Files
FloatingPanel/Framework/Sources/FloatingPanel.swift
T
Shin Yamamoto 22edf5ce46 Prevent unexpected crash
This assertion can be called unexpectedly by the gesture recognizer behavior
of UIScrollView
2019-02-23 10:28:34 +09:00

851 lines
33 KiB
Swift

//
// Copyright © 2018 Shin Yamamoto. All rights reserved.
//
import UIKit
import UIKit.UIGestureRecognizerSubclass // For Xcode 9.4.1
///
/// FloatingPanel presentation model
///
class FloatingPanel: NSObject, UIGestureRecognizerDelegate, UIScrollViewDelegate {
// MUST be a weak reference to prevent UI freeze on the presentaion modally
weak var viewcontroller: FloatingPanelController!
let surfaceView: FloatingPanelSurfaceView
let backdropView: FloatingPanelBackdropView
var layoutAdapter: FloatingPanelLayoutAdapter
var behavior: FloatingPanelBehavior
weak var scrollView: UIScrollView? {
didSet {
guard let scrollView = scrollView else { return }
scrollView.panGestureRecognizer.addTarget(self, action: #selector(handle(panGesture:)))
scrollBouncable = scrollView.bounces
scrollIndictorVisible = scrollView.showsVerticalScrollIndicator
}
}
weak var userScrollViewDelegate: UIScrollViewDelegate?
private(set) var state: FloatingPanelPosition = .hidden {
didSet { viewcontroller.delegate?.floatingPanelDidChangePosition(viewcontroller) }
}
private var isBottomState: Bool {
let remains = layoutAdapter.supportedPositions.filter { $0.rawValue > state.rawValue }
return remains.count == 0
}
let panGestureRecognizer: FloatingPanelPanGestureRecognizer
var isRemovalInteractionEnabled: Bool = false
fileprivate var animator: UIViewPropertyAnimator?
private var initialFrame: CGRect = .zero
private var initialScrollOffset: CGPoint = .zero
private var initialTranslationY: CGFloat = 0
var interactionInProgress: Bool = false
var isDecelerating: Bool = false
// Scroll handling
private var stopScrollDeceleration: Bool = false
private var scrollBouncable = false
private var scrollIndictorVisible = false
// MARK: - Interface
init(_ vc: FloatingPanelController, layout: FloatingPanelLayout, behavior: FloatingPanelBehavior) {
viewcontroller = vc
surfaceView = FloatingPanelSurfaceView()
surfaceView.backgroundColor = .white
backdropView = FloatingPanelBackdropView()
backdropView.backgroundColor = .black
backdropView.alpha = 0.0
self.layoutAdapter = FloatingPanelLayoutAdapter(surfaceView: surfaceView,
backdropView: backdropView,
layout: layout)
self.behavior = behavior
panGestureRecognizer = FloatingPanelPanGestureRecognizer()
if #available(iOS 11.0, *) {
panGestureRecognizer.name = "FloatingPanelSurface"
}
super.init()
panGestureRecognizer.floatingPanel = self
surfaceView.addGestureRecognizer(panGestureRecognizer)
panGestureRecognizer.addTarget(self, action: #selector(handle(panGesture:)))
panGestureRecognizer.delegate = self
}
func move(to: FloatingPanelPosition, animated: Bool, completion: (() -> Void)? = nil) {
move(from: state, to: to, animated: animated, completion: completion)
}
private func move(from: FloatingPanelPosition, to: FloatingPanelPosition, animated: Bool, completion: (() -> Void)? = nil) {
if to != .full {
lockScrollView()
}
if animated {
let animator: UIViewPropertyAnimator
switch (from, to) {
case (.hidden, let to):
animator = behavior.addAnimator(self.viewcontroller, to: to)
case (let from, .hidden):
animator = behavior.removeAnimator(self.viewcontroller, from: from)
case (let from, let to):
animator = behavior.moveAnimator(self.viewcontroller, from: from, to: to)
}
animator.addAnimations { [weak self] in
guard let `self` = self else { return }
self.state = to
self.updateLayout(to: to)
}
