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RGCardViewLayout.m
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//
// RGCardViewLayout.m
// RGCardViewLayout
//
// Created by ROBERA GELETA on 1/23/15.
// Copyright (c) 2015 ROBERA GELETA. All rights reserved.
//
#import "RGCardViewLayout.h"
@implementation RGCardViewLayout
{
CGFloat previousOffset;
NSIndexPath *mainIndexPath;
NSIndexPath *movingInIndexPath;
CGFloat diffrence;
}
- (void)prepareLayout
{
[super prepareLayout];
[self setupLayout];
}
- (void)setupLayout
{
CGFloat inset = self.collectionView.bounds.size.width * (6/64.0f);
inset = floor(inset);
self.itemSize = CGSizeMake(self.collectionView.bounds.size.width - (2 *inset), self.collectionView.bounds.size.height * 3/4);
self.sectionInset = UIEdgeInsetsMake(0,inset, 0,inset);
self.scrollDirection = UICollectionViewScrollDirectionHorizontal;
}
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes *attributes = [super layoutAttributesForItemAtIndexPath:indexPath];
[self applyTransformToLayoutAttributes:attributes];
return attributes;
}
// indicate that we want to redraw as we scroll
- (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds {
return YES;
}
-(NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray *attributes = [super layoutAttributesForElementsInRect:rect];
NSArray *cellIndices = [self.collectionView indexPathsForVisibleItems];
if (cellIndices.count == 1)
{
mainIndexPath = cellIndices.firstObject;
movingInIndexPath = nil;
}else if(cellIndices.count > 1)
{
NSIndexPath *firstIndexPath = cellIndices.firstObject;
if(firstIndexPath == mainIndexPath)
{
movingInIndexPath = cellIndices[1];
}
else
{
movingInIndexPath = cellIndices.firstObject;
mainIndexPath = cellIndices[1];
}
}
diffrence = self.collectionView.contentOffset.x - previousOffset;
previousOffset = self.collectionView.contentOffset.x;
for (UICollectionViewLayoutAttributes *attribute in attributes)
{
[self applyTransformToLayoutAttributes:attribute];
}
return attributes;
}
- (void)applyTransformToLayoutAttributes:(UICollectionViewLayoutAttributes *)attribute
{
if(attribute.indexPath.section == mainIndexPath.section)
{
UICollectionViewCell *cell = [self.collectionView cellForItemAtIndexPath:mainIndexPath];
attribute.transform3D = [self transformFromView:cell];
}
else if (attribute.indexPath.section == movingInIndexPath.section)
{
UICollectionViewCell *cell = [self.collectionView cellForItemAtIndexPath:movingInIndexPath];
attribute.transform3D = [self transformFromView:cell];
}
}
- (CGRect)newFrameFromOriginal:(CGRect)orginalFrame withView:(UIView *)view
{
CGFloat computedY = [self heightOffsetForView:view];
return orginalFrame;
}
#pragma mark - Logica
- (CGFloat)baseOffsetForView:(UIView *)view
{
UICollectionViewCell *cell = (UICollectionViewCell *)view;
CGFloat offset = ([self.collectionView indexPathForCell:cell].section) * self.collectionView.bounds.size.width;
return offset;
}
- (CGFloat)heightOffsetForView:(UIView *)view
{
CGFloat height;
CGFloat baseOffsetForCurrentView = [self baseOffsetForView:view ];
CGFloat currentOffset = self.collectionView.contentOffset.x;
CGFloat scrollViewWidth = self.collectionView.bounds.size.width;
//TODO:make this constant a certain proportion of the collection view
height = 120 * (currentOffset - baseOffsetForCurrentView)/scrollViewWidth;
if(height < 0 )
{
height = - 1 *height;
}
return height;
}
- (CGFloat)angleForView:(UIView *)view
{
CGFloat baseOffsetForCurrentView = [self baseOffsetForView:view ];
CGFloat currentOffset = self.collectionView.contentOffset.x;
CGFloat scrollViewWidth = self.collectionView.bounds.size.width;
CGFloat angle = (currentOffset - baseOffsetForCurrentView)/scrollViewWidth;
return angle;
}
- (BOOL)xAxisForView:(UIView *)view
{
CGFloat baseOffsetForCurrentView = [self baseOffsetForView:view ];
CGFloat currentOffset = self.collectionView.contentOffset.x;
CGFloat offset = (currentOffset - baseOffsetForCurrentView);
if(offset >= 0)
{
return YES;
}
return NO;
}
#pragma mark - Transform Related Calculation
- (CATransform3D)transformFromView:(UIView *)view
{
CGFloat angle = [self angleForView:view];
CGFloat height = [self heightOffsetForView:view];
BOOL xAxis = [self xAxisForView:view];
return [self transformfromAngle:angle height:height xAxis:xAxis];
}
- (CATransform3D)transformfromAngle:(CGFloat )angle height:(CGFloat) height xAxis:(BOOL)axis
{
CATransform3D t = CATransform3DIdentity;
t.m34 = 1.0/-500;
if (axis)
{
t = CATransform3DRotate(t,angle, 1, 1, 0);
}
else
{
t = CATransform3DRotate(t,angle, -1, 1, 0);
}
// t = CATransform3DTranslate(t, 0, height, 0);
return t;
}
@end