How to scroll List programmatically in SwiftUI? - ios

It looks like in current tools/system, just released Xcode 11.4 / iOS 13.4, there will be no SwiftUI-native support for "scroll-to" feature in List. So even if they, Apple, will provide it in next major released, I will need backward support for iOS 13.x.
So how would I do it in most simple & light way?
scroll List to end
scroll List to top
and others
(I don't like wrapping full UITableView infrastructure into UIViewRepresentable/UIViewControllerRepresentable as was proposed earlier on SO).

SWIFTUI 2.0
Here is possible alternate solution in Xcode 12 / iOS 14 (SwiftUI 2.0) that can be used in same scenario when controls for scrolling is outside of scrolling area (because SwiftUI2 ScrollViewReader can be used only inside ScrollView)
Note: Row content design is out of consideration scope
Tested with Xcode 12b / iOS 14
class ScrollToModel: ObservableObject {
enum Action {
case end
case top
}
#Published var direction: Action? = nil
}
struct ContentView: View {
#StateObject var vm = ScrollToModel()
let items = (0..<200).map { $0 }
var body: some View {
VStack {
HStack {
Button(action: { vm.direction = .top }) { // < here
Image(systemName: "arrow.up.to.line")
.padding(.horizontal)
}
Button(action: { vm.direction = .end }) { // << here
Image(systemName: "arrow.down.to.line")
.padding(.horizontal)
}
}
Divider()
ScrollViewReader { sp in
ScrollView {
LazyVStack {
ForEach(items, id: \.self) { item in
VStack(alignment: .leading) {
Text("Item \(item)").id(item)
Divider()
}.frame(maxWidth: .infinity).padding(.horizontal)
}
}.onReceive(vm.$direction) { action in
guard !items.isEmpty else { return }
withAnimation {
switch action {
case .top:
sp.scrollTo(items.first!, anchor: .top)
case .end:
sp.scrollTo(items.last!, anchor: .bottom)
default:
return
}
}
}
}
}
}
}
}
SWIFTUI 1.0+
Here is simplified variant of approach that works, looks appropriate, and takes a couple of screens code.
Tested with Xcode 11.2+ / iOS 13.2+ (also with Xcode 12b / iOS 14)
Demo of usage:
struct ContentView: View {
private let scrollingProxy = ListScrollingProxy() // proxy helper
var body: some View {
VStack {
HStack {
Button(action: { self.scrollingProxy.scrollTo(.top) }) { // < here
Image(systemName: "arrow.up.to.line")
.padding(.horizontal)
}
Button(action: { self.scrollingProxy.scrollTo(.end) }) { // << here
Image(systemName: "arrow.down.to.line")
.padding(.horizontal)
}
}
Divider()
List {
ForEach(0 ..< 200) { i in
Text("Item \(i)")
.background(
ListScrollingHelper(proxy: self.scrollingProxy) // injection
)
}
}
}
}
}
Solution:
Light view representable being injected into List gives access to UIKit's view hierarchy. As List reuses rows there are no more values then fit rows into screen.
struct ListScrollingHelper: UIViewRepresentable {
let proxy: ListScrollingProxy // reference type
func makeUIView(context: Context) -> UIView {
return UIView() // managed by SwiftUI, no overloads
}
func updateUIView(_ uiView: UIView, context: Context) {
proxy.catchScrollView(for: uiView) // here UIView is in view hierarchy
}
}
Simple proxy that finds enclosing UIScrollView (needed to do once) and then redirects needed "scroll-to" actions to that stored scrollview
class ListScrollingProxy {
enum Action {
case end
case top
case point(point: CGPoint) // << bonus !!
}
private var scrollView: UIScrollView?
func catchScrollView(for view: UIView) {
if nil == scrollView {
scrollView = view.enclosingScrollView()
}
}
func scrollTo(_ action: Action) {
if let scroller = scrollView {
var rect = CGRect(origin: .zero, size: CGSize(width: 1, height: 1))
switch action {
case .end:
rect.origin.y = scroller.contentSize.height +
scroller.contentInset.bottom + scroller.contentInset.top - 1
case .point(let point):
rect.origin.y = point.y
default: {
// default goes to top
}()
}
scroller.scrollRectToVisible(rect, animated: true)
}
}
}
extension UIView {
func enclosingScrollView() -> UIScrollView? {
var next: UIView? = self
repeat {
next = next?.superview
if let scrollview = next as? UIScrollView {
return scrollview
}
} while next != nil
return nil
}
}

