SwiftUI DragGesture blocking List vertical scroll? - swiftui

i am trying to add swipe inside list cell , swipe to show more options such as Delete, archive etc .
The swipe is working just fine , but the List ( vertical scroll ) is no longer scrolling up down .
Cell Bite :
import SwiftUI
struct cl_task: View {
#State private var offset: CGSize = .zero
var body: some View {
//Swipe to custom options ,by "Jack" this option not yet available in SwiftUI
let drag = DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onChanged {
if (self.offset.width > 0 ){ return }
self.offset.width = $0.translation.width
}.onEnded {
if $0.translation.width < -100 {
self.offset = .init(width: -100, height: 0)
} else {
self.offset = .zero
}
}
ZStack{
Rectangle().foregroundColor(.blue).offset(x: offset.width, y: offset.height)
.gesture(drag)
.animation(.easeIn, value: offset)
Text("test").foregroundColor(.white)
}.frame(minWidth: 0,
maxWidth: .infinity,
minHeight: 100,
maxHeight: .infinity,
alignment: .topLeading
)
}
}
struct cl_task_Previews: PreviewProvider {
static var previews: some View {
cl_task().previewLayout(.sizeThatFits)
}
}
List main view :
struct Item {
let uuid = UUID()
let value: String
}
struct w_tasks: View {
#State private var items = [Item]()
var body: some View {
ZStack {
List(self.items, id: \.uuid) {item in
cl_task()
}
.simultaneousGesture(DragGesture().onChanged({ value in
//Scrolled
}))
VStack {
Spacer()
HStack {
Spacer()
Button(action: {
self.items.append(Item(value: "Item"))
}, label: {
Text("+")
.font(.system(size: 50))
.frame(width: 77, height: 70)
.foregroundColor(Color.white)
.padding(.bottom, 7)
})
.background(Color(hex : "#216D94"))
.cornerRadius(38.5)
.padding()
.shadow(color: Color.black.opacity(0.3),
radius: 3,
x: 3,
y: 3)
}
}
}
}
}
struct w_tasks_Previews: PreviewProvider {
static var previews: some View {
w_tasks()
}
}
I've posted my question after spending hours solving this issue as i am new to SwiftUI , any advice how to solve it ?

The solution is to give different distance for swipe, like below
struct cl_task: View {
#State private var offset: CGSize = .zero
var body: some View {
// give 25 distance makes vertical scroll enabled !!
let drag = DragGesture(minimumDistance: 25, coordinateSpace: .local)
.onChanged {
Tested with Xcode 12.4 / iOS 14.4

Related

How can I change button status in SwiftUI?

