SwiftUI Card flip with two views - ios

I am trying to create a card flip effect between two SwiftUI Views. When clicking on the original view, it 3D rotates on the Y axis like when flipping a card, and the second view should start being visible after 90 degrees have been made.
Using .rotation3DEffect() I can easily rotate a view, the issue is that with the animation() I don't know how to trigger the View change once the angle has reached 90 degrees...
#State var flipped = false
var body: some View {
return VStack{
Group() {
if !self.flipped {
MyView(color: "Blue")
} else {
MyView(color: "Red")
}
}
.animation(.default)
.rotation3DEffect(self.flipped ? Angle(degrees: 90): Angle(degrees: 0), axis: (x: CGFloat(0), y: CGFloat(10), z: CGFloat(0)))
.onTapGesture {
self.flipped.toggle()
}
}
How to achieve such a rotation between two views ?

Simple Solution
The approach you're taking can be made to work by putting your two views in a ZStack and then showing/hiding them as the flipped state changes. The rotation of the second view needs to be offset. But this solution relies on a cross-fade between the two views. It might be OK for some uses cases. But there is a better solution - though it's a bit more fiddly (see below).
Here's a way to make your approach work:
struct SimpleFlipper : View {
#State var flipped = false
var body: some View {
let flipDegrees = flipped ? 180.0 : 0
return VStack{
Spacer()
ZStack() {
Text("Front").placedOnCard(Color.yellow).flipRotate(flipDegrees).opacity(flipped ? 0.0 : 1.0)
Text("Back").placedOnCard(Color.blue).flipRotate(-180 + flipDegrees).opacity(flipped ? 1.0 : 0.0)
}
.animation(.easeInOut(duration: 0.8))
.onTapGesture { self.flipped.toggle() }
Spacer()
}
}
}
extension View {
func flipRotate(_ degrees : Double) -> some View {
return rotation3DEffect(Angle(degrees: degrees), axis: (x: 1.0, y: 0.0, z: 0.0))
}
func placedOnCard(_ color: Color) -> some View {
return padding(5).frame(width: 250, height: 150, alignment: .center).background(color)
}
}
Better Solution SwiftUI has some useful animation tools - such as GeometryEffect - that can generate a really smooth version of this effect. There are some excellent blog posts on this topic at SwiftUI Lab. In particular, see: https://swiftui-lab.com/swiftui-animations-part2/
I've simplified and adapted one of examples in that post to provide the card flipping functionality.
struct FlippingView: View {
#State private var flipped = false
#State private var animate3d = false
var body: some View {
return VStack {
Spacer()
ZStack() {
FrontCard().opacity(flipped ? 0.0 : 1.0)
BackCard().opacity(flipped ? 1.0 : 0.0)
}
.modifier(FlipEffect(flipped: $flipped, angle: animate3d ? 180 : 0, axis: (x: 1, y: 0)))
.onTapGesture {
withAnimation(Animation.linear(duration: 0.8)) {
self.animate3d.toggle()
}
}
Spacer()
}
}
}
struct FlipEffect: GeometryEffect {
var animatableData: Double {
get { angle }
set { angle = newValue }
}
#Binding var flipped: Bool
var angle: Double
let axis: (x: CGFloat, y: CGFloat)
func effectValue(size: CGSize) -> ProjectionTransform {
DispatchQueue.main.async {
