i am using a Picker to show a segmented control and wish to know when the picker value changes so i can perform a non-UI action. Using the proposed onReceive() modifier (as suggested here) does not work as it is called every time the body is rendered.
Here's the code i have:
struct PickerView: View {
#State private var weather = 0
#State private var showMessage = false
var body: some View {
VStack(spacing: 24) {
Picker(selection: $weather, label: Text("Weather")) {
Image(systemName: "sun.max.fill").tag(0)
Image(systemName: "cloud.sun.rain.fill").tag(1)
}
.pickerStyle(SegmentedPickerStyle())
.frame(width: 120, height: 48)
.onReceive([weather].publisher.first()) { connectionType in
print("connection type is: \(connectionType)")
}
Button(action: { self.showMessage.toggle() }) {
Text("Press Me")
}
if showMessage {
Text("Hello World")
}
}
}
}
The onReceive() block will get called any time the body is rendered, including the first time and any time the button (which toggles showing a message) is pressed.
Any ideas why this is happening and how i can only react to when the picker value is changed?
Here is possible solution instead of .onReceive
Picker(selection: Binding( // << proxy binding
get: { self.weather },
set: { self.weather = $0
print("connection type is: \($0)") // side-effect
})
, label: Text("Weather")) {
Image(systemName: "sun.max.fill").tag(0)
Image(systemName: "cloud.sun.rain.fill").tag(1)
}
Related
I have a chat app, where whenever a chat room is opened, I need the view to scroll to the bottom as soon as the messages are fetched.
The thing is that although it does scroll perfectly when a new message is received or sent (see ViewModel down below), it is very jittery when I tell it to scroll right after the first batch of messages is fetched, which happens once as soon as the view appears.
After a lot of trial and error, I realized that if I add a small delay to the scroll, it'll improve but not completely! It is like it's trying to scroll to the very bottom, but it'll fail just for a few inches. I also realized that if I add a bigger delay, like 2 seconds, it'll scroll just fine.
Here's the messages list view:
struct MessagesView: View {
#StateObject private var viewModel = ViewModel()
// -----------------------
let currentChatRoom: ChatRoom
// -----------------------
var body: some View {
ZStack {
Color.black.ignoresSafeArea()
VStack {
ScrollView {
ScrollViewReader { proxy in
LazyVStack {
ForEach(viewModel.messages) { message in
MessageView(message: message)
.id(message.id)
.onTapGesture {
viewModel.shouldDismissKeyboard = true
}
}
}
.onChange(of: viewModel.shouldScrollToMessageId) { messageId in
if let messageId = messageId, !messageId.isEmpty {
proxy.scrollTo(messageId, anchor: .bottom)
}
}
}
}
VStack(alignment: .leading) {
if chatEnvironment.isOtherUserTyping {
TypingIndicationView()
}
BottomView()
.padding(.bottom, 4)
}
}
}
.onAppear {
viewModel.setUp(currentChatRoom: currentChatRoom)
}
}
}
As you can see, it’s viewModel.shouldScrollToMessageId that’s responsible for "auto-scrolling" to the last message.
Here’s MessageView:
fileprivate struct MessageView: View {
let message: Message
var body: some View {
HStack {
VStack(alignment: .leading, spacing: 1) {
Text(message.user.isCurrentUser == true ? "You" : "\(message.user.username)")
.foregroundColor(message.user.isCurrentUser == true ? .customGreen : .customBlue)
.multilineTextAlignment(.leading)
.font(.default(size: 16))
.padding(.bottom, 1)
if let imageURL = message.postSource?.imageURL, !imageURL.isEmpty {
VStack(alignment: .leading) {
WebImage(url: .init(string: imageURL))
.resizable()
.indicator(.activity)
.scaledToFill()
.frame(width: UIScreen.main.bounds.width / 2, height: UIScreen.main.bounds.width / 1.45)
.cornerRadius(25)
}
}
Text(message.text)
.foregroundColor(.white)
.multilineTextAlignment(.leading)
.font(.default(size: 16))
}
Spacer()
}
.padding(.bottom, 8)
.padding(.horizontal)
.background(
Color.black
)
}
}
Here’s the ViewModel:
class ViewModel: ObservableObject {
#Published var messages = [Message]()
#Published var text = ""
#Published var shouldScrollToMessageId: String?
