我正在试图找出与Jelly的应用程序类似的工具UIKit Dynamics(特别是向下滑动以在屏幕外拖动视图)。
观看动画:http://vimeo.com/83478484(@ 1:17)
我理解UIKit Dynamics是如何工作的,但是没有很好的物理背景,因此无法梳理不同的行为以获得理想的结果!
答案 0 :(得分:85)
这种拖动可以使用UIAttachmentBehavior
来完成,您可以在UIGestureRecognizerStateBegan
上创建附件行为,在UIGestureRecognizerStateChanged
上更改锚点。当用户进行平移手势时,这可以实现旋转拖动。
在UIGestureRecognizerStateEnded
后,您可以移除UIAttachmentBehavior
,但随后应用UIDynamicItemBehavior
让动画无缝继续使用用户拖动它时相同的线性和角速度它(不要忘记使用action
块来确定视图何时不再与超视图相交,因此您可以删除动态行为,也可能删除视图)。或者,如果您的逻辑确定要将其返回原始位置,则可以使用UISnapBehavior
来执行此操作。
例如,假设您创建了一些想要拖离屏幕的视图:
UIView *viewToDrag = [[UIView alloc] initWithFrame:...];
viewToDrag.backgroundColor = [UIColor lightGrayColor];
[self.view addSubview:viewToDrag];
UIGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(handlePan:)];
[viewToDrag addGestureRecognizer:pan];
self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
然后,您可以创建手势识别器将其拖离屏幕:
- (void)handlePan:(UIPanGestureRecognizer *)gesture {
static UIAttachmentBehavior *attachment;
static CGPoint startCenter;
// variables for calculating angular velocity
static CFAbsoluteTime lastTime;
static CGFloat lastAngle;
static CGFloat angularVelocity;
if (gesture.state == UIGestureRecognizerStateBegan) {
[self.animator removeAllBehaviors];
startCenter = gesture.view.center;
// calculate the center offset and anchor point
CGPoint pointWithinAnimatedView = [gesture locationInView:gesture.view];
UIOffset offset = UIOffsetMake(pointWithinAnimatedView.x - gesture.view.bounds.size.width / 2.0,
pointWithinAnimatedView.y - gesture.view.bounds.size.height / 2.0);
CGPoint anchor = [gesture locationInView:gesture.view.superview];
// create attachment behavior
attachment = [[UIAttachmentBehavior alloc] initWithItem:gesture.view
offsetFromCenter:offset
attachedToAnchor:anchor];
// code to calculate angular velocity (seems curious that I have to calculate this myself, but I can if I have to)
lastTime = CFAbsoluteTimeGetCurrent();
lastAngle = [self angleOfView:gesture.view];
typeof(self) __weak weakSelf = self;
attachment.action = ^{
CFAbsoluteTime time = CFAbsoluteTimeGetCurrent();
CGFloat angle = [weakSelf angleOfView:gesture.view];
if (time > lastTime) {
angularVelocity = (angle - lastAngle) / (time - lastTime);
lastTime = time;
lastAngle = angle;
}
};
// add attachment behavior
[self.animator addBehavior:attachment];
} else if (gesture.state == UIGestureRecognizerStateChanged) {
// as user makes gesture, update attachment behavior's anchor point, achieving drag 'n' rotate
CGPoint anchor = [gesture locationInView:gesture.view.superview];
attachment.anchorPoint = anchor;
} else if (gesture.state == UIGestureRecognizerStateEnded) {
[self.animator removeAllBehaviors];
CGPoint velocity = [gesture velocityInView:gesture.view.superview];
// if we aren't dragging it down, just snap it back and quit
if (fabs(atan2(velocity.y, velocity.x) - M_PI_2) > M_PI_4) {
UISnapBehavior *snap = [[UISnapBehavior alloc] initWithItem:gesture.view snapToPoint:startCenter];
[self.animator addBehavior:snap];
return;
}
// otherwise, create UIDynamicItemBehavior that carries on animation from where the gesture left off (notably linear and angular velocity)
UIDynamicItemBehavior *dynamic = [[UIDynamicItemBehavior alloc] initWithItems:@[gesture.view]];
[dynamic addLinearVelocity:velocity forItem:gesture.view];
[dynamic addAngularVelocity:angularVelocity forItem:gesture.view];
[dynamic setAngularResistance:1.25];
// when the view no longer intersects with its superview, go ahead and remove it
typeof(self) __weak weakSelf = self;
dynamic.action = ^{
if (!CGRectIntersectsRect(gesture.view.superview.bounds, gesture.view.frame)) {
[weakSelf.animator removeAllBehaviors];
[gesture.view removeFromSuperview];
[[[UIAlertView alloc] initWithTitle:nil message:@"View is gone!" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] show];
}
};
[self.animator addBehavior:dynamic];
// add a little gravity so it accelerates off the screen (in case user gesture was slow)
UIGravityBehavior *gravity = [[UIGravityBehavior alloc] initWithItems:@[gesture.view]];
gravity.magnitude = 0.7;
[self.animator addBehavior:gravity];
}
}
- (CGFloat)angleOfView:(UIView *)view
{
// http://stackoverflow.com/a/2051861/1271826
return atan2(view.transform.b, view.transform.a);
}
产生(如果不向下拖动则显示快照行为,如果成功将其向下拖动则显示动态行为):
这只是演示的一个shell,但是它说明了在平移手势期间使用UIAttachmentBehavior
,如果您想要将其快速恢复,请使用UISnapBehavior
,如果你想要反转手势的话动画,但使用UIDynamicItemBehavior
完成将其拖动到屏幕外的动画,但是尽可能平滑地从UIAttachmentBehavior
到最终动画的过渡。我还在最后UIDynamicItemBehavior
的同时添加了一点引力,以便它平滑地加速离开屏幕(所以它不会花太长时间)。
根据需要自定义此项。值得注意的是,该平移手势处理程序非常笨重,我可能会考虑创建一个自定义识别器来清理该代码。但希望这说明了使用UIKit Dynamics将视图拖离屏幕底部的基本概念。
答案 1 :(得分:4)
@Rob的答案很棒(upvote it!),但我会删除手动角速度计算,让UIDynamics使用UIPushBehavior
完成工作。只需设置UIPushBehavior
的目标偏移量,UIDynamics将为您完成旋转计算。
从@ Rob的相同设置开始:
UIView *viewToDrag = [[UIView alloc] initWithFrame:...];
viewToDrag.backgroundColor = [UIColor lightGrayColor];
[self.view addSubview:viewToDrag];
UIGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(handlePan:)];
[viewToDrag addGestureRecognizer:pan];
self.animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
但调整手势识别器处理程序以使用UIPushBehavior
- (void)handlePan:(UIPanGestureRecognizer *)gesture {
static UIAttachmentBehavior *attachment;
static CGPoint startCenter;
if (gesture.state == UIGestureRecognizerStateBegan) {
[self.animator removeAllBehaviors];
startCenter = gesture.view.center;
// calculate the center offset and anchor point
CGPoint pointWithinAnimatedView = [gesture locationInView:gesture.view];
UIOffset offset = UIOffsetMake(pointWithinAnimatedView.x - gesture.view.bounds.size.width / 2.0,
pointWithinAnimatedView.y - gesture.view.bounds.size.height / 2.0);
CGPoint anchor = [gesture locationInView:gesture.view.superview];
// create attachment behavior
attachment = [[UIAttachmentBehavior alloc] initWithItem:gesture.view
offsetFromCenter:offset
attachedToAnchor:anchor];
// add attachment behavior
[self.animator addBehavior:attachment];
} else if (gesture.state == UIGestureRecognizerStateChanged) {
// as user makes gesture, update attachment behavior's anchor point, achieving drag 'n' rotate
CGPoint anchor = [gesture locationInView:gesture.view.superview];
attachment.anchorPoint = anchor;
} else if (gesture.state == UIGestureRecognizerStateEnded) {
[self.animator removeAllBehaviors];
CGPoint velocity = [gesture velocityInView:gesture.view.superview];
// if we aren't dragging it down, just snap it back and quit
if (fabs(atan2(velocity.y, velocity.x) - M_PI_2) > M_PI_4) {
UISnapBehavior *snap = [[UISnapBehavior alloc] initWithItem:gesture.view snapToPoint:startCenter];
[self.animator addBehavior:snap];
return;
}
// otherwise, create UIPushBehavior that carries on animation from where the gesture left off
CGFloat velocityMagnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
UIPushBehavior *pushBehavior = [[UIPushBehavior alloc] initWithItems:@[gesture.view] mode:UIPushBehaviorModeInstantaneous];
pushBehavior.pushDirection = CGVectorMake((velocity.x / 10) , (velocity.y / 10));
// some constant to limit the speed of the animation
pushBehavior.magnitude = velocityMagnitude / 35.0;
CGPoint finalPoint = [gesture locationInView:gesture.view.superview];
CGPoint center = gesture.view.center;
