I have the problem that in the example the scrollto function doesn’t work the first time the list expands over the bottom edge. After scrolling to the bottom it is working again.
Perhaps these examples helps to find the underlying problem, which I can’t figure out:
when removing the most inner VStack it is working the first time
When putting a text for example over the adding button and giving a high enough height of frame it is also working the first time
struct ContentView: View{
#State var sp = [1,2,3,4,5]
var body: some View{
VStack{
Text("asdf")
.frame(height: 90)
ScrollView{
ScrollViewReader{scrollReader in
VStack{
VStack{
ForEach(sp,id:\.self){p in
Text("\(p)").frame(height: 50)
}
}
Button("add"){
sp.append((sp.last ?? 0) + 1)
}
Spacer(minLength: 60)
.id("bottom")
}
.frame(maxWidth: .infinity)
.border(Color.green)
.onChange(of: sp.count){_ in
scrollReader.scrollTo("bottom")
}
}
}
.border(Color.black)
}
}
}
Remove your VStacks as they are unnecessary and are interfering with the operation of the Scrollview. Essentially, everything you are getting out of the ForEach is a "cell". With the VStack's, you are putting EVERYTHING into 1 cell, and then expecting things to work. ScrollView is looking for the multiple cells, so give them to it.
struct ContentView: View {
#State var sp = [1,2,3,4,5]
var body: some View{
VStack{
Text("asdf")
.frame(height: 90)
ScrollView{
ScrollViewReader{scrollReader in
ForEach(sp,id:\.self){p in
Text("\(p)").frame(height: 50)
}
Button("add"){
sp.append((sp.last ?? 0) + 1)
}
Spacer(minLength: 60)
.id("bottom")
.frame(maxWidth: .infinity)
.border(Color.green)
.onChange(of: sp.count){_ in
scrollReader.scrollTo("bottom")
}
}
}
.border(Color.black)
}
}
}
Since It does not work on the first time/click. So set a timer to execute your code again after a few milliseconds. I have set 100 milliseconds so that the ScrollView scrolls instantly.
Handler handler = new Handler();
handler.postDelayed(new Runnable() {
public void run() {
mainScrollView.scrollTo(0,mainScrollView.getHeight());// Your code here
}
}, 100);// Delay time in milliseconds
Related
I have a fixed height ScrollView containing a Text() which is constantly being updated from my viewModel.
If the text is too much to be viewed all at once, i.e. I need to scroll to see the end of the text, I’d like it to be automatically scrolled so that I always see the end of the text.
Is that possible?
ScrollView {
Text(vm.text)
.frame(minWidth: 20, alignment: .leading)
}
.frame(height: 200)
Note: this is a very simplified version of my problem. In my app there are times when the text is not being updated and it does need to be scrollable.
I have tried scrollViewReader … something like:
ScrollView {
ScrollViewReader() { proxy in
Text(vm.text)
.frame(minWidth: 20, alignment: .leading)
Text("").id(0)
}
}
.frame(height: 200)
with the idea of scrolling to the empty Text, but I couldn’t work out how to trigger
withAnimation {
proxy.scrollTo(0)
}
... all the examples I've seen use a button but I need to trigger when the text updates.
You can use .onChange to react to change of vm.text and then scroll to the end.
Please note that ScrollView should be inside the ScrollViewReader!
In principle it would work like this:
struct ContentView: View {
#State private var vmtext = "Test Text"
// timer change of text for testing
let timer = Timer.publish(every: 1, on: .main, in: .common).autoconnect()
var body: some View {
ScrollViewReader { proxy in
ScrollView {
Text(vmtext)
.id(0)
}
// react on change of text, scroll to end
.onChange(of: vmtext) { newValue in
proxy.scrollTo(0, anchor: .bottom)
}
}
.frame(width: 100, height: 200, alignment: .leading)
.border(.primary)
.padding()
// timer change of text for testing
.onReceive(timer) { _ in
vmtext += " added new text"
}
}
}
The problem a have here is that it only works after the scrollview has been scrolled manually once.
I've adapted the code by #ChrisR with a hack that at the very least, shows how i'd like scrollTo: to work. It toggles between 2 almost identical views with different ids (one has a tiny bit of padding)
import SwiftUI
struct ContentView: View {
#State private var vmtext = "\n\n\n\nTest Text"
#State private var number = 0
#State private var id = 0
// timer change of text for testing
let timer = Timer.publish(every: 0.5, on: .main, in: .common).autoconnect()
var body: some View {
ScrollViewReader { proxy in
ScrollView {
id == 0 ?
VStack {
Text(vmtext)
.padding(.top, 0)
.font(.title2)
.id(0)
}
:
VStack {
Text(vmtext)
.padding(.top, 1)
.font(.title2)
.id(1)
}
}
// react on change of text, scroll to end
.onChange(of: vmtext) { newValue in
print("onChange entered. id: \(id)")
proxy.scrollTo(id, anchor: .bottom)
}
}
.frame(height: 90, alignment: .center)
.frame(maxWidth: .infinity)
.border(.primary)
.padding()
// timer change of text for testing
.onReceive(timer) { _ in
if id == 0 { id = 1} else {id = 0}
number += 1
vmtext += " word\(number)"
}
}
}
Notes:
It seems that if the height of the text view being shown hasn't changed the proxy.scrollTo is ignored. Set the paddings the same and the hack breaks.
