Simulator and Phone don't show the same matchedGeometryEffect result - swift

I have a very simple example where I want to make a square larger. In the simulator everything looks fine but when I run it on the phone the square becomes transparent.
On simulator
On phone
Content View
struct ContentView: View {
#Environment(\.managedObjectContext) private var viewContext
#Namespace var animation
#State var isBig:Bool = false
var body: some View {
ZStack {
Color(.red)
if(!isBig){
RectangleViewSmoll(isBig:$isBig, animation: animation)
}
if(isBig){
RectangleViewBig(isBig:$isBig,animation: animation)
}
}
.ignoresSafeArea()
}
}
Small Rectangle
struct RectangleViewSmoll: View {
#Binding var isBig:Bool
var animation:Namespace.ID
var body: some View {
Rectangle()
.matchedGeometryEffect(id: "rectangle", in: animation)
.frame(width: 50, height: 50)
.onTapGesture {
withAnimation(.easeIn(duration: 2)){
isBig.toggle()
}
}
}
}
Big rectangle
struct RectangleViewBig: View {
#Binding var isBig:Bool
var animation:Namespace.ID
var body: some View {
Rectangle()
.matchedGeometryEffect(id: "rectangle", in: animation)
.frame(width: 500, height: 500)
.onTapGesture {
withAnimation(.easeIn(duration: 2)){
isBig.toggle()
}
}
}
}

The problem is with the animation line, try like this will fix your problem:
Rectangle()
.matchedGeometryEffect(id: "rectangle", in: animation)
.frame(width: 500, height: 500)
.onTapGesture {
isBig.toggle()
}
.animation(.easeIn(duration: 2))

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()
}
}

SwiftUI Custom View repeat forever animation show as unexpected

I created a custom LoadingView as a Indicator for loading objects from internet. When add it to NavigationView, it shows like this
enter image description here
I only want it showing in the middle of screen rather than move from top left corner
Here is my Code
struct LoadingView: View {
#State private var isLoading = false
var body: some View {
Circle()
.trim(from: 0, to: 0.8)
.stroke(Color.primaryDota, lineWidth: 5)
.frame(width: 30, height: 30)
.rotationEffect(Angle(degrees: isLoading ? 360 : 0))
.onAppear {
withAnimation(.linear(duration: 1).repeatForever(autoreverses: false)) {
self.isLoading.toggle()
}
}
}
}
and my content view
struct ContentView: View {
var body: some View {
NavigationView {
LoadingView()
.frame(width: 30, height: 30)
}
}
}
This looks like a bug of NavigationView: without it animation works totally fine. And it wan't fixed in iOS15.
Working solution is waiting one layout cycle using DispatchQueue.main.async before string animation:
struct LoadingView: View {
#State private var isLoading = false
var body: some View {
Circle()
.trim(from: 0, to: 0.8)
.stroke(Color.red, lineWidth: 5)
.frame(width: 30, height: 30)
.rotationEffect(Angle(degrees: isLoading ? 360 : 0))
.onAppear {
DispatchQueue.main.async {
withAnimation(.linear(duration: 1).repeatForever(autoreverses: false)) {
self.isLoading.toggle()
}
}
}
}
}
This is a bug from NavigationView, I tried to kill all possible animation but NavigationView ignored all my try, NavigationView add an internal animation to children! here all we can do right now!
struct ContentView: View {
var body: some View {
NavigationView {
LoadingView()
}
}
}
struct LoadingView: View {
#State private var isLoading: Bool = Bool()
var body: some View {
Circle()
.trim(from: 0, to: 0.8)
.stroke(Color.blue, lineWidth: 5.0)
.frame(width: 30, height: 30)
.rotationEffect(Angle(degrees: isLoading ? 360 : 0))
.animation(Animation.linear(duration: 1).repeatForever(autoreverses: false), value: isLoading)
.onAppear { DispatchQueue.main.async { isLoading.toggle() } }
}
}

