How to stop SwiftUI DragGesture from animating subviews - swiftui

I'm building a custom modal and when I drag the modal, any subviews that have animation's attached, they animate while I'm dragging. How do I stop this from happening?
I thought about passing down an #EnvironmentObject with a isDragging flag, but it's not very scalable (and doesn't work well with custom ButtonStyles)
import SwiftUI
struct ContentView: View {
var body: some View {
Text("Hello, world!")
.padding()
.showModal(isShowing: .constant(true))
}
}
extension View {
func showModal(isShowing: Binding<Bool>) -> some View {
ViewOverlay(isShowing: isShowing, presenting: { self })
}
}
struct ViewOverlay<Presenting>: View where Presenting: View {
#Binding var isShowing: Bool
let presenting: () -> Presenting
#State var bottomState: CGFloat = 0
var body: some View {
ZStack(alignment: .center) {
presenting().blur(radius: isShowing ? 1 : 0)
VStack {
if isShowing {
Container()
.background(Color.red)
.offset(y: bottomState)
.gesture(
DragGesture()
.onChanged { value in
bottomState = value.translation.height
}
.onEnded { _ in
if bottomState > 50 {
withAnimation {
isShowing = false
}
}
bottomState = 0
})
.transition(.move(edge: .bottom))
}
}
}
}
}
struct Container: View {
var body: some View {
// I want this to not animate when dragging the modal
Text("CONTAINER")
.frame(maxWidth: .infinity, maxHeight: 200)
.animation(.spring())
}
}
UPDATE:
extension View {
func animationsDisabled(_ disabled: Bool) -> some View {
transaction { (tx: inout Transaction) in
tx.animation = tx.animation
tx.disablesAnimations = disabled
}
}
}
Container()
.animationsDisabled(isDragging || bottomState > 0)
In real life the Container contains a button with an animation on its pressed state
struct MyButtonStyle: ButtonStyle {
func makeBody(configuration: Self.Configuration) -> some View {
configuration.label
.scaleEffect(configuration.isPressed ? 0.9 : 1)
.animation(.spring())
}
}
Added the animationsDisabled function to the child view which does in fact stop the children moving during the drag.
What it doesn't do is stop the animation when the being initially slide in or dismissed.
Is there a way to know when a view is essentially not moving / transitioning?

Theoretically SwiftUI should not translate animation in this case, however I'm not sure if this is a bug - I would not use animation in Container in that generic way. The more I use animations the more tend to join them directly to specific values.
Anyway... here is possible workaround - break animation visibility by injecting different hosting controller in a middle.
Tested with Xcode 12 / iOS 14
struct ViewOverlay<Presenting>: View where Presenting: View {
#Binding var isShowing: Bool
let presenting: () -> Presenting
#State var bottomState: CGFloat = 0
var body: some View {
ZStack(alignment: .center) {
presenting().blur(radius: isShowing ? 1 : 0)
VStack {
Color.clear
if isShowing {
HelperView {
Container()
.background(Color.red)
}
.offset(y: bottomState)
.gesture(
DragGesture()
.onChanged { value in
bottomState = value.translation.height
}
.onEnded { _ in
if bottomState > 50 {
withAnimation {
isShowing = false
}
}
bottomState = 0
})
.transition(.move(edge: .bottom))
}
Color.clear
}
}
}
}
struct HelperView<Content: View>: UIViewRepresentable {
let content: () -> Content
func makeUIView(context: Context) -> UIView {
let controller = UIHostingController(rootView: content())
return controller.view
}
func updateUIView(_ uiView: UIView, context: Context) {
}
}

In Container, declare a binding var so you can pass the bottomState to the Container View:
struct Container: View {
#Binding var bottomState: CGFloat
.
.
.
.
}
Dont forget to pass bottomState to your Container View wherever you use it:
Container(bottomState: $bottomState)
Now in your Container View, you just need to declare that you don't want an animation while bottomState is being changed:
Text("CONTAINER")
.frame(maxWidth: .infinity, maxHeight: 200)
.animation(nil, value: bottomState) // You Need To Add This
.animation(.spring())
In .animation(nil, value: bottomState), by nil you are asking SwiftUI for no animations, while value of bottomState is being changed.
This approach is tested using Xcode 12 GM, iOS 14.0.1.
You must use the modifiers of the Text in the order i put them. that means that this will work:
.animation(nil, value: bottomState)
.animation(.spring())
but this won't work:
.animation(.spring())
.animation(nil, value: bottomState)
I also made sure that adding .animation(nil, value: bottomState) will only disable animations when bottomState is being changed, and the animation .animation(.spring()) should always work if bottomState is not being changed.

