SwiftUI - Constructing a LazyVGrid with expandable views - swiftui

I'm trying to construct a two-column grid of quadratic views from an array of colors where one view expands to the size of four small views when clicked.
Javier from swiftui-lab.com gave me kind of a breakthrough with the idea of adding Color.clear as a "fake" view inside the ForEach to trick the VGrid into making space for the expanded view. This works fine for the boxes on the left of the grid. The boxes on the right, however, give me a no ends of trouble because they expand to the right and don't cause the VGrid to reallign properly:
I've tried several things like swapping the colors in the array, rotating the whole grid when one of the views on the right is clicked, adding varying numbers of Color.clear views - nothing has done the trick so far.
Here's the current code:
struct ContentView: View {
#State private var selectedColor : UIColor? = nil
let colors : [UIColor] = [.red, .yellow, .green, .orange, .blue, .magenta, .purple, .black]
private let padding : CGFloat = 10
var body: some View {
GeometryReader { proxy in
ScrollView {
LazyVGrid(columns: [
GridItem(.fixed(proxy.size.width / 2 - 5), spacing: padding, alignment: .leading),
GridItem(.fixed(proxy.size.width / 2 - 5))
], spacing: padding) {
ForEach(0..<colors.count, id: \.self) { id in
if selectedColor == colors[id] && id % 2 != 0 {
Color.clear
}
RectangleView(proxy: proxy, colors: colors, id: id, selectedColor: selectedColor, padding: padding)
.onTapGesture {
withAnimation{
if selectedColor == colors[id] {
selectedColor = nil
} else {
selectedColor = colors[id]
}
}
}
if selectedColor == colors[id] {
Color.clear
Color.clear
Color.clear
}
}
}
}
}.padding(.all, 10)
}
}
RectangleView:
struct RectangleView: View {
var proxy: GeometryProxy
var colors : [UIColor]
var id: Int
var selectedColor : UIColor?
var padding : CGFloat
var body: some View {
Color(colors[id])
.frame(width: calculateFrame(for: id), height: calculateFrame(for: id))
.clipShape(RoundedRectangle(cornerRadius: 20))
.offset(y: resolveOffset(for: id))
}
// Used to offset the boxes after the expanded one to compensate for missing padding
func resolveOffset(for id: Int) -> CGFloat {
guard let selectedColor = selectedColor, let selectedIndex = colors.firstIndex(of: selectedColor) else { return 0 }
if id > selectedIndex {
return -(padding * 2)
}
return 0
}
func calculateFrame(for id: Int) -> CGFloat {
selectedColor == colors[id] ? proxy.size.width : proxy.size.width / 2 - 5
}
}
I would be really grateful if you could point me in the direction of what I'm doing wrong.
P.S. If you run the code, you'll notice that the last black box is also not behaving as expected. That's another issue that I've not been able to solve thus far.

After giving up on the LazyVGrid to do the job, I kind of "hacked" two simple VStacks to be contained in a ParallelStackView. It lacks the beautiful crossover animation a LazyVGrid has and can only be implemented for two columns, but gets the job done - kind of. This is obviously a far cry from an elegant solution but I needed a workaround, so for anyone working on the same issue, here's the code (implemented as generic over the type it contains):
struct ParallelStackView<T: Equatable, Content: View>: View {
let padding : CGFloat
let elements : [T]
#Binding var currentlySelectedItem : T?
let content : (T) -> Content
#State private var selectedElement : T? = nil
#State private var selectedSecondElement : T? = nil
var body: some View {
let (transformedFirstArray, transformedSecondArray) = transformArray(array: elements)
func resolveClearViewHeightForFirstArray(id: Int, for proxy: GeometryProxy) -> CGFloat {
transformedSecondArray[id+1] == selectedSecondElement || (transformedSecondArray[1] == selectedSecondElement && id == 0) ? proxy.size.width + padding : 0
}
func resolveClearViewHeightForSecondArray(id: Int, for proxy: GeometryProxy) -> CGFloat {
transformedFirstArray[id+1] == selectedElement || (transformedFirstArray[1] == selectedElement && id == 0) ? proxy.size.width + padding : 0
}
return GeometryReader { proxy in
ScrollView {
ZStack(alignment: .topLeading) {
VStack(alignment: .leading, spacing: padding / 2) {
ForEach(0..<transformedFirstArray.count, id: \.self) { id in
if transformedFirstArray[id] == nil {
Color.clear.frame(
width: proxy.size.width / 2 - padding / 2,
height: resolveClearViewHeightForFirstArray(id: id, for: proxy))
} else {
RectangleView(proxy: proxy, elements: transformedFirstArray, id: id, selectedElement: selectedElement, padding: padding, content: content)
.onTapGesture {
withAnimation(.spring()){
if selectedElement == transformedFirstArray[id] {
selectedElement = nil
currentlySelectedItem = nil
} else {
selectedSecondElement = nil
selectedElement = transformedFirstArray[id]
currentlySelectedItem = selectedElement
}
}
}
}
}
}
VStack(alignment: .leading, spacing: padding / 2) {
ForEach(0..<transformedSecondArray.count, id: \.self) { id in
if transformedSecondArray[id] == nil {
Color.clear.frame(
width: proxy.size.width / 2 - padding / 2,
height: resolveClearViewHeightForSecondArray(id: id, for: proxy))
} else {
RectangleView(proxy: proxy, elements: transformedSecondArray, id: id, selectedElement: selectedSecondElement, padding: padding, content: content)
.onTapGesture {
withAnimation(.spring()){
if selectedSecondElement == transformedSecondArray[id] {
selectedSecondElement = nil
currentlySelectedItem = nil
} else {
selectedElement = nil
selectedSecondElement = transformedSecondArray[id]
currentlySelectedItem = selectedSecondElement
}
}
}.rotation3DEffect(.init(degrees: 180), axis: (x: 0, y: 1, z: 0))
}
}
}
// You need to rotate the second VStack for it to expand in the correct direction (left).
// As now all text would be displayed as mirrored, you have to reverse that rotation "locally"
// with a .rotation3DEffect modifier (see 4 lines above).
.rotate3D()
.offset(x: resolveOffset(for: proxy))
.frame(width: proxy.size.width, height: proxy.size.height, alignment: .topTrailing)
}.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}.padding(10)
}
func resolveOffset(for proxy: GeometryProxy) -> CGFloat {
selectedSecondElement == nil ? proxy.size.width / 2 - padding / 2 : proxy.size.width
}
// Transform the original array to alternately contain nil and real values
// for the Color.clear views. You could just as well use other "default" values
// but I thought nil was quite explicit and makes it easier to understand what
// is going on. Then you split the transformed array into two sub-arrays for
// the VStacks:
func transformArray<T: Equatable>(array: [T]) -> ([T?], [T?]) {
var arrayTransformed : [T?] = []
array.map { element -> (T?, T?) in
return (nil, element)
}.forEach {
arrayTransformed.append($0.0)
arrayTransformed.append($0.1)
}
arrayTransformed = arrayTransformed.reversed()
var firstTransformedArray : [T?] = []
var secondTransformedArray : [T?] = []
for i in 0...arrayTransformed.count / 2 {
guard let nilValue = arrayTransformed.popLast(), let element = arrayTransformed.popLast() else { break }
if i % 2 == 0 {
firstTransformedArray += [nilValue, element]
} else {
secondTransformedArray += [nilValue, element]
}
}
return (firstTransformedArray, secondTransformedArray)
}
struct RectangleView: View {
let proxy: GeometryProxy
let elements : [T?]
let id: Int
let selectedElement : T?
let padding : CGFloat
let content : (T) -> Content
var body: some View {
content(elements[id]!)
