Baseline alignment of buttons in SwiftUI on macOS - macos

I’m trying to vertically align a Text and a regular Button along their baselines in SwiftUI on macOS. I basically want to replicate this layout from the WiFi preference pane:
I expected that putting the said controls into an HStack with the alignment set to .firstTextBaseline would produce this layout. While this is the case for many other controls, it doesn’t seem to work with non-plain buttons. See the following example:
HStack(alignment: .firstTextBaseline) {
Text("Text")
Text("Large Text")
.font(.title)
Button {} label: {
Text("Button")
}
Button {} label: {
Text("Borderless")
}
.buttonStyle(.borderless)
Button {} label: {
Text("Plain")
}
.buttonStyle(.plain)
Toggle("Toggle", isOn: .constant(true))
Picker("Picker", selection: .constant(0)) {
Text("One").tag(0)
Text("Two").tag(1)
Text("Three").tag(2)
}
.pickerStyle(.radioGroup)
}
.padding()
Am I holding it wrong? Is there a way to levere the baselines just like in AppKit, or do I have to position the button manually?

Related

ContextMenu in macOS App SwiftUI on Button Tap

I want to tap a button and show a context menu in SwiftUI for a macOS app. I can see the button but when I tap the button nothing happens.
let menuItems = ContextMenu {
Button("Today") {}
Button("Tomorrow") {}
}
Button {
// action
} label: {
Label("Add Date", systemImage: "calendar")
.contextMenu(menuItems)
}
Any ideas?
It seems to me that you just look for menu with button style, like
Menu {
Button("Today") {}
Button("Tomorrow") {}
} label: {
Label("Add Date", systemImage: "calendar")
}
.menuStyle(.borderedButton)
Placing a Button around the context menu means that the button is managing all the click events, and none of them get through to the contextMenu modifier.
You could move the modifier to attach onto the button itself, and you get something that executes the button action on left click, but displays the context menu when right-clicked:
Button {
print("Clicked")
} label: {
Label("Add Date", systemImage: "calendar")
}
.contextMenu(menuItems)

Removing Button Highlight SwiftUI

Is there anyway we could remove the default button highlight in SwiftUI?
I currently have a view that acts as a navigationlink but when I tap on it, I would like it to not have that default highlight (the fade out ).
The main view looks like:
NavigationLink( ... ) {
VStack{
{ ... }
Button(action: ... ){ ... }
}
}
.buttonStyle(PlainButtonStyle())
It's gotten rid of the blue foreground text color, but has not removed the default highlight.
I would like to do this as I have another button inside that view that does a seperate action, but when I click on that button, it highlights the entire view (but doesn't trigger the main view navigationlink!! it only triggers the inner button action)
I am currently using swiftui 2.0
edit:
I couldn't a find a way to remove that button highlight, but I found a different approach. Instead, I would just navigate programmatically by using the isActive version of NavigationLink. So instead it would be :
#State private var showOneLevelIn = false
//this navigationLink is hidden
NavigationLink(destination: OneLevelInView(), isActive: $showOneLevelIn, label: { EmptyView() })
//original view without navigationlink wrapped around
VStack{
{ ... }
Button(action: ... ){ ... }
}
.onTapGesture(count: 1) {
showOneLevelIn = true
}
found from: Use NavigationLink programmatically in SwiftUI
List detects any default button at any subview level. So try to change button style not only for link but for buttons as well
NavigationLink( ... ) {
VStack{
{ ... }
Button(action: ... ){ ... }
.buttonStyle(PlainButtonStyle()) // << here !!
}
}
.buttonStyle(PlainButtonStyle())