So this is my updated answer. I don't think there is a pretty way to do it so now I am doing it with a custom Button.
import SwiftUI
struct ContentView: View {
#State var isShowing = false
var body: some View {
Text("Hello, world!")
.padding()
.onTapGesture(count: 1, perform: {
withAnimation(.spring()) {
self.isShowing.toggle()
}
})
.showModal(isShowing: self.$isShowing)
}
}
extension View {
func showModal(isShowing: Binding<Bool>) -> some View {
ViewOverlay(isShowing: isShowing, presenting: { self })
}
}
struct ViewOverlay<Presenting>: View where Presenting: View {
#Binding var isShowing: Bool
let presenting: () -> Presenting
#State var bottomState: CGFloat = 0
#State var isDragging = false
var body: some View {
ZStack(alignment: .center) {
presenting().blur(radius: isShowing ? 1 : 0)
VStack {
if isShowing {
Container()
.background(Color.red)
.offset(y: bottomState)
.gesture(
DragGesture()
.onChanged { value in
isDragging = true
bottomState = value.translation.height
}
.onEnded { _ in
isDragging = false
if bottomState > 50 {
withAnimation(.spring()) {
isShowing = false
}
}
bottomState = 0
})
.transition(.move(edge: .bottom))
}
}
}
}
}
struct Container: View {
var body: some View {
CustomButton(action: {}, label: {
Text("Pressme")
})
.frame(maxWidth: .infinity, maxHeight: 200)
}
}
struct CustomButton<Label >: View where Label: View {
#State var isPressed = false
var action: () -> ()
var label: () -> Label
var body: some View {
label()
.scaleEffect(self.isPressed ? 0.9 : 1.0)
.gesture(DragGesture(minimumDistance: 0).onChanged({_ in
withAnimation(.spring()) {
self.isPressed = true
}
}).onEnded({_ in
withAnimation(.spring()) {
self.isPressed = false
action()
}
}))
}
}
The problem is that you can't use implicit animations inside the container as they will be animated when it moves. So you need to explicitly set an animation using withAnimation also for the button pressed, which I now did with a custom Button and a DragGesture.
It is the difference between explicit and implicit animation.
Take a look at this video where this topic is explored in detail:
https://www.youtube.com/watch?v=3krC2c56ceQ&list=PLpGHT1n4-mAtTj9oywMWoBx0dCGd51_yG&index=11

