SwiftUI Animated Shape going crazy - ios

First off, my appologies for the unconventional title of this post, but I don't know of any way to describe the behavior any better than that.
To reproduce this problem, create a new project in xCode 12 specifying IOS App with any name and **Interface:**SwiftUI, Life Cycle: SwiftUI App, Language: Swift. Then replace all of Content View with the code listed here.
In either Live Preview, or when running the app, a click on the Poly will trigger the animation. It should move a fraction of a pixel, and do a 1/3 turn (as the angle is in radians).
The problem, as noted on line 37 is that when I try to move or turn the Poly, it goes crazy, multiplying any move by much greater amounts. The color animates fine, but the Animatable properties in the shape do not. The location starts at 200,200 with an angle of 0, and if you try to move it very close, as the sample code does, it overreacts. If you try to move it only a few pixes (say 190,190) it will fly off the screen.
I have not had this happen to any other animations I have done, and have no idea why this is behaving this way.
In trying to debug this, at one point I put print statements on the animatableData getters and setters, and can make no sense of what the animation engine is doing to the variables. It just seems to pick a number that is much further from the source that the value I am asking it to go to.
I am confident that the trig in the path is correct, and suspect the issue lies in one of the following:
My declaration of animatableData somehow
The withAnimation function in the gesture
An issue with animating a CGFloat
SwiftUI is just going crazy
I am running Xcode 12.1 (12A7403) and Swift 5. After many hours of trying to figure this out, I humbly present my problem here. Help me Obiwan Kenobi, you are my only hope...
import SwiftUI
let twoPi:CGFloat = CGFloat.pi * 2
let pi = CGFloat.pi
class Poly: ObservableObject, Identifiable {
#Published var location:CGPoint
#Published var color:Color
var sides:CGFloat
var vertexRadius:CGFloat
var angle:CGFloat
init(at:CGPoint, color:Color, sides:CGFloat, radius:CGFloat, angle:CGFloat=0) {
self.location = at
self.color = color
self.sides = sides
self.vertexRadius = radius
self.angle = angle
}
}
struct ContentView: View {
#ObservedObject var poly:Poly = Poly(at: CGPoint(x:200,y:200), color: .green, sides: 6, radius: 100)
var body: some View {
PolyShape(poly: poly)
.fill(poly.color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:15)) {
//This is what doesn't work.
//Try to nudge it a fraction of a pixel, and do only 1/3 of a turn, and it spins and moves much further.
poly.location.x = 200.4
poly.location.y = 200.2
poly.angle = twoPi / 3
poly.color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(poly: Poly(at: CGPoint(x:200,y:200), color: .blue, sides: 3, radius: 100))
}
}
}
struct PolyShape:Shape {
var poly:Poly
public var animatableData: AnimatablePair<CGFloat, AnimatablePair<CGFloat,CGFloat>> {
get { AnimatablePair(poly.angle, AnimatablePair(poly.location.x, poly.location.y))
}
set {
poly.angle = newValue.first
poly.location.x = newValue.second.first
poly.location.y = newValue.second.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var radial:CGFloat = 0.5
while radial < twoPi + 0.5 {
let radialAngle = twoPi / poly.sides * radial + poly.angle
let newX = poly.location.x + cos(radialAngle) * poly.vertexRadius
let newY = poly.location.y + sin(radialAngle) * poly.vertexRadius
if radial == 0.5 {
path.move(to: CGPoint(x: newX, y: newY))
} else {
path.addLine(to: CGPoint(x: newX, y: newY))
}
radial += 1
}
return path
}
}

