SwiftUI scaleEffect Causes Unwanted Position Change - swiftui

Xcode 12.4 + macOS 11.2.3
I've put together a really simple SwiftUI project in a Mac app, and I don't understand why scaleEffect is behaving this way.
Here's my code:
import SwiftUI
struct ContentView: View {
#State var active = false
var body: some View {
VStack{
Text("Hi")
.scaleEffect(active ? 2 : 1)
.animation(Animation.easeInOut(duration: 1).repeatForever())
Button("Toggle Animation"){
active.toggle()
}
}
.frame(width:200, height:200)
}
}
My expectation is that the "Hi" text will grow twice as large as soon as I click the button. Instead, the text moves up and down once my view loads. Once I click the button, the text starts getting larger and smaller, but the up and down movement continues.
Why won't the Text stay in its place and simply get larger and smaller?

The way that Animation works in general in iOS or macOS is: that it see and observe the deference in parameters and try to answer them, unless we say ignore some change! or just observe special change like I did in code!
import SwiftUI
struct ContentView: View {
#State private var toggleAnimation: Bool = Bool()
var body: some View {
VStack{
Text("Hi")
.background(Color.red)
.cornerRadius(2.0)
.scaleEffect(toggleAnimation ? 2.0 : 1.0)
.animation(toggleAnimation ? Animation.easeInOut(duration: 1).repeatForever(autoreverses: true) : Animation.easeInOut, value: toggleAnimation)
Button("Toggle Animation") { toggleAnimation.toggle() }
}
.frame(width:200, height:200)
.background(Color.black)
}
}

There's still an unwanted initial animation with the "Hi" moving into place, but I found a way to start and stop the animation reliably:
Text("Hi")
.scaleEffect(active ? 2 : 1)
.animation(active ? Animation.easeInOut(duration: 1).repeatForever() : Animation.default)
I found this answer which helped: SwiftUI: Stop an Animation that Repeats Forever
With a .repeatFoever() animation, you have to pass it an animation when the condition is no longer true in order to override the prior, forever-repeating animation.

Related

SwiftUI - How to make navigation bar title editable (without changing any other behavior)?

I really like the look of the navigation bar title in SwiftUI, and I like that it appears just below the safe area, but appears in the principal part of the toolbar when you scroll down. I'm wondering how to completely replicate this look and behavior but make it editable by the user (most likely through a textfield?)
I've tried
.toolbar {
ToolbarItem(placement: .principal) {
TextField("Navigation Title", text: $mainTitle)
}
}
But this simply places the title in the toolbar at all times, rather than only when you scroll slightly.
Any ideas?
First I explain why your code does not work:
Only the size of the navigationTitle changes when you start to scroll, not the size of the whole toolbar or its items.
But I think I have a solution:
import SwiftUI
struct ContentView: View {
#State private var title: String = "Title"
#State private var titleSmall: Bool = false
var body: some View {
NavigationView {
List {
GeometryReader { geo in
Image(systemName: "globe")
.imageScale(.large)
.foregroundColor(.accentColor)
.onChange(of: geo.frame(in: .global).minY) { val in
if val <= 53.5 {
titleSmall = true
} else {
titleSmall = false
}
}
}
Text("Hello, world!")
}
.toolbar {
ToolbarItem(placement: .principal) {
TextField("Title", text: $title)
.multilineTextAlignment(.center)
.font(titleSmall ? .headline : .largeTitle.bold())
.accessibilityAddTraits(.isHeader)
}
}
}
}
}
What the code does is: It gets the top Y position from the first (in this example) list item.
Then it checks if the first list item is under the title bar and changes the font size of the title if necessary.
The only Problem I see is that there is a pretty rough transition between small and big title but I think you can figure out how to fix this.
If you have more questions how the code works just ask
I hope that solves your question.
And I would recommend to have a look at Paul Hudson’s video about the Geometry Reader (he’s a great YouTuber): https://youtu.be/kh9lnIYgW1E
I just realized that it says „OLD“ in the video title, so it may be outdated.
But he has some other videos about the Geometry Reader.
just search for „Paul Hudson Geometry Reader“

How do I make SwiftUI show entire vertical content on iPad?

