I created a SwiftUI-based, HUD class (based on SwiftyHUDView):
struct ActivityIndicatorView<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)
}
}
}
}
The first time I use this:
#ObservedObject var serviceManager = ServiceManager()
ActivityIndicatorView(isShowing: .constant(serviceManager.loading)) {
NavigationView {
ZStack {
...
}
}
}.onAppear(perform: self.serviceFetch)
private func serviceFetch() {
serviceManager.loadSomeData()
}
}
class ServiceManager: ObservableObject {
#Published var someData: [String] = []
#Published var loading = false
init() {
loading = true
}
public func loadSomeData() {
go get some data ...
self.loading = false
}
}
The HUD class works fine, it disappears once the service call has returned data.
However, if I attempt to use the ActivityIndicatorView a second time in a different screen, the HUD screen stays up, even after the service call returns data and the #Published loading value is set to false.
My question is this. Because I am using ActivityIndicatorView a second time, is the publish/observable link, ie. the loading property which is marked #Published is changed once the data is returned, the view that has the ActivityIndicatorView and #ObservedObject ServiceManager that should update its view and is not, somehow broken or do I have to initialize ActivityIndicatorView a certain way because it is used multiple times?
Related
Within a VStack, I have 3 views. A view's selection and colour are toggled when tapping on them. I want the previously selected View to be deselected when selecting the next view.
The tapGesture is implemented in each view. I am not sure what is the best way to achieve this.
Thanks.
Here is the code sample:
struct ContentView: View {
#State var tile1 = Tile()
#State var tile2 = Tile()
#State var tile3 = Tile()
var body: some View {
VStack {
TileView(tile: tile1 )
TileView(tile: tile2 )
TileView(tile:tile3 )
}
.padding()
}
}
struct Tile: Identifiable, Equatable{
var id:UUID = UUID()
var isSelected:Bool = false
}
struct TileView: View {
#State var tile:Tile
var body: some View {
RoundedRectangle(cornerRadius: 15)
.fill( tile.isSelected ? Color.red : Color.yellow )
.frame(height: 100)
.padding()
.onTapGesture {
tile.isSelected.toggle()
}
}
}
You need to relate the 3 tiles somehow. An Array is an option. Then once they are related you can change the selection at that level.
extension Array where Element == Tile{
///Marks the passed `tile` as selected and deselects other tiles.
mutating func select(_ tile: Tile) {
for (idx, t) in self.enumerated(){
if t.id == tile.id{
self[idx].isSelected.toggle()
}else{
self[idx].isSelected = false
}
}
}
}
Then you can change your views to use the new function.
struct MyTileListView: View {
#State var tiles: [Tile] = [Tile(), Tile(), Tile()]
var body: some View {
VStack {
ForEach(tiles) { tile in
TileView(tile: tile, onSelect: {
//Use the array to select the tile
tiles.select(tile)
})
}
}
.padding()
}
}
struct TileView: View {
//#State just create a copy of the tile `#Binding` is a two-way connection if needed
let tile:Tile
///Called when the tile is selected
let onSelect: () -> Void
var body: some View {
RoundedRectangle(cornerRadius: 15)
.fill(tile.isSelected ? Color.red : Color.yellow)
.frame(height: 100)
.padding()
.onTapGesture {
onSelect()
}
}
}
I want to be able to change a view in SwiftUI with the tap of a button. I have buttons setup to toggle the environmental variables as follows
struct SettingsButton: View {
#EnvironmentObject var settings: UserSettings
var body: some View {
VStack {
Button(action: { self.settings.settingsView.toggle() }) {
Image(systemName: "gear")
.font(Font.system(size: 25))
.frame(width: 25, height: 25)
.foregroundColor(.primary)
}
}
.offset(x: 180, y: -372)}
}
I've also declared the Observable object here
import Foundation
import GoogleSignIn
class UserSettings: ObservableObject {
#Published var studentID = ""
#Published var givenName = ""
#Published var settingsView = false
#Published var profileView = false
#Published var isLogged = GIDSignIn.sharedInstance()?.currentUser
}
And finally I have a ViewBuilder setup in the view that is loaded on start to listen for a change in the variable and to switch views accordingly, however when the app is loaded and the button is tapped the app freezes and remains unresponsive.
struct Login: View {
#EnvironmentObject var settings: UserSettings
#ViewBuilder var body : some View {
if settings.isLogged != nil {
MainView()
}
else {
LoginPage()
}
if settings.settingsView {
SettingsView()
}
}
}
I would like to know if there is any known way to attempt this without the use of .sheet or Navigation Links any help with be very much appreciated!
