I really like SwiftUI and trying to re-build with it an old iPhone app originally created back in 2009. So far, the trickiest part appears to be a particular animation. Here is how it looks in the original:
I.e. a view is being updated and also animated, so that its updated copy appears to slide in. Here is the code I am using to achieve this effect:
[self.phaseCell.layer addAnimation:[AnimationManager transitionFromRight] forKey:#"From Right"];
+ (CATransition *)transitionFromRight
{
return [AnimationManager animation:kCATransitionFromRight];
}
+ (CATransition *)animation:(NSString *)direction
{
CATransition *animation = [CATransition animation];
[animation setDelegate:(id<CAAnimationDelegate>)self];
[animation setType:kCATransitionPush];
[animation setSubtype:direction];
[animation setDuration:0.5f];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
return animation;
}
Is it possible to create something similar with SwiftUI?
here is a demo, triggering the transition on tap:
struct MoonPhase: Identifiable {
let id = UUID()
var name: String
var image: String
}
let phases = [
MoonPhase(name: "New Moon", image: "moonphase.new.moon"),
MoonPhase(name: "First Quarter", image: "moonphase.first.quarter"),
MoonPhase(name: "Full Moon", image: "moonphase.full.moon"),
MoonPhase(name: "Last Quarter", image: "moonphase.last.quarter"),
]
struct ContentView: View {
#State private var index = 0
var body: some View {
VStack {
Divider()
// the interesting part
HStack {
Image(systemName: phases[index].image)
Text(phases[index].name)
}
.id(index)
.frame(maxWidth: .infinity)
.transition(.asymmetric(insertion: .move(edge: .trailing).combined(with: .opacity),
removal: .move(edge: .leading).combined(with: .opacity)))
Divider()
HStack {
Image(systemName: "asterisk")
Text("Moon in Pisces")
}
Divider()
}
.onTapGesture {
withAnimation(.easeInOut(duration: 1)) {
index = (index + 1) % phases.count
}
}
.font(.largeTitle)
.padding()
}
}
Related
I apply ".animation (.easeIn)" but it is deprecated.
tells me: animation 'has been deprecated in iOS 15.0: use instead with Animation or animation (: value :), but animation (: value :) I don't know which value I need to pass. I can't create animations that start slowly. Can you please help me understand how I can properly use animation (_: value :) to make animation work? I have to create the animation that when I move the slider, the images slowly recompose in space according to how much they are enlarged or reduced.
thank you.
'''
import SwiftUI
struct GalleryView: View {
// MARK: - PROPERTIES
#State private var selectedAnimal: String = "lion"
let animals: [Animal] = Bundle.main.decode("animals.json")
let haptics = UIImpactFeedbackGenerator(style: .medium)
#State private var gridLayout: [GridItem] = [GridItem(.flexible())]
#State private var gridColumn: Double = 3.0
func gridSwitch() {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
}
// MARK: - BODY
var body: some View {
ScrollView(.vertical, showsIndicators: false) {
VStack(alignment: .center, spacing: 30) {
// MARK: - IMAGE
Image(selectedAnimal)
.resizable()
.scaledToFit()
.clipShape(Circle())
.overlay(Circle().stroke(Color.white, lineWidth: 8))
// MARK: - SLIDER
Slider(value: $gridColumn, in: 2...4, step: 1) // se aumento il valore nello slider ci saranno più sezioni
.padding(.horizontal)
.onChange(of: gridColumn, perform: { value in
gridSwitch()
})
// MARK: - GRID
LazyVGrid(columns: gridLayout, alignment: .center, spacing: 10) {
ForEach(animals) { item in
Image(item.image)
.resizable()
.scaledToFit()
.clipShape(Circle())
.overlay(Circle().stroke(Color.white, lineWidth: 1))
.onTapGesture {
selectedAnimal = item.image
haptics.impactOccurred()
}
} //: LOOP
} //: GRID
.animation(.easeIn)
.onAppear(perform: {
gridSwitch()
})
} //: VSTACK
.padding(.horizontal, 10)
.padding(.vertical,50)
} //: SCROLL
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(MotionAnimationView())
}
}
// MARK: - PREVIEW
struct GalleryView_Previews: PreviewProvider {
static var previews: some View {
GalleryView()
}
}
As the error says, .animation() is deprecated, with iOS 15, you need to use .animation(value:) now. where the value is the binding that you want your animation to be triggered, in your case, I assume it is selectedAnimal.
Applying this would be something like
VStack {
}
.animation(.easeIn, value: selectedAnimal)
As discussed in comments, if you want your gridLayout to be animatable, it is a little bit more tricky. Because Arrays has to be Equatable if you want them to be animatable, since extending the GridItem is not a good solution, I came up with this:
delete your .animation method change your gridSwitch function with this:
struct GalleryView: View {
// ... irrelevant code
#State private var isGridChanged = false
func gridSwitch() {
if (isGridChanged) {
withAnimation {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
}
}
else {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
isGridChanged = true
}
}
isGridChanged is required because as you're changing your gridLayout when your View is initialized, it causes a weird bug that everything is getting scaled down when app launches because of withAnimation.
I'm still new to SwiftUI. I'm trying to get each change of an image to start out at opacity 0.0 (fully transparent), then increase to opacity 1.0 (fully opaque)
I expected I could achieve this using the .opacity transition. .opacity is described as a "transition from transparent to opaque on insertion", so my assumption is that by stating "withAnimation" in my Button action, I'd trigger the Image to be re-rendered, and the transition would occur beginning from faded to transparent. Instead I see the same instant appear of the new shape & slow morphing to a new size, no apparent change in .opacity. Code and .gif showing current result, below. I've used UIKit & know I'd set alpha to zero, then UIView.animate to alpha 1.0 over a duration of 1.0, but am unsure how to get the same effect in SwiftUI. Thanks!
struct ContentView: View {
#State var imageName = ""
var imageNames = ["applelogo", "peacesign", "heart", "lightbulb"]
#State var currentImage = -1
var body: some View {
VStack {
Spacer()
Image(systemName: imageName)
.resizable()
.scaledToFit()
.padding()
.transition(.opacity)
Spacer()
Button("Press Me") {
currentImage = (currentImage == imageNames.count - 1 ? 0 : currentImage + 1)
withAnimation(.linear(duration: 1.0)) {
imageName = imageNames[currentImage]
}
}
}
}
}
The reason you are not getting the opacity transition is that you are keeping the same view. Even though it is drawing a different image each time, SwiftUI sees Image as the same. the fix is simple: add .id(). For example:
Image(systemName: imageName)
.resizable()
.scaledToFit()
.padding()
.transition(.opacity)
// Add the id here
.id(imageName)
Here is the correct approach for this kind of issue:
We should not forgot how transition works!!! Transition modifier simply transmit a view to nothing or nothing to a view (This should be written with golden ink)! in your code there is no transition happening instead update happing.
struct ContentView: View {
#State var imageName1: String? = nil
#State var imageName2: String? = nil
var imageNames: [String] = ["applelogo", "peacesign", "heart", "lightbulb"]
#State var currentImage = -1
var body: some View {
VStack {
Spacer()
ZStack {
if let unwrappedImageName: String = imageName1 {
Image(systemName: unwrappedImageName)
.resizable()
.transition(AnyTransition.opacity)
.animation(nil, value: unwrappedImageName)
.scaledToFit()
}
if let unwrappedImageName: String = imageName2 {
Image(systemName: unwrappedImageName)
.resizable()
.transition(AnyTransition.opacity)
.animation(nil, value: unwrappedImageName)
.scaledToFit()
}
}
.padding()
.animation(.linear, value: [imageName1, imageName2])
Spacer()
Button("Press Me") {
currentImage = (currentImage == imageNames.count - 1 ? 0 : currentImage + 1)
if imageName1 == nil {
imageName2 = nil; imageName1 = imageNames[currentImage]
}
else {
imageName1 = nil; imageName2 = imageNames[currentImage]
}
}
}
}
}
I have a problem related on my List view. The question is simple: how can I get rid of that wierd gray rectangle showing on top of the TabBar? I didn't code that, I just implemented a controller with a List and NavigationBar and then it showed that thing.
