SwiftUI slide transition - swiftui

struct Flashcard: View {
#State var tangoID = randomNum
#State var refreshToggle = false
#State var showingSheet = false
#State var bookmarked = tangoArray[randomNum].bookmark
#State public var showingNoMoreCardsSheet = false
#State private var showResults: Bool = false
#State private var fullRotation: Bool = false
var body: some View {
let zstack = ZStack {
Frontside(id: $tangoID, sheet: $showingSheet, rotate: $fullRotation)
.rotation3DEffect(.degrees(self.showResults ? 180.0 : 0.0), axis: (x: 0.0, y: 1.0, z: 0.0))
.rotation3DEffect(.degrees(self.fullRotation ? 360.0 : 0.0), axis: (x: 0.0, y: 1.0, z: 0.0))
.zIndex(self.showResults ? 0 : 1)
Backside(id: $tangoID, sheet: $showingSheet, bookmark: $bookmarked, results: $showResults, rotate: $fullRotation)
.rotation3DEffect(.degrees(self.showResults ? 0.0 : 180.0), axis: (x: 0.0, y: -1.0, z: 0.0))
.rotation3DEffect(.degrees(self.fullRotation ? 360.0 : 0.0), axis: (x: 0.0, y: 1.0, z: 0.0))
.zIndex(self.showResults ? 1 : 0)
}
.actionSheet(isPresented: $showingSheet) {
ActionSheet(title: Text("Finished 終わり"), message: Text("お疲れさま! But feel free to keep going."), buttons: [.default(Text("はい"))]);
}
.onTapGesture {
self.handleFlipViewTap()
}
.navigationBarTitle("Study")
.contextMenu(menuItems: {Button(action: {
tangoArray[randomNum].bookmark.toggle()
database.updateUserData(tango: tangoArray[randomNum])
self.fullRotation.toggle()
}, label: {
VStack{
Image(systemName: tangoArray[randomNum].bookmark ? "bookmark" : "bookmark.fill")
.font(.title)
Text(tangoArray[randomNum].bookmark ? "Remove bookmark" : "Bookmark")
}
})
})
return zstack
}
private func handleFlipViewTap() -> Void
{
withAnimation(.linear(duration: 0.25))
{
self.showResults.toggle()
}
}
}
public struct Frontside: View
{
#Binding public var id: Int
public var body: some View
{
ZStack{
RoundedRectangle(cornerRadius: 8, style: .continuous)
.frame(width: 140, height: 149)
.zIndex(0)
VStack {
Text(tangoArray[self.id].kanji)
.font(.system(size: 24))
.fontWeight(.regular)
.padding(25)
.lineLimit(3)
.zIndex(1)
Spacer()
}
VStack {
Spacer()
HStack {
Button(action: {
incorrect(i: self.id)
checkAttempts()
self.id = nextCard()
}) {
Image(systemName: "xmark")
.font(.headline)
.opacity(0.4)
}
Button(action: {
correct(i: self.id)
checkAttempts()
self.id = nextCard()
}) {
Image(systemName: "circle")
.font(.headline)
.opacity(0.4)
}
}
}
.zIndex(2)
}
}
}
I have a view which is a flashcard. When the user taps on the incorrect button I want the flash card to slide to the left of the screen, and when the user taps on the correct button I want the flash card to transition/slide to the right of the watch screen. How do I do that?

When the user taps on the incorrect button I want the flash card to
slide to the left of the screen, and when the user taps on the correct
button I want the flash card to transition/slide to the right of the
watch screen
I created a minimum viable example to show you a possible solution. Take a look and tell me if I can help you more.
struct ContentView: View {
private let objWidth = CGFloat(100)
private let objHeight = CGFloat(200)
private let screenWidth = UIScreen.main.bounds.size.width;
private let screenHeight = UIScreen.main.bounds.size.height;
#State private var objOffset = CGFloat(50)
var body: some View {
VStack {
Rectangle()
.frame(width: objWidth, height: objHeight)
.background(Color.black)
.position(x: objOffset, y: (screenHeight-objHeight)/2.0)
Button(action: {
withAnimation{
self.move()
}
}) {
Text("TAP")
}
}
}
private func move() {
if objOffset > screenWidth/2.0 {
objOffset = objWidth/2.0
} else {
objOffset = screenWidth-objWidth/2.0
}
}
}

Related

CarouselView inside ScrollView is possible without Drag gesture?

