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私のアプリでは、UICollisionBehavior を含む UIKit Dynamics を使用して、メニューを開くときと閉じるときにメニューをバウンスさせます。これに使用しているコードは以下のとおりです。これは iOS8 では問題なく動作しています。しかし、iOS9 (リリースされたばかりの iOS9.1 beta 2 を含む) では、奇妙な問題が見つかりました。表面的には、この跳ねるアニメーションで跳ねているメニューは、開いてから閉じた後、完全に閉じませんでした。詳しく見てみると、UICollisionBehavior の境界は、iOS8 と iOS9 で同じ値で計算されていることがわかります。

メニューを開く衝突の境界:(798,330) to (1024,330) これは、画面上で、開いてバウンドした後にメニューの下部が最終的に停止する線を表します。

メニュー クロージング コリジョン バウンダリ:(798,-280) to (1024,-280) これは、閉じて跳ね返った後にメニューの上部が最終的に停止する、画面外の線を表します。

問題は、メニュー UIView が実際にはこれらの境界で最終的に停止しない iOS9 で発生します。開いた後のメニューフレームは、iOS9 で次のようになります。

(798, -1.5; 226, 330)[これは: (x, y; w, h)]

閉じると、メニュー フレームは次のようになります。

(798, -278.5; 226, 330)

しかし、これは実際には次のようになります。

(798, 0; 226, 330)(開封後)

(798, -280; 226, 330)(閉店後)

iOS9 と衝突動作でこれらの問題を見ている人はいますか?

コードにハックを入れようとしています (以下で「HACK」を検索してください)。iOS9 用に選択しますが、これらのハックは本当に好きではありません。

BounceAnimation.h

//
//  BounceAnimation.h
//  Petunia
//
//  Created by Christopher Prince on 12/18/14.
//  Copyright (c) 2014 Spastic Muffin, LLC. All rights reserved.
//

// Animates an object through a straight line path, up, down, left or right until it lands, after which it bounces. This requires iOS8 or later.

#import <Foundation/Foundation.h>

@interface BounceAnimation : NSObject

// distnace is for the viewToAnimate to travel until it lands and bounces, in points. You must set this before calling run.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andDistance: (CGFloat) distance;

// Direction and distance will be obtained from animateToPoint, and should be consistent with the constraints for the direction property below. I.e., the animateToPoint should be down, left, right, or up from the origin of the viewToAnimate.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andFinalPoint: (CGPoint) animateToPoint;

// One shot animation. You can only call run once.
- (void) run;

// Called when animation completes, if given. Called when all the bouncing is done.
@property (nonatomic, strong) void (^completion)(void);

// Called when first contact is made with the boundary, just as the first bounce is about to begin.
@property (nonatomic, strong) void (^firstImpactCallback)(void);

// Only keeps weak references to the views passed in the init method.
@property (nonatomic, weak, readonly) UIView *referenceView;
@property (nonatomic, weak, readonly) UIView *viewToAnimate;

// Rate at which the object accelerates towards the boundary. Same units as magnitude for UIGravityBehavior. Defaults to 1.0.
@property (nonatomic) CGFloat accelerationRate;

// Defaults to 0. Units are points per second.
@property (nonatomic) CGFloat initialVelocity;

// This is a unit vector.
// dx (first component) is rightwards; e.g., dx=0, no right/left; dx=-1, is left one unit
// dy (second component) is downwards; e.g., dy=1, down one unit.
// Defaults to (0, 1), downwards.
// Right now, dx and dy can be 0, 1, or -1. One of dx and dy must be 0.
@property (nonatomic, readonly) CGVector direction;

@end

BounceAnimation.m

//
//  BounceAnimation.m
//  Petunia
//
//  Created by Christopher Prince on 12/18/14.
//  Copyright (c) 2014 Spastic Muffin, LLC. All rights reserved.
//

#import "BounceAnimation.h"
#import "Vector.h"
#import "UIDevice+Extras.h"

@interface BounceAnimation()<UIDynamicAnimatorDelegate, UICollisionBehaviorDelegate>
{
    UIDynamicAnimator *_animator;
    UIGravityBehavior *_gravityBehavior;
    UICollisionBehavior *_collision;
    UIDynamicItemBehavior *_velocity;
    CGPoint _linearVelocity;
    CGFloat _distanceInPoints;
    BOOL _calledFirstImpactCallback;
}

