I have a container view that contains multiple child views. These child views have different transitions that should be applied when the container view is inserted or removed.
Currently, when I add or remove this container view, the only transition that works is the one applied directly to the container view.
I have tried applying the transitions to each child view, but it doesn't work as expected. Here is a simplified version of my code:
struct Container: View, Identifiable {
let id = UUID()
var body: some View {
HStack {
Text("First")
.transition(.move(edge: .leading)) // this transition is ignored
Text("Second")
.transition(.move(edge: .trailing)) // this transition is ignored
}
.transition(.opacity) // this transition is applied
}
}
struct Example: View {
#State var views: [AnyView] = []
func pushView(_ view: some View) {
withAnimation(.easeInOut(duration: 1)) {
views.append(AnyView(view))
}
}
func popView() {
guard views.count > 0 else { return }
withAnimation(.easeInOut(duration: 1)) {
_ = views.removeLast()
}
}
var body: some View {
VStack(spacing: 30) {
Button("Add") {
pushView(Container()) // any type of view can be pushed
}
VStack {
ForEach(views.indices, id: \.self) { index in
views[index]
}
}
Button("Remove") {
popView()
}
}
}
}
And here's a GIF that shows the default incorrect behaviour:
If I remove the container's HStack and make the children tuple views, then the individual transitions will work, but I will essentially lose the container β which in this scenario was keeping the children aligned next to each other.
e.g
So this isn't a useful solution.
Note: I want to emphasise that the removal transitions are equally important to me
The .transition is applied to the View that appears (or disappears), and as you've found any .transition on a subview is ignored.
You can work around this by adding your Container without animation, and then animating in each of the Text.
struct Pair: Identifiable {
let id = UUID()
let first = "first"
let second = "second"
}
struct Container: View {
#State private var showFirst = false
#State private var showSecond = false
let pair: Pair
var body: some View {
HStack {
if showFirst {
Text(pair.first)
.transition(.move(edge: .leading))
}
if showSecond {
Text(pair.second)
.transition(.move(edge: .trailing))
}
}
.onAppear {
withAnimation {
showFirst = true
showSecond = true
}
}
}
}
struct ContentView: View {
#State var pairs: [Pair] = []
var animation: Animation = .easeInOut(duration: 1)
var body: some View {
VStack(spacing: 30) {
Button("Add") {
pairs.append(Pair())
}
VStack {
ForEach(pairs) { pair in
Container(pair: pair)
}
}
Button("Remove") {
if pairs.isEmpty { return }
withAnimation(animation) {
_ = pairs.removeLast()
}
}
}
}
}
Also note, your ForEach should be over an array of objects rather than Views (not that it makes a difference in this case).
Update
You can reverse the process by using a Binding to a Bool that contains the show state for each View. In this case I've created a struct PairState that holds a Set of all the views currently shown:
struct Container: View {
let pair: Pair
#Binding var show: Bool
var body: some View {
HStack {
if show {
Text(pair.first)
.transition(.move(edge: .leading))
Text(pair.second)
.transition(.move(edge: .trailing))
}
}
.onAppear {
withAnimation {
show = true
}
}
}
}
struct PairState {
var shownIds: Set<Pair.ID> = []
subscript(pairID: Pair.ID) -> Bool {
get {
shownIds.contains(pairID)
}
set {
shownIds.insert(pairID)
}
}
mutating func remove(_ pair: Pair) {
shownIds.remove(pair.id)
}
}
struct ContentView: View {
#State var pairs: [Pair] = []
#State var pairState = PairState()
var body: some View {
VStack(spacing: 30) {
Button("Add") {
pairs.append(Pair())
}
VStack {
ForEach(pairs) { pair in
Container(pair: pair, show: $pairState[pair.id])
}
}
Button("Remove") {
guard let pair = pairs.last else { return }
Task {
withAnimation {
pairState.remove(pair)
}
try? await Task.sleep(for: .seconds(0.5)) // π’
_ = pairs.removeLast()
}
}
}
}
}
This has a delay in there to wait for the animation to complete before removing from the array. I'm not happy with that, but it works in this example.
I'm trying to implement a passcode view in iOS. I was following the guide here.
I'm trying to improve it a bit so it allows me to create a passcode by enter same passcode twice. I added a "state" property to the #StateObject and want to clear entered passcode after user input the passcode first time.
