I am working on an iPhone app using SwiftUI. The main grid uses HStacks nested inside a VStack. The number of columns will be variable on initialization, but fixed thereafter. The number of rows is completely dynamic. When the grid expands beyond the width or height of the screen it pushes the other views out of the way.
I would like it to just expand rightward (on initialization) and downward (dynamically) offscreen and behind the other views. I tried putting everything in a ZStack and setting their zindices, but that didn't work. Is there any way to do this or do I need a new approach?
//
// GameView.swift
// Scoreboard
//
// Created by user926153 on 8/21/20.
// Copyright © 2020 user926153. All rights reserved.
//
//
//
/*
This uses the TrackableScrollView as created by Max Natchanon here:
https://medium.com/#maxnatchanon/swiftui-how-to-get-content-offset-from-scrollview-5ce1f84603ec
*/
import SwiftUI
import UIKit
struct ScrollOffsetPreferenceKey: PreferenceKey {
typealias Value = [CGFloat]
static var defaultValue: [CGFloat] = [0]
static func reduce(value: inout [CGFloat], nextValue: () -> [CGFloat]) {
value.append(contentsOf: nextValue())
}
}
struct TrackableScrollView<Content>: View where Content: View {
let axes: Axis.Set
let showIndicators: Bool
#Binding var contentOffset: CGFloat
let content: Content
init(_ axes: Axis.Set = .vertical, showIndicators: Bool = true, contentOffset: Binding<CGFloat>, #ViewBuilder content: () -> Content) {
self.axes = axes
self.showIndicators = showIndicators
self._contentOffset = contentOffset
self.content = content()
}
var body: some View {
GeometryReader { outsideProxy in
ScrollView(self.axes, showsIndicators: self.showIndicators) {
ZStack(alignment: self.axes == .vertical ? .top : .leading) {
GeometryReader { insideProxy in
Color.clear
.preference(key: ScrollOffsetPreferenceKey.self, value: [self.calculateContentOffset(fromOutsideProxy: outsideProxy, insideProxy: insideProxy)])
// Send value to the parent
}
VStack {
self.content
}
}
}
.onPreferenceChange(ScrollOffsetPreferenceKey.self) { value in
self.contentOffset = value[0]
}
// Get the value then assign to offset binding
}
}
private func calculateContentOffset(fromOutsideProxy outsideProxy: GeometryProxy, insideProxy: GeometryProxy) -> CGFloat {
if axes == .vertical {
return (outsideProxy.frame(in: .global).minY - insideProxy.frame(in: .global).minY) * -1
} else {
return (outsideProxy.frame(in: .global).minX - insideProxy.frame(in: .global).minX) * -1
}
}
}
struct GameView: View {
let row_label_offset: CGFloat = 80
let col_width: CGFloat = 75
let row_height: CGFloat = 50
#ObservedObject var settings: GameSettings
#State var round_number: Int = 1
#State var scores: [[Int]] = [[0, 0, 0, 0]]
#State var column_offset: CGFloat = 0
#State var row_offset: CGFloat = 0
private func AddRound() {
self.round_number += 1
self.scores.append([0, 0, 0, 0])
}
private func DeleteRound(at offsets: IndexSet) {
// NOTE: also have to delete round from score array
self.round_number -= 1
self.scores.remove(atOffsets: offsets)
}
var body: some View {
VStack {
VStack(alignment: .center, spacing: 10) {
Text("Title")
.font(.title)
Text("subtitle")
}
.border(Color.black)
VStack(alignment: .leading, spacing: 10) {
HStack {
Button(action: {
self.AddRound()
}) {
Text("New round +")
.fixedSize(horizontal: false, vertical: true)
}
.frame(width: self.row_label_offset, height: self.row_height)
TrackableScrollView(.horizontal, showIndicators: false, contentOffset: $column_offset) {
HStack {
ForEach((1...7), id: \.self) {
Text("Player \($0)\n total")
.frame(width: self.col_width, height: self.row_height)
}
}
}
.frame(height: 50)
.border(Color.red)
}
HStack {
TrackableScrollView(.vertical, showIndicators: false, contentOffset: $row_offset) {
ForEach((1...self.round_number), id: \.self) { round in
Text("Round \(round)")
.frame(width: self.col_width, height: self.row_height)
}
}
.border(Color.black)
.frame(width: self.row_label_offset)
VStack {
ForEach(self.scores, id: \.self) { round_score in
HStack {
ForEach(round_score, id: \.self) { score in
Text("\(score)")
.frame(width: self.col_width, height: self.row_height)
}
}
}
Spacer()
}
.offset(x: self.column_offset, y: self.row_offset)
Spacer()
}
.border(Color.blue)
}
Button(action: {
}) {
Text("Finish Game")
}
Spacer()
}
}
}
#if DEBUG
struct GameView_Previews: PreviewProvider {
static var previews: some View {
GameView(settings: GameSettings())
}
}
#endif
Here is fixed part - to avoid layout corruption you have to move dynamic part out-of-current-layout, eg. in overlay of empty space area. Also some minor fixes added, like clipping and alignment.
