My GameScene reloads whenever my Text view updates - swift

I have a SwiftUI/SpriteKit project.
I'm using a SwiftUI SpriteView to display my GameScene.
Whenever mainData.numOfBallsInCup is incremented, it updates a Text view.
Here's the problem: When the Text view is updated, it causes GameScene to be reloaded. GameScene's sceneDidLoad() runs each time, and the scene regresses to its initial state.
My ContentView is something like this:
import SwiftUI
import SpriteKit
struct ContentView: View {
#EnvironmentObject var mainData: MainData
var body: some View {
GeometryReader { geo in
Group {
if mainData.showSpriteScene {
SpriteView(scene: GameScene(), transition: SKTransition.reveal(with: .down, duration: 1.0))
.ignoresSafeArea()
VStack {
Text("\(mainData.numOfBallsInCup)")
.foregroundColor(Color.white)
Text("BALLS")
.foregroundColor(Color.white)
}
.position(x: geo.size.width * 0.5, y: geo.size.height * 0.06)
}
}
}
}
}
How can I have my Text view updating without reloading my GameScene?

Scene is a model, and you create new scene (right in call) on each update, so SpriteView thinks it should rebuild.
Try the following:
struct ContentView: View {
#EnvironmentObject var mainData: MainData
#State private var scene = GameScene() // << here, or put in MainData !!
var body: some View {
GeometryReader { geo in
Group {
if mainData.showSpriteScene {
SpriteView(scene: scene, // << here !!
transition: SKTransition.reveal(with: .down, duration: 1.0))
.ignoresSafeArea()

Related

Global view which blurry overlays other views and can be easily called

A similar question is asked here: SwiftUI: Global Overlay That Can Be Triggered From Any View. The examples however are shown a Toast, rather than a 'blocking' view. The accepted answer changes the presenting view (the toolbar is moving up after the toast is shown). Something is wrong with the code, but I don't know what (I just started learning SwiftUI). The code below is a combined effort from some other answers.
Alright, ideally I want to call a function on e.g. an EnvironmentObject which will automatically present an overlaying View with a ProgressView, to show that something is being loaded. The user should not be able to interact with the application while it is loading. The loading screen should be a bit blurry, overlapping with the presenting view.
Below shows what I have, the Text is never shown, but my breakpoint is hit when I click on the Load button. Any ideas why the LoadingView is never shown?
import SwiftUI
import UIKit
#main
struct TextLeadingApp: App {
var body: some Scene {
WindowGroup {
ZStack {
LoadingView() // This view should always be hidden, unless it is loading
ContentView()
}
.environmentObject(Load())
}
}
}
class Load: ObservableObject {
#Published var loader = 0
func load() {
loader += 1
}
}
struct LoadingView: View {
#EnvironmentObject var load: Load
var body: some View {
if load.loader > 0 {
GeometryReader { geometry in
Text("LOADING")
.frame(
width: geometry.size.width,
height: geometry.size.height
)
.ignoresSafeArea(.all, edges: .all)
}
} else {
EmptyView().frame(width: 0, height: 0)
}
}
}
struct ContentView: View {
#EnvironmentObject var load: Load
var body: some View {
NavigationView {
Text("hi")
.toolbar {
Button("Load") {
load.load()
}
}
.navigationBarTitle(Text("A List"), displayMode: .large)
}
.navigationViewStyle(.stack)
}
}
There are a couple of things that could be adjusted with your code.
I'd make Load a #StateObject on a parent view so that the LoadingView can be conditionally displayed and not displayed all the time and just default to an EmptyView
In a ZStack, the topmost view should be last -- you have it first.
You can use .background(.ultraThinMaterial)
#main
struct TextLeadingApp: App {
var body: some Scene {
WindowGroup {
ParentView()
}
}
}
struct ParentView : View {
#StateObject private var load = Load()
var body: some View {
ZStack {
ContentView()
if load.loader > 0 {
LoadingView()
}
}.environmentObject(load)
}
}
class Load: ObservableObject {
#Published var loader = 0
func load() {
loader += 1
}
}
struct LoadingView: View {
#EnvironmentObject var load: Load
var body: some View {
VStack {
Text("LOADING")
}
.ignoresSafeArea()
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(.ultraThinMaterial)
}
}
struct ContentView: View {
#EnvironmentObject var load: Load
var body: some View {
NavigationView {
Text("hi")
.onTapGesture {
print("tapped")
}
.font(.system(size: 100, weight: .bold, design: .default))
.foregroundColor(.orange)
.toolbar {
Button("Load") {
load.load()
}
}
.navigationBarTitle(Text("A List"), displayMode: .large)
}
.navigationViewStyle(.stack)
}
}
I've adjusted ContentView a bit, just to make the blur effect more obvious.
Update, with OP's request that only LoadingView responds to a change in the state, and not the parent view:
#main
struct TextLeadingApp: App {
var body: some Scene {
WindowGroup {
ZStack {
ContentView()
LoadingView()
}
.environmentObject(Load())
}
}
}
class Load: ObservableObject {
#Published var loader = 0
func load() {
loader += 1
}
}
struct LoadingView: View {
#EnvironmentObject var load: Load
var body: some View {
if load.loader > 0 {
VStack {
Text("LOADING")
}
.ignoresSafeArea()
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(.ultraThinMaterial)
} else {
EmptyView()
}
}
}

