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introduzione

UIKit Dynamics è un motore fisico completo del mondo reale integrato in UIKit. Ti permette di creare interfacce che sembrano reali aggiungendo comportamenti come gravità, attaccamenti, collisione e forze. Definisci i tratti fisici che vorresti che i tuoi elementi dell'interfaccia adottassero e il motore dinamico si occuperà del resto.

Osservazioni

Una cosa importante da tenere a mente quando si utilizza UIKit Dynamics è che le viste posizionate dall'animatore non possono essere facilmente posizionate da altri metodi di layout iOS comuni.

I nuovi arrivati ​​in UIKit Dynamics spesso combattono con questo importante avvertimento. Posizionare i vincoli su una vista che è anche un elemento di un UIDynamicBehavior causerà probabilmente confusione poiché sia ​​il motore di layout automatico che il motore di animatore dinamico combattono nella posizione appropriata. Allo stesso modo, il tentativo di impostare il frame direttamente su una vista controllata dall'animatore genererà in genere un'animazione distorta e un posizionamento imprevisto. L'aggiunta di una vista come elemento a un UIDynamicBehavior significa che l'animatore si assumerà la responsabilità di posizionare una vista e in quanto tale le modifiche delle posizioni della vista dovrebbero essere implementate tramite l'animatore.

È possibile impostare la cornice di una vista che viene aggiornata da un animatore dinamico, ma che dovrebbe essere immediatamente seguita dalla messaggistica dell'animatore per aggiornare il modello interno dell'animatore della gerarchia della vista. Ad esempio, se ho UILabel , label che è un elemento di un UIGravityBehavior posso spostarlo nella parte superiore dello schermo per vederlo cadere di nuovo dicendo:

veloce

label.frame = CGRect(x: 0.0, y: 0.0, width: label.intrinsicContentSize.width, height: label.intrinsicContentSize.height)
dynamicAnimator.updateItem(usingCurrentState: label)

Objective-C

self.label.frame = CGRectMake(0.0, 0.0, self.label.intrinsicContentSize.width, self.label.intrinsicContentSize.height);
[self.dynamicAnimator updateItemUsingCurrentState: self.label];

Dopo di che l'animatore applicherà il comportamento gravitazionale dalla nuova posizione dell'etichetta.

Un'altra tecnica comune consiste nell'usare UIDynamicBehaviors per posizionare le viste. Ad esempio, se il posizionamento in vista sotto un evento di tocco è desiderato, creando un UIAttachmentBehavior e aggiorna il suo anchorPoint sia touchesMoved o UIGestureRecognizer azione s' è una strategia efficace.

The Falling Square

Consente di disegnare un quadrato al centro della nostra vista e farlo cadere verso il basso e fermarsi sul bordo inferiore della collisione con il bordo inferiore dello schermo.

inserisci la descrizione dell'immagine qui

@IBOutlet var animationView: UIView!
var squareView:UIView!
var collision: UICollisionBehavior!
var animator: UIDynamicAnimator!
var gravity: UIGravityBehavior!

override func viewDidLoad() {
    super.viewDidLoad()
    let squareSize = CGSize(width: 30.0, height: 30.0)
    let centerPoint = CGPoint(x: self.animationView.bounds.midX - (squareSize.width/2), y: self.animationView.bounds.midY - (squareSize.height/2))
    let frame = CGRect(origin: centerPoint, size: squareSize)
    squareView = UIView(frame: frame)
    squareView.backgroundColor = UIColor.orangeColor()
    animationView.addSubview(squareView)
    animator = UIDynamicAnimator(referenceView: view)
    gravity = UIGravityBehavior(items: [squareView])
    animator.addBehavior(gravity)
    collision = UICollisionBehavior(items: [square])
    collision.translatesReferenceBoundsIntoBoundary = true
    animator.addBehavior(collision)
}

Flick View basato sulla velocità del gesto

Questo esempio mostra come avere una vista per tracciare un gesto di pan e partire in modo basato sulla fisica.

inserisci la descrizione dell'immagine qui

veloce

class ViewController: UIViewController
{
    // Adjust to change speed of view from flick
    let magnitudeMultiplier: CGFloat = 0.0008
    
    lazy var dynamicAnimator: UIDynamicAnimator =
    {
        let dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
        return dynamicAnimator
    }()

    lazy var gravity: UIGravityBehavior =
    {
        let gravity = UIGravityBehavior(items: [self.orangeView])
        return gravity
    }()
    
    lazy var collision: UICollisionBehavior =
    {
        let collision = UICollisionBehavior(items: [self.orangeView])
        collision.translatesReferenceBoundsIntoBoundary = true
        return collision
    }()
    
    lazy var orangeView: UIView =
    {
        let widthHeight: CGFloat = 40.0
        let orangeView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: widthHeight, height: widthHeight))
        orangeView.backgroundColor = UIColor.orange
        self.view.addSubview(orangeView)
        return orangeView
    }()
    
    lazy var panGesture: UIPanGestureRecognizer =
    {
        let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(sender:)))
        return panGesture
    }()
    
    lazy var attachment: UIAttachmentBehavior =
    {
        let attachment = UIAttachmentBehavior(item: self.orangeView, attachedToAnchor: .zero)
        return attachment
    }()

    override func viewDidLoad()
    {
        super.viewDidLoad()
        dynamicAnimator.addBehavior(gravity)
        dynamicAnimator.addBehavior(collision)
        orangeView.addGestureRecognizer(panGesture)
    }
    
    override func viewDidLayoutSubviews()
    {
        super.viewDidLayoutSubviews()
        orangeView.center = view.center
        dynamicAnimator.updateItem(usingCurrentState: orangeView)
    }
    
    func handlePan(sender: UIPanGestureRecognizer)
    {
        let location = sender.location(in: view)
        let velocity = sender.velocity(in: view)
        let magnitude = sqrt((velocity.x * velocity.x) + (velocity.y * velocity.y))
        switch sender.state
        {
        case .began:
            attachment.anchorPoint = location
            dynamicAnimator.addBehavior(attachment)
        case .changed:
            attachment.anchorPoint = location
        case .cancelled, .ended, .failed, .possible:
            let push = UIPushBehavior(items: [self.orangeView], mode: .instantaneous)
            push.pushDirection = CGVector(dx: velocity.x, dy: velocity.y)
            push.magnitude = magnitude * magnitudeMultiplier
            dynamicAnimator.removeBehavior(attachment)
            dynamicAnimator.addBehavior(push)
        }
    }
}

Objective-C

@interface ViewController ()

@property (nonatomic, assign) CGFloat magnitudeMultiplier;
@property (nonatomic, strong) UIDynamicAnimator *dynamicAnimator;
@property (nonatomic, strong) UIGravityBehavior *gravity;
@property (nonatomic, strong) UICollisionBehavior *collision;
@property (nonatomic, strong) UIView *orangeView;
@property (nonatomic, strong) UIPanGestureRecognizer *panGesture;
@property (nonatomic, strong) UIAttachmentBehavior *attachment;

@end

@implementation ViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    [self.dynamicAnimator addBehavior:self.gravity];
    [self.dynamicAnimator addBehavior:self.collision];
    [self.orangeView addGestureRecognizer:self.panGesture];
    // Adjust to change speed of view from flick
    self.magnitudeMultiplier = 0.0008f;
}

- (void)viewDidLayoutSubviews
{
    [super viewDidLayoutSubviews];
    self.orangeView.center = self.view.center;
    [self.dynamicAnimator updateItemUsingCurrentState:self.orangeView];
}

- (void)handlePan:(UIPanGestureRecognizer *)sender
{
    CGPoint location = [sender locationInView:self.view];
    CGPoint velocity = [sender velocityInView:self.view];
    CGFloat magnitude = sqrt((velocity.x * velocity.x) + (velocity.y * velocity.y));
    if (sender.state == UIGestureRecognizerStateBegan)
    {
        self.attachment.anchorPoint = location;
        [self.dynamicAnimator addBehavior:self.attachment];
    }
    else if (sender.state == UIGestureRecognizerStateChanged)
    {
        self.attachment.anchorPoint = location;
    }
    else if (sender.state == UIGestureRecognizerStateCancelled ||
             sender.state == UIGestureRecognizerStateEnded ||
             sender.state == UIGestureRecognizerStateFailed ||
             sender.state == UIGestureRecognizerStatePossible)
    {
        UIPushBehavior *push = [[UIPushBehavior alloc] initWithItems:@[self.orangeView] mode:UIPushBehaviorModeInstantaneous];
        push.pushDirection = CGVectorMake(velocity.x, velocity.y);
        push.magnitude = magnitude * self.magnitudeMultiplier;
        [self.dynamicAnimator removeBehavior:self.attachment];
        [self.dynamicAnimator addBehavior:push];
    }
}

#pragma mark - Lazy Init
- (UIDynamicAnimator *)dynamicAnimator
{
    if (!_dynamicAnimator)
    {
        _dynamicAnimator = [[UIDynamicAnimator alloc]initWithReferenceView:self.view];
    }
    return _dynamicAnimator;
}