@property (nonatomic, weak) UIView *referenceView;
@property (nonatomic, weak) UIView *viewToAnimate;
@property (nonatomic) CGVector direction;

@end

#define INITIAL_GRAVITY_MAGNITUDE 1.0

@implementation BounceAnimation

- (void) setupWithReferenceView: (UIView *) referenceView andViewToAnimate: (UIView *) viewToAnimate;
{
    AssertIf([UIDevice ios7OrEarlier], @"Don't have at least iOS8!");

    self.referenceView = referenceView;
    self.viewToAnimate = viewToAnimate;

    _animator = [[UIDynamicAnimator alloc] initWithReferenceView:referenceView];
    _animator.delegate = self;

    _gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[viewToAnimate]];
    _gravityBehavior.magnitude = INITIAL_GRAVITY_MAGNITUDE;

    _velocity = [[UIDynamicItemBehavior alloc] initWithItems:@[viewToAnimate]];
}

// referenceView is just the view on top of which we're doing our animation. E.g., it could be self.view of a view controller. viewToAnimate must be a subview of the reference view.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andDistance: (CGFloat) distanceInPoints;
{
    self = [super init];
    if (self) {
        AssertIf(distanceInPoints <= 0.0, @"Invalid distance: %f", _distanceInPoints);
        _distanceInPoints = distanceInPoints;
        [self setupWithReferenceView:referenceView andViewToAnimate:viewToAnimate];
        [self setDirection:CGVectorMake(0.0, 1.0)];
    }

    return self;
}

- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andFinalPoint: (CGPoint) animateToPoint;
{
    self = [super init];
    if (self) {
        // Need to compute distance and direction.
        CGVector direction = [Vector subFirst:[Vector fromPoint:animateToPoint] from:[Vector fromPoint:viewToAnimate.frameOrigin]];
        SPASLogDetail(@"direction after subtraction: %@", NSStringFromCGVector(direction));

        // Special case: No direction because same start and finish.
        if (direction.dy + direction.dx == 0.0) {
            _distanceInPoints = 0.0;
        }
        else {
            direction = [Vector normalize:direction]; // vectorNormalize(direction);
            _distanceInPoints = [Vector distanceFromPoint:viewToAnimate.frameOrigin toPoint:animateToPoint];
        }

        SPASLogDetail(@"finalPoint: %@, direction: %@, distance: %f", NSStringFromCGPoint(animateToPoint), NSStringFromCGVector(direction), _distanceInPoints);

        [self setupWithReferenceView:referenceView andViewToAnimate:viewToAnimate];
        [self setDirection:direction];
    }

    return self;
}

- (void) setInitialVelocity:(CGFloat)initialVelocity;
{
    _initialVelocity = initialVelocity;
    // Only positive speeds in the velocity are relevant. Negative speeds reduce the velocity, they don't go the other direction.
    _linearVelocity =
        CGPointMake(initialVelocity * fabs(_direction.dx),
                    initialVelocity * fabs(_direction.dy));
}

- (void) setAccelerationRate:(CGFloat)accelerationRate;
{
    _accelerationRate = accelerationRate;
    _gravityBehavior.magnitude = accelerationRate;

}

// I'm only doing left, right, up, down animations because of the problem of rotating the viewToAnimate. I'm not sure I'll ever have a case where I want a rotated animated view. (Hmmm. If I want to do some kind of continuous animation, arbitrary direction with non-rotated objects could be cool!)
- (void) setDirection:(CGVector)direction;
{
    if (_collision) {
        [_animator removeBehavior:_collision];
        _collision = nil;
    }

    if (_distanceInPoints == 0.0) {
        // Why bother?
        SPASLogDetail(@"Zero distance");
        return;
    }

    // 9/24/15; HACK
    //_distanceInPoints += 1.5;

    // Since we're doing vector operations with one of the init methods above, the following seems risky!
    //AssertIf(direction.dy != 0.0 && direction.dy != -1.0 && direction.dy != 1.0, @"Invalid dy: %f", direction.dy);
    //AssertIf(direction.dx != 0.0 && direction.dx != -1.0 && direction.dx != 1.0, @"Invalid dx: %f", direction.dx);

    _direction = direction;
    _gravityBehavior.gravityDirection = direction;

