Is there a edgesIgnoringSafeArea none value? - swiftui

With the .edgesIgnoringSafeArea(.all) you can ignore all safe area, but is there also something like .none so you can switch between the two via something like .edgesIgnoringSafeArea(isFullscreen ? .all : .none)? Or how would you achieve this effect?

Yes, this can be easily done. Here is some example code:
struct ContentView: View {
#State var isFullscreen = false
var body: some View {
VStack {
Spacer()
Button(action: {
self.isFullscreen.toggle()
}) {
Text("Fullscreen")
}
}
.edgesIgnoringSafeArea(isFullscreen ? .all : .init()) // This is what you need.
} }

Related

How can I use multiple fullScreenCover in IOS14

I want to present the two destinations view in full screen mode from a single view.
Below is a sample of my code. Seem that the function only works for single presentation, if I have a second fullScreenCover defined, the first fullScreenCover didn't work properly.Is that any workaround at this moment?
import SwiftUI
struct TesFullScreen: View {
init(game : Int){
print(game)
}
var body: some View {
Text("Full Screen")
}
}
ContentView
import SwiftUI
struct ContentView: View {
#State var showFullScreen1 : Bool = false
#State var showFullScreen2 : Bool = false
var body: some View {
NavigationView {
VStack {
Spacer()
Button(action: { self.showFullScreen1 = true }) {
Text("Show Full Screen 1")
}
Button(action: { self.showFullScreen2 = true }) {
Text("Show Full Screen 2")
}
Spacer()
}
.navigationBarTitle("TextBugs", displayMode: .inline)
}
.fullScreenCover(isPresented: self.$showFullScreen1){
TesFullScreen(game: 1)
}
.fullScreenCover(isPresented: self.$showFullScreen2){
TesFullScreen(game: 2)
}
}
}
Not always the accepted answer works (for example if you have a ScrollView with subviews (cells in former days) which holds the buttons, that set the navigational flags).
But I found out, that you also can add the fullScreen-modifier onto an EmptyView. This code worked for me:
// IMPORTANT: Has to be within a container (e.g. VStack, HStack, ZStack, ...)
if myNavigation.flag1 || myNavigation.flag2 {
EmptyView().fullScreenCover(isPresented: $myNavigation.flag1)
{ MailComposer() }
EmptyView().fullScreenCover(isPresented: $myNavigation.flag2)
{ RatingStore() }
}
Usually some same modifier added one after another is ignored. So the simplest fix is to attach them to different views, like
struct FullSContentView: View {
#State var showFullScreen1 : Bool = false
#State var showFullScreen2 : Bool = false
var body: some View {
NavigationView {
VStack {
Spacer()
Button(action: { self.showFullScreen1 = true }) {
Text("Show Full Screen 1")
}
.fullScreenCover(isPresented: self.$showFullScreen1){
Text("TesFullScreen(game: 1)")
}
Button(action: { self.showFullScreen2 = true }) {
Text("Show Full Screen 2")
}
.fullScreenCover(isPresented: self.$showFullScreen2){
Text("TesFullScreen(game: 2)")
}
Spacer()
}
.navigationBarTitle("TextBugs", displayMode: .inline)
}
}
}
Alternate is to have one .fullScreenCover(item:... modifier and show inside different views depending on input item.
The only thing that worked for me was the answer in this link:
https://forums.swift.org/t/multiple-sheet-view-modifiers-on-the-same-view/35267
Using the EmptyView method or other solutions always broke a transition animation on one of the two presentations. Either transitioning to or from that view and depending on what order I chose them.
Using the approach by Lantua in the link which is using the item argument instead of isPresented worked in all cases:
enum SheetChoice: Hashable, Identifiable {
case a, b
var id: SheetChoice { self }
}
struct ContentView: View {
#State var sheetState: SheetChoice?
var body: some View {
VStack {
...
}
.sheet(item: $sheetState) { item in
if item == .a {
Text("A")
} else {
Text("B")
}
}
}
}
The sheetState needs to be optional for it to work.

