Reputation: 3597
I have the front and the back of a card. I animate the transition between the two like this:
private func flipToBack() {
UIView.transition(from: frontContainer, to: backContainer, duration: 0.5, options: [.transitionFlipFromRight, .showHideTransitionViews], completion: nil)
}
private func flipToFront() {
UIView.transition(from: backContainer, to: frontContainer, duration: 0.5, options: [.transitionFlipFromLeft, .showHideTransitionViews], completion: nil)
}
This works perfectly. However, I want to make this animation interactive, so that if the user pans horizontally across the card, the flip animation will advance proportionally. Usually, I would do this kind of interactive animation with a UIViewPropertyAnimator
, but I do not know what property I would animate in the animator without building up the flip animation from scratch.
Is it possible to use UIViewPropertyAnimator
, or is there some other alternative to make the flip interactive?
Upvotes: 4
Views: 1014
Reputation: 3597
I ended up writing it myself. The code is pretty long, so here's a link to the full program on GitHub. Here are the key parts:
Everything is encapsulated in an InteractiveFlipAnimator
object that takes a front view (v1
) and a back view (v2
). Each view also gets a black cover that functions as a shadow to add that darkening effect when the view turns in perspective.
Here is the panning function:
/// Add a `UIPanGestureRecognizer` to the main view that contains the card and pass it onto this function.
@objc func pan(_ gesture: UIPanGestureRecognizer) {
guard let view = gesture.view else { return }
if isAnimating { return }
let translation = gesture.translation(in: view)
let x = translation.x
let angle = startAngle + CGFloat.pi * x / view.frame.width
// If the angle is outside [-pi, 0], then do not rotate the view and count it as touchesEnded. This works because the full width is the screen width.
if angle < -CGFloat.pi || angle > 0 {
if gesture.state != .began && gesture.state != .changed {
finishedPanning(angle: angle, velocity: gesture.velocity(in: view))
}
return
}
var transform = CATransform3DIdentity
// Perspective transform
transform.m34 = 1 / -500
// y rotation transform
transform = CATransform3DRotate(transform, angle, 0, 1, 0)
self.v1.layer.transform = transform
self.v2.layer.transform = transform
// Set the shadow
if startAngle == 0 {
self.v1Cover.alpha = 1 - abs(x / view.frame.width)
self.v2Cover.alpha = abs(x / view.frame.width)
} else {
self.v1Cover.alpha = abs(x / view.frame.width)
self.v2Cover.alpha = 1 - abs(x / view.frame.width)
}
// Set which view is on top. This flip happens when it looks like the two views make a vertical line.
if abs(angle) < CGFloat.pi / 2 {
// Flipping point
v1.layer.zPosition = 0
v2.layer.zPosition = 1
} else {
v1.layer.zPosition = 1
v2.layer.zPosition = 0
}
// Save state
if gesture.state != .began && gesture.state != .changed {
finishedPanning(angle: angle, velocity: gesture.velocity(in: view))
}
}
The code to finish panning is very similar, but it is also much longer. To see it all come together, visit the GitHub link above.
Upvotes: 5