animator.addCompletion { [weak self] _ in
guard let `self` = self else { return }
self.animator = nil
completion?()
}
self.animator = animator
animator.startAnimation()
} else {
self.state = to
self.updateLayout(to: to)
completion?()
}
}
// MARK: - Layout update
private func updateLayout(to target: FloatingPanelPosition) {
self.layoutAdapter.activateLayout(of: target)
}
private func getBackdropAlpha(with translation: CGPoint) -> CGFloat {
let currentY = surfaceView.frame.minY
let next = directionalPosition(at: currentY, with: translation)
let pre = redirectionalPosition(at: currentY, with: translation)
let nextY = layoutAdapter.positionY(for: next)
let preY = layoutAdapter.positionY(for: pre)
let nextAlpha = layoutAdapter.layout.backdropAlphaFor(position: next)
let preAlpha = layoutAdapter.layout.backdropAlphaFor(position: pre)
if preY == nextY {
return preAlpha
} else {
return preAlpha + max(min(1.0, 1.0 - (nextY - currentY) / (nextY - preY) ), 0.0) * (nextAlpha - preAlpha)
}
}
// MARK: - UIGestureRecognizerDelegate
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
guard gestureRecognizer == panGestureRecognizer else { return false }
/* log.debug("shouldRecognizeSimultaneouslyWith", otherGestureRecognizer) */
if viewcontroller.delegate?.floatingPanel(viewcontroller, shouldRecognizeSimultaneouslyWith: otherGestureRecognizer) ?? false {
return true
}
switch otherGestureRecognizer {
case is UIPanGestureRecognizer,
is UISwipeGestureRecognizer,
is UIRotationGestureRecognizer,
is UIScreenEdgePanGestureRecognizer,
is UIPinchGestureRecognizer:
// all gestures of the tracking scroll view should be recognized in parallel
// and handle them in self.handle(panGesture:)
return scrollView?.gestureRecognizers?.contains(otherGestureRecognizer) ?? false
default:
// Should always recognize tap/long press gestures in parallel
return true
}
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldBeRequiredToFailBy otherGestureRecognizer: UIGestureRecognizer) -> Bool {
guard gestureRecognizer == panGestureRecognizer else { return false }
/* log.debug("shouldBeRequiredToFailBy", otherGestureRecognizer) */
return false
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool {
guard gestureRecognizer == panGestureRecognizer else { return false }
/* log.debug("shouldRequireFailureOf", otherGestureRecognizer) */
// Should begin the pan gesture without waiting for the tracking scroll view's gestures.
// `scrollView.gestureRecognizers` can contains the following gestures
// * UIScrollViewDelayedTouchesBeganGestureRecognizer
// * UIScrollViewPanGestureRecognizer (scrollView.panGestureRecognizer)
// * _UIDragAutoScrollGestureRecognizer
// * _UISwipeActionPanGestureRecognizer
// * UISwipeDismissalGestureRecognizer
if let scrollView = scrollView {
// On short contents scroll, `_UISwipeActionPanGestureRecognizer` blocks
// the panel's pan gesture if not returns false
if let scrollGestureRecognizers = scrollView.gestureRecognizers,
scrollGestureRecognizers.contains(otherGestureRecognizer) {
return false
}
}
if viewcontroller.delegate?.floatingPanel(viewcontroller, shouldRecognizeSimultaneouslyWith: otherGestureRecognizer) ?? false {
return false
}
switch otherGestureRecognizer {
case is UIPanGestureRecognizer,
is UISwipeGestureRecognizer,
is UIRotationGestureRecognizer,
is UIScreenEdgePanGestureRecognizer,
is UIPinchGestureRecognizer:
// Do not begin the pan gesture until these gestures fail
return true
default:
// Should begin the pan gesture witout waiting tap/long press gestures fail
return false
}
}
var grabberAreaFrame: CGRect {
let grabberAreaFrame = CGRect(x: surfaceView.bounds.origin.x,