pass / share class with SpriteView GameScene from a SwiftUi View

I am playing around with SpriteView, which works great. However I cannot figure out how to share a class with Spritekit GameScene,that is instantiated in one my views. Sharing my class with other views works like a charm. But how can I access my gameCenterManager class from spritekit's GameScene, how do I pass the class ? I don't have any clue how to do this. I considered making a global accessible class, but its not what I want.
The goal is to be able to send and receive data from inside GameScene to update players location and etc. But the matchmaking happens inside a SwiftUI View, which is also where the class is created.
The gameCenterManger class is created like so;
struct ContentView: View {
#StateObject var gameCenterManager = GameCenterManager()
var body: some View {
...
etc
the class is set up like so :
class GameCenterManager: NSObject, ObservableObject {
//lots of stuff going on
...
}
And is shared to the GameSceneView view that will create the SpriteView, like so :
Button("Show Sheet") {
self.showingSheet.toggle()
}
.buttonStyle(RoundedRectangleButtonStyle())
.buttonStyle(ShadowButtonStyle())
.fullScreenCover(isPresented: $showingSheet, content: { GameSceneView(gameCenterManager:self.gameCenterManager)})
Finally, inside my GameSceneView, the GameScene for SpriteView is configured.
struct GameSceneView: View {
var gameCenterManager: GameCenterManager
#Environment(\.presentationMode) var presentationMode
var scene: SKScene {
let scene = GameScene()
scene.size = CGSize(width: UIScreen.main.bounds.size.width , height: UIScreen.main.bounds.size.height)
scene.scaleMode = .fill
return scene
}
var body: some View {
Button("Dismiss") {
self.presentationMode.wrappedValue.dismiss()
}
Button("send data") {
gameCenterManager.increment()
}
SpriteView(scene: scene )
.frame(width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height - 200 )
.ignoresSafeArea()
.overlay(ImageOverlay(), alignment: .bottomTrailing)
}
}
Perhaps others are looking to do the same? Here below is the answer in code snippets
GameCenterManager is the class that I want to access across all views and SKScenes
In mainview:
#main
struct gameTestApp: App {
#StateObject var gameCenterManager = GameCenterManager()
var body: some Scene {
WindowGroup {
ContentView().environmentObject(gameCenterManager)
}
}
}
In Contentview view add :
#EnvironmentObject var gameCenterManager:GameCenterManager
And where I transition to GameSceneView inside Contentview, which will load my SKScene
Button("Show Sheet") {
self.showingSheet.toggle()
}
.buttonStyle(RoundedRectangleButtonStyle())
.buttonStyle(ShadowButtonStyle())
.fullScreenCover(isPresented: $showingSheet, content: { GameSceneView()})
Then in GameSceneView add:
#EnvironmentObject var gameCenterManager:GameCenterManager
and where we load SKScene:
var scene: SKScene {
let scene = GameScene()
scene.size = CGSize(width: UIScreen.main.bounds.size.width , height: UIScreen.main.bounds.size.height)
scene.scaleMode = .fill
scene.gameCenterManager = gameCenterManager
return scene
}
Then finally in GameScene itself add:
var gameCenterManager: GameCenterManager?

