I made a post about this yesterday and apologize for it not being clear or descriptive enough. Today I've made some more progress on the problem but still haven't found a solution.
In my program I have a main view called GameView(), a view called KeyboardView() and a view called ButtonView().
A ButtonView() is a simple button that displays a letter and when pressed tells the keyboardView it belongs to what letter it represents. When it's pressed it is also toggled off so that it cannot be pressed again. Here is the code.
struct ButtonView: View {
let impactFeedbackgenerator = UIImpactFeedbackGenerator(style: .medium)
var letter:String
var function:() -> Void
#State var pressed = false
var body: some View {
ZStack{
Button(action: {
if !self.pressed {
self.pressed = true
self.impactFeedbackgenerator.prepare()
self.impactFeedbackgenerator.impactOccurred()
self.function()
}
}, label: {
if pressed{
Text(letter)
.font(Font.custom("ComicNeue-Bold", size: 30))
.foregroundColor(.white)
.opacity(0.23)
} else if !pressed{
Text(letter)
.font(Font.custom("ComicNeue-Bold", size: 30))
.foregroundColor(.white)
}
})
}.padding(5)
}
}
A keyboard view is a collection of ButtonViews(), one for each button on the keyboard. It tells the GameView what button has been pressed if a button is pressed.
struct KeyboardView: View {
#Environment(\.parentFunction) var parentFunction
var topRow = ["Q","W","E","R","T","Y","U","I","O","P"]
var midRow = ["A","S","D","F","G","H","J","K","L"]
var botRow = ["Z","X","C","V","B","N","M"]
var body: some View {
VStack{
HStack(){
ForEach(0..<topRow.count, id: \.self){i in
ButtonView(letter: self.topRow[i], function: {self.makeGuess(self.topRow[i])})
}
}
HStack(){
ForEach(0..<midRow.count, id: \.self){i in
ButtonView(letter: self.midRow[i], function: {self.makeGuess(self.midRow[i])})
}
}
HStack(){
ForEach(0..<botRow.count, id: \.self){i in
ButtonView(letter: self.botRow[i], function: {self.makeGuess(self.botRow[i])})
}
}
}
}
func makeGuess(_ letter:String){
print("Keyboard: Guessed \(letter)")
self.parentFunction?(letter)
}
}
Finally a GameView() is where the keyboard belongs. It displays the keyboard along with the rest of the supposed game.
struct GameView: View {
#Environment(\.presentationMode) var presentation
#State var guessedLetters = [String]()
#State var myKeyboard:KeyboardView = KeyboardView()
var body: some View {
ZStack(){
Image("Background")
.resizable()
.edgesIgnoringSafeArea(.all)
.opacity(0.05)
VStack{
Button("New Game") {
self.newGame()
}.font(Font.custom("ComicNeue-Bold", size: 20))
.foregroundColor(.white)
.padding()
self.myKeyboard
.padding(.bottom, 20)
}
}.navigationBarTitle("")
.navigationBarBackButtonHidden(true)
.navigationBarHidden(true)
.environment(\.parentFunction, parentFunction)
}
func makeGuess(_ letter:String){
self.guessedLetters.append(letter)
}
func newGame(){
print("Started a new game.")
self.guessedLetters.removeAll()
self.myKeyboard = KeyboardView()
}
func parentFunction(_ letter:String) {
makeGuess(letter)
}
}
struct ParentFunctionKey: EnvironmentKey {
static let defaultValue: ((_ letter:String) -> Void)? = nil
}
extension EnvironmentValues {
var parentFunction: ((_ letter:String) -> Void)? {
get { self[ParentFunctionKey.self] }
set { self[ParentFunctionKey.self] = newValue }
}
}
The issue is that when I start a new game, the array is reset but not keyboardView(), the buttons that have been toggled off remain off, but since it's being replaced by a new keyboardView() shouldn't they go back to being toggled on?
I'll repeat what I said in an answer to your previous question - under most normal use cases you shouldn't instantiate views as variables, so if you find yourself doing that, you might be on the wrong track.
Whenever there's any state change, SwiftUI recomputes the body and reconstructs the view tree, and matches the child view states to the new tree.
