I'm trying to use the new WindowGroup to display a more complex view in a new window but somehow I can't figure out how to pass values into the view.
Until yet I was playing around with NSWindow but there I can't use the new toolbar with .toolbar{} and I'm somehow getting weird errors when using the latest swiftUI features.
In my old code I just could pass my values into the new view like usual:
.simultaneousGesture(TapGesture(count: 2).onEnded {
var window: NSWindow!
if nil == window {
let serverView = serverView(content: content) // parse my struct content(name: "XServe-Test", configFile: "/FileUrl", permissions: .rootPermissions, cluster: cluster(x12, CPUMax: .cores(28), ramMax: .gb(1200)))
window = NSWindow(
contentRect: NSRect(x: 20, y: 20, width: 580, height: 400),
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered,
defer: false)
window.center()
window.setFrameAutosaveName("ServerMainView")
window.isReleasedWhenClosed = false
window.title = content.name
window.contentView = NSHostingView(rootView: serverView)
window.toolbar = NSToolbar()
window.toolbarStyle = .unifiedCompact
}
window.makeKeyAndOrderFront(nil)
}
Now I'm using in the app file:
import SwiftUI
#main
struct myApp: App {
var body: some Scene {
WindowGroup {
contentView()
}.windowStyle(HiddenTitleBarWindowStyle())
.commands {
SidebarCommands()
ToolbarCommands()
}
// the view that should be displayed in a new window
WindowGroup("serverView") {
let inputContent : content = content(name: "XServe-Test", configFile: "/FileUrl", permissions: .rootPermissions, cluster: cluster(x12, CPUMax: .cores(28), ramMax: .gb(1200)))
serverView(content: inputContent) // this is static now :(
}.handlesExternalEvents(matching: Set(arrayLiteral: "serverView"))
}
and the following code to open the view:
.simultaneousGesture(TapGesture(count: 2).onEnded {
guard let url = URL(string: "com-code-myApp://serverView") else { return }
NSWorkspace.shared.open(url)
}
How do I pass the input from the tap gesture into the new view using the WindowGroup logic?
I found two ways to solve this problem. I'm using the first one, because my application is file based. The second solution is based on the great Pulse git repo.
In both cases you need to register a custom URL in the Xcode project settings under:
Tragets -> yourApp -> Info -> URL Types, otherwise it won't work.
first solution:
import SwiftUI
#main
struct myApp: App {
var body: some Scene {
// 'default' view
WindowGroup { contentView() }
// the view that should open if someone opens your file
WindowGroup("fileView") { fileView() }
.handlesExternalEvents(matching: ["file"]) // does the magic
}
}
struct fileView: View {
var body: some View {
VStack{ /* your view content */}
.onOpenURL(perform: { url in
// get url and read e.g.: your info file
})
}
}
// you can open a file using:
Button("openMyFileinAnExtraWindow"){
let fileUrl = URL(fileURLWithPath: "~/Documents/myFile.yourExtension")
NSWorkspace.shared.open(fileUrl)
}
second solution:
Notice: I created this code snippet based on the great Pulse git repo.
import SwiftUI
#main
struct myApp: App {
var body: some Scene {
// 'default' view
WindowGroup { contentView() }
// the view that should open if someone opens your file
WindowGroup { DetailsView() }
.handlesExternalEvents(matching: Set(arrayLiteral: "newWindow")) // this url must be registerd
}
}
struct DetailsView: View {
var body: some View {
ExternalEvents.open
}
}
public struct ExternalEvents {
/// - warning: Don't use it, it's used internally.
public static var open: AnyView?
}
struct contentView: View {
var body: some View {
VStack {
// create a button that opens a new window
Button("open a new window") {
ExternalEvents.open = AnyView(
newWindow(id: 0, WindowName: "I am a new window!" )
)
guard let url = URL(string: "your-url://newWindow") else { return }
NSWorkspace.shared.open(url)
}
}
}
}
struct newWindow: View {
var id: Int
var WindowName: String
var body: some View{
VStack{
Text(WindowName + String(id))
}
}
}
I'm not sure if this is the best way to pass variables to a new window, but it does the job quite convincingly.
I'm happy about any solution approaches and ideas.
I have an master detail app in iPad, and when run the app in portrait mode the sidebar is hidden. I need to push Back button to open the sidebar.
Can anyone help me to show the sidebar by default?
I found an answer that suggest to use StackNavigationViewStyle when the app is in portrait, but then the app seems like a giant iPhone and dissapears the master class like a sidebar to appear like a view.
Thats my code.
struct ContentView: View {
var body: some View {
NavigationView {
MyMasterView()
DetailsView()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct MyMasterView: View {
var people = ["Option 1", "Option 2", "Option 3"]
var body: some View {
List {
ForEach(people, id: \.self) { person in
NavigationLink(destination: DetailsView()) {
Text(person)
}
}
}
}
}
struct DetailsView: View {
var body: some View {
Text("Hello world")
.font(.largeTitle)
}
}
Thank you
It can be done, but for now it requires access to UIKit's UISplitViewController via UIViewRepresentable. Here's an example, based on a solution described here.
import SwiftUI
import UIKit
struct UIKitShowSidebar: UIViewRepresentable {
let showSidebar: Bool
func makeUIView(context: Context) -> some UIView {
let uiView = UIView()
if self.showSidebar {
DispatchQueue.main.async { [weak uiView] in
uiView?.next(of: UISplitViewController.self)?
.show(.primary)
}
} else {
DispatchQueue.main.async { [weak uiView] in
uiView?.next(of: UISplitViewController.self)?
.show(.secondary)
}
}
return uiView
}
func updateUIView(_ uiView: UIViewType, context: Context) {
DispatchQueue.main.async { [weak uiView] in
uiView?.next(
of: UISplitViewController.self)?
.show(showSidebar ? .primary : .secondary)
}
}
}
extension UIResponder {
func next<T>(of type: T.Type) -> T? {
guard let nextValue = self.next else {
return nil
}
guard let result = nextValue as? T else {
return nextValue.next(of: type.self)
}
return result
}
}
struct ContentView: View {
var body: some View {
NavigationView {
List {
NavigationLink("Primary view (a.k.a. Sidebar)", destination: DetailView())
}
NothingView()
}
}
}
struct DetailView: View {
var body: some View {
Text("Secondary view (a.k.a Detail)")
}
}
struct NothingView: View {
#State var showSidebar: Bool = false
var body: some View {
Text("Nothing to see")
if UIDevice.current.userInterfaceIdiom == .pad {
UIKitShowSidebar(showSidebar: showSidebar)
.frame(width: 0,height: 0)
.onAppear {
showSidebar = true
}
.onDisappear {
showSidebar = false
}
}
}
}
In iOS 16 you'll be able to control it using columnVisibility
I'm attempting to build a paging app, where each page has its own NavigationView. It sort of works, but I get a completely redundant "Back" button in the navigation bar. My code so far is -
struct AllListsView: View {
#ObservedObject var viewModel: AllListsViewModel
#State private var pageName: String = ""
init(viewModel: AllListsViewModel) {
self.viewModel = viewModel
}
var body: some View {
IfLet($viewModel.listViews) { listViews in
TabView {
ForEach(listViews) { $0 }
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .automatic))
} else: {
Text("No lists")
}
}
}
struct ListView: View, Identifiable, Hashable {
let id: String
private var viewModel: ListViewModel
init(viewModel: ListViewModel) {
self.id = String(viewModel.list.index)
self.viewModel = viewModel
}
var body: some View {
NavigationView {
Text("Any Text") // if I don't have this, nothing is displayed
List(viewModel.listItems) {
Text("\($0.quantity) \($0.name)")
}
.navigationBarTitle(viewModel.list.name)
}
}
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
static func == (lhs: ListView, rhs: ListView) -> Bool {
lhs.id == rhs.id
}
}
However, if I put the NavigationView outside the TabView, it displays correctly, but then scrolling the list doesn't shrink the large title text and I have to update the navigationBar title when the page changes -
// AllListsView -
var body: some View {
IfLet($viewModel.listViews) { listViews in
NavigationView {
TabView {
ForEach(listViews, id: \.self) { listView in
listView
.onAppear {
pageName = listView.name
}
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .automatic))
.navigationBarTitle(pageName)
}
} else: {
Text("No lists")
}
}
// ListView -
var body: some View {
List(viewModel.listItems) {
Text("\($0.quantity) \($0.name)")
}
}
I'd like to be able to do this in SwiftUI, as it looks like the way ahead. But I know that for me to do this using UIKit would be fairly trivial, so it's frustrating.
Any help much appreciated!
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