Related

Having user add multiple Images to SwiftUI view

I am practicing with SwiftUI and making a meme maker which has labels that are produced from a textField and can be moved and resized. I also want to be able to do this with images from the users Photo library. I am able to get one image, but if I try and get more it just replaces the first image. I tried having the images added to an array, but then the images will not show up on the memeImageView.
Image property
#State private var image = UIImage()
Button
Button {
self.isShowPhotoLibrary = true
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
MemeUmageView
var memeImageView: some View {
ZStack {
KFImage(URL(string: meme.url ?? ""))
.placeholder {
ProgressView()
}
.resizable()
.aspectRatio(contentMode: .fit)
.frame(height: UIScreen.main.bounds.height / 2.5)
ForEach(addedLabels, id:\.self) { label in
DraggableLabel(text: label)
}
DraggableImage(image: image)
}
.clipped()
}
Attempt with using an array. I also tried making three buttons to add up to three images, each as its own property thinking that the initial property was being overridden.
My image array
#State private var addedImages = [UIImage?]()
Button
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
var memeImageView: some View {
ZStack {
KFImage(URL(string: meme.url ?? ""))
.placeholder {
ProgressView()
}
.resizable()
.aspectRatio(contentMode: .fit)
.frame(height: UIScreen.main.bounds.height / 2.5)
ForEach(addedLabels, id:\.self) { label in
DraggableLabel(text: label)
}
ForEach(0..<addedImages.count) { index in
DraggableImage(image: addedImages[index]!)
}
}
.clipped()
}
Where I call MemeImageView.
var body: some View {
VStack(spacing: 12) {
memeImageView
ForEach(0..<(meme.boxCount ?? 0)) { i in
TextField("Statement \(i + 1)", text: $addedLabels[i])
.padding(.horizontal, 8)
.padding(.vertical, 4)
.background(Color.gray.opacity(0.25))
.cornerRadius(5)
.onTapGesture {
self.endEditing()
}
}
.padding(.horizontal)
}.onTapGesture {
self.endEditing()
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
Spacer()
// Saves Image
Button {
// takes a screenshot and crops it
if let image = memeImageView.takeScreenshot(origin: CGPoint(x: 0, y: UIApplication.shared.windows[0].safeAreaInsets.top + navBarHeight + 1), size: CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2.5)) {
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
presentationMode.wrappedValue.dismiss() // dismisses the view
}
}
label: {
Text("Save image")
.foregroundColor(Color.yellow)
}.frame( width: 150, height: 50)
.overlay(
RoundedRectangle(cornerRadius: 25)
.stroke(Color.red, lineWidth: 3)
)
.navigationBarTitle(meme.name ?? "Meme", displayMode: .inline)
.background(NavBarAccessor { navBar in
self.navBarHeight = navBar.bounds.height
})
}
For Reproducing(as close to how mine actual project is setup):
Content View
import SwiftUI
struct ContentView: View {
var body: some View {
DragImageView()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
DragImageView:
import SwiftUI
struct DragImageView: View {
//===================
// MARK: Properties
//===================
#State private var addedImages = [UIImage?]()
#State private var isShowPhotoLibrary = false
#State private var image = UIImage()
var body: some View {
VStack(spacing: 12) {
imageView
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
Spacer()
}
var imageView: some View {
ZStack {
DraggableImage(image: image)
}
//.clipped()
}
// This will dismiss the keyboard
private func endEditing() {
UIApplication.shared.endEditing()
}
}
// Allows fot the keyboard to be dismissed
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
DraggableImage:
import SwiftUI
struct DraggableImage: View {
// Drag Gesture
#State private var currentPosition: CGSize = .zero
#State private var newPosition: CGSize = .zero
// Roation Gesture
#State private var rotation: Double = 0.0
// Scale Gesture
#State private var scale: CGFloat = 1.0
// The different states the frame of the label could be
private enum WidthState: Int {
case full, half, third, fourth
}
#State private var widthState: WidthState = .full