.frame(width: calculateFrame(for: id), height: calculateFrame(for: id))
.clipShape(RoundedRectangle(cornerRadius: 20))
}
func calculateFrame(for id: Int) -> CGFloat {
selectedElement == elements[id] ? proxy.size.width : proxy.size.width / 2 - 5
}
}
}
extension View {
func rotate3D() -> some View {
modifier(StackRotation())
}
}
struct StackRotation: GeometryEffect {
func effectValue(size: CGSize) -> ProjectionTransform {
let c = CATransform3DIdentity
return ProjectionTransform(CATransform3DRotate(c, .pi, 0, 1, 0))
}
}

Related

SwiftUI Preference Key to make uniformly sized boxes

UPDATE: I've made this minimally reproducible.
I wish to make a grid for the alphabet, with each box the same size, looking like this:
I have a PreferenceKey, and a View extension, like this:
struct WidthPreference: PreferenceKey {
static let defaultValue: CGFloat? = nil
static func reduce(value: inout CGFloat?, nextValue: () -> CGFloat?) {
value = value ?? nextValue()
}
}
extension View {
func sizePreference(letterIdx: Int) -> some View {
background(GeometryReader { proxy in
Color.clear
.preference(key: WidthPreference.self, value: proxy.size.width)
})
}
}
My primary view is an HStack nestled in a VStack, with each letter as a separate view. Here is the ContentView, and its Alphabet Grid:
struct ContentView: View {
#StateObject var theModel = MyModel()
var body: some View {
AlphabetGrid()
.textCase(.uppercase)
.font(.body)
.onAppear() {
theModel.initializeLetters()
}
.environmentObject(theModel)
}
}
struct AlphabetGrid: View {
#EnvironmentObject var theModel: MyModel
var spacing: CGFloat = 8
var body: some View {
let theKeyboard = [ theModel.allLetters?.filter { $0.keyboardRow == 0 },
theModel.allLetters?.filter { $0.keyboardRow == 1 },
theModel.allLetters?.filter { $0.keyboardRow == 2 }
]
VStack {
ForEach(theKeyboard, id: \.self) { keyboardRow in
HStack(alignment: .top) {
if let keyboardRow = keyboardRow {
ForEach(keyboardRow, id: \.self) { keyboardLetter in
let idx = keyboardLetter.letterStorePosition
LetterView(theIdx: idx, borderColour: .blue)
}
}
}
}
}
}
}
And then the Letter view, for each letter:
struct LetterView: View {
#EnvironmentObject var theModel: MyModel
var theIdx: Int
var borderColour: Color
var spacing: CGFloat = 8
#State private var cellWidth: CGFloat? = nil
func letterFor(letterIdx: Int) -> some View {
Text(String(theModel.allLetters?[letterIdx].letterStoreChar ?? "*"))
.sizePreference(letterIdx: letterIdx)
.frame(width: cellWidth, height: cellWidth, alignment: .center)
.padding(spacing)
}
var body: some View {
self.letterFor(letterIdx: theIdx)
.overlay(
RoundedRectangle(cornerRadius: 8)
.stroke(borderColour, lineWidth: 1)
)
.onPreferenceChange(WidthPreference.self) { self.cellWidth = $0 }
}
}
Finally, for completeness, the Model to store the letters:
class MyModel: ObservableObject {
#Published var allLetters: [LetterData]?
struct LetterData: Hashable {
let letterStorePosition: Int
let letterStoreChar: Character
let keyboardRow: Int
let keyboardCol: Int
}
let keyboardWide = 9 // characters per row
// put all the alphabet characters into an array of LetterData elements
func initializeLetters() {
var tempLetters: [LetterData] = []
let allChars = Array("abcdefghijklmnopqrstuvwxyz")
for (index, element) in allChars.enumerated() {
let row = index / keyboardWide
let col = index % keyboardWide
tempLetters.append(LetterData(letterStorePosition: index, letterStoreChar: element,
keyboardRow: row, keyboardCol: col))
}
allLetters = tempLetters
}
}
Unfortunately, this makes a pretty, yet incorrect grid like this:
Any ideas on where I'm going wrong?
I did some digging, your PreferenceKey is being set with .background which just takes the size of the current View and you are using that value to turn into a square.
There is no match for the average just taking the current width and using it for the height.
extension View {
func sizePreference(letterIdx: Int) -> some View {
background(GeometryReader { proxy in
Color.clear
.preference(key: WidthPreference.self, value: proxy.size.width)
})
}
}
.frame(width: cellWidth, height: cellWidth, alignment: .center)
The width is based on the letter I being the most narrow and W being the widest.
Now, how to "fix" your code. You can move the onPreferenceChange up one View and use the min between the current cellWidth and the $0 instead of just replacing.
struct AlphabetGrid: View {
#EnvironmentObject var theModel: MyModel
#State private var cellWidth: CGFloat = .infinity
var spacing: CGFloat = 8
var body: some View {
let theKeyboard = [ theModel.allLetters?.filter { $0.keyboardRow == 0 },
theModel.allLetters?.filter { $0.keyboardRow == 1 },
theModel.allLetters?.filter { $0.keyboardRow == 2 }
]
VStack {
ForEach(theKeyboard, id: \.self) { keyboardRow in
HStack(alignment: .top) {
if let keyboardRow = keyboardRow {
ForEach(keyboardRow, id: \.self) { keyboardLetter in
let idx = keyboardLetter.letterStorePosition
LetterView(theIdx: idx, borderColour: .blue, cellWidth: $cellWidth)
}
}
}
}
} .onPreferenceChange(WidthPreference.self) { self.cellWidth = min(cellWidth, $0 ?? .infinity) }
}
}
Now with that fix you get a better looking keyboard but the M and W are cut off, to use the max you need a little more tweaking, ou can look at the code below.
import SwiftUI
class MyModel: ObservableObject {
#Published var allLetters: [LetterData]?
