I'm trying to get a handle on new iOS 7 APIs that allow for interactive, animated view controller transitions, including transitions between UICollectionViewLayouts.
I've taken and modified sample code from WWDC 2013, "iOS-CollectionViewTransition", which can be found here: https://github.com/timarnold/UICollectionView-Transition-Demo
The original demo, which was not in a working state when I found it, can be accessed with an Apple Developer account, here: https://developer.apple.com/downloads/index.action?name=WWDC%202013
My version of the app presents a collection view with two layouts, both UICollectionViewFlowLayout layouts with different properties.
Tapping on a cell in the first layout properly animates to the second, including, crucially, the tapped-on-item being scrolled to in the new layout. At first I was confused about how the new collection view knows to set its content offset so that the appropriate cell is visible, but I learned it does this based on the selected property of the presenting collection view.
Pinching on an item in the first layout should animate, using UICollectionViewTransitionLayout, UIViewControllerAnimatedTransitioning, and UIViewControllerInteractiveTransitioning, to the new layout as well. This works, but the pinched-at cell is not scrolled to in the new layout or the transition layout.
I've tried setting the selected property on the pinched-on cell at various locations (to try to mimic the behavior described when tapping on an item to push the new view controller), to no avail.
Any ideas about how to solve this problem?
You can manipulate the contentOffset yourself during the transition, which actually gives you finer-grained control than UICollectionView's built-in animation.
For example, you can define your transition layout like this to interpolate between the "to" and "from" offsets. You just need to calculate the "to" offset yourself based on how you want things to end up:
#interface MyTransitionLayout : UICollectionViewTransitionLayout
#property (nonatomic) CGPoint fromContentOffset;
#property (nonatomic) CGPoint toContentOffset;
#end
#import "MyTransitionLayout.h"
#implementation MyTransitionLayout
- (void) setTransitionProgress:(CGFloat)transitionProgress
{
super.transitionProgress = transitionProgress;
CGFloat f = 1 - transitionProgress;
CGFloat t = transitionProgress;
CGPoint offset = CGPointMake(f * self.fromContentOffset.x + t * self.toContentOffset.x, f * self.fromContentOffset.y + t * self.toContentOffset.y);
self.collectionView.contentOffset = offset;
}
#end
One thing to note is that the contentOffset will be reset to the "from" value when the transition completes, but you can negate that by setting it back to the "to" offset in the completion block of startInteractiveTransitionToCollectionViewLayout
CGPoint toContentOffset = ...;
[self.collectionViewController.collectionView startInteractiveTransitionToCollectionViewLayout:layout completion:^(BOOL completed, BOOL finish) {
if (finish) {
self.collectionView.contentOffset = toContentOffset;
}
}];
UPDATE
I posted an implementation of this and a working example in a new GitHub library TLLayoutTransitioning. The example is non-interactive, intended to demonstrate improved animation over setCollectionViewLayout:animated:completion, but it utilizes the interactive transitioning APIs combined with the technique described above. Take a look at the TLTransitionLayout class and try running the "Resize" example in the Examples workspace.
Perhaps TLTransitionLayout can accomplish what you need.
UPDATE 2
I added an interactive example to the TLLayoutTransitioning library. Try running the "Pinch" example in the Examples workspace. This one pinches the visible cells as a group. I'm working on another example that pinches an individual cell such that the cell follows your fingers during the transition while the other cells follow the default linear path.
UPDATE 3
I've recently added more content offset placement options: Minimal, Center, Top, Left, Bottom and Right. And transitionToCollectionViewLayout: now supports 30+ easing functions courtesy of Warren Moore's AHEasing library.
Thank you Timothy Moose. It works for iOS14 too. I didn't try interactions via finger but for a simple animation of changing a grid layout on list layout it works fine. You can replace
self.collectionView?.contentOffset = ...
with
setContentOffset(_ contentOffset: yourOffset, animated: false)
If you don't do this, content will bounce a bit during the animation.
Here's my example in Swift:
final class SFDocumentsManagerTransitionLayout: UICollectionViewTransitionLayout {
var fromContentOffset: CGFloat = 0
var toContentOffset: CGFloat = 0
override var transitionProgress: CGFloat {
didSet {
let f = 1 - self.transitionProgress
let t = self.transitionProgress
self.collectionView?.setContentOffset(CGPoint(x: 0,
y: f * self.fromContentOffset + t * self.toContentOffset),
animated: false)
}
}
}
Related
I have an app with a build target of IOS 14 that is causing a problem regarding automatic positioning of the view on keyboard show.
