Action based on a variable update in SwiftUI - ios

I have the following kind of code in a SwiftUI app.
And I want to perform a certain action (which is going to update my UI) when the state variable answerFlag has been touched (in the CustomButton view).
I would like to get some hints on the way to go for that.
My SwiftUI knowledge is still too limited or I do not yet master the use of what I know. The couple of things I tried did not work.
struct ContentView: View {
#State var answerFlag:Bool = false
......
var body: some View {
VStack {
Spacer()
CustomButton(text: answerText,
validAnswer: correctAnswer,
replyFlag: $answerFlag)
Spacer()
}.background(theBGColor)
.onTapGesture {
... do some useful thing ...
}
// I need to perform some action when answerFlag has changed !!??
}
}
struct CustomButton: View {
var text,validAnswer: String
#Binding var replyFlag:Bool
var body: some View {
Text(text)
.font(.largeTitle)
.fontWeight(.bold)
.foregroundColor(.primary)
.padding(.horizontal, 6.0)
.background(Color.brown)
.cornerRadius(5.0)
.overlay(RoundedRectangle(cornerRadius: 5.0)
.stroke(lineWidth: 2.0)
.foregroundColor(Color.gray))
.onTapGesture {
print("BUTTON-HIT:\(self.text)::\(self.validAnswer)")
if self.text == self.validAnswer {print("OK")}
else {print("NG")}
self.replyFlag = true
}
}
}

Here is possible way...
SwiftUI 2.0
var body: some View {
VStack {
Spacer()
CustomButton(text: answerText,
validAnswer: correctAnswer,
replyFlag: $answerFlag)
Spacer()
}.background(theBGColor)
.onTapGesture {
... do some useful thing ...
}
// I need to perform some action when answerFlag has changed !!??
.onChange(of: answerFlag) { newValue in
// ... do anything heeded here
}
}
SwiftUI 1.0+
Similarly to above add to some view the following
import Combine
...
.onReceive(Just(answerFlag)) { newValue in
// ... do anything heeded here
}

Related

Navigation View -Notes Like Sidebar - Toggle button

I am very new to iOS development and Swift UI. I am making an app for our company. I believe Apple Notes like approach is best. I got most working tanks to some Udemmy courses and a couple of weeks of intense Googling. But I can't figure out how to implement the toggle sidebar button. I am probably searching for something obvious but using the wrong terminology.
I am talking about this:
When I remove most of the code, I have a structure like this:
NavigationView {
List {
Section(header: RoomHeader()) {
ForEach(sections) { section in
NavigationLink(destination: ViewRoom(section: section)) {
RoomListItem(section: section)
}
}
}
}
.navigationTitle("Rooms")
.listStyle(InsetGroupedListStyle())
}
The ViewRoom class
import SwiftUI
struct ViewRoom: View {
var room: RoomModel
var body: some View {
ZStack {
ScrollView {
VStack {
controls
title
// ....
}
.padding()
}
bottomBar
}
.navigationTitle(room.name)
.navigationBarItems(
trailing: HStack {
// ...
}
)
}
var controls: some View {
HStack {
Spacer()
// Couldn't find the icon on SF Symbols but this is the toggle button
Button(action: {}, label: {
Image(systemName: "rectangle.portrait.arrowtriangle.2.outward")
})
}
.font(.system(size: 24))
.padding(.top, 15)
}
// ...
}
I'd appreciate it if you could let me know if how to implement this toggle feature.
You can use Zstack & animation & transition features of SwiftUI. I made a sample for you to dig more into it and explore more about above mentioned concepts.
struct ContentView: View {
#State private var showDetails = false
var body: some View {
ZStack {
if showDetails {
LeftView()
.transition(.move(edge: .leading))
.zIndex(1)
} else {
Button("Press to show details") {
withAnimation(.spring()) {
showDetails.toggle()
}
}
}
}
.onTapGesture {
withAnimation(.spring()) {
showDetails.toggle()
}
}
}
}
Below is leftView which will animated from left
struct LeftView: View {
var body: some View {
GeometryReader { geometry in
VStack {
Text("Hello, World!")
}
.frame(width: 200, height: geometry.size.height)
.background(Color.blue)
}
}
}