struct LetterData: Hashable {
let letterStorePosition: Int
let letterStoreChar: Character
let keyboardRow: Int
let keyboardCol: Int
}
let keyboardWide = 9 // characters per row
// put all the alphabet characters into an array of LetterData elements
func initializeLetters() {
var tempLetters: [LetterData] = []
let allChars = Array("abcdefghijklmnopqrstuvwxyz")
for (index, element) in allChars.enumerated() {
let row = index / keyboardWide
let col = index % keyboardWide
tempLetters.append(LetterData(letterStorePosition: index, letterStoreChar: element,
keyboardRow: row, keyboardCol: col))
}
allLetters = tempLetters
}
}
struct AlphabetParentView: View {
#StateObject var theModel = MyModel()
var body: some View {
AlphabetGrid()
.textCase(.uppercase)
.font(.body)
.onAppear() {
theModel.initializeLetters()
}
.environmentObject(theModel)
}
}
struct LetterView: View {
#EnvironmentObject var theModel: MyModel
var theIdx: Int
var borderColour: Color
var spacing: CGFloat = 8
#Binding var cellWidth: CGFloat?
func letterFor(letterIdx: Int) -> some View {
Text(String(theModel.allLetters?[letterIdx].letterStoreChar ?? "*"))
.padding(spacing)
}
var body: some View {
RoundedRectangle(cornerRadius: 8)
.stroke(borderColour, lineWidth: 1)
.overlay {
self.letterFor(letterIdx: theIdx)
}
.frame(width: cellWidth, height: cellWidth, alignment: .center)
}
}
struct AlphabetGrid: View {
#EnvironmentObject var theModel: MyModel
#State private var cellWidth: CGFloat? = nil
var spacing: CGFloat = 8
var body: some View {
let theKeyboard = [ theModel.allLetters?.filter { $0.keyboardRow == 0 },
theModel.allLetters?.filter { $0.keyboardRow == 1 },
theModel.allLetters?.filter { $0.keyboardRow == 2 }
]
VStack {
ForEach(theKeyboard, id: \.self) { keyboardRow in
HStack(alignment: .top) {
if let keyboardRow = keyboardRow {
ForEach(keyboardRow, id: \.self) { keyboardLetter in
let idx = keyboardLetter.letterStorePosition
LetterView(theIdx: idx, borderColour: .blue, cellWidth: $cellWidth)
.sizePreference()
}
}
}
}
} .onPreferenceChange(WidthPreference.self) {
if let w = cellWidth{
self.cellWidth = min(w, $0 ?? .infinity)
}else{
self.cellWidth = $0
}
}
}
}
struct AlphabetParentView_Previews: PreviewProvider {
static var previews: some View {
AlphabetParentView()
}
}
struct WidthPreference: PreferenceKey {
static let defaultValue: CGFloat? = nil
static func reduce(value: inout CGFloat?, nextValue: () -> CGFloat?) {
value = value ?? nextValue()
}
}
extension View {
func sizePreference() -> some View {
background(GeometryReader { proxy in
Color.clear
.preference(key: WidthPreference.self, value: proxy.size.width)
})
}
}
There are simpler way of handling this like Ashley's example or SwiftUI.Layout and layout but this should help you understand why your squares were uneven.
Here's a fairly simple implementation, using a GeometryReader to allow us to calculate the width (and therefore the height), of each letter
struct ContentView: View {
let letters = ["ABCDEFGHI","JKLMNOPQR","STUVWXYZ"]
let spacing: CGFloat = 8
var body: some View {
GeometryReader { proxy in
VStack(spacing: spacing) {
ForEach(letters, id: \.self) { row in
HStack(spacing: spacing) {
ForEach(Array(row), id: \.self) { letter in
Text(String(letter))
.frame(width: letterWidth(for: proxy.size.width), height: letterWidth(for: proxy.size.width))
.overlay(
RoundedRectangle(cornerRadius: 8)
.stroke(.cyan, lineWidth: 1)
)
}
}
}
}
}
.padding()
}
func letterWidth(for width: CGFloat) -> CGFloat {
let count = CGFloat(letters.map(\.count).max()!)
return (width - (spacing * (count - 1))) / count
}
}

Is it possible to make dynamically VStack in the HStack when screen width ends [duplicate]

Is it possible that the blue tags (which are currently truncated) are displayed completely and then it automatically makes a line break?
NavigationLink(destination: GameListView()) {
VStack(alignment: .leading, spacing: 5){
// Name der Sammlung:
Text(collection.name)
.font(.headline)
// Optional: Für welche Konsolen bzw. Plattformen:
HStack(alignment: .top, spacing: 10){
ForEach(collection.platforms, id: \.self) { platform in
Text(platform)
.padding(.all, 5)
.font(.caption)
.background(Color.blue)
.foregroundColor(Color.white)
.cornerRadius(5)
.lineLimit(1)
}
}
}
.padding(.vertical, 10)
}
Also, there should be no line breaks with in the blue tags:
That's how it should look in the end:
Here is some approach of how this could be done using alignmentGuide(s). It is simplified to avoid many code post, but hope it is useful.
Update: There is also updated & improved variant of below solution in my answer for SwiftUI HStack with wrap and dynamic height
This is the result:
And here is full demo code (orientation is supported automatically):
import SwiftUI
struct TestWrappedLayout: View {
#State var platforms = ["Ninetendo", "XBox", "PlayStation", "PlayStation 2", "PlayStation 3", "PlayStation 4"]
var body: some View {
GeometryReader { geometry in
self.generateContent(in: geometry)
}
}
private func generateContent(in g: GeometryProxy) -> some View {
var width = CGFloat.zero
var height = CGFloat.zero
return ZStack(alignment: .topLeading) {
ForEach(self.platforms, id: \.self) { platform in
self.item(for: platform)
.padding([.horizontal, .vertical], 4)
.alignmentGuide(.leading, computeValue: { d in
if (abs(width - d.width) > g.size.width)
{
width = 0
height -= d.height
}
let result = width
if platform == self.platforms.last! {
width = 0 //last item
} else {
width -= d.width
}
return result
})
.alignmentGuide(.top, computeValue: {d in
let result = height
if platform == self.platforms.last! {
height = 0 // last item
}
return result
})
}
}
}
func item(for text: String) -> some View {
Text(text)
.padding(.all, 5)
.font(.body)
.background(Color.blue)
.foregroundColor(Color.white)
.cornerRadius(5)
}
}
struct TestWrappedLayout_Previews: PreviewProvider {
static var previews: some View {
TestWrappedLayout()
}
}
For me, none of the answers worked. Either because I had different types of elements or because elements around were not being positioned correctly. Therefore, I ended up implementing my own WrappingHStack which can be used in a very similar way to HStack. You can find it at GitHub: WrappingHStack.
Here is an example:
Code:
WrappingHStack {
Text("WrappingHStack")
.padding()
.font(.title)
.border(Color.black)
Text("can handle different element types")
Image(systemName: "scribble")
.font(.title)
.frame(width: 200, height: 20)
.background(Color.purple)
Text("and loop")
.bold()
WrappingHStack(1...20, id:\.self) {
Text("Item: \($0)")
.padding(3)
.background(Rectangle().stroke())
}.frame(minWidth: 250)
}
.padding()
.border(Color.black)
I've had ago at creating what you need.
Ive used HStack's in a VStack.