I have created a carousel cards in SwiftUI, it is working on the DragGesture
I want to achieve same experience using scrollview i.e. same design and functionalities using scrollview instead of Drag-gesture
I have created Sample using scrollview but it has some limitation
Here is ScreenShot the upper carousel is using scrollview and lower one using Drag Gesture
import SwiftUI
struct Item: Identifiable {
var id: Int
var title: String
var color: Color
var isSelected: Bool
}
class Store: ObservableObject {
#Published var items: [Item]
let colors: [Color] = [.red, .orange, .blue, .teal, .mint, .green, .gray, .indigo,.red, .orange, .blue, .teal, .mint, .green, .gray, .indigo]
init() {
items = []
for i in 0...15 {
let new = Item(id: i, title: "Item \(i)", color: colors[i], isSelected: false)
items.append(new)
}
}
}
struct ContentView: View {
#StateObject var store = Store()
#State private var draggingItem = 0.0
#State var activeIndex: Int = 0
#State var selectedIndex: Int = 0
#State private var snappedItem = 0.0
let gridItems = [
GridItem(.flexible())
]
var body: some View {
VStack {
Spacer()
Text("Selected Index: \(store.items[selectedIndex].id)")
.fontWeight(.bold)
.padding()
Text("Acticted Index: \(activeIndex)")
.fontWeight(.bold)
.padding()
Spacer()
ScrollView(.horizontal, showsIndicators: false) {
ScrollViewReader { scrollview in
LazyHGrid(rows: gridItems, alignment: .center, spacing: 25) {
ForEach(0..<store.items.count, id: \.self) { index in
GeometryReader { proxy in
let scale = getScale(proxy: proxy)
ZStack() {
Circle()
.fill(store.items[index].color)
Text(store.items[index].title)
.font(.body)
.fontWeight(.light)
}.frame(width: 70, height: 70)
.onTapGesture {
withAnimation {
print("Color: ",store.items[index].color)
print("ID: ",store.items[index].id)
print("Title: ",store.items[index].title)
selectedIndex = index
draggingItem = Double(selectedIndex)
activeIndex = selectedIndex
}
}
.overlay(Circle()
.stroke(selectedIndex == index ? .black : .clear, lineWidth: selectedIndex == index ? 2 : 0))
.scrollSnappingAnchor(.bounds)
.scaleEffect(.init(width: (scale * 1.2) , height: (scale * 1.2)))
.animation(.easeOut(duration: 0.2), value: 0)
.padding(.vertical)
.onChange(of: selectedIndex) { newValue in
withAnimation {
scrollview.scrollTo(selectedIndex, anchor: .center)
}
}
.zIndex(1.0 - abs(distance(store.items[index].id)) * 0.1)
} //End Geometry
.frame(width: 70, height: 150)
} //End ForEach
} //End Grid
}
}
ZStack {
ForEach(0..<store.items.count, id: \.self) { index in
ZStack {
Circle()
.fill(store.items[index].color)
Text(store.items[index].title)
.padding()
}
.frame(width: 100, height: 100)
.onTapGesture { loc in
print("Color: ",store.items[index].color)
print("ID: ",store.items[index].id)
print("Title: ",store.items[index].title)
selectedIndex = index
withAnimation(.linear) {
draggingItem = Double(store.items[index].id)
activeIndex = index
}
}
.overlay(Circle()
.stroke(activeIndex == index ? .white : .clear, lineWidth: activeIndex == index ? 2 : 0))
.scaleEffect(1.0 - abs(distance(store.items[index].id)) * 0.15 )
.offset(x: myXOffset(store.items[index].id), y: 0)
.zIndex(1.0 - abs(distance(store.items[index].id)) * 0.1)
}
}
.gesture(
DragGesture()
.onChanged { value in
draggingItem = (snappedItem) + value.translation.width / 100
}
.onEnded { value in
withAnimation {
snappedItem = draggingItem
draggingItem = round(draggingItem).remainder(dividingBy: Double(store.items.count))
//Get the active Item index
self.activeIndex = store.items.count + Int(draggingItem)
if self.activeIndex > store.items.count || Int(draggingItem) >= 0 {
self.activeIndex = Int(draggingItem)
}
}
}
)
}
}
func distance(_ item: Int) -> Double {
return (draggingItem - Double(item)).remainder(dividingBy: Double(store.items.count))
}
func myXOffset(_ item: Int) -> Double {
let angle = Double.pi * 2 / Double(store.items.count) * distance(item)
return sin(angle) * 200
}
func getScale(proxy: GeometryProxy) -> CGFloat {
let midPoint: CGFloat = 200
let viewFrame = proxy.frame(in: CoordinateSpace.global)
var scale: CGFloat = 1.0
let deltaXAnimationThreshold: CGFloat = 70
let diffFromCenter = abs(midPoint - viewFrame.origin.x - deltaXAnimationThreshold / 2)
if diffFromCenter < deltaXAnimationThreshold {
scale = 1 + (deltaXAnimationThreshold - diffFromCenter) / 300
}
return scale
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}

How do I create this effect using SwiftUI

See this gif
What is happening on this gif is: the finger touches the white area on any point on the right part and drags to the left. As the finger drags, these 3 buttons zoom in and appear.
Assuming the buttons zoom from scale = 0 to scale = 1, Does not matter if I release the finger when the scale is at any value bigger than 0. The buttons will zoom to scale 1 automatically.
NOTE: The animation is slow because I am sliding the finger slowly, but the animation follows the finger drag. If I drag left, buttons zoom in, if I drag right, buttons zoom out.
How do I do that with SwiftUI.