I am trying to change the color programmatically of some buttons in SwiftUI.
The buttons are stored in a LazyVGrid. Each button is built via another view (ButtonCell).
I'm using a #State in the ButtonCell view to check the button state.
If I click on the single button, his own state changes correctly, just modifying the #State var of the ButtonCell view. If I try to do the same from the ContentView nothing is happening.
This is my whole ContentView (and ButtonCell) view struct:
struct ContentView: View {
private var gridItemLayout = [GridItem(.adaptive(minimum: 30))]
var body: some View {
let columns = [
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible())
]
ScrollView {
LazyVGrid(columns: columns, spacing: 0) {
ForEach(0..<10) { number in
ButtonCell(value: number + 1)
}
}
}
Button(action: {
ButtonCell(value: 0, isEnabled: true)
ButtonCell(value: 1, isEnabled: true)
ButtonCell(value: 1, isEnabled: true)
}){
Rectangle()
.frame(width: 200, height: 50)
.cornerRadius(10)
.shadow(color: .black, radius: 3, x: 1, y: 1)
.padding()
.overlay(
Text("Change isEnabled state").foregroundColor(.white)
)
}
}
struct ButtonCell: View {
var value: Int
#State var isEnabled:Bool = false
var body: some View {
Button(action: {
print (value)
print (isEnabled)
isEnabled = true
}) {
Rectangle()
.foregroundColor(isEnabled ? Color.red : Color.yellow)
.frame(width: 50, height: 50)
.cornerRadius(10)
.shadow(color: .black, radius: 3, x: 1, y: 1)
.padding()
.overlay(
Text("\(value)").foregroundColor(.white)
)
}
}
}
}
How I may change the color of a button in the LazyVGrid by clicking the "Change isEnabled state" button?
You need a different approach here. Currently you try to change the State of ButtonCell from the outside. State variables should always be private and therefore should not be changed from outside. You should swap the state and parameters of ButtonCell into a ViewModel. The ViewModels then are stored in the parent View (ContentView) and then you can change the ViewModels and the child views automatically update. Here is a example for a ViewModel:
final class ButtonCellViewModel: ObservableObject {
#Published var isEnabled: Bool = false
let value: Int
init(value: Int) {
self.value = value
}
}
Then store the ViewModels in the ContentView:
struct ContentView: View {
let buttonViewModels = [ButtonCellViewModel(value: 0), ButtonCellViewModel(value: 1), ButtonCellViewModel(value: 2)]
private var gridItemLayout = [GridItem(.adaptive(minimum: 30))]
var body: some View {
let columns = [
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible()),
GridItem(.flexible())
]
ScrollView {
LazyVGrid(columns: columns, spacing: 0) {
ForEach(0..<3) { index in
ButtonCell(viewModel: buttonViewModels[index])
}
}
}
Button(action: {
buttonViewModels[0].isEnabled.toggle()
}){
Rectangle()
.frame(width: 200, height: 50)
.cornerRadius(10)
.shadow(color: .black, radius: 3, x: 1, y: 1)
.padding()
.overlay(
Text("Change isEnabled state").foregroundColor(.white)
)
}
}
}
And implement the ObservedObject approach in ButtonCell.
struct ButtonCell: View {
#ObservedObject var viewModel: ButtonCellViewModel
var body: some View {
Button(action: {
print (viewModel.value)
print (viewModel.isEnabled)
viewModel.isEnabled = true
}) {
Rectangle()
.foregroundColor(viewModel.isEnabled ? Color.red : Color.yellow)
.frame(width: 50, height: 50)
.cornerRadius(10)
.shadow(color: .black, radius: 3, x: 1, y: 1)
.padding()
.overlay(
Text("\(viewModel.value)").foregroundColor(.white)
)
}
}
}

How to draw a rectangle to a specific area of the screen based on user search input?

I am trying to make a program where the user enters a certain set of characters into the search bar (for example "AP1") and the program draws a rectangle on top of an image I have.
I will have a bunch of if statements testing what the user entered and giving the coordinates for where the rectangle will be drawn. I am just having trouble with the "scopes" and the ZStack and VStack for the image overlay not wanting to cooperate with how I have the if statement(s) set up. Here is my entire program:
This is my third day doing any type of iOS development
import SwiftUI
struct ContentView: View {
private var listOfBins = binList
#State var searchText = ""
var body: some View {
// MAP
VStack {
Image("map")
.resizable()
.scaledToFit()
.position(x: 195, y: 175)
.overlay(ImageOverlay(), alignment: .bottomTrailing)
Spacer()
}
NavigationView {
List {
ForEach(bins, id: \.self) { bin in
HStack {
Text(bin.capitalized)
.textCase(.uppercase)
Spacer()
Image(systemName: "figure.walk")
.foregroundColor(Color.blue)
}
.padding()
}
}
.searchable(text: $searchText)
.navigationTitle("Bins")
if (searchText.elementsEqual("AP1")) {
drawBox(width: 50, height: 50, x: 50, y: 50)
}
}
}
func drawBox(width: Int, height: Int, x: Int, y: Int) -> Rectangle{
struct ImageOverlay: View{
var body: some View {
ZStack {
Rectangle()
.fill(.green)
.frame(width: 100, height: 100)
.position(x: 200, y: 300)
}
}
}
}
// DISPLAY LIST OF BINS AND SEARCH BAR
var bins: [String] {
let upBins = listOfBins.map {$0.uppercased()}
return searchText == "" ? upBins : upBins.filter{
$0.contains(searchText.uppercased())
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
}
Could not run your provided code, so I replicated a temp view.
Is this something you wanted? (code is below the image)
struct SSContentView: View {
#State var searchText = ""
var images = ["Swift", "Ww", "Luffy"]
var body: some View {
NavigationView {
List {
TextField("Search Here", text: $searchText)
ForEach(0...5, id: \.self) { _ in
ForEach(images, id: \.self) { image in
ZStack {
Image(image)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 50)
.overlay {
if searchText == image {
OverlayImage
}
}
}
}
}
}
.navigationTitle("My Pictures")
}
}
var OverlayImage: some View {
ZStack {
Rectangle()
.fill(.clear)
.frame(width: 60, height: 60)
.border(.green)
}
}
}

