In iOS, how to drag down to dismiss a modal?

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粉色の甜心
粉色の甜心 2020-11-28 00:41

A common way to dismiss a modal is to swipe down - How do we allows the user to drag the modal down, if it\'s far enough, the modal\'s dismissed, otherwise it animates back

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  •  一生所求
    2020-11-28 01:06

    I just created a tutorial for interactively dragging down a modal to dismiss it.

    http://www.thorntech.com/2016/02/ios-tutorial-close-modal-dragging/

    I found this topic to be confusing at first, so the tutorial builds this out step-by-step.

    If you just want to run the code yourself, this is the repo:

    https://github.com/ThornTechPublic/InteractiveModal

    This is the approach I used:

    View Controller

    You override the dismiss animation with a custom one. If the user is dragging the modal, the interactor kicks in.

    import UIKit
    
    class ViewController: UIViewController {
        let interactor = Interactor()
        override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
            if let destinationViewController = segue.destinationViewController as? ModalViewController {
                destinationViewController.transitioningDelegate = self
                destinationViewController.interactor = interactor
            }
        }
    }
    
    extension ViewController: UIViewControllerTransitioningDelegate {
        func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
            return DismissAnimator()
        }
        func interactionControllerForDismissal(animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
            return interactor.hasStarted ? interactor : nil
        }
    }
    

    Dismiss Animator

    You create a custom animator. This is a custom animation that you package inside a UIViewControllerAnimatedTransitioning protocol.

    import UIKit
    
    class DismissAnimator : NSObject {
    }
    
    extension DismissAnimator : UIViewControllerAnimatedTransitioning {
        func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
            return 0.6
        }
    
        func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
            guard
                let fromVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey),
                let toVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey),
                let containerView = transitionContext.containerView()
                else {
                    return
            }
            containerView.insertSubview(toVC.view, belowSubview: fromVC.view)
            let screenBounds = UIScreen.mainScreen().bounds
            let bottomLeftCorner = CGPoint(x: 0, y: screenBounds.height)
            let finalFrame = CGRect(origin: bottomLeftCorner, size: screenBounds.size)
    
            UIView.animateWithDuration(
                transitionDuration(transitionContext),
                animations: {
                    fromVC.view.frame = finalFrame
                },
                completion: { _ in
                    transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
                }
            )
        }
    }
    

    Interactor

    You subclass UIPercentDrivenInteractiveTransition so that it can act as your state machine. Since the interactor object is accessed by both VCs, use it to keep track of the panning progress.

    import UIKit
    
    class Interactor: UIPercentDrivenInteractiveTransition {
        var hasStarted = false
        var shouldFinish = false
    }
    

    Modal View Controller

    This maps the pan gesture state to interactor method calls. The translationInView() y value determines whether the user crossed a threshold. When the pan gesture is .Ended, the interactor either finishes or cancels.

    import UIKit
    
    class ModalViewController: UIViewController {
    
        var interactor:Interactor? = nil
    
        @IBAction func close(sender: UIButton) {
            dismissViewControllerAnimated(true, completion: nil)
        }
    
        @IBAction func handleGesture(sender: UIPanGestureRecognizer) {
            let percentThreshold:CGFloat = 0.3
    
            // convert y-position to downward pull progress (percentage)
            let translation = sender.translationInView(view)
            let verticalMovement = translation.y / view.bounds.height
            let downwardMovement = fmaxf(Float(verticalMovement), 0.0)
            let downwardMovementPercent = fminf(downwardMovement, 1.0)
            let progress = CGFloat(downwardMovementPercent)
            guard let interactor = interactor else { return }
    
            switch sender.state {
            case .Began:
                interactor.hasStarted = true
                dismissViewControllerAnimated(true, completion: nil)
            case .Changed:
                interactor.shouldFinish = progress > percentThreshold
                interactor.updateInteractiveTransition(progress)
            case .Cancelled:
                interactor.hasStarted = false
                interactor.cancelInteractiveTransition()
            case .Ended:
                interactor.hasStarted = false
                interactor.shouldFinish
                    ? interactor.finishInteractiveTransition()
                    : interactor.cancelInteractiveTransition()
            default:
                break
            }
        }
    
    }
    

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