I am working with a camera in my application. The app allows you to navigate to this camera view with the help of the TabView in SwiftUI. However, the problem is, when I am on the camera view, I would like to make the TabView hidden. So far I've been trying to find a solution but I cannot seem to find any.
Here is a screenshot of the code and the view with the tabview
Note: The screenshot contains an image if the preview. The camera works fine when I run it on a real device. The problem is that I need the tab bar to be hidden once I've entered the camera view.
And here is an example of the code that I am using:
import SwiftUI
struct AppView: View {
var body: some View {
TabView{
Home()
.tabItem {
// Add icon
Text("Home")
}
MomentsCam()
.tabItem {
// Add icon
Text("Camera")
}.navigationBarHidden(true)
Moments()
.tabItem{
//Add icon
Text("Moments")
}
}
}
}
I updated my solution with TabView for your situation. The same idea: you're using ZStack and #State var selection. And the idea is to use .opacity of TabView and YourCameraView (which is just Image(systemName: "plus.circle") in my example):
struct TabViewModel: View {
#State var selection: Int = 0
var body: some View {
ZStack {
GeometryReader { geometry in
TabView(selection: self.$selection) {
Text("list")
.tabItem {
Image(systemName: "list.bullet.below.rectangle")
}.tag(0)
Text("plus")
.tabItem {
Image(systemName: "camera")
}.tag(1)
Text("more categories!")
.tabItem {
Image(systemName: "square.grid.2x2")
}.tag(2)
}
.opacity(self.selection == 1 ? 0.01 : 1)
Image(systemName: "plus.circle")
.resizable()
.frame(width: 60, height: 60)
.shadow(color: .gray, radius: 2, x: 0, y: 5)
.offset(x: geometry.size.width / 2 - 30, y: geometry.size.height - 80)
.onTapGesture {
self.selection = 0
}
.opacity(self.selection == 1 ? 1 : 0)
}
}
}
}
when you tap on camera tabItem TabView becomes invisible
You may try the following code according to your needs.
struct MomentsCam: View {
var body: some View {
Text("Cam")
}
}
struct Moments: View {
var body: some View {
Text("Moments Cam")
}
}
struct AppView: View {
#State var showCamera = false
var body: some View {
GeometryReader{ p in
ZStack{
TabView{
Home()
.tabItem {
// Add icon
Text("Home")
}
Text("holder")
.tabItem {
// Add icon
Text("Camera")
}.navigationBarHidden(true).onAppear{
self.showCamera = true
print(p.size)
}
Moments()
.tabItem{
//Add icon
Text("Moments")
}
}
if self.showCamera{
MomentsCam().frame(width: p.size.width, height: p.size.height).background(Color.white)
}
}
}
}
}
Related
I created an application with move transition, which sends a View up from below with SwiftUI. However, when View disappears, transition animation is over, but the View remains for about 1 second.
This is my code.
struct ContentView: View {
#State var animation: Bool = false
var body: some View {
VStack {
// This is the Button
Button(action: {
withAnimation(.spring(dampingFraction: 1, blendDuration: 0.5)) {
animation.toggle()
}
}) {
Image(systemName: "star.fill")
.resizable()
.frame(width: 100, height: 100)
.foregroundColor(.accentColor)
}
// This condition sends up the View
if animation {
SecondView()
.transition(.move(edge: .bottom))
}
}
.padding()
}
}
struct SecondView: View {
var body: some View {
VStack {
Text("Hello, world!")
.font(.largeTitle)
.fontWeight(.bold)
Spacer()
}
}
}
And this happened.
I think what you need to do is to apply the animation directly to your button by using the animation modifier so your code may look like this:
Button(action: {
withAnimation {
animation.toggle()
}
}) {
Image(systemName: "star.fill")
.resizable()
.frame(width: 100, height: 100)
.foregroundColor(.accentColor)
}
.animation(.spring(dampingFraction: 1, blendDuration: 0.5), value: animation)
if animation {
SecondView()
.transition(.move(edge: .bottom))
}
Get that strange glitch and can't fix it.