View don't disappear with the way it should

I am trying to make the yellow views disappear from bottom and top with a nice and smooth animation. (slide/move to top/bottom + fadding and keep the middle view taking the whole space)
This is my current state, and it is everything but smooth and nice haha. but it works.
import SwiftUI
struct ContentView: View {
#State var isInterfaceHidden: Bool = false
var body: some View {
VStack(spacing: 0, content: {
if !isInterfaceHidden {
Rectangle()
.id("animation")
.foregroundColor(Color.yellow)
.frame(height: 40)
.transition(AnyTransition.move(edge: .top).combined(with: .opacity).animation(.linear))
}
Rectangle()
.id("animation2")
.foregroundColor(Color.red)
.transition(AnyTransition.opacity.animation(Animation.linear))
/// We make sure it won't cover the top and bottom view.
.zIndex(-1)
.background(Color.red)
.onTapGesture(perform: {
DispatchQueue.main.async {
self.isInterfaceHidden.toggle()
}
})
if !isInterfaceHidden {
Rectangle()
.id("animation3")
.foregroundColor(Color.yellow)
.frame(height: 80)
.transition(AnyTransition.move(edge: .bottom).combined(with: .opacity).animation(.linear))
}
})
.navigationBarTitle("")
.navigationBarHidden(true)
}
}
Current animation:
Edit3: Thanks to #Andrew I was able to progress in a better state.
But now I have a sort of jerky animation.
Any thoughts?
I may have found a solution for you:
import SwiftUI
struct ContentView: View {
#State var isInterfaceHidden: Bool = false
var body: some View {
VStack(spacing: 0, content: {
if !isInterfaceHidden {
Rectangle()
.id("animation")
.foregroundColor(Color.yellow)
.frame(height: 40)
.transition(.topViewTransition)
}
Rectangle()
.id("animation2")
.foregroundColor(Color.red)
/// We make sure it won't cover the top and bottom view.
.zIndex(-1)
.background(Color.red)
.onTapGesture(perform: {
DispatchQueue.main.async {
self.isInterfaceHidden.toggle()
}
})
if !isInterfaceHidden {
Rectangle()
.id("animation3")
.foregroundColor(Color.yellow)
.frame(height: 80)
.transition(.bottomViewTransition)
}
})
.navigationBarTitle("")
.navigationBarHidden(true)
.animation(.easeInOut)
}
}
extension AnyTransition {
static var topViewTransition: AnyTransition {
let transition = AnyTransition.move(edge: .top)
.combined(with: .opacity)
return transition
}
static var bottomViewTransition: AnyTransition {
let transition = AnyTransition.move(edge: .bottom)
.combined(with: .opacity)
return transition
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Simply set Z index for the both of your yellow views anything higher than the default value of 1.0. This way SwiftUI will make sure they won't be covered by the red view.
The modifier to do that is .zIndex()
A simpler solution
struct Test: View {
#State private var isHiding = false
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.yellow)
.frame(width: 200, height: 100)
Rectangle()
.foregroundColor(.red)
.frame(width: 200, height: isHiding ? 100 : 80)
.onTapGesture {
withAnimation {
self.isHiding.toggle()
}
}
}
}
}

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
}
}

Why does the edgesIgnoringSafeArea modifier get applied after a transition ends in SwiftUI?

I want to overlay the UIScreen with an opacity transition. This is my view:
struct ContentView: View {
#State private var overlayUIScreen: Bool = false
var body: some View {
ZStack {
if overlayUIScreen {
Rectangle()
.edgesIgnoringSafeArea(.top)
.frame(width: UIScreen.main.bounds.size.width,
height: UIScreen.main.bounds.size.height)
.foregroundColor(Color.gray)
.transition(.opacity)
}
Button("Overlay?") {
withAnimation {
self.overlayUIScreen.toggle()
}
}
}
}
}
For some reason the Safe Area changes color after the transition is already finished.
Why does this happen and what can I do to fix this behavior?
Another solution would be to move the frame to modify the ZStack instead of the Rectangle
struct ContentView: View {
#State private var overlayUIScreen: Bool = false
var body: some View {
ZStack {
if overlayUIScreen {
Rectangle()
.edgesIgnoringSafeArea(.top)
.foregroundColor(Color.gray)
.transition(.opacity)
}
Button("Overlay?") {
withAnimation {
self.overlayUIScreen.toggle()
}
}
}
.frame(width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
}
}
A workaround would be to already have your view in the hierarchy and attribute it's opacity to a #State private var like so:
struct ContentView: View {
#State private var overlayOpacity: Double = 0.0
var body: some View {
ZStack {
Rectangle()
.edgesIgnoringSafeArea(.top)
.frame(width: UIScreen.main.bounds.size.width,
height: UIScreen.main.bounds.size.height)
.opacity(overlayOpacity)
.foregroundColor(Color.gray)
Button("Overlay?") {
withAnimation {
if self.overlayOpacity == 0.0 {
self.overlayOpacity = 1.0
} else {
self.overlayOpacity = 0.0
}
}
}
} .transition(.opacity)
}
}