following this really good tutorial (https://crystalminds.medium.com/programmatically-open-a-new-window-in-swiftui-on-macos-ventura-13-804ab6de20a9) I'd like to pass an FetchedResult to the new window.
What I did so far:
Created a NavigationSplitView that displays all my FetchedResults from my Table "Klienten" following the Apple Documentation for NavigationSplitView.
NavigationSplitView {
List(klienten, selection: $selectedClient) { klient in
Text("\(klient.nachname ?? "kein Name"), \(klient.vorname ?? "kein Name")").tag(klient)
}
.navigationTitle("Clients")
.toolbar {
ToolbarItem {
Button {
if let url = URL(string: "justcare://klient=\(selectedClient)") {
NSWorkspace.shared.open(url)
}
} label: {
Label("Edit Item", systemImage: "pencil")
}
.disabled(selectedClient != nil ? false : true)
}
}
.searchable(text: $filter)
} detail: {
if selectedClient != nil {
ItemDetailView(klient: selectedClient!)
}
}
.navigationSplitViewStyle(.prominentDetail)
Created a new URL Type named "justcare"
Created a new View for editing
struct EditClientView: View {
#ObservedObject var klient: Klienten
var body: some View {
Text(klient!.nachname ?? "Kein Nachname")
}
}
Created a new Scene
WindowGroup {
EditClientView(klient: nil)
.environment(\.managedObjectContext, persistenceController.container.viewContext)
}
.handlesExternalEvents(matching: ["justcare"])
And here's my problem: At line 2 I can't pass nil to parameter klient. In my EditClientView I can't make the ObservedObject optional.
Additionally the line URL(string: "justcare://klient=\(selectedClient)") causes problems, because selectedClient is, of course, not a String. :-)
How can I pass the selected Klienten Object in order to edit it?
Thanks for advice.
Edit:
In German, there's a idiom like "From behind through the chest into the eye". Don't know, if this is the proper way, but I set the variable in my App-Struct and binded it through to my View.
struct justCare_2App: App {
let persistenceController = PersistenceController.shared
#State private var selectedKlient: Klienten?
var body: some Scene {
WindowGroup {
ContentView(selectedClient: $selectedKlient)
.environment(\.managedObjectContext, persistenceController.container.viewContext)
}
WindowGroup {
EditClientView(klient: $selectedKlient)
.environment(\.managedObjectContext, persistenceController.container.viewContext)
}
.handlesExternalEvents(matching: ["justcare"])
}
}
And in my ContentView:
struct ContentView: View {
#Environment(\.managedObjectContext) private var moc
#Binding var selectedClient: Klienten?
#State var filter: String = ""
init(selectedClient: Binding<Klienten?>) {
_selectedClient = selectedClient
}
[...]
}
Is there a more comfortable or accurate way? Or can it be done this way?
If a user uses the Document App template in Xcode to create a SwiftUI app, macOS starts them off with a new document. This is good. I can work with that to present onboarding UI within a new document.
However, with that same app running on iOS, the user is instead greeted by the stock document view controller to create or pick a document.
This is not helpful in that I don't have a way to present onboarding or any other custom information.
I did notice that if you add a WindowGroup to the Scene, the app will display that window group. But then I don't know how to get the user to the picker UI.
Has anyone figured out how to do things like present onboarding on top of this DocumentGroup-based app?
Here is a full document app
import SwiftUI
import UniformTypeIdentifiers
#main
struct DocumentTestApp: App {
var body: some Scene {
DocumentGroup(newDocument: DocumentTestDocument()) { file in
ContentView(document: file.$document)
}
}
}
struct ContentView: View {
#Binding var document: DocumentTestDocument
var body: some View {
TextEditor(text: $document.text)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView(document: .constant(DocumentTestDocument()))
}
}
extension UTType {
static var exampleText: UTType {
UTType(importedAs: "com.example.plain-text")
}
}
struct DocumentTestDocument: FileDocument {
var text: String
init(text: String = "Hello, world!") {
self.text = text
}
static var readableContentTypes: [UTType] { [.exampleText] }
init(configuration: ReadConfiguration) throws {
guard let data = configuration.file.regularFileContents,
let string = String(data: data, encoding: .utf8)
else {
throw CocoaError(.fileReadCorruptFile)
}
text = string
}
func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper {
let data = text.data(using: .utf8)!
return .init(regularFileWithContents: data)
}
}
App shows first window scene by default, so place first on-boarding window scene and afterwards a DocumentGroup. Somewhere at the end of on boarding process (success path) call document controller to create new document (DocumentGroup is based on same NSDocumentController engine inside).
