UIViewRepresentable and its content's intrinsic size - swift

I've created a UIViewRepresentable for UIVisualEffectView in order to make certain components vibrant. This works, however it seems to shrink controls vertically at times or just at random alter their bounds at runtime. I can't seem to make it work reliably. I need this to work with any SwiftUI content or even other UIViewRepresentable used in place of content. Wrapping the UIVisualEffectView inside of a UIView and using auto layout seems to help, but other controls (such as a custom UILabel wrapped inside of a UIViewRepresnetable gets vertically clipped).
public struct VibrantView<Content: View>: UIViewRepresentable {
private let content: UIView!
private let vibrancyBlurEffectStyle: UIBlurEffect.Style
init(vibrancyBlurEffectStyle: UIBlurEffect.Style, #ViewBuilder content: () -> Content) {
self.content = UIHostingController(rootView: content()).view
self.vibrancyBlurEffectStyle = vibrancyBlurEffectStyle
}
public func makeUIView(context: Context) -> UIView {
let containerView = UIView()
let blurEffect = UIBlurEffect(style: vibrancyBlurEffectStyle)
let vibrancyEffect = UIVibrancyEffect(blurEffect: blurEffect)
let blurView = UIVisualEffectView(effect: vibrancyEffect)
blurView.translatesAutoresizingMaskIntoConstraints = false
containerView.addSubview(blurView)
content.backgroundColor = .clear
content.translatesAutoresizingMaskIntoConstraints = false
blurView.contentView.addSubview(content)
NSLayoutConstraint.activate([
blurView.widthAnchor.constraint(equalTo: containerView.widthAnchor),
blurView.heightAnchor.constraint(equalTo: containerView.heightAnchor),
content.widthAnchor.constraint(equalTo: blurView.widthAnchor),
content.heightAnchor.constraint(equalTo: blurView.heightAnchor),
])
content.setContentHuggingPriority(.defaultLow, for: .vertical)
content.setContentHuggingPriority(.defaultLow, for: .horizontal)
content.setContentCompressionResistancePriority(.defaultHigh, for: .horizontal)
content.setContentCompressionResistancePriority(.defaultHigh, for: .vertical)
blurView.setContentHuggingPriority(.defaultLow, for: .vertical)
blurView.setContentHuggingPriority(.defaultLow, for: .horizontal)
blurView.setContentCompressionResistancePriority(.defaultHigh, for: .horizontal)
blurView.setContentCompressionResistancePriority(.defaultHigh, for: .vertical)
return containerView
}
public func updateUIView(_ uiView: UIView, context: Context) {
}
}
Used as:
...
VibrantView(vibrancyBlurEffectStyle: .dark) {
Text("Hello")
.foregroundColor(Color.gray)
}
When run on device with other views inside of a VStack, you'll see "Hello" clipped partially from the bottom. In Preview, you'll see a much larger blue rectangle (bounds) around "Hello", whereas I'd like this to be hugging the content. The VStack does not assume the full natural height of the overall view.
Using fixedSize() doesn't work and it produces even weirder results when used with other controls.

After trying various techniques and hacks - I simply could not get the UIKit container (i.e. VibrantView) to hug its SwiftUI contents reliably, without adding a fixed sized .frame(...) modifier on top - which makes it difficult to use this with dynamically sized Text.
What did work for me was a bit of a hack and probably won't work for every generic view out there (and probably won't scale well for dozens of views), but works well for simple use cases, especially if you're hosting this inside of a dynamically sized UITableViewCell.
The idea is to use a dummy version of the same view, and set the VibrantView in an .overlay( ... ). This will force the overlay to assume the same overall size of the parent SwitfUI View. Since the view being applied the modifier is a copy of the same view that VibrantView wraps, you end up with the correct dynamic size at runtime and in Xcode previews.
So something like this:
SomeView()
.frame(minWidth: 0, maxWidth: .infinity)
.overlay(
VibrantView(vibrancyBlurEffectStyle: .dark) {
SomeView()
.frame(minWidth: 0, maxWidth: .infinity)
}
)
I can imagine turning this into a modifier so that it wraps the above in a single call, but in my case to ensure it remains performant for Images, I'm doing something like this:
Circle()
.foregroundColor(.clear)
.frame(width: 33, height: 33)
.overlay(
VibrantView(vibrancyBlurEffectStyle: .systemMaterialDark) {
Image("some image")
.resizable()
}
)
Creating a Circle is arguably lighter weight compared to the actual image. I create a transparent circle, set the actual size of the image there, and then put the VibrantView container into the overlay.