- (UIGravityBehavior *)gravity
{
    if (!_gravity)
    {
        _gravity = [[UIGravityBehavior alloc]initWithItems:@[self.orangeView]];
    }
    return _gravity;
}

- (UICollisionBehavior *)collision
{
    if (!_collision)
    {
        _collision = [[UICollisionBehavior alloc]initWithItems:@[self.orangeView]];
        _collision.translatesReferenceBoundsIntoBoundary = YES;
    }
    return _collision;
}

- (UIView *)orangeView
{
    if (!_orangeView)
    {
        CGFloat widthHeight = 40.0f;
        _orangeView = [[UIView alloc]initWithFrame:CGRectMake(0.0, 0.0, widthHeight, widthHeight)];
        _orangeView.backgroundColor = [UIColor orangeColor];
        [self.view addSubview:_orangeView];
    }
    return _orangeView;
}

- (UIPanGestureRecognizer *)panGesture
{
    if (!_panGesture)
    {
        _panGesture = [[UIPanGestureRecognizer alloc]initWithTarget:self action:@selector(handlePan:)];
    }
    return _panGesture;
}

- (UIAttachmentBehavior *)attachment
{
    if (!_attachment)
    {
        _attachment = [[UIAttachmentBehavior alloc]initWithItem:self.orangeView attachedToAnchor:CGPointZero];
    }
    return _attachment;
}

@end

Effetto "Sticky Corners" usando UIFieldBehaviors

Questo esempio mostra come ottenere un effetto simile a FaceTime in cui una vista è attratta dal punto in cui entra in una particolare regione, in questo caso due regioni in alto e in basso.

inserisci la descrizione dell'immagine qui

veloce

class ViewController: UIViewController
{
    lazy var dynamicAnimator: UIDynamicAnimator =
    {
        let dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
        return dynamicAnimator
    }()
    
    lazy var collision: UICollisionBehavior =
    {
        let collision = UICollisionBehavior(items: [self.orangeView])
        collision.translatesReferenceBoundsIntoBoundary = true
        return collision
    }()
    
    lazy var fieldBehaviors: [UIFieldBehavior] =
    {
        var fieldBehaviors = [UIFieldBehavior]()
        for _ in 0 ..< 2
        {
            let field = UIFieldBehavior.springField()
            field.addItem(self.orangeView)
            fieldBehaviors.append(field)
        }
        return fieldBehaviors
    }()
    
    lazy var itemBehavior: UIDynamicItemBehavior =
    {
        let itemBehavior = UIDynamicItemBehavior(items: [self.orangeView])
        // Adjust these values to change the "stickiness" of the view
        itemBehavior.density = 0.01
        itemBehavior.resistance = 10
        itemBehavior.friction = 0.0
        itemBehavior.allowsRotation = false
        return itemBehavior
    }()
    
    lazy var orangeView: UIView =
    {
        let widthHeight: CGFloat = 40.0
        let orangeView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: widthHeight, height: widthHeight))
        orangeView.backgroundColor = UIColor.orange
        self.view.addSubview(orangeView)
        return orangeView
    }()
    
    lazy var panGesture: UIPanGestureRecognizer =
    {
        let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(sender:)))
        return panGesture
    }()
    
    lazy var attachment: UIAttachmentBehavior =
    {
        let attachment = UIAttachmentBehavior(item: self.orangeView, attachedToAnchor: .zero)
        return attachment
    }()

    override func viewDidLoad()
    {
        super.viewDidLoad()
        dynamicAnimator.addBehavior(collision)
        dynamicAnimator.addBehavior(itemBehavior)
        for field in fieldBehaviors
        {
            dynamicAnimator.addBehavior(field)
        }
        
        orangeView.addGestureRecognizer(panGesture)
    }
    
    override func viewDidLayoutSubviews()
    {
        super.viewDidLayoutSubviews()
        
        orangeView.center = view.center
        dynamicAnimator.updateItem(usingCurrentState: orangeView)
        
        for (index, field) in fieldBehaviors.enumerated()
        {
            field.position = CGPoint(x: view.bounds
                .midX, y:  view.bounds.height * (0.25 + 0.5 * CGFloat(index)))
            field.region = UIRegion(size: CGSize(width: view.bounds.width, height: view.bounds.height * 0.5))
        }
    }
    
    func handlePan(sender: UIPanGestureRecognizer)
    {
        let location = sender.location(in: view)
        let velocity = sender.velocity(in: view)
        switch sender.state
        {
        case .began:
            attachment.anchorPoint = location
            dynamicAnimator.addBehavior(attachment)
        case .changed:
            attachment.anchorPoint = location
        case .cancelled, .ended, .failed, .possible:
            itemBehavior.addLinearVelocity(velocity, for: self.orangeView)
            dynamicAnimator.removeBehavior(attachment)
        }
    }
}

Objective-C

@interface ViewController ()

@property (nonatomic, strong) UIDynamicAnimator *dynamicAnimator;
@property (nonatomic, strong) UICollisionBehavior *collision;
@property (nonatomic, strong) UIAttachmentBehavior *attachment;
@property (nonatomic, strong) UIDynamicItemBehavior *itemBehavior;
@property (nonatomic, strong) NSArray <UIFieldBehavior *> *fieldBehaviors;
@property (nonatomic, strong) UIView *orangeView;
@property (nonatomic, strong) UIPanGestureRecognizer *panGesture;

@end

@implementation ViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    [self.dynamicAnimator addBehavior:self.collision];
    [self.dynamicAnimator addBehavior:self.itemBehavior];
    for (UIFieldBehavior *field in self.fieldBehaviors)
    {
        [self.dynamicAnimator addBehavior:field];
    }
    
    [self.orangeView addGestureRecognizer:self.panGesture];
}

- (void)viewDidLayoutSubviews
{
    [super viewDidLayoutSubviews];
    self.orangeView.center = self.view.center;
    [self.dynamicAnimator updateItemUsingCurrentState:self.orangeView];
    
    for (NSInteger i = 0; i < self.fieldBehaviors.count; i++)
    {
        UIFieldBehavior *field = self.fieldBehaviors[i];
        field.position = CGPointMake(CGRectGetMidX(self.view.bounds), CGRectGetHeight(self.view.bounds) * (0.25f + 0.5f * i));
        field.region = [[UIRegion alloc]initWithSize:CGSizeMake(CGRectGetWidth(self.view.bounds), CGRectGetHeight(self.view.bounds) * 0.5)];
    }
}

- (void)handlePan:(UIPanGestureRecognizer *)sender
{
    CGPoint location = [sender locationInView:self.view];
    CGPoint velocity = [sender velocityInView:self.view];
    if (sender.state == UIGestureRecognizerStateBegan)
    {
        self.attachment.anchorPoint = location;
        [self.dynamicAnimator addBehavior:self.attachment];
    }
    else if (sender.state == UIGestureRecognizerStateChanged)
    {
        self.attachment.anchorPoint = location;
    }
    else if (sender.state == UIGestureRecognizerStateCancelled ||
             sender.state == UIGestureRecognizerStateEnded ||
             sender.state == UIGestureRecognizerStateFailed ||
             sender.state == UIGestureRecognizerStatePossible)
    {
        [self.itemBehavior addLinearVelocity:velocity forItem:self.orangeView];
        [self.dynamicAnimator removeBehavior:self.attachment];
    }
}

#pragma mark - Lazy Init
- (UIDynamicAnimator *)dynamicAnimator
{
    if (!_dynamicAnimator)
    {
        _dynamicAnimator = [[UIDynamicAnimator alloc]initWithReferenceView:self.view];
    }
    return _dynamicAnimator;
}

- (UICollisionBehavior *)collision
{
    if (!_collision)
    {
        _collision = [[UICollisionBehavior alloc]initWithItems:@[self.orangeView]];
        _collision.translatesReferenceBoundsIntoBoundary = YES;
    }
    return _collision;
}

- (NSArray <UIFieldBehavior *> *)fieldBehaviors
{
    if (!_fieldBehaviors)
    {
        NSMutableArray *fields = [[NSMutableArray alloc]init];
        for (NSInteger i =  0; i < 2; i++)
        {
            UIFieldBehavior *field = [UIFieldBehavior springField];
            [field addItem:self.orangeView];
            [fields addObject:field];
        }
        _fieldBehaviors = fields;
    }
    return _fieldBehaviors;
}

- (UIDynamicItemBehavior *)itemBehavior
{
    if (!_itemBehavior)
    {
        _itemBehavior = [[UIDynamicItemBehavior alloc]initWithItems:@[self.orangeView]];
        // Adjust these values to change the "stickiness" of the view
        _itemBehavior.density = 0.01;
        _itemBehavior.resistance = 10;
        _itemBehavior.friction = 0.0;
        _itemBehavior.allowsRotation = NO;
    }
    return _itemBehavior;
}

- (UIView *)orangeView
{
    if (!_orangeView)
    {
        CGFloat widthHeight = 40.0f;
        _orangeView = [[UIView alloc]initWithFrame:CGRectMake(0.0, 0.0, widthHeight, widthHeight)];
        _orangeView.backgroundColor = [UIColor orangeColor];
        [self.view addSubview:_orangeView];
    }
    return _orangeView;
}

- (UIPanGestureRecognizer *)panGesture
{
    if (!_panGesture)
    {
        _panGesture = [[UIPanGestureRecognizer alloc]initWithTarget:self action:@selector(handlePan:)];
    }
    return _panGesture;
}

- (UIAttachmentBehavior *)attachment
{
    if (!_attachment)
    {
        _attachment = [[UIAttachmentBehavior alloc]initWithItem:self.orangeView attachedToAnchor:CGPointZero];
    }
    return _attachment;
}

@end

Per ulteriori informazioni su UIFieldBehaviors è possibile vedere la sessione WWDC 2015 "Novità in Uikit Dynamics ed effetti visivi" e il relativo codice di esempio .