Without seeing your MainView(), LoginPage() and SettingsView() I think you should be doing something like this in your Login() view:
I added VStack around your views:
struct Login: View {
#EnvironmentObject var settings: UserSettings
#ViewBuilder var body: some View {
VStack {
if settings.isLogged != nil {
MainView()
} else {
LoginPage()
}
if settings.settingsView {
SettingsView()
}
}
}
}
Also ensure that you have the following in your SceneDelegate since your UserSettings() is defined as an EnvironmentObject:
// Create the SwiftUI view that provides the window contents.
let contentView = Login()
.environmentObject(UserSettings())
I would like to have a 'badge' of sorts on the screen and when conditions are met, it will bounce from normal size to bigger and back to normal repeatedly until the conditions are no longer met. I cannot seem to get the badge to stop 'bouncing', though. Once it starts, it's unstoppable.
What I've tried:
I have tried using a few animations, but they can be classified as animations that use 'repeatForever' to achieve the desired effect and those that do not. For example:
Animation.default.repeatForever(autoreverses: true)
and
Animation.spring(response: 1, dampingFraction: 0, blendDuration: 1)(Setting damping to 0 makes it go forever)
followed by swapping it out with .animation(nil). Doesn't seem to work. Does anyone have any ideas? Thank you so very much ahead of time! Here is the code to reproduce it:
struct theProblem: View {
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect( active ? 1.08: 1)
.animation( active ? Animation.default.repeatForever(autoreverses: true): nil )
.frame(width: 100, height: 100)
.onTapGesture {
self.active = !self.active
}
}
}
I figured it out!
An animation using .repeatForever() will not stop if you replace the animation with nil. It WILL stop if you replace it with the same animation but without .repeatForever(). ( Or alternatively with any other animation that comes to a stop, so you could use a linear animation with a duration of 0 to get a IMMEDIATE stop)
In other words, this will NOT work: .animation(active ? Animation.default.repeatForever() : nil)
But this DOES work: .animation(active ? Animation.default.repeatForever() : Animation.default)
In order to make this more readable and easy to use, I put it into an extension that you can use like this: .animation(Animation.default.repeat(while: active))
Here is an interactive example using my extension you can use with live previews to test it out:
import SwiftUI
extension Animation {
func `repeat`(while expression: Bool, autoreverses: Bool = true) -> Animation {
if expression {
return self.repeatForever(autoreverses: autoreverses)
} else {
return self
}
}
}
struct TheSolution: View {
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect( active ? 1.08: 1)
.animation(Animation.default.repeat(while: active))
.frame(width: 100, height: 100)
.onTapGesture {
self.active.toggle()
}
}
}
struct TheSolution_Previews: PreviewProvider {
static var previews: some View {
TheSolution()
}
}
As far as I have been able to tell, once you assign the animation, it will not ever go away until your View comes to a complete stop. So if you have a .default animation that is set to repeat forever and auto reverse and then you assign a linear animation with a duration of 4, you will notice that the default repeating animation is still going, but it's movements are getting slower until it stops completely at the end of our 4 seconds. So we are animating our default animation to a stop through a linear animation.
How about using a Transaction
In the code below, I turn off or turn on the animation depending on the state of the active
Warning: Be sure to use withAnimation otherwise nothing will work
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect(active ? 1.08: 1)
.animation(Animation.default.repeatForever(autoreverses: true), value: active)
.frame(width: 100, height: 100)
.onTapGesture {
useTransaction()
}
}
func useTransaction() {
var transaction = Transaction()
transaction.disablesAnimations = active ? true : false
withTransaction(transaction) {
withAnimation {
active.toggle()
}
}
}
After going through many things, I found out something that works for me. At the least for the time being and till I have time to figure out a better way.
struct WiggleAnimation<Content: View>: View {
var content: Content
#Binding var animate: Bool
#State private var wave = true
var body: some View {
ZStack {
content
if animate {
Image(systemName: "minus.circle.fill")
.foregroundColor(Color(.systemGray))
.offset(x: -25, y: -25)
}
}
.id(animate) //THIS IS THE MAGIC
.onChange(of: animate) { newValue in
if newValue {
let baseAnimation = Animation.linear(duration: 0.15)
withAnimation(baseAnimation.repeatForever(autoreverses: true)) {
wave.toggle()
}
}
}
.rotationEffect(.degrees(animate ? (wave ? 2.5 : -2.5) : 0.0),
anchor: .center)
}
init(animate: Binding<Bool>,
#ViewBuilder content: #escaping () -> Content) {
self.content = content()
self._animate = animate
}
}
Use
#State private var editMode = false
WiggleAnimation(animate: $editMode) {
VStack {
Image(systemName: image)
.resizable()
.frame(width: UIScreen.screenWidth * 0.1,
height: UIScreen.screenWidth * 0.1)
.padding()
.foregroundColor(.white)
.background(.gray)
Text(text)
.multilineTextAlignment(.center)
.font(KMFont.tiny)
.foregroundColor(.black)
}
}
How does it work?
.id(animate) modifier here does not refresh the view but just replaces it with a new one, so it is back to its original state.
Again this might not be the best solution but it works for my case.
There is nothing wrong in your code, so I assume it is Apple's defect. It seems there are many with implicit animations (at least with Xcode 11.2). Anyway...
I recommend to consider alternate approach provided below that gives expected behaviour.
struct TestAnimationDeactivate: View {
#State var active: Bool = false
var body: some View {
VStack {
if active {
BlinkBadge()
} else {
Badge()
}
}
.frame(width: 100, height: 100)
.onTapGesture {
self.active.toggle()
}
}
}
struct Badge: View {
var body: some View {
Circle()
}
}
struct BlinkBadge: View {
#State private var animating = false
var body: some View {
Circle()
.scaleEffect(animating ? 1.08: 1)
.animation(Animation.default.repeatForever(autoreverses: true))
.onAppear {
self.animating = true
}
}
}
struct TestAnimationDeactivate_Previews: PreviewProvider {
static var previews: some View {
TestAnimationDeactivate()
}
}
Aspid comments on the accepted solution that an Xcode update broke it. I was struggling with a similar problem while playing around with an example from Hacking with Swift, and
.animation(active ? Animation.default.repeatForever() : Animation.default)
was not working for me either on Xcode 13.2.1. The solution I found was to encapsulate the animation in a custom ViewModifier. The code below illustrates this; the big button toggles between active and inactive animations.
`
struct ContentView: View {
#State private var animationAmount = 1.0
#State private var animationEnabled = false
var body: some View {
VStack {
Button("Tap Me") {
// We would like to stop the animation
animationEnabled.toggle()
animationAmount = animationEnabled ? 2 : 1
}
.onAppear {
animationAmount = 2
animationEnabled = true
}
.padding(50)
.background(.red)
.foregroundColor(.white)
.clipShape(Circle())
.overlay(
Circle()
.stroke(.red)
.scaleEffect(animationAmount)
.opacity(2 - animationAmount)
)
.modifier(AnimatedCircle(animationAmount: $animationAmount, animationEnabled: $animationEnabled))
}
}
}
struct AnimatedCircle: ViewModifier {
#Binding var animationAmount: Double
#Binding var animationEnabled: Bool
func body(content: Content) -> some View {
if animationEnabled {
return content.animation(.easeInOut(duration: 2).repeatForever(autoreverses: false),value: animationAmount)
}
else {
return content.animation(.easeInOut(duration: 0),value: animationAmount)
}
}
}
`
It may not be the best conceivable solution, but it works. I hope it helps somebody.
