
return
}
var translation = sender.translation(in: view)
translation.x = max(translation.x, MyimageView.frame.minX - bottomTextField.frame.minX)
translation.x = min(translation.x, MyimageView.frame.maxX - bottomTextField.frame.maxX)
translation.y = max(translation.y, MyimageView.frame.minY - bottomTextField.frame.minY)
translation.y = min(translation.y, MyimageView.frame.maxY - bottomTextField.frame.maxY)
senderView.center = CGPoint(x: senderView.center.x + translation.x, y: senderView.center.y + translation.y)
sender.setTranslation(.zero, in: view)
view.bringSubview(toFront: senderView)
}
I have also made it a bit safer by adding a guard statement at the top and removing the force unwraps.

Related

Pan Gesture making view jump away from finger on drag

I'm having a problem when trying to drag a view using a pan gesture recognizer. The view is a collectionViewCell and the dragging code is working, except when the drag starts the view jumps up and to the left. My code is below.
In the collectionViewCell:
override func awakeFromNib() {
super.awakeFromNib()
let panRecognizer = UIPanGestureRecognizer(target:self, action:#selector(detectPan))
self.gestureRecognizers = [panRecognizer]
}
var firstLocation = CGPoint(x: 0, y: 0)
var lastLocation = CGPoint(x: 0, y: 0)
#objc func detectPan(_ recognizer:UIPanGestureRecognizer) {
switch recognizer.state {
case .began:
firstLocation = recognizer.translation(in: self.superview)
lastLocation = recognizer.translation(in: self.superview)
case .changed:
let translation = recognizer.translation(in: self.superview)
self.center = CGPoint(x: lastLocation.x + translation.x, y: lastLocation.y + translation.y)
default:
UIView.animate(withDuration: 0.1) {
self.center = self.firstLocation
}
}
}
The first image is before the drag starts, the second is what happens when dragging up.
You're using self.center instead of using self.frame.origin.x and self.frame.origin.y then later you're setting your translation and adding it to the lastLocation.
Effectively what's happening is that your view is calculating the position changed from the center of the view, as if you were perfectly dragging from that location and then translating + lastLocation. I'm sure just by reading that you're aware of the issue.
The fix is simple.
self.frame.origin.x = translation.x
self.frame.origin.y = translation.y
The difference is the starting calculation with the translation. Origin will grab the x/y position based on where the touch event begins. Whereas the .center always goes from the center.

