SwiftUI: Custom view is un-hittable in XCTest - swiftui

During Xcode UI test, I found my custom view's (MenuViewButton) is un-hittable in a test, I could found it but cannot touch it. In debug , when I po isHittable in console, it returns false. However I'm not sure if this is the correct behavior.
Per this thread XCUIElement exists, but is not hittable said, isHittable is default false for custom view element, and default true for UIKit standard view. But I don't know if it is the same behavior in SwiftUI.
Since the way someView.isAccessibilityElement = true is not possible in SwiftUI. My question is how could I let my custom view became hittable? Then it could be tapped in a test.
private var aView: some View {
MenuViewButton(
image: Image("an image name"),
text: Text("a string")
)
.accessibility(identifier: "xxx name")
}
I also use force tap with coordinate in case tap() is not working, but to give a offset of normalizedOffset didn't fix the problem in all places, it means some un-hittable element could be tapped, that is great but some others still not.
So may I know where normalizedOffset is start, from the middle of frame to give the offset or the top left?
func forceTapElement(timeout: TimeInterval) {
if !self.waitForExistence(timeout: timeout) {
return
}
if self.isHittable {
self.tap()
} else {
let coordinate: XCUICoordinate = self.coordinate(withNormalizedOffset: CGVector(dx: 0.1, dy: 0.0))
coordinate.tap()
}
}

Add https://github.com/devexperts/screenobject as a dependency
Use .tapUnhittable() instead of .tap() for this particular view. It gets the coordinates and taps using them

I have the same situation and am looking for answers. What has worked for me was to use:
let coordinate = element.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.5))
Still this seems like workaround for a real problem. One other strange thing is that i do not have this problem on iOS15.0 simulator, only for later versions. Currently trying with iOS15.2
One more thing I've tried is to add
.accessibilityElement(children: .combine)
and specificly telling it's a button with
.accessibility(addTraits: .isButton)
But this doesn't solve the problem.
Seems that isAccessibilityElement would be an answer here, but SwiftUI doesn't seem to have such.

Related

Swiftui list: trigger an action on tap and mimic basic select then auto-unselect

I'm starting to learn swiftui and I've run into a problem that is both very basic and easily solvable in UIKit; but after spending days searching the internet and watching WWDC videos I've found no native solution.
The premise is simple: I have an array of songs I want to display in a list; when a user taps on a song view it should highlight the view on press, unhighlight after release, and then play the song (ie trigger an action). Sounds simple right?
Here's what I tried and spent way too much time on:
Using List(selection) + .onEvent(changed): I end up with a UUID (because i've only gotten selection to work with a UUID) that I then have to check against an array of songs to match AND the cell won't unhighlight/select itself; even when I try to manually set the State variable to nil or another generated UUID.
Using .onTap (either on or in the cell): I have to tap on the text of the cell to trigger onTap so I get a lot of taps that just don't work (because I have lots of white space in the cell). I also don't get a nice UI color change on press/release.
So after spending hours trying many different things I've finally come up with a solution and I basically wanted to create an account and share it to hopefully help other developers in my position. Because this so very annoyed me that something so basic took so much effort and time to do.
In the end the best solution I came up with was this:
Using ZStack and an empty button:
edit: I found I need to include and hide the content otherwise the button doesn't grow to fill the space (seems in lists it does for some reason). Though not sure what the hit on performance is of rendering the content twice when hiding it. Maybe a GeometryReader would work better?
struct SelectionView: ViewModifier {
let onSelect: () -> Void
func body(content: Content) -> some View {
ZStack (alignment: .leading) {
Button {
onSelect()
} label: {
content
.hidden()
}
content
}
}
}
extension View {
func onSelection(_ selection: #escaping () -> Void) -> some View {
self.modifier(SelectionView(onSelect: selection))
}
}
then to use it:
SongCell(song: song)
.onSelection {
// Do whatever action you want
}
No messing around with list selection, no weird tap hit boxes, and get the press/release color change. Basically put an empty button in a ZStack and trigger off it's action. Could possibly cause tap/touch issues with more complicated cells (?) but it does exactly what I need it to do for my basic app. I'm just not sure why it took so much effort and why apple doesn't support such a basic use case by default? If I've overlooked something native please do inform me. Thanks.
I got the basic idea what you are trying to do. I'm Going to show simple example. Maybe using this you will be able to find proper solution.
First let's create a color : -
#State var colorToShow : Color = Color.blue
Now in body we have our ZStack or Your cell that we want to deal with : -
ZStack{
colorToShow
}.frame(width: 50, height: 50).padding()
.onLongPressGesture(minimumDuration: 3) {
print("Process Complete")
colorToShow = .green
} onPressingChanged: { pressing in
if pressing {
print("Pressing")
colorToShow = .red
} else {
print("Pressing Released")
colorToShow = .blue
}
}
Here we are using .onLongPressGesture. You can set minimum duration on which you want to perform action. Now on process completion You set what you want to do. OnPressingChange give you a bool value that changes according to user is pressing that button or not. Show color change(Highlight) or do action while bool value is true. When user release button do action or unhighlight since bool value turns false.
Hope you find it useful.

