Make two buttons acting as one SwiftUI - ios

I want to make two buttons acting as one, or have a single button but with the touch area only the zone that is red like in the picture. A normal button would also have on the touch area that white space on which I put the x-es, which I don't want.
struct ContentView: View {
var body: some View {
HStack(spacing: 0) {
Spacer()
Button(action: {}) {
Text("This is button 1")
.frame(width: 100, height: 200)
.background(Color.red)
}
Button(action: {}) {
Text("This is button 2")
.frame(height: 100)
.background(Color.red)
}
Spacer()
}
}
}

Here's one way it could be done. Have a single button with two overlaid white rectangles. Only the red area can be clicked:
struct ContentView: View {
var body: some View {
HStack(spacing: 0) {
Spacer()
Button(action: {}) {
Text("This is one big button")
.frame(width: 200, height: 200)
.background(Color.red)
}
.overlay(
HStack {
Spacer()
VStack {
Rectangle()
.frame(width: 100, height: 50)
.foregroundColor(.white)
Spacer()
Rectangle()
.frame(width: 100, height: 50)
.foregroundColor(.white)
}
}
)
Spacer()
}
}
}
Solution using a custom Shape
Another way to do it would be to create a custom Shape for the Button, and then use it to draw and set its contentShape():
struct ButtonShape: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
let width = rect.width
let height = rect.height
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: width/2, y: 0))
path.addLine(to: CGPoint(x: width/2, y: height/4))
path.addLine(to: CGPoint(x: width, y: height/4))
path.addLine(to: CGPoint(x: width, y: 3 * height/4))
path.addLine(to: CGPoint(x: width/2, y: 3 * height/4))
path.addLine(to: CGPoint(x: width/2, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.closeSubpath()
return path
}
}
struct ContentView: View {
var body: some View {
HStack(spacing: 0) {
Spacer()
Button(action: {}) {
Color.red
.clipShape(ButtonShape())
.overlay(
Text("This is one big button")
)
}
.contentShape(ButtonShape())
.frame(width: 200, height: 200)
Spacer()
}
}
}
This solution overall works better because the clipped areas aren't drawn making it easier to put this button on a colored background for instance.

Related

SwiftUI - position at top leading this view at `x` and `y`

Goal:
Match SwiftUI position coordinates with Figma.
Context:
On Figma, the anchor is at the top leading of the layer.
On SwiftUI, the anchor is at the center of the layer, as the documentation mentions:
/// - Returns: A view that fixes the center of this view at `x` and `y`.
#inlinable public func position(x: CGFloat = 0, y: CGFloat = 0) -> some View
So when both SwiftUI and Figma are set to x:0 and y:0 positions, they don't match.
Question: how can I set the anchor in SwiftUI to be at the top leading corner?
import SwiftUI
struct ContentView: View {
var body: some View {
ZStack {
Circle()
.frame(width: 132.0, height: 132.0)
.position(x: 0, y: 0)
}
.frame(width: 731, height: 418)
.background(.blue)
}
}
Centering the circle at (0, 0) will make go out of bounds because of the radius. You must do one of the following:
Using HStack & VStack:
ZStack {
VStack {
HStack {
Circle()
.frame(width: 132.0, height: 132.0)
Spacer()
}
Spacer()
}
}.frame(width: 731, height: 418)
.background(.blue)
Center the circle at (x + radius, y + radius):
ZStack {
HStack {
Circle()
.frame(width: 132.0, height: 132.0)
}
.position(x: 66, y: 66)
}
.frame(width: 731, height: 418)
.background(.blue)

How to make the lower right corner sharp ? SwiftUI

How to make the lower right corner sharp? the result is shown in the screenshot
here is my code now:
struct Test123: View {
var body: some View {
Text("Hello, World!")
.foregroundColor(.white)
.frame(width: 200, height: 50)
.background(Color.black)
}
}
The possible solution is by using .clipShape by preparing any custom shape you want.
Here a demo (prepared with Xcode 13 / iOS 15)
struct SharpShape: Shape {
func path(in rect: CGRect) -> Path {
Path { path in
let chunk = rect.height * 0.5
path.move(to: .zero)
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: chunk))
path.addLine(to: CGPoint(x: max(rect.width - chunk, rect.width / 2), y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
}
}
}
struct Test123: View {
var body: some View {
Text("Hello, World!")
.foregroundColor(.white)
.frame(width: 200, height: 50)
.background(Color.black)
.clipShape(SharpShape())
}
}

