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