I built a LoadingView with SwiftUI for showing some loading stuff in my app while I'm fetching remote data from an API. I am on Xcode Version 11.0 beta 5.
This is the LoadingView:
struct LoadingView<Content>: View where Content: View {
#Binding var isShowing: Bool
var content: () -> Content
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .center) {
self.content()
.disabled(self.isShowing)
.blur(radius: self.isShowing ? 3 : 0)
VStack {
Text("Loading...")
ActivityIndicator(isAnimating: .constant(true), style: .large)
}
.frame(width: geometry.size.width / 2,
height: geometry.size.height / 5)
.background(Color.white)
.foregroundColor(Color.primary)
.cornerRadius(5)
.opacity(self.isShowing ? 1 : 0)
}
}
}
}
This is my DataStore. It is declared as ObservableObject and has more than one #Published property. Also it does some remote fetching from an API:
class CharacterStore: ObservableObject {
#Published private(set) var isLoading = false
// Fetches some stuff from a remote api
func fetch() {
self.isLoading = true
myService.getCharacters { (result) in
DispatchQueue.main.async {
self.isLoading = false
}
}
}
}
And finally this is the View I want to show my LoadingView with the content of ContentView in it. Of course I am setting the #EnvironmentObject before showing this view.
struct ContentView: View {
#EnvironmentObject var charStore: CharacterStore
var body: some View {
LoadingView(isShowing: self.$charStore.isLoading) { // Here I get the error
// Show some Content here
Text("")
}
}
}
The problem is that I want to bind self.$charStore.isLoading to LoadingView. In this line i get the following error:
Generic parameter 'Subject' could not be inferred
I tried in several ways but none of these things work. Btw: If I use a #State property in ContentView it just works fine like this:
struct ContentView: View {
#EnvironmentObject var charStore: CharacterStore
#State var loads: Bool = false
var body: some View {
LoadingView(isShowing: self.$loads) { // Here I get no error
// Show some Content here
Text("")
}
}
}
Am I missing a thing? If you need further informations let me know i can provide more content if needed.
Thanks for the help!
Since your LoadingView is not going to modify .isLoading, you do not need to pass it as a binding:
LoadingView(isShowing: self.$charStore.isLoading)
Instead, remove the #Binding in LoadingView:
struct LoadingView<Content>: View where Content: View {
var isShowing: Bool
...
and create it like this (remove the dollar sign):
LoadingView(isShowing: self.charStore.isLoading) { ... }
On the contrary, if you insist on passing a binding, then you need to remove the private(set) from:
#Published private(set) var isLoading = false
Couldn't you do the following:
Replacing the #Binding by the same #EnvironmentObject as the ContentView uses.
struct LoadingView<Content>: View where Content: View {
#EnvirontmentObject var charStore: CharacterStore // added
//#Binding var isShowing: Bool // removed
var content: () -> Content
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .center) {
self.content()
.disabled(self.$charStore.isLoading) // Changed
.blur(radius: self.$charStore.isLoading ? 3 : 0) // Changed
VStack {
Text("Loading...")
ActivityIndicator(isAnimating: .constant(true), style: .large)
}
.frame(width: geometry.size.width / 2,
height: geometry.size.height / 5)
.background(Color.white)
.foregroundColor(Color.primary)
.cornerRadius(5)
.opacity(self.$charStore.isLoading ? 1 : 0) // Changed
}
}
}
}
Of course, you also have to remove the isShowing parameter from the LoadingView() initializer in the ContentView.
Please correct me if I am wrong!
I'm quite new to the SwiftUI framework and I haven't wrapped my head around all of it yet so please bear with me.
Is there a way to trigger an "overlay view" from inside "another view" when its binding changes? See illustration below:
I figure this "overlay view" would wrap all my views. I'm not sure how to do this yet - maybe using ZIndex. I also guess I'd need some sort of callback when the binding changes, but I'm also not sure how to do that either.
