Swift: Pan UIImage using constraints - ios

I have an UIImage in my viewController that I am using the UIPanGesture on. I am currently using the following code to move it around based on the RayWenderlich tutorial.
#IBAction func panImage(sender: UIPanGestureRecognizer) {
let translation = sender.translationInView(self.view)
if let view = sender.view {
view.center = CGPoint(x:view.center.x + translation.x,
y:view.center.y + translation.y)
exitButton1.center = CGPoint(x:exitButton1.center.x + translation.x, y:exitButton1.center.y + translation.y)
}
sender.setTranslation(CGPointZero, inView: self.view)
}
I am using auto layout for this app and have been informed that moving the UIImage with autoLayoutConstraints should be done instead. I changed to the following code to move the image, however, the image is now jumping all over the screen.
let translation = sender.translationInView(self.view)
image1ConstraintX.constant = image1ConstraintX.constant + translation.x
image1ConstraintY.constant = image1ConstraintY.constant + translation.y
Is there a better way of moving the image using the constraints? Can the first method be used and then the constraints updated afterwards based on the final position? And how would the second method of moving the image look if done correctly?

Generally speaking, if a view has active auto layout constraints you should not set its frame directly. This is because your change will get overwritten the next time the layout engine makes a pass over the relevant views, and you cannot control when that will happen.
Your solution to update the constant of the relevant constraints is the correct one. If you find yourself doing this a lot, you may want to write a method that takes a CGPoint and a view, and updates the relevant constraints.
Can the first method be used and then the constraints updated afterwards based on the final position?
Yes, but you probably don't want to. To accomplish this, you would remove or disable the constraints, modify frame as the user pans, and once the user is done panning, set the constant on each constraint, and re-enable the layout constraints. This would be more complex than is necessary.

Related

ScrollView inertia effect manually, iOS, Swift

I have UICollectionView which I'm dragging from code (don't ask me why it's very long story:)).
And my code is working pretty well:
func move(prevPoint: CGPoint, curPoint: CGPoint) {
let xDiff = curPoint.x - prevPoint.x
let yDiff = curPoint.y - prevPoint.y
let xSign = xDiff == 0 ? 1 : (xDiff / abs(xDiff))
let ySign = yDiff == 0 ? 1 : (yDiff / abs(yDiff))
let x = max(min(abs(xDiff), maxPickerStep), minPickerStep) * -xSign * xMultiplier
let y = max(min(abs(yDiff), maxPickerStep), minPickerStep) * -ySign
let offset = CGPoint(x: collectionView.contentOffset.x + x, y: collectionView.contentOffset.y)
let cell = (collectionView.visibleCells.first as? ColorsCollectionViewCell)
let innerOffset = cell?.colorCollectionView.contentOffset ?? .zero
let inset = (cell?.colorCollectionView.contentInset.top ?? 0) * 2
let innerYContentOffset = min(max(innerOffset.y + y, -inset), (cell?.colorCollectionView.contentSize.height ?? 0) - inset)
cell?.colorCollectionView.contentOffset = CGPoint(x: innerOffset.x, y: innerYContentOffset)
collectionView.contentOffset = offset
}
But in addition to scrolling, I want to achieve the same effect as in UICollectionView when scrollView moves by inertia after user takes away finger. Thanks.
First thing first, I think that moving the scroll view manually is most certainly a thing I would avoid.
Probably there is something much simpler to fulfill the behavior you need.
So I highly suggest you, and any other reader, to not go further in the reading of this post and, instead, go ahead and try to solve the problem that guided you here in the first place.
You could also ask another question here on Stack Overflow to maybe get help to try to avoid you to manually update the scrollView position.
So if you are still reading, this article is probably the way to go with implementing something that really feels like a UIScrollView. Doing anything else will probably really look and feel awful.
Basically it consists of using UIKit Dynamics to control the inertia.
So you can create an object that conforms to UIDynamicItem (with a non-zero CGRect), and change its center instead of the scrollView contentOffset, than use a UIDynamicAnimator and its UIDynamicBehavior to set up the inertia and to connect the changes during the animation to the corresponding contentOffset in the scrollView using the UIDynamicBehavior's action block.
Assuming that you have an item that is a UIDynamicItem, and an animator that is a UIDynamicAnimator, the handling of the panGesture recognizer would look something like this:
func handlGestureRecognizer(panGesture: UIPanGestureRecognizer) {
switch panGesture.state {
case .began:
self.animator.removeAllBehaviors()
case .changed:
// Update scroll view position
break
case .ended:
var velocity = panGesture.velocity(in: panGesture.view!)
velocity.x = -velocity.x
velocity.y = -velocity.y
// You probably need to check for out of bound velocity too, and also put velocity.x to 0 if the scroll is only scrolling vertically
// This is done to just save the current content offset and then change it alongside the animation from this starting point
item.center = scrollView.contentOffset
let decelerationBehavior = UIDynamicItemBehavior(items: [item])
decelerationBehavior.addLinearVelocity(velocity, for: item)
decelerationBehavior.resistance = 2.0
decelerationBehavior.action = {
// Connect the item center to the scroll contentOffset. Probably something like this:
scrollView.contentOffset = item.center
}
self.animator.addBehavior(decelerationBehavior)
default:
break
}
}
You than just need to play up with the values of the behavior and be careful with the velocity you put into the behavior having extra care in looking at the edge cases (if you scroll over the min/max for example)
PS: After all I've written, I still believe you should strongly consider not doing this and, instead, go with the standard scrollView scrolling, avoiding manual updates.
You can try to play with decelerationRate and see if it satisfies your needs.
collectionView.decelerationRate = UIScrollView.DecelerationRate(rawValue: 1)

