Keyboard and animation issue in SwiftUI - animation

I have a simple animation
Capsule()
.cornerRadius(25)
.scaleEffect(pulsate ? 1 : 1.2)
.animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true).speed(1.5))
.foregroundColor(Color.red)
.frame(width: 75, height: 27)
.onAppear{
self.pulsate.toggle()
}
Everything works fine and the animation too. But if I open a keyboard, when I close it my view capsule starts jumping instead of just doing the scale effect only.
I really have no idea why and how to solve
Thank you all

You should use value for animation
import SwiftUI
struct ContentView: View {
#State private var pulsate: Bool = Bool()
#State private var stringOfText: String = String()
var body: some View {
Capsule()
.cornerRadius(25)
.scaleEffect(pulsate ? 1 : 1.2)
.animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true).speed(1.5), value: pulsate) // <<: here!
.foregroundColor(Color.red)
.frame(width: 75, height: 27)
.onAppear{
self.pulsate.toggle()
}
TextField("enter text", text: $stringOfText)
}
}

Related

animation 'has been deprecated in iOS 15.0: use instead with Animation or animation (_: value :)

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.

Animating changes to #FocusState SwiftUI

I am using the new #FocusState to control how my views react to the user deciding to start inputting information into text fields. My current need is to wrap an animation around my top view leaving the screen as the keyboard moves up. Usually this kind of thing can be accomplished by simply wrapping withAnimation() around a boolean toggle, but since Swift is toggling my focus state bool under the hood, I can't wrap an animation around it in this way. How else should I do it?
Here is a minimal reproducible example. Basically I want to animate the top (red) view leaving / coming back into view with changes to my focus state isFocused var.
struct ContentView: View {
#State var text: String = ""
#FocusState var isFocused: Bool
var body: some View {
ZStack {
VStack {
if !isFocused {
Text("How to Animate this?")
.frame(width: 300, height: 300)
.background(Color.red)
.animation(.easeInOut(duration: 5), value: isFocused)
}
Text("Middle Section")
.frame(width: 300, height: 300)
.background(Color.green)
Spacer()
TextField("placeholder", text: $text)
.focused($isFocused)
}
if isFocused {
Color.white.opacity(0.1)
.onTapGesture {
isFocused = false
}
}
}
}
}
I don't think the animation modifier that's currently on the top view is doing anything, but I imagine that that's where I'll put some animation code.
Here is something that works. I've done this before to make an animation happen upon an #FocusState property changing its value. Can't really tell you why though, it's just something I figured out with trial and error.
struct ContentView: View {
#State var text: String = ""
#FocusState var isFocused: Bool
#State private var showRedView = false
var body: some View {
ZStack {
VStack {
if !showRedView {
Text("How to Animate this?")
.frame(width: 300, height: 300)
.background(Color.red)
}
Text("Middle Section")
.frame(width: 300, height: 300)
.background(Color.green)
Spacer()
TextField("placeholder", text: $text)
.focused($isFocused)
}
.onChange(of: isFocused) { bool in
withAnimation(.easeInOut(duration: 5)) {
showRedView = bool
}
}
if isFocused {
Color.white.opacity(0.1)
.onTapGesture {
isFocused = false
}
}
}
}
}

How to replace deprecated .animation() in SwiftUI?