Creating a drag handle inside of a SwiftUI view (for draggable windows and such)

I'm trying to learn SwiftUI, and I had a question about how to make a component that has a handle on it which you can use to drag around. There are several tutorials online about how to make a draggable component, but none of them exactly answer the question I have, so I thought I would seek the wisdom of you fine people.
Lets say you have a view that's like a window with a title bar. For simplicity's sake, lets make it like this:
struct WindowView: View {
var body: some View {
VStack(spacing:0) {
Color.red
.frame(height:25)
Color.blue
}
}
}
I.e. the red part at the top is the title bar, and the main body of the component is the blue area. Now, this window view is contained inside another view, and you can drag it around. The way I've read it, you should do something like this (very simplified):
struct ContainerView: View {
#State private var loc = CGPoint(x:150, y:150);
var body: some View {
ZStack {
WindowView()
.frame(width:100, height:100)
.position(loc)
.gesture(DragGesture()
.onChanged { value in
loc = value.location
}
)
}
}
}
and that indeed lets you drag the component around (ignore for now that we're always dragging by the center of the image, it's not really the point):
However, this is not what I want: I don't want you to be able to drag the component around by just dragging inside the window, I only want to drag it around by dragging the red title bar. But the red title-bar is hidden somewhere inside of WindowView. I don't want to move the #State variable containing the position to inside the WindowView, it seems to me much more logical to have that inside ContainerView. But then I need to somehow forward the gesture into the embedded title bar.
I imagine the best way would be for the ContainerView to look something like this:
struct ContainerView: View {
#State private var loc = CGPoint(x:150, y:150);
var body: some View {
ZStack {
WindowView()
.frame(width:100, height:100)
.position(loc)
.titleBarGesture(DragGesture()
.onChanged { value in
loc = value.location
}
)
}
}
}
but I don't know how you would implement that .titleBarGesture in the correct way (or if this is even the proper way to do it. should the gesture be an argument to the WindowView constructor?). Can anyone help me out, give me some pointers?
Thanks in advance!
You can get smooth translation of the window using the offset from the drag, and then disable touch on the background element to prevent content from dragging.
Buttons still work in the content area.
import SwiftUI
struct WindowBar: View {
#Binding var location: CGPoint
var body: some View {
ZStack {
Color.red
.frame(height:25)
Text(String(format: "%.1f: %.1f", location.x, location.y))
}
}
}
struct WindowContent: View {
var body: some View {
ZStack {
Color.blue
.allowsHitTesting(false) // background prevents interaction
Button("Press Me") {
print("Tap")
}
}
}
}
struct WindowView: View, Identifiable {
#State var location: CGPoint // The views current center position
let id = UUID()
/// Keep track of total translation so that we don't jump on finger drag
/// SwiftUI doesn't have an onBegin callback like UIKit's gestures
#State private var startDragLocation = CGPoint.zero
#State private var isBeginDrag = true
init(location: CGPoint = .zero) {
_location = .init(initialValue: location)
}
var body: some View {
VStack(spacing:0) {
WindowBar(location: $location)
WindowContent()
}
.frame(width: 100, height: 100)
.position(location)
.gesture(DragGesture()
.onChanged({ value in
if isBeginDrag {
isBeginDrag = false
startDragLocation = location
}
// In UIKit we can reset translation to zero, but we can't in SwiftUI
// So we do book keeping to track startLocation of gesture and adjust by
// total translation
location = CGPoint(x: startDragLocation.x + value.translation.width,
y: startDragLocation.y + value.translation.height)
})
.onEnded({ value in
isBeginDrag = true /// reset for next drag
}))
}
}
struct ContainerView: View {
#State private var windows = [
WindowView(location: CGPoint(x: 50, y: 100)),
WindowView(location: CGPoint(x: 190, y: 75)),
WindowView(location: CGPoint(x: 250, y: 50))
]
var body: some View {
ZStack {
ForEach(windows) { window in
window
}
}
.frame(width: 600, height: 480)
}
}
struct ContentView: View {
var body: some View {
ContainerView()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
You can just use .allowsHitTesting(false) on the blue view, which will ignore the touch gesture on that view. Hence, you can only drag on the red View and still have the DragGesture outside that view.
struct WindowView: View {
var body: some View {
VStack(spacing:0) {
Color.red
.frame(height:25)
Color.blue
.allowsHitTesting(false)
}
}
}
You can wrap the DragGesture into a ViewModifier:
struct MovableByBar: ViewModifier {
static let barHeight: CGFloat = 14
#State private var loc: CGPoint!
#State private var transition: CGSize = .zero
func body(content: Content) -> some View {
if loc == nil { // Get the original position
content.padding(.top, MovableByBar.barHeight)
.overlay {
GeometryReader { geo -> Color in
DispatchQueue.main.async {
let frame = geo.frame(in: .local)
loc = CGPoint(x: frame.midX, y: frame.midY)
}
return Color.clear
}
}
} else {
VStack(spacing: 0) {
Rectangle()
.fill(.secondary)
.frame(height: MovableByBar.barHeight)
.offset(x: transition.width, y: transition.height)
.gesture (
DragGesture()
.onChanged { value in
transition = value.translation
}
.onEnded { value in
loc.x += transition.width
loc.y += transition.height
transition = .zero
}
)
content
.offset(x: transition.width,
y: transition.height)
}
.position(loc)
}
}
}
And use modifier like this:
WindowView()
.modifier(MovableByBar())
.frame(width: 80, height: 60) // `frame()` after it