#State private var currentWidth: CGFloat = 100 //UIScreen.main.bounds.width
var image: UIImage
var body: some View {
VStack {
Image(uiImage: self.image)
.resizable()
.scaledToFill()
.frame(width: self.currentWidth)
.lineLimit(nil)
}
.scaleEffect(scale) // Scale based on our state
.rotationEffect(Angle.degrees(rotation)) // Rotate based on the state
.offset(x: self.currentPosition.width, // Offset from the drag difference from it's current position
y: self.currentPosition.height)
.gesture(
// Two finger rotation
RotationGesture()
.onChanged { angle in
self.rotation = angle.degrees // keep track of the angle for state
}
// We want it to work with the scale effect, so they could either scale and rotate at the same time
.simultaneously(with:
MagnificationGesture()
.onChanged { scale in
self.scale = scale.magnitude // Keep track of the scale
})
// Update the drags new position to be wherever it was last dragged to. (we don't want to reset it back to it's current position)
.simultaneously(with: DragGesture()
.onChanged { value in
self.currentPosition = CGSize(width: value.translation.width + self.newPosition.width,
height: value.translation.height + self.newPosition.height)
}
.onEnded { value in
self.newPosition = self.currentPosition
})
)
/// Have to do double tap first or else it will never work with the single tap
.onTapGesture(count: 2) {
// Update our widthState to be the next on in the 'enum', or start back at .full
self.widthState = WidthState(rawValue: self.widthState.rawValue + 1) ?? .full
self.currentWidth = UIScreen.main.bounds.width / CGFloat(self.widthState.rawValue)
}
}
}
ImagePicker:
import UIKit
import SwiftUI
struct ImagePicker: UIViewControllerRepresentable {
var sourceType: UIImagePickerController.SourceType = .photoLibrary
#Binding var selectedImage: UIImage
#Environment(\.presentationMode) private var presentationMode
func makeUIViewController(context: UIViewControllerRepresentableContext<ImagePicker>) -> UIImagePickerController {
let imagePicker = UIImagePickerController()
imagePicker.allowsEditing = false
imagePicker.sourceType = sourceType
imagePicker.delegate = context.coordinator
return imagePicker
}
func updateUIViewController(_ uiViewController: UIImagePickerController, context: UIViewControllerRepresentableContext<ImagePicker>) {
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
final class Coordinator: NSObject, UIImagePickerControllerDelegate, UINavigationControllerDelegate {
var parent: ImagePicker
init(_ parent: ImagePicker) {
self.parent = parent
}
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [UIImagePickerController.InfoKey : Any]) {
if let image = info[UIImagePickerController.InfoKey.originalImage] as? UIImage {
parent.selectedImage = image
}
parent.presentationMode.wrappedValue.dismiss()
}
}
}
I should add this is to make memes, so the user picked images go on top the view that I save to the camera roll.
I'm not 100% clear on what the exact desired output should be, but this should get you started (explained below):
struct DragImageView: View {
//===================
// MARK: Properties
//===================
#State private var addedImages = [UIImage]()
#State private var isShowPhotoLibrary = false
var bindingForImage: Binding<UIImage> {
Binding<UIImage> { () -> UIImage in
return addedImages.last ?? UIImage()
} set: { (newImage) in
addedImages.append(newImage)
print("Images: \(addedImages.count)")
}
}
var body: some View {
VStack(spacing: 12) {
imageView
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: bindingForImage)
}
Spacer()
}
var imageView: some View {
VStack {
ForEach(addedImages, id: \.self) { image in
DraggableImage(image: image)
}
}
}
// This will dismiss the keyboard
private func endEditing() {
UIApplication.shared.endEditing()
}
}
addedImages is now an array of non-optional UIImages
There's a custom Binding for the image picker. When it receives a new image, it appends it to the end of the array.
In var imageView, there's a VStack instead of a ZStack so that multiple images can get displayed (instead of stacked on top of each other) and a ForEach loop to iterate through the images.