I have this code so far for the whole thing.
struct FileManagerPanelListItem: View {
var body: some View {
ZStack{
VStack {
ZStack {
Image("image")
.resizable()
.frame(width: 190, height: 190, alignment: .center)
HStack(alignment:.center){
FileManagerPanelButton("share", Color.white, Color.gray, {})
FileManagerPanelButton("duplicate", Color.white, Color.gray, {})
FileManagerPanelButton("delete", Color.white, Color.red, {})
}
.frame(maxWidth:.infinity)
}
Text("name")
.frame(width:170)
.background(Color.yellow)
.lineLimit(2)
.fixedSize(horizontal: false, vertical: true)
Text("notes")
.frame(width:170)
.background(Color.blue)
.lineLimit(2)
.fixedSize(horizontal: false, vertical: true)
}
}
.frame(maxWidth:240, maxHeight: 240)
}
}
struct FileManagerPanelListItem_Previews: PreviewProvider {
static var previews: some View {
FileManagerPanelListItem()
.previewDevice(PreviewDevice(rawValue: "iPhone 12 Pro Mini"))
}
}
struct FileManagerPanelButton: View {
typealias runOnSelectHandler = ()->Void
private var runOnSelect:runOnSelectHandler?
private var label:String
private var fgColor:Color
private var bgColor:Color
init(_ label: String,
_ fgColor:Color,
_ bgColor:Color,
_ runOnSelect: runOnSelectHandler? ) {
self.label = label
self.fgColor = fgColor
self.bgColor = bgColor
self.runOnSelect = runOnSelect
}
var body: some View {
Button(action: {
runOnSelect?()
}, label: {
Text(label)
.avenir(.ROMAN, size: 16)
.foregroundColor(fgColor)
.frame(height:60)
.frame(maxWidth:.infinity)
})
.frame(maxWidth:.infinity)
.background(bgColor)
.cornerRadius(10)
}
}
any ideas?
Something like this should work:
// view cannot be scaled to zero, so we take some small value near
private let minScale: CGFloat = 0.001
// relative distance from right side of view to open and from left side to close
private let effectiveDragSidePart: CGFloat = 0.1
struct FileManagerPanelListItem: View {
#State
var scale: CGFloat = minScale
#State
var opened = false
var body: some View {
ZStack{
VStack {
ZStack {
Image("profile")
.resizable()
.frame(width: viewWidth, height: 190, alignment: .center)
.gesture(
DragGesture()
.onChanged { value in
guard shouldProcessStartLocation(value.startLocation) else { return }
scale = translationToScale(value.translation)
}
.onEnded { value in
guard shouldProcessStartLocation(value.startLocation) else { return }
withAnimation(.spring()) {
if shouldRestore(value.predictedEndTranslation) {
scale = opened ? 1 : minScale
} else {
scale = opened ? minScale : 1
opened.toggle()
}
}
}
)
HStack(alignment:.center){
FileManagerPanelButton("share", Color.white, Color.gray, {})
.scaleEffect(scale, anchor: .center)
FileManagerPanelButton("duplicate", Color.white, Color.gray, {})
.scaleEffect(scale, anchor: .center)
FileManagerPanelButton("delete", Color.white, Color.red, {})
.scaleEffect(scale, anchor: .center)
}
.frame(maxWidth:.infinity)
}
}
}
.frame(maxWidth:240, maxHeight: 240)
}
private let viewWidth: CGFloat = 190
private func shouldRestore(_ predictedEndTranslation: CGSize) -> Bool {
if opened {
return translationToScale(predictedEndTranslation) == 1
} else {
return translationToScale(predictedEndTranslation) == minScale
}
}
private func shouldProcessStartLocation(_ startLocation: CGPoint) -> Bool {
if opened {
return startLocation.x < viewWidth * effectiveDragSidePart
} else {
return startLocation.x > viewWidth * (1 - effectiveDragSidePart)
}
}
private func translationToScale(_ translation: CGSize) -> CGFloat {
if opened {
return max(0.001, min(1, 1 - translation.width / viewWidth))
} else {
return max(0.001, -translation.width / viewWidth)
}
}
}
You can setup .spring() if the default one is not springy enough

How to use matchedGeometryEffect and view scaling

I'm trying to make animation when I tap on view it becomes full screen and when I drag down view it scales down and returns to its previous state. I use matchedGeometryEffect with two views and change destination view frame with DragGesture, transition to source view works «unexpectedly». How to fix it or how to make this animation correct? If I don't change destination view frame it works as I expect (click button). GIF here: https://i.stack.imgur.com/yXsjF.gif
struct Test4: View {
#Namespace var animation
#State private var show = false
#State private var scale: CGFloat = 1
var body: some View {
ZStack(alignment: .topTrailing) {
if show {
ScrollView {
Color.gray
.border(Color.black, width: 30)
.matchedGeometryEffect(id: "animation", in: animation)
.frame(
width: UIScreen.main.bounds.width * scale,
height: UIScreen.main.bounds.height * scale)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged(onChanged)
.onEnded(onEnded)
)
}
.ignoresSafeArea()
Button("go back") {
withAnimation(Animation.easeInOut(duration: 1)) {
self.show.toggle()
}
}
} else {
VStack {
Color.gray
.border(Color.black, width: 30)
.matchedGeometryEffect(id: "animation", in: animation)
.frame(width: 200, height: 200)
.onTapGesture {
withAnimation {
self.scale = 1
show.toggle()
}
}
}
}
}
}
func onChanged(value: DragGesture.Value) {
withAnimation(Animation.easeInOut(duration: 3)) {
let currentScale = value.translation.height / UIScreen.main.bounds.height
