Reputation: 199
I am working on a simple jigsaw puzzle application. I already implemented jigsaw creation, basic detection of correct position on the picture.
Now I want to try to handle interactions between puzzle pieces. My puzzle element has 4 segments: top, bottom, left, right, which are UIBezpierPath
.
After verifying different possible solutions UIKit Dynamics
occurred as a possible solution.
Unluckily I am struggling a lot with bunch of unexpected behaviors.
First of all code sample:
class CanvasView {
private var animator: UIDynamicAnimator!
private let dynamicBehavior: UIDynamicItemBehavior
private let collision: UICollisionBehavior
override init(frame: CGRect) {
self.dynamicBehavior = UIDynamicItemBehavior()
self.collision = UICollisionBehavior()
super.init(frame: frame)
self.collision.collisionDelegate = self
self.collision.collisionMode = .boundaries
self.collision.translatesReferenceBoundsIntoBoundary = true
self.animator = UIDynamicAnimator(referenceView: self)
let longpressGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.handleLongPress(_:)))
longpressGesture.minimumPressDuration = 0.15
stackView.addGestureRecognizer(longpressGesture)
longpressGesture.delegate = self
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.handlePanGesture(_:)))
workBench.addGestureRecognizer(panGesture)
}
func buildPuzzles() {
puzzle.buildPuzzles { puzzleElements in
puzzleElements.enumerated().forEach { (index, puzzleElement) in
// Puzzle creation loop, insignificant fir this example
self.activePuzzles[index] = puzzleView
// We store puzzles in stackview and there is a dedicated UILongPress + UIPanGestre recognizer to handle moving it out of the stackTrak
self.puzzleTray.addArrangedSubview(puzzleView, desiredSize: puzzleView.image?.size ?? .zero)
self.collision.addItem(puzzleView)
self.dynamicBehavior.addItem(puzzleView)
}
self.animator.addBehavior(self.collision)
}
}
func prepareViewForReordering(at location: CGPoint) {
self.actualPuzzle = findClickedImageView(at: location)
self.snapshotView = self.actualPuzzle?.snapshotView(afterScreenUpdates: true)
// Resize View to fit actual size
if let snapshotView, let actualPuzzle {
// Some visual effects, scaling the puzzle on pick nothing significant
{...}
self.collision.addItem(snapshotView)
self.dynamicBehavior.addItem(snapshotView)
} else {
return
}
self.originalPosition = location
}
func dragTheTemporaryView(_ gestureRecognizer: UIGestureRecognizer) {
guard let actualPuzzle, let snapshotView else {
return
}
// Drag the temporaryView
var newLocation = gestureRecognizer.location(in: self)
// Some calculations to detect boundires etc. nothing significant
{...}
snapshotView.center = newLocation
animator.updateItem(usingCurrentState: snapshotView)
// Some detection to snap to correct place nothing significant
{...}
// Reset the translation to avoid cumulative effect
originalPosition = newLocation
}
func dropTheTemporaryView() {
guard let actualPuzzle, let snapshotView else { return }
// Some code to handle putting the puzzle on the board on back into a tray, nothing significant
{...}
actualPuzzle.frame = snapshotView.frame
animator.updateItem(usingCurrentState: actualPuzzle)
snapshotView.removeFromSuperview()
self.dynamicBehavior.removeItem(snapshotView)
self.collision.removeItem(snapshotView)
self.snapshotView = nil
self.actualPuzzle = nil
}
@objc func handleLongPress(_ gestureRecognizer: UILongPressGestureRecognizer) {
switch gestureRecognizer.state {
case .began:
let location = gestureRecognizer.location(in: self)
prepareViewForReordering(at: location)
case .changed:
dragTheTemporaryView(gestureRecognizer)
case .ended, .cancelled:
dropTheTemporaryView()
// Reenable scroll and gesture recognizer
gestureRecognizer.isEnabled = true
default:
break
}
}
@objc func handlePanGesture(_ gestureRecognizer: UIPanGestureRecognizer) {
switch gestureRecognizer.state {
case .began:
let location = gestureRecognizer.location(in: self)
prepareViewForReordering(at: location)
case .changed:
dragTheTemporaryView(gestureRecognizer)
case .ended, .cancelled:
dropTheTemporaryView()
gestureRecognizer.isEnabled = true
default: break
}
}
}
We're working with 2 gesture recognizers. UILongPressGestureRecognizer
and UIPanGestureRecognizer
. LongPress is responsible for initial item pick-up from the tray (scrollable UIStackView
) and PanGesture is responsible for further moving element when it's picked from the board.
My current problem seems to be directly connected with not fully undestanding the UIDynamic
kit.
All of my objects seems to be affected by some basic physics/gravity. They fall downwards. I do not care about down-force, bouncing between objects or screen edges.
UIPanGestureRecognizer
works correctly however, the objects are rotated. It looks lke the gravity factor and/or object mass seems to be in action.
Objects when are about to snap into the final position with code below are distorted:
actualPuzzle.frame = snapshotView.frame
actualPuzzle.isHidden = false
animator.updateItem(usingCurrentState: actualPuzzle)
UIBezpierPath
edges but prevent the objects of interaction one with another. As an interactions I mean physical collisions, pushing each other away etc. They still should overlap with each other. Collisions are only to determine if objects are neighbours and should they snap.Upvotes: 0
Views: 39