SwiftUI drag and drop on moving/animating view/shape

I am trying to implement drag and drop feature in SwiftUI. It seems when view is not animating the following code works fine. But when I am moving the view with offset then there is some issue with drag location and view like view location is not same as touch location and view shape is not same as original.
Dragging without offset animation(animate = false) works fine:
Dragging with offset animation(animate = true):
Code Snippet:
import SwiftUI
struct ContentView: View {
#ObservedObject var dropDelegate = CircleDropDelegate()
#State var animate = false
var body: some View {
VStack(alignment: .leading) {
Spacer()
Circle()
.fill(Color.green)
.offset(x: animate ? 100 : 0)
.animation(Animation.linear(duration: 5).repeatForever(autoreverses: true))
.frame(width: 50, height: 50)
.onDrag({
return NSItemProvider(object: "circle" as NSString)
})
Spacer()
Rectangle()
.fill(Color.green)
.frame(height: 150)
.onDrop(of: ["public.text"], delegate: dropDelegate)
Spacer()
}
.onAppear {
animate = true
}
.padding()
.background(Color.init(white: 0.7))
}
}
class CircleDropDelegate: ObservableObject, DropDelegate {
#Published var isEntered: Bool = false
func performDrop(info: DropInfo) -> Bool {
print("perform drop on box \(info)")
return true
}
func dropEntered(info: DropInfo) {
print("circle entered the box")
isEntered = true
}
func dropExited(info: DropInfo) {
print("circle exited the box")
isEntered = false
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Is there a way to fix this issue?