Transizione personalizzata guidata da UIDynamicBehavior

inserisci la descrizione dell'immagine qui

Questo esempio mostra come creare una transizione di presentazione personalizzata guidata da un UIDynamicBehavior composito. Possiamo iniziare creando un controller di visualizzazione che presenterà una modale.

veloce

class PresentingViewController: UIViewController
{
    lazy var button: UIButton =
    {
        let button = UIButton()
        button.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(button)
        button.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive
            = true
        button.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
        button.setTitle("Present", for: .normal)
        button.setTextColor(UIColor.blue, for: .normal)
        
        return button
    }()
    
    override func viewDidLoad()
    {
        super.viewDidLoad()
        button.addTarget(self, action: #selector(self.didPressPresent), for: .touchUpInside)
    }
    
    func didPressPresent()
    {
        let modal = ModalViewController()
        modal.view.frame = CGRect(x: 0.0, y: 0.0, width: 200.0, height: 200.0)
        modal.modalPresentationStyle = .custom
        modal.transitioningDelegate = modal
        self.present(modal, animated: true)
    }
}

Objective-C

@interface PresentingViewController ()
@property (nonatomic, strong) UIButton *button;
@end

@implementation PresentingViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    [self.button addTarget:self action:@selector(didPressPresent) forControlEvents:UIControlEventTouchUpInside];
}

- (void)didPressPresent
{
    ModalViewController *modal = [[ModalViewController alloc] init];
    modal.view.frame = CGRectMake(0.0, 0.0, 200.0, 200.0);
    modal.modalPresentationStyle = UIModalPresentationCustom;
    modal.transitioningDelegate = modal;
    [self presentViewController:modal animated:YES completion:nil];
}

- (UIButton *)button
{
    if (!_button)
    {
        _button = [[UIButton alloc] init];
        _button.translatesAutoresizingMaskIntoConstraints = NO;
        [self.view addSubview:_button];
        [_button.centerXAnchor constraintEqualToAnchor:self.view.centerXAnchor].active = YES;
        [_button.centerYAnchor constraintEqualToAnchor:self.view.centerYAnchor].active = YES;
        [_button setTitle:@"Present" forState:UIControlStateNormal];
        [_button setTitleColor:[UIColor blueColor] forState:UIControlStateNormal];
    }
    return _button;
}

@end

ModalViewController il pulsante attuale, creiamo un ModalViewController e impostiamo lo stile di presentazione su .custom e impostiamo la sua transitionDelegate su se stesso. Questo ci permetterà di vendere un animatore che guiderà la sua transizione modale. Impostiamo anche la cornice della vista modal in modo che sia più piccola di quella a schermo intero.

Diamo ora un'occhiata a ModalViewController :

veloce

class ModalViewController: UIViewController
{
    lazy var button: UIButton =
    {
        let button = UIButton()
        button.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(button)
        button.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive
         = true
        button.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
        button.setTitle("Dismiss", for: .normal)
        button.setTitleColor(.white, for: .normal)
        
        return button
    }()
    
    override func viewDidLoad()
    {
        super.viewDidLoad()
        button.addTarget(self, action: #selector(self.didPressDismiss), for: .touchUpInside)
        view.backgroundColor = .red
        view.layer.cornerRadius = 15.0
    }
    
    func didPressDismiss()
    {
        dismiss(animated: true)
    }
}

extension ModalViewController: UIViewControllerTransitioningDelegate
{
    func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning?
    {
        return DropOutAnimator(duration: 1.5, isAppearing: true)
    }
    
    func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning?
    {
        return DropOutAnimator(duration: 4.0, isAppearing: false)
    }
}

Objective-C

@interface ModalViewController () <UIViewControllerTransitioningDelegate>
@property (nonatomic, strong) UIButton *button;
@end

@implementation ModalViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    [self.button addTarget:self action:@selector(didPressPresent) forControlEvents:UIControlEventTouchUpInside];
    self.view.backgroundColor = [UIColor redColor];
    self.view.layer.cornerRadius = 15.0f;
}

- (void)didPressPresent
{
    [self dismissViewControllerAnimated:YES completion:nil];
}

- (UIButton *)button
{
    if (!_button)
    {
        _button = [[UIButton alloc] init];
        _button.translatesAutoresizingMaskIntoConstraints = NO;
        [self.view addSubview:_button];
        [_button.centerXAnchor constraintEqualToAnchor:self.view.centerXAnchor].active = YES;
        [_button.centerYAnchor constraintEqualToAnchor:self.view.centerYAnchor].active = YES;
        [_button setTitle:@"Dismiss" forState:UIControlStateNormal];
        [_button setTitleColor:[UIColor blueColor] forState:UIControlStateNormal];
    }
    return _button;
}

- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source
{
    return [[DropOutAnimator alloc]initWithDuration: 1.5 appearing:YES];
}

- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed
{
    return [[DropOutAnimator alloc] initWithDuration:4.0 appearing:NO];
}

@end

Qui creiamo il controller della vista che viene presentato. Anche perché ModalViewController ha il proprio transitioningDelegate , è anche responsabile della distribuzione di un oggetto che gestirà la sua animazione di transizione. Per noi ciò significa passare un'istanza della nostra sottoclasse UIDynamicBehavior composito.

Il nostro animatore avrà due diverse transizioni: una per la presentazione e l'altra per il licenziamento. Per la presentazione, la vista del controller della vista che presenta cadrà dall'alto. E per il licenziamento, la vista sembrerà oscillare da una corda e poi abbandonare. Poiché DropOutAnimator conforme a UIViewControllerAnimatedTransitioning maggior parte di questo lavoro verrà eseguita nella sua implementazione di func animateTransition(using transitionContext: UIViewControllerContextTransitioning) .

veloce

class DropOutAnimator: UIDynamicBehavior
{
    let duration: TimeInterval
    let isAppearing: Bool

    var transitionContext: UIViewControllerContextTransitioning?
    var hasElapsedTimeExceededDuration = false
    var finishTime: TimeInterval = 0.0
    var collisionBehavior: UICollisionBehavior?
    var attachmentBehavior: UIAttachmentBehavior?
    var animator: UIDynamicAnimator?

    init(duration: TimeInterval = 1.0,  isAppearing: Bool)
    {
        self.duration = duration
        self.isAppearing = isAppearing
        super.init()
    }
}

extension DropOutAnimator: UIViewControllerAnimatedTransitioning
{
    func animateTransition(using transitionContext: UIViewControllerContextTransitioning)
    {
        // Get relevant views and view controllers from transitionContext
        guard let fromVC = transitionContext.viewController(forKey: .from),
              let toVC = transitionContext.viewController(forKey: .to),
              let fromView = fromVC.view,
              let toView = toVC.view else { return }
    
        let containerView = transitionContext.containerView
        let duration = self.transitionDuration(using: transitionContext)
    
        // Hold refrence to transitionContext to notify it of completion
        self.transitionContext = transitionContext
    
        // Create dynamic animator
        let animator = UIDynamicAnimator(referenceView: containerView)
        animator.delegate = self
        self.animator = animator
    
        // Presenting Animation
        if self.isAppearing
        {
            fromView.isUserInteractionEnabled = false
        
            // Position toView  just off-screen
            let fromViewInitialFrame = transitionContext.initialFrame(for: fromVC)
            var toViewInitialFrame = toView.frame
            toViewInitialFrame.origin.y -= toViewInitialFrame.height
            toViewInitialFrame.origin.x = fromViewInitialFrame.width * 0.5 - toViewInitialFrame.width * 0.5
            toView.frame = toViewInitialFrame
        
            containerView.addSubview(toView)
        
            // Prevent rotation and adjust bounce
            let bodyBehavior = UIDynamicItemBehavior(items: [toView])
            bodyBehavior.elasticity = 0.7
            bodyBehavior.allowsRotation = false
        
            // Add gravity at exaggerated magnitude so animation doesn't seem slow
            let gravityBehavior = UIGravityBehavior(items: [toView])
            gravityBehavior.magnitude = 10.0
        
            // Set collision bounds to include off-screen view and have collision in center 
            // where our final view should come to rest
            let collisionBehavior = UICollisionBehavior(items: [toView])
            let insets = UIEdgeInsets(top: toViewInitialFrame.minY, left: 0.0, bottom: fromViewInitialFrame.height * 0.5 - toViewInitialFrame.height * 0.5, right: 0.0)
            collisionBehavior.setTranslatesReferenceBoundsIntoBoundary(with: insets)
            self.collisionBehavior = collisionBehavior
        