I have a UITextView that is draggable and can be positioned partially outside of the main view that it sits within. If the field is large enough then it will extend beyond the parent view and safe area also. The parent view has clipsToBounds set as true so the overflow of the text view is not visible.
The problem is when the text field is positioned so that its right hand side is outside of the safe area and the keyboard is presented, the screen automatically scrolls left to include the far right edge of the text view, even though it is not visible due to clipsToBounds being set on its parent. I need to disable the behaviour that is causing this to happen but can't find anything that covers this for UIKit.
See below for a visual example. Can anybody please help?
Image 1
Image 2
Edit:
The structure of the screen is:
View Controller:
.....UICollectionView:
..........UICollectionViewCell:
...............UIView:
....................Elements (UITextView in this case)
func calculateCarouselOffset(formHeight: CGFloat) -> CGAffineTransform {
let carouselOffset: CGAffineTransform!
let currentElementMaxY = returnCurrentElementMaxY()
let elementMaxYTransformRemoved = currentElementMaxY + -self.scalingCarousel.transform.ty
let newFormOriginY = safeAreaFrame.height - formHeight
let topOfFormMargin: CGFloat = 20
if (newFormOriginY - topOfFormMargin) < elementMaxYTransformRemoved {
// Form will overlap element - move carousel view to compensate
let oldToNewLocDist = (newFormOriginY - topOfFormMargin) - currentElementMaxY
let moveScreenBy = self.scalingCarousel.transform.ty + oldToNewLocDist
carouselOffset = CGAffineTransform(translationX: 0, y: moveScreenBy)
} else {
// Form will not overlap element - reset carousel view
carouselOffset = self.formDeactivate
}
return carouselOffset
}
And it is called as below:
func textViewDidChage() {
let backgorundTransform = calculateCarouselOffset(formHeight: currentElementFormHeight)
let modifyBackground = UIViewPropertyAnimator(duration: 0.2, curve: .linear, animations: {
self.scalingCarousel.transform = backgorundTransform
})
modifyBackground.startAnimation()
}
It looks like this is (possibly new?) built-in behaviour for text fields. I reproduced this both with a collection view controller and a view controller holding a collection view. The text field moves itself to visible like this:
I found this by adding a symbolic breakpoint on contentOffset and then making a field editable - there are a lot of calls before you get to this point because it's also adjusting things for the keyboard coming up.
Unfortunately in your case, I think the scroll view is moving the text field's visible bounds into the visible area, which means you're scrolling horizontally since the text field is off screen.
You can't override scrollTextFieldToVisibleIfNecessary as it is private API. There are probably some hacks you can do by overriding becomeFirstResponder but they seem quite likely to either not work, or break other things.
Hello I am creating a sort of social media app and I am using table view to display all the information, I have made a parallax effect and at first it works nicely and smoothly, but after couple of times of moving my device it becomes supper jittery and way to quick
Here is the extension that I have created that I am adding to my TableViewCellView: (I call it like this: myCell.addParallax(magnitude: 10) )
extension UIView {
func addParallax(magnitude: Float) {
let xMotion = UIInterpolatingMotionEffect(keyPath: "center.x", type: .tiltAlongHorizontalAxis)
xMotion.maximumRelativeValue = magnitude
xMotion.minimumRelativeValue = -magnitude
let yMotion = UIInterpolatingMotionEffect(keyPath: "center.y", type: .tiltAlongVerticalAxis)
yMotion.maximumRelativeValue = magnitude
yMotion.minimumRelativeValue = -magnitude
let motionEffect = UIMotionEffectGroup()
motionEffect.motionEffects = [xMotion, yMotion]
self.addMotionEffect(motionEffect)
}
}
Your UITableViewCells are being reused while the table is scrolled by the user. In the cellForRow atIndexPath method you're most likely using tableView.dequeueReusableCell method. This method doesn't create new cells all the time, it reuses the ones that are not visible anymore.
The UIMotionEffectGroup you're creating is being added to the UITableViewCell each time the myCell.addParallax(magnitude: 10) is called. In the end, you're having many UIMotionEffectGroup which is the source of your problem. Make sure that this method is called only once per cell, you can use awakeFromNib method in the cell itself to achieve this.