Source of problem - TabView and changing size of child views with animation.
Changing UITabbar appearance not helped. Changing safe area options not helped.
UITabBar.appearance().isHidden = false and opaque appearance give flickering of whole tabbar.
I want to hide default UITabbar to customize my own.
Any ideas?
Flickering of bottom safe area: Demonstration GIF
Sample project:
struct ContentView: View {
#State var selected = "second"
var body: some View {
ZStack(alignment: .bottom) {
VStack(spacing: 0) {
FirstView()
TabView(selection: $selected) {
SecondView()
.tabItem({
Text("second")
})
.tag("second")
ThirdView()
.tabItem({
Text("third")
})
.tag("third")
}
}
HStack {
Image(systemName: selected == "second" ? "circle.fill" : "circle")
.onTapGesture {
selected = "second"
}
Image(systemName: selected == "third" ? "circle.fill" : "circle")
.onTapGesture {
selected = "third"
}
}
.frame(width: 70, height: 40, alignment: .center)
.background(Color.white)
.cornerRadius(10)
.padding()
}
.edgesIgnoringSafeArea(.all)
.onAppear {
UITabBar.appearance().isHidden = true
}
}
}
struct FirstView: View {
#State var height:CGFloat = 200
var body: some View {
ZStack(alignment: .bottom) {
Color.red
.frame(height: height)
Image(systemName: height == 200 ? "arrow.down" : "arrow.up")
.foregroundColor(.white)
.padding(5)
.onTapGesture {
withAnimation(.easeInOut(duration: 2)) {
height = height == 200 ? 350 : 200
}
}
}
}
}
struct SecondView: View {
var body: some View {
ZStack {
Text("hello")
}
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center)
.background(Color.green)
.onAppear {
UITabBar.appearance().isHidden = true
}
}
}
struct ThirdView: View {
var body: some View {
Color.blue
.edgesIgnoringSafeArea(.bottom)
}
}
Thanks for answers :)
Since you have your own index navigation anyways, I recommend to get rid of TabView altogether and switch views by if / else or switch statements:
struct ContentView: View {
#State var selected = "second"
var body: some View {
ZStack(alignment: .bottom) {
VStack(spacing: 0) {
FirstView()
if selected == "second" {
SecondView()
} else {
ThirdView()
}
}
HStack {
Image(systemName: selected == "second" ? "circle.fill" : "circle")
.onTapGesture {
selected = "second"
}
Image(systemName: selected == "third" ? "circle.fill" : "circle")
.onTapGesture {
selected = "third"
}
}
.frame(width: 70, height: 40, alignment: .center)
.background(Color.white)
.cornerRadius(10)
.padding()
}
.edgesIgnoringSafeArea(.all)
}
}
OUTLINE
I have made a custom slimline sidebar that I am now implementing across the whole app. The sidebar consists of a main button that is always showing and when pressed it shows or hides the rest of the sidebar that consists of buttons navigating to other views.
I am currently implementing the sidebar across the app on each view by creating a ZStack like this:
struct MainView: View {
var body: some View {
ZStack(alignment: .topLeading) {
SideBarCustom()
Text("Hello, World!")
}
}
}
PROBLEM
I am planning on adding a GeometryReader so if the side bar is shown the rest of the content moves over. With this in mind, the way I am implementing the sidebar on every view feels clunky and a long winded way to add it. Is there a more simple/better method to add this to each view?
