Reset UIView's frame with a pan gesture without hardcoding start values - ios

I have a UIPanGestureRecognizer that is attached to a UIView. What I am trying to do is essentially drag and drop into a bucket. If the user lets go of the UIView and it's not in the bucket, I want it to animate back to its original start location. My selector that gets called for my UIPanGestureRecognizer is:
- (void)handleDragDescriptionView:(UIPanGestureRecognizer *)gestureRecognizer {
UIView *panViewPiece = [gestureRecognizer view];
CGRect originalFrame = CGRectMake(946, 20, 58, 30);
CGPoint translation = [gestureRecognizer translationInView:panViewPiece];
if (gestureRecognizer.state == UIGestureRecognizerStateBegan || gestureRecognizer.state == UIGestureRecognizerStateChanged) {
panViewPiece.center = CGPointMake(panViewPiece.center.x + translation.x, panViewPiece.center.y + translation.y);
[gestureRecognizer setTranslation:CGPointZero inView:panViewPiece.superview];
}
else if (gestureRecognizer.state == UIGestureRecognizerStateCancelled) {
[UIView animateWithDuration:0.25 animations:^{
self.dragDescriptionView.frame = originalFrame;
}];
}
else {
[UIView animateWithDuration:0.25 animations:^{
self.dragDescriptionView.frame = originalFrame;
}];
}
}
I was wondering if I could do this without the originalFrame at the top of the method. I originally had
CGRect originalFrame = _dragDescriptionView.frame;
instead of the hardcoding, but it doesn't snap back. Probably because I'm updating that value as I am dragging. I don't particularly like hardcoding values, but I wasn't sure if there was a way around this. Thanks!

You really only need to track the view's original center. Make originalCenter an instance variable and only set it when the gesture begins:
#implementation MyViewController {
CGPoint _originalCenter;
}
- (void)handleDragDescriptionView:(UIPanGestureRecognizer *)gestureRecognizer {
UIView *panViewPiece = [gestureRecognizer view];
switch (gestureRecognizer.state) {
case UIGestureRecognizerStateBegan:
_originalCenter = panViewPiece.center;
break;
case UIGestureRecognizerStateChanged: {
CGPoint translation = [gestureRecognizer translationInView:panViewPiece.superview];
panViewPiece.center = CGPointMake(panViewPiece.center.x + translation.x, panViewPiece.center.y + translation.y);
[gestureRecognizer setTranslation:CGPointZero inView:panViewPiece.superview];
break;
}
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled: {
[UIView animateWithDuration:0.25 animations:^{
panViewPiece.center = _originalCenter;
}];
break;
}
default:
break;
}
}

Related

UIView/Drawer using Pan/Swipe Gesture

I am trying to make a UIView open & close on Swipe/Pan Gesture & i found some help from following link
Link , it's close to what i m trying to make.
I want UIView to be open by 100 pixels default & User can swipe/pan the UIView using gesture till 75% of the parent UIViewController & back to 100 pixels but it's flicking in this below code. I want UIView's X position to be 0 so it can be like a drawer opening from top.
- (void)viewDidLoad {
[super viewDidLoad];
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
drawerView = [self.storyboard instantiateViewControllerWithIdentifier:#"drawerVC"];
[drawerView.view setFrame:CGRectMake(0, -self.view.frame.size.height + 100, self.view.frame.size.width, self.view.frame.size.height * 0.75)];
[drawerView.view setBackgroundColor:[UIColor redColor]];
[drawerView.view addGestureRecognizer:panGesture];
}
-(void)move:(UIPanGestureRecognizer*)recognizer {
recognizer.view.center = CGPointMake(self.view.frame.size.width/2,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if (recognizer.state == UIGestureRecognizerStateEnded) {
CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
CGFloat slideMult = magnitude / 200;
NSLog(#"magnitude: %f, slideMult: %f", magnitude, slideMult);
float slideFactor = 0.1 * slideMult; // Increase for more of a slide
CGPoint finalPoint = CGPointMake(0,
recognizer.view.center.y + (velocity.y * slideFactor));
finalPoint.x = 0;
finalPoint.y = MIN(MAX(finalPoint.y, 0), drawerView.view.frame.size.height*.75);
if (fabs(recognizer.view.frame.origin.y) >= fabs(yOffset))
{
return;
}
NSLog(#"ended %f",finalPoint.y);
if (finalPoint.y < recognizer.view.frame.size.height/2) {
// [self movePanelToOriginalPosition];
}
else{
[self movePanelToCenterPosition];
}
}
}
-(void)movePanelToCenterPosition {
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
drawerView.view.frame = CGRectMake(0, 0, drawerView.view.frame.size.width, drawerView.view.frame.size.height);
}
completion:^(BOOL finished) {
// Stuff to do
}];
}
Is there anything that can prevent user to pan UIView in Top(Up) direction if UIView is at default(100 pixels) & can only swipe down to desired CGPoint.
In your move: method you check if the move start or is in progress
else if (recognizer.state == UIGestureRecognizerStateBegin || recognizer.state == UIGestureRecognizerStateChanged)" and in the if view is at its limit. if so you can disabled/reenabled the gesture recognizer. This will cancel the pan...
- (void) move:(UIGestureRecognizer *)sender
{
if(sender.state == UIGestureRecognizerStateBegan || sender.state == UIGestureRecognizerStateChanged)
{
BOOL shouldEnablePan = NO; // TODO: do some logic here to figure out if you want to allow pan
if(!shouldEnablePan && [sender isKindOfClass:[UIPanGestureRecognizer class]])
{
sender.enabled = NO;
sender.enabled = YES;
}
} else ...
}

Swipe UIView off screen

I'd like to be able to have a UIView (or, if necessary, UIViewController), which can be 'dragged'/flicked/swiped off screen - but locked to the vertical axis (so the view would go up or down off the screen to show the view below). This is sort of like the Facebook app's web views.
Could this perhaps be achieved with UIGravityBehavior?
Any ideas would be fantastic.
I have made something similar a while ago by using a UIPanGestureRecognizer. Here is how this would work:
float slidingMenuOffsetSum;
- (void)handleSlidingMenuPan:(UIPanGestureRecognizer *)gestureRecognizer {
CGPoint translation = [gestureRecognizer translationInView:_slidingMenuView];
slidingMenuOffsetSum += translation.y;
CGPoint newSlidingMenuCenter = CGPointMake(_slidingMenuView.center.x, _slidingMenuView.center.y + translation.y);
if (_slidingMenuView.frame.origin.y <= 512 && _slidingMenuView.frame.origin.y >= 0) {
_slidingMenuView.center = newSlidingMenuCenter;
}
[gestureRecognizer setTranslation:CGPointZero inView:_slidingMenuView];
if (gestureRecognizer.state == UIGestureRecognizerStateEnded) {
[UIView animateWithDuration:0.3
animations:^{
[_slidingMenuView setUserInteractionEnabled:false];
if (slidingMenuOffsetSum > 0) {
if (slidingMenuOffsetSum > _slidingMenuView.frame.size.height / 4) {
[self setSlidingMenuHidden:false];
} else {
[self returnSlidingMenuToPosition];
}
} else {
if (slidingMenuOffsetSum < -_slidingMenuView.frame.size.height / 4) {
[self setSlidingMenuHidden:true];
} else {
[self returnSlidingMenuToPosition];
}
}
}
completion:^(BOOL finished) {
slidingMenuOffsetSum = 0;
[_slidingMenuView setUserInteractionEnabled:true];
}];
}
}
You can adjust the values at which the sliding menu can move, and the thresholds for detecting if the view should go back to its original position, or eg. go off the screen.

Animation from Pan Gesture begins from initial state instead of current state

In my application I have a view that sits on top of another view. The user is able to swipe the top view to the right, which fades it out and "fades in" the back view.
When the user pans to the right and lets go, the animation kicks in and it should translate from its current position to the new off screen position. The problem is that the animation instead snaps the view back to its starting point and then does the animation.
Here is my code for the pan gesture and animation:
- (void)handlePanGesture:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:recognizer.view];
CGPoint velocity = [recognizer velocityInView:recognizer.view];
switch (recognizer.state) {
case UIGestureRecognizerStateBegan: {
[recognizer setTranslation:CGPointMake(self.slidingView.frame.origin.x, 0) inView:recognizer.view];
break;
}
case UIGestureRecognizerStateChanged: {
[self.slidingView setTransform:CGAffineTransformMakeTranslation(MAX(0,translation.x), 0)];
CGFloat percentage = fmaxf(0,(translation.x/recognizer.view.bounds.size.width));
[self.backgroundBlurImageView setAlpha:1-percentage];
[self.slidingView setAlpha:1-percentage];
[self.backgroundImageView setTransform:CGAffineTransformMakeScale(1 + (percentage * 0.05), 1 + (percentage * 0.05))];
[self.backgroundBlurImageView setTransform:CGAffineTransformMakeScale(1 + (percentage * 0.05), 1 + (percentage * 0.05))];
break;
}
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled: {
if (velocity.x > 5.0 || (velocity.x >= -1.0 && translation.x > kMenuViewControllerMinimumPanDistanceToOpen * self.slidingView.bounds.size.width)) {
CGFloat transformedVelocity = velocity.x/ABS(self.slidingView.bounds.size.width - translation.x);
CGFloat duration = 0.66;
[self showViewAnimated:YES duration:duration initialVelocity:transformedVelocity];
} else {
[self hideViewAnimated:YES];
}
}
default:
break;
}
}
- (void)showViewAnimated:(BOOL)animated duration:(CGFloat)duration
initialVelocity:(CGFloat)velocity;
{
// animate
__weak typeof(self) blockSelf = self;
[UIView animateWithDuration:animated ? duration : 0.0 delay:0
usingSpringWithDamping:0.8f initialSpringVelocity:velocity options:UIViewAnimationOptionAllowUserInteraction animations:^{
blockSelf.slidingView.transform = CGAffineTransformMakeTranslation(blockSelf.slidingView.bounds.size.width, 0);
[blockSelf.backgroundBlurImageView setTransform:CGAffineTransformMakeScale(1.05, 1.05)];
[blockSelf.backgroundImageView setTransform:CGAffineTransformMakeScale(1.05, 1.05)];
[blockSelf.backgroundBlurImageView setAlpha:0];
[blockSelf.slidingView setAlpha:0];
} completion:^(BOOL finished) {
blockSelf.tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(didTapOnAaron:)];
[blockSelf.view addGestureRecognizer:self.tapGestureRecognizer];
}];
}
- (void)hideViewAnimated:(BOOL)animated;
{
__weak typeof(self) blockSelf = self;
[UIView animateWithDuration:0.3f animations:^{
blockSelf.slidingView.transform = CGAffineTransformIdentity;
[blockSelf.backgroundBlurImageView setTransform:CGAffineTransformIdentity];
[blockSelf.backgroundImageView setTransform:CGAffineTransformIdentity];
[blockSelf.backgroundBlurImageView setAlpha:1];
[blockSelf.slidingView setAlpha:1];
} completion:^(BOOL finished) {
[blockSelf.view removeGestureRecognizer:self.tapGestureRecognizer];
blockSelf.tapGestureRecognizer = nil;
}];
}
I have already tried settings the animation options to:
UIViewAnimationOptionBeginFromCurrentState
with no effect.
Anyone have a clue what I am missing? Thanks
Kyle, sometimes this sort of thing happens if you are using autolayout. If you don't need it try disabling it and see if it fixes it.

Rotation of view while dragging

I want to slightly rotate a UIView when it's being dragged. I managed to do the dragging using a UIPanGestureRecognizer. I also tried to Rotate using CGAffineTransformRotate and it worked. However, when i apply both dragging and rotation, the UIView rotates only and it doesn't get dragged around the super view. Here is what i'm doing in the gesture handler:
CGPoint translation = [gesture translationInView:self.view];
// to drag
gesture.view.center = CGPointMake(gesture.view.center.x + translation.x, gesture.view.center.y + translation.y);
// to rotate
gesture.view.transform = CGAffineTransformRotate(gesture.view.transform, degreesToRadians(translation.x)/4);
// return to default so that it doesn't accumulate
[gesture setTranslation:CGPointMake(0, 0) inView:self.view];
How can i fix this ?
EDIT:
here is the entire code:
- (void)handlePan:(UIPanGestureRecognizer*)gesture{
if (gesture.state == UIGestureRecognizerStateBegan) {
// Save initial post center for snapping
point = CGPointMake(gesture.view.center.x, gesture.view.center.y);
} else if (gesture.state == UIGestureRecognizerStateChanged){
// Translate user movement across the screen to dragging coordinates
CGPoint translation = [gesture translationInView:self.view];
gesture.view.center = CGPointMake(gesture.view.center.x + translation.x, gesture.view.center.y + translation.y);
CGAffineTransform rotate = CGAffineTransformRotate(gesture.view.transform, degreesToRadians(translation.x)/4);
gesture.view.transform = rotate;//CGAffineTransformConcat(translate, rotate);
[gesture setTranslation:CGPointMake(0, 0) inView:self.view];
} else if (gesture.state == UIGestureRecognizerStateEnded){
// Animate snap back to place
[UIView animateWithDuration:0.2 animations:^{
gesture.view.transform = CGAffineTransformIdentity;
// [self.imagePost setCenter:point];
}];
}
}
Try adding this method:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
if (![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] && ![otherGestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
return YES;
}
return NO;
}

My PanGestureRecognizer won't move when i want to resize it

I Have a UIPanGestureRecognizer. It works fine. I made an if statement so when someone touches the picture, it will be alpha 0.7 and it will be 1,5 times bigger. The alpha works fine, but when i type in the CAAffineTransformMakeScale method, my image won't move.
this is my code:
- (IBAction)Bloemen:(UIPanGestureRecognizer *)recognizer {
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if (UIGestureRecognizerStateBegan)
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelay:0.1];
[UIView setAnimationDuration:0.4];
bloemen.alpha = 0.7f;
bloemen.transform = CGAffineTransformMakeScale(1.5,1.5);
[UIView commitAnimations];
}
if (UIGestureRecognizerStateEnded) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelay:0.1];
[UIView setAnimationDuration:0.1];
bloemen.alpha = 1.0f;
bloemen.transform = CGAffineTransformIdentity;
[UIView commitAnimations];
}
}
The critical issue is that your if statements are not checking the state property. It should be:
if (recognizer.state == UIGestureRecognizerStateBegan)
{
// began code here
}
else if (recognizer.state == UIGestureRecognizerStateEnded)
{
// ended code here
}
Also be aware that this gesture recognizer will only work if you have autolayout turned off. If you're using autolayout, you have to change the constraints.
If you forgive the stylistic observations, I might also be inclined to suggest:
use block-based animations;
not reference non-local variables if not needed (i.e. reference recognizer.view rather than bloemen), which makes it easier to reuse this handler for dragging and dropping of various UIView objects you choose to add this gesture to; and
use standard naming conventions, start method names with lowercase letter and follow the verbNoun convention.
None of this is critical and please use or disregard as you see fit, but this exhibits a few best practices:
- (void)handlePan:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if (recognizer.state == UIGestureRecognizerStateBegan)
{
[UIView animateWithDuration:0.4
delay:0.0 // you had 0.1, but seems worthwhile to give immediate feedback
options:0
animations:^{
recognizer.view.alpha = 0.7f;
recognizer.view.transform = CGAffineTransformMakeScale(1.5,1.5);
}
completion:nil];
}
if (recognizer.state == UIGestureRecognizerStateEnded)
{
[UIView animateWithDuration:0.1
delay:0.0 // you had 0.1, but seems worthwhile to give immediate feedback
options:0
animations:^{
recognizer.view.alpha = 1.0f;
recognizer.view.transform = CGAffineTransformIdentity;
}
completion:nil];
}
}

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