Slide up UIView following finger similar to Control Center in iOS - ios

I have a UITableView that is at the bottom of my main UIViewController, it currently only shows the top two rows. To show the rest I don't want it to scroll, I want the user to be able to "pull" the view up to reveal the additional 4 rows (can then swipe down on it to "push" it back into its original place), and I want the "pull" to be similar to how control center works in iOS. The spring that it has is really great.
Looks like I can add a UIPanGestureRecognizer to do the pull:
UIPanGestureRecognizer * pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)];
pan.maximumNumberOfTouches = pan.minimumNumberOfTouches = 1;
[self addGestureRecognizer:pan];
- (void)pan:(UIPanGestureRecognizer *)aPan; {
CGPoint currentPoint = [aPan locationInView:self];
[UIView animateWithDuration:0.01f
animations:^{
CGRect oldFrame = _viewToChange.frame;
_viewToChange.frame = CGRectMake(oldFrame.origin.x, currentPoint.y, oldFrame.size.width, ([UIScreen mainScreen].bounds.size.height - currentPoint.y));
}];
}
Ref this question.
Doing this does sort of work, but my UITableView flashes as you pull it up and it eventually disappears.
There is also no spring, and no way to set a "max" so that you can't pull up the view past a certain point.
Does anyone have ideas on how this can be achieved?

this is how i write the pan:. t is tableView(initially user interaction is disabled). 40 in code is for more realistic look in pan. 200 is max value i used and 60 is min value. i directly add t to tableview with height 60 and increased the height with animation.
- (void)pan:(UIPanGestureRecognizer *)aPan; {
CGPoint currentPoint = [aPan locationInView:self.view];
CGRect fr = t.frame;
if ((currentPoint.y - fr.origin.y) < 40 && (fr.size.height <= 200) )
{
float nh = (currentPoint.y >= self.view.frame.size.height - 200) ? self.view.frame.size.height-currentPoint.y : 200;
if (nh < 60) {
nh = 60;
}
[UIView animateWithDuration:0.01f animations:^{
[t setFrame:CGRectMake(0, self.view.frame.size.height-nh, t.frame.size.width, nh)];
}];
if (nh == 200) {
[t setUserInteractionEnabled:YES];
}
else
{
[t setUserInteractionEnabled:NO];
}
}
}
or without pan; with using tableview's scrollview delegate methods, when tableview begin dragging in closed state, opening the large mode and when tableview scroll to top sliding down
-(void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
NSLog(#"scroll");
if (scrollView.contentOffset.y == 0) {
[UIView animateWithDuration:0.2f animations:^{
[scrollView setFrame:CGRectMake(0, self.view.frame.size.height-200, t.frame.size.width, 200)];
}];
}
}
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
if (scrollView.contentOffset.y == 0) {
[UIView animateWithDuration:0.2f animations:^{
[scrollView setFrame:CGRectMake(0, self.view.frame.size.height-60, t.frame.size.width, 60)];
}];
}
}

Related

how to make a sliding up panel like the Google Maps app?

