I'm writing a series of settings / setup screens using uiPageViewController (images at the bottom). The user configures stuff, and swipe to the next screen, and so on. But I would like to lock / disable / block the forward swipe until the settings has been accomplished by the user in the current screen.
I tried:
1) uiPageViewController.view.userInteractionEnabled = false. It blocks everything in the screen, including the backward swipe. I want to block only the forward.
2)
func pageViewController(pageViewController: UIPageViewController, viewControllerAfterViewController viewController: UIViewController) -> UIViewController? {
if !forwardSwipeEnabled {
return nil
}
var index = contentViewControllers.indexOf(viewController)
index += 1
return contentViewControllers[index]
}
to return nil when forwardSwipeEnabled is set to false, and it works, but the forward swipe remains blocked even after I change forwardSwipeEnabled = true because UIPageViewController already called this function when the scene showed up on the screen.
If I go back and forward again, the function gets called again and it works.
----- edit -----
Calling pageViewController!.setViewControllers(viewControllers, direction: .Forward, animated: false, completion: nil) with the current view controller doesn't refresh or call the function again.
3) Only append the next screen (UIViewcontroller), after the user finishes, but the same problem as 2) occurs.
----- edit -----
4) I can get the gestureRecognizers with view.subviews.first?.gestureRecognizers, but setting them gestureRecognize.enabled = false blocks both forward and reverse. There aren't different gestureRecognizers for each to block selectively.
5) Intercepting the gesture and eating it when direction is forward or letting it run, with the bottom code when backward doesn't work because the user can start the swipe backward, trigger the function return and finish forward.
override func viewDidLoad() {
super.viewDidLoad()
for view: UIView in pageViewController!.view.subviews {
if (view is UIScrollView) {
let scrollView = (view as! UIScrollView)
self.scrollViewPanGestureRecognzier = UIPanGestureRecognizer()
self.scrollViewPanGestureRecognzier.delegate = self
scrollView.addGestureRecognizer(scrollViewPanGestureRecognzier)
}
}
}
func gestureRecognizerShouldBegin(gestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer == scrollViewPanGestureRecognzier {
guard let panGestureRecognizer = gestureRecognizer as? UIPanGestureRecognizer else { return false }
let velocity = panGestureRecognizer.velocityInView(view)
let translation = panGestureRecognizer.translationInView(view)
if translation.x < 0 {
return true
}
if velocity.x < 0 {
return true
}
return false
}
return false
}
Example screen:
just as an suggestion you may reload datasource with setViewControllers:direction:animated:completion after your job is done. This should fix your next page.
Its obj-c code. it should has same code in swift.
Did you find the solution for these years?
I've found only one: immediately go back if forward is forbidden:
func pageViewController(_ pageViewController: UIPageViewController, didFinishAnimating finished: Bool, previousViewControllers: [UIViewController], transitionCompleted completed: Bool) {
let pageContentViewController = pageViewController.viewControllers![0]
let currentPage = orderedViewControllers!.index(of: pageContentViewController)!
if !nextButton.isEnabled && currentPage > pageControl.currentPage {
DispatchQueue.main.asyncAfter(deadline: .now()+0.05, execute: {
self.setViewControllers([self.orderedViewControllers![self.pageControl.currentPage]], direction: .reverse, animated: false, completion: nil)
})
}
}
Related
When using drag and drop with a UICollectionView embedded in a UIPageViewController, the delegate immediately triggers didExit when paging.
Begin Drag and Drop gesture
Page to new view
CollectionDropDelegate immediately fires:
newCV.didEnter
oldCV.didExit
newCV.didExit
newCV.didUpdate is never called. If we let go of the drop at this point it cancels. My PageViewController is not fullscreen, so if I move the drag outside and back in I can still perform the drop after paging, but it's a bad user experience.
Notes:
Not using UICollectionViewController
CollectionView gets added to the UIViewController hierarchy in viewDidLoad
Any ideas?
I was able to resolve this by toggling collectionView.isUserInteractionEnabled. Figuring out where in the lifecycle to do this was a bit challenging, and ultimately I ended up using the UIPageViewControllerDelegate didFinishAnimating...