Weird behaviour of SwiftUI Picker View when the other view getting new value from AVCaptureDevice API

I'm new to SwiftUI and Combine. What I trying to build is a manual camera app, and there's only 4 UI component:
CaptureButton for making a shot from the camera
FocusPicker for controlling manually camera focus exposure
OffsetView for displaying a level of exposure
CameraPreviewRepresentable for integrating UIKit camera into SwiftUI view
Also added Privacy requests into.Info.plist file from a user to allow camera feature and saving to Apple Photo App
For updating data and passing it to the UI, I'm using CameraViewModel, currentCameraSubject and currentCamera Publisher to showing new values from AVCaptureDevice and setting it to CameraViewModel.
And I'm noticing a really interesting behavior/bug of FocusPicker when I start interacting with it and piking a new focus it constantly get back to started position and when OffsetView is getting a new value each time.
But interesting enough for example when OffsetView has the same value then FocusPicker is doing normal. And I do not know why this is happening. Please help, it's really frustrating to fix for me.
By the way, it will only work on a real device only.
Here's all the code:
import SwiftUI
//#main
//struct StackOverflowCamApp: App {
// var cameraViewModel = CameraViewModel(focusLensPosition: 0)
// let cameraController: CustomCameraController = CustomCameraController()
//
// var body: some Scene {
// WindowGroup {
// ContentView(cameraViewModel: cameraViewModel, cameraController: cameraController)
// }
// }
//}
struct ContentView: View {
#State private var didTapCapture = false
#ObservedObject var cameraViewModel: CameraViewModel
let cameraController: CustomCameraController
var body: some View {
VStack {
ZStack {
CameraPreviewRepresentable(didTapCapture: $didTapCapture, cameraViewModel: cameraViewModel, cameraController: cameraController)
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center)
VStack {
FocusPicker(selectedFocus: $cameraViewModel.focusChoice)
Text(String(format: "%.2f", cameraViewModel.focusLensPosition))
.foregroundColor(.red)
.font(.largeTitle)
}
.frame(maxWidth: .infinity, alignment: .leading)
}
.edgesIgnoringSafeArea(.all)
Spacer()
OffsetView(levelValue: cameraViewModel.exposureTargetOffset, height: 100)
.frame(maxWidth: .infinity, alignment: .leading)
CaptureButton(didTapCapture: $didTapCapture)
.frame(width: 100, height: 100, alignment: .center)
.padding(.bottom, 20)
}
}
}
struct CaptureButton: View {
#Binding var didTapCapture : Bool
var body: some View {
Button {
didTapCapture.toggle()
} label: {
Image(systemName: "photo")
.font(.largeTitle)
.padding(30)
.background(Color.red)
.foregroundColor(.white)
.clipShape(Circle())
.overlay(
Circle()
.stroke(Color.red)
)
}
}
}
struct OffsetView: View {
var levelValue: Float
let height: CGFloat
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.red)
.frame(maxWidth: height / 2, maxHeight: height, alignment: .trailing)
Rectangle()
.foregroundColor(.orange)
.frame(maxWidth: height / 2, maxHeight: height / 20, alignment: .trailing)
.offset(x: 0, y: min(CGFloat(-levelValue) * height / 2, height / 2))
}
}
}
struct FocusPicker: View {
#Binding var selectedFocus: FocusChoice
var body: some View {
Picker(selection: $selectedFocus, label: Text("")) {
ForEach(0..<FocusChoice.allCases.count) {
Text("\(FocusChoice.allCases[$0].caption)")
.foregroundColor(.white)
.font(.subheadline)
.fontWeight(.medium)
.tag(FocusChoice.allCases[$0])
}
.animation(.none)
.background(Color.clear)
.pickerStyle(WheelPickerStyle())
}
.frame(width: 60, height: 200)
.border(Color.gray, width: 5)
.clipped()
}
}
import SwiftUI
import Combine
import AVFoundation
struct CameraPreviewRepresentable: UIViewControllerRepresentable {
#Environment(\.presentationMode) var presentationMode
#Binding var didTapCapture: Bool
#ObservedObject var cameraViewModel: CameraViewModel