Just scroll to the id:
scrollView.scrollTo(ROW-ID)
Since SwiftUI structured designed Data-Driven, You should know all of your items IDs. So you can scroll to any id with ScrollViewReader from iOS 14 and with Xcode 12
struct ContentView: View {
let items = (1...100)
var body: some View {
ScrollViewReader { scrollProxy in
ScrollView {
ForEach(items, id: \.self) { Text("\($0)"); Divider() }
}
HStack {
Button("First!") { withAnimation { scrollProxy.scrollTo(items.first!) } }
Button("Any!") { withAnimation { scrollProxy.scrollTo(50) } }
Button("Last!") { withAnimation { scrollProxy.scrollTo(items.last!) } }
}
}
}
}
Note that ScrollViewReader should support all scrollable content, but now it only supports ScrollView
Preview

Preferred way
This answer is getting more attention, but I should state that the ScrollViewReader is the right way to do this. The introspect way is only if the reader/proxy doesn't work for you, because of a version restrictions.
ScrollViewReader { proxy in
ScrollView(.vertical) {
TopView().id("TopConstant")
...
MiddleView().id("MiddleConstant")
...
Button("Go to top") {
proxy.scrollTo("TopConstant", anchor: .top)
}
.id("BottomConstant")
}
.onAppear{
proxy.scrollTo("MiddleConstant")
}
.onChange(of: viewModel.someProperty) { _ in
proxy.scrollTo("BottomConstant")
}
}
The strings should be defined in one place, outside of the body property.
Legacy answer
Here is a simple solution that works on iOS13&14:
Using Introspect.
My case was for initial scroll position.
ScrollView(.vertical, showsIndicators: false, content: {
...
})
.introspectScrollView(customize: { scrollView in
scrollView.scrollRectToVisible(CGRect(x: 0, y: offset, width: 100, height: 300), animated: false)
})
If needed the height may be calculated from the screen size or the element itself.
This solution is for Vertical scroll. For horizontal you should specify x and leave y as 0

Thanks Asperi, great tip. I needed to have a List scroll up when new entries where added outside the view. Reworked to suit macOS.
I took the state/proxy variable to an environmental object and used this outside the view to force the scroll. I found I had to update it twice, the 2nd time with a .5sec delay to get the best result. The first update prevents the view from scrolling back to the top as the row is added. The 2nd update scrolls to the last row. I'm a novice and this is my first stackoverflow post :o
Updated for MacOS:
struct ListScrollingHelper: NSViewRepresentable {
let proxy: ListScrollingProxy // reference type
func makeNSView(context: Context) -> NSView {
return NSView() // managed by SwiftUI, no overloads
}
func updateNSView(_ nsView: NSView, context: Context) {
proxy.catchScrollView(for: nsView) // here NSView is in view hierarchy
}
}
class ListScrollingProxy {
//updated for mac osx
enum Action {
case end
case top
case point(point: CGPoint) // << bonus !!
}
private var scrollView: NSScrollView?
func catchScrollView(for view: NSView) {
//if nil == scrollView { //unB - seems to lose original view when list is emptied
scrollView = view.enclosingScrollView()
//}
}
func scrollTo(_ action: Action) {
if let scroller = scrollView {
var rect = CGRect(origin: .zero, size: CGSize(width: 1, height: 1))
switch action {
case .end:
rect.origin.y = scroller.contentView.frame.minY
if let documentHeight = scroller.documentView?.frame.height {
rect.origin.y = documentHeight - scroller.contentSize.height
}
case .point(let point):
rect.origin.y = point.y
default: {
// default goes to top
}()
}
//tried animations without success :(
scroller.contentView.scroll(to: NSPoint(x: rect.minX, y: rect.minY))
scroller.reflectScrolledClipView(scroller.contentView)
}
}
}
extension NSView {
func enclosingScrollView() -> NSScrollView? {
var next: NSView? = self
repeat {
next = next?.superview
if let scrollview = next as? NSScrollView {
return scrollview
}
} while next != nil
return nil
}
}

