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TransitionManager.podspec
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#
# Be sure to run `pod spec lint TransitionManager.podspec' to ensure this is a
# valid spec and to remove all comments including this before submitting the spec.
#
# To learn more about Podspec attributes see http://docs.cocoapods.org/specification.html
# To see working Podspecs in the CocoaPods repo see https://github.com/CocoaPods/Specs/
#
Pod::Spec.new do |s|
# ――― Spec Metadata ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# These will help people to find your library, and whilst it
# can feel like a chore to fill in it's definitely to your advantage. The
# summary should be tweet-length, and the description more in depth.
#
s.name = "TransitionManager"
s.version = "0.3"
s.summary = "Painless custom transitioning. Easy extend, easy setup, just focus on animations."
s.swift_version = "4.2"
# This description is used to generate tags and improve search results.
# * Think: What does it do? Why did you write it? What is the focus?
# * Try to keep it short, snappy and to the point.
# * Write the description between the DESC delimiters below.
# * Finally, don't worry about the indent, CocoaPods strips it!
s.description = <<-DESC
TransitionManager
=================
Painless custom transitioning. Easy extend, easy setup, just focus on animations.
Usage
-----
Copy & paste `TransitionManager.swift` into your project.
- Declare a `TransitionManager` object.
- Init it with a [`TransitionManagerAnimation`](#Create)
- Assign it as your navigation controller's delegate if you use navigation controller.
- Else assign it as your view controller's `transitioningDelegate`.
``` swift
var transition: TransitionManager!
override func viewDidLoad() {
super.viewDidLoad()
transition = TransitionManager (transitionAnimation: FadeTransitionAnimation())
navigationController?.delegate = transition
}
```
Creating Transition Animations <a id="Create"></a>
-----
Create a subclass of `TransitionManagerAnimation`
``` swift
class FadeTransitionAnimation: TransitionManagerAnimation {
}
```
`TransitionManagerAnimation` class implements `TransitionManagerDelegate` protocol.
##### TransitionManagerDelegate <a id="Delegate"></a>
``` swift
protocol TransitionManagerDelegate {
func transition (
container: UIView,
fromViewController: UIViewController,
toViewController: UIViewController,
duration: NSTimeInterval,
completion: ()->Void)
var interactionTransitionController: UIPercentDrivenInteractiveTransition? { get set }
}
```
For transition animation, we should override `transition` func and write our custom animation in it.
``` swift
class FadeTransitionAnimation: TransitionManagerAnimation {
override func transition (
container: UIView,
fromViewController: UIViewController,
toViewController: UIViewController,
duration: NSTimeInterval,
completion: ()->Void) {
let fromView = fromViewController.view
let toView = toViewController.view
container.addSubview(toView)
toView.alpha = 0
UIView.animateWithDuration(
duration,
animations: {
toView.alpha = 1
},
completion: { finished in
completion ()
})
}
}
```
One important part is `completion()` must be called because the `TransitionManager` finishes transition after it gets called.
### Interaction Transition
Create a `TransitionManagerAnimation` subclass and write an initilizer with `UINavigationController` parameter.
Add its `view` a pan gesture
``` swift
class LeftTransitionAnimation: TransitionManagerAnimation {
var navigationController: UINavigationController!
init (navigationController: UINavigationController) {
super.init()
self.navigationController = navigationController
self.navigationController.view.addGestureRecognizer(UIPanGestureRecognizer (target: self, action: Selector("didPan:")))
}
}
```
We will update `interactionTransitionController` variable in [`TransitionManagerDelegate`](#Delegate) in gesture handler.
``` swift
func didPan (gesture: UIPanGestureRecognizer) {
let percent = gesture.translationInView(gesture.view!).x / gesture.view!.bounds.size.width
switch gesture.state {
case .Began:
interactionTransitionController = UIPercentDrivenInteractiveTransition()
navigationController.popViewControllerAnimated(true)
case .Changed:
interactionTransitionController!.updateInteractiveTransition(percent)
case .Ended:
if percent > 0.5 {
interactionTransitionController!.finishInteractiveTransition()
} else {
interactionTransitionController!.cancelInteractiveTransition()
}
interactionTransitionController = nil
default:
return
}
}
```
Interaction transition has 3 parts:
* Init `interactionTransitionController` and either pop or push navigation controller when gesture (interaction) starts.
