Buttons inside overlay not clickable SwiftUI - swift

I have an overlay modifier with some Buttons that I'd like to make clickable, but they are not working for some reason. It seems like a simple fix, but moving the offsets to different subviews didn't seem to work.
struct MyView: View {
#State private var textOffset = 300
let users = ["first","second","third","fourth","fifth","sixth","seventh"]
var body: some View {
Color.yellow
.frame(width: 200, height: 20)
.overlay (
HStack {
ForEach(users, id: \.self) { user in
if user == users.first {
Link(user, destination: URL(string: "myelin")!)
} else {
Text("•")
Link(user, destination: URL(string: "mylink2")!)
}
}
}
.fixedSize()
.offset(x: textoffset, y: 0)
)
.animation(.linear(duration: 10)
.repeatForever(autoreverses: false), value: textoffset)
.clipped()
.onAppear {
textoffset = -300.0
}
}
}

.verlay() adds an another layer on top of the view. We can achive this with ZStack that arrange views in z axis.
struct ContentView: View {
let users = ["first","second","third","fourth","fifth","sixth","seventh"]
var body: some View {
ZStack {
Color.yellow
ScrollView(.horizontal) {
HStack {
ForEach(users, id: \.self) { user in
if user == users.first {
Link(user, destination: URL(string: "myelin")!)
} else {
Text("•")
Link(user, destination: URL(string: "mylink2")!)
}
}
}
}
}
.frame(width: 200, height: 20)
}
}

Related

ScrollView stops components from expanding

I would like to have my cards expandable and fill the while area of the screen while they are doing the change form height 50 to the whole screen (and don't display the other components)
Here is my code:
import SwiftUI
struct DisciplineView: View {
var body: some View {
ScrollView(showsIndicators: false) {
LazyVStack {
Card(cardTitle: "Notes")
Card(cardTitle: "Planner")
Card(cardTitle: "Homeworks / Exams")
}
.ignoresSafeArea()
}
}
}
struct DisciplineV_Previews: PreviewProvider {
static var previews: some View {
DisciplineView()
}
}
import SwiftUI
struct Card: View {
#State var cardTitle = ""
#State private var isTapped = false
var body: some View {
RoundedRectangle(cornerRadius: 30, style: .continuous)
.stroke(style: StrokeStyle(lineWidth: 5, lineCap: .round, lineJoin: .round))
.foregroundColor(.gray.opacity(0.2))
.frame(width: .infinity, height: isTapped ? .infinity : 50)
.background(
VStack {
cardInfo
if(isTapped) { Spacer() }
}
.padding(isTapped ? 10 : 0)
)
}
var cardInfo: some View {
HStack {
Text(cardTitle)
.font(.title).bold()
.foregroundColor(isTapped ? .white : .black)
.padding(.leading, 10)
Spacer()
Image(systemName: isTapped ? "arrowtriangle.up.square.fill" : "arrowtriangle.down.square.fill")
.padding(.trailing, 10)
.onTapGesture {
withAnimation {
isTapped.toggle()
}
}
}
}
}
struct Card_Previews: PreviewProvider {
static var previews: some View {
Card()
}
}
here is almost the same as I would like to have, but I would like the first one to be on the whole screen and stop the ScrollView while appearing.
Thank you!
Described above:
I would like to have my cards expandable and fill the while area of the screen while they are doing the change form height 50 to the whole screen (and don't display the other components)
I think this is pretty much what you are trying to achieve.
Basically, you have to scroll to the position of the recently presented view and disable the scroll. The scroll have to be disabled enough time to avoid continuing to the next item but at the same time, it have to be enabled soon enough to give the user the feeling that it is scrolling one item at once.
struct ContentView: View {
#State private var canScroll = true
#State private var itemInScreen = -1
var body: some View {
GeometryReader { geo in
ScrollViewReader { proxy in
ScrollView {
LazyVStack {
ForEach(0...10, id: \.self) { item in
Text("\(item)")
.onAppear {
withAnimation {
proxy.scrollTo(item)
canScroll = false
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
canScroll = true
}
}
}
}
.frame(width: geo.size.width, height: geo.size.height)
.background(Color.blue)
}
}
}
.disabled(!canScroll)
}
.ignoresSafeArea()
}
}

