# UIKit Dynamics with UICollectionView

UIKit Dynamics is a physics engine integrated into UIKit. UIKit Dynamics offers a set of API that offers interoperability with a UICollectionView and UICollectionViewLayout

# Creating a Custom Dragging Behavior with UIDynamicAnimator

This example shows how to create a custom dragging behavior by Subclassing UIDynamicBehavior and subclassing UICollectionViewFlowLayout. In the example, we have UICollectionView that allows for the selection of multiple items. Then with a long press gesture those items can be dragged in an elastic, "springy" animation driven by a UIDynamicAnimator.

enter image description here (opens new window)

The dragging behavior is produced by combining a low-level behavior that adds a UIAttachmentBehavior to the for corners of a UIDynamicItem and a high-level behavior that manages the low-level behavior for a number of UIDynamicItems.

We can begin by creating this low-level behavior, we'll call RectangleAttachmentBehavior

# Swift

final class RectangleAttachmentBehavior: UIDynamicBehavior
{
    init(item: UIDynamicItem, point: CGPoint)
    {
        // Higher frequency more "ridged" formation
        let frequency: CGFloat = 8.0
        
        // Lower damping longer animation takes to come to rest
        let damping: CGFloat = 0.6
        
        super.init()
        
        // Attachment points are four corners of item
        let points = self.attachmentPoints(for: point)
        
        let attachmentBehaviors: [UIAttachmentBehavior] = points.map
        {
            let attachmentBehavior = UIAttachmentBehavior(item: item, attachedToAnchor: $0)
            attachmentBehavior.frequency = frequency
            attachmentBehavior.damping = damping
            return attachmentBehavior
        }
        
        attachmentBehaviors.forEach
        {
            addChildBehavior($0)
        }
    }
    
    func updateAttachmentLocation(with point: CGPoint)
    {
        // Update anchor points to new attachment points
        let points = self.attachmentPoints(for: point)
        let attachments = self.childBehaviors.flatMap { $0 as? UIAttachmentBehavior }
        let pairs = zip(points, attachments)
        pairs.forEach { $0.1.anchorPoint = $0.0 }
    }
    
    func attachmentPoints(for point: CGPoint) -> [CGPoint]
    {
        // Width and height should be close to the width and height of the item
        let width: CGFloat = 40.0
        let height: CGFloat = 40.0
        
        let topLeft = CGPoint(x: point.x - width * 0.5, y: point.y - height * 0.5)
        let topRight = CGPoint(x: point.x + width * 0.5, y: point.y - height * 0.5)
        let bottomLeft = CGPoint(x: point.x - width * 0.5, y: point.y + height * 0.5)
        let bottomRight = CGPoint(x: point.x + width * 0.5, y: point.y + height * 0.5)
        let points = [topLeft, topRight, bottomLeft, bottomRight]
        return points
    }
}

# Objective-C

@implementation RectangleAttachmentBehavior

- (instancetype)initWithItem:(id<UIDynamicItem>)item point:(CGPoint)point
{
    CGFloat frequency = 8.0f;
    CGFloat damping = 0.6f;
    self = [super init];
    if (self)
    {
        NSArray <NSValue *> *pointValues = [self attachmentPointValuesForPoint:point];
        for (NSValue *value in pointValues)
        {
            UIAttachmentBehavior *attachment = [[UIAttachmentBehavior alloc]initWithItem:item attachedToAnchor:[value CGPointValue]];
            attachment.frequency = frequency;
            attachment.damping = damping;
            [self addChildBehavior:attachment];
        }
    }
    return self;
}

- (void)updateAttachmentLocationWithPoint:(CGPoint)point
{
    NSArray <NSValue *> *pointValues = [self attachmentPointValuesForPoint:point];
    for (NSInteger i = 0; i < pointValues.count; i++)
    {
        NSValue *pointValue = pointValues[i];
        UIAttachmentBehavior *attachment = self.childBehaviors[i];
        attachment.anchorPoint = [pointValue CGPointValue];
    }
}

- (NSArray <NSValue *> *)attachmentPointValuesForPoint:(CGPoint)point
{
    CGFloat width = 40.0f;
    CGFloat height = 40.0f;
    
    CGPoint topLeft = CGPointMake(point.x - width * 0.5, point.y - height * 0.5);
    CGPoint topRight = CGPointMake(point.x + width * 0.5, point.y - height * 0.5);
    CGPoint bottomLeft = CGPointMake(point.x - width * 0.5, point.y + height * 0.5);
    CGPoint bottomRight = CGPointMake(point.x + width * 0.5, point.y + height * 0.5);
    
    NSArray <NSValue *> *pointValues = @[[NSValue valueWithCGPoint:topLeft], [NSValue valueWithCGPoint:topRight], [NSValue valueWithCGPoint:bottomLeft], [NSValue valueWithCGPoint:bottomRight]];
    return pointValues;
}

@end

Next we can create the high-level behavior that will combine a number of RectangleAttachmentBehavior.

# Swift

final class DragBehavior: UIDynamicBehavior
{
    init(items: [UIDynamicItem], point: CGPoint)
    {
        super.init()
        items.forEach
        {
            let rectAttachment = RectangleAttachmentBehavior(item: $0, point: point)
            self.addChildBehavior(rectAttachment)
        }
    }
    
    func updateDragLocation(with point: CGPoint)
    {
        // Tell low-level behaviors location has changed
        self.childBehaviors.flatMap { $0 as? RectangleAttachmentBehavior }.forEach { $0.updateAttachmentLocation(with: point) }
    }
}

# Objective-C

@implementation DragBehavior

- (instancetype)initWithItems:(NSArray <id<UIDynamicItem>> *)items point: (CGPoint)point
{
    self = [super init];
    if (self)
    {
        for (id<UIDynamicItem> item in items)
        {
            RectangleAttachmentBehavior *rectAttachment = [[RectangleAttachmentBehavior alloc]initWithItem:item point:point];
            [self addChildBehavior:rectAttachment];
        }
    }
    return self;
}

- (void)updateDragLocationWithPoint:(CGPoint)point
{
    for (RectangleAttachmentBehavior *rectAttachment in self.childBehaviors)
    {
        [rectAttachment updateAttachmentLocationWithPoint:point];
    }
}

@end

Now with our behaviors in place, the next step is to add them to our collection view when. Because normally we want a standard grid layout we can subclass UICollectionViewFlowLayout and only change attributes when dragging. We do this mainly through overriding layoutAttributesForElementsInRect and using the UIDynamicAnimator's convenience method itemsInRect.

# Swift

final class DraggableLayout: UICollectionViewFlowLayout
{
    // Array that holds dragged index paths
    var indexPathsForDraggingElements: [IndexPath]?
    
    // The dynamic animator that will animate drag behavior
    var animator: UIDynamicAnimator?
    
    // Custom high-level behavior that dictates drag animation
    var dragBehavior: DragBehavior?
    
    // Where dragging starts so can return there once dragging ends
    var startDragPoint = CGPoint.zero
    
    // Bool to keep track if dragging has ended
    var isFinishedDragging = false
    
    
    // Method to inform layout that dragging has started
    func startDragging(indexPaths selectedIndexPaths: [IndexPath], from point: CGPoint)
    {
        indexPathsForDraggingElements = selectedIndexPaths
        animator = UIDynamicAnimator(collectionViewLayout: self)
        animator?.delegate = self
        
        // Get all of the draggable attributes but change zIndex so above other cells
        let draggableAttributes: [UICollectionViewLayoutAttributes] = selectedIndexPaths.flatMap {
            let attribute = super.layoutAttributesForItem(at: $0)
            attribute?.zIndex = 1
            return attribute
        }
        
        startDragPoint = point
        
        // Add them to high-level behavior
        dragBehavior = DragBehavior(items: draggableAttributes, point: point)
        
        // Add high-level behavior to animator
        animator?.addBehavior(dragBehavior!)
    }
    
    func updateDragLocation(_ point: CGPoint)
    {
        // Tell high-level behavior that point has updated
        dragBehavior?.updateDragLocation(with: point)
    }
    
    func endDragging()
    {
        isFinishedDragging = true
        
        // Return high-level behavior to starting point
        dragBehavior?.updateDragLocation(with: startDragPoint)
    }
    
    func clearDraggedIndexPaths()
    {
        // Reset state for next drag event
        animator = nil
        indexPathsForDraggingElements = nil
        isFinishedDragging = false
    }
    
    override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]?
    {
        let existingAttributes: [UICollectionViewLayoutAttributes] = super.layoutAttributesForElements(in: rect) ?? []
        var allAttributes = [UICollectionViewLayoutAttributes]()
        
        // Get normal flow layout attributes for non-drag items
        for attributes in existingAttributes
        {
            if (indexPathsForDraggingElements?.contains(attributes.indexPath) ?? false) == false
            {
                allAttributes.append(attributes)
            }
        }
        
        // Add dragged item attributes by asking animator for them
        if let animator = self.animator
        {
            let animatorAttributes: [UICollectionViewLayoutAttributes] = animator.items(in: rect).flatMap { $0 as? UICollectionViewLayoutAttributes }
            allAttributes.append(contentsOf: animatorAttributes)
        }
        return allAttributes
    }
}
extension DraggableLayout: UIDynamicAnimatorDelegate
{
    func dynamicAnimatorDidPause(_ animator: UIDynamicAnimator)
    {
        // Animator has paused and done dragging; reset state
        guard isFinishedDragging else { return }
        clearDraggedIndexPaths()
    }
}

# Objective-C

@interface DraggableLayout () <UIDynamicAnimatorDelegate>
@property (nonatomic, strong) NSArray <NSIndexPath *> *indexPathsForDraggingElements;
@property (nonatomic, strong) UIDynamicAnimator *animator;
@property (nonatomic, assign) CGPoint startDragPoint;
@property (nonatomic, assign) BOOL finishedDragging;
@property (nonatomic, strong) DragBehavior *dragBehavior;
@end

@implementation DraggableLayout

- (void)startDraggingWithIndexPaths:(NSArray <NSIndexPath *> *)selectedIndexPaths fromPoint:(CGPoint)point
{
    self.indexPathsForDraggingElements = selectedIndexPaths;
    self.animator = [[UIDynamicAnimator alloc]initWithCollectionViewLayout:self];
    self.animator.delegate = self;
    NSMutableArray *draggableAttributes = [[NSMutableArray alloc]initWithCapacity:selectedIndexPaths.count];
    for (NSIndexPath *indexPath in selectedIndexPaths)
    {
        UICollectionViewLayoutAttributes *attributes = [super layoutAttributesForItemAtIndexPath:indexPath];
        attributes.zIndex = 1;
        [draggableAttributes addObject:attributes];
    }
    self.startDragPoint = point;
    self.dragBehavior = [[DragBehavior alloc]initWithItems:draggableAttributes point:point];
    [self.animator addBehavior:self.dragBehavior];
}

- (void)updateDragLoactionWithPoint:(CGPoint)point
{
    [self.dragBehavior updateDragLocationWithPoint:point];
}

- (void)endDragging
{
    self.finishedDragging = YES;
    [self.dragBehavior updateDragLocationWithPoint:self.startDragPoint];
}

- (void)clearDraggedIndexPath
{
    self.animator = nil;
    self.indexPathsForDraggingElements = nil;
    self.finishedDragging = NO;
}

- (void)dynamicAnimatorDidPause:(UIDynamicAnimator *)animator
{
    if (self.finishedDragging)
    {
        [self clearDraggedIndexPath];
    }
}

- (NSArray<UICollectionViewLayoutAttributes *> *)layoutAttributesForElementsInRect:(CGRect)rect
{
    NSArray *existingAttributes = [super layoutAttributesForElementsInRect:rect];
    NSMutableArray *allAttributes = [[NSMutableArray alloc]initWithCapacity:existingAttributes.count];
    for (UICollectionViewLayoutAttributes *attributes in existingAttributes)
    {
        if (![self.indexPathsForDraggingElements containsObject:attributes.indexPath])
        {
            [allAttributes addObject:attributes];
        }
    }
    [allAttributes addObjectsFromArray:[self.animator itemsInRect:rect]];
    return allAttributes;
}

@end

Finally, we'll create a view controller that will create our UICollectionView and handle our long press gesture.

# Swift

final class ViewController: UIViewController
{
    // Collection view that displays cells
    lazy var collectionView: UICollectionView =
    {
        let collectionView = UICollectionView(frame: .zero, collectionViewLayout: DraggableLayout())
        collectionView.backgroundColor = .white
        collectionView.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(collectionView)
        collectionView.topAnchor.constraint(equalTo: self.topLayoutGuide.bottomAnchor).isActive = true
        collectionView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor).isActive = true
        collectionView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor).isActive = true
        collectionView.bottomAnchor.constraint(equalTo: self.bottomLayoutGuide.topAnchor).isActive = true
        
        return collectionView
    }()
    
    // Gesture that drives dragging
    lazy var longPress: UILongPressGestureRecognizer =
    {
        let longPress = UILongPressGestureRecognizer(target: self, action: #selector(self.handleLongPress(sender:)))
        return longPress
    }()
    
    // Array that holds selected index paths
    var selectedIndexPaths = [IndexPath]()
    
    override func viewDidLoad()
    {
        super.viewDidLoad()
        collectionView.delegate = self
        collectionView.dataSource = self
        collectionView.register(UICollectionViewCell.self, forCellWithReuseIdentifier: "Cell")
        collectionView.addGestureRecognizer(longPress)
    }
    
    func handleLongPress(sender: UILongPressGestureRecognizer)
    {
        guard let draggableLayout = collectionView.collectionViewLayout as? DraggableLayout else { return }
        let location = sender.location(in: collectionView)
        switch sender.state
        {
        case .began:
            draggableLayout.startDragging(indexPaths: selectedIndexPaths, from: location)
        case .changed:
            draggableLayout.updateDragLocation(location)
        case .ended, .failed, .cancelled:
            draggableLayout.endDragging()
        case .possible:
            break
        }
    }
}
extension ViewController: UICollectionViewDelegate, UICollectionViewDataSource
{
    func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int
    {
        return 1000
    }
    
    func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell
    {
        let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath)
        cell.backgroundColor = .gray
        if selectedIndexPaths.contains(indexPath) == true
        {
            cell.backgroundColor = .red
        }
        return cell
    }
    
    func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath)
    {
        // Bool that determines if cell is being selected or unselected
        let isSelected = !selectedIndexPaths.contains(indexPath)
        let cell = collectionView.cellForItem(at: indexPath)
        cell?.backgroundColor = isSelected ? .red : .gray
        if isSelected
        {
            selectedIndexPaths.append(indexPath)
        }
        else
        {
            selectedIndexPaths.remove(at: selectedIndexPaths.index(of: indexPath)!)
        }
    }
}

# Objective-C

@interface ViewController () <UICollectionViewDelegate, UICollectionViewDataSource>
@property (nonatomic, strong) UICollectionView *collectionView;
@property (nonatomic, strong) UILongPressGestureRecognizer *longPress;
@property (nonatomic, strong) NSMutableArray <NSIndexPath *> *selectedIndexPaths;
@end

@implementation ViewController

- (void)viewDidLoad
{
    [super viewDidLoad];
    self.collectionView.delegate = self;
    self.collectionView.dataSource = self;
    [self.collectionView registerClass:[UICollectionViewCell class] forCellWithReuseIdentifier:@"Cell"];
    [self.collectionView addGestureRecognizer:self.longPress];
    self.selectedIndexPaths = [[NSMutableArray alloc]init];
}

- (UICollectionView *)collectionView
{
    if (!_collectionView)
    {
        _collectionView = [[UICollectionView alloc]initWithFrame:CGRectZero collectionViewLayout:[[DraggableLayout alloc]init]];
        _collectionView.backgroundColor = [UIColor whiteColor];
        _collectionView.translatesAutoresizingMaskIntoConstraints = NO;
        [self.view addSubview:_collectionView];
        [_collectionView.topAnchor constraintEqualToAnchor:self.topLayoutGuide.bottomAnchor].active = YES;
        [_collectionView.leadingAnchor constraintEqualToAnchor:self.view.leadingAnchor].active = YES;
        [_collectionView.trailingAnchor constraintEqualToAnchor:self.view.trailingAnchor].active = YES;
        [_collectionView.bottomAnchor constraintEqualToAnchor:self.bottomLayoutGuide.topAnchor].active = YES;
    }
    return _collectionView;
}

- (UILongPressGestureRecognizer *)longPress
{
    if (!_longPress)
    {
        _longPress = [[UILongPressGestureRecognizer alloc]initWithTarget:self action:@selector(handleLongPress:)];
    }
    return _longPress;
}

- (void)handleLongPress:(UILongPressGestureRecognizer *)sender
{
    DraggableLayout *draggableLayout = (DraggableLayout *)self.collectionView.collectionViewLayout;
    CGPoint location = [sender locationInView:self.collectionView];
    if (sender.state == UIGestureRecognizerStateBegan)
    {
        [draggableLayout startDraggingWithIndexPaths:self.selectedIndexPaths fromPoint:location];
    }
    else if(sender.state == UIGestureRecognizerStateChanged)
    {
        [draggableLayout updateDragLoactionWithPoint:location];
    }
    else if(sender.state == UIGestureRecognizerStateEnded ||  sender.state == UIGestureRecognizerStateCancelled || sender.state == UIGestureRecognizerStateFailed)
    {
        [draggableLayout endDragging];
    }
}

- (NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section
{
    return 1000;
}

- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
    UICollectionViewCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:@"Cell" forIndexPath:indexPath];
    cell.backgroundColor = [UIColor grayColor];
    if ([self.selectedIndexPaths containsObject:indexPath])
    {
        cell.backgroundColor = [UIColor redColor];
    }
    return cell;
}

- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath
{
    BOOL isSelected = ![self.selectedIndexPaths containsObject:indexPath];
    UICollectionViewCell *cell = [collectionView cellForItemAtIndexPath:indexPath];
    if (isSelected)
    {
        cell.backgroundColor = [UIColor redColor];
        [self.selectedIndexPaths addObject:indexPath];
    }
    else
    {
        cell.backgroundColor = [UIColor grayColor];
        [self.selectedIndexPaths removeObject:indexPath];
    }
}

@end

For more information 2013 WWDC Session "Advanced Techniques with UIKit Dynamics" (opens new window)