    _collision = [[UICollisionBehavior alloc] initWithItems:@[self.viewToAnimate]];
    _collision.collisionDelegate = self;

    CGPoint startBoundary;
    CGPoint endBoundary;

#define SMALL_VALUE 0.05
    BOOL (^closeToZero)(CGFloat) = ^(CGFloat value) {
        if (value > -SMALL_VALUE && value < SMALL_VALUE) {
            return YES;
        }
        else {
            return NO;
        }
    };

    if (closeToZero(direction.dx)) {
        // Vertical motion.
        CGFloat yBoundary = direction.dy * _distanceInPoints + self.viewToAnimate.frameY;
        if (direction.dy > 0.0) {
            // If we're going down, then we need to add the height of the self.viewToAnimate to our boundary. This is because the origin coords are in the *upper*, left of the viewToAnimate.
            yBoundary += self.viewToAnimate.frameHeight;
        }

        startBoundary = CGPointMake(self.viewToAnimate.frameX, yBoundary);
        endBoundary = CGPointMake(self.viewToAnimate.frameX + self.viewToAnimate.frameWidth, yBoundary);
    }
    else {
        // Horizontal motion.
        CGFloat xBoundary = direction.dx * _distanceInPoints + self.viewToAnimate.frameX;
        if (direction.dx > 0.0) {
            // If we're going to the right, then we need to add the width of the self.viewToAnimate to our boundary. This is because the origin coords are in the upper, *left* of the viewToAnimate.
            xBoundary += self.viewToAnimate.frameWidth;
        }

        startBoundary = CGPointMake(xBoundary, self.viewToAnimate.frameY);
        endBoundary = CGPointMake(xBoundary, self.viewToAnimate.frameY + self.viewToAnimate.frameHeight);
    }

    SPASLog(@"startBoundary: %@, endBoundary: %@", NSStringFromCGPoint(startBoundary), NSStringFromCGPoint(endBoundary));

    [_collision addBoundaryWithIdentifier:@"barrier"
                                fromPoint:startBoundary
                                  toPoint:endBoundary];

    [_animator addBehavior:_collision];
}

- (void) run;
{
    if (_collision) {
        [_animator addBehavior:_gravityBehavior];
        [_velocity addLinearVelocity:_linearVelocity forItem:self.viewToAnimate];
        [_animator addBehavior:_velocity];
    }
    else {
        if (self.completion) {
            self.completion();
        }
    }
}

#pragma mark - UIDynamicAnimatorDelegate methods

- (void)dynamicAnimatorDidPause:(UIDynamicAnimator*)animator;
{
    if (self.completion) {
        self.completion();
    }
}

#pragma mark -

#pragma mark - UICollisionBehaviorDelegate methods

// This isn't the method that gets called in our case.
//- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2 atPoint:(CGPoint)p;

- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier atPoint:(CGPoint)p;
{
    if (!_calledFirstImpactCallback) {
        _calledFirstImpactCallback = YES;
        if (self.firstImpactCallback) {
            self.firstImpactCallback();
        }
    }
}

#pragma mark -


@end
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1 に答える 1

1

私は Swift で作業していますが、1.5 ポイントのオフセットを使用した場合と同じ動作が見られます。デバイスの解像度 (1x、2x、または 3x) とは無関係のようで、すべて 1.5 ポイントのオフセットがあります。

ただし、パスベースの API を使用すると、問題はなくなりました。

let collisionBehavior: UICollisionBehavior = ...
let topLeft: CGPoint = ...
let bottomLeft: CGPoint = ...

let path = CGPathCreateMutable()
CGPathMoveToPoint(path, nil, topLeft.x, topLeft.y)
CGPathAddLineToPoint(path, nil, bottomLeft.x, bottomLeft.y)
let bezierPath = UIBezierPath(CGPath: path)
collisionBehavior.addBoundaryWithIdentifier("myID", forPath: bezierPath)

これを Objective-C に変換するのは簡単です。

UICollisionBehavior *collisionBehavior = ...
CGPoint topLeft = ...
CGPoint bottomLeft = ...

CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, topLeft.x, topLeft.y);
CGPathAddLineToPoint(path, nil, bottomLeft.x, bottomLeft.y);
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithCGPath: path];
[collisionBehavior addBoundaryWithIdentifier: @"myID" forPath: path];
于 2016-06-05T09:55:32.007 に答える