if currentScale <= 0 {
return
}
let newScale = 1 - currentScale
if newScale > 0.85 {
self.scale = newScale
} else if newScale < 0.85 {
self.show = false
}
}
}
func onEnded(value: DragGesture.Value) {
withAnimation(Animation.easeInOut(duration: 3)) {
if self.scale < 0.85 {
self.show = false
}
}
}
}
struct Test4_Previews: PreviewProvider {
static var previews: some View {
Test4()
}
}
The thing that you are trying get is possible without matchedGeometryEffect, here is a simple approach:
import SwiftUI
struct ContentView: View {
var body: some View {
ScaleView()
}
}
struct ScaleView: View {
#State private var translation: CGFloat = CGFloat()
#State private var lastTranslation: CGFloat = CGFloat()
var body: some View {
GeometryReader { geometry in
Color.black
ZStack {
Color
.gray
Image(systemName: "arrow.triangle.2.circlepath.circle")
.font(Font.largeTitle)
.onTapGesture {
if lastTranslation == 400.0 {
lastTranslation = 0.0
translation = lastTranslation
}
else {
lastTranslation = 400.0
translation = lastTranslation
}
}
}
.position(x: geometry.size.width/2, y: geometry.size.height/2)
.cornerRadius(30)
.scaleEffect(1.0 - translation/(geometry.size.width > geometry.size.height ? geometry.size.width : geometry.size.height))
.gesture(DragGesture(minimumDistance: 0.0).onChanged(onChanged).onEnded(onEnded))
}
.ignoresSafeArea()
.animation(.easeInOut(duration: 0.35))
.statusBar(hidden: true)
}
func onChanged(value: DragGesture.Value) { translation = lastTranslation + value.translation.height }
func onEnded(value: DragGesture.Value) {
if value.translation.height > 0.0 {
lastTranslation = 400.0
translation = lastTranslation
}
else {
lastTranslation = 0.0
translation = lastTranslation
}
}
}

SwiftUI / Move object following a first geometry animation

Can you please help updating the code to move the green image text "One thing is for sure ....." just above its original position only once the first animation has terminated ?
(for instance just below the "Toggle" text)
Thanks,
Olivier
Can you please help updating the code to move the green image text "One thing is for sure ....." just above its original position only once the first animation has terminated ?
(for instance just below the "Toggle" text)
import SwiftUI
struct ContentView : View {
// #EnvironmentObject var showBack: Bool
#State var showBack = false
var body : some View {
VStack() {
ContentViewTest()
Spacer()
Text(String(self.showBack))
}
}
}
struct ContentViewTest : View {
#State var showBack = false
let sample1 = "If you know you have an unpleasant nature and dislike people, this is no obstacle to work."
let sample2 = "One thing is for sure – a sheep is not a creature of the air."
var body : some View {
let front = CardFace(text: sample1, background: Color.yellow)
let back = CardFace(text: sample2, background: Color.green)
let resetBackButton = Button(action: { self.showBack = true }) { Text("Back")}.disabled(showBack == true)
let resetFrontButton = Button(action: { self.showBack = false }) { Text("Front")}.disabled(showBack == false)
let animatedToggle = Button(action: {
withAnimation(Animation.linear(duration: 0.8)) {
self.showBack.toggle()
}
}) { Text("Toggle")}
return
VStack() {
HStack() {
resetFrontButton
Spacer()
animatedToggle
Spacer()
resetBackButton
}.padding()
Spacer()
Spacer()
Spacer()
Spacer()
FlipView(front: front, back: back, showBack: $showBack)
}
}
}
struct FlipView<SomeTypeOfViewA : View, SomeTypeOfViewB : View> : View {
var front : SomeTypeOfViewA
var back : SomeTypeOfViewB
#State private var flipped = false
#Binding var showBack : Bool
var body: some View {
return VStack {
Spacer()
ZStack() {
front.opacity(flipped ? 0.0 : 1.0)
back.opacity(flipped ? 1.0 : 0.0)
}
.modifier(FlipEffect(flipped: $flipped, angle: showBack ? 180 : 0, axis: (x: 1, y: 0)))
.onTapGesture {
withAnimation(Animation.linear(duration: 0.8)) {
self.showBack.toggle()
}
}
Spacer()
}
}
}
struct CardFace<SomeTypeOfView : View> : View {
var text : String
var background: SomeTypeOfView
var body: some View {
Text(text)
.multilineTextAlignment(.center)
.padding(5).frame(width: 250, height: 150).background(background)
}
}
struct FlipEffect: GeometryEffect {
var animatableData: Double {
get { angle }
set { angle = newValue }
}
#Binding var flipped: Bool
var angle: Double
let axis: (x: CGFloat, y: CGFloat)
func effectValue(size: CGSize) -> ProjectionTransform {
DispatchQueue.main.async {
self.flipped = self.angle >= 90 && self.angle < 270
}
let tweakedAngle = flipped ? -180 + angle : angle
let a = CGFloat(Angle(degrees: tweakedAngle).radians)
var transform3d = CATransform3DIdentity;
transform3d.m34 = -1/max(size.width, size.height)
transform3d = CATransform3DRotate(transform3d, a, axis.x, axis.y, 0)
transform3d = CATransform3DTranslate(transform3d, -size.width/2.0, -size.height/2.0, 0)
let affineTransform = ProjectionTransform(CGAffineTransform(translationX: size.width/2.0, y: size.height / 2.0))
return ProjectionTransform(transform3d).concatenating(affineTransform)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}

Activity indicator in SwiftUI

Trying to add a full screen activity indicator in SwiftUI.