I have a SwiftUI application that was laid out using an iPhone. Now when I run it on an iPad, it appears to fill the entire width of the screen, but much of the view content is cutoff on the top and bottom. The top level view contains a container (which can hold any number of different views, based on navigation) and a splash view, which times out after the animation. Is there a way to tell it to honor the size required to fit all of the vertical views, and auto-size the width?
This is the top level view. I can post more, but that is a lot of code.
import SwiftUI
struct ContentView: View {
#State var showSplash = true
var body: some View {
ZStack() {
ContainerView()
SplashView()
.opacity(showSplash ? 1 : 0)
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 3.5) {
withAnimation() {
self.showSplash = false
splashDidFinish()
}
}
}
}.onAppear {
NSLog(".onAppear()")
}
}
func splashDidFinish() {
NotificationCenter.default.post(name: NSNotification.Name(rawValue: "checkApplicationReady"), object: nil)
}
}
I was able to fix it using:
.aspectRatio(contentMode: .fit)

navigationBar root shows navigation Bar destination when slow left-edge swipe in swiftui

import SwiftUI
struct ContentView: View {
var body: some View {
NavigationView {
NavigationLink(destination: SecondCounter()){
Text("Show Second Counter View")}
.navigationBarTitle("RootView")
}
}
struct SecondCounter : View {
#State var timer: Timer? = nil
#State private var secCounter = 0
var body: some View {
Text("")
.navigationBarTitle("Second Counter View" ,displayMode:.inline)
.navigationBarItems(trailing:Text("\(secCounter)"))
.onAppear {
self.secondCounter()
}
.onDisappear {
self.timer?.invalidate()
self.timer = nil
}
}
func secondCounter () {
timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true, block: { _ in
self.secCounter += 1
})
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
`why my destination view navigationBarTitle and NavigationBarItems(trailing) show on the root navigationBar when i do left-edge swipe in swiftui , I swipe the screen to the right, and see the root view, but my destination view items are now showing on my root navigationBar ?
if I do it fast, it goes to the root view without any problem, when I do it slow the problem occurs, oh and everything pass, the default back button, the title, and the trailing item when is there.
the navigationBarTitle string var I was using was not private , I make it private, and now the navigationBarTitle don't pass to the root view, when I am not using the timer. Now im fighting with a countodown timer I have as a navigationBarItems trailing, and that one is getting fuzzy, and all the bar appears on the root view.
The private var resolution was a false alarm, the counter is the problem, when I do the left-edge,i see more of the root vies, the counter immediately stops, and if I stays on the destination view then timer becomes blurry, and if I tap on < Back, the root view appears with the navigationBar of the destination view. If I go all the way to the right, the root view appears fine, without the destination view bar.
it only happens when the timer, the counter is working .
when I begin the left-edge senter code herecrolling, that I see the root view, the navigationBarItems(trailing), stop to upgrade the counter, but the timer continue working, (I print my var onBarRighTitle, and continue upgrading), when I stop the scrolling and stay in the destination view, the text receive again the output, and becomes blurry.
Thanks
the navigationBarTitle string var I was using was not private , I make it private, and now the navigationBarTitle don't pass to the root view, when I am not using the timer. Now im fighting with a countodown timer I have as a navigationBarItems trailing, and that one is getting fuzzy, and all the bar appears on the root view.
thanks
Resolved !!!!
I used the IOS 14 .toolbar, and is working perfectly.

Handling focus event changes on tvOS in SwiftUI

How do I respond to focus events on tvOS in SwiftUI?
I have the following SwiftUI view:
struct MyView: View {
var body: some View {
VStack {
Button(action: {
print("Button 1 pressed")
}) {
Text("Button 1")
}.focusable(true) { focused in
print("Button 1 focused: \(focused)")
}
Button(action: {
print("Button 2 pressed")
}) {
Text("Button 2")
}.focusable(true) { focused in
print("Button 2 focused: \(focused)")
}
}
}
Clicking either of the buttons prints out correctly. However, changing focus between the two buttons does not print anything.
This guy is doing the same thing with rows in a list & says it started working for him with the Xcode 11 GM, but I'm on 11.5 and it's definitely not working (at least not for Buttons (or Toggles - I tried those too)).
Reading the documentation, this appears to be the correct way to go about this, but it doesn't seem to actually work. Am I missing something, or is this just broken?
In case anybody else stumbles upon this question, the answer is to make your view data-focused
So, if you have a list of movies in a scrollview, you would add this to your outer view:
var myMovieList: [Movie];
#FocusState var selectedMovie: Int?;
And then somewhere in your body property:
ForEach(0..<myMovieList.count) { index in
MovieCard(myMovieList[i])
.focusable(true)
.focused($selectedMovie, equals: index)
}
.focusable() tells the OS that this element is focusable, and .focused tells it to make that view focused when the binding variable ($selected) equals the value passed to equals: ...
For example on tvOS, if you wrap this in a scrollview and press left/right, it will change the selection and update the selected index in the $selectedMovie variable; you can then use that to index into your movie list to display extra info.
Here is a more complete example that will also scale the selected view:
https://pastebin.com/jejwYxMU

Why isn't onPreferenceChange being called if it's inside a ScrollView in SwiftUI?

