SwiftUI: stuck on infinite page view implementation - ios

I'm trying to create a PageView in pure SwiftUI. There's my test code below. And everything works as expected but the DragGesture. It just doesn't call 'onEnded' function. Never. How can I fix it?
struct PageView<V: View>: Identifiable {
let id = UUID()
var content: V
}
struct InfinitePageView: View {
#State private var pages: [PageView] = [
PageView(content: Text("Page")),
PageView(content: Text("Page")),
PageView(content: Text("Page"))
]
#State private var selectedIndex: Int = 1
#State private var isDragging: Bool = false
private var drag: some Gesture {
DragGesture()
.onChanged { _ in
self.isDragging = true
}
.onEnded { _ in
self.isDragging = false
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
resolvePages()
}
}
}
var body: some View {
NavigationView {
TabView(selection: $selectedIndex) {
ForEach(pages) { page in
page.content
.tag(pages.firstIndex(where: { $0.id == page.id })!)
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
.gesture(drag)
.onChange(of: selectedIndex, perform: { value in
guard !isDragging else { return }
DispatchQueue.main.async {
resolvePages()
}
})
}
}
private func resolvePages() {
if selectedIndex > 1 {
addNextPage()
}
if selectedIndex < 1 {
addPreviousPage()
}
}
private func addNextPage() {
pages.append(PageView(content: Text("Page")))
pages.removeFirst()
selectedIndex = 1
}
private func addPreviousPage() {
pages.insert(PageView(content: Text("Page")), at: 0)
pages.removeLast()
selectedIndex = 1
}
}

This is a known issue with SwiftUI
the DragGesture that you setup likely gets overridden by the DragGesture within the TabView.
Can detect onEnded with the setup in this post Detect DragGesture cancelation in SwiftUI but that deactivates the TabView/Page gestures.
Your onChange code for selectedIndex runs once the new page is selected and would act should act the same as onEnded.

Related

How does SwiftUI know which view's needed to redraw or not?

I have a question about process that SwiftUI does.
This code below is from a Stanford cs193p lecture.
// View
struct ContentView: View {
#ObservedObject var viewModel: EmojiMemoryGame
var body: some View {
ScrollView {
LazyVGrid(columns: [GridItem(.adaptive(minimum: 65, maximum: 100))]) {
// Set break point 1
ForEach(viewModel.cards) { card in
CardView(card: card)
.aspectRatio(2/3, contentMode: .fit)
.onTapGesture {
viewModel.choose(card)
}
}
}
}
.foregroundColor(.red)
.padding(.horizontal)
}
}
struct CardView: View {
let card: MemoryGame<String>.Card
var body: some View {
// Set break point 2
ZStack {
let shape = RoundedRectangle(cornerRadius: 20)
if card.isFaceUp {
shape.fill().foregroundColor(.white)
shape.strokeBorder(lineWidth: 3)
Text(card.content).font(.largeTitle)
} else if card.isMatched {
shape.opacity(0)
} else {
shape.fill()
}
}
}
}
// ViewModel
class EmojiMemoryGame: ObservableObject {
#Published private var model: MemoryGame<String> = EmojiMemoryGame.createMemoryGame()
static let emojis = ["๐Ÿ‘", "๐Ÿ–ฅ", "โ™ฅ๏ธ", "โ™ฆ๏ธ", "โ™ฃ๏ธ", "โ™ ๏ธ", "๐ŸŽ", "โŒ", "๐Ÿง‘๐Ÿปโ€๐Ÿ’ป", "๐Ÿ’ผ",
"รท", "โœ•", "โˆš", "๐Ÿ˜ญ", "โžก๏ธ", "๐Ÿ™Œ", "๐Ÿ†š", "๐Ÿ…ถ", "๐Ÿ“", "๐Ÿคœ"]
static func createMemoryGame() -> MemoryGame<String> {
return MemoryGame<String>(numberOfPairsOfCards: EmojiMemoryGame.emojis.count) { pairIndex in
EmojiMemoryGame.emojis[pairIndex]
}
}
var cards: [MemoryGame<String>.Card] {
return model.cards
}
func choose(_ card: MemoryGame<String>.Card) {
model.choose(card)
}
}
// Model
struct MemoryGame<CardContent: Equatable> {
private(set) var cards: [Card]
private var indexOfTheOneAndOnlyFaceUpCard: Int?