Here is my current code:
LockScreenModel.swift
====================
import Foundation
class LockScreenModel: ObservableObject {
#Published var pin: String = ""
#Published var showPin = false
#Published var isDisabled = false
#Published var state = LockScreenState.normal
}
enum LockScreenState: String, CaseIterable {
case new
case verify
case normal
case remove
}
====================
LockScreen.swift
====================
import SwiftUI
struct LockScreen: View {
#StateObject var lockScreenModel = LockScreenModel()
let initialState: LockScreenState
var handler: (String, LockScreenState, (Bool) -> Void) -> Void
var body: some View {
VStack(spacing: 40) {
Text(NSLocalizedString("lock.label.\(lockScreenModel.state.rawValue)", comment: "")).font(.title)
ZStack {
pinDots
backgroundField
}
showPinStack
}
.onAppear(perform: {lockScreenModel.state = initialState})
.onDisappear(perform: {
lockScreenModel.pin = ""
lockScreenModel.showPin = false
lockScreenModel.isDisabled = false
lockScreenModel.state = .normal
})
}
private var pinDots: some View {
HStack {
Spacer()
ForEach(0..<6) { index in
Image(systemName: self.getImageName(at: index))
.font(.system(size: 30, weight: .thin, design: .default))
Spacer()
}
}
}
private var backgroundField: some View {
let boundPin = Binding<String>(get: { lockScreenModel.pin }, set: { newValue in
if newValue.last?.isWholeNumber == true {
lockScreenModel.pin = newValue
}
self.submitPin()
})
return TextField("", text: boundPin, onCommit: submitPin)
.accentColor(.clear)
.foregroundColor(.clear)
.keyboardType(.numberPad)
.disabled(lockScreenModel.isDisabled)
}
private var showPinStack: some View {
HStack {
Spacer()
if !lockScreenModel.pin.isEmpty {
showPinButton
}
}
.frame(height: 20)
.padding([.trailing])
}
private var showPinButton: some View {
Button(action: {
lockScreenModel.showPin.toggle()
}, label: {
lockScreenModel.showPin ?
Image(systemName: "eye.slash.fill").foregroundColor(.primary) :
Image(systemName: "eye.fill").foregroundColor(.primary)
})
}
private func submitPin() {
guard !lockScreenModel.pin.isEmpty else {
lockScreenModel.showPin = false
return
}
if lockScreenModel.pin.count == 6 {
lockScreenModel.isDisabled = true
handler(lockScreenModel.pin, lockScreenModel.state) { isSuccess in
if isSuccess && lockScreenModel.state == .new {
lockScreenModel.state = .verify
lockScreenModel.pin = ""
lockScreenModel.isDisabled = false
} else if !isSuccess {
lockScreenModel.pin = ""
lockScreenModel.isDisabled = false
print("this has to called after showing toast why is the failure")
}
}
}
// this code is never reached under normal circumstances. If the user pastes a text with count higher than the
// max digits, we remove the additional characters and make a recursive call.
if lockScreenModel.pin.count > 6 {
lockScreenModel.pin = String(lockScreenModel.pin.prefix(6))
submitPin()
}
}
private func getImageName(at index: Int) -> String {
if index >= lockScreenModel.pin.count {
return "circle"
}
if lockScreenModel.showPin {
return lockScreenModel.pin.digits[index].numberString + ".circle"
}
return "circle.fill"
}
}
extension String {
var digits: [Int] {
var result = [Int]()
for char in self {
if let number = Int(String(char)) {
result.append(number)
}
}
return result
}
}
extension Int {
var numberString: String {
guard self < 10 else { return "0" }
return String(self)
}
}
====================
The problem is the line lockScreenModel.state = .verify. If I include this line, the passcode TextField won't get cleared, but if I remove this line, the passcode TextField is cleared.
If I add a breakpoint in set method of boundPin, I can see after set pin to empty and state to verify, the set method of boundPin is called with newValue of the old pin which I have no idea why. If I only set pin to empty but don't set state to verify, that set method of boundPin won't get called which confuse me even more. I can't figure out which caused this strange behavior.
