Depth Page transform on iOS

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[愿得一人]
[愿得一人] 2020-12-15 07:03

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

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6条回答
  • 2020-12-15 07:23

    This effect can be obtained using UICollectionView.Here is the UICollectionViewFlowLayout class.

    class UltravisualLayout: UICollectionViewLayout {
    
        private var contentWidth:CGFloat!
        private var contentHeight:CGFloat!
        private var yOffset:CGFloat = 0
    
        var maxAlpha:CGFloat = 1
        var minAlpha:CGFloat = 0
    
        var widthOffset:CGFloat = 35
        var heightOffset:CGFloat = 35
    
        private var cache = [UICollectionViewLayoutAttributes]()
    
        private var itemWidth:CGFloat{
            return (collectionView?.bounds.width)!
        }
        private var itemHeight:CGFloat{
            return (collectionView?.bounds.height)!
        }
        private var collectionViewHeight:CGFloat{
            return (collectionView?.bounds.height)!
        }
    
    
        private var numberOfItems:Int{
            return (collectionView?.numberOfItemsInSection(0))!
        }
    
    
        private var dragOffset:CGFloat{
            return (collectionView?.bounds.height)!
        }
        private var currentItemIndex:Int{
            return max(0, Int(collectionView!.contentOffset.y / collectionViewHeight))
        }
    
        var nextItemBecomeCurrentPercentage:CGFloat{
            return (collectionView!.contentOffset.y / (collectionViewHeight)) - CGFloat(currentItemIndex)
        }
    
        override func prepareLayout() {
            cache.removeAll(keepCapacity: false)
            yOffset = 0
    
            for item in 0 ..< numberOfItems{
    
                let indexPath = NSIndexPath(forItem: item, inSection: 0)
                let attribute = UICollectionViewLayoutAttributes(forCellWithIndexPath: indexPath)
                attribute.zIndex = -indexPath.row
    
                if (indexPath.item == currentItemIndex+1) && (indexPath.item < numberOfItems){
    
                    attribute.alpha = minAlpha + max((maxAlpha-minAlpha) * nextItemBecomeCurrentPercentage, 0)
                    let width = itemWidth - widthOffset + (widthOffset * nextItemBecomeCurrentPercentage)
                    let height = itemHeight - heightOffset + (heightOffset * nextItemBecomeCurrentPercentage)
    
                    let deltaWidth =  width/itemWidth
                    let deltaHeight = height/itemHeight
    
                    attribute.frame = CGRectMake(0, yOffset, itemWidth, itemHeight)
                    attribute.transform = CGAffineTransformMakeScale(deltaWidth, deltaHeight)
    
                    attribute.center.y = (collectionView?.center.y)! +  (collectionView?.contentOffset.y)!
                    attribute.center.x = (collectionView?.center.x)! + (collectionView?.contentOffset.x)!
                    yOffset += collectionViewHeight
    
                }else{
                    attribute.frame = CGRectMake(0, yOffset, itemWidth, itemHeight)
                    attribute.center.y = (collectionView?.center.y)! + yOffset
                    attribute.center.x = (collectionView?.center.x)!
                    yOffset += collectionViewHeight
                }
                cache.append(attribute)
            }
        }
    
        //Return the size of ContentView
        override func collectionViewContentSize() -> CGSize {
            contentWidth = (collectionView?.bounds.width)!
            contentHeight = CGFloat(numberOfItems) * (collectionView?.bounds.height)!
            return CGSizeMake(contentWidth, contentHeight)
        }
    
        //Return Attributes  whose frame lies in the Visible Rect
        override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
            var layoutAttributes = [UICollectionViewLayoutAttributes]()
            for attribute in cache{
                if CGRectIntersectsRect(attribute.frame, rect){
                    layoutAttributes.append(attribute)
                }
            }
            return layoutAttributes
        }
    
    
        override func shouldInvalidateLayoutForBoundsChange(newBounds: CGRect) -> Bool {
            return true
        }
    
        override func targetContentOffsetForProposedContentOffset(proposedContentOffset: CGPoint, withScrollingVelocity velocity: CGPoint) -> CGPoint {
            let itemIndex = round(proposedContentOffset.y / (dragOffset))
            let yOffset = itemIndex * (collectionView?.bounds.height)!
            return CGPoint(x: 0, y: yOffset)
        }
        override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes? {
    
            // Logic that calculates the UICollectionViewLayoutAttributes of the item
            // and returns the UICollectionViewLayoutAttributes
            return UICollectionViewLayoutAttributes(forCellWithIndexPath: indexPath)
        }
    
    }
    

    This is the demo Project link...

    Great thanks to this tutorial.