Update: below is for macOS
*just recognised that original question is for iOS
So a possible approach is
#main
struct DocumentTestApp: App {
var body: some Scene {
WindowGroup("On-Boarding") {
// ContentView()
// In some action at the end of this scene flow
// just close current window and open new document
Button("Demo") {
NSApp.sendAction(#selector(NSWindow.performClose(_:)), to: nil, from: nil)
NSDocumentController.shared.newDocument(nil)
}
}
DocumentGroup(newDocument: DocumentTestDocument()) { file in
ContentView(document: file.$document)
}
}
}
Alright friends, here is a nice and hacky way to get things going, reaching into the key windows, and setting up onboarding/paywall/whatever you want!
import SwiftUI
#main
struct ExampleApp: App {
#StateObject var captain = Captain()
var body: some Scene {
DocumentGroup(newDocument: ExampleOfDocumentGroupAndOnboardingPaywallDocument()) { file in
ContentView(document: file.$document)
}
}
}
class Captain: ObservableObject {
var onboardingSheet: UIViewController?
#objc func loadData() {
onboardingSheet = try? OnboardingOrPaywall(dismissHandler: dismissSheet).presentFromDocumentGroup()
}
func dismissSheet() {
onboardingSheet?.dismiss(animated: true)
}
init() {
NotificationCenter.default.addObserver(self,
selector: #selector(loadData),
name: UIApplication.didBecomeActiveNotification,
object: nil)
}
}
public protocol DocumentGroupSheet: View {}
struct OnboardingOrPaywall: DocumentGroupSheet {
var dismissHandler: () -> Void
var body: some View {
Button("Done") {
dismissHandler()
}
Text("Let me introduce you to this delicious app!")
}
}
public enum DocumentGroupSheetError: Error {
case noParentWindow
}
public extension DocumentGroupSheet {
func presentFromDocumentGroup() throws -> UIViewController {
let window = UIApplication.shared.activeKeyWindows.first
let parent = window?.rootViewController
guard let parent = parent else { throw DocumentGroupSheetError.noParentWindow }
let sheet = UIHostingController(rootView: body)
sheet.modalPresentationStyle = .fullScreen
parent.present(sheet, animated: false, completion: nil)
return sheet
}
}
public extension UIApplication {
var activeWindowScenes: [UIWindowScene] {
connectedScenes
.filter { $0.activationState == .foregroundActive }
.compactMap { $0 as? UIWindowScene }
}
var activeWindows: [UIWindow] {
activeWindowScenes
.flatMap { $0.windows }
}
var activeKeyWindows: [UIWindow] {
activeWindows
.filter { $0.isKeyWindow }
}
}
I am trying to rewrite my app using SwiftUI only and I am having difficulty with the EnvironmentObject, trying to understand how it works…
I want to redirect my app users to the appropriate page at launch, depending on:
if this is their first time
if they have a login,
if they want to start using without login
If it is the first time the app is launched, LocalStorage has no data so I present the app on a welcome page
I offer the choice of 2 buttons to click on:
“New User” which redirect to the main page of the app and create a new user
“Login” which present the login page to retrieve the last backup
If the app has previously been launched, I present the main page straight away.
Now said, if I initiate my “currentPage” as “MainView” or “LoginView”, it works - but NOT if it is set as “WelcomeView”.
I presume the problem comes when the variable gets changed from a subview? I thought the use of #EnvironmentObject was the way to get around this…
Can someone explain to me how it works?
My various files are:
import SwiftUI
import Combine
class ViewRouter: ObservableObject {
let objectWillChange = PassthroughSubject<ViewRouter,Never>()
var currentPage: String = "WelcomeView" {
didSet {
objectWillChange.send(self)
}
}
}
import SwiftUI
struct ParentView : View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
VStack {
if viewRouter.currentPage == "WelcomeView" {
WelcomeView()
}
else if viewRouter.currentPage == "MainView" {
MainView()
}
else if viewRouter.currentPage == "LoginView" {
LoginView()
}
}
}
}
import SwiftUI
struct WelcomeView: View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
ZStack{
// VStack { [some irrelevant extra code here] }
VStack {
LoginButtons().environmentObject(ViewRouter())
}
// VStack { [some irrelevant extra code here] }
}
}
}
import SwiftUI
struct LoginButtons: View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
VStack {
Button(action: {
self.viewRouter.currentPage = "MainView"
}) {
Text("NEW USER")
}
Button(action: {
self.viewRouter.currentPage = "LoginView"
}) {
Text("I ALREADY HAVE AN ACCOUNT")
}
}
}
}
import SwiftUI
struct MainView : View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
VStack {
// Just want to check if it is working for now before implementing the appropriate Views...
Button(action: {
self.viewRouter.currentPage = "WelcomeView"
}) {
Text("BACK")
}
}
}
}
import SwiftUI
struct LoginView : View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
VStack {
// Just want to check if it is working for now before implementing the appropriate Views...
Button(action: {
self.viewRouter.currentPage = "WelcomeView"
}) {
Text("BACK")
}
}
}
}
Many Thanks in advance! :wink:
Ok so in your main view, the one that you are going to decide where to send your user, you could check for the app if it was lunched before or not, depending on that do whatever you want. Once you know how to do this, you can adapt to the other things. This is how you can check for it, again, in your main view router:
init() {
// Create initial Data if not data has been setup
if (InitialAppSetup().initialDataLoaded == false) {
InitialAppSetup().createInitialData()
}
// Onboarding screen
if !UserDefaults.standard.bool(forKey: "didLaunchBefore") {
UserDefaults.standard.set(true, forKey: "didLaunchBefore")
currentPage = "onboardingView"
} else {
currentPage = "homeView"
}
}
The InitialAppSetup() class has a UserDefault which goes like this:
#Published var initialDataLoaded: Bool = UserDefaults.standard.bool(forKey: "InitialData") {
didSet {
UserDefaults.standard.set(self.initialDataLoaded, forKey: "InitialData")
}
}
Ok... My 'mistake' was to add an extra ".environmentObject(ViewRouter())" when calling my subview "LoginButtons".
If I remove it, it works!.. But why?!?
struct WelcomeView: View {
#EnvironmentObject var viewRouter: ViewRouter
var body: some View {
ZStack{
// VStack { [some irrelevant extra code here] }
VStack {
LoginButtons()
// --> .environmentObject(ViewRouter())
}
// VStack { [some irrelevant extra code here] }
}
}
}
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.
Here‘s 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
I've presented a modal view but I would like the user to go through some steps before it can be dismissed.
Currently the view can be dragged to dismiss.
Is there a way to stop this from being possible?
I've watched the WWDC Session videos and they mention it but I can't seem to put my finger on the exact code I'd need.
struct OnboardingView2 : View {
#Binding
var dismissFlag: Bool
var body: some View {
VStack {
Text("Onboarding here! 🙌🏼")
Button(action: {
self.dismissFlag.toggle()
}) {
Text("Dismiss")
}
}
}
}
I currently have some text and a button I'm going to use at a later date to dismiss the view.
iOS 15+
Starting from iOS 15 we can use interactiveDismissDisabled:
func interactiveDismissDisabled(_ isDisabled: Bool = true) -> some View
We just need to attach it to the sheet. Here is an example from the documentation:
struct PresentingView: View {
#Binding var showTerms: Bool
var body: some View {
AppContents()
.sheet(isPresented: $showTerms) {
Sheet()
}
}
}
struct Sheet: View {
#State private var acceptedTerms = false
var body: some View {
Form {
Button("Accept Terms") {
acceptedTerms = true
}
}
.interactiveDismissDisabled(!acceptedTerms)
}
}
It is easy if you use the 3rd party lib Introspect, which is very useful as it access the corresponding UIKit component easily. In this case, the property in UIViewController:
VStack { ... }
.introspectViewController {
$0.isModalInPresentation = true
}
Not sure this helps or even the method to show the modal you are using but when you present a SwiftUI view from a UIViewController using UIHostingController
let vc = UIHostingController(rootView: <#your swiftUI view#>(<#your parameters #>))
you can set a modalPresentationStyle. You may have to decide which of the styles suits your needs but .currentContext prevents the dragging to dismiss.
Side note:I don't know how to dismiss a view presented from a UIHostingController though which is why I've asked a Q myself on here to find out 😂
I had a similar question here
struct Start : View {
let destinationView = SetUp()
.navigationBarItem(title: Text("Set Up View"), titleDisplayMode: .automatic, hidesBackButton: true)
var body: some View {
NavigationView {
NavigationButton(destination: destinationView) {
Text("Set Up")
}
}
}
}
The main thing here is that it is hiding the back button. This turns off the back button and makes it so the user can't swipe back ether.
For the setup portion of your app you could create a new SwiftUI file and add a similar thing to get home, while also incorporating your own setup code.
struct SetUp : View {
let destinationView = Text("Your App Here")
.navigationBarItem(title: Text("Your all set up!"), titleDisplayMode: .automatic, hidesBackButton: true)
var body: some View {
NavigationView {
NavigationButton(destination: destinationView) {
Text("Done")
}
}
}
}
There is an extension to make controlling the modal dismission effortless, at https://gist.github.com/mobilinked/9b6086b3760bcf1e5432932dad0813c0
A temporary solution before the official solution released by Apple.
/// Example:
struct ContentView: View {
#State private var presenting = false
var body: some View {
VStack {
Button {
presenting = true
} label: {
Text("Present")
}
}
.sheet(isPresented: $presenting) {
ModalContent()
.allowAutoDismiss { false }
// or
// .allowAutoDismiss(false)
}
}
}