self.flipped = self.angle >= 90 && self.angle < 270
}
let tweakedAngle = flipped ? -180 + angle : angle
let a = CGFloat(Angle(degrees: tweakedAngle).radians)
var transform3d = CATransform3DIdentity;
transform3d.m34 = -1/max(size.width, size.height)
transform3d = CATransform3DRotate(transform3d, a, axis.x, axis.y, 0)
transform3d = CATransform3DTranslate(transform3d, -size.width/2.0, -size.height/2.0, 0)
let affineTransform = ProjectionTransform(CGAffineTransform(translationX: size.width/2.0, y: size.height / 2.0))
return ProjectionTransform(transform3d).concatenating(affineTransform)
}
}
struct FrontCard : View {
var body: some View {
Text("One thing is for sure – a sheep is not a creature of the air.").padding(5).frame(width: 250, height: 150, alignment: .center).background(Color.yellow)
}
}
struct BackCard : View {
var body: some View {
Text("If you know you have an unpleasant nature and dislike people, this is no obstacle to work.").padding(5).frame(width: 250, height: 150).background(Color.green)
}
}
Update
The OP asks about managing the flip status outside of the view. This can be done by using a binding. Below is a fragment that implements and demos this. And OP also asks about flipping with and without animation. This is a matter of whether changing the flip state (here with the showBack var) is done within an animation block or not. (The fragment doesn't include FlipEffect struct which is just the same as the code above.)
struct ContentView : View {
#State var showBack = false
let sample1 = "If you know you have an unpleasant nature and dislike people, this is no obstacle to work."
let sample2 = "One thing is for sure – a sheep is not a creature of the air."
var body : some View {
let front = CardFace(text: sample1, background: Color.yellow)
let back = CardFace(text: sample2, background: Color.green)
let resetBackButton = Button(action: { self.showBack = true }) { Text("Back")}.disabled(showBack == true)
let resetFrontButton = Button(action: { self.showBack = false }) { Text("Front")}.disabled(showBack == false)
let animatedToggle = Button(action: {
withAnimation(Animation.linear(duration: 0.8)) {
self.showBack.toggle()
}
}) { Text("Toggle")}
return
VStack() {
HStack() {
resetFrontButton
Spacer()
animatedToggle
Spacer()
resetBackButton
}.padding()
Spacer()
FlipView(front: front, back: back, showBack: $showBack)
Spacer()
}
}
}
struct FlipView<SomeTypeOfViewA : View, SomeTypeOfViewB : View> : View {
var front : SomeTypeOfViewA
var back : SomeTypeOfViewB
#State private var flipped = false
#Binding var showBack : Bool
var body: some View {
return VStack {
Spacer()
ZStack() {
front.opacity(flipped ? 0.0 : 1.0)
back.opacity(flipped ? 1.0 : 0.0)
}
.modifier(FlipEffect(flipped: $flipped, angle: showBack ? 180 : 0, axis: (x: 1, y: 0)))
.onTapGesture {
withAnimation(Animation.linear(duration: 0.8)) {
self.showBack.toggle()
}
}
Spacer()
}
}
}
struct CardFace<SomeTypeOfView : View> : View {
var text : String
var background: SomeTypeOfView
var body: some View {
Text(text)
.multilineTextAlignment(.center)
.padding(5).frame(width: 250, height: 150).background(background)
}
}

