Reputation: 2537
I'm developing an app which has a 3 view and which is a card view like in Tinder. I'm creating views in a for loop. When I have more than 4 views, everything works fine. When It has only 3 cards, everything looks okey at first ,when the app opens, but after swiping one card, It gets broken. Last card moves with some bug. I'm trying to edit the code to work with 3 card but can't figure out. By the way, ImageCard
is just a UIView
class.
EDIT: My problem is that when It has 3 cards, App opens with 3 cards shown on screen but after a swipe, last card doesn't show on the screen, only 2 cards shown in screen. After swipe card on the front should goes to backmost and 3 cards should be seen again. When It has more than 5 cards, everything works fine like I explained and 3 cards shown on screen (What It needs to be)
I'm sure showNextCard()
function occurs the problem but to be sure here is the full code :
class WelcomeViewController: UIViewController {
/// Data structure for custom cards
var cards = [ImageCard]()
override func viewDidLoad() {
super.viewDidLoad()
dynamicAnimator = UIDynamicAnimator(referenceView: self.view)
print(self.view.frame.height)
print(self.view.frame.width)
let screenWidth = self.view.frame.width
let screenHeight = self.view.frame.height
//When add new cards to self.cards and call layoutCards() again
for i in 1...5 {
let card = ImageCard(frame: CGRect(x: 0, y: 0, width: screenWidth - screenWidth / 5, height: screenWidth))
card.tag = i
card.label.text = "Card Number: \(i)"
cards.append(card)
}
lastIndex = cards.count
// 2. layout the first cards for the user
layoutCards()
}
/// Scale and alpha of successive cards visible to the user
let cardAttributes: [(downscale: CGFloat, alpha: CGFloat)] = [(1, 1), (0.92, 0.8), (0.84, 0.6), (0.76, 0.4)]
let cardInteritemSpacing: CGFloat = 12
/// Set up the frames, alphas, and transforms of the first 4 cards on the screen
func layoutCards() {
// frontmost card (first card of the deck)
let firstCard = cards[0]
self.view.addSubview(firstCard)
firstCard.layer.zPosition = CGFloat(cards.count)
firstCard.center = self.view.center
firstCard.frame.origin.y += 23
firstCard.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(handleCardPan)))
// the next 3 cards in the deck
for i in 1...3 {
if i > (cards.count - 1) { continue }
let card = cards[i]
card.layer.zPosition = CGFloat(cards.count - i)
// here we're just getting some hand-picked vales from cardAttributes (an array of tuples)
// which will tell us the attributes of each card in the 4 cards visible to the user
let downscale = cardAttributes[i].downscale
let alpha = cardAttributes[i].alpha
card.transform = CGAffineTransform(scaleX: downscale, y: downscale)
card.alpha = alpha
// position each card so there's a set space (cardInteritemSpacing) between each card, to give it a fanned out look
card.center.y = self.view.center.y + 23
card.frame.origin.x = cards[0].frame.origin.x + (CGFloat(i) * cardInteritemSpacing * 3)
// workaround: scale causes heights to skew so compensate for it with some tweaking
if i == 3 {
card.frame.origin.x += 1.5
}
self.view.addSubview(card)
}
// make sure that the first card in the deck is at the front
self.view.bringSubview(toFront: cards[0])
}
/// This is called whenever the front card is swiped off the screen or is animating away from its initial position.
/// showNextCard() just adds the next card to the 4 visible cards and animates each card to move forward.
