A common way to dismiss a modal is to swipe down - How do we allows the user to drag the modal down, if it's far enough, the modal's dismissed, otherwise it animates back to the original position?
For example, we can find this used on the Twitter app's photo views, or Snapchat's "discover" mode.
Similar threads point out that we can use a UISwipeGestureRecognizer and [self dismissViewControllerAnimated...] to dismiss a modal VC when a user swipes down. But this only handles a single swipe, not letting the user drag the modal around.
According to the View Controller Programming guide for iPhone OS, this is incorrect when it comes to dismissing modal view controllers you should use delegation. So before presenting your modal view make yourself the delegate and then call the delegate from the modal view controller to dismiss.
In order to make our view draggable, we have to add a gesture recognizer called UIPanGestureRecognizer . Apple's explanation of UIPanGestureRecognizer is quite straightforward: “A discrete gesture recognizer that interprets panning gestures.
A swipe gesture recognizer detects swipes in one of four directions, up , down , left , and right . We set the direction property of the swipe gesture recognizer to down . If the user swipes from the top of the blue view to the bottom of the blue view, the swipe gesture recognizer invokes the didSwipe(_:)
I just created a tutorial for interactively dragging down a modal to dismiss it.
http://www.thorntech.com/2016/02/ios-tutorial-close-modal-dragging/
I found this topic to be confusing at first, so the tutorial builds this out step-by-step.
If you just want to run the code yourself, this is the repo:
https://github.com/ThornTechPublic/InteractiveModal
This is the approach I used:
You override the dismiss animation with a custom one. If the user is dragging the modal, the interactor
kicks in.
import UIKit class ViewController: UIViewController { let interactor = Interactor() override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) { if let destinationViewController = segue.destinationViewController as? ModalViewController { destinationViewController.transitioningDelegate = self destinationViewController.interactor = interactor } } } extension ViewController: UIViewControllerTransitioningDelegate { func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? { DismissAnimator() } func interactionControllerForDismissal(animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? { interactor.hasStarted ? interactor : .none } }
You create a custom animator. This is a custom animation that you package inside a UIViewControllerAnimatedTransitioning
protocol.
import UIKit class DismissAnimator : NSObject { let transitionDuration = 0.6 } extension DismissAnimator : UIViewControllerAnimatedTransitioning { func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval { transitionDuration } func animateTransition(transitionContext: UIViewControllerContextTransitioning) { guard let fromVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey), let toVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey), let containerView = transitionContext.containerView() else { return } if transitionContext.transitionWasCancelled { containerView.insertSubview(toVC.view, belowSubview: fromVC.view) } let screenBounds = UIScreen.mainScreen().bounds let bottomLeftCorner = CGPoint(x: 0, y: screenBounds.height) let finalFrame = CGRect(origin: bottomLeftCorner, size: screenBounds.size) UIView.animateWithDuration( transitionDuration(transitionContext), animations: { fromVC.view.frame = finalFrame }, completion: { _ in transitionContext.completeTransition(!transitionContext.transitionWasCancelled()) } ) } }
You subclass UIPercentDrivenInteractiveTransition
so that it can act as your state machine. Since the interactor object is accessed by both VCs, use it to keep track of the panning progress.
import UIKit class Interactor: UIPercentDrivenInteractiveTransition { var hasStarted = false var shouldFinish = false }
This maps the pan gesture state to interactor method calls. The translationInView()
y
value determines whether the user crossed a threshold. When the pan gesture is .Ended
, the interactor either finishes or cancels.
import UIKit class ModalViewController: UIViewController { var interactor:Interactor? = nil @IBAction func close(sender: UIButton) { dismiss(animated: true) } @IBAction func handleGesture(sender: UIPanGestureRecognizer) { let percentThreshold:CGFloat = 0.3 let translation = sender.translation(in: view) let verticalMovement = translation.y / view.bounds.height let downwardMovement = fmaxf(Float(verticalMovement), 0.0) let downwardMovementPercent = fminf(downwardMovement, 1.0) let progress = CGFloat(downwardMovementPercent) guard interactor = interactor else { return } switch sender.state { case .began: interactor.hasStarted = true dismiss(animated: true) case .changed: interactor.shouldFinish = progress > percentThreshold interactor.update(progress) case .cancelled: interactor.hasStarted = false interactor.cancel() case .ended: interactor.hasStarted = false interactor.shouldFinish ? interactor.finish() : interactor.cancel() default: break } } }
I'll share how I did it in Swift 3 :
class MainViewController: UIViewController { @IBAction func click() { performSegue(withIdentifier: "showModalOne", sender: nil) } }
class ModalOneViewController: ViewControllerPannable { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .yellow } @IBAction func click() { performSegue(withIdentifier: "showModalTwo", sender: nil) } }
class ModalTwoViewController: ViewControllerPannable { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .green } }
Where the Modals View Controllers inherit from a class
that I've built (ViewControllerPannable
) to make them draggable and dismissible when reach certain velocity.
class ViewControllerPannable: UIViewController { var panGestureRecognizer: UIPanGestureRecognizer? var originalPosition: CGPoint? var currentPositionTouched: CGPoint? override func viewDidLoad() { super.viewDidLoad() panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGestureAction(_:))) view.addGestureRecognizer(panGestureRecognizer!) } @objc func panGestureAction(_ panGesture: UIPanGestureRecognizer) { let translation = panGesture.translation(in: view) if panGesture.state == .began { originalPosition = view.center currentPositionTouched = panGesture.location(in: view) } else if panGesture.state == .changed { view.frame.origin = CGPoint( x: translation.x, y: translation.y ) } else if panGesture.state == .ended { let velocity = panGesture.velocity(in: view) if velocity.y >= 1500 { UIView.animate(withDuration: 0.2 , animations: { self.view.frame.origin = CGPoint( x: self.view.frame.origin.x, y: self.view.frame.size.height ) }, completion: { (isCompleted) in if isCompleted { self.dismiss(animated: false, completion: nil) } }) } else { UIView.animate(withDuration: 0.2, animations: { self.view.center = self.originalPosition! }) } } } }
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