This is what I've got so far:
ContentView
struct ContentView : View {
#State private var liked: Bool = false
var body: some View {
VStack {
LikeButton(liked: $liked)
}
}
}
LikeButton
struct LikeButton : View {
#Binding var liked: Bool
var body: some View {
Button(action: { self.toggleLiked() }) {
Image(systemName: liked ? "heart" : "heart.fill")
}
}
private func toggleLiked() {
self.liked = !self.liked
// NEED SOME SORT OF TOAST CALLBACK HERE
}
}
I feel like I need some sort of callback inside my LikeButton, but I'm not sure how this all works in Swift.
Any help with this would be appreciated. Thanks in advance!
It's quite easy - and entertaining - to build a "toast" in SwiftUI!
Let's do it!
struct Toast<Presenting>: View where Presenting: View {
/// The binding that decides the appropriate drawing in the body.
#Binding var isShowing: Bool
/// The view that will be "presenting" this toast
let presenting: () -> Presenting
/// The text to show
let text: Text
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .center) {
self.presenting()
.blur(radius: self.isShowing ? 1 : 0)
VStack {
self.text
}
.frame(width: geometry.size.width / 2,
height: geometry.size.height / 5)
.background(Color.secondary.colorInvert())
.foregroundColor(Color.primary)
.cornerRadius(20)
.transition(.slide)
.opacity(self.isShowing ? 1 : 0)
}
}
}
}
Explanation of the body:
GeometryReader gives us the preferred size of the superview , thus allowing the perfect sizing for our Toast.
ZStack stacks views on top of each other.
The logic is trivial: if the toast is not supposed to be seen (isShowing == false), then we render the presenting view. If the toast has to be presented (isShowing == true), then we render the presenting view with a little bit of blur - because we can - and we create our toast next.
The toast is just a VStack with a Text, with custom frame sizing, some design bells and whistles (colors and corner radius), and a default slide transition.
I added this method on View to make the Toast creation easier:
extension View {
func toast(isShowing: Binding<Bool>, text: Text) -> some View {
Toast(isShowing: isShowing,
presenting: { self },
text: text)
}
}
And a little demo on how to use it:
struct ContentView: View {
#State var showToast: Bool = false
var body: some View {
NavigationView {
List(0..<100) { item in
Text("\(item)")
}
.navigationBarTitle(Text("A List"), displayMode: .large)
.navigationBarItems(trailing: Button(action: {
withAnimation {
self.showToast.toggle()
}
}){
Text("Toggle toast")
})
}
.toast(isShowing: $showToast, text: Text("Hello toast!"))
}
}
I used a NavigationView to make sure the view fills the entire screen, so the Toast is sized and positioned correctly.
The withAnimation block ensures the Toast transition is applied.
How it looks:
It's easy to extend the Toast with the power of SwiftUI DSL.
The Text property can easily become a #ViewBuilder closure to accomodate the most extravagant of the layouts.
To add it to your content view:
struct ContentView : View {
#State private var liked: Bool = false
var body: some View {
VStack {
LikeButton(liked: $liked)
}
// make it bigger by using "frame" or wrapping it in "NavigationView"
.toast(isShowing: $liked, text: Text("Hello toast!"))
}
}
How to hide the toast afte 2 seconds (as requested):
Append this code after .transition(.slide) in the toast VStack.
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
withAnimation {
self.isShowing = false
}
}
}
Tested on Xcode 11.1
I modified Matteo Pacini's great answer, above, incorporating comments to have the Toast fade in and fade out after a delay. I also modified the View extension to be a bit more generic, and to accept a trailing closure similar to the way .sheet works.
ContentView.swift:
struct ContentView: View {
#State private var lightsOn: Bool = false
#State private var showToast: Bool = false
var body: some View {
VStack {
Button(action: {
if (!self.showToast) {
self.lightsOn.toggle()
withAnimation {
self.showToast = true
}
}
}){
Text("switch")
} //Button
.padding(.top)
Image(systemName: self.lightsOn ? "lightbulb" : "lightbulb.fill")
.resizable()
.aspectRatio(contentMode: .fit)
.padding(.all)
.toast(isPresented: self.$showToast) {
HStack {
Text("Lights: \(self.lightsOn ? "ON" : "OFF")")
Image(systemName: self.lightsOn ? "lightbulb" : "lightbulb.fill")
} //HStack
} //toast
} //VStack
} //body
} //ContentView
View+Toast.swift:
extension View {
func toast<Content>(isPresented: Binding<Bool>, content: #escaping () -> Content) -> some View where Content: View {
Toast(
isPresented: isPresented,
presenter: { self },
content: content
)
}
}
Toast.swift:
struct Toast<Presenting, Content>: View where Presenting: View, Content: View {
#Binding var isPresented: Bool
let presenter: () -> Presenting
let content: () -> Content
let delay: TimeInterval = 2
var body: some View {
if self.isPresented {
DispatchQueue.main.asyncAfter(deadline: .now() + self.delay) {
withAnimation {
self.isPresented = false
}
}
}
return GeometryReader { geometry in
ZStack(alignment: .bottom) {
self.presenter()
ZStack {
Capsule()
.fill(Color.gray)
self.content()
} //ZStack (inner)
.frame(width: geometry.size.width / 1.25, height: geometry.size.height / 10)
.opacity(self.isPresented ? 1 : 0)
} //ZStack (outer)
.padding(.bottom)
} //GeometryReader
} //body
} //Toast
With this you could toast Text, or an Image (or both, as shown below), or any other View.
here is the how to overlay on all of your views including NavigationView!
create a class model to store your views!
class ParentView:ObservableObject {
#Published var view:AnyView = AnyView(EmptyView())
}
create the model in your parrent view and call it in your view hierarchy
pass this class to your environment object of your parent view
struct Example: View {
#StateObject var parentView = ParentView()
var body: some View {
ZStack{
NavigationView{
ChildView()
.environmentObject(parentView)
.navigationTitle("dynamic parent view")
}
parentView.view
}
}
}
from now on you can call parentview in your child view by
#EnvironmentObject var parentView:ParentView
then for example in your tap gesture, you can change the parent view and show a pop up that covers everything including your navigationviews
#StateObject var parentView = ParentView()
here is the full solution copy and play with it in your preview!
import SwiftUI
class ParentView:ObservableObject {
#Published var view:AnyView = AnyView(EmptyView())
}
struct example: View {
#StateObject var parentView = ParentView()
var body: some View {
ZStack{
NavigationView{
ChildView()
.environmentObject(parentView)
.navigationTitle("dynamic parent view")
}
parentView.view
}
}
}
struct ChildView: View {
#EnvironmentObject var parentView:ParentView
var body: some View {
ZStack{
Text("hello")
.onTapGesture {
parentView.view = AnyView(Color.red.opacity(0.4).ignoresSafeArea())
}
}
}
}
struct example_Previews: PreviewProvider {
static var previews: some View {
example()
}
}
also you can improve this dramatically like this...!
struct ParentViewModifire:ViewModifier {
#EnvironmentObject var parentView:ParentView
#Binding var presented:Bool
let anyView:AnyView
func body(content: Content) -> some View {
content
.onChange(of: presented, perform: { value in
if value {
parentView.view = anyView
}
})
}
}
extension View {
func overlayAll<Overlay>(_ overlay: Overlay, presented: Binding<Bool>) -> some View where Overlay : View {
self
.modifier(ParentViewModifire(presented: presented, anyView: AnyView(overlay)))
}
}
now in your child view you can call this modifier on your view
struct ChildView: View {
#State var newItemPopUp:Bool = false
var body: some View {
ZStack{
Text("hello")
.overlayAll(newCardPopup, presented: $newItemPopUp)
}
}
}
App-wide View
If you want it to be app-wide, put in somewhere app-wide! For example, you can add it to the MyProjectApp.swift (or in sceneDelegate for UIKit/AppDelegate projects) file like this:
Note that the button and the State are just for more explanation and you may consider changing them in the way you like
#main
struct SwiftUIAppPlaygroundApp: App { // <- Note that where we are!
#State var showToast = false
var body: some Scene {
WindowGroup {
Button("App-Wide Button") { showToast.toggle() }
ZStack {
ContentView() // <- The app flow
if showToast {
MyCustomToastView().ignoresSafeArea(.all, edges: .all) // <- App-wide overlays
}
}
}
}
}
See? now you can add any sort of view on anywhere of the screen, without blocking animations. Just convert that #State to some sort of AppState like Observables or Environments and boom! 💥 you did it!
Note that it is a demo, you should use an environment variable or smt to be able for changing it from outside of this view's body
Apple does not currently provide any APIs that allow you to make global views similar to their own alert pop-ups.
In fact these views are actually still using UIKit under the hood.
If you want your own global pop-ups you can sort of hack your own (note this isn't tested, but something very similar should work for global presentation of toasts):
import SwiftUI
import Foundation
/// Global class that will manage toasts
class ToastPresenter: ObservableObject {
// This static property probably isn't even needed as you can inject via #EnvironmentObject
static let shared: ToastPresenter = ToastPresenter()
private init() {}
#Published private(set) var isPresented: Bool = false
private(set) var text: String?
private var timer: Timer?
/// Call this function to present toasts
func presentToast(text: String, duration: TimeInterval = 5) {
// reset the toast if one is currently being presented.
isPresented = false
self.text = nil
timer?.invalidate()
self.text = text
isPresented = true
timer = Timer(timeInterval: duration, repeats: false) { [weak self] _ in
self?.isPresented = false
}
}
}
/// The UI for a toast
struct Toast: View {
var text: String
var body: some View {
Text(text)
.padding()
.background(Capsule().fill(Color.gray))
.shadow(radius: 6)
.transition(AnyTransition.opacity.animation(.default))
}
}
extension View {
/// ViewModifier that will present a toast when its binding changes
#ViewBuilder func toast(presented: Binding<Bool>, text: String) -> some View {
ZStack {
self
if presented.wrappedValue {
Toast(text: text)
}
}
.ignoresSafeArea(.all, edges: .all)
}
}
/// The first view in your app's view hierarchy
struct RootView: View {
#StateObject var toastPresenter = ToastPresenter.shared
var body: some View {
MyAppMainView()
.toast(presented: $toastPresenter.isPresented, text: toastPresenter.text)
// Inject the toast presenter into the view hierarchy
.environmentObject(toastPresenter)
}
}
/// Some view later on in the app
struct SomeViewDeepInTheHierarchy: View {
#EnvironmentObject var toastPresenter: ToastPresenter
var body: some View {
Button {
toastPresenter.presentToast(text: "Hello World")
} label: {
Text("Show Toast")
}
}
}
Use .presentation() to show an alert when the button is tapped.
In LikeButton:
#Binding var liked: Bool
var body: some View {
Button(action: {self.liked = !self.liked}, label: {
Image(systemName: liked ? "heart.fill" : "heart")
}).presentation($liked) { () -> Alert in
Alert.init(title: Text("Thanks for liking!"))
}
}
You can also use .presentation() to present other Modal views, like a Popover or ActionSheet. See here and the "See Also" section on that page in Apple's SwiftUI documentation for info on the different .presentation() options.
Edit: Example of what you want with a custom view using Popover:
#State var liked = false
let popover = Popover(content: Text("Thanks for liking!").frame(width: 200, height: 100).background(Color.white), dismissHandler: {})
var body: some View {
Button(action: {self.liked = !self.liked}, label: {
Image(systemName: liked ? "heart.fill" : "heart")
}).presentation(liked ? popover : nil)
}
I am using this open source: https://github.com/huynguyencong/ToastSwiftUI . It is very simple to use.
struct ContentView: View {
#State private var isShowingToast = false
var body: some View {
VStack(spacing: 20) {
Button("Show toast") {
self.isShowingToast = true
}
Spacer()
}
.padding()
// Just add a modifier to show a toast, with binding variable to control
.toast(isPresenting: $isShowingToast, dismissType: .after(3)) {
ToastView(message: "Hello world!", icon: .info)
}
}
}