As you can see the gif, when I try to hide the buttonPanel, the animation is messed up.
Here is the generic button
struct GenericButtonViews<T: View>: View {
#StateObject var model: CoreMLViewModel
var name: String
var symbol: T
let action: () -> Void
let buttonType: ButtonStyle
var body: some View {
Button {
action()
} label: {
VStack(spacing: 5) {
symbol
Text(name)
.foregroundColor(Color("theme"))
}
.frame(width: UIScreen.main.bounds.size.width / 3)
.scaleEffect(model.isAudioRecording && buttonType == .styled ? 1.25 : 1)
.opacity(model.isAudioRecording && buttonType == .styled ? 0.5 : 1)
.animation(model.isAudioRecording && buttonType == .styled ? Animation.linear(duration: 1).repeatForever(autoreverses: true) : .none)
}
}
}
enum ButtonStyle {
case normal, styled
}
my re-useable button with button type enum set to .styled, implemented in ButtonPanel.swift
GenericButtonViews(
model: model,
name: "", symbol: ButtonContent(symbol: model.isAudioRecording ? "micro" : "micro-off"),
action: {
model.isAudioRecording.toggle()
model.toggleEngine()
},
buttonType: .styled)
implementation of ButtonPanel in MainView.swift. The logic here is the panel will be hidden out of the screen when the show/hide button is tapped.
ButtonPanelView(model: model, width: geo.size.width)
.offset(y: !model.showingBtnPanel ? 0 : geo.size.height)
.transition(.move(edge: .bottom))
.animation(.spring(blendDuration: 0.25))
I've tried a few ways but this still happening. Any suggestion would be much appreaciate!
Thanks for #Asperi for helping me, I basicall added value: model.isAudioRecording to any .animation involved and it works like a charm
Related
I have a button implemented like so:
struct CircleButtonView: View {
init(_ content: Image, tutorial: Bool = false, _ action: (() -> ())? = nil) {
self.content = content
self.repetitions = tutorial ? 6.0 : 0.0
self.action = action
}
let content: Image
var repetitions: CGFloat
let action: (() -> ())?
var body: some View {
Button(action: {
action?()
}) {
Circle()
.fill(.white)
.shadow(color: Color(hex: 0x000000, alpha: 0.1), radius: 10, x: 0, y: 10)
.overlay(
GeometryReader { proxy in
content
.resizable()
.aspectRatio(contentMode: .fit) // 1:1
.frame(width: proxy.size.width * 0.4)
.position(x: proxy.size.width / 2, y: proxy.size.height / 2)
}
)
.aspectRatio(1 / 1, contentMode: .fit)
}
.shake(repetitions: repetitions)
.animation(repetitions != 0 ? .linear(duration: 1).delay(2).repeatForever(autoreverses: false) : .default, value: repetitions)
}
}
Via the tutorial bool i want to manipulate whether the button animates (an initial shake animation used to explain the button, if the user clicked it once i remove the animation).
This works nicely. However i have to use a "hack", which i dont like and will describe now.
I call the button in some parent view like so:
CircleButtonView(Image("flash.selected"), tutorial: <condition for tutorial> && appeared) {
// vm.boost()
}
.onAppear {
appeared = true
}
As you can see, despite my condition i also have to check wheter the button has appeared. If i would not do that, the animation would be lost ... (this is, as the init block runs and the view did not appear yet, any future calls, where the view appeared, do work perfectly)
As this does not feel right, is this the correct way ?
In order to animate, SwiftUI needs to observe a before state of the view and an after state. As you've seen, SwiftUI needs to see the repetitions value change from 0 to 6 in order to perform the animation. Processing the .onAppear { } from the user of CircleButtonView is the wrong place. Put that code inside of CircleButtonView.
Make repetitions into an #State private var. Don't set it in init().
#State private var repetitions = 0
In init(), store tutorial in a local let:
self.tutorial = tutorial
Then add this .onAppear to your Button:
}
.shake(repetitions: repetitions)
.animation(repetitions != 0 ? .linear(duration: 1).delay(2).repeatForever(autoreverses: false) : .default, value: repetitions)
.onAppear {
repetitions = tutorial ? 6.0 : 0.0
}
I’m trying to build a custom sidebar menu that animates out when a button in it is tapped. For debugging purposes the animation is deliberately slow at 2.0 seconds. As you can see the animation does not work properly:
I suspect there are two parts to this problem:
The background of the newly selected button is moving out faster than the menu. I think this is rooted in the default system animation of Button.
When I replace Button with Text and use an .onTapGesture, there is still the fading animation, so I assume there is something structurally wrong in the way I’m setting selected in FeatureButton.
Sorry the example code is a bit long, tried to simplify my app architecture as much as possible. The reason for using MenuState as an EnvironmentObject is to be able to the change its properties from various places throughout the app.