Updating EnvironmentObject pushed me back

I have two views ListView and DetailView
ListView:
#EnvironmentObject var userData: UserData
var body: some View {
VStack {
ForEach(userData.packs) { pack in
if pack.added {
NavigationLink(destination: DetailView(packIndex: self.userData.packs.firstIndex(where: { $0.id == pack.id })!)) {
MyRowViewDoesntMatter(pack: pack)
}
}
}
}
.padding(.horizontal)
}
DetailView:
#EnvironmentObject var userData: UserData
var packIndex: Int
VStack {
List {
VStack {
.... some Vies ... doesn't matter
.navigationBarItems(trailing:
THE PROBLEM IS HERE (BELOW)
Button(action: {
self.userData.packs[self.packIndex].added.toggle()
}) {
Image(systemName: self.userData.packs[self.packIndex].added ? "plus.circle.fill" : "plus.circle")
}
...
The problem is when I click on button in the navigationBarItems in DetailView. The "added" property of the "#EnvironmentObject var userData: UserData" is updated and the user's screen is going back (to the RowView). I fond out that the problem with EnvironmentObject, because the data is updated and View tries to rerender (?) that is why it pushes me back?
How to fix it? I want to stay at the DetailView screen after clicking the button.
P.S. I need to use EnvironmentObject type because then when I go back I need to see the results.
Thank you very much!
Here is possible approach (by introducing some kind of selection). As NavigationView does not allow to remove link from stack (as identifier of stacked navigation), probably also worth considering separate view model for DetailView to be applied into common container on finish editing.
Tested with Xcode 11.4 / iOS 13.4.
Some replication of your code, used for testing:
struct ListView: View {
#EnvironmentObject var userData: PushBackUserData
#State private var selectedPack: Pack? = nil
var body: some View {
NavigationView {
VStack {
ForEach(Array(userData.packs.enumerated()), id: \.element.id) { i, pack in
NavigationLink("Pack \(pack.id)", destination:
DetailView(pack: self.$selectedPack)
.onAppear {
self.selectedPack = pack
}
.onDisappear {
self.userData.packs[i].added = self.selectedPack?.added ?? false
}
).isHidden(!pack.added)
}
}
.padding(.horizontal)
}
}
}
struct DetailView: View {
#Binding var pack: Pack?
var body: some View {
VStack {
List {
VStack {
Text("Pack \(pack?.id ?? "<none>")")
}
}
.navigationBarItems(trailing:
Button(action: {
self.pack?.added.toggle()
}) {
Image(systemName: pack?.added ?? false ? "plus.circle.fill" : "plus.circle")
}
)
}
}
}
just convenient helper extension
extension View {
func isHidden(_ hidden: Bool) -> some View {
Group {
if hidden { self.hidden() }
else { self }
}
}
}

How could I do something before navigate to other view by NavigationLink?

Let me show the simple source code:
struct ContentView : View {
#State var isPresented = false
var body: some View {
NavigationView {
HStack{
NavigationLink(destination: MyDetailView(message: "Detail Page #2") ) {
Text("Go detail Page #2 >")
}
.navigationBarTitle("Index Page #1")
}
}
}
}
Before navigate to MyDetailView, I want to do something, for example: save some data, or change some variable...
How could I do that?
It may be a simple question, but I really don't know.
Thanks for your help!
I have got a simple method to resolve that:
struct ContentView : View {
#State var isPresented = false
var body: some View {
NavigationView {
HStack{
NavigationLink(destination: MyDetailView(message: "Detail Page #2") ,isActive: $isPresented) {
Text("Go detail Page #2 >")
.onTapGesture
{
//Do somethings here
print("onTapGesture")
//Navigate
self.isPresented = true
}
}
.navigationBarTitle("Index Page #1")
}
}
}
}
You can handle methods from lifecycle using:
.onAppear {
print("ContentView appeared!")
}
And:
.onDisappear {
print("ContentView disappeared!")
}
check this tutorial: https://www.hackingwithswift.com/quick-start/swiftui/how-to-respond-to-view-lifecycle-events-onappear-and-ondisappear
So, you can use the .onDisappear to perform any action you need

Setting View visibility based on a property value?