The .animation() modifier has been deprecated in iOS 15, but I'm not sure I understand how Xcode's suggested equivalent, animation(_:value:), works.
.animation(.easeInOut(duration: 2)) // ⚠️'animation' was deprecated in iOS 15.0: Use withAnimation or animation(_:value:) instead.
How would I change my code to get rid of the warning?
You need tell Xcode what exactly should be animated! With given a variable that conform to Equatable protocol. That could be State or Binding or any other wrapper that allow you to update the value of it.
Example:
struct ContentView: View {
#State private var offset: CGFloat = 200.0
var body: some View {
Image(systemName: "ant")
.font(Font.system(size: 100.0))
.offset(y: offset)
.shadow(radius: 10.0)
.onTapGesture { offset -= 100.0 }
.animation(Animation.easeInOut(duration: 1.0), value: offset)
}
}
Result:
You can also use the animation by using a boolean as the value.
Example Below:
When you tap the CardView(), it will toggle show which in turn will animate the offset both ways.
#State var show = false
CardView()
.offset(x: 0, y: show ? -100 : -10)
.animation(.easeInOut(duration: 1.0), value: show)
.onTapGesture {
show.toggle()
}
UUID
extension View {
func withoutAnimation() -> some View {
self.animation(nil, value: UUID())
}
}
demo
/*
.animation(
Animation
.easeInOut(duration: 1.5)
.repeatForever(autoreverses: true)
)
*/
// ⚠️ 'animation' was deprecated in iOS 15.0,
// Use withAnimation or animation(_:value:) instead.
// value: UUID ✅
.animation(
Animation
.easeInOut(duration: 1.5)
.repeatForever(autoreverses: true),
value: UUID()
)
refs
https://developer.apple.com/forums/thread/688947
Another approach would be to embed ontapGesture in a withAnimation
struct SwiftUWithAnimation: View {
#State private var offset: CGFloat = .zero
var body: some View {
Circle()
.frame(width: 100, height: 100, alignment: .center)
.offset(x: 0, y: offset)
.onTapGesture {
withAnimation(.default) {
offset += 100.0
}
}
}
}
.animation now takes a second argument called value.
https://developer.apple.com/documentation/swiftui/view/animation(_:value:)

How to add animation to sheet dismissal

Presenting a modal sheet in SwiftUI MacOS has a nice slide in animation, but when dismissed it just disappear.
I would like to add a slide out animation to the dismissal of the sheet.
Adding the slideout on the content of the sheet obviously doesn’t work, as the content slides out, but the sheet frame remains until dismissed.
I might be missing something obvious here, but how can I add animation to the sheet itself?
struct ModalSheet: View {
#Binding var visible: Bool
#State var isShowing: Bool = true
var body: some View {
let s = "Click me to dismiss " + String(isShowing);
VStack {
Text(s)
}
.frame(width: 200, height: 100, alignment: .center)
.background(Color.green.opacity(0.5))
.onTapGesture {
isShowing.toggle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
visible.toggle()
}
}
.offset(y: self.isShowing ? 0 : CGFloat(-110)) // <-- this should be on the sheet itself
.animation(self.isShowing ? .none : .default)
}
}
struct ModalTestAnimation: View {
#State var visible: Bool = false;
var body: some View {
VStack {
Text("Click me")
.onTapGesture {
visible = true
}
}
.frame(width: 250, height: 150)
.sheet(isPresented: $visible, content: {
ModalSheet(visible: $visible)
})
}
}
I did take a look at this, but it doesn’t work for me
SwiftUI sheet not animating dismissal on macOS Big Sur

Add Image to TextField/SecureField in SwiftUI, add padding to placeholder text

I made a textfield and a securetextfield in SwiftUI but I have no idea how to add in an image into my textfield/secure textfield in SwiftUI. There is not much documentation online for SwiftUI like there was for the older versions of Swift. I also want to shift over the (placeholder/typed in text) over by a designated amount say for example like 30 points to the right. I also was trying out to see if the background color would change from white to red, but as you can see, it is in my code with no effect on the UI.
Note:I have the GeometryReader called earlier in my code as well as the #state variables for the username and the password.
My goal is to have it look like this , right now it looks like this
VStack (spacing: deviceSize.size.height * (50/812)) {
TextField ("Username", text: self.$username)
.foregroundColor(.black)//text color when you type
.accentColor(.blue)//cursor color
.background(Color(.red))//????
.textFieldStyle(RoundedBorderTextFieldStyle())
.cornerRadius(50)
// .border(Color.white)
//.font(.title)
SecureField ("Password", text: self.$password)
.textFieldStyle(RoundedBorderTextFieldStyle())
.cornerRadius(50)
}
.padding(.init(top: 0, leading: deviceSize.size.width * (38/375), bottom: 0, trailing: deviceSize.size.width * (38/375)))
The easiest way to achieve such a design would be to place the Image and TextField in a HStack and give it one Rounded background. It is slightly more complicated with the password field as it needs an extra Button, and when you hide/show the password you need to change between TextField and SecureField. Here is my take on it:
struct ContentView: View {
#State private var username = ""
#State private var password = ""
#State private var showPassword = false
var body: some View {
ZStack {
Color.blue
VStack {
HStack {
Image(systemName: "person")
.foregroundColor(.secondary)
TextField("Username",
text: $username)
} .padding()
.background(Capsule().fill(Color.white))
HStack {
Image(systemName: "lock")
.foregroundColor(.secondary)
if showPassword {
TextField("Password",
text: $password)
} else {
SecureField("Password",
text: $password)
}
Button(action: { self.showPassword.toggle()}) {
Image(systemName: "eye")
.foregroundColor(.secondary)
}
} .padding()
.background(Capsule().fill(Color.white))
} .padding()
}
}
}
I'm really new to SwiftUI, but I found a workaround for this that I hope doesn't cause any issues in the future or it will be a big lesson learned. If anyone has any suggestion I'd appreciate it too! =]
I embedded the TextField and the image in a ZStack and I put the image inside a View and gave the view a padding.
struct FormInputBox: View {
#State private var text: String = ""
#State private var textFieldState: TextFieldState = .empty
private var textFieldType: TextFieldType
private var textViewPlaceholder = ""
init(placeholder: String,
textFieldType: TextFieldType) {
self.textViewPlaceholder = placeholder
self.textFieldType = textFieldType
}
var body: some View {
ZStack(alignment: Alignment(horizontal: .trailing, vertical: .center), content: {
TextField(textViewPlaceholder, text: $text)
.textFieldStyle(MyTextFieldStyle(textFieldState: $textFieldState))
AnyView(
Image("tick")
.resizable()
.frame(width: 20, height: 20, alignment: .leading)
)
.padding(32)
})
}
I have created a reusable SwiftUI Textfield named ASTextField which works similar to the textField in UIKit, where you can add the leftView and rightView of the textField and can handle the events related them.
You can find the implementation of this at gist.
This the way you can consume it:-
struct ContentView : View , ASTextFieldDelegate {
let leftImage = UIImage(systemName: "calendar")
let rightImage = UIImage(systemName: "eye")
let rightImage1 = UIImage(systemName: "trash")
#State var text : String? = "with simple binding"
#State var text1 : String? = "with closure for right item"
#State var text2 : String? = "for secure entry"
var body: some View {
VStack {
Spacer()
ASTextField(text: $text)
Spacer()
ASTextField(rightItem: rightImage1, leftItem: leftImage, handleLeftTap: {
print("right icon tapped.....")
}, delegate: self, text: $text1)
Spacer()
ASTextField(rightItem: rightImage, leftItem: leftImage, isSecuredEntry: true, delegate: self, text: $text2)
Spacer()
}
}
}
"Introspect" will work for you
Textfield()
.introspectTextField { textfield in
textfield.rightViewMode = .unlessEditing
textfield.rightView = UIImageView(image: UIImage(named: ImageCatalog.error.content))
}
I am totally newborn toddle in iOS Dev. So i wrote just like this. My apologises in advance if someone will get blind from the ugliness of the written code.
struct ContentView: View {
#State private var nameSearch: String = ""
var body: some View {
ZStack {
RoundedRectangle(cornerRadius: 25)
.frame(width: 230, height: 30)
.border(.black, width: 0.2)
.foregroundColor(.white)
HStack {
ZStack {
Image(systemName: "magnifyingglass.circle")
.foregroundColor(.gray)
.frame(width: 10, height: 10, alignment: .leading)
.padding(.trailing, 200)
TextField( "Search", text: $nameSearch)
.frame(width: 180, height: 30)
.padding(.leading, 20 )
}
}
}

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