You pass in a geometryProxy which is used for determining the maximum row width.
I went with passing this in so it would be usable within a scrollView
I wrapped the SwiftUI Views in a UIHostingController to get a size for each child.
I then loop through the views adding them to the row until it reaches the maximum width, in which case I start adding to a new row.
This is just the init and final stage combining and outputting the rows in the VStack
struct WrappedHStack<Content: View>: View {
private let content: [Content]
private let spacing: CGFloat = 8
private let geometry: GeometryProxy
init(geometry: GeometryProxy, content: [Content]) {
self.content = content
self.geometry = geometry
}
var body: some View {
let rowBuilder = RowBuilder(spacing: spacing,
containerWidth: geometry.size.width)
let rowViews = rowBuilder.generateRows(views: content)
let finalView = ForEach(rowViews.indices) { rowViews[$0] }
VStack(alignment: .center, spacing: 8) {
finalView
}.frame(width: geometry.size.width)
}
}
extension WrappedHStack {
init<Data, ID: Hashable>(geometry: GeometryProxy, #ViewBuilder content: () -> ForEach<Data, ID, Content>) {
let views = content()
self.geometry = geometry
self.content = views.data.map(views.content)
}
init(geometry: GeometryProxy, content: () -> [Content]) {
self.geometry = geometry
self.content = content()
}
}
The magic happens in here
extension WrappedHStack {
struct RowBuilder {
private var spacing: CGFloat
private var containerWidth: CGFloat
init(spacing: CGFloat, containerWidth: CGFloat) {
self.spacing = spacing
self.containerWidth = containerWidth
}
func generateRows<Content: View>(views: [Content]) -> [AnyView] {
var rows = [AnyView]()
var currentRowViews = [AnyView]()
var currentRowWidth: CGFloat = 0
for (view) in views {
let viewWidth = view.getSize().width
if currentRowWidth + viewWidth > containerWidth {
rows.append(createRow(for: currentRowViews))
currentRowViews = []
currentRowWidth = 0
}
currentRowViews.append(view.erasedToAnyView())
currentRowWidth += viewWidth + spacing
}
rows.append(createRow(for: currentRowViews))
return rows
}
private func createRow(for views: [AnyView]) -> AnyView {
HStack(alignment: .center, spacing: spacing) {
ForEach(views.indices) { views[$0] }
}
.erasedToAnyView()
}
}
}
and here's extensions I used
extension View {
func erasedToAnyView() -> AnyView {
AnyView(self)
}
func getSize() -> CGSize {
UIHostingController(rootView: self).view.intrinsicContentSize
}
}
You can see the full code with some examples here:
https://gist.github.com/kanesbetas/63e719cb96e644d31bf027194bf4ccdb
I have something like this code (rather long). In simple scenarios it works ok, but in deep nesting with geometry readers it doesn't propagate its size well.
It would be nice if this views wraps and flows like Text() extending parent view content, but it seems to have explicitly set its height from parent view.
https://gist.github.com/michzio/a0b23ee43a88cbc95f65277070167e29
Here is the most important part of the code (without preview and test data)
private func flow(in geometry: GeometryProxy) -> some View {
print("Card geometry: \(geometry.size.width) \(geometry.size.height)")
return ZStack(alignment: .topLeading) {
//Color.clear
ForEach(data, id: self.dataId) { element in
self.content(element)
.geometryPreference(tag: element\[keyPath: self.dataId\])
/*
.alignmentGuide(.leading) { d in
print("Element: w: \(d.width), h: \(d.height)")
if (abs(width - d.width) > geometry.size.width)
{
width = 0
height -= d.height
}
let result = width
if element\[keyPath: self.dataId\] == self.data.last!\[keyPath: self.dataId\] {
width = 0 //last item
} else {
width -= d.width
}
return result
}
.alignmentGuide(.top) { d in
let result = height
if element\[keyPath: self.dataId\] == self.data.last!\[keyPath: self.dataId\] {
height = 0 // last item
}
return result
}*/
.alignmentGuide(.top) { d in
self.alignmentGuides\[element\[keyPath: self.dataId\]\]?.y ?? 0
}
.alignmentGuide(.leading) { d in
self.alignmentGuides\[element\[keyPath: self.dataId\]\]?.x ?? 0
}
}
}
.background(Color.pink)
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .topLeading)
//.animation(self.loaded ? .linear(duration: 1) : nil)
.onPreferenceChange(_GeometryPreferenceKey.self, perform: { preferences in
DispatchQueue.main.async {
let (alignmentGuides, totalHeight) = self.calculateAlignmentGuides(preferences: preferences, geometry: geometry)
self.alignmentGuides = alignmentGuides
self.totalHeight = totalHeight
self.availableWidth = geometry.size.width
}
})
}
func calculateAlignmentGuides(preferences: \[_GeometryPreference\], geometry: GeometryProxy) -> (\[AnyHashable: CGPoint\], CGFloat) {
var alignmentGuides = \[AnyHashable: CGPoint\]()
var width: CGFloat = 0
var height: CGFloat = 0
var rowHeights: Set<CGFloat> = \[\]
preferences.forEach { preference in
let elementWidth = spacing + preference.rect.width
if width + elementWidth >= geometry.size.width {
width = 0
height += (rowHeights.max() ?? 0) + spacing
//rowHeights.removeAll()
}
let offset = CGPoint(x: 0 - width, y: 0 - height)
print("Alignment guides offset: \(offset)")
alignmentGuides\[preference.tag\] = offset
width += elementWidth
rowHeights.insert(preference.rect.height)
}
return (alignmentGuides, height + (rowHeights.max() ?? 0))
}
}
I had the same problem I've, to solve it I pass the object item to a function which first creates the view for the item, then through the UIHostController I will calculate the next position based on the items width. the items view is then returned by the function.
import SwiftUI
class TestItem: Identifiable {
var id = UUID()
var str = ""
init(str: String) {
self.str = str
}
}
struct AutoWrap: View {
var tests: [TestItem] = [
TestItem(str:"Ninetendo"),
TestItem(str:"XBox"),
TestItem(str:"PlayStation"),
TestItem(str:"PlayStation 2"),
TestItem(str:"PlayStation 3"),
TestItem(str:"random"),
TestItem(str:"PlayStation 4"),
]
var body: some View {
var curItemPos: CGPoint = CGPoint(x: 0, y: 0)
var prevItemWidth: CGFloat = 0
return GeometryReader { proxy in
ZStack(alignment: .topLeading) {
ForEach(tests) { t in
generateItem(t: t, curPos: &curItemPos, containerProxy: proxy, prevItemWidth: &prevItemWidth)
}
}.padding(5)
}
}
func generateItem(t: TestItem, curPos: inout CGPoint, containerProxy: GeometryProxy, prevItemWidth: inout CGFloat, hSpacing: CGFloat = 5, vSpacing: CGFloat = 5) -> some View {
let viewItem = Text(t.str).padding([.leading, .trailing], 15).background(Color.blue).cornerRadius(25)
let itemWidth = UIHostingController(rootView: viewItem).view.intrinsicContentSize.width
let itemHeight = UIHostingController(rootView: viewItem).view.intrinsicContentSize.height
let newPosX = curPos.x + prevItemWidth + hSpacing
let newPosX2 = newPosX + itemWidth
if newPosX2 > containerProxy.size.width {
curPos.x = hSpacing
curPos.y += itemHeight + vSpacing
} else {
curPos.x = newPosX
}
prevItemWidth = itemWidth
return viewItem.offset(x: curPos.x, y: curPos.y)
}
}
struct AutoWrap_Previews: PreviewProvider {
static var previews: some View {
AutoWrap()
}
}
iOS 16 has a new Layout protocol that's perfect for that task. I've written a library with the line-wrapping behavior. It can handle different types of subviews and alignment guide values.
