I am trying to create a animation like of Facebook Menu Slide Down Animation of POP framework or exactly like of InShorts App. Android Documentation covers this..But cannot
Based on your video I sorted out what kind of animation you want to do. So my approach this time
self.view), and implement the 3 states of pan touchThis code has simple views, which change their background corresponding to the number of colors that we have on color array. So in your case you can create your custom XIB View, and also instead of colors you can add your own datasource. :)
import UIKit
class StackedViewController: UIViewController {
var previousView: UIView! = nil
var currentView: UIView! = nil
var nextView: UIView! = nil
var currentIndex = 0
let colors: [UIColor] = [.redColor(), .greenColor(), .yellowColor(), .grayColor()]
var offset: CGFloat = CGFloat()
// MARK: - View lifecycle
override func viewDidLoad() {
super.viewDidLoad()
// Set the offset
offset = 64.0
setupViews()
}
// MARK: - Setups
func setupViews() {
self.view.backgroundColor = .blackColor()
self.currentView = getCurrentView()
self.view.addSubview(currentView)
let pan = UIPanGestureRecognizer(target: self, action: "panAction:")
self.view.addGestureRecognizer(pan)
}
// MARK: - Actions
func panAction(gesture:UIPanGestureRecognizer){
let p = gesture.translationInView(self.view)
// Edge cases to disable panning when the view stack is finished
if p.y < 0 && getPreviousView() == nil || p.y > 0 && getNextView() == nil {
return
}
if gesture.state == .Began {
if let prev = getPreviousView() {
self.previousView = prev
self.view.addSubview(prev)
prev.frame = self.view.frame
prev.center = CGPointMake(self.view.bounds.width/2, self.view.bounds.height/2)
self.view.sendSubviewToBack(previousView)
}
if let next = getNextView() {
self.nextView = next
self.view.addSubview(next)
next.frame = CGRect(origin: CGPoint(x: 0, y: -self.view.bounds.height), size: self.view.frame.size)
}
} else if gesture.state == .Changed {
UIView.animateWithDuration(0.1, animations: { () -> Void in
if p.y < 0 {
self.previousView.hidden = false
self.currentView.center.y = self.view.bounds.height/2 + p.y
self.previousView.center.y = self.view.bounds.height/2
// Transforming ratio from 0-1 to 0.9-1
let ratio = (-p.y/CGRectGetHeight(self.view.bounds))
let lightRatio = 0.9 + (ratio/10)
// Apply transformation
self.apply3DDepthTransform(self.previousView, ratio: lightRatio)
} else if p.y > 0 {
self.currentView.center.y = self.view.bounds.height/2
let prevPosY = -self.view.bounds.height/2 + p.y
if prevPosY < self.view.bounds.height/2 {
self.nextView?.center.y = prevPosY
} else {
self.nextView?.center.y = self.view.bounds.height/2
}
// Transforming ratio from 0-1 to 0.9-1
let ratio = p.y/CGRectGetHeight(self.view.bounds)
let lightRatio = 1 - (ratio/10)
// Apply transformation
self.apply3DDepthTransform(self.currentView, ratio: lightRatio)
// Hide the background view when showing another because the edges of this will be shown due to transformation
if self.previousView != nil {
self.previousView.hidden = true
}
}
})
} else if gesture.state == .Ended {
UIView.animateWithDuration(0.5, delay: 0,
options: [.CurveEaseOut], animations: { () -> Void in
if p.y < -self.offset && self.previousView != nil {
// Showing previous item
self.currentView.center.y = -self.view.bounds.height/2
// Finish the whole transition
self.apply3DDepthTransform(self.previousView, ratio: 1)
} else if p.y > self.offset && self.nextView != nil {
// Showing next item
self.nextView?.center.y = self.view.bounds.height/2
// Finish the whole transition
self.apply3DDepthTransform(self.currentView, ratio: 0.9)
} else {
// The pan has not passed offset so just return to the main coordinates
self.previousView?.center.y = -self.view.bounds.height/2
self.currentView.center.y = self.view.bounds.height/2
}
}, completion: { (_) -> Void in
if p.y < -self.offset && self.previousView != nil {
self.currentView = self.getPreviousView()
self.currentIndex = (self.currentIndex > 0) ? self.currentIndex - 1 : self.currentIndex;
} else if p.y > self.offset && self.nextView != nil {
self.currentView = self.getNextView()
self.currentIndex = (self.currentIndex == self.colors.count - 1) ? self.currentIndex : self.currentIndex + 1;
}
// Remove all views and show the currentView
for view in self.view.subviews {
view.removeFromSuperview()
}
self.previousView = nil
self.nextView = nil
self.view.addSubview(self.currentView)
self.currentView.center = CGPointMake(self.view.bounds.width/2, self.view.bounds.height/2)