How to hide a swiftUI view by touching anywhere outside of it

I have a view that call an alert that is another smaller view, whenever the second View is shown, I want to hide it when clicking outside of it.
How can I do that?
struct AlertView: View{
let screenSize = UIScreen.main.bounds
#Binding var alertIsShown: Bool
var body: some View{
VStack{
Button("Cancel") {
self.alertIsShown=false
}
}.padding()
.frame(width: screenSize.width * 0.85, height: screenSize.height * 0.6)
.background(Color(red: 0.4627, green: 0.8392, blue: 1.0))
.clipShape(RoundedRectangle(cornerRadius: 20.0, style: .continuous))
.offset(y: alertIsShown ? 0 : screenSize.height)
.animation(.spring())
.shadow(color: Color(.white), radius: 6, x: -9, y: -0)
}
}
}
For the main view that call the alert:
struct MainView: View {
#State private var alertIsShown = false
#State var liveOrdersList: [String] = ["item-1", "item-2"]
var body: some View {
VStack{
NavigationView{
List{
ForEach(liveOrdersList, id: \.self) { order in
HStack {
VStack(alignment: .leading){
Text("\(order.totalPrice)")
}
Spacer()
Button("add") {
withAnimation(.linear(duration: 0.3)) {
alertIsShown.toggle()
}
}
}
}
}
}
}
}
if alertIsShown{ //here I call the aler
AlertView(alertIsShown: $alertIsShown)
}
}
The list of buttons call the alert view.
How can I hide it when tapping outside of it?
You could try this approach, using .simultaneousGesture(...), as shown in this example code, to hide the AlertView by touching anywhere outside of it.
struct ContentView: View {
var body: some View {
MainView()
}
}
struct MainView: View {
#State var alertIsShown = false
// for testing
#State var liveOrdersList: [String] = ["item-1", "item-2", "item-3", "item-4", "item-5"]
var body: some View {
NavigationView {
VStack {
List {
ForEach(liveOrdersList, id: \.self) { order in
HStack {
VStack(alignment: .leading) {
Text("\(order)")
}
Spacer()
Button("add") {
withAnimation(.linear(duration: 0.3)) {
alertIsShown.toggle()
}
}
}
}
}
// -- here
.simultaneousGesture(alertIsShown ? TapGesture().onEnded {
alertIsShown = false
} : nil)
if alertIsShown {
AlertView(alertIsShown: $alertIsShown)
}
}
}
}
}

AnyTransition issue with simple view update in macOS

I have 2 user view called user1 and user2, I am updating user with button, and I want give a transition animation to update, but for some reason my transition does not work, as I wanted, the issue is there that Text animated correctly but image does not, it stay in its place and it does not move with Text to give a smooth transition animation.
struct ContentView: View {
#State var show: Bool = Bool()
var body: some View {
VStack {
if (show) {
UserView(label: { Text("User 1") })
.transition(AnyTransition.asymmetric(insertion: AnyTransition.move(edge: Edge.trailing), removal: AnyTransition.move(edge: Edge.leading)))
}
else {
UserView(label: { Text("User 2") })
.transition(AnyTransition.asymmetric(insertion: AnyTransition.move(edge: Edge.leading), removal: AnyTransition.move(edge: Edge.trailing)))
}
Button("update") { show.toggle() }
}
.padding()
.animation(Animation.linear(duration: 1.0), value: show)
}
}
struct UserView<Label: View>: View {
let label: () -> Label
#State private var heightOfLabel: CGFloat? = nil
var body: some View {
HStack {
if let unwrappedHeight: CGFloat = heightOfLabel {
Image(systemName: "person")
.resizable()
.frame(width: unwrappedHeight, height: unwrappedHeight)
}
label()
.background(GeometryReader { proxy in
Color.clear
.onAppear(perform: { heightOfLabel = proxy.size.height })
})
Spacer(minLength: CGFloat.zero)
}
.animation(nil, value: heightOfLabel)
}
}
the heightOfLabel doesn't have to be optional, and then it works:
struct UserView<Label: View>: View {
let label: () -> Label
#State private var heightOfLabel: CGFloat = .zero // not optional
var body: some View {
HStack {
Image(systemName: "person")
.resizable()
.frame(width: heightOfLabel, height: heightOfLabel)
label()
.background(GeometryReader { proxy in
Color.clear
.onAppear(perform: { heightOfLabel = proxy.size.height })
})
Spacer(minLength: CGFloat.zero)
}
.animation(nil, value: heightOfLabel)
}
}

Why is my view not transitioning when first appeared on screen in swiftUI

I want a simple view to scale from 0 to 1 when the app first loads. How ever its not happening.Look at my code here:
struct ContentView: View {
#State private var isLoadng = false
var body: some View {
ZStack {
if isLoadng {
Color.red
.cornerRadius(20)
.frame(width: 150, height: 200)
.transition(.scale)
}
}
.onAppear {
withAnimation(.easeInOut(duration: 2)) {
self.isLoadng = true
}
}
}
}
The view just popping up without any transition
Here is modified part. Tested with Xcode 12
var body: some View {
ZStack {
if isLoadng {
Color.red
.cornerRadius(20)
.frame(width: 150, height: 200)
.transition(.scale)
}
}
.animation(.easeInOut(duration: 2))
.onAppear {
self.isLoadng = true
}
}