[pushBehavior setTargetOffsetFromCenter:UIOffsetMake(finalPoint.x - center.x, finalPoint.y - center.y) forItem:gesture.view];
// when the view no longer intersects with its superview, go ahead and remove it
typeof(self) __weak weakSelf = self;
pushBehavior.action = ^{
if (!CGRectIntersectsRect(gesture.view.superview.bounds, gesture.view.frame)) {
[weakSelf.animator removeAllBehaviors];
[gesture.view removeFromSuperview];
[[[UIAlertView alloc] initWithTitle:nil message:@"View is gone!" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] show];
}
};
[self.animator addBehavior:pushBehavior];
// add a little gravity so it accelerates off the screen (in case user gesture was slow)
UIGravityBehavior *gravity = [[UIGravityBehavior alloc] initWithItems:@[gesture.view]];
gravity.magnitude = 0.7;
[self.animator addBehavior:gravity];
}
}
答案 2 :(得分:4)
SWIFT 3.0:
import UIKit
class SwipeToDisMissView: UIView {
var animator : UIDynamicAnimator?
func initSwipeToDismissView(_ parentView:UIView) {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(SwipeToDisMissView.panGesture))
self.addGestureRecognizer(panGesture)
animator = UIDynamicAnimator(referenceView: parentView)
}
func panGesture(_ gesture:UIPanGestureRecognizer) {
var attachment : UIAttachmentBehavior?
var lastTime = CFAbsoluteTime()
var lastAngle: CGFloat = 0.0
var angularVelocity: CGFloat = 0.0
if gesture.state == .began {
self.animator?.removeAllBehaviors()
if let gestureView = gesture.view {
let pointWithinAnimatedView = gesture.location(in: gestureView)
let offset = UIOffsetMake(pointWithinAnimatedView.x - gestureView.bounds.size.width / 2.0, pointWithinAnimatedView.y - gestureView.bounds.size.height / 2.0)
let anchor = gesture.location(in: gestureView.superview!)
// create attachment behavior
attachment = UIAttachmentBehavior(item: gestureView, offsetFromCenter: offset, attachedToAnchor: anchor)
// code to calculate angular velocity (seems curious that I have to calculate this myself, but I can if I have to)
lastTime = CFAbsoluteTimeGetCurrent()
lastAngle = self.angleOf(gestureView)
weak var weakSelf = self
attachment?.action = {() -> Void in
let time = CFAbsoluteTimeGetCurrent()
let angle: CGFloat = weakSelf!.angleOf(gestureView)
if time > lastTime {
angularVelocity = (angle - lastAngle) / CGFloat(time - lastTime)
lastTime = time
lastAngle = angle
}
}
self.animator?.addBehavior(attachment!)
}
}
else if gesture.state == .changed {
if let gestureView = gesture.view {
if let superView = gestureView.superview {
let anchor = gesture.location(in: superView)
if let attachment = attachment {
attachment.anchorPoint = anchor
}
}
}
}
else if gesture.state == .ended {
if let gestureView = gesture.view {
let anchor = gesture.location(in: gestureView.superview!)
attachment?.anchorPoint = anchor
self.animator?.removeAllBehaviors()
let velocity = gesture.velocity(in: gestureView.superview!)
let dynamic = UIDynamicItemBehavior(items: [gestureView])
dynamic.addLinearVelocity(velocity, for: gestureView)
dynamic.addAngularVelocity(angularVelocity, for: gestureView)
dynamic.angularResistance = 1.25
// when the view no longer intersects with its superview, go ahead and remove it
weak var weakSelf = self
dynamic.action = {() -> Void in
if !gestureView.superview!.bounds.intersects(gestureView.frame) {
weakSelf?.animator?.removeAllBehaviors()
gesture.view?.removeFromSuperview()
}
}
self.animator?.addBehavior(dynamic)
let gravity = UIGravityBehavior(items: [gestureView])
gravity.magnitude = 0.7
self.animator?.addBehavior(gravity)
}
}
}
func angleOf(_ view: UIView) -> CGFloat {
return atan2(view.transform.b, view.transform.a)
}
}