let cameraController: CustomCameraController
func makeUIViewController(context: Context) -> CustomCameraController {
cameraController.delegate = context.coordinator
return cameraController
}
func updateUIViewController(_ cameraViewController: CustomCameraController, context: Context) {
if didTapCapture {
cameraViewController.didTapRecord()
}
// checking if new value is differnt from the previous value
if cameraViewModel.focusChoice.rawValue != cameraViewController.manualFocusValue {
cameraViewController.manualFocusValue = cameraViewModel.focusChoice.rawValue
}
}
func makeCoordinator() -> Coordinator {
Coordinator(self, cameraViewModel: cameraViewModel)
}
class Coordinator: NSObject, UINavigationControllerDelegate, AVCapturePhotoCaptureDelegate {
let parent: CameraPreviewRepresentable
var cameraViewModel: CameraViewModel
var tokens = Set<AnyCancellable>()
init(_ parent: CameraPreviewRepresentable, cameraViewModel: CameraViewModel) {
self.parent = parent
self.cameraViewModel = cameraViewModel
super.init()
// for showing focus lens position
self.parent.cameraController.currentCamera
.filter { $0 != nil }
.flatMap { $0!.publisher(for: \.lensPosition) }
.assign(to: \.focusLensPosition, on: cameraViewModel)
.store(in: &tokens)
// for showing exposure offset
self.parent.cameraController.currentCamera
.filter { $0 != nil }
.flatMap { $0!.publisher(for: \.exposureTargetOffset) }
.assign(to: \.exposureTargetOffset, on: cameraViewModel)
.store(in: &tokens)
}
func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) {
parent.didTapCapture = false
if let imageData = photo.fileDataRepresentation(), let image = UIImage(data: imageData) {
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
}
parent.presentationMode.wrappedValue.dismiss()
}
}
}
import Combine
import AVFoundation
class CameraViewModel: ObservableObject {
#Published var focusLensPosition: Float = 0
#Published var exposureTargetOffset: Float = 0
#Published var focusChoice: FocusChoice = .infinity
private var tokens = Set<AnyCancellable>()
init(focusLensPosition: Float) {
self.focusLensPosition = focusLensPosition
}
}
enum FocusChoice: Float, CaseIterable {
case infinity = 1
case ft_30 = 0.95
case ft_15 = 0.9
case ft_10 = 0.85
case ft_7 = 0.8
case ft_5 = 0.5
case ft_4 = 0.7
case ft_3_5 = 0.65
case ft_3 = 0.6
case auto = 0
}
extension FocusChoice {
var caption: String {
switch self {
case .infinity: return "∞ft"
case .ft_30: return "30"
case .ft_15: return "15"
case .ft_10: return "10"
case .ft_7: return "7"
case .ft_5: return "5"
case .ft_4: return "4"
case .ft_3_5: return "3.5"
case .ft_3: return "3"
case .auto: return "Auto"
}
}
}
import UIKit
import Combine
import AVFoundation
class CustomCameraController: UIViewController {
var image: UIImage?
var captureSession = AVCaptureSession()
var backCamera: AVCaptureDevice?
var frontCamera: AVCaptureDevice?
lazy var currentCamera: AnyPublisher<AVCaptureDevice?, Never> = currentCameraSubject.eraseToAnyPublisher()
var photoOutput: AVCapturePhotoOutput?
var cameraPreviewLayer: AVCaptureVideoPreviewLayer?
private var currentCameraSubject = CurrentValueSubject<AVCaptureDevice?, Never>(nil)
var manualFocusValue: Float = 1 {
didSet {
guard manualFocusValue != 0 else {
setAutoLensPosition()
return
}
setFocusLensPosition(manualValue: manualFocusValue)
}
}
//DELEGATE
var delegate: AVCapturePhotoCaptureDelegate?
func setFocusLensPosition(manualValue: Float) {
do {
try currentCameraSubject.value!.lockForConfiguration()
currentCameraSubject.value!.focusMode = .locked
currentCameraSubject.value!.setFocusModeLocked(lensPosition: manualValue, completionHandler: nil)
currentCameraSubject.value!.unlockForConfiguration()
} catch let error {
print(error.localizedDescription)
}
}
func setAutoLensPosition() {
do {
try currentCameraSubject.value!.lockForConfiguration()
currentCameraSubject.value!.focusMode = .continuousAutoFocus
