Reputation: 941
I have an image in a view and i want to be able to rotate it with one finger only, how can i do that in SwiftUI?
I checked the RotationGesture but it works only with two fingers...
Thanks
Upvotes: 2
Views: 2089
Reputation: 11
Using the solutions from above this is what I have for rotating with one finger. This will keep the position when you finish rotating as well as starting the next rotation where the last one left off.
struct SwiftUIView: View {
@State private var rotation: Angle = Angle(degrees: 0)
@State private var previousRotation: Angle?
var body: some View {
Circle()
.fill(AngularGradient(gradient: Gradient(colors: [Color.red, Color.blue]), center: /*@START_MENU_TOKEN@*/.center/*@END_MENU_TOKEN@*/, angle: .degrees(90)))
.frame(width: 760, height: 760)
.rotationEffect(rotation, anchor: .center)
.gesture(DragGesture()
.onChanged{ value in
if let previousRotation = self.previousRotation {
let deltaY = value.location.y - (760 / 2)
let deltaX = value.location.x - (760 / 2)
let fingerAngle = Angle(radians: Double(atan2(deltaY, deltaX)))
let angle = fingerAngle - previousRotation
rotation += angle
self.previousRotation = fingerAngle
} else {
let deltaY = value.location.y - (760 / 2)
let deltaX = value.location.x - (760 / 2)
let fingerAngle = Angle(radians: Double(atan2(deltaY, deltaX)))
previousRotation = fingerAngle
}
}
.onEnded{ _ in
previousRotation = nil
})
}
}
Upvotes: 1
Reputation: 27
A dragGesture
will give us the value of a location where user has dragged on screen (in our case, the circle). Here, the circle frame will be equal height and equal width.
Capturing the location point where the user tapped and subtracting height/
2 from y
point and width/2
from x
point results in deltaX
and deltaY
. Once we have deltaX
and deltaY
, we can convert it into radians using the atan2
function (which is provided by the Swift Standard Library).
struct SwiftUIView: View {
@State var angle: Angle = .zero
var circleFrame: CGRect = CGRect(x: 0, y: 0, width: 300, height: 300)
var body: some View {
Circle()
.fill(AngularGradient(gradient: Gradient(colors: [Color.red, Color.blue]), center: /*@START_MENU_TOKEN@*/.center/*@END_MENU_TOKEN@*/, angle: .degrees(90)))
.padding()
.rotationEffect(angle)
.gesture(
DragGesture()
.onChanged { value in
let deltaY = value.location.y - (circleFrame.height / 2)
let deltaX = value.location.x - (circleFrame.width / 2)
angle = Angle(radians: Double(atan2(deltaY, deltaX)))
}
)
}
}
Upvotes: 0
Reputation: 941
Ok, i got it with this code :
https://gist.github.com/ts95/9f8e05380824c6ca999ab3bc1ff8541f
Upvotes: 4
Reputation: 941
Ok fixed it with this code :
struct RotationGesture: View {
@State var totalRotation = CGSize.zero
@State var currentRotation = CGSize.zero
var body: some View {
Text("Hello, World!")
.frame(width: 150, height: 60)
.padding()
.background(Color.orange)
.cornerRadius(15)
.rotationEffect(Angle(degrees: Double(-totalRotation.width)))
.gesture(
DragGesture()
.onChanged { value in
totalRotation.width = value.translation.width + currentRotation.width
}
.onEnded { value in
currentRotation = totalRotation
}
)
}
}
But now we have to fixed the vertical movement because this solution is only working when you move around the X axis...
I want to solution to work when you make circle movement around the view you want to rotate...
Upvotes: 1
Reputation: 1480
one finger rotation
struct RotationGesture: View {
@State var gestureValue = CGSize.zero
var body: some View {
Text("Hello, World!")
.frame(width: 150, height: 60)
.padding()
.background(Color.orange)
.cornerRadius(15)
.rotationEffect(Angle(degrees: Double(-gestureValue.width)))
.gesture(
DragGesture().onChanged({ (value) in
self.gestureValue = value.translation
}).onEnded({ (value) in
self.gestureValue = .zero
})
)
.animation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0))
}
}
Upvotes: 0