SwiftUI: Insertion transition animation not executed - swiftui

In the following simple app, I expect the red rectangle to appear with scale animation and disappear with the slide animation but only the disappear animation is executed. Why is that?
struct ContentView: View {
#State private var showDetails = false
var body: some View {
VStack {
Button(action: {
withAnimation {
self.showDetails.toggle()
}
}) {
Text("Tap to show details")
}
if showDetails {
Color.red
.frame(width: 100, height: 100, alignment: .center)
.transition(.asymmetric(insertion: .scale, removal: .slide))
}
}
}
}

Related

swiftui transition not work on extracted view

I just build a small pop up with .spring() animation that I want to use later in my app, but the back transition is not smooth. It simply disappear from the hierarchy. So here is my code:
struct TestPopUp: View {
#State var screen: Bool = false
var body: some View {
ZStack {
Color.white
.edgesIgnoringSafeArea(.all)
VStack {
Button("Click") {
withAnimation(.spring()) {
screen.toggle()
}
}
.font(.largeTitle)
if screen {
NewScreen(screen: $screen)
.padding(.top, 300)
.transition(.move(edge: .bottom))
}
}
struct NewScreen: View {
#Binding var screen: Bool
var body: some View {
ZStack(alignment: .topLeading) {
Color.black
.edgesIgnoringSafeArea(.all)
Button {
screen.toggle()
} label: {
Image(systemName: "xmark")
.foregroundColor(.white)
.font(.largeTitle)
.padding(20)
}
}
}
}
Transition popup
As you can see in the video, the view disappears. But I want the same transition backwards.
You have to animate the transition both ways, in and out. Therefore, NewScreen becomes:
struct NewScreen: View {
#Binding var screen: Bool
var body: some View {
ZStack(alignment: .topLeading) {
Color.black
.edgesIgnoringSafeArea(.all)
Button {
withAnimation(.spring()) { // Animate here!
screen.toggle()
}
} label: {
Image(systemName: "xmark")
.foregroundColor(.white)
.font(.largeTitle)
.padding(20)
}
}
}
}

SwiftUI height animation of a text frame when #ObservedObject change

I try to make a smooth animation when the NetStatus change but it's not working like i want.
I want to get the same effect as when i press the button with the toggle animation. The commented button animation is working great and i try to replicate it with the scaling of the height of the text frame.
The commented button code is just for a working example of the animation effect that i want (expand and close gracefully), i don't need this code.
How can i do that?
import SwiftUI
struct NoNetwork: View {
let screenSize: CGRect = UIScreen.main.bounds
#ObservedObject var online = NetStatus()
var body: some View {
VStack{
Text("NoNetworkTitle")
.fontWeight(.bold)
.foregroundColor(Color.white)
.frame(width: screenSize.width, height: self.online.connected ? 0 : 40, alignment: .center)
// .animation(.easeIn(duration: 5))
.background(Color.red)
// Button(action: {
// withAnimation {
// self.online.connected.toggle()
// }
// }, label: {
// Text("Animate")
// })
}
}
}
struct NoNetwork_Previews: PreviewProvider {
static var previews: some View {
NoNetwork()
}
}
To animate when online.connected changes, put the .animation modifier on the VStack:
VStack{
Text("NoNetworkTitle")
.fontWeight(.bold)
.foregroundColor(Color.white)
.frame(width: screenSize.width, height: self.online.connected ? 0 : 40, alignment: .center)
.background(Color.red)
Button(action: {
self.online.connected.toggle()
}, label: {
Text("Animate")
})
}
.animation(.easeInOut(duration: 0.5))
This will animate the other views in the VStack as the Text appears and disappears.

SwiftUI: List is messing up animation for its subviews inside an HStack

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)
}
}

Is the SwiftUI tapGesture super greedy?