Tested with Xcode 12 / iOS 14
HStack {
TrackableScrollView(.vertical, showIndicators: false, contentOffset: $row_offset) {
ForEach((1...self.round_number), id: \.self) { round in
Text("Round \(round)")
.frame(width: self.col_width, height: self.row_height)
}
}
.border(Color.black)
.frame(width: self.row_label_offset)
Color.clear.overlay ( // << from here !!
VStack {
ForEach(self.scores, id: \.self) { round_score in
HStack {
ForEach(round_score, id: \.self) { score in
Text("\(score)")
.frame(width: self.col_width, height: self.row_height)
}
}
}
Spacer()
}
.offset(x: self.column_offset, y: self.row_offset)
, alignment: .topLeading)
.clipped()
}
.border(Color.blue)
}
Related
I have a horizontal scroll view with a LazyHStack. How do I size the scroll view to automatically fit the content inside?
By default, ScrollView takes up all the vertical space possible.
struct ContentView: View {
var numbers = 1...100
var body: some View {
ScrollView(.horizontal) {
LazyHStack {
ForEach(numbers, id: \.self) {
Text("\($0)")
.font(.largeTitle)
}
}
}
}
}
This code can be MUCH better
I have show it as BASE for your final solution
But it works
struct ContentView1111: View {
var numbers = 1...100
var body: some View {
VStack {
FittedScrollView(){
AnyView(
LazyHStack {
ForEach(numbers, id: \.self) {
Text("\($0)")
.font(.largeTitle)
}
}
)
}
// you can see it on screenshot - scrollView size
.background(Color.purple)
Spacer()
}
// you can see it on screenshot - other background
.background(Color.green)
}
}
struct HeightPreferenceKey: PreferenceKey {
typealias Value = CGFloat
static var defaultValue: CGFloat = 40
static func reduce(value: inout CGFloat, nextValue: () -> CGFloat) {
value = nextValue()
}
}
struct FittedScrollView: View {
var content: () -> AnyView
#State private var contentHeight: CGFloat = 40
var body: some View {
VStack {
ScrollView(.horizontal) {
content()
.overlay(
GeometryReader { geo in
Color.clear
.preference(key: HeightPreferenceKey.self, value: geo.size.height)
})
}
.frame(height: contentHeight)
}
.onPreferenceChange(HeightPreferenceKey.self) {
contentHeight = $0
}
}
}
I am developing an app with a custom dock and I am unsure of how to change the view when highlighted on an item in the dock. I just couldn't find a way to switch the view when you highlight the item. I have attempted methods such as a switch statement but that did not work in my scenario. I have also attempted to use an if-else statement but that also did not work. I would much appreciate your help in finding a solution to this issue. Please review my code below...