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  • 2020-12-15 07:29

    Use facebook POP animation For drop dragged view to resting with animation

    private func resetViewPositionAndTransformations() {        
    
        let resetPositionAnimation = POPSpringAnimation(propertyNamed: kPOPLayerTranslationXY)
        resetPositionAnimation.fromValue = NSValue(CGPoint: CGPoint(x: dragDistance.x, y: dragDistance.y))
        resetPositionAnimation.toValue = NSValue(CGPoint: CGPointZero)
        resetPositionAnimation.springBounciness = cardResetAnimationSpringBounciness
        resetPositionAnimation.springSpeed = cardResetAnimationSpringSpeed
        resetPositionAnimation.completionBlock = {
            (_, _) in
            self.layer.transform = CATransform3DIdentity
        }
    
        layer.pop_addAnimation(resetPositionAnimation, forKey: "resetPositionAnimation")
    
        let resetRotationAnimation = POPBasicAnimation(propertyNamed: kPOPLayerRotation)
        resetRotationAnimation.fromValue = POPLayerGetRotationZ(layer)
        resetRotationAnimation.toValue = CGFloat(0.0)
        resetRotationAnimation.duration = cardResetAnimationDuration
    
        layer.pop_addAnimation(resetRotationAnimation, forKey: "resetRotationAnimation")
    
        let overlayAlphaAnimation = POPBasicAnimation(propertyNamed: kPOPViewAlpha)
        overlayAlphaAnimation.toValue = 0.0
        overlayAlphaAnimation.duration = cardResetAnimationDuration
        overlayAlphaAnimation.completionBlock = { _, _ in
        }
        overlayView?.pop_addAnimation(overlayAlphaAnimation, forKey: "resetOverlayAnimation")
    
        let resetScaleAnimation = POPBasicAnimation(propertyNamed: kPOPLayerScaleXY)
        resetScaleAnimation.toValue = NSValue(CGPoint: CGPoint(x: 1.0, y: 1.0))
        resetScaleAnimation.duration = cardResetAnimationDuration
        layer.pop_addAnimation(resetScaleAnimation, forKey: "resetScaleAnimation")
    }
    
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  • 2020-12-15 07:34

    if you want exactly what the InShorts video is doing i'd recommend using view controller transitions. a helpful article is here.

    full example code of what you are trying to achieve is below. i implemented it all in the app delegate for brevity, but you should definitely break it out into separate classes.

    Video: here

    UPDATED CODE

    import UIKit
    
    @UIApplicationMain
    class AppDelegate: UIResponder, UIApplicationDelegate, UINavigationControllerDelegate, UIViewControllerAnimatedTransitioning {
    
        var window: UIWindow?
    
        var percentManager: UIPercentDrivenInteractiveTransition?
    
        /**
         Keep track of which way the animation is going
         */
        var isPopping = false
    
        /**
         The index of the view controller that is currently presented.
         */
        var index: Int {
            get {
                guard let lastVC = navController.viewControllers.last as? ViewController else { return NSNotFound }
                return lastVC.index
            }
        }
    
        /**
         Acting as a very basic data source. 
         - Note: When this value is set the navigation stack is reset and the first VC is created
         */
        var count: Int = 0 {
            didSet {
                guard count > 0 else { return }
    
                // load the first view controller
                navController.setViewControllers([ViewController(index: 0)], animated: true)
            }
        }
    
        lazy var navController: UINavigationController = {
    
            // create a navigation controller and hide it's nav bar
            let navController = UINavigationController()
            navController.navigationBar.hidden = true
    
            return navController
        }()
    
        func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
            // add the nav controller (and it's first view controller) to the window
            window = UIWindow(frame: UIScreen.mainScreen().bounds)
            window?.rootViewController = navController
            window?.makeKeyAndVisible()
    
            // add a pan recognizer to the nav controller
            let panRecognizer = UIPanGestureRecognizer(target: self, action: Selector("didPan:"))
            navController.view.addGestureRecognizer(panRecognizer)
            navController.delegate = self
    