So in my ContentViewController.viewDidLoad, I set collectionView.isUserInteractionEnabled = false and then in the delegate, I need to conditionally enable/disable the collection views.
func pageViewController(_ pageViewController: UIPageViewController, didFinishAnimating finished: Bool, previousViewControllers: [UIViewController], transitionCompleted completed: Bool) {
if completed {
guard let showing = pageViewController.viewControllers?.first as? DayViewController else {
assertionFailure()
return
}
// Disable All
previousViewControllers.forEach {
if let dayVC = $0 as? DayViewController {
dayVC.collectionView?.isUserInteractionEnabled = false
}
}
// Enable Showing
showing.collectionView?.isUserInteractionEnabled = true
} else {
guard let showing = previousViewControllers.first as? DayViewController else {
assertionFailure()
return
}
// Disable All
viewControllers?.forEach {
if let dayVC = $0 as? DayViewController {
dayVC.collectionView?.isUserInteractionEnabled = false
}
}
// Enable Showing
showing.collectionView?.isUserInteractionEnabled = true
}
}
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 try the following approach found here
extension UIPageViewController {
func goToNextPage(){
guard let currentViewController = self.viewControllers?.first else { return }
guard let nextViewController = dataSource?.pageViewController( self, viewControllerAfter: currentViewController ) else { return }
setViewControllers([nextViewController], direction: .forward, animated: true, completion: nil)
}
}
It works, but there is one issue:
When the page is turned programatically, the indicator does not move. It seems that they move only when user turns. page with swipe
that's how indicators should look like after programmatic turn is performed:
instead they remain unchanged
Which leads to issue that hierarchy shown by indicators is rather [2,0,1] instead of [0,1,2]
This is how I implement indicators:
func presentationCount(for PageViewController:UIPageViewController) -> Int {
return 3
}
func presentationIndex(for PageViewController:UIPageViewController) -> Int {
return 0
}
How to make dots indicators move when the page is turned programatically?
Unfortunately you can't update UIPageControl embedded in UIPageViewController. However, you can have your own UIPageControl in UIPageViewController in order to get full control. Then you can update UIPageControl property programmatically upon updating your Page. Have a look at this article.
There is a workaround get the subviews of UIPageViewController, set the value to currentPage.
for subView in self.view.subviews{
if let pageControl = subView as? UIPageControl,
pageControl.numberOfPages > currentIndex{
pageControl.currentPage = currentIndex
}
}
You can, all you need to do is maintain the page index in a variable, let's call it currentPageIndex and use the following method:
// Part of UIPageViewControllerDelegate
func presentationIndex(for pageViewController: UIPageViewController) -> Int {
return currentPageIndex;
}
// In your Button action, set this variable
#IBAction func nextPage(_ sender: Any) {
var index = (pageViewController?.viewControllers?.last as! SinglePageViewController).pageIndex
currentPageIndex = index
}
That's it!! Your page indicator should work now.
I was stuck in a same situation as yours.
I have created an interactive transition. My func animateTransition(transitionContext: UIViewControllerContextTransitioning) is quite normal, I get the container UIView, I add the two UIViewControllers and then I do the animation changes in a UIView.animateWithDuration(duration, animations, completion).
I add a UIScreenEdgePanGestureRecognizer to my from UIViewController. It works well except when I do a very quick pan.
In that last scenario, the app is not responsive, still on the same UIViewController (the transition seems not to have worked) but the background tasks run. When I run the Debug View Hierarchy, I see the new UIViewController instead of the previous one, and the previous one (at least its UIView) stands where it is supposed to stand at the end of the transition.
I did some print out and check points and from that I can say that when the problem occurs, the animation's completion (the one in my animateTransition method) is not reached, so I cannot call the transitionContext.completeTransition method to complete or not the transition.
I could see as well that the pan goes sometimes from UIGestureRecognizerState.Began straight to UIGestureRecognizerState.Ended without going through UIGestureRecognizerState.Changed.
When it goes through UIGestureRecognizerState.Changed, both the translation and the velocity stay the same for every UIGestureRecognizerState.Changed states.
EDIT :
Here is the code:
animateTransition method
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
self.transitionContext = transitionContext
let containerView = transitionContext.containerView()
let screens: (from: UIViewController, to: UIViewController) = (transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)!, transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!)
let parentViewController = presenting ? screens.from : screens.to
let childViewController = presenting ? screens.to : screens.from
let parentView = parentViewController.view
let childView = childViewController.view
// positionning the "to" viewController's view for the animation
if presenting {
offStageChildViewController(childView)
}
containerView.addSubview(parentView)
containerView.addSubview(childView)
let duration = transitionDuration(transitionContext)
UIView.animateWithDuration(duration, animations: {
if self.presenting {
self.onStageViewController(childView)
self.offStageParentViewController(parentView)
} else {
self.onStageViewController(parentView)
self.offStageChildViewController(childView)
}}, completion: { finished in
if transitionContext.transitionWasCancelled() {
transitionContext.completeTransition(false)
} else {
transitionContext.completeTransition(true)
}
})
}
Gesture and gesture handler:
weak var fromViewController: UIViewController! {
didSet {
let screenEdgePanRecognizer = UIScreenEdgePanGestureRecognizer(target: self, action: "presentingViewController:")
screenEdgePanRecognizer.edges = edge
fromViewController.view.addGestureRecognizer(screenEdgePanRecognizer)
}
}
func presentingViewController(pan: UIPanGestureRecognizer) {
let percentage = getPercentage(pan)
switch pan.state {
case UIGestureRecognizerState.Began:
interactive = true
presentViewController(pan)
case UIGestureRecognizerState.Changed:
updateInteractiveTransition(percentage)
case UIGestureRecognizerState.Ended:
interactive = false
if finishPresenting(pan, percentage: percentage) {
finishInteractiveTransition()
} else {
cancelInteractiveTransition()
}
default:
break
}
}
Any idea what might happen?
EDIT 2:
Here are the undisclosed methods:
override func getPercentage(pan: UIPanGestureRecognizer) -> CGFloat {
let translation = pan.translationInView(pan.view!)
return abs(translation.x / pan.view!.bounds.width)
}
override func onStageViewController(view: UIView) {
view.transform = CGAffineTransformIdentity
}
override func offStageParentViewController(view: UIView) {
view.transform = CGAffineTransformMakeTranslation(-view.bounds.width / 2, 0)
}
override func offStageChildViewController(view: UIView) {
view.transform = CGAffineTransformMakeTranslation(view.bounds.width, 0)
}
override func presentViewController(pan: UIPanGestureRecognizer) {
let location = pan.locationInView((fromViewController as! MainViewController).tableView)
let indexPath = (fromViewController as! MainViewController).tableView.indexPathForRowAtPoint(location)
if indexPath == nil {
pan.state = .Failed
return
}
fromViewController.performSegueWithIdentifier("chartSegue", sender: pan)
}
I remove the "over" adding lines => didn't fix it
I added updateInteractiveTransition in .Began, in .Ended, in both => didn't fix it
I turned on shouldRasterize on the layer of the view of my toViewController and let it on all the time => didn't fix it
But the question is why, when doing a fast interactive gesture, is it not responding quickly enough
It actually works with a fast interactive gesture as long as I leave my finger long enough. For example, if I pan very fast on more than (let say) 1cm, it's ok. It's not ok if I pan very fast on a small surface (let say again) less than 1cm
Possible candidates include the views being animated are too complicated (or have complicated effects like shading)
I thought about a complicated view as well but I don't think my view is really complicated. There are a bunch of buttons and labels, a custom UIControl acting as a segmented segment, a chart (that is loaded once the controller appeared) and a xib is loaded inside the viewController.
Ok I just created a project with the MINIMUM classes and objects in order to trigger the problem. So to trigger it, you just do a fast and brief swipe from the right to the left.
What I noticed is that it works pretty easily the first time but if you drag the view controller normally the first time, then it get much harder to trigger it (even impossible?). While in my full project, it doesn't really matter.
When I was diagnosing this problem, I noticed that the gesture's change and ended state events were taking place before animateTransition even ran. So the animation was canceled/finished before it even started!
I tried using GCD animation synchronization queue to ensure that the updating of the UIPercentDrivenInterativeTransition doesn't happen until after `animate:
private let animationSynchronizationQueue = dispatch_queue_create("com.domain.app.animationsynchronization", DISPATCH_QUEUE_SERIAL)
I then had a utility method to use this queue:
func dispatchToMainFromSynchronizationQueue(block: dispatch_block_t) {
dispatch_async(animationSynchronizationQueue) {
dispatch_sync(dispatch_get_main_queue(), block)
}
}
And then my gesture handler made sure that changes and ended states were routed through that queue:
func handlePan(gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .Began:
dispatch_suspend(animationSynchronizationQueue)
fromViewController.performSegueWithIdentifier("segueID", sender: gesture)
case .Changed:
dispatchToMainFromSynchronizationQueue() {
self.updateInteractiveTransition(percentage)
}
case .Ended:
dispatchToMainFromSynchronizationQueue() {
if isOkToFinish {
self.finishInteractiveTransition()
} else {
self.cancelInteractiveTransition()
}
}
default:
break
}
}
So, I have the gesture recognizer's .Began state suspend that queue, and I have the animation controller resume that queue in animationTransition (ensuring that the queue starts again only after that method runs before the gesture proceeds to try to update the UIPercentDrivenInteractiveTransition object.
Have the same issue, tried to use serialQueue.suspend()/resume(), does not work.
This issue is because when pan gesture is too fast, end state is earlier than animateTransition starts, then context.completeTransition can not get run, the whole animation is messed up.
My solution is forcing to run context.completeTransition when this situation happened.
For example, I have two classes:
class SwipeInteractor: UIPercentDrivenInteractiveTransition {
var interactionInProgress = false
...
}
class AnimationController: UIViewControllerAnimatedTransitioning {
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
if !swipeInteractor.interactionInProgress {
DispatchQueue.main.asyncAfter(deadline: .now()+transitionDuration) {
if context.transitionWasCancelled {
toView?.removeFromSuperview()
} else {
fromView?.removeFromSuperview()
}
context.completeTransition(!context.transitionWasCancelled)
}
}
...
}
...
}
interactionInProgress is set to true when gesture began, set to false when gesture ends.
I had a similar problem, but with programmatic animation triggers not triggering the animation completion block. My solution was like Sam's, except instead of dispatching after a small delay, manually call finish on the UIPercentDrivenInteractiveTransition instance.
class SwipeInteractor: UIPercentDrivenInteractiveTransition {
var interactionInProgress = false
...
}
class AnimationController: UIViewControllerAnimatedTransitioning {
private var swipeInteractor: SwipeInteractor
..
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
...
if !swipeInteractor.interactionInProgress {
swipeInteractor.finish()
}
...
UIView.animateWithDuration(...)
}
}
I have UITableView with CustomCell. I want to rotate record image when a cell fully visible or visible more than half at least.
This code block in CustomTableViewCell.swift
override func setSelected(selected: Bool, animated: Bool)
{
super.setSelected(selected, animated: animated)
RotateImage()
}
The problem is that image is starting rotate immediately custom cell appeared like image below.
Sample Image:
There are 2 cells. First one is fully visible and rotating. And second one is partially visible / loaded but its also rotating.
Is it possible to check visibility in setSelected code block or need to check with UITableView functions?
The result should be like that:
override func setSelected(selected: Bool, animated: Bool)
{
super.setSelected(selected, animated: animated)
if fullyVisible == true
{
RotateImage()
}
}
Thanks.
If you want more control for the behavior of cells based on their visibility withing the bounds of your screen, you could use UIScrollViewDelegate functions
such as:
optional func scrollViewDidScroll(_ scrollView: UIScrollView)
Get an array of the tableView's visible cells.
you can check the bounds of each cell to see if it is on screen
Check if the cell's record is spinning and if not start the rotation.
I did something similar in one of my projects:
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let visibleArea = scrollView.contentOffset.y + scrollView.height
for cell in tableView.visibleCells {
guard let propertyGraphCell = cell as? PropertyGraphCell else { continue }
if cell.frame.midY <= visibleArea, let indexPath = tableView.indexPath(for: cell) {
switch visibleRows[indexPath.row] {
case .daysOnMarket:
if daysOnMarketAnimated {
propertyGraphCell.drawLine(animated: true)
daysOnMarketAnimated = false
}
case .priceTrend:
if priceTrendAnimated {
propertyGraphCell.drawLine(animated: true)
priceTrendAnimated = false
}
case .vendorDiscount:
if vendorDiscountAnimated {
propertyGraphCell.drawLine(animated: true)
vendorDiscountAnimated = false
}
case .marketInsights:
assert(false, "cell animation not supported")
}
}
}
}