I have a NSTableView and want to track the position of its containing NSCells when the tableView got scrolled by the user.
I couldn’t find anything helpful. Would be great if someone can lead me into the right direction!
EDIT:
Thanks to #Ken Thomases and #Code Different, I just realized that I am using a view-based tableView, using tableView(_ tableView:viewFor tableColumn:row:), which returns a NSView.
However, that NSView is essentially a NSCell.
let cell = myTableView.make(withIdentifier: "customCell", owner: self) as! MyCustomTableCellView // NSTableCellView
So I really hope my initial question wasn’t misleading. I am still searching for a way how to track the position of the individual cells/views.
I set the behaviour of the NSScrollView (which contains the tableView) to Copy on Scroll in IB.
But when I check the x and y of the view/cells frame (within viewWillDraw of my MyCustomTableCellView subclass) it remains 0, 0.
NSScrollView doesn't use delegate. It uses the notification center to inform an observer that a change has taken place. The solution below assume vertical scrolling.
override func viewDidLoad() {
super.viewDidLoad()
// Observe the notification that the scroll view sends out whenever it finishes a scroll
let notificationName = NSNotification.Name.NSScrollViewDidLiveScroll
NotificationCenter.default.addObserver(self, selector: #selector(scrollViewDidScroll(_:)), name: notificationName, object: scrollView)
// Post an intial notification to so the user doesn't have to start scrolling to see the effect
scrollViewDidScroll(Notification(name: notificationName, object: scrollView, userInfo: nil))
}
// Whenever the scroll view finished scrolling, we will start coloring the rows
// based on how much they are visible in the scroll view. The idea is we will
// perform hit testing every n-pixel in the scroll view to see what table row
// lies there and change its color accordingly
func scrollViewDidScroll(_ notification: Notification) {
// The data's part of a table view begins with at the bottom of the table's header
let topEdge = tableView.headerView!.frame.height
let bottomEdge = scrollView.bounds.height
// We are going to do hit-testing every 10 pixel. For best efficiency, set
// the value to your typical row's height
let step = CGFloat(10.0)
for y in stride(from: topEdge, to: bottomEdge, by: step) {
let point = NSPoint(x: 10, y: y) // the point, in the coordinates of the scrollView
let hitPoint = scrollView.convert(point, to: tableView) // the same point, in the coordinates of the tableView
// The row that lies that the hitPoint
let row = tableView.row(at: hitPoint)
// If there is a row there
if row > -1 {
let rect = tableView.rect(ofRow: row) // the rect that contains row's view
let rowRect = tableView.convert(rect, to: scrollView) // the same rect, in the scrollView's coordinates system
let visibleRect = rowRect.intersection(scrollView.bounds) // the part of the row that visible from the scrollView
let visibility = visibleRect.height / rowRect.height // the percentage of the row that is visible
for column in 0..<tableView.numberOfColumns {
// Now iterate through every column in the row to change their color
if let cellView = tableView.view(atColumn: column, row: row, makeIfNecessary: true) as? NSTableCellView {
let color = cellView.textField?.textColor
// The rows in a typical text-only tableView is 17px tall
// It's hard to spot their grayness so we exaggerate the
// alpha component a bit here:
let alpha = visibility == 1 ? 1 : visibility / 3
cellView.textField?.textColor = color?.withAlphaComponent(alpha)
}
}
}
}
}
Result:
Update based on edited question:
First, just so you're aware, NSTableCellView is not an NSCell nor a subclass of it. When you are using a view-based table, you are not using NSCell for the cell views.
Also, a view's frame is always relative to the bounds of its immediate superview. It's not an absolute position. And the superview of the cell view is not the table view nor the scroll view. Cell views are inside of row views. That's why your cell view's origin is at 0, 0.
You could use NSTableView's frameOfCell(atColumn:row:) to determine where a given cell view is within the table view. I still don't think this is a good approach, though. Please see the last paragraph of my original answer, below:
Original answer:
Table views do not "contain" a bunch of NSCells as you seem to think. Also, NSCells do not have a position. The whole point of NSCell-based compound views is that they're much lighter-weight than an architecture that uses a separate object for each cell.