init(numberOfPairsOfCards: Int, createCardContent: (Int) -> CardContent) {
cards = []
for pairIndex in 0..<numberOfPairsOfCards {
let content = createCardContent(pairIndex)
cards.append(Card(content: content))
cards.append(Card(content: content))
}
}
mutating func choose(_ card: Card) {
if let chosenIndex = cards.firstIndex(where: { $0.id == card.id }),
!cards[chosenIndex].isFaceUp,
!cards[chosenIndex].isMatched
{
if let potentialMatchIndex = indexOfTheOneAndOnlyFaceUpCard {
if cards[chosenIndex].content == cards[potentialMatchIndex].content {
cards[chosenIndex].isMatched = true
cards[potentialMatchIndex].isMatched = true
}
indexOfTheOneAndOnlyFaceUpCard = nil
} else {
for index in cards.indices {
cards[index].isFaceUp = false
}
indexOfTheOneAndOnlyFaceUpCard = chosenIndex
}
cards[chosenIndex].isFaceUp.toggle()
}
}
struct Card: Identifiable {
let id: UUID = UUID()
var isFaceUp: Bool = false
var isMatched: Bool = false
var content: CardContent
}
}
As far as I know, viewModel.choose(card) is called, then some Card in cards(in MemoryGame) is changed. And next model(in EmojiMemoryGame) notices that I was changed, so finally ContentView will redraw the body(specifically some part that is depending on viewModel).
So I thought all CardView is going to be redrawn, but it's not. They are redrawing CardView only that has changed.
To double check, I set the break point like the comment in code above. It turns out, first break point came up for every card, but second break point just came up for just the card that had changed before.
Why does this happen like that?
Is it just SwiftUI's power?

List Item with Picker (segmented control) subview and selection gesture

I have a List and items containing a Picker view (segmented control stye). I would like to handle selection and picker state separately. the picker should be disabled when list item is not selected.
The problem is:
first tap - selects the list item. (selected = true)
tap on picker - set selection = false
On UIKit, Button/SegmentControl/etc... catch the 'tap' and do not pass through to TableView selection state.
struct ListView: View {
#State var selected = Set<Int>()
let items = (1...10).map { ItemDataModel(id: $0) }
var body: some View {
List(items) { item in
ListItemView(dataModel: item)
.onTapGesture { if !(selected.remove(item.id) != .none) { selected.insert(item.id) }}
}
}
}
struct ListItemView: View {
#ObservedObject var dataModel: ItemDataModel
var body: some View {
let pickerBinding = Binding<Int>(
get: { dataModel.state?.rawValue ?? -1 },
set: { dataModel.state = DataState(rawValue: $0) }
)
HStack {
Text(dataModel.title)
Spacer()
Picker("sdf", selection: pickerBinding) {
Text("State 1").tag(0)
Text("State 2").tag(1)
Text("State 3").tag(2)
}.pickerStyle(SegmentedPickerStyle())
}
}
}
enum DataState: Int {
case state1, state2, state3
}
class ItemDataModel: Hashable, Identifiable, ObservableObject {
let id: Int
let title: String
#Published var state: DataState? = .state1
init(id: Int) {
self.id = id
title = "item \(id)"
}
func hash(into hasher: inout Hasher) {
hasher.combine(title)
}
static func == (lhs: ItemDataModel, rhs: ItemDataModel) -> Bool {
return lhs.id == rhs.id
}
}
[Please try to ignore syntax errors (if exsist) and focus on the gesture issue]
A possible solution is to apply modifiers only when the Picker is not selected:
struct ListView: View {
#State var selected = Set<Int>()
let items = (1 ... 10).map { ItemDataModel(id: $0) }
var body: some View {
List(items) { item in
if selected.contains(item.id) {
ListItemView(dataModel: item)
} else {
ListItemView(dataModel: item)
.disabled(true)
.onTapGesture {
if !(selected.remove(item.id) != .none) {
selected.insert(item.id)
}
}
}
}
}
}

SwiftUI | Using onDrag and onDrop to reorder Items within one single LazyGrid?

I was wondering if it is possible to use the View.onDrag and View.onDrop to add drag and drop reordering within one LazyGrid manually?
Though I was able to make every Item draggable using onDrag, I have no idea how to implement the dropping part.
Here is the code I was experimenting with:
import SwiftUI
//MARK: - Data
struct Data: Identifiable {
let id: Int
}
//MARK: - Model
class Model: ObservableObject {
#Published var data: [Data]
let columns = [
GridItem(.fixed(160)),
GridItem(.fixed(160))
]
init() {
data = Array<Data>(repeating: Data(id: 0), count: 100)
for i in 0..<data.count {
data[i] = Data(id: i)
}
}
}
//MARK: - Grid
struct ContentView: View {
#StateObject private var model = Model()
var body: some View {
ScrollView {
LazyVGrid(columns: model.columns, spacing: 32) {
ForEach(model.data) { d in
ItemView(d: d)
.id(d.id)
.frame(width: 160, height: 240)
.background(Color.green)
.onDrag { return NSItemProvider(object: String(d.id) as NSString) }
}
}
}
}
}
//MARK: - GridItem
struct ItemView: View {
var d: Data
var body: some View {
VStack {
Text(String(d.id))
.font(.headline)
.foregroundColor(.white)
}
}
}
Thank you!
