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System requirements for Xcode 14
I'm a bit confused about the minimum macOS version required to run Xcode 14. I don't know what the minimum macOS version to run it. In the meantime, it seems that macOS 13 beta requires a Mac computer with the Apple silicon. As for Xcode 14 beta, its details say "Xcode 14 beta includes everything you need to create amazing apps for all Apple platforms. It includes SDKs for iOS 16, iPadOS 16, tvOS 16, watchOS 9, and macOS 13." What does that mean as far as macOS 13 is concerned? Do we need a Mac with the Apple silicon to run Xcode 14? Thanks.
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7.6k
Jun ’22
Binding<String>, set, get?
I have three sets of Text and TextField. And I need to filter each TextField entry. I have gotten a function to filter the TextField entry from this website (https://zenn.dev/yorifuji/articles/swiftui-textfield-filter). Finally, I have the following lines of code. import SwiftUI struct ContentView: View { @State var username = "" @State var password = "" @State var tenantID = "" var body: some View { VStack { makeForm(label: "Username: ", placeHolder: "123456", text: $username) makeForm(label: "Password: ", placeHolder: "abcdefg", text: $password) makeForm(label: "Shop ID: ", placeHolder: "123456", text: $tenantID) }.padding(.horizontal, 40.0) } @ViewBuilder private func makeForm(label: String, placeHolder: String, text: Binding<String>) -> some View { HStack { let newText = Binding<String>( get: { text.wrappedValue }, set: { filter(value: $0) } ) Text(label) TextField(placeHolder, text: newText) } } func filter(value: String) -> String { let validCodes = "0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ" let sets = CharacterSet(charactersIn: validCodes) return String(value.unicodeScalars.filter(sets.contains).map(Character.init)) } } Well, I don't know how to use the Binding with get and set, which I believe is what I need. Yet, I get a warning at the following line. set: { filter(value: $0) } What I need to do is set the filtered value to each TextField. What am I doing wrong? Thanks.
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1.1k
May ’22
Showing Multiple Instances of View and Showing Results from Them
I have the following lines of code to show multiple instances of View (MyTextView) import SwiftUI struct ContentView: View { @State var myTextViews = [MyTextView]() var body: some View { VStack { Button { } label: { Text("Show me your current text strings") }.padding(.vertical, 10.0) VStack { ForEach(0 ..< myTextViews.count, id: \.self) { _ in MyTextView() } } Button { myTextViews.append(MyTextView()) } label: { Text("Add me!") }.padding(.vertical, 10.0) } } } struct MyTextView: View { @State var text = "" var body: some View { ZStack { TextField("Enter some text", text: $text) }.padding(.horizontal, 50.0) } } According to the screenshot, I have three instances, each of which contains TextField. After I tap the top button (Show me your current...), I want to show the result from each TextField. How can I do that? Thanks.
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1k
Apr ’22
Horizontally-Aligned TextField Wrap?
I have a @State variable with an array of strings with which to create instances of TextField. So far, I have the following lines of code. import SwiftUI struct ContentView: View { @State private var names: [String] = ["Jim Thorton", "Susan Murphy", "Tom O'Donnell", "Nancy Smith"] var body: some View { HStack { ForEach($names, id: \.self) { $name in TextField("", text: $name) .fixedSize() .padding(.horizontal, 20.0) .background(Color.orange.opacity(0.2)) } } } } I wonder if there is a simple way of aligning instances of TextField horizontally such that one that exceeds the screen width will go to the next line like the following picture? Thanks.
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1.4k
Apr ’22
TextField Binding
I have an array of a model with just a single string with which I want to create instances of TextField. And I get an error for the TextField string binding. I know that is wrong. But how can fix it so that I can use textModel.name as a Binding? import SwiftUI struct ContentView: View { @State var textModels = [TextModel]() var body: some View { HStack { ForEach(textModels.indices, id: \.self) { index in let textModel = textModels[index] TextField("", text: textModel.name) // <----- Cannot convert value of type 'String' to expected argument type 'Binding<String>' } }.background(Color.green) .onAppear { textModels.append(TextModel(name: "Jim Thorton")) textModels.append(TextModel(name: "Susan Murphy")) textModels.append(TextModel(name: "Tom O'Donnell")) textModels.append(TextModel(name: "Nancy Smith")) } } } struct TextModel: Hashable { let name: String } Thanks.