my two cents for deleting and repositioning list at any point based on other logic.. i.e. after delete/update, for example going to top.
(this is a ultra-reduced sample, I used this code after network call back to reposition: after network call I change previousIndex )
struct ContentView: View {
#State private var previousIndex : Int? = nil
#State private var items = Array(0...100)
func removeRows(at offsets: IndexSet) {
items.remove(atOffsets: offsets)
self.previousIndex = offsets.first
}
var body: some View {
ScrollViewReader { (proxy: ScrollViewProxy) in
List{
ForEach(items, id: \.self) { Text("\($0)")
}.onDelete(perform: removeRows)
}.onChange(of: previousIndex) { (e: Equatable) in
proxy.scrollTo(previousIndex!-4, anchor: .top)
//proxy.scrollTo(0, anchor: .top) // will display 1st cell
}
}
}
}

This can now be simplified with all new ScrollViewProxy in Xcode 12, like so:
struct ContentView: View {
let itemCount: Int = 100
var body: some View {
ScrollViewReader { value in
VStack {
Button("Scroll to top") {
value.scrollTo(0)
}
Button("Scroll to buttom") {
value.scrollTo(itemCount-1)
}
ScrollView {
LazyVStack {
ForEach(0 ..< itemCount) { i in
Text("Item \(i)")
.frame(height: 50)
.id(i)
}
}
}
}
}
}
}

MacOS 11: In case you need to scroll a list based on input outside the view hierarchy. I have followed the original scroll proxy pattern using the new scrollViewReader:
struct ScrollingHelperInjection: NSViewRepresentable {
let proxy: ScrollViewProxy
let helper: ScrollingHelper
func makeNSView(context: Context) -> NSView {
return NSView()
}
func updateNSView(_ nsView: NSView, context: Context) {
helper.catchProxy(for: proxy)
}
}
final class ScrollingHelper {
//updated for mac os v11
private var proxy: ScrollViewProxy?
func catchProxy(for proxy: ScrollViewProxy) {
self.proxy = proxy
}
func scrollTo(_ point: Int) {
if let scroller = proxy {
withAnimation() {
scroller.scrollTo(point)
}
} else {
//problem
}
}
}
Environmental object:
#Published var scrollingHelper = ScrollingHelper()
In the view: ScrollViewReader { reader in .....
Injection in the view:
.background(ScrollingHelperInjection(proxy: reader, helper: scrollingHelper)
Usage outside the view hierarchy: scrollingHelper.scrollTo(3)

As mentioned in #lachezar-todorov's answer Introspect is a nice library to access UIKit elements in SwiftUI. But be aware that the block you use for accessing UIKit elements are being called multiple times. This can really mess up your app state. In my cas CPU usage was going %100 and app was getting unresponsive. I had to use some pre conditions to avoid it.
ScrollView() {
...
}.introspectScrollView { scrollView in
if aPreCondition {
//Your scrolling logic
}
}

