Limit rectangle to screen edge on drag gesture - swift

I'm just getting started with SwiftUI and I was hoping for the best way to tackle the issue of keeping this rectangle in the bounds of a screen during a drag gesture. Right now it goes off the edge until it reaches the middle of the square (I think cause I'm using CGPoint).
I tried doing some math to limit the rectangle and it succeeds on the left side only but it seems like an awful way to go about this and doesn't account for varying screen sizes. Can anyone help?
struct ContentView: View {
#State private var pogPosition = CGPoint()
var body: some View {
PogSound()
.position(pogPosition)
.gesture(
DragGesture()
.onChanged { value in
self.pogPosition = value.location
// Poor solve
if(self.pogPosition.x < 36) {
self.pogPosition.x = 36
}
}
.onEnded { value in
print(value.location)
}
)
}
}

Here is a demo of possible approach (for any view, cause view frame is read dynamically).
Demo & tested with Xcode 12 / iOS 14
struct ViewSizeKey: PreferenceKey {
static var defaultValue = CGSize.zero
static func reduce(value: inout Value, nextValue: () -> Value) {
value = nextValue()
}
}
struct ContentView: View {
#State private var pogPosition = CGPoint()
#State private var size = CGSize.zero
var body: some View {
GeometryReader { gp in
PogSound()
.background(GeometryReader {
Color.clear
.preference(key: ViewSizeKey.self, value: $0.frame(in: .local).size)
})
.onPreferenceChange(ViewSizeKey.self) {
self.size = $0
}
.position(pogPosition)
.gesture(
DragGesture()
.onChanged { value in
let rect = gp.frame(in: .local)
.inset(by: UIEdgeInsets(top: size.height / 2.0, left: size.width / 2.0, bottom: size.height / 2.0, right: size.width / 2.0))
if rect.contains(value.location) {
self.pogPosition = value.location
}
}
.onEnded { value in
print(value.location)
}
)
.onAppear {
let rect = gp.frame(in: .local)
self.pogPosition = CGPoint(x: rect.midX, y: rect.midY)
}
}.edgesIgnoringSafeArea(.all)
}
}

Related

Multiple animations interrupt/interfere with eachother

I attempted to apply multiple animations to an object, one that loops on a short timer and one that changes on a button press. After reducing it down to an example, it appears that multiple animations interfere with eachother (replacing all animations duration/repeatability with the most recently triggered.
Example code:
import SwiftUI
struct RectangleView: Shape {
var height: CGFloat
var width: CGFloat
var animatableData: AnimatablePair<CGFloat, CGFloat> {
get {
AnimatablePair(height, width)
}
set {
height = newValue.first
width = newValue.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var rect = CGRect()
rect.size.width = self.width
rect.size.height = self.height
path.addRect(rect)
return path
}
}
struct ContentView: View {
#State var width: CGFloat = 100
#State var height: CGFloat = 100
var body: some View {
VStack {
RectangleView(height: height, width: width)
.animation(.linear(duration: 30).repeatForever(), value: height)
.animation(.spring(response: 1, dampingFraction: 0.5, blendDuration: 1), value: width)
.onAppear(perform: {
height = 200
})
Button("Add width via spring", action: {
width += 10
})
}
.padding()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Expected: Rectangle continues to grow vertically linearly over 30 seconds after clicking 'add width' button.
Actual: Rectangle springs vertically over 1 second along with the width.

How can I make a custom BlurMaterial using blur modifier in Swift?

I am trying to over come to making a custom BlurMaterial challenge, as you could read from question I am trying to make a custom BlurMaterial, the idea is simple, I am accessing the all available view and then trying to cut it and blur the cut part, but the issue happens when the blur radius goes up and up, the wired rectangular happens and it seems the blur got issue at edges the yellow rectangular, I think this issue could simply solved, as you can see the logic of codes works almost, need help to solve the wired rectangular issue and blur issue at edges the yellow rectangular when we increases the blur radius.
INFO: the issue of wired rectangular happens in macOS SwiftUI but the blur issue at edges the yellow rectangular happens in iOS and macOS SwiftUI. My target is macOS SwiftUI not just iOS SwiftUI.
struct ContentView: View {
#State private var radius: CGFloat = 8.0
#State private var opacity: CGFloat = 0.2
#State private var accentColorOfBlurMaterial: Color = Color.black.opacity(0.5)
#State private var backgroundColor: Color = Color.green
#State private var offset: CGSize = CGSize.zero
#State private var lastOffset: CGSize = CGSize.zero
#State private var blurSize: CGSize = CGSize(width: 200.0, height: 200.0)
var body: some View {
let baseView = VStack {
Button("Tap") { print("tapped!") }
swift
slider(label: "radius:", value: $radius, range: 0.0...50.0)
slider(label: "opacity:", value: $opacity, range: 0.0...1.0)
}
.padding()
.background(Color.yellow.cornerRadius(10.0))
.padding(50.0)
.background(backgroundColor)
.fixedSize()
return ZStack {
baseView
baseView
.blur(radius: radius)
.frame(width: blurSize.width, height: blurSize.height)
.offset(x: -offset.width, y: -offset.height)
.clipped()
.contentShape(Rectangle())
.overlay(accentColorOfBlurMaterial.opacity(opacity))
.border(Color.black, width: 5.0)
.offset(offset)
.gesture(gesture)
.onChange(of: radius, perform: { newValue in
print("blur radius =", newValue)
})
}
}
var swift: some View { return Image(systemName: "swift").resizable().scaledToFit().frame(width: 300.0).foregroundColor(Color.red) }
func slider(label: String, value: Binding<CGFloat>, range: ClosedRange<CGFloat>) -> some View {
return HStack { Text(label); Spacer(); Slider(value: value, in: range) }
}
private var gesture: some Gesture {
return DragGesture(minimumDistance: .zero, coordinateSpace: .global)
.onChanged { value in
offset = CGSize(width: lastOffset.width + value.translation.width, height: lastOffset.height + value.translation.height)
}
.onEnded { value in
lastOffset = CGSize(width: lastOffset.width + value.translation.width, height: lastOffset.height + value.translation.height)
offset = lastOffset
}
}
}

SwiftUI: path not animating on change of binding animation

I'm trying to smoothly animate the change of the length of an arc using the .animate() method of a binding, but the animation does not occur - it just changes suddenly. Here's a minimal example - what am I doing wrong?
I'm using WatchOS.
import SwiftUI
struct TestAnimation: View {
#State var value: Float = 0.2
var body: some View {
VStack {
Arc(value: $value)
Button(action: { self.value += 0.1 }) {
Text("Increment")
}
}
}
}
struct Arc: View {
var value: Binding<Float>
var body: some View {
ArcShape(value: value.animation(.easeOut(duration:2)))
.stroke(lineWidth: 3)
}
}
struct ArcShape : Shape {
var value: Binding<Float>
func path(in rect: CGRect) -> Path {
var p = Path()
let arcDegrees: Double = max(360.0 * Double(value.wrappedValue), 2.0)
let endAngle = -90.0 + arcDegrees
p.addArc(center: CGPoint(x: rect.midX, y:rect.midY), radius: rect.height / 2, startAngle: .degrees(-90), endAngle: .degrees(endAngle), clockwise: false)
return p
}
}
We need animatable data in shape and actually do not need binding but animation directly on Arc.
Tested with Xcode 13.4 / watchOS 8.5
Here is main part of fixed code:
struct Arc: View {
var body: some View {
ArcShape(value: value) // << here !!
.stroke(lineWidth: 3)
.animation(.easeOut(duration:2), value: value)
}
// ...
struct ArcShape : Shape {
var animatableData: CGFloat {
get { value }
set { value = newValue }
}
// ...
Complete test module is here

How to keep the initial animation running while a new one is performed?

I'm having a hard time figuring out this animation thing. The problem is, the .onAppear wobbly animation (which should be forever looped) stops and freezes as soon as the view is dragged (which has another animation so that it smoothly moves towards the drag location).
Is there a way to keep the onAppear animation running independently of the view being dragged around? Important to note is that I do need the position to be dependent on the array (hence drag gesture writes directly to data), and I don't need the wobble (size animation) to be tied to the array at all.
Illustration of the animation freezing on drag (undesirable - would like to circles to still wobble during and after being dragged)
Please see code:
var body: some View {
Circle()
// .resizable()
.frame(width:size.width, height: size.height) //self.size is a state var
.foregroundColor(color)
.position(pos) //pos is a normal var bound to an array row
.gesture(DragGesture()
.onChanged { gesture in
withAnimation(.default) {
ballStorage.balls[numberInArray].position = gesture.location
}
}
.onEnded { gesture in
ballStorage.checkOverlaps(for: numberInArray)
}
) .onAppear {
withAnimation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true)) {
size = CGSize(width: size.width+20, height: size.height+20)
}
}
}
}
You need to separate circle into own view with own animation, then internal animation will be independent of external animation.
Here is a demo of solution on somehow replicated code. Prepared with Xcode 12.1 / iOS 14.1.
struct Ball: Identifiable, Hashable {
let id = UUID()
var position = CGPoint.zero
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
}
struct BallView: View {
let ball: Ball
var color = Color.blue
#State private var size = CGSize(width: 40, height: 40)
var body: some View {
Circle()
.frame(width:size.width, height: size.height) //self.size is a state var
.animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true), value: size)
.foregroundColor(color)
.onAppear {
size = CGSize(width: size.width+20, height: size.height+20)
}
}
}
struct ContentView: View {
#State private var balls = [Ball(position: CGPoint(x: 100, y: 100)), Ball(position: CGPoint(x: 100, y: 200))]
#State private var off = CGSize.zero
#State private var selected = -1
var body: some View {
ZStack {
ForEach (Array(balls.enumerated()), id: \.1) { i, ball in
BallView(ball: ball)
.offset(x: i == selected ? off.width : 0, y: i == selected ? off.height : 0)
.position(ball.position)
.gesture(DragGesture()
.onChanged { gesture in
self.selected = i
withAnimation(.default) {
self.off = gesture.translation
}
}
.onEnded { gesture in
let pt = balls[i].position
self.balls[i].position = CGPoint(x: pt.x + gesture.translation.width, y: pt.y + gesture.translation.height)
self.off = .zero
self.selected = -1
// ballStorage.checkOverlaps(for: numberInArray)
}
)
}
}
}
}

How to animate shape via state variable in SwiftUI?

Trying to animate right side of rectangle in SwiftUI on tap. But it's not working(
It has ratio state var and it's of animatable type (CGFloat). Totally out of ideas why. Please advise.
struct ContentView: View {
#State private var animated = false
var body: some View {
Bar(ratio: animated ? 0.0 : 1.0).animation(Animation.easeIn(duration: 1))
.onTapGesture {
self.animated.toggle()
}.foregroundColor(.green)
}
}
struct Bar: Shape {
#State var ratio: CGFloat
var animatableData: CGFloat {
get { return ratio }
set { ratio = newValue }
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.move(to: CGPoint.zero)
let width = rect.size.width * ratio
p.addLine(to: CGPoint(x: width, y: 0))
let height = rect.size.height
p.addLine(to: CGPoint(x: width, y: height))
p.addLine(to: CGPoint(x: 0, y: height))
p.closeSubpath()
return p
}
}
It is not needed #State for animatable data, so fix is simple
struct Bar: Shape {
var ratio: CGFloat
Tested with this demo view (on Xcode 11.2 / iOS 13.2)
struct TestAnimateBar: View {
#State private var animated = false
var body: some View {
VStack {
Bar(ratio: animated ? 0.0 : 1.0).animation(Animation.easeIn(duration: 1))
.foregroundColor(.green)
}
.background(Color.gray)
.frame(height: 40)
.onTapGesture {
self.animated.toggle()
}
}
}