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HeroTransition+Interactive.swift
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// The MIT License (MIT)
//
// Copyright (c) 2016 Luke Zhao <[email protected]>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
import UIKit
extension HeroTransition {
/**
Update the progress for the interactive transition.
- Parameters:
- progress: the current progress, must be between 0...1
*/
public func update(_ percentageComplete: CGFloat) {
guard state == .animating else {
startingProgress = percentageComplete
return
}
self.progressRunner.stop()
self.progress = Double(percentageComplete.clamp(0, 1))
}
/**
Finish the interactive transition.
Will stop the interactive transition and animate from the
current state to the **end** state
*/
public func finish(animate: Bool = true) {
guard state == .animating || state == .notified || state == .starting else { return }
if !animate {
self.complete(finished: true)
return
}
var maxTime: TimeInterval = 0
for animator in self.animators {
maxTime = max(maxTime, animator.resume(timePassed: self.progress * self.totalDuration,
reverse: false))
}
self.complete(after: maxTime, finishing: true)
}
/**
Cancel the interactive transition.
Will stop the interactive transition and animate from the
current state to the **beginning** state
*/
public func cancel(animate: Bool = true) {
guard state == .animating || state == .notified || state == .starting else { return }
if !animate {
self.complete(finished: false)
return
}
var maxTime: TimeInterval = 0
for animator in self.animators {
var adjustedProgress = self.progress
if adjustedProgress < 0 {
adjustedProgress = -adjustedProgress
}
maxTime = max(maxTime, animator.resume(timePassed: adjustedProgress * self.totalDuration,
reverse: true))
}
self.complete(after: maxTime, finishing: false)
}
/**
Override modifiers during an interactive animation.
For example:
Hero.shared.apply([.position(x:50, y:50)], to:view)
will set the view's position to 50, 50
- Parameters:
- modifiers: the modifiers to override
- view: the view to override to
*/
public func apply(modifiers: [HeroModifier], to view: UIView) {
guard state == .animating else { return }
let targetState = HeroTargetState(modifiers: modifiers)
if let otherView = self.context.pairedView(for: view) {
for animator in self.animators {
animator.apply(state: targetState, to: otherView)
}
}
for animator in self.animators {
animator.apply(state: targetState, to: view)
}
}
}