I am trying to implement collisions between two views.
firstView
is view with textfields. If some textfield became firstRecognizer and keyboard frame overlap firstView
. It moves up and if firstView
collides with secondView
, it should push it up too. But this does not happen. Instead firstView
moves up until collides with secondView
and then puts back on old place.
Here code, which I use:
- (void) keyboardChangeValueWithFrame:(CGRect)keyboardFrame isOpening:(BOOL)isOpening isClosing:(BOOL)isClosing {
CGFloat animTime = .3f;
if (isOpening && !isClosing) {
CGRect authFillerViewFrame = self.regFillerView.frame;
CGFloat rectDif = keyboardFrame.origin.y - authFillerViewFrame.origin.y - authFillerViewFrame.size.height;
if ([_animator.behaviors containsObject:_collision]) {
[_animator removeBehavior:_collision];
}
if (rectDif < 0) {
[self.view layoutIfNeeded];
self.regFillerViewHorizCenterConst.constant = rectDif;
[self.logoView layoutIfNeeded];
[UIView animateWithDuration:animTime animations:^{
_collision = [[UICollisionBehavior alloc] initWithItems:@[self.regFillerView, self.logoView]];
_collision.translatesReferenceBoundsIntoBoundary = NO;
_collision.collisionDelegate = self;
_collision.collisionMode = UICollisionBehaviorModeItems;
[_animator addBehavior:_collision];
_collision.action = ^{
};
[self.view layoutIfNeeded];
} completion:^(BOOL finished) {
if (finished) {
//
}
}];
}
} else if (!isOpening && isClosing) {
[self.view layoutIfNeeded];
self.regFillerViewHorizCenterConst.constant = 0.f;
[UIView animateWithDuration:animTime animations:^{
[self.view layoutIfNeeded];
} completion:^(BOOL finished) {
//
}];
}
}
Could somebody tell my mistake? Or, may be somebody know better solution?
I found solution. My mistake was to add collision behaviour to animator before calling layoutIfNeeded
.
Now I call layoutIfNeeded
before adding collision behaviour and it works well.
[UIView animateWithDuration:animTime animations:^{
_collision = [[UICollisionBehavior alloc] initWithItems:@[self.regFillerView, self.logoView]];
[self.view layoutIfNeeded];
_collision.translatesReferenceBoundsIntoBoundary = NO;
_collision.collisionDelegate = self;
_collision.collisionMode = UICollisionBehaviorModeItems;
[_animator addBehavior:_collision];
_collision.action = ^{
};
} completion:^(BOOL finished) {
if (finished) {
//
}
}];