Move a circular UIView inside another circular UIView

I'm trying to do a joystick swift, and I'm almost there.
But I have a problem, the movement of the joystick is smooth when I move it "in the middle", but when the joystick touches the edges of "its container" it becomes laggy.
But I know why, it's because I allow the joystick to move only if it doesn't touch the edges, and I don't know how to correct this problem (what code to put in the else).
Here's my code and a GIF so you can see better.
import UIKit
import SnapKit
class ViewController: UIViewController {
let joystickSize = 150
let substractSize = 200
let joystickOffset = 10
let joystickSubstractView = UIView()
let joystickView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
joystickSubstractView.backgroundColor = .gray
joystickSubstractView.layer.cornerRadius = CGFloat(substractSize / 2)
self.view.addSubview(joystickSubstractView)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(dragJoystick))
joystickView.isUserInteractionEnabled = true
joystickView.addGestureRecognizer(panGesture)
joystickView.backgroundColor = .white
joystickView.layer.cornerRadius = CGFloat(joystickSize / 2)
joystickSubstractView.addSubview(joystickView)
joystickSubstractView.snp.makeConstraints {
$0.width.height.equalTo(substractSize)
$0.centerX.equalToSuperview()
$0.bottom.equalToSuperview().inset(150)
}
joystickView.snp.makeConstraints {
$0.width.height.equalTo(joystickSize)
$0.center.equalToSuperview()
}
}
#objc func dragJoystick(_ sender: UIPanGestureRecognizer) {
self.view.bringSubviewToFront(joystickView)
let translation = sender.translation(in: self.view)
let joystickCenter = joystickView.convert(joystickView.center, to: self.view)
let futureJoystickCenter = CGPoint(x: joystickCenter.x - joystickView.frame.minX + translation.x,
y: joystickCenter.y - joystickView.frame.minY + translation.y)
let distanceBetweenCenters = hypot(futureJoystickCenter.x - joystickSubstractView.center.x,
futureJoystickCenter.y - joystickSubstractView.center.y)
if CGFloat(substractSize / 2 + joystickOffset) >= (distanceBetweenCenters + CGFloat(joystickSize / 2)) {
joystickView.center = CGPoint(x: joystickView.center.x + translation.x,
y: joystickView.center.y + translation.y)
} else {
// I don't know what to put here to make the joystick "smoother"
}
sender.setTranslation(CGPoint.zero, in: self.view)
}
}
Thank you for your help
Here is one approach...
calculate the maximum available distance from the center of the outer circle to the center of the inner circle, as a radius
track the touch / pan gesture's location relative to the center of the outer circle
if the new distance from the center of the inner circle (the touch point) to the center of the outer circle is greater than the max radius, move the inner circle center to the intersection of the touch-to-center line and the edge of the radius circle
Here's how it would look, with the center of the "joystick" view identified with a green dot, and the radius circle shown as a red outline:
You can give it a try with this code:
class JoyStickViewController: UIViewController {
let joystickSize: CGFloat = 150
let substractSize: CGFloat = 200
var innerRadius: CGFloat = 0.0
let joystickSubstractView = UIView()
let joystickView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
joystickSubstractView.backgroundColor = .gray
joystickSubstractView.layer.cornerRadius = CGFloat(substractSize / 2)
self.view.addSubview(joystickSubstractView)
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(dragJoystick(_:)))
joystickView.isUserInteractionEnabled = true
joystickView.addGestureRecognizer(panGesture)
joystickView.backgroundColor = .yellow
joystickView.layer.cornerRadius = CGFloat(joystickSize / 2)
joystickSubstractView.addSubview(joystickView)
joystickSubstractView.snp.makeConstraints {
$0.width.height.equalTo(substractSize)
$0.centerX.equalToSuperview()
$0.bottom.equalToSuperview().inset(150)
}
joystickView.snp.makeConstraints {
$0.width.height.equalTo(joystickSize)
$0.center.equalToSuperview()
}
// if you want the "joystick" circle to overlap the "outer circle" a bit, adjust this value
innerRadius = (substractSize - joystickSize) * 0.5
// start debugging / clarification...
// add a center "dot" to the joystick view
// add a red circle showing the inner radius - where we want to restrict the center of the joystick view
let jsCenterView = UIView()
jsCenterView.backgroundColor = .green
jsCenterView.layer.cornerRadius = 2.0
joystickView.addSubview(jsCenterView)
jsCenterView.snp.makeConstraints {
$0.width.height.equalTo(4.0)
$0.center.equalToSuperview()
}
let v = UIView()
v.backgroundColor = .clear
v.layer.borderColor = UIColor.red.cgColor
v.layer.borderWidth = 2
v.layer.cornerRadius = innerRadius
v.isUserInteractionEnabled = false
joystickSubstractView.addSubview(v)
v.snp.makeConstraints {
$0.width.height.equalTo(innerRadius * 2.0)
$0.center.equalToSuperview()
}
// end debugging / clarification
}
func lineLength(from pt1: CGPoint, to pt2: CGPoint) -> CGFloat {
return hypot(pt2.x - pt1.x, pt2.y - pt1.y)
}
func pointOnLine(from startPt: CGPoint, to endPt: CGPoint, distance: CGFloat) -> CGPoint {
let totalDistance = lineLength(from: startPt, to: endPt)
let totalDelta = CGPoint(x: endPt.x - startPt.x, y: endPt.y - startPt.y)
let pct = distance / totalDistance;
let delta = CGPoint(x: totalDelta.x * pct, y: totalDelta.y * pct)
return CGPoint(x: startPt.x + delta.x, y: startPt.y + delta.y)
}
#objc func dragJoystick(_ sender: UIPanGestureRecognizer) {
let touchLocation = sender.location(in: joystickSubstractView)
let outerCircleViewCenter = CGPoint(x: joystickSubstractView.bounds.width * 0.5, y: joystickSubstractView.bounds.height * 0.5)
var newCenter = touchLocation
let distance = lineLength(from: touchLocation, to: outerCircleViewCenter)
// if the touch would put the "joystick circle" outside the "outer circle"
// find the point on the line from center to touch, at innerRadius distance
if distance > innerRadius {
newCenter = pointOnLine(from: outerCircleViewCenter, to: touchLocation, distance: innerRadius)
}
joystickView.center = newCenter
}
}
Note: you can delete (or comment-out) the lines of code in viewDidLoad() between the // start debugging and // end debugging comments to remove the green center-dot and the red circle.