Another cool way is to just use namespace wrappers:
A dynamic property type that allows access to a namespace defined by the persistent identity of the object containing the property (e.g. a view).
struct ContentView: View {
#Namespace private var topID
#Namespace private var bottomID
let items = (0..<100).map { $0 }
var body: some View {
ScrollView {
ScrollViewReader { proxy in
Section {
LazyVStack {
ForEach(items.indices, id: \.self) { index in
Text("Item \(items[index])")
.foregroundColor(.black)
.frame(maxWidth: .infinity, alignment: .leading)
.padding()
.background(Color.green.cornerRadius(16))
}
}
} header: {
HStack {
Text("header")
Spacer()
Button(action: {
withAnimation {
proxy.scrollTo(bottomID)
}
}
) {
Image(systemName: "arrow.down.to.line")
.padding(.horizontal)
}
}
.padding(.vertical)
.id(topID)
} footer: {
HStack {
Text("Footer")
Spacer()
Button(action: {
withAnimation {
proxy.scrollTo(topID) }
}
) {
Image(systemName: "arrow.up.to.line")
.padding(.horizontal)
}
}
.padding(.vertical)
.id(bottomID)
}
.padding()
}
}
.foregroundColor(.white)
.background(.black)
}
}

Two parts:
Wrap the List (or ScrollView) with ScrollViewReader
Use the scrollViewProxy (that comes from ScrollViewReader) to scroll to an id of an element in the List. You can seemingly use EmptyView().
The example below uses a notification for simplicity (use a function if you can instead!).
ScrollViewReader { scrollViewProxy in
List {
EmptyView().id("top")
}
.onReceive(NotificationCenter.default.publisher(for: .ScrollToTop)) { _ in
// when using an anchor of `.top`, it failed to go all the way to the top
// so here we add an extra -50 so it goes to the top
scrollViewProxy.scrollTo("top", anchor: UnitPoint(x: 0, y: -50))
}
}
extension Notification.Name {
static let ScrollToTop = Notification.Name("ScrollToTop")
}
NotificationCenter.default.post(name: .ScrollToTop, object: nil)