You need to separate model from view model, because to have PolyShape correctly work in your case the input data have to be a value.
Here is tested solution (Xcode 12 / iOS 14)
Separate model and view model
class Poly: ObservableObject, Identifiable {
#Published var data:PolyData
init(data: PolyData) {
self.data = data
}
}
struct PolyData {
var location:CGPoint
var color:Color
var sides:CGFloat
var vertexRadius:CGFloat
var angle:CGFloat
init(at:CGPoint, color:Color, sides:CGFloat, radius:CGFloat, angle:CGFloat=0) {
self.location = at
self.color = color
self.sides = sides
self.vertexRadius = radius
self.angle = angle
}
}
Make shape value dependent
struct PolyShape:Shape {
var poly:PolyData // << here !!
// ... other code no changes
}
Update dependent demo
struct ContentView: View {
#ObservedObject var poly:Poly = Poly(data: PolyData(at: CGPoint(x:200,y:200), color: .green, sides: 6, radius: 100))
var body: some View {
PolyShape(poly: poly.data) // << pass data only here !!
.fill(poly.data.color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:15)) {
poly.data.location = CGPoint(x: 200.4, y: 200.2)
poly.data.angle = twoPi / 3
poly.data.color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(poly: Poly(data: PolyData(at: CGPoint(x:200,y:200), color: .blue, sides: 3, radius: 100)))
}
}
}

Can you give the following a try?
import SwiftUI
let twoPi:CGFloat = CGFloat.pi * 2
let pi = CGFloat.pi
struct ContentView: View {
#State var location: CGPoint = CGPoint(x: 200, y: 200)
#State var color: Color = .blue
#State var angle: CGFloat = 0
var body: some View {
PolyShape(location: location, color: color, angle: angle, sides: 3, vertexRadius: 100)
.fill(color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:1)) {
//This is what doesn't work.
//Try to nudge it a fraction of a pixel, and do only 1/3 of a turn, and it spins and moves much further.
location.x = 220
location.y = 220
angle = (CGFloat.pi * 2) / 3
color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(location: CGPoint(x: 200, y: 200), color: .blue, angle: 0)
}
}
}
struct PolyShape:Shape {
var location: CGPoint
var color: Color
var angle: CGFloat
var sides: CGFloat
var vertexRadius: CGFloat
public var animatableData: AnimatablePair<CGFloat, AnimatablePair<CGFloat,CGFloat>> {
get {
return AnimatablePair(angle, AnimatablePair(location.x, location.y))
}
set {
angle = newValue.first
location.x = newValue.second.first
location.y = newValue.second.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var radial:CGFloat = 0.5
while radial < twoPi + 0.5 {
let radialAngle = twoPi / sides * radial + angle
let newX = location.x + cos(radialAngle) * vertexRadius
let newY = location.y + sin(radialAngle) * vertexRadius
if radial == 0.5 {
path.move(to: CGPoint(x: newX, y: newY))
} else {
path.addLine(to: CGPoint(x: newX, y: newY))
}
radial += 1
}
return path
}
}

Related

How can I change views' rotation based on user's scroll in SwiftUI?

I've implemented this wheel picker:
but I don't know how to change numbers' angulation according to wheel rotation, what should I do?
I would like to achieve this:
Numbers' rotation should be based on user's scroll(for example, every number should be in normal position when reaches the top)
This is the full code:
struct myVal : Equatable {
let id = UUID()
let val : String
}
enum Direction {
case left
case right
}
struct WheelView: View {
// Circle Radius
#State var radius : Double = 150
// Direction of swipe
#State var direction = Direction.left
// index of the number at the bottom of the circle
#State var chosenIndex = 0
// degree of circle and hue
#Binding var degree : Double
// #State var degree = 90.0
let array : [myVal]
let circleSize : Double
var body: some View {
ZStack {
let anglePerCount = Double.pi * 2.0 / Double(array.count)
let drag = DragGesture()
.onEnded { value in
if value.startLocation.x > value.location.x + 10 {
direction = .left
} else if value.startLocation.x < value.location.x - 10 {
direction = .right
}
//here I call the function to move the wheel
}
// MARK: WHEEL STACK - BEGINNING
ZStack {
ForEach(0 ..< array.count) { index in
let angle = Double(index) * anglePerCount
let xOffset = CGFloat(radius * cos(angle))
let yOffset = CGFloat(radius * sin(angle))
Text("\(array[index].val)")
.rotationEffect(Angle(degrees: -degree))
.offset(x: xOffset, y: yOffset )
}
}
.rotationEffect(Angle(degrees: degree))
.gesture(drag)
.onAppear() {
radius = circleSize/2 - 30 // 30 is for padding
}
// MARK: WHEEL STACK - END
}
}
}
You are calculating angle in radian. Set radians instead of degrees and add Double.pi/2.
Text("\(array[index].val)")
.rotationEffect(Angle(radians: angle + Double.pi/2)) // <== Here

