I have a view with an infinite animation. These views are added to a VStack, as follows:
struct PanningImage: View {
let systemName: String
#State private var zoomPadding: CGFloat = 0
var body: some View {
VStack {
Spacer()
Image(systemName: self.systemName)
.resizable()
.aspectRatio(contentMode: .fill)
.padding(.leading, -100 * self.zoomPadding)
.frame(maxWidth: .infinity, maxHeight: 200)
.clipped()
.padding()
.border(Color.gray)
.onAppear {
let animation = Animation.linear.speed(0.5).repeatForever()
withAnimation(animation) {
self.zoomPadding = abs(sin(zoomPadding + 10))
}
}
Spacer()
}
.padding()
}
}
struct ContentView: View {
#State private var imageNames: [String] = []
var body: some View {
NavigationView {
ScrollView {
VStack {
ForEach(self.imageNames, id: \.self) { imageName in
PanningImage(systemName: imageName)
}
// Please uncomment to see the problem
// .animation(.default)
// .transition(.move(edge: .top))
}
}
.toolbar(content: {
Button("Add") {
self.imageNames.append("photo")
}
})
}
}
}
Observe how adding a row to the VStack can be animated, by uncommenting the lines in ContentView.
The problem is that if an insertion into the list is animated, the "local" infinite animation no longer works correctly. My guess is that the ForEach animation is applied to each child view, and somehow these animations influence each other. How can I make both animations work?
The issue is using the deprecated form of .animation(). Be careful ignoring deprecation warnings. While often they are deprecated in favor of a new API that works better, etc. This is a case where the old version was and is, broken. And what you are seeing is as a result of this. The fix is simple, either use withAnimation() or .animation(_:value:) instead, just as the warning states. An example of this is:
struct ContentView: View {
#State private var imageNames: [String] = []
#State var isAnimating = false // You need another #State var
var body: some View {
NavigationView {
ScrollView {
VStack {
ForEach(self.imageNames, id: \.self) { imageName in
PanningImage(systemName: imageName)
}
// Please uncomment to see the problem
.animation(.default, value: isAnimating) // Use isAnimating
.transition(.move(edge: .top))
}
}
.toolbar(content: {
Button("Add") {
imageNames.append("photo")
isAnimating = true // change isAnimating here
}
})
}
}
}
The old form of .animation() had some very strange side effects. This was one.
Related
I have a CameraView in my app that I'd like to bring up whenever a button is to be presssed. It's a custom view that looks like this
// The CameraView
struct Camera: View {
#StateObject var model = CameraViewModel()
#State var currentZoomFactor: CGFloat = 1.0
#Binding var showCameraView: Bool
// MARK: [main body starts here]
var body: some View {
GeometryReader { reader in
ZStack {
// This black background lies behind everything.
Color.black.edgesIgnoringSafeArea(.all)
CameraViewfinder(session: model.session)
.onAppear {
model.configure()
}
.alert(isPresented: $model.showAlertError, content: {
Alert(title: Text(model.alertError.title), message: Text(model.alertError.message), dismissButton: .default(Text(model.alertError.primaryButtonTitle), action: {
model.alertError.primaryAction?()
}))
})
.scaledToFill()
.ignoresSafeArea()
.frame(width: reader.size.width,height: reader.size.height )
// Buttons and controls on top of the CameraViewfinder
VStack {
HStack {
Button {
//
} label: {
Image(systemName: "xmark")
.resizable()
.frame(width: 20, height: 20)
.tint(.white)
}
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .topTrailing)
Spacer()
flashButton
}
HStack {
capturedPhotoThumbnail
Spacer()
captureButton
Spacer()
flipCameraButton
}
.padding([.horizontal, .bottom], 20)
.frame(maxHeight: .infinity, alignment: .bottom)
}
} // [ZStack Ends Here]
} // [Geometry Reader Ends here]
} // [Main Body Ends here]
// More view component code goes here but I've excluded it all for brevity (they don't add anything substantial to the question being asked.
} // [End of CameraView]
It contains a CameraViewfinder View which conforms to the UIViewRepresentable Protocol:
struct CameraViewfinder: UIViewRepresentable {
class VideoPreviewView: UIView {
override class var layerClass: AnyClass {
AVCaptureVideoPreviewLayer.self
}
var videoPreviewLayer: AVCaptureVideoPreviewLayer {
return layer as! AVCaptureVideoPreviewLayer
}
}
let session: AVCaptureSession
func makeUIView(context: Context) -> VideoPreviewView {
let view = VideoPreviewView()
view.backgroundColor = .black
view.videoPreviewLayer.cornerRadius = 0
view.videoPreviewLayer.session = session
view.videoPreviewLayer.connection?.videoOrientation = .portrait
return view
}
func updateUIView(_ uiView: VideoPreviewView, context: Context) {
}
}
I wish to add a binding property to this camera view that allows me to toggle this view in and out of my screen like any other social media app would allow. Here's an example
#State var showCamera: Bool = false
var body: some View {
mainTabView
.overlay {
CameraView(showCamera: $showCamera)
}
}
I understand that the code to achieve this must be written inside the updateUIView() method. Now, although I'm quite familiar with SwiftUI, I'm relatively inexperienced with UIKit, so any help on this and any helpful resources that could help me better code situations similar to this would be greatly appreciated.
Thank you.
EDIT: Made it clear that the first block of code is my CameraView.
EDIT2: Added Example of how I'd like to use the CameraView in my App.
Judging by the way you would like to use it in the app, the issue seems to not be with the CameraViewFinder but rather with the way in which you want to present it.
A proper SwiftUI way to achieve this would be to use a sheet like this:
#State var showCamera: Bool = false
var body: some View {
mainTabView
.sheet(isPresented: $showCamera) {
CameraView()
.interactiveDismissDisabled() // Disables swipe to dismiss
}
}
If you don't want to use the sheet presentation and would like to cover the whole screen instead, then you should use the .fullScreenCover() modifier like this.
#State var showCamera: Bool = false
var body: some View {
mainTabView
.overlay {
CameraView()
.fullScreenCover(isPresented: $showCamera)
}
}
Either way you would need to somehow pass the state to your CameraView to allow the presented screen to set the state to false and therefore dismiss itself, e.g. with a button press.
I want to change the background color of top safe area from green to gray. I have looked everywhere but could not find any solution. The screen in preview looks like this.
My codes:
struct ContentView: View {
#State var name = ""
init() {
//Use this if NavigationBarTitle is with Large Font
UINavigationBar.appearance().largeTitleTextAttributes = [.foregroundColor: UIColor.red]
UINavigationBar.appearance().backgroundColor = .gray
}
var body: some View {
NavigationView {
ZStack{
VStack{
TextField("Name", text: $name)
.frame(height:200)
.padding()
.background(backgrounImage())
.overlay(RoundedRectangle(cornerRadius: 20).stroke(Color.gray,lineWidth: 4))
.padding()
Spacer()
}.navigationTitle("Tanvir")
.background(Color.green.edgesIgnoringSafeArea(.all))
}
}
}
}
You can add another view on top of the ZStack:
var body: some View {
NavigationView {
ZStack(alignment: .top) { // <- Don't forget this
,,,
GeometryReader { reader in
Color.yellow
.frame(height: reader.safeAreaInsets.top, alignment: .top)
.ignoresSafeArea()
}
}
}
}
Don't forget the stack alignment!
Consistant Bar for the entire App
If you need it to be on all of your views, try putting the code somewhere more consistent like where you are providing the contentView:
#main
struct SwiftUIAppPlaygroundApp: App {
var body: some Scene {
WindowGroup {
ZStack {
ContentView()
GeometryReader { reader in
Color.yellow
.frame(height: reader.safeAreaInsets.top, alignment: .top)
.ignoresSafeArea()
}
}
}
}
}
Use this UIApplication extension to chagne your status bar color
extension UIApplication {
/**
Get status bar view
*/
var statusBarUIView: UIView? {
let tag = 13101996
if let statusBar = self.windows.first?.viewWithTag(tag) {
self.windows.first?.bringSubviewToFront(statusBar)
return statusBar
} else {
let statusBarView = UIView(frame: UIApplication.shared.windows.first?.windowScene?.statusBarManager?.statusBarFrame ?? .zero)
statusBarView.tag = tag
self.windows.first?.addSubview(statusBarView)
return statusBarView
}
}
}
Usage
struct ContentViewStatusBar: View {
#State var name = ""
init() {
//Use this if NavigationBarTitle is with Large Font
UINavigationBar.appearance().largeTitleTextAttributes = [.foregroundColor: UIColor.red]
UINavigationBar.appearance().backgroundColor = .gray
}
var body: some View {
NavigationView {
ZStack{
VStack{
TextField("Name", text: $name)
.frame(height:200)
.padding()
.background(backgrounImage())
.overlay(RoundedRectangle(cornerRadius: 20).stroke(Color.gray,lineWidth: 4))
.padding()
Spacer()
}.navigationTitle("Tanvir")
.background(Color.green.edgesIgnoringSafeArea(.all))
}
}.onAppear {
UIApplication.shared.statusBarUIView?.backgroundColor = .gray //<<=== Here
}
}
}
I have a view like following
struct A: View {
var content: AnyView
var body: some View {
ScrollView(.vertical, showsIndicators: false) {
VStack {
// Common Elements
content
// More Common Elements
}
}
}
}
When I call this from another view like
A(nextInnerView())
two things happen. Firstly, as the size of the content element changes ScrollView animates the transition. Secondly, if you scroll down and then change the content the scrolling position does not reset.
Here is a demo of possible solution. Tested with Xcode 11.4 / iOS 13.4
The origin of this behaviour is in SwiftUI rendering optimisation, that tries to re-render only changed part, so approach is to identify view A (to mark it as completely changed) based on condition that originated in interview changes, alternatively it can be identified just by UUID().
struct TestInnerViewReplacement: View {
#State private var counter = 0
var body: some View {
VStack {
Button("Next") { self.counter += 1 }
Divider()
A(content: nextInnerView())
.id(counter) // << here !!
}
}
private func nextInnerView() -> AnyView {
AnyView(Group {
if counter % 2 == 0 {
Text("Text Demo")
} else {
Image(systemName: "star")
.resizable()
.frame(width: 100, height: 100)
}
})
}
}
struct A: View {
var content: AnyView
var body: some View {
ScrollView(.vertical, showsIndicators: false) {
VStack {
ForEach(0..<5) { _ in // upper content demo
Rectangle().fill(Color.yellow)
.frame(height: 40)
.frame(maxWidth: .infinity)
.padding()
}
content
ForEach(0..<10) { _ in // lower content demo
Rectangle().fill(Color.blue)
.frame(height: 40)
.frame(maxWidth: .infinity)
.padding()
}
}
}
}
}
I have a struct which shuffles and Lists records from CoreData.
I would like to reload / Refresh the List view with a Button.
I tried to use a function from within the Button.
Is there a way I can do this?
var body: some View {
VStack {
List {
ForEach(dictionary.shuffled().prefix(upTo: 10),id: \.self) { word in
HStack {
Text("\(word.englishWord)")
.foregroundColor(Color.blue)
Text("| \(word.urhoboWord) |")
.foregroundColor(Color.green)
Image(word.imageName)
.resizable()
.frame(width:40, height: 40)
}//HStack
}//End of ForEach
}//End of List
//Button to reload and shuffle list
Button(action: {}) {
Text("Shuffle")
.padding()
.background(Color.black)
.foregroundColor(Color.white)
.cornerRadius(6)
}
.navigationBarTitle(Text("Begin Learning"),displayMode: .inline)
Just trigger any value of the #State or #Published of #ObservableObject.
If you do not have such, just create one:
#State var refresh: Bool = false
func update() {
refresh.toggle()
}
You should move this dictionary.shuffled().prefix(upTo: 10) to your ViewModel and your view just reload base on the data.
Take a look at this code for reference:
struct SampleShuffleView : View {
#ObservedObject var viewModel : ShuffleViewModel = ShuffleViewModel()
var body : some View {
VStack {
List(self.viewModel.listData, id: \.self) { str in
Text(str)
}
Button(action: self.shuffle) {
Text("Shuffle me").padding()
}.background(Color.white).padding()
}
}
func shuffle() {
self.viewModel.shuffle()
}
}
class ShuffleViewModel : ObservableObject {
#Published var listData = ["one", "two", "three", "four"]
func shuffle() {
listData.shuffle()
//or listData = dictionary.shuffled().prefix(upTo: 10)
}
}
Note: All view's components will be reloaded when #ObservedObject changes, so consider to separate smaller view-viewmodel(s), or using #State variable.
Hope this helps.