Simple SwiftUI transition that doesn't seem to be working

I've been trying to get a comprehensive understanding of how Animations and Transitions work in SwiftUI.
I've been experimenting with different transitions and animations all day but one transition I want isn't working. I'll first show the code and then explain what sort of transition I want.
struct Test: View {
#State private var pressed = false // Controls whether the tower is shown or not.
var body: some View {
VStack {
Button(pressed ? "Press me to hide tower" : "Press me to show tower") { // Controls truth value of the "pressed" variable above.
withAnimation(.easeInOut(duration: 5)) { // I've set the duration to 5 because I want to see the animation in slow-motion.
self.pressed.toggle() // Toggles truth value of "pressed" from true to false or vice-versa.
}
}
if pressed { // Displays the Tower when "pressed" is true.
Tower() // Tower struct is provided below.
}
}
}
}
And this is the Tower struct:
struct Tower: View {
var body: some View {
VStack {
Text("Level 3").transition(.move(edge: .leading))
Text("Level 2")
Text("Level 1").transition(.move(edge: .trailing))
}
}
}
The transition I want to achieve is pretty straightforward - I want Level 3 to fly in from the left, Level 1 to fly in from the right, and Level 2 to just fade in and out. With this code however, Levels 1, 2 and 3, all just fade in and out together. The .move(edge: .trailing) transition seems to not work for some reason.
The catch is that I definitely want the Tower struct and the Test struct to be separate at all times. (I don't want to copy-paste any of the code that's within the Tower struct inside of the Test struct)
If you can show me how I can make the upper and lower levels fly in from different sides please let me know (if you can provide a code sample as well it'll help a ton).
Transition is an engine to present/remove a view in/from view hierarchy (with animation if animation is specified). It is applied to view as a whole, directly, and is not passed-into view's subviews. So if you try to add view into view hierarchy that does not have own transition it just appears, immediately, if there is animation then by default fade-in/out transition is applied (again, to view as a whole).
But you want to transition view's internals from outside. So here is possible solution.
Tested with Xcode 11.4 / iOS 13.4 (you can play with animations by yourself)
struct Test: View {
#State private var pressed = false
var body: some View {
VStack {
Button(pressed ? "Press me to hide tower" : "Press me to show tower") {
self.pressed.toggle()
}
Tower(show: $pressed)
}.animation(.easeInOut)
}
}
struct Tower: View {
#Binding var show: Bool
var body: some View {
VStack {
if show {
Text("Level 3").transition(.move(edge: .leading))
Text("Level 2")
Text("Level 1").transition(.move(edge: .trailing))
}
}
.animation(.easeInOut)
}
}

Animating Text in SwiftUI

SwiftUI has wonderful animation features, but the way it handles changes in Text View content is problematic. It animates the change of the text frame but changes the text immediately without animation. As a result, when the content of a Text View is made longer, animating the transition causes an ellipsis (…) to appear until the text frame reaches its full width. For example, in this little app, pressing the Toggle button switches between shorter and longer text:
Here's the code:
import SwiftUI
struct ContentView: View {
#State var shortString = true
var body: some View {
VStack {
Text(shortString ? "This is short." : "This is considerably longer.").font(.title)
.animation(.easeInOut(duration:1.0))
Button(action: {self.shortString.toggle()}) {
Text("Toggle").padding()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
The question is: how to avoid the ellipsis? When animating a one character string into a two character string the situation is even worse, because the short string is completely replaced by the ellipsis while it animates into the longer string.
One possibility is to assign a separate id to the view in one state or another by adding the modifier, for instance, .id(self.shortString ? 0 : 1) and then adding a .transition() modifier. That will treat the Text as two different Views, before and after. Unfortunately, in my case I need to move text location during the change, and different ids makes animating that impossible.
I guess the solution is a creative use of AnimatableData. Any ideas?
Here is a demo of possible approach (scratchy - you can redesign it to extension, modifier, or separate view)
Tested with Xcode 11.4 / iOS 13.4
struct ContentView: View {
#State var shortString = true
var body: some View {
VStack {
if shortString {
Text("This is short.").font(.title).fixedSize()
.transition(AnyTransition.opacity.animation(.easeInOut(duration:1.0)))
}
if !shortString {
Text("This is considerably longer.").font(.title).fixedSize()
.transition(AnyTransition.opacity.animation(.easeInOut(duration:1.0)))
}
Button(action: {self.shortString.toggle()}) {
Text("Toggle").padding()
}
}
}
}
Any suggestions for shrinking an animated gif's dimensions?
I use this way:
- decrease zoom of Preview to 75% (or resize window of Simulator)
- use QuickTimePlayer region-based Screen Recording
- use https://ezgif.com/video-to-gif for converting to GIF
If you add .animation(nil) to the Text object definition then the contents will change directly between values, avoiding ellipsis.
However, this may prevent the animation of the text location, which you also mention wanting to do simultaneously.
You can add one by one character into a string with animation after 0.1 seconds additional, but remember to disable the button toggle while the characters being added, like below:
Code:
public struct TextAnimation: View {
public init(){ }
#State var text: String = ""
#State var toggle = false
public var body: some View {
VStack{
Text(text).animation(.spring())
HStack {
Button {
toggle.toggle()
} label: {
Text("Toggle")
}
}.padding()
}.onChange(of: toggle) { toggle in
if toggle {
text = ""
"This is considerably longer.".enumerated().forEach { index, character in
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) * 0.1) {
text += String(character)
}
}
} else {
text = "This is short."
}
}
}
}

