I want to make a lazyvgrid with multiple columns as bellow. Large size items can be aligned with two smaller sizes.
My code is as bellow:
struct ContentView: View {
let paddingLeft: CGFloat = 22.0
var body: some View {
let widgetWidth: CGFloat = 72.0
let widgetHeight: CGFloat = widgetWidth
let col: Int = 4
let widgetGap: CGFloat = floor((UIScreen.main.bounds.size.width - paddingLeft * 2 - widgetWidth * CGFloat(col)) / CGFloat(col - 1))
let widgetWidthx2: CGFloat = widgetWidth * 2 + widgetGap
let colums1 = [GridItem(.adaptive(minimum: widgetWidth), spacing: widgetGap)]
LazyVGrid(columns: colums1, spacing: widgetGap){
ForEach(0 ..< 11){ idx in
RoundedRectangle(cornerRadius: 5)
.foregroundColor(Color(hue: 0.1 * Double(idx) , saturation: 1, brightness: 1))
.frame(width: idx == 4 ? widgetWidthx2 : widgetWidth, height: widgetHeight)
}
}
.padding(.horizontal, paddingLeft)
}
}
However, the result was not as expected:
Is there any way to make swiftui lazyvgrid multiple columns?
I find a solution:
struct ContentView: View {
let paddingLeft: CGFloat = 22.0
var body: some View {
let widgetWidth: CGFloat = 72.0
let widgetHeight: CGFloat = widgetWidth
let col: Int = 4
let widgetGap: CGFloat = floor((UIScreen.main.bounds.size.width - paddingLeft * 2 - widgetWidth * CGFloat(col)) / CGFloat(col - 1))
let widgetWidthx2: CGFloat = widgetWidth * 2 + widgetGap
let colums1 = [GridItem(.adaptive(minimum: widgetWidth), spacing: widgetGap, alignment: .leading)] //-- here alignment: .leading
LazyVGrid(columns: colums1, spacing: widgetGap){
ForEach(0 ..< 11){ idx in
RoundedRectangle(cornerRadius: 5)
.foregroundColor(Color(hue: 0.1 * Double(idx) , saturation: 1, brightness: 1))
.frame(width: idx == 4 ? widgetWidthx2 : widgetWidth, height: widgetHeight)
if idx == 4 {
Color.clear
}
}
}
.padding(.horizontal, paddingLeft)
}
}
Related
I have created a carousel cards in SwiftUI, it is working on the DragGesture
I want to achieve same experience using scrollview i.e. same design and functionalities using scrollview instead of Drag-gesture
I have created Sample using scrollview but it has some limitation
Here is ScreenShot the upper carousel is using scrollview and lower one using Drag Gesture
import SwiftUI
struct Item: Identifiable {
var id: Int
var title: String
var color: Color
var isSelected: Bool
}
class Store: ObservableObject {
#Published var items: [Item]
let colors: [Color] = [.red, .orange, .blue, .teal, .mint, .green, .gray, .indigo,.red, .orange, .blue, .teal, .mint, .green, .gray, .indigo]
init() {
items = []
for i in 0...15 {
let new = Item(id: i, title: "Item \(i)", color: colors[i], isSelected: false)
items.append(new)
}
}
}
struct ContentView: View {
#StateObject var store = Store()
#State private var draggingItem = 0.0
#State var activeIndex: Int = 0
#State var selectedIndex: Int = 0
#State private var snappedItem = 0.0
let gridItems = [
GridItem(.flexible())
]
var body: some View {
VStack {
Spacer()
Text("Selected Index: \(store.items[selectedIndex].id)")
.fontWeight(.bold)
.padding()
Text("Acticted Index: \(activeIndex)")
.fontWeight(.bold)
.padding()
Spacer()
ScrollView(.horizontal, showsIndicators: false) {
ScrollViewReader { scrollview in
LazyHGrid(rows: gridItems, alignment: .center, spacing: 25) {
ForEach(0..<store.items.count, id: \.self) { index in
GeometryReader { proxy in
let scale = getScale(proxy: proxy)
ZStack() {
Circle()
.fill(store.items[index].color)
Text(store.items[index].title)
.font(.body)
.fontWeight(.light)
}.frame(width: 70, height: 70)
.onTapGesture {
withAnimation {
print("Color: ",store.items[index].color)
print("ID: ",store.items[index].id)
print("Title: ",store.items[index].title)
selectedIndex = index
draggingItem = Double(selectedIndex)
activeIndex = selectedIndex
}
}
.overlay(Circle()
.stroke(selectedIndex == index ? .black : .clear, lineWidth: selectedIndex == index ? 2 : 0))
.scrollSnappingAnchor(.bounds)
.scaleEffect(.init(width: (scale * 1.2) , height: (scale * 1.2)))
.animation(.easeOut(duration: 0.2), value: 0)
.padding(.vertical)
.onChange(of: selectedIndex) { newValue in
withAnimation {
scrollview.scrollTo(selectedIndex, anchor: .center)
}
}
.zIndex(1.0 - abs(distance(store.items[index].id)) * 0.1)
} //End Geometry
.frame(width: 70, height: 150)
} //End ForEach
} //End Grid
}
}
ZStack {
ForEach(0..<store.items.count, id: \.self) { index in
ZStack {
Circle()
.fill(store.items[index].color)
Text(store.items[index].title)
.padding()
}
.frame(width: 100, height: 100)
.onTapGesture { loc in
print("Color: ",store.items[index].color)
