I am spiking on the following code in Swift. This is for horizontal scrolling and can easily be adapted to vertical one. Solutions differ depending on whether paging is enabled or not. Both are given below.
class ScrollViewDelegate : NSObject, UIScrollViewDelegate
{
let maxOffset: CGFloat // offset of the rightmost content (scrollview contentSize.width - frame.width)
var prevOffset: CGFloat = 0 // previous offset (after adjusting the value)
var totalDistance: CGFloat = 0 // total distance it would have moved (had we not restricted)
let reductionFactor: CGFloat = 0.2 // percent of total distance it will be allowed to move (under restriction)
let scaleFactor: CGFloat = UIScreen.mainScreen().scale // pixels per point, for smooth translation in respective devices
init(maxOffset: CGFloat)
{
self.maxOffset = maxOffset // scrollView.contentSize.width - scrollView.frame.size.width
}
func scrollViewDidScroll(scrollView: UIScrollView)
{
let flipped = scrollView.contentOffset.x >= maxOffset // dealing with left edge or right edge rubber band
let currentOffset = flipped ? maxOffset - scrollView.contentOffset.x : scrollView.contentOffset.x // for right edge, flip the values as if screen is folded in half towards the left
if(currentOffset <= 0) // if dragging/moving beyond the edge
{
if(currentOffset <= prevOffset) // if dragging/moving beyond previous offset
{
totalDistance += currentOffset - prevOffset // add the "proposed delta" move to total distance
prevOffset = round(scaleFactor * totalDistance * reductionFactor) / scaleFactor // set the prevOffset to fraction of total distance
scrollView.contentOffset.x = flipped ? maxOffset - prevOffset : prevOffset // set the target offset, after negating any flipping
}
else // if dragging/moving is reversed, though still beyond the edge
{
totalDistance = currentOffset / reductionFactor // set totalDistance from offset (reverse of prevOffset calculation above)
prevOffset = currentOffset // set prevOffset
}
}
else // if dragging/moving inside the edge
{
totalDistance = 0 // reset the values
prevOffset = 0
}
}
}
When paging is enabled, the bounce back to the resting point doesn't seem to work as expected. Instead of stopping at the page boundary, the rubber band is overshooting it and halting at a non-page offset. This happens if the pull from the edge is with a fast flick such that it continues to move in that direction even after you lift the finger, before reversing the direction and coming back to the resting point. It seems to work fine if you simply pause and leave or even flick it back towards the resting point. To address this, in the below code I try to identify the possibility of overshooting and forcefully stop it while it returns and attempts to cross the expected page boundary.
class PageScrollViewDelegate : NSObject, UIScrollViewDelegate
{
let maxOffset: CGFloat // offset of the rightmost content (scrollview contentSize.width - frame.width)
var prevOffset: CGFloat = 0 // previous offset (after adjusting the value)
var totalDistance: CGFloat = 0 // total distance it would have moved (had we not restricted)
let reductionFactor: CGFloat = 0.2 // percent of total distance it will be allowed to move (under restriction)
let scaleFactor: CGFloat = UIScreen.mainScreen().scale // pixels per point, for smooth translation in respective devices
var draggingOver: Bool = false // finger dragging is over or not
var overshoot: Bool = false // is there a chance for page to overshoot page boundary while falling back
init(maxOffset: CGFloat)
{
self.maxOffset = maxOffset // scrollView.contentSize.width - scrollView.frame.size.width
}
func scrollViewWillBeginDragging(scrollView: UIScrollView)
{
draggingOver = false // reset the flags
overshoot = false
}
func scrollViewDidEndDragging(scrollView: UIScrollView, willDecelerate decelerate: Bool)
{
draggingOver = true // finger dragging is over
}
func scrollViewDidScroll(scrollView: UIScrollView)
{
let flipped = scrollView.contentOffset.x >= 0.5 * maxOffset // dealing with left edge or right edge rubber band
let currentOffset = flipped ? maxOffset - scrollView.contentOffset.x : scrollView.contentOffset.x // for right edge, flip the values as if screen is folded in half towards the left
if(currentOffset <= 0) // if dragging/moving beyond the edge
{
if(currentOffset <= prevOffset) // if dragging/moving beyond previous offset
{
overshoot = draggingOver // is content moving farther away even after dragging is over (caused by fast flick, which can cause overshooting page boundary while falling back)
totalDistance += currentOffset - prevOffset // add the "proposed delta" move to total distance
prevOffset = round(scaleFactor * totalDistance * reductionFactor) / scaleFactor // set the prevOffset to fraction of total distance
scrollView.contentOffset.x = flipped ? maxOffset - prevOffset : prevOffset // set the target offset, after negating any flipping
}
else // if dragging/moving is reversed, though still beyond the edge
{
totalDistance = currentOffset / reductionFactor // set totalDistance from offset (reverse of prevOffset calculation above)
prevOffset = currentOffset // set prevOffset
}
}
else // if dragging/moving inside the edge
{
if(overshoot) // if this movement is a result of overshooting
{
scrollView.setContentOffset(CGPointMake(flipped ? maxOffset : 0, scrollView.contentOffset.y), animated: false) // bring it to resting point and stop further scrolling (this is a patch to control overshooting)
}
totalDistance = 0 // reset the values
prevOffset = 0
}
}
}