Here’s the code:
class MenuState: ObservableObject {
#Published var currentFeature: Feature = .featureA
#Published var menuOffset: CGFloat = 0
}
enum Feature: String, CaseIterable {
case featureA = "Feature A"
case featureB = "Feature B"
case featureC = "Feature C"
}
extension Feature: Identifiable {
var id: RawValue { rawValue }
}
struct ContentView: View {
#StateObject var menuState = MenuState()
var body: some View {
ZStack(alignment: .leading) {
content
menu
}
.environmentObject(menuState)
.animation(.easeOut(duration: 2.0), value: menuState.menuOffset)
}
var menu: some View {
VStack {
ForEach(Feature.allCases) { feature in
FeatureButton(feature: feature)
}
}
.frame(maxHeight: .infinity)
.frame(width: 200)
.background(.thinMaterial)
.offset(x: menuState.menuOffset)
}
var content: some View {
VStack {
Button("Show Menu") {
menuState.menuOffset = 0
}
Text(menuState.currentFeature.rawValue)
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
}
struct FeatureButton: View {
#EnvironmentObject var menuState: MenuState
let feature: Feature
var selected: Bool {
return menuState.currentFeature == feature
}
var body: some View {
Button(feature.rawValue) {
menuState.currentFeature = feature
menuState.menuOffset = -200
}
.buttonStyle(FeatureButtonStyle(selected: selected))
}
}
struct FeatureButtonStyle: ButtonStyle {
#EnvironmentObject var menuState: MenuState
var selected: Bool
public func makeBody(configuration: Configuration) -> some View {
configuration.label
.frame(maxWidth: .infinity, minHeight: 44)
.foregroundColor(selected ? .blue : .primary)
.background(Color.gray.opacity(selected ? 0.4 : 0))
.contentShape(Rectangle())
}
}
EDIT:
For some reason making the animation explicit solves the issue, see answer below.
The problem can be solved by making the animation explicit instead of using the .animation modifier:
Button(feature.rawValue) {
menuState.currentFeature = feature
withAnimation(.easeOut) {
menuState.menuOffset = -200
}
}
.buttonStyle(FeatureButtonStyle(selected: selected))
I don't understand why it only works like this though.
I've been looking to add a loading indicator to my project, and found a really cool animation here. To make it easier to use, I wanted to incorporate it into a view modifier to put it on top of the current view. However, when I do so, it doesn't animate when I first press the button. I have played around with it a little, and my hypothesis is that the View Modifier doesn't pass the initial isAnimating = false, so only passes it isAnimating = true when the button is pressed. Because the ArcsAnimationView doesn't get the false value initially, it doesn't actually animate anything and just shows the static arcs. However, if I press the button a second time afterwards, it seems to be initialized and the view properly animates as desired.
Is there a better way to structure my code to avoid this issue? Am I missing something key? Any help is greatly appreciated.
Below is the complete code:
import SwiftUI
struct ArcsAnimationView: View {
#Binding var isAnimating: Bool
let count: UInt = 4
let width: CGFloat = 5
let spacing: CGFloat = 2
init(isAnimating: Binding<Bool>) {
self._isAnimating = isAnimating
}
var body: some View {
GeometryReader { geometry in
ForEach(0..<Int(count)) { index in
item(forIndex: index, in: geometry.size)
// the rotation below is what is animated ...
// I think the problem is that it just starts at .degrees(360), instead of
// .degrees(0) as expected, where it is then animated to .degrees(360)
.rotationEffect(isAnimating ? .degrees(360) : .degrees(0))
.animation(
Animation.default
.speed(Double.random(in: 0.05...0.25))
.repeatCount(isAnimating ? .max : 1, autoreverses: false)
, value: isAnimating
)
.foregroundColor(Color(hex: AppColors.darkBlue1.rawValue))
}
}
.aspectRatio(contentMode: .fit)
}
private func item(forIndex index: Int, in geometrySize: CGSize) -> some View {
Group { () -> Path in
var p = Path()
p.addArc(center: CGPoint(x: geometrySize.width/2, y: geometrySize.height/2),
radius: geometrySize.width/2 - width/2 - CGFloat(index) * (width + spacing),
startAngle: .degrees(0),
endAngle: .degrees(Double(Int.random(in: 120...300))),
clockwise: true)
return p.strokedPath(.init(lineWidth: width))
}
.frame(width: geometrySize.width, height: geometrySize.height)
}
}
struct ArcsAnimationModifier: ViewModifier {
#Binding var isAnimating: Bool
func body(content: Content) -> some View {
ZStack {
if isAnimating {
ArcsAnimationView(isAnimating: _isAnimating)
.frame(width: 150)
}
content
.disabled(isAnimating)
}
}
}
extension View {
func loadingAnimation(isAnimating: Binding<Bool>) -> some View {
self.modifier(ArcsAnimationModifier(isAnimating: isAnimating))
}
}
Here is where I actually call the function:
struct AnimationView: View {
#State var isAnimating = false
var body: some View {
VStack {
Button(action: {
self.isAnimating = true
DispatchQueue.main.asyncAfter(deadline: .now() + 4) {
self.isAnimating = false
}
}, label: {
Text("show animation")
})
}
.loadingAnimation(isAnimating: $isAnimating)
}
}
Note: I am fairly certain the issue is with View Modifier since if I call ArcsAnimationView as a regular view in AnimationView, it works as expected.