Usually, there's one NSCell for each table column. When the table view needs to draw the cells within a column, it configures that column's NSCell with the data for one cell and tells it to draw at that cell's position. Then, it configures that same NSCell with the data for the next cell and tells it to draw at the next position. Etc.
To do what you want, you could configure the scroll view to not copy on scroll. Then, the table view will be asked to draw everything whenever it is scrolled. Then, you would implement the tableView(_:willDisplayCell:for:row:) delegate method and apply the alpha value to the cells at the top and bottom edges of the scroll view.
But that's probably not a great approach.
I think you may have better luck by adding floating subviews to the scroll view that are partially transparent, with a gradient from fully opaque to fully transparent in the background color. So, instead of the cells fading out and letting the background show through, you put another view on top which only lets part of the cells show through.
I just solved the issue by myself.
Just set the contents view postsBoundsChangedNotifications to true and added an observer to NotificationCenter for NSViewBoundsDidChange. Works like a charm!
Is there a way I can set my scrollview not to clip its contents? (Which is a NSTextView)
I have a subclass of NSScrollView and want its content not to be clipped to its bounds.
I have tried overriding:
- (BOOL) wantsDefaultClipping{
return NO;
}
in MyScrollView and in MytextView without any effect.
In the iOS I would simply would do: myuitextView.clipsToBounds=NO; how can I do this in Cocoa?
EDIT
This is an example of what I want to achieve but in the mac
The scrollview is white, the scroller will never go outside its bounds but the text does since I did myuitextView.clipsToBounds=NO
See picture here
EDIT2
I wouldn't mind clip my view like #Josh suggested. But the real behaviour I would like to have can be explained with this picture:
Do you see the word *****EDIT***** that has being cut in the very first line?
I want the text not to be cut this way, rather I want it to completely appear and I will put a semitransparent image so it looks like it fades off when it's outside the frame.
Q: Why don't I simply put a semitransparent NSImageView on it so it looks like what I want?
A: Because 1.Scroller will be faded as well. Even if I correctly place the semitransparent NSImageView so the scroller looks fine, the cursor/caret will be able to go underneath the semitransparent NSImageView again it does not look good.
I would like to be able to control the area is clipped by NSClipView. I think that would solve my problem. Is there any alternative I have? maybe I can control the caret position or scrolling position through NSTextView so caret will never go near the top/bottom frame limits? or any work-around?
Any advice is appreciated.
Now that it's 2016 and we're using vibrant titlebars with full size content views, I'll add my thoughts to how someone might accomplish this. Hopefully, this will help anyone who came here looking for help on this, as it helped me.
This answers the question in regards to scrolling under the titlebar, but you could easily modify this technique to scroll under other things using the insets and caret position.
To get a scroll view (with or without an NSTextView inside of it) to scroll behind a titlebar, you can use:
// For transparent title.
window.titlebarAppearsTransparent = true
window.styleMask = window.styleMask | NSFullSizeContentViewWindowMask
window.appearance = NSAppearance(named: NSAppearanceNameVibrantLight)
This effectively overlays the titlebar of the NSWindow onto the window's contentView.
To constrain something to the top of the window without knowing the height of the titlebar:
// Make a constraint for SOMEVIEW to the top layout guide of the window:
let topEdgeConstraint = NSLayoutConstraint(
item: SOMEVIEW, attribute: NSLayoutAttribute.Top,
relatedBy: NSLayoutRelation.Equal,
toItem: window.contentLayoutGuide,
attribute: NSLayoutAttribute.Top, multiplier: 1.0, constant: 0.0)
// Turn the constraint on automatically:
topEdgeConstraint.active = true
This allows you to constrain the top of an element to the bottom of the titlebar (and or toolbar + any accessory views it may have). This was shown at WWDC in 2015: https://developer.apple.com/videos/play/wwdc2014/220/
To get the scrollview to scroll under the titlebar but show its scrollbars inside the unobscured part of the window, pin it to the top of the content view in IB or via code, which will cause it to be under the titlebar. Then, tell it to automatically update it's insets:
scrollView.automaticallyAdjustsContentInsets = true
Finally, you can subclass your window and handle the cursor/caret position. There is a presumed bug (or developer error on my part) that doesn't make the scrollview always scroll to the cursor/caret when it goes above or below the content insets of the scrollview.
To fix this, you must manually find the caret position and scroll to see it when the selection changes. Forgive my awful code, but it seems to get the job done. This code belongs in an NSWindow subclass, so self is referring to the window.
// MARK: NSTextViewDelegate
func textViewDidChangeSelection(notification: NSNotification) {
scrollIfCaretIsObscured()
textView.needsDisplay = true // Prevents a selection rendering glitch from sticking around
}
// MARK: My Scrolling Functions
func scrollIfCaretIsObscured() {
let rect = caretRectInWindow()
let y: CGFloat = caretYPositionInWindow() - rect.height
// Todo: Make this consider the text view's ruler height, if present:
let tbHeight: CGFloat
if textView.rulerVisible {
// Ruler is shown:
tbHeight = (try! titlebarHeight()) + textViewRulerHeight
} else {
// Ruler is hidden
tbHeight = try! titlebarHeight()
}
if y <= tbHeight {
scrollToCursor()
}
}
func caretYPositionInWindow() -> CGFloat {
let caretRectInWin: NSRect = caretRectInWindow()
let caretYPosInWin: CGFloat = self.contentView!.frame.height - caretRectInWin.origin.y
return caretYPosInWin
}
func caretRectInWindow() -> CGRect {
// My own version of something based off of an old, outdated
// answer on stack overflow.
// Credit: http://stackoverflow.com/questions/6948914/nspopover-below-caret-in-nstextview
let caretRect: NSRect = textView.firstRectForCharacterRange(textView.selectedRange(), actualRange: nil)
let caretRectInWin: NSRect = self.convertRectFromScreen(caretRect)
return caretRectInWin
}
/// Scrolls to the current caret position inside the text view.
/// - Parameter textView: The specified text view to work with.
func scrollToCursor() {
let caretRectInScreenCoords = textView.firstRectForCharacterRange(textView.selectedRange(), actualRange: nil)
let caretRectInWindowCoords = self.convertRectFromScreen(caretRectInScreenCoords)
let caretRectInTextView = textView.convertRect(caretRectInWindowCoords, fromView: nil)
textView.scrollRectToVisible(caretRectInTextView)
}
enum WindowErrors: ErrorType {
case CannotFindTitlebarHeight
}
/// Calculates the combined height of the titlebar and toolbar.
/// Don't try this at home.
func titlebarHeight() throws -> CGFloat {
// Try the official way first:
if self.titlebarAccessoryViewControllers.count > 0 {
let textViewInspectorBar = self.titlebarAccessoryViewControllers[0].view
if let titlebarAccessoryClipView = textViewInspectorBar.superview {
if let view = titlebarAccessoryClipView.superview {
if let titleBarView = view.superview {
let titleBarHeight: CGFloat = titleBarView.frame.height
return titleBarHeight
}
}
}
}
throw WindowErrors.CannotFindTitlebarHeight
}
Hope this helps!
I would simply try to observe the document view's frame and match the scroll view's frame when the document resizes.
This is a little hairy. AFAIK, NSViews can't draw outside their own frame. At any rate I've never seen it done, and I was somewhat surprised when I realized that UIView allows it by default. But what you probably want to do here is not manipulate clipping rectangles (doing any such thing inside NSScrollView will probably not do what you want or expect), but instead try to cover up the vertically-truncated text lines with either layers or views that are the same color as the background. Perhaps you could subclass NSClipView and override viewBoundsChanged: and/or viewFrameChanged: in order to notice when the text view is being shifted, and adjust your "shades" accordingly.
You might consider using a translucent layer to achieve this appearance, without actually drawing outside your view. I'm not certain of the rules on iOS, but on the Mac, a view drawing outside its bounds can cause interference with surrounding drawing.
However, you can set the clipping region to be whatever you like inside your scroll view subclass's drawRect: using -[NSBezierPath setClip:]:
- (void)drawRect:(NSRect)dirtyRect {
[NSGraphicsContext saveGraphicsState];
[[NSBezierPath bezierPathWithRect:[[self documentView] frame]] setClip];
//...
[NSGraphicsContext restoreGraphicsState];
}
It might be possible (since you asked) to use this code in an NSClipView subclass, but there's not much info about that, and I think you may have a hard time making it interact properly with its scroll view. If it were me, I'd try subclassing NSScrollView first.