UIPanGestureRecognizer sometimes doesn't get into End State

I'm developing a card view like in Tinder. When cards X origin is bigger than a value which I declare, It moves out the screen. Otherwise, It sticks to center again. I'm doing all of these things inside UIPanGestureRecognizer function. I can move the view in Change state. However, It sometimes doesn't get into end state so card is neither moves out of the screen or stick to center again. It just stays in some weird place.
So My problem is that card should go out of the screen like in below screenshot or stick into center.
I tried solutions in below post but nothing worked:
UIPanGestureRecognizer not calling End state
UIPanGestureRecognizer does not switch to state "End" or "Cancel" if user panned x and y in negative direction
/// This method handles the swiping gesture on each card and shows the appropriate emoji based on the card's center.
#objc func handleCardPan(sender: UIPanGestureRecognizer) {
// Ensure it's a horizontal drag
let velocity = sender.velocity(in: self.view)
if abs(velocity.y) > abs(velocity.x) {
return
}
// if we're in the process of hiding a card, don't let the user interace with the cards yet
if cardIsHiding { return }
// change this to your discretion - it represents how far the user must pan up or down to change the option
// distance user must pan right or left to trigger an option
let requiredOffsetFromCenter: CGFloat = 80
let panLocationInView = sender.location(in: view)
let panLocationInCard = sender.location(in: cards[0])
switch sender.state {
case .began:
dynamicAnimator.removeAllBehaviors()
let offset = UIOffsetMake(cards[0].bounds.midX, panLocationInCard.y)
// card is attached to center
cardAttachmentBehavior = UIAttachmentBehavior(item: cards[0], offsetFromCenter: offset, attachedToAnchor: panLocationInView)
//dynamicAnimator.addBehavior(cardAttachmentBehavior)
let translation = sender.translation(in: self.view)
print(sender.view!.center.x)
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .changed:
//cardAttachmentBehavior.anchorPoint = panLocationInView
let translation = sender.translation(in: self.view)
print(sender.view!.center.x)
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .ended:
dynamicAnimator.removeAllBehaviors()
if !(cards[0].center.x > (self.view.center.x + requiredOffsetFromCenter) || cards[0].center.x < (self.view.center.x - requiredOffsetFromCenter)) {
// snap to center
let snapBehavior = UISnapBehavior(item: cards[0], snapTo: CGPoint(x: self.view.frame.midX, y: self.view.frame.midY + 23))
dynamicAnimator.addBehavior(snapBehavior)
} else {
let velocity = sender.velocity(in: self.view)
let pushBehavior = UIPushBehavior(items: [cards[0]], mode: .instantaneous)
pushBehavior.pushDirection = CGVector(dx: velocity.x/10, dy: velocity.y/10)
pushBehavior.magnitude = 175
dynamicAnimator.addBehavior(pushBehavior)
// spin after throwing
var angular = CGFloat.pi / 2 // angular velocity of spin
let currentAngle: Double = atan2(Double(cards[0].transform.b), Double(cards[0].transform.a))
if currentAngle > 0 {
angular = angular * 1
} else {
angular = angular * -1
}
let itemBehavior = UIDynamicItemBehavior(items: [cards[0]])
itemBehavior.friction = 0.2
itemBehavior.allowsRotation = true
itemBehavior.addAngularVelocity(CGFloat(angular), for: cards[0])
dynamicAnimator.addBehavior(itemBehavior)
showNextCard()
hideFrontCard()
}
default:
break
}
}
I was checking If I'm swiping in horizontal with:
let velocity = sender.velocity(in: self.view)
if abs(velocity.y) > abs(velocity.x) {
return
}
For some reason, It was getting in to return while I'm swiping horizontal. When I comment this block of code, everything started to work :)

