I know how to get the contentOffset on movement for a UIScrollView, can someone explain to me how I can get an actual number that represents the current speed of a UIScrollV
It's very easy to do this with modern Swift/iOS:
var previousScrollMoment: Date = Date()
var previousScrollX: CGFloat = 0
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let d = Date()
let x = scrollView.contentOffset.x
let elapsed = Date().timeIntervalSince(previousScrollMoment)
let distance = (x - previousScrollX)
let velocity = (elapsed == 0) ? 0 : fabs(distance / CGFloat(elapsed))
previousScrollMoment = d
previousScrollX = x
print("vel \(velocity)")
Of course you want the velocity in points per second, which is what that is.
Humans drag at say 200 - 400 pps (on 2017 devices).
1000 - 3000 is a fast throw.
As it slows down to a stop, 20 - 30 is common.
So very often you will see code like this ..
if velocity > 300 {
// the display is >skimming<
some_global_doNotMakeDatabaseCalls = true
some_global_doNotRenderDiagrams = true
}
else {
// we are not skimming, ok to do calculations
some_global_doNotMakeDatabaseCalls = false
some_global_doNotRenderDiagrams = false
}
This is the basis for "skimming engineering" on mobiles. (Which is a large and difficult topic.)
Note that that is not a complete skimming solution; you also have to care for unusual cases like "it has stopped" "the screen just closed" etc etc.