why so complicated?
try this:
struct Blur: UIViewRepresentable {
#if os(iOS)
var style: UIBlurEffect.Style = .systemMaterial
#else
var style: UIBlurEffect.Style = .light
#endif
init(_ style: UIBlurEffect.Style = .dark) {
self.style = style
}
func makeUIView(context: Context) -> UIVisualEffectView {
return UIVisualEffectView(effect: UIBlurEffect(style: style))
}
func updateUIView(_ uiView: UIVisualEffectView, context: Context) {
uiView.effect = UIBlurEffect(style: style)
}
}
and use:
Text("Great text with prominent")
.font(.largeTitle)
.padding()
.background(Blur(.prominent))
in general you should not use constraints in UIViewRepresentable -> the size will be defined by parent view like Text in this example or VStack, who gives the right size to the blur. Normally a blur is not standing alone but the typical is a blurred background because you want to put text on it so you can read the text better.

Related

SwiftUI - Position an overlay relative to its anchor

I have a ZStack containing 2 views:
referenceContent - has some content and a Divider. This is the main content across the screen
popoverContent - is a conditional popup window that only takes up a tiny portion of the screen.
var body: some View {
ZStack {
referenceContent
if popoverCondition {
popoverContent
}
}
}
I want the popoverContent's top edge to line up with the bottom of referenceContent
Anyone know how to make this happen? Or is there just a much better way to view this popup window than I'm doing now? Thanks!
You can do this using the overlay(alignment:content:) modifier (previously overlay(_:alignment:)) in combination with custom alignment guides.
The basic idea is that you align the bottom of your reference view with the top of your popover view.
The annoying thing is that the overlay modifier only lets you specify one alignment guide (for the two views). So if you write stack1.overlay(alignment: .bottom) { stack2 } it will align the bottom of your reference with the bottom of your overlay. A quick way to overcome this is to overwrite the bottom alignment guide of your overlay and return the top instead.
referenceView
.overlay(alignment: .bottom) {
popoverContent
// overwrites bottom alignment of the popover with its top alignment guide.
.alignmentGuide(.bottom) {$0[.top]}
}
Overlay vs ZStack
You might ask: "why don't you use a ZStack instead of an overlay?". Well the difference between the two is that the ZStack will take the size of your popover into consideration when laying out your entire view (reference + popover). That is the opposite of what a popover should do. For a popover, the layout system should only take the size of your reference view into consideration and draw the popover on top of it (without affecting the layout of your reference). That is exactly what the overlay(...) modifier does.
Old API (prior to iOS 15, macOS 12)
In older versions of SwiftUI the arguments of the overlay modifier were in reverse order. So the code example for these older systems is:
referenceView
.overlay(
popoverContent.alignmentGuide(.bottom) {$0[.top]},
alignment: .bottom
)
Custom alignment guides
When you don't want to overwrite an existing alignment guide (because you need it somewhere else for example) you can also use a custom alignment guide. Here is a more generic example using a custom alignment guide named Alignment.TwoSided
extension View {
#available(iOS 15.0, *)
func overlay<Target: View>(align originAlignment: Alignment, to targetAlignment: Alignment, of target: Target) -> some View {
let hGuide = HorizontalAlignment(Alignment.TwoSided.self)
let vGuide = VerticalAlignment(Alignment.TwoSided.self)
return alignmentGuide(hGuide) {$0[originAlignment.horizontal]}
.alignmentGuide(vGuide) {$0[originAlignment.vertical]}
.overlay(alignment: Alignment(horizontal: hGuide, vertical: vGuide)) {
target
.alignmentGuide(hGuide) {$0[targetAlignment.horizontal]}
.alignmentGuide(vGuide) {$0[targetAlignment.vertical]}
}
}
}
extension Alignment {
enum TwoSided: AlignmentID {
static func defaultValue(in context: ViewDimensions) -> CGFloat { 0 }
}
}
You would use that like this:
referenceView
.overlay(align: .bottom, to: .top, of: popoverContent)

My NSWindow's shadow is getting cut off when switching screens?