I have a view body with logic such as this:
var body: some View {
VStack {
if someCondition {
SomeView()
}
if anotherCondition {
AnotherView()
AnotherView()
}
if thirdCondition {
SomeView()
AnotherView()
}
}
}
This works fine to conditionally show elements vertically stacked. However, if none of the conditions are satisfied, the VStack is empty and my UI looks broken. I would like to show a placeholder instead. My current solution is to add a manual check at the end on !someCondition && !anotherCondition && !thirdCondition:
var body: some View {
VStack {
if someCondition {
SomeView()
}
if anotherCondition {
AnotherView()
AnotherView()
}
if thirdCondition {
SomeView()
AnotherView()
}
if !someCondition && !anotherCondition && !thirdCondition { // π
Text("Please select an element.")
}
}
}
However, this is difficult to keep the condition in sync with the content above. I was hoping there was some sort of view modifier I could use such as:
var body: some View {
VStack {
if someCondition {
SomeView()
}
if anotherCondition {
AnotherView()
AnotherView()
}
if thirdCondition {
SomeView()
AnotherView()
}
}.emptyState { // π
Text("Please select an element.")
}
}
The closest thing I could find is this tutorial, but that requires passing in the condition as well.
Is there a way to build a view modifier like this emptyState which doesn't require duplicating the condition logic?
I was thinking I could use a ZStack for this:
var body: some View {
ZStack { // π
// empty state text
Text("Please select an element.")
VStack {
if someCondition {
SomeView()
}
if anotherCondition {
AnotherView()
AnotherView()
}
if thirdCondition {
SomeView()
AnotherView()
}
}
}
}
... but then I run into a different issue where if I'm showing real content (e.g. SomeView()) but it's not large enough, I could see both SomeView() and the empty state text.
Here's one implementation using GeometryReader & it's named emptyState:
extension View {
func emptyState<Content: View>(#ViewBuilder content: () -> Content) -> some View {
return self.modifier(EmptyStateModifier(placeHolder: content()))
}
}
struct EmptyStateModifier<PlaceHolder: View>: ViewModifier {
#State var isEmpty = false
let placeHolder: PlaceHolder
func body(content: Content) -> some View {
ZStack {
if isEmpty {//Thanks to #Asperi
placeHolder
}
content
.background(
GeometryReader { reader in
Color.clear
.onChange(of: reader.frame(in: .global).size == .zero) { newValue in
isEmpty = reader.frame(in: .global).size == .zero
}
}
)
}
}
}
If it is a long chaining condition, you can handle it with switch{}, then use the benefit of default to display the placeholder when 0 condition is met(stack is empty or no selection)
#State var selected = ""
var body: some View {
VStack {
switch selected {
case "a":
SomeView()
case "b":
AnotherView()
case "c":
ThirdView()
//this default will show up
//when there is no selection
//and when the stack is empty meaning that all the above
//conditions did not meet
default:
Text("Please select an element")
}
}
}
There is no straightforward, officially supported way of telling what the return value of a view builder contains.
It is more sensible to handle this at the model layer than in your view. Each of your conditions are part of your model. These should be wrapped up into a single value type, and you can use the presence or absence of that (or an internal calculated value of that, depending on your requirements) to inform what to put in the stack. For example:
struct Model {
let one: Bool
let two: Bool
let three: Bool
}
struct MyView: View {
let model: Model?
var body: some View {
VStack {
switch model {
case .some(let model):
if model.one {
Text("One")
}
if model.two {
Text("Two")
}
if model.three {
Text("Three")
}
case .none:
Text("Empty")
}
}
}
}
(I'm assuming here that there is no valid Model which doesn't contain any of the values, that would be when it is set to nil)
I've had some problems with SwiftUI's navigation API, so I'm experimenting with implementing my own. Parts of this are relatively easy: I create a class NavModel that is basically a stack. Depending on what's on the top of that stack, I can display different views.
But I can't see how to implement something like SwiftUI's .navigationBarItems(...). That view modifier seems to use something like the Preferences API to pass its argument View up the hierarchy to the containing navigation system. Eg:
VStack {
...
}.navigationBarItems(trailing: Button("Edit") { startEdit() })
Anything that goes through onPreferenceChange(...) has to be Equatable, so if I want to pass an AnyView? for the navigation bar items, I need to somehow may it Equatable, and I don't see how to do that.