I've been seeing some strange behavior for preference keys with ScrollView. If I put the onPreferenceChange inside the ScrollView it won't be called, but if I put it outside it does!
I've setup a width preference key as follows:
struct WidthPreferenceKey: PreferenceKey {
typealias Value = CGFloat
static var defaultValue = CGFloat(0)
static func reduce(value: inout CGFloat, nextValue: () -> CGFloat) {
value = nextValue()
}
}
The following simple view does not print:
struct ContentView: View {
var body: some View {
ScrollView {
Text("Hello")
.preference(key: WidthPreferenceKey.self, value: 20)
.onPreferenceChange(WidthPreferenceKey.self) {
print($0) // Not being called, we're in a scroll view.
}
}
}
}
But this works:
struct ContentView: View {
var body: some View {
ScrollView {
Text("Hello")
.preference(key: WidthPreferenceKey.self, value: 20)
}
.onPreferenceChange(WidthPreferenceKey.self) {
print($0)
}
}
}
I know that I can use the latter approach to fix this, but sometimes I'm inside a child view that does not have access to its parent scroll view but I still want to record a preference key.
Any ideas on how to get onPreferenceChange to get called inside a ScrollView?
Note: I get Bound preference WidthPreferenceKey tried to update multiple times per frame. when I put the function inside the scroll view, which might explain what is going on but I can't figure it out.
Thanks!
I had been trying to figure out this issue for a long time and have found how to deal with it, although the way I used was just one of the workarounds.
Use onAppear to ScrollView with a flag to make its children show up.
...
#State var isShowingContent = false
...
ScrollView {
if isShowingContent {
ContentView()
}
}
.onAppear {
self.isShowingContent = true
}
Or,
Use List instead of it.
It has the scroll feature, and you can customize it with its own functionality and UITableView appearance in terms of UI. the most important is that it works as we expected.
[If you have time to read more]
Let me say my thought about that issue.
I have confirmed that onPreferenceChange isn't called at the bootstrap time of a view put inside a ScrollView. I'm not sure if it is the right behavior or not. But, I assume that it's wrong because ScrollView has to be capable of containing any views even if some of those use PreferenceKey to pass any data among views inside it. If it's the right behavior, it would be quite easy for us to get in trouble when creating our custom views.
Let's get into more detail.
I suppose that ScrollView would work slightly different from the other container views such as List, (H/V)Stack when it comes to set up its child view at the bootstrap time. In other words, ScrollView would try to draw(or lay out) children in its own way. Unfortunately, that way would affect the children's layout mechanism working incorrectly as what we've been seeing. We could guess what happened with the following message on debug view.
TestHPreferenceKey tried to update multiple times per frame.
It might be a piece of evidence to tell us that the update of children has occurred while ScrollView is doing something for its setup. At that moment, it could be guessed that the update to PreferenceKey has been ignored.
That's why I tried to put the placing child views off to onAppear.
I hope that will be useful for someone who's struggling with various issues on SwiftUI.
I think onPreferenceChange in your example is not called because it’s function is profoundly different from preference(key…)
preference(key:..) sets a preference value for the view it is used on.
whereas onPreferenceChange is a function called on a parent view – a view on a higher position in the view tree hierarchy. Its function is to go through all its children and sub-children and collect their preference(key:) values. When it found one it will use the reduce function from the PreferenceKey on this new value and all the already collected values. Once it has all the values collected and reduced them it will execute the onPreference closure on the result.
In your first example this closure is never called because the Text(“Hello”) view has no children which set the preference key value (in fact the view has no children at all). In your second example the Scroll view has a child which sets its preference value (the Text view).
All this does not explain the multiple times per frame error – which is most likely unrelated.
Recent update (24.4.2020):
