world this would usually have meant events for all drags being shot across the bridge. However that takes time, so responding and coordinating gestures may happen in a delayed fashion. With Reanimated and Gesture Handler we can construct responsive dragging animations that run only on the native side.
So we're going to build a draggable item that adjust it's opacity and border width when you drag it certain directions and distances.
We're going to start with a setup that relies on PanGestureHandler
. This will allow us to get a continuous stream of events and movements from a users touch. We'll define a maxPointers={1}
to let the gesture handler know we only want a single touch at maximum to activate our handler.
import React from "react"; import { StyleSheet, Text, View, Dimensions } from "react-native"; import Animated from "react-native-reanimated"; import { PanGestureHandler, State } from "react-native-gesture-handler"; const { width, height } = Dimensions.get("window"); export default class App extends React.Component { render() { return ( <View style={styles.container}> <PanGestureHandler maxPointers={1}> <Animated.View style={[styles.box]} /> </PanGestureHandler> </View> ); } } const CIRCLE_SIZE = 70; const styles = StyleSheet.create({ container: { flex: 1, }, box: { backgroundColor: "tomato", marginLeft: -(CIRCLE_SIZE / 2), marginTop: -(CIRCLE_SIZE / 2), width: CIRCLE_SIZE, height: CIRCLE_SIZE, borderRadius: CIRCLE_SIZE / 2, borderColor: "#000", }, });
To hold onto the drag location from react native gesture handler we need to setup 2 Values
. These we'll initialize with a 0 value.
const { Value } = Animated; export default class App extends React.Component { dragX = new Value(0); dragY = new Value(0); render() {} }
Next we need to setup an event
handler to give to our PanGestureHandler
and also provide it with all the animated values so that it will set the correct values on them.
This means we need a new value which we'll call gestureState
. We'll initialize it with a -1 because that's not any valid gesture state. Once any touch has been initiated it will go through a gesture phase. We can then use this later to know when the user has started and started moving the circle.
We pass in our 3 animated values corresponding with the values of the gesture handler event.
const { Value, event } = Animated; export default class App extends React.Component { dragX = new Value(0); dragY = new Value(0); gestureState = new Value(-1); onGestureEvent = event([ { nativeEvent: { translationX: this.dragX, translationY: this.dragY, state: this.gestureState, }, }, ]); }
Now that we have an onGestureEvent
setup we'll pass it into our PanGestureHandler
. The onGestureEvent
will be fired anytime there is a new gesture. That means we'll get a continuous stream from this callback for each time the user moves their finger. The state change handler is only fired when the gesture enters a new phase.
<PanGestureHandler maxPointers={1} onGestureEvent={this.onGestureEvent} onHandlerStateChange={this.onGestureEvent} >
We aren't done with animated values yet. We need to hold onto offsets for both x and y. The gesture event isn't reporting the position of the circle, it's reporting the positions of the gesture. If we just relied on our dragX
and dragY
for our location every time the user initiated a drag you would see a visible jump from the current position to the new dragX
and dragY
position.
So for now we use the screen width and height, and initialize our offsets to be in the center of the screen. Once this is passed to the circle it will then be positioned in the center of the screen as well.
export default class App extends React.Component { dragX = new Value(0); dragY = new Value(0); offsetX = new Value(width / 2); offsetY = new Value(height / 2); gestureState = new Value(-1); }
Now for adding drag functionality. Reanimated is declarative. Meaning we need to provide a bunch of rules for how the native side reacts when certain conditions are met. So we need to destructure a few more functions from animated.
const { cond, eq, add, set, Value, event } = Animated;
This transX
is what will be provided to our Animated.View
transform for the translateX
position and like wise for the transY
.
Lets break it down. First off we have a cond
. The condition function will take 3 arguments. The first is what decides gets returned. So in our case we're using eq(this.gestureState, State.ACTIVE)
for our true/false. The eq
will return whether or not this.gestureState
has been updated to ACTIVE
.
When the gesture starts being dragged around this cond
block knows to re-run and re-evaluate what the value of transX
should be. So when the gestureState
is active we will add our previous offsetX
to our current dragX
that is being updated from our PanGestureHandler
.
This isn't effecting either the offsetX
or dragX
values, it's just adding them together then returning that value to the cond
which is being provided as the value of our translateX
. So this is just a way to do a temporary drag operation that uses the old position and the new position.
When the gestureState
is no longer active, so the user has released that is when we save off the final value. We use the set
method to save off the resulting value of our offsetX
and current dragX
and set the offsetX
for the next drag situation. The final thing is that set
will return whatever the value is, so our transX
will hold onto the final value of offsetX
+ dragX
and our circle will stay right where we left it.
transX = cond( eq(this.gestureState, State.ACTIVE), add(this.offsetX, this.dragX), set(this.offsetX, add(this.offsetX, this.dragX)) );
The same goes for the Y
direction.
transY = cond( eq(this.gestureState, State.ACTIVE), add(this.offsetY, this.dragY), set(this.offsetY, add(this.offsetY, this.dragY)) );
Finally we wire up our transform on our Animated.View
and we can now drag it around.
<PanGestureHandler maxPointers={1} onGestureEvent={this.onGestureEvent} onHandlerStateChange={this.onGestureEvent} > <Animated.View style={[ styles.box, { transform: [ { translateX: this.transX, }, { translateY: this.transY, }, ], }, ]} /> </PanGestureHandler>
Now if we want to add in effects for when the circle is dragged to certain locations we can accomplish that using interpolate
.
const { cond, eq, add, set, Value, event, interpolate, Extrapolate } = Animated;
We setup our interpolate to always respond and react to our transY
. Our inputRange
will be the values that we expect our transY
to be between. In our case we set it up to be between 0
and height
of our screen.
We then tell it that our outputRange
will be between .1
and 1
. So when transY
is at 0
. so the top of the screen, it will interpolate to .1
. Then when the circle is dragged to the bottom of the screen the opacity value will be 1
.
opacity = interpolate(this.transY, { inputRange: [0, height], outputRange: [0.1, 1], });
Then we wire it up to the opacity of our Animated.View
.
<Animated.View style={[ styles.box, { opacity: this.opacity, transform: [ { translateX: this.transX, }, { translateY: this.transY, }, ], }, ]} />
The border width interpolation is the same as the opacity however we look at the transX
and use the width of the screen instead.
Our outputRange
we've changed to 0
and 5
. We use Extrapolate.CLAMP
to indicate that we never want our output
to be less than 0
or greater than 5
ever.
borderWidth = interpolate(this.transX, { inputRange: [0, width], outputRange: [0, 5], extrapolate: Extrapolate.CLAMP, });
Then we wire it up to the borderWidth
of our circle.
<Animated.View style={[ styles.box, { opacity: this.opacity, borderWidth: this.borderWidth, transform: [ { translateX: this.transX, }, { translateY: this.transY, }, ], }, ]} />
There we have it. We have a purely native drag implementation. We can drag items around the screen and we've written conditions that will watch our translations and respond by adjusting opacity or border width.
Check out the live demo here.