uidynamicbehavior

UIDynamicItem update transform manually

淺唱寂寞╮ 提交于 2020-01-01 09:24:14
问题 I know that external change to center , bounds and transform will be ignored after UIDynamicItem s init. But I need to manually change the transform of UIView that in UIDynamicAnimator system. Every time I change the transform , it will be covered at once. So any idea? Thanks. 回答1: Any time you change one of the animated properties, you need to call [dynamicAnimator updateItemUsingCurrentState:item] to let the dynamic animator know you did it. It'll update it's internal representation to

UIDynamicItem with non-rectangular bounds

强颜欢笑 提交于 2019-12-11 18:54:15
问题 So I'm looking into UIKit Dynamics and the one problem I have run into is if I want to create a UIView with a custom drawRect: (for instance let's say I want to draw a triangle), there seems to be no way to specify the path of the UIView (or rather the UIDynamicItem) to be used for a UICollisionBehavior. My goal really is to have polygons on the screen that collide with one another exactly how one would expect. I came up with a solution of stitching multiple views together but this seems like

How to implement custom UIDynamicBehavior action

江枫思渺然 提交于 2019-12-07 09:53:56
问题 I have been looking for an example showing how to implement a custom UIDynamicBehavior in UIKit dynamics. All the tutorials and examples show only how to assemble a UIDynamicBehavior using primitives (collision, gravity, attachment, push, snap etc.) In my app, some views are floating around the screen (using dynamics) and I want to make them disappear when they overlap other stationary views. To do this, I wanted to test for overlap in the UIDynamicAnimator and UICollisionBehavior delegate

How to implement custom UIDynamicBehavior action

霸气de小男生 提交于 2019-12-05 12:35:58
I have been looking for an example showing how to implement a custom UIDynamicBehavior in UIKit dynamics. All the tutorials and examples show only how to assemble a UIDynamicBehavior using primitives (collision, gravity, attachment, push, snap etc.) In my app, some views are floating around the screen (using dynamics) and I want to make them disappear when they overlap other stationary views. To do this, I wanted to test for overlap in the UIDynamicAnimator and UICollisionBehavior delegate methods, but unfortunately those methods do not provide enough granularity to get perform the tests I

Dragging views using UIAttachmentBehavior

﹥>﹥吖頭↗ 提交于 2019-12-05 01:03:19
问题 I would like to drag one UIView, and have it move the position of other views attached to it as if they were all attached via string. The starting state would be a bunch of UIViews clumped together. If you pull one out, the item it's attached to will begin to move once the minimum distance is met between it and the view being dragged. I was thinking that the best way to accomplish this would be using UIDynamicItemBehavior considering I need it to snap back into place and have weight applied

UIDynamicItem update transform manually

南楼画角 提交于 2019-12-04 04:03:06
I know that external change to center , bounds and transform will be ignored after UIDynamicItem s init. But I need to manually change the transform of UIView that in UIDynamicAnimator system. Every time I change the transform , it will be covered at once. So any idea? Thanks. Any time you change one of the animated properties, you need to call [dynamicAnimator updateItemUsingCurrentState:item] to let the dynamic animator know you did it. It'll update it's internal representation to match the current state. EDIT: I see from your code below that you're trying to modify the scale.

Dragging views using UIAttachmentBehavior

为君一笑 提交于 2019-12-03 17:10:27
I would like to drag one UIView, and have it move the position of other views attached to it as if they were all attached via string. The starting state would be a bunch of UIViews clumped together. If you pull one out, the item it's attached to will begin to move once the minimum distance is met between it and the view being dragged. I was thinking that the best way to accomplish this would be using UIDynamicItemBehavior considering I need it to snap back into place and have weight applied to it. I'm not quite sure how to accomplish this without doing ridiculous code otherwise. The code I do

Should I removeBehavior a UIPushBehavior — I am adding many pushes

谁说胖子不能爱 提交于 2019-12-02 04:14:01
问题 I have a small UIView that bounces in a box. I am adding an Instantaneous mode. push. In fact I am adding very many pushes -- 5 or more Hz. Mystery: (1) Do I have to removeBehavior???? if so .. when ?!? "after" an "instant" ? (2) Is it that UIPushBehaviorModeInstantaneous is a special case, and you do not have to (or cannot) remove those?? (3) When you addBehavior: does that .. retain?! the UIPushBehavior? Or?? WTF?! (4) I couldn't seem to find these aspects documented anywhere! -(void

Should I removeBehavior a UIPushBehavior — I am adding many pushes

你离开我真会死。 提交于 2019-12-02 02:03:51
I have a small UIView that bounces in a box. I am adding an Instantaneous mode. push. In fact I am adding very many pushes -- 5 or more Hz. Mystery: (1) Do I have to removeBehavior???? if so .. when ?!? "after" an "instant" ? (2) Is it that UIPushBehaviorModeInstantaneous is a special case, and you do not have to (or cannot) remove those?? (3) When you addBehavior: does that .. retain?! the UIPushBehavior? Or?? WTF?! (4) I couldn't seem to find these aspects documented anywhere! -(void)pushMeRight:(CGFloat)mag { if ( self.bounceAnimator == nil ) return; NSLog(@"...........push me right %.2f",

Strange SpriteKit + UIDynamics Bug

 ̄綄美尐妖づ 提交于 2019-11-29 11:43:58
So I'm developing a game using SpriteKit. And to make the game more interesting I decided to use UIDynamicAnimator to add some physics to the UIKit elements within my game. Everything works great except there is one major problem. The moment I alloc/init a UIDynamicAnimator like so: animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view]; The physics bodies in my game get completely offset. Even if I don't specify a reference view the physics still get offset. What's strange is that i'm creating the UIDynamicAnimator in a completely separate ViewController so it's not like it's