When it detects that something has changed, it realizes that the new child view is truly new, so it resets its state, fires .onAppear and so forth. But when there's no change that it can detect, then it just keeps the same state for all the descendent views.
That's what you're observing.
Specifically, in your situation nothing structurally has changed - i.e. it's still:
GameView
--> KeyboardView
--> ButtonView
ButtonView
ButtonView
...
so, it keeps the state of ButtonViews as is.
You can signal to SwiftUI that the view has actually changed and that it should be updated by using an .id modifier (documentation isn't great, but you can find more info in blogs), where you need to supply any Hashable variable to it that's different than the current one, in order to reset it.
I'll use a new Bool variable as an example:
struct GameView {
#State var id: Bool = false // initial value doesn't matter
var body: some View {
VStack() {
KeyboardView()
.id(id) // use the id here
Button("new game") {
self.id.toggle() // changes the id
}
}
}
}
Every time the id changes, SwiftUI resets the state, so all the child views', like ButtonViews', states are reset.
Related
I have 3 views within my app where clicking on a button on each view opens a new view. When button is clicked on 3rd view, I wish to dismiss 3rd view and 2nd view should appear. However I am noticing that app navigates back to first view instead of 2nd view.
Note: I have lots of elements, hence lots of code in my app. I removed all of them and adding minimal working code here with which I am still able to repro the problem.
// *** Main App***
#main
struct sample_sampleApp: App {
var body: some SwiftUI.Scene {
WindowGroup {
NavigationView {
ContentView().ignoresSafeArea()
}.navigationViewStyle(.stack)
}
}
}
// *** Content View or First View***
import SwiftUI
struct ContentView: View {
#State private var goToView2 = false
var body: some View {
VStack {
NavigationLink(destination: View2(), isActive: $goToView2) {
Button(action: { goToView2.toggle() }) {
Text("This is first view - Click to go to View 2").foregroundColor(.red).font(.title)
}
}
}
}
}
// *** View2 View***
import SwiftUI
import Combine
struct View2: View {
#ObservedObject var viewModel: View2ViewModel = View2ViewModel()
var body: some View {
VStack {
switch viewModel.state {
case .showView2:
VStack(alignment: .leading, spacing: 8) {
Button(action: { viewModel.navigateToView3() } ) {
Text("Second View - Click to go to View 3").foregroundColor(.blue).font(.title)
}
}
case .showView3:
View3()
}
}
.onAppear() {
viewModel.isViewVisible = true
viewModel.doSomething()
}
.onDisappear() {
viewModel.isViewVisible = false
}
}
}
// *** View model for view 2***
class View2ViewModel: ObservableObject {
enum View2AppState {
case showView2
case showView3
}
// UI changes when state gets updated.
#Published var state: View2AppState = .showView2
var isViewVisible = false
func doSomething() {
self.state = .showView2
}
func navigateToView3() {
self.state = .showView3
}
}
// *** View3***
struct View3: View {
#ObservedObject var viewModel: View3ViewModel = View3ViewModel()
#Environment(\.dismiss) var dismiss
var body: some View {
VStack {
switch viewModel.state {
case .showView3:
VStack(alignment: .leading, spacing: 8) {
Button(action: { dismiss() } ) {
Text("Third View - Click to dismiss this and to go back to view 2").foregroundColor(.green).font(.title)
}
}
}
}
.onAppear() {
viewModel.isViewVisible = true
viewModel.doSomething()
}
.onDisappear() {
viewModel.isViewVisible = false
}.navigationBarBackButtonHidden(true)
}
}
// *** View model for view 3***
class View3ViewModel: ObservableObject {
enum View3AppState {
case showView3
}
// UI changes when state gets updated.
#Published var state: View3AppState = .showView3
var isViewVisible = false
func doSomething() {
self.state = .showView3
}
}
Not sure what am I doing wrong. Sometime back I did use dismiss() while dismissing sheet and it worked fine, but not this this case. I am running this code on iOS 16.0, however my test app is set to iOS 15 as minimum version.
Edit: I tested on iOS 15.0 as well and was able to repro on it too, so something must be wrong with my code then. Not able to figure out what. I am using NavigationView in and navigation view style as Stack.