Spacer does not work when I draw custom tab bar with SwiftUI

I was doing some practice in swift ui I made a tab bar like in the picture and I want to move it to the bottom of the screen, but I could not spacer did not work, maybe it is related to the path also I want to give corner radius I am new yet switui thank you in advance for your answers
struct ContentView: View {
var body: some View {
VStack {
Spacer()
CustomTabBar()
}
}}
struct CustomTabBar: View {
var body: some View {
ZStack {
Path { path in
path.addRect(CGRect(x: 10, y: 200, width: UIScreen.main.bounds.size.width - 20, height: 80))
}
.cornerRadius(40)
.foregroundColor(.blue)
Path { path in
path.addArc(center: CGPoint(x: UIScreen.main.bounds.size.width / 2, y: 200), radius: 50, startAngle: .degrees(0), endAngle: .degrees(180), clockwise: false)
}.foregroundColor(.white)
}
}}
Yes, you are right. It's related to the Path elements you have. I would do the same with pure SwiftUI Shapes, Rectangle and Circle. This also eases your work with corner radius.
Here's my code:
struct ContentView: View {
var body: some View {
VStack {
Spacer()
CustomTabBar()
}
}
}
struct CustomTabBar: View {
var body: some View {
ZStack {
Rectangle()
.frame(height: 80)
.foregroundColor(Color.blue)
.cornerRadius(40)
.padding(.horizontal, 10)
Circle()
.frame(width: 100, height: 100)
.foregroundColor(Color.white)
.offset(x: 0, y: -50)
}
}
}
This produces the following result:

In SwiftUI, how can you make a gesture inactive outside a container view?