            // update the 'data source'
            count = 5
    
            return true
        }
    
        internal func didPan(recognizer: UIPanGestureRecognizer) {
            guard let view = recognizer.view else { assertionFailure("no view"); return }
    
            switch (recognizer.state) {
            case .Began:
                // detect if it is an upward swipe
                if recognizer.velocityInView(view).y < 0 {
                    // don't go out of bounds
                    guard index + 1 < count else { recognizer.enabled = false; recognizer.enabled = true; return }
    
                    isPopping = false
    
                    // create the percentManager and start pushing the next view controller
                    percentManager = UIPercentDrivenInteractiveTransition()
                    navController.pushViewController(ViewController(index: index+1), animated: true)
                }
                    // detect if it is a downward swipe
                else if recognizer.velocityInView(view).y > 0 {
                    // don't go out of bounds
                    guard index - 1 >= 0 else { recognizer.enabled = false; recognizer.enabled = true; return }
    
                    isPopping = true
    
                    // create the percentManager and start popping the current view controller
                    percentManager = UIPercentDrivenInteractiveTransition()
                    navController.popViewControllerAnimated(true)
                }
            case .Changed:
                // update the percent manager
                let translation = recognizer.translationInView(view)
                let percentOffset = translation.y/CGRectGetHeight(view.bounds) * (isPopping ? 1 : -1)
                percentManager?.updateInteractiveTransition(percentOffset)
            case .Ended:
    
                // give the percent manager it's final instruction before niling it
                if isPopping {
                    if recognizer.velocityInView(view).y > 0 {
                        percentManager?.finishInteractiveTransition()
                    } else {
                        percentManager?.cancelInteractiveTransition()
                    }
                } else {
                    if recognizer.velocityInView(view).y < 0 {
                        percentManager?.finishInteractiveTransition()
                    } else {
                        percentManager?.cancelInteractiveTransition()
                    }
                }
                percentManager = nil
            default:
                break
            }
        }
    
        // MARK: UINavigationControllerDelegate
    
        func navigationController(navigationController: UINavigationController, interactionControllerForAnimationController animationController: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
            return percentManager
        }
    
        func navigationController(navigationController: UINavigationController, animationControllerForOperation operation: UINavigationControllerOperation, fromViewController fromVC: UIViewController, toViewController toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {
            return self
        }
    
    
        // MARK: UIViewControllerAnimatedTransitioning
    
        func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
            return 0.4
        }
    
        func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
            guard let newVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey) as? ViewController else { assertionFailure("no new view controller"); return }
            guard let oldVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey) as? ViewController  else { assertionFailure("no existing view controller"); return }
    
            let scaleTransform = CGAffineTransformMakeScale(0.9, 0.9)
            let yOffsetTransform = CGAffineTransformMakeTranslation(0, -CGRectGetHeight(oldVC.view.frame))
    
            let isPopping = newVC.index < oldVC.index
    
            let animationBlock: Void -> Void
            if isPopping == true {
                // place the previous vc at the top of the screen
                newVC.view.transform = yOffsetTransform
    
                animationBlock = {
                    oldVC.view.transform = scaleTransform
                    newVC.view.transform = CGAffineTransformIdentity
                }
    
                // add the views onto the transition view controller
                transitionContext.containerView()?.addSubview(oldVC.view)
                transitionContext.containerView()?.addSubview(newVC.view)
            } else {
    
                // scale the new view a bit smaller
                newVC.view.transform = scaleTransform
    
                // slide the old view controller up and scale the new view controller back to 100%
                animationBlock = {
                    oldVC.view.transform = yOffsetTransform
                    newVC.view.transform = CGAffineTransformIdentity
                }
    
                // add the views onto the transition view controller
                transitionContext.containerView()?.addSubview(newVC.view)
                transitionContext.containerView()?.addSubview(oldVC.view)
            }
    
            // perform the animation
            UIView.animateWithDuration(self.transitionDuration(transitionContext), animations: animationBlock, completion: { finished in
                // cleanup
                oldVC.view.transform = CGAffineTransformIdentity
                newVC.view.transform = CGAffineTransformIdentity
                transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
            })
        }
    }
    
    
    class ViewController: UIViewController {
        let index: Int
    
        init(index: Int) {
            self.index = index
            super.init(nibName: nil, bundle: nil)
        }
    
        override func viewDidLoad() {
            super.viewDidLoad()
    
            view.backgroundColor = UIColor(red: CGFloat((arc4random()%255))/255.0, green: CGFloat((arc4random()%255))/255.0, blue: CGFloat((arc4random()%255))/255.0, alpha: 1)
            view.layer.cornerRadius = 12
        }
    
        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }
    }
    
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  • 2020-12-15 07:36

    Update

    Based on your video I sorted out what kind of animation you want to do. So my approach this time

    1. Work with 3 views references, which are previous, current and next.
    2. Add pan gesture to the view which is holding these views (currently self.view), and implement the 3 states of pan touch
    3. Apply transition based on gesture records, and arrange the views
    4. Some credits go to this library on GitHub, which really helped me a lot.