I can use .overlay(overlay: ) function in View Protocol.
With this, I can make any view overlay, but I can't find the iOS default style UIActivityIndicatorView equivalent in SwiftUI.
How can I make a default style spinner with SwiftUI?
NOTE: This is not about adding activity indicator in UIKit framework.
As of Xcode 12 beta (iOS 14), a new view called ProgressView is available to developers, and that can display both determinate and indeterminate progress.
Its style defaults to CircularProgressViewStyle, which is exactly what we're looking for.
var body: some View {
VStack {
ProgressView()
// and if you want to be explicit / future-proof...
// .progressViewStyle(CircularProgressViewStyle())
}
}
Xcode 11.x
Quite a few views are not yet represented in SwiftUI, but it's easily to port them into the system.
You need to wrap UIActivityIndicator and make it UIViewRepresentable.
(More about this can be found in the excellent WWDC 2019 talk - Integrating SwiftUI)
struct ActivityIndicator: UIViewRepresentable {
#Binding var isAnimating: Bool
let style: UIActivityIndicatorView.Style
func makeUIView(context: UIViewRepresentableContext<ActivityIndicator>) -> UIActivityIndicatorView {
return UIActivityIndicatorView(style: style)
}
func updateUIView(_ uiView: UIActivityIndicatorView, context: UIViewRepresentableContext<ActivityIndicator>) {
isAnimating ? uiView.startAnimating() : uiView.stopAnimating()
}
}
Then you can use it as follows - here's an example of a loading overlay.
Note: I prefer using ZStack, rather than overlay(:_), so I know exactly what's going on in my implementation.
struct LoadingView<Content>: View where Content: View {
#Binding var isShowing: Bool
var content: () -> Content
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .center) {
self.content()
.disabled(self.isShowing)
.blur(radius: self.isShowing ? 3 : 0)
VStack {
Text("Loading...")
ActivityIndicator(isAnimating: .constant(true), style: .large)
}
.frame(width: geometry.size.width / 2,
height: geometry.size.height / 5)
.background(Color.secondary.colorInvert())
.foregroundColor(Color.primary)
.cornerRadius(20)
.opacity(self.isShowing ? 1 : 0)
}
}
}
}
To test it, you can use this example code:
struct ContentView: View {
var body: some View {
LoadingView(isShowing: .constant(true)) {
NavigationView {
List(["1", "2", "3", "4", "5"], id: \.self) { row in
Text(row)
}.navigationBarTitle(Text("A List"), displayMode: .large)
}
}
}
}
Result:
iOS 14
it's just a simple view.
ProgressView()
Currently, it's defaulted to CircularProgressViewStyle but you can manually set the style of it by adding the following modifer:
.progressViewStyle(CircularProgressViewStyle())
Also, the style could be anything that conforms to ProgressViewStyle
iOS 13 and above
Fully customizable Standard UIActivityIndicator in SwiftUI: (Exactly as a native View):
You can build and configure it (as much as you could in the original UIKit):
ActivityIndicator(isAnimating: loading)
.configure { $0.color = .yellow } // Optional configurations (🎁 bouns)
.background(Color.blue)
Just implement this base struct and you will be good to go:
struct ActivityIndicator: UIViewRepresentable {
typealias UIView = UIActivityIndicatorView
var isAnimating: Bool
fileprivate var configuration = { (indicator: UIView) in }
func makeUIView(context: UIViewRepresentableContext<Self>) -> UIView { UIView() }
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<Self>) {
isAnimating ? uiView.startAnimating() : uiView.stopAnimating()
configuration(uiView)
}
}
🎁 Bouns Extension:
With this little helpful extension, you can access the configuration through a modifier like other SwiftUI views:
extension View where Self == ActivityIndicator {
func configure(_ configuration: #escaping (Self.UIView)->Void) -> Self {
Self.init(isAnimating: self.isAnimating, configuration: configuration)
}
}
The classic way:
Also you can configure the view in a classic initializer:
ActivityIndicator(isAnimating: loading) {
$0.color = .red
$0.hidesWhenStopped = false
//Any other UIActivityIndicatorView property you like
}
This method is fully adaptable. For example, you can see How to make TextField become the first responder with the same method here
If you want to a swift-ui-style solution, then this is the magic:
import Foundation
import SwiftUI
struct ActivityIndicator: View {
#State private var isAnimating: Bool = false
var body: some View {
GeometryReader { (geometry: GeometryProxy) in
ForEach(0..<5) { index in
Group {
Circle()
.frame(width: geometry.size.width / 5, height: geometry.size.height / 5)
.scaleEffect(calcScale(index: index))
.offset(y: calcYOffset(geometry))
}.frame(width: geometry.size.width, height: geometry.size.height)
.rotationEffect(!self.isAnimating ? .degrees(0) : .degrees(360))
.animation(Animation
.timingCurve(0.5, 0.15 + Double(index) / 5, 0.25, 1, duration: 1.5)
.repeatForever(autoreverses: false))
}
}
.aspectRatio(1, contentMode: .fit)
.onAppear {
self.isAnimating = true
}
}
func calcScale(index: Int) -> CGFloat {
return (!isAnimating ? 1 - CGFloat(Float(index)) / 5 : 0.2 + CGFloat(index) / 5)
}
func calcYOffset(_ geometry: GeometryProxy) -> CGFloat {
return geometry.size.width / 10 - geometry.size.height / 2
}
}
Simply to use:
ActivityIndicator()
.frame(width: 50, height: 50)
Hope it helps!