* Calculate your `percent`s on gesture change and `updateInteractiveTransition:` with that percent
* When gesture ended, decide if your transition complete or not and give information to your `interactionTransitionController` with `finishInteractiveTransition ()` and `cancelInteractiveTransition ()`
### Easier `TransitionManager` setup
You can create a `TransitionManagerAnimation` container enum and give it all your animations
``` swift
enum TransitionManagerAnimations {
case Fade
case Left
}
```
Write a func that returns correct transition animation in enum
``` swift
enum TransitionManagerAnimations {
case Fade
case Left (UINavigationController)
func transitionAnimation () -> TransitionManagerAnimation {
switch self {
case .Fade:
return FadeTransitionAnimation()
case .Left (let nav):
return LeftTransitionAnimation(navigationController: nav)
default:
return TransitionManagerAnimation()
}
}
}
```
Extend `TransitionManager` and write a new init method like
``` swift
extension TransitionManager {
convenience init (transition: TransitionManagerAnimations) {
self.init (transitionAnimation: transition.transitionAnimation())
}
}
```
Now you can create `TransitionManager` in your view controller like
``` swift
transition = TransitionManager (transition: .Left(navigationController!))
navigationController?.delegate = transition
```
DESC
s.homepage = "https://github.com/cemolcay/TransitionManager"
# s.screenshots = "www.example.com/screenshots_1.gif", "www.example.com/screenshots_2.gif"
# ――― Spec License ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# Licensing your code is important. See http://choosealicense.com for more info.
# CocoaPods will detect a license file if there is a named LICENSE*
# Popular ones are 'MIT', 'BSD' and 'Apache License, Version 2.0'.
#
s.license = "MIT"
# s.license = { :type => "MIT", :file => "FILE_LICENSE" }
# ――― Author Metadata ――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# Specify the authors of the library, with email addresses. Email addresses
# of the authors are extracted from the SCM log. E.g. $ git log. CocoaPods also
# accepts just a name if you'd rather not provide an email address.
#
# Specify a social_media_url where others can refer to, for example a twitter
# profile URL.
#
s.author = { "cemolcay" => "[email protected]" }
# Or just: s.author = "cemolcay"
# s.authors = { "cemolcay" => "[email protected]" }
s.social_media_url = "http://twitter.com/cemolcay"
# ――― Platform Specifics ――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# If this Pod runs only on iOS or OS X, then specify the platform and
# the deployment target. You can optionally include the target after the platform.
#
s.platform = :ios
s.platform = :ios, "8.0"
# When using multiple platforms
# s.ios.deployment_target = "5.0"
# s.osx.deployment_target = "10.7"
# s.watchos.deployment_target = "2.0"
# s.tvos.deployment_target = "9.0"
# ――― Source Location ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# Specify the location from where the source should be retrieved.
# Supports git, hg, bzr, svn and HTTP.
#
s.source = { :git => "https://github.com/cemolcay/TransitionManager.git", :tag => "#{s.version}" }
# ――― Source Code ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# CocoaPods is smart about how it includes source code. For source files
# giving a folder will include any swift, h, m, mm, c & cpp files.
# For header files it will include any header in the folder.
# Not including the public_header_files will make all headers public.
#
s.source_files = "TransitionManager/Source/*.swift"
# s.exclude_files = "Classes/Exclude"
# s.public_header_files = "Classes/**/*.h"
# ――― Resources ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# A list of resources included with the Pod. These are copied into the
# target bundle with a build phase script. Anything else will be cleaned.
# You can preserve files from being cleaned, please don't preserve
# non-essential files like tests, examples and documentation.
#
# s.resource = "icon.png"
# s.resources = "Resources/*.png"
# s.preserve_paths = "FilesToSave", "MoreFilesToSave"
# ――― Project Linking ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# Link your library with frameworks, or libraries. Libraries do not include
# the lib prefix of their name.
#
# s.framework = "SomeFramework"
# s.frameworks = "SomeFramework", "AnotherFramework"
# s.library = "iconv"
# s.libraries = "iconv", "xml2"
# ――― Project Settings ――――――――――――――――――――――――――――――――――――――――――――――――――――――――― #
#
# If your library depends on compiler flags you can set them in the xcconfig hash
# where they will only apply to your library. If you depend on other Podspecs
# you can include multiple dependencies to ensure it works.
s.requires_arc = true
# s.xcconfig = { "HEADER_SEARCH_PATHS" => "$(SDKROOT)/usr/include/libxml2" }
# s.dependency "JSONKit", "~> 1.4"
end