Thursday, March 10, 2016

Depth Page transform on iOS

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I am trying to create a animation like of Facebook Menu Slide Down Animation of POP framework or exactly like of InShorts App. Android Documentation covers this..But cannot find any hint in iOS.

What i tried was to transform the cell as

func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {      UIView.animateWithDuration(0.1, animations: { () -> Void in         cell.transform = CGAffineTransformMakeScale(0.8, 0.8)     })  } 

But this doesnot works as expected..Googling i found this one exactly what i want to acheive.But its on UIView..I think Its best fit if we animate in UITableViewCell? .I would really appreciate someone willing to help this problem.Here is the starter project i am working on

5 Answers

Answers 1

Update

Based on your video I sorted out what kind of animation you want to do. So my approach this time

  1. Work with 3 views references, which are previous, current and next.
  2. Add pan gesture to the view which is holding these views (currently self.view), and implement the 3 states of pan touch
  3. Apply transition based on gesture records, and arrange the views
  4. Some credits go to this library on GitHub, which really helped me a lot.

Code

This code has simple views, which change their background corresponding to the number of colors that we have on color array. So in your case you can create your custom XIB View, and also instead of colors you can add your own datasource. :)

import UIKit  class StackedViewController: UIViewController {     var previousView: UIView! = nil     var currentView: UIView! = nil     var nextView: UIView! = nil     var currentIndex = 0      let colors: [UIColor] = [.redColor(), .greenColor(), .yellowColor(), .grayColor()]     var offset: CGFloat = CGFloat()      // MARK: - View lifecycle      override func viewDidLoad() {         super.viewDidLoad()          // Set the offset         offset = 64.0          setupViews()     }      // MARK: - Setups      func setupViews() {         self.view.backgroundColor = .blackColor()          self.currentView = getCurrentView()         self.view.addSubview(currentView)          let pan = UIPanGestureRecognizer(target: self, action: "panAction:")         self.view.addGestureRecognizer(pan)     }      // MARK: - Actions      func panAction(gesture:UIPanGestureRecognizer){         let p = gesture.translationInView(self.view)          // Edge cases to disable panning when the view stack is finished         if p.y < 0 && getPreviousView() == nil || p.y > 0 && getNextView() == nil {             return         }          if gesture.state == .Began {             if let prev = getPreviousView() {                 self.previousView = prev                 self.view.addSubview(prev)                 prev.frame = self.view.frame                 prev.center = CGPointMake(self.view.bounds.width/2, self.view.bounds.height/2)                 self.view.sendSubviewToBack(previousView)             }              if let next = getNextView() {                 self.nextView = next                 self.view.addSubview(next)                 next.frame = CGRect(origin: CGPoint(x: 0, y: -self.view.bounds.height), size: self.view.frame.size)             }         } else if gesture.state == .Changed {             UIView.animateWithDuration(0.1, animations: { () -> Void in                 if p.y < 0 {                     self.previousView.hidden = false                     self.currentView.center.y = self.view.bounds.height/2 + p.y                     self.previousView.center.y = self.view.bounds.height/2                      // Transforming ratio from 0-1 to 0.9-1                     let ratio = (-p.y/CGRectGetHeight(self.view.bounds))                     let lightRatio = 0.9 + (ratio/10)                      // Apply transformation                     self.apply3DDepthTransform(self.previousView, ratio: lightRatio)                 } else if p.y > 0 {                     self.currentView.center.y = self.view.bounds.height/2                     let prevPosY = -self.view.bounds.height/2 + p.y                     if prevPosY < self.view.bounds.height/2 {                         self.nextView?.center.y = prevPosY                     } else {                         self.nextView?.center.y = self.view.bounds.height/2                     }                      // Transforming ratio from 0-1 to 0.9-1                     let ratio = p.y/CGRectGetHeight(self.view.bounds)                     let lightRatio = 1 - (ratio/10)                      // Apply transformation                     self.apply3DDepthTransform(self.currentView, ratio: lightRatio)                      // Hide the background view when showing another because the edges of this will be shown due to transformation                     if self.previousView != nil {                         self.previousView.hidden = true                     }                 }             })          } else if gesture.state == .Ended {             UIView.animateWithDuration(0.5, delay: 0,                 options: [.CurveEaseOut], animations: { () -> Void in                      if p.y < -self.offset && self.previousView != nil {                         // Showing previous item                         self.currentView.center.y = -self.view.bounds.height/2                          // Finish the whole transition                         self.apply3DDepthTransform(self.previousView, ratio: 1)                     } else if p.y > self.offset && self.nextView != nil {                         // Showing next item                         self.nextView?.center.y = self.view.bounds.height/2                          // Finish the whole transition                         self.apply3DDepthTransform(self.currentView, ratio: 0.9)                     } else {                         // The pan has not passed offset so just return to the main coordinates                         self.previousView?.center.y = -self.view.bounds.height/2                         self.currentView.center.y = self.view.bounds.height/2                     }                 }, completion: { (_) -> Void in                     if p.y < -self.offset && self.previousView != nil {                         self.currentView = self.getPreviousView()                         self.currentIndex = (self.currentIndex > 0) ? self.currentIndex - 1 : self.currentIndex;                     } else if p.y > self.offset && self.nextView != nil {                         self.currentView = self.getNextView()                         self.currentIndex = (self.currentIndex == self.colors.count - 1) ? self.currentIndex : self.currentIndex + 1;                     }                      // Remove all views and show the currentView                     for view in self.view.subviews {                         view.removeFromSuperview()                     }                      self.previousView = nil                     self.nextView = nil                      self.view.addSubview(self.currentView)                     self.currentView.center = CGPointMake(self.view.bounds.width/2, self.view.bounds.height/2)             })         }     }      // MARK: - Helpers      func getCurrentView() -> UIView? {         let current = UIView(frame: self.view.frame)         current.backgroundColor = colors[currentIndex]          return current     }      func getNextView() -> UIView? {         if currentIndex >= colors.count - 1 {             return nil         }         let next = UIView(frame: self.view.frame)         next.backgroundColor = colors[currentIndex + 1]          return next     }      func getPreviousView() -> UIView? {         if currentIndex <= 0 {             return nil         }         let prev = UIView(frame: self.view.frame)         prev.backgroundColor = colors[currentIndex - 1]          return prev     }      // MARK: Animation      func apply3DDepthTransform(view: UIView, ratio: CGFloat) {         view.layer.transform = CATransform3DMakeScale(ratio, ratio, ratio)         view.alpha = 1 - ((1 - ratio)*10)     } } 