#Published var currentChatRoom: ChatRoom?
// -----------------------------
private var isInitialized = false
// -----------------------------
func setUp(currentChatRoom: ChatRoom) {
guard !isInitialized else { return }
isInitialized.toggle()
// -----------------------------
self.currentChatRoom = currentChatRoom
// -----------------------------
getFirstBatchOfMessages(chatRoom: chatRoom)
subscribeToNewMessages()
}
private func getFirstBatchOfMessages(chatRoom: ChatRoom) {
messagesService.getMessages(chatRoomId: chatRoom.id) { [weak self] messages in
DispatchQueue.main.async {
self?.messages = messages
}
self?.scrollToBottom(delay: 0.15)
}
}
private func subscribeToNewMessages() {
...
if !newMessages.isEmpty {
self?.scrollToBottom(delay: 0)
}
}
func scrollToBottom(delay: TimeInterval) {
DispatchQueue.main.async {
self.shouldScrollToMessageId = self.messages.last?.id
}
}
func sendMessage() {
...
scrollToBottom(delay: 0)
}
}
Here, scrollToBottom is responsible for notifying the MessagesView that shouldScrollToMessageId's value changed and that it should scroll to the last message.
Any help will be much appreciated!!!
I am also writing an application with a chat on SwiftUI and I also have a lot of headaches with a bunch of ScrollView and LazyVStack.
In my case, I load messages from the CoreData and display them in a LazyVStack, so in my case, scrolling to the last message does not work, it seems to me simply because a bottom last view did not render, because rendering starts from the top.
Therefore, I came up with a solution with placing an invisible view at the bottom and assigned it a static ID, in my case -1:
VStack(spacing: 0) {
LazyVStack(spacing: 0) {
ForEach(messages) { message in
MessageRowView(viewWidth: wholeViewProxy.size.width, message: message)
.equatable()
}
}
Color.clear.id(-1)
.padding(.bottom, inputViewHeight)
}
I call scroll to this view:
.onAppear {
scrollTo(messageID: -1, animation: nil, scrollReader: scrollReader)
}
And it works... but sometimes...
Sometimes it works correctly, sometimes it stops without scrolling a couple of screens to the end. Looks like LazyVStack is rendering the next views after the scrollTo has finished its work. Also, if add scrolling with some delay it may works better, but not always perfect.
I hope this can be a little helpful and if you find a stable solution I will be very happy if you share :)
I am presenting a "wizard" that will be detecting a BLE device and then if it is the correct one the last view will ask if we want to register or skip.
Edit:{
the view order is: MainView presenting in fullScreenCover a first info view informing on how to detect the BLE device then this one pushes a second view with some info on the nearest BLE device and it is in this view that we have the fork where I am presenting a sheet to ask if the user wants to continue and register the BLE device or skip.
So MAIN > INFOView -> BLE detection (> Register or skip ? RegisterView : Destack to main)
}
I have that last view come up as a sheet it has 2 buttons, the first one as mentioned says "Register" and the other one says "skip". If the user presses the register then we dismiss the sheet and navigate to a view that is gathering personal info to register the BLE device. on the other hand, if the user chooses to skip then the wizard need to de-stack back over to the main view.
Normally in UIKit I would just have a delegate inform me of the choice then if skip was selected. I would call pop to root view controller, otherwise, if the register option was selected I would dismiss the sheet view and then navigate to one more final view and get the user registered.
In SwiftUI I do not know how to deal with that navigation fork. I tried using PassthroughSubject but then I have to set the PassthroughSubject var as a state var and in the end, I just did not get the call back from sending in the selection.