            // Keep track of finish time in case we need to end the animator befor the animator pauses
            self.finishTime = duration + (self.animator?.elapsedTime ?? 0.0)
        
            // Closure that is called after every "tick" of the animator
            // Check if we exceed duration
            self.action =
            { [weak self] in
                guard let strongSelf = self,
                  (strongSelf.animator?.elapsedTime ?? 0.0) >= strongSelf.finishTime else { return }
                strongSelf.hasElapsedTimeExceededDuration = true
                strongSelf.animator?.removeBehavior(strongSelf)
            }
        
            // `DropOutAnimator` is a composit behavior, so add child behaviors to self
            self.addChildBehavior(collisionBehavior)
            self.addChildBehavior(bodyBehavior)
            self.addChildBehavior(gravityBehavior)
        
            // Add self to dynamic animator
            self.animator?.addBehavior(self)
        }
        // Dismissing Animation
        else
        {
            // Create allow rotation and have a elastic item
            let bodyBehavior = UIDynamicItemBehavior(items: [fromView])
            bodyBehavior.elasticity = 0.8
            bodyBehavior.angularResistance = 5.0
            bodyBehavior.allowsRotation = true
        
            // Create gravity with exaggerated magnitude
            let gravityBehavior = UIGravityBehavior(items: [fromView])
            gravityBehavior.magnitude = 10.0
        
            // Collision boundary is set to have a floor just below the bottom of the screen
            let collisionBehavior = UICollisionBehavior(items: [fromView])
            let insets = UIEdgeInsets(top: 0.0, left: -1000, bottom: -225, right: -1000)
            collisionBehavior.setTranslatesReferenceBoundsIntoBoundary(with: insets)
            self.collisionBehavior = collisionBehavior
        
            // Attachment behavior so view will have effect of hanging from a rope
            let offset = UIOffset(horizontal: 70.0, vertical: fromView.bounds.height * 0.5)
            var anchorPoint = CGPoint(x: fromView.bounds.maxX - 40.0, y: fromView.bounds.minY)
            anchorPoint = containerView.convert(anchorPoint, from: fromView)
            let attachmentBehavior = UIAttachmentBehavior(item: fromView, offsetFromCenter: offset, attachedToAnchor: anchorPoint)
            attachmentBehavior.frequency = 3.0
            attachmentBehavior.damping = 3.0
            self.attachmentBehavior = attachmentBehavior
        
            // `DropOutAnimator` is a composit behavior, so add child behaviors to self
            self.addChildBehavior(collisionBehavior)
            self.addChildBehavior(bodyBehavior)
            self.addChildBehavior(gravityBehavior)
            self.addChildBehavior(attachmentBehavior)
        
            // Add self to dynamic animator
            self.animator?.addBehavior(self)
        
            // Animation has two parts part one is hanging from rope. 
            // Part two is bouncying off-screen
            // Divide duration in two
            self.finishTime = (2.0 / 3.0) * duration + (self.animator?.elapsedTime ?? 0.0)
        
             // After every "tick" of animator check if past time limit
            self.action =
            { [weak self] in
                guard let strongSelf = self,
                  (strongSelf.animator?.elapsedTime ?? 0.0) >= strongSelf.finishTime else { return }
                strongSelf.hasElapsedTimeExceededDuration = true
                strongSelf.animator?.removeBehavior(strongSelf)
            }
        }
    
    }

    func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval
    {
        // Return the duration of the animation
        return self.duration
    }
}

extension DropOutAnimator: UIDynamicAnimatorDelegate
{
    func dynamicAnimatorDidPause(_ animator: UIDynamicAnimator)
    {
      // Animator has reached stasis
      if self.isAppearing
      {
            // Check if we are out of time
            if self.hasElapsedTimeExceededDuration
            {
                // Move to final positions
                let toView = self.transitionContext?.viewController(forKey: .to)?.view
                let containerView = self.transitionContext?.containerView
                toView?.center = containerView?.center ?? .zero
                self.hasElapsedTimeExceededDuration = false
            }
            
            // Clean up and call completion
            self.transitionContext?.completeTransition(!(self.transitionContext?.transitionWasCancelled ?? false))
            self.childBehaviors.forEach { self.removeChildBehavior($0) }
            animator.removeAllBehaviors()
            self.transitionContext = nil
    }
    else
    {
        if let attachmentBehavior = self.attachmentBehavior
        {
            // If we have an attachment, we are at the end of part one and start part two.
            self.removeChildBehavior(attachmentBehavior)
            self.attachmentBehavior = nil
            animator.addBehavior(self)
            let duration = self.transitionDuration(using: self.transitionContext)
            self.finishTime = 1.0 / 3.0 * duration + animator.elapsedTime
        }
        else
        {
            // Clean up and call completion
            let fromView = self.transitionContext?.viewController(forKey: .from)?.view
            let toView = self.transitionContext?.viewController(forKey: .to)?.view
            fromView?.removeFromSuperview()
            toView?.isUserInteractionEnabled = true
            self.transitionContext?.completeTransition(!(self.transitionContext?.transitionWasCancelled ?? false))
            self.childBehaviors.forEach { self.removeChildBehavior($0) }
            animator.removeAllBehaviors()
            self.transitionContext = nil
        }
    }
}
}

Objective-C

@interface ObjcDropOutAnimator() <UIDynamicAnimatorDelegate, UIViewControllerAnimatedTransitioning>
@property (nonatomic, strong) id<UIViewControllerContextTransitioning> transitionContext;
@property (nonatomic, strong) UIDynamicAnimator *animator;
@property (nonatomic, assign) NSTimeInterval finishTime;
@property (nonatomic, assign) BOOL elapsedTimeExceededDuration;
@property (nonatomic, assign, getter=isAppearing) BOOL appearing;
@property (nonatomic, assign) NSTimeInterval duration;
@property (nonatomic, strong) UIAttachmentBehavior *attachBehavior;
@property (nonatomic, strong) UICollisionBehavior * collisionBehavior;

@end

@implementation ObjcDropOutAnimator

- (instancetype)initWithDuration:(NSTimeInterval)duration appearing:(BOOL)appearing
{
    self = [super init];
    if (self)
    {
        _duration = duration;
        _appearing = appearing;
    }
    return self;
}

- (void) animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
    // Get relevant views and view controllers from transitionContext
    UIViewController *fromVC = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIViewController *toVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
    UIView *fromView = fromVC.view;
    UIView *toView = toVC.view;
    
    UIView *containerView = transitionContext.containerView;
    NSTimeInterval duration = [self transitionDuration:transitionContext];
    
    // Hold refrence to transitionContext to notify it of completion
    self.transitionContext = transitionContext;
    
    // Create dynamic animator
    UIDynamicAnimator *animator = [[UIDynamicAnimator alloc]initWithReferenceView:containerView];
    animator.delegate = self;
    self.animator = animator;
    
    // Presenting Animation
    if (self.isAppearing)
    {
        fromView.userInteractionEnabled = NO;
        
        // Position toView  just above screen
        CGRect fromViewInitialFrame = [transitionContext initialFrameForViewController:fromVC];
        CGRect toViewInitialFrame = toView.frame;
        toViewInitialFrame.origin.y -= CGRectGetHeight(toViewInitialFrame);
        toViewInitialFrame.origin.x = CGRectGetWidth(fromViewInitialFrame) * 0.5 - CGRectGetWidth(toViewInitialFrame) * 0.5;
        toView.frame = toViewInitialFrame;
        
        [containerView addSubview:toView];
        
        // Prevent rotation and adjust bounce
        UIDynamicItemBehavior *bodyBehavior = [[UIDynamicItemBehavior alloc]initWithItems:@[toView]];
        bodyBehavior.elasticity = 0.7;
        bodyBehavior.allowsRotation = NO;
        
        // Add gravity at exaggerated magnitude so animation doesn't seem slow
        UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc]initWithItems:@[toView]];
        gravityBehavior.magnitude = 10.0f;
        
        // Set collision bounds to include off-screen view and have collision floor in center
        // where our final view should come to rest
        UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc]initWithItems:@[toView]];
        UIEdgeInsets insets = UIEdgeInsetsMake(CGRectGetMinY(toViewInitialFrame), 0.0, CGRectGetHeight(fromViewInitialFrame) * 0.5 - CGRectGetHeight(toViewInitialFrame) * 0.5, 0.0);
        [collisionBehavior setTranslatesReferenceBoundsIntoBoundaryWithInsets:insets];
        self.collisionBehavior = collisionBehavior;
        
        // Keep track of finish time in case we need to end the animator befor the animator pauses
        self.finishTime = duration + self.animator.elapsedTime;
        
        // Closure that is called after every "tick" of the animator
        // Check if we exceed duration
        __weak ObjcDropOutAnimator *weakSelf = self;
        self.action = ^{
            __strong ObjcDropOutAnimator *strongSelf = weakSelf;
            if (strongSelf)
            {
                if (strongSelf.animator.elapsedTime >= strongSelf.finishTime)
                {
                    strongSelf.elapsedTimeExceededDuration = YES;
                    [strongSelf.animator removeBehavior:strongSelf];
                }
            }
        };
        