Output

enter image description here

Original Answer

You can do it only with need of the cells, without having to make custom transition with UIViewController

Solution

Solution consists on:

  1. Keeping track of 2 cells, the one which is the presenter (presenterCell), and the one which is going to be presented (isBeingPresentedCell)
  2. Implement scrollViewDidScroll: which coordinates the whole operation, because everything is dependent on scrollingOffset
  3. Handle the direction of the scroll to choose which cell is the presenter and which one is being presented
  4. Everytime that a cell will be dequeued it will be set an identity transformation because on normal screen we have just one cell shown
  5. Keep ratio factor of the rect that is covering the whole frame, in order to apply the correct factor at the transformation
  6. **** You have some problems with the Autolayout on the ViewController. Please clear existing constraints, fill the view with the tableView and then let it be 0px from the Top (Not Top Layout Guide).

Code

No more talking, code talks itself (it is also some commented)

import UIKit  enum ViewControllerScrollDirection: Int {     case Up     case Down     case None }  class ViewController: UIViewController {     @IBOutlet weak var menuTableView: UITableView!     var colors :[UIColor] = [UIColor.greenColor(),UIColor.grayColor(),UIColor.purpleColor(),UIColor.redColor()]     var presenterCell: UITableViewCell! = nil     var isBeingPresentedCell: UITableViewCell! = nil     var lastContentOffset: CGFloat = CGFloat()     var scrollDirection: ViewControllerScrollDirection = .None      // MARK: - View Lifecycle      override func viewDidLoad() {         super.viewDidLoad()         // Do any additional setup after loading the view, typically from a nib.         menuTableView.dataSource = self         menuTableView.delegate = self         menuTableView.pagingEnabled = true     } }  extension ViewController:UITableViewDataSource,UITableViewDelegate {      // MARK: - Delegation      // MARK: TableView Datasource      func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {         return 4     }      func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {         let cell = tableView.dequeueReusableCellWithIdentifier("cell")! as UITableViewCell         cell.contentView.backgroundColor = colors[indexPath.row]         cell.backgroundColor = UIColor.blackColor()         cell.contentView.layer.transform = CATransform3DIdentity         cell.selectionStyle = .None          return cell     }      // MARK: TableView Delegate      func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {         return self.view.frame.size.height     }      // MARK: ScrollView Delegate      func scrollViewDidScroll(scrollView: UIScrollView) {         self.scrollDirection = getScrollDirection(scrollView)          // The cells in visible cells are ordered, so depending on scroll we set the one that we want to present         if self.scrollDirection == .Up {             self.presenterCell = menuTableView.visibleCells.last             self.isBeingPresentedCell = menuTableView.visibleCells.first         } else {             self.presenterCell = menuTableView.visibleCells.first             self.isBeingPresentedCell = menuTableView.visibleCells.last         }          // If we have the same cells or either of them is nil don't do anything         if (self.isBeingPresentedCell == nil || self.presenterCell == nil) {             return;         } else if (self.isBeingPresentedCell == self.presenterCell) {             return;         }          // Always animate the presenter cell to the identity (fixes the problem when changing direction on pan gesture)         UIView.animateWithDuration(0.1, animations: { () -> Void in             self.presenterCell.contentView.layer.transform = CATransform3DIdentity;         })          // Get the indexPath         guard let indexPath = menuTableView.indexPathForCell(presenterCell) else {             return;         }          // Get the frame for that indexPath         let frame = menuTableView.rectForRowAtIndexPath(indexPath)          // Find how much vertical space is the isBeingPresented cell using on the frame and return always the positive value         var diffY = frame.origin.y - self.lastContentOffset         diffY = (diffY > 0) ? diffY : -diffY          // Find the ratio from 0-1 which corresponds on transformation from 0.8-1         var ratio = CGFloat(diffY/CGRectGetHeight(self.menuTableView.frame))         ratio = 0.8 + (ratio/5)          // Make the animation         UIView.animateWithDuration(0.1, animations: { () -> Void in             self.isBeingPresentedCell.contentView.layer.transform = CATransform3DMakeScale(ratio, ratio, ratio)         })     }      // MARK: - Helpers      func getScrollDirection(scrollView: UIScrollView) -> ViewControllerScrollDirection {         let scrollDirection = (self.lastContentOffset > scrollView.contentOffset.y) ? ViewControllerScrollDirection.Down : ViewControllerScrollDirection.Up         self.lastContentOffset = scrollView.contentOffset.y;          return scrollDirection     } } 

UI Fix

enter image description here

Output animation

enter image description here

Hope it will fill your requirements :)

Answers 2

if you want exactly what the InShorts video is doing i'd recommend using view controller transitions. a helpful article is here.

full example code of what you are trying to achieve is below. i implemented it all in the app delegate for brevity, but you should definitely break it out into separate classes.