Think about. To show array and shuffle on tap, do exactly what you would like to see. first show us the array in some "list" like manner and next shuffle it on user action.
struct ContentView: View {
#State var arr = ["ALFA", "BETA", "GAMA", "DELTA"]
var body: some View {
VStack {
VStack {
Divider()
ForEach(arr, id: \.self) { element in
VStack {
Text(element)
Divider()
}
}
}
Spacer()
Button(action: {
self.arr.shuffle()
}) {
Text("Shuffle")
}
Spacer()
}
}
}
arr.shuffle() changed the #State of View and force SwiftUI to "reload it" automatically.
I created this popover:
import SwiftUI
struct Popover : View {
#State var showingPopover = false
var body: some View {
Button(action: {
self.showingPopover = true
}) {
Image(systemName: "square.stack.3d.up")
}
.popover(isPresented: $showingPopover){
Rectangle()
.frame(width: 500, height: 500)
}
}
}
struct Popover_Previews: PreviewProvider {
static var previews: some View {
Popover()
.colorScheme(.dark)
.previewDevice("iPad Pro (12.9-inch) (3rd generation)")
}
}
Default behaviour is that is dismisses, once tapped outside.
Question:
How can I set the popover to:
- Persist (not be dismissed when tapped outside)?
- Not block screen when active?
My solution to this problem doesn't involve spinning your own popover lookalike. Simply apply the .interactiveDismissDisabled() modifier to the parent content of the popover, as illustrated in the example below:
import SwiftUI
struct ContentView: View {
#State private var presentingPopover = false
#State private var count = 0
var body: some View {
VStack {
Button {
presentingPopover.toggle()
} label: {
Text("This view pops!")
}.popover(isPresented: $presentingPopover) {
Text("Surprise!")
.padding()
.interactiveDismissDisabled()
}.buttonStyle(.borderedProminent)
Text("Count: \(count)")
Button {
count += 1
} label: {
Text("Doesn't block other buttons too!")
}.buttonStyle(.borderedProminent)
}
.padding()
}
}
Tested on iPadOS 16 (Xcode 14.1), demo video included below:
Note: Although it looks like the buttons have lost focus, they are still interact-able, and might be a bug as such behaviour doesn't exist when running on macOS.
I tried to play with .popover and .sheet but didn't found even close solution. .sheet can present you modal view, but it blocks parent view. So I can offer you to use ZStack and make similar behavior (for user):
import SwiftUI
struct Popover: View {
#State var showingPopover = false
var body: some View {
ZStack {
// rectangles only for color control
Rectangle()
.foregroundColor(.gray)
Rectangle()
.foregroundColor(.white)
.opacity(showingPopover ? 0.75 : 1)
Button(action: {
withAnimation {
self.showingPopover.toggle()
}
}) {
Image(systemName: "square.stack.3d.up")
}
ModalView()
.opacity(showingPopover ? 1: 0)
.offset(y: self.showingPopover ? 0 : 3000)
}
}
}
// it can be whatever you need, but for arrow you should use Path() and draw it, for example
struct ModalView: View {
var body: some View {
VStack {
Spacer()
ZStack {
Rectangle()
.frame(width: 520, height: 520)
.foregroundColor(.white)
.cornerRadius(10)
Rectangle()
.frame(width: 500, height: 500)
.foregroundColor(.black)
}
}
}
}
struct Popover_Previews: PreviewProvider {
static var previews: some View {
Popover()
.colorScheme(.dark)
.previewDevice("iPad Pro (12.9-inch) (3rd generation)")
}
}
here ModalView pops up from below and the background makes a little darker. but you still can touch everything on your "parent" view
update: forget to show the result:
P.S.: from here you can go further. For example you can put everything into GeometryReader for counting ModalView position, add for the last .gesture(DragGesture()...) to offset the view under the bottom again and so on.
You just use .constant(showingPopover) instead of $showingPopover. When you use $ it uses binding and updates your #State variable when you press outside the popover and closes your popover. If you use .constant(), it will just read the value from you #State variable, and will not close the popover.
Your code should look like this:
struct Popover : View {
#State var showingPopover = false
var body: some View {
Button(action: {
self.showingPopover = true
}) {
Image(systemName: "square.stack.3d.up")
}
.popover(isPresented: .constant(showingPopover)) {
Rectangle()
.frame(width: 500, height: 500)
}
}
}