I'm implementing UIScrollViewDelegate and doing a lot of stuff with it. However, I just found an annoying issue.
I expect scrollViewDidEndDecelerating: to be called always after scrollViewWillBeginDecelerating:. However, if I simply touch my ScrollView (actually I'm touching a button inside the scrollView), scrollViewDidEndDecelerating: gets called and scrollViewWillBeginDecelerating: was not called.
So how can I avoid scrollViewDidEndDecelerating: being called when I simply press a button inside my UIScrollView?
Thank you!
Create a member BOOL called buttonPressed or similar and initialise this to false in your init: method.
Set the BOOL to true whenever your button/s are hit, and then perform the following check:
-(void)scrollViewDidEndDecelerating: (UIScrollView*)scrollView
{
if (!buttonPressed)
{
// resume normal processing
}
else
{
// you will need to decide on the best place to reset this variable.
buttonPressed = NO;
}
}
I had the same problem I fixed it by making a variable that hold the current page num and compare it with the local current page variable if they r equal then don't proceed.
var currentPage : CGFloat = 0.0
var oldPage : CGFloat = 0.0
func scrollViewDidEndDecelerating(_ scrollView: UIScrollView){
// Test the offset and calculate the current page after scrolling ends
let pageWidth:CGFloat = scrollView.frame.width
let currentPage:CGFloat = floor((scrollView.contentOffset.x-pageWidth/2)/pageWidth)+1
// Change the indicator
print("that's the self.currentPage \(self.currentPage) and that's the current : \(currentPage)")
guard self.currentPage != currentPage else { return }
oldPage = self.currentPage
self.currentPage = currentPage;
print("that's the old \(oldPage) and that's the current : \(currentPage)")
//Do something
}
Related
hi I have an extension in the following code but it could not run for me :(
Actually I want to scroll my textView with a entered speed but I don't know how can I do this
extension UITextView {
func simple_scrollToBottom() {
let textCount: Int = text.count
guard textCount >= 1 else { return }
scrollRangeToVisible(NSRange(location: textCount - 1, length: 1))
}
}
I used it as self.akor_goster.simple_scrollToBottom() in viewdidload
First, you would not want to call this from viewDidLoad()...
At that point, auto-layout has not finished arranging everything in the view, frame and text view content is not yet ready.
Also, you don't want to start an animation yet, because the view has not yet appeared.
So, if you want this to happen automatically, put the call in viewDidAppear().
Second, you cannot control the scrolling speed when calling scrollRangeToVisible() -- but you can calculate the offset and animate that change with your desired speed.
Try this extension:
extension UITextView {
func timedScrollToBottom(duration d: Double) {
let y = contentSize.height - frame.size.height
// if y is less than zero, all the text fits, so no scrolling needed
guard y > 0 else {
return
}
// Duration is in seconds
UIView.animate(withDuration: d, animations: {
self.contentOffset.y = y
})
}
}
and call it like this:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.akor_goster.timedScrollToBottom(duration: 2.0)
}
I have been experimenting with custom interactive view controller presentation and dismissal (using a combination of UIPresentationController, UIPercentDrivenInteractiveTransition, UIViewControllerAnimatedTransitioning, and UIViewControllerTransitioningDelegate) and have mostly gotten things working well for my needs.
However, there is one common scenario that I've yet to find addressed in any of the tutorials or documentation that I've read, leading me to the following question:
...
What is the proper way of handling custom interactive view controller dismissal, via a pan gesture, when the dismissed view contains a UIScrollView (ie. UITableView, UICollectionView, WKWebView, etc)?
...
Basically, what I'd like is for the following:
View controllers are interactively dismissible by panning them down. This is common UX in many apps.
If the dismissed view controller contains a (vertically-scrolling) scroll view, panning down scrolls that view as expected until the user reaches the top, after which the scrolling ceases and the pan-to-dismiss occurs.
Scroll views should otherwise behave as normal.
I know that this is technically possible - I've seen it in other apps, such as Overcast and Apple's own Music app - but I've not been able to find the key to coordinating the behavior of my pan gesture with that of the scroll view(s).
Most of my own attempts center on trying to conditionally enable/disable the scrollview (or its associated pan gesture recognizer) based on its contentOffset.y while scrolling and having the view controller dismissal's pan gesture recognizer take over from there, but this has been fraught with problems and I fear that I am overthinking it.
I feel like the secret mostly lies in the following pan gesture recognizer delegate method:
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
// ...