SwiftUI 2.0
Here is completed simple demo of possible approach (did not tune it much, `cause code growing fast as for demo).
Important points are: a) reordering does not suppose waiting for drop, so should be tracked on the fly; b) to avoid dances with coordinates it is more simple to handle drop by grid item views; c) find what to where move and do this in data model, so SwiftUI animate views by itself.
Tested with Xcode 12b3 / iOS 14
import SwiftUI
import UniformTypeIdentifiers
struct GridData: Identifiable, Equatable {
let id: Int
}
//MARK: - Model
class Model: ObservableObject {
#Published var data: [GridData]
let columns = [
GridItem(.fixed(160)),
GridItem(.fixed(160))
]
init() {
data = Array(repeating: GridData(id: 0), count: 100)
for i in 0..<data.count {
data[i] = GridData(id: i)
}
}
}
//MARK: - Grid
struct DemoDragRelocateView: View {
#StateObject private var model = Model()
#State private var dragging: GridData?
var body: some View {
ScrollView {
LazyVGrid(columns: model.columns, spacing: 32) {
ForEach(model.data) { d in
GridItemView(d: d)
.overlay(dragging?.id == d.id ? Color.white.opacity(0.8) : Color.clear)
.onDrag {
self.dragging = d
return NSItemProvider(object: String(d.id) as NSString)
}
.onDrop(of: [UTType.text], delegate: DragRelocateDelegate(item: d, listData: $model.data, current: $dragging))
}
}.animation(.default, value: model.data)
}
}
}
struct DragRelocateDelegate: DropDelegate {
let item: GridData
#Binding var listData: [GridData]
#Binding var current: GridData?
func dropEntered(info: DropInfo) {
if item != current {
let from = listData.firstIndex(of: current!)!
let to = listData.firstIndex(of: item)!
if listData[to].id != current!.id {
listData.move(fromOffsets: IndexSet(integer: from),
toOffset: to > from ? to + 1 : to)
}
}
}
func dropUpdated(info: DropInfo) -> DropProposal? {
return DropProposal(operation: .move)
}
func performDrop(info: DropInfo) -> Bool {
self.current = nil
return true
}
}
//MARK: - GridItem
struct GridItemView: View {
var d: GridData
var body: some View {
VStack {
Text(String(d.id))
.font(.headline)
.foregroundColor(.white)
}
.frame(width: 160, height: 240)
.background(Color.green)
}
}
Edit
Here is how to fix the never disappearing drag item when dropped outside of any grid item:
struct DropOutsideDelegate: DropDelegate {
#Binding var current: GridData?
func performDrop(info: DropInfo) -> Bool {
current = nil
return true
}
}
struct DemoDragRelocateView: View {
...
var body: some View {
ScrollView {
...
}
.onDrop(of: [UTType.text], delegate: DropOutsideDelegate(current: $dragging))
}
}
Here's my solution (based on Asperi's answer) for those who seek for a generic approach for ForEach where I abstracted the view away:
struct ReorderableForEach<Content: View, Item: Identifiable & Equatable>: View {
let items: [Item]
let content: (Item) -> Content
let moveAction: (IndexSet, Int) -> Void
// A little hack that is needed in order to make view back opaque
// if the drag and drop hasn't ever changed the position
// Without this hack the item remains semi-transparent
#State private var hasChangedLocation: Bool = false
init(
items: [Item],
#ViewBuilder content: #escaping (Item) -> Content,
moveAction: #escaping (IndexSet, Int) -> Void
) {
self.items = items
self.content = content
self.moveAction = moveAction
}
#State private var draggingItem: Item?
var body: some View {
ForEach(items) { item in
content(item)
.overlay(draggingItem == item && hasChangedLocation ? Color.white.opacity(0.8) : Color.clear)
.onDrag {
draggingItem = item
return NSItemProvider(object: "\(item.id)" as NSString)
}
.onDrop(
of: [UTType.text],
delegate: DragRelocateDelegate(
item: item,
listData: items,
current: $draggingItem,
hasChangedLocation: $hasChangedLocation
) { from, to in
withAnimation {
moveAction(from, to)
}
}
)
}
}
}
The DragRelocateDelegate basically stayed the same, although I made it a bit more generic and safer:
struct DragRelocateDelegate<Item: Equatable>: DropDelegate {
let item: Item
var listData: [Item]
#Binding var current: Item?
#Binding var hasChangedLocation: Bool
var moveAction: (IndexSet, Int) -> Void
func dropEntered(info: DropInfo) {
guard item != current, let current = current else { return }
guard let from = listData.firstIndex(of: current), let to = listData.firstIndex(of: item) else { return }
hasChangedLocation = true
if listData[to] != current {
moveAction(IndexSet(integer: from), to > from ? to + 1 : to)
}
}
func dropUpdated(info: DropInfo) -> DropProposal? {
DropProposal(operation: .move)
}
func performDrop(info: DropInfo) -> Bool {
hasChangedLocation = false
current = nil
return true
}
}
And finally here is the actual usage:
ReorderableForEach(items: itemsArr) { item in
SomeFancyView(for: item)
} moveAction: { from, to in
itemsArr.move(fromOffsets: from, toOffset: to)
}
There was a few additional issues raised to the excellent solutions above, so here's what I could come up with on Jan 1st with a hangover (i.e. apologies for being less than eloquent):
If you pick a griditem and release it (to cancel), then the view is not reset
I added a bool that checks if the view had been dragged yet, and if it hasn't then it doesn't hide the view in the first place. It's a bit of a hack, because it doesn't really reset, it just postpones hiding the view until it knows that you want to drag it. I.e. if you drag really fast, you can see the view briefly before it's hidden.
If you drop a griditem outside the view, then the view is not reset
This one was partially addressed already, by adding the dropOutside delegate, but SwiftUI doesn't trigger it unless you have a background view (like a color), which I think caused some confusion. I therefore added a background in grey to illustrate how to properly trigger it.
Hope this helps anyone:
import SwiftUI
import UniformTypeIdentifiers
struct GridData: Identifiable, Equatable {
let id: String
}
//MARK: - Model
class Model: ObservableObject {
#Published var data: [GridData]
let columns = [
GridItem(.flexible(minimum: 60, maximum: 60))
]
init() {
data = Array(repeating: GridData(id: "0"), count: 50)
for i in 0..<data.count {
data[i] = GridData(id: String("\(i)"))
}
}
}
//MARK: - Grid
struct DemoDragRelocateView: View {
#StateObject private var model = Model()
#State private var dragging: GridData? // I can't reset this when user drops view ins ame location as drag started
#State private var changedView: Bool = false
var body: some View {
VStack {
ScrollView(.vertical) {
LazyVGrid(columns: model.columns, spacing: 5) {
ForEach(model.data) { d in
GridItemView(d: d)
.opacity(dragging?.id == d.id && changedView ? 0 : 1)
.onDrag {
self.dragging = d
changedView = false
return NSItemProvider(object: String(d.id) as NSString)
}
.onDrop(of: [UTType.text], delegate: DragRelocateDelegate(item: d, listData: $model.data, current: $dragging, changedView: $changedView))
}
}.animation(.default, value: model.data)
}
}
.frame(maxWidth:.infinity, maxHeight: .infinity)
.background(Color.gray.edgesIgnoringSafeArea(.all))
.onDrop(of: [UTType.text], delegate: DropOutsideDelegate(current: $dragging, changedView: $changedView))
}
}
struct DragRelocateDelegate: DropDelegate {
let item: GridData
#Binding var listData: [GridData]
#Binding var current: GridData?
#Binding var changedView: Bool
func dropEntered(info: DropInfo) {
if current == nil { current = item }
changedView = true
if item != current {
let from = listData.firstIndex(of: current!)!
let to = listData.firstIndex(of: item)!
if listData[to].id != current!.id {
listData.move(fromOffsets: IndexSet(integer: from),
toOffset: to > from ? to + 1 : to)
}
}
}
func dropUpdated(info: DropInfo) -> DropProposal? {
return DropProposal(operation: .move)
}
func performDrop(info: DropInfo) -> Bool {
changedView = false
self.current = nil
return true
}
}
struct DropOutsideDelegate: DropDelegate {
#Binding var current: GridData?
#Binding var changedView: Bool
func dropEntered(info: DropInfo) {
changedView = true
}
func performDrop(info: DropInfo) -> Bool {
changedView = false
current = nil
return true
}
}
//MARK: - GridItem
struct GridItemView: View {
var d: GridData
var body: some View {
VStack {
Text(String(d.id))
.font(.headline)
.foregroundColor(.white)
}
.frame(width: 60, height: 60)
.background(Circle().fill(Color.green))
}
}
Goal: Reordering Items in HStack
I was trying to figure out how to leverage this solution in SwiftUI for macOS when dragging icons to re-order a horizontal set of items. Thanks to #ramzesenok and #Asperi for the overall solution. I added a CGPoint property along with their solution to achieve the desired behavior. See the animation below.
Define the point
#State private var drugItemLocation: CGPoint?
I used in dropEntered, dropExited, and performDrop DropDelegate functions.
func dropEntered(info: DropInfo) {
if current == nil {
current = item
drugItemLocation = info.location
}
guard item != current,
let current = current,
let from = icons.firstIndex(of: current),
let toIndex = icons.firstIndex(of: item) else { return }
hasChangedLocation = true
drugItemLocation = info.location
if icons[toIndex] != current {
icons.move(fromOffsets: IndexSet(integer: from), toOffset: toIndex > from ? toIndex + 1 : toIndex)
}
}
func dropExited(info: DropInfo) {
drugItemLocation = nil
}
func performDrop(info: DropInfo) -> Bool {
hasChangedLocation = false
drugItemLocation = nil
current = nil
return true
}
For a full demo, I created a gist using Playgrounds
Here is how you implement the on drop part. But remember the ondrop can allow content to be dropped in from outside the app if the data conforms to the UTType. More on UTTypes.