I'm looking for something like AndroidSlidingUpPanel for iOS. I found MBPullDownController, but it requires two ViewControllers to use, and requires a big change to the architecture of the app I'm working on to implement.
I just want something that adds a subview in an existing view controller. How would I go about doing that?
I use sliding up panels in my iOS apps quite a lot and I've found that the trick is to add a custom view to a view controller in the storyboard (or xib file) but to set its frame so that it is off the screen. You can ensure that the view stays off screen on any device using layout constraints.
Then it's just a case of animating the view on screen when appropriate. e.g.:
- (IBAction)showPanel:(id)sender
{
// panelShown is an iVar to track the panel state...
if (!panelShown) {
// myConstraint is an IBOutlet to the appropriate constraint...
// Use this method for iOS 8+ otherwise use a frame based animation...
myConstraint.constant -= customView.frame.size.height;
[UIView animateWithDuration:0.5 animations:^{
[self.view setNeedsLayout];
}];
}
else {
myConstraint.constant += customView.frame.size.height;
[UIView animateWithDuration:0.5 animations:^{
[self.view setNeedsLayout];
}];
}
}
If you want to have just a swipe up/down and that will reveal the panel you can use UISwipeGestureRecognizer like so:
- (void)viewDidLoad
{
[super viewDidLoad];
// iVar
swipeUp = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(didSwipe:)];
swipeUp.direction = UISwipeGestureRecognizerDirectionUp;
[self.view addGestureRecognizer:swipeUp];
// Do the same again with swipeDown using UISwipeGestureRecognizerDirectionDown...
}
- (void)didSwipe:(UIGestureRecognizer *)swipe
{
if (swipe == swipeUp) {
// Show panel (see above)...
} else {
// Hide panel (see above)...
}
}
If you want the panel to track your finger like when you open the Control Center, then you can use UIPanGestureRecognizer and get the translationInView: and velocityInView: and adjust the panel accordingly. Here is a snippet of code that tracks finger movement but using the touchesBegan:withEvent: - (void)touchesMoved:withEvent: and - (void)touchesEnded:withEvent: methods in a UIViewController to give you a taste:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Don't worry too much about buttonView this is another view that I animate upwards to get out the way of the panel as it slides in from the left...
[super touchesBegan:touches withEvent:event];
CGPoint loc = [[touches anyObject] locationInView:self.view];
// Save last touch for reference...
lastTouch = loc;
// leftBeginRect is an area where the user can start to drag the panel...
// trackFinger defines whether the panel should move with the users gestures or not...
if (CGRectContainsPoint(leftBeginRect, loc) && canTrack) {
trackFinger = YES;
}
// Left view is a reference to the panel...
else if (leftView.frame.size.width >= 300) {
// This means that the panel is shown and therefore should track the user's finger back towards the edge of the screen...
CGRect frame = CGRectMake(250, 0, 100, self.view.frame.size.height);
if (CGRectContainsPoint(frame, loc) && canTrack) {
trackFinger = YES;
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
CGPoint loc = [[touches anyObject] locationInView:self.view];
// Need to work out the direction in which the user is panning...
if (lastTouch.x > loc.x) {
currentFingerDirection = RHFingerDirectionLeft;
}
else {
currentFingerDirection = RHFingerDirectionRight;
}
lastTouch = loc;
if (trackFinger) {
if (loc.x <= 300) {
// This means that the panel is somewhere between fully exposed and closed...
// This is where the frame for the left view (and the constraints) are adjusted according to the user's current finger position...
CGRect frame = leftView.frame;
frame.size.width = loc.x;
[leftView setFrame:frame];
leftViewConstraint.constant = loc.x;
if (loc.x <= 80) {
float percentage = loc.x / 80;
int amount = 100 * percentage;
CGRect otherFrame = buttonView.frame;
otherFrame.origin.y = -amount;
[buttonView setFrame:otherFrame];
constraint.constant = constraintConstant + amount;
}
}
else {
CGRect frame = leftView.frame;
frame.size.width = 300;
[leftView setFrame:frame];
leftViewConstraint.constant = 300;
frame = buttonView.frame;
frame.origin.y = -100;
[buttonView setFrame:frame];
constraint.constant = constraintConstant + 100;
trackFinger = NO;
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
// This method works out if the panel should pop open or spring closed when the user ends the gesture...
[super touchesEnded:touches withEvent:event];
if (trackFinger) {
CGPoint loc = [[touches anyObject] locationInView:self.view];
if (loc.x >= 50 && currentFingerDirection == RHFingerDirectionRight) {
CGRect frame = leftView.frame;
frame.size.width = 300;
leftViewConstraint.constant = 300;
CGRect otherFrame = buttonView.frame;
otherFrame.origin.y = -100;
constraint.constant = constraintConstant + 100;
[UIView animateWithDuration:0.2 animations:^{
[leftView setFrame:frame];
[buttonView setFrame:otherFrame];
}];
}
else if (loc.x <= 250 && currentFingerDirection == RHFingerDirectionLeft) {
CGRect frame = leftView.frame;
frame.size.width = 0;
leftViewConstraint.constant = 0;
CGRect otherFrame = buttonView.frame;
otherFrame.origin.y = 0;
constraint.constant = constraintConstant;
[UIView animateWithDuration:0.2 animations:^{
[leftView setFrame:frame];
[buttonView setFrame:otherFrame];
}];
}
else if (loc.x <= 150) {
CGRect frame = leftView.frame;
frame.size.width = 0;
leftViewConstraint.constant = 0;
CGRect otherFrame = buttonView.frame;
otherFrame.origin.y = 0;
constraint.constant = constraintConstant;
[UIView animateWithDuration:0.2 animations:^{
[leftView setFrame:frame];
[buttonView setFrame:otherFrame];
}];
}
else {
CGRect frame = leftView.frame;
frame.size.width = 300;
leftViewConstraint.constant = 300;
CGRect otherFrame = buttonView.frame;
otherFrame.origin.y = -100;
constraint.constant = constraintConstant + 100;
[UIView animateWithDuration:0.2 animations:^{
[leftView setFrame:frame];
[buttonView setFrame:otherFrame];
}];
}
trackFinger = NO;
}
currentFingerDirection = RHFingerDirectionNone;
}
The code is quite involved but it results in a nice panel animation that follows your finger like the Control Center.
Sorry for a late response. I created a small lib based on Rob-s answer.
https://github.com/hoomazoid/CTSlidingUpPanel
It's quite simple to use:
#IBOutlet weak var bottomView: UIView!
var bottomController:CTBottomSlideController?;
override func viewDidLoad() {
super.viewDidLoad()
//You can provide nil to tabController and navigationController
bottomController = CTBottomSlideController(parent: view, bottomView: bottomView,
tabController: self.tabBarController!,
navController: self.navigationController, visibleHeight: 64)
//0 is bottom and 1 is top. 0.5 would be center
bottomController?.setAnchorPoint(anchor: 0.7)
}