I want implement a layout in my ipad application that has a uitable view that scrolls left and right rather then up and down :
So rather than
row 1
row 2
row 3
( scrolling vertically )
It would be :
row 1, row2, row 3
(scrolling horizontally )
I've seen that UItableView is designed to only do vertical scrolling so doing a transform does not give the desired effect. Is there a standard way to do this taking advantage of a datasource provider like uitableview provides?
I basically want to do somthing similar to what the BBC News reader app on the Ipad does with the list of stories to select from.
Thanks
I have published sample code that demonstrates one approach for implementing horizontally scrolling table views using transforms. It's called EasyTableView and provides the same interface for both vertically and horizontally scrolling table views.
This is the method that I use:
1) Implement you own subclass of UITableView and override its initWithCoder: method as shown below:
- (id)initWithCoder:(NSCoder *)aDecoder
{
assert([aDecoder isKindOfClass:[NSCoder class]]);
self = [super initWithCoder:aDecoder];
if (self) {
const CGFloat k90DegreesCounterClockwiseAngle = (CGFloat) -(90 * M_PI / 180.0);
CGRect frame = self.frame;
self.transform = CGAffineTransformRotate(CGAffineTransformIdentity, k90DegreesCounterClockwiseAngle);
self.frame = frame;
}
assert(self);
return self;
}
2) Create your own UITableViewCell class and override initWithCoder: again:
- (id)initWithCoder:(NSCoder *)aDecoder
{
assert([aDecoder isKindOfClass:[NSCoder class]]);
self = [super initWithCoder:aDecoder];
if (self) {
const CGFloat k90DegreesClockwiseAngle = (CGFloat) (90 * M_PI / 180.0);
self.transform = CGAffineTransformRotate(CGAffineTransformIdentity, k90DegreesClockwiseAngle);
}
assert(self);
return self;
}
3) Now you can create a UITableView element in IB and set its class to be "MyHorizontalTableView" in the identity inspector.
4) Create your UITableViewCell element in IB and set its class to be "MyHorizontalTableViewCell" in the identity inspector.
And that's it.
This would work by overriding other initializers too in case you prefer not to use IB to instantiate your table view or cell.
A sample project that I built around this concept can be found in GitHub.
If you can restrict your app to only iOS 6 and upwards, the best way to do this is with UICollectionView.
If you need to support iOS 4/5, then try one of the opensource reimplementations of UICollectionView, eg. PSTCollectionView
This question has been answered by apple. Scrolling example by apple
Demonstrates how to implement two
different style UIScrollViews. The
first scroller contains multiple
images, showing how to layout large
content with multiple chunks of data
(in our case 5 separate UIImageViews).
this works for iPad also.
For now you have to use UIScrollView and set scrolling to horizontal only. As for the data you need handle the dequeing and optimizations yourself. If you do not expect more than a dozen or so objects then you can probably skip it, but if they are data intensive try to implement a similar data sourcing and loading as UITableView uses. Note that the BBC News reader app also uses paging enabled to scroll by each 'page (4 or so news icons)'.
I wrote a simple UIScrollView subclass that like UITableView implement cell reusability, the projet MMHorizontalListView is on gitHub, there is also a test project, so you can see how to use it with an example, it works also with old iOS versions like 4.x (probably even older...)
There is a simple brilliant trick to get a UITableView to do both vertical and horizontal scroll perfectly.
You can do it both with and without autolayout - I will explain it with autolayout.
On you UITableView have a width constraint and no tailing alignment constraint.
The bind this width constraint with an IBOutlet and in your controller set the following to properties on the table view.
let contentWidth = 1000 // you calculate that
tableViewWidthConstraint.constant = contentWidth
tableView.contentSize.width = (contentWidth * 2) - UIScreen.main.bounds.size.width
The tableview needs to be full width to render all the content in the horizontal direction, and the we plays with the content size compared with screen size that does the trick.
The following locations of them below works but you can try the in different steps in the lifecycle:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
tableViewWidthConstraint.constant = contentWidth
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
tableView.contentSize.width = (contentWidth * 2) - UIScreen.main.bounds.size.width
}
// and this is needed to support rotation:
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
coordinator.animate(alongsideTransition: { (UIViewControllerTransitionCoordinatorContext) -> Void in
self.tableView.contentSize.width = (contentWidth * 2) - UIScreen.main.bounds.size.width
}, completion: nil)
}
super.viewWillTransition(to: size, with: coordinator)
}