When defining a view hierarchy using SwiftUI, is it possible to set the hidden() value of a View in the body of the definition?
For example:
var body: some View {
VStack(alignment: .leading) {
Text(self.name)
.font(.headline)
.hidden()
}
}
would hide the Text object, but I would like to use a boolean property to toggle visibility.
There is a way to do this using a ternary operator and the opacity value of the view, but I was hoping for a less clever solution.
If you don't want to use the opacity modifier this way:
struct ContentView: View {
#State private var showText = true
var body: some View {
VStack(alignment: .leading) {
Text("Hello world")
.font(.headline)
.opacity(showText ? 1 : 0)
}
}
}
you can decide to completely remove the view conditionally:
struct ContentView: View {
#State private var showText = true
var body: some View {
VStack(alignment: .leading) {
if showText {
Text("Hello world")
.font(.headline)
}
}
}
}
Consider that both ways are widely used in SwiftUI. For your specific case I'd honestly use the opacity modifier, but even the removal is fine.
Don't know if its still use useful because it's been a long time and I guess you found a solution since.But for anyone who's interested, we could create a modifier, which switches the visibility of the view according to a binding value :
import SwiftUI
struct IsVisibleModifier : ViewModifier{
var isVisible : Bool
// the transition will add a custom animation while displaying the
// view.
var transition : AnyTransition
func body(content: Content) -> some View {
ZStack{
if isVisible{
content
.transition(transition)
}
}
}
}
extension View {
func isVisible(
isVisible : Bool,
transition : AnyTransition = .scale
) -> some View{
modifier(
IsVisibleModifier(
isVisible: isVisible,
transition: transition
)
)
}
}
In use :
Text("Visible")
.isVisible(isVisible: isVisible)
.animation(.easeOut(duration: 0.3), value: isVisible)

SwiftUI animations differ if called from within a VStack or NavigationItem

I've got a very simple VStack, based directly off of one of Paul Hudson's excellent SwiftUI samples. There are two lines of Text, one hidden. There's a method to toggle an #State var which controls the hidden Text.
If I call that function from within the VStack, it animates properly. If I call it from a navigationBarItems, it loses the animation. Am I missing something about how views are composed?
struct ContentView: View {
#State var showDetails = false
func toggleDetails() { withAnimation { self.showDetails.toggle() } }
var body: some View {
NavigationView() {
VStack {
Button(action: { self.toggleDetails() }) { Text("Tap to show details") }
if showDetails { Text("Details go here.") }
}
.navigationBarTitle(Text("Nav Bar"))
.navigationBarItems(trailing:
Button(action: { self.toggleDetails() }) {
Text("Details")
})
}
}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
Beta 5 Update
It seems beta 5 fixed this problem. Workaround no longer needed.
Workaround for beta 4 and previous versions
I think the reason it does not work, is because you are calling withAnimation from a different branch of the view tree. The "Details" button and the views that need to be animated are on different branches of the hierarchy. I am just guessing, but it seems to be supported by the workaround I posted here.
If instead of using explicit animations (i.e., withAnimation), you use implicit animations on both the VStack and the Text, it works:
struct ContentView: View {
#State var showDetails = false
func toggleDetails() { self.showDetails.toggle() }
var body: some View {
NavigationView() {
VStack {
Button(action: { self.toggleDetails() }) { Text("Tap to show details") }
if showDetails {
Text("Details go here.").animation(.basic())
}
}
.animation(.basic())
.navigationBarTitle(Text("Nav Bar"))
.navigationBarItems(trailing:
Button(action: {
self.toggleDetails()
}) { Text("Details") })
}
}
}