struct MathematicallyController: View {
#State var selection: Int = 1
var body: some View {
ZStack {
ZStack {
if selection == 0 {
//view 1
} else if selection == 1 {
//view 2
} else if selection == 2 {
//view 3
} else {
//view 1
}
}
.overlay(
VStack {
Spacer()
ZStack {
BlurView(style: .systemThinMaterialDark)
.frame(maxWidth: .infinity, maxHeight: 65)
.cornerRadius(20)
.padding()
RoundedRectangle(cornerRadius: 20)
.stroke(lineWidth: 0.9)
.frame(maxWidth: .infinity, maxHeight: 65)
.blur(radius: 2)
.padding()
Picker(selection: selection)
.padding(5)
}
.offset(y: 30)
}
)
}
}
}
Picker
extension View {
func eraseToAnyView() -> AnyView {
AnyView(self)
}
}
struct SizePreferenceKey: PreferenceKey {
typealias Value = CGSize
static var defaultValue: CGSize = .zero
static func reduce(value: inout CGSize, nextValue: () -> CGSize) {
value = nextValue()
}
}
struct BackgroundGeometryReader: View {
var body: some View {
GeometryReader { geometry in
return Color
.clear
.preference(key: SizePreferenceKey.self, value: geometry.size)
}
}
}
struct SizeAwareViewModifier: ViewModifier {
#Binding private var viewSize: CGSize
init(viewSize: Binding<CGSize>) {
self._viewSize = viewSize
}
func body(content: Content) -> some View {
content
.background(BackgroundGeometryReader())
.onPreferenceChange(SizePreferenceKey.self, perform: { if self.viewSize != $0 { self.viewSize = $0 }})
}
}
struct SegmentedPicker: View {
private static let ActiveSegmentColor: Color = Color(.tertiarySystemBackground)
private static let BackgroundColor: Color = Color(.secondarySystemBackground)
private static let ShadowColor: Color = Color.white.opacity(0.2)
private static let TextColor: Color = Color(.secondaryLabel)
private static let SelectedTextColor: Color = Color(.label)
private static let TextFont: Font = .system(size: 12)
private static let SegmentCornerRadius: CGFloat = 12
private static let ShadowRadius: CGFloat = 10
private static let SegmentXPadding: CGFloat = 16
private static let SegmentYPadding: CGFloat = 9
private static let PickerPadding: CGFloat = 7
private static let AnimationDuration: Double = 0.2
// Stores the size of a segment, used to create the active segment rect
#State private var segmentSize: CGSize = .zero
// Rounded rectangle to denote active segment
private var activeSegmentView: AnyView {
// Don't show the active segment until we have initialized the view
// This is required for `.animation()` to display properly, otherwise the animation will fire on init
let isInitialized: Bool = segmentSize != .zero
if !isInitialized { return EmptyView().eraseToAnyView() }
return
RoundedRectangle(cornerRadius: SegmentedPicker.SegmentCornerRadius)
.fill(.regularMaterial)
.shadow(color: SegmentedPicker.ShadowColor, radius: SegmentedPicker.ShadowRadius)
.frame(width: self.segmentSize.width, height: self.segmentSize.height)
.offset(x: self.computeActiveSegmentHorizontalOffset(), y: 0)
.animation(Animation.linear(duration: SegmentedPicker.AnimationDuration))
.overlay(
RoundedRectangle(cornerRadius: SegmentedPicker.SegmentCornerRadius)
.stroke(lineWidth: 1)
.shadow(color: SegmentedPicker.ShadowColor, radius: SegmentedPicker.ShadowRadius)
.frame(width: self.segmentSize.width, height: self.segmentSize.height)
.offset(x: self.computeActiveSegmentHorizontalOffset(), y: 0)
.animation(Animation.linear(duration: SegmentedPicker.AnimationDuration))
)
.eraseToAnyView()
}
#Binding private var selection: Int
private let items: [Image]
init(items: [Image], selection: Binding<Int>) {
self._selection = selection
self.items = items
}
var body: some View {
