 
 import UIKit
 /**
+ ✅1) Need Gesture to actually move the frame.
+ 2) Need SnapBehavior to snap back OR reverse animate.
+ 3) Need simple test if the card is outside the other cards, send it to the back.
+ 4) Somehow let the system know all this.
+ 
+ 
+ 
  Gesture out, if triggered, then Animate out, [flip?], sendToBack, Animate back in.
  
  */

        let screenWidth  :CGFloat = UIScreen.mainScreen().nativeBounds.width
        
        // New stuff
        let location = gestureRecognizer.locationInView(self)
        let translation = gestureRecognizer.translationInView(self)
        let velocity = gestureRecognizer.velocityInView(self)
        
        let movement:Movement = Movement(location: location, translation: translation, velocity: velocity)
        
        switch gestureRecognizer.state {
        case .Began:

            let scaleStrenght:CGFloat = 1.0 - CGFloat(fabs(Float(rotationStrength))) / 4.0
            let scale:CGFloat = max(scaleStrenght, 0.93)
            
            guard let originalPoint = originalPoint else { break }
            center = CGPoint(x: originalPoint.x + 𝛥x, y: originalPoint.y + 𝛥y)
            
            let myTransform:CGAffineTransform = CGAffineTransformMakeRotation(rotationAngle)
            let scaleTransform:CGAffineTransform = CGAffineTransformScale(myTransform, scale, scale)
            transform = scaleTransform
            
            
        case .Ended:
            let smallerTarget = CGRectInset(originalFrame!, 15, 15)
            if !CGRectIntersectsRect(smallerTarget, frame) {
                print("Advance to the next view here!")
                ///Advance to the next view
            }
        
//        case .Cancelled:
        
        default:
            print("error default statement", terminator: "")
        
        }
    }
    
    
    func shouldSwipeAdvanceCards(movement: Movement)->Bool {
        let translation = movement.translation