})
}
}
// MARK: - Helpers
func getCurrentView() -> UIView? {
let current = UIView(frame: self.view.frame)
current.backgroundColor = colors[currentIndex]
return current
}
func getNextView() -> UIView? {
if currentIndex >= colors.count - 1 {
return nil
}
let next = UIView(frame: self.view.frame)
next.backgroundColor = colors[currentIndex + 1]
return next
}
func getPreviousView() -> UIView? {
if currentIndex <= 0 {
return nil
}
let prev = UIView(frame: self.view.frame)
prev.backgroundColor = colors[currentIndex - 1]
return prev
}
// MARK: Animation
func apply3DDepthTransform(view: UIView, ratio: CGFloat) {
view.layer.transform = CATransform3DMakeScale(ratio, ratio, ratio)
view.alpha = 1 - ((1 - ratio)*10)
}
}
You can do it only with need of the cells, without having to make custom transition with UIViewController
Solution consists on:
scrollViewDidScroll: which coordinates the whole operation, because everything is dependent on scrollingOffsetViewController. Please clear existing constraints, fill the view with the tableView and then let it be 0px from the Top (Not Top Layout Guide).No more talking, code talks itself (it is also some commented)
import UIKit
enum ViewControllerScrollDirection: Int {
case Up
case Down
case None
}
class ViewController: UIViewController {
@IBOutlet weak var menuTableView: UITableView!
var colors :[UIColor] = [UIColor.greenColor(),UIColor.grayColor(),UIColor.purpleColor(),UIColor.redColor()]
var presenterCell: UITableViewCell! = nil
var isBeingPresentedCell: UITableViewCell! = nil
var lastContentOffset: CGFloat = CGFloat()
var scrollDirection: ViewControllerScrollDirection = .None
// MARK: - View Lifecycle
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
menuTableView.dataSource = self
menuTableView.delegate = self
menuTableView.pagingEnabled = true
}
}
extension ViewController:UITableViewDataSource,UITableViewDelegate {
// MARK: - Delegation
// MARK: TableView Datasource
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 4
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("cell")! as UITableViewCell
cell.contentView.backgroundColor = colors[indexPath.row]
cell.backgroundColor = UIColor.blackColor()
cell.contentView.layer.transform = CATransform3DIdentity
cell.selectionStyle = .None
return cell
}
// MARK: TableView Delegate
func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return self.view.frame.size.height
}
// MARK: ScrollView Delegate
func scrollViewDidScroll(scrollView: UIScrollView) {
self.scrollDirection = getScrollDirection(scrollView)
// The cells in visible cells are ordered, so depending on scroll we set the one that we want to present
if self.scrollDirection == .Up {
self.presenterCell = menuTableView.visibleCells.last
self.isBeingPresentedCell = menuTableView.visibleCells.first
} else {
self.presenterCell = menuTableView.visibleCells.first
self.isBeingPresentedCell = menuTableView.visibleCells.last
}
// If we have the same cells or either of them is nil don't do anything
if (self.isBeingPresentedCell == nil || self.presenterCell == nil) {
return;
} else if (self.isBeingPresentedCell == self.presenterCell) {
return;
}
// Always animate the presenter cell to the identity (fixes the problem when changing direction on pan gesture)
UIView.animateWithDuration(0.1, animations: { () -> Void in
self.presenterCell.contentView.layer.transform = CATransform3DIdentity;
})
// Get the indexPath
guard let indexPath = menuTableView.indexPathForCell(presenterCell) else {
return;
}
// Get the frame for that indexPath
let frame = menuTableView.rectForRowAtIndexPath(indexPath)
// Find how much vertical space is the isBeingPresented cell using on the frame and return always the positive value
var diffY = frame.origin.y - self.lastContentOffset
diffY = (diffY > 0) ? diffY : -diffY
// Find the ratio from 0-1 which corresponds on transformation from 0.8-1
var ratio = CGFloat(diffY/CGRectGetHeight(self.menuTableView.frame))
ratio = 0.8 + (ratio/5)
// Make the animation
UIView.animateWithDuration(0.1, animations: { () -> Void in
self.isBeingPresentedCell.contentView.layer.transform = CATransform3DMakeScale(ratio, ratio, ratio)
})
}
// MARK: - Helpers
func getScrollDirection(scrollView: UIScrollView) -> ViewControllerScrollDirection {
let scrollDirection = (self.lastContentOffset > scrollView.contentOffset.y) ? ViewControllerScrollDirection.Down : ViewControllerScrollDirection.Up
self.lastContentOffset = scrollView.contentOffset.y;
return scrollDirection
}
}
Hope it will fill your requirements :)