Related

Crash when attempting to scroll using ScrollViewReader in a SwiftUI List

I am trying to scroll to a newly appended view in a SwiftUI List using ScrollViewReader but keep crashing with EXC_BAD_INSTRUCTION in scrollTo(_:) after adding a few items. I am using Xcode 14.0.1 and iOS 16.0 simulator.
Here is a minimal demo that exhibits the issue:
struct ContentView: View {
#State var items = [Item]()
#State var scrollItem: UUID? = nil
var body: some View {
NavigationView {
ScrollViewReader { proxy in
List {
ForEach(items) { item in
Text(item.id.uuidString)
.id(item.id)
}
}
.listStyle(.inset)
.onChange(of: scrollItem) { newValue in
proxy.scrollTo(newValue)
}
}
.navigationTitle("List Demo")
.toolbar {
Button("Add") {
addItem()
}
}
}
}
func addItem() {
items.append(Item())
scrollItem = items.last?.id
}
}
struct Item: Identifiable {
let id = UUID()
}
I can get past the issue using a ScrollView instead of a List, but I would like to use the native swipe-to-delete functionality in the real project.
List is not supported well in ScrollViewReader. See this thread.
This solution is ugly, but works. The bad thing is that list blinks when you add a new item. I used one of the ideas from the thread above.
import SwiftUI
struct ContentView: View {
#State var items = [Item]()
#State var scrollItem: UUID? = nil
#State var isHidingList = false
var body: some View {
NavigationView {
VStack(alignment: .leading) {
if isHidingList {
list.hidden()
} else {
list
}
}
.onChange(of: scrollItem) { _ in
DispatchQueue.main.async {
self.isHidingList = false
}
}
.navigationTitle("List Demo")
.toolbar {
Button("Add") {
addItem()
}
}
}
}
var list: some View {
ScrollViewReader { proxy in
List {
ForEach(items) { item in
Text(item.id.uuidString)
.id(item.id)
}
}
.listStyle(.inset)
.onChange(of: scrollItem) { newValue in
guard !isHidingList else { return }
proxy.scrollTo(newValue)
}
.onAppear() {
guard !isHidingList else { return }
proxy.scrollTo(scrollItem)
}
}
}
func addItem() {
isHidingList = true
items.append(Item())
scrollItem = items.last?.id
}
}
struct Item: Identifiable {
let id = UUID()
}
Here's a version using the introspect library to find the underlying UIScrollView and scrolling it directly.
Two different .introspect() modifiers are used because in iOS 16 List is implemented with UICollectionView whereas in earlier versions UITableView is used.
There's no flickering / forced rendering using this method as it interacts with the .setContentOffset() directly.
struct ScrollListOnChangeIos16: View {
#State private var items: [String]
init() {
_items = State(initialValue: Array(0...25).map { "Placeholder \($0)" } )
}
// The .introspectX view modifiers will populate scroller
// they are actually UITableView or UICollectionView which both decend from UIScrollView
// https://github.com/siteline/SwiftUI-Introspect/releases/tag/0.1.4
#State private var scroller: UIScrollView?
func scrollToTop() {
scroller?.setContentOffset(CGPoint(x: 0, y: 0), animated: true)
}
func scrollToBottom() {
// Making this async seems to make scroll more consistent to happen after
// items has been updated. *shrug?*
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
guard let scroller = self.scroller else { return }
let yOffset = scroller.contentSize.height - scroller.frame.height
if yOffset < 0 { return }
scroller.setContentOffset(CGPoint(x: 0, y: yOffset), animated: true)
}
}
var body: some View {
VStack {
HStack {
Button("Top") {
scrollToTop()
}
Spacer()
Button("Add Item") {
items.append(Date.timeIntervalSinceReferenceDate.description)
scrollToBottom()
}.buttonStyle(.borderedProminent)
Spacer()
Button("Bottom") {
scrollToBottom()
}
}.padding()
// The source of all my pain ...
List{
ForEach(items, id: \.self) {
Text($0)
}
.onDelete { offsets in
items.remove(atOffsets: offsets)
}
}
.listStyle(.plain)
.padding(.bottom, 50)
}
/* in iOS 16 List is backed by UICollectionView, no out of the box .introspectMethod ... nbd. */
.introspect(selector: TargetViewSelector.ancestorOrSiblingContaining, customize: { (collectionView: UICollectionView) in
guard #available(iOS 16, *) else { return }
self.scroller = collectionView
})
/* in iOS 15 List is backed by UITableView ... */
.introspectTableView(customize: { tableView in
guard #available(iOS 15, *) else { return }
self.scroller = tableView
})
}
}

Blur a view in SwiftUI based on condition

Is there a way to conditionally blur a view in SwiftUI?
For example for VStack:
VStack {
//contents
}.blur(radius: 20)
Would blur the view. However, I'd like to blur it based on a condition.
I could use an if statement but that would mean writing the view twice in code like so:
if(shouldBlur)
{
VStack {
//contents
}.blur(radius: 20)
}
else
{
VStack {
//contents
}
}
Is this the only way to achieve the desired outcome?
We can just use 0 (no blur), like
VStack {
//contents
}.blur(radius: shouldBlur ? 20 : 0) // << here !!
There are a few different methods you could use. Methods 2 and 3 involve some duplication, but you can abstract that out of your direct view hierarchy.
struct ContentView: View {
#State private var isBlurred = false
var body: some View {
VStack {
Button("Toggle") { isBlurred.toggle() }
Text("Sample 1").blur(radius: isBlurred ? 20 : 0)
Text("Sample 2").modifier(ConditionalBlurred(isBlurred: isBlurred, radius: 20))
Text("Sample 3").conditionalBlur(isBlurred: isBlurred, radius: 20)
}
}
}
struct ConditionalBlurred: ViewModifier {
var isBlurred: Bool
var radius: CGFloat
func body(content: Content) -> some View {
if isBlurred {
content.blur(radius: radius)
} else {
content
}
}
}
extension View {
#ViewBuilder func conditionalBlur(isBlurred: Bool, radius: CGFloat) -> some View {
if isBlurred {
self.blur(radius: radius)
} else {
self
}
}
}
You can just store Views in variables, like so:
var viewToBlur: some View = {
//your View
}
And then use the same View twice in your body, like so:
if(shouldBlur)
{
VStack {
viewToBlur
}.blur(radius: 20)
}
else
{
VStack {
viewToBlur
}
}
And if your View needs dynamic properties you can use functions that return AnyView, like so:
func viewToBlur() -> AnyView{
return AnyView(
//your View
)
}