I get there to see some implementation, but I think others would prefer a simple base to start from.
here my 2 cents to show how to write an AnimatableModifier that can be used on multiple objects cleaning up ".animation" in code.
struct ContentView: View {
#State private var hideWhilelUpdating = false
var body: some View {
Image(systemName: "tshirt.fill")
.modifier(SmoothHideAndShow(hide: hideWhilelUpdating))
Text("Some contents to show...")
.modifier(SmoothHideAndShow(hide: hideWhilelUpdating))
Button( "hide and show smootly") {
hideWhilelUpdating.toggle()
}
.padding(60)
}
}
struct SmoothHideAndShow: AnimatableModifier {
var hide: Bool
var animatableData: CGFloat {
get { CGFloat(hide ? 0 : 1) }
set { hide = newValue == 0 }
}
func body(content: Content) -> some View {
content
.opacity(hide ? 0.2 : 1)
.animation(.easeIn(duration: 1), value: hide)
}
}
when pressing button, our bool will trigger animation that fades in and out our text.
I use it during network calls (omitted for clarity... and replaced with button) to hide values under remote update. When network returns, I toggle boolean.
SwiftUI has the default slide transition .transition(.slide). It works well, but only halfway. I mean, I have to slide my views and then slide them back (I need the animation backwards). Since it is not possible to set the direction of the slide transition, I implemented a custom transition. The implementation is simple enough and works well. But I can't get the view size to calculate the start and end offset points.
extension AnyTransition {
static func slide(direction: SlideModifier.Direction) -> AnyTransition {
.asymmetric(insertion: .modifier(active: SlideModifier(positiveOffset: true, direction: direction), identity: SlideModifier(positiveOffset: nil, direction: direction)),
removal: .modifier(active: SlideModifier(positiveOffset: false, direction: direction), identity: SlideModifier(positiveOffset: nil, direction: direction)))
}
}
internal struct SlideModifier: ViewModifier {
let positiveOffset: Bool?
let direction: Direction
let offsetSize: CGFloat = 200 // How can I get this value programmatically?
enum Direction {
case leading, top, trailing, bottom
}
func body(content: Content) -> some View {
switch direction {
case .leading:
return content.offset(x: positiveOffset == nil ? 0 : (positiveOffset! ? offsetSize : -offsetSize))
case .top:
return content.offset(y: positiveOffset == nil ? 0 : (positiveOffset! ? offsetSize : -offsetSize))
case .trailing:
return content.offset(x: positiveOffset == nil ? 0 : (positiveOffset! ? -offsetSize : offsetSize))
case .bottom:
return content.offset(y: positiveOffset == nil ? 0 : (positiveOffset! ? -offsetSize : offsetSize))
}
}
}
I want to define the offset size that is equal to the view size. My experiments have shown that this is how the standard slide transition works. I tried using GeometryReader and PreferenceKey to get the size. Maybe I did something wrong, but it didn't work.
Here's a simple example of using my custom transition.
struct ContentView: View {
#State private var isShowingRed = false
var body: some View {
ZStack {
if isShowingRed {
Color.red
.frame(width: 200, height: 200)
.transition(.slide(direction: .trailing))
} else {
Color.blue
.frame(width: 200, height: 200)
.transition(.slide(direction: .leading))
}
}
.onTapGesture {
withAnimation {
isShowingRed.toggle()
}
}
}
}
There are a few ways to get the size of a view. In your case I'm assuming you're looking for the screen size. Here are the methods to get that. Please bear in mind I don't have my IDE open to fully test this, there may be syntax issues in it. I'll update my answer later when I have my IDE open.
Hot Tip
Get used to using an in-line condition, it'll help tremendously when dealing with animations and views in Swift UI
someBool ? varIfTrue : varIfFalse
someValue == someTest ? varIfTrue : varIfFalse
//(boolCondition) ? (Value if True) : (Value If False)
//You can even chain them together, but be careful to keep it
//organized if you do this.
someBool ? someBool2 ? val1 : val2 : someBool2 ? val3 : val4
Raw Screen Size
Nice Extension Provided Here
var width = UIScreen.main.bounds.size.width
var height = UIScreen.main.bounds.size.height
Geometry Reader
This one is a bit more confusing because it will get the VIEW that it is in. It also has a property that you can set to ignore safe areas. If you use this method you'll get different responses based on the view.