Example Usage:
ActivityIndicator()
.frame(width: 200, height: 200)
.foregroundColor(.orange)
Custom Indicators
Although Apple supports native Activity Indicator now from the SwiftUI 2.0, You can Simply implement your own animations. These are all supported on SwiftUI 1.0. Also it is working in widgets.
Arcs
struct Arcs: View {
#Binding var isAnimating: Bool
let count: UInt
let width: CGFloat
let spacing: CGFloat
var body: some View {
GeometryReader { geometry in
ForEach(0..<Int(count)) { index in
item(forIndex: index, in: geometry.size)
.rotationEffect(isAnimating ? .degrees(360) : .degrees(0))
.animation(
Animation.default
.speed(Double.random(in: 0.2...0.5))
.repeatCount(isAnimating ? .max : 1, autoreverses: false)
)
}
}
.aspectRatio(contentMode: .fit)
}
private func item(forIndex index: Int, in geometrySize: CGSize) -> some View {
Group { () -> Path in
var p = Path()
p.addArc(center: CGPoint(x: geometrySize.width/2, y: geometrySize.height/2),
radius: geometrySize.width/2 - width/2 - CGFloat(index) * (width + spacing),
startAngle: .degrees(0),
endAngle: .degrees(Double(Int.random(in: 120...300))),
clockwise: true)
return p.strokedPath(.init(lineWidth: width))
}
.frame(width: geometrySize.width, height: geometrySize.height)
}
}
Demo of different variations
Bars
struct Bars: View {
#Binding var isAnimating: Bool
let count: UInt
let spacing: CGFloat
let cornerRadius: CGFloat
let scaleRange: ClosedRange<Double>
let opacityRange: ClosedRange<Double>
var body: some View {
GeometryReader { geometry in
ForEach(0..<Int(count)) { index in
item(forIndex: index, in: geometry.size)
}
}
.aspectRatio(contentMode: .fit)
}
private var scale: CGFloat { CGFloat(isAnimating ? scaleRange.lowerBound : scaleRange.upperBound) }
private var opacity: Double { isAnimating ? opacityRange.lowerBound : opacityRange.upperBound }
private func size(count: UInt, geometry: CGSize) -> CGFloat {
(geometry.width/CGFloat(count)) - (spacing-2)
}
private func item(forIndex index: Int, in geometrySize: CGSize) -> some View {
RoundedRectangle(cornerRadius: cornerRadius, style: .continuous)
.frame(width: size(count: count, geometry: geometrySize), height: geometrySize.height)
.scaleEffect(x: 1, y: scale, anchor: .center)
.opacity(opacity)
.animation(
Animation
.default
.repeatCount(isAnimating ? .max : 1, autoreverses: true)
.delay(Double(index) / Double(count) / 2)
)
.offset(x: CGFloat(index) * (size(count: count, geometry: geometrySize) + spacing))
}
}
Demo of different variations
Blinkers
struct Blinking: View {
#Binding var isAnimating: Bool
let count: UInt
let size: CGFloat
var body: some View {
GeometryReader { geometry in
ForEach(0..<Int(count)) { index in
item(forIndex: index, in: geometry.size)
.frame(width: geometry.size.width, height: geometry.size.height)
}
}
.aspectRatio(contentMode: .fit)
}
private func item(forIndex index: Int, in geometrySize: CGSize) -> some View {
let angle = 2 * CGFloat.pi / CGFloat(count) * CGFloat(index)
let x = (geometrySize.width/2 - size/2) * cos(angle)
let y = (geometrySize.height/2 - size/2) * sin(angle)
return Circle()
.frame(width: size, height: size)
.scaleEffect(isAnimating ? 0.5 : 1)
.opacity(isAnimating ? 0.25 : 1)
.animation(
Animation
.default
.repeatCount(isAnimating ? .max : 1, autoreverses: true)
.delay(Double(index) / Double(count) / 2)
)
.offset(x: x, y: y)
}
}
Demo of different variations
For the sake of preventing walls of code, you can find more elegant indicators in this repo hosted on the git.
Note that all these animations have a Binding that MUST toggle to be run.
struct ContentView: View {
#State private var isCircleRotating = true
#State private var animateStart = false
#State private var animateEnd = true
var body: some View {
ZStack {
Circle()
.stroke(lineWidth: 10)
.fill(Color.init(red: 0.96, green: 0.96, blue: 0.96))
.frame(width: 150, height: 150)
Circle()
.trim(from: animateStart ? 1/3 : 1/9, to: animateEnd ? 2/5 : 1)
.stroke(lineWidth: 10)
.rotationEffect(.degrees(isCircleRotating ? 360 : 0))
.frame(width: 150, height: 150)
.foregroundColor(Color.blue)
.onAppear() {
withAnimation(Animation
.linear(duration: 1)
.repeatForever(autoreverses: false)) {
self.isCircleRotating.toggle()
}
withAnimation(Animation
.linear(duration: 1)
.delay(0.5)
.repeatForever(autoreverses: true)) {
self.animateStart.toggle()
}
withAnimation(Animation
.linear(duration: 1)
.delay(1)
.repeatForever(autoreverses: true)) {
self.animateEnd.toggle()
}
}
}
}
}
Activity indicator in SwiftUI
import SwiftUI
struct Indicator: View {
#State var animateTrimPath = false
#State var rotaeInfinity = false
var body: some View {
ZStack {
Color.black
.edgesIgnoringSafeArea(.all)
ZStack {
Path { path in
path.addLines([
.init(x: 2, y: 1),
.init(x: 1, y: 0),
.init(x: 0, y: 1),
.init(x: 1, y: 2),
.init(x: 3, y: 0),
.init(x: 4, y: 1),
.init(x: 3, y: 2),
.init(x: 2, y: 1)
])
}
.trim(from: animateTrimPath ? 1/0.99 : 0, to: animateTrimPath ? 1/0.99 : 1)
.scale(50, anchor: .topLeading)
.stroke(Color.yellow, lineWidth: 20)
.offset(x: 110, y: 350)
.animation(Animation.easeInOut(duration: 1.5).repeatForever(autoreverses: true))
.onAppear() {
self.animateTrimPath.toggle()
}
}
.rotationEffect(.degrees(rotaeInfinity ? 0 : -360))
.scaleEffect(0.3, anchor: .center)
.animation(Animation.easeInOut(duration: 1.5)
.repeatForever(autoreverses: false))
.onAppear(){
self.rotaeInfinity.toggle()
}
}
}
}
struct Indicator_Previews: PreviewProvider {
static var previews: some View {
Indicator()
}
}
I implemented the classic UIKit indicator using SwiftUI.
See the activity indicator in action here
struct ActivityIndicator: View {
#State private var currentIndex: Int = 0
func incrementIndex() {
currentIndex += 1
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(50), execute: {
self.incrementIndex()
})
}
var body: some View {
GeometryReader { (geometry: GeometryProxy) in
ForEach(0..<12) { index in
Group {
Rectangle()
.cornerRadius(geometry.size.width / 5)
.frame(width: geometry.size.width / 8, height: geometry.size.height / 3)
.offset(y: geometry.size.width / 2.25)
.rotationEffect(.degrees(Double(-360 * index / 12)))
.opacity(self.setOpacity(for: index))
}.frame(width: geometry.size.width, height: geometry.size.height)
}
}
.aspectRatio(1, contentMode: .fit)
.onAppear {
self.incrementIndex()
}
}
func setOpacity(for index: Int) -> Double {
let opacityOffset = Double((index + currentIndex - 1) % 11 ) / 12 * 0.9
return 0.1 + opacityOffset
}
}
struct ActivityIndicator_Previews: PreviewProvider {
static var previews: some View {
ActivityIndicator()
.frame(width: 50, height: 50)
.foregroundColor(.blue)
}
}
In addition to Mojatba Hosseini's answer,
I've made a few updates so that this can be put in a swift package:
Activity indicator:
import Foundation
import SwiftUI
import UIKit
public struct ActivityIndicator: UIViewRepresentable {
public typealias UIView = UIActivityIndicatorView
public var isAnimating: Bool = true
public var configuration = { (indicator: UIView) in }
public init(isAnimating: Bool, configuration: ((UIView) -> Void)? = nil) {
self.isAnimating = isAnimating
if let configuration = configuration {
self.configuration = configuration
}
}
public func makeUIView(context: UIViewRepresentableContext<Self>) -> UIView {
UIView()
}
public func updateUIView(_ uiView: UIView, context:
UIViewRepresentableContext<Self>) {
isAnimating ? uiView.startAnimating() : uiView.stopAnimating()
configuration(uiView)
}}
Extension:
public extension View where Self == ActivityIndicator {
func configure(_ configuration: #escaping (Self.UIView) -> Void) -> Self {
Self.init(isAnimating: self.isAnimating, configuration: configuration)
}
}
It's really easy with SwiftUI 2.0 I made this simple and easy custom view with ProgressView
Here is how it looks:
Code:
import SwiftUI
struct ActivityIndicatorView: View {
#Binding var isPresented:Bool
var body: some View {
if isPresented{
ZStack{
RoundedRectangle(cornerRadius: 15).fill(CustomColor.gray.opacity(0.1))
ProgressView {
Text("Loading...")