SwiftUI - Hide custom onDelete View on tap gesture

I have LazyVStack view that contains a list of views. Each one of the views has a different color and there is 8 points space between them. Threrefore, I can not use List.
So I am trying to build a custom trailing swipe that functions similar to the onDelete method of List. This is my code and it is not perfect, but I am on the right directin, I think.
Test Data - List of countries
class Data: ObservableObject {
#Published var countries: [String]
init() {
self.countries = NSLocale.isoCountryCodes.map { (code:String) -> String in
let id = NSLocale.localeIdentifier(fromComponents: [NSLocale.Key.countryCode.rawValue: code])
return NSLocale(localeIdentifier: "en_US").displayName(forKey: NSLocale.Key.identifier, value: id) ?? "Country not found for code: \(code)"
}
}
}
ContentView
struct ContentView: View {
#ObservedObject var data: Data = Data()
var body: some View {
ScrollView {
LazyVStack {
ForEach(data.countries, id: \.self) { country in
VStack {
SwipeView(content: {
VStack(spacing: 0) {
Spacer()
Text(country)
.frame(minWidth: 0, maxWidth: .infinity)
Spacer()
}
.background(Color.yellow)
}, trailingActionView: {
Image(systemName: "trash")
.foregroundColor(.white)
}) {
self.data.countries.removeAll {$0 == country}
}
}
.clipShape(Rectangle())
}
}
}
.padding(.vertical, 16)
}
}
Custom SwipeView
struct SwipeView<Content: View, TrailingActionView: View>: View {
let width = UIScreen.main.bounds.width - 32
#State private var height: CGFloat = .zero
#State var offset: CGFloat = 0
let content: Content
let trailingActionView: TrailingActionView
var onDelete: () -> ()
init(#ViewBuilder content: () -> Content,
#ViewBuilder trailingActionView: () -> TrailingActionView,
onDelete: #escaping () -> Void) {
self.content = content()
self.trailingActionView = trailingActionView()
self.onDelete = onDelete
}
var body: some View {
ZStack {
HStack(spacing: 0) {
Button(action: {
withAnimation {
self.onDelete()
}
}) {
trailingActionView
}
.frame(minHeight: 0, maxHeight: .infinity)
.frame(width: 60)
Spacer()
}
.background(Color.red)
.frame(width: width)
.offset(x: width + self.offset)
content
.frame(width: width)
.contentShape(Rectangle())
.offset(x: self.offset)
.gesture(DragGesture().onChanged(onChanged).onEnded { value in
onEnded(value: value, width: width)
})
}
.background(Color.white)
}
private func onChanged(value: DragGesture.Value) {
let translation = value.translation.width
if translation < 0 {
self.offset = translation
} else {
}
}
private func onEnded(value: DragGesture.Value,width: CGFloat) {
withAnimation(.easeInOut) {
let translation = -value.translation.width
if translation > width - 16 {
self.onDelete()
self.offset = -(width * 2)
}
else if translation > 50 {
self.offset = -50
}
else {
self.offset = 0
}
}
}
}
It has one annoying problem: If you swipe a row and do not delete it. And if you swipe another views, they don not reset. All the trailing Delete Views are visible. But I want to reset/ swipe back if you tap anywhere outside the Delete View.
I want to swipe back if you tap anywhere outside the Delete View. So how to do it?
First off, to know which cell is swiped the SwipeViews needs an id. If you don't want to set them from external I guess this will do:
struct SwipeView<Content: View, TrailingActionView: View>: View {
...
#State var id = UUID()
...
}
Then you need to track which cell is swiped, the SwiftUI way of relaying data to siblings is by a Binding that is saved in it's parent. Read up on how to pass data around SwiftUI Views. If you want to be lazy you can also just have a static object that saves the selected cell:
class SwipeViewHelper: ObservableObject {
#Published var swipedCell: UUID?
private init() {}
static var shared = SwipeViewHelper()
}
struct SwipeView<Content: View, TrailingActionView: View>: View {
...
#ObservedObject var helper = SwipeViewHelper.shared
...
}
Then you have to update the swipedCell. We want the cell to close when we START swiping on a different cell:
private func onChanged(value: DragGesture.Value) {
...
if helper.swipedCell != nil {
helper.swipedCell = nil
}
...
}
And when a cell is open we save it:
private func onEnded(value: DragGesture.Value,width: CGFloat) {
withAnimation(.easeInOut) {
...
else if translation > 50 {
self.offset = -50
helper.swipedCell = id
}
...
}
}
Then we have to respond to changes of the swipedCell. We can do that by adding an onChange inside the body of SwipeView:
.onChange(of: helper.swipedCell, perform: { newCell in
if newCell != id {
withAnimation(.easeInOut) {
self.offset = 0
}
}
})
Working gist: https://gist.github.com/Amzd/61a957a1c5558487f6cc5d3ce29cf508