How do I change button backgroundcolor if the button is disabled in swiftUI

I'm trying to create a buttonStyle that has a different background color if the button is disabled.
How do I do that?
I've created the code below to react to a variable that I've introduced myself, but is it possible to have it react on the buttons .disabled() state?
My code:
struct MyButtonStyle: ButtonStyle {
var enabledState = false
func makeBody(configuration: Self.Configuration) -> some View {
configuration.label
.foregroundColor(Color.white)
.padding(10)
.padding(.horizontal, 20)
.background(self.enabledState ? Color(UIColor.orange) : Color(UIColor.lightGray))
.cornerRadius(20)
.frame(minWidth: 112, idealWidth: 112, maxWidth: .infinity, minHeight: 40, idealHeight: 40, maxHeight: 40, alignment: .center)
.scaleEffect(configuration.isPressed ? 0.9 : 1.0)
}
}
struct ContentView: View {
#State private var buttonEnabled = false
var body: some View {
HStack {
Button("Button") {
self.buttonEnabled.toggle()
print("Button pressed")
}
}
.buttonStyle(MyButtonStyle(enabledState: self.buttonEnabled))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
To track .disabled there is EnvironmentValues.isEnabled that shows this state. But environment values are applicable only to views and do not work in style.
So the solution is to create custom button that tracks isEnabled and pass it into own style.
Below is a demo of solution approach (MyButtonStyle is not changed). Tested with Xcode 12b.
struct MyButton: View {
let title: String
let action: () -> ()
#Environment(\.isEnabled) var isEnabled // to handle own state !!
init(_ title: String, action: #escaping () -> ()) {
self.title = title
self.action = action
}
var body: some View {
Button(title, action: action)
.buttonStyle(MyButtonStyle(enabledState: isEnabled))
}
}
struct ContentView: View {
#State private var buttonEnabled = true
var body: some View {
HStack {
MyButton("Button") { // << here !!
self.buttonEnabled.toggle()
print("Button pressed")
}
.disabled(!buttonEnabled) // << here !!
}
}
}
Again using the Environment.isEnabled but this time using a ViewModifier. This has the advantage that you can use it on other Views, not just Buttons. This implementation reduces the opacity of the button background color so no need for a new style to be injected.
struct MyButtonModifier: ViewModifier {
#Environment(\.isEnabled) var isEnabled
let backgroundColor: Color
func body(content: Content) -> some View {
content
.background(backgroundColor.opacity(isEnabled ? 1 : 0.5))
}
}
Then use it in your code as
Button("foo") {
// action
}
.modifier(MyButtonModifier(backgroundColor: Color.red))