Sidebar Code:
struct SideBarCustom: View {
#State var isToggle = false
var names = ["Home", "Products", "Compare", "AR", "Search"]
var icons = ["house.fill", "printer.fill.and.paper.fill", "list.bullet.rectangle", "arkit", "magnifyingglass"]
var imgSize = 20
var body: some View {
GeometryReader { geo in
VStack {
Button(action: {
self.isToggle.toggle()
}, label: {
Image("hexagons")
.resizable()
.frame(width: 40, height: 40)
.padding(.bottom, 20)
})
if isToggle {
ZStack{
RoundedRectangle(cornerRadius: 5)
.foregroundColor(Color.red)
.frame(width: 70, height: geo.size.height)
VStack(alignment: .center, spacing: 60) {
ForEach(Array(zip(names, icons)), id: \.0) { item in
Button(action: {
// NAVIIGATE TO VIEW
}, label: {
VStack {
Image(systemName: item.1)
.resizable()
.frame(width: CGFloat(imgSize), height: CGFloat(imgSize))
Text(item.0)
}
})
}
}
}
}
}
}
}
}
I don't think there's necessarily a reason to use GeometryReader here. The following is an example that has a dynamic width sidebar (although you could set it to a fixed value) that slides in and out. The main content view resizes itself automatically, since it's in an HStack:
struct ContentView : View {
#State private var sidebarShown = false
var body: some View {
HStack {
if sidebarShown {
CustomSidebar(sidebarShown: $sidebarShown)
.frame(maxHeight: .infinity)
.border(Color.red)
.transition(sidebarShown ? .move(edge: .leading) : .move(edge: .trailing) )
}
ZStack(alignment: .topLeading) {
MainContentView()
.frame(maxWidth: .infinity, maxHeight: .infinity)
if !sidebarShown {
Button(action: {
withAnimation {
sidebarShown.toggle()
}
}) {
Image(systemName: "info.circle")
}
}
}
}
}
}
struct CustomSidebar : View {
#Binding var sidebarShown : Bool
var body: some View {
VStack {
Button(action: {
withAnimation {
sidebarShown.toggle()
}
}) {
Image(systemName: "info.circle")
}
Spacer()
Text("Hi")
Text("There")
Text("World")
Spacer()
}
}
}
struct MainContentView: View {
var body: some View {
VStack {
Text("Main content")
}
}
}
How to hide the tabBar in specific screens? I'm navigating from login to directly to tabBar. Is there any way to hide? In UIKit we're hiding by pushing and I have no idea how to do it in SwiftUI, by presenting the view not going to work.
Here is my TabBar
struct ReceiverTabBar: View {
#State private var selection: Int = 0
var body: some View {
TabView(selection: $selection){
.tabItem {
selection == 0 ? Image("")
Text("")
}
.tag(0)
ReceiverProfileView()
.tabItem {
selection == 1 ? Image("")
Text("")
}
.tag(1)
ReceiverNotificationsView()
.tabItem {
selection == 2 ? Image("")
Text("")
}
.tag(2)
ReceiverMoreView()
.tabItem {
selection == 3 ? Image("")
Text("")
}
.tag(3)
}
.accentColor(.black)
}
}
and I want hide tabBar in this view
struct MakingDonationView: View {
#Environment(\.presentationMode) var presentationMode
#State var selected = 0
var body: some View {
ScrollView(showsIndicators: false) {
Image("")
.resizable()
.aspectRatio(contentMode: .fit)
.padding(.horizontal,30)
.padding(.top,40)
.frame(height: UIScreen.main.bounds.height/5)
Text("")
.font(.custom("Poppins-SemiBold", size: 16))
.foregroundColor(Color("#252422"))
.padding(.top,20)
Text("")
.font(.custom("Poppins-SemiBold", size: 12))
.foregroundColor(Color("#5E5E5E"))
Text("")
.font(.custom("Poppins-Medium", size: 12))
.foregroundColor(Color("#A0A0A0"))
}
Spacer()
Divider()
MakingDonation(selected: $selected)
}
.padding(.all)
}
.padding(.horizontal,20)
.edgesIgnoringSafeArea(.bottom)
}
Button(action: {
}, label: {
Spacer()
Text("Confirm Donation Amount")