Add the onDrop instance to your lazyVGrid.
LazyVGrid(columns: model.columns, spacing: 32) {
ForEach(model.data) { d in
ItemView(d: d)
.id(d.id)
.frame(width: 160, height: 240)
.background(Color.green)
.onDrag { return NSItemProvider(object: String(d.id) as NSString) }
}
}.onDrop(of: ["public.plain-text"], delegate: CardsDropDelegate(listData: $model.data))
Create a DropDelegate to handling dropped content and the drop location with the given view.
struct CardsDropDelegate: DropDelegate {
#Binding var listData: [MyData]
func performDrop(info: DropInfo) -> Bool {
// check if data conforms to UTType
guard info.hasItemsConforming(to: ["public.plain-text"]) else {
return false
}
let items = info.itemProviders(for: ["public.plain-text"])
for item in items {
_ = item.loadObject(ofClass: String.self) { data, _ in
// idea is to reindex data with dropped view
let index = Int(data!)
DispatchQueue.main.async {
// id of dropped view
print("View Id dropped \(index)")
}
}
}
return true
}
}
Also the only real useful parameter of performDrop is info.location a CGPoint of the drop location, Mapping a CGPoint to the view you want to replace seems unreasonable. I would think the OnMove would be a better option and would make moving your data/Views a breeze. I was unsuccessful to get OnMove working within a LazyVGrid.
As LazyVGrid are still in beta and are bound to change. I would abstain from use on more complex tasks.
I came with a bit different approach that works fine on macOS. Instead of using .onDrag and .onDrop Im using .gesture(DragGesture) with a helper class and modifiers.
Here are helper objects (just copy this to the new file):
// Helper class for dragging objects inside LazyVGrid.
// Grid items must be of the same size
final class DraggingManager<Entry: Identifiable>: ObservableObject {
let coordinateSpaceID = UUID()
private var gridDimensions: CGRect = .zero
private var numberOfColumns = 0
private var numberOfRows = 0
private var framesOfEntries = [Int: CGRect]() // Positions of entries views in coordinate space
func setFrameOfEntry(at entryIndex: Int, frame: CGRect) {
guard draggedEntry == nil else { return }
framesOfEntries[entryIndex] = frame
}
var initialEntries: [Entry] = [] {
didSet {
entries = initialEntries
calculateGridDimensions()
}
}
#Published // Currently displayed (while dragging)
var entries: [Entry]?
var draggedEntry: Entry? { // Detected when dragging starts
didSet { draggedEntryInitialIndex = initialEntries.firstIndex(where: { $0.id == draggedEntry?.id }) }
}
var draggedEntryInitialIndex: Int?
var draggedToIndex: Int? { // Last index where device was dragged to
didSet {
guard let draggedToIndex, let draggedEntryInitialIndex, let draggedEntry else { return }
var newArray = initialEntries
newArray.remove(at: draggedEntryInitialIndex)
newArray.insert(draggedEntry, at: draggedToIndex)
withAnimation {
entries = newArray
}
}
}
func indexForPoint(_ point: CGPoint) -> Int {
let x = max(0, min(Int((point.x - gridDimensions.origin.x) / gridDimensions.size.width), numberOfColumns - 1))
let y = max(0, min(Int((point.y - gridDimensions.origin.y) / gridDimensions.size.height), numberOfRows - 1))
return max(0, min(y * numberOfColumns + x, initialEntries.count - 1))
}
private func calculateGridDimensions() {
let allFrames = framesOfEntries.values
let rows = Dictionary(grouping: allFrames) { frame in
frame.origin.y
}
numberOfRows = rows.count
numberOfColumns = rows.values.map(\.count).max() ?? 0
let minX = allFrames.map(\.minX).min() ?? 0
let maxX = allFrames.map(\.maxX).max() ?? 0
let minY = allFrames.map(\.minY).min() ?? 0
let maxY = allFrames.map(\.maxY).max() ?? 0
let width = (maxX - minX) / CGFloat(numberOfColumns)
let height = (maxY - minY) / CGFloat(numberOfRows)
let origin = CGPoint(x: minX, y: minY)
let size = CGSize(width: width, height: height)
gridDimensions = CGRect(origin: origin, size: size)
}
}
struct Draggable<Entry: Identifiable>: ViewModifier {
#Binding
var originalEntries: [Entry]
let draggingManager: DraggingManager<Entry>
let entry: Entry
#ViewBuilder
func body(content: Content) -> some View {
if let entryIndex = originalEntries.firstIndex(where: { $0.id == entry.id }) {
let isBeingDragged = entryIndex == draggingManager.draggedEntryInitialIndex
let scale: CGFloat = isBeingDragged ? 1.1 : 1.0
content.background(
GeometryReader { geometry -> Color in
draggingManager.setFrameOfEntry(at: entryIndex, frame: geometry.frame(in: .named(draggingManager.coordinateSpaceID)))
return .clear
}
)
.scaleEffect(x: scale, y: scale)
.gesture(
dragGesture(
draggingManager: draggingManager,
entry: entry,
originalEntries: $originalEntries
)
)
}
else {
content
}
}
func dragGesture<Entry: Identifiable>(draggingManager: DraggingManager<Entry>, entry: Entry, originalEntries: Binding<[Entry]>) -> some Gesture {
DragGesture(coordinateSpace: .named(draggingManager.coordinateSpaceID))
.onChanged { value in
// Detect start of dragging
if draggingManager.draggedEntry?.id != entry.id {
withAnimation {
draggingManager.initialEntries = originalEntries.wrappedValue
draggingManager.draggedEntry = entry
}
}
let point = draggingManager.indexForPoint(value.location)
if point != draggingManager.draggedToIndex {
draggingManager.draggedToIndex = point
}
}
.onEnded { value in
withAnimation {
originalEntries.wrappedValue = draggingManager.entries!