func showNextCard() {
let animationDuration: TimeInterval = 0.2
// 1. animate each card to move forward one by one
for i in 1...3{
if i > (cards.count - 1) { continue }
let card = cards[i]
let newDownscale = cardAttributes[i - 1].downscale
let newAlpha = cardAttributes[i - 1].alpha
UIView.animate(withDuration: animationDuration, delay: (TimeInterval(i - 1) * (animationDuration / 2)), usingSpringWithDamping: 0.8, initialSpringVelocity: 0.0, options: [], animations: {
card.transform = CGAffineTransform(scaleX: newDownscale, y: newDownscale)
card.alpha = newAlpha
if i == 1 {
card.center = self.view.center
card.frame.origin.y += 23
} else {
card.center.y = self.view.center.y + 23
card.frame.origin.x = self.cards[1].frame.origin.x + (CGFloat(i - 1) * self.cardInteritemSpacing * 3)
}
}, completion: { (_) in
if i == 1 {
card.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(self.handleCardPan)))
}
})
}
// 2. add a new card (now the 4th card in the deck) to the very back
if 4 > (cards.count - 1) {
if cards.count != 1 {
self.view.bringSubview(toFront: cards[1])
}else{
//self.view.bringSubview(toFront: cards.last!)
}
return
}
let newCard = cards[4]
newCard.layer.zPosition = CGFloat(cards.count - 4)
let downscale = cardAttributes[3].downscale
let alpha = cardAttributes[3].alpha
// initial state of new card
newCard.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
newCard.alpha = 0
newCard.center.y = self.view.center.y + 23
newCard.frame.origin.x = cards[1].frame.origin.x + (4 * cardInteritemSpacing * 3)
self.view.addSubview(newCard)
// animate to end state of new card
UIView.animate(withDuration: animationDuration, delay: (3 * (animationDuration / 2)), usingSpringWithDamping: 0.8, initialSpringVelocity: 0.0, options: [], animations: {
newCard.transform = CGAffineTransform(scaleX: downscale, y: downscale)
newCard.alpha = alpha
newCard.center.y = self.view.center.y + 23
newCard.frame.origin.x = self.cards[1].frame.origin.x + (3 * self.cardInteritemSpacing) + 1.5
}, completion: { (_) in
})
// first card needs to be in the front for proper interactivity
self.view.bringSubview(toFront: self.cards[1])
}
/// Whenever the front card is off the screen, this method is called in order to remove the card from our data structure and from the view.
func removeOldFrontCard() {
cards.append(cards[0])
cards[0].removeFromSuperview()
cards.remove(at: 0)
layoutCards()
}
private func isVerticalGesture(_ recognizer: UIPanGestureRecognizer) -> Bool {
let translation = recognizer.translation(in: self.view!)
if fabs(translation.y) > fabs(translation.x) {
return true
}
return false
}
/// UIKit dynamics variables that we need references to.
var dynamicAnimator: UIDynamicAnimator!
var cardAttachmentBehavior: UIAttachmentBehavior!
/// This method handles the swiping gesture on each card and shows the appropriate emoji based on the card's center.
@objc func handleCardPan(sender: UIPanGestureRecognizer) {
// Ensure it's a horizontal drag
let velocity = sender.velocity(in: self.view)
if abs(velocity.y) > abs(velocity.x) {
return
}
// if we're in the process of hiding a card, don't let the user interace with the cards yet
if cardIsHiding { return }
// change this to your discretion - it represents how far the user must pan up or down to change the option
// distance user must pan right or left to trigger an option
let requiredOffsetFromCenter: CGFloat = 80
let panLocationInView = sender.location(in: view)
let panLocationInCard = sender.location(in: cards[0])
switch sender.state {
case .began:
dynamicAnimator.removeAllBehaviors()
let offset = UIOffsetMake(cards[0].bounds.midX, panLocationInCard.y)
// card is attached to center
cardAttachmentBehavior = UIAttachmentBehavior(item: cards[0], offsetFromCenter: offset, attachedToAnchor: panLocationInView)
//dynamicAnimator.addBehavior(cardAttachmentBehavior)
let translation = sender.translation(in: self.view)
print(sender.view!.center.x)
if(sender.view!.center.x < 555) {
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