When button is clicked on 3rd view, I wish to dismiss 3rd view and 2nd view should appear.
Let's first have a look at the code of view2.
struct View2: View {
#ObservedObject var viewModel: View2ViewModel = View2ViewModel()
var body: some View {
VStack {
switch viewModel.state {
case .showView2:
VStack(alignment: .leading, spacing: 8) {
Button(action: { viewModel.navigateToView3() } ) {
Text("Second View - Click to go to View 3").foregroundColor(.blue).font(.title)
}
}
case .showView3:
View3()
}
}
}
}
// here viewModel.navigateToView3() is just changing this state
// func navigateToView3() {
// self.state = .showView3
// }
The current code behavior, when tapping to navigate to view3, replaces the content of view2 with view3 instead of actually navigating to it.
Therefore, when the dismiss function is called, it should not return to view2 as it is already in view2 displaying the content of view3.
So, going back to view1 on the dismiss press is actually the correct behavior as per the code.
If you desire the outcome you are asking, consider modifying the code using a closure passed into the child view to change the state in view2 or explore this answer to actually navigate to it.
How do I toggle the presence of a button to be hidden or not?
We have the non-conditional .hidden() property; but I need the conditional version.
Note: we do have the .disabled(bool) property available, but not the .hidden(bool).
struct ContentView: View {
var body: some View {
ZStack {
Color("SkyBlue")
VStack {
Button("Detect") {
self.imageDetectionVM.detect(self.selectedImage)
}
.padding()
.background(Color.orange)
.foreggroundColor(Color.white)
.cornerRadius(10)
.hidden() // ...I want this to be toggled.
}
}
}
}
I hope hidden modifier gets argument later, but since then, Set the alpha instead:
#State var shouldHide = false
var body: some View {
Button("Button") { self.shouldHide = true }
.opacity(shouldHide ? 0 : 1)
}
For me it worked perfectly to set the frame's height to zero when you do not want to see it. When you want to have the calculated size, just set it to nil:
SomeView
.frame(height: isVisible ? nil : 0)
If you want to disable it in addition to hiding it, you could set .disabled with the toggled boolean.
SomeView
.frame(height: isVisible ? nil : 0)
.disabled(!isVisible)
You can utilize SwiftUI's new two-way bindings and add an if-statement as:
struct ContentView: View {
#State var shouldHide = false
var body: some View {
ZStack {
Color("SkyBlue")
VStack {
if !self.$shouldHide.wrappedValue {
Button("Detect") {
self.imageDetectionVM.detect(self.selectedImage)
}
.padding()
.background(Color.orange)
.foregroundColor(Color.white)
.cornerRadius(10)
}
}
}
}
}
The benefit of doing this over setting the opacity to 0 is that it will remove the weird spacing/padding from your UI caused from the button still being in the view, just not visible (if the button is between other view components, that is).
all the answers here works specifically for a button to be hidden conditionally.
What i think might help is making a modifier itself conditionally e.g:
.hidden for button/view, or maybe .italic for text, etc..
Using extensions.
For text to be conditionally italic it is easy since .italic modifier returns Text:
extension Text {
func italicConditionally(isItalic: Bool) -> Text {
isItalic ? self.italic() : self
}
}
then applying conditional italic like this:
#State private var toggle = false
Text("My Text")
.italicConditionally(isItalic: toggle)
However for Button it is tricky, since the .hidden modifier returns "some view":
extension View {
func hiddenConditionally(isHidden: Bool) -> some View {
isHidden ? AnyView(self.hidden()) : AnyView(self)
}
}
then applying conditional hidden like this:
#State private var toggle = false
Button("myButton", action: myAction)
.hiddenConditionally(isHidden: toggle)
You can easily hide a view in SwiftUI using a conditional statement.
struct TestView: View{
#State private var isVisible = false
var body: some View{
if !isVisible {
HStack{
Button(action: {
isVisible.toggle()
// after click you'r view will be hidden
}){
Text("any view")
}
}
}
}
}
It isn't always going to be a pretty solution, but in some cases, adding it conditionally may also work:
if shouldShowMyButton {
Button(action: {
self.imageDetectionVM.detect(self.selectedImage)
}) {
Text("Button")
}
}
There will be an issue of the empty space in the case when it isn't being shown, which may be more or less of an issue depending on the specific layout. That might be addressed by adding an else statement that alternatively adds an equivalently sized blank space.