I wanted to have an NSWindow with a blurred background so I created a wrapper for NSVisualEffectView to be used in my ContentView() with some help from How do you blur the background in a SwiftUI macOS application?. I also tried doing it with just the NSWindow using https://github.com/lukakerr/NSWindowStyles#:~:text=true-,6.%20Vibrant%20background,A,-vibrant.
struct VisualEffectView: NSViewRepresentable
{
let material: NSVisualEffectView.Material
let blendingMode: NSVisualEffectView.BlendingMode
func makeNSView(context: Context) -> NSVisualEffectView
{
let visualEffectView = NSVisualEffectView()
visualEffectView.material = material
visualEffectView.blendingMode = blendingMode
visualEffectView.state = NSVisualEffectView.State.active
return visualEffectView
}
func updateNSView(_ visualEffectView: NSVisualEffectView, context: Context)
{
visualEffectView.material = material
visualEffectView.blendingMode = blendingMode
}
}
It works and looks great, however, when I move the window to a different screen -and pause with the window between both screens, then move it to the next window- it chops off a part of the NSWindow's shadow.
This is what it looks like when moving screens ⤵︎
Is there a way to prevent this shadow chop from happening?
Interface: SwiftUI
LifeCycle: Appkit AppDelegate
Figured it out! Without any hacks too thankfully lol
Rules
In order to achieve this look without the nasty artifacts in the question you have to do a few things the way macOS wants them.
1. Don't set your NSWindow.backgroundColor = .clear!
This is the cause for the nasty artifacts above in the first place! Leaving your window's color as is will make sure the window functions properly when changing screens. NSVisualEffectView captures the image behind the window and uses that for the background so there's no need to make anything transparent.
2. Make sure to include .titled in the window's styleMask!
Failure to do so will render the window without rounded corners. If you attempt to add rounded corners (like I did) to the SwiftUI view you will still have an opaque background on the NSWindow itself. If you then set your window's background color to .clear (like I did again) the shadow chop issues will ensue! However, this does not mean that the title bar will get in the way, it won't, we'll get to that in a bit.
3. Add your NSVisualEffectView to your SwiftUI view!
I found this to be easier than adding the visual effect to the NSWindow.contentView as a subview.
Solution
1. So start off by setting up your NSWindow and AppDelegate! ⤵︎
All you're doing is making sure the titlebar is present but hidden.
import Cocoa
import SwiftUI
#main
class AppDelegate: NSObject, NSApplicationDelegate {
var window: NSWindow!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView()
// Create the window and set the content view.
// Note: You can add any styleMasks you want, just don't remove the ones below.
window = NSWindow(
contentRect: NSRect(x: 0, y: 0, width: 300, height: 200),
styleMask: [.titled, .fullSizeContentView],
backing: .buffered, defer: false)
// Hide the titlebar
window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
// Hide all Titlebar Controls
window.standardWindowButton(.miniaturizeButton)?.isHidden = true
window.standardWindowButton(.closeButton)?.isHidden = true
window.standardWindowButton(.zoomButton)?.isHidden = true
// Set the contentView to the SwiftUI ContentView()
window.contentView = NSHostingView(rootView: contentView)
// Make sure the window is movable when grabbing it anywhere
window.isMovableByWindowBackground = true
// Saves frame position between opening / closing
window.setFrameAutosaveName("Main Window")
// Display the window
window.makeKeyAndOrderFront(nil)
window.center()
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
}
Your window will probably look something like this at this point (if starting with a blank project). You can see the 'Hello world!' isn't exactly centred due to the title bar. ⤵︎
2. Once your NSWindow is setup, time to do the ContentView() ⤵︎
In here you just want to create a wrapper for NSVisualEffectView and add it as a background. AND THEN make sure you remove the safe areas from the view! This makes sure to get rid of any space the title bar was eating up in the view.
import SwiftUI
struct ContentView: View {
var body: some View {
Text("Hello, World!")
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(VisualEffectView(material: .popover, blendingMode: .behindWindow))
// Very important! (You could technically just ignore the top so you do you)
.edgesIgnoringSafeArea(.all)
}
}
/// Takes the image directly behind the window and uses that to create a blurred material. It can technically be added anywhere but most often it's used as a backing material for sidebars and full windows.
struct VisualEffectView: NSViewRepresentable {
let material: NSVisualEffectView.Material
let blendingMode: NSVisualEffectView.BlendingMode
func makeNSView(context: Context) -> NSVisualEffectView {
let visualEffectView = NSVisualEffectView()
visualEffectView.material = material
visualEffectView.blendingMode = blendingMode
visualEffectView.state = NSVisualEffectView.State.active
return visualEffectView
}
func updateNSView(_ visualEffectView: NSVisualEffectView, context: Context) {
visualEffectView.material = material
visualEffectView.blendingMode = blendingMode
}
}
At this point your view should look how you want it without any negative effects! Enjoy <3 (If you're having any problems with this solution leave a comment!)
Resources
Thank you to #eonil for this clever way to keep the rounded corners on. Couldn't have figured this out without this answer ⤵︎
https://stackoverflow.com/a/27613308/13142325
Thank you to lukakerr for making this list of NSWindow styles!
https://github.com/lukakerr/NSWindowStyles