SwiftUI - update target view during a transition

I want to transition between two views in SwiftUI using a horizontal sliding transition. The problem is, that I also want to update the target view once the data is fetched from the network.
Down below is a minimal example of the transition. When the button on the first view is pressed, the transition and the (placeholder) background work is started. For better visibility, the transition is slowed down. In the second view, I have a ProgressView which should be replaced with the actual view (here a Text view) once the data is available.
#main
struct MyApp: App {
#StateObject private var viewModel = ViewModel()
#State private var push = false
private let transition = AnyTransition.asymmetric(insertion: .move(edge: .trailing),
removal: .move(edge: .leading))
private let transitionAnimation = Animation.easeOut(duration: 3)
var body: some Scene {
WindowGroup {
if !push {
VStack(alignment: .center) {
HStack { Spacer() }
Spacer()
Button(action: {
push.toggle()
DispatchQueue.global(qos: .background).asyncAfter(deadline: .now() + 0.2) {
DispatchQueue.main.sync {
self.viewModel.someText = "Test ### Test ### Test ### Test ### Test ### Test ###"
}
}
}){
Text("Go")
}
Spacer()
}
.background(Color.green)
.transition(transition)
.animation(transitionAnimation)
} else {
SecondView()
.transition(transition)
.animation(transitionAnimation)
.environmentObject(viewModel)
}
}
}
}
final class ViewModel: NSObject, ObservableObject {
#Published var someText: String = ""
}
struct SecondView: View {
#EnvironmentObject var viewModel: ViewModel
var body: some View {
VStack(alignment: .center) {
HStack { Spacer() }
Spacer()
if(viewModel.someText.isEmpty) {
ProgressView()
.progressViewStyle(CircularProgressViewStyle())
} else {
Text(viewModel.someText)
}
Spacer()
}.background(Color.red)
}
}
The problem now is that the Text view is not included in the view transition. I would expect that it is moving along with the transition (= the red area), but instead, it just appears at the location where it would be after the transition. The following animation shows this effect.
Is it possible to achieve the animation of the Text view? To be clear: I know that in this case I could just always display the Text view because the string is empty at the beginning. As I stated earlier, this is a massively simplified version of my actual view hierarchy. I don't see a way of leaving out the if-else statement or use the hidden modifier.
Few things have to be done to make it work properly.
First, Text should exist in the views hierarchy even when the someText is empty. You can wrap it and the progress indicator into ZStack and control the text visibility with .opacity instead of the if/else statement.
Second, the animations can be applied conditionally depending on which value has changed. You should apply transitionAnimation only when the push variable is changed:
.animation(transitionAnimation, value: push)
There is a catch though: it won't work from the if/else branches on the same variable, because each of the .animation statements will exist only for one value of the push variable, and the changes in it won't be noticed. To fix that if/else should be wrapped into a Group, and animation should be applied to it.
Here is a full solution:
#main
struct MyApp: App {
#StateObject private var viewModel = ViewModel()
#State private var push = false
private let transition = AnyTransition.asymmetric(insertion: .move(edge: .trailing),
removal: .move(edge: .leading))
private let transitionAnimation = Animation.easeOut(duration: 3)
var body: some Scene {
WindowGroup {
Group {
if !push {
VStack(alignment: .center) {
HStack { Spacer() }
Spacer()
Button(action: {
push.toggle()
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
self.viewModel.someText = "Test ### Test ### Test ### Test ### Test ### Test ###"
}
}){
Text("Go")
}
Spacer()
}
.background(Color.green)
.transition(transition)
} else {
SecondView()
.transition(transition)
.environmentObject(viewModel)
}
}
.animation(transitionAnimation, value: push)
}
}
}
final class ViewModel: NSObject, ObservableObject {
#Published var someText: String = ""
}
struct SecondView: View {
#EnvironmentObject var viewModel: ViewModel
var body: some View {
VStack(alignment: .center) {
HStack { Spacer() }
Spacer()
ZStack {
if(viewModel.someText.isEmpty) {
ProgressView()
.progressViewStyle(CircularProgressViewStyle())
}
Text(viewModel.someText)
.opacity(viewModel.someText.isEmpty ? 0.0 : 1.0)
}
Spacer()
}.background(Color.red)
}
}

SwiftUI: How do you dismiss a sheet and launch a different sheet from ContentView?

For my app, I have a welcome screen that intro's what the app does and allows the user to create their first item. When the user clicks the button I'd like to dismiss the 'welcomeScreen' sheet and and then launch the 'newRemindr' sheet.
I tried to achieve this by creating an observable object with an 'addNewTrigger' boolean set to false. When I click the Add New Reminder button on the welcomeScreen, the button's action causes the welcomeScreen to dismiss and toggles the 'addNewTrigger' boolean to True. (I've verified this is working with Print Statements). However content view is listening to that same observed object to launch the 'newRemindr' sheet but that action doesn't seem to be working.
Can somebody please take a look at the code and see where I am going wrong? Or suggest an alternative that can provide the type of functionality.
I really appreciate all the help. Thanks!
Code Below...
welcomeScreen:
import SwiftUI
import Combine
struct welcomeScreen: View {
#Environment(\.presentationMode) var mode: Binding<PresentationMode>
#ObservedObject var addNewReminder = showAddScreen()
var body: some View {
NavigationView {
ZStack (alignment: .center) {
LinearGradient(gradient: Gradient(colors: [Color.white, Color.white, Color.gray]), startPoint: .top, endPoint: .bottom)
.edgesIgnoringSafeArea(.all)
Image("Ellipse2")
.offset(y: -475)
VStack {
Spacer()
Text("Welcome to")
.foregroundColor(.white)
.fontWeight(.bold)
Image("RemindrLogoWhite")
Spacer()
Text("What is remindr?")
.font(.title)
.fontWeight(.bold)
.padding(.bottom, 25)
Text("Remindr is a simple app designed to help you schedule random reminders with the goal of clearing your mind.\n\nRemind yourself to check in with your body, set up positive affirmations, set your intentions; Whatever it is, the power is up to you.")
.padding(.horizontal, 25)
.padding(.bottom, 25)
Text("Click below to get started:")
.fontWeight(.bold)
// Add New Reminder Button
Button(action: {
self.mode.wrappedValue.dismiss()
print("Add Reminder Button from Welcome Screen is Tapped")
self.addNewReminder.addNewTrigger.toggle()
print("var addNewTrigger has been changed to \(self.addNewReminder.addNewTrigger)")
}) {
Image("addButton")
.renderingMode(.original)
}.padding(.bottom, 25)
Spacer()
} .frame(maxWidth: UIScreen.main.bounds.width,
maxHeight: UIScreen.main.bounds.height)
}
.navigationBarTitle(Text(""), displayMode: .automatic)
.navigationBarItems(trailing: Button(action: {
self.mode.wrappedValue.dismiss()
}, label: {
Image(systemName: "xmark")
.foregroundColor(.white)
}))
}
}
}
ContentView:
import SwiftUI
import CoreData
class showAddScreen: ObservableObject {
#Published var addNewTrigger = false
}
struct ContentView: View {
#Environment(\.managedObjectContext) var moc
#FetchRequest(entity: ReminderEntity.entity(), sortDescriptors: [NSSortDescriptor(keyPath: \ReminderEntity.dateCreated, ascending: false)])
var reminder: FetchedResults<ReminderEntity>
// Sheet Control
#ObservedObject var addNewReminder = showAddScreen()
//#State private var showingAddScreen = false
#State var showWelcomeScreen = false
let emojiList = EmojiList()
//Toggle Control
#State var notifyOn = true
// Save Items Function
func saveItems() {
do {
try moc.save()
} catch {
print(error)
}
}
// Delete Item Function
func deleteItem(indexSet: IndexSet) {
let source = indexSet.first!
let listItem = reminder[source]
moc.delete(listItem)
}
// View Controller
var body: some View {
VStack {
NavigationView {
ZStack (alignment: .top) {
// List View
List {
ForEach(reminder, id: \.self) { notification in
NavigationLink(destination: editRemindr(reminder: notification,
notifyOn: notification.notifyOn,
emojiChoice: Int(notification.emojiChoice),
notification: notification.notification ?? "unknown",
notes: notification.notes ?? "unknown")) {
// Text within List View
HStack {
// MARK: TODO
//Toggle("NotifyOn", isOn: self.$notifyOn)
// .labelsHidden() // Hides the label/title
Text("\(self.emojiList.emojis[Int(notification.emojiChoice)]) \(notification.notification!)")
}
}
}
.onDelete(perform: deleteItem)
}.lineLimit(1)
// Navigation Items
.navigationBarTitle("", displayMode: .inline)
.navigationBarItems(
leading:
HStack {
Button(action: {
self.showWelcomeScreen.toggle()
}) {
Image(systemName: "info.circle.fill")
.font(.system(size: 24, weight: .regular))
}.foregroundColor(.gray)
// Positioning Remindr Logo on Navigation
Image("remindrLogoSmall")
.resizable()
.aspectRatio(contentMode: .fit)
//.frame(width: 60, height: 60, alignment: .center)
.padding(.leading, 83)
.padding(.top, -10)
},
// Global Settings Navigation Item
trailing: NavigationLink(destination: globalSettings()){
Image("settings")
.font(Font.title.weight(.ultraLight))
}.foregroundColor(.gray)
)
// Add New Reminder Button
VStack {
Spacer()
Button(action: { self.addNewReminder.addNewTrigger.toggle()
}) {
Image("addButton")
.renderingMode(.original)
}
.sheet(isPresented: $addNewReminder.addNewTrigger) {
newRemindr().environment(\.managedObjectContext, self.moc)
}
}
}
} .sheet(isPresented: $showWelcomeScreen) {
welcomeScreen()
}
}
}
}
First what I see is you use different observable objects in both views, but should use same, so changes made in one view be available for second view as well.
Se here is a way to solve this
struct welcomeScreen: View {
#Environment(\.presentationMode) var mode: Binding<PresentationMode>
#ObservedObject var addNewReminder: showAddScreen // << declare to be injected
// ... other code
and in ContentView
} .sheet(isPresented: $showWelcomeScreen) {
welcomeScreen(addNewReminder: self.addNewReminder) // << inject !!
}
Alternate: you can remove addNewReminder from welcomeScreen and work with it only in ContentView by activating on welcome sheet dismiss, like
} .sheet(isPresented: $showWelcomeScreen, onDismiss: {
// it is better to show second sheet with delay to give chance
// for first one to animate closing to the end
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.addNewReminder.addNewTrigger.toggle()
}
}
) {
welcomeScreen()
}

Cannot add something to an Array

i have made an app in SwiftUI where you can create different classes. The app saves this in an array. I have a textfield and a button in the same view as the scrollview that displays the array. This works perfectly fine and I can easily add new classes. Now I made a new view with a text field and a button. This view can be viewed by pressing a button in the nav bar. It uses the exact same function as the other view, but in the other view adding a item to the array works, in this view it doesn't work. I hope you understand my problem and can help me.
Thank You.
This is the file where I store the array:
import Foundation
import SwiftUI
import Combine
struct Class: Identifiable {
var name: String
var id = UUID()
}
class ClassStore: ObservableObject {
#Published var classes = [Class]()
}
This is the view with the button + textfield that works and the scrollview that displays the array:
import SwiftUI
struct ContentView: View {
#State var showNewClass = false
#ObservedObject var classStore = ClassStore()
#State var newClass: String = ""
#State var toDoColor: Color = Color.pink
func addNewClass() {
classStore.classes.append(
Class(name: newClass)
)
newClass = ""
}
var body: some View {
NavigationView {
VStack {
HStack {
TextField("New Todo", text: $newClass)
Image(systemName: "app.fill")
.foregroundColor(Color.pink)
.padding(.horizontal, 3)
Image(systemName: "books.vertical")
.padding(.horizontal, 3)
if newClass == "" {
Text("Add!")
.foregroundColor(Color.gray)
} else {
Button(action: {
addNewClass()
}) {
Text("Add!")
}
}
}.padding()
ScrollView {
ForEach(self.classStore.classes) { name in
Text(name.name)
}
}
.navigationBarTitle(Text("Schulnoten"))
.navigationBarItems(trailing:
Button(action: {
self.showNewClass.toggle()
}) {
Text("New Class")
}
.sheet(isPresented: $showNewClass) {
NewClass(isPresented: $showNewClass)
})
}
}
}
}
And this is the new view I created, the button and the textfield have the exact same code, but somehow this doesn't work:
import SwiftUI
struct NewClass: View {
#Binding var isPresented: Bool
#State var className: String = ""
#ObservedObject var classStore = ClassStore()
func addNewClass() {
classStore.classes.append(
Class(name: className)
)
}
var body: some View {
VStack {
HStack {
Text("New Class")
.font(.title)
.fontWeight(.semibold)
Spacer()
}
TextField("Name of the class", text: $className)
.padding()
.background(Color.gray)
.cornerRadius(5)
.padding(.vertical)
Button(action: {
addNewClass()
self.isPresented.toggle()
}) {
HStack {
Text("Safe")
.foregroundColor(Color.white)
.fontWeight(.bold)
.font(.system(size: 20))
}
.padding()
.frame(width: 380, height: 60)
.background(Color.blue)
.cornerRadius(5)
}
Spacer()
}.padding()
}
}
Sorry if my English is not that good. I'm not a native speaker.
I assume you should pass same class store from parent view into sheet, ie
struct NewClass: View {
#Binding var isPresented: Bool
#State var className: String = ""
#ObservedObject var classStore: ClassStore // << expect external
and in ContentView
.sheet(isPresented: $showNewClass) {
NewClass(isPresented: $showNewClass, classStore: self.classStore) // << here !!
})

Why SwiftUI context menu show all row view in preview?

I have a complex view in List row:
var body: some View {
VStack {
VStack {
FullWidthImageView(ad)
HStack {
Text("\(self.price) \(self.ad.currency!)")
.font(.headline)
Spacer()
SwiftUI.Image(systemName: "heart")
}
.padding([.top, .leading, .trailing], 10.0)
Where FullWidthImageView is view with defined contexMenu modifier.
But when I long-press on an image I see not the only image in preview, but all row view.
There is no other contextMenu on any element.
How to make a preview in context with image only?
UPD. Here is a simple code illustrating the problem
We don't have any idea why in your case it doesn't work, until we see your FullWidthImageView and how you construct the context menu. Asperi's answer is working example, and it is correctly done! But did it really explain your trouble?
The trouble is that while applying .contextMenu modifier to only some part of your View (as in your example) we have to be careful.
Let see some example.
import SwiftUI
struct FullWidthImageView: View {
#ObservedObject var model = modelStore
var body: some View {
VStack {
Image(systemName: model.toggle ? "pencil.and.outline" : "trash")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 200)
}.contextMenu(ContextMenu {
Button(action: {
self.model.toggle.toggle()
}) {
HStack {
Text("toggle image to?")
Image(systemName: model.toggle ? "trash" : "pencil.and.outline")
}
}
Button("No") {}
})
}
}
class Model:ObservableObject {
#Published var toggle = false
}
let modelStore = Model()
struct ContentView: View {
#ObservedObject var model = modelStore
var body: some View {
VStack {
FullWidthImageView()
Text("Long press the image to change it").bold()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
while running, the "context menu" modified View seems to be "static"!
Yes, on long press, you see the trash image, even though it is updated properly while you dismiss the context view. On every long press you see trash only!
How to make it dynamic? I need that the image will be the same, as on my "main View!
Here we have .id modifier. Let see the difference!
First we have to update our model
class Model:ObservableObject {
#Published var toggle = false
var id: UUID {
UUID()
}
}
and next our View
FullWidthImageView().id(model.id)
Now it works as we expected.
For another example, where "standard" state / binding simply doesn't work check SwiftUI hierarchical Picker with dynamic data crashes
UPDATE
As a temporary workaround you can mimic List by ScrollView
import SwiftUI
struct Row: View {
let i:Int
var body: some View {
VStack {
Image(systemName: "trash")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 200)
.contextMenu(ContextMenu {
Button("A") {}
Button("B") {}
})
Text("I don’t want to show in preview because I don’t have context menu modifire").bold()
}.padding()
}
}
struct ContentView: View {
var body: some View {
VStack {
ScrollView {
ForEach(0 ..< 20) { (i) in
VStack {
Divider()
Row(i: i)
}
}
}
}
}
}
It is not optimal, but in your case it should work
Here is a code (simulated possible your scenario) that works, ie. only image is shown for context menu preview (tested with Xcode 11.3+).
struct FullWidthImageView: View {
var body: some View {
Image("auto")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 200)
.contextMenu(ContextMenu() {
Button("Ok") {}
})
}
}
struct TestContextMenu: View {
var body: some View {
VStack {
VStack {
FullWidthImageView()
HStack {
Text("100 $")
.font(.headline)
Spacer()
Image(systemName: "heart")
}
.padding([.top, .leading, .trailing], 10.0)
}
}
}
}
It's buried in the replies here, but the key discovery is that List is changing the behavior of .contextMenu -- it creates "blocks" that pop up with the menu instead of attaching the menu to the element specified. Switching out List for ScrollView fixes the issue.

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