        // `DropOutAnimator` is a composit behavior, so add child behaviors to self
        [self addChildBehavior:collisionBehavior];
        [self addChildBehavior:bodyBehavior];
        [self addChildBehavior:gravityBehavior];
        
        // Add self to dynamic animator
        [self.animator addBehavior:self];
    }
    // Dismissing Animation
    else
    {
        // Allow rotation and have a elastic item
        UIDynamicItemBehavior *bodyBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[fromView]];
        bodyBehavior.elasticity = 0.8;
        bodyBehavior.angularResistance = 5.0;
        bodyBehavior.allowsRotation = YES;
        
        // Create gravity with exaggerated magnitude
        UIGravityBehavior *gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[fromView]];
        gravityBehavior.magnitude = 10.0f;
        
        // Collision boundary is set to have a floor just below the bottom of the screen
        UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc] initWithItems:@[fromView]];
        UIEdgeInsets insets = UIEdgeInsetsMake(0, -1000, -225, -1000);
        [collisionBehavior setTranslatesReferenceBoundsIntoBoundaryWithInsets:insets];
        self.collisionBehavior = collisionBehavior;
        
        // Attachment behavior so view will have effect of hanging from a rope
        UIOffset offset = UIOffsetMake(70, -(CGRectGetHeight(fromView.bounds) / 2.0));
        
        CGPoint anchorPoint = CGPointMake(CGRectGetMaxX(fromView.bounds) - 40,
                                          CGRectGetMinY(fromView.bounds));
        anchorPoint = [containerView convertPoint:anchorPoint fromView:fromView];
        UIAttachmentBehavior *attachBehavior = [[UIAttachmentBehavior alloc] initWithItem:fromView offsetFromCenter:offset attachedToAnchor:anchorPoint];
        attachBehavior.frequency = 3.0;
        attachBehavior.damping = 0.3;
        attachBehavior.length = 40;
        self.attachBehavior = attachBehavior;
        
        // `DropOutAnimator` is a composit behavior, so add child behaviors to self
        [self addChildBehavior:collisionBehavior];
        [self addChildBehavior:bodyBehavior];
        [self addChildBehavior:gravityBehavior];
        [self addChildBehavior:attachBehavior];
        
        // Add self to dynamic animator
        [self.animator addBehavior:self];
        
        // Animation has two parts part one is hanging from rope.
        // Part two is bouncying off-screen
        // Divide duration in two
        self.finishTime = (2./3.) * duration + [self.animator elapsedTime];
        
        // After every "tick" of animator check if past time limit
        __weak ObjcDropOutAnimator *weakSelf = self;
        self.action = ^{
            __strong ObjcDropOutAnimator *strongSelf = weakSelf;
            if (strongSelf)
            {
                if ([strongSelf.animator elapsedTime] >= strongSelf.finishTime)
                {
                    strongSelf.elapsedTimeExceededDuration = YES;
                    [strongSelf.animator removeBehavior:strongSelf];
                }
            }
        };
    }
}

- (NSTimeInterval)transitionDuration:(id<UIViewControllerContextTransitioning>)transitionContext
{
    return self.duration;
}

- (void)dynamicAnimatorDidPause:(UIDynamicAnimator *)animator
{
    // Animator has reached stasis
    if (self.isAppearing)
    {
        // Check if we are out of time
        if (self.elapsedTimeExceededDuration)
        {
            // Move to final positions
            UIView *toView = [self.transitionContext viewControllerForKey:UITransitionContextToViewControllerKey].view;
            UIView *containerView = [self.transitionContext containerView];
            toView.center = containerView.center;
            self.elapsedTimeExceededDuration = NO;
        }
        
        // Clean up and call completion
        [self.transitionContext completeTransition:![self.transitionContext transitionWasCancelled]];
        for (UIDynamicBehavior *behavior in self.childBehaviors)
        {
            [self removeChildBehavior:behavior];
        }
        [animator removeAllBehaviors];
        self.transitionContext = nil;
    }
    // Dismissing
    else
    {
        if (self.attachBehavior)
        {
            // If we have an attachment, we are at the end of part one and start part two.
            [self removeChildBehavior:self.attachBehavior];
            self.attachBehavior = nil;
            [animator addBehavior:self];
            NSTimeInterval duration = [self transitionDuration:self.transitionContext];
            self.finishTime = 1./3. * duration + [animator elapsedTime];
        }
        else
        {
            // Clean up and call completion
            UIView *fromView = [self.transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey].view;
            UIView *toView = [self.transitionContext viewControllerForKey:UITransitionContextToViewControllerKey].view;
            [fromView removeFromSuperview];
            toView.userInteractionEnabled = YES;
            
            [self.transitionContext completeTransition:![self.transitionContext transitionWasCancelled]];
            for (UIDynamicBehavior *behavior in self.childBehaviors)
            {
                [self removeChildBehavior:behavior];
            }
            [animator removeAllBehaviors];
            self.transitionContext = nil;
        }
    }
}

Come comportamento composito, DropOutAnimator , può combinare un numero di comportamenti diversi per eseguire le sue animazioni di presentazione e di licenziamento. DropOutAnimator mostra anche come utilizzare il blocco di action di un comportamento per ispezionare le posizioni dei suoi oggetti e il tempo trascorso una tecnica che può essere utilizzata per rimuovere le viste che si spostano fuori dallo schermo o troncano le animazioni che devono ancora raggiungere la stasi.

Per ulteriori informazioni Sessione WWDC 2013 "Tecniche avanzate con UIKit Dynamics" e SOLPresentingFun

Transizione all'ombra con la fisica del mondo reale usando i parametri UIDynamic

Questo esempio mostra come eseguire una transizione di presentazione interattiva con la fisica "reale" simile alla schermata delle notifiche di iOS.

inserisci la descrizione dell'immagine qui

Per cominciare, abbiamo bisogno di un controller di visualizzazione che presenta la sfumatura sopra. Questo controller di visualizzazione fungerà anche da nostro UIViewControllerTransitioningDelegate per il nostro controller di visualizzazione presentato e venderà gli animatori per la nostra transizione. Quindi creeremo istanze dei nostri animatori interattivi (uno per la presentazione, uno per la rimozione). Creeremo anche un'istanza del controller della vista ombra, che, in questo esempio, è solo un controller di visualizzazione con un'etichetta. Poiché desideriamo lo stesso gesto di pan per guidare l'intera interazione, passiamo i riferimenti al controller della vista che presenta e all'ombra nei nostri animatori interattivi.

veloce

class ViewController: UIViewController
{
    var presentingAnimator: ShadeAnimator!
    var dismissingAnimator: ShadeAnimator!
    let shadeVC = ShadeViewController()
    
    lazy var label: UILabel =
    {
        let label = UILabel()
        label.textColor = .blue
        label.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(label)
        label.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
        label.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
        return label
    }()
    
    override func viewDidLoad()
    {
        super.viewDidLoad()
        label.text = "Swipe Down From Top"
        presentingAnimator = ShadeAnimator(isAppearing: true, presentingVC: self, presentedVC: shadeVC, transitionDelegate: self)
        dismissingAnimator = ShadeAnimator(isAppearing: false, presentingVC: self, presentedVC: shadeVC, transitionDelegate: self)
    }
}
extension ViewController: UIViewControllerTransitioningDelegate
{
    func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning?
    {
        return EmptyAnimator()
    }
    
    func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning?
    {
        return EmptyAnimator()
    }
    
    func interactionControllerForPresentation(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning?
    {
        return presentingAnimator
    }
    
    func interactionControllerForDismissal(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning?
    {
        return dismissingAnimator
    }
}

Objective-C

@interface ObjCViewController () <UIViewControllerTransitioningDelegate>
@property (nonatomic, strong) ShadeAnimator *presentingAnimator;
@property (nonatomic, strong) ShadeAnimator *dismissingAnimator;
@property (nonatomic, strong) UILabel *label;
@property (nonatomic, strong) ShadeViewController *shadeVC;
@end

@implementation ObjCViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    self.label.text = @"Swipe Down From Top";
    self.shadeVC = [[ShadeViewController alloc] init];
    self.presentingAnimator = [[ShadeAnimator alloc] initWithIsAppearing:YES presentingVC:self presentedVC:self.shadeVC transitionDelegate:self];
    self.dismissingAnimator = [[ShadeAnimator alloc] initWithIsAppearing:NO presentingVC:self presentedVC:self.shadeVC transitionDelegate:self];
}

- (UILabel *)label
{
    if (!_label)
    {
        _label = [[UILabel alloc] init];
        _label.textColor = [UIColor blueColor];
        _label.translatesAutoresizingMaskIntoConstraints = NO;
        [self.view addSubview:_label];
        [_label.centerXAnchor constraintEqualToAnchor:self.view.centerXAnchor].active = YES;
        [_label.centerYAnchor constraintEqualToAnchor:self.view.centerYAnchor].active = YES;
    }
    return _label;
}