}else {
sender.view!.center = CGPoint(x:sender.view!.center.x, y:554)
}
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .changed:
//cardAttachmentBehavior.anchorPoint = panLocationInView
let translation = sender.translation(in: self.view)
print(sender.view!.center.y)
if(sender.view!.center.x < 555) {
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y)
}else {
sender.view!.center = CGPoint(x:sender.view!.center.x, y:554)
}
sender.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
case .ended:
dynamicAnimator.removeAllBehaviors()
if !(cards[0].center.x > (self.view.center.x + requiredOffsetFromCenter) || cards[0].center.x < (self.view.center.x - requiredOffsetFromCenter)) {
// snap to center
let snapBehavior = UISnapBehavior(item: cards[0], snapTo: CGPoint(x: self.view.frame.midX, y: self.view.frame.midY + 23))
dynamicAnimator.addBehavior(snapBehavior)
} else {
let velocity = sender.velocity(in: self.view)
let pushBehavior = UIPushBehavior(items: [cards[0]], mode: .instantaneous)
pushBehavior.pushDirection = CGVector(dx: velocity.x/10, dy: velocity.y/10)
pushBehavior.magnitude = 175
dynamicAnimator.addBehavior(pushBehavior)
// spin after throwing
var angular = CGFloat.pi / 2 // angular velocity of spin
let currentAngle: Double = atan2(Double(cards[0].transform.b), Double(cards[0].transform.a))
if currentAngle > 0 {
angular = angular * 1
} else {
angular = angular * -1
}
let itemBehavior = UIDynamicItemBehavior(items: [cards[0]])
itemBehavior.friction = 0.2
itemBehavior.allowsRotation = true
itemBehavior.addAngularVelocity(CGFloat(angular), for: cards[0])
dynamicAnimator.addBehavior(itemBehavior)
showNextCard()
hideFrontCard()
}
default:
break
}
}
/// This function continuously checks to see if the card's center is on the screen anymore. If it finds that the card's center is not on screen, then it triggers removeOldFrontCard() which removes the front card from the data structure and from the view.
var cardIsHiding = false
func hideFrontCard() {
if #available(iOS 10.0, *) {
var cardRemoveTimer: Timer? = nil
cardRemoveTimer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true, block: { [weak self] (_) in
guard self != nil else { return }
if !(self!.view.bounds.contains(self!.cards[0].center)) {
cardRemoveTimer!.invalidate()
self?.cardIsHiding = true
UIView.animate(withDuration: 0.2, delay: 0, options: [.curveEaseIn], animations: {
self?.cards[0].alpha = 0.0
}, completion: { (_) in
self?.removeOldFrontCard()
self?.cardIsHiding = false
})
}
})
} else {
// fallback for earlier versions
UIView.animate(withDuration: 0.2, delay: 1.5, options: [.curveEaseIn], animations: {
self.cards[0].alpha = 0.0
}, completion: { (_) in
self.removeOldFrontCard()
})
}
}
}
ImageCard Class:
class ImageCard: UIView {
let label = UILabel()
override init(frame: CGRect) {
super.init(frame: frame)
// card style
self.backgroundColor = UIColor.blue
self.layer.cornerRadius = 26
label.font = Font.gothamBold?.withSize(30)
label.textColor = UIColor.white
self.addSubview(label)
label.anchor(self.topAnchor, left: self.leftAnchor, bottom: nil, right: nil, topConstant: 0, leftConstant: 0, bottomConstant: 0, rightConstant: 0, widthConstant: 0, heightConstant: 0)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Upvotes: 0
Views: 502
Reputation: 11531
I found you forget to turn off your dynamicAnimator after animations. At least, you need to turn off animator about cards[0]. Otherwise, it becomes unpredictable. You can use your removeOldFrontCard() like this. Hope this is the answer.
func removeOldFrontCard() {
dynamicAnimator.removeAllBehaviors()
cards.append( cards.remove(at: 0))
layoutCards()
}
Upvotes: 1
Reputation: 363
You start at index 1 but index of an Array starts with 0
// the next 3 cards in the deck
for i in 1...3 {
if i > (cards.count - 1) { continue }
let card = cards[i]
...
}
Change that to:
// the next 3 cards in the deck
for i in 0...2 {
if i > (cards.count - 1) { break }
let card = cards[i]
...
}
Upvotes: 0