currentCameraSubject.value!.unlockForConfiguration()
} catch let error {
print(error.localizedDescription)
}
}
func didTapRecord() {
let settings = AVCapturePhotoSettings()
photoOutput?.capturePhoto(with: settings, delegate: delegate!)
}
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
func setup() {
setupCaptureSession()
setupDevice()
setupInputOutput()
setupPreviewLayer()
startRunningCaptureSession()
}
func setupCaptureSession() {
captureSession.sessionPreset = .photo
}
func setupDevice() {
let deviceDiscoverySession =
AVCaptureDevice.DiscoverySession(deviceTypes: [.builtInWideAngleCamera],
mediaType: .video,
position: .unspecified)
for device in deviceDiscoverySession.devices {
switch device.position {
case .front:
self.frontCamera = device
case .back:
self.backCamera = device
default:
break
}
}
self.currentCameraSubject.send(self.backCamera)
}
func setupInputOutput() {
do {
let captureDeviceInput = try AVCaptureDeviceInput(device: currentCameraSubject.value!)
captureSession.addInput(captureDeviceInput)
photoOutput = AVCapturePhotoOutput()
captureSession.addOutput(photoOutput!)
} catch {
print(error)
}
}
func setupPreviewLayer() {
self.cameraPreviewLayer = AVCaptureVideoPreviewLayer(session: captureSession)
self.cameraPreviewLayer?.videoGravity = AVLayerVideoGravity.resizeAspectFill
let deviceOrientation = UIDevice.current.orientation
cameraPreviewLayer?.connection?.videoOrientation = AVCaptureVideoOrientation(rawValue: deviceOrientation.rawValue)!
self.cameraPreviewLayer?.frame = self.view.frame
self.view.layer.insertSublayer(cameraPreviewLayer!, at: 0)
}
func startRunningCaptureSession() {
captureSession.startRunning()
}
}
Your ContentView gets updated all the time from the Published values. To Fix that we first remove the declaration as ObservedObject from the ViewModel inside the ContentView and declare it like that:
let cameraViewModel: CameraViewModel
Now we will get some errors. For FocusView just use ProxyBinding.
FocusPicker(selectedFocus: Binding<FocusChoice>(
get: {
cameraViewModel.focusChoice
},
set: {
cameraViewModel.focusChoice = $0
}
))
For the updated text, just create another View. Here! we use ObservedObject.
struct TextView: View {
#ObservedObject var cameraViewModel: CameraViewModel
var body: some View {
Text(String(format: "%.2f", cameraViewModel.focusLensPosition))
.foregroundColor(.red)
.font(.largeTitle)
}
}
Same for the OffsetView. Add ObservedObject there
struct OffsetView: View {
#ObservedObject var viewModel : CameraViewModel
let height: CGFloat
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.red)
.frame(maxWidth: height / 2, maxHeight: height, alignment: .trailing)
Rectangle()
.foregroundColor(.orange)
.frame(maxWidth: height / 2, maxHeight: height / 20, alignment: .trailing)
.offset(x: 0, y: min(CGFloat(-viewModel.exposureTargetOffset) * height / 2, height / 2))
}
}
}
The ContentView will then look like that:
struct ContentView: View {
#State private var didTapCapture = false
let cameraViewModel: CameraViewModel
let cameraController: CustomCameraController
var body: some View {
VStack {
ZStack {
CameraPreviewRepresentable(didTapCapture: $didTapCapture, cameraViewModel: cameraViewModel, cameraController: cameraController)
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center)
VStack {
FocusPicker(selectedFocus: Binding<FocusChoice>(
get: {
cameraViewModel.focusChoice
},
set: {
cameraViewModel.focusChoice = $0
}
))
TextView(cameraViewModel: cameraViewModel)
}
.frame(maxWidth: .infinity, alignment: .leading)
}
.edgesIgnoringSafeArea(.all)
Spacer()
OffsetView(viewModel: cameraViewModel, height: 100)
.frame(maxWidth: .infinity, alignment: .leading)
CaptureButton(didTapCapture: $didTapCapture)
.frame(width: 100, height: 100, alignment: .center)
.padding(.bottom, 20)
}
}
}
Hence, we do not have any ObservedObject anymore in the ContentView and our Picker just works fine.