print("ID: ",store.items[index].id)
print("Title: ",store.items[index].title)
selectedIndex = index
withAnimation(.linear) {
draggingItem = Double(store.items[index].id)
activeIndex = index
}
}
.overlay(Circle()
.stroke(activeIndex == index ? .white : .clear, lineWidth: activeIndex == index ? 2 : 0))
.scaleEffect(1.0 - abs(distance(store.items[index].id)) * 0.15 )
.offset(x: myXOffset(store.items[index].id), y: 0)
.zIndex(1.0 - abs(distance(store.items[index].id)) * 0.1)
}
}
.gesture(
DragGesture()
.onChanged { value in
draggingItem = (snappedItem) + value.translation.width / 100
}
.onEnded { value in
withAnimation {
snappedItem = draggingItem
draggingItem = round(draggingItem).remainder(dividingBy: Double(store.items.count))
//Get the active Item index
self.activeIndex = store.items.count + Int(draggingItem)
if self.activeIndex > store.items.count || Int(draggingItem) >= 0 {
self.activeIndex = Int(draggingItem)
}
}
}
)
}
}
func distance(_ item: Int) -> Double {
return (draggingItem - Double(item)).remainder(dividingBy: Double(store.items.count))
}
func myXOffset(_ item: Int) -> Double {
let angle = Double.pi * 2 / Double(store.items.count) * distance(item)
return sin(angle) * 200
}
func getScale(proxy: GeometryProxy) -> CGFloat {
let midPoint: CGFloat = 200
let viewFrame = proxy.frame(in: CoordinateSpace.global)
var scale: CGFloat = 1.0
let deltaXAnimationThreshold: CGFloat = 70
let diffFromCenter = abs(midPoint - viewFrame.origin.x - deltaXAnimationThreshold / 2)
if diffFromCenter < deltaXAnimationThreshold {
scale = 1 + (deltaXAnimationThreshold - diffFromCenter) / 300
}
return scale
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
VStack(spacing: 0) {
ForEach(foods){ food in
FoodView(food: food, size: size)
}
struct FoodView: View {
var food: Food
var size: CGSize
var body: some View {
let cardSize = size.width
//showing 3 maximum cards on display
let maxCardsDisplaySize = size.width * 3
GeometryReader{ proxy in
let _size = proxy.size
let offset = proxy.frame(in: .named("SCROLL")).minY - (size.height - cardSize)
let scale = offset <= 0 ? (offset / maxCardsDisplaySize) : 0
let reducedScale = 1 + scale
let currentCardScale = offset / cardSize
Image(food.imageName)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: _size.width, height: _size.height)
// updating anchor based on the current warning
.scaleEffect(reducedScale < 0 ? 0.001 : reducedScale, anchor: .init(x: 0.5, y: 1 - (currentCardScale / 2.4)))
//animating scale from large to actual when it's coming from bottom
.scaleEffect(offset > 0 ? 1 + currentCardScale: 1 , anchor: .top)
Text("\(offset)")
}
.frame(height: size.height)
}
}
import Foundation
struct Food: Identifiable {
var id: UUID = .init()
var imageName: String
var title: String
var price: String
}
var foods: [Food] = [
.init(imageName: "Beef", title: "Tasty Mexican Tacos", price: "$30.5"),
.init(imageName: "Tacos", title: "Roasted beef", price: "$23.5"),
.init(imageName: "Chocolate", title: "IceCream Chocolate", price: "$15.8"),
.init(imageName: "Pancakes", title: "American Pancakes", price: "$5.00"),
.init(imageName: "Salad", title: "French beans Salad", price: "$4.00"),
.init(imageName: "Fruits", title: "Fresh Fruits", price: "$7.00")
]
var body: some View {
GeometryReader {
let size = $0.size
let cardSize = size.width
VStack(spacing: 0) {
ForEach(foods){ food in
FoodView(food: food, size: size)
}
}
.frame(width: size.width)
.padding(.top, size.height - cardSize)
.offset(y: offsetY)
.offset(y: -currentIndex * cardSize)
}
struct FoodView: View {
var food: Food
var size: CGSize
var body: some View {
let cardSize = size.width
//showing 3 maximum cards on display
let maxCardsDisplaySize = size.width * 3
GeometryReader{ proxy in
let _size = proxy.size
let offset = proxy.frame(in: .named("SCROLL")).minY - (size.height - cardSize)
let scale = offset <= 0 ? (offset / maxCardsDisplaySize) : 0
let reducedScale = 1 + scale
let currentCardScale = offset / cardSize
Image(food.imageName)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: _size.width, height: _size.height)
// updating anchor based on the current warning
.scaleEffect(reducedScale < 0 ? 0.001 : reducedScale, anchor: .init(x: 0.5, y: 1 - (currentCardScale / 2.4)))
//animating scale from large to actual when it's coming from bottom
.scaleEffect(offset > 0 ? 1 + currentCardScale: 1 , anchor: .top)
Text("\(offset)")
}
.frame(height: size.height)
}
}
The rectangle should always be centered in ContainerView no matter what scale offset or anchor point innerContainerView has.
What offset is needed to place the rectangle in the center of the ContainerView?
let innerContainerSize = CGSize(width: 100, height: 100)
struct innerContainerView: View {
#Binding var ia: [si]
var body: some View {
ZStack() {
ForEach(ia) { i in
Rectangle()
.fill(.green)
.scaleEffect(i.scale)
.offset(x: i.frame.origin.x, y: i.frame.origin.y)
.frame(width: 500 * 0.7, height: 500 * 0.7)
}
}
}
}
struct ContainerView: View {
#Binding var ia: [si]
#Binding var fscale: CGFloat
#Binding var foffset: CGSize
var body: some View {
innerContainerView(ia: $ia)
.frame(width: innerContainerSize.width, height: innerContainerSize.height)
.background(Color.yellow)
.scaleEffect(fscale, anchor: .init(x: (250 - foffset.width) / 500, y: (250 - foffset.height) / 500))
.offset(foffset)
}
}
struct ContentView: View {
#State var ia = [si]()
#State var fscale: CGFloat = 1
#State var foffset: CGSize = .zero
var body: some View {
VStack(alignment: .center) {
ContainerView(ia: $ia, fscale: $fscale, foffset: $foffset)
.frame(width: 500, height: 500)
.background(Color.blue)
.clipped()
.offset(x: 50)
}
}
}
you can use .alignmentGuide() with GeometryReader.
Possible example :
struct ContentView: View {
let color = [Color.red, .green, .yellow, .blue, .orange, .gray]
let number = [5,4,3,2,1]
var body: some View {
GeometryReader { proxy in
ZStack {
Rectangle()
.fill(.red)
.scaleEffect(CGSize(width: 3, height: 2))
.frame(width: 100,height: 100)
.border(Color.blue, width: 4)
Rectangle()
.frame(width: 250,height: 100)
.offset(x: 50, y: 75)
.alignmentGuide(HorizontalAlignment.center) { viewDimension in
viewDimension[HorizontalAlignment.center] + 50 // offset of x
}
.alignmentGuide(VerticalAlignment.center, computeValue: { viewDimension in
viewDimension[VerticalAlignment.center] + 75 // offset of y
})
.border(Color.gray, width: 4)
.position(x: proxy.size.width/2 - 50, y: proxy.size.height/2 - 75)
// adding this once is enough
Rectangle()
.fill(Color.yellow)
.frame(width: 50,height: 30)
.offset(x: 100, y: 150)
.alignmentGuide(HorizontalAlignment.center) { viewDimension in
viewDimension[HorizontalAlignment.center] + 100 // offset of x
}
.alignmentGuide(VerticalAlignment.center, computeValue: { viewDimension in
viewDimension[VerticalAlignment.center] + 150 // offset of y
})
.border(Color.gray, width: 4)
}
.border(.gray)
}
}
}
What I'm trying to do is basically having some images in a TabView and being able to zoom and pan on those images.
Right now I got this quite nicely implemented but I struggle to find a solution so that it is not possible to pan outside the bounds of the image.
This is what I currently have:
I want to try having the image clip to the side of the screen so you don't pan the image out of the visible area.