SwiftUI - How to change hierarchical position of View?

Here's a basic example of what doesn't work:
import SwiftUI
struct Test : View {
#State var swapped = false
var body: some View {
if swapped { Color.green }
Color.blue.tapAction {
withAnimation { self.swapped.toggle() }
}
if !swapped { Color.green }
}
}
SwiftUI has no way to figure out that I think of the first Color.green and the second Color.green as the same view, so of course the animation just fades one of them out while fading the other one in at the new location. I'm looking for the way to indicate to SwiftUI that these are the same view, and to animate it to the new location. I discovered the .id() modifier with great excitement because I believed that it would give me the effect that I want:
import SwiftUI
struct Test : View {
#State var swapped = false
var body: some View {
if swapped { Color.green.id("green") }
Color.blue.tapAction {
withAnimation { self.swapped.toggle() }
}
if !swapped { Color.green.id("green") }
}
}
This, unfortunately, does not work either. I'm unbelievably excited about SwiftUI, but it seems to me that the ability to change the structure of the view hierarchy while preserving view identity is quite important. The actual use case which prompted me to think about this is that I have a handful of views which I'm trying to create a fan animation for. The simplest way would be to have the items in a ZStack in one state so that they are all on top of each other, and then to have them in a VStack in the fanned out state, so that they're vertically spread out and all visible. Changing from a ZStack to a VStack of course counts as a change to the structure and therefore all continuity between the states is lost and everything just cross fades. Does anyone know what to do about this?
You can do this with SwiftUI 2 introduced in iOS 14 / macOS 10.16:
#Namespace private var animation
…
MyView.matchedGeometryEffect(id: "myID", in: animation)
I think I have the animation part of your question down, but unfortunately, I don't think it will keep the same instance of the view. I tried taking green out into a variable to see if that works, but if I understand SwiftUI correctly, that doesn't mean the same instance of the view will be shared in two places.
What I'm doing is adding a transition when the green view is added/removed. This way, the view moves to the location of its replacement before disappearing.
struct Test : View {
#State var swapped = false
let green = Color.green
var body: some View {
HStack {
if swapped {
green
.transition(.offset(CGSize(width: 200, height: 0)))
.animation(.basic())
}
Color.blue.animation(.basic()).tapAction {
withAnimation { self.swapped.toggle() }
}
if !swapped {
green.transition(.offset(CGSize(width: -200, height: 0)))
.animation(.basic())
}
}
}
}
This solution is quick-and-dirty and uses hard-coded values based on the iPhone 6/7/8 portrait screen size

Resources