draggingManager.entries = nil
draggingManager.draggedEntry = nil
draggingManager.draggedToIndex = nil
}
}
}
}
extension View {
// Allows item in LazyVGrid to be dragged between other items.
func draggable<Entry: Identifiable>(draggingManager: DraggingManager<Entry>, entry: Entry, originalEntries: Binding<[Entry]>) -> some View {
self.modifier(Draggable(originalEntries: originalEntries, draggingManager: draggingManager, entry: entry))
}
}
Now to use it in view you have to do few things:
Create a draggingManager that is a StateObject
Create a var that exposes either real array you are using or temporary array used by draggingManager during dragging.
Apply coordinateSpace from draggingManager to the container (LazyVGrid)
That way draggingManager only modifies its copy of the array during the process, and you can update the original after dragging is done.
struct VirtualMachineSettingsDevicesView: View {
#ObservedObject
var vmEntity: VMEntity
#StateObject
private var devicesDraggingManager = DraggingManager<VMDeviceInfo>()
// Currently displaying devices - different during dragging.
private var displayedDevices: [VMDeviceInfo] { devicesDraggingManager.entries ?? vmEntity.config.devices }
var body: some View {
Section("Devices") {
LazyVGrid(columns: [.init(.adaptive(minimum: 64, maximum: 64))], alignment: .leading, spacing: 20) {
Group {
ForEach(displayedDevices) { device in
Button(action: { configureDevice = device }) {
device.label
.draggable(
draggingManager: devicesDraggingManager,
entry: device,
originalEntries: $vmEntity.config.devices
)
}
}
Button(action: { configureNewDevice = true }, label: { Label("Add device", systemImage: "plus") })
}
.labelStyle(IconLabelStyle())
}
.coordinateSpace(name: devicesDraggingManager.coordinateSpaceID)
.frame(maxWidth: .infinity, maxHeight: .infinity)
.buttonStyle(.plain)
}
}

SwiftUI pagination for List object

I've implemented a List with a search bar in SwiftUI. Now I want to implement paging for this list. When the user scrolls to the bottom of the list, new elements should be loaded. My problem is, how can I detect that the user scrolled to the end? When this happens I want to load new elements, append them and show them to the user.
My code looks like this:
import Foundation
import SwiftUI
struct MyList: View {
#EnvironmentObject var webService: GetRequestsWebService
#ObservedObject var viewModelMyList: MyListViewModel
#State private var query = ""
var body: some View {
let binding = Binding<String>(
get: { self.query },
set: { self.query = $0; self.textFieldChanged($0) }
)
return NavigationView {
// how to detect here when end of the list is reached by scrolling?
List {
// searchbar here inside the list element
TextField("Search...", text: binding) {
self.fetchResults()
}
ForEach(viewModelMyList.items, id: \.id) { item in
MyRow(itemToProcess: item)
}
}
.navigationBarTitle("Title")
}.onAppear(perform: fetchResults)
}
private func textFieldChanged(_ text: String) {
text.isEmpty ? viewModelMyList.fetchResultsThrottelt(for: nil) : viewModelMyList.fetchResultsThrottelt(for: text)
}
private func fetchResults() {
query.isEmpty ? viewModelMyList.fetchResults(for: nil) : viewModelMyList.fetchResults(for: query)
}
}
Also a little bit special this case, because the list contains the search bar. I would be thankful for any advice because with this :).
As you have already a List with an artificial row for the search bar, you can simply add another view to the list which will trigger another fetch when it appears on screen (using onAppear() as suggested by Josh). By doing this you do not have to do any "complicated" calculations to know whether a row is the last row... the artificial row is always the last one!