}
I have created a reduced sample project which should demonstrate the scenario more clearly. Any code suggestions are highly welcome!
https://github.com/Darchmare/SlidePanel-iOS
Solution
Make scrollView stop scrolling after it reached top by using UIScrollView's bounces property and scrollViewDidScroll(_:) method.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
scrollView.bounces = (scrollView.contentOffset.y > 10);
}
Don't forget to set scrollView.delegate = self
Only handle panGestureRecognizer when scrollView reached top - It means when scrollView.contentOffset.y == 0 by using a protocol.
protocol PanelAnimationControllerDelegate {
func shouldHandlePanelInteractionGesture() -> Bool
}
ViewController
func shouldHandlePanelInteractionGesture() -> Bool {
return (scrollView.contentOffset.y == 0);
}
PanelInteractionController
class PanelInteractionController: ... {
var startY:CGFloat = 0
private weak var viewController: (UIViewController & PanelAnimationControllerDelegate)?
#objc func handlePanGestureRecognizer(_ gestureRecognizer: UIPanGestureRecognizer) {
switch gestureRecognizer.state {
case .began:
break
case .changed:
let translation = gestureRecognizer.translation(in: gestureRecognizer.view!.superview!)
let velocity = gestureRecognizer.velocity(in: gestureRecognizer.view!.superview)
let state = gestureRecognizer.state
// Don't do anything when |scrollView| is scrolling
if !(viewController?.shouldHandlePanelInteractionGesture())! && percentComplete == 0 {
return;
}
var rawProgress = CGFloat(0.0)
rawProgress = ((translation.y - startTransitionY) / gestureRecognizer.view!.bounds.size.height)
let progress = CGFloat(fminf(fmaxf(Float(rawProgress), 0.0), 1.0))
if abs(velocity.x) > abs(velocity.y) && state == .began {
// If the user attempts a pan and it looks like it's going to be mostly horizontal, bail - we don't want it... - JAC
return
}
if !self.interactionInProgress {
// Start to pan |viewController| down
self.interactionInProgress = true
startTransitionY = translation.y;
self.viewController?.dismiss(animated: true, completion: nil)
} else {
// If the user gets to a certain point within the dismissal and releases the panel, allow the dismissal to complete... - JAC
self.shouldCompleteTransition = progress > 0.2
update(progress)
}
case .cancelled:
self.interactionInProgress = false
startTransitionY = 0
cancel()
case .ended:
self.interactionInProgress = false
startTransitionY = 0
if self.shouldCompleteTransition == false {
cancel()
} else {
finish()
}
case .failed:
self.interactionInProgress = false
startTransitionY = 0
cancel()
default:
break;
}
}
}
Result
For more detail, you can take a look at my sample project
For me, this little bit of code answered a lot of my issues and greatly helped my custom transitions in scrollviews, it will hold a negative scrollview offset from moving while trying to start a transition or showing an activity indicator on the top. My guess is that this will solve at least some of your transition/animation hiccups:
func scrollViewDidEndDragging(_ scrollView: UIScrollView, willDecelerate decelerate: Bool) {
if scrollView.contentOffset.y < -75 {
scrollView.contentInset.top = -scrollView.contentOffset.y
}
// Do animation or transition
}
I believe you don't need an additional pan gesture recognizer to implement this. You can simply hook onto the different delegate methods of the scroll view to achieve the "pan to dismiss" effect. Here is how I went about it
// Set the dragging property to true
func scrollViewWillBeginDragging(_: UIScrollView) {
isDragging = true
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
// If not dragging, we could make an early exit
guard isDragging else {
return
}
let topOffset = scrollView.contentOffset.y + statusBarHeight
// If The dismissal has not already started and the user has scrolled to the top and they are currently scrolling, then initiate the interactive dismissal
if !isDismissing && topOffset <= 0 && scrollView.isTracking {
startInteractiveTransition()
return
}
// If its already being dismissed, then calculate the progress and update the interactive dismissal animator
if isDismissing {
updateInteractiveTransitionProgress()
}
}
// Once the scroll ends, check for a few things
func scrollViewWillEndDragging(_ scrollView: UIScrollView, withVelocity velocity: CGPoint, targetContentOffset: UnsafeMutablePointer<CGPoint>) {
// Early return
if !isDismissing {
return
}
// Optional check to dismiss the controller, if swiped from the top
checkForFastSwipes()
// If dragged enough, dismiss the controller, otherwise cancel the
transition
if interactor?.shouldFinish ?? false {
interactor?.finish()
} else {
interactor?.cancel()
}
// Finally reset the transition properties
resetTransitionProperties()
}
private func checkForFastSwipes() {
let velocity = scrollView.panGestureRecognizer.velocity(in: view)
let velDiff = velocity.y - velocity.x
if velDiff > 0 && velDiff >= 75 {
interactor?.hasStarted = false
self.dismiss()
interactor?.shouldFinish = true
}
}
private func startInteractiveTransition() {
isDismissing = true
interactor?.hasStarted = true
dismiss()
}
private func updateInteractiveTransitionProgress() {
progress = max(
0.0,
min(1.0, ((-scrollView.contentOffset.y) - statusBarHeight) / 90.0)
)
interactor?.shouldFinish = progress > 0.5
interactor?.update(progress)
}
private func resetTransitionProperties() {
isDismissing = false
isDragging = false
}
The interactor property used for synchronizing the animation with gesture
var interactor: Interactor?
