UIKit Dynamic - snap view to center of parent view - ios

I try to build tinder like interface and I want View to snap with bounces to center of parent view, when finger is released. I try to implement it with snap behavios and pan gesture recognizer, but insted I see animation of falling view down.
My code is following
class ViewController: UIViewController {
var d = UIView()
var snap: UISnapBehavior!
var animator:UIDynamicAnimator!
override func viewDidLoad() {
super.viewDidLoad()
d.translatesAutoresizingMaskIntoConstraints = false
d.backgroundColor = .redColor()
view.addSubview(d)
d.heightAnchor.constraintEqualToConstant(150).active = true
d.widthAnchor.constraintEqualToConstant(150).active = true
d.centerXAnchor.constraintEqualToAnchor(view.centerXAnchor).active = true
d.centerYAnchor.constraintEqualToAnchor(view.centerYAnchor).active = true
d.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: "pan:"))
animator = UIDynamicAnimator(referenceView: d)
}
func pan(gesture:UIPanGestureRecognizer) {
switch gesture.state {
case .Changed:
d.frame.origin.x = gesture.translationInView(d).x
case .Ended:
snap = UISnapBehavior(item: d, snapToPoint: view.center)
animator.addBehavior(snap)
default:
break
}
}
}

You should setup the referenceView of the UIDynamicAnimator to view and not d.
animator = UIDynamicAnimator(referenceView: view)
Here is the code I normally use for my pan gesture. It also tilts the block while panning:
func pan(gesture:UIPanGestureRecognizer) {
let panLocationInView = gesture.locationInView(view)
let panLocationInD = gesture.locationInView(d)
switch gesture.state {
case .Began:
animator.removeAllBehaviors()
let offset = UIOffsetMake(panLocationInD.x - CGRectGetMidX(d.bounds), panLocationInD.y - CGRectGetMidY(d.bounds))
attachmentBehaviour = UIAttachmentBehavior(item: d, offsetFromCenter: offset, attachedToAnchor: panLocationInView)
animator.addBehavior(attachmentBehaviour!)
case .Changed:
attachmentBehaviour?.anchorPoint = panLocationInView
case .Ended:
animator.removeAllBehaviors()
animator.addBehavior(UISnapBehavior(item: d, snapToPoint: view.center))
default:
break
}
}

Related

why the "shouldReceiveTouch" returns "NO", the "PanGesture" still works?

Such as title, I have a superView A and a childView B. The A has a panGestureRecognizer. When I swipe the B, it will trigger the panGestureRecognizer of A. So I return No in the shouldReceiveTouch of A, But the panGestureRecognizer still works whick makes me confused.
I used the following and it seems to work as expected:
class ViewController: UIViewController {
private lazy var topView: UIView = {
let view = UIView(frame: .init(x: 100.0, y: 200.0, width: 200.0, height: 200.0))
view.backgroundColor = UIColor.green
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
let bottomView = self.view
bottomView?.backgroundColor = UIColor.red
bottomView?.addSubview(topView)
bottomView?.addGestureRecognizer({
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(onPan))
panGesture.delegate = self
return panGesture
}())
}
private var stateString: String = "" {
didSet {
if stateString != oldValue {
print("State changed to \(stateString)")
}
}
}
#objc private func onPan(_ sender: UIGestureRecognizer) {
switch sender.state {
case .began: stateString = "begin"
case .changed: stateString = "changed"
case .ended: stateString = "ended"
case .cancelled: stateString = "canceled"
default: stateString = "some thing else"
}
}
}
extension ViewController: UIGestureRecognizerDelegate {
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
return topView.bounds.contains(touch.location(in: topView)) == false
}
}
A gesture only works when started out of the green view.
Once a gesture has started then events will be triggered normally as they should, that includes within the green view.