I already used this in one of my projects and I've never seen this element on the screen, as the loading was triggered so quickly before it appeared on the screen. (You surely can use a transparent/invisible element, or perhaps even use a spinner ;-))
List {
TextField("Search...", text: binding) {
/* ... */
}
ForEach(viewModelMyList.items, id: \.id) { item in
// ...
}
if self.viewModelMyList.hasMoreRows {
Text("Fetching more...")
.onAppear(perform: {
self.viewModelMyList.fetchMore()
})
}
}
Add a .onAppear() to the MyRow and have it call the viewModel with the item that just appears. You can then check if its equal to the last item in the list or if its n items away from the end of the list and trigger your pagination.
This one worked for me:
You can add pagination with two different approaches to your List: Last item approach and Threshold item approach.
That's way this package adds two functions to RandomAccessCollection:
isLastItem
Use this function to check if the item in the current List item iteration is the last item of your collection.
isThresholdItem
With this function you can find out if the item of the current List item iteration is the item at your defined threshold. Pass an offset (distance to the last item) to the function so the threshold item can be determined.
import SwiftUI
extension RandomAccessCollection where Self.Element: Identifiable {
public func isLastItem<Item: Identifiable>(_ item: Item) -> Bool {
guard !isEmpty else {
return false
}
guard let itemIndex = lastIndex(where: { AnyHashable($0.id) == AnyHashable(item.id) }) else {
return false
}
let distance = self.distance(from: itemIndex, to: endIndex)
return distance == 1
}
public func isThresholdItem<Item: Identifiable>(
offset: Int,
item: Item
) -> Bool {
guard !isEmpty else {
return false
}
guard let itemIndex = lastIndex(where: { AnyHashable($0.id) == AnyHashable(item.id) }) else {
return false
}
let distance = self.distance(from: itemIndex, to: endIndex)
let offset = offset < count ? offset : count - 1
return offset == (distance - 1)
}
}
Examples
Last item approach:
struct ListPaginationExampleView: View {
#State private var items: [String] = Array(0...24).map { "Item \($0)" }
#State private var isLoading: Bool = false
#State private var page: Int = 0
private let pageSize: Int = 25
var body: some View {
NavigationView {
List(items) { item in
VStack(alignment: .leading) {
Text(item)
if self.isLoading && self.items.isLastItem(item) {
Divider()
Text("Loading ...")
.padding(.vertical)
}
}.onAppear {
self.listItemAppears(item)
}
}
.navigationBarTitle("List of items")
.navigationBarItems(trailing: Text("Page index: \(page)"))
}
}
}
extension ListPaginationExampleView {
private func listItemAppears<Item: Identifiable>(_ item: Item) {
if items.isLastItem(item) {
isLoading = true
/*
Simulated async behaviour:
Creates items for the next page and
appends them to the list after a short delay
*/
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 3) {
self.page += 1
let moreItems = self.getMoreItems(forPage: self.page, pageSize: self.pageSize)
self.items.append(contentsOf: moreItems)
self.isLoading = false
}
}
}
}
Threshold item approach:
struct ListPaginationThresholdExampleView: View {
#State private var items: [String] = Array(0...24).map { "Item \($0)" }
#State private var isLoading: Bool = false
#State private var page: Int = 0
private let pageSize: Int = 25
private let offset: Int = 10
var body: some View {
NavigationView {
List(items) { item in
VStack(alignment: .leading) {
Text(item)
if self.isLoading && self.items.isLastItem(item) {
Divider()
Text("Loading ...")
.padding(.vertical)
}
}.onAppear {
self.listItemAppears(item)
}
}
.navigationBarTitle("List of items")
.navigationBarItems(trailing: Text("Page index: \(page)"))
}
}
}
extension ListPaginationThresholdExampleView {
private func listItemAppears<Item: Identifiable>(_ item: Item) {
if items.isThresholdItem(offset: offset,
item: item) {
isLoading = true
/*
Simulated async behaviour:
Creates items for the next page and
appends them to the list after a short delay
*/
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 0.5) {
self.page += 1
let moreItems = self.getMoreItems(forPage: self.page, pageSize: self.pageSize)
self.items.append(contentsOf: moreItems)
self.isLoading = false
}
}
}
}
String Extension:
/*
If you want to display an array of strings
in the List view you have to specify a key path,
so each string can be uniquely identified.
With this extension you don't have to do that anymore.