Tried binding then Was hoping to make an onReceive but then it is asking for a publisher and that felt wrong to create a publisher just for that.
I am wondering g what is the best way do take care of this in. swiftUI ?
edit:
this is the code (updated with the replay from #Predrag Samardzic) for the view that shows the info on the BLE device (smart bike) and will push at first a request to know if the user wants to register or not, then if yes push that registration screen if not dismiss the entire stack.
struct A18BikeDiscoveryView: View {
#EnvironmentObject var bleManager: ArgonBLEManager
#Environment(\.presentationMode) var presentationMode: Binding<PresentationMode>
private let shouldShowRegistration = CurrentValueSubject<Bool, Never>(false)
#State var isSheetPresented = false
#State var isRegistrationPresented = false
var body: some View {
VStack{
NavigationLink(
destination: A18RegistrationQuestionairy(QuestionairyViewModel()),
isActive: $isRegistrationPresented
) {
EmptyView()
}
A18ImageTextBanner(text: NSLocalizedString("bike_discovery_view_title", comment: ""))
.padding(.bottom, 35)
.navigationBarBackButtonHidden(true)
if let value = bleManager.model?.bikeInfo?.bikeModel{
Text(value)
.fontWeight(.bold)
.scaledFont(.largeTitle)
}
Image("subitoBike")
.resizable()
.frame(minWidth: 0334, idealWidth: 334, maxWidth: .infinity, minHeight: 223, idealHeight: 223, maxHeight: .infinity, alignment: .center)
.aspectRatio(contentMode: .fit)
.padding(.bottom, 10)
Divider()
VStack(alignment: .leading){
HStack{
Text("bike_discovery_view_year_created")
if let v = bleManager.model?.bikeInfo?.year{
Text(v)
}
}
HStack{
Text("bike_discovery_view_model_size")
Text("\(getSizeFromSerial())")
}
HStack{
Text("bike_discovery_view_bike_serial_number")
if let v = bleManager.model?.bikeInfo?.bikeSerialNumber {
Text(v)
}
}
}
.frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: 66, alignment: .leading)
.padding(.horizontal, 40)
Divider()
.padding(.bottom, 30)
Button(action: {
isSheetPresented = true
}, label: {
Text("bike_discovery_view_bike_pairing_button_title")
.fontWeight(.bold)
.foregroundColor(.white)
})
.buttonStyle(A18RoundButtonStyle(bgColor: .red))
.padding(.horizontal)
.sheet(
isPresented: $isSheetPresented,
onDismiss: {
if shouldShowRegistration.value {
isRegistrationPresented = true
}},
content: {
A18BikeParingSelection(shouldShowRegistration: shouldShowRegistration)
})
.onReceive(shouldShowRegistration) { shouldShowRegistration in
isSheetPresented = false
}
Button(action: {
bleManager.disconect()
self.presentationMode.wrappedValue.dismiss()
}, label: {
Text("bike_discovery_view_bike_pairing_cancel_button_title")
.fontWeight(.bold)
.foregroundColor(Color("grey55"))
})
.padding()
Spacer()
}
.navigationBarColor(backgroundColor: .white, tintColor: .black)
.navigationBarTitleDisplayMode(.inline)
}
func getSizeFromSerial() -> String {
if let serial = bleManager.model?.bikeInfo?.bikeSerialNumber {
if serial.contains("XXS"){
return "XXS"
}else if serial.contains("XSM") {
return "XS"
}else if serial.contains("SML"){
return "S"
}else if serial.contains("MED"){
return "M"
}else if serial.contains("LAR"){
return "L"
}
}
return "N/A"
}
}
This is one possible solution - using CurrentValueSubject in order to trigger dismiss and keep info about the choice made on the presented screen. Then, if registration is needed, you trigger it when sheet is dismissed.