How to use self.offset to drag sidemenu in swiftui?

I have the following code for my side menu but I'm not able to set self.offset(x:, y:) as it says that the result is unused? How can I make this work as I want the menu to be draggable to the left.
#Binding var showMenu: Bool
var body: some View {
HStack {
GeometryReader { geometry in
MenuView()
.frame(width: 240, alignment: .leading)
.background(Color.white)
.offset(x: self.showMenu ? 0 : -geometry.size.width)
.animation(.spring())
.transition(.move(edge: .leading))
.zIndex(4)
.gesture(DragGesture()
.onChanged { val in
self.offset(x: val.translation.width)
}
.onEnded { val in
self.offset(x: .zero)
}
)
}
}
}
As code is not testable, so just idea - scratchy. You cannot use self of View struct, change instead some state and use that state value in corresponding modifiers, like below
#Binding var showMenu: Bool
#State private var xOffset: CGFloat = .zero
var body: some View {
HStack {
GeometryReader { geometry in
MenuView()
.frame(width: 240, alignment: .leading)
.background(Color.white)
.offset(x: self.showMenu ? xOffset : -geometry.size.width)
.animation(.spring())
.transition(.move(edge: .leading))
.zIndex(4)
.gesture(DragGesture()
.onChanged { val in
self.xOffset = val.translation.width
}
.onEnded { val in
self.xOffset = .zero
}
)
}
}
}

How to create Radiobuttons in SwiftUI?