// Align the ZStack to the leading edge to make calculating offset on activeSegmentView easier
ZStack(alignment: .leading) {
// activeSegmentView indicates the current selection
self.activeSegmentView
HStack {
ForEach(0..<self.items.count, id: \.self) { index in
self.getSegmentView(for: index)
}
}
}
.padding(SegmentedPicker.PickerPadding)
.background(.regularMaterial)
.clipShape(RoundedRectangle(cornerRadius: SegmentedPicker.SegmentCornerRadius))
}
// Helper method to compute the offset based on the selected index
private func computeActiveSegmentHorizontalOffset() -> CGFloat {
CGFloat(self.selection) * (self.segmentSize.width + SegmentedPicker.SegmentXPadding / 2)
}
// Gets text view for the segment
private func getSegmentView(for index: Int) -> some View {
guard index < self.items.count else {
return EmptyView().eraseToAnyView()
}
let isSelected = self.selection == index
return
Text(self.items[index])
// Dark test for selected segment
.foregroundColor(isSelected ? SegmentedPicker.SelectedTextColor: SegmentedPicker.TextColor)
.lineLimit(1)
.padding(.vertical, SegmentedPicker.SegmentYPadding)
.padding(.horizontal, SegmentedPicker.SegmentXPadding)
.frame(minWidth: 0, maxWidth: .infinity)
// Watch for the size of the
.modifier(SizeAwareViewModifier(viewSize: self.$segmentSize))
.onTapGesture { self.onItemTap(index: index) }
.eraseToAnyView()
}
// On tap to change the selection
private func onItemTap(index: Int) {
guard index < self.items.count else {
return
}
self.selection = index
}
}
struct Picker: View {
#State var selection: Int = 1
private let items: [Image] = [Image(systemName: "rectangle.on.rectangle"), Image(systemName: "timelapse"), Image(systemName: "plus")]
var body: some View {
SegmentedPicker(items: self.items, selection: self.$selection)
.padding()
}
}
In your Picker struct you are getting selection as a value not a Binding.
The purpose of using a Binding variable is to make the parent of the passed variable listen to the changes made in the struct. In other words, it binds the 2 views/values.
So what you should do is modify Picker like this:
struct Picker: View {
#Binding var selection: Int = 1
private let items: [Image] = [Image(systemName: "rectangle.on.rectangle"), Image(systemName: "timelapse"), Image(systemName: "plus")]
var body: some View {
SegmentedPicker(items: self.items, selection: self.$selection)
.padding()
}
}
And in MathematicallyController change Picker(selection: selection) into Picker(selection: $selection) so you'd have:
struct MathematicallyController: View {
#State var selection: Int = 1
var body: some View {
ZStack {
ZStack {
if selection == 0 {
//view 1
} else if selection == 1 {
//view 2
} else if selection == 2 {
//view 3
} else {
//view 1
}
}
.overlay(
VStack {
Spacer()
ZStack {
BlurView(style: .systemThinMaterialDark)
.frame(maxWidth: .infinity, maxHeight: 65)
.cornerRadius(20)
.padding()
RoundedRectangle(cornerRadius: 20)
.stroke(lineWidth: 0.9)
.frame(maxWidth: .infinity, maxHeight: 65)
.blur(radius: 2)
.padding()
Picker(selection: $selection)
.padding(5)
}
.offset(y: 30)
}
)
}
}
}
Also Note that a switch statement will work just as fine as an if one.
I am working with SwiftUI 2 and using a TabView with PageTabViewStyle.
Now, I am searching for a way to "tease" the pages adjacent to the current page like so:
Is it possible to achieve this effect with TabView and PageTabViewStyle?
I already tried to reduce the width of my TabView to be windowWidth-50. However, this did not lead to the adjacent pages being visible at the sides. Instead, this change introduced a hard vertical edge 50px left of the right window border, where new pages would slide in.