Stop UIDynamicAnimator Whit view Limits

I have been trying to create a custom UIClass that implements an horizontal scrolling for its inner content by using UIPanGestureRecognizer.
My first success approach was:
#IBAction func dragAction(_ sender: UIPanGestureRecognizer) {
let velocity = sender.velocity(in: sender.view)
if velocity.x > 0{
//print("\(logClassName) Dragging Right ...")
if innerView!.frame.origin.x < CGFloat(0){
offSetTotal += 1
innerView?.transform = CGAffineTransform(translationX: CGFloat(offSetTotal), y: 0)
}
}
else{
//print("\(logClassName) Dragging Left ...")
if totalWidth - innerView!.bounds.maxX < innerView!.frame.origin.x{
offSetTotal -= 1
innerView?.transform = CGAffineTransform(translationX: CGFloat(offSetTotal), y: 0)
}
}
}
That way, althought is a little bit clunky, I am able to scroll from left to right (and reverse) and the innerview is always covering in the holderView.
Then, and because i wanted to get the scrolling effect that you would get with a UIScrolling view i tried the following approach
#objc func handleTap(_ pan: UIPanGestureRecognizer){
let translation = pan.translation(in: innerView)
let recogView = pan.view
let curX = recogView?.frame.origin.x
if pan.state == UIGestureRecognizerState.began {
self.animator.removeAllBehaviors()
recogView?.frame.origin.x = curX! + translation.x
pan.setTranslation(CGPoint.init(x: 0, y: 0), in: recogView)
}else if pan.state == UIGestureRecognizerState.changed {
recogView?.frame.origin.x = curX! + translation.x
pan.setTranslation(CGPoint.init(x: 0, y: 0), in: recogView)
}else if pan.state == UIGestureRecognizerState.ended {
let itemBehavior = UIDynamicItemBehavior(items: [innerView!]);
var velocity = pan.velocity(in: self)
print(velocity.y)
velocity.y = 0
itemBehavior.addLinearVelocity(velocity, for: innerView!);
itemBehavior.friction = 1
itemBehavior.resistance = 1;
//itemBehavior.elasticity = 0.8;
self.collision = UICollisionBehavior(items: [innerView!]);
self.collision!.collisionMode = .boundaries
self.animator.addBehavior(collision!)
self.animator.addBehavior(itemBehavior);
}
Now the problem i face is that it moves horizontally but it goes away and gets lose.
Is that the right approach? Is there a delegate?
The question was posted due to a lack of knowledge of UIScrollViews. I Knew how to do with Storyboard and only scroll vertically.
I ended up creating a programatically UIScrollView and setting up its content size with the inner view.
scrollView = UIScrollView(frame: bounds)
scrollView?.backgroundColor = UIColor.yellow
scrollView?.contentSize = innerView!.bounds.size
scrollView?.addSubview(innerView!)
addSubview(scrollView!)
But first I have defined the innerView.

How can a function be called immediately after a pan gesture?

Please know that I am new to Swift and IOS. I am using a pan gesture to move a label. When it is finished, I want to automatically add a new label. I have tried to call a function at the end of the pan function, but the label that I moved gets moved off the screen, when the new label is added. I have attempted to use "panGR.state.rawValue == 3", "panGR.state == UIGestureRecognizerState.ended", and a timer - without success. Please help.
Hopefully this is the code that is needed to explain the problem:
func initGestureRecognizers() {
let panGR = UIPanGestureRecognizer(target: self, action:
#selector(ShapeView.didPan(_:)))
addGestureRecognizer(panGR)
}
func didPan(_ panGR: UIPanGestureRecognizer) {
self.superview!.bringSubview(toFront: self)
var size: CGFloat = 53
var translation = panGR.translation(in: self)
translation = translation.applying(self.transform)
self.center.x += translation.x
self.center.y += translation.y
panGR.setTranslation(CGPoint.zero, in: self)
if panGR.state.rawValue == 1 { // save the last position
let startX = self.center.x
let startY = self.center.y
}
if panGR.state.rawValue == 3 { // when move is finished
// this will remove ability to move tile
removeGestureRecognizer(panGR)
// the following code should replace the moved tile,
// with a new tile, but leave the moved tile where it is.
// BUT - it moves the moved tile to coordinates (x=0,y=0), if
// the following 2 lines are executed.
self.center.x = 0
self.center.y = 0
// if the above 2 lines are not executed, the new tile
// does not get displayed
replaceMovedTile()
}
}
func replaceMovedTile() {
// position new tile
let tapPoint = CGPoint(x: 46 + 22, y: 596 + 22)
let shapeView = ShapeView(origin: tapPoint)
addSubview(shapeView)
}
addSubview is a function created for you?
If not, put self.view before
self.view.addSubview(shapeView)

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