//Parent Views Matter with GeometryReader
var body: some View {
GeometryReader { geometry in
//Use the geometry, full screen size.
}.ignoresSafeAreaAndEdges(.all)
}
var body: someView {
VStack {
GeometryReader { geometry in
//This will have only the size of the parent view.
// Ex: 100x100 square.
}
}.frame(width: 100, height: 100)
}
Animating Backwards
The way that you're animating works, however doing it this way will give you a "Rewind" type effect.
var body: some View {
ZStack {
if isShowingRed {
Color.red
.frame(width: 200, height: 200)
.offset(isShowingRed ? 0 : 100)
.animation(.spring()) //You can also use .default
} else {
Color.blue
.frame(width: 200, height: 200)
.offset(isShowingRed ? 100 : 0)
.animation(.spring()) //You can also use .default
}
}
.onTapGesture {
withAnimation {
isShowingRed.toggle()
}
}
}
I have a TabView thats using the swiftUI 2.0 PageTabViewStyle. Is there any way to disable the swipe to change pages?
I have a search bar in my first tab view, but if a user is typing, I don't want to give the ability to change they are on, I basically want it to be locked on to that screen until said function is done.
Here's a gif showing the difference, I'm looking to disable tab changing when it's full screen in the gif.
https://imgur.com/GrqcGCI
Try something like the following (tested with some stub code). The idea is to block tab view drag gesture when some condition (in you case start editing) happens
#State var isSearching = false
// ... other code
TabView {
// ... your code here
Your_View()
.gesture(isSearching ? DragGesture() : nil) // blocks TabView gesture !!
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .always))
I tried Asperis's solution, but I still couldn't disable the swiping, and adding disabled to true didn't work since I want the child views to be interactive. The solution that worked for me was using Majid's (https://swiftwithmajid.com/2019/12/25/building-pager-view-in-swiftui/) custom Pager View and adding a conditional like Asperi's solution.
Majid's PagerView with conditional:
import SwiftUI
struct PagerView<Content: View>: View {
let pageCount: Int
#Binding var canDrag: Bool
#Binding var currentIndex: Int
let content: Content
init(pageCount: Int, canDrag: Binding<Bool>, currentIndex: Binding<Int>, #ViewBuilder content: () -> Content) {
self.pageCount = pageCount
self._canDrag = canDrag
self._currentIndex = currentIndex
self.content = content()
}
#GestureState private var translation: CGFloat = 0
var body: some View {
GeometryReader { geometry in
HStack(spacing: 0) {
self.content.frame(width: geometry.size.width)
}
.frame(width: geometry.size.width, alignment: .leading)
.offset(x: -CGFloat(self.currentIndex) * geometry.size.width)
.offset(x: self.translation)
.animation(.interactiveSpring(), value: currentIndex)
.animation(.interactiveSpring(), value: translation)
.gesture(!canDrag ? nil : // <- here
DragGesture()
.updating(self.$translation) { value, state, _ in
state = value.translation.width
}
.onEnded { value in
let offset = value.translation.width / geometry.size.width
let newIndex = (CGFloat(self.currentIndex) - offset).rounded()
self.currentIndex = min(max(Int(newIndex), 0), self.pageCount - 1)
}
)
}
}
}
ContentView:
import SwiftUI
struct ContentView: View {
#State private var currentPage = 0
#State var canDrag: Bool = true
var body: some View {
PagerView(pageCount: 3, canDrag: $canDrag, currentIndex: $currentPage) {
VStack {
Color.blue
Button {
canDrag.toggle()
} label: {
Text("Toogle drag")
}
}
VStack {
Color.red
Button {
canDrag.toggle()
} label: {
Text("Toogle drag")
}
}
VStack {
Color.green
Button {
canDrag.toggle()
} label: {
Text("Toogle drag")
}
}
}
}
}
Ok I think it is possible to block at least 99% swipe gesture if not 100% by using this steps:
and 2.
Add .gesture(DragGesture()) to each page
Add .tabViewStyle(.page(indexDisplayMode: .never))
SwiftUI.TabView(selection: $viewModel.selection) {
ForEach(pages.indices, id: \.self) { index in
pages[index]
.tag(index)
.gesture(DragGesture())
}
}
.tabViewStyle(.page(indexDisplayMode: .never))
Add .highPriorityGesture(DragGesture()) to all remaining views images, buttons that still enable to drag and swipe pages
You can also in 1. use highPriorityGesture but it completely blocks drags on each pages, but I need them in some pages to rotate something
For anyone trying to figure this out, I managed to do this by setting the TabView state to disabled.
TabView(selection: $currentIndex.animation()) {
Items()
}.disabled(true)
Edit: as mentioned in the comments this will disable everything within the TabView as well