I would like to react on a choice of a user. Something similar to this example:
In a 2nd stage would I like to show additional content below each radiobutton, e.g. moving the buttons 2 and 3 from each other in order to give a list of websites for allowing.
So far I haven't found how to do this in SwiftUI.
Many thanks in advance!
Picker(selection: $order.avocadoStyle, label: Text("Avocado:")) {
Text("Sliced").tag(AvocadoStyle.sliced)
Text("Mashed").tag(AvocadoStyle.mashed)
}.pickerStyle(RadioGroupPickerStyle())
This is the code from the 2019 swiftUI essentials keynote (SwiftUI Essentials - WWDC 2019. Around 43 minutes in the video they show this example.
It will look like this:
check this out...an easy to use SwiftUI RadiobuttonGroup for iOS
you can use it like this:
RadioButtonGroup(items: ["Rome", "London", "Paris", "Berlin", "New York"], selectedId: "London") { selected in
print("Selected is: \(selected)")
}
and here is the code:
struct ColorInvert: ViewModifier {
#Environment(\.colorScheme) var colorScheme
func body(content: Content) -> some View {
Group {
if colorScheme == .dark {
content.colorInvert()
} else {
content
}
}
}
}
struct RadioButton: View {
#Environment(\.colorScheme) var colorScheme
let id: String
let callback: (String)->()
let selectedID : String
let size: CGFloat
let color: Color
let textSize: CGFloat
init(
_ id: String,
callback: #escaping (String)->(),
selectedID: String,
size: CGFloat = 20,
color: Color = Color.primary,
textSize: CGFloat = 14
) {
self.id = id
self.size = size
self.color = color
self.textSize = textSize
self.selectedID = selectedID
self.callback = callback
}
var body: some View {
Button(action:{
self.callback(self.id)
}) {
HStack(alignment: .center, spacing: 10) {
Image(systemName: self.selectedID == self.id ? "largecircle.fill.circle" : "circle")
.renderingMode(.original)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: self.size, height: self.size)
.modifier(ColorInvert())
Text(id)
.font(Font.system(size: textSize))
Spacer()
}.foregroundColor(self.color)
}
.foregroundColor(self.color)
}
}
struct RadioButtonGroup: View {
let items : [String]
#State var selectedId: String = ""
let callback: (String) -> ()
var body: some View {
VStack {
ForEach(0..<items.count) { index in
RadioButton(self.items[index], callback: self.radioGroupCallback, selectedID: self.selectedId)
}
}
}
func radioGroupCallback(id: String) {
selectedId = id
callback(id)
}
}
struct ContentView: View {
var body: some View {
HStack {
Text("Example")
.font(Font.headline)
.padding()
RadioButtonGroup(items: ["Rome", "London", "Paris", "Berlin", "New York"], selectedId: "London") { selected in
print("Selected is: \(selected)")
}
}.padding()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct ContentViewDark_Previews: PreviewProvider {
static var previews: some View {
ContentView()
.environment(\.colorScheme, .dark)
.darkModeFix()
}
}
I just edited #LizJ answer , by adding Binding instead of didTapActive & didTapInactive , so like that it will looks like other SwiftUI elements
import SwiftUI
struct RadioButton: View {
#Binding var checked: Bool //the variable that determines if its checked
var body: some View {
Group{
if checked {
ZStack{
Circle()
.fill(Color.blue)
.frame(width: 20, height: 20)
Circle()
.fill(Color.white)
.frame(width: 8, height: 8)
}.onTapGesture {self.checked = false}
} else {
Circle()
.fill(Color.white)
.frame(width: 20, height: 20)
.overlay(Circle().stroke(Color.gray, lineWidth: 1))
.onTapGesture {self.checked = true}
}
}
}
}
I'm using swift4, Catalina OS and Xcode 11.2 and was having the issue where RadioGroupPickerStyle was unavailable for iOS and .radiogroup just didn't work (it froze in build) so I made my own that's reusable for other occasions. (notice its only the button so you have to handle the logic yourself.) Hope it helps!
import SwiftUI
struct RadioButton: View {
let ifVariable: Bool //the variable that determines if its checked
let onTapToActive: ()-> Void//action when taped to activate
let onTapToInactive: ()-> Void //action when taped to inactivate
var body: some View {
Group{
if ifVariable {
ZStack{
Circle()
.fill(Color.blue)
.frame(width: 20, height: 20)
Circle()
.fill(Color.white)
.frame(width: 8, height: 8)
}.onTapGesture {self.onTapToInactive()}
} else {
Circle()
.fill(Color.white)
.frame(width: 20, height: 20)
.overlay(Circle().stroke(Color.gray, lineWidth: 1))
.onTapGesture {self.onTapToActive()}
}
}
}
}
TO USE: Put this in any file and you can use it as you would any other view anywhere else in the project. (we keep a global folder that has a buttons file in it)
I will use the previous answer of #LizJ and i will add a text after the radio button to resemble (RadioListTile in Flutter)
struct RadioButton: View {
let ifVariable: Bool //the variable that determines if its checked
let radioTitle: String
var onTapToActive: ()-> Void//action when taped to activate
let onTapToInactive: ()-> Void //action when taped to inactivate
var body: some View {
Group{
if ifVariable {
HStack(alignment: .center, spacing: 16) {
ZStack{
Circle()
.fill(AppColors.primaryColor)
.frame(width: 20, height: 20)
Circle()
.fill(Color.white)
.frame(width: 8, height: 8)
}.onTapGesture {self.onTapToInactive()}
Text(radioTitle)
.font(.headline)
}
} else {
HStack(alignment: .center, spacing: 16){
Circle()
.fill(Color.white)
.frame(width: 20, height: 20)
.overlay(Circle().stroke(Color.gray, lineWidth: 1))
.onTapGesture {self.onTapToActive()}
Text(radioTitle)
.font(.headline)
}
}
}
}
I will also provide an example for the selection logic
we will create a enum for radio cases
enum PaymentMethod: Int {
case undefined = 0
case credit = 1
case cash = 2
}
then we will create #State variable to carry the selection, i will not recreate another SwiftUI view but only explain the basic concept without any boilerplate code
struct YourView: View {
#State private var paymentMethod: PaymentMethod
var body: some View {
RadioButton(ifVariable: paymentMethod == PaymentMethod.credit,radioTitle: "Pay in Credit", onTapToActive: {
paymentMethod = .credit
}, onTapToInactive: {})
RadioButton(ifVariable: paymentMethod == PaymentMethod.cash,radioTitle: "Pay in Cash", onTapToActive: {
paymentMethod = .cash
}, onTapToInactive: {})
}
}
with this previous code you can toggle between radio buttons in SwiftUI with a text after each selection to resemble (RadioListTile in Flutter)