Interactive sliding menu goes to completion as soon as pan gesture starts [Swift]

I am trying to implement a sliding menu that can be interactively dismissed by horizontal panning, same as the ones in Uber and Google apps. Everything works as expected except that, as soon as I start panning horizontally, dismiss goes to completion without following my finger. Any suggestion of where the problem may lie is very appreciated.
I subclassed UIPresentationController to define the presented width of my menu controller. I have custom presentation animator and dismiss animator, and a UIViewControllerTransitioningDelegate object to return them all to UIKit. I also implemented gestureRecognizerShouldBegin(_ gestureRecognizer:) method in my menu controller to allow vertical scrolling.
SlideDismissAnimator
class SlideDismissAnimator: NSObject, UIViewControllerAnimatedTransitioning {
let interactionController: SlideInteractionController?
init(interactionController: SlideInteractionController?) {
self.interactionController = interactionController
super.init()
}
func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.2
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
let fromCV = transitionContext.viewController(forKey: .from)!
let initialFrame = transitionContext.finalFrame(for: fromCV)
var finalFrame = initialFrame
finalFrame.origin.x = transitionContext.containerView.frame.width // My menu slides in from right
let duration = transitionDuration(using: transitionContext)
UIView.animate(withDuration: duration, delay: 0, options: .curveEaseOut, animations: {
fromCV.view.frame = finalFrame
}) { _ in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
}
}
}
SlideInteractionController
class SlideInteractionController: UIPercentDrivenInteractiveTransition {
var interactionInProgress = false
private var shouldCompleteTransition = false
private weak var collectionViewController: UICollectionViewController!
init(collectionViewController: UICollectionViewController) {
super.init()
self.collectionViewController = collectionViewController
if let menuController = collectionViewController as? MenuController {
let gesture = UIPanGestureRecognizer(target: self, action: #selector(handleGesture))
menuController.collectionView?.addGestureRecognizer(gesture)
gesture.delegate = menuController
}
}
#objc func handleGesture(_ gestureRecognizer: UIPanGestureRecognizer) {
let translation = gestureRecognizer.translation(in: gestureRecognizer.view!.superview!)
var progress = (translation.x / 100)
progress = CGFloat(fminf(fmaxf(Float(progress), 0.0), 1.0))
switch gestureRecognizer.state {
case .began:
interactionInProgress = true
collectionViewController.dismiss(animated: true, completion: nil)
case .changed:
shouldCompleteTransition = progress > 0.5
update(progress)
case .cancelled:
interactionInProgress = false
cancel()
case .ended:
interactionInProgress = false
if shouldCompleteTransition {
finish()
} else {
cancel()
}
default:
break
}
}
}
MenuController
class MenuController: UICollectionViewController, UIGestureRecognizerDelegate {
var slideInteractionController: SlideInteractionController?
override func viewDidLoad() {
super.viewDidLoad()
setupView()
slideInteractionController = SlideInteractionController(collectionViewController: self)
}
...
func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
if let panGestureRecognizer = gestureRecognizer as? UIPanGestureRecognizer {
let translation = panGestureRecognizer.translation(in: collectionView)
if translation.x > fabs(translation.y) {
return true
}
}
return false
}
}
I made a sample Project that Use a tableView inside a View that acts as A side Menu drawer Presented over Current Context
my pan Handler
//MARK: Pan gesture Handler
#objc func handlePanGesture(panGesture: UIPanGestureRecognizer)
{
///Get the changes
let translation = panGesture.translation(in: self.view)
///Make View move to left side of Frame
if CGFloat(round(Double((panGesture.view?.frame.origin.x)!))) <= 0
{
panGesture.view!.center = CGPoint(x: panGesture.view!.center.x + translation.x, y: panGesture.view!.center.y)
panGesture.setTranslation(CGPoint.zero, in: self.view)
}
///Do not let View go beyond origin as 0
if CGFloat(round(Double((panGesture.view?.frame.origin.x)!))) > 0
{
panGesture.view?.frame.origin.x = 0
panGesture.setTranslation(CGPoint.zero, in: self.view)
}
///States When Dragging
switch panGesture.state
{
case .changed:
self.setAlphaOfBlurView(origin: (panGesture.view?.frame.maxX)!)
case .ended:
if CGFloat(round(Double((panGesture.view?.frame.maxX)!))) >= self.view.frame.size.width*0.35
{
UIView.animate(withDuration: 0.7, animations: {
panGesture.view?.frame.origin.x = 0
panGesture.setTranslation(CGPoint.zero, in: self.view)
})
}
else
{
UIView.animate(withDuration: 0.4, animations: {
panGesture.view?.frame.origin.x -= self.maximum_x
panGesture.setTranslation(CGPoint.zero, in: self.view)
}, completion: { (success) in
if (success)
{
self.remove(asChildViewController: self.sideMenuVCObject, baseView: self.baseView)
self.baseView.removeFromSuperview()
self.blurView.removeFromSuperview()
//Remove Notification observer
NotificationCenter.default.removeObserver(self,name: NSNotification.Name(rawValue: "hideMenu"),object: nil)
}
})
}
break
default:
print("Default Case")
}
}
Repository Link at GiHub
https://github.com/RockinGarg/Slide-Menu-Drawer.git
Working Video :
https://drive.google.com/open?id=13Q-bBkVlAX7uEweDyQGvNct-dXkBSveT

UIPercentDrivenInteractiveTransition Cancelling Issue

What I Have
I am using UIViewControllerAnimatedTransitioning protocol with an attached UIViewPropertyAnimator to pan down to dismiss a View Controller
extension SecondViewController : UIViewControllerAnimatedTransitioning {
func interruptibleAnimator(using ctx: UIViewControllerContextTransitioning) -> UIViewImplicitlyAnimating {
if self.animator != nil {
return self.animator!
}
let containerView = ctx.containerView
let toVC = ctx.viewController(forKey: .to) as! FirstViewController
let fromVC = ctx.viewController(forKey: .from) as! SecondViewController
containerView.insertSubview(toVC.view, belowSubview: fromVC.view)
self.animator = UIViewPropertyAnimator(duration: transitionDuration(using: ctx),
curve: .easeOut, animations: {
self.fromVC.view.transform = CGAffineTransform(scale: 0.5)
})
self.animator.isInterruptible = true
self.animator.isUserInteractionEnabled = true
self.animator.isManualHitTestingEnabled = true
self.animator.addCompletion { position in
switch position {
case .end:
break
case .current:
break
case .start:
break
}
let cancelled = ctx.transitionWasCancelled
if (cancelled) {
//..
} else {
//..
}
ctx.completeTransition(!cancelled)
}
self.animator = anim
return self.animator
}
func transitionDuration(using ctx: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.5
}
func animateTransition(using ctx: UIViewControllerContextTransitioning) {
let animator = self.interruptibleAnimator(using: ctx)
self.animator.startAnimation()
}
func animationEnded(_ transitionCompleted: Bool) {
self.interactiveTransition = nil
self.animator = nil
}
}
Pan Gesture to handle the animation:
func handlePanGesture(gestureRecognizer: UIPanGestureRecognizer) {
let panTranslation = gestureRecognizer.translation(in: gestureRecognizer.view!)
var progress = panTranslation.y / (gestureRecognizer.view!.bounds.size.height * 0.5)
switch gestureRecognizer.state {
case .began:
self.interactiveTransition = UIPercentDrivenInteractiveTransition()
self.navigationController!.popViewController(animated: true)
case .changed:
self.interactiveTransition!.update(progress)
case .cancelled, .ended:
if progress > 0.5 {
//Complete Transition
let timingParameters = UICubicTimingParameters(animationCurve: .easeInOut)
self.animator!.continueAnimation!(withTimingParameters: timingParameters, durationFactor: progress)
self.animator?.addAnimations! {
//Completion Animations
}
self.interactiveTransition!.finish()
} else {
//Cancel Transition
self.animator!.isReversed = true
let timingParameters = UICubicTimingParameters(animationCurve: .easeInOut)
self.animator!.continueAnimation!(withTimingParameters: timingParameters, durationFactor: progress)
self.animator!.addAnimations!({
//Cancelling Animations
}, delayFactor: 0 )
self.interactiveTransition!.cancel()
}
default:
break
}
}
What Works
Swiping down to dismissal works perfectly. Swiping slightly down and lifting finger to cancel also works perfectly.
Issue
Swiping down and back up beyond starting point (where progress becomes negative) and lifting up the finger should cancel the transition with cancelling animation. This happens in iOS 10 but it first reverses the navigation controller transitions first, then snaps back. In iOS 11, cancelling animation happens, then I see navigation controller transition is reversed. If you wait, you can see navigation controller transition does try to correct it self in animation over 10 mins or so.
Issue with:
- self.interactiveTransition!.cancel()?
- self.interactiveTransition!.completionSpeed ??
I don't know if this is a bug or we're all just doing it wrong but to correct the behavior, add .completionSpeed = 0.999 to the interactionController in the .ended case of the pan gesture handler. It's a hack but at least it's only a single line.