struct MainView: View {
private let shouldShowRegistration = CurrentValueSubject<Bool, Never>(false)
#State var isSheetPresented = false
#State var isRegistrationPresented = false
var body: some View {
VStack {
// this part is if you want to push registration screen, you will need to have MainView inside NavigationView for it
NavigationLink(
destination: RegistrationView(),
isActive: $isRegistrationPresented
) {
EmptyView()
}
// ----------------------------------------------------
Button {
isSheetPresented = true
} label: {
Text("Present sheet")
}
.sheet(
isPresented: $isSheetPresented,
onDismiss: {
if shouldShowRegistration.value {
isRegistrationPresented = true
}},
content: {
ChoiceView(shouldShowRegistration: shouldShowRegistration)
})
.onReceive(shouldShowRegistration) { shouldShowRegistration in
isSheetPresented = false
}
// this part is if you want to present registration screen as sheet
// .sheet(
// isPresented: $isRegistrationPresented,
// content: {
// RegistrationView()
// })
}
}
}
struct ChoiceView: View {
let shouldShowRegistration: CurrentValueSubject<Bool, Never>
var body: some View {
VStack{
Button {
shouldShowRegistration.send(false)
} label: {
Text("Dismiss")
}
Button {
shouldShowRegistration.send(true)
} label: {
Text("Register")
}
}
}
}
struct RegistrationView: View {
var body: some View {
Text("Registration")
}
}
If I have a button that opens a sheet:
Button(action: { show = true }, label: { Text("Open" })
.sheet(isPresented: $show){
Text("Sheet view")
}
the complete sheet is "movable"/has a DragGesture. Is there any way to deactivate this or define the area of this DragGesture? I would like to have it at the upper 10% of the sheet.
The possible solution is to use background of sheet (of needed area) with blocked DragGesture.
Here is a demo of approach. Tested with Xcode 12.4 / iOS 14.4
struct TestSheetDraggableArea: View {
#State private var show = false
var body: some View {
Button(action: { show = true }, label: { Text("Open") })
.sheet(isPresented: $show){
SheetView()
}
}
}
struct SheetView: View {
var body: some View {
GeometryReader { gp in
VStack(spacing: 0) {
Color.red.overlay(Text("Draggable Area"))
.frame(height: gp.size.height * 0.1)
Color.clear.overlay(
Text("Sheet view") // << content here
)
.contentShape(Rectangle()) // makes hit testable
.gesture(DragGesture()) // << blocks sheet dragging !!!
}
}.ignoresSafeArea()
}
}
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)
}
}
}
Goal: a toolbar that switches states, according to object selected (image, text, shape)
What I did:
iimport SwiftUI
struct ToolbarMaster : View {
#State var showtoolbar = false
var toolbarmaster: [ToolbarBezier] = []
var body: some View {
HStack {
Spacer()
VStack {
Button(action: {self.showtoolbar.toggle() }) {
Image(systemName: "gear")
}
.padding(.leading)
Image("dog")
Text("Im a text")
.font(.largeTitle)
.color(.black)
Path(ellipseIn: CGRect(x: 0, y: 0, width: 100, height: 100))
.fill(Color.black)
}
NavigationView {
ZStack {
ToolbarBezier()
ToolbarArtwork()
}
.navigationBarTitle(Text("Toolbar Name"), displayMode: .inline)
}
.frame(width: 320.0)
}
}
}
My result:
How can I change the state, while selecting different objects?
I need to do in a dynamic way (not hardcoded), so that when any object that is an image, it will display Image Toolbar, and so on.
I would do it like this :
Add a #State boolean variable for each state of your toolbar
#State private var textSelected = false
Add an .onTap event to each of the "active" views on your scene :
Text("Tap me!")
.tapAction {
self.textSelected = true
}
Make the appearance of you toolbar change based on the "state" variable(s)
if self.textSelected {
self.showTextToolbarContent()
}
Of course, showTextToolbarContent() is a local function returning a some View with the toolbar content tailored for text selection.
This is obviously only a bare-bone example. In your actual implementation you'll probably use an array of bools for the "selection" state and another state var for the view currently selected.