SwiftUI: updateUIView() function in UIViewRepresentable causes app to freeze and CPU to spike

I have a custom Text Field in SwiftUI, that adjusts the number of lines it has according to the amount of content in the text field. In the app, the user can add text fields, and so I'm storing the heights, and content of the text fields in arrays, and appending to the arrays as more text fields are added.
Whenever I remove the code inside the updateUIView(), the app runs smoothly but of course, the text fields don't appear, but whenever I include it as in the code below, the CPU spikes to 99%, and the app freezes (even when there's only one text field).
Does anyone know why this is happening, and any fixes to it?
struct CustomMultilineTF: UIViewRepresentable {
#Binding var text: String
#Binding var height: CGFloat
var placeholder: String
func makeCoordinator() -> Coordinator {
return CustomMultilineTF.Coordinator(par: self)
}
func makeUIView(context: Context) -> UITextView {
let view = UITextView()
view.isEditable = true
view.isScrollEnabled = true
view.text = placeholder
view.font = .systemFont(ofSize: 18)
view.textColor = UIColor.gray
view.delegate = context.coordinator
view.backgroundColor = UIColor.gray.withAlphaComponent(0.05)
return view
}
func updateUIView(_ uiView: UITextView, context: Context) {
DispatchQueue.main.async {
self.height = uiView.contentSize.height
}
}
class Coordinator: NSObject, UITextViewDelegate {
var parent: CustomMultilineTF
init(par: CustomMultilineTF) {
parent = par
}
func textViewDidBeginEditing(_ textView: UITextView) {
if self.parent.text == "" {
textView.text = ""
textView.textColor = .black
}
}
func textViewDidChange(_ textView: UITextView) {
DispatchQueue.main.async {
self.parent.height = textView.contentSize.height
self.parent.text = textView.text
}
}
}
}
In your updateUIView, you're setting a value to self.height, which is a Binding. My guess is that the #Binding is connected to a property (either another #Binding or a #State on your surrounding view). So, whenever you set a new value to that #Binding, that triggers a refresh of the parent view. That, in turn, ends up calling updateUIView again, and you get into an infinite loop.
How to solve it probably depends on your architecture needs for the program. If you can get away with not having the parent know the height, you can probably solve it just by having the view update its own height.
You could also try only setting self.height to a new value if it != the old one -- that would probably short circuit the loop. But, you might end up with other side effects.

SwiftUI View and UIHostingController in UIScrollView breaks scrolling

When I add a UIHostingController which contains a SwiftUI view as a childView, and then place that childView inside a UIScrollView, scrolling breaks.
Here I have my View
struct TestHeightView: View {
let color: UIColor
var body: some View {
VStack {
Text("THIS IS MY TEST")
.frame(height: 90)
}
.fixedSize(horizontal: false, vertical: true)
.background(Color(color))
.edgesIgnoringSafeArea(.all)
}
}
Then I have a UIViewController with a UIScrollView as the subView. Inside the UIScrollView there is a UIStackView that is correctly setup to allow loading UIViews and scrolling through them if the stack height becomes great enough. This works. If I were to load in 40 UILabels, it would scroll through them perfectly.
The problem arises when I add a plain old UIView, and then add a UIHostingController inside that container. I do so like this:
let container = UIView()
container.backgroundColor = color.0
stackView.insertArrangedSubview(container, at: 0)
let test = TestHeightView(color: color.1)
let vc = UIHostingController(rootView: test)
vc.view.backgroundColor = .clear
add(child: vc, in: container)
func add(child: UIViewController, in container: UIView) {
addChild(child)
container.addSubview(child.view)
child.view.translatesAutoresizingMaskIntoConstraints = false
child.view.topAnchor.constraint(equalTo: container.topAnchor, constant: 0).isActive = true
child.view.bottomAnchor.constraint(equalTo: container.bottomAnchor, constant: 0).isActive = true
child.view.leadingAnchor.constraint(equalTo: container.leadingAnchor, constant: 0).isActive = true
child.view.trailingAnchor.constraint(equalTo: container.trailingAnchor, constant: 0).isActive = true
child.didMove(toParent: self)
}
In my example I added 3 of these containerViews/UIHostingController and then one UIView (green) to demonstrate what is happening.
You can see that as I scroll, all views are suspended as a gap is formed. What is happening is that the containing UIView (light color) is expanding its height. Once the height reaches a certain value, scrolling continues as normal until the next container/UIHostingController reaches the top and it begins again.
I have worked on several different solutions
.edgesIgnoringSafeArea(.all)
Does do something. I included it in my example because without it, the problem is exactly the same only more jarring and harder to explain using a video. Basically the same thing happens but without any animation, it just appears that the UIScrollView has stopped working, and then it works again
Edit:
I added another UIViewController just to make sure it wasn't children in general causing the issue. Nope. Only UIHostingControllers do this. Something in SwiftUI
Unbelievably this is the only answer I can come up with:
I found it on Twitter here https://twitter.com/b3ll/status/1193747288302075906?s=20 by Adam Bell
class EMHostingController<Content> : UIHostingController<Content> where Content : View {
func fixedSafeAreaInsets() {
guard let _class = view?.classForCoder else { return }
let safeAreaInsets: #convention(block) (AnyObject) -> UIEdgeInsets = { (sself : AnyObject!) -> UIEdgeInsets in
return .zero
}
guard let method = class_getInstanceMethod(_class.self, #selector(getter: UIView.safeAreaInsets)) else { return }
class_replaceMethod(_class, #selector(getter: UIView.safeAreaInsets), imp_implementationWithBlock(safeAreaInsets), method_getTypeEncoding(method))
let safeAreaLayoutGuide: #convention(block) (AnyObject) ->UILayoutGuide? = { (sself: AnyObject!) -> UILayoutGuide? in
return nil
}
guard let method2 = class_getInstanceMethod(_class.self, #selector(getter: UIView.safeAreaLayoutGuide)) else { return }
class_replaceMethod(_class, #selector(getter: UIView.safeAreaLayoutGuide), imp_implementationWithBlock(safeAreaLayoutGuide), method_getTypeEncoding(method2))
}
override var prefersStatusBarHidden: Bool {
return true
}
}
Had the same issue recently, also confirm that safe area insets are breaking the scrolling. My fix on iOS 14+ with the ignoresSafeArea modifier:
public var body: some View {
if #available(iOS 14.0, *) {
contentView
.ignoresSafeArea()
} else {
contentView
}
}
I had a very similar issue and found a fix by adding the following to my UIHostingController subclass:
override func viewDidLoad() {
super.viewDidLoad()
edgesForExtendedLayout = []
}