#State private var isHidden = true
VStack / HStack
if isHidden {
Button {
if !loadVideo(),
let urlStr = drill?.videoURL as? String,
let url = URL(string: urlStr) {
player = VideoPlayerView(player: AVPlayer(), videoUrl: url)
playVideo.toggle()
}
} label: {
Image(playVideo ? "ic_close_blue" : "ic_video_attached")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 50)
}
.buttonStyle(BorderlessButtonStyle())
}
.onAppear {
if shouldShowButton {
isHidden = false
} else {
isVideoButtonHidden = true
}
}
There's a strange keyboard issue on iOS 16, when pushing new screens. It seems the keyboard safe area is not updated when you come back from the pushed screen.
It's even reproducible with this chunk of code on an empty project:
struct ContentView: View {
#State var text = ""
var body: some View {
NavigationView {
VStack {
Spacer()
NavigationLink {
Text("test")
} label: {
Text("Tap me")
}
TextField("", text: $text)
.textFieldStyle(.roundedBorder)
}
.padding()
}
}
}
Steps to reproduce:
Open the keyboard
Press the button "tap me" and navigate to the other screen
Quickly come back to the previous screen
The keyboard is dismissed, but there's a large gap that fits the keyboard size.
Anyone else had a similar issue?
I found 2 ways to solve this problem and both will need to hide the keyboard before you go to the next screen
Add hide keyboard to the button which activates navigation to another view
#State var isActive: Bool = false
var body: some View {
NavigationView {
ZStack {
NavigationLink(isActive: $isActive, destination: { Text("Hello") }, label: EmptyView.init)
VStack {
TextField("Text here", text: .constant(""))
Button("Press me") {
resignFirstResponder()
isActive.toggle()
}
}
}
}
}
Add hide keyboard to onChange block
#State var isActive: Bool = false
var body: some View {
NavigationView {
ZStack {
NavigationLink(isActive: $isActive, destination: { Text("Hello") }, label: EmptyView.init)
.onChange(of: isActive) { newValue in
if newValue {
resignFirstResponder()
}
}
VStack {
TextField("Text here", text: .constant(""))
Button("Press me") {
isActive.toggle()
}
}
}
}
}
Code for hide keyboard:
public func resignFirstResponder() {
UIApplication.shared.sendAction(
#selector(UIResponder.resignFirstResponder),
to: nil,
from: nil,
for: nil
)
}
I have found a temporary workaround, it's not pretty but it does the job of removing the empty space that was previously occupied by keyboard. The solution is to call parent view from child in onDisappear, then in parent have a hidden TextField that is focused and almost immediately unfocused.
In parent view add properties:
#State private var dummyText = ""
#FocusState private var dummyFocus: Bool
And put a TextField somewhere in the parent view, inside a ZStack for example:
ZStack {
TextField("", text: $dummyText)
.focused($dummyFocus)
.opacity(0.01)
... your other layout ...
}
then call/navigate to the child view with completion block like this:
ChildView(didDismiss: {
if #available(iOS 16.0, *) {
dummyFocus = true
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
dummyFocus = false
}
}
})
In child view add property:
var didDismiss: () -> Void
and call the completion block in child's onDisappear:
.onDisappear {
didDismiss()
}
onDisappear and didDismiss() will only be called after the whole interactive swipe back animation completes. The code checks for iOS 16 so that it doesn't unnecessarily execute on prior versions.
I have come to another fix based on Frin's solution. In my case, all our SwiftUI views are embedded into some parent UIViewController since we have an app that is partially migrated to SwiftUI. What I did is to have a small class (KeyboardLayoutGuideFix) that creates a dummy textfield to capture the focus and then observes the view controller lifecycle to do:
On view disappear: if iOS16, put focus on the dummy textfield
On view appear: remove the focus from dummy textfield
This way, the keyboard layout seems to work as expected, although the keyboard will be dismissed next time you come back to the screen (this is the expected behavior in our case).
Here is the code:
public class KeyboardLayoutGuideFix: Behavior {
private weak var viewController: UIViewController?
private lazy var dummyTextField: UITextField = {
UITextField(frame: .zero).apply { text in
viewController?.view.addSubview(text)
text.alpha = 0
}
}()
private var needsEndEditing = false
private var disposeBag = Set<AnyCancellable>()
private init(viewController: UIViewController, lifeCycle: ControllerLifeCycle) {
self.viewController = viewController
super.init(frame: .zero)
lifeCycle.$isPresented.sink { [weak self] presented in
guard let self else { return }
if presented {
if self.needsEndEditing {
self.needsEndEditing = false
DispatchQueue.main.async {
self.viewController?.view.endEditing(true)
}
}
} else {
self.dummyTextField.becomeFirstResponder()
self.needsEndEditing = true
}
}.store(in: &disposeBag)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
public static func apply(viewController: PlaytomicViewController) {
apply(viewController: viewController, lifeCycle: viewController.lifecycle)
}
public static func apply(viewController: UIViewController, lifeCycle: ControllerLifeCycle) {
if #available(iOS 16, *) {
let fix = KeyboardLayoutGuideFix(viewController: viewController, lifeCycle: lifeCycle)
fix.owner = viewController
}
}
}
and then use it in the container VC like:
override func viewDidLoad() {
super.viewDidLoad()
KeyboardLayoutGuideFix.apply(viewController: self)
}
Note that you will miss the following objects to make this work in your project, but you can adapt it to your own codebase:
Behavior: a class that allows you to assign dynamically other objects to a parent one, in this case it assigns the fix to the associated view controller, preventing the deallocation. You can remove it and use a local variable in your VC containing a reference to the fix
ControllerLifeCycle: A class that exposes a publisher to track the presentation state of the ViewController. You can replace it by explicit calls in viewWillAppear and viewWillDisappear
PlaytomicViewController: Base class that provides the lifecycle and updates the published property when appear/disappear
I have two views: the list, and the detail.
When I tap into the list item and access the detail view, I can configure settings to that model item.
If I have it update (save to CoreData) .onDisappear the List View's .onAppear doesn't trigger with the new saved data.
However, if I add in a "save" button in the Detail View and then manually unwind to the List View the data updates instantly.
Is there a reason for .onDisappear and .onAppear for different screens not triggering in order?
I would have thought that the unwind of the DetailView would trigger the function before the ListView's onAppear would, unless I'm missing something?
I tried to find some info about running them synchronously but with the new async the results haven't been clear.
Note: I'm not displaying the CoreDataManager but it essentially has 4 functions - create(...all the variables to save...), retrieve(), update(), delete()
Example code
ListView
struct ListView: View {
let coreDM = CoreDataManager()
#State var days: [Int] = []
var body: some View {
NavigationView {
List(0..<5) { item in
NavigationLink {
DetailView()
} label: {
Text("List item: \(item)")
}
}
}.onAppear { coreDM.retrieve() }
}
}
DetailView
This version doesn't work
struct DetailView: View {
let coreDM = CoreDataManager()
#State var isOn: Bool = false
var body: some View {
Form {
Toggle("Turn this on", isOn: $isOn)
}
.onDisappear { coreDM.update() }
}
}
This version does work
struct DetailView: View {
let coreDM = CoreDataManager()
#State var isOn: Bool = false
var body: some View {
Form {
Toggle("Turn this on", isOn: $isOn)
}
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
Button {
coreDM.update()
} label: {
Text("Save")
}
}
}
}
}
The reason I am confused is that if I add this portion to the DetailView the update does work correctly:
#Environment(\.presentationMode) var presentationMode: Binding<PresentationMode>
...
Button {
coreDM.update()
presentationMode.wrappedValue.dismiss()
} label: {
...
So it seems that I can unwind the view, update the database, and refresh in one move. But if I want to "automate" it by doing it only on the unwind, the triggers don't work correctly.
I have a TextField and some actionable elements like Button, Picker inside a view. I want to dismiss the keyboard when the use taps outside the TextField. Using the answers in this question, I achieved it. However the problem comes with other actionable items.
When I tap a Button, the action takes place but the keyboard is not dismissed. Same with a Toggle switch.
When I tap on one section of a SegmentedStyle Picker, the keyboard is dimissed but the picker selection doesn't change.
Here is my code.
struct SampleView: View {
#State var selected = 0
#State var textFieldValue = ""
var body: some View {
VStack(spacing: 16) {
TextField("Enter your name", text: $textFieldValue)
.padding(EdgeInsets(top: 8, leading: 16, bottom: 8, trailing: 16))
.background(Color(UIColor.secondarySystemFill))
.cornerRadius(4)
Picker(selection: $selected, label: Text(""), content: {
Text("Word").tag(0)
Text("Phrase").tag(1)
Text("Sentence").tag(2)
}).pickerStyle(SegmentedPickerStyle())
Button(action: {
self.textFieldValue = "button tapped"
}, label: {
Text("Tap to change text")
})
}.padding()
.onTapGesture(perform: UIApplication.dismissKeyboard)
// .gesture(TapGesture().onEnded { _ in UIApplication.dismissKeyboard()})
}
}
public extension UIApplication {
static func dismissKeyboard() {
let keyWindow = shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow?.endEditing(true)
}
}
As you can see in the code, I tried both options to get the tap gesture and nothing worked.
You can create an extension on View like so
extension View {
func endTextEditing() {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder),
to: nil, from: nil, for: nil)
}
}
and use it for the Views you want to dismiss the keyboard.
.onTapGesture {
self.endTextEditing()
}
I have just seen this solution in a recent raywenderlich tutorial so I assume it's currently the best solution.
Dismiss the keyboard by tapping anywhere (like others suggested) could lead to very hard to find bug (or unwanted behavior).
you loose default build-in TextField behaviors, like partial text
selection, copy, share etc.
onCommit is not called
I suggest you to think about gesture masking based on the editing state of your fields
/// Attaches `gesture` to `self` such that it has lower precedence
/// than gestures defined by `self`.
public func gesture<T>(_ gesture: T, including mask: GestureMask = .all) -> some View where T : Gesture
this help us to write
.gesture(TapGesture().onEnded({
UIApplication.shared.windows.first{$0.isKeyWindow }?.endEditing(true)
}), including: (editingFlag) ? .all : .none)
Tap on the modified View will dismiss the keyboard, but only if editingFlag == true. Don't apply it on TextField! Otherwise we are on the beginning of the story again :-)
This modifier will help us to solve the trouble with Picker but not with the Button. That is easy to solve while dismiss the keyboard from its own action handler. We don't have any other controls, so we almost done
Finally we have to find the solution for rest of the View, so tap anywhere (excluding our TextFields) dismiss the keyboard. Using ZStack filled with some transparent View is probably the easiest solution.
Let see all this in action (copy - paste - run in your Xcode simulator)
import SwiftUI
struct ContentView: View {
#State var selected = 0
#State var textFieldValue0 = ""
#State var textFieldValue1 = ""
#State var editingFlag = false
#State var message = ""
var body: some View {
ZStack {
// TODO: make it Color.clear istead yellow
Color.yellow.opacity(0.1).onTapGesture {
UIApplication.shared.windows.first{$0.isKeyWindow }?.endEditing(true)
}
VStack {
TextField("Salutation", text: $textFieldValue0, onEditingChanged: { editing in
self.editingFlag = editing
}, onCommit: {
self.onCommit(txt: "salutation commit")
})
.padding()
.background(Color(UIColor.secondarySystemFill))
.cornerRadius(4)
TextField("Welcome message", text: $textFieldValue1, onEditingChanged: { editing in
self.editingFlag = editing
}, onCommit: {
self.onCommit(txt: "message commit")
})
.padding()
.background(Color(UIColor.secondarySystemFill))
.cornerRadius(4)
Picker(selection: $selected, label: Text(""), content: {
Text("Word").tag(0)
Text("Phrase").tag(1)
Text("Sentence").tag(2)
})
.pickerStyle(SegmentedPickerStyle())
.gesture(TapGesture().onEnded({
UIApplication.shared.windows.first{$0.isKeyWindow }?.endEditing(true)
}), including: (editingFlag) ? .all : .none)
Button(action: {
self.textFieldValue0 = "Hi"
print("button pressed")
UIApplication.shared.windows.first{$0.isKeyWindow }?.endEditing(true)
}, label: {
Text("Tap to change salutation")
.padding()
.background(Color.yellow)
.cornerRadius(10)
})
Text(textFieldValue0)
Text(textFieldValue1)
Text(message).font(.largeTitle).foregroundColor(Color.red)
}
}
}
func onCommit(txt: String) {
print(txt)
self.message = [self.textFieldValue0, self.textFieldValue1].joined(separator: ", ").appending("!")
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
If you miss onCommit (it is not called while tap outside TextField), just add it to your TextField onEditingChanged (it mimics typing Return on keyboard)
TextField("Salutation", text: $textFieldValue0, onEditingChanged: { editing in
self.editingFlag = editing
if !editing {
self.onCommit(txt: "salutation")
}
}, onCommit: {
self.onCommit(txt: "salutation commit")
})
.padding()
.background(Color(UIColor.secondarySystemFill))
.cornerRadius(4)
I'd like to take Mark T.s Answer even further and add the entire function to an extension for View:
extension View {
func hideKeyboardWhenTappedAround() -> some View {
return self.onTapGesture {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder),
to: nil, from: nil, for: nil)
}
}
}
Can then be called like:
var body: some View {
MyView()
// ...
.hideKeyboardWhenTappedAround()
// ...
}
#user3441734 is smart to enable the dismiss gesture only when needed. Rather than forcing every crevice of your forms to track state, you can:
Monitor UIWindow.keyboardWillShowNotification / willHide
Pass the current keyboard state via an EnvironmentKey set at the/a root view
Tested for iOS 14.5.
Attach dismiss gesture to the form
Form { }
.dismissKeyboardOnTap()
Setup monitor in root view
// Root view
.environment(\.keyboardIsShown, keyboardIsShown)
.onDisappear { dismantleKeyboarMonitors() }
.onAppear { setupKeyboardMonitors() }
// Monitors
#State private var keyboardIsShown = false
#State private var keyboardHideMonitor: AnyCancellable? = nil
#State private var keyboardShownMonitor: AnyCancellable? = nil
func setupKeyboardMonitors() {
keyboardShownMonitor = NotificationCenter.default
.publisher(for: UIWindow.keyboardWillShowNotification)
.sink { _ in if !keyboardIsShown { keyboardIsShown = true } }
keyboardHideMonitor = NotificationCenter.default
.publisher(for: UIWindow.keyboardWillHideNotification)
.sink { _ in if keyboardIsShown { keyboardIsShown = false } }
}
func dismantleKeyboarMonitors() {
keyboardHideMonitor?.cancel()
keyboardShownMonitor?.cancel()
}
SwiftUI Gesture + Sugar
struct HideKeyboardGestureModifier: ViewModifier {
#Environment(\.keyboardIsShown) var keyboardIsShown
func body(content: Content) -> some View {
content
.gesture(TapGesture().onEnded {
UIApplication.shared.resignCurrentResponder()
}, including: keyboardIsShown ? .all : .none)
}
}
extension UIApplication {
func resignCurrentResponder() {
sendAction(#selector(UIResponder.resignFirstResponder),
to: nil, from: nil, for: nil)
}
}
extension View {
/// Assigns a tap gesture that dismisses the first responder only when the keyboard is visible to the KeyboardIsShown EnvironmentKey
func dismissKeyboardOnTap() -> some View {
modifier(HideKeyboardGestureModifier())
}
/// Shortcut to close in a function call
func resignCurrentResponder() {
UIApplication.shared.resignCurrentResponder()
}
}
EnvironmentKey
extension EnvironmentValues {
var keyboardIsShown: Bool {
get { return self[KeyboardIsShownEVK] }
set { self[KeyboardIsShownEVK] = newValue }
}
}
private struct KeyboardIsShownEVK: EnvironmentKey {
static let defaultValue: Bool = false
}
You can set .allowsHitTesting(false) to your Picker to ignore the tap on your VStack
Apply this to root view
.onTapGesture {
UIApplication.shared.endEditing()
}