.font(.custom("Poppins-SemiBold", size: 13))
.foregroundColor(.black)
Spacer()
})
.frame(height:44)
.background(Color("#FFA919"))
.padding(.horizontal,20)
}
.shadow(color: .gray, radius: 1, x: 0, y: 2)
.cornerRadius(4)
}
.shadow(color: .gray, radius: 2, x: 0, y: 2)
.edgesIgnoringSafeArea(.all)
.frame(height:80)
.navigationBarBackButtonHidden(true)
.navigationBarTitle("Making Donation", displayMode: .inline)
}
}
func goBack(){
self.presentationMode.wrappedValue.dismiss()
}
}
Try this:
// Container Screen view for handling all screen
struct ContainerView: View {
#State var tabSelection: Screens = .screen1
var body: some View {
NavigationView{
TabView(selection: $tabSelection){
// Screen 1
// Hide tab bar view only for Screen 1
NavigationLink(destination: PushedView()){
VStack{
Text("Screen 1")
Text("Tap to PushedView")
}
}
.tabItem { Text("Screen 1") }
.tag(Screens.screen1)
// Screen 2
// same view using for screen 2 for directly shows on that
PushedView()
.tabItem { Text("Screen 2") }
.tag(Screens.screen2)
}
.navigationBarTitle( self.tabSelection.title)
}
}
}
// New view for pushing
struct PushedView: View {
var body: some View {
Text("Hi! This is the new View")
.navigationBarTitle("NewView")
}
}
// Tab screens
enum Screens{
case screen1, screen2
var title: String {
switch self {
case .screen1:
return "Screen1"
case .screen2:
return "Screen2"
}
}
}
I have a view that I present at the top of other views like a popover view, inside the view I have a couple of buttons. When I add a single button in the overplayed view and tap the button it works. However if I added multiple buttons and try to tap the buttons they don't work. Instead it clicks to the components bellow the view.
I would like to add multiple buttons and click them on the overlay view, I'm not sure what my mistake is on this code:
Here is my code:
struct MenuContent: View {
var body: some View {
List() {
ForEach(0..<2) { _ in
HStack {
ForEach(0..<4) { _ in
Button(action: {
print("tapped button")
}) {
VStack {
Text("Rev")
Image("trash.fill")
.resizable()
.scaledToFit()
.frame(width: 60, height: 60)
}
}.background(Color.blue)
}
}
}
}
}
}
OverlayView
struct OverlayMenu: View {
let width: CGFloat
#Binding var show: Bool
var body: some View {
return ZStack {
HStack {
MenuContent()
.frame(width: self.width, height: 160)
.cornerRadius(10, antialiased: false)
.offset(x: self.show ? 0 : -self.width, y: 285)
.animation(.spring())
Spacer()
}
.shadow(radius: 20)
}
}
}
ContentView
struct ContentView: View {
#State var show = true
var body: some View {
OverlayMenu(width: 350,
show: $show)
}
}
I think there is some trouble with List rows and tap gestures on them. You can deal with it if you want or you may try VStack instead of List and use Divider to divide "rows" and taps on the buttons will be handle as you expect. I changed your example a little to show how it works, I think you can handle design by yourself then:
struct MenuContent: View {
#State var hits = 0
var body: some View {
VStack {
Text("\(hits)")
Divider().frame(width: 250)
ForEach(0..<2) { _ in
ButtonsLine(hits: self.$hits)
Divider().frame(width: 250)
}
}
}
}
struct ButtonsLine: View {
#Binding var hits: Int
var body: some View {
HStack {
ForEach(0..<4) { value in
Button(action: {
print("tapped button")
self.hits += value + 1
}) {
ButtonDesign()
}
}
}
}
}
struct ButtonDesign: View {
var body: some View {
VStack {
Text("Rev")
.foregroundColor(.black)
Image(systemName: "trash")
.resizable()
.scaledToFit()
.foregroundColor(.red)
.frame(width: 60, height: 60)
}
.shadow(radius: 20)
}
}
and the result is: