I managed to get a scrollview working and scrolling, but now when I go to scroll it only scrolls from right to left and was wondering how I go about reversing it so it scrolls from left to right instead.
Here is my menu code that contains my scrollview:
var moveableNode = SKNode()
var scrollView: CustomScrollView!
private var spriteSize = CGSize.zero
let kMargin: CGFloat = 40
var sprite = SKSpriteNode()
class Menu: SKScene {
override func didMoveToView(view: SKView) {
addChild(moveableNode)
spriteSize = SKSpriteNode (imageNamed: "card_level01").size
let initialMargin = size.width/2
let marginPerImage = kMargin + spriteSize.width
scrollView = CustomScrollView(frame: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height), scene: self, moveableNode: moveableNode)
scrollView.contentSize = CGSizeMake(initialMargin*2 + (marginPerImage * 7), size.height)
// scrollView.contentSize = CGSizeMake(self.frame.size.width * 2, self.frame.size.height)
view.addSubview(scrollView)
for i in 1...8 {
let sprite = SKSpriteNode(imageNamed: String(format: "card_level%02d", i))
sprite.position = CGPoint (x: initialMargin + (marginPerImage * (CGFloat(i) - 1)), y: size.height / 2)
moveableNode.addChild(sprite)
}
Here is my scrollView Class that is a subclass of UIScrollView:
var nodesTouched: [AnyObject] = [] // global
class CustomScrollView: UIScrollView {
// MARK: - Static Properties
/// Touches allowed
static var disabledTouches = false
/// Scroll view
private static var scrollView: UIScrollView!
private static var contentView: UIView!
// MARK: - Properties
/// Current scene
private var currentScene: SKScene?
/// Moveable node
private var moveableNode: SKNode?
// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode) {
print("Scroll View init")
super.init(frame: frame)
CustomScrollView.scrollView = self
currentScene = scene
self.moveableNode = moveableNode
self.frame = frame
indicatorStyle = .White
scrollEnabled = true
//self.minimumZoomScale = 1
//self.maximumZoomScale = 3
canCancelContentTouches = false
userInteractionEnabled = true
delegate = self
//flip for spritekit (only needed for horizontal)
let verticalFlip = CGAffineTransformMakeScale(-1,-1)
self.transform = verticalFlip
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// MARK: - Touches
extension CustomScrollView {
/// began
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch began scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesBegan(touches, withEvent: event)
}
/// moved
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch moved scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesMoved(touches, withEvent: event)
}
/// ended
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch ended scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesEnded(touches, withEvent: event)
}
/// cancelled
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
print("Touch cancelled scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesCancelled(touches, withEvent: event)
}
}
// MARK: - Touch Controls
extension CustomScrollView {
/// Disable
class func disable() {
print("Disabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = false
CustomScrollView.disabledTouches = true
}
/// Enable
class func enable() {
print("Enabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = true
CustomScrollView.disabledTouches = false
}
}
// MARK: - Delegates
extension CustomScrollView: UIScrollViewDelegate {
/// did scroll
func scrollViewDidScroll(scrollView: UIScrollView) {
print("Scroll view did scroll")
moveableNode!.position.x = scrollView.contentOffset.x // Left/Right
//moveableNode!.position.y = scrollView.contentOffset.y // Up/Dowm
}
}