You need to handle line configurations right after Text View. Don't use lineLimit(1) if you need multiple lines.
HStack(alignment: .top, spacing: 10){
ForEach(collection.platforms, id: \.self) { platform in
Text(platform)
.fixedSize(horizontal: false, vertical: true)
.lineLimit(10)
.multilineTextAlignment(.leading)
.padding(.all, 5)
.font(.caption)
.background(Color.blue)
.foregroundColor(Color.white)
.cornerRadius(5)
}
}

Scrollview conflicting with another scrollview. Swiftui

I have a scrollview who's content expands to fill the screen and stacks in front using the zIndex. The expanded content also has a scrollview for the content inside. I'm literally trying to mimic the Apps Stores "Today" tab with expanding cards and scrollable content inside.
The way I built this though I realized the expanding view is still part of the parent scrollview. As a result the scrollviews are nested and conflict. This was not what I intended.
Im very new to programming. This is the code that basically expands each card. Its pretty basic. A ternary expands the cards. The CardView is the cards content. Attached is a screenshot of what I'm trying to achieve. Need help here. Any info would be great. Been searching the internet for a way to do this right.
struct Media: View {
#EnvironmentObject var vm : ViewModel
#Environment(\.colorScheme) var mode
#State var showCard = false
#State var activeCard = -1
let height = UIScreen.main.bounds.height
var body: some View {
ZStack {
ScrollView (.vertical, showsIndicators: false) {
VStack (alignment:.center, spacing: 30) {
ForEach (vm.cards.indices, id: \.self) { i in
let z=vm.cards[i].z
GeometryReader { geom in
ZStack {
CardView (showCard: $showCard,
activeCard: self.$activeCard,
zValue: $vm.cards[i].z,
i: i,
cards: vm.cards[i])
}//Z
.frame(minHeight: showCard && activeCard == i ? height : nil) //Animates Card Scaling
.padding(.horizontal, showCard && activeCard == i ? 0:20) // Card Padding
.offset(y: i==activeCard ? -geom.frame(in: .global).minY : 0)
} //GEOM
.frame(minHeight: 450)
.zIndex(z)
} //LOOP
} //V
.padding([.bottom, .top])
} //SCROLLVIEW
} //Z
.background(Color("Background Gray"))
}
}
I don't see a problem with the nested ScrollViews, as you put the DetailView on top. I tried to rebuild a simplified version from your code, see below.
BTW: You don't need the outer ZStack.
And at some point you should consider using ForEach over the cards, not over the indices, otherwise you'll run into UI update problems when inserting or deleting cards. I left it for now to stay closer to your original.
struct ContentView: View {
#State var activeCard = -1
let height = UIScreen.main.bounds.height
var body: some View {
ScrollView (.vertical, showsIndicators: false) {
VStack (alignment:.center, spacing: 30) {
ForEach (data.indices, id: \.self) { i in
GeometryReader { geom in
ZStack {
DetailCellView(entry: data[i], isActive: activeCard == i)
.onTapGesture {
if activeCard == i {
activeCard = -1
} else {
activeCard = i
}
}
}//Z
.frame(minHeight: activeCard == i ? height : nil) //Animates Card Scaling
.padding(.horizontal, activeCard == i ? 0 : 20) // Card Padding
.offset(y: activeCard == i ? -geom.frame(in: .global).minY : 0)
} //GEOM
.frame(minHeight: 450)
.zIndex(activeCard == i ? 1 : 0)
.animation(.default, value: activeCard)
} //LOOP
} //V
// .padding([.bottom, .top])
} //SCROLLVIEW
.background(.gray)
}
}
for the while being: a custom outer dragview as workaround ...
struct ContentView: View {
#State var activeCard = -1
let height = UIScreen.main.bounds.height
#State private var offset = CGFloat.zero
#State private var drag = CGFloat.zero
var body: some View {
GeometryReader { geo in
VStack (alignment:.center, spacing: 30) {
ForEach (data.indices, id: \.self) { i in
GeometryReader { geom in
ZStack {
DetailCellView(entry: data[i],
isActive: activeCard == i)
.onTapGesture {
if activeCard == i {
activeCard = -1
} else {
activeCard = i
}
}
}
.frame(minHeight: activeCard == i ? height : nil) //Animates Card Scaling
.padding(.horizontal, activeCard == i ? 0 : 20) // Card Padding
.offset(y: activeCard == i ? -geom.frame(in: .global).minY : 0)
}
.frame(minHeight: 400)
.zIndex(activeCard == i ? 1 : 0)
.animation(.default, value: activeCard)
}
}
// custom drag view
.offset(x: 0 , y: offset + drag)
.background(.gray)
// drag
.gesture(DragGesture()
.onChanged({ value in
drag = value.translation.height
})
.onEnded({ value in
print(offset)
withAnimation(.easeOut) {
offset += value.predictedEndTranslation.height
offset = min(offset, 0)
offset = max(offset, -CGFloat(data.count * (400 + 30)) + height )
drag = 0
}
print(offset)
})
)
}
}
}
So I figured out how to accomplish what I was trying to accomplish.
struct ScrollingHelper: UIViewRepresentable {
let proxy: ScrollingProxy // reference type
func makeUIView(context: Context) -> UIView {
return UIView() // managed by SwiftUI, no overloads
}
func updateUIView(_ uiView: UIView, context: Context) {
proxy.catchScrollView(for: uiView) // here UIView is in view hierarchy
}
}
class ScrollingProxy {
private var scrollView: UIScrollView?
func catchScrollView(for view: UIView) {
if nil == scrollView {
scrollView = view.enclosingScrollView()
}
}
func disableScrolling(_ flag: Bool) {
scrollView?.isScrollEnabled = flag
print(flag)
}
}
extension UIView {
func enclosingScrollView() -> UIScrollView? {
var next: UIView? = self
repeat {
next = next?.superview
if let scrollview = next as? UIScrollView {
return scrollview
}
} while next != nil
return nil
}
}
I used the above code from https://stackoverflow.com/a/60855853/12299030 &
Disable Scrolling in SwiftUI List/Form
Then used in a TapGesture
scrollEnabled = false
scrollProxy.disableScrolling(scrollEnabled)
and used background modifier:
.background(ScrollingHelper(proxy: scrollProxy))

"CALayer position contains NaN: [nan nan]" error message caused by custom slider

I have a video player that starts playing a video (from firebase URL) and in some cases (70% of cases) i get this error message (exception) when running on physical device (no issues when launching in simulator though):
"CALayer position contains NaN: [nan nan]"
I found that the error doesn't appear when i comment "VideoPlayerControlsView()", so i'm pretty sure the problem is is my CustomerSlider object located insider of this VideoPlayerControlsView view.