Swift 5, iOS 13
This code works if I change the second Gesture to say a LONG Press, but leave them both as tap and it never shows the red box? Am I going mad?
import SwiftUI
struct SwiftUIViewQ: View {
#State var swap: Bool = false
var body: some View {
VStack {
if swap {
SquareView(fillColor: Color.red)
.onTapGesture {
self.swap = false
}
} else {
SquareView(fillColor: Color.blue)
.onTapGesture {
self.swap = true
}
}
}
}
}
struct SquareView: View {
#State var fillColor: Color
var body: some View {
Rectangle()
.fill(fillColor)
.frame(width: 128, height: 128)
.onAppear {
print("fillColor \(self.fillColor)")
}
}
}
Oddly if I add an onAppear to the first view, it works... if I than add an onAppear to the second it breaks it again..
var fillColor doesn't need #State, just remove that and it'll work fine
struct SquareView: View {
var fillColor: Color
var body: some View {
Rectangle()
.fill(fillColor)
.frame(width: 128, height: 128)
.onAppear {
print("fillColor \(self.fillColor)")
}
}
}

SwiftUI: popover to persist (not be dismissed when tapped outside)

I created this popover:
import SwiftUI
struct Popover : View {
#State var showingPopover = false
var body: some View {
Button(action: {
self.showingPopover = true
}) {
Image(systemName: "square.stack.3d.up")
}
.popover(isPresented: $showingPopover){
Rectangle()
.frame(width: 500, height: 500)
}
}
}
struct Popover_Previews: PreviewProvider {
static var previews: some View {
Popover()
.colorScheme(.dark)
.previewDevice("iPad Pro (12.9-inch) (3rd generation)")
}
}
Default behaviour is that is dismisses, once tapped outside.
Question:
How can I set the popover to:
- Persist (not be dismissed when tapped outside)?
- Not block screen when active?
My solution to this problem doesn't involve spinning your own popover lookalike. Simply apply the .interactiveDismissDisabled() modifier to the parent content of the popover, as illustrated in the example below:
import SwiftUI
struct ContentView: View {
#State private var presentingPopover = false
#State private var count = 0
var body: some View {
VStack {
Button {
presentingPopover.toggle()
} label: {
Text("This view pops!")
}.popover(isPresented: $presentingPopover) {
Text("Surprise!")
.padding()
.interactiveDismissDisabled()
}.buttonStyle(.borderedProminent)
Text("Count: \(count)")
Button {
count += 1
} label: {
Text("Doesn't block other buttons too!")
}.buttonStyle(.borderedProminent)
}
.padding()
}
}
Tested on iPadOS 16 (Xcode 14.1), demo video included below:
Note: Although it looks like the buttons have lost focus, they are still interact-able, and might be a bug as such behaviour doesn't exist when running on macOS.
I tried to play with .popover and .sheet but didn't found even close solution. .sheet can present you modal view, but it blocks parent view. So I can offer you to use ZStack and make similar behavior (for user):
import SwiftUI
struct Popover: View {
#State var showingPopover = false
var body: some View {
ZStack {
// rectangles only for color control
Rectangle()
.foregroundColor(.gray)
Rectangle()
.foregroundColor(.white)
.opacity(showingPopover ? 0.75 : 1)
Button(action: {
withAnimation {
self.showingPopover.toggle()
}
}) {
Image(systemName: "square.stack.3d.up")
}
ModalView()
.opacity(showingPopover ? 1: 0)
.offset(y: self.showingPopover ? 0 : 3000)
}
}
}
// it can be whatever you need, but for arrow you should use Path() and draw it, for example
struct ModalView: View {
var body: some View {
VStack {
Spacer()
ZStack {
Rectangle()
.frame(width: 520, height: 520)
.foregroundColor(.white)
.cornerRadius(10)
Rectangle()
.frame(width: 500, height: 500)
.foregroundColor(.black)
}
}
}
}
struct Popover_Previews: PreviewProvider {
static var previews: some View {
Popover()
.colorScheme(.dark)
.previewDevice("iPad Pro (12.9-inch) (3rd generation)")
}
}
here ModalView pops up from below and the background makes a little darker. but you still can touch everything on your "parent" view
update: forget to show the result:
P.S.: from here you can go further. For example you can put everything into GeometryReader for counting ModalView position, add for the last .gesture(DragGesture()...) to offset the view under the bottom again and so on.
You just use .constant(showingPopover) instead of $showingPopover. When you use $ it uses binding and updates your #State variable when you press outside the popover and closes your popover. If you use .constant(), it will just read the value from you #State variable, and will not close the popover.
Your code should look like this:
struct Popover : View {
#State var showingPopover = false
var body: some View {
Button(action: {
self.showingPopover = true
}) {
Image(systemName: "square.stack.3d.up")
}
.popover(isPresented: .constant(showingPopover)) {
Rectangle()
.frame(width: 500, height: 500)
}
}
}