A cleaned up and extendable solution
Note that you can easily change flip direction by changing axis parameter in .rotation3DEffect.
import SwiftUI
struct FlipView<FrontView: View, BackView: View>: View {
let frontView: FrontView
let backView: BackView
#Binding var showBack: Bool
var body: some View {
ZStack() {
frontView
.modifier(FlipOpacity(percentage: showBack ? 0 : 1))
.rotation3DEffect(Angle.degrees(showBack ? 180 : 360), axis: (0,1,0))
backView
.modifier(FlipOpacity(percentage: showBack ? 1 : 0))
.rotation3DEffect(Angle.degrees(showBack ? 0 : 180), axis: (0,1,0))
}
.onTapGesture {
withAnimation {
self.showBack.toggle()
}
}
}
}
private struct FlipOpacity: AnimatableModifier {
var percentage: CGFloat = 0
var animatableData: CGFloat {
get { percentage }
set { percentage = newValue }
}
func body(content: Content) -> some View {
content
.opacity(Double(percentage.rounded()))
}
}

Related

SwiftUI. Subview animation is not working if subview's View #State was changed while parent View is animating. iOS 16

I have a structure, where the parent view is a hidden pop-up with content. On some user action parent View starts to slide up. I need all its content to slide up with the parent View. It was working perfectly before iOS 16, but now it's broken. If the child's View subview #State is changed during the animation, then this View appears instantly on a screen, i.e. not sliding. As I understand, because View's #State was changed SwiftUI redraws this particular View and disables its animation, so it appears in its final position without animation. I was trying to force the animation of this particular View using .animation or withAnimation. Nothing of it helped. How to fix this bug in iOS 16?
Minimal reproducible example:
import SwiftUI
#main
struct TestApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
import SwiftUI
struct ContentView: View {
#State var shouldShow: SlideCardPosition = .bottom
#State var text1: String = ""
var body: some View {
VStack {
Button {
shouldShow = .top
} label: {
Text("Show PopUp")
.padding(.top, 100)
}
PopUpUIView(shouldShow: $shouldShow)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
import SwiftUI
struct SlideOverCard<Content: View>: View {
#GestureState private var dragState = SlideDragState.inactive
#Binding private var position: SlideCardPosition
#State private var highlightedBackground = false
private var contentHeight: CGFloat
private var backgroundColor: Color?
private var withCorners: Bool
private var isHandleHidden: Bool
private var overlayOpacity: CGFloat
init(position: Binding<SlideCardPosition>,
contentHeight: CGFloat,
backgroundColor: Color? = nil,
withCorners: Bool = true,
isHandleHidden: Bool = false,
overlayOpacity: CGFloat = 0.75,
content: #escaping () -> Content) {
_position = position
self.content = content
self.contentHeight = contentHeight
self.backgroundColor = backgroundColor
self.withCorners = withCorners
self.isHandleHidden = isHandleHidden
self.overlayOpacity = overlayOpacity
}
var content: () -> Content
var body: some View {
return Rectangle()
.frame(width: UIScreen.screenWidth, height: UIScreen.screenHeight)
.foregroundColor(Color.black.opacity(highlightedBackground ? overlayOpacity : 0))
.position(x: UIScreen.screenWidth / 2, y: (UIScreen.screenHeight) / 2)
.edgesIgnoringSafeArea([.top, .bottom])
.overlay(
Group {
VStack(spacing: 0) {
if !isHandleHidden {
Handle()
}
self.content()
Spacer()
}
}
.frame(width: UIScreen.screenWidth, height: UIScreen.screenHeight)
.background(backgroundColor != nil ? backgroundColor! : Color.black)
.cornerRadius(withCorners ? 40.0 : 0)
.shadow(color: Color(.sRGBLinear, white: 0, opacity: 0.13), radius: 10.0)
.offset(y: position(from: position) + dragState.translation.height)
.animation(dragState.isDragging ? nil : .interpolatingSpring(stiffness: 300.0, damping: 30.0, initialVelocity: 10.0), value: UUID())
.edgesIgnoringSafeArea([.top, .bottom])
.onTapGesture {}
.onChange(of: position) { _ in
withAnimation(.easeInOut) {
highlightedBackground.toggle()
}
}
)
.onTapGesture {
position = position == .bottom ? .top : .bottom
}
}
private func position(from cardPosition: SlideCardPosition) -> CGFloat {
switch cardPosition {
case .top: return UIScreen.screenHeight - contentHeight - UIScreen.topSafeAreaHeight
case .bottom: return 1000
}
}
}
enum SlideCardPosition {
case top
case bottom
}
private enum SlideDragState {
case inactive
case dragging(translation: CGSize)
var translation: CGSize {
switch self {
case .inactive:
return .zero
case .dragging(let translation):
return translation
}
}
var isDragging: Bool {
switch self {
case .inactive:
return false
case .dragging:
return true
}
}
}
private struct Handle: View {
private let handleThickness: CGFloat = 5
var body: some View {
RoundedRectangle(cornerRadius: handleThickness / 2.0)
.frame(width: 34, height: handleThickness)
.foregroundColor(.white)
.padding(.top, 8)
}
}
import UIKit
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
private static let window = UIApplication.shared.windows[0]
private static let safeFrame = window.safeAreaLayoutGuide.layoutFrame
static var topSafeAreaHeight: CGFloat {
safeFrame.minY
}
static var bottomSafeAreaHeight: CGFloat {
window.frame.maxY - safeFrame.maxY
}
}
import SwiftUI
struct PopUpUIView: View {
#Binding var shouldShow: SlideCardPosition
#State var text1 = "some random text"
var body: some View {
SlideOverCard(position: $shouldShow,
contentHeight: 300) {
VStack(spacing: 10) {
Text(text1)
.foregroundColor(.white)
.padding(.top, 80)
}
}.onChange(of: shouldShow) { _ in
if shouldShow == .top {
text1 = UUID().uuidString
}
}
}
}
struct PopUpUIView_Previews: PreviewProvider {
static var previews: some View {
PopUpUIView(shouldShow: .constant(.bottom))
}
}
Example of incorrect animation with a dynamic text.
Example of what I want to achieve. It is working fine if text is static.

