import ExpoModulesCore // This view will be used as a native component. Make sure to inherit from `ExpoView` // to apply the proper styling (e.g. border radius and shadows). class ExpoScrollForwarderView: ExpoView, UIGestureRecognizerDelegate { var scrollViewTag: Int? { didSet { self.tryFindScrollView() } } private var rctScrollView: RCTScrollView? private var rctRefreshCtrl: RCTRefreshControl? private var cancelGestureRecognizers: [UIGestureRecognizer]? private var animTimer: Timer? private var initialOffset: CGFloat = 0.0 private var didImpact: Bool = false required init(appContext: AppContext? = nil) { super.init(appContext: appContext) let pg = UIPanGestureRecognizer(target: self, action: #selector(callOnPan(_:))) pg.delegate = self self.addGestureRecognizer(pg) let tg = UITapGestureRecognizer(target: self, action: #selector(callOnPress(_:))) tg.isEnabled = false tg.delegate = self let lpg = UILongPressGestureRecognizer(target: self, action: #selector(callOnPress(_:))) lpg.minimumPressDuration = 0.01 lpg.isEnabled = false lpg.delegate = self self.cancelGestureRecognizers = [lpg, tg] } // We don't want to recognize the scroll pan gesture and the swipe back gesture together func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool { if gestureRecognizer is UIPanGestureRecognizer, otherGestureRecognizer is UIPanGestureRecognizer { return false } return true } // We only want the "scroll" gesture to happen whenever the pan is vertical, otherwise it will // interfere with the native swipe back gesture. override func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool { guard let gestureRecognizer = gestureRecognizer as? UIPanGestureRecognizer else { return true } let velocity = gestureRecognizer.velocity(in: self) return abs(velocity.y) > abs(velocity.x) } // This will be used to cancel the scroll animation whenever we tap inside of the header. We don't need another // recognizer for this one. override func touchesBegan(_ touches: Set, with event: UIEvent?) { self.stopTimer() } // This will be used to cancel the animation whenever we press inside of the scroll view. We don't want to change // the scroll view gesture's delegate, so we add an additional recognizer to detect this. @IBAction func callOnPress(_ sender: UITapGestureRecognizer) -> Void { self.stopTimer() } @IBAction func callOnPan(_ sender: UIPanGestureRecognizer) -> Void { guard let rctsv = self.rctScrollView, let sv = rctsv.scrollView else { return } let translation = sender.translation(in: self).y if sender.state == .began { if sv.contentOffset.y < 0 { sv.contentOffset.y = 0 } self.initialOffset = sv.contentOffset.y } if sender.state == .changed { sv.contentOffset.y = self.dampenOffset(-translation + self.initialOffset) if sv.contentOffset.y <= -130, !didImpact { let generator = UIImpactFeedbackGenerator(style: .light) generator.impactOccurred() self.didImpact = true } } if sender.state == .ended { let velocity = sender.velocity(in: self).y self.didImpact = false if sv.contentOffset.y <= -130 { self.rctRefreshCtrl?.forwarderBeginRefreshing() return } // A check for a velocity under 250 prevents animations from occurring when they wouldn't in a normal // scroll view if abs(velocity) < 250, sv.contentOffset.y >= 0 { return } self.startDecayAnimation(translation, velocity) } } func startDecayAnimation(_ translation: CGFloat, _ velocity: CGFloat) { guard let sv = self.rctScrollView?.scrollView else { return } var velocity = velocity self.enableCancelGestureRecognizers() if velocity > 0 { velocity = min(velocity, 5000) } else { velocity = max(velocity, -5000) } var animTranslation = -translation self.animTimer = Timer.scheduledTimer(withTimeInterval: 1.0 / 120, repeats: true) { timer in velocity *= 0.9875 animTranslation = (-velocity / 120) + animTranslation let nextOffset = self.dampenOffset(animTranslation + self.initialOffset) if nextOffset <= 0 { if self.initialOffset <= 1 { self.scrollToOffset(0) } else { sv.contentOffset.y = 0 } self.stopTimer() return } else { sv.contentOffset.y = nextOffset } if abs(velocity) < 5 { self.stopTimer() } } } func dampenOffset(_ offset: CGFloat) -> CGFloat { if offset < 0 { return offset - (offset * 0.55) } return offset } func tryFindScrollView() { guard let scrollViewTag = scrollViewTag else { return } // Before we switch to a different scrollview, we always want to remove the cancel gesture recognizer. // Otherwise we might end up with duplicates when we switch back to that scrollview. self.removeCancelGestureRecognizers() self.rctScrollView = self.appContext? .findView(withTag: scrollViewTag, ofType: RCTScrollView.self) self.rctRefreshCtrl = self.rctScrollView?.scrollView.refreshControl as? RCTRefreshControl self.addCancelGestureRecognizers() } func addCancelGestureRecognizers() { self.cancelGestureRecognizers?.forEach { r in self.rctScrollView?.scrollView?.addGestureRecognizer(r) } } func removeCancelGestureRecognizers() { self.cancelGestureRecognizers?.forEach { r in self.rctScrollView?.scrollView?.removeGestureRecognizer(r) } } func enableCancelGestureRecognizers() { self.cancelGestureRecognizers?.forEach { r in r.isEnabled = true } } func disableCancelGestureRecognizers() { self.cancelGestureRecognizers?.forEach { r in r.isEnabled = false } } func scrollToOffset(_ offset: Int, animated: Bool = true) -> Void { self.rctScrollView?.scroll(toOffset: CGPoint(x: 0, y: offset), animated: animated) } func stopTimer() -> Void { self.disableCancelGestureRecognizers() self.animTimer?.invalidate() self.animTimer = nil } }