SwiftUI binding a variable of another object is not working

I want for my view model to have state to bind not in main view.
In the code below, I Binded view model's #GestureState variable to DragGesture in my main view.
But the problem is, without any compile error, it does not updating my #GestureState variable at all. If I define the #GestureState variable in my main view, it work.
Any idea?
class ViewModel {
#GestureState var dragOffset = CGSize.zero
}
struct ExampleView: View {
var viewModel = ViewModel()
var body: some View {
Image(systemName: "star.circle.fill")
.font(.system(size: 100))
.offset(x: viewModel.dragOffset.width, y: viewModel.dragOffset.height)
.animation(.easeInOut)
.foregroundColor(.green)
.gesture(
DragGesture()
.updating(viewModel.$dragOffset, body: { (value, state, transaction) in
print(state)
state = value.translation
print(state)
})
)
}
}

SwiftUI View struct without reloading

I would like to create a starry background view in SwiftUI that has its stars located randomly using Double.random(), but does not reinitialise them and move them when the parent view reloads its var body.
struct ContentView: View {
#State private var showButton = true
var body: some View {
ZStack {
BackgroundView()
if showButton {
Button("Tap me"){
self.showButton = false
}
}
}
}
}
I define my background view as such.
struct BackgroundView: View {
var body: some View {
ZStack {
GeometryReader { geometry in
Color.black
ForEach(0..<self.getStarAmount(using: geometry), id: \.self){ _ in
Star(using: geometry)
}
LinearGradient(gradient: Gradient(colors: [.purple, .clear]), startPoint: .bottom, endPoint: .top)
.opacity(0.7)
}
}
}
func getStarAmount(using geometry: GeometryProxy) -> Int {
return Int(geometry.size.width*geometry.size.height/100)
}
}
A Star is defined as
struct Star: View {
let pos: CGPoint
#State private var opacity = Double.random(in: 0.05..<0.4)
init(using geometry: GeometryProxy) {
self.pos = CGPoint(x: Double.random(in: 0..<Double(geometry.size.width)), y: Double.random(in: 0..<Double(geometry.size.height)))
}
var body: some View {
Circle()
.foregroundColor(.white)
.frame(width: 2, height: 2)
.scaleEffect(CGFloat(Double.random(in: 0.25...1)))
.position(pos)
.opacity(self.opacity)
.onAppear(){
withAnimation(Animation.linear(duration: 2).delay(Double.random(in: 0..<6)).repeatForever()){
self.opacity = self.opacity+0.5
}
}
}
}
As one can see, a Star heavily relies on random values, for both its animation (to create a 'random' twinkling effect) as well as its position. When the parent view of the BackgroundView, ContentView in this example, gets redrawn however, all Stars get reinitialised, their position values change and they move across the screen. How can this best be prevented?
I have tried several approaches to prevent the positions from being reinitialised. I can create a struct StarCollection as a static let of BackgroundView, but this is quite cumbersome. What is the best way to go about having a View dependent on random values (positions), only determine those positions once?
Furthermore, the rendering is quite slow. I have attempted to call .drawingGroup() on the ForEach, but this then seems to interfere with the animation's opacity interpolation. Is there any viable way to speed up the creation / re-rendering of a view with many Circle() elements?
The slowness coming out from the overcomplicated animations setting in onAppear, you only need the self.opacity state change to initiate the animation, so please move animation out and add to the shape directly.
Circle()
.foregroundColor(.white)
.frame(width: 2, height: 2)
.scaleEffect(CGFloat(Double.random(in: 0.25...1)))
.position(pos)
.opacity(self.opacity)
.animation(Animation.linear(duration: 0.2).delay(Double.random(in: 0..<6)).repeatForever())
.onAppear(){
// withAnimation{ //(Animation.linear(duration: 2).delay(Double.random(in: 0..<6)).repeatForever()){
self.opacity = self.opacity+0.5
// }
}