#pragma mark - UIViewControllerTransitioningDelegate

- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source
{
    return [[EmptyAnimator alloc] init];
}

- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed
{
    return [[EmptyAnimator alloc] init];
}

- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForPresentation:(id<UIViewControllerAnimatedTransitioning>)animator
{
    return self.presentingAnimator;
}

- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForDismissal:(id<UIViewControllerAnimatedTransitioning>)animator
{
    return self.dismissingAnimator;
}

@end

Vogliamo davvero solo la voglia di presentare la nostra ombra attraverso una transizione interattiva, ma a causa di come funziona UIViewControllerTransitioningDelegate se non restituiamo un normale controller di animazione, il nostro controller interattivo non verrà mai utilizzato. Per questo EmptyAnimator creiamo una classe EmptyAnimator conforme a UIViewControllerAnimatedTransitioning .

veloce

class EmptyAnimator: NSObject
{

}

extension EmptyAnimator: UIViewControllerAnimatedTransitioning
{
    func animateTransition(using transitionContext: UIViewControllerContextTransitioning)
    {
        
    }
    
    func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval
    {
        return 0.0
    }
}

Objective-C

@implementation EmptyAnimator

- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
    
}

- (NSTimeInterval)transitionDuration:(id<UIViewControllerContextTransitioning>)transitionContext
{
    return 0.0;
}

@end

Infine, è necessario creare effettivamente ShadeAnimator una sottoclasse di UIDynamicBehavior conforme a UIViewControllerInteractiveTransitioning .

veloce

class ShadeAnimator: UIDynamicBehavior
{
    // Whether we are presenting or dismissing
    let isAppearing: Bool

    // The view controller that is not the shade
    weak var presentingVC: UIViewController?

    // The view controller that is the shade
    weak var presentedVC: UIViewController?

    // The delegate will vend the animator
    weak var transitionDelegate: UIViewControllerTransitioningDelegate?
    
    // Feedback generator for haptics on collisions
    let impactFeedbackGenerator = UIImpactFeedbackGenerator(style: .light)
    
    // The context given to the animator at the start of the transition
    var transitionContext: UIViewControllerContextTransitioning?
    
    // Time limit of the dynamic part of the animation
    var finishTime: TimeInterval = 4.0
    
    // The Pan Gesture that drives the transition. Not using EdgePan because triggers Notifications screen
    lazy var pan: UIPanGestureRecognizer =
    {
        let pan = UIPanGestureRecognizer(target: self, action: #selector(self.handlePan(sender:)))
        return pan
    }()
    
    // The dynamic animator that we add `ShadeAnimator` to
    lazy var animator: UIDynamicAnimator! =
    {
        let animator = UIDynamicAnimator(referenceView: self.transitionContext!.containerView)
        return animator
    }()
    
    // init with all of our dependencies
    init(isAppearing: Bool, presentingVC: UIViewController, presentedVC: UIViewController, transitionDelegate: UIViewControllerTransitioningDelegate)
    {
        self.isAppearing = isAppearing
        self.presentingVC = presentingVC
        self.presentedVC = presentedVC
        self.transitionDelegate = transitionDelegate
        super.init()
        self.impactFeedbackGenerator.prepare()
        
        if isAppearing
        {
            self.presentingVC?.view.addGestureRecognizer(pan)
        }
        else
        {
            self.presentedVC?.view.addGestureRecognizer(pan)
        }
        
    }
    
    // Setup and moves shade view controller to just above screen if appearing
    func setupViewsForTransition(with transitionContext: UIViewControllerContextTransitioning)
    {
        // Get relevant views and view controllers from transitionContext
        guard let fromVC = transitionContext.viewController(forKey: .from),
            let toVC = transitionContext.viewController(forKey: .to),
            let toView = toVC.view else { return }
        
        let containerView = transitionContext.containerView
        
        // Hold refrence to transitionContext to notify it of completion
        self.transitionContext = transitionContext
        if isAppearing
        {
            // Position toView  just off-screen
            let fromViewInitialFrame = transitionContext.initialFrame(for: fromVC)
            var toViewInitialFrame = toView.frame
            toViewInitialFrame.origin.y -= toViewInitialFrame.height
            toViewInitialFrame.origin.x = fromViewInitialFrame.width * 0.5 - toViewInitialFrame.width * 0.5
            toView.frame = toViewInitialFrame
            
            containerView.addSubview(toView)
        }
        else
        {
            fromVC.view.addGestureRecognizer(pan)
        }
    }
    
    // Handles the entire interaction from presenting/dismissing to completion
    func handlePan(sender: UIPanGestureRecognizer)
    {
        let location = sender.location(in: transitionContext?.containerView)
        let velocity = sender.velocity(in: transitionContext?.containerView)
        let fromVC = transitionContext?.viewController(forKey: .from)
        let toVC = transitionContext?.viewController(forKey: .to)
        
        let touchStartHeight: CGFloat = 90.0
        let touchLocationFromBottom: CGFloat = 20.0
        
        switch sender.state
        {
        case .began:
            let beginLocation = sender.location(in: sender.view)
            if isAppearing
            {
                guard beginLocation.y <= touchStartHeight,
                      let presentedVC = self.presentedVC else { break }
                presentedVC.modalPresentationStyle = .custom
                presentedVC.transitioningDelegate = transitionDelegate
                presentingVC?.present(presentedVC, animated: true)
            }
            else
            {
                guard beginLocation.y >= (sender.view?.frame.height ?? 0.0) - touchStartHeight else { break }
                presentedVC?.dismiss(animated: true)
            }
        case .changed:
            guard let view = isAppearing ? toVC?.view : fromVC?.view else { return }
            UIView.animate(withDuration: 0.2)
            {
                view.frame.origin.y = location.y - view.bounds.height + touchLocationFromBottom
            }
            
            transitionContext?.updateInteractiveTransition(view.frame.maxY / view.frame.height
            )
        case .ended, .cancelled:
            guard let view = isAppearing ? toVC?.view : fromVC?.view else { return }
            let isCancelled = isAppearing ? (velocity.y < 0.5 || view.center.y < 0.0) : (velocity.y > 0.5 || view.center.y > 0.0)
            addAttachmentBehavior(with: view, isCancelled: isCancelled)
            addCollisionBehavior(with: view)
            addItemBehavior(with: view)
            
            animator.addBehavior(self)
            animator.delegate = self
            
            self.action =
            { [weak self] in
                guard let strongSelf = self else { return }
                if strongSelf.animator.elapsedTime > strongSelf.finishTime
                {
                    strongSelf.animator.removeAllBehaviors()
                }
                else
                {
                    strongSelf.transitionContext?.updateInteractiveTransition(view.frame.maxY / view.frame.height
                    )
                }
            }
        default:
            break
        }
    }
    
    // Add collision behavior that causes bounce when finished
    func addCollisionBehavior(with view: UIView)
    {
        let collisionBehavior = UICollisionBehavior(items: [view])
        let insets = UIEdgeInsets(top: -view.bounds.height, left: 0.0, bottom: 0.0, right: 0.0)
        collisionBehavior.setTranslatesReferenceBoundsIntoBoundary(with: insets)
        collisionBehavior.collisionDelegate = self
        self.addChildBehavior(collisionBehavior)
    }
    
    // Add attachment behavior that pulls shade either to top or bottom
    func addAttachmentBehavior(with view: UIView, isCancelled: Bool)
    {
        let anchor: CGPoint
        switch (isAppearing, isCancelled)
        {
        case (true, true), (false, false):
            anchor = CGPoint(x: view.center.x, y: -view.frame.height)
        case (true, false), (false, true):
            anchor = CGPoint(x: view.center.x, y: view.frame.height)
        }
        let attachmentBehavior = UIAttachmentBehavior(item: view, attachedToAnchor: anchor)
        attachmentBehavior.damping = 0.1
        attachmentBehavior.frequency = 3.0
        attachmentBehavior.length = 0.5 * view.frame.height
        self.addChildBehavior(attachmentBehavior)
    }
    
    // Makes view more bouncy 
    func addItemBehavior(with view: UIView)
    {
        let itemBehavior = UIDynamicItemBehavior(items: [view])
        itemBehavior.allowsRotation = false
        itemBehavior.elasticity = 0.6
        self.addChildBehavior(itemBehavior)
    }
    
}
extension ShadeAnimator: UIDynamicAnimatorDelegate
{
    // Determines transition has ended
    func dynamicAnimatorDidPause(_ animator: UIDynamicAnimator)
    {
        guard let transitionContext = self.transitionContext else { return }
        let fromVC = transitionContext.viewController(forKey: .from)
        let toVC = transitionContext.viewController(forKey: .to)
        guard let view = isAppearing ? toVC?.view : fromVC?.view else { return }
        switch (view.center.y < 0.0, isAppearing)
        {
        case (true, true), (true, false):
            view.removeFromSuperview()
            transitionContext.finishInteractiveTransition()
            transitionContext.completeTransition(!isAppearing)
        case (false, true):
            toVC?.view.frame = transitionContext.finalFrame(for: toVC!)
            transitionContext.finishInteractiveTransition()
            transitionContext.completeTransition(true)
        case (false, false):
            fromVC?.view.frame = transitionContext.initialFrame(for: fromVC!)
            transitionContext.cancelInteractiveTransition()
            transitionContext.completeTransition(false)
        }
        childBehaviors.forEach { removeChildBehavior($0) }
        animator.removeAllBehaviors()
        self.animator = nil
        self.transitionContext = nil
    }
}
extension ShadeAnimator: UICollisionBehaviorDelegate
{
    // Triggers haptics
    func collisionBehavior(_ behavior: UICollisionBehavior, beganContactFor item: UIDynamicItem, withBoundaryIdentifier identifier: NSCopying?, at p: CGPoint)
    {
        guard p.y > 0.0 else { return }
        impactFeedbackGenerator.impactOccurred()
    }
}
extension ShadeAnimator: UIViewControllerInteractiveTransitioning
{
    // Starts transition
    func startInteractiveTransition(_ transitionContext: UIViewControllerContextTransitioning)
    {
        setupViewsForTransition(with: transitionContext)
    }
}

Objective-C

@interface ShadeAnimator() <UIDynamicAnimatorDelegate, UICollisionBehaviorDelegate>
@property (nonatomic, assign) BOOL isAppearing;
@property (nonatomic, weak) UIViewController *presentingVC;
@property (nonatomic, weak) UIViewController *presentedVC;
@property (nonatomic, weak) NSObject<UIViewControllerTransitioningDelegate> *transitionDelegate;
@property (nonatomic, strong) UIImpactFeedbackGenerator *impactFeedbackGenerator;
@property (nonatomic, strong) id<UIViewControllerContextTransitioning> transitionContext;
@property (nonatomic, assign) NSTimeInterval finishTime;
@property (nonatomic, strong) UIPanGestureRecognizer *pan;
@property (nonatomic, strong) UIDynamicAnimator *animator;
@end

@implementation ShadeAnimator

- (instancetype)initWithIsAppearing:(BOOL)isAppearing presentingVC:(UIViewController *)presentingVC presentedVC:(UIViewController *)presentedVC transitionDelegate:(id<UIViewControllerTransitioningDelegate>)transitionDelegate
{
    self = [super init];
    if (self)
    {
        _isAppearing = isAppearing;
        _presentingVC = presentingVC;
        _presentedVC = presentedVC;
        _transitionDelegate = transitionDelegate;
        _impactFeedbackGenerator = [[UIImpactFeedbackGenerator alloc]initWithStyle:UIImpactFeedbackStyleLight];
        [_impactFeedbackGenerator prepare];
        if (_isAppearing)
        {
            [_presentingVC.view addGestureRecognizer:self.pan];
        }
        else
        {
            [_presentedVC.view addGestureRecognizer:self.pan];
        }
    }
    return self;
}

#pragma mark - Lazy Init
- (UIPanGestureRecognizer *)pan
{
    if (!_pan)
    {
        _pan = [[UIPanGestureRecognizer alloc]initWithTarget:self action:@selector(handlePan:)];
    }
    return _pan;
}

- (UIDynamicAnimator *)animator
{
    if (!_animator)
    {
        _animator = [[UIDynamicAnimator alloc]initWithReferenceView:self.transitionContext.containerView];
    }
    return _animator;
}

#pragma mark - Setup
- (void)setupViewForTransitionWithContext:(id<UIViewControllerContextTransitioning>)transitionContext
{
    UIViewController *fromVC = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIViewController *toVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
    UIView *toView = toVC.view;
    UIView *containerView = transitionContext.containerView;
    self.transitionContext = transitionContext;
    if (self.isAppearing)
    {
        CGRect fromViewInitialFrame = [transitionContext initialFrameForViewController:fromVC];
        CGRect toViewInitialFrame = toView.frame;
        toViewInitialFrame.origin.y -= CGRectGetHeight(toViewInitialFrame);
        toViewInitialFrame.origin.x = CGRectGetWidth(fromViewInitialFrame) * 0.5 - CGRectGetWidth(toViewInitialFrame) * 0.5;
        
        [containerView addSubview:toView];
    }
    else
    {
        [fromVC.view addGestureRecognizer:self.pan];
    }
}

#pragma mark - Gesture
- (void)handlePan:(UIPanGestureRecognizer *)sender
{
    CGPoint location = [sender locationInView:self.transitionContext.containerView];
    CGPoint velocity = [sender velocityInView:self.transitionContext.containerView];
    UIViewController *fromVC = [self.transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIViewController *toVC = [self.transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
    
    CGFloat touchStartHeight = 90.0;
    CGFloat touchLocationFromBottom = 20.0;
    
    if (sender.state == UIGestureRecognizerStateBegan)
    {
        CGPoint beginLocation = [sender locationInView:sender.view];
        if (self.isAppearing)
        {
            if (beginLocation.y <= touchStartHeight)
            {
                self.presentedVC.modalPresentationStyle = UIModalPresentationCustom;
                self.presentedVC.transitioningDelegate = self.transitionDelegate;
                [self.presentingVC presentViewController:self.presentedVC animated:YES completion:nil];
            }
        }
        else
        {
            if (beginLocation.y >= [sender locationInView:sender.view].y - touchStartHeight)
            {
                [self.presentedVC dismissViewControllerAnimated:true completion:nil];
            }
        }
    }
    else if (sender.state == UIGestureRecognizerStateChanged)
    {
        UIView *view = self.isAppearing ? toVC.view : fromVC.view;
        [UIView animateWithDuration:0.2 animations:^{
            CGRect frame = view.frame;
            frame.origin.y = location.y - CGRectGetHeight(view.bounds) + touchLocationFromBottom;
            view.frame = frame;
        }];
        [self.transitionContext updateInteractiveTransition:CGRectGetMaxY(view.frame) / CGRectGetHeight(view.frame)];
    }
    else if (sender.state == UIGestureRecognizerStateEnded || sender.state == UIGestureRecognizerStateCancelled)
    {
        UIView *view = self.isAppearing ? toVC.view : fromVC.view;
        BOOL isCancelled = self.isAppearing ? (velocity.y < 0.5 || view.center.y < 0.0) : (velocity.y > 0.5 || view.center.y > 0.0);
        [self addAttachmentBehaviorWithView:view isCancelled:isCancelled];
        [self addCollisionBehaviorWithView:view];
        [self addItemBehaviorWithView:view];
        
        [self.animator addBehavior:self];
        self.animator.delegate = self;
        
        __weak ShadeAnimator *weakSelf = self;
        self.action =
        ^{
            if (weakSelf.animator.elapsedTime > weakSelf.finishTime)
            {
                [weakSelf.animator removeAllBehaviors];
            }
            else
            {
                [weakSelf.transitionContext updateInteractiveTransition:CGRectGetMaxY(view.frame) / CGRectGetHeight(view.frame)];
            }
        };
    }
}

#pragma mark - UIViewControllerInteractiveTransitioning
- (void)startInteractiveTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
    [self setupViewForTransitionWithContext:transitionContext];
}

#pragma mark - Behaviors
- (void)addCollisionBehaviorWithView:(UIView *)view
{
    UICollisionBehavior *collisionBehavior = [[UICollisionBehavior alloc]initWithItems:@[view]];
    UIEdgeInsets insets = UIEdgeInsetsMake(-CGRectGetHeight(view.bounds), 0.0, 0.0, 0.0);
    [collisionBehavior setTranslatesReferenceBoundsIntoBoundaryWithInsets:insets];
    collisionBehavior.collisionDelegate = self;
    [self addChildBehavior:collisionBehavior];
}

- (void)addItemBehaviorWithView:(UIView *)view
{
    UIDynamicItemBehavior *itemBehavior = [[UIDynamicItemBehavior alloc]initWithItems:@[view]];
    itemBehavior.allowsRotation = NO;
    itemBehavior.elasticity = 0.6;
    [self addChildBehavior:itemBehavior];
}

- (void)addAttachmentBehaviorWithView:(UIView *)view isCancelled:(BOOL)isCancelled
{
    CGPoint anchor;
    if ((self.isAppearing && isCancelled) || (!self.isAppearing && isCancelled))
    {
        anchor = CGPointMake(view.center.x, -CGRectGetHeight(view.frame));
    }
    else
    {
        anchor = CGPointMake(view.center.x, -CGRectGetHeight(view.frame));
    }
    UIAttachmentBehavior *attachmentBehavior = [[UIAttachmentBehavior alloc]initWithItem:view attachedToAnchor:anchor];
    attachmentBehavior.damping = 0.1;
    attachmentBehavior.frequency = 3.0;
    attachmentBehavior.length = 0.5 * CGRectGetHeight(view.frame);
    [self addChildBehavior:attachmentBehavior];
}

#pragma mark - UICollisionBehaviorDelegate
- (void)collisionBehavior:(UICollisionBehavior *)behavior beganContactForItem:(id<UIDynamicItem>)item withBoundaryIdentifier:(id<NSCopying>)identifier atPoint:(CGPoint)p
{
    if (p.y > 0.0)
    {
        [self.impactFeedbackGenerator impactOccurred];
    }
}

#pragma mark - UIDynamicAnimatorDelegate
- (void)dynamicAnimatorDidPause:(UIDynamicAnimator *)animator
{
    UIViewController *fromVC = [self.transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIViewController *toVC = [self.transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
    UIView *view = self.isAppearing ? toVC.view : fromVC.view;
    if (view.center.y < 0.0 && (self.isAppearing ||  !self.isAppearing))
    {
        [view removeFromSuperview];
        [self.transitionContext finishInteractiveTransition];
        [self.transitionContext completeTransition:!self.isAppearing];
    }
    else if (view.center.y >= 0.0 && self.isAppearing)
    {
        toVC.view.frame = [self.transitionContext finalFrameForViewController:toVC];
        [self.transitionContext finishInteractiveTransition];
        [self.transitionContext completeTransition:YES];
    }
    else
    {
        fromVC.view.frame = [self.transitionContext initialFrameForViewController:fromVC];
        [self.transitionContext cancelInteractiveTransition];
        [self.transitionContext completeTransition:NO];
    }
    for (UIDynamicBehavior *behavior in self.childBehaviors)
    {
        [self removeChildBehavior:behavior];
    }
    [animator removeAllBehaviors];
    self.animator = nil;
    self.transitionContext = nil;
}

@end

L'animatore fa scattare l'inizio della transizione quando inizia il gesto di panoramica. E sposta semplicemente la vista mentre il gesto cambia. Ma quando termina il gesto è quando UIDynamicBehaviors determina se la transizione deve essere completata o annullata. Per fare ciò utilizza un comportamento allegato e collisione. Per ulteriori informazioni, consultare la sessione WWDC del 2013 "Tecniche avanzate con UIKit Dynamics .

Mappa Posizione dinamica animazione Cambia in limiti

Questo esempio mostra come personalizzare il protocollo UIDynamicItem per mappare le modifiche di posizione di una vista dinamicamente animata alle modifiche dei limiti per creare un UIButton che si espande e si contrae in modo elastico.

inserisci la descrizione dell'immagine qui

Per iniziare abbiamo bisogno di creare un nuovo protocollo che implementi UIDynamicItem ma che abbia anche una proprietà bounds impostabile e gettabile.

veloce

protocol ResizableDynamicItem: UIDynamicItem
{
    var bounds: CGRect { set get }
}
extension UIView: ResizableDynamicItem {}

Objective-C

@protocol ResizableDynamicItem <UIDynamicItem>
@property (nonatomic, readwrite) CGRect bounds;
@end

Creeremo quindi un oggetto wrapper che avvolgerà un UIDynamicItem ma UIDynamicItem modifiche al centro alla larghezza e all'altezza dell'oggetto. Forniremo anche passthroughs per i bounds e la transform dell'elemento sottostante. Ciò farà sì che qualsiasi modifica apportata dall'animatore dinamico ai valori xey centrale dell'elemento sottostante venga applicata agli elementi larghezza e altezza.

veloce

final class PositionToBoundsMapping: NSObject, UIDynamicItem
{
    var target: ResizableDynamicItem
    
    init(target: ResizableDynamicItem)
    {
        self.target = target
        super.init()
    }
    
    var bounds: CGRect
    {
        get
        {
            return self.target.bounds
        }
    }
    
    var center: CGPoint
    {
        get
        {
            return CGPoint(x: self.target.bounds.width, y: self.target.bounds.height)
        }
        
        set
        {
            self.target.bounds = CGRect(x: 0.0, y: 0.0, width: newValue.x, height: newValue.y)
        }
    }
    
    var transform: CGAffineTransform
    {
        get
        {
            return self.target.transform
        }
        
        set
        {
            self.target.transform = newValue
        }
    }
}

Objective-C

@interface PositionToBoundsMapping ()
@property (nonatomic, strong) id<ResizableDynamicItem> target;
@end

@implementation PositionToBoundsMapping

- (instancetype)initWithTarget:(id<ResizableDynamicItem>)target
{
    self = [super init];
    if (self)
    {
        _target = target;
    }
    return self;
}

- (CGRect)bounds
{
    return self.target.bounds;
}

- (CGPoint)center
{
    return CGPointMake(self.target.bounds.size.width, self.target.bounds.size.height);
}

- (void)setCenter:(CGPoint)center
{
    self.target.bounds = CGRectMake(0, 0, center.x, center.y);
}

- (CGAffineTransform)transform
{
    return self.target.transform;
}

- (void)setTransform:(CGAffineTransform)transform
{
    self.target.transform = transform;
}

@end

Infine, creeremo un UIViewController con un pulsante. Quando viene premuto il pulsante creeremo PositionToBoundsMapping con il pulsante come elemento dinamico spostato. Creiamo un UIAttachmentBehavior alla sua posizione corrente, quindi aggiungiamo un UIPushBehavior istantaneo ad esso. Tuttavia, poiché abbiamo mappato le modifiche, il pulsante non si sposta ma cresce e si restringe.

veloce

final class ViewController: UIViewController
{
    lazy var button: UIButton =
    {
        let button = UIButton(frame: CGRect(x: 0.0, y: 0.0, width: 300.0, height: 200.0))
        button.backgroundColor = .red
        button.layer.cornerRadius = 15.0
        button.setTitle("Tap Me", for: .normal)
        self.view.addSubview(button)
        return button
    }()
    
    var buttonBounds = CGRect.zero
    var animator: UIDynamicAnimator?
    
    override func viewDidLoad() 
    {
        super.viewDidLoad()
        view.backgroundColor = .white
        button.addTarget(self, action: #selector(self.didPressButton(sender:)), for: .touchUpInside)
        buttonBounds = button.bounds
    }
    
    override func viewDidLayoutSubviews() 
    {
        super.viewDidLayoutSubviews()
        button.center = view.center
    }
    
    func didPressButton(sender: UIButton)
    {
        // Reset bounds so if button is press twice in a row, previous changes don't propogate
        button.bounds = buttonBounds
        let animator = UIDynamicAnimator(referenceView: view)
        
        // Create mapping
        let buttonBoundsDynamicItem = PositionToBoundsMapping(target: button)
        
        // Add Attachment behavior
        let attachmentBehavior = UIAttachmentBehavior(item: buttonBoundsDynamicItem, attachedToAnchor: buttonBoundsDynamicItem.center)
        
        // Higher frequency faster oscillation
        attachmentBehavior.frequency = 2.0
        
        // Lower damping longer oscillation lasts
        attachmentBehavior.damping = 0.1
        animator.addBehavior(attachmentBehavior)
        
        let pushBehavior = UIPushBehavior(items: [buttonBoundsDynamicItem], mode: .instantaneous)
        
        // Change angle to determine how much height/ width should change 45° means heigh:width is 1:1
        pushBehavior.angle = .pi / 4.0
        
        // Larger magnitude means bigger change
        pushBehavior.magnitude = 30.0
        animator.addBehavior(pushBehavior)
        pushBehavior.active = true
        
        // Hold refrence so animator is not released
        self.animator = animator
    }
}

Objective-C

@interface ViewController ()
@property (nonatomic, strong) UIButton *button;
@property (nonatomic, assign) CGRect buttonBounds;
@property (nonatomic, strong) UIDynamicAnimator *animator;
@end

@implementation ViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    self.view.backgroundColor = [UIColor whiteColor];
    [self.button addTarget:self action:@selector(didTapButton:) forControlEvents:UIControlEventTouchUpInside];
    self.buttonBounds = self.button.bounds;
}

- (void)viewDidLayoutSubviews
{
    [super viewDidLayoutSubviews];
    self.button.center = self.view.center;
}

- (UIButton *)button
{
    if (!_button)
    {
        _button = [[UIButton alloc]initWithFrame:CGRectMake(0.0, 0.0, 200.0, 200.0)];
        _button.backgroundColor = [UIColor redColor];
        _button.layer.cornerRadius = 15.0;
        [_button setTitle:@"Tap Me" forState:UIControlStateNormal];
        [self.view addSubview:_button];
    }
    return _button;
}

- (void)didTapButton:(id)sender
{
    self.button.bounds = self.buttonBounds;
    UIDynamicAnimator *animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
    PositionToBoundsMapping *buttonBoundsDynamicItem = [[PositionToBoundsMapping alloc]initWithTarget:sender];
    UIAttachmentBehavior *attachmentBehavior = [[UIAttachmentBehavior alloc]initWithItem:buttonBoundsDynamicItem attachedToAnchor:buttonBoundsDynamicItem.center];
    [attachmentBehavior setFrequency:2.0];
    [attachmentBehavior setDamping:0.3];
    [animator addBehavior:attachmentBehavior];
    
    UIPushBehavior *pushBehavior = [[UIPushBehavior alloc] initWithItems:@[buttonBoundsDynamicItem] mode:UIPushBehaviorModeInstantaneous];
    pushBehavior.angle = M_PI_4;
    pushBehavior.magnitude = 2.0;
    [animator addBehavior:pushBehavior];
    
    [pushBehavior setActive:TRUE];
    
    self.animator = animator;
}

@end

Per ulteriori informazioni consultare Catalogo UIKit Dynamics



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