Here is a simple implementation. You can use the struct with the AnyView array or use the logic directly in your own implementation.
struct ContentView: View {
#State private var selected = 4
var body: some View {
// the trailing closure takes an Array of AnyView type erased views
TeasingTabView(selectedTab: $selected, spacing: 20) {
[
AnyView(TabContentView(title: "First", color: .yellow)),
AnyView(TabContentView(title: "Second", color: .orange)),
AnyView(TabContentView(title: "Fourth", color: .green)),
AnyView(TabContentView(title: "Fifth", color: .blue)),
AnyView(
Image(systemName: "lizard")
.resizable().scaledToFit()
.padding()
.frame(maxHeight: .infinity)
.border(.red)
)
]
}
}
}
struct TeasingTabView: View {
#Binding var selectedTab: Int
let spacing: CGFloat
let views: () -> [AnyView]
#State private var offset = CGFloat.zero
var viewCount: Int { views().count }
var body: some View {
VStack(spacing: spacing) {
GeometryReader { geo in
let width = geo.size.width * 0.7
LazyHStack(spacing: spacing) {
Color.clear
.frame(width: geo.size.width * 0.15 - spacing)
ForEach(0..<viewCount, id: \.self) { idx in
views()[idx]
.frame(width: width)
.padding(.vertical)
}
}
.offset(x: CGFloat(-selectedTab) * (width + spacing) + offset)
.animation(.easeOut, value: selectedTab)
.gesture(
DragGesture()
.onChanged { value in
offset = value.translation.width
}
.onEnded { value in
withAnimation(.easeOut) {
offset = value.predictedEndTranslation.width
selectedTab -= Int((offset / width).rounded())
selectedTab = max(0, min(selectedTab, viewCount-1))
offset = 0
}
}
)
}
//
HStack {
ForEach(0..<viewCount, id: \.self) { idx in
Circle().frame(width: 8)
.foregroundColor(idx == selectedTab ? .primary : .secondary.opacity(0.5))
.onTapGesture {
selectedTab = idx
}
}
}
}
}
}
struct TabContentView: View {
let title: String
let color: Color
var body: some View {
Text(title).font(.title)
.padding()
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(color.opacity(0.4), ignoresSafeAreaEdges: .all)
.clipShape(RoundedRectangle(cornerRadius: 20))
}
}
I cannot center the indicator on which the page is located. I cannot ignore the views on the left and right. When the number of page increases, it is inevitable that the indicator of the page I am on will shift to the left when the indicator number on the right is more than the indicator number on the left.
struct OnboardingView: View {
var pages: [Page] = [
Page(page: PageOne()),
Page(page: PageTwo()),
Page(page: PageThree()),
]
#State var offset: CGFloat = 0
var body: some View {
ScrollView(.init()) {
TabView {
ForEach(pages.indices, id: \.self) { item in
if item == 0 {
AnyView(_fromValue: pages[item].page)
.overlay(
GeometryReader { proxy -> Color in
let minX = proxy.frame(in: .global).minX
DispatchQueue.main.async {
withAnimation(.default) {
self.offset = -minX
}
}
return Color.clear
}
.frame(width: 0, height: 0)
,alignment: .leading
)
} else {
AnyView(_fromValue: pages[item].page)
}
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
.overlay(
HStack(spacing: 15) {
ForEach(pages.indices, id: \.self) { item in
ZStack {
Capsule()
.foregroundColor(Color.white)
.frame(width: getCurrentPageIndex() == item ? 20 : 7, height: 20)
.frame(maxWidth: getCurrentPageIndex() == item ? .infinity : nil, alignment: .center)
}
}
}
.padding(.horizontal)
.padding(.bottom, UIApplication.shared.windows.first?.safeAreaInsets.bottom)
.padding(.bottom, 10)
,alignment: .bottom
)
}
.ignoresSafeArea()
}
func getCurrentPageIndex() -> Int {
let index = Int(round(Double(offset / getScreenWidth())))
return index
}