How can I implement "drag right to dismiss" a View Controller that's in a navigation stack?

By default, if you drag right from the left edge of the screen, it will drag away the ViewController and take it off the stack.
I want to extend this functionality to the entire screen. When the user drags right anywhere, I'd like the same to happen.
I know that I can implement a swipe right gesture and simply call self.navigationController?.popViewControllerAnimated(true)
However, there is no "dragging" motion. I want the user to be able to right-drag the view controller as if it's an object, revealing what's underneath. And, if it's dragged past 50%, dismiss it. (Check out instagram to see what I mean.)
Made a demo project in Github https://github.com/rishi420/SwipeRightToPopController
I've used UIViewControllerAnimatedTransitioning protocol
From the doc:
// This is used for percent driven interactive transitions, as well as for container controllers ...
Added a UIPanGestureRecognizer to the controller's view. This is the action of the gesture:
func handlePanGesture(panGesture: UIPanGestureRecognizer) {
let percent = max(panGesture.translationInView(view).x, 0) / view.frame.width
switch panGesture.state {
case .Began:
navigationController?.delegate = self
navigationController?.popViewControllerAnimated(true)
case .Changed:
percentDrivenInteractiveTransition.updateInteractiveTransition(percent)
case .Ended:
let velocity = panGesture.velocityInView(view).x
// Continue if drag more than 50% of screen width or velocity is higher than 1000
if percent > 0.5 || velocity > 1000 {
percentDrivenInteractiveTransition.finishInteractiveTransition()
} else {
percentDrivenInteractiveTransition.cancelInteractiveTransition()
}
case .Cancelled, .Failed:
percentDrivenInteractiveTransition.cancelInteractiveTransition()
default:
break
}
}
Steps:
Calculate the percentage of drag on the view
.Begin: Specify which segue to perform and assign UINavigationController delegate. delegate will be needed for InteractiveTransitioning
.Changed: UpdateInteractiveTransition with percentage
.Ended: Continue remaining transitioning if drag 50% or more or higher velocity else cancel
.Cancelled, .Failed: cancel transitioning
References:
UIPercentDrivenInteractiveTransition
https://github.com/visnup/swipe-left
https://github.com/robertmryan/ScreenEdgeGestureNavigationController
https://github.com/groomsy/custom-navigation-animation-transition-demo
Create a pan gesture recogniser and move the interactive pop gesture recogniser's targets across.
Add your recogniser to the pushed view controller's viewDidLoad and voila!
Edit: Updated the code with more detailed solution.
import os
import UIKit
public extension UINavigationController {
func fixInteractivePopGestureRecognizer(delegate: UIGestureRecognizerDelegate) {
guard
let popGestureRecognizer = interactivePopGestureRecognizer,
let targets = popGestureRecognizer.value(forKey: "targets") as? NSMutableArray,
let gestureRecognizers = view.gestureRecognizers,
// swiftlint:disable empty_count
targets.count > 0
else { return }
if viewControllers.count == 1 {
for recognizer in gestureRecognizers where recognizer is PanDirectionGestureRecognizer {
view.removeGestureRecognizer(recognizer)
popGestureRecognizer.isEnabled = false
recognizer.delegate = nil
}
} else {
if gestureRecognizers.count == 1 {
let gestureRecognizer = PanDirectionGestureRecognizer(axis: .horizontal, direction: .right)
gestureRecognizer.cancelsTouchesInView = false
gestureRecognizer.setValue(targets, forKey: "targets")
gestureRecognizer.require(toFail: popGestureRecognizer)
gestureRecognizer.delegate = delegate
popGestureRecognizer.isEnabled = true
view.addGestureRecognizer(gestureRecognizer)
}
}
}
}
public enum PanAxis {
case vertical
case horizontal
}
public enum PanDirection {
case left
case right
case up
case down
case normal
}
public class PanDirectionGestureRecognizer: UIPanGestureRecognizer {
let axis: PanAxis
let direction: PanDirection
public init(axis: PanAxis, direction: PanDirection = .normal, target: AnyObject? = nil, action: Selector? = nil) {
self.axis = axis
self.direction = direction
super.init(target: target, action: action)
}
override public func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesMoved(touches, with: event)
if state == .began {
let vel = velocity(in: view)
switch axis {
case .horizontal where abs(vel.y) > abs(vel.x):
state = .cancelled
case .vertical where abs(vel.x) > abs(vel.y):
state = .cancelled
default:
break
}
let isIncrement = axis == .horizontal ? vel.x > 0 : vel.y > 0
switch direction {
case .left where isIncrement:
state = .cancelled
case .right where !isIncrement:
state = .cancelled
case .up where isIncrement:
state = .cancelled
case .down where !isIncrement:
state = .cancelled
default:
break
}
}
}
}
In your collection view for example:
open override func didMove(toParent parent: UIViewController?) {
navigationController?.fixInteractivePopGestureRecognizer(delegate: self)
}
// MARK: - UIGestureRecognizerDelegate
extension BaseCollection: UIGestureRecognizerDelegate {
public func gestureRecognizer(
_ gestureRecognizer: UIGestureRecognizer,
shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer
) -> Bool {
otherGestureRecognizer is PanDirectionGestureRecognizer
}
}
Swift 4 version of the accepted answer by #Warif Akhand Rishi
Even though this answer does work there are 2 quirks that I found out about it.
if you swipe left it also dismisses just as if you were swiping right.
it's also very delicate because if even a slight swipe is directed in either direction it will dismiss the vc.
Other then that it definitely works and you can swipe either right or left to dismiss.
class ViewController: UIGestureRecognizerDelegate, UINavigationControllerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
navigationController?.interactivePopGestureRecognizer?.delegate = self
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture(_:)))
view.addGestureRecognizer(panGesture)
}
#objc func handlePanGesture(_ gesture: UIPanGestureRecognizer){
let interactiveTransition = UIPercentDrivenInteractiveTransition()
let percent = max(gesture.translation(in: view).x, 0) / view.frame.width
switch gesture.state {
case .began:
navigationController?.delegate = self
// *** use this if the vc is PUSHED on the stack **
navigationController?.popViewController(animated: true)
// *** use this if the vc is PRESENTED **
//navigationController?.dismiss(animated: true, completion: nil)
case .changed:
interactiveTransition.update(percent)
case .ended:
let velocity = gesture.velocity(in: view).x
// Continue if drag more than 50% of screen width or velocity is higher than 1000
if percent > 0.5 || velocity > 1000 {
interactiveTransition.finish()
} else {
interactiveTransition.cancel()
}
case .cancelled, .failed:
interactiveTransition.cancel()
default:break
}
}
}
The cleanest way is to subclass your navigation controller and add a directional pan gesture recognizer to its view that borrows its target/action properties from the default interaction pan gesture recognizer.
First, create a directional pan gesture recognizer that simply puts itself into a failed state if the initial gesture is not in the desired direction.
class DirectionalPanGestureRecognizer: UIPanGestureRecognizer {
enum Direction {
case up
case down
case left
case right
}
private var firstTouch: CGPoint?
var direction: Direction
init(direction: Direction, target: Any? = nil, action: Selector? = nil) {
self.direction = direction
super.init(target: target, action: action)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
firstTouch = touches.first?.location(in: view)
super.touchesBegan(touches, with: event)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
switch state {
case .possible:
if let firstTouch = firstTouch,
let thisTouch = touches.first?.location(in: view) {
let deltaX = thisTouch.x - firstTouch.x
let deltaY = thisTouch.y - firstTouch.y
switch direction {
case .up:
if abs(deltaY) > abs(deltaX),
deltaY < 0 {
break
} else {
state = .failed
}
case .down:
if abs(deltaY) > abs(deltaX),
deltaY > 0 {
break
} else {
state = .failed
}
case .left:
if abs(deltaX) > abs(deltaY),
deltaX < 0 {
break
} else {
state = .failed
}
case .right:
if abs(deltaX) > abs(deltaY),
deltaX > 0 {
break
} else {
state = .failed
}
}
}
default:
break
}
super.touchesMoved(touches, with: event)
}
override func reset() {
firstTouch = nil
super.reset()
}
}
Then subclass UINavigationController and perform all of the logic in there.
class CustomNavigationController: UINavigationController {
let popGestureRecognizer = DirectionalPanGestureRecognizer(direction: .right)
override func viewDidLoad() {
super.viewDidLoad()
replaceInteractivePopGestureRecognizer()
}
private func replaceInteractivePopGestureRecognizer() {
guard let targets = interactivePopGestureRecognizer?.value(forKey: "targets") else {
return
}
popGestureRecognizer.setValue(targets, forKey: "targets")
popGestureRecognizer.delegate = self
view.addGestureRecognizer(popGestureRecognizer)
interactivePopGestureRecognizer?.isEnabled = false // this is optional; it just disables the default recognizer
}
}
And then conform to the delegate. We only need the first method, gestureRecognizerShouldBegin. The other two methods are optional.
Most apps that have this feature enabled won't work if the user is in a scroll view and it's still scrolling; the scroll view must come to a complete stop before the swipe-to-pop gesture is recognized. This is not how it works with the default recognizer so the last two methods of this delegate (1) allow simultaneous gesturing with scroll views but (2) force the pop recognizer to fail when competing with the scroll view.
// MARK: - Gesture recognizer delegate
extension CustomNavigationController: UIGestureRecognizerDelegate {
func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return viewControllers.count > 1
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if otherGestureRecognizer.view is UIScrollView {
return true
}
return false
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer,
shouldBeRequiredToFailBy otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if otherGestureRecognizer.view is UIScrollView {
return true
}
return false
}
}
You need to investigate the interactivePopGestureRecognizer property of your UINavigationController.
Here is a similar question with example code to hook this up.
UINavigationController interactivePopGestureRecognizer working abnormal in iOS7
I think this is easier than the suggested solution and also works for all viewControllers inside that navigation and also for nested scrollviews.
https://stackoverflow.com/a/58779146/8517882
Just install the pod and then use EZNavigationController instead of UINavigationController to have this behavior on all view controllers inside that navigation controller.
Answers are too complicated. There is a simple solution. Add next line to your base navigation controller, or navigation controller that you want to have this ability:
self.interactivePopGestureRecognizer?.delegate = nil
Swipe Right to dismiss the View Controller
Swift 5 Version -
(Also removed the gesture recognition when swiping from right - to - left)
Important -
In ‘Attributes inspector’ of VC2, set the ‘Presentation’ value from ‘Full Screen’ to ‘Over Full Screen’. This will allow VC1 to be visible during dismissing VC2 via gesture — without it, there will be black screen behind VC2 instead of VC1.
class ViewController: UIGestureRecognizerDelegate, UINavigationControllerDelegate {
var initialTouchPoint: CGPoint = CGPoint(x: 0, y: 0)
override func viewDidLoad() {
super.viewDidLoad()
navigationController?.interactivePopGestureRecognizer?.delegate = self
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePanGesture(_:)))
view.addGestureRecognizer(panGesture)
}
#objc func handlePanGesture(_ sender: UIPanGestureRecognizer) {
let touchPoint = sender.location(in: self.view?.window)
let percent = max(sender.translation(in: view).x, 0) / view.frame.width
let velocity = sender.velocity(in: view).x
if sender.state == UIGestureRecognizer.State.began {
initialTouchPoint = touchPoint
} else if sender.state == UIGestureRecognizer.State.changed {
if touchPoint.x - initialTouchPoint.x > 0 {
self.view.frame = CGRect(x: touchPoint.x - initialTouchPoint.x, y: 0, width: self.view.frame.size.width, height: self.view.frame.size.height)
}
} else if sender.state == UIGestureRecognizer.State.ended || sender.state == UIGestureRecognizer.State.cancelled {
if percent > 0.5 || velocity > 1000 {
navigationController?.popViewController(animated: true)
} else {
UIView.animate(withDuration: 0.3, animations: {
self.view.frame = CGRect(x: 0, y: 0, width: self.view.frame.size.width, height: self.view.frame.size.height)
})
}
}
}
}

How to programmatically send a pangesture in swift

I have a view that has panGesture functionality, but I need to send a pan-gesture from one point to another programatically. Is there a way to do this in swift using an animation with a specific time interval? Here is my attempt at calling the pan gesture programmatically:
var upPanPoint = CGPoint(x: contentView.center.x, y: contentView.center.y + 500)
var upPan = panGestureRecognizer.setTranslation(upPanPoint, inView: self)
onSwipe(upPan)
here is the code that recognizes the pan gesture:
func onSwipe(panGestureRecognizer : UIPanGestureRecognizer!) {
let view = panGestureRecognizer.view!
print(view)
switch (panGestureRecognizer.state) {
case UIGestureRecognizerState.Began:
if (panGestureRecognizer.locationInView(view).y < view.center.y) {
self.viewState.rotationDirection = .RotationAwayFromCenter
} else {
self.viewState.rotationDirection = .RotationTowardsCenter
}
case UIGestureRecognizerState.Ended:
self.finalizePosition()
default:
let translation : CGPoint = panGestureRecognizer.translationInView(view)
view.center = self.viewState.originalCenter + translation
self.rotateForTranslation(translation, withRotationDirection: self.viewState.rotationDirection)
self.executeOnPanForTranslation(translation)
}
}
// The Pan Gesture
func createPanGestureRecognizer(targetView: UIImageView) {
var panGesture = UIPanGestureRecognizer(target: self, action:("handlePanGesture:"))
targetView.addGestureRecognizer(panGesture)
}
func handlePanGesture(panGesture: UIPanGestureRecognizer) {
// get translation
var translation = panGesture.translationInView(view)
panGesture.setTranslation(CGPointZero, inView: view)
println(translation)
// create a new Label and give it the parameters of the old one
var label = panGesture.view as UIImageView
label.center = CGPoint(x: label.center.x+translation.x, y: label.center.y+translation.y)
label.multipleTouchEnabled = true
label.userInteractionEnabled = true
if panGesture.state == UIGestureRecognizer.State.began {
// add something you want to happen when the Label Panning has started
}
if panGesture.state == UIGestureRecognizer.State.ended {
// add something you want to happen when the Label Panning has ended
}
if panGesture.state == UIGestureRecognizer.State.changed {
// add something you want to happen when the Label Panning has been change ( during the moving/panning )
} else {
// or something when its not moving
}
}
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.panGesture))
self.imageView.addGestureRecognizer(panGesture)
#objc func panGesture(sender: UIPanGestureRecognizer){
let point = sender.location(in: view)
let panGesture = sender.view
panGesture?.center = point
print(point)
}
With Swift version 4.2 you can set pan gesture programmatically using below code:
let panGesture = UIPanGestureRecognizer(target: self, action:(#selector(self.handleGesture(_:))))
self.view.addGestureRecognizer(panGesture)
#objc func handleGesture(_ sender: UIPanGestureRecognizer) {
switch sender.state {
case .began:
case .changed:
case .cancelled:
case .ended:
default:
break
}
}

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