SwiftUI on tvOS: How to know which item is selected in a list

In a list, i need to know which item is selected and this item have to be clickable.
This is what i try to do:
| item1 | info of the item3 (selected) |
| item2 | |
|*item3*| |
| item4 | |
I can make it with .focusable() but it's not clickable.
Button or NavigationLink works but i can't get the current item selected.
When you use Button or NavigationLink .focusable don't hit anymore.
So my question is:
How i can get the current item selected (so i can display more infos about this item) and make it clickable to display the next view ?
Sample code 1: Focusable works but .onTap doesn't exists on tvOS
import SwiftUI
struct TestList: Identifiable {
var id: Int
var name: String
}
let testData = [Int](0..<50).map { TestList(id: $0, name: "Row \($0)") }
struct SwiftUIView : View {
var testList: [TestList]
var body: some View {
List {
ForEach(testList) { txt in
TestRow(row: txt)
}
}
}
}
struct TestRow: View {
var row: TestList
#State private var backgroundColor = Color.clear
var body: some View {
Text(row.name)
.focusable(true) { isFocused in
self.backgroundColor = isFocused ? Color.green : Color.blue
if isFocused {
print(self.row.name)
}
}
.background(self.backgroundColor)
}
}
Sample code 2: items are clickable via NavigationLink but there is no way to get the selected item and .focusable is not called anymore.
import SwiftUI
struct TestList: Identifiable {
var id: Int
var name: String
}
let testData = [Int](0..<50).map { TestList(id: $0, name: "Row \($0)") }
struct SwiftUIView : View {
var testList: [TestList]
var body: some View {
NavigationView {
List {
ForEach(testList) { txt in
NavigationLink(destination: Text("Destination")) {
TestRow(row: txt)
}
}
}
}
}
}
struct TestRow: View {
var row: TestList
#State private var backgroundColor = Color.clear
var body: some View {
Text(row.name)
.focusable(true) { isFocused in
self.backgroundColor = isFocused ? Color.green : Color.blue
if isFocused {
print(self.row.name)
}
}
.background(self.backgroundColor)
}
}
It seems like a major oversite to me you can't attach a click event in swiftui for tvos. I've come up with a hack that allows you to make most swiftui components selectable and clickable. Hope it helps.
First I need to make a UIView that captures the events.
class ClickableHackView: UIView {
weak var delegate: ClickableHackDelegate?
override init(frame: CGRect) {
super.init(frame: frame)
}
override func pressesEnded(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
if event?.allPresses.map({ $0.type }).contains(.select) ?? false {
delegate?.clicked()
} else {
superview?.pressesEnded(presses, with: event)
}
}
override func didUpdateFocus(in context: UIFocusUpdateContext, with coordinator: UIFocusAnimationCoordinator) {
delegate?.focus(focused: isFocused)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override var canBecomeFocused: Bool {
return true
}
}
The clickable delegate:
protocol ClickableHackDelegate: class {
func focus(focused: Bool)
func clicked()
}
Then make a swiftui extension for my view
struct ClickableHack: UIViewRepresentable {
#Binding var focused: Bool
let onClick: () -> Void
func makeUIView(context: UIViewRepresentableContext<ClickableHack>) -> UIView {
let clickableView = ClickableHackView()
clickableView.delegate = context.coordinator
return clickableView
}
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<ClickableHack>) {
}
func makeCoordinator() -> Coordinator {
return Coordinator(self)
}
class Coordinator: NSObject, ClickableHackDelegate {
private let control: ClickableHack
init(_ control: ClickableHack) {
self.control = control
super.init()
}
func focus(focused: Bool) {
control.focused = focused
}
func clicked() {
control.onClick()
}
}
}
Then I make a friendlier swiftui wrapper so I can pass in any kind of component I want to be focusable and clickable
struct Clickable<Content>: View where Content : View {
let focused: Binding<Bool>
let content: () -> Content
let onClick: () -> Void
#inlinable public init(focused: Binding<Bool>, onClick: #escaping () -> Void, #ViewBuilder content: #escaping () -> Content) {
self.content = content
self.focused = focused
self.onClick = onClick
}
var body: some View {
ZStack {
ClickableHack(focused: focused, onClick: onClick)
content()
}
}
}
Example usage:
struct ClickableTest: View {
#State var focused1: Bool = false
#State var focused2: Bool = false
var body: some View {
HStack {
Clickable(focused: self.$focused1, onClick: {
print("clicked 1")
}) {
Text("Clickable 1")
.foregroundColor(self.focused1 ? Color.red : Color.black)
}
Clickable(focused: self.$focused2, onClick: {
print("clicked 2")
}) {
Text("Clickable 2")
.foregroundColor(self.focused2 ? Color.red : Color.black)
}
}
}
}
mark a view as focusable true (stating you want it to be able to have a focus), and implement onFocusChange to save the focus state
.focusable(true, onFocusChange: { focused in
isFocused = focused
})
you need to save the isFocused as a #State var
#State var isFocused: Bool = false
then style your View based on the isFocused value
.scaleEffect(isFocused ? 1.2 : 1.0)
here is a fully working example:
struct MyCustomFocus: View {
#State var isFocused: Bool = false
var body: some View {
Text("Select Me")
.focusable(true, onFocusChange: { focused in
isFocused = focused
})
.shadow(color: Color.black, radius: isFocused ? 10 : 5, x: 5, y: isFocused ? 20 : 5)
.scaleEffect(isFocused ? 1.2 : 1.0)
.animation(.spring().speed(2))
.padding()
}
}
struct CustomFocusTest: View {
var body: some View {
VStack
{
HStack
{
MyCustomFocus()
MyCustomFocus()
MyCustomFocus()
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(Color.yellow)
.ignoresSafeArea(.all) // frame then backround then ignore for full screen background (order matters)
.edgesIgnoringSafeArea(.all)
}
}
I haven't had much luck with custom button styles on tvOS, unfortunately.
However, to create a focusable, selectable custom view in SwiftUI on tvOS you can set the button style to plain. This allows you to keep the nice system-provided focus and selection animations, while you provide the destination and custom layout. Just add the .buttonStyle(PlainButtonStyle()) modifier to your NavigationLink:
struct VideoCard: View {
var body: some View {
NavigationLink(
destination: Text("Video player")
) {
VStack(alignment: .leading, spacing: .zero) {
Image(systemName: "film")
.frame(width: 356, height: 200)
.background(Color.white)
Text("Video Title")
.foregroundColor(.white)
.padding(10)
}
.background(Color.primary)
.frame(maxWidth: 400)
}
.buttonStyle(PlainButtonStyle())
}
}
Here's a screenshot of what it looks like in the simulator.
Clicking the button on the Siri remote, or Enter or a keyboard, should work as you'd expect.