y: surfaceView.bounds.origin.y,
width: surfaceView.bounds.width,
height: FloatingPanelSurfaceView.topGrabberBarHeight * 2)
return grabberAreaFrame
}
// MARK: - Gesture handling
private let offsetThreshold: CGFloat = 5.0 // Optimal value from testing
@objc func handle(panGesture: UIPanGestureRecognizer) {
log.debug("Gesture >>>>", panGesture)
let velocity = panGesture.velocity(in: panGesture.view)
switch panGesture {
case scrollView?.panGestureRecognizer:
guard let scrollView = scrollView else { return }
log.debug("SrollPanGesture ScrollView.contentOffset >>>", scrollView.contentOffset.y, scrollView.contentSize, scrollView.bounds.size)
// Prevent scoll slip by the top bounce when the scroll view's height is
// less than the content's height
if scrollView.isDecelerating == false, scrollView.contentSize.height > scrollView.bounds.height {
scrollView.bounces = (scrollView.contentOffset.y > offsetThreshold)
}
if surfaceView.frame.minY > layoutAdapter.topY {
// Scroll offset pinning
switch state {
case .full:
let point = panGesture.location(in: surfaceView)
if grabberAreaFrame.contains(point) {
// Preserve the current content offset in moving from full.
scrollView.contentOffset.y = initialScrollOffset.y
} else {
// Prevent over scrolling in moving from full.
scrollView.contentOffset.y = scrollView.contentOffsetZero.y
}
case .half, .tip:
guard scrollView.isDecelerating == false else {
// Don't fix the scroll offset in animating the panel to half and tip.
// It causes a buggy scrolling deceleration because `state` becomes
// a target position in animating the panel on the interaction from full.
return
}
// Fix the scroll offset in moving the panel from half and tip.
scrollView.contentOffset.y = initialScrollOffset.y
case .hidden:
break
}
// Always hide a scroll indicator at the non-top.
if interactionInProgress {
lockScrollView()
}
} else {
// Always show a scroll indicator at the top.
if interactionInProgress {
unlockScrollView()
}
}
case panGestureRecognizer:
let translation = panGesture.translation(in: panGesture.view!.superview)
let location = panGesture.location(in: panGesture.view)
log.debug(panGesture.state, ">>>", "translation: \(translation.y), velocity: \(velocity.y)")
if shouldScrollViewHandleTouch(scrollView, point: location, velocity: velocity) {
return
}
if let animator = self.animator {
if animator.isInterruptible {
animator.stopAnimation(true)
}
self.animator = nil
}
if interactionInProgress == false,
viewcontroller.delegate?.floatingPanelShouldBeginDragging(viewcontroller) == false {
return
}
switch panGesture.state {
case .began:
panningBegan()
case .changed:
if interactionInProgress == false {
startInteraction(with: translation)
}
panningChange(with: translation)
case .ended, .cancelled, .failed:
panningEnd(with: translation, velocity: velocity)
case .possible:
break
}
default:
return
}
}
private func shouldScrollViewHandleTouch(_ scrollView: UIScrollView?, point: CGPoint, velocity: CGPoint) -> Bool {
// When no scrollView, nothing to handle.
guard let scrollView = scrollView else { return false }
// For _UISwipeActionPanGestureRecognizer
if let scrollGestureRecognizers = scrollView.gestureRecognizers {
for gesture in scrollGestureRecognizers {
guard gesture.state == .began || gesture.state == .changed
else { continue }
if gesture != scrollView.panGestureRecognizer {
return true
}
}
}
guard
state == .full, // When not .full, don't scroll.
interactionInProgress == false, // When interaction already in progress, don't scroll.
scrollView.frame.contains(point), // When point not in scrollView, don't scroll.