So far this it what my code looks like:
struct FinalImageSwipeView: View {
#ObservedObject var viewModel: ImageChatViewModel
#State var currentImage: UUID
#State var fullPreview: Bool = false
#GestureState var draggingOffset: CGSize = .zero
var body: some View {
TabView(selection: $currentImage) {
ForEach(viewModel.images) { image in
GeometryReader{ proxy in
let size = proxy.size
PinchAndPanImage(image: UIImage(named: image.imageName)!,
fullPreview: $fullPreview)
.frame(width: size.width, height: size.height)
.contentShape(Rectangle())
}
.tag(image.id)
.ignoresSafeArea()
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .always))
.ignoresSafeArea()
// upper navigation bar
.overlay(
ImageSwipeViewNavigationBar(fullPreview: $fullPreview, hideSwipeView: viewModel.hideSwipeView),
alignment: .top
)
// bottom image scrollview
.overlay(
ImageSwipeViewImageSelection(viewModel: viewModel,
currentImage: $currentImage,
fullPreview: $fullPreview),
alignment: .bottom
)
.gesture(DragGesture().updating($draggingOffset, body: { (value, outValue, _) in
if viewModel.imageScale == 0 {
outValue = value.translation
viewModel.onChangeDragGesture(value: draggingOffset)
}}).onEnded({ (value) in
if viewModel.imageScale == 0 {
viewModel.onEnd(value: value)
}
}))
.transition(.offset(y: UIScreen.main.bounds.size.height + 100))
}
}
struct ImageSwipeViewImageSelection: View {
#ObservedObject var viewModel: ImageChatViewModel
#Binding var currentImage: UUID
#Binding var fullPreview: Bool
var body: some View {
ScrollViewReader { proxy in
ScrollView(.horizontal, showsIndicators: true) {
HStack(spacing: 15) {
ForEach(viewModel.images) { image in
Image(image.imageName)
.resizable()
.aspectRatio(contentMode: .fill)
.frame(width: 70, height: 60)
.cornerRadius(12)
.id(image.id)
.overlay {
RoundedRectangle(cornerRadius: 12)
.stroke(image.id == currentImage ? Color.white : Color.clear, lineWidth: 2)
}
.onTapGesture {
currentImage = image.id
}
}
}
.padding()
}
.frame(height: 80)
.background(BlurView(style: .systemUltraThinMaterialDark).ignoresSafeArea(edges: .bottom))
// While current post changing center current image in scrollview
.onAppear(perform: {
proxy.scrollTo(currentImage, anchor: .bottom)
})
.onChange(of: currentImage) { _ in
viewModel.imageScale = 1
withAnimation {
proxy.scrollTo(currentImage, anchor: .bottom)
}
}
}
.offset(y: fullPreview ? 150 : 0)
}
}
struct PinchAndPanImage: View {
let image: UIImage
#Binding var fullPreview: Bool
// Stuff for Pinch and Pan
#State var imageScale: CGFloat = 1
#State var imageCurrentScale: CGFloat = 0
#State var imagePanOffset: CGSize = .zero
#State var currentImagePanOffset: CGSize = .zero
var usedImageScale: CGFloat {
max(1, min(imageScale + imageCurrentScale, 10))
}
var usedImagePan: CGSize {
let width = imagePanOffset.width + currentImagePanOffset.width
let height = imagePanOffset.height + currentImagePanOffset.height
return CGSize(width: width, height: height)
}
var body: some View {
Image(uiImage: image)
.resizable()
.aspectRatio(contentMode: .fit)
.cornerRadius(0)
.offset(usedImagePan)
.scaleEffect(usedImageScale > 1 ? usedImageScale : 1)
.gesture(
// Magnifying Gesture
MagnificationGesture()
.onChanged({ value in
imageCurrentScale = value - 1
})
.onEnded({ value in
imageCurrentScale = 0
imageScale = imageScale + value - 1
withAnimation(.easeInOut) {
if imageScale > 5 {
imageScale = 5
}
}
})
)
.simultaneousGesture(createPanGesture())
.onTapGesture(count: 2) {
withAnimation {
imageScale = 1
imagePanOffset = .zero
}
}
.onTapGesture(count: 1) {
withAnimation {
fullPreview.toggle()
}
}
}
private func createPanGesture() -> _EndedGesture<_ChangedGesture<DragGesture>>? {
let gesture = DragGesture()
.onChanged { value in
let width = value.translation.width / usedImageScale
let height = value.translation.height / usedImageScale
currentImagePanOffset = CGSize(width: width, height: height)
}
.onEnded { value in
currentImagePanOffset = .zero
let scaledWidth = value.translation.width / usedImageScale
let scaledHeight = value.translation.height / usedImageScale
let width = imagePanOffset.width + scaledWidth
let height = imagePanOffset.height + scaledHeight
imagePanOffset = CGSize(width: width, height: height)
}
return imageScale > 1 ? gesture : nil
}
}
I would like to add animating views to a parent view. I know that the parent view needs to position the children but I'm having trouble coming up with the formula to implement. I have the first couple of views right but once I get to 4 and up its a problem! I would like the views to appear in a grid with 3 columns.
Here is some reproducible code ready to be copy and pasted.
import SwiftUI
struct CustomView: View, Identifiable {
#State private var startAnimation = false
let id = UUID()
var body: some View {
Circle()
.frame(width: 50, height: 50)
.scaleEffect(x: startAnimation ? 2 : 1,
y: startAnimation ? 2 : 1)
.animation(Animation.interpolatingSpring(mass: 2, stiffness: 20, damping: 1, initialVelocity: 1))
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.startAnimation = true
}
}
}
}
struct StartView: View {
#State private var userSelection: [CustomView] = []
var body: some View {
VStack(spacing: -20) {
Button("Add View") {
self.userSelection.append(CustomView())
}
LazyVGrid(columns: gridStyle) {
ForEach(Array(userSelection.enumerated()), id: \.0 ){ index, equip in
CustomView()
.position(x: widthBasedOn(index: index), y: heightBasedOn(index: index))
}
.padding([])
}
.frame(width: UIScreen.main.bounds.width * 0.5,
height: UIScreen.main.bounds.height * 0.8)
}
}
let gridStyle = [
GridItem(.flexible(minimum: 0, maximum: 100), spacing: -50),
GridItem(.flexible(minimum: 0, maximum: 100), spacing: -50),
GridItem(.flexible(minimum: 0, maximum: 100), spacing: -50)
]
private func widthBasedOn(index: Int) -> CGFloat {
if index % 3 != 0 {
if index > 3 {
let difference = index - 4
return CGFloat(index * difference * 100)
}
let answer = CGFloat(index * 100)
print("\(index) width should be: \(answer)")
return answer
}
return 0
}
private func heightBasedOn(index: Int) -> CGFloat {
if index > 3 && index < 6 {
return 100
}
return 200
}
}
struct EquipmentSelectionView_Previews: PreviewProvider {
static var previews: some View {
StartView()
}
}
Since most of your question is somewhat vague, and I am not sure about the specifics, this is my solution. Feel free to respond, and I will be glad to answer your question further with more tailored solution.
I removed many of your code that was unnecessary or overly-complicated. For example, I removed the widthBasedOn and heightBasedOn methods. I also changed the array property var userSelection: [CustomView] to var numberOfViews = 0.
Note: Both your original code and my solution cause all the circles to wiggle up and down, whenever a new circle is added.
I suggest that you copy paste this code snippet, run it in Xcode, and see if this is what you want.
struct CustomView: View, Identifiable {
#State private var startAnimation = false
let id = UUID()
var body: some View {
Circle()
//Changing the frame size of the circle, making it bigger or smaller
.frame(width: startAnimation ? 100 : 50, height: startAnimation ? 100 : 50)
.animation(Animation.interpolatingSpring(mass: 2, stiffness: 20, damping: 1, initialVelocity: 1))
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
self.startAnimation = true
}
}
}
}
struct StartView: View {
//View will display this number of circles
#State private var numberOfViews = 0
var body: some View {
VStack() {
Button("Add View") {
self.numberOfViews += 1
}
.padding(.top, 100)
Spacer()
LazyVGrid(columns: gridStyle) {
//Add a new circle CustomView() to the LazyVGrid for each number of views
ForEach(0..<numberOfViews, id: \.self ){view in
CustomView()
}
}
}
}
//3 columns, flexible spacing for elments. In this case, equal amount of spacing.
let gridStyle = [
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible()),
]
}
struct EquipmentSelectionView_Previews: PreviewProvider {
static var previews: some View {
StartView()
}
}
Limiting number of circles
To limit the number of circles:
if numberOfViews < 9 {
self.numberOfViews += 1
}
Positioning the button
To position the button, you can add padding:
Button("Add View") {
if numberOfViews < 9 {
self.numberOfViews += 1
}
}
.padding(.top, 100)
Overlap vs. No Overlap
Using there .frame modifier will not have any overlap:
.frame(width: startAnimation ? 100 : 50, height: startAnimation ? 100 : 50)
But if you do want overlap, use .scaleEffect:
.scaleEffect(x: startAnimation ? 2 : 1,
y: startAnimation ? 2 : 1)
P.S. Unfortunately, I can't show you the results with GIF images because Stackoverflow keep giving me upload errors.