Interactive UIView flip transition

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I have the front and the back of a card. I animate the transition between the two like this:

private func flipToBack() {
    UIView.transition(from: frontContainer, to: backContainer, duration: 0.5, options: [.transitionFlipFromRight, .showHideTransitionViews], completion: nil)
}

private func flipToFront() {
    UIView.transition(from: backContainer, to: frontContainer, duration: 0.5, options: [.transitionFlipFromLeft, .showHideTransitionViews], completion: nil)
}

This works perfectly. However, I want to make this animation interactive, so that if the user pans horizontally across the card, the flip animation will advance proportionally. Usually, I would do this kind of interactive animation with a UIViewPropertyAnimator, but I do not know what property I would animate in the animator without building up the flip animation from scratch.

Is it possible to use UIViewPropertyAnimator, or is there some other alternative to make the flip interactive?

1 Answers

I ended up writing it myself. The code is pretty long, so here's a link to the full program on GitHub. Here are the key parts:

Everything is encapsulated in an InteractiveFlipAnimator object that takes a front view (v1) and a back view (v2). Each view also gets a black cover that functions as a shadow to add that darkening effect when the view turns in perspective.

Here is the panning function:

/// Add a `UIPanGestureRecognizer` to the main view that contains the card and pass it onto this function.
@objc func pan(_ gesture: UIPanGestureRecognizer) {
    guard let view = gesture.view else { return }
    if isAnimating { return }

    let translation = gesture.translation(in: view)
    let x = translation.x
    let angle = startAngle + CGFloat.pi * x / view.frame.width

    // If the angle is outside [-pi, 0], then do not rotate the view and count it as touchesEnded. This works because the full width is the screen width.
    if angle < -CGFloat.pi || angle > 0 {
        if gesture.state != .began && gesture.state != .changed {
            finishedPanning(angle: angle, velocity: gesture.velocity(in: view))
        }
        return
    }

    var transform = CATransform3DIdentity
    // Perspective transform
    transform.m34 = 1 / -500
    // y rotation transform
    transform = CATransform3DRotate(transform, angle, 0, 1, 0)
    self.v1.layer.transform = transform
    self.v2.layer.transform = transform

    // Set the shadow
    if startAngle == 0 {
        self.v1Cover.alpha = 1 - abs(x / view.frame.width)
        self.v2Cover.alpha = abs(x / view.frame.width)
    } else {
        self.v1Cover.alpha = abs(x / view.frame.width)
        self.v2Cover.alpha = 1 - abs(x / view.frame.width)
    }

    // Set which view is on top. This flip happens when it looks like the two views make a vertical line.
    if abs(angle) < CGFloat.pi / 2 {
        // Flipping point
        v1.layer.zPosition = 0
        v2.layer.zPosition = 1
    } else {
        v1.layer.zPosition = 1
        v2.layer.zPosition = 0
    }

    // Save state
    if gesture.state != .began && gesture.state != .changed {
        finishedPanning(angle: angle, velocity: gesture.velocity(in: view))
    }
}

The code to finish panning is very similar, but it is also much longer. To see it all come together, visit the GitHub link above.

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