Binding variable across two views to control animation speed change

Background
I'm following the excellent tutorial by Jean-Marc Boullianne on animating colour in change in swift. I would like to enhance this example by adding a slider that would allow me to control the animation speed. For that purpose I've defined the relevant UI elements in the ContentView.swift and I would like to use the values in the SplashView.swift that produces the animation.
Problem
The value that I'm attempting to pass via slider is disregarded and the animation keeps reproducing with the same default speed.
Code
ContentView.swift
A note: colours are defined in the assets catalogue for the purpose of example any values will do.
import SwiftUI
struct ContentView: View {
// Color variables for the animation
var colors: [Color] = [Color("AnimationColor1"),
Color("AnimationColor2"),
Color("AnimationColor3"),
Color("AnimationColor4")]
#State var index: Int = 0
#State var progress: CGFloat = 0
#State var animationDuration: Double = 0.5
var body: some View {
VStack {
SplashView(animationType: .leftToRight, color: self.colors[self.index])
.frame(width: 200, height: 100, alignment: .center)
.cornerRadius(10)
.shadow(color: Color("ShadowColor"), radius: 10, x: 0.0, y: 0.0)
Button(action: {
self.index = (self.index + 1) % self.colors.count
}, label: {
Text("Change Colour")
.padding(.top, 20)
})
Slider(value: $animationDuration, in: 0.0...1.0)
Text("Animation duration \(animationDuration)")
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
SplashView.swift
I understand that I'm using the #Binding wrong...
//
// SplashView.swift
// ColourChange
//
//
import SwiftUI
/**
Customer observable object
- Parameter color: The color to store
*/
class ColorStore: ObservableObject {
#Published var color: Color
init(color: Color) {
self.color = color
}
}
struct SplashView: View {
// This binds value from the slider option of the swift ui view
#Binding var animationDuration: Double
// Keeping track of the color: animation defaults as per tutorial
#State var layers: [(Color, CGFloat)] = [] // New Color & Progress
var animationType: SplashShape.SplashShapeAnimation
#State private var prevColor: Color // Background colour
#ObservedObject var colorStore: ColorStore
// Those init calls help to deal with the binding problem when the value is called
init(animationType: SplashShape.SplashShapeAnimation,
color: Color,
animationDuration: Binding<Double> = .constant(0.1)) {
self.animationType = animationType
self._prevColor = State<Color>(initialValue: color)
self.colorStore = ColorStore(color: color)
self._animationDuration = animationDuration
}
var body: some View {
// Need to display each layer as an overlay on the Rectangle inside the body variable
Rectangle()
.foregroundColor(self.prevColor) // Current color
// Displaying each layer on top of another
.overlay(
ZStack {
ForEach(layers.indices, id: \.self) { xLayer in
SplashShape(progress: self.layers[xLayer].1, animationType: self.animationType)
.foregroundColor(self.layers[xLayer].0)
}
}
)
.onReceive(self.colorStore.$color, perform: { color in
// Animate color update
self.layers.append((color, 0))
// Exclamation mark in variable calling is necessary to faciliate unwrapping
withAnimation(.easeInOut(duration: self.animationDuration)) {
self.layers[self.layers.count - 1].1 = 1.0
}
})
}
}
SplashShape.swift
For convenience, I have added SplashShape.swift file but that file doesn't differ from the original one available in the tutorial.
import SwiftUI
struct SplashShape: Shape {
public enum SplashShapeAnimation {
case leftToRight
case rightToLeft
}
var progress: CGFloat // Will take values between 0 and 1
var animationType: SplashShapeAnimation
var animatableData: CGFloat {
get { return progress }
set { self.progress = newValue }
}
func path(in rect: CGRect) -> Path {
// We return the correct path after deciding which type of animation is being used
switch animationType {
case .leftToRight:
return leftToRight(rect: rect)
case .rightToLeft:
return rightToLeft(rect: rect)
}
}
func leftToRight(rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: 0, y: 0)) // Top left corner
path.addLine(to: CGPoint(x: rect.width * progress, y: 0)) // Top Right
path.addLine(to: CGPoint(x: rect.width * progress, y: rect.height)) // Bottom right
path.addLine(to: CGPoint(x: 0, y: rect.height)) // Bottom Left
path.closeSubpath()
return path
}
func rightToLeft(rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width - (rect.width * progress), y: 0))
path.addLine(to: CGPoint(x: rect.width - (rect.width * progress), y: rect.height))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.closeSubpath()
return path
}
}
In your example the animationDuration in SlashView is independent of the ContentView's animationDuration (that is bound to the Slider).
In other words: in your ContentView we do not find the animationDuration in the initialization of SplashView:
SplashView(animationType: .leftToRight, color: self.colors [self.index])
should be:
SplashView(animationType: .leftToRight, color: self.colors [self.index], animationDuration: $animationDuration)
But in reality, if the animationDuration variable is never changed in SplashView, then it shouldn't be declared with #Binding.
In this case you can :
Replace (in SplashView)
#Binding var animationDuration: Double
by
var animationDuration: Double
Change your custom init :
init(animationType: SplashShape.SplashShapeAnimation,
color: Color,
animationDuration: Double = 0.1) {
self.animationType = animationType
self._prevColor = State<Color>(initialValue: color)
self.colorStore = ColorStore(color: color)
self.animationDuration = animationDuration
}
Initialize SplashView(in ContentView), this way :
SplashView(animationType: .leftToRight, color: self.colors[self.index], animationDuration: animationDuration)

SwiftUI Pie Chart: glitches when rotating the device

I'm trying to implement an animated pie chart in SwiftUI.
I noticed that my implementation has some glitches on iPad, specifically when the device is rotated.
As you can see, the pieces are not connected anymore when the device is rotated. Cause: The pieces update their frame size immediately.
I noticed that everything will work fine when drawingGroup() is used with the chart. Another possible approach is to set the frame of the chart explicitly with a .frame modifier (using GeometryReader for the size) and to animate the frame change with .animation(). However, those options are creating problems in the app switcher. When the app is closed and after that, the device is rotated, the preview of the app in the app switcher looks weird. The chart is not centered and the size is off as well:
So that's not an option unfortunately.
Also: The pie chart should have different sizes in portrait vs landscape mode (I simulated that with a padding here). Moreover, I want to be able to animate all pieces of the pie chart individually (the start and end angle) just like in the current implementation.
Hope somebody has an idea how to fix this. Thanks so much for answering!
import SwiftUI
struct ContentView: View {
#ObservedObject var model = CellModel.sharedInstance
var body: some View {
PieChart(dataModel: $model.sample)
//.drawingGroup()
.aspectRatio(1, contentMode: .fit)
.padding()
.padding(.vertical, 200)
}
}
struct PieChart: View {
#Binding var dataModel: [ChartEntry]
var body: some View {
ZStack{
ForEach(dataModel) { elem in
PieChartWrapper(elem: elem)
}
}
}
}
struct PieChartWrapper: View {
#ObservedObject var elem: ChartEntry
var body: some View {
PieChartCell(start: elem.startAngle, end: elem.endAngle)
.foregroundColor(elem.color)
}
}
let chartCoverage: CGFloat = 0.7
struct PieChartCell: Shape {
var start: Double
var end: Double
var animatableData: AnimatablePair<Double, Double> {
get { .init(start, end) }
set {
start = newValue.first
end = newValue.second
}
}
func path(in rect: CGRect) -> Path {
var p = Path()
let center = CGPoint(x: rect.size.width/2, y: rect.size.width/2)
let radius = rect.size.width/2
let startAngle = Angle(degrees: start)
let endAngle = Angle(degrees: end)
let width = radius * chartCoverage
p.addArc(center: center, radius: abs(width - radius), startAngle: startAngle, endAngle: endAngle, clockwise: false)
p.addArc(center: center, radius: radius, startAngle: endAngle, endAngle: startAngle, clockwise: true)
p.closeSubpath()
return p
}
}
class CellModel: ObservableObject {
static let sharedInstance = CellModel()
#Published var sample = [ChartEntry(color: .red), ChartEntry(color: .yellow), ChartEntry(color: .green)] {
didSet{
calcAngles()
}
}
private init() {
calcAngles()
}
private func calcAngles() {
for elem in sample {
withAnimation() {
elem.startAngle = getStartAngle(elem: elem, dataModel: sample)
elem.endAngle = getEndAngle(elem: elem, dataModel: sample)
}
}
}
private func getStartAngle(elem: ChartEntry, dataModel: [ChartEntry]) -> Double {
return 360 * (Double(dataModel.firstIndex(of: elem) ?? 0) / Double(dataModel.count))
}
private func getEndAngle(elem: ChartEntry, dataModel: [ChartEntry]) -> Double {
return 360 * (Double((dataModel.firstIndex(of: elem) ?? 0) + 1) / Double(dataModel.count))
}
}
class ChartEntry: Identifiable, Equatable, ObservableObject{
static func == (lhs: ChartEntry, rhs: ChartEntry) -> Bool {
lhs.id == rhs.id
}
var id = UUID()
var color: Color
#Published var startAngle: Double = 360
#Published var endAngle: Double = 360
init(color: Color) {
self.color = color
}
}