I'm trying to make a view draggable and/or zoomable only within its clipping container view (otherwise it can run into and conflict with other views' gestures), but nothing I've tried so far keeps the gesture from extending outside the visible boundary of the container.
Here's a simplified demo of the behavior I don't want...
When the red Rectangle goes partially outside the green VStack area (clipped), it responds to drag gestures beyond the green area:
import SwiftUI
import PlaygroundSupport
struct ContentView: View {
#State var position: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition: CGPoint = CGPoint(x: 100, y: 150)
var body: some View {
let drag = DragGesture()
.onChanged {
self.position = CGPoint(x: $0.translation.width + self.lastPosition.x, y: $0.translation.height + self.lastPosition.y)
}
.onEnded {_ in
self.lastPosition = self.position
}
return VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position)
.gesture(drag)
.clipped()
}
.background(Color.green)
.frame(width: 200, height: 300)
}
}
PlaygroundPage.current.setLiveView(ContentView())
How would you limit this gesture to only work inside the container (green area in the example above)?
UPDATE:
#Asperi's solution to the above works well, but when I add a second draggable container next to the one above, I get a "dead area" in the first container inside which I can't drag (it appears to be where the second square would cover the first one if it were not clipped). The problem only happens to the original/left side, not to the new one. I think that has to do with it having higher priority since it is drawn second.
Here's an illustration of the new issue:
And here's the updated code:
struct ContentView: View {
#State var position1: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition1: CGPoint = CGPoint(x: 100, y: 150)
let dragArea1: CGRect = CGRect(x: 0, y: 0, width: 200, height: 300)
#State var position2: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition2: CGPoint = CGPoint(x: 100, y: 150)
let dragArea2: CGRect = CGRect(x: 0, y: 0, width: 200, height: 300)
var body: some View {
let drag1 = DragGesture(coordinateSpace: .named("dragArea1"))
.onChanged {
guard self.dragArea1.contains($0.startLocation) else { return }
self.position1 = CGPoint(x: $0.translation.width + self.lastPosition1.x, y: $0.translation.height + self.lastPosition1.y)
}
.onEnded {_ in
self.lastPosition1 = self.position1
}
let drag2 = DragGesture(coordinateSpace: .named("dragArea2"))
.onChanged {
guard self.dragArea2.contains($0.startLocation) else { return }
self.position2 = CGPoint(x: $0.translation.width + self.lastPosition2.x, y: $0.translation.height + self.lastPosition2.y)
}
.onEnded {_ in
self.lastPosition2 = self.position2
}
return HStack {
VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position1)
.gesture(drag1)
.clipped()
}
.background(Color.green)
.frame(width: dragArea1.width, height: dragArea1.height)
VStack {
Rectangle().foregroundColor(.blue)
.frame(width: 150, height: 150)
.position(self.position2)
.gesture(drag2)
.clipped()
}
.background(Color.yellow)
.frame(width: dragArea2.width, height: dragArea2.height)
}
}
}
Any ideas of how to keep dragging disabled outside any containers, as already achieved, but also allow dragging within the full bounds of each container regardless of what happens with others?
Here is possible solution. The idea is to have drag coordinates in container coordinate space and ignore drag if start location is out of that named area.
Tested with Xcode 11.4 / iOS 13.4
struct ContentView: View {
#State var position: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition: CGPoint = CGPoint(x: 100, y: 150)
var body: some View {
let area = CGRect(x: 0, y: 0, width: 200, height: 300)
let drag = DragGesture(coordinateSpace: .named("area"))
.onChanged {
guard area.contains($0.startLocation) else { return }
self.position = CGPoint(x: $0.translation.width + self.lastPosition.x, y: $0.translation.height + self.lastPosition.y)
}
.onEnded {_ in
self.lastPosition = self.position
}
return VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position)
.gesture(drag)
.clipped()
}
.background(Color.green)
.frame(width: area.size.width, height: area.size.height)
.coordinateSpace(name: "area")
}
}
Two days I was looking for a solution to a similar problem
#Asperi's solution helps, but it is not universal for 3 or more figures
My solution: I adding
.contentShape(Rectangle())
before
.gesture(DragGesture().onChanged {
this article helped me.
https://www.hackingwithswift.com/quick-start/swiftui/how-to-control-the-tappable-area-of-a-view-using-contentshape
I hope it will be useful to someone.
Sample code:
var body: some View {
VStack {
Image("my image")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(200, 200)
.clipShape(Rectangle())
.contentShape(Rectangle()) // <== this code helped me
.gesture(
DragGesture()
.onChanged {
//
}
.onEnded {_ in
//
}
)
}
}
For the example above, the code could be like this:
struct ContentView: View {
#State var position1: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition1: CGPoint = CGPoint(x: 100, y: 150)
let dragArea1: CGSize = CGSize(width: 200, height: 300)
#State var position2: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition2: CGPoint = CGPoint(x: 100, y: 150)
let dragArea2: CGSize = CGSize(width: 200, height: 300)
var body: some View {
let drag = DragGesture()
.onChanged {
if $0.startLocation.x <= self.dragArea1.width {
self.position1 = CGPoint(x: $0.translation.width + self.lastPosition1.x, y: $0.translation.height + self.lastPosition1.y)
} else {
self.position2 = CGPoint(x: $0.translation.width + self.lastPosition2.x, y: $0.translation.height + self.lastPosition2.y)
}
}
.onEnded {_ in
self.lastPosition1 = self.position1
self.lastPosition2 = self.position2
}
return HStack {
VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position1)
.clipped()
}
.background(Color.green)
.frame(width: dragArea1.width, height: dragArea1.height)
VStack {
Rectangle().foregroundColor(.blue)
.frame(width: 150, height: 150)
.position(self.position2)
.clipped()
}
.background(Color.yellow)
.frame(width: dragArea2.width, height: dragArea2.height)
}
.clipShape(Rectangle()) //<=== This
.contentShape(Rectangle()) //<=== and this
.gesture(drag)
} }
For the 2nd part (i.e. update to the original question), here's what I ended up with. Basically, I combined the two separate drag gestures into one gesture that covers the whole HStack, and then directed the gesture to the appropriate #State variable depending on where in the HStack it started.
Demo of the Result:
Code:
struct ContentView: View {
#State var position1: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition1: CGPoint = CGPoint(x: 100, y: 150)
let dragArea1: CGSize = CGSize(width: 200, height: 300)
#State var position2: CGPoint = CGPoint(x: 100, y: 150)
#State var lastPosition2: CGPoint = CGPoint(x: 100, y: 150)
let dragArea2: CGSize = CGSize(width: 200, height: 300)
var body: some View {
let drag = DragGesture()
.onChanged {
guard $0.startLocation.y >= 0 && $0.startLocation.y <= self.dragArea1.height else { return }
if $0.startLocation.x <= self.dragArea1.width {
self.position1 = CGPoint(x: $0.translation.width + self.lastPosition1.x, y: $0.translation.height + self.lastPosition1.y)
} else {
self.position2 = CGPoint(x: $0.translation.width + self.lastPosition2.x, y: $0.translation.height + self.lastPosition2.y)
}
}
.onEnded {_ in
self.lastPosition1 = self.position1
self.lastPosition2 = self.position2
}
return HStack {
VStack {
Rectangle().foregroundColor(.red)
.frame(width: 150, height: 150)
.position(self.position1)
.clipped()
}
.background(Color.green)
.frame(width: dragArea1.width, height: dragArea1.height)
VStack {
Rectangle().foregroundColor(.blue)
.frame(width: 150, height: 150)
.position(self.position2)
.clipped()
}
.background(Color.yellow)
.frame(width: dragArea2.width, height: dragArea2.height)
}
.gesture(drag)
}
}
Notes:
As it is now, the gesture works anywhere in each container (i.e. green and yellow areas), even if you don't drag inside the red or blue square.
This could probably be more versatile and/or give a bit more control if you put the whole gesture code into the view and wrapped it in a GeometryReader so you could reference the local bounds in context inside ".onChanged".