class Interactor: UIPercentDrivenInteractiveTransition {
var hasStarted = false
var shouldFinish = false
}
Inspired by the following Kodeco tutorial
https://www.kodeco.com/books/ios-animations-by-tutorials/v6.0/chapters/25-uiviewpropertyanimator-view-controller-transitions
(Look for the Interactive view controller transitions section)
Edit
After implementing the solution below, I realized that it only works if you have sufficient content to scroll, however, if you have dynamic content wherein the contents are not guaranteed to be scrollable as was my case, you'd be better off adding a pan gesture as mentioned by #trungduc. However, there are a few improvements that we could make to their answer like detecting an upwards scroll and not letting it interfere with our gesture.
Under the changed state add the following code
let isUpwardsScroll = self.velocity(in: target).y < 0
/*
If the user is normally scrolling the view, ignore it. However,
once the interaction starts allow such gestures as they could be
dragging the interactable view back
*/
if isUpwardScroll && !interactor.hasStarted {
return
}
I'm writing an app in which there's a scrollview and what I want is to set the button's alpha to 0 at first and change it into 1 when the user scrolls to the last page. I'm writing code like this:
#IBAction func startButton(sender: UIButton) {
sender.layer.cornerRadius = 2.0
sender.alpha = 0.0
}
extension UserGuideViewController: UIScrollViewDelegate {
func scrollViewDidScroll(scrollView: UIScrollView) {
let offset = scrollView.contentOffset
pageControl.currentPage = Int(offset.x / view.bounds.width)
if pageControl.currentPage == numberOfPages - 1 {
UIView.animateWithDuration(0.5) {
self.startButton.alpha = 1.0
}
} else {
UIView.animateWithDuration(0.2) {
self.startButton.alpha = 0.0
}
}
}
}
and it says the Value of type (UIButton)->() has no member alpha. I don't know how to do this.
I know it would be easy if this button is an #IBOutlet but I need to set it as an #IBAction so that when it gets touched I can show another view controller.
You need to create both an #IBOutlet and an #IBAction for the button. Drag twice from Interface Builder to your view controller and select the appropriate values (outlet or action) from the popup menu and give them different names. Then access the outlet in your scrollViewDidScroll method.
I'm trying to change the navigationBar's title based on a scrollView's x position. Here's the code I have. I don't know why it's not working or if it's possible though:
if(scrollView.contentOffset.x == 0) {
self.navigationController!.navigationBar.topItem!.title = "First"
}
else if(scrollView.contentOffset.x == self.view.frame.size.width) {
self.navigationController!.navigationBar.topItem!.title = "Second"
}
else if(scrollView.contentOffset.x == self.view.frame.size.width*2) {
self.navigationController!.navigationBar.topItem!.title = "Third"
}
Any ideas as to what's going wrong? I put this in the viewDidLoad of the ViewController the scrollView is in. It's only setting the navigationBar's title as "First". Is it because I put in viewDidLoad? Do I have to put it into a new method that updates?
I also tried putting the following code in, updating when the scrollView ended dragging. This does not change anything though:
func scrollViewDidEndDragging(scrollView: UIScrollView!, willDecelerate decelerate: Bool) {
if(self.scrollView.contentOffset.x == 0) {
self.navigationController!.navigationBar.topItem!.title = "First"
}
else if(self.scrollView.contentOffset.x == self.view.frame.size.width) {
self.navigationController!.navigationBar.topItem!.title = "Second"
}
else if(self.scrollView.contentOffset.x == self.view.frame.size.width*2) {
self.navigationController!.navigationBar.topItem!.title = "Third"
}
}
self.scrollView.contentOffset.x keeps logging null within scrollViewDidEndDragging. Is there a reason why?