Video: here

UPDATED CODE

import UIKit  @UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate, UINavigationControllerDelegate, UIViewControllerAnimatedTransitioning {      var window: UIWindow?      var percentManager: UIPercentDrivenInteractiveTransition?      /**      Keep track of which way the animation is going      */     var isPopping = false      /**      The index of the view controller that is currently presented.      */     var index: Int {         get {             return viewControllers.indexOf(navController.viewControllers.last!)!         }     }      /**      Array of view controllers; acting as the data source      */     lazy var viewControllers: [UIViewController] = {         var viewControllers = [UIViewController]()         for i in Range(start: 0, end: 5) {             let viewController = UIViewController()             viewController.view.backgroundColor = UIColor(red: CGFloat((arc4random()%255))/255.0, green: CGFloat((arc4random()%255))/255.0, blue: CGFloat((arc4random()%255))/255.0, alpha: 1)             viewController.view.layer.cornerRadius = 12             viewControllers.append(viewController)         }          return viewControllers     }()      lazy var navController: UINavigationController = {          // create a navigation controller and hide it's nav bar         let navController = UINavigationController()         navController.navigationBar.hidden = true          return navController     }()      func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {         // add the nav controller (and it's first view controller) to the window         window = UIWindow(frame: UIScreen.mainScreen().bounds)         window?.rootViewController = navController         window?.makeKeyAndVisible()          // add the first view controller         navController.viewControllers = [viewControllers[0]]          // add a pan recognizer to the nav controller         let panRecognizer = UIPanGestureRecognizer(target: self, action: Selector("didPan:"))         navController.view.addGestureRecognizer(panRecognizer)         navController.delegate = self          return true     }      internal func didPan(recognizer: UIPanGestureRecognizer) {         guard let view = recognizer.view else { assertionFailure("no view"); return }          switch (recognizer.state) {         case .Began:             // detect if it is an upward swipe             if recognizer.velocityInView(view).y < 0 {                 // don't go out of bounds                 guard index + 1 < viewControllers.count else { recognizer.enabled = false; recognizer.enabled = true; return }                  isPopping = false                  // create the percentManager and start pushing the next view controller                 percentManager = UIPercentDrivenInteractiveTransition()                 navController.pushViewController(viewControllers[index+1], animated: true)             }             // detect if it is a downward swipe             else if recognizer.velocityInView(view).y > 0 {                 // don't go out of bounds                 guard index - 1 >= 0 else { recognizer.enabled = false; recognizer.enabled = true; return }                  isPopping = true                  // create the percentManager and start popping the current view controller                 percentManager = UIPercentDrivenInteractiveTransition()                 navController.popViewControllerAnimated(true)             }         case .Changed:             // update the percent manager             let translation = recognizer.translationInView(view)             let percentOffset = translation.y/CGRectGetHeight(view.bounds) * (isPopping ? 1 : -1)             percentManager?.updateInteractiveTransition(percentOffset)         case .Ended:              // give the percent manager it's final instruction before niling it             if isPopping {                 if recognizer.velocityInView(view).y > 0 {                     percentManager?.finishInteractiveTransition()                 } else {                     percentManager?.cancelInteractiveTransition()                 }             } else {                 if recognizer.velocityInView(view).y < 0 {                     percentManager?.finishInteractiveTransition()                 } else {                     percentManager?.cancelInteractiveTransition()                 }             }             percentManager = nil         default:             break         }     }      // MARK: UINavigationControllerDelegate      func navigationController(navigationController: UINavigationController, interactionControllerForAnimationController animationController: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {         return percentManager     }      func navigationController(navigationController: UINavigationController, animationControllerForOperation operation: UINavigationControllerOperation, fromViewController fromVC: UIViewController, toViewController toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {         return self     }       // MARK: UIViewControllerAnimatedTransitioning      func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {         return 0.4     }      func animateTransition(transitionContext: UIViewControllerContextTransitioning) {         guard let newVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey) else { assertionFailure("no new view controller"); return }         guard let oldVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey) else { assertionFailure("no existing view controller"); return }          let scaleTransform = CGAffineTransformMakeScale(0.9, 0.9)         let yOffsetTransform = CGAffineTransformMakeTranslation(0, -CGRectGetHeight(oldVC.view.frame))          let animationBlock: Void -> Void         if isPopping {             // place the previous vc at the top of the screen             newVC.view.transform = yOffsetTransform              animationBlock = {                 oldVC.view.transform = scaleTransform                 newVC.view.transform = CGAffineTransformIdentity             }              // add the views onto the transition view controller             transitionContext.containerView()?.addSubview(oldVC.view)             transitionContext.containerView()?.addSubview(newVC.view)         } else {              // scale the new view a bit smaller             newVC.view.transform = scaleTransform              // slide the old view controller up and scale the new view controller back to 100%             animationBlock = {                 oldVC.view.transform = yOffsetTransform                 newVC.view.transform = CGAffineTransformIdentity             }              // add the views onto the transition view controller             transitionContext.containerView()?.addSubview(newVC.view)             transitionContext.containerView()?.addSubview(oldVC.view)         }          // perform the animation         UIView.animateWithDuration(self.transitionDuration(transitionContext), animations: animationBlock, completion: { finished in             // cleanup             oldVC.view.transform = CGAffineTransformIdentity             newVC.view.transform = CGAffineTransformIdentity             transitionContext.completeTransition(!transitionContext.transitionWasCancelled())         })     } } 

Answers 3

Use facebook POP animation For drop dragged view to resting with animation

private func resetViewPositionAndTransformations() {              let resetPositionAnimation = POPSpringAnimation(propertyNamed: kPOPLayerTranslationXY)     resetPositionAnimation.fromValue = NSValue(CGPoint: CGPoint(x: dragDistance.x, y: dragDistance.y))     resetPositionAnimation.toValue = NSValue(CGPoint: CGPointZero)     resetPositionAnimation.springBounciness = cardResetAnimationSpringBounciness     resetPositionAnimation.springSpeed = cardResetAnimationSpringSpeed     resetPositionAnimation.completionBlock = {         (_, _) in         self.layer.transform = CATransform3DIdentity     }      layer.pop_addAnimation(resetPositionAnimation, forKey: "resetPositionAnimation")      let resetRotationAnimation = POPBasicAnimation(propertyNamed: kPOPLayerRotation)     resetRotationAnimation.fromValue = POPLayerGetRotationZ(layer)     resetRotationAnimation.toValue = CGFloat(0.0)     resetRotationAnimation.duration = cardResetAnimationDuration      layer.pop_addAnimation(resetRotationAnimation, forKey: "resetRotationAnimation")      let overlayAlphaAnimation = POPBasicAnimation(propertyNamed: kPOPViewAlpha)     overlayAlphaAnimation.toValue = 0.0     overlayAlphaAnimation.duration = cardResetAnimationDuration     overlayAlphaAnimation.completionBlock = { _, _ in     }     overlayView?.pop_addAnimation(overlayAlphaAnimation, forKey: "resetOverlayAnimation")      let resetScaleAnimation = POPBasicAnimation(propertyNamed: kPOPLayerScaleXY)     resetScaleAnimation.toValue = NSValue(CGPoint: CGPoint(x: 1.0, y: 1.0))     resetScaleAnimation.duration = cardResetAnimationDuration     layer.pop_addAnimation(resetScaleAnimation, forKey: "resetScaleAnimation") } 

Answers 4

in my opinion UICollectionview and UICollectionViewLayout is better suited for such things. UITableView don't give you per scroll transforms and you would need to do all kinds dirty hacks.

If you go with UICollectionview, what you looking for is -[UICollectionViewLayout layoutAttributesForElementsInRect:] and -[UICollectionViewLayout shouldInvalidateLayoutForBoundsChange:], everything else is a bit of math.

Answers 5

Try this: You can us facebook/pop https://github.com/facebook/pop for smoother effect. This code is just to give you some idea, not tested much.

func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {     return 4 }  func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {     let cell = tableView.dequeueReusableCellWithIdentifier("cell")     if cell?.contentView.viewWithTag(100) == nil     {         let view = UIView(frame: (cell?.contentView.bounds)!)          view.tag = 100         view.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight]         cell?.contentView.addSubview(view)     }     if cell!.contentView.viewWithTag(100) != nil     {         let view = cell!.contentView.viewWithTag(100)         view!.backgroundColor = colors[indexPath.row]     }      return cell! }  func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {     return self.view.frame.size.height - 20 }  func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {      if cell.contentView.viewWithTag(100) != nil     {         let view = cell.contentView.viewWithTag(100)         let basicAnimation = CABasicAnimation(keyPath: "transform.scale")         basicAnimation.toValue = NSNumber(float: 1)         basicAnimation.fromValue = NSNumber(float: 0.8)         basicAnimation.duration = 0.4         basicAnimation.removedOnCompletion = false         view!.layer.addAnimation(basicAnimation, forKey: "transform.scale")     }  //        if tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row - 1, inSection: 0)) != nil //        { //            let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row - 1, inSection: 0)) //            if cell!.contentView.viewWithTag(100) != nil //            { //                let view = cell!.contentView.viewWithTag(100) //                let basicAnimation = CABasicAnimation(keyPath: "transform.scale") //                basicAnimation.toValue = NSNumber(float: 0.8) //                basicAnimation.fromValue = NSNumber(float: 1) //                basicAnimation.duration = 0.4 //                basicAnimation.removedOnCompletion = false //                view!.layer.addAnimation(basicAnimation, forKey: "transform.scale") //            } //        } //        if tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row + 1, inSection: 0)) != nil //        { //            let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row + 1, inSection: 0)) //             //            if cell!.contentView.viewWithTag(100) != nil //            { //                let view = cell!.contentView.viewWithTag(100) //                let basicAnimation = CABasicAnimation(keyPath: "transform.scale") //                basicAnimation.toValue = NSNumber(float: 0.8) //                basicAnimation.fromValue = NSNumber(float: 1) //                basicAnimation.duration = 0.4 //                basicAnimation.removedOnCompletion = false //                view!.layer.addAnimation(basicAnimation, forKey: "transform.scale") //            } //        } //        let scaleAnimation = POPDecayAnimation(propertyNamed: kPOPLayerScaleXY) //        scaleAnimation.fromValue = NSValue(CGSize: CGSize(width: 0.8, height: 0.8)) //        scaleAnimation.toValue = NSValue(CGSize: CGSize(width: 1, height: 1))  //        cell.contentView.layer.pop_addAnimation(scaleAnimation, forKey: "kPOPLayerScaleXY")  //        UIView.animateWithDuration(0.1, animations: { () -> Void in //            cell.transform = CGAffineTransformMakeScale(0.8, 0.8) //        })   } 
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