SwiftUI: Path's coordinateSpace

So I've got the following code:
import SwiftUI
struct ContentView : View {
#State private var draggingLocation = CGPoint.zero
#State private var startLocation = CGPoint.zero
#State private var dragging = false
var body: some View {
let GR = DragGesture(minimumDistance: 10, coordinateSpace: .global)
.onEnded { value in
self.dragging = false
self.draggingLocation = CGPoint.zero
self.startLocation = CGPoint.zero
}
.onChanged { value in
if !self.dragging {
self.dragging = true
}
if self.startLocation == CGPoint.zero {
self.startLocation = value.startLocation
}
self.draggingLocation = value.location
}
return ZStack {
if self.dragging {
Path { path in
path.move(to: CGPoint(x: self.startLocation.x-5, y: self.startLocation.y-5))
path.addLine(to: CGPoint(x: self.draggingLocation.x-5, y: self.draggingLocation.y+5))
path.addLine(to: CGPoint(x: self.draggingLocation.x+5, y: self.draggingLocation.y-5))
path.addLine(to: CGPoint(x: self.startLocation.x+5, y: self.startLocation.y+5))
}
.fill(Color.black)
}
Circle()
.fill(self.dragging ? Color.blue : Color.red)
.frame(width: 100, height: 100)
.gesture(GR)
.offset(
x: 75,
y: 75
)
Circle()
.fill(self.dragging ? Color.blue : Color.red)
.frame(width: 100, height: 100)
.gesture(GR)
.offset(
x: -75,
y: -75
)
}
.frame(width: 400, height: 400)
.background(Color.gray)
}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
Which results in this behavior:
I'd like to be able to drag the edge out from one circle and into the other, the problem of course is that the coordinate space of the Path is relative to the gray box (ContentView) and not global. A Path has a property coordinateSpace in the documentation but there's very little information how to use it, and googling the term with SwiftUI literally returns three results, all of which are really just links to Apple's currently sparse docs. Anyone have an idea on how to best approach this?
Coordinate spaces come in three flavours: .local, .global and .named. The first two are obvious. The third, named coordinate spaces, are extremely useful in cases like yours. They are also useful in combination with GeometryReader. For more details on that, check https://swiftui-lab.com/geometryreader-to-the-rescue/
Named coordinate spaces let you express a coordinate of one view, in the coordinate space of another. For that, SwiftUI let you specify a name for a view's coordinate space. Then, in other places of your code, you can make a reference of it. In your example, naming the coordinate of your ZStack is the way to go.
Here's the refactored code:
Note: I moved the Path below, only so that it draws in front of the circles. And also, pay attention to the first Path, which is only there to prevent what I think is a bug in ZStack.
import SwiftUI
struct ContentView : View {
#State private var draggingLocation = CGPoint.zero
#State private var startLocation = CGPoint.zero
#State private var dragging = false
var body: some View {
let GR = DragGesture(minimumDistance: 10, coordinateSpace: .named("myCoordinateSpace"))
.onEnded { value in
self.dragging = false
self.draggingLocation = CGPoint.zero
self.startLocation = CGPoint.zero
}
.onChanged { value in
if !self.dragging {
self.dragging = true
}
if self.startLocation == CGPoint.zero {
self.startLocation = value.startLocation
}
self.draggingLocation = value.location
}
return ZStack(alignment: .topLeading) {
Circle()
.fill(self.dragging ? Color.blue : Color.red)
.frame(width: 100, height: 100)
.overlay(Text("Circle 1"))
.gesture(GR)
.offset(x: 75, y: 75)
Circle()
.fill(self.dragging ? Color.blue : Color.red)
.frame(width: 100, height: 100)
.overlay(Text("Circle 2"))
.gesture(GR)
.offset(x: 200, y: 200)
if self.dragging {
Path { path in
path.move(to: CGPoint(x: self.startLocation.x-5, y: self.startLocation.y-5))
path.addLine(to: CGPoint(x: self.draggingLocation.x-5, y: self.draggingLocation.y+5))
path.addLine(to: CGPoint(x: self.draggingLocation.x+5, y: self.draggingLocation.y-5))
path.addLine(to: CGPoint(x: self.startLocation.x+5, y: self.startLocation.y+5))
}
.fill(Color.black)
}
}
.coordinateSpace(name: "myCoordinateSpace")
.frame(width: 400, height: 400, alignment: .topLeading)
.background(Color.gray)
}
}

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