How do I offset each View for it's own when generated in a foreach loop SwiftUI

I am creating a Cardview stored with user data for each user in the usersList. Now I want to offset each card for itself by pressing on either button. If I press the button now I will offset every card created by the foreach. How can I make the button only affect the first card? It is probably a better Idea to offset the card in the CardView itself, like I did with the Draggesture and not in the ContentView
struct ContentView: View {
#State var usersList: [User] = []
#State var fetchingComplete: Bool = false
#State var offset = CGSize.zero
#State var buttonPushed: Bool = false
var body: some View {
VStack {
NavBar().onAppear() {
fetchUsers()
}
if fetchingComplete {
ZStack {
ForEach(usersList, id: \.id) { user in
CardView(user: user).offset(x: offset.width, y: offset.height * 0.4)
.rotationEffect(.degrees(Double(offset.width / 40)))
.animation(.spring(), value: buttonPushed)
}
}
}
ButtonsBar(offset: $offset, buttonPushed: $buttonPushed)
}
}
}
public func fetchUsers() -> [User]{
FirebaseManager.shared.firestore.collection("users").getDocuments { snapshot, error in
if let error = error {
print("Failed to fetch users: ", error)
return
}
for document in snapshot!.documents {
let user = User(dictionary: document.data())
usersList.append(user)
}
fetchingComplete.toggle()
}
return usersList
}
}
struct ButtonsBar:View {
#Binding var offset: CGSize
#Binding var buttonPushed: Bool
var body: some View {
HStack {
Button {
print("perform dislike")
offset = CGSize(width: -500, height: 0)
buttonPushed.toggle()
} label: {
Image("dismiss_circle")
}.frame(width: 65)
Button {
print("perform like")
offset = CGSize(width: 500, height: 0)
buttonPushed.toggle()
} label: {
Image("like_circle")
}.frame(width: 65)
}
}
}
struct CardView: View {
#State private var offset = CGSize.zero
var user: User
var body: some View {
VStack{
Image("lady")
.resizable()
}.cornerRadius(12)
.frame(width: 310, height: 392)
.scaledToFit()
.overlay(ImageOverlay(name: self.user.name ?? "", age: self.user.age ?? 0, profession: self.user.profession ?? ""), alignment: .bottomLeading)
.offset(x: offset.width, y: offset.height * 0.4)
.rotationEffect(.degrees(Double(offset.width / 40)))
.gesture(
DragGesture()
.onChanged { gesture in
offset = gesture.translation
} .onEnded { _ in
withAnimation {
swipeCard(width: offset.width)
}
}
)
}
func swipeCard(width: CGFloat) {
switch width {
case -500...(-150):
offset = CGSize(width: -500, height: 0)
case 150...500:
offset = CGSize(width: 500, height: 0)
default:
offset = .zero
}
}
}
Right now, your current design will be unable to achieve what you're saying. How you have designed offset makes it so there's only the single source of truth being a single var offset. Thus, there's no way to give an offset to each card uniquely. Likewise, your design of a single ButtonBar will also be unable to achieve the goal of modifying each unique entry. How would this ButtonBar as it is choose any particular CardView? I know how to implement this, but I think you can figure it out once I explain more on how to uniquely associate values to each CardView.
I know you asked for how to just indent the first card only, but I don't think the easiest answer will be your desired outcome.
What you should do is that you have to track an offset and/or a buttonPressed for EACH user in your UserList. The easiest way is to create a CardViewModel so at the top of your CardView add
#StateObject var cardVM = CardViewModel()
and for the CardViewModel,
class CardViewModel : ObservableObject {
#Published var offset = CGSize.zero
#Published var buttonPushed: Bool = false
}
Now we have a unique offset and buttonPushed for each CardView. From here I would remove the modifiers
.offset(x: offset.width, y: offset.height * 0.4)
.rotationEffect(.degrees(Double(offset.width / 40)))
.animation(.spring(), value: buttonPushed)
and inside the CardView place your ButtonBar like so
struct CardView: View {
#StateObject var cardVM = CardViewModel()
var user: User
var body: some View {
VStack{
ButtonBar(offset: $cardVM.offset, buttonPushed: $cardVM.buttomPushed)
Image("lady")
.resizable()
}
.cornerRadius(12)
.frame(width: 310, height: 392)
.scaledToFit()
.overlay(ImageOverlay(name: self.user.name ?? "", age: self.user.age ?? 0, profession: self.user.profession ?? ""), alignment: .bottomLeading)
.offset(x: offset.width, y: offset.height * 0.4)
.rotationEffect(.degrees(Double(offset.width / 40)))
.gesture(
DragGesture()
.onChanged { gesture in
offset = gesture.translation
}
.onEnded { _ in
withAnimation {
swipeCard(width: offset.width)
}
}
)
// the offset and effects based on button push
.offset(x: cardVM.offset.width, y: cardVM.offset.height * 0.4)
.rotationEffect(.degrees(Double(cardVM.offset.width / 40)))
.animation(.spring(), value: cardVM.buttonPushed)
}
func swipeCard(width: CGFloat) {
switch width {
case -500...(-150):
offset = CGSize(width: -500, height: 0)
case 150...500:
offset = CGSize(width: 500, height: 0)
default:
offset = .zero
}
}
}
Because this isn't an MRE, I'm not able to actually test this, but in general, this should follow the design of creating a CardViewModel for each CardView which contains unique to each view variables offset and buttonPressed and placing the ButtonBar in each CardView allows us to modify the CardViewModel uniquely too.
EDIT:
In your main View, create
#StateObject var buttonBarVM = ButtonBarViewModel()
which has a
#Published var cardVM = CardViewModel().
In CardView, do
#EnvironmentObject var buttonBarVM: ButtonBarViewModel and
.onTap of the CardView or whatever gesture to do self.ButtonBarVM.cardVM = self.cardVM
In ButtonBar, instantiate
#EnvironmentObject var buttonBarVM: ButtonBarViewModel
and change the buttons to modify self.buttonBarVM.cardVM.(states)
One thing I would do is also pass #Published var user: User into cardVM and so when everything is first instantiated, you can wrap the ButtonBar in an if to only show when the user in cardVM is not default because at the moment, unless you first set the ButtonBar, the actions won't do anything until you gesture a CardView.
Here, we create a barButtonsVM to be our controller of a cardVM that you need to select, and we can set that based on a gesture you do to a card. We must preserve #StateObject cardVM = CardViewModel() because that specifically creates a ViewModel for each CardView.

