How to position custom shape in a center of a button - swiftui

I've found an animated custom Tab bar tutorial and tried to reproduce it. But now I'm stuck on the moment where I need to place the center of my custom shape in the center of the button every time it is pressed. Would be very appreciate if somebody could explain to me why does midX is located between buttons?
Here is expecting result :
And here is what I get when taping on the button with code below:
Code:
struct TabBar: View{
#State private var selectedTab: Tabs.RawValue = Tabs.home.rawValue
#State private var xAxisForCurve: CGFloat = 80
let screenWidth: CGFloat
private var tabs : [String]{
var _tabs: [String] = []
Tabs.allCases.forEach { tab in
_tabs.append(tab.rawValue)
}
return _tabs
}
var body: some View{
HStack{
ForEach(tabs, id: \.self) { tab in
GeometryReader { button in
Button(action: {
withAnimation(.spring()){
self.selectedTab = tab
self.xAxisForCurve = button.frame(in: .global).midX
}
}) {
Image(systemName: tab)
.resizable()
.renderingMode(.template)
.aspectRatio(contentMode: .fit)
.foregroundColor(self.selectedTab == tab ? Color.blue : Color.gray)
}
}
.frame(width: 28, height: 28)
if tab != tabs.last{
Spacer().frame(width: 65)
}
}
}
.frame(width: screenWidth * multiplayerForTabFrameOnDifferentDevices())
.padding(.vertical)
.background(Color.white.clipShape(MyShape(xAxis: self.xAxisForCurve)))
.cornerRadius(20)
}
}
struct MyShape: Shape{
var xAxis: CGFloat
func path(in rect: CGRect) -> Path {
Path{ path in
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
let upperLeftCorner = CGPoint(x: self.xAxis - 50 , y: rect.minY)
let upperRightCorner = CGPoint(x: self.xAxis + 50, y: rect.minY)
let curveCenter = CGPoint(x: self.xAxis, y: rect.height * 0.55)
let control1 = CGPoint(x: self.xAxis - 25 , y: 0)
let control2 = CGPoint(x: self.xAxis - 25 , y: 35)
let control4 = CGPoint(x: self.xAxis + 25 , y: 0)
let control3 = CGPoint(x: self.xAxis + 25 , y: 35)
path.move(to: upperLeftCorner)
path.addCurve(to: curveCenter, control1: control1, control2: control2)
path.addCurve(to: upperRightCorner, control1: control3, control2: control4)
}
}
}

You're taking global frame with frame(in: .global): it's frame related to the device screen.
But your shape needs position related to your TabBar bounds.
You can solve it by adding a named coordinate space:
.frame(width: screenWidth * multiplayerForTabFrameOnDifferentDevices())
.coordinateSpace(name: "container")
And getting button frame in this coordinate space:
xAxisForCurve = button.frame(in: .named("container")).midX
p.s. from your code it looks like you're trying to animate your shape. You need to add the following lines to your shape to make it animatable. More info can be found here
var animatableData: CGFloat {
get { xAxis }
set { xAxis = newValue }
}

Related

Gradient not redrawing properly

I am attempting to have a CGRect that has a dynamic gradient. When I use the view models gradient I am able to observe the gradient changing. However the view does not change as expected.
If I use hardcoded gradients in the view which toggle between red and blue I see that the view is redrawing with the updated gradient.
What am I missing?
View Model:
#Published var forceRedraw: Bool = false
#Published var annGradient: Gradient = Gradient(colors: [.red]) {
didSet {
print("ViewModel", annGradient.stops.first!, annGradient.stops.last!)
forceRedraw.toggle()
}
}
View:
struct SchematicView: View {
#EnvironmentObject var vM: AppViewModel
#State var refresh: Bool = false
var body: some View {
VStack(alignment: .center) {
Spacer()
ScrollView {
if refresh {
Canvas { context, size in
let w = size.width
let h = size.height
let grad = vM.annGradient
print("View1", grad.stops.first!, grad.stops.last!)
let annPath = CGRect(x: w/2, y: 0, width: 100, height: h)
context.fill(Path(annPath), with: .linearGradient(grad, startPoint: CGPoint(x: 0, y: 0), endPoint: CGPoint(x: 0, y: h)))
}.frame(width: 300, height: 500)
} else {
Canvas { context, size in
let w = size.width
let h = size.height
let grad = vM.annGradient
print("View2", grad.stops.first!, grad.stops.last!)
let annPath = CGRect(x: w/2, y: 0, width: 100, height: h)
context.fill(Path(annPath), with: .linearGradient(grad, startPoint: CGPoint(x: 0, y: 0), endPoint: CGPoint(x: 0, y: h)))
}.frame(width: 300, height: 500)
}
}
.syncBool($vM.forceRedraw, with: $refresh)
.onAppear(perform: {
refresh = vM.forceRedraw
})

How to scale Path in SwiftUI?

