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Ink

The Ink component provides a radial action in the form of a visual ripple of ink expanding outward from the user's touch.

Material Design Specifications


Installation

Requirements

  • Xcode 7.0 or higher.
  • iOS SDK version 7.0 or higher.

Installation with CocoaPods

To add this component to your Xcode project using CocoaPods, add the following to your Podfile:

pod 'MaterialComponents/Ink'

Then, run the following command:

pod install

Usage

Importing

Before using Ink, you'll need to import it:

Swift

import MaterialComponents

Objective-C

#import "MaterialInk.h"

The Ink component exposes two interfaces that you can use to add material-like feedback to the user:

  1. MDCInkView is a subclass of UIView that draws and animates ink ripples and can be placed anywhere in your view hierarchy.
  2. MDCInkTouchController bundles an MDCInkView instance with a UITapGestureRecognizer instance to conveniently drive the ink ripples from the user's touches.

MDCInkTouchController

The simplest method of using ink in your views is to use a MDCInkTouchController:

Swift

let myButton = UIButton(type: .system)
myButton.setTitle("Tap Me", for: .normal)
let inkTouchController = MDCInkTouchController(view: myButton)
inkTouchController?.addInkView()

Objective-C

UIButton *myButton = [UIButton buttonWithType:UIButtonTypeSystem];
[myButton setTitle:@"Tap me" forState:UIControlStateNormal];
MDCInkTouchController *inkTouchController = [[MDCInkTouchController alloc] initWithView:myButton];
[inkTouchController addInkView];

The MDCInkTouchControllerDelegate gives you control over aspects of the ink/touch relationship, such as how the ink view is created, where it is inserted in view hierarchy, etc. For example, to temporarily disable ink touches, the following code uses the delegate's inkTouchController:shouldProcessInkTouchesAtTouchLocation: method:

Swift

class MyDelegate: NSObject, MDCInkTouchControllerDelegate {

  func inkTouchController(_ inkTouchController: MDCInkTouchController, shouldProcessInkTouchesAtTouchLocation location: CGPoint) -> Bool {
    // Determine if we want to display the ink
    return true
  }

}

...

let myButton = UIButton(type: .system)
myButton.setTitle("Tap Me", for: .normal)

let myDelegate = MyDelegate()

let inkTouchController = MDCInkTouchController(view: myButton)
inkTouchController?.delegate = myDelegate
inkTouchController?.addInkView()

Objective-C

@interface MyDelegate: NSObject <MDCInkTouchControllerDelegate>
@end

@implementation MyDelegate

- (BOOL)inkTouchController:(MDCInkTouchController *)inkTouchController
    shouldProcessInkTouchesAtTouchLocation:(CGPoint)location {
  return YES;
}

@end

...

UIButton *myButton = [UIButton buttonWithType:UIButtonTypeSystem];
[myButton setTitle:@"Tap me" forState:UIControlStateNormal];
MyDelegate *myDelegate = [[MyDelegate alloc] init];
MDCInkTouchController *inkTouchController = [[MDCInkTouchController alloc] initWithView:myButton];
inkTouchController.delegate = myDelegate;
[inkTouchController addInkView];

NOTE: The ink touch controller does not keep a strong reference to the view to which it is attaching the ink view. An easy way to prevent the ink touch controller from being deallocated prematurely is to make it a property of a view controller (like in these examples.)

MDCInkView

Alternatively, you can use MCDInkView directly to display ink ripples using your own touch processing:

Swift

let myCustomView = MyCustomView(frame: CGRect.zero)
let inkView = MDCInkView()
inkView.inkColor = UIColor.red
myCustomView.addSubview(inkView)
...
// When the touches begin, there is one animation
inkView.startTouchBeganAnimation(at: touchPoint, completion: nil)
...
// When the touches end, there is another animation
inkView.startTouchEndedAnimation(at: touchPoint, completion: nil)

Objective-C

MyCustomView *myCustomView = [[MyCustomView alloc] initWithFrame:CGRectZero];
MDCInkView *inkView = [MDCInkView new];
inkView.inkColor = [UIColor redColor];
[myCustomView addSubview:inkView];
...
// When the touches begin, there is one animation
[inkView startTouchBeganAnimationAtPoint:touchPoint completion:nil];
...
// When the touches end, there is another animation
[inkView startTouchEndedAnimationAtPoint:touchPoint completion:nil];