Is there a way to get an animation effect on a list (column/row) changes in Compose that looks something like recyclerview animations with setItemAnimator?
There is not currently a way to do this with LazyColumn/LazyRow. This is something that is likely to be added eventually (though as always with predictions about the future: no promises), but it's currently a lower priority than getting more fundamental features working.
Note: I work on the team that implemented these components. I'll update this answer if the situation changes.
The Modifier API called Modifier.animateItemPlacement() was implemented and merged and will probably be released in an upcoming Compose version. Tweet: https://twitter.com/CatalinGhita4/status/1455500904690552836?s=20
At the moment, you'll need to manage the enter/exit transition of the changed items explicitly. You could use AnimatedVisibility for that like this example.
Here's an example for dealing with item additions/removals at least:
#ExperimentalAnimationApi
#Suppress("UpdateTransitionLabel", "TransitionPropertiesLabel")
#SuppressLint("ComposableNaming", "UnusedTransitionTargetStateParameter")
/**
* #param state Use [updateAnimatedItemsState].
*/
inline fun <T> LazyListScope.animatedItemsIndexed(
state: List<AnimatedItem<T>>,
enterTransition: EnterTransition = expandVertically(),
exitTransition: ExitTransition = shrinkVertically(),
noinline key: ((item: T) -> Any)? = null,
crossinline itemContent: #Composable LazyItemScope.(index: Int, item: T) -> Unit
) {
items(
state.size,
if (key != null) { keyIndex: Int -> key(state[keyIndex].item) } else null
) { index ->
val item = state[index]
val visibility = item.visibility
androidx.compose.runtime.key(key?.invoke(item.item)) {
AnimatedVisibility(
visibleState = visibility,
enter = enterTransition,
exit = exitTransition
) {
itemContent(index, item.item)
}
}
}
}
#Composable
fun <T> updateAnimatedItemsState(
newList: List<T>
): State<List<AnimatedItem<T>>> {
val state = remember { mutableStateOf(emptyList<AnimatedItem<T>>()) }
LaunchedEffect(newList) {
if (state.value == newList) {
return#LaunchedEffect
}
val oldList = state.value.toList()
val diffCb = object : DiffUtil.Callback() {
override fun getOldListSize(): Int = oldList.size
override fun getNewListSize(): Int = newList.size
override fun areItemsTheSame(oldItemPosition: Int, newItemPosition: Int): Boolean =
oldList[oldItemPosition].item == newList[newItemPosition]
override fun areContentsTheSame(oldItemPosition: Int, newItemPosition: Int): Boolean =
oldList[oldItemPosition].item == newList[newItemPosition]
}
val diffResult = calculateDiff(false, diffCb)
val compositeList = oldList.toMutableList()
diffResult.dispatchUpdatesTo(object : ListUpdateCallback {
override fun onInserted(position: Int, count: Int) {
for (i in 0 until count) {
val newItem = AnimatedItem(visibility = MutableTransitionState(false), newList[position + i])
newItem.visibility.targetState = true
compositeList.add(position + i, newItem)
}
}
override fun onRemoved(position: Int, count: Int) {
for (i in 0 until count) {
compositeList[position + i].visibility.targetState = false
}
}
override fun onMoved(fromPosition: Int, toPosition: Int) {
// not detecting moves.
}
override fun onChanged(position: Int, count: Int, payload: Any?) {
// irrelevant with compose.
}
})
if (state.value != compositeList) {
state.value = compositeList
}
val initialAnimation = Animatable(1.0f)
initialAnimation.animateTo(0f)
state.value = state.value.filter { it.visibility.targetState }
}
return state
}
data class AnimatedItem<T>(
val visibility: MutableTransitionState<Boolean>,
val item: T,
) {
override fun hashCode(): Int {
return item?.hashCode() ?: 0
}
override fun equals(other: Any?): Boolean {
if (this === other) return true
if (javaClass != other?.javaClass) return false
other as AnimatedItem<*>
if (item != other.item) return false
return true
}
}
suspend fun calculateDiff(
detectMoves: Boolean = true,
diffCb: DiffUtil.Callback
): DiffUtil.DiffResult {
return withContext(Dispatchers.Unconfined) {
DiffUtil.calculateDiff(diffCb, detectMoves)
}
}
Related
I'm trying to solve the following issue. For example, I'm writing this text - "Hello *world*". After I stop writing, for example, after a second, the word "*world*" should be replaced by "world" in bold.