UIScrollView zoom is not working properly

Whenever I click on an image, I want the image to display as a larger image with the ability to zoom. So far when I click on the image, it displays as I want it to inside a scrollview. However, I have to get lucky to be able to zoom in properly. Most of the time when I attempt to zoom, the image just moves down and to the right and does not zoom at all. Here is my code:
-(void) pictureButtonAction
{
self.scrollImageView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, [UIScreen mainScreen].bounds.size.width, [UIScreen mainScreen].bounds.size.height)];
self.scrollImageView.contentSize = self.fullImageView.image.size;
self.scrollImageView.delegate = self;
self.scrollImageView.clipsToBounds = YES;
self.scrollImageView.scrollEnabled = YES;
[self.scrollImageView setMaximumZoomScale:4.0f];
[self.scrollImageView setMinimumZoomScale:1.0f];
[self.view addSubview:self.scrollImageView];
[self.scrollImageView addSubview:fullImageView];
}
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.fullImageView;
}
ImageViews frame got changed while zooming , so that it moves down. So, You have to centralize the image view each time you zoom .
your scrollviews contentsize should be greater than or equal to your image size , if your fullImageView.image.size is less than your scrollviews bounds ,then set your scrollviews contentSize atleast double the scrollviews bounds .
call the below function in scrollViewDidZoom delegate method
-(void) centerScrollViewContents
{
CGSize boundsSize = self.scrollView.bounds.size;
CGRect contentsFrame = self.imageView.frame;
if (contentsFrame.size.width < boundsSize.width) {
contentsFrame.origin.x = (boundsSize.width - contentsFrame.size.width) / 2.0f;
} else {
contentsFrame.origin.x = 0.0f;
}
if (contentsFrame.size.height < boundsSize.height) {
contentsFrame.origin.y = (boundsSize.height - contentsFrame.size.height) / 2.0f;
} else {
contentsFrame.origin.y = 0.0f;
}
self.imageView.frame = contentsFrame;
}
Try this , hope it will help you ; happy coding ! :)
#Maria's answer works but when zooming you'll experience unwanted bounces, instead of using it under scrollViewDidZoom, use scrollViewDidEndZooming: delegate to prevent that..
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale
{
[self centerScrollViewContents];
}
and with a little enhancement from her code:
[UIView animateWithDuration:0 animations:^{
self.previewImageView.frame = contentsFrame;
}];
a bit late for an answer but i hope this will be useful to some..

When I swipe, let UIImageView and UIScrollView go below in same speed

When I swipe right direction in iPhone(iOS 7.0), I want let UIImageView and UIScrollView go below in same speed. I sccuessfully made UIScrollView as subClass. (I instanced UIScrollView as "sv" in the code)
Now, UIImageView and UIScrollView go below differently.
May I ask what should I do to ?
if ( distanceHorizontal > distanceVertical ) {
if ( _tEnded.x > _tBegan.x ) {
// Swipe Right
NSLog(#"Swipe Right");
swipeSpeed = distanceHorizontal / dt;
speedLabel.text = [NSString stringWithFormat:#"%d", swipeSpeed];
NSInteger swipeSpeedChanged = swipeSpeed / 200;
NSInteger x = 200 + swipeSpeedChanged;
NSLog(#"swipeSpeedChanged:%d", swipeSpeedChanged);
headSpinImageView.center = CGPointMake(160,200);
CGPoint offset;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.0];
headSpinImageView.center = CGPointMake(160,x);
//Scroll UIScrollView
offset.x = 0.0f;
offset.y = swipeSpeedChanged;
[sv setContentOffset:offset animated:YES];
headSpinRect = CGRectMake(160, 200, x, 60);
[UIView commitAnimations];
}

iOS: ScrollView infinite paging - Duplicate end caps

I have a question about infinite paging in a ScrollView. In my app I have only 3 subviews in ScrollView. Each subview is loaded from xib file. Normally it looks like ABC in ScrollView. I wanted to make infinite paging so I added end caps and now it looks like CABCA. If the user is on the first C, it jumps to regular C and if user is on the last A, it jumps to regular A. Here is a code:
- (void)scrollViewDidEndDecelerating:(UIScrollView *)sender {
if (scrollView.contentOffset.x == 0)
{
[scrollView scrollRectToVisible:CGRectMake
((scrollView.frame.size.width * 3), 0,
scrollView.frame.size.width,
scrollView.frame.size.height) animated:NO];
}
else if (scrollView.contentOffset.x == scrollView.frame.size.width * 4)
{
[scrollView scrollRectToVisible:CGRectMake
(scrollView.frame.size.width, 0,
scrollView.frame.size.width,
scrollView.frame.size.height) animated:NO];
}
}
It works perfectly now. But I have ViewController for each subview and this is how I am adding them to ScrollView:
subViewController1 = [[SubViewController1 alloc] initWithNibName:#"SubView" bundle:nil];
subViewController1.view.frame =
CGRectMake(0, 0, scrollView.frame.size.width, scrollView.frame.size.height);
[scrollView addSubview:subViewController1.view];
Problem is that there is one duplicate of A and C view so now I have 5 controllers instead of 3. And If I want to add something into a A view, I have to add it also into duplicate of A view.
Is there a way how to control view A and duplicate of A with one controller so I don't have to create two instances of one controller? Thank you.
Better still, you don't need to have duplicate view A's and duplicate view C's, you just move them around in - (void)scrollViewDidScroll:(UIScrollView *)scrollView while manipulating the contentOffset.
Setup: probably very similar to how you already do it.
Set your UIScrollView to have contentSize 3 times it's bounds width. Make sure paging is turned on and bouncing off.
Add your ABC subviews to the UIScrollView from left to right.
Also have an array in your ViewController called _contentViews
that contains your UIViews ABC.
Then implement this which will reset the content offset and move your subviews around at the same time when the scrollview reaches the edges:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
if(scrollView.contentOffset.x == 0) {
CGPoint newOffset = CGPointMake(scrollView.bounds.size.width+scrollView.contentOffset.x, scrollView.contentOffset.y);
[scrollView setContentOffset:newOffset];
[self rotateViewsRight];
}
else if(scrollView.contentOffset.x == scrollView.bounds.size.width*2) {
CGPoint newOffset = CGPointMake(scrollView.contentOffset.x-scrollView.bounds.size.width, scrollView.contentOffset.y);
[scrollView setContentOffset:newOffset];
[self rotateViewsLeft];
}
}
-(void)rotateViewsRight {
UIView *endView = [_contentViews lastObject];
[_contentViews removeLastObject];
[_contentViews insertObject:endView atIndex:0];
[self setContentViewFrames];
}
-(void)rotateViewsLeft {
UIView *endView = _contentViews[0];
[_contentViews removeObjectAtIndex:0];
[_contentViews addObject:endView];
[self setContentViewFrames];
}
-(void) setContentViewFrames {
for(int i = 0; i < 3; i++) {
UIView * view = _contentViews[i];
[view setFrame:CGRectMake(self.view.bounds.size.width*i, 0, self.view.bounds.size.width, self.view.bounds.size.height)];
}
}