Here's some sample code that shows a basic push and pop navigation. I'm wondering: how could I make the navBarItems(...) work? (The UI is ugly, but that's not important now.)
struct ContentView: View {
#StateObject var navModel: NavModel = .shared
var body: some View {
NavView(model: navModel) { node in
switch node {
case .root: rootView
case .foo: fooView
}
}
}
var rootView: some View {
VStack {
Text("This is the root")
Button {
navModel.push(.foo)
} label: {
Text("Push a view")
}
}
}
var fooView: some View {
VStack {
Text("Foo")
Button {
navModel.pop()
} label: {
Text("Pop nav stack")
}
}.navBarItems(trailing: Text("Test"))
}
}
struct NavView<Content: View>: View {
#ObservedObject var model: NavModel
let makeViews: (NavNode) -> Content
init(model: NavModel, #ViewBuilder makeViews: #escaping (NavNode) -> Content) {
self.model = model
self.makeViews = makeViews
}
#State var navItems: AnyView? = nil
var body: some View {
VStack {
let node = model.stack.last!
navBar
Divider()
makeViews(node)
.frame(maxHeight: .infinity)
// This doesn't compile
.onPreferenceChange(NavBarItemsPrefKey.self) { v in
navItems = v
}
}
}
var navBar: some View {
HStack {
if model.stack.count > 1 {
Button {
model.pop()
} label: { Text("Back") }
}
Spacer()
if let navItems = self.navItems {
navItems
}
}
}
}
enum NavNode {
case root
case foo
}
class NavModel: ObservableObject {
static let shared = NavModel()
#Published var stack: [NavNode]
init() {
stack = [.root]
}
func push(_ node: NavNode) { stack.append(node) }
func pop() {
if stack.count > 1 {
stack.removeLast()
}
}
}
struct NavBarItemsPrefKey: PreferenceKey {
typealias Value = AnyView?
static var defaultValue: Value = nil
static func reduce(value: inout Value, nextValue: () -> Value) {
let n = nextValue()
if n != nil { // ???
value = n
}
}
}
// Is this the right way? But then anything passed to navBarItems(...) would need
// to be Equatable. The common case - Buttons - are not.
struct AnyEquatableView: Equatable {
???
init<T>(_ ev: EquatableView<T>) {
???
}
static func == (lhs: AnyEquatableView, rhs: AnyEquatableView) -> Bool {
???
}
}
struct NavBarItemsModifier<T>: ViewModifier where T: View {
let trailing: T
func body(content: Content) -> some View {
content.preference(key: NavBarItemsPrefKey.self, value: AnyView(trailing))
}
}
extension View {
func navBarItems<T>(trailing: T) -> some View where T: View {
return self.modifier(NavBarItemsModifier(trailing: trailing))
}
}
How to detect device rotation in SwiftUI and re-draw view components?
I have a #State variable initialized to the value of UIScreen.main.bounds.width when the first appears. But this value doesn't change when the device orientation changes. I need to redraw all components when the user changes the device orientation.
Hereβs an idiomatic SwiftUI implementation based on a notification publisher:
struct ContentView: View {
#State var orientation = UIDevice.current.orientation
let orientationChanged = NotificationCenter.default.publisher(for: UIDevice.orientationDidChangeNotification)
.makeConnectable()
.autoconnect()
var body: some View {
Group {
if orientation.isLandscape {
Text("LANDSCAPE")
} else {
Text("PORTRAIT")
}
}.onReceive(orientationChanged) { _ in
self.orientation = UIDevice.current.orientation
}
}
}
The output of the publisher (not used above, therefor _ as the block parameter) also contains the key "UIDeviceOrientationRotateAnimatedUserInfoKey" in its userInfo property if you need to know if the rotation should be animated.
#dfd provided two good options, I am adding a third one, which is the one I use.
In my case I subclass UIHostingController, and in function viewWillTransition, I post a custom notification.
