I have a circle-shaped view and have it rotate via the following code overriding touchesBegan(touches:, withEvent:)
and touchesMoved(touches:, withEvent:)
.
var deltaAngle = CGFloat(0)
var startTransform: CGAffineTransform?
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
let touchPoint = touches.first!.locationInView(view)
let dx = touchPoint.x - view.center.x
let dy = touchPoint.y - view.center.y
deltaAngle = atan2(dy, dx)
startTransform = arrowPickerView.transform
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?)
{
let touchPoint = touches.first!.locationInView(view)
let dx = touchPoint.x - view.center.x
let dy = touchPoint.y - view.center.y
let angle = atan2(dy, dx)
let angleDifference = deltaAngle - angle
let transform = CGAffineTransformRotate(startTransform!, -angleDifference)
arrowPickerView.transform = transform
}
I want to override touchesEnded(touches:, withEvent:)
to calculate the velocity and have the view naturally rotate a little (similar to continuous scrolling). I currently save the original transform and calculate the delta angle. How can I implement this? Thanks in advance!
In my example below, the CGAffineTransformRotate depends on:
This creates an CGAffineTransformRotate and this rotates with duration 1 (s), to create a feel of kinetic scrolling the UIViewAnimationOptions.CurveEaseOut property is used
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touchPointEnd = touches.first!.locationInView(view)
self.dateTouchesEnded = NSDate()
let delay : NSTimeInterval = NSTimeInterval(0)
let timeDelta : Double = self.dateTouchesEnded!.timeIntervalSince1970 - self.dateTouchesStarted!.timeIntervalSince1970
let horizontalDistance : Double = Double(touchPointEnd.x - self.touchPointStart!.x)
let verticalDistance : Double = Double(touchPointEnd.y - self.touchPointStart!.y)
var direction : Double = 1
if (fabs(horizontalDistance) > fabs(verticalDistance)) {
if horizontalDistance > 0 {
direction = -1
}
} else {
if verticalDistance < 0 {
direction = -1
}
}
let rotation : Double = (0.1 / timeDelta < 0.99) ? 0.1 / timeDelta : 0.99
let duration : NSTimeInterval = NSTimeInterval(1)
UIView.animateWithDuration(duration, delay: delay, options: UIViewAnimationOptions.CurveEaseOut, animations: {
let transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(direction) * CGFloat(rotation) * CGFloat(M_PI))
self.imageView.transform = transform
}, completion: nil)
}
I added the variables to keep track of the start and end time of touches and added the CGPoint location of the touchesBegan function
var dateTouchesStarted : NSDate?
var dateTouchesEnded : NSDate?
var touchPointStart : CGPoint?
In touchesBegan i added:
self.touchPointStart = touchPoint
To set the variable as explained above.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With