Transferring touches to copy of UIImageView

I've been a long journey trying to drag and drop UIImageViews from a UITableView to another view.
I have everything working to a point. I subclass UIPanGestureRecognizer and attach this custom recognizer to all the UIImageViews I load into the table view.
I then override the recognizer's touchesMoved method to, among other things, add a temporary view onto the applications key window, then add a copy of the selected UIImageView onto this temporary view, as follows:
UIView *dragAndDropView = [[UIView alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame]];
dragAndDropView.backgroundColor = [UIColor whiteColor];
[[UIApplication sharedApplication].keyWindow addSubview: dragAndDropView];
ElementImageView * sourceImageView = (ElementImageView*)self.view;
ElementImageView *newImageView = [[ElementImageView alloc] initWithImage:sourceImageView.image];
newImageView.userInteractionEnabled = YES;
newImageView.frame = [self.view convertRect:sourceImageView.frame toView:dragAndDropView];
[dragAndDropView addSubview:newImageView];
As a result of this code, I do indeed get a copy of the source image view on top of my dragAndDropView (I can tell because I set the backgroundcolor of the dragAndDropView to white). And if I lift my finger and touch the copied image view again, I can of course drag it around the screen as I wish. But I can't find a way to seamlessly transfer the existing touch to the new object.
Any ideas?
I think you could do the following on your UIPanGestureRecognizer handler:
-(void) handlePan:(UIPanGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
// the initial position
initialPanPositionX = self.transform.tx;
initialPanPositionY = self.transform.ty;
// create a copy of the imageview
panImage = [[UIImageView alloc] initWithImage:imageView.image];
panImage.frame = imageView.frame;
[self.view addSubview:panImage];
}
else if (recognizer.state == UIGestureRecognizerStateChanged) {
if (!startedMoving) {
startedMoving = YES;
[UIView beginAnimations:nil context:NULL]; {
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.2f];
// an effect to increase a copy a little bit when start dragging
CGAffineTransform zt = CGAffineTransformScale(CGAffineTransformIdentity, 1.2, 1.2);
panImage.bounds = CGRectApplyAffineTransform(panImage.bounds, zt);
}
[UIView commitAnimations];
}
// translation
CGPoint point = [recognizer translationInView:self];
panImage.transform = CGAffineTransformMakeTranslation(initialPanPositionX + point.x, initialPanPositionY + point.y);
}
else if (recognizer.state == UIGestureRecognizerStateEnded ) {
startedMoving = NO;
// drop the imageView if it's inside the droppable view
[panImage release], panImage = nil;
}
}
Hope it helps.

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