Set custom UIView frame in UIViewRepresentable SwiftUI

I'm trying to use my custom UIView in SwiftUI using UIViewRepresentable and I want my UIView to have the same size as I set in .frame() so that I can use it like this:
MyViewRepresentable()
.frame(width: 400, height: 250, alignment: .center)
For example, I can set a frame as a property:
struct MyViewRepresentable: UIViewRepresentable {
var frame: CGRect
func makeUIView(context: Context) -> UIView {
let myView = MyView(frame: frame)
return view
}
func updateUIView(_ uiView: UIView, context: Context) {}
}
Usage:
struct ContentView: View {
var body: some View {
MyViewRepresentable(frame: CGRect(x: 0, y: 0, width: 400, height: 250))
.frame(width: 400, height: 250, alignment: .center)
}
}
It is not a solution and I wonder how to make it right.
If MyView has correct internal layout (which depends only on own bounds), then there is not needs in external additional limitation, ie
struct MyViewRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> UIView {
return MyView(frame: .zero)
}
func updateUIView(_ uiView: UIView, context: Context) {}
}
will be exactly sized below having 400x250 frame
struct ContentView: View {
var body: some View {
MyViewRepresentable()
.frame(width: 400, height: 250, alignment: .center)
}
}
if it is not then internal MyView layout has defects.
If Asperi's answer did not work out for you, then it's probably as they said: the internal MyView layout has defects.
To resolve this matter, you have a couple options:
Option A. Use AutoLayout Constraints within viewDidLoad
override func viewDidLoad() {
super.viewDidLoad()
// 1. View Hierarchy
self.addChild(self.mySubview)
self.view.addSubview(self.mySubview.view)
self.mySubview.didMove(toParent: self)
// 2. View AutoLayout Constraints
self.mySubview.view.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
view.leadingAnchor.constraint(equalTo: self.mySubview.view.leadingAnchor),
view.trailingAnchor.constraint(equalTo: self.mySubview.view.trailingAnchor),
view.topAnchor.constraint(equalTo: self.mySubview.view.topAnchor),
view.bottomAnchor.constraint(equalTo: self.mySubview.view.bottomAnchor)
])
}
Option B. Set frame manually within viewDidLayoutSubviews
Simply within your UIViewController, set subviews frames in viewDidLayoutSubviews.
override func viewDidLoad() {
super.viewDidLoad()
// 1. Add your subviews once in `viewDidLoad`
self.addChild(self.mySubview)
self.view.addSubview(self.mySubview.view)
self.mySubview.didMove(toParent: self)
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
// 2. Layout your subviews `viewDidLayoutSubviews`
// Update subview frame size
// Must be done in `viewDidLayoutSubviews`
// Otherwise in `viewDidLoad` the bounds equal `UIScreen.main.bounds`, even if you used explicit frame within SwiftUI and used GeometryReader to pass the `CGSize` yourself to this UIViewController!
let mySubviewFrame = self.view.bounds
self.mySubview.view.frame = mySubviewFrame
}
Supplementary Resources
Basically you have multiple layout methods in iOS. Here they are ordered from oldest/worst to newest/best. This ordering is opinionated of course:
Frame-Based Layout. Manually manipulate frame and bounds properties on the UIView.
Auto-Resizing Masks. Under the hood, an autoResizingMask uses archaic springs and struts. See autoResizingMask, this answer, and this article.
AutoLayout Constraints.
AutoLayout StackView.
SwiftUI's VStack and HStack! This is only for SwiftUI and all the above applies to UIKit only.
Probably should have made a small dev article out of this.