Using SwiftUI's matchedGeometryEffect in complex UI

In my app, I want to create a 'hero' animation between a card and a full screen overlay, which matchedGeometryEffect seems suited for. However, no matter what I try, I can't get the animation to work as expected and it doesn't look at all like the usual matchedGeometryEffect animations. Here's what it looks like so far. This is what I currently have: (apologies for the tons of code, but it's necessary since for a trivially simple view, it works fine)
Something.swift
struct Something: Identifiable {
let id = UUID()
let image: Image
}
ContentView.swift
struct ContentView: View {
#Namespace var namespace
let items: [Something] = [
Image("a"), Image("b")
].map { Something(image: $0 )}
#State var selectedItem: Something?
var body: some View {
ZStack {
VStack {
ScrollView {
VStack(alignment: .leading) {
ForEach(items) { item in
CardView(
image: item.image,
namespace: namespace,
isSource: self.selectedItem == nil,
id: item.id
)
.background(Color.white)
.contentShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.zIndex(1)
.onTapGesture {
withAnimation(.spring()) {
self.selectedItem = item
}
}
}
}
}
}
.overlay(EmptyView())
if let item = selectedItem {
EventView(
image: item.image
) {
self.selectedItem = nil
}
.matchedGeometryEffect(id: item.id, in: namespace, isSource: false)
.zIndex(2)
}
}
.animation(.spring())
.transition(.scale)
}
}
CardView.swift
struct CardView: View {
let image: Image
let namespace: Namespace.ID
let isSource: Bool
let id: UUID
var body: some View {
VStack(alignment: .leading) {
ZStack(alignment: .bottomTrailing) {
image
.resizable()
.aspectRatio(contentMode: .fill)
.frame(height: 225)
.clipShape(RoundedRectangle(cornerRadius: 12, style: .continuous))
.matchedGeometryEffect(id: id, in: namespace, isSource: isSource)
}
}
}
}
EventView.swift
struct EventView: View {
let image: Image
let onDismiss: () -> Void
var body: some View {
image
.resizable()
.aspectRatio(contentMode: .fill)
.edgesIgnoringSafeArea(.all)
.onTapGesture(perform: onDismiss)
}
}
Any suggestions on what to add or change to get it to work properly would be super appreciated, thanks!!
What I did for the same requirement was to add properties: .position to the matchedGeometryEffect. Then you need to specify "how" you transition from one view (say, a thumbnail card view) to another (say, a full screen card view). This is accomplished through custom transitions, such as this:
extension AnyTransition
{
// This transition will pass a value (0.0 - 1.0), indicating how much of the
// transition has passed. To communicate with the view, it will
// use the custom environment key .modalTransitionPercent
// it will also make sure the transitioning view is not faded in or out and it
// stays visible at all times.
static var modal: AnyTransition
{
AnyTransition.modifier(active: ThumbnailExpandedModifier(pct: 0), identity: ThumbnailExpandedModifier(pct: 1))
}
struct ThumbnailExpandedModifier: AnimatableModifier
{
var pct: CGFloat
var animatableData: CGFloat
{
get { pct }
set { pct = newValue }
}
func body(content: Content) -> some View
{
return content
.environment(\.modalTransitionPercent, pct)
.opacity(1)
}
}
}
extension EnvironmentValues
{
var modalTransitionPercent: CGFloat
{
get { return self[ModalTransitionKey.self] }
set { self[ModalTransitionKey.self] = newValue }
}
}
public struct ModalTransitionKey: EnvironmentKey
{
public static let defaultValue: CGFloat = 0
}