InputAccessoryView / View Pinned to Keyboard with SwiftUI

Is there an equivalent to InputAccessoryView in SwiftUI (or any indication one is coming?)
And if not, how would you emulate the behavior of an InputAccessoryView (i.e. a view pinned to the top of the keyboard)? Desired behavior is something like iMessage, where there is a view pinned to the bottom of the screen that animates up when the keyboard is opened and is positioned directly above the keyboard. For example:
Keyboard closed:
Keyboard open:
iOS 15.0+
macOS 12.0+,Mac Catalyst 15.0+
ToolbarItemPlacement has a new property in iOS 15.0+
keyboard
On iOS, keyboard items are above the software keyboard when present, or at the bottom of the screen when a hardware keyboard is attached.
On macOS, keyboard items will be placed inside the Touch Bar.
https://developer.apple.com
struct LoginForm: View {
#State private var username = ""
#State private var password = ""
var body: some View {
Form {
TextField("Username", text: $username)
SecureField("Password", text: $password)
}
.toolbar(content: {
ToolbarItemGroup(placement: .keyboard, content: {
Text("Left")
Spacer()
Text("Right")
})
})
}
}
iMessage like InputAccessoryView in iOS 15+.
struct KeyboardToolbar<ToolbarView: View>: ViewModifier {
private let height: CGFloat
private let toolbarView: ToolbarView
init(height: CGFloat, #ViewBuilder toolbar: () -> ToolbarView) {
self.height = height
self.toolbarView = toolbar()
}
func body(content: Content) -> some View {
ZStack(alignment: .bottom) {
GeometryReader { geometry in
VStack {
content
}
.frame(width: geometry.size.width, height: geometry.size.height - height)
}
toolbarView
.frame(height: self.height)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
extension View {
func keyboardToolbar<ToolbarView>(height: CGFloat, view: #escaping () -> ToolbarView) -> some View where ToolbarView: View {
modifier(KeyboardToolbar(height: height, toolbar: view))
}
}
And use .keyboardToolbar view modifier as you would normally do.
struct ContentView: View {
#State private var username = ""
var body: some View {
NavigationView{
Text("Keyboar toolbar")
.keyboardToolbar(height: 50) {
HStack {
TextField("Username", text: $username)
}
.border(.secondary, width: 1)
.padding()
}
}
}
}
I got something working which is quite near the wanted result. So at first, it's not possible to do this with SwiftUI only. You still have to use UIKit for creating the UITextField with the wanted "inputAccessoryView". The textfield in SwiftUI doesn't have the certain method.
First I created a new struct:
import UIKit
import SwiftUI
struct InputAccessory: UIViewRepresentable {
func makeUIView(context: Context) -> UITextField {
let customView = UIView(frame: CGRect(x: 0, y: 0, width: 10, height: 44))
customView.backgroundColor = UIColor.red
let sampleTextField = UITextField(frame: CGRect(x: 20, y: 100, width: 300, height: 40))
sampleTextField.inputAccessoryView = customView
sampleTextField.placeholder = "placeholder"
return sampleTextField
}
func updateUIView(_ uiView: UITextField, context: Context) {
}
}
With that I could finally create a new textfield in the body of my view:
import SwiftUI
struct Test: View {
#State private var showInput: Bool = false
var body: some View {
HStack{
Spacer()
if showInput{
InputAccessory()
}else{
InputAccessory().hidden()
}
}
}
}
Now you can hide and show the textfield with the "showInput" state. The next problem is, that you have to open your keyboard at a certain event and show the textfield. That's again not possible with SwiftUI and you have to go back to UiKit and making it first responder. If you try my code, you should see a red background above the keyboard. Now you only have to move the field up and you got a working version.
Overall, at the current state it's not possible to work with the keyboard or with the certain textfield method.
I've solved this problem using 99% pure SwiftUI on iOS 14.
In the toolbar you can show any View you like.
That's my implementation:
import SwiftUI
struct ContentView: View {
#State private var showtextFieldToolbar = false
#State private var text = ""
var body: some View {
ZStack {
VStack {
TextField("Write here", text: $text) { isChanged in
if isChanged {
showtextFieldToolbar = true
}
} onCommit: {
showtextFieldToolbar = false
}
.textFieldStyle(RoundedBorderTextFieldStyle())
.padding()
}
VStack {
Spacer()
if showtextFieldToolbar {
HStack {
Spacer()
Button("Close") {
showtextFieldToolbar = false
UIApplication.shared
.sendAction(#selector(UIResponder.resignFirstResponder),
to: nil, from: nil, for: nil)
}
.foregroundColor(Color.black)
.padding(.trailing, 12)
}
.frame(idealWidth: .infinity, maxWidth: .infinity,
idealHeight: 44, maxHeight: 44,
alignment: .center)
.background(Color.gray)
}
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
I managed to create a nicely working solution with some help from this post by Swift Student, with quite a lot of modification & addition of functionality you take for granted in UIKit. It is a wrapper around UITextField, but that's completely hidden from the user and it's very SwiftUI in its implementation. You can take a look at it in my GitHub repo - and you can bring it into your project as a Swift Package.
(There's too much code to put it in this answer, hence the link to the repo)
I have a implementation that can custom your toolbar
public struct InputTextField<Content: View>: View {
private let placeholder: LocalizedStringKey
#Binding
private var text: String
private let onEditingChanged: (Bool) -> Void
private let onCommit: () -> Void
private let content: () -> Content
#State
private var isShowingToolbar: Bool = false
public init(placeholder: LocalizedStringKey = "",
text: Binding<String>,
onEditingChanged: #escaping (Bool) -> Void = { _ in },
onCommit: #escaping () -> Void = { },
#ViewBuilder content: #escaping () -> Content) {
self.placeholder = placeholder
self._text = text
self.onEditingChanged = onEditingChanged
self.onCommit = onCommit
self.content = content
}
public var body: some View {
ZStack {
TextField(placeholder, text: $text) { isChanged in
if isChanged {
isShowingToolbar = true
}
onEditingChanged(isChanged)
} onCommit: {
isShowingToolbar = false
onCommit()
}
.textFieldStyle(RoundedBorderTextFieldStyle())
VStack {
Spacer()
if isShowingToolbar {
content()
}
}
}
}
}
You can do it this way without using a UIViewRepresentable.
Its based on https://stackoverflow.com/a/67502495/5718200
.onReceive(NotificationCenter.default.publisher(for: UITextField.textDidBeginEditingNotification)) { notification in
if let textField = notification.object as? UITextField {
let yourAccessoryView = UIToolbar()
// set your frame, buttons here
textField.inputAccessoryView = yourAccessoryView
}
}
}