Why is my picker unresponsive in SwiftUI? - swift

I've tried switching between a segmented and wheel picker, but neither register a selection when clicked.
NavigationView {
Form {
Picker(selection: self.$settings.senatorChoice, label: Text("Choose a senator")) {
ForEach(0 ..< self.customSenators.count) {
Text(self.customSenators[$0])
}
}.pickerStyle(WheelPickerStyle())
.labelsHidden()
.padding()
}
}

Double check that settings.senatorChoice is an Int. The type of your range in ForEach must match the type of your Picker's binding. (See here for more info).
In addition, you probably want to use ForEach(self.customSenators.indices, id: \.self). This prevents possible crashes and out-of-date UI if elements get added to or removed from customSenators. (See here for more info.)

Add a tag to each picker item so they are unique e.g.
Text(self.customSenators[$0]).tag($0)

The following test code registers the selection when clicked.
struct Settings {
var senatorChoice: Int = 0
}
struct ContentView: View {
#State private var settings = Settings()
#State private var customSenators = ["One","Two","Three"]
var body: some View {
NavigationView {
Form {
Picker(selection: self.$settings.senatorChoice, label: Text("Choose a senator")) {
ForEach(0 ..< customSenators.count) {
Text(self.customSenators[$0])
}
}.pickerStyle(SegmentedPickerStyle())
.labelsHidden()
.padding()
Text("value: \(customSenators[settings.senatorChoice])")
}
}
}
}

Related

How do I prevent the user from switching to certain tabs in a SwiftUI TabView

I am creating sort of a game in swift that gives the user a new clue every time they guess incorrectly. I would like to have a TabView for the clues, but I don’t want the player to have access to every clue at the start. I was thinking either locking the tabs in the TabView until a function is called or making an array of different views in the TabView that can be edited.
One note before starting my reply: in this community you need to be clear about the issue and show examples of your code, error messages, points where you get stuck. Your answer is quite generic, but I will give you some hints.
Each Tab is a view (almost) like any other one, it can be hidden conditionally.
You can just hide the tabs until the user reaches the point in the game where the clues must be shown. In addition, or in alternative, you can switch to different views to see each clue.
See an example below (there's room for improvement, this is the idea):
struct Tabs: View {
#State private var showTab2 = false // This will trigger the tab to be shown
// It can be stored in your view model
var body: some View {
TabView {
Example(showNextClue: $showTab2)
.tabItem {Label("Tab 1", systemImage: "checkmark")}
if showTab2 { // Tab 2 is hidden until you change the state variable
Tab2()
.tabItem {Label("Tab 2", systemImage: "flag")}
}
Example(showNextClue: $showTab2)
.tabItem {Label("Tab 3", systemImage: "trash")}
}
}
}
struct Tab2: View {
#State private var clueIndex = 0 // What clue will you show now?
var body: some View {
VStack {
switch clueIndex { // Show the applicable clue
// You can iterate through an array of views as you proposed, chose the best method
case 0:
Text("Now you can see this clue number 1")
case 1:
Text("Clue number 2")
default:
Text("Clue \(String(clueIndex))")
}
Button {
clueIndex += 1
} label: {
Text("Show next clue")
}
.padding()
}
}
}
struct Example: View {
#Binding var showNextClue: Bool
var body: some View {
VStack {
Text("This is open")
.padding()
Button {
showNextClue.toggle()
} label: {
Text(showNextClue ? "Now you can see the next clue" : "Click here to see your next clue")
}
}
}
}
Unfortunately you cannot disable the standard TabBar selectors. But you can do your own custom ones, e.g. like this:
struct ContentView: View {
#State private var currentTab = "Home"
#State private var activeTabs: Set<String> = ["Home"] // saves the activated tabs
var body: some View {
VStack {
TabView(selection: $currentTab) {
// Tab Home
VStack(spacing: 20) {
Text("Home Tab")
Button("Unlock Hint 1") { activeTabs.insert("Hint 1")}
Button("Unlock Hint 2") { activeTabs.insert("Hint 2")}
}
.tag("Home")
// Tab 1. Hint
VStack {
Text("Your first Hint")
}
.tag("Hint 1")
// Tab 2. Hint
VStack {
Text("Your Second Hint")
}
.tag("Hint 2")
}
// custom Tabbar buttons
Divider()
HStack {
OwnTabBarButton("Home", imageName: "house.fill")
OwnTabBarButton("Hint 1", imageName: "1.circle")
OwnTabBarButton("Hint 2", imageName: "2.circle")
}
}
}
func OwnTabBarButton(_ label: String, imageName: String) -> some View {
Button {
currentTab = label
} label: {
VStack {
Image(systemName: imageName)
Text(label)
}
}
.disabled(!activeTabs.contains(label))
.padding([.horizontal,.top])
}
}

NavigationLink inside a List and VStack does not work after the first pop

I am trying to use the new Pull to Refresh feature in the latest version of SWiftUI which requires a List. Enclosing the VStack in a List causes the NavigationLink to work only once. Below is a simple version of the code without the Pull To Refresh part.
There is a question that was asked 68144891 on stackoverflow and there was a refrence to a known issue link which takes you to a page not found (https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-15-beta-release-notes)
Steps o reproduce
Tap "Press Me 1" or one of the items
Tap "Show Details"
Tap Back at the top
Tap "Press Me" again will not navigate to the next screen. A grey screen blocks when you tap
The app works without the VStack
struct ContentView: View {
var body: some View {
NavigationView {
List {
VStack { // commenting VStack works
Text("Options").font(.largeTitle).bold()
ForEach(1..<5, id:\.self) { counter in
NavigationLink(destination: SubView(counter: counter)) {
Text("Press Me \(counter)").font(.headline)
}
.buttonStyle(PlainButtonStyle())
}
}
}.listStyle(.grouped)
}
}
}
struct SubView: View {
var counter: Int
#State private var showDetails = false
var body: some View {
VStack(alignment: .leading) {
Button("Show details") {
showDetails.toggle()
}
if showDetails {
Text("Clicked")
.font(.largeTitle)
}
}
}
}
Any help appreciated
Thanks much!
... follow-up to my comment
I assume you wanted this
struct ContentView: View {
var body: some View {
NavigationView {
List {
Section(Text("Options").font(.largeTitle).bold()) {
ForEach(1..<5, id:\.self) { counter in
NavigationLink(destination: SubView(counter: counter)) {
Text("Press Me \(counter)").font(.headline)
}
.buttonStyle(PlainButtonStyle())
}
}
}.listStyle(.grouped)
}
}
}

SwiftUI - ForEach Simultaneously Toggle Multiple Buttons

I have a ForEach loop that displays ten unfilled buttons. When the button is clicked, the button assigns the index of the clicked button to a #State variable; only when the value of the state variable is equal to the index of the clicked button is the button filled. What should I change to be able to 1) click on the same button to unfill the button, and 2) fill another button without "unfilling" any already filled buttons?
Here is a minimal, reproducible example:
import SwiftUI
struct Test: View {
#State var selection: Int? = nil
var body: some View {
VStack {
ForEach (0 ..< 10, id: \.self) { number in
Button (action: {
self.selection = number
}, label: {
self.selection == number ? Image(systemName: "heart.fill") : Image(systemName: "heart")
})
}
}
}
}
struct Test_Previews: PreviewProvider {
static var previews: some View {
Test()
}
}
Thanks in advance.
You need to have a selection property that can keep track of multiple buttons, not just one button. I would use a Set here (not an Array, because there's no handy remove-object method there)
struct Test: View {
#State var selection = Set<Int>() /// will contain the indices of all selected buttons
var body: some View {
VStack {
ForEach (0 ..< 10, id: \.self) { number in
Button(action: {
if selection.contains(number) {
selection.remove(number)
} else {
selection.insert(number)
}
}) {
selection.contains(number) ? Image(systemName: "heart.fill") : Image(systemName: "heart")
}
}
}
}
}
You have to maintain state separately for each button.Better option is to use array. Check code below.
import SwiftUI
struct Test: View {
#State var selection: [Int] = Array(repeating:-1,count:10)
var body: some View {
VStack {
ForEach (0..<selection.count, id: \.self) { index in
Button (action: {
if self.selection[index] == index {
self.selection[index] = -1
}else{
self.selection[index] = index
}
}, label: {
self.selection[index] == index ? Image(systemName: "heart.fill") : Image(systemName: "heart")
})
}
}
}
}
struct Test_Previews: PreviewProvider {
static var previews: some View {
Test()
}
}

Insert, update and delete animations with ForEach in SwiftUI

I managed to have a nice insert and delete animation for items displayed in a ForEach (done via .transition(...) on Row). But sadly this animation is also triggered when I just update the name of Item in the observed array. Of course this is because it actually is a new view (you can see that, since onAppear() of Row is called).
As we all know the recommended way of managing lists with cool animations would be List but I think that many people would like to avoid the standard UI or the limitations that come along with this element.
A working SwiftUI example snippet is attached (Build with Xcode 11.4)
So, the question:
Is there a smart way to suppress the animation (or have another one) for just updated items that would keep the same position? Is there a cool possibility to "reuse" the row and just update it?
Or is the answer "Let's wait for the next WWDC and let's see if Apple will fix it..."? ;-)
Cheers,
Orlando 🍻
Edit
bonky fronks answer is actually a good approach when you can distinguish between edit/add/delete (e.g. by manual user actions). As soon as the items array gets updated in background (for example by synced updates coming from Core Data in your view model) you don't know if this is an update or not. But maybe in this case the answer would be to manually implement the insert/update/delete cases in the view model.
struct ContentView: View {
#State var items: [Item] = [
Item(name: "Tim"),
Item(name: "Steve"),
Item(name: "Bill")
]
var body: some View {
NavigationView {
ScrollView {
VStack {
ForEach(items, id: \.self) { item in
Row(name: item.name)
}
}
}
.navigationBarItems(leading: AddButton, trailing: RenameButton)
}
}
private var AddButton: some View {
Button(action: {
self.items.insert(Item(name: "Jeff"), at: 0)
}) {
Text("Add")
}
}
private var RenameButton: some View {
Button(action: {
self.items[0].name = "Craigh"
}) {
Text("Rename first")
}
}
}
struct Row: View {
#State var name: String
var body: some View {
HStack {
Text(name)
Spacer()
}
.padding()
.animation(.spring())
.transition(.move(edge: .leading))
}
}
struct Item: Identifiable, Hashable {
let id: UUID
var name: String
init(id: UUID = UUID(), name: String) {
self.id = id
self.name = name
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Luckily this is actually really easy to do. Simply remove .animation(.spring()) on your Row, and wrap any changes in withAnimation(.spring()) { ... }.
So the add button will look like this:
private var AddButton: some View {
Button(action: {
withAnimation(.spring()) {
self.items.insert(Item(name: "Jeff"), at: 0)
}
}) {
Text("Add")
}
}
and your Row will look like this:
struct Row: View {
#State var name: String
var body: some View {
HStack {
Text(name)
Spacer()
}
.padding()
.transition(.move(edge: .leading))
}
}
The animation must be added on the VStack with the modifier animation(.spring, value: items) where items is the value with respect to which you want to animate the view. items must be an Equatable value.
This way, you can also animate values that you receive from your view model.
var body: some View {
NavigationView {
ScrollView {
VStack {
ForEach(items, id: \.self) { item in
Row(name: item.name)
}
}
.animation(.spring(), value: items) // <<< here
}
.navigationBarItems(leading: AddButton, trailing: RenameButton)
}
}

Picker delegate scrolling method in SwiftUI

I have simple Picker object in my SwiftUI hierarchy:
Picker(selection: $pickerSelection, label: Text("Select your item")) {
ForEach(0 ..< items.count) {
Text("\(self.items[$0].valueCode)")
.tag($0)
}
}
I'm using a scrollable Picker in WatchOS app and it works just fine. I'm even getting a Digital Crown rotation capability for free.
What I want to do is to detect when the scrolling started and especially ended (to get last selected value and execute and action with it)
I figure I need to implement sort of Delegate method to read the changes happening to the Picker but I'm not sure how, nor I'm able to find any in the documentation for WKInterfacePicker or just Picker
Any suggestions on how to detect the beginning and end of the scrolling event?
If its about the last value you can use Combine and subscribe to pickerSelection.
class ViewModel: ObservableObject {
private var disposables = Set<AnyCancellable>()
#Published var pickerSelection = 0
init() {
let cc = $pickerSelection
.sink(receiveValue: { value in
print(value)
})
cc.store(in: &disposables)
}
}
struct ContentView: View {
#ObservedObject var mm = ViewModel()
var items = [1,2,3,4,5,6,7,8,9,10]
var body: some View {
VStack {
Text("Hello, World!")
Picker(selection: self.$mm.pickerSelection, label: Text("Item:")) {
ForEach(0 ..< items.count) {
Text("Item \($0)")
.tag($0)
}
}
}
}
}