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897
Apr ’22
Deleting a View Instance with the Tap of a Button
I have a simple project where I have a UUID string followed by a tap button as shown below. If one taps the Add me, the app will list a new instance of a View (KeywordRow). The following is what I have. import SwiftUI struct ContentView: View { @ObservedObject var monster: Monster var body: some View { VStack { Button { monster.items.append(Keyword()) } label: { Text("Add me!") }.padding(.vertical, 10.0) ForEach($monster.items) { item in KeywordRow(id: item.id) } } } } // MARK: - ObservableObject class Monster: ObservableObject { @Published var items = [Keyword]() } // MARK: - Keyword struct Keyword: Identifiable { var id = UUID() } struct KeywordRow: View { @Binding var id: UUID var body: some View { VStack { HStack { Text("ID: \(id)") Button { /* ------ Delete ------ */ } label: { Text("Delete") } } } } } My question is how I can let the app delete the corresponding instance when I tap the Delete button? I have an ObservedObject variable, which I haven't used. Thanks.
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1.2k
Apr ’22
Showing a Constructor Dialog View with an ObservedObject Object
I'm trying to show a dialog over ContentView. The dialog view, ShowDialogView, has an ObservedObject object with name and properties. class User: ObservableObject { @Published var name = "" @Published var age: Int = 0 } struct ShowDialogView: View { @Binding var isPresented: Bool @ObservedObject var user: User /* @State var name = "" */ init(isPresented: Binding<Bool>, user: User) { self._isPresented = isPresented self.user = user.searchWord //_name = State(initialValue: "Kimberly") } var body: some View { VStack { ... ... }.onAppear { print("\(user.name)") } } } struct ContentView: View { @State var user = User() @State var showMe = true var body: some View { VStack { ... ... ShowDialogView(isPresented: showMe, user: user) } } } The dialog view will open with no problem. The problem that I have is that the user object doesn't deliver anything beyond default values. If I somehow set the name property to "Kimberly" before the dialog appears, the app will end up showing no value (""). Even if I try setting an initial value to the name property in the constructor, the app will still show an empty value. What am I doing wrong? I'm sorry I cannot give you a lot of details in the code above. Thank you.
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378
Mar ’22
Getting an Updated Value Through @EnvironmentObject
I have a simple project as follows. import SwiftUI class GameSettings: ObservableObject { @Published var score: Int = 100 } struct ContentView: View { @StateObject var settings = GameSettings() var body: some View { GeometryReader { geo in ZStack { HStack(spacing: 0.0) { RightView().environmentObject(GameSettings()) .frame(width: geo.size.width / 2.0, height: geo.size.height) Spacer() } VStack { HStack { Spacer() Button { print("\(settings.score)") } label: { Text("Print") .font(.largeTitle) }.padding(.trailing, 40.0) } Spacer() } } } } } struct RightView: View { @EnvironmentObject var settings: GameSettings var body: some View { ZStack { Color.red Button { settings.score += 100 } label: { Text("Change") .font(.largeTitle) } }.environmentObject(settings) } } So the score is supposed to increase by 100 if I tap the button over the red area. And I want to print the latest value by tapping the Print button at the top-right corner. But it will remain at 100. What am I doing wrong? And can I achieve my goal without using an @ObservedObject variable? Thanks.
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429
Mar ’22
Passing a Variable Between Two Unrelated Views Without Binding
My ContentView has one View (RightView) inside. Tapping the button over RightView, the app will pass a boolean value to ContentView. struct ContentView: View { @ObservedObject var monster: MonsterObservable var body: some View { GeometryReader { geo in ZStack { HStack(spacing: 0.0) { RightView(showMe: $monster.showDialog) .frame(width: geo.size.width, height: geo.size.height) } ShowDialogView(isShowing: $monster.showDialog) { } .frame(width: 500, height: 600, alignment: .center) .cornerRadius(10.0) } } } } struct RightView: View { @Binding var showMe: Bool var body: some View { ZStack { Color.red Button { showMe = true } label: { Text("Tap me") .font(.largeTitle) } } } } class MonsterObservable: ObservableObject { @Published var showDialog = false } struct ShowDialogView<Content: View>: View { @Binding var isShowing: Bool @ViewBuilder let content: () -> Content var body: some View { Group { if isShowing { ZStack { Color.brown VStack { Spacer() Button { isShowing = false } label: { Text("Close me") .font(.largeTitle) }.padding([.top, .bottom], 100.0) } } } } } } So the code above works. If I tap the button over RightView, a small dialog (ShowDialogView) will appear. Currently, ContentView and RightView are bound. That's not exactly what I need. How can I pass a boolean value from RightView to ContentView without Binding where ContentView is the following? struct ContentView: View { @ObservedObject var monster: MonsterObservable var body: some View { GeometryReader { geo in ZStack { HStack(spacing: 0.0) { RightView() .frame(width: geo.size.width, height: geo.size.height) } ShowDialogView(isShowing: $monster.showDialog) { } .frame(width: 500, height: 600, alignment: .center) .cornerRadius(10.0) } } } }
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533
Mar ’22
Telling a View to show a Dialog from Another
I was quite active in writing code in SwiftUI several months ago. I've forgotten how to use an ObservedObject object to channel a variable between two Views. Anyway, I need to show a dialog over ContentView when I tap a button that is shown over another (RightView). The following is my code. // ContentView.swift // import SwiftUI class ObserveMonster: ObservableObject { @Published var showDialog = false } struct ContentView: View { @ObservedObject var observeManiac: ObserveMonster var body: some View { GeometryReader { geo in ZStack { HStack(spacing: 0.0) { LeftView() .frame(width: geo.size.width / 2.0, height: geo.size.height, alignment: .leading) RightView() .frame(width: geo.size.width / 2.0, height: geo.size.height, alignment: .trailing) } ShowDialogView(isShowing: observeManiac.showDialog) { } .frame(width: 500, height: 600, alignment: .center) .cornerRadius(10.0) } } } } struct ShowDialogView<Content: View>: View { let isShowing: Bool @ViewBuilder let content: () -> Content var body: some View { Group { if isShowing { Color.blue } } .animation(.default, value: isShowing) } } // RightView.swift // import SwiftUI struct RightView: View { @StateObject var observeManiac = ObserveMonster() var body: some View { ZStack { Color.red Button { observeManiac.showDialog.toggle() } label: { Text("Tap me") .font(.largeTitle) } } } } When I tap the button, the dialog (ShowDialogView) is no show. Does anybody now what I'm doing wrong? Thanks a million.
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452
Mar ’22
Animating Shape
I'm trying to animate a shape. The following is my code. import SwiftUI struct ContentView7: View { @State private var goingLeft = true @State private var goingUp = true var body: some View { ZStack { Color.green.ignoresSafeArea() CustomShape(quadDistance: goingUp ? 0: 60.0, horizontalDeviation: 0.0) .fill(Color.red) .ignoresSafeArea() .animation(.easeInOut(duration: 1.0).repeatForever(), value: goingUp) }.onAppear { goingUp = false } } } struct CustomShape: Shape { var quadDistance: CGFloat var horizontalDeviation: CGFloat func path(in rect: CGRect) -> Path { Path { path in path.move(to: CGPoint(x: -horizontalDeviation, y: 0)) path.addLine(to: CGPoint(x: rect.maxX + horizontalDeviation , y: 0)) path.addLine(to: CGPoint(x: rect.maxX + horizontalDeviation, y: rect.midY)) path.addLine(to: CGPoint(x: -horizontalDeviation, y: rect.midY)) path.move(to: CGPoint(x: -horizontalDeviation, y: rect.midY)) path.addQuadCurve(to: CGPoint(x: rect.maxX + horizontalDeviation, y: rect.midY), control: CGPoint(x: rect.midX, y: rect.midY + quadDistance)) } } } Well, my intension is to move the center of the convex point up and down. But the shape won't animate itself. What am I doing wrong? Muchos thankos.
0
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265
Feb ’22
'animation' was deprecated in iOS 15.0
Hmm... I don't quite get it. How can I get rid of the deprecation warning in the following case? import SwiftUI struct ContentView: View { @State var isAnimating = false var body: some View { Circle() .fill(Color.pink) .frame(width: 150, height: 150) .scaleEffect(isAnimating ? 0.5 : 1.0) .animation(Animation.easeIn(duration: 1.0).repeatForever()) .onAppear { self.isAnimating = true } } } The following could work except that I have to tap the circle once. import SwiftUI struct ContentView: View { @State var isAnimating = true var body: some View { Circle() .fill(Color.pink) .frame(width: 150, height: 150) .scaleEffect(isAnimating ? 1 : 0.5) .animation(Animation.easeIn(duration: 3.0).repeatForever(), value: isAnimating) .onTapGesture { isAnimating.toggle() } .onAppear { isAnimating = false isAnimating.toggle() } } } Muchos thankos.
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3.2k
Feb ’22
How to Update a UILabel Object with MainActor
I guess I was in coma, and I didn't learn of MainActor till today. So I have the following lines of code to test MainActor. import UIKit class ViewController: UIViewController { // MARK: - IBOutlet @IBOutlet weak var label: UILabel! // MARK: - IBAction @IBAction func buttonTapped(_ sender: UIButton) { Task { do { let bool = try await asyncWaitMakeLabelChanges() if bool { print("I'm done!") } } catch { print("\(error.localizedDescription)") } } } func asyncWaitMakeLabelChanges() async throws -> Bool { for i in 0..<5 { let text = String(i) label.text = text // UILabel.text must be used from main thread only print(text) sleep(1) } return true } } As I expect, I get the purple main thread checker error at the line where I update the label. That's good. And I've changed the code as follows. import UIKit class ViewController: UIViewController { // MARK: - IBOutlet @IBOutlet weak var label: UILabel! // MARK: - IBAction @IBAction func buttonTapped(_ sender: UIButton) { Task { do { let bool = try await asyncWaitMakeLabelChanges() if bool { print("I'm done!") } } catch { print("\(error.localizedDescription)") } } } func asyncWaitMakeLabelChanges() async throws -> Bool { for i in 0..<5 { let text = String(i) Task { @MainActor in label.text = text } print(text) sleep(1) } return true } } Okay. The app won't crash. But the label won't get updated every second. It will finally display the number (4) when the count reaches 4. So my question is why not? I could change my code as follows to update my label every second. func asyncWaitMakeLabelChanges() async throws -> Bool { for i in 0..<5 { let text = String(i) DispatchQueue.main.async() { [weak self] in self?.label.text = text } print(text) sleep(1) } return true } So why would I want to use MainActor?
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1.2k
Feb ’22
Using Subclassed UIViewController
I'm trying to subclass UIViewController. And I've written the following. import UIKit class BaseViewController: UIViewController { let titleText: String init(titleText: String) { self.titleText = titleText super.init(nibName: nil, bundle: nil) } required init?(coder aDecoder: NSCoder) { self.titleText = "" super.init(coder: aDecoder) setup() } override func viewDidLoad() { super.viewDidLoad() } // MARK: - Setup func setup() { print("GGG: \(titleText)") let navBar = navigationController!.navigationBar navBar.barTintColor = UIColor.yellow let atext = NSMutableAttributedString(string: titleText) atext.addAttribute(NSAttributedString.Key.foregroundColor, value: UIColor.black, range: NSMakeRange(0, atext.length)) atext.addAttribute(NSAttributedString.Key.strokeColor, value: UIColor.gray, range: NSMakeRange(0, atext.length)) atext.addAttribute(NSAttributedString.Key.strokeWidth, value: NSNumber.init(value: -1.0), range: NSMakeRange(0, atext.length)) let titleLabel: UILabel = UILabel(frame: CGRect(origin: CGPoint(x: 15.0, y: 0), size: CGSize(width: 320.0 - 120.0, height: 44.0))) titleLabel.attributedText = atext titleLabel.textAlignment = NSTextAlignment.center titleLabel.font = UIFont(name: "Helvetica", size: 24.0) self.navigationItem.titleView = titleLabel } } And I subclass it with a view controller named HomeViewController as follows. import UIKit class HomeViewController: BaseViewController { override init(titleText: String) { super.init(titleText: "Jim") } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } override func viewDidLoad() { super.viewDidLoad() } } But the setup method in BaseViewController never gets the titleText variable ("Jim") from HomeViewController. What am I doing wrong? Thanks.
3
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558
Feb ’22
Where and How to Create FileManager as a Singleton?
When I write code with UIKIt or Cocoa, I usually create and use FileManager.default in AppDelegate or a base view controller. In Cocoa, for example, I would write something like the following. import Cocoa @NSApplicationMain class AppDelegate: NSObject, NSApplicationDelegate { let defaultFileManager = FileManager.default func applicationDidFinishLaunching(_ aNotification: Notification) { } func applicationWillTerminate(_ aNotification: Notification) { NSApp.terminate(nil) } } import Cocoa class HomeViewController: NSViewController { let appDelegate = (NSApp.delegate as! AppDelegate) override func viewDidLoad() { super.viewDidLoad() if appDelegate.defaultFileManager.fileExists(atPath: some file path) { } } } So my question is where I can create FileManager.default so that I use it under different Views in SwiftUI? Muchos thankos.
2
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507
Feb ’22