Edit
This is what I want visualised (ignore the ugly red line, it just indicates the movement of the UIView):
I want to have a UIView that is initialised in the middle of the screen. After that, I want to give it a push upwards and the gravity pulls it down till it is off the screen. My old question works with a UIPushBehaviour, UIDynamicBehaviour and a UIGravityBehaviour (see below). Matt pointed out a UIPushBehaviour is maybe not the right choice, since it not work out well across every screen size available on iOS.
I can do this with a UIView.animate function, but it is really static and does not look natural. With the UIPushBehaviour, UIDynamicBehaviour and UIGravityBehaviour, it looks really nice but the UIPushBehaviour's magnitude can not be calculated across every screen size to give the same ending point of the UIView's x and y position.
Question
How can I initialise a UIView in the middle of the screen, 'pull up' that UIView (with some change in the x position) and let the gravity (or something else) pulls it down until it is off the screen? It is important that the change in the x and y position will be the same on every screen size.
Below is my old question
I have a UIPushBehaviour
with instantaneous
as mode in which I push some UIView
s around. The greater the screen size, the less it pushes.
I also have a UIDynamicItemBehavior
with resistance
set to 1
, I think this is one the main reasons it is different in each screen size (correct me if I am wrong).
I want a function that will push the UIView
to the same ending point, with the same speed, duration and ending point regardless of the screen size.
I tried to make a relative magnitude without any luck:
For the iPhone 5S, let's say a magnitude
of 0.5
would touch a UIView
from the middle to the top. I wanted to calculate the magnitude across all devices like this:
let y = 0.5 / 520 // 5S screen height
magnitude = self.view.frame.height * y
For the iPhone 8, it has a very different output and is not working. When reading the docs, I thought I would understand it. I thought 1 magnitude represents 100 pixels, but it is clearly not that case.
Is there any way I can calculate a magnitude to, for example, move a UIView
from the middle to the right?
I made a project here. There is a black UIView
that get's pushed to the edges on an iPhone 5, but not on the iPhone 8.
You need to scale the push amount relative to the size of the screen so your view always ends in the same place. To do this, adjusting the UIPushBehavior
's pushDirection
vector works quite well. In this case, I set the push direction to be proportional to the bounds of the view, and scaled it down by a constant factor.
let push = UIPushBehavior(items: [pushView], mode: .instantaneous)
let pushFactor: CGFloat = 0.01
push.pushDirection = CGVector(dx: -view.bounds.width * pushFactor, dy: -view.bounds.height * pushFactor)
animator.addBehavior(push)
You may need to adjust some constants to get the exact animation you want. The constants you can adjust are:
Depending on your needs, you may need to scale the gravity magnitude proportional to the size of the screen as well.
Note: These constants will need to change based on the size of your animated view, since UIKit Dynamics treats the size of the view as its mass. If your view needs to be dynamically sized, you will need to scale your constants according to the size of the animated view.
Edit regarding comments on the original question:
Views of varying sizes: Like I mentioned in my note above, you'll need to apply an additional factor to account for the "mass" of the views. Something like view.frame.height * view.frame.width * someConstant
should work well.
iPad screen size: Currently the pushFactor
is applied to both the dx
and dy
components of the vector. Because iPads have a different aspect ratio, you'll need to split this into two constants, maybe xPushFactor
and yPushFactor
, which can account for the differences in aspect ratio.
Copy and paste this code into a Swift playground to see it in action. I've included the sizes of various iPhone screens, so just uncomment the size you want to easily test the animation on different device sizes. Most of the interesting/relevant code is in viewDidAppear
.
import UIKit
import PlaygroundSupport
class ViewController: UIViewController {
let pushView = UIView()
var animator: UIDynamicAnimator!
override func viewDidLoad() {
super.viewDidLoad()
view.frame = CGRect(x: 0, y: 0, width: 568, height: 320) // iPhone SE
// view.frame = CGRect(x: 0, y: 0, width: 667, height: 375) // iPhone 8
// view.frame = CGRect(x: 0, y: 0, width: 736, height: 414) // iPhone 8+
// view.frame = CGRect(x: 0, y: 0, width: 812, height: 375) // iPhone X
view.backgroundColor = .white
let pushViewSize = CGSize(width: 200, height: 150)
pushView.frame = CGRect(x: view.bounds.midX - pushViewSize.width / 2, y: view.bounds.midY - pushViewSize.height / 2, width: pushViewSize.width, height: pushViewSize.height)
pushView.backgroundColor = .red
view.addSubview(pushView)
animator = UIDynamicAnimator(referenceView: self.view)
let dynamic = UIDynamicItemBehavior()
dynamic.resistance = 1
animator.addBehavior(dynamic)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let gravity = UIGravityBehavior(items: [pushView])
gravity.magnitude = 0.3
animator.addBehavior(gravity)
let push = UIPushBehavior(items: [pushView], mode: .instantaneous)
let pushFactor: CGFloat = 0.01
push.pushDirection = CGVector(dx: -view.bounds.width * pushFactor, dy: -view.bounds.height * pushFactor)
animator.addBehavior(push)
}
}
let vc = ViewController()
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = vc.view
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