I think it may somehow be caused by loading remote video, as the video is not loaded, the app doesn't know the size/bounds of AVPlayer object and therefore some parent view (maybe CustomerSlider) can't be created..
Building a Minimal Reproducible Example would be a nightmare, i just hope some can find a mistake in my code/logic.. If not - gonna build it of course. No other choice.
struct DetailedPlayerView : View {
// The progress through the video, as a percentage (from 0 to 1)
#State private var videoPos: Double = 0
// The duration of the video in seconds
#State private var videoDuration: Double = 0
// Whether we're currently interacting with the seek bar or doing a seek
#State private var seeking = false
private var player: AVPlayer = AVPlayer()
init(item: ExerciseItem, hVideoURL: URL?) {
if hVideoURL != nil {
player = AVPlayer(url: hVideoURL!)
player.isMuted = true
player.play()
} else {
print("[debug] hVideoURL is nil")
}
}
var body: some View {
ZStack {
//VStack {
VideoPlayerView(videoPos: $videoPos,
videoDuration: $videoDuration,
seeking: $seeking,
//timeline: $timeline,
//videoTimeline: videoTimeline,
player: player)
.frame(width: UIScreen.screenHeight, height: UIScreen.screenWidth)
VStack {
Spacer()
VideoPlayerControlsView(videoPos: $videoPos, **<<-----------------------**
videoDuration: $videoDuration,
seeking: $seeking,
player: player)
.frame(width: UIScreen.screenHeight - 2*Constants.scrollPadding, height: 20)
.padding(.bottom, 20)
}
}
.onDisappear {
// When this View isn't being shown anymore stop the player
self.player.replaceCurrentItem(with: nil)
}
}
}
struct VideoPlayerControlsView : View {
#Binding private(set) var videoPos: Double
#Binding private(set) var videoDuration: Double
#Binding private(set) var seeking: Bool
// #Binding private(set) var timeline: [Advice]
#State var shouldStopPlayer: Bool = false
#State var player: AVPlayer
//let player: AVPlayer
#State private var playerPaused = false
var body: some View {
HStack {
// Play/pause button
Button(action: togglePlayPause) {
Image(systemName: playerPaused ? "arrowtriangle.right.fill" : "pause.fill")
.foregroundColor(Color.mainSubtitleColor)
.contentShape(Rectangle())
.padding(.trailing, 10)
}
// Current video time
if videoPos.isFinite && videoPos.isCanonical && videoDuration.isFinite && videoDuration.isCanonical {
Text(Utility.formatSecondsToHMS(videoPos * videoDuration))
.foregroundColor(Color.mainSubtitleColor)
}
// Slider for seeking / showing video progress
CustomSlider(value: $videoPos, shouldStopPlayer: self.$shouldStopPlayer, range: (0, 1), knobWidth: 4) { modifiers in
ZStack {
Group {
Color(#colorLiteral(red: 1, green: 1, blue: 1, alpha: 0.5799999833106995))//Color((red: 0.4, green: 0.3, blue: 1)
.opacity(0.4)
.frame(height: 4)
.modifier(modifiers.barRight)
Color.mainSubtitleColor//Color(red: 0.4, green: 0.3, blue: 1)
.frame(height: 4)
.modifier(modifiers.barLeft)
}
.cornerRadius(5)
VStack {
Image(systemName: "arrowtriangle.down.fill") // SF Symbol
.foregroundColor(Color.mainSubtitleColor)
.offset(y: -3)
}
.frame(width: 20, height: 20)
.contentShape(Rectangle())
.modifier(modifiers.knob)
}
}
.onChange(of: shouldStopPlayer) { _ in
if shouldStopPlayer == false {
print("[debug] shouldStopPlayer == false")
sliderEditingChanged(editingStarted: false)
} else {
if seeking == false {
print("[debug] shouldStopPlayer == true")
sliderEditingChanged(editingStarted: true)
}
}
}
.frame(height: 20)
// Video duration
if videoDuration.isCanonical && videoDuration.isFinite {
Text(Utility.formatSecondsToHMS(videoDuration))
.foregroundColor(Color.mainSubtitleColor)
}
}
.padding(.leading, 40)
.padding(.trailing, 40)
}
private func togglePlayPause() {
pausePlayer(!playerPaused)
}
private func pausePlayer(_ pause: Bool) {
playerPaused = pause
if playerPaused {
player.pause()
}
else {
player.play()
}
}
private func sliderEditingChanged(editingStarted: Bool) {
if editingStarted {
// Set a flag stating that we're seeking so the slider doesn't
// get updated by the periodic time observer on the player
seeking = true
pausePlayer(true)
}
// Do the seek if we're finished
if !editingStarted {
let targetTime = CMTime(seconds: videoPos * videoDuration,
preferredTimescale: 600)
player.seek(to: targetTime) { _ in
// Now the seek is finished, resume normal operation
self.seeking = false
self.pausePlayer(false)
}
}
}
}
extension Double {
func convert(fromRange: (Double, Double), toRange: (Double, Double)) -> Double {
// Example: if self = 1, fromRange = (0,2), toRange = (10,12) -> solution = 11
var value = self
value -= fromRange.0
value /= Double(fromRange.1 - fromRange.0)
value *= toRange.1 - toRange.0
value += toRange.0
return value
}
}
struct CustomSliderComponents {
let barLeft: CustomSliderModifier
let barRight: CustomSliderModifier
let knob: CustomSliderModifier
}
struct CustomSliderModifier: ViewModifier {
enum Name {
case barLeft
case barRight
case knob
}
let name: Name
let size: CGSize
let offset: CGFloat
func body(content: Content) -> some View {
content
.frame(width: (size.width >= 0) ? size.width : 0)
.position(x: size.width*0.5, y: size.height*0.5)
.offset(x: offset)
}
}
struct CustomSlider<Component: View>: View {
#Binding var value: Double
var range: (Double, Double)
var knobWidth: CGFloat?