I've tried to do this, but so far it doesn't work.
val originalText = MutableStateFlow("")
val resultText = originalText
.debounce(1000)
.distinctUntilChanged()
.flatMapLatest { text ->
val result = formatText(text) // create AnnotatedString
flow { emit(result) }
}
And trying to insert to EditText:
val resultText by viewModel.resultText.collectAsState(AnnotatedString(""))
OutlinedTextField(
value = TextFieldValue(resultText),
onValueChange = {
viewModel.originalText.value = it.text
},
label = { Text("Description") },
modifier = Modifier
.fillMaxHeight()
.fillMaxWidth()
)
The problem is that I can't achieve the following result: we write text to "EditText" and after a second it is formatted and inserted into the same "EditText".
Could someone tell me, please, how can I solve this issue?
I found out a solution, but I'm sorry for code. It's definitely worth improving.
ViewModel methods:
private var _wordList = mutableListOf<String>()
val wordList = _wordList
// Remove words that are not in the string
fun updateWordList(text: String) {
_wordList.forEach {
if(!text.contains(it)) {
_wordList.remove(it)
}
}
}
fun getWords(text: String) : List<String> {
val regex = Regex("\\*(.*?)[\\*]")
val matches = regex.findAll(text)
return matches.map { it.groupValues[1] }.toList()
}
fun addWords(text: String) {
val words = getWords(text)
words.forEach { word ->
if(!_wordList.contains(word)) _wordList.add(word)
}
}
A method which create an AnnotatedString:
fun getAnnotatedString(text: String, words: List<String>): AnnotatedString = buildAnnotatedString {
append(text)
words.forEach { word ->
if (text.contains(word)) {
val offsetStart = text.indexOf(word)
val offsetEnd = offsetStart + word.length
addStyle(
style = SpanStyle(fontWeight = FontWeight.Bold),
start = offsetStart,
end = offsetEnd
)
}
}
}
After that we need to create the following variables:
val words = viewModel.getWords(description)
viewModel.addWords(description)
val descResult = if (words.isEmpty()) description else description.replace("*", "")
val formattedString = formatString(descResult, viewModel.wordList)
var textFieldValueState by remember {
mutableStateOf(TextFieldValue(annotatedString = formattedString))
}
val textFieldValue = textFieldValueState.copy(annotatedString = formattedString)
And finally, we define the OutlinedTextField:
OutlinedTextField(
value = textFieldValue,
onValueChange = {
viewModel.updateWordList(it.text)
if (tmp == it.text) {
textFieldValueState = it
return#OutlinedTextField
}
description = it.text
textFieldValueState = it
},
label = { Text("Description") }
)
I am trying to create a generic function which will work for both Integer and Double. But some how I am getting error Cannot invoke 'stride' with an argument list of type '(from: T, to: T, by: T)'.
Below is my code :
func generateList<T: SignedNumeric>(from: T, to: T, step: T, addLastValue: Bool = true) -> [T] where T: Comparable & Strideable {
var items = [T]()
if step == 0 || from == to {
return [from]
}
for i in stride(from: from, to: to, by: step) {
items.append(i)
}
if addLastValue && to > items.last ?? to {
items.append(to)
}
return items
}
step must of type T.Stride
func generateList<T: SignedNumeric>(from: T, to: T, step: T.Stride, addLastValue: Bool = true) -> [T] where T: Comparable & Strideable {
var items = [T]()
if step == 0 || from == to {
return [from]
}
for i in stride(from: from, to: to, by: step) {
items.append(i)
}
if addLastValue && to > items.last ?? to {
items.append(to)
}
return items
}
I'm trying to use the ReactiveCocoa library. But when I use the ReactiveCocoas flatMap function, I get an error. Does anyone know how to get around it? Maybe I'm doing something wrong?
let countValues = countEditAView.reactive.continuousTextValues
let flatMapClosure: (String?) -> SignalProducer<Int, NSError> = { (input) in
return SignalProducer.init(value: 3)
}
let filterClosure: (Int) -> Bool = { (input) in
if (input < 0) {
return false
} else {
return true
}
}
let signalDisposable = countValues // <- Ambiguous reference to member 'flatMap'
.flatMap(FlattenStrategy.concat, flatMapClosure)
.filter(filterClosure)
.observeValues { val in print("val = \(val )") }
You must explicitly specify the type of the return SignalProducer <Int, NSError> (value: 3)
let countValues = countEditAView.reactive.continuousTextValues
let flatMapClosure: (String?) -> SignalProducer<Int, NSError> = { (input) in
return SignalProducer<Int, NSError>(value: 3)
}
let filterClosure: (Int) -> Bool = { (input) in
if (input < 0) {
return false
} else {
return true
}
}
let disposable = countValues
.flatMap(FlattenStrategy.latest, flatMapClosure)
.filter(filterClosure)
.observeResult { (par) in print("result = \(par.value ?? 0 )") }
Hey I'm trying to figure out how to tally up soccer goals on the condition that the goal was scored in under 45 minutes, but the func has some slight errors with swift 2. Any help? Thanks!
Code:
var barcelonavsRealMadrid1goals : [String : Int] = ["barcelonaGoal1":21,"RealMadridGoal2":23,"barcelonaGoal3":24,"RealMadridGoal4":27]
func Run() {
var goalCount=0
for (goal,numbers) in barcelonavsRealMadrid1goals{
for(var number in numbers) {
if(number < 45)
goalCount++
}
}
You have an extra for..in loop in there that's not needed:
for(var number in numbers) {
It also has an extraneous ( and ) around it
for var number in numbers {
Here is a working version of your code:
var barcelonavsRealMadrid1goals = ["barcelonaGoal1":21,"RealMadridGoal2":23,"barcelonaGoal3":24,"RealMadridGoal4":27]
func run() -> Int { // functions should start with lower case
var goalCount=0
for (_,numbers) in barcelonavsRealMadrid1goals where numbers < 45 {
goalCount++
}
return goalCount
}
let goalCount = run()
And the functional way would be something like:
let goalCount = goals.reduce(0) {
if $0.1.1 < 45 {
return $0.0 + 1
}
return $0.0
}
With explanation:
var goals = [
"barcelonaGoal1" :21,
"RealMadridGoal2":23,
"barcelonaGoal3" :24,
"RealMadridGoal4":27,
"RealMadridGoal5":45]
// For our use reduce takes an initial value of Int
// and a combine function of type
// (Int, (String, Int)) -> Int
//
// Reduce will call the closure once with
// each value in the map and the previous return value
let goalCount = goals.reduce(0, combine: {
(initial:Int, current:(key:String, value:Int)) -> Int in
var currentCount = initial
// print to show input and output of closure
print( "parameters:(\(initial), (\"\(current.key)\", \(current.value)))", terminator:", ")
defer {
print("return:\(currentCount)")
}
// end printing
if current.value < 45 {
++currentCount // add 1 to the running total
return currentCount
}
return currentCount
})
// console output:
// parameters:(0, ("barcelonaGoal1", 21)), return:1
// parameters:(1, ("RealMadridGoal4", 27)), return:2
// parameters:(2, ("RealMadridGoal5", 45)), return:2
// parameters:(2, ("RealMadridGoal2", 23)), return:3
// parameters:(3, ("barcelonaGoal3", 24)), return:4
For solving of you're problem try to use functional programing that is introduced in swift :
var barcelonavsRealMadrid1goals : [String : Int] = ["barcelonaGoal1":95,"RealMadridGoal2":23,"barcelonaGoal3":24,"RealMadridGoal4":27]
var filtered = barcelonavsRealMadrid1goals.filter { (team:String, minute:Int) -> Bool in
var state = false
if (minute > 45)
{
return true
}
return state
}
let totalCount = filtered.count
Try this method.
func Run() {
var goalCount=0
for (_, score) in barcelonavsRealMadrid1goals {
if(score < 45) {
goalCount++
}
}
print(goalCount)
}
I am using swift and want to have a number of duplicatable patterns throughout my game.
Ideally I would have some sort of shared class that worked sort of like this (this is sort of pseudo-Swift code):
class RandomNumberUtility {
static var sharedInstance = RandomNumberUtility()
var random1 : Random()
var random2 : Random()
func seedRandom1(seed : Int){
random1 = Random(seed)
}
func seedRandom2(seed : Int){
random2 = Random(seed)
}
func getRandom1() -> Int {
return random1.next(1,10)
}
func getRandom2() -> Int {
return random2.next(1,100)
}
}
Then, to begin the series, anywhere in my program I could go like this:
RandomNumberUtility.sharedInstance.seedNumber1(7)
RandomNumberUtility.sharedInstance.seedNumber2(12)
And then I would know that (for example) the first 4 times I called
RandomNumberUtility.sharedInstance.getRandom1()
I would always get the same values (for example: 6, 1, 2, 6)
This would continue until at some point I seeded the number again, and then I would either get the exact same series back (if I used the same seed), or a different series (if I used a different seed).
And I want to have multiple series of numbers (random1 & random2) at the same time.
I am not sure how to begin to turn this into an actual Swift class.
Here is a possible implementation. It uses the jrand48 pseudo random number generator,
which produces 32-bit numbers.
This PRNG is not as good as arc4random(), but has the advantage
that all its state is stored in a user-supplied array, so that multiple
instances can run independently.
struct RandomNumberGenerator {
// 48 bit internal state for jrand48()
private var state : [UInt16] = [0, 0, 0]
// Return pseudo-random number in the range 0 ... upper_bound-1:
mutating func next(upper_bound: UInt32) -> UInt32 {
// Implementation avoiding the "module bias" problem,
// taken from: http://stackoverflow.com/a/10989061/1187415,
// Swift translation here: http://stackoverflow.com/a/26550169/1187415
let range = UInt32.max - UInt32.max % upper_bound
var rnd : UInt32
do {
rnd = UInt32(truncatingBitPattern: jrand48(&state))
} while rnd >= range
return rnd % upper_bound
}
mutating func seed(newSeed : Int) {
state[0] = UInt16(truncatingBitPattern: newSeed)
state[1] = UInt16(truncatingBitPattern: (newSeed >> 16))
state[2] = UInt16(truncatingBitPattern: (newSeed >> 32))
}
}
Example:
var rnd1 = RandomNumberGenerator()
rnd1.seed(7)
var rnd2 = RandomNumberGenerator()
rnd2.seed(12)
println(rnd1.next(10)) // 2
println(rnd1.next(10)) // 8
println(rnd1.next(10)) // 1
println(rnd2.next(10)) // 6
println(rnd2.next(10)) // 0
println(rnd2.next(10)) // 5
If rnd1 is seeded with the same value as above then it
produces the same numbers again:
rnd1.seed(7)
println(rnd1.next(10)) // 2
println(rnd1.next(10)) // 8
println(rnd1.next(10)) // 1
What you need is a singleton that generates pseudo-random numbers and make sure all your code that need a random number call via this class. The trick is to reset the seed for each run of your code. Here is a simple RandomGenerator class that will do the trick for you (it's optimized for speed which is a good thing when writing games):
import Foundation
// This random number generator comes from: Klimov, A. and Shamir, A.,
// "A New Class of Invertible Mappings", Cryptographic Hardware and Embedded
// Systems 2002, http://dl.acm.org/citation.cfm?id=752741
//
// Very fast, very simple, and passes Diehard and other good statistical
// tests as strongly as cryptographically-secure random number generators (but
// is not itself cryptographically-secure).
class RandomNumberGenerator {
static let sharedInstance = RandomNumberGenerator()
private init(seed: UInt64 = 12347) {
self.seed = seed
}
func nextInt() -> Int {
return next(32)
}
private func isPowerOfTwo(x: Int) -> Bool { return x != 0 && ((x & (x - 1)) == 0) }
func nextInt(max: Int) -> Int {
assert(!(max < 0))
// Fast path if max is a power of 2.
if isPowerOfTwo(max) {
return Int((Int64(max) * Int64(next(31))) >> 31)
}
while (true) {
var rnd = next(31)
var val = rnd % max
if rnd - val + (max - 1) >= 0 {
return val
}
}
}
func nextBool() -> Bool {
return next(1) != 0
}
func nextDouble() -> Double {
return Double((Int64(next(26)) << 27) + Int64(next(27))) /
Double(Int64(1) << 53)
}
func nextInt64() -> Int64 {
let lo = UInt(next(32))
let hi = UInt(next(32))
return Int64(UInt64(lo) | UInt64(hi << 32))
}
func nextBytes(inout buffer: [UInt8]) {
for n in 0..<buffer.count {
buffer[n] = UInt8(next(8))
}
}
var seed: UInt64 {
get {
return _seed
}
set(seed) {
_initialSeed = seed
_seed = seed
}
}
var initialSeed: UInt64 {
return _initialSeed!
}
private func randomNumber() -> UInt32 {
_seed = _seed &+ ((_seed &* _seed) | 5)
return UInt32(_seed >> 32)
}
private func next(bits: Int) -> Int {
assert(bits > 0)
assert(!(bits > 32))
return Int(randomNumber() >> UInt32(32 - bits))
}
private var _initialSeed: UInt64?
private var _seed: UInt64 = 0
}