SwiftUI: Using CGAffineTransform to scale a Path to fit a View

I have a drawing I am generating from a array of array of CGPoints (i.e. [[CGPoints]]) in its own struct (the struct itself has some extra data)...I am trying to display the line in my view using the following code:
class Drawing: ObservableObject {
#Published private var lines = [Line]()
#Published var currentIndex = 0
public var visibleLines: [Line] {
Array(lines.prefix(currentIndex))
}
}
class Line: ObservableObject {
var lineIndex = 0
var points = [CGPoint]()
}
Struct View: View {
#Published var drawing = Drawing()
func add(line: Line, to path: inout Path) {
let points = line.points
guard points.count > 1 else {
return
}
for i in 0 ..< points.count - 1 {
let current = points[i]
let next = points[i + 1]
path.move(to: current)
path.addLine(to: next)
}
}
var body: some View {
GeometryReader { geometry in
let frame = CGRect(x: geometry.frame(in: .local).minX, y: geometry.frame(in: .local).minY, width: geometry.frame(in: .local).width, height: geometry.frame(in: .local).height)
Path { path in
for line in drawing.visibleLines {
add(line: line, to: &path)
}
}
.scaled(for: frame)
.stroke(Color.white, lineWidth: 2)
.frame(alignment: .center)
}
}
}
extension Path {
func scaled(for rect: CGRect) -> Path {
let scaleX = boundingRect.width/rect.width
print("scaleX = \(scaleX)")
let scaleY = boundingRect.height/rect.height
print("scaleY = \(scaleY)")
let scale = min(scaleX, scaleY)
print("scale = \(scale)")
return applying(CGAffineTransform(scaleX: scale, y: scale))
}
}
I'm trying to get the drawing to be as large as possible in the middle of the view, but currently it is small and scales up as the user adds points to the drawing. I thought the CGAffineTransform would scale the points to fit per the view (via the GeometryReader frame I am creating), but it seems to do the opposite. I also tried (in my "scaled" modifier) switching the math to rect.width/boundingRect.width and rect.height/boundingRect.height, but the line wasn't visible in the view...

