I have been experimenting with custom interactive view controller presentation and dismissal (using a combination of UIPresentationController
, UIPercentDr
For me, this little bit of code answered a lot of my issues and greatly helped my custom transitions in scrollviews, it will hold a negative scrollview offset from moving while trying to start a transition or showing an activity indicator on the top. My guess is that this will solve at least some of your transition/animation hiccups:
func scrollViewDidEndDragging(_ scrollView: UIScrollView, willDecelerate decelerate: Bool) {
if scrollView.contentOffset.y < -75 {
scrollView.contentInset.top = -scrollView.contentOffset.y
}
// Do animation or transition
}
Make scrollView
stop scrolling after it reached top by using UIScrollView's bounces property and scrollViewDidScroll(_:) method.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
scrollView.bounces = (scrollView.contentOffset.y > 10);
}
Don't forget to set scrollView.delegate = self
Only handle panGestureRecognizer
when scrollView
reached top - It means when scrollView.contentOffset.y == 0
by using a protocol.
protocol PanelAnimationControllerDelegate {
func shouldHandlePanelInteractionGesture() -> Bool
}
ViewController
func shouldHandlePanelInteractionGesture() -> Bool {
return (scrollView.contentOffset.y == 0);
}
PanelInteractionController
class PanelInteractionController: ... {
var startY:CGFloat = 0
private weak var viewController: (UIViewController & PanelAnimationControllerDelegate)?
@objc func handlePanGestureRecognizer(_ gestureRecognizer: UIPanGestureRecognizer) {
switch gestureRecognizer.state {
case .began:
break
case .changed:
let translation = gestureRecognizer.translation(in: gestureRecognizer.view!.superview!)
let velocity = gestureRecognizer.velocity(in: gestureRecognizer.view!.superview)
let state = gestureRecognizer.state
// Don't do anything when |scrollView| is scrolling
if !(viewController?.shouldHandlePanelInteractionGesture())! && percentComplete == 0 {
return;
}
var rawProgress = CGFloat(0.0)
rawProgress = ((translation.y - startTransitionY) / gestureRecognizer.view!.bounds.size.height)
let progress = CGFloat(fminf(fmaxf(Float(rawProgress), 0.0), 1.0))
if abs(velocity.x) > abs(velocity.y) && state == .began {
// If the user attempts a pan and it looks like it's going to be mostly horizontal, bail - we don't want it... - JAC
return
}
if !self.interactionInProgress {
// Start to pan |viewController| down
self.interactionInProgress = true
startTransitionY = translation.y;
self.viewController?.dismiss(animated: true, completion: nil)
} else {
// If the user gets to a certain point within the dismissal and releases the panel, allow the dismissal to complete... - JAC
self.shouldCompleteTransition = progress > 0.2
update(progress)
}
case .cancelled:
self.interactionInProgress = false
startTransitionY = 0
cancel()
case .ended:
self.interactionInProgress = false
startTransitionY = 0
if self.shouldCompleteTransition == false {
cancel()
} else {
finish()
}
case .failed:
self.interactionInProgress = false
startTransitionY = 0
cancel()
default:
break;
}
}
}
For more detail, you can take a look at my sample project