In a similar case I could induce the call of onPreferenceChange by changing the Equatable condition for the PreferenceData. PreferenceData needs to be Equatable (probably to detect a change in them). However, the Anchor type by itself is not equatable any longer. To extract the values enclosed in an Anchor type a GeometryProxy is required. You get a GeometryProxy via a GeometryReader. For not disturbing the design of views by enclosing some of them into a GeometryReader I generated one in the equatable function of the PreferenceData struct:
struct ParagraphSizeData: Equatable {
let paragraphRect: Anchor<CGRect>?
static func == (value1: ParagraphSizeData, value2: ParagraphSizeData) -> Bool {
var theResult : Bool = false
let _ = GeometryReader { geometry in
generateView(geometry:geometry, equality:&theResult)
}
func generateView(geometry: GeometryProxy, equality: inout Bool) -> Rectangle {
let paragraphSize1, paragraphSize2: NSSize
if let anAnchor = value1.paragraphRect { paragraphSize1 = geometry[anAnchor].size }
else {paragraphSize1 = NSZeroSize }
if let anAnchor = value2.paragraphRect { paragraphSize2 = geometry[anAnchor].size }
else {paragraphSize2 = NSZeroSize }
equality = (paragraphSize1 == paragraphSize2)
return Rectangle()
}
return theResult
}
}
With kind regards
It seems like the issue is not necessarily with ScrollView, but with your usage of PreferenceKey. For instance, here is a sample struct in which a PreferenceKey is set according to the width of a Rectangle, and then printed using .onPreferenceChange(), all inside of a ScrollView. As you drag the Slider to change the width, the key is updated and the print closure is executed.
struct ContentView: View {
#State private var width: CGFloat = 100
var body: some View {
VStack {
Slider(value: $width, in: 100...200)
ScrollView(.vertical) {
Rectangle()
.background(WidthPreferenceKeyReader())
.onPreferenceChange(WidthPreferenceKey.self) {
print($0)
}
}
.frame(width: self.width)
}
}
}
struct WidthPreferenceKeyReader: View {
var body: some View {
GeometryReader { geometry in
Rectangle()
.fill(Color.clear)
.preference(key: WidthPreferenceKey.self, value: geometry.size.width)
}
}
}
As you noted, the first time the key tries to set, the console prints "Bound preference WidthPreferenceKey tried to update multiple times per frame," but a real value is immediately set afterward, and it continues to update dynamically.
What value are you actually trying to set, and what are you trying to do in .onPreferenceChange()?
I think this is because you implemented reduce() incorrectly.
You can find the details here:
https://stackoverflow.com/a/73300115/4366470
TL;DR: Replace value = nextValue() in reduce() with value += nextValue().
You may only read it in superView, but you can change it with transformPreference after you set it .
struct ContentView: View {
var body: some View {
ScrollView {
VStack{
Text("Hello")
.preference(key: WidthPreferenceKey.self, value: 20)
}.transformPreference(WidthPreferenceKey.self, {
$0 = 30})
}.onPreferenceChange(WidthPreferenceKey.self) {
print($0)
}
}
}
The last value is 30 now. Hope it is what you want.
You can read from other layer:
ScrollView {
Text("Hello").preference(key: WidthPreferenceKey.self, value: CGFloat(40.0))
.backgroundPreferenceValue(WidthPreferenceKey.self) { x -> Color in
print(x)
return Color.clear
}
}
The problem here is actually not in ScrollView but in usage - this mechanism allow to transfer data up in viewTree:
A view with multiple children automatically combines its values for a
given preference into a single value visible to its ancestors.
source
The keywords here - with multiple children. This mean that u can pass it in viewTree from child to parent.
Let's review u'r code:
struct ContentView: View {
var body: some View {
ScrollView {
Text("Hello")
.preference(key: WidthPreferenceKey.self, value: 20)
.onPreferenceChange(WidthPreferenceKey.self) {
print($0) // Not being called, we're in a scroll view.
}
}
}
}
As u can see now - child pass value to itself, and not to parent - so this don't want to work, as per design.
And working case:
struct ContentView: View {
var body: some View {
ScrollView {
Text("Hello")
.preference(key: WidthPreferenceKey.self, value: 20)
}
.onPreferenceChange(WidthPreferenceKey.self) {
print($0)
}
}
}
Here, ScrollView is parent and Text is child, and child talk to parent - everything works as expected.
So, as I sad in the beginning the problem here not in ScrollView but in usage and in Apple documentation (u need to read it few times as always).
And regarding this:
Bound preference WidthPreferenceKey tried to update multiple times per
frame.
This is because u may change multiply values in same time and View can't be rendered, try to .receive(on:) or DispatchQueue.main.async as workaround (I guess this may be a bug)