I want to make the same thing that is possible to do with a slider:
#State itemSize: CGFloat = 55.60
....
Text("ItemSize: \(itemSize)")
Slider(value: $itemSize, in: 45...120)
but with magnification gesture.
I have created modifier for this:
import SwiftUI
#available(OSX 11.0, *)
public extension View {
func magnificationZoomer(value: Binding<CGFloat>,min: CGFloat, max: CGFloat) -> some View
{
self.modifier( MagnificationZoomerMod(minZoom: min, maxZoom: max, zoom: value) )
}
}
#available(OSX 11.0, *)
public struct MagnificationZoomerMod: ViewModifier {
let minZoom: CGFloat
let maxZoom: CGFloat
#Binding var zoom: CGFloat
public func body (content: Content) -> some View
{
content
.gesture(
MagnificationGesture()
.onChanged() { val in
let magnification = (val - 1) * 2.2
print("magnification = \(magnification)")
zoom = max(min(zoom + magnification, maxZoom), minZoom)
}
)
}
}
sample of usage:
#State itemSize: CGFloat = 55.60
var body: some View {
HStack {
VStack {
Text("ItemSize: \(itemSize)")
Slider(value: $itemSize, in: 45...120)
}
}
.frame(width: 500, height: 500)
.magnificationZoomer(value: $itemSize, min: 45, max: 120)
}
But I have a few problems with this code:
It slide value by a strange way -- sometimes with correct speed, it does not change it
after some time of usage it stop to work at all
What did I do wrong?
It works almost like a magic, you can change the size/scale of Circle via Slider or your finger on MagnificationGesture, both working together and sinked together.
import SwiftUI
struct ContentView: View {
let minZoom: CGFloat = 0.5
let maxZoom: CGFloat = 1.5
#State private var scale: CGFloat = 1.0
#State private var lastScale: CGFloat = 1.0
#State private var magnitudeIsActive: Bool = Bool()
var body: some View {
ZStack {
Circle()
.fill(Color.red)
.scaleEffect(scale)
.gesture(magnificationGesture.simultaneously(with: dragGesture)) // <<: Here: adding unneeded dragGesture! on macOS! no need on iOS!
VStack {
Spacer()
Text("scale: " + scale.rounded)
HStack {
Button("min") { scale = minZoom; lastScale = scale }
Slider(value: Binding.init(get: { () -> CGFloat in return scale },
set: { (newValue) in if !magnitudeIsActive { scale = newValue; lastScale = newValue } }), in: minZoom...maxZoom)
Button("max") { scale = maxZoom; lastScale = scale }
}
}
}
.padding()
.compositingGroup()
.shadow(radius: 10.0)
.animation(Animation.easeInOut(duration: 0.2), value: scale)
}
var magnificationGesture: some Gesture {
MagnificationGesture(minimumScaleDelta: 0.0)
.onChanged { value in
if !magnitudeIsActive { magnitudeIsActive = true }
let magnification = (lastScale + value.magnitude - 1.0)
if (magnification >= minZoom && magnification <= maxZoom) {
scale = magnification
}
else if (magnification < minZoom) {
scale = minZoom
}
else if (magnification > maxZoom) {
scale = maxZoom
}
}
.onEnded { value in
let magnification = (lastScale + value.magnitude - 1.0)
if (magnification >= minZoom && magnification <= maxZoom) {
lastScale = magnification
}
else if (magnification < minZoom) {
lastScale = minZoom
}
else if (magnification > maxZoom) {
lastScale = maxZoom
}
scale = lastScale
magnitudeIsActive = false
}
}
var dragGesture: some Gesture { DragGesture(minimumDistance: 0.0) } // <<: Here: this Extra un-needed gesture would keep magnificationGesture alive! And Stop it to get killed in macOS! We do not need this line of code in iOS!
}
extension CGFloat { var rounded: String { get { return String(Double(self*100.0).rounded()/100.0) } } }
Related
I'm trying to create blur effect on a view and than add a shape which will show image on this blurred layer (custom video editing functionality)
Currently I'm able to do it only dragging mask view from the right edge:
but when I try to do it from the left edge, I get such a effect:
func configureBlurView() {
let viewHeight: CGFloat = 60
let padding: CGFloat = 10
blurView = UIView()
blurView.layer.cornerRadius = 10
blurView.clipsToBounds = true
blurView.isHidden = true
blurView.translatesAutoresizingMaskIntoConstraints = false
addSubview(blurView)
addConstraints([
blurView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: padding),
blurView.bottomAnchor.constraint(equalTo: stackView.topAnchor, constant: -padding),
blurView.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -padding),
blurView.heightAnchor.constraint(equalToConstant: viewHeight)
])
addBlurEffect(for: blurView)
}
private func addBlurEffect(for view: UIView) {
let blurEffect = UIVisualEffectView(effect: UIBlurEffect(style: .dark))
blurEffect.alpha = 0.5
blurEffect.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(blurEffect)
addConstraints([
blurEffect.topAnchor.constraint(equalTo: view.topAnchor),
blurEffect.leadingAnchor.constraint(equalTo: view.leadingAnchor),
blurEffect.bottomAnchor.constraint(equalTo: view.bottomAnchor),
blurEffect.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
}
private func makeClearHole(rect: CGRect) {
let maskLayer = CAShapeLayer()
maskLayer.fillColor = UIColor.black.cgColor
let pathToOverlay = CGMutablePath()
pathToOverlay.addRect(blurView.bounds)
pathToOverlay.addRect(rect)
maskLayer.path = pathToOverlay
maskLayer.fillRule = .evenOdd
maskLayer.cornerRadius = 10
blurView.layer.mask = maskLayer
}
I'm using touchesMoved method to change orange view dimensions:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard trimmerView.isHidden == false else { return }
if let touch = touches.first{
let currentTouchPoint = touch.location(in: self)
let previousTouchPoint = touch.previousLocation(in: self)
let deltaX = currentTouchPoint.x - previousTouchPoint.x
if trimmerView.bounds.width >= 70 {
if touchStartEdge.middle {
if trimmerViewLeadingConstraint.constant < 10 {
trimmerViewLeadingConstraint.constant = 10
} else if trimmerViewTrailingConstraint.constant > -10 {
trimmerViewTrailingConstraint.constant = -10
} else {
trimmerViewLeadingConstraint.constant += deltaX
trimmerViewTrailingConstraint.constant += deltaX
}
}
if touchStartEdge.leftEdge {
if trimmerViewLeadingConstraint.constant >= 10.0 {
trimmerViewLeadingConstraint.constant += deltaX
} else if trimmerViewLeadingConstraint.constant < 10.0 {
trimmerViewLeadingConstraint.constant = 10
}
}
if touchStartEdge.rightEdge {
if trimmerViewTrailingConstraint.constant <= -10 {
trimmerViewTrailingConstraint.constant += deltaX
} else if trimmerViewTrailingConstraint.constant > -10 {
trimmerViewTrailingConstraint.constant = -10.0
}
}
}
updateProgressBarConstraints()
makeClearHole(rect: CGRect(x: 0, y: 0, width: trimmerView.frame.width, height: trimmerView.frame.height))
UIView.animate(withDuration: 0.10, delay: 0, options: .curveEaseIn) { [weak self] in
self?.layoutIfNeeded()
}
}
}
What I'd like to achieve is to remove blur effect only in bounds of orange view.
Any ideas ?? :)
Thanks for help!!
Couple ways to do this - here's one...
Add a mask to the blur effect view. As the user drags the "trimmer" update the mask.
Here's a quick example...