*/
extension String: Identifiable {
public var id: String {
return self
}
}
Christian Elies, code reference

How to modify/reset #State when other variables are updated in SwiftUI

I would like to reset some #State each time an #ObservedObject is "reassigned". How can this be accomplished?
class Selection: ObservableObject {
let id = UUID()
}
struct ContentView: View {
#State var selectedIndex: Int = 0
var selections: [Selection] = [Selection(), Selection(), Selection()]
var body: some View {
VStack {
// Assume the user can select something so selectedIndex changes all the time
// SwiftUI will just keep updating the same presentation layer with new data
Button("Next") {
self.selectedIndex += 1
if self.selectedIndex >= self.selections.count {
self.selectedIndex = 0
}
}
SelectionDisplayer(selection: self.selections[self.selectedIndex])
}
}
}
struct SelectionDisplayer: View {
#ObservedObject var selection: Selection {
didSet { // Wish there were something *like* this
print("will never happen")
self.tabIndex = 0
}
}
#State var tapCount: Int = 0 // Reset this to 0 when `selection` changes from one object to another
var body: some View {
Text(self.selection.id.description)
.onReceive(self.selection.objectWillChange) {
print("will never happen")
}
Button("Tap Count: \(self.tapCount)") {
self.tapCount += 1
}
}
}
I'm aware of onReceive but I'm not looking to modify state in response to objectWillChange but rather when the object itself is switched out. In UIKit with reference types I would use didSet but that doesn't work here.
I did try using a PreferenceKey for this (gist) but it seems like too much of a hack.
Currently (Beta 5), the best way may be to use the constructor plus a generic ObservableObject for items that I want to reset when the data changes. This allows some #State to be preserved, while some is reset.
In the example below, tapCount is reset each time selection changes, while allTimeTaps is not.
class StateHolder<Value>: ObservableObject {
#Published var value: Value
init(value: Value) {
self.value = value
}
}
struct ContentView: View {
#State var selectedIndex: Int = 0
var selections: [Selection] = [Selection(), Selection(), Selection()]
var body: some View {
VStack {
// Assume the user can select something so selectedIndex changes all the time
// SwiftUI will just keep updating the same presentation though
Button("Next") {
self.selectedIndex += 1
if self.selectedIndex >= self.selections.count {
self.selectedIndex = 0
}
}
SelectionDisplayer(selection: self.selections[self.selectedIndex])
}
}
}
struct SelectionDisplayer: View {
struct SelectionState {
var tapCount: Int = 0
}
#ObservedObject var selection: Selection
#ObservedObject var stateHolder: StateHolder<SelectionState>
#State var allTimeTaps: Int = 0
init(selection: Selection) {
let state = SelectionState()
self.stateHolder = StateHolder(value: state)
self.selection = selection
}
var body: some View {
VStack {
Text(self.selection.id.description)
Text("All Time Taps: \(self.allTimeTaps)")
Text("Tap Count: \(self.stateHolder.value.tapCount)")
Button("Tap") {
self.stateHolder.value.tapCount += 1
self.allTimeTaps += 1
}
}
}
}
While looking for a solution I was quite interested to discover that you cannot initialize #State variables in init. The compiler will complain that all properties have not yet been set before accessing self.
The only way to get this done for me was to force the parent view to redraw the child by temporarily hiding it. It's a hack, but the alternative was to pass a $tapCount in, which is worse since then the parent does not only have to know that it has to be redrawn, but must also know of state inside.
This can probably be refactored into it's own view, which make it not as dirty.
import Foundation
import SwiftUI
import Combine
class Selection {
let id = UUID()
}
struct RedirectStateChangeView: View {
#State var selectedIndex: Int = 0
#State var isDisabled = false
var selections: [Selection] = [Selection(), Selection(), Selection()]
var body: some View {
VStack {
// Assume the user can select something so selectedIndex changes all the time
// SwiftUI will just keep updating the same presentation layer with new data
Button("Next") {
self.selectedIndex += 1
if self.selectedIndex >= self.selections.count {
self.selectedIndex = 0
}
self.isDisabled = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.005) {
self.isDisabled = false
}
}
if !isDisabled {
SelectionDisplayer(selection: selections[selectedIndex])
}
}
}
}
struct SelectionDisplayer: View {
var selection: Selection
#State var tapCount: Int = 0 // Reset this to 0 when `selection` changes from one object to another
var body: some View {
VStack{
Text(selection.id.description)
Button("Tap Count: \(self.tapCount)") {
self.tapCount += 1
}
}
}
}
This does what you want I believe:
class Selection: ObservableObject { let id = UUID() }
struct ContentView: View {
#State var selectedIndex: Int = 0
var selections: [Selection] = [Selection(), Selection(), Selection()]
#State var count = 0
var body: some View {
VStack {
Button("Next") {
self.count = 0
self.selectedIndex += 1
if self.selectedIndex >= self.selections.count {
self.selectedIndex = 0
}
}
SelectionDisplayer(selection: self.selections[self.selectedIndex], count: $count)
}
}
}
struct SelectionDisplayer: View {
#ObservedObject var selection: Selection
#Binding var count: Int
var body: some View {
VStack {
Text("\(self.selection.id)")
Button("Tap Count: \(self.count)") { self.count += 1 }
}
}
}
My Xcode didn't like your code so I needed to make a few other changes than just moving the count into the parent

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