let viewBuilder: (CustomSliderComponents) -> Component
#Binding var shouldStopPlayer: Bool
init(value: Binding<Double>, shouldStopPlayer: Binding<Bool>, range: (Double, Double), knobWidth: CGFloat? = nil, _ viewBuilder: #escaping (CustomSliderComponents) -> Component
) {
_value = value
_shouldStopPlayer = shouldStopPlayer
self.range = range
self.viewBuilder = viewBuilder
self.knobWidth = knobWidth
}
var body: some View {
return GeometryReader { geometry in
self.view(geometry: geometry) // function below
}
}
private func view(geometry: GeometryProxy) -> some View {
let frame = geometry.frame(in: .global)
let drag = DragGesture(minimumDistance: 0)
.onChanged { drag in
shouldStopPlayer = true
self.onDragChange(drag, frame)
}
.onEnded { drag in
shouldStopPlayer = false
//self.updatedValue = value
print("[debug] slider drag gesture ended, value = \(value)")
}
let offsetX = self.getOffsetX(frame: frame)
let knobSize = CGSize(width: knobWidth ?? frame.height, height: frame.height)
let barLeftSize = CGSize(width: CGFloat(offsetX + knobSize.width * 0.5), height: frame.height)
let barRightSize = CGSize(width: frame.width - barLeftSize.width, height: frame.height)
let modifiers = CustomSliderComponents(
barLeft: CustomSliderModifier(name: .barLeft, size: barLeftSize, offset: 0),
barRight: CustomSliderModifier(name: .barRight, size: barRightSize, offset: barLeftSize.width),
knob: CustomSliderModifier(name: .knob, size: knobSize, offset: offsetX))
return ZStack { viewBuilder(modifiers).gesture(drag) }
}
private func onDragChange(_ drag: DragGesture.Value,_ frame: CGRect) {
let width = (knob: Double(knobWidth ?? frame.size.height), view: Double(frame.size.width))
let xrange = (min: Double(0), max: Double(width.view - width.knob))
var value = Double(drag.startLocation.x + drag.translation.width) // knob center x
value -= 0.5*width.knob // offset from center to leading edge of knob
value = value > xrange.max ? xrange.max : value // limit to leading edge
value = value < xrange.min ? xrange.min : value // limit to trailing edge
value = value.convert(fromRange: (xrange.min, xrange.max), toRange: range)
//print("[debug] slider drag gesture detected, value = \(value)")
self.value = value
}
private func getOffsetX(frame: CGRect) -> CGFloat {
let width = (knob: knobWidth ?? frame.size.height, view: frame.size.width)
let xrange: (Double, Double) = (0, Double(width.view - width.knob))
let result = self.value.convert(fromRange: range, toRange: xrange)
return CGFloat(result)
}
}
some extra code showing how DetailedPlayerView is triggered:
struct DetailedVideo: View {
var item: ExerciseItem
var url: URL
#Binding var isPaused: Bool
var body: some View {
ZStack {
DetailedPlayerView(item: self.item, hVideoURL: url)
//.frame(width: 500, height: 500) //##UPDATED: Apr 10
HStack {
VStack {
ZStack {
//Rectangle 126
RoundedRectangle(cornerRadius: 1)
.fill(Color(#colorLiteral(red: 0.3063802123069763, green: 0.3063802123069763, blue: 0.3063802123069763, alpha: 1)))
.frame(width: 2, height: 20.3)
.rotationEffect(.degrees(-135))
//Rectangle 125
RoundedRectangle(cornerRadius: 1)
.fill(Color(#colorLiteral(red: 0.3063802123069763, green: 0.3063802123069763, blue: 0.3063802123069763, alpha: 1)))
.frame(width: 2, height: 20.3)
.rotationEffect(.degrees(-45))
}
.frame(width: 35, height: 35)//14.4
.contentShape(Rectangle())
.onTapGesture {
print("[debugUI] isPaused = false")
self.isPaused = false
}
.offset(x:20, y:20)
Spacer()
}
Spacer()
}
}
.ignoresSafeArea(.all)
}
}
#ViewBuilder
var detailedVideoView: some View {
if self.hVideoURL != nil {
DetailedVideo(item: self.exerciseVM.exerciseItems[self.exerciseVM.currentIndex], url: self.hVideoURL!, isPaused: self.$exerciseVM.isPaused) // when is paused - we are playing detailed video?
.frame(width: UIScreen.screenHeight, height: UIScreen.screenWidth) //UPDATED: Apr 9, 2021
.onAppear {
AppDelegate.orientationLock = UIInterfaceOrientationMask.landscapeLeft
UIDevice.current.setValue(UIInterfaceOrientation.landscapeLeft.rawValue, forKey: "orientation")
UINavigationController.attemptRotationToDeviceOrientation()
}
.onDisappear {
DispatchQueue.main.async {
AppDelegate.orientationLock = UIInterfaceOrientationMask.portrait
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")
UINavigationController.attemptRotationToDeviceOrientation()
}
}
} else {
EmptyView()
}
}

SwiftUI: How to animate a TabView selection?

When tapping a TabView .tabItem in SwiftUI, the destination view associated with the .tabItem changes.
I tried around with putting
.animation(.easeInOut)
.transition(.slide)
as modifiers for the TabView, for the ForEach within, and for the .tabItem - but there is always a hard change of the destination views.
How can I animated that change, for instance, to slide in the selected view, or to cross dissolve it?
I checked Google, but found nothing about that problem...
for me, it works simply, it is a horizontal list, check //2 // 3
TabView(selection: $viewModel.selection.value) {
ForEach(viewModel.dates.indices) { index in
ZStack {
Color.white
horizontalListViewItem(item: viewModel.dates[index])
.tag(index)
}
}
}
.frame(width: UIScreen.main.bounds.width - 160, height: 80)
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
.animation(.easeInOut) // 2
.transition(.slide) // 3
Update Also Check Patrick's comment to this answer below :)
Since .animation is deprecated, use animation with equatable for same.
Try replacing :
.animation(.easeInOut)
.transition(.slide)
with :
#State var tabSelection = 0
// ...
.animation(.easeOut(duration: 0.2), value: tabSelection)
Demo
I have found TabView to be quite limited in terms of what you can do. Some limitations:
custom tab item
animations
So I set out to create a custom tab view. Here's using it with animation
Here's the usage of the custom tab view
struct ContentView: View {
var body: some View {
CustomTabView {
Text("Hello, World!")
.customTabItem {
Text("A")}
.customTag(0)
Text("Hola, mondo!")