!grabberAreaFrame.contains(point) // When point within grabber area, don't scroll.
else {
return false
}
log.debug("ScrollView.contentOffset >>>", scrollView.contentOffset.y)
let offset = scrollView.contentOffset.y - scrollView.contentOffsetZero.y
if abs(offset) > offsetThreshold {
return true
}
if scrollView.isDecelerating {
return true
}
if velocity.y < 0 {
return true
}
return false
}
private func panningBegan() {
// A user interaction does not always start from Began state of the pan gesture
// because it can be recognized in scrolling a content in a content view controller.
// So here just preserve the current state if needed.
log.debug("panningBegan")
if state != .full, let scrollView = scrollView {
initialScrollOffset = scrollView.contentOffset
}
}
private func panningChange(with translation: CGPoint) {
log.debug("panningChange")
let pre = surfaceView.frame.minY
let dy = translation.y - initialTranslationY
layoutAdapter.updateInteractiveTopConstraint(diff: dy,
allowsTopBuffer: allowsTopBuffer(for: dy))
backdropView.alpha = getBackdropAlpha(with: translation)
preserveContentVCLayoutIfNeeded()
let didMove = (pre != surfaceView.frame.minY)
guard didMove else { return }
viewcontroller.delegate?.floatingPanelDidMove(viewcontroller)
}
private func allowsTopBuffer(for translationY: CGFloat) -> Bool {
let preY = surfaceView.frame.minY
let nextY = initialFrame.offsetBy(dx: 0.0, dy: translationY).minY
if let scrollView = scrollView, scrollView.panGestureRecognizer.state == .changed,
preY > 0 && preY > nextY {
return false
} else {
return true
}
}
private var disabledBottomAutoLayout = false
// Prevent streching a view having a constraint to SafeArea.bottom in an overflow
// from the full position because SafeArea is global in a screen.
private func preserveContentVCLayoutIfNeeded() {
// Must include topY
if (surfaceView.frame.minY <= layoutAdapter.topY) {
if !disabledBottomAutoLayout {
viewcontroller.contentViewController?.view?.constraints.forEach({ (const) in
switch viewcontroller.contentViewController?.layoutGuide.bottomAnchor {
case const.firstAnchor:
(const.secondItem as? UIView)?.disableAutoLayout()
const.isActive = false
case const.secondAnchor:
(const.firstItem as? UIView)?.disableAutoLayout()
const.isActive = false
default:
break
}
})
}
disabledBottomAutoLayout = true
} else {
if disabledBottomAutoLayout {
viewcontroller.contentViewController?.view?.constraints.forEach({ (const) in
switch viewcontroller.contentViewController?.layoutGuide.bottomAnchor {
case const.firstAnchor:
(const.secondItem as? UIView)?.enableAutoLayout()
const.isActive = true
case const.secondAnchor:
(const.firstItem as? UIView)?.enableAutoLayout()
const.isActive = true
default:
break
}
})
}
disabledBottomAutoLayout = false
}
}
private func panningEnd(with translation: CGPoint, velocity: CGPoint) {
log.debug("panningEnd")
guard state != .hidden else {
log.debug("Already hidden")
return
}
stopScrollDeceleration = (surfaceView.frame.minY > layoutAdapter.topY) // Projecting the dragging to the scroll dragging or not
let targetPosition = self.targetPosition(with: velocity)
let distance = self.distance(to: targetPosition)
endInteraction(for: targetPosition)
if isRemovalInteractionEnabled, isBottomState {
let velocityVector = (distance != 0) ? CGVector(dx: 0,
dy: min(fabs(velocity.y)/distance, behavior.removalVelocity)) : .zero
if shouldStartRemovalAnimation(with: velocityVector) {
viewcontroller.delegate?.floatingPanelDidEndDraggingToRemove(viewcontroller, withVelocity: velocity)
self.startRemovalAnimation(with: velocityVector) { [weak self] in
guard let `self` = self else { return }
self.viewcontroller.dismiss(animated: false, completion: { [weak self] in
guard let `self` = self else { return }
self.viewcontroller.delegate?.floatingPanelDidEndRemove(self.viewcontroller)
})
}
return
}
}
viewcontroller.delegate?.floatingPanelDidEndDragging(viewcontroller, withVelocity: velocity, targetPosition: targetPosition)
viewcontroller.delegate?.floatingPanelWillBeginDecelerating(viewcontroller)
startAnimation(to: targetPosition, at: distance, with: velocity)
}
private func shouldStartRemovalAnimation(with velocityVector: CGVector) -> Bool {
let posY = layoutAdapter.positionY(for: state)
let currentY = surfaceView.frame.minY
let bottomMaxY = layoutAdapter.bottomMaxY
let vth = behavior.removalVelocity
let pth = max(min(behavior.removalProgress, 1.0), 0.0)
let num = (currentY - posY)
let den = (bottomMaxY - posY)
guard num >= 0, den != 0, (num / den >= pth || velocityVector.dy == vth)
else { return false }
return true
}
private func startRemovalAnimation(with velocityVector: CGVector, completion: (() -> Void)?) {
let animator = self.behavior.removalInteractionAnimator(self.viewcontroller, with: velocityVector)
animator.addAnimations { [weak self] in
self?.updateLayout(to: .hidden)
}
animator.addCompletion({ _ in
self.animator = nil
completion?()
})
self.animator = animator
animator.startAnimation()
}
private func startInteraction(with translation: CGPoint) {
/* Don't lock a scroll view to show a scroll indicator after hitting the top */
log.debug("startInteraction")
initialFrame = surfaceView.frame
if state == .full, let scrollView = scrollView {
initialScrollOffset = scrollView.contentOffset
}
initialTranslationY = translation.y
viewcontroller.delegate?.floatingPanelWillBeginDragging(viewcontroller)
layoutAdapter.startInteraction(at: state)
interactionInProgress = true
}
private func endInteraction(for targetPosition: FloatingPanelPosition) {
log.debug("endInteraction for \(targetPosition)")
interactionInProgress = false
// Prevent to keep a scoll view indicator visible at the half/tip position
if targetPosition != .full {
lockScrollView()
}
layoutAdapter.endInteraction(at: targetPosition)
}
private func startAnimation(to targetPosition: FloatingPanelPosition, at distance: CGFloat, with velocity: CGPoint) {
log.debug("startAnimation", targetPosition, distance, velocity)
isDecelerating = true
let velocityVector = (distance != 0) ? CGVector(dx: 0, dy: min(fabs(velocity.y)/distance, 30.0)) : .zero
let animator = behavior.interactionAnimator(self.viewcontroller, to: targetPosition, with: velocityVector)
animator.addAnimations { [weak self] in
guard let `self` = self else { return }
self.state = targetPosition
self.updateLayout(to: targetPosition)
}
animator.addCompletion { [weak self] pos in
guard let `self` = self else { return }
self.isDecelerating = false
guard
self.interactionInProgress == false,
animator == self.animator,
pos == .end
else { return }
self.animator = nil
self.finishAnimation(at: targetPosition)
}
self.animator = animator
animator.startAnimation()
}
private func finishAnimation(at targetPosition: FloatingPanelPosition) {
log.debug("finishAnimation \(targetPosition)")
self.viewcontroller.delegate?.floatingPanelDidEndDecelerating(self.viewcontroller)
stopScrollDeceleration = false
// Don't unlock scroll view in animating view when presentation layer != model layer
if targetPosition == .full {
unlockScrollView()
}
}
private func distance(to targetPosition: FloatingPanelPosition) -> CGFloat {
let topY = layoutAdapter.topY
let middleY = layoutAdapter.middleY
let bottomY = layoutAdapter.bottomY
let currentY = surfaceView.frame.minY
switch targetPosition {
case .full:
return CGFloat(fabs(currentY - topY))
case .half:
return CGFloat(fabs(currentY - middleY))
case .tip:
return CGFloat(fabs(currentY - bottomY))
case .hidden:
fatalError("Now .hidden must not be used for a user interaction")
}
}
private func directionalPosition(at currentY: CGFloat, with translation: CGPoint) -> FloatingPanelPosition {
return getPosition(at: currentY, with: translation, directional: true)
}
private func redirectionalPosition(at currentY: CGFloat, with translation: CGPoint) -> FloatingPanelPosition {
return getPosition(at: currentY, with: translation, directional: false)
}
private func getPosition(at currentY: CGFloat, with translation: CGPoint, directional: Bool) -> FloatingPanelPosition {
let supportedPositions: Set = layoutAdapter.supportedPositions
if supportedPositions.count == 1 {
return state
}
let isForwardYAxis = (translation.y >= 0)
switch supportedPositions {
case [.full, .half]:
return (isForwardYAxis == directional) ? .half : .full
case [.half, .tip]:
return (isForwardYAxis == directional) ? .tip : .half
case [.full, .tip]:
return (isForwardYAxis == directional) ? .tip : .full
default:
let middleY = layoutAdapter.middleY
if currentY > middleY {
return (isForwardYAxis == directional) ? .tip : .half
} else {
return (isForwardYAxis == directional) ? .half : .full
}
}
}
// Distance travelled after decelerating to zero velocity at a constant rate.
// Refer to the slides p176 of [Designing Fluid Interfaces](https://developer.apple.com/videos/play/wwdc2018/803/)
private func project(initialVelocity: CGFloat, decelerationRate: CGFloat = UIScrollViewDecelerationRateNormal) -> CGFloat {
return (initialVelocity / 1000.0) * decelerationRate / (1.0 - decelerationRate)
}
private func targetPosition(with velocity: CGPoint) -> (FloatingPanelPosition) {
let currentY = surfaceView.frame.minY
let supportedPositions = layoutAdapter.supportedPositions
if supportedPositions.count == 1 {
return state
}
switch supportedPositions {
case [.full, .half]:
return targetPosition(from: [.full, .half], at: currentY, velocity: velocity)
case [.half, .tip]:
return targetPosition(from: [.half, .tip], at: currentY, velocity: velocity)
case [.full, .tip]:
return targetPosition(from: [.full, .tip], at: currentY, velocity: velocity)
default:
/*
[topY|full]---[th1]---[middleY|half]---[th2]---[bottomY|tip]
*/
let topY = layoutAdapter.topY
let middleY = layoutAdapter.middleY
let bottomY = layoutAdapter.bottomY
let nextState: FloatingPanelPosition
let forwardYDirection: Bool
/*
full <-> half <-> tip
*/
switch state {
case .full:
nextState = .half
forwardYDirection = true
case .half:
nextState = (currentY > middleY) ? .tip : .full
forwardYDirection = (currentY > middleY)
case .tip:
nextState = .half
forwardYDirection = false
case .hidden:
fatalError("Now .hidden must not be used for a user interaction")
}
let redirectionalProgress = max(min(behavior.redirectionalProgress(viewcontroller, from: state, to: nextState), 1.0), 0.0)
let th1: CGFloat
let th2: CGFloat
if forwardYDirection {
th1 = topY + (middleY - topY) * redirectionalProgress
th2 = middleY + (bottomY - middleY) * redirectionalProgress
} else {
th1 = middleY - (middleY - topY) * redirectionalProgress
th2 = bottomY - (bottomY - middleY) * redirectionalProgress
}
let decelerationRate = behavior.momentumProjectionRate(viewcontroller)
let baseY = abs(bottomY - topY)
let vecY = velocity.y / baseY
let pY = project(initialVelocity: vecY, decelerationRate: decelerationRate) * baseY + currentY
switch currentY {
case ..<th1:
switch pY {
case bottomY...:
return behavior.shouldProjectMomentum(viewcontroller, for: .tip) ? .tip : .half