We'll:
create a stack view with 10 images
overlay that with a masked blur effective view
add a "draggable trimmer view"
when we drag the trimmer, we update the mask
Example View Controller
class TrimmerVC: UIViewController {
var blurView: MaskedBlurView!
let trimmerView = DragView()
let stackView = UIStackView()
override func viewDidLoad() {
super.viewDidLoad()
// respect safe area when we setup constraints
let g = view.safeAreaLayoutGuide
stackView.distribution = .fillEqually
stackView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stackView)
NSLayoutConstraint.activate([
stackView.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
stackView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
stackView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
stackView.heightAnchor.constraint(equalToConstant: 80.0),
])
// let's add 10 imageviews to the stack view
for i in 1...10 {
if let img = UIImage(systemName: "\(i).circle.fill") {
let imgView = UIImageView(image: img)
imgView.backgroundColor = UIColor(white: 0.95, alpha: 1.0)
stackView.addArrangedSubview(imgView)
}
}
let blurEffect = UIBlurEffect(style: .dark)
blurView = MaskedBlurView(effect: blurEffect)
blurView.alpha = 0.5
blurView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(blurView)
NSLayoutConstraint.activate([
blurView.topAnchor.constraint(equalTo: stackView.topAnchor, constant: 0.0),
blurView.leadingAnchor.constraint(equalTo: stackView.leadingAnchor, constant: 0.0),
blurView.trailingAnchor.constraint(equalTo: stackView.trailingAnchor, constant: 0.0),
blurView.bottomAnchor.constraint(equalTo: stackView.bottomAnchor, constant: 0.0),
])
trimmerView.backgroundColor = .systemOrange
view.addSubview(trimmerView)
trimmerView.didDrag = { [weak self] newX in
guard let self = self else { return }
self.blurView.clearX = newX - self.stackView.frame.origin.x
}
}
// we'll use this to update the framing when the stack view width changes
// such as on device rotation
var curStackW: CGFloat = -1
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if curStackW != stackView.frame.width {
curStackW = stackView.frame.width
var r = stackView.frame
r.origin.y += r.size.height + 20.0
r.size.width = 160
r.size.height = 40
trimmerView.frame = r
blurView.clearWidth = trimmerView.frame.width
blurView.clearX = 0
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// toggle the trimmer view between
// below the stack view and
// overlaid on the stack view
if trimmerView.frame.origin.y > stackView.frame.origin.y {
let r = stackView.frame
trimmerView.frame.origin.y = r.origin.y - 6.0
trimmerView.frame.size.height = r.height + 12.0
} else {
let r = stackView.frame
trimmerView.frame.origin.y = r.origin.y + r.height + 12.0
trimmerView.frame.size.height = 60.0
}
}
}
Example Draggable "Trimmer" View
class DragView: UIView {
var didDrag: ((CGFloat) -> ())?
let maskLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
maskLayer.fillColor = UIColor.red.cgColor
layer.mask = maskLayer
}
override func layoutSubviews() {
super.layoutSubviews()
let pathToOverlay = CGMutablePath()
pathToOverlay.addRect(bounds)
pathToOverlay.addRect(bounds.insetBy(dx: 20.0, dy: 8.0))
maskLayer.path = pathToOverlay
maskLayer.fillRule = .evenOdd
maskLayer.cornerRadius = 10
}
var touchStartX: CGFloat = 0
var frameStartX: CGFloat = 0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
touchStartX = touch.location(in: self.superview!).x
frameStartX = self.frame.origin.x
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let loc = touch.location(in: self.superview!)
self.frame.origin.x = frameStartX + (loc.x - touchStartX)
didDrag?(self.frame.origin.x)
}
}
Example Masked Blur View
class MaskedBlurView: UIVisualEffectView {
public var clearWidth: CGFloat = 100 {
didSet { updateMask() }
}
public var clearX: CGFloat = 0 {
didSet { updateMask() }
}
private let maskLayer = CAShapeLayer()
override init(effect: UIVisualEffect?) {
super.init(effect: effect)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
maskLayer.fillColor = UIColor.red.cgColor
layer.mask = maskLayer
}
func updateMask() {
let leftR = CGRect(x: 0, y: 0, width: clearX, height: bounds.height)
let rightR = CGRect(x: clearX + clearWidth, y: 0, width: bounds.width, height: bounds.height)
let bez = UIBezierPath(rect: leftR)
bez.append(UIBezierPath(rect: rightR))
maskLayer.path = bez.cgPath
}
override func layoutSubviews() {
super.layoutSubviews()
maskLayer.frame = bounds
}
}
When running (in landscape orientation) it will start like this:
I placed the "trimmer" view below the stack view to make it a little more clear what's happening.
As we drag the trimmer view, the blur view's mask will be updated:
Tapping anywhere in an empty part of the screen will toggle the trimmer view between "under the stack view" and "overlaid on the stack view":
This was just put together quickly -- you should have no trouble restructuring the code to wrap everything into a single custom view (or however it would work best for your needs).
My problem is simple I think but I can't figure how solve it.
I've this :
struct ArcSelectionView: View {
#Binding var isShowing: Bool
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State var colors = [Color.blue, Color.red, Color.green, Color.yellow]
var body: some View {
ZStack {
ForEach(1 ..< 5, id: \.self) { item in
Circle()
.trim(from: self.isShowing ? CGFloat((Double(item) * 0.25) - 0.25) : CGFloat(Double(item) * 0.25),
to: CGFloat(Double(item) * 0.25))
.stroke(self.colors[item - 1], lineWidth: 50)
.frame(width: 300, height: 300)
.onTapGesture {
if colors[item - 1] == colorToPress {
score += 1
}
isShowing.toggle()
colorToPress = colors.randomElement() ?? Color.offWhite
colors.shuffle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.35) {
self.isShowing.toggle()
}
}
}
}
.opacity(self.isShowing ? 1 : 0)
.rotationEffect(.degrees(self.isShowing ? 0 : 180))
.animation(.linear(duration: 0.35))
}
}
If I didn't shuffle colors in the .onTapGesture, everything is ok. But If I do, I've a strange plain Circle that appears in the middle and disappear after. It's ugly. Ugly Circle
Thank you for your help !
The issue is with the animation of the Circles. The better solution is to use arc shapes. Here is a working solution:
struct ArcSelectionView: View {
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State private var colors = [Color.blue, Color.red, Color.green, Color.yellow]
#State private var pct: CGFloat = 0.25
#State private var originalPCT: CGFloat = 0.25
let duration: Double = 0.35
var body: some View {
ZStack {
CircleView(wedge: originalPCT)
// I am not sure why, but at there is a difference of 10 in the sizes of the
// circle and the modifier. This corrects for it so the touch is accurate.
.frame(width: 310, height: 310)
PercentageArc(Color.clear, colors: colors, pct: pct) {
// With this solution you must have the callback sent to
// the main thread. This was unnecessary with AnimatbleModifier.
DispatchQueue.main.async {
pct = originalPCT
}
}
.animation(.linear(duration: duration), value: pct)
.frame(width: 300, height: 300)
// This forces the view to ignore taps.
.allowsHitTesting(false)
}
.onAppear {
pct = 1.0 / CGFloat(colors.count)
originalPCT = pct
}
}
func CircleView(wedge: CGFloat) -> some View {
ZStack {
// Array(zip()) is a cleaner and safe way of using indices AND you
// have the original object to use as well.
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
Circle()
.trim(from: CGFloat((Double(index) * wedge)),
to: CGFloat(Double(index + 1) * wedge))
// The color of the stroke should match your background color.
// Clear won't work.
.stroke(.white, lineWidth: 50)
.onTapGesture {
if color == colorToPress {
score += 1
print("score!")
}
pct = 0
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
colorToPress = colors.randomElement() ?? .white
colors.shuffle()
}
}
}
}
}
}
struct PercentageArc<Content>: View, Animatable where Content: View {
private var content: Content
private var colors: [Color]
private var pct: CGFloat
private var target: CGFloat
private var onEnded: () -> ()
init(_ content: Content, colors: [Color], pct: CGFloat, onEnded: #escaping () -> () = {}) {
self.content = content
self.colors = colors
self.pct = pct
self.target = pct
self.onEnded = onEnded
}
var animatableData: CGFloat {
get { pct }
set { pct = newValue
// newValue here is interpolating by engine, so changing
// from previous to initially set, so when they got equal
// animation ended
if newValue == target {
onEnded()
}
}
}
var body: some View {
content
.overlay(
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
ArcPortionShape(pct: pct, startAngle: .degrees(1.0 / CGFloat(colors.count) * CGFloat(index) * 360.0))
.foregroundColor(color)
}
)
}
struct ArcPortionShape: InsettableShape {
let pct: CGFloat
let startAngle: Angle
var insetAmount = 0.0
init(pct: CGFloat, startAngle: Angle) {
self.pct = pct
self.startAngle = startAngle
}
var portion: CGFloat {
pct * 360.0
}
var endAngle: Angle {
.degrees(startAngle.degrees + portion)
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: rect.width / 2.0, y:rect.height / 2.0),
radius: rect.height / 2.0 + 5.0,
startAngle: startAngle,
endAngle: endAngle,
clockwise: false)
return p.strokedPath(.init(lineWidth: 50))
}
func inset(by amount: CGFloat) -> some InsettableShape {
var arc = self
arc.insetAmount += amount
return arc
}
}
}
Originally, I made this with an AnimatableModifier, but it is deprecated, and the solution using it fails if it is placed in ANY stack or NavigationView. I can see why AnimatableModifier is deprecated.
This solution draws inspiration from this answer from Asperi, for the callback idea, though the solution will not work in iOS 15.2.
I was messing around with a fun animation in SwiftUI when I ran into a weird problem involving animating changes to SwiftUI's SF symbols. Basically, I want to animate a set of expanding circles that lose opacity as they get farther out. This works fine when I animate the circles using the Circle() shape, but throws a weird error when I use Image(systemName: "circle"). Namely, it throws No symbol named 'circle' found in system symbol set and I get the dreaded "purple" error in Xcode. Why does my animation work with shapes but not with SF symbols?
Animation Code with Shapes:
struct ContentView: View {
let timer = Timer.publish(every: 0.25, on: .main, in: .common).autoconnect()
#State var firstIndex: Int = 0
#State var secondIndex: Int = 10
#State var thirdIndex: Int = 20
#State var fourthIndex: Int = 30
private func changeIndex(index: Int) -> Int {
if index == 40 {
return 0
} else {
return index + 1
}
}
var body: some View {
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(index: firstIndex)
ExpandingCircle(index: secondIndex)
ExpandingCircle(index: thirdIndex)
ExpandingCircle(index: fourthIndex)
}
.onReceive(timer) { time in
withAnimation(.linear(duration: 0.25)) {
self.firstIndex = changeIndex(index: firstIndex)
self.secondIndex = changeIndex(index: secondIndex)
self.thirdIndex = changeIndex(index: thirdIndex)
self.fourthIndex = changeIndex(index: fourthIndex)
}
}
}
}
Where ExpandingCircle is defined as:
struct ExpandingCircle: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Circle()
.strokeBorder(Color.red, lineWidth: 4)
.frame(width: getSize(), height: getSize())
.opacity(getOpacity())
}
}
To replicate the error, swap out ExpandingCircle in ContentView for ExpandingCircleImage:
struct ExpandingCircleImage: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Image(systemName: "circle")
.foregroundColor(.red)
.font(.system(size: getSize()))
.opacity(getOpacity())
}
}
Your ExpandingCircleImage is choking because you can't have a system font of size 0, and you keep trying to feed 0 to your ExpandingCircleImage view. However, in addition to that, you don't need to use a timer to drive the animation. In fact, it makes the animation look weird because a timer is not exact. Next, your ExpandingCircle or ExpandingCircleImage should animate itself and be the complete effect.
The next issue you will encounter when you fix the font size = 0 issue, is that .font(.system(size:)) is not animatable as it is. You need to write an AnimatableModifier for it. That looks like this:
struct AnimatableSfSymbolFontModifier: AnimatableModifier {
var size: CGFloat
var animatableData: CGFloat {
get { size }
set { size = newValue }
}
func body(content: Content) -> some View {
content
.font(.system(size: size))
}
}
extension View {
func animateSfSymbol(size: CGFloat) -> some View {
self.modifier(AnimatableSfSymbolFontModifier(size: size))
}
}
The animatableData variable is the key. It teaches SwiftUI what to change to render the animation. In this case, we are animating the size of the font. The view extension is just a convenience so we can use . notation.
Another trick to animating a view like this is to have multiple animations that only go part of the way of the whole. In other words, if you use four circles, the first goes to 25%, the next from 25% to 50%, then 50% to 75%, lastly 75% to 100%. You also appear to have wanted the rings to fade as the expand, so I wrote that in as well. The code below will have two animating views, one made with a shape, and one with an SF Symbol.
struct ContentView: View {
var body: some View {
VStack {
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(maxSize: 100)
}
.frame(height: 100)
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircleImage(maxSize: 100)
}
.frame(height: 100)
Spacer()
}
}
}
struct ExpandingCircle: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.75 : 1)
.scaleEffect(animate ? 0.25 : 0)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.5 : 0.75)
.scaleEffect(animate ? 0.5 : 0.25)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.25 : 0.5)
.scaleEffect(animate ? 0.75 : 0.5)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0 : 0.25)
.scaleEffect(animate ? 1 : 0.75)
}
.frame(width: maxSize, height: maxSize)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
struct ExpandingCircleImage: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.25) : 1)
.opacity(animate ? 0.75 : 1)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.5) : (maxSize * 0.25))
.opacity(animate ? 0.5 : 0.75)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.75) : (maxSize * 0.5))
.opacity(animate ? 0.25 : 0.5)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize) : (maxSize * 0.75))
.opacity(animate ? 0 : 0.25)
}
.foregroundColor(.red)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
Remember to include the AnimatableModifier in your code.
I am trying to combine the RotationGesture with changeable blur effect. So if you turn the ocular right, you get the picture more sharp like in binoculars. Turn left, it will be blurred again. The code below is basically doing it, but not very smoothly. Have you any ideas to improve the effect?
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Image("cat")
.resizable()
.frame(width: 200, height: 200)
.blur(radius: blurring)
.clipShape(Circle())
Image("ocular_rk2")
.resizable()
.frame(width: 350, height: 350)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring += sharping
} else {
blurring -= sharping
}
}
}
check this out (i tested it, it works)
maybe you should think about changing some values because you have to rotate a while until you see the text.
by the way: it is always a good manner to post compilable reproducable code (we do not have your images)...
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Text("cat")
// .resizable()
.frame(width: 200, height: 200)
.clipShape(Circle())
.background(Color.yellow)
Text("ocular_rk2")
// .resizable()
.blur(radius: blurring)
.frame(width: 350, height: 350)
.background(Color.red)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring = blurring + sharping
} else {
blurring = blurring - sharping
print(blurring)
}
}
}
i want to do this: my Text ("Hello 0") should rotate 90 degrees around the y axis then increase (hidden) its number and then fullfill the circle rotation with the increased number.
unfortuantely the rotation starts at 90 degrees and before the text is hidden?
what am i doing wrong?
here is my code (runnable and reproducable)
struct ContentView: View {
#State var number : Int = 0
#State var degrees : Angle = .degrees(0)
var body: some View {
VStack {
Text("Hello \(number)")
.rotation3DEffect(degrees, axis: (x: 0, y: 1, z: 0))
.animation(.easeInOut(duration:2.5))
Button(action: {
withAnimation(Animation.easeInOut(duration:2.5)) {
self.degrees = .degrees(90)
}
withAnimation(Animation.easeInOut(duration: 2.5 * 3).delay(2.5)) {
self.number = self.number + 1
self.degrees = .degrees(359)
}
}) {
Text("Animate")
}
}
}
}
If I correctly understood the goal here is possible solution. Tested with Xcode 11.4 / iOS 13.4
struct ContentView: View {
#State var number : Int = 0
#State var degrees : Angle = .degrees(0)
var body: some View {
VStack {
Text("Hello \(number)").font(.largeTitle)
.rotation3DEffect(degrees, axis: (x: 0, y: 1, z: 0))
Button(action: {
withAnimation(.easeInOut(duration:2.5)) {
self.degrees = .degrees(90) // << animating
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2.51) {
self.number = self.number + 1 // << don't
withAnimation(.easeInOut(duration:2.5)) {
self.degrees = .degrees(360) // << animating
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2.51) {
self.degrees = .degrees(0) // << don't - reset !!
}
}
}) {
Text("Animate")
}
}
}
}