Then, in my environment model I listen for such notification which can be then used in any view.
struct ContentView: View {
#EnvironmentObject var model: Model
var body: some View {
Group {
if model.landscape {
Text("LANDSCAPE")
} else {
Text("PORTRAIT")
}
}
}
}
In SceneDelegate.swift:
window.rootViewController = MyUIHostingController(rootView: ContentView().environmentObject(Model(isLandscape: windowScene.interfaceOrientation.isLandscape)))
My UIHostingController subclass:
extension Notification.Name {
static let my_onViewWillTransition = Notification.Name("MainUIHostingController_viewWillTransition")
}
class MyUIHostingController<Content> : UIHostingController<Content> where Content : View {
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
NotificationCenter.default.post(name: .my_onViewWillTransition, object: nil, userInfo: ["size": size])
super.viewWillTransition(to: size, with: coordinator)
}
}
And my model:
class Model: ObservableObject {
#Published var landscape: Bool = false
init(isLandscape: Bool) {
self.landscape = isLandscape // Initial value
NotificationCenter.default.addObserver(self, selector: #selector(onViewWillTransition(notification:)), name: .my_onViewWillTransition, object: nil)
}
#objc func onViewWillTransition(notification: Notification) {
guard let size = notification.userInfo?["size"] as? CGSize else { return }
landscape = size.width > size.height
}
}
There is an easier solution that the one provided by #kontiki, with no need for notifications or integration with UIKit.
In SceneDelegate.swift:
func windowScene(_ windowScene: UIWindowScene, didUpdate previousCoordinateSpace: UICoordinateSpace, interfaceOrientation previousInterfaceOrientation: UIInterfaceOrientation, traitCollection previousTraitCollection: UITraitCollection) {
model.environment.toggle()
}
In Model.swift:
final class Model: ObservableObject {
let objectWillChange = ObservableObjectPublisher()
var environment: Bool = false { willSet { objectWillChange.send() } }
}
The net effect is that the views that depend on the #EnvironmentObject model will be redrawn each time the environment changes, be it rotation, changes in size, etc.
SwiftUI 2
Here is a solution that is not using the SceneDelegate (which is missing in the new SwiftUI life cycle).
It also uses interfaceOrientation from the current window scene instead of the
UIDevice.current.orientation (which is not set when the app starts).
Here is a demo:
struct ContentView: View {
#State private var isPortrait = false
var body: some View {
Text("isPortrait: \(String(isPortrait))")
.onReceive(NotificationCenter.default.publisher(for: UIDevice.orientationDidChangeNotification)) { _ in
guard let scene = UIApplication.shared.windows.first?.windowScene else { return }
self.isPortrait = scene.interfaceOrientation.isPortrait
}
}
}
It is also possible to use an extension for accessing the current window scene:
extension UIApplication {
var currentScene: UIWindowScene? {
connectedScenes
.first { $0.activationState == .foregroundActive } as? UIWindowScene
}
}
and use it like this:
guard let scene = UIApplication.shared.currentScene else { return }
If someone is also interested in the initial device orientation. I did it as follows:
Device.swift
import Combine
final class Device: ObservableObject {
#Published var isLandscape: Bool = false
}
SceneDelegate.swift
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
// created instance
let device = Device() // changed here
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// ...
// added the instance as environment object here
let contentView = ContentView().environment(\.managedObjectContext, context).environmentObject(device)
if let windowScene = scene as? UIWindowScene {
// read the initial device orientation here
device.isLandscape = (windowScene.interfaceOrientation.isLandscape == true)
// ...
}
}
// added this function to register when the device is rotated
func windowScene(_ windowScene: UIWindowScene, didUpdate previousCoordinateSpace: UICoordinateSpace, interfaceOrientation previousInterfaceOrientation: UIInterfaceOrientation, traitCollection previousTraitCollection: UITraitCollection) {
device.isLandscape.toggle()
}
// ...
}
I think easy repainting is possible with addition of
#Environment(\.verticalSizeClass) var sizeClass
to View struct.
I have such example:
struct MainView: View {
#EnvironmentObject var model: HamburgerMenuModel
#Environment(\.verticalSizeClass) var sizeClass
var body: some View {
let tabBarHeight = UITabBarController().tabBar.frame.height
return ZStack {
HamburgerTabView()
HamburgerExtraView()
.padding(.bottom, tabBarHeight)
}
}
}
As you can see I need to recalculate tabBarHeight to apply correct bottom padding on Extra View, and addition of this property seems to correctly trigger repainting.
With just one line of code!
I tried some of the previous answers, but had a few problems. One of the solutions would work 95% of the time but would screw up the layout every now and again. Other solutions didn't seem to be in tune with SwiftUI's way of doing things. So I came up with my own solution. You might notice that it combines features of several previous suggestions.