For more clear explanation I post the images:
ItemRow.swift code:
import SwiftUI
struct ItemRow: View {
static let colors: [String: Color] = ["D": .purple, "G": .orange, "N": .red, "S": .yellow, "V": .pink]
var item: MenuItem
var body: some View {
NavigationLink(destination: Text(item.name)) {
HStack {
Image(item.thumbnailImage)
.clipShape(Circle())
.overlay(Circle().stroke(Color("IkeaBlu"), lineWidth: 2))
VStack(alignment: .leading){
Text(item.name)
.font(.headline)
Text("€ \(item.price)")
}.layoutPriority(1)
Spacer()
ForEach(item.restrictions, id: \.self) { restriction in
Text(restriction)
.font(.caption)
.fontWeight(.black)
.padding(5)
.background(Self.colors[restriction, default: .black])
.clipShape(Circle())
.foregroundColor(.white)
}
}
}
}
}
struct ItemRow_Previews: PreviewProvider {
static var previews: some View {
ItemRow(item: MenuItem.example)
}
}
thanks a lot for the help
Remove the marked part of hack from TabBar view and that glitch will go.
Tested with Xcode 11.4 / iOS 13.4
} .onAppear {
// UITabBar.appearance().isTranslucent = false // << this one !!
UITabBar.appearance().barTintColor = UIColor(named: "IkeaBlu")
}.accentColor(Color(.white))
I made a custom modal using SwiftUI. It works fine, but the animation is wonky.
When played in slow motion, you can see that the ModalContent's background disappears immediately after triggering ModalOverlay's tap action. However, ModalContent's Text views stay visible the entire time.
Can anyone tell me how I can prevent ModalContent's background from prematurely disappearing?
Slow-mo video and code below:
import SwiftUI
struct ContentView: View {
#State private var isShowingModal = false
var body: some View {
GeometryReader { geometry in
ZStack {
Button(
action: { withAnimation { self.isShowingModal = true } },
label: { Text("Show Modal") }
)
ZStack {
if self.isShowingModal {
ModalOverlay(tapAction: { withAnimation { self.isShowingModal = false } })
ModalContent().transition(.move(edge: .bottom))
}
}.edgesIgnoringSafeArea(.all)
}
}
}
}
struct ModalOverlay: View {
var color = Color.black.opacity(0.4)
var tapAction: (() -> Void)? = nil
var body: some View {
color.onTapGesture { self.tapAction?() }
}
}
struct ModalContent: View {
var body: some View {
GeometryReader { geometry in
VStack {
Spacer()
VStack(spacing: 16) {
Text("Item 1")
Text("Item 2")
Text("Item 3")
}
.frame(width: geometry.size.width)
.padding(.top, 16)
.padding(.bottom, geometry.safeAreaInsets.bottom)
.background(Color.white)
}
}
}
}
The solution (thanks to #JWK):
It's probably a bug. It seems that, during the transition animation (when the views are disappearing) the zIndex of the two views involved (the ModalContent and the ModalOverlay) is not respected. The ModalContent (that is supposed to be in front of the ModalOverlay) is actually moved under the ModalOverlay at the beginning of the animation. To fix this we can manually set the zIndex to, for example, 1 on the ModalContent view.
struct ContentView: View {
#State private var isShowingModal = false
var body: some View {
GeometryReader { geometry in
ZStack {
Button(
action: { withAnimation { self.isShowingModal = true } },
label: { Text("Show Modal") }
)
ZStack {
if self.isShowingModal {
ModalOverlay(tapAction: { withAnimation(.easeOut(duration: 5)) { self.isShowingModal = false } })
ModalContent()
.transition(.move(edge: .bottom))
.zIndex(1)
}
}.edgesIgnoringSafeArea(.all)
}
}
}
}
The investigation that brings to a solution
Transition animations in SwiftUI have still some issues. I think this is a bug. I'm quite sure because:
1) Have you tried to change the background color of your ModalContent from white to green?
struct ModalContent: View {
var body: some View {
GeometryReader { geometry in
VStack {
Spacer()
VStack(spacing: 16) {
Text("Item 1")
Text("Item 2")
Text("Item 3")
}
.frame(width: geometry.size.width)
.padding(.top, 16)
.padding(.bottom, geometry.safeAreaInsets.bottom)
.background(Color.green)
}
}
}
}
This way it works (see the following GIF):
2) Another way to make the bug occur is to change the background color of your ContentView to, for example, green, leaving the ModalContent to white:
struct ContentView: View {
#State private var isShowingModal = false
var body: some View {
GeometryReader { geometry in
ZStack {
Button(
action: { withAnimation(.easeOut(duration: 5)) { self.isShowingModal = true } },
label: { Text("Show Modal") }
)
ZStack {
if self.isShowingModal {
ModalOverlay(tapAction: { withAnimation(.easeOut(duration: 5)) { self.isShowingModal = false } })
ModalContent().transition(.move(edge: .bottom))
}
}
}
}
.background(Color.green)
.edgesIgnoringSafeArea(.all)
}
}
struct ModalOverlay: View {
var color = Color.black.opacity(0.4)
var tapAction: (() -> Void)? = nil
var body: some View {
color.onTapGesture { self.tapAction?() }
}
}
struct ModalContent: View {
var body: some View {
GeometryReader { geometry in
VStack {
Spacer()
VStack(spacing: 16) {
Text("Item 1")
Text("Item 2")
Text("Item 3")
}
.frame(width: geometry.size.width)
.padding(.top, 16)
.padding(.bottom, geometry.safeAreaInsets.bottom)
.background(Color.white)
}
}
}
}
Even in this case it works as expected:
3) But if you change your ModalContent background color to green (so you have both the ContentView and the ModalContent green), the problem occurs again (I won't post another GIF but you can easily try it yourself).
4) Yet another example: if you change the appearance of you iPhone to Dark Appearance (the new feature of iOS 13) your ContentView will automatically become black and, since your ModalView is white, the problem won't occur and everything goes fine.
I want to have a full screen image in the background. I have implemented this:
struct LoginView: View {
var body: some View {
VStack {
Spacer();
Text("Hallo");
Text("Hallo2");
Text("Hallo2");
Text("Hallo2");
Text("Hallo2");
Text("Hallo2");
Text("Hallo2");
Spacer();
}.background(Image("Background LaunchScreen")
.resizable()
.aspectRatio(UIImage(named: "Background LaunchScreen")!.size, contentMode: .fill)
.clipped())
.edgesIgnoringSafeArea(.all)
}
}
When I remove the spacers, the image is no longer displayed in full screen mode.
Surely that can be solved differently?
And if I turn the iPhone in the simulator to the side, I have left and right white stripes.
How can I change this?
Here's a possible solution using GeometryReader and ZStack:
import SwiftUI
struct LoginView: View {
var body: some View {
GeometryReader { geometry in
ZStack {
Image("LaunchImage")
.resizable()
.aspectRatio(geometry.size, contentMode: .fill)
.edgesIgnoringSafeArea(.all)
VStack {
ForEach (1...10, id: \.self) { _ in
Text("Hallo")
.foregroundColor(Color.white)
}
}
}
}
}
}
#if DEBUG
struct LoginView_Previews: PreviewProvider {
static var previews: some View {
LoginView()
}
}
#endif
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