.font(.title2)
}
}.frame(width: 120, height: 120, alignment: .center)
.background(RoundedRectangle(cornerRadius: 25).stroke(CustomColor.gray,lineWidth: 2))
}
}
}
A convenient way in SwiftUI that I found useful is 2 step approach:
Create a ViewModifier that will embed your view into ZStack and add progress indicator on top. Could be something like this:
struct LoadingIndicator: ViewModifier {
let width = UIScreen.main.bounds.width * 0.3
let height = UIScreen.main.bounds.width * 0.3
func body(content: Content) -> some View {
return ZStack {
content
.disabled(true)
.blur(radius: 2)
//gray background
VStack{}
.frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height)
.background(Color.gray.opacity(0.2))
.cornerRadius(20)
.edgesIgnoringSafeArea(.all)
//progress indicator
ProgressView()
.frame(width: width, height: height)
.background(Color.white)
.cornerRadius(20)
.opacity(1)
.shadow(color: Color.gray.opacity(0.5), radius: 4.0, x: 1.0, y: 2.0)
}
}
Create view extension that will make conditional modifier application available to any view:
extension View {
/// Applies the given transform if the given condition evaluates to `true`.
/// - Parameters:
/// - condition: The condition to evaluate.
/// - transform: The transform to apply to the source `View`.
/// - Returns: Either the original `View` or the modified `View` if the condition is `true`.
#ViewBuilder func `if`<Content: View>(_ condition: Bool, transform: (Self) -> Content) -> some View {
if condition {
transform(self)
} else {
self
}
}
}
Usage is very intuitive. Suppose that myView() returns whatever your view is. You just conditionally apply the modifier using .if view extension from step 2:
var body: some View {
myView()
.if(myViewModel.isLoading){ view in
view.modifier(LoadingIndicator())
}
}
In case that myViewModel.isLoading is false, no modifier will be applied, so loading indicator won't show.
Of course, you can use any kind of progress indicator you wish - default or your own custom one.
I have modified Matteo Pacini's Answer for macOS using AppKit and SwiftUI. This allows you to use NSProgressIndicator in SwiftUI while retaining capability for macOS 10.15.
import AppKit
import SwiftUI
struct ActivityIndicator: NSViewRepresentable {
#Binding var isAnimating: Bool
let style: NSProgressIndicator.Style
func makeNSView(context: NSViewRepresentableContext<ActivityIndicator>) -> NSProgressIndicator {
let progressIndicator = NSProgressIndicator()
progressIndicator.style = self.style
return progressIndicator
}
func updateNSView(_ nsView: NSProgressIndicator, context: NSViewRepresentableContext<ActivityIndicator>) {
isAnimating ? nsView.startAnimation(nil) : nsView.stopAnimation(nil)
}
}
Usage is as follows:
ActivityIndicator(isAnimating: .constant(true), style: .spinning)
Try this:
import SwiftUI
struct LoadingPlaceholder: View {
var text = "Loading..."
init(text:String ) {
self.text = text
}
var body: some View {
VStack(content: {
ProgressView(self.text)
})
}
}
More information about at SwiftUI ProgressView
// Activity View
struct ActivityIndicator: UIViewRepresentable {
let style: UIActivityIndicatorView.Style
#Binding var animate: Bool
private let spinner: UIActivityIndicatorView = {
$0.hidesWhenStopped = true
return $0
}(UIActivityIndicatorView(style: .medium))
func makeUIView(context: UIViewRepresentableContext<ActivityIndicator>) -> UIActivityIndicatorView {
spinner.style = style
return spinner
}
func updateUIView(_ uiView: UIActivityIndicatorView, context: UIViewRepresentableContext<ActivityIndicator>) {
animate ? uiView.startAnimating() : uiView.stopAnimating()
}
func configure(_ indicator: (UIActivityIndicatorView) -> Void) -> some View {
indicator(spinner)
return self
}
}
// Usage
struct ContentView: View {
#State var animate = false
var body: some View {
ActivityIndicator(style: .large, animate: $animate)
.configure {
$0.color = .red
}
.background(Color.blue)
}
}
my 2 cents for nice and simpler code of batuhankrbb, showing use of isPresented in timer... or other stuff... (I will use it in url callback..)
//
// ContentView.swift
//
// Created by ing.conti on 27/01/21.
import SwiftUI
struct ActivityIndicatorView: View {
#Binding var isPresented:Bool
var body: some View {
if isPresented{
ZStack{
RoundedRectangle(cornerRadius: 15).fill(Color.gray.opacity(0.1))
ProgressView {
Text("Loading...")
.font(.title2)
}
}.frame(width: 120, height: 120, alignment: .center)
.background(RoundedRectangle(cornerRadius: 25).stroke(Color.gray,lineWidth: 2))
}
}
}
struct ContentView: View {
#State var isPresented = false
#State var counter = 0
var body: some View {
VStack{
Text("Hello, world! \(counter)")
.padding()
ActivityIndicatorView(isPresented: $isPresented)
}.onAppear(perform: {
_ = startRefreshing()
})
}
func startRefreshing()->Timer{
let timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { timer in
counter+=1
print(counter)
if counter>2{
isPresented = true
}
if counter>4{
isPresented = false
timer.invalidate()
}
}
return timer
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Result of Basic Activity Indicator :