// Device.swift
import Combine
import UIKit
final public class Device: ObservableObject {
#Published public var isLandscape: Bool = false
public init() {}
}
// SceneDelegate.swift
import SwiftUI
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
var device = Device()
func scene(_ scene: UIScene,
willConnectTo session: UISceneSession,
options connectionOptions: UIScene.ConnectionOptions) {
let contentView = ContentView()
.environmentObject(device)
if let windowScene = scene as? UIWindowScene {
// standard template generated code
// Yada Yada Yada
let size = windowScene.screen.bounds.size
device.isLandscape = size.width > size.height
}
}
// more standard template generated code
// Yada Yada Yada
func windowScene(_ windowScene: UIWindowScene,
didUpdate previousCoordinateSpace: UICoordinateSpace,
interfaceOrientation previousInterfaceOrientation: UIInterfaceOrientation,
traitCollection previousTraitCollection: UITraitCollection) {
let size = windowScene.screen.bounds.size
device.isLandscape = size.width > size.height
}
// the rest of the file
// ContentView.swift
import SwiftUI
struct ContentView: View {
#EnvironmentObject var device : Device
var body: some View {
VStack {
if self.device.isLandscape {
// Do something
} else {
// Do something else
}
}
}
}
Inspired by #caram solution, I grab the isLandscape property from windowScene
In SceneDelegate.swift, get the current orientation from window.windowScene.interfaceOrientation
...
var model = Model()
...
func windowScene(_ windowScene: UIWindowScene, didUpdate previousCoordinateSpace: UICoordinateSpace, interfaceOrientation previousInterfaceOrientation: UIInterfaceOrientation, traitCollection previousTraitCollection: UITraitCollection) {
model.isLandScape = windowScene.interfaceOrientation.isLandscape
}
In this way, we'll get true from the start if the user launches the app from the landscape mode.
Here is the Model
class Model: ObservableObject {
#Published var isLandScape: Bool = false
}
And we can use it in the exact same way as #kontiki suggested
struct ContentView: View {
#EnvironmentObject var model: Model
var body: some View {
Group {
if model.isLandscape {
Text("LANDSCAPE")
} else {
Text("PORTRAIT")
}
}
}
}
Here is an abstraction that allows you to wrap any part of your view tree in optional orientation based behavior, as a bonus, it doesn't rely on UIDevice orientation but instead bases it on the geometry of the space, this allows it to work in swift preview, as well as provide logic for different layouts based specifically on the container for your view:
struct OrientationView<L: View, P: View> : View {
let landscape : L
let portrait : P
var body: some View {
GeometryReader { geometry in
Group {
if geometry.size.width > geometry.size.height { self.landscape }
else { self.portrait }
}.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
init(landscape: L, portrait: P) {
self.landscape = landscape
self.portrait = portrait
}
}
struct OrientationView_Previews: PreviewProvider {
static var previews: some View {
OrientationView(landscape: Text("Landscape"), portrait: Text("Portrait"))
.frame(width: 700, height: 600)
.background(Color.gray)
}
}
Usage: OrientationView(landscape: Text("Landscape"), portrait: Text("Portrait"))
It's easy to go without notifications, delegation methods, events, changes to SceneDelegate.swift, window.windowScene.interfaceOrientation and so on.
try running this in simulator and rotating device.
struct ContentView: View {
let cards = ["a", "b", "c", "d", "e"]
#Environment(\.horizontalSizeClass) var horizontalSizeClass
var body: some View {
let arrOfTexts = {
ForEach(cards.indices) { (i) in
Text(self.cards[i])
}
}()
if (horizontalSizeClass == .compact) {
return VStack {
arrOfTexts
}.erase()
} else {
return VStack {
HStack {
arrOfTexts
}
}.erase()
}
}
}
extension View {
func erase() -> AnyView {
return AnyView(self)
}
}
The best way to do this in iOS 14:
// GlobalStates.swift
import Foundation
import SwiftUI
class GlobalStates: ObservableObject {
#Published var isLandScape: Bool = false
}
// YourAppNameApp.swift
import SwiftUI
#main
struct YourAppNameApp: App {
// GlobalStates() is an ObservableObject class
var globalStates = GlobalStates()
// Device Orientation
let orientationChanged = NotificationCenter.default.publisher(for: UIDevice.orientationDidChangeNotification)
.makeConnectable()
.autoconnect()
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(globalStates)
.onReceive(orientationChanged) { _ in
// Set the state for current device rotation
if UIDevice.current.orientation.isFlat {
// ignore orientation change
} else {
globalStates.isLandscape = UIDevice.current.orientation.isLandscape
}
}
}
}
// Now globalStates.isLandscape can be used in any view
// ContentView.swift
import SwiftUI
struct ContentView: View {
#EnvironmentObject var globalStates: GlobalStates
var body: some View {
VStack {
if globalStates.isLandscape {
// Do something
} else {
// Do something else
}
}
}
}
I wanted to know if there is simple solution within SwiftUI that works with any enclosed view so it can determine a different landscape/portrait layout. As briefly mentioned by #dfd GeometryReader can be used to trigger an update.
Note that this works in the special occasions where use of the standard size class/traits do not provide sufficient information to implement a design. For example, where a different layout is required for portrait and landscape but where both orientations result in a standard size class being returned from the environment. This happens with the largest devices, like the max sized phones and with iPads.
This is the 'naive' version and this does not work.
struct RotatingWrapper: View {
var body: some View {
GeometryReader { geometry in
if geometry.size.width > geometry.size.height {
LandscapeView()
}
else {
PortraitView()
}
}
}
}
This following version is a variation on a rotatable class that is a good example of function builders from #reuschj but just simplified for my application requirements https://github.com/reuschj/RotatableStack/blob/master/Sources/RotatableStack/RotatableStack.swift
This does work
struct RotatingWrapper: View {
func getIsLandscape(geometry:GeometryProxy) -> Bool {
return geometry.size.width > geometry.size.height
}
var body: some View {
GeometryReader { geometry in
if self.getIsLandscape(geometry:geometry) {
Text("Landscape")
}
else {
Text("Portrait").rotationEffect(Angle(degrees:90))
}
}
}
}
That is interesting because I'm assuming that some SwiftUI magic has caused this apparently simple semantic change to activate the view re-rendering.
One more weird trick that you can use this for, is to 'hack' a re-render this way, throw away the result of using the GeometryProxy and perform a Device orientation lookup. This then enables use of the full range of orientations, in this example the detail is ignored and the result used to trigger a simple portrait and landscape selection or whatever else is required.
enum Orientation {
case landscape
case portrait
}
struct RotatingWrapper: View {
func getOrientation(geometry:GeometryProxy) -> Orientation {
let _ = geometry.size.width > geometry.size.height
if UIDevice.current.orientation == UIDeviceOrientation.landscapeLeft || UIDevice.current.orientation == UIDeviceOrientation.landscapeRight {
return .landscape
}
else {
return .portrait
}
}
var body: some View {
ZStack {
GeometryReader { geometry in
if self.getOrientation(geometry: geometry) == .landscape {
LandscapeView()
}
else {
PortraitView()
}
}
}
}
}
Furthermore, once your top level view is being refreshed you can then use DeviceOrientation directly, such as the following in child views as all child views will be checked once the top level view is 'invalidated'
Eg: In the LandscapeView() we can format child views appropriately for its horizontal position.
struct LandscapeView: View {
var body: some View {
HStack {
Group {
if UIDevice.current.orientation == UIDeviceOrientation.landscapeLeft {
VerticallyCenteredContentView()
}
Image("rubric")
.resizable()
.frame(width:18, height:89)
//.border(Color.yellow)
.padding([UIDevice.current.orientation == UIDeviceOrientation.landscapeLeft ? .trailing : .leading], 16)
}
if UIDevice.current.orientation == UIDeviceOrientation.landscapeRight {
VerticallyCenteredContentView()
}
}.border(Color.pink)
}
}
This seems to work for me. Then just init and use Orientation instance as environmentobject
class Orientation: ObservableObject {
let objectWillChange = ObservableObjectPublisher()
var isLandScape:Bool = false {
willSet {
objectWillChange.send() }
}
var cancellable: Cancellable?
init() {
cancellable = NotificationCenter.default
.publisher(for: UIDevice.orientationDidChangeNotification)
.map() { _ in (UIDevice.current.orientation == .landscapeLeft || UIDevice.current.orientation == .landscapeRight)}
.removeDuplicates()
.assign(to: \.isLandScape, on: self)
}
}
I got
"Fatal error: No ObservableObject of type SomeType found"
because I forgot to call contentView.environmentObject(orientationInfo) in SceneDelegate.swift. Here is my working version:
// OrientationInfo.swift
final class OrientationInfo: ObservableObject {
#Published var isLandscape = false
}
// SceneDelegate.swift
var orientationInfo = OrientationInfo()
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// ...
window.rootViewController = UIHostingController(rootView: contentView.environmentObject(orientationInfo))
// ...