I have some problems to scale a Path accordingly to my purpose. I'm getting from an API some SVG data that I would like to draw in my view. In order to make it simple let's say this is what I get from the API:
extension UIBezierPath {
static var rectangle: UIBezierPath {
let path = UIBezierPath()
path.move(to: CGPoint(x: 200, y: 100))
path.addLine(to: CGPoint(x: 100, y: 300))
path.addLine(to: CGPoint(x: 300, y: 300))
path.addLine(to: CGPoint(x: 200, y: 100))
return path
}
}
When I display this path in my view everything works fine.
Since the SVG coordinates from the API have an offset and are sometimes bigger than the display screen of the iPhone, I need to scale them down/up to a specific size and center them in my view. In order to do that I tried this transformation:
struct ScaledShapeView: Shape {
let bezier: UIBezierPath
func path(in rect: CGRect) -> Path {
let bounds = bezier.bounds
let scaleX = rect.size.width/bounds.size.width
let scaleY = rect.size.height/bounds.size.height
let scale = max(scaleX, scaleY)
return Path(bezier.cgPath).applying(CGAffineTransform(scaleX: scale, y: scale))
}
}
and uses it in my view:
struct TestView: View {
var body: some View {
ScaledShapeView(bezier: .rectangle)
.frame(width: 100, height: 100)
}
}
But this is my result:
I'm not sure what exactly the problem is. I would like to achieve that the shape is in the middle of the frame.
#SwiftPunk:
When I try
var body: some View {
Path(UIBezierPath.logo1.cgPath)
.frame(width: 100, height: 100)
.scaleEffect(CGSize(width: 0.5, height: 0.5))
}
I get this result:
Normalized each X and Y position for drawing the points between 0 and 1, where 0 means the top edge or the leading edge, and 1 means the bottom edge or the trailing edge.
Also,we’re going to find the minimum of width and height so we can scale our Bezier path proportionally, so it stays the same shape as it grows.
import SwiftUI
extension UIBezierPath{
static var rectangle: UIBezierPath {
let path = UIBezierPath()
path.move(to: CGPoint(x: 0.5, y: 0.2))
path.addLine(to: CGPoint(x: 0.2, y: 0.8))
path.addLine(to: CGPoint(x: 0.8, y: 0.8))
path.addLine(to: CGPoint(x: 0.5, y: 0.2))
return path
}
}
struct ScaledShapeView:Shape{
var bezier:UIBezierPath
func path(in rect: CGRect) -> Path {
let path = Path(bezier.cgPath)
let multiplier = min(rect.width,rect.height)
let transform = CGAffineTransform(scaleX:multiplier , y: multiplier)
return path.applying(transform)
}
}
struct TestView: View {
#State private var endAmount: CGFloat = 0
var body: some View {
ScaledShapeView(bezier: UIBezierPath.rectangle)
.frame(width: 300, height: 300)
}
}
Output-:

How we can draw a stroke for a custom path in SwiftUI?

I am making a custom path in SwiftUI and fill it with red color, I want to give a border or stroke for my path. How we can do this?
struct ContentView: View
{
var body: some View
{
Path { path in
path.addArc(center: CGPoint(x: 100, y: 300), radius: 200, startAngle: Angle(degrees: -90), endAngle: Angle(degrees: 0), clockwise: false)
}
.fill(Color.red)
}
}
You'll need to stroke and fill the path separately. Here is one way to do it.
Assign your path to a variable, and then use that to fill it, and then overlay it with the same path stroked. Note: You need to use path.closeSubpath() to close your path, or only the arc will be stroked.
struct ContentView: View
{
var body: some View {
let path = Path { path in
path.addArc(center: CGPoint(x: 100, y: 300), radius: 200, startAngle: Angle(degrees: -90), endAngle: Angle(degrees: 0), clockwise: false)
path.closeSubpath()
}
path.fill(Color.red).overlay(path.stroke(Color.black, lineWidth: 2))
}
}
First start by declaring a custom Shape. You only have to implement func path(in rect: CGRect) -> Path :
struct Diamond: Shape {
func path(in rect: CGRect) -> Path {
let topMid = CGPoint(x: rect.midX, y: rect.minY)
let trailingMid = CGPoint(x: rect.maxX, y: rect.midY)
let bottomMid = CGPoint(x: rect.midX, y: rect.maxY)
let leadingMid = CGPoint(x: rect.minX, y: rect.midY)
var path = Path()
path.move(to: topMid)
path.addLine(to: trailingMid)
path.addLine(to: bottomMid)
path.addLine(to: leadingMid)
path.addLine(to: topMid)
return path
}
}
and then you can place in a ZStack: your background clipped to your custom shape and your custom shape with stroke applied:
struct ContentView: View {
var body: some View {
ZStack {
Color.blue
.clipShape(Diamond())
Diamond()
.stroke(Color.purple, lineWidth: 4)
} .padding()
}
}

How to draw a line in SwiftUI with the mouse?

