这篇文章主要是看了卓同学的嵌套UIScrollview的滑动冲突解决方案之后,我想换一种方式来实现,其实基本思想是一样的。
先说说整体结构:
一个mainScrollView
上面有一个bannerView
和subScrollView
,subScrollView
上面有三个tableView
,基本就是微博个人主页的那种结构
基本思路:
mainScrollView
的scrollEnabled
设为NO
subScrollView
的scrollEnabled
设为YES
(最开始也设为NO了,但是page的实现没有想到好的方法)
tableView
的scrollEnabled
设为NO
在self.view
上添加UIPanGestureRecognizer
手势
这里我们还要用到UIDynamicAnimator
添加惯性 & 弹性动画
这样实际上Pan
手势和subScrollView
上的手势会冲突,但是由于两个手势控制的方向是不一样的,Pan
手势只控制垂直方向,而subScrollView
上的手势控制水平方向,根据方向我们就可以解决手势冲突
解决手势冲突的代码
- (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;
//判断如果currentX为currentY的5倍及以上就是断定为横向滑动,返回YES,否则返货NO
if (currentY == 0.0) {
return YES;
} else {
if (fabs(currentX)/currentY >= 5.0) {
return YES;
} else {
return NO;
}
}
}
return NO;
}
Pan
手势的处理
关于Pan
手势在UIGestureRecognizerStateChanged
中我们获取到的是距离上一次移动的距离,因为我们每次方法结束时设置[recognizer setTranslation:CGPointZero inView:self.view]
,获取距离方便我们来设置contentOffset
我们在移动手势的时候改变contentOffset
,还是根据关键点来判断是当前tableview
滚动还是mainScrollView
滚动,当手势结束之后我们添加惯性动画,使用UIDynamicItemBehavior
来添加一个线速度,这个线速度就是手势的滑动速度
- (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:获取到的是手指点击屏幕实时的坐标点;
//translationInView:获取到的是手指移动后,在相对坐标中的偏移量
if (isVertical) {
//往上滑为负数,往下滑为正数
CGFloat currentY = [recognizer translationInView:self.view].y;
[self controlScrollForVertical:currentY AndState:UIGestureRecognizerStateChanged];
}
}
break;
case UIGestureRecognizerStateCancelled:
break;
case UIGestureRecognizerStateEnded:
{
if (isVertical) {
//添加惯性方法
self.dynamicItem.center = self.view.bounds.origin;
//velocity是在手势结束的时候获取的竖直方向的手势速度
CGPoint velocity = [recognizer velocityInView:self.view];
UIDynamicItemBehavior *inertialBehavior = [[UIDynamicItemBehavior alloc] initWithItems:@[self.dynamicItem]];
[inertialBehavior addLinearVelocity:CGPointMake(0, velocity.y) forItem:self.dynamicItem];
// 通过尝试取2.0比较像系统的效果
inertialBehavior.resistance = 2.0;
__block CGPoint lastCenter = CGPointZero;
__weak typeof(self) weakSelf = self;
//在action进行contentOffset的赋值
inertialBehavior.action = ^{
if (isVertical) {
//得到每次移动的距离
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;
}
//保证每次只是移动的距离,不是从头一直移动的距离
[recognizer setTranslation:CGPointZero inView:self.view];
}
contentOffset
的设置
//控制上下滚动的方法
- (void)controlScrollForVertical:(CGFloat)detal AndState:(UIGestureRecognizerState)state {
//判断是主ScrollView滚动还是子ScrollView滚动,detal为手指移动的距离
if (self.mainScrollView.contentOffset.y >= maxOffsetY) {
CGFloat offsetY = self.subTableView.contentOffset.y - detal;
if (offsetY < 0) {
//当子ScrollView的contentOffset小于0之后就不再移动子ScrollView,而要移动主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)) {
//当子ScrollView的contentOffset大于contentSize.height时
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) {
//滚到顶部之后继续往上滚动需要乘以一个小于1的系数
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为mainScrollView的初始化时的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;
}
}
这里弹性动画主要是靠当UIAttachmentBehavior
,当mainScrollView.contentOffset.y < 0
时我们就移动mainScrollView.frame
,超过最大限度同理,这样的写法主要是为了实现弹性动画。
添加这两个动画之后基本上感到平顺很多
Demo在这里
参考
1.用UIKit Dynamics模仿UIScrollView
2.自定义UIScrollView