}
func windowScene(_ windowScene: UIWindowScene, didUpdate previousCoordinateSpace: UICoordinateSpace, interfaceOrientation previousInterfaceOrientation: UIInterfaceOrientation, traitCollection previousTraitCollection: UITraitCollection) {
orientationInfo.isLandscape = windowScene.interfaceOrientation.isLandscape
}
// YourView.swift
#EnvironmentObject var orientationInfo: OrientationInfo
var body: some View {
Group {
if orientationInfo.isLandscape {
Text("LANDSCAPE")
} else {
Text("PORTRAIT")
}
}
}
Try to use horizontalSizeClass & verticalSizeClass:
import SwiftUI
struct DemoView: View {
#Environment(\.horizontalSizeClass) var hSizeClass
#Environment(\.verticalSizeClass) var vSizeClass
var body: some View {
VStack {
if hSizeClass == .compact && vSizeClass == .regular {
VStack {
Text("Vertical View")
}
} else {
HStack {
Text("Horizontal View")
}
}
}
}
}
Found it in this tutorial. Related Apple's documentation.
Another hack to detect the change of orientation but also the splitView. (inspired by #Rocket Garden)
import SwiftUI
import Foundation
struct TopView: View {
var body: some View {
GeometryReader{
geo in
VStack{
if keepSize(geo: geo) {
ChildView()
}
}.frame(width: geo.size.width, height: geo.size.height, alignment: .center)
}.background(Color.red)
}
func keepSize(geo:GeometryProxy) -> Bool {
MyScreen.shared.width = geo.size.width
MyScreen.shared.height = geo.size.height
return true
}
}
class MyScreen:ObservableObject {
static var shared:MyScreen = MyScreen()
#Published var width:CGFloat = 0
#Published var height:CGFloat = 0
}
struct ChildView: View {
// The presence of this line also allows direct access to up-to-date UIScreen.main.bounds.size.width & .height
#StateObject var myScreen:MyScreen = MyScreen.shared
var body: some View {
VStack{
if myScreen.width > myScreen.height {
Text("Paysage")
} else {
Text("Portrait")
}
}
}
}
I have updated https://stackoverflow.com/a/62370919/7139611 to load it for the initial view and make it as work globally using Environment object.
import SwiftUI
class Orientation: ObservableObject {
#Published var isLandscape: Bool = UIDevice.current.orientation.isLandscape
}
struct ContentView: View {
#StateObject var orientation = Orientation()
#State var initialOrientationIsLandScape = false
let orientationChanged = NotificationCenter.default.publisher(for: UIDevice.orientationDidChangeNotification)
.makeConnectable()
.autoconnect()
var body: some View {
Group {
if orientation.isLandscape {
Text("LANDSCAPE")
} else {
Text("PORTRAIT")
}
}
.onReceive(orientationChanged, perform: { _ in
if initialOrientationIsLandScape {
initialOrientationIsLandScape = false
} else {
orientation.isLandscape = UIDevice.current.orientation.isLandscape
}
})
.onAppear {
orientation.isLandscape = UIDevice.current.orientation.isLandscape
initialOrientationIsLandScape = orientation.isLandscape
}
}
}
For those wishing to manipulate some other variables/state on device rotation change, here's a solution:
struct ContentView: View {
#Environment(\.verticalSizeClass) private var verticalSizeClass
var body: some View {
VStack {
...
}
.onChange(of: verticalSizeClass, perform: { newValue in
// Update your variables/state here
}
}
}
Its important to use verticalSizeClass instead of horizontalSizeClass because the former changes when iPhone orientation is changed, but for some iPhone models the latter won't change on device rotation.
This also won't work on iPad/macOS - you'll need to use a combo of both horizontal and vertical size classes to detect rotation on those. You can see the various configurations and what values the size classes will report here under the Device size classes subheading: https://developer.apple.com/design/human-interface-guidelines/foundations/layout