case middleY...:
return .half
case topY...:
return .full
default:
return .full
}
case ...middleY:
switch pY {
case bottomY...:
return behavior.shouldProjectMomentum(viewcontroller, for: .tip) ? .tip : .half
case middleY...:
return .half
case topY...:
return .half
default:
return .full
}
case ..<th2:
switch pY {
case bottomY...:
return .tip
case middleY...:
return .half
case topY...:
return .half
default:
return behavior.shouldProjectMomentum(viewcontroller, for: .full) ? .full : .half
}
default:
switch pY {
case bottomY...:
return .tip
case middleY...:
return .tip
case topY...:
return .half
default:
return behavior.shouldProjectMomentum(viewcontroller, for: .full) ? .full : .half
}
}
}
}
private func targetPosition(from positions: [FloatingPanelPosition], at currentY: CGFloat, velocity: CGPoint) -> FloatingPanelPosition {
assert(positions.count == 2)
let top = positions[0]
let bottom = positions[1]
let topY = layoutAdapter.positionY(for: top)
let bottomY = layoutAdapter.positionY(for: bottom)
let target = top == state ? bottom : top
let redirectionalProgress = max(min(behavior.redirectionalProgress(viewcontroller, from: state, to: target), 1.0), 0.0)
let th = topY + (bottomY - topY) * redirectionalProgress
let decelerationRate = behavior.momentumProjectionRate(viewcontroller)
let pY = project(initialVelocity: velocity.y, decelerationRate: decelerationRate) + currentY
switch currentY {
case ..<th:
if pY >= bottomY {
return bottom
} else {
return top
}
default:
if pY <= topY {
return top
} else {
return bottom
}
}
}
// MARK: - ScrollView handling
private func lockScrollView() {
guard let scrollView = scrollView else { return }
scrollView.isDirectionalLockEnabled = true
scrollView.bounces = false
scrollView.showsVerticalScrollIndicator = false
}
private func unlockScrollView() {
guard let scrollView = scrollView else { return }
scrollView.isDirectionalLockEnabled = false
scrollView.bounces = scrollBouncable
scrollView.showsVerticalScrollIndicator = scrollIndictorVisible
}
// MARK: - UIScrollViewDelegate Intermediation
override func responds(to aSelector: Selector!) -> Bool {
return super.responds(to: aSelector) || userScrollViewDelegate?.responds(to: aSelector) == true
}
override func forwardingTarget(for aSelector: Selector!) -> Any? {
if userScrollViewDelegate?.responds(to: aSelector) == true {
return userScrollViewDelegate
} else {
return super.forwardingTarget(for: aSelector)
}
}
func scrollViewWillEndDragging(_ scrollView: UIScrollView, withVelocity velocity: CGPoint, targetContentOffset: UnsafeMutablePointer<CGPoint>) {
if stopScrollDeceleration {
targetContentOffset.pointee = scrollView.contentOffset
stopScrollDeceleration = false
} else {
let targetOffset = targetContentOffset.pointee
userScrollViewDelegate?.scrollViewWillEndDragging?(scrollView, withVelocity: velocity, targetContentOffset: targetContentOffset)
// Stop scrolling on tip and half
if state != .full, targetOffset == targetContentOffset.pointee {
targetContentOffset.pointee.y = scrollView.contentOffset.y
}
}
}
}
class FloatingPanelPanGestureRecognizer: UIPanGestureRecognizer {
fileprivate var floatingPanel: FloatingPanel?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if floatingPanel?.animator != nil {
self.state = .began
}
}
override weak var delegate: UIGestureRecognizerDelegate? {
get {
return super.delegate
}
set {
guard newValue is FloatingPanel else {
let exception = NSException(name: .invalidArgumentException,
reason: "FloatingPanelController's built-in pan gesture recognizer must have its controller as its delegate.",
userInfo: nil)
exception.raise()
return
}
super.delegate = newValue
}
}
}