I want to build a simple custom view which slides up from the bottom with UIDynamicAnimator.
When the app loads I offset the view from the screen using:
panelWidth = originView!.frame.size.width
panelHeight = originView!.frame.size.height/2
screenHeight = originView!.frame.size.height
// Set the frame for the container of this view based on the parent
container.frame = CGRectMake(0, screenHeight, panelWidth, panelHeight)
To envision this, I expect the view to appear as:
|-----|
| |
| A | <--- Main View
| |
|-----|
|-----|
| B | <--- Second View (offset by screen height so it draws directly under (0,height))
|-----|
I have set up gesture recognisers to detect when I swipe up and down (up to show, down to dismiss), however right now the view bounces off the screen and I can never seem to get it back.
With my animator, I use the following code
animator.removeAllBehaviors()
isOpen = open
let gravityY:CGFloat = (open) ? -0.5 : 0.5
let gravityX:CGFloat = 0
let magnitude:CGFloat = (open) ? -20 : 20
let boundaryY:CGFloat = (open) ? -panelHeight : panelHeight
let boundaryX:CGFloat = (open) ? 0 : 0
Before showing the rest of the code, I think I should discuss my constants. Vector math is not my strong point so this is probably the sole reason all of this is going wrong. I set the values to be negative on when open
is true because I want to animate the view back onto the screen which means animating it upward, therefore I assume I need negative gravity.
I set boundaryY to be the height of the panel as I want to animate it up onto the screen only to the height of the window, currently it flies off the top (when I debugged screen height = 667 and panelHeight = 333.5 so I don't understand why it exceeds that mark)
// animator behaviours - here I just create animaters on the panels container
let gravityBehaviour:UIGravityBehavior = UIGravityBehavior(items: [container])
let collisionBehaviour:UICollisionBehavior = UICollisionBehavior(items: [container])
let pushBehaviour:UIPushBehavior = UIPushBehavior(items: [container], mode: UIPushBehaviorMode.Instantaneous)
let panelBehaviour:UIDynamicItemBehavior = UIDynamicItemBehavior(items:[container])
// Gravity behaviour - I don't want it to move in X direction, only Y
gravityBehaviour.gravityDirection = CGVectorMake(gravityX, gravityY)
// collision detection - I think this is the major problem, how does this work...
collisionBehaviour.addBoundaryWithIdentifier("basePanelBoundary", fromPoint: CGPointMake(boundaryX, 0), toPoint: CGPointMake(boundaryX, boundaryY))
// push behaviours
pushBehaviour.magnitude = magnitude
// panel behaviours
panelBehaviour.elasticity = 0.3
// bind behaviours
animator.addBehavior(gravityBehaviour)
animator.addBehavior(collisionBehaviour)
animator.addBehavior(pushBehaviour)
animator.addBehavior(panelBehaviour)
I'm mainly concerned with the collision detection as I believe this is what is causing the view to rotate and fling off the screen, how can I fix this?