func getOffset() -> CGFloat {
let progress = offset / getScreenWidth()
return 22 * progress
}
}
struct OnboardingView_Previews: PreviewProvider {
static var previews: some View {
OnboardingView()
}
}
struct Page: Identifiable {
var id = UUID()
var page: Any
}
extension View {
func getScreenWidth() -> CGFloat {
return UIScreen.main.bounds.width
}
}
.overlay(
HStack(spacing: 15) {
ForEach(pages.indices, id: \.self) { item in
ZStack {
Capsule()
.foregroundColor(Color.white)
.frame(width: getCurrentPageIndex() == item ? 20 : 7, height: 20)
}
}
}
.padding(.horizontal)
.padding(.bottom, UIApplication.shared.windows.first?.safeAreaInsets.bottom)
.padding(.bottom, 10), alignment: .bottom
)
I'd like to make this bar's height (part of a larger bar graph) animate on appear from 0 to its given height, but I can't quite figure it out in SwiftUI? I found this code that was helpful, but with this only the first bar (of 7) animates:
struct BarChartItem: View {
var value: Int
var dayText: String
var topOfSCaleColorIsRed: Bool
#State var growMore: CGFloat = 0
#State var showMore: Double = 0
var body: some View {
VStack {
Text("\(value)%")
.font(Font.footnote.monospacedDigit())
RoundedRectangle(cornerRadius: 5.0)
.fill(getBarColor())
.frame(width: 40, height: growMore)
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
withAnimation(.linear(duration: 7.0)) {
growMore = CGFloat(value)
showMore = 1
}
}
}.opacity(showMore)
Text(dayText.uppercased())
.font(.caption)
}
}
And this is the chart:
HStack(alignment: .bottom) {
ForEach(pastRecoveryScoreObjects) { pastRecoveryScoreObject in
BarChartItem(value: pastRecoveryScoreObject.recoveryScore, dayText: "\(pastRecoveryScoreObject.date.weekdayName)", topOfSCaleColorIsRed: false)
}
}
This works: you can get the index of the ForEach loop and delay each bar's animation by some time * that index. All the bars are connected to the same state variable via a binding, and the state is set immediately on appear. You can play with the parameters to tune it to your own preferences.
struct TestChartAnimationView: View {
let values = [200, 120, 120, 90, 10, 80]
#State var open = false
var animationTime: Double = 0.25
var body: some View {
VStack {
Spacer()
HStack(alignment: .bottom) {
ForEach(values.indices, id: \.self) { index in
BarChartItem(open: $open, value: values[index])
.animation(
Animation.linear(duration: animationTime).delay(animationTime * Double(index))
)
}
}
}
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
open = true
}
}
}
}
struct BarChartItem: View {
#Binding var open: Bool
var value: Int
var body: some View {
VStack {
Text("\(value)%")
.font(Font.footnote.monospacedDigit())
RoundedRectangle(cornerRadius: 5.0)
.fill(Color.blue)
.frame(width: 20, height: open ? CGFloat(value) : 0)
Text("Week".uppercased())
.font(.caption)
}
}
}
Edit: ForEach animations are kind of weird. I'm not sure why, but this works:
struct ContentView: View {
let values = [200, 120, 120, 90, 10, 80]
var body: some View {
HStack(alignment: .bottom) {
ForEach(values, id: \.self) { value in
BarChartItem(totalValue: value)
.animation(.linear(duration: 3))
}
}
}
}
struct BarChartItem: View {
#State var value: Int = 0
var totalValue = 0
var body: some View {
VStack {
Text("\(value)%")
.font(Font.footnote.monospacedDigit())
RoundedRectangle(cornerRadius: 5.0)
.fill(Color.blue)
.frame(width: 20, height: CGFloat(value))
Text("Week".uppercased())
.font(.caption)
}.onAppear {
value = totalValue
}
}
}
Instead of applying the animation in the onAppear, I applied an implicit animation inside the ForEach.
Result: