How to draw a grid of items depending on GeometryReader - ios

I am learning SwiftUI and as an end goal of the current project, I would like to draw bezier paths, each on its own layer, which could be modified on interaction (e.g. change color on tap) and also be able to resize the whole group on magnification gesture.
For testing purpose, I wanted to create a grid of rounded squares (which are going to be replaced by arbitrary bezier path in the future) and display the grid on the screen.
The code is the following:
import SwiftUI
struct PathView: View {
#State var scale: CGFloat = 1.0
var body: some View {
let overlayContent = VStack(alignment: .leading) {
Text("Hello")
}
.padding()
GeometryReader {
geometry in
let rectangles: [GridItem] = getSquareGrid(width: geometry.size.width, height: geometry.size.height, count: 10)
var rects = ZStack {
ForEach(rectangles) { rectangle in
RoundedRectangle(cornerRadius: rectangle.cornerRadius, style: /*#START_MENU_TOKEN#*/.continuous/*#END_MENU_TOKEN#*/)
.fill(rectangle.color)
.frame(width: rectangle.size, height: rectangle.size, alignment: /*#START_MENU_TOKEN#*/.center/*#END_MENU_TOKEN#*/)
.offset(x: rectangle.offsetX, y: rectangle.offsetY)
.onTapGesture {
print("rectangle \(rectangle.id) tapped")
}
}
}.scaledToFit()
.scaleEffect(scale)
.gesture(MagnificationGesture()
.onChanged({ (scale) in
self.scale = scale.magnitude
})
.onEnded({ (scaleFinal) in
self.scale = scaleFinal
}))
return rects.drawingGroup()
.overlay(overlayContent, alignment: .topLeading)
}
}
}
struct GridItem: Identifiable {
let size: CGFloat
let offsetX: CGFloat
let offsetY: CGFloat
let cornerRadius: CGFloat
let color: Color
let id = UUID()
init(size: CGFloat, offsetX: CGFloat, offsetY: CGFloat, cornerRadius: CGFloat, color: Color) {
self.size = size
self.offsetX = offsetX
self.offsetY = offsetY
self.cornerRadius = cornerRadius
self.color = color
}
}
func getSquareGrid(width: CGFloat, height: CGFloat, count: Int) -> [GridItem] {
var rectangleArray: [GridItem] = []
let size = min(width, height)
let rectangleSize = round(size/CGFloat(count))
for row in 0...count - 1 {
for column in 0...count - 1 {
let rect = GridItem(size: rectangleSize, offsetX: CGFloat(column) * rectangleSize, offsetY: CGFloat(row) * rectangleSize, cornerRadius: 25.0, color: Color.red)
rectangleArray.append(rect)
}
}
return rectangleArray
}
struct PathView_Previews: PreviewProvider {
static var previews: some View {
PathView()
}
}
This version is unable to build due to the following error:
Unable to infer complex closure return type; add explicit type to
disambiguate
In order to get the available space dimensions, I used GeometryReader and passed its dimensions to the function getSquareGrid().
Does anyone know how to appropriately use GeometryReader in this case or anyhow get the dimensions in order to fill the available screen with generated grid?

The code is not testable due to absent dependencies, but try the following
let drawnRects = rects.drawingGroup()
return drawnRects
.overlay(overlayContent, alignment: .topLeading)
replace with
rects.drawingGroup()
.overlay(overlayContent, alignment: .topLeading)
Update: actually if I replace overlayContent with just Text("test") it complied well.

Related

How Do I Make Frames Relative To The Size Of A Device?

I'm trying to get continuity in my views across all device sizes but my frames are a fixed size. I need to get them to change depending on the size of the device. I have tried using Geometry Reader but it didn't seem to work in some cases. Is Geometry Reader the only way or are there better alternatives?
This is an example of where Geometry Reader made the frame respond weirdly.
(This view is supposed to be a rectangle 'tile')
struct ProductCardView: View {
var body: some View {
GeometryReader { geometry in
VStack {
Image("ProductImage")
Text("Product Name)
}
//MARK: Framing Before Geometry Reader .frame(width: 160, height: 210)
.frame(width: geometry.size.width * 0.40)
.frame(height: geometry.size.height * 0.27)
}
}
}
How do I make frames dynamic?
Here is how it is turning out:
Add the following extension in some file
extension UIScreen{
static let screenWidth = UIScreen.main.bounds.size.width
static let screenHeight = UIScreen.main.bounds.size.height
static let screenSize = UIScreen.main.bounds.size
}
And whenever you want to reference a value that should be a size relative to screen width or screen height, you can call UIScreen.screenWidth for example. For example, your frame modifier
.frame(width: screenSize.width * 0.40, height: screenSize.height * 0.27)
can now be
.frame(width: UIScreen.screenWidth * 0.40, height: UIScreen.screenHeight * 0.27)
Uses Color.clear to fill all screen then calculate its size using GeometryReader and PreferenceKey.
struct ContentView: View {
#State private var screenSize: CGSize = .zero
var body: some View {
ZStack {
GeometryReader { geometryProxy in
Color.clear.preference(key: SizePreferenceKey.self, value: geometryProxy.size)
}
.onPreferenceChange(SizePreferenceKey.self) { size in
self.screenSize = size
}
VStack {
Image("ProductImage")
Text("Product Name")
}
.frame(width: self.screenSize.width * 0.40,
height: self.screenSize.height * 0.27)
}
}
}
fileprivate struct SizePreferenceKey: PreferenceKey {
static var defaultValue: CGSize = .zero
static func reduce(value: inout CGSize, nextValue: () -> CGSize) { }
}
For ScrollView
Just move the calculate size to the view contains ScrollView
struct ContentView: View {
#State var screenSize: CGSize = .zero
var body: some View {
ZStack {
GeometryReader { geometryProxy in
Color.clear.preference(key: SizePreferenceKey.self, value: geometryProxy.size)
}
.onPreferenceChange(SizePreferenceKey.self) { size in
self.screenSize = size
}
ScrollView { ForEach(0 ..< 4) { _ in
CardView(screenSize: $screenSize)
}}
}
}
}
struct CardView: View {
#Binding var screenSize: CGSize
var body: some View {
VStack {
Circle()
Text("ProducImage")
}
.frame(width: screenSize.width * 0.40,
height: screenSize.height * 0.27)
}
}

Create sliding effect by offsetting button position with image

I have created a slider view which consists of 2 images, a chevron pointer and a slider line. My ultimate goal is to offset the button in the opposite direction to the chevron image so that when the user clicks the empty space the button will slide to its location. Below is a gif of me attempting to achieve this. My approach is quite manual and I suspect there is a sophisticated way of achieving my goal. I have it working when I click the button once, I suspect that on the other side I have my numbers wrong so it doesn't work when the image is on the left side of the screen.
import SwiftUI
extension Animation {
static func smooth() -> Animation {
Animation.spring()
.speed(0.7)
}
}
struct SliderView: View {
//this works as a toggle you can implement other booleans with this
#State var partyType: Bool = false
#State private var isOn = false
#State var width: CGFloat = 0
#State var height: CGFloat = 0
let screen = UIScreen.main.bounds
var body: some View {
ZStack {
Toggle("",isOn: $isOn).toggleStyle(SliderToggle())
}
}
func imageWidthX(name: String) -> CGFloat {
let image = UIImage(named: name)!
let width = image.size.width
return width * 2.5
}
func hostParty() -> Bool {
if partyType {
return true
} else {
return false
}
}
}
struct SlideEffect: GeometryEffect {
var offset: CGSize
var animatableData: CGSize.AnimatableData {
get { CGSize.AnimatableData(offset.width, offset.height) }
set { offset = CGSize(width: newValue.first, height: newValue.second) }
}
public func effectValue(size: CGSize) -> ProjectionTransform {
return ProjectionTransform(
CGAffineTransform(
translationX: offset.width,
y: offset.height
)
)
}
}
struct SliderView_Previews: PreviewProvider {
static var previews: some View {
SliderView()
}
}
struct SliderToggle: ToggleStyle {
func makeBody(configuration: Configuration) -> some View {
GeometryReader{ geo in
VStack (alignment: .leading,spacing: 0){
Button(action: {
withAnimation() {
configuration.isOn.toggle()
}
}) {
Image("chevronPointer")
.clipped()
.animation(.smooth())
.padding(.horizontal, 30)
.offset(x: geo.size.width - 100, y: 0)
}
.modifier(
SlideEffect(
offset: CGSize(
width: configuration.isOn ? -geo.size.width + imageWidthX(name: "chevronPointer") : 0,
height: 0.0
)
)
)
Image("sliderLine")
.resizable()
.scaledToFit()
.frame(width: geo.size.width, alignment: .center)
}
}
.frame(height: 40)
}
}
func imageWidthX(name: String) -> CGFloat {
let image = UIImage(named: name)!
let width = image.size.width
return width * 2.5
}
I worded the question pretty poorly but ultimately the goal I wanted to achieve was to have 2 buttons on a stack that controlled the view under it. When the opposite side is clicked the slider icon will travel to that side and vice versa. The offset made things a lot more complicated than necessary so I removed this code and basically created invisible buttons. IF there is a more elegant way top achieve this I would be truly greatful
HStack {
ZStack {
Button (" ") {
withAnimation(){
configuration.isOn.toggle()
}}
.padding(.trailing).frame(width: 70, height: 25)
Image("chevronPointer")
.clipped()
.animation(.smooth())
.padding(.horizontal, 30)
//.offset(x: geo.size.width - 100, y: 0)
.modifier(SlideEffect(offset: CGSize(width: configuration.isOn ? geo.size.width - imageWidthX(name: "chevronPointer"): 0, height: 0.0)))
}
Spacer()
Button(" "){
withAnimation(){
configuration.isOn.toggle()
}
}.padding(.trailing).frame(width: 70, height: 25)
}

Non-rectangular image cropping SwiftUI?

I would like to allow a user to crop images by drawing a closed shape on the original image. Sort of like Snapchat stickers. I was looking at this post from 2012 and was curious if there is an updated way to do this with SwiftUI.
To clarify, I would like to take user input (drawing) over a displayed image and crop the actual image (not the view) with a mask that is that shape.
Actually your question need to more specific.
but you can resize your image by following code in swift ui.
Image("Your Image name here!")
.resizable()
.frame(width: 300, height: 300)
if you want to crop at any position of the image you may try this one
import SwiftUI
struct ContentView: View {
var body: some View {
CropImage(imageName: "Your Image name here!")
}
}
// struct Shape
struct CropFrame: Shape {
let isActive: Bool
func path(in rect: CGRect) -> Path {
guard isActive else { return Path(rect) } // full rect for non active
let size = CGSize(width: UIScreen.main.bounds.size.width*0.7, height: UIScreen.main.bounds.size.height/5)
let origin = CGPoint(x: rect.midX - size.width/2, y: rect.midY - size.height/2)
return Path(CGRect(origin: origin, size: size).integral)
}
}
// struct image crop
struct CropImage: View {
let imageName: String
#State private var currentPosition: CGSize = .zero
#State private var newPosition: CGSize = .zero
#State private var clipped = false
var body: some View {
VStack {
ZStack {
Image(imageName)
.resizable()
.scaledToFit()
.offset(x: currentPosition.width, y: currentPosition.height)
Rectangle()
.fill(Color.black.opacity(0.3))
.frame(width: UIScreen.main.bounds.size.width*0.7 , height: UIScreen.main.bounds.size.height/5)
.overlay(Rectangle().stroke(Color.white, lineWidth: 3))
}
.clipShape(
CropFrame(isActive: clipped)
)
.gesture(DragGesture()
.onChanged { value in
currentPosition = CGSize(width: value.translation.width + newPosition.width, height: value.translation.height + newPosition.height)
}
.onEnded { value in
currentPosition = CGSize(width: value.translation.width + newPosition.width, height: value.translation.height + newPosition.height)
newPosition = currentPosition
})
Button (action : { clipped.toggle() }) {
Text("Crop Image")
.padding(.all, 10)
.background(Color.blue)
.foregroundColor(.white)
.shadow(color: .gray, radius: 1)
.padding(.top, 50)
}
}
}
}
This is the full code of a view with image cropping.
else you may use a library from GitHub, see the GitHub demo here

SwiftUI - Autoscroll horizontal scrollview to show full text label

I have the following code which works perfectly. But the one issue I can not solve if that when on the of the Titles is particularly visible in the scrollview and the user click on the portion of the text that is visible, not only do I want to have the title selected I would like for the scollview to "auto scroll" so that the full title is displayed in the scrollview vs only the partial text.
import SwiftUI
struct CustomSegmentedPickerView: View {
#State private var selectedIndex = 0
private var titles = ["Round Trip", "One Way", "Multi-City", "Other"]
private var colors = [Color.red, Color.green, Color.blue, Color.yellow]
#State private var frames = Array<CGRect>(repeating: .zero, count: 4)
var body: some View {
VStack {
ScrollView(.horizontal, showsIndicators: false) {
ZStack {
HStack(spacing: 10) {
ForEach(self.titles.indices, id: \.self) { index in
Button(action: { self.selectedIndex = index }) {
Text(self.titles[index])
}.padding(EdgeInsets(top: 16, leading: 20, bottom: 16, trailing: 20)).background(
GeometryReader { geo in
Color.clear.onAppear { self.setFrame(index: index, frame: geo.frame(in: .global)) }
})
}
}
.background(
Capsule().fill(self.colors[self.selectedIndex].opacity(0.4))
.frame(width: self.frames[self.selectedIndex].width,
height: self.frames[self.selectedIndex].height, alignment: .topLeading)
.offset(x: self.frames[self.selectedIndex].minX - self.frames[0].minX)
, alignment: .leading
)
}
.animation(.default)
.background(Capsule().stroke(Color.gray, lineWidth: 3))
Picker(selection: self.$selectedIndex, label: Text("What is your favorite color?")) {
ForEach(0..<self.titles.count) { index in
Text(self.titles[index]).tag(index)
}
}.pickerStyle(SegmentedPickerStyle())
Text("Value: \(self.titles[self.selectedIndex])")
Spacer()
}
}
}
func setFrame(index: Int, frame: CGRect) {
self.frames[index] = frame
}
}
struct CustomSegmentedPickerView_Previews: PreviewProvider {
static var previews: some View {
CustomSegmentedPickerView()
}
}
try this:
struct ScrollText: View
{
#State var scrollText: Bool = false
var body: some View
{
let textWidth: CGFloat = 460
let titleWidth: CGFloat = 240.0
let titleHeight: CGFloat = 70.0
HStack
{
ScrollView(.horizontal)
{
Text("13. This is my very long text title for a tv show")
.frame(minWidth: titleWidth, minHeight: titleHeight, alignment: .center)
.offset(x: (titleWidth < textWidth) ? (scrollText ? (textWidth * -1) - (titleWidth / 2) : titleWidth ) : 0, y: 0)
.animation(Animation.linear(duration: 10).repeatForever(autoreverses: false), value: scrollText)
.onAppear {
self.scrollText.toggle()
}
}
}
.frame(maxWidth: titleWidth, alignment: .center)
}
}
Optional:
if you want to calculate the text width (and not use a constant) then you can use a GeometryReader (that reads the actual dimensions of rendered objects at real time)
or you can use UIKit to calculate the width (i use this method and it is very reliant and can achieve calculations before rendering has occurred)
add this extension to your code:
// String+sizeUsingFont.swift
import Foundation
import UIKit
import SwiftUI
extension String
{
func sizeUsingFont(fontSize: CGFloat, weight: Font.Weight) -> CGSize
{
var uiFontWeight = UIFont.Weight.regular
switch weight {
case Font.Weight.heavy:
uiFontWeight = UIFont.Weight.heavy
case Font.Weight.bold:
uiFontWeight = UIFont.Weight.bold
case Font.Weight.light:
uiFontWeight = UIFont.Weight.light
case Font.Weight.medium:
uiFontWeight = UIFont.Weight.medium
case Font.Weight.semibold:
uiFontWeight = UIFont.Weight.semibold
case Font.Weight.thin:
uiFontWeight = UIFont.Weight.thin
case Font.Weight.ultraLight:
uiFontWeight = UIFont.Weight.ultraLight
case Font.Weight.black:
uiFontWeight = UIFont.Weight.black
default:
uiFontWeight = UIFont.Weight.regular
}
let font = UIFont.systemFont(ofSize: fontSize, weight: uiFontWeight)
let fontAttributes = [NSAttributedString.Key.font: font]
return self.size(withAttributes: fontAttributes)
}
}
and use it like this:
let textWidth: CGFloat = "13. This is my very long text title for a tv show".sizeUsingFont(fontSize: 24, weight: Font.Weight.regular).width
of course put the text in a var and change the font size and weight to meet your needs
also if you are about to use this solution inside a button's label, i suggest putting the onAppear() code inside async call, see this answer:
aheze spot-on answer

Image carousel with transition effect using swiftUI

So, I've been using swiftUI almost from the time of it's release and playing around with it. However, I'm trying to add a new feature into my app which doesn't seem to work as desired.
I want to have an Image carousel(automatic, meaning the image change after a regular interval) with transition effect. After doing a bit of research ,I could possibly find a method to do so. But, it's not coming together.
Here's my code: SwipeImages.swift
import SwiftUI
struct SwipeImages:View{
#State private var difference: CGFloat = 0
#State private var index = 0
let spacing:CGFloat = 10
var timer: Timer{
Timer.scheduledTimer(withTimeInterval: 2, repeats: true) { (timer) in
if self.index < images.count - 1{
self.index += 1
}
else{
self.index = 0
}
}
}
var body:some View{
ContentView(imageData: images[self.index])
.onAppear {
let _ = self.timer
}
}
}
public struct ImageData:Identifiable{
public let id:Int
let image:String
let title:String
let country:String
}
let images = [ImageData(id:0,image:"1a.jpg",title: "String1", country: "country1"),
ImageData(id:1,image:"2a.jpg",title: "String2", country: "country2"),
ImageData(id:2,image:"3a.jpg",title: "String3", country: "country3")]
ContentView.swift
import SwiftUI
struct ContentView:View{
let imageData:ImageData
var transitionStyle:Int = 1
var transition:AnyTransition{
switch transitionStyle{
case 0:
return .opacity
case 1:
return .circular
case 2:
return .stripes(stripes:50,horizontal:true)
default:
return .opacity
}
}
var body:some View{
ZStack{
Image(uiImage: UIImage(named: "\(imageData.image)")!)
.resizable()
.transition(self.transition)
.overlay(
Rectangle()
.fill(LinearGradient(gradient: Gradient(colors: [.clear,.black]), startPoint: .center, endPoint: .bottom))
.clipped()
)
.cornerRadius(2.0)
VStack(alignment: .leading) {
Spacer()
Text("\(imageData.title)")
.font(.title)
.fontWeight(.semibold)
.foregroundColor(.white)
Text(imageData.country)
.foregroundColor(.white)
}
.padding()
}
.shadow(radius:12.0)
.cornerRadius(12.0)
}
}
extension Image{
func imageStyle(height:CGFloat) -> some View{
let shape = RoundedRectangle(cornerRadius: 15.0)
return self.resizable()
.frame(height:height)
.overlay(
Rectangle()
.fill(LinearGradient(gradient: Gradient(colors: [.clear,.black]), startPoint: .center, endPoint: .bottom))
.clipped()
)
.cornerRadius(2.0)
.clipShape(shape)
}
}
extension AnyTransition{
static var circular: AnyTransition{
get{
AnyTransition.modifier(active: ShapeClipModifier(shape: CircleClipShape(pct:1)), identity: ShapeClipModifier(shape: CircleClipShape(pct:0)))
}
}
static func stripes(stripes s:Int,horizontal isHorizontal:Bool) -> AnyTransition{
return AnyTransition.asymmetric(insertion: AnyTransition.modifier(active: ShapeClipModifier(shape:StripeShape(insertion:true,pct:1,stripes:s,horizontal:isHorizontal)), identity:
ShapeClipModifier(shape:StripeShape(insertion:true,pct:0,stripes:s,horizontal:isHorizontal))
), removal:AnyTransition.modifier(active: ShapeClipModifier(shape:StripeShape(insertion:false,pct:1,stripes:s,horizontal:isHorizontal))
, identity:
ShapeClipModifier(shape:StripeShape(insertion:false,pct:0,stripes:s,horizontal:isHorizontal)))
)
}
}
struct ShapeClipModifier<S: Shape>: ViewModifier{
let shape: S
func body(content:Content) -> some View {
content.clipShape(shape)
}
}
struct StripeShape: Shape{
let insertion: Bool
var pct: CGFloat
let stripes: Int
let horizontal: Bool
var animatableData: CGFloat{
get{pct}
set{pct = newValue}
}
func path(in rect:CGRect) -> Path{
var path = Path()
let stripeHeight = rect.height/CGFloat(stripes)
for i in 0..<stripes{
let iteratorValue = CGFloat(i)
if insertion{
path.addRect(CGRect(x: 0, y: iteratorValue * stripeHeight, width: rect.width, height: stripeHeight * (1 - pct)))
}
else{
path.addRect(CGRect(x: 0, y: iteratorValue * stripeHeight + (stripeHeight * pct), width: rect.width, height: stripeHeight * (1 - pct)))
}
}
return path
}
}
struct CircleClipShape: Shape{
var pct:CGFloat
var animatableData: CGFloat{
get{pct}
set{pct = newValue}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var bigRect = rect
bigRect.size.width = bigRect.size.width * 2 * (1-pct)
bigRect.size.height = bigRect.size.height * 2 * (1-pct)
bigRect = bigRect.offsetBy(dx: -rect.width/2.0, dy: -rect.height/2.0)
path = Circle().path(in: bigRect)
return path
}
}
MainView.swift
import SwiftUI
struct MainView:View{
var body:some View{
VStack{
SwipeImages()
.padding()
}
}
}
When the app is launched the images change after scheduled interval specified ,i.e: 2s , but the required transition such as stripes or circular ,nothing seem to come in action. (Also, I tried applying regular inbuilt transitions such as slide and opacity, even they aren't working).
Could you please help me identifying what's wrong, or any other alternatives to achieve the same?
Thanks.
Found somewhat similar to what you are trying to achieve here The guy implemented custom SwiftUI view, with option to animate automatically or by swiping. Very basic implementation but still you can get some ideas.

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