Put this code to scrollViewDidScroll: method and don't forget to set self as a delegate for scroll view.
You should put your code inside scrollViewDidScroll() delegate method, and if you calculations are alright, it will work. Good Luck!
I just discovered that if I do the following:
Click the button that animates a UIPickerView into my view
Quickly start the wheel rolling towards, then past, the last item
Dismiss the view with a button
Then it has not yet selected the last item yet.
I tried this by simply outputting to the console whenever the didSelectRow method was fired, and it fires when the wheel stabilizes on the last item.
Can I detect that the wheel is still rolling, so that I can delay checking it for a selected value until it stabilizes?
If it matters, I'm programming in MonoTouch, but I can read Objective-C code well enough to reimplement it, if you have a code example that is.
As animation keys don't work, I wrote this simple function that works for detecting if a UIPickerView is currently moving.
-(bool) anySubViewScrolling:(UIView*)view
{
if( [ view isKindOfClass:[ UIScrollView class ] ] )
{
UIScrollView* scroll_view = (UIScrollView*) view;
if( scroll_view.dragging || scroll_view.decelerating )
{
return true;
}
}
for( UIView *sub_view in [ view subviews ] )
{
if( [ self anySubViewScrolling:sub_view ] )
{
return true;
}
}
return false;
}
It ends up returning true five levels deep.
Swift 4 (updated) version with extension of #DrainBoy answers
extension UIView {
func isScrolling () -> Bool {
if let scrollView = self as? UIScrollView {
if (scrollView.isDragging || scrollView.isDecelerating) {
return true
}
}
for subview in self.subviews {
if ( subview.isScrolling() ) {
return true
}
}
return false
}
}
Since animationKeys seems to not work anymore, I have another solution. If you check the subviews of UIPickerView, you'll see that there is a UIPickerTableView for each component.
This UIPickerTableView is indeed a subclass of UITableView and of course of UIScrollView. Therefore, you can check its contentOffset value to detect a difference.
Besides, its scrollViewDelegate is nil by default, so I assume you can safely set an object of yours to detect scrollViewWillBeginDragging, scrollViewDidEndDecelerating, etc.
By keeping a reference to each UIPickerTableView, you should be able to implement an efficient isWheelRolling method.
Expanded #iluvatar_GR answer
extension UIView {
func isScrolling () -> Bool {
if let scrollView = self as? UIScrollView {
if (scrollView.isDragging || scrollView.isDecelerating) {
return true
}
}
for subview in self.subviews {
if ( subview.isScrolling() ) {
return true
}
}
return false
}
func waitTillDoneScrolling (completion: #escaping () -> Void) {
var isMoving = true
DispatchQueue.global(qos: .background).async {
while isMoving == true {
isMoving = self.isScrolling()
}
DispatchQueue.main.async {
completion()}
}
}
}
Expanded #iluvatar_GR, #Robert_at_Nextgensystems answer
Used Gesture, UIScrollView isDragging or isDecelerating.
// Call it every time when Guesture action.
#objc func respondToSwipeGesture(gesture: UIGestureRecognizer) {
// Changes the button name to scrolling at the start of scrolling.
DispatchQueue.main.async {
self._button.setTitle("Scrolling...", for: .normal)
self._button.isEnabled = false
self._button.backgroundColor = Utils.hexStringToUIColor(hex: "FF8FAE")
}
// Indication according to scrolling status
_datePicker.waitTillDoneScrolling(completion: {
print("completion")
DispatchQueue.main.async {
self._button.setTitle("Completion", for: .normal)
self._button.isEnabled = true
self._button.backgroundColor = Utils.hexStringToUIColor(hex: "7CB0FF")
}
})
}
[SWIFT4] Share Example Source link!
enter Sample Source link
Reference : How to recognize swipe in all 4 directions
I think you can just check if the UIPickerView is in the middle of animating and wait for it to stop. This was answered here link
You can use a SwipeGestureRecognizer on the picker.
I assume this is not a perfect solution at all.
- (void)viewDidLoad
{
[super viewDidLoad];
_pickerSwipeGestureRecognizer.delegate = self;
[_pickerSwipeGestureRecognizer setDirection:(UISwipeGestureRecognizerDirectionDown | UISwipeGestureRecognizerDirectionUp)];
}
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer{
if([gestureRecognizer isEqual:_pickerSwipeGestureRecognizer]){
NSLog(#"start");
}
}
- (void)pickerView:(UIPickerView *)thePickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component {
NSLog(#"end");
}