Setting the font of SwiftUI's .searchable() with the appearance API of UITextField+UISearchBar doesn't work

I'm customizing the appearance of the .searchable() modifier of SwiftUI with the appearance API of UISearchBar.
Almost everything works, except the font of the text field, and I have no idea why (setting the font of the cancel button works, or setting the background color or text color of the text field also work, so the correct reference is there).
Talk is cheap, show me the code!
let textAttributes: [NSAttributedString.Key: Any] = [
.foregroundColor: UIColor.systemBlue, // this works
.font: UIFont.boldSystemFont(ofSize: 15) // this doesnt
]
let placeholder = NSAttributedString(
string: "Search...", // this doesnt
attributes: [
.foregroundColor: UIColor.systemGray, // this works
.font: UIFont.boldSystemFont(ofSize: 15) // this doesnt
])
let textFieldAppearance = UITextField
.appearance(whenContainedInInstancesOf: [UISearchBar.self])
textFieldAppearance.backgroundColor = .red // this works
textFieldAppearance.defaultTextAttributes = textAttributes // color works, font not
textFieldAppearance.attributedPlaceholder = placeholder // color works, font or text not
I guess it's time to file a -radar- feedback?
I haven't found a reliable way of customizing this, with the solution posted below there's a glitch on the search bar that happens when SwiftUI re-renders the view (scrolling or just typing on the search bar), that is very obvious on a real device (not so much on the simulator).
Old answer:
Far from ideal, I found a way to make it work, which is introspecting the view searching for the UITextField and setting the font directly. The easiest way to do this is using a library like SwiftUI-Introspect (https://github.com/siteline/SwiftUI-Introspect).
Then on the View you're using .searchable() from just:
.introspectTextField { textField in
textField.font = UIFont.boldSystemFont(ofSize: 15)
}
Fixed! The perfect solution would be to use the appearance API, but I guess we'll have to wait till iOS 16...
Setting the .font and .foregroundColor modifiers after .searchable will do the desired result, but it still doesn't work with .background modifier (if you want it) as the time of this writing (iOS 16).

Google Sign In showing blank screen in iOS

I have implemented code as per the google SDK documentation line by line in my app, but still when I click on google sign in button app shifts to new view controller with webview with blank screen. Have tried multiple solution found here : GIDSignIn white screen on iOS 91. But no lucks with resolving the problem , have attached the screen shot for getting closer look about the screen.
Following are the pods that I'm using,
Running XCode 9.1, iOS 10.0 and later. Kindly request someone to help.
Update: View Hierarchy
Update: viewDidLoad's code:
GIDSignIn.sharedInstance().uiDelegate = self
if self.isChangePassword {
self.addSignInView()
}
else {
self.addSignUpView()
}
fileprivate func addSignInView() {
guard let signInEmailView: SignInEmailView = Bundle.main.loadNibNamed(NibNames.SignInEmailView.rawValue, owner: self, options: nil)?[0] as? SignInEmailView
else {
return
}
signInEmailView.delegate = self
gaManager.trackScreen(screenName: ScreenNames.SignIn.rawValue)
self.animateView(signInEmailView)
}
fileprivate func addSignInView() {
guard let signInEmailView: SignInEmailView = Bundle.main.loadNibNamed(NibNames.SignInEmailView.rawValue, owner: self, options: nil)?[0] as? SignInEmailView
else {
return
}
signInEmailView.delegate = self
gaManager.trackScreen(screenName: ScreenNames.SignIn.rawValue)
self.animateView(signInEmailView)
}
I have the same problem. I use the UIAlertView to confirm user really want to do authorization. It will show the blank screen. If I remove the UIAlertView and show the authorization view directly. It works fine.
The problem also show in the Dropbox authorization screen.
If you not use UIAlertView , please try to pass the top most controller
https://github.com/dropbox/dropbox-sdk-obj-c/issues/182
Hope this can do some help.
Finally after so many days found the problem. I was showing splash view from my appDelegate using refrence of UIWindow which was adding and removing an imgview as subview to the window. So it was somehow messing with the UINavigation's stack and my view controller was not getting any reference to the UINavigationController. After removing that code it's working just fine. Also came to the solution that, if I want to show splash screen, as I can't use UIWindow's reference, I have to add new VC and write my all navigation code there. #TedYu Thank you very much for the help. :)