How can I add sizing handles to a UIView?

I'm trying to dynamically create views (UIImageView and UITextView) at runtime by user request and then allow the user to move and resize them. I've got everything working great, except for the resizing. I tried using the pinch gesture recognizer, but find it too clumsy for what I want. Therefore, I would like to use sizing handles. I believe I could put a pan gesture recognizer on each handle, and adjust the view frame as one of them is moved.
The problem is, I'm not quite sure how to create the sizing handles. I would indicate all the things I've tried, but truthfully, I'm not quite sure where to start. I do have a few ideas...
1) Possibly use coregraphics to draw boxes or circles on the corners and sides? Would I create a new layer and draw them on that? Not sure.
2) Stick a little image of a box or circle on each corner?
3) XIB file with the handles already placed on it?
Any suggestions appreciated. I just need to be pointed in the right direction.
Edit: Something like what Apple uses in Pages would be perfect!
First, I suggest create a custom View subclass to UIView, you will handle all of the behavior here. Let's call it ResizableView.
In the custom view, You need to draw layer or view for these dot at corner and add PangestureRecognized to them.Then you can track the location of these dot using recognizer.locationInView() when user drag them, which you will use to calculate the scale of View.Here is the code you can refer to:
func rotateViewPanGesture(recognizer: UIPanGestureRecognizer) {
touchLocation = recognizer.locationInView(self.superview)
let center = CalculateFunctions.CGRectGetCenter(self.frame)
switch recognizer.state {
case .Began:
initialBounds = self.bounds
initialDistance = CalculateFunctions.CGpointGetDistance(center, point2: touchLocation!)
case .Changed:
//Finding scale between current touchPoint and previous touchPoint
let scale = sqrtf(Float(CalculateFunctions.CGpointGetDistance(center, point2: touchLocation!)) / Float(initialDistance!))
let scaleRect = CalculateFunctions.CGRectScale(initialBounds!, wScale: CGFloat(scale), hScale: CGFloat(scale))
self.bounds = scaleRect
self.refresh()
case:.Ended:
self.refresh()
default:break
Step by step
touchLocation location of the Pangesture
center is the center of ResizableView
initialBounds is the initial bounds of the ResizableView when PanGesture begin.
initailDistance is the distance between the center of the ResizableView of touchPoint of the dot the user is dragging.
Then you can calculate the scale given initialDistance, center, touch location
Now you have scaled the view as You want. You also need to refresh the position of these dot at corner accordingly, that's what refresh() for, you need to implement it yourself.
CalculateFunctions
I tend to define some helpFunctions to help me calculate.
CalculateFunctions.CGPointGetDistance is used to calculate the distance between center of the view and touch location.
CalculateFunctions.CGRectScale return the scaled CGRect given the the scale you just calculated.
CalculateFunctions.CGRectGetCenter return the center point of a CGRect
That's just a rough idea. Actually there are many Libraries you can refer to.
Some suggestions:
SPUserResizableView
This is a ResizableView exactly what you want, but it was written in ObjC and hasn't been updated for a long time. But you can refer to it.
JLStickerTextView This may not fit your requirement very well as it is for text(edit, resize, rotate with one finger) However, this one is written in Swift, a good example for you.
If you have any questions, feel free to post it.Good Luck:-)

dismiss view controller custom animation

I am trying to replicate this animation to dismiss a view controller (15 second video): https://www.youtube.com/watch?v=u87thAbT0CQ
This is what my animation looks like so far: https://www.youtube.com/watch?v=A2XmXTVxLdw
This is my code for the pan gesture recognizer:
#IBAction func recognizerDragged(sender: AnyObject) {
let displacement = recognizer.translationInView(view)
view.center = CGPointMake(view.center.x + displacement.x, view.center.y + displacement.y)
recognizer.setTranslation(CGPoint.zero, inView: view)
switch recognizer.state {
case .Ended:
UIView.animateWithDuration(0.4, animations: { () -> Void in
self.view.layer.position = CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2)
})
default:
print("default")
}
let velocity = recognizer.velocityInView(self.titleView)
print(velocity)
if velocity.y < -1500 {
up = true
self.dismissViewControllerAnimated(true, completion: nil)
}
if velocity.x > 1500 {
right = true
self.dismissViewControllerAnimated(true, completion: nil)
}
}
It may be a little hard to notice in my video, but there is a small disconnect in how fast the user flicks up, and how fast the animation completes. That is to say, the user may flip up very fast but the animation is set to a hardcoded 0.3 seconds. So if the user flicks the view fast, then as the animation completes, as soon as their finger lifts off the view, the animation actually slows down.
I think what I need is a way to take the velocity recorded in the recognizerDragged IBAction, and pass that to the animation controller, and based on that, calculate how long the animation should take, so that the velocity is consistent throughout, and it looks smooth. How can I do that?
Additioanlly, I'm slightly confused because the Apple Documentation says that the velocityInView function returns a velocity in points, not pixels. Yet different iOS devices have different points per pixels, so that would further complicate how I would translate the velocity before passing it to the animation class.
Any idea how to pass the velocity back to the animation controller, so that the animation duration changes based on that, and make it work for different iPhones ?
thanks
What you are likely looking at in the video you are trying to replicate is a UIDynamics style interaction, not a CoreAnimation animation. The velocity returned from velocityInView can be used directly in UIDynamics like this:
[self.behavior addLinearVelocity:
[pan velocityInView:pan.view.superview] forItem:pan.view];
I wrote a tutorial for doing this style of view interaction here: https://www.smashingmagazine.com/2014/03/ios7-new-dynamic-app-interactions/
To stick with UIView animations you just need to look at the frame's bottom (which is also in points) and calculate the new time. This assume that you want frame's bottom to be at 0 at the end of the animation:
animationTime = CGRectGetMaxY(frame) / velocity
You aren't showing how you created the animation controller, but just keep a reference to it and pass the time before calling dismiss. This is also assuming you are using a linear curve. With any other kind of curve, you will have to estimate what the starting velocity would have to be to be based on time and adjust.

