這篇文章主要是看了卓同學的嵌套UIScrollview的滑動沖突解決方案之后,我想換一種方式來實現,其實基本思想是一樣的。
先說說整體結構:
一個mainScrollView
上面有一個bannerView
和subScrollView
,subScrollView
上面有三個tableView
,基本就是微博個人主頁的那種結構
基本思路:
mainScrollView
的scrollEnabled
設為NO
subScrollView
的scrollEnabled
設為YES
(最開始也設為NO了,但是page的實現沒有想到好的方法)
tableView
的scrollEnabled
設為NO
在self.view
上添加UIPanGestureRecognizer
手勢
這里我們還要用到UIDynamicAnimator
添加慣性 & 彈性動畫
這樣實際上Pan
手勢和subScrollView
上的手勢會沖突,但是由于兩個手勢控制的方向是不一樣的,Pan
手勢只控制垂直方向,而subScrollView
上的手勢控制水平方向,根據方向我們就可以解決手勢沖突
解決手勢沖突的代碼
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
if ([gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]]) {
UIPanGestureRecognizer *recognizer = (UIPanGestureRecognizer *)gestureRecognizer;
CGFloat currentY = [recognizer translationInView:self.view].y;
CGFloat currentX = [recognizer translationInView:self.view].x;
//判斷如果currentX為currentY的5倍及以上就是斷定為橫向滑動,返回YES,否則返貨NO
if (currentY == 0.0) {
return YES;
} else {
if (fabs(currentX)/currentY >= 5.0) {
return YES;
} else {
return NO;
}
}
}
return NO;
}
Pan
手勢的處理
關于Pan
手勢在UIGestureRecognizerStateChanged
中我們獲取到的是距離上一次移動的距離,因為我們每次方法結束時設置[recognizer setTranslation:CGPointZero inView:self.view]
,獲取距離方便我們來設置contentOffset
我們在移動手勢的時候改變contentOffset
,還是根據關鍵點來判斷是當前tableview
滾動還是mainScrollView
滾動,當手勢結束之后我們添加慣性動畫,使用UIDynamicItemBehavior
來添加一個線速度,這個線速度就是手勢的滑動速度
- (void)panGestureRecognizerAction:(UIPanGestureRecognizer *)recognizer {
switch (recognizer.state) {
case UIGestureRecognizerStateBegan:
currentScorllY = self.mainScrollView.contentOffset.y;
CGFloat currentY = [recognizer translationInView:self.view].y;
CGFloat currentX = [recognizer translationInView:self.view].x;
if (currentY == 0.0) {
isVertical = NO;
} else {
if (fabs(currentX)/currentY >= 5.0) {
isVertical = NO;
} else {
isVertical = YES;
}
}
[self.animator removeAllBehaviors];
break;
case UIGestureRecognizerStateChanged:
{
//locationInView:獲取到的是手指點擊屏幕實時的坐標點;
//translationInView:獲取到的是手指移動后,在相對坐標中的偏移量
if (isVertical) {
//往上滑為負數,往下滑為正數
CGFloat currentY = [recognizer translationInView:self.view].y;
[self controlScrollForVertical:currentY AndState:UIGestureRecognizerStateChanged];
}
}
break;
case UIGestureRecognizerStateCancelled:
break;
case UIGestureRecognizerStateEnded:
{
if (isVertical) {
//添加慣性方法
self.dynamicItem.center = self.view.bounds.origin;
//velocity是在手勢結束的時候獲取的豎直方向的手勢速度
CGPoint velocity = [recognizer velocityInView:self.view];
UIDynamicItemBehavior *inertialBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[self.dynamicItem]];
[inertialBehavior addLinearVelocity:CGPointMake(0, velocity.y) forItem:self.dynamicItem];
// 通過嘗試取2.0比較像系統的效果
inertialBehavior.resistance = 2.0;
__block CGPoint lastCenter = CGPointZero;
__weak typeof(self) weakSelf = self;
//在action進行contentOffset的賦值
inertialBehavior.action = ^{
if (isVertical) {
//得到每次移動的距離
CGFloat currentY = weakSelf.dynamicItem.center.y - lastCenter.y;
[weakSelf controlScrollForVertical:currentY AndState:UIGestureRecognizerStateEnded];
}
lastCenter = weakSelf.dynamicItem.center;
};
[self.animator addBehavior:inertialBehavior];
self.decelerationBehavior = inertialBehavior;
}
}
break;
default:
break;
}
//保證每次只是移動的距離,不是從頭一直移動的距離
[recognizer setTranslation:CGPointZero inView:self.view];
}
contentOffset
的設置
//控制上下滾動的方法
- (void)controlScrollForVertical:(CGFloat)detal AndState:(UIGestureRecognizerState)state {
//判斷是主ScrollView滾動還是子ScrollView滾動,detal為手指移動的距離
if (self.mainScrollView.contentOffset.y >= maxOffsetY) {
CGFloat offsetY = self.subTableView.contentOffset.y - detal;
if (offsetY < 0) {
//當子ScrollView的contentOffset小于0之后就不再移動子ScrollView,而要移動主ScrollView
offsetY = 0;
self.mainScrollView.contentOffset = CGPointMake(self.mainScrollView.frame.origin.x, self.mainScrollView.contentOffset.y - detal);
} else if (offsetY > (self.subTableView.contentSize.height - self.subTableView.frame.size.height)) {
//當子ScrollView的contentOffset大于contentSize.height時
offsetY = self.subTableView.contentSize.height - self.subTableView.frame.size.height;
CGRect frame = self.mainScrollView.frame;
frame.origin.y += rubberBandDistance(detal, height);
self.mainScrollView.frame = frame;
}
self.subTableView.contentOffset = CGPointMake(0, offsetY);
} else {
CGFloat mainOffsetY = self.mainScrollView.contentOffset.y - detal;
if (mainOffsetY < 0) {
//滾到頂部之后繼續往上滾動需要乘以一個小于1的系數
mainOffsetY = 0;
CGRect frame = self.mainScrollView.frame;
frame.origin.y += rubberBandDistance(detal, height);
self.mainScrollView.frame = frame;
} else if (mainOffsetY > maxOffsetY) {
mainOffsetY = maxOffsetY;
}
self.mainScrollView.contentOffset = CGPointMake(self.mainScrollView.frame.origin.x, mainOffsetY);
if (mainOffsetY == 0) {
for (UITableView *tableView in tableArray) {
tableView.contentOffset = CGPointMake(0, 0);
}
}
}
BOOL outsideFrame = self.mainScrollView.frame.origin.y > 64 || self.mainScrollView.frame.origin.y < 64;
if (outsideFrame &&
(self.decelerationBehavior && !self.springBehavior)) {
//mainPosition為mainScrollView的初始化時的position
CGPoint target = mainPosition;
UIAttachmentBehavior *springBehavior = [[UIAttachmentBehavior alloc] initWithItem:self.mainScrollView attachedToAnchor:target];
springBehavior.length = 0;
springBehavior.damping = 1;
springBehavior.frequency = 2;
[self.animator addBehavior:springBehavior];
self.springBehavior = springBehavior;
}
}
這里彈性動畫主要是靠當UIAttachmentBehavior
,當mainScrollView.contentOffset.y < 0
時我們就移動mainScrollView.frame
,超過最大限度同理,這樣的寫法主要是為了實現彈性動畫。
添加這兩個動畫之后基本上感到平順很多
Demo在這里
參考
1.用UIKit Dynamics模仿UIScrollView
2.自定義UIScrollView