iOS 11 inputAccessoryView broken

I have the following set up for my UIToolBar / Accessory View on a view controller
#IBOutlet var inputFieldView: UIToolbar!
override var canBecomeFirstResponder: Bool{
return true
}
override var inputAccessoryView: UIView?{
return self.inputFieldView
}
then inside my viewDidLoad I have:
let seperator = UIView(frame: CGRect(x:0 , y: 0, width: ScreenSize.width(), height: 1))
seperator.backgroundColor = UIColor.lightBackground
self.inputFieldView.addSubview(seperator)
self.inputFieldView.isTranslucent = false
self.inputFieldView.setShadowImage(UIImage(), forToolbarPosition: .any)
self.inputFieldView.setBackgroundImage(UIImage(), forToolbarPosition: .any, barMetrics: .default)
self.inputFieldView.removeFromSuperview()
This worked great for ios versions 10 and 9. It is a text view with a "Send" button. It sits at the bottom of the screen and when pressed, becomes first responder allowing the keyboard to come up and it positions itself correctly.
With ios 11 i cannot even click on it when it is at the bottom, so I cannot type at all.
This is a known bug on iOS 11. UIToolbar subviews don't get the touch events because some internal views to the toolbar aren't properly setup.
The current workaround is to call toolBar.layoutIfNeeded() right before adding subviews.
In your case:
inputFieldView.layoutIfNeeded()
Hopefully this will get fixed on the next major version.
Solved it. It looks like UIToolbar's just are not working correctly in iOS 11.
Changed it to an UIView and removed
self.inputFieldView.isTranslucent = false
self.inputFieldView.setShadowImage(UIImage(), forToolbarPosition: .any)
self.inputFieldView.setBackgroundImage(UIImage(), forToolbarPosition: .any, barMetrics: .default)
got it working (and changed it to a UIView from UIToolbar in the xib as well.)

Famo.us - StateModifiers disappearing?

Wondering if someone might help with another pair of eyes - as I am trying to work out why some of my Famo.us 'Views' are being displayed despite having an opacity StateModifier set to '0'.
Here is my code - My apologies for it not being standard - I have "Panels" instead of "Views" and a few other things..but happy to expand on the code if needed.
function _buildSidePanel() {
this._sidePanel = _createPanel.call(this);
this._sidePanel.setOptions(this.constructor.DEFAULT_OPTIONS.sideMenu);
this._sidePanel.position = this.cm(this.constructor.DEFAULT_OPTIONS.sideMenu.position);
this._container.add(this._sidePanel.position).add(this._sidePanel);
this._menuHolder = _createPanel.call(this); //My version of a View
this._menuHolder.setOptions(this.constructor.DEFAULT_OPTIONS.sideMenu.menuHolder);
// Create StateModifiers
this._menuHolder.position = this.cm({ align: [.5,.6], origin: [.5,.6], proportions: [.9,.8] });
this._menuHolder.fadeState = this.cm({ opacity: 0 });
this._menuHolder.sizeState = this.cm();
this._menuHolder.mC = new ModifierChain();
this._menuHolder.mC.addModifier(this._menuHolder.fadeState);
this._menuHolder.mC.addModifier(this._menuHolder.sizeState);
this._menuHolder.mC.addModifier(this._menuHolder.position);
/* Tried splitting it to just modifiers but getting the same thing
this._sidePanel._container.add(this._menuHolder.fadeState)
.add(this._menuHolder.sizeState)
.add(this._menuHolder.position)
.add(this._menuHolder);
*/
this._sidePanel._container.add(this._menuHolder.mC).add(this._menuHolder);
// this._menuHolder.fadeState.setOpacity(1,this.constructor.DEFAULT_OPTIONS.sideMenu.menuHolder.transition.in);
}
I have created a ModifierChain and added among other things an Opacity State of 0. When I add this and then add the modifier and 'View' to the container it displays the View even though the View has a StateModifier of '0' so should not be displayed.
The 'fadeState.setOpacity' command is meant to transition the fadeState to display the View but it is commented out, so the View should not be displayed.
I have this working in other areas so know the approach works. I am also (hopefully) not using the same variable names, so not using a StateModifier more than once. But still stuck as to why this is being displayed.
Any help or thoughts would be gratefully appreciated.
Thanks.