SwiftUI create image slider with dots as indicators

I want to create a scroll view/slider for images. See my example code:
ScrollView(.horizontal, showsIndicators: true) {
HStack {
Image(shelter.background)
.resizable()
.frame(width: UIScreen.main.bounds.width, height: 300)
Image("pacific")
.resizable()
.frame(width: UIScreen.main.bounds.width, height: 300)
}
}
Though this enables the user to slide, I want it a little different (similar to a PageViewController in UIKit). I want it to behave like the typical image slider we know from a lot of apps with dots as indicators:
It shall always show a full image, no in between - hence if the user drags and stops in the middle, it shall automatically jump to the full image.
I want dots as indicators.
Since I've seen a lot of apps use such a slider, there must be known method, right?
There is no built-in method for this in SwiftUI this year. I'm sure a system-standard implementation will come along in the future.
In the short term, you have two options. As Asperi noted, Apple's own tutorials have a section on wrapping the PageViewController from UIKit for use in SwiftUI (see Interfacing with UIKit).
The second option is to roll your own. It's entirely possible to make something similar in SwiftUI. Here's a proof of concept, where the index can be changed by swipe or by binding:
struct PagingView<Content>: View where Content: View {
#Binding var index: Int
let maxIndex: Int
let content: () -> Content
#State private var offset = CGFloat.zero
#State private var dragging = false
init(index: Binding<Int>, maxIndex: Int, #ViewBuilder content: #escaping () -> Content) {
self._index = index
self.maxIndex = maxIndex
self.content = content
}
var body: some View {
ZStack(alignment: .bottomTrailing) {
GeometryReader { geometry in
ScrollView(.horizontal, showsIndicators: false) {
HStack(spacing: 0) {
self.content()
.frame(width: geometry.size.width, height: geometry.size.height)
.clipped()
}
}
.content.offset(x: self.offset(in: geometry), y: 0)
.frame(width: geometry.size.width, alignment: .leading)
.gesture(
DragGesture().onChanged { value in
self.dragging = true
self.offset = -CGFloat(self.index) * geometry.size.width + value.translation.width
}
.onEnded { value in
let predictedEndOffset = -CGFloat(self.index) * geometry.size.width + value.predictedEndTranslation.width
let predictedIndex = Int(round(predictedEndOffset / -geometry.size.width))
self.index = self.clampedIndex(from: predictedIndex)
withAnimation(.easeOut) {
self.dragging = false
}
}
)
}
.clipped()
PageControl(index: $index, maxIndex: maxIndex)
}
}
func offset(in geometry: GeometryProxy) -> CGFloat {
if self.dragging {
return max(min(self.offset, 0), -CGFloat(self.maxIndex) * geometry.size.width)
} else {
return -CGFloat(self.index) * geometry.size.width
}
}
func clampedIndex(from predictedIndex: Int) -> Int {
let newIndex = min(max(predictedIndex, self.index - 1), self.index + 1)
guard newIndex >= 0 else { return 0 }
guard newIndex <= maxIndex else { return maxIndex }
return newIndex
}
}
struct PageControl: View {
#Binding var index: Int
let maxIndex: Int
var body: some View {
HStack(spacing: 8) {
ForEach(0...maxIndex, id: \.self) { index in
Circle()
.fill(index == self.index ? Color.white : Color.gray)
.frame(width: 8, height: 8)
}
}
.padding(15)
}
}
and a demo
struct ContentView: View {
#State var index = 0
var images = ["10-12", "10-13", "10-14", "10-15"]
var body: some View {
VStack(spacing: 20) {
PagingView(index: $index.animation(), maxIndex: images.count - 1) {
ForEach(self.images, id: \.self) { imageName in
Image(imageName)
.resizable()
.scaledToFill()
}
}
.aspectRatio(4/3, contentMode: .fit)
.clipShape(RoundedRectangle(cornerRadius: 15))
PagingView(index: $index.animation(), maxIndex: images.count - 1) {
ForEach(self.images, id: \.self) { imageName in
Image(imageName)
.resizable()
.scaledToFill()
}
}
.aspectRatio(3/4, contentMode: .fit)
.clipShape(RoundedRectangle(cornerRadius: 15))
Stepper("Index: \(index)", value: $index.animation(.easeInOut), in: 0...images.count-1)
.font(Font.body.monospacedDigit())
}
.padding()
}
}
Two notes:
The GIF animation does a really poor job of showing how smooth the animation is, as I had to drop the framerate and compress heavily due to file size limits. It looks great on simulator or a real device
The drag gesture in the simulator feels clunky, but it works really well on a physical device.
You can easily achieve this by below code
struct ContentView: View {
public let timer = Timer.publish(every: 3, on: .main, in: .common).autoconnect()
#State private var selection = 0
/// images with these names are placed in my assets
let images = ["1","2","3","4","5"]
var body: some View {
ZStack{
Color.black
TabView(selection : $selection){
ForEach(0..<5){ i in
Image("\(images[i])")
.resizable()
.aspectRatio(contentMode: .fit)
}
}.tabViewStyle(PageTabViewStyle())
.indexViewStyle(PageIndexViewStyle(backgroundDisplayMode: .always))
.onReceive(timer, perform: { _ in
withAnimation{
print("selection is",selection)
selection = selection < 5 ? selection + 1 : 0
}
})
}
}
}