AnimatableData not working in Shape object with SwiftUI

I have this Shape object (Curve) that I'm trying to animate:
private struct Curve : Shape {
private var startAngle : CGFloat
private var endAngle : CGFloat
private var drawn : Bool
private var hAdjustment : CGFloat
var clockwise : Bool = true
init(side: CurveSide, isDrawn: Bool) {
self.startAngle = side.startAngle
self.endAngle = side.endAngle
self.hAdjustment = side == .left ? 25 : -25
self.drawn = isDrawn
}
var animatableData : CGFloat {
get { self.endAngle }
set { self.endAngle = newValue }
}
func path(in rect: CGRect) -> Path {
let rotationAdjusment = CGFloat(90.0)
var baseCirclePath = Path()
baseCirclePath.addArc(center: CGPoint(x: rect.midX + CGFloat(self.hAdjustment), y: rect.midY),
radius: rect.width / 2.3,
startAngle: self.drawn ? Angle(degrees: Double(self.startAngle - rotationAdjusment)) : Angle(degrees: 0),
endAngle: self.drawn ? Angle(degrees: Double(self.endAngle - rotationAdjusment)) : Angle(degrees: 0),
clockwise: !self.clockwise)
return baseCirclePath
}
}
This is my contentView where I'm trying to use that shape (Curve):
HStack {
Spacer()
Curve(side: CurveSide.left, isDrawn: self.leftCurveDrawn)
.stroke(Color.white, lineWidth: 2)
.frame(width: 100)
Curve(side: CurveSide.right, isDrawn: self.rightCurveDrawn)
.stroke(Color.white, lineWidth: 2)
.frame(width:100)
Spacer()
}
And I'm using these variables to trigger the animation:
#State private var rightCurveDrawn = true
#State private var leftCurveDrawn = true
And this is what I get int the screen. The problem is that every time I toggle the #State variables the curves only appear and disappear with no animation. Thank you in advance.
You just need to trim your shapes and specify animation. Tested with Xcode 12 / iOS 14 (on replicated code)
struct ContentView: View {
#State private var rightCurveDrawn = false
#State private var leftCurveDrawn = false
var body: some View {
HStack {
Spacer()
Curve(side: CurveSide.left, isDrawn: self.leftCurveDrawn)
.trim(from: 0, to: leftCurveDrawn ? 1 : 0) // << here !!
.stroke(Color.blue, lineWidth: 2)
.frame(width: 100)
Curve(side: CurveSide.right, isDrawn: self.rightCurveDrawn)
.trim(from: 0, to: rightCurveDrawn ? 1 : 0)
.stroke(Color.red, lineWidth: 2)
.frame(width:100)
Spacer()
}
.animation(.easeInOut(duration: 2)) // << here !!
.onAppear {
self.rightCurveDrawn = true // can be on button or other
self.leftCurveDrawn = true // action
}
}
}
It looks like you will have to implement animation values yourself. What fun!
To get you started, you could add something like this inside your shape:
private var multiplier = 1.0
var animatableData: CGFloat {
get { CGFloat(self.multiplier) }
set { self.multiplier = Double(newValue) }
}
multiplier is nothing special, it's a value added by us, the devs. animatableData however, that's SwiftUI magic. By wrapping your state changes in a withAnimation closure, it will immediately set your shape to the new values, evaluate the final result of animatableData, and then interpolate the values across the animation time.
We can use the multiplier set in animatableData like so:
baseCirclePath.addArc(center: CGPoint(x: rect.midX + CGFloat(self.hAdjustment), y: rect.midY),
radius: rect.width / 2.3,
startAngle: Angle(degrees: Double(self.startAngle - rotationAdjusment) * self.multiplier),
endAngle: Angle(degrees: Double(self.endAngle - rotationAdjusment) * self.multiplier),
clockwise: !self.clockwise)
And don't forget to add this to the end of your init statement, to give SwiftUI something to evaluate:
self.multiplier = self.drawn ? 1 : 0
Note
Please note though, that my simple implementation of animatableData may not be the kind of animation you want here, but you can customize it however you want.
Finally, here's where I learned everything I know about this particular problem.

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