How to check if a view is displayed on the screen? (Swift 5 and SwiftUI)

I have a view like below. I want to find out if it is the view which is displayed on the screen. Is there a function to achieve this?
struct TestView: View {
var body: some View {
Text("Test View")
}
}
You could use onAppear on any kind of view that conforms to View protocol.
struct TestView: View {
#State var isViewDisplayed = false
var body: some View {
Text("Test View")
.onAppear {
self.isViewDisplayed = true
}
.onDisappear {
self.isViewDisplayed = false
}
}
func someFunction() {
if isViewDisplayed {
print("View is displayed.")
} else {
print("View is not displayed.")
}
}
}
PS: Although this solution covers most cases, it has many edge cases that has not been covered. I'll be updating this answer when Apple releases a better solution for this requirement.
You can check the position of view in global scope using GeometryReader and GeometryProxy.
struct CustomButton: View {
var body: some View {
GeometryReader { geometry in
VStack {
Button(action: {
}) {
Text("Custom Button")
.font(.body)
.fontWeight(.bold)
.foregroundColor(Color.white)
}
.background(Color.blue)
}.navigationBarItems(trailing: self.isButtonHidden(geometry) ?
HStack {
Button(action: {
}) {
Text("Custom Button")
} : nil)
}
}
private func isButtonHidden(_ geometry: GeometryProxy) -> Bool {
// Alternatively, you can also check for geometry.frame(in:.global).origin.y if you know the button height.
if geometry.frame(in: .global).maxY <= 0 {
return true
}
return false
}
As mentioned by Oleg, depending on your use case, a possible issue with onAppear is its action will be performed as soon as the View is in a view hierarchy, regardless of whether the view is potentially visible to the user.
My use case is wanting to lazy load content when a view actually becomes visible. I didn't want to rely on the view being encapsulated in a LazyHStack or similar.
To achieve this I've added an extension onBecomingVisible to View that has the same kind of API as onAppear, but will only call the action when the view intersects the screen's visible bounds.
public extension View {
func onBecomingVisible(perform action: #escaping () -> Void) -> some View {
modifier(BecomingVisible(action: action))
}
}
private struct BecomingVisible: ViewModifier {
#State var action: (() -> Void)?
func body(content: Content) -> some View {
content.overlay {
GeometryReader { proxy in
Color.clear
.preference(
key: VisibleKey.self,
// See discussion!
value: UIScreen.main.bounds.intersects(proxy.frame(in: .global))
)
.onPreferenceChange(VisibleKey.self) { isVisible in
guard isVisible else { return }
action?()
action = nil
}
}
}
}
struct VisibleKey: PreferenceKey {
static var defaultValue: Bool = false
static func reduce(value: inout Bool, nextValue: () -> Bool) { }
}
}
Discussion
I'm not thrilled by using UIScreen.main.bounds in the code! Perhaps a geometry proxy could be used for this instead, or some #Environment value – I've not thought about this yet though.

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