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)
}

How can I activate multiple buttons in one slide gesture with SwiftUI?

I have 25 buttons laid out in a grid for a game like this.
I'm generating these buttons like this:
VStack {
ForEach(1..<6) {_ in
HStack {
ForEach(1..<6) {_ in
Button(action: {
// Button clicked
doButton()
}) {
Rectangle()
.frame(width: 50, height: 50)
.border(Color.black, lineWidth: 1)
}
}
}
}
}
How can I make it so if the user drags their finger across multiple buttons, each one of the buttons are clicked, and doButton() is executed?
I tried using a DragGesture() but couldn't get it to work...
Swift 5.1, iOS 13.
I don't have a 100% solution for you, but I do have something to get you off the ground hopefully. These are not buttons, but simply squares. As I click/drag across them they^ll signal I passed by.
It isn't perfect, but should give you some thing more to work with.
I read a tutorial on medium on doing something similar with drag and drop. This one.
Can help but think you'll need to do something with drag here and the Geometry reader ultimately, detecting where they are and responding to that.
import SwiftUI
struct ContentView: View {
var body: some View {
return VStack {
ForEach(1..<6) {colY in
HStack {
ForEach(1..<6) {rowX in
boxView(row: rowX, col: colY)
}
}
}
}
}
}
struct boxView: View {
#State var row: Int
#State var col: Int
var body: some View {
let dragGesture = DragGesture(minimumDistance: 0, coordinateSpace: CoordinateSpace.global)
.onChanged { (value) in
print("trigger ",self.row,self.col)
}
return Rectangle()
.stroke(Color.black)
.frame(width: 50, height: 50)
.gesture(dragGesture)
}
}
import SwiftUI
class Container : ObservableObject {
#Published var location = CGPoint()
public func updateLocation(_ location: CGPoint) {
self.location = location
}
}
struct SliderGestureButtonsView: View {
#ObservedObject var container = Container()
var body: some View {
VStack(alignment: .center, spacing: 0) {
ForEach(1..<6) { colY in
HStack {
ForEach(1..<6) { rowX in
GeometryReader { gp in
let x = gp.frame(in:.named("hive")).midX
let y = gp.frame(in:.named("hive")).midY
let w = gp.frame(in:.named("hive")).size.width
let h = gp.frame(in:.named("hive")).size.height
let rect = CGRect(x: x, y: y, width: w, height: h)
boxView(row: rowX, col: colY, rect: rect, container: container)
}
}
}.frame(height: 60)
}
}.coordinateSpace(name: "hive").frame(width: 300)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: CoordinateSpace.named("hive"))
.onChanged { (value) in
container.updateLocation(value.location)
}
)
}
}
struct boxView: View {
var row: Int
var col: Int
var rect: CGRect
#ObservedObject var container: Container
var body: some View {
let x = container.location.x
let y = container.location.y
let hw = rect.size.width / 2
let ox = rect.origin.x
let withinX = x > ox - hw && x < ox + hw
let hh = rect.size.height / 2
let oy = rect.origin.y
let withinY = y > oy - hh && y < oy + hh
var pressed = false
if(withinX && withinY) {
pressed = true
print("trigger ", self.row, self.col)
}
return Rectangle()
.stroke(Color.white)
.frame(width: 60, height: 60)
.background(pressed ? Color.green : Color.black)
}
}

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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