    Code

    This 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)
        }
    }
    

    Output

    Original Answer

    You can do it only with need of the cells, without having to make custom transition with UIViewController

    Solution

    Solution consists on:

    1. Keeping track of 2 cells, the one which is the presenter (presenterCell), and the one which is going to be presented (isBeingPresentedCell)
    2. Implement scrollViewDidScroll: which coordinates the whole operation, because everything is dependent on scrollingOffset
    3. Handle the direction of the scroll to choose which cell is the presenter and which one is being presented
    4. Everytime that a cell will be dequeued it will be set an identity transformation because on normal screen we have just one cell shown
    5. Keep ratio factor of the rect that is covering the whole frame, in order to apply the correct factor at the transformation
    6. **** You have some problems with the Autolayout on the ViewController. Please clear existing constraints, fill the view with the tableView and then let it be 0px from the Top (Not Top Layout Guide).

    Code

    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
        }
    }
    

    UI Fix

    Output animation

    Hope it will fill your requirements :)

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  • 2020-12-15 07:36

    in my opinion UICollectionview and UICollectionViewLayout is better suited for such things. UITableView don't give you per scroll transforms and you would need to do all kinds dirty hacks.

    If you go with UICollectionview, what you looking for is -[UICollectionViewLayout layoutAttributesForElementsInRect:] and -[UICollectionViewLayout shouldInvalidateLayoutForBoundsChange:], everything else is a bit of math.

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  • 2020-12-15 07:39

    Try this: You can us facebook/pop https://github.com/facebook/pop for smoother effect. This code is just to give you some idea, not tested much.

    func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
        return 4
    }
    
    func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
        let cell = tableView.dequeueReusableCellWithIdentifier("cell")
        if cell?.contentView.viewWithTag(100) == nil
        {
            let view = UIView(frame: (cell?.contentView.bounds)!)
    
            view.tag = 100
            view.autoresizingMask = [UIViewAutoresizing.FlexibleWidth, UIViewAutoresizing.FlexibleHeight]
            cell?.contentView.addSubview(view)
        }
        if cell!.contentView.viewWithTag(100) != nil
        {
            let view = cell!.contentView.viewWithTag(100)
            view!.backgroundColor = colors[indexPath.row]
        }
    
        return cell!
    }
    
    func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
        return self.view.frame.size.height - 20
    }
    
    func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {
    
        if cell.contentView.viewWithTag(100) != nil
        {
            let view = cell.contentView.viewWithTag(100)
            let basicAnimation = CABasicAnimation(keyPath: "transform.scale")
            basicAnimation.toValue = NSNumber(float: 1)
            basicAnimation.fromValue = NSNumber(float: 0.8)
            basicAnimation.duration = 0.4
            basicAnimation.removedOnCompletion = false
            view!.layer.addAnimation(basicAnimation, forKey: "transform.scale")
        }
    
    //        if tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row - 1, inSection: 0)) != nil
    //        {
    //            let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row - 1, inSection: 0))
    //            if cell!.contentView.viewWithTag(100) != nil
    //            {
    //                let view = cell!.contentView.viewWithTag(100)
    //                let basicAnimation = CABasicAnimation(keyPath: "transform.scale")
    //                basicAnimation.toValue = NSNumber(float: 0.8)
    //                basicAnimation.fromValue = NSNumber(float: 1)
    //                basicAnimation.duration = 0.4
    //                basicAnimation.removedOnCompletion = false
    //                view!.layer.addAnimation(basicAnimation, forKey: "transform.scale")
    //            }
    //        }
    //        if tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row + 1, inSection: 0)) != nil
    //        {
    //            let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow: indexPath.row + 1, inSection: 0))
    //            
    //            if cell!.contentView.viewWithTag(100) != nil
    //            {
    //                let view = cell!.contentView.viewWithTag(100)
    //                let basicAnimation = CABasicAnimation(keyPath: "transform.scale")
    //                basicAnimation.toValue = NSNumber(float: 0.8)
    //                basicAnimation.fromValue = NSNumber(float: 1)
    //                basicAnimation.duration = 0.4
    //                basicAnimation.removedOnCompletion = false
    //                view!.layer.addAnimation(basicAnimation, forKey: "transform.scale")
    //            }
    //        }
    //        let scaleAnimation = POPDecayAnimation(propertyNamed: kPOPLayerScaleXY)
    //        scaleAnimation.fromValue = NSValue(CGSize: CGSize(width: 0.8, height: 0.8))
    //        scaleAnimation.toValue = NSValue(CGSize: CGSize(width: 1, height: 1))
    
    //        cell.contentView.layer.pop_addAnimation(scaleAnimation, forKey: "kPOPLayerScaleXY")
    
    //        UIView.animateWithDuration(0.1, animations: { () -> Void in
    //            cell.transform = CGAffineTransformMakeScale(0.8, 0.8)
    //        })
    
    
    }
    
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