Resize a UIView from only the ends using a UIPanGestureRecognizer

I have a vertical line (UIView) which I need to resize. I currently do it using a pinch gesture but now I need to do it using a swipe gesture and increase or decrease the height from the side I swipe from. So for example, if I swipe down from the TOP END of the line, the line must decrease in size only from the top. The bottom must stay anchored to the original position.
How do I do this?
I also need to be able to move the image around, which I already have implemented using a UIPanGestureRecognizer as well.
Here's what I've playing around with:
I have a small UIView on top end of the vertical line and one on the bottom end of the line. I use these as markers. Now, I'm able to move the top marker up and down. I need to resize the line to the distance between the two markers AND keep the bottom end of the line at the same position as the bottom marker.
This is what I have
func draggedViewForTopMarker(sender: UIPanGestureRecognizer) {
//To move the top marker
var translation = sender.translationInView(self.view)
sender.view!.center = CGPointMake(sender.view!.center.x, sender.view!.center.y + translation.y)
sender.setTranslation(CGPointZero, inView: self.view)
//Find distance between the markers
var distanceBetweenMarkers = (sender.view!.center.y + translation.y) - self.bottomMarker.center.y
print(distanceBetweenMarkers)
if (distanceBetweenMarkers < 0) {
distanceBetweenMarkers = distanceBetweenMarkers*(-1)
}
//**TRYING** to resize the line to have the same height as the distance between the two markers AND make sure its positioned between the markers and the bottom end of the line is still in the same place as it was originally.
var newFrame = CGRectMake(sender.view!.center.x, distanceBetweenMarkers/2, vertical.frame.width, distanceBetweenMarkers)
vertical.frame = newFrame
}
I'm open to different approaches too, or a solution to the problem I have with this approach!
You may check out at Photo Measures Lite on the App Store to better understand what I mean when I say "resize the line from one side only".
Thanks so much!
instead of making a new frame you can just adjust y position of the line to be the same as the top marker, and the height to be the same as the distance between the two markers
func draggedViewForTopMarker(sender: UIPanGestureRecognizer) {
//To move the top marker
var translation = sender.translationInView(self.view)
sender.view!.center = CGPointMake(sender.view!.center.x, sender.view!.center.y + translation.y)
sender.setTranslation(CGPointZero, inView: self.view)
//Find distance between the markers
var distanceBetweenMarkers = self.topMarker.frame.origin.y - self.bottomMarker.frame.origin.y
vertical.frame.origin.y = self.topMarker.frame.origin.y
vertical.frame.size.height = distanceBetweenMarkers
}
But this will only work if the two markers and the vertical line are the subviews of the same superview

Pan gesture: why need setTranslation to zero?

I add a pan gesture to a view, move the view while finger moved, but I found if I do not call recognizer.setTranslation(CGPointZero, inView: self.view), translation is not right. why ?
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
recognizer.view!.center = CGPoint(x:recognizer.view!.center.x + translation.x,
y:recognizer.view!.center.y + translation.y)
recognizer.setTranslation(CGPointZero, inView: self.view)// this line must need, why?
...
}
I don't speak English well, but I think it may be enough to explain this.
A translation in UIPanGestureRecognizer stands for a vector from where you started dragging to your current finger location, though the origin of this vector is {0, 0}. So all you need to determine the distance you dragged is another point of this vector. You get this point by calling :
recognizer.translationInView(self.view)
Then this point helped you setting a new location of your view.
But UIPanGestureRecognizer is indeed a "continuous" reporter, she will not forget the state after the last report. she didn't know that you have used up that part of translation(to re-locate your view), so the next time when "handlePan" is called, the translation is not calculated from previous location of your finger , it is from the original place where started your finger dragging!!
That's why you have to call:
recognizer.setTranslation(CGPointZero, inView: self.view)
every-time you used that translation to re-locate your view, as if you are telling the recognizer that you are going to start a new drag gesture.

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