Removing the "\n\n\n\n" from the var vmtext breaks the hack. They make the initial size of the text view bigger than the scrollview window and so immediately scrollable - or something :-). If you do remove them, scrolling will start working after you do an initial scroll with your finger.
EDIT:
Here is a version without the padding and "\n\n\n\n" hacks, which uses a double rotation hack.
import SwiftUI
struct ContentView: View {
#State private var vmtext = "Test Text"
#State private var number = 0
#State private var id = 0
// timer change of text for testing
let timer = Timer.publish(every: 0.3, on: .main, in: .common).autoconnect()
var body: some View {
ScrollViewReader { proxy in
ScrollView {
Group {
id == 0 ?
VStack {
Text(vmtext)
.font(.title2)
.id(0)
}
:
VStack {
Text(vmtext)
.font(.title2)
.id(1)
}
}
.padding()
.rotationEffect(Angle(degrees: 180))
}
.rotationEffect(Angle(degrees: 180))
// react on change of text, scroll to end
.onChange(of: vmtext) { newValue in
withAnimation {
if id == 0 { id = 1 } else { id = 0 }
proxy.scrollTo(id, anchor: .bottom)
}
}
}
.frame(height: 180, alignment: .center)
.frame(maxWidth: .infinity)
.border(.primary)
.padding()
// timer change of text for testing
.onReceive(timer) { _ in
number += 1
vmtext += " word\(number)"
}
}
}
It would be nice if the text started at the top of the view and only scrolls when the text has filled up the view, as with the swiftui TextEditor ... and the withAnimation doesn't work.
Before Slide
After Slide
struct SlideView: View {
#State var isClicked = false
var body: some View {
HStack{
Rectangle()
.fill(.gray)
.ignoresSafeArea()
.frame(width: isClicked ? UIScreen.main.bounds.width * 0.75 : 0)
VStack{
Text("This gets squished")
HStack{
Button{
withAnimation(.spring()) {
isClicked.toggle()
}
} label: {
Image(systemName: "menucard.fill")
.padding(.leading)
}
Spacer()
}
Spacer()
}
}
}
}
So I have this view that kind of "slides in" and it's pretty close to what I want but not exactly, the view that slides in ends up squishing the other view and compressing it to be about 25% of it's size. Of course this makes sense because it's all in a HStack and I end up taking 75% of the HStack's space but I was wondering if anybody had an idea of how I could do something like this but without squishing the second view that gets pushed away? So basically keep it the same size and just have the first 1/4 of the view visible and the other 3/4 just be gone I guess.
The problem is the view that gets squished has no explicit width. Understand how views get sized in SwiftUI. The parent view proposes a size, and the child view responds with the size it wants. Before you click the button, the parent view (the HStack) is proposing 100% to the view. That view says that I can do 100%, so no squishing. However, when you make the other view 75% of the parent, the parent can only offer 25% to the first view. The view responds, I can fit if I squish, so it does. See Laying out a simple view.
To fix it, you simply need to explicitly set the width of the first view to 100%, and then it will get pushed over like you were expecting without compression.
struct SlideInView: View {
#State var isClicked = false
var body: some View {
// I swapped out UIScreen.main.bounds for a GeometryReader
// UIScreen.main.bounds.width always returns the width of the screen
// even if the parent view does not have that much space to offer, and
// can lead to some interesting results.
GeometryReader { geometry in
HStack{
Rectangle()
.fill(.gray)
.ignoresSafeArea()
.frame(width: isClicked ? geometry.size.width * 0.75 : 0)
VStack{
Text("This gets squished")
HStack{
Button{
withAnimation(.spring()) {
isClicked.toggle()
}
} label: {
Image(systemName: "menucard.fill")
.padding(.leading)
}
Spacer()
}
Spacer()
}
.frame(width: geometry.size.width) // Explicitly set width here
}
}
}
}
Personally, I think it would make more sense to just use .offset, and put them in a ZStack:
ZStack {
VStack {
HStack {
Spacer()
Text("yellow")
Spacer()
}
Spacer()
}
.background(.yellow)
VStack {
Text("red")
HStack {
Button{
withAnimation(.spring()) {
isClicked.toggle()
}
} label: {
Image(systemName: "menucard.fill")
.padding(.leading)
}
Spacer()
}
Spacer()
}
.background(.red)
.offset(.init(width: isClicked ? UIScreen.main.bounds.width * 0.75 : 0, height: 0))
}
And you can add another .offset modifier to the yellow one to make it looks slidein:
VStack {
//...
}
.background(.yellow)
.offset(.init(width: isClicked ? 0 : -UIScreen.main.bounds.width * 0.75, height: 0))
I tried to do a app that pop out a temporary alert that only appear for 1 or 2 seconds. It’s something like App Store rating.
But I don’t know what this called in swiftui. Can anyone answer me?
That is just a view that is shown or hidden conditionally. Here is a complete example that uses a ZStack to place the thank you view over the other view content. The thank you view is either present or not based upon the #State variable showThankYou. DispatchQueue.main.asyncAfter is used to remove the view after 3 seconds.
struct ContentView: View {
#State private var showThankYou = false
var body: some View {
ZStack {
VStack {
Spacer()
Text("Stuff in the view")
Spacer()
Button("submit") {
showThankYou = true
DispatchQueue.main.asyncAfter(deadline: .now() + 3) {
self.showThankYou = false
}
}
Spacer()
Text("More stuff in the View")
Spacer()
}
if showThankYou {
RoundedRectangle(cornerRadius: 16)
.foregroundColor(Color.gray)
.frame(width: 250, height: 250)
.overlay(
VStack {
Text("Submitted").font(.largeTitle)
Text("Thanks for your feedback").font(.body)
}
)
}
}
}
}
I'm making a WatchOS app that displays a bunch of real-time arrival times. I want to place a view, a real-time indicator I designed, on the trailing end of each cell of a List that will be continuously animated.
The real-time indicator view just has two image whose opacity I'm continuously animating. This View by itself seems to work fine:
animated view by itself
However, when embedded inside a List then inside an HStack the animation seems to be affecting the position of my animated view not only its opacity.
animated view inside a cell
The distance this view travels seems to only be affected by the height of the HStack.
Animated view code:
struct RTIndicator: View {
#State var isAnimating = true
private var repeatingAnimation: Animation {
Animation
.spring()
.repeatForever()
}
private var delayedRepeatingAnimation: Animation {
Animation
.spring()
.repeatForever()
.delay(0.2)
}
var body: some View {
ZStack {
Image("rt-inner")
.opacity(isAnimating ? 0.2 : 1)
.animation(repeatingAnimation)
Image("rt-outer")
.opacity(isAnimating ? 0.2 : 1)
.animation(delayedRepeatingAnimation)
}
.frame(width: 16, height: 16, alignment: .center)
.colorMultiply(.red)
.padding(.top, -6)
.padding(.trailing, -12)
.onAppear {
self.isAnimating.toggle()
}
}
}
All code:
struct SwiftUIView: View {
var body: some View {
List {
HStack {
Text("Cell")
.frame(height: 100)
Spacer()
RTIndicator()
}.padding(8)
}
}
}
Here is found workaround. Tested with Xcode 12.
var body: some View {
List {
HStack {
Text("Cell")
.frame(height: 100)
Spacer()
}
.overlay(RTIndicator(), alignment: .trailing) // << here !!
.padding(8)
}
}
Although it's pretty hacky I have found a temporary solution to this problem. It's based on the answer from Asperi.
I have create a separate View called ClearView which has an animation but does not render anything visual and used it as a second overall in the same HStack.
struct ClearView: View {
#State var isAnimating = false
var body: some View {
Rectangle()
.foregroundColor(.clear)
.onAppear {
withAnimation(Animation.linear(duration: 0)) {
self.isAnimating = true
}
}
}
}
var body: some View {
List {
HStack {
Text("Cell")
.frame(height: 100)
Spacer()
}
.overlay(RTIndicator(), alignment: .trailing)
.overlay(ClearView(), alignment: .trailing)
.padding(8)
}
}
I have tried blurring the first VStack when a view from the second one is active.
But when doing so, the "Enable Blur" Button's background colour changes every time it is tapped.
I am not sure where I'm going wrong here and would like to know if there's a better way to do this.
struct ContentView: View {
#State private var showWindow = false
var body: some View {
ZStack{
VStack{
Button(action: {self.showWindow.toggle()}){
Text("Enable Blur")
.foregroundColor(.white)
.padding()
.background(Color.black)
.cornerRadius(5)
}
}.blur(radius: showWindow ? 5 : 0)
VStack{
if(showWindow){
DatePickerView(showWindow: self.$showWindow)
}
}
}
}
}
struct DatePickerView: View {
#Binding var showWindow: Bool
var body: some View{
VStack{
Button(action: {self.showWindow.toggle()}){
Text("Done").foregroundColor(.white)
}
}
}
}
The blur effect accumulates because VStack content is not determined as changed by SwiftUI rendering engine, so its cached rendered variant is used to next redraw.. and so on.
To fix this we need to mark VStack to refresh. Here is possible solution. Tested with Xcode 11.4 / iOS 13.4
VStack{
Button(action: {self.showWindow.toggle()}){
Text("Enable Blur")
.foregroundColor(.white)
.padding()
.background(Color.black)
.cornerRadius(5)
}
}.id(showWindow) // << here !!
.blur(radius: showWindow ? 5 : 0)