.customTabItem { Text("B") }
.customTag(2)
}.animation(.easeInOut)
.transition(.slide)
}
}
Code
And here's the entirety of the custom tab view
typealias TabItem = (tag: Int, tab: AnyView)
class Model: ObservableObject {
#Published var landscape: Bool = false
init(isLandscape: Bool) {
self.landscape = isLandscape // Initial value
NotificationCenter.default.addObserver(self, selector: #selector(onViewWillTransition(notification:)), name: .my_onViewWillTransition, object: nil)
}
#objc func onViewWillTransition(notification: Notification) {
guard let size = notification.userInfo?["size"] as? CGSize else { return }
landscape = size.width > size.height
}
}
extension Notification.Name {
static let my_onViewWillTransition = Notification.Name("CustomUIHostingController_viewWillTransition")
}
class CustomUIHostingController<Content> : UIHostingController<Content> where Content : View {
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
NotificationCenter.default.post(name: .my_onViewWillTransition, object: nil, userInfo: ["size": size])
super.viewWillTransition(to: size, with: coordinator)
}
}
struct CustomTabView<Content>: View where Content: View {
#State private var currentIndex: Int = 0
#EnvironmentObject private var model: Model
let content: () -> Content
init(#ViewBuilder content: #escaping () -> Content) {
self.content = content
}
var body: some View {
GeometryReader { geometry in
return ZStack {
// pages
// onAppear on all pages are called only on initial load
self.pagesInHStack(screenGeometry: geometry)
}
.overlayPreferenceValue(CustomTabItemPreferenceKey.self) { preferences in
// tab bar
return self.createTabBar(screenGeometry: geometry, tabItems: preferences.map {TabItem(tag: $0.tag, tab: $0.item)})
}
}
}
func getTabBarHeight(screenGeometry: GeometryProxy) -> CGFloat {
// https://medium.com/#hacknicity/ipad-navigation-bar-and-toolbar-height-changes-in-ios-12-91c5766809f4
// ipad 50
// iphone && portrait 49
// iphone && portrait && bottom safety 83
// iphone && landscape 32
// iphone && landscape && bottom safety 53
if UIDevice.current.userInterfaceIdiom == .pad {
return 50 + screenGeometry.safeAreaInsets.bottom
} else if UIDevice.current.userInterfaceIdiom == .phone {
if !model.landscape {
return 49 + screenGeometry.safeAreaInsets.bottom
} else {
return 32 + screenGeometry.safeAreaInsets.bottom
}
}
return 50
}
func pagesInHStack(screenGeometry: GeometryProxy) -> some View {
let tabBarHeight = getTabBarHeight(screenGeometry: screenGeometry)
let heightCut = tabBarHeight - screenGeometry.safeAreaInsets.bottom
let spacing: CGFloat = 100 // so pages don't overlap (in case of leading and trailing safetyInset), arbitrary
return HStack(spacing: spacing) {
self.content()
// reduced height, so items don't appear under tha tab bar
.frame(width: screenGeometry.size.width, height: screenGeometry.size.height - heightCut)
// move up to cover the reduced height
// 0.1 for iPhone X's nav bar color to extend to status bar
.offset(y: -heightCut/2 - 0.1)
}
.frame(width: screenGeometry.size.width, height: screenGeometry.size.height, alignment: .leading)
.offset(x: -CGFloat(self.currentIndex) * screenGeometry.size.width + -CGFloat(self.currentIndex) * spacing)
}
func createTabBar(screenGeometry: GeometryProxy, tabItems: [TabItem]) -> some View {
let height = getTabBarHeight(screenGeometry: screenGeometry)
return VStack {
Spacer()
HStack(spacing: screenGeometry.size.width / (CGFloat(tabItems.count + 1) + 0.5)) {
Spacer()
ForEach(0..<tabItems.count, id: \.self) { i in
Group {
Button(action: {
self.currentIndex = i
}) {
tabItems[i].tab
}.foregroundColor(self.currentIndex == i ? .blue : .gray)
}
}
Spacer()
}
// move up from bottom safety inset
.padding(.bottom, screenGeometry.safeAreaInsets.bottom > 0 ? screenGeometry.safeAreaInsets.bottom - 5 : 0 )
.frame(width: screenGeometry.size.width, height: height)
.background(
self.getTabBarBackground(screenGeometry: screenGeometry)
)
}
// move down to cover bottom of new iphones and ipads
.offset(y: screenGeometry.safeAreaInsets.bottom)
}
func getTabBarBackground(screenGeometry: GeometryProxy) -> some View {
return GeometryReader { tabBarGeometry in
self.getBackgrounRectangle(tabBarGeometry: tabBarGeometry)
}
}
func getBackgrounRectangle(tabBarGeometry: GeometryProxy) -> some View {
return VStack {
Rectangle()
.fill(Color.white)
.opacity(0.8)
// border top
// https://www.reddit.com/r/SwiftUI/comments/dehx9t/how_to_add_border_only_to_bottom/
.padding(.top, 0.2)
.background(Color.gray)
.edgesIgnoringSafeArea([.leading, .trailing])
}
}
}
// MARK: - Tab Item Preference
struct CustomTabItemPreferenceData: Equatable {
var tag: Int
let item: AnyView
let stringDescribing: String // to let preference know when the tab item is changed
var badgeNumber: Int // to let preference know when the badgeNumber is changed
static func == (lhs: CustomTabItemPreferenceData, rhs: CustomTabItemPreferenceData) -> Bool {
lhs.tag == rhs.tag && lhs.stringDescribing == rhs.stringDescribing && lhs.badgeNumber == rhs.badgeNumber
}
}
struct CustomTabItemPreferenceKey: PreferenceKey {
typealias Value = [CustomTabItemPreferenceData]
static var defaultValue: [CustomTabItemPreferenceData] = []
static func reduce(value: inout [CustomTabItemPreferenceData], nextValue: () -> [CustomTabItemPreferenceData]) {
value.append(contentsOf: nextValue())
}
}
// TabItem
extension View {
func customTabItem<Content>(#ViewBuilder content: #escaping () -> Content) -> some View where Content: View {
self.preference(key: CustomTabItemPreferenceKey.self, value: [
CustomTabItemPreferenceData(tag: 0, item: AnyView(content()), stringDescribing: String(describing: content()), badgeNumber: 0)
])
}
}
// Tag
extension View {
func customTag(_ tag: Int, badgeNumber: Int = 0) -> some View {
self.transformPreference(CustomTabItemPreferenceKey.self) { (value: inout [CustomTabItemPreferenceData]) in
guard value.count > 0 else { return }
value[0].tag = tag
value[0].badgeNumber = badgeNumber
}
.transformPreference(CustomTabItemPreferenceKey.self) { (value: inout [CustomTabItemPreferenceData]) -> Void in
guard value.count > 0 else { return }
value[0].tag = tag
value[0].badgeNumber = badgeNumber
}
.tag(tag)
}
}
And for the tab view to detect the phone's orientation, here's what you need to add to your SceneDelegate
if let windowScene = scene as? UIWindowScene {
let contentView = ContentView()
.environmentObject(Model(isLandscape: windowScene.interfaceOrientation.isLandscape))
let window = UIWindow(windowScene: windowScene)
window.rootViewController = CustomUIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
I was having this problem myself. There's actually a pretty simple solution. Typically we supply a selection parameter just by using the binding shorthand as $selectedTab. However if we create a Binding explicitly, then we'll have the chance to apply withAnimation closure when updating the value:
#State private var selectedTab = Tabs.firstTab
TabView(
selection: Binding<ModeSwitch.Value>(
get: {
selectedTab
},
set: { targetTab in
withAnimation {
selectedTab = targetTab
}
}
),
content: {
...
}
)
Now, there is a new idea.
swiftUI 2.0 xcode 12.2
tableView(){}.tabViewStyle(PageTabViewStyle())
😄