I am trying to do something like this, but I do not know where to begin.
I have some code so far which "works" sort of..
here is my full code (macOS)
struct ContentView: View {
#State private var currentPosition: CGSize = .zero
#State private var newPosition: CGSize = .zero
var body: some View {
ZStack {
Path { path in
path.move(to: CGPoint(x: 20, y: 100))
path.addLine(to: CGPoint(x: currentPosition.width, y: currentPosition.height))
}
.trimmedPath(from: 0, to: 1)
.strokedPath(StrokeStyle(lineWidth: 9, lineCap: .square, lineJoin: .round))
.foregroundColor(.red)
Circle()
.frame(width: 7, height: 7)
.foregroundColor(Color.blue)
.offset(x: self.currentPosition.width, y: self.currentPosition.height)
.gesture(DragGesture()
.onChanged { value in
self.currentPosition = CGSize(width: value.translation.width + self.newPosition.width, height: value.translation.height + self.newPosition.height)
}
.onEnded { value in
self.currentPosition = CGSize(width: value.translation.width + self.newPosition.width, height: value.translation.height + self.newPosition.height)
print(self.newPosition.width)
self.newPosition = self.currentPosition
}
)
Color.clear
}
}
}
But my blue circle is far away from the rectangle.
Any help please?
You are simply missing the position of the Circle.
struct ContentView: View {
#State private var startPoint: CGPoint = .zero
#State private var endPoint: CGPoint = CGPoint(x: 100, y: 100)
var body: some View {
ZStack {
Path { (path) in
path.move(to: startPoint)
path.addLine(to: endPoint)
}
.strokedPath(StrokeStyle(lineWidth: 9, lineCap: .square, lineJoin: .round))
.foregroundColor(.red)
//Circle 1
Circle()
.frame(width: 16, height: 16)
.position(startPoint)
.foregroundColor(.blue)
.gesture(DragGesture()
.onChanged { (value) in
self.startPoint = CGPoint(x: value.location.x, y: value.location.y)
})
//Circle 2
Circle()
.frame(width: 16, height: 16)
.position(endPoint)
.foregroundColor(.green)
.gesture(DragGesture()
.onChanged { (value) in
self.endPoint = CGPoint(x: value.location.x, y: value.location.y)
})
Color.clear
}
}
}

SwiftUI Path: upside down and wrong Pivot in Scenekit

Problem:
When I parse a SwiftUI Path to Scenekit, it i upside down and the pivot is outside the bounding box.
I tried:
Setting SwiftUI .anchorPreference to center. Didn't make any difference.
Goal:
How can I make the pivot the center bottom of the bounding box?
Important: I need to have a correct SwiftUI Path -> SCN Pivot translation, and not manually offsetting the pivot, as this would affect all objects pivot on scene
import SwiftUI
struct PatternScene: View {
let idx: Int
let pattern = Path { path in
path.move(to: CGPoint(x: 50, y: 50))
path.addLine(to: CGPoint(x: 250, y: 50))
path.addLine(to: CGPoint(x: 250, y: 250))
path.addLine(to: CGPoint(x: 50, y: 250))
path.addLine(to: CGPoint(x: 100, y: 100))
}
var body: some View {
self.pattern
.frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: .infinity)
.anchorPreference(key: MyTextPreferenceKey.self, value: .bounds, transform: { [MyTextPreferenceData(viewIdx: self.idx, bounds: $0)] })
}
}
struct PatternScene_Previews: PreviewProvider {
static var previews: some View {
PatternScene(idx: 0)
}
}
//Connect PatternScene with Scenekit
let scnpath = PatternScene(idx: 0).pattern.cgPath
let shape = SCNShape(path: UIBezierPath(cgPath: scnpath), extrusionDepth: 1)
let material = SCNMaterial()
//material.diffuse.contents = UIColor.red
material.isDoubleSided = true
// shape.firstMaterial = material
let shapeNode = SCNNode(geometry: shape)
scene.rootNode.addChildNode(shapeNode)
shapeNode.position = SCNVector3(x: 0, y: 0, z: 0)
shapeNode.scale = SCNVector3(x: 1, y: 1, z: 1)
shapeNode.pivot = SCNMatrix4MakeTranslation(0, 0, 0)
UIKit and SwiftUI use a flipped geometry where y values increase as you move from the top to the bottom of the canvas.
Scenekit does not use flipped geometry. So you have to "flip" the y values...
On a layer you can even set this value...https://developer.apple.com/documentation/quartzcore/calayer/1410960-geometryflipped ...but i think there is not such a value for scenekit...