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My question is slightly broader, but hopefully this simple use case states the point.I ofthen run in to the problem where my source of truth is a custom type (struct, array of bytes, int, etc.) that I want to edit. I would like to write a view that has a binding to this type so that all the editing logic lives inside this view without the views outside having to worry how it is edited.The simplest example of this is a view that takes a binding to an Int where the user edits it with a TextField. Up to now I've only been able to do this with a custom UI- or NSViewRepresentable implementation. I thought I had a solution today, but it too does not work. It is close enough, that I thought maybe someone can see a path going further.Below is my code. It has an IntView that takes a binding to an Int, and uses state for the strValue. When it first apears, it updates the local state. It then has a method that can be called to update the binding value (this because I cannot get updates as the text field is changing).My contentView creates this view and stores updateValue so that it can be called when the button is pressed. The problem is that view is a value (not a reference), so the intView created in body() is not the same one as that in the .async call (I double-checked this with the print that prints the pointer to each). When updateValue() is called, I get an exception, because I am using the wrong view. The reason for using an .async call is so that I do not change state when body is computed.Can this code somehow be made to work, or is there another solution to writing IntView that takes a binding to an Int?My problem is often more complicated for example when I want to bind to a struct. If I write a custom __ViewRepresentable solution, then I lose a lot of the ease-of-use of swift, and goes back to manual layout, etc.struct IntView: View { @Binding var value: Int @State private var strValue: String = "" var body: some View { return TextField("Type here", text: $strValue) .onAppear(perform: { self.strValue = "\(self.value)" }) } func updateValue() { value = Int(strValue)! } } struct ContentView: View { @State var intValue: Int = 12 @State var updateValue: (() -> Void)? var body: some View { let intView = IntView(value: $intValue) withUnsafePointer(to: intView) { print("value at first @\($0)") } DispatchQueue.main.async { withUnsafePointer(to: intView) { print("value in async @\($0)") } self.updateValue = intView.updateValue } return VStack { Text("\(intValue)") intView Button(action: { self.updateValue!() }, label: { Text("Get Value") }) } .padding() .frame(maxWidth: .infinity, maxHeight: .infinity) } } struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() } }
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I have some code that used to work but is failing to bind to a local UDP port saying it is already in use. lsof does not show that the port is being used. Below is my receive function that fails. bindResult is "-1" when calling bind, and the error printed out contains "Address already in use (48)". I am trying to bind to 127.0.0.1:6000. This has been working for a very long time, but I've not used it for one or two months, so not sure if a macOS upgrade or something else broke it. func receive(handleRxData: @escaping (UdpSocket, IpAddress, ArraySlice<UInt8>) -> Void,                withError error: (_ msg: String) -> Void) {          self.handleRxData = handleRxData          var cfSocketContext = CFSocketContext(version: 0, info: nil, retain: nil, release: nil, copyDescription: nil)     cfSocketContext.info = Unmanaged.passRetained(self).toOpaque()          cfSock = CFSocketCreate(kCFAllocatorDefault,                             PF_INET,                             SOCK_DGRAM,                             IPPROTO_UDP, CFSocketCallBackType.readCallBack.rawValue,                             { (socket: CFSocket?, callBackType: CFSocketCallBackType, address: CFData?, data: UnsafeRawPointer?, info: UnsafeMutableRawPointer?) -> Void in                               let udpSocket = Unmanaged<UdpSocket>.fromOpaque(info!).takeUnretainedValue()                               udpSocket.receiveCallback()     },                             UnsafeMutablePointer<CFSocketContext>(&cfSocketContext))     let sock = CFSocketGetNative(cfSock)          // Create ipv4 addr struct:     var sin = sockaddr_in()     if (local.type == .ipv4) {       sin.sin_len = __uint8_t(MemoryLayout.size(ofValue: sin))       sin.sin_family = sa_family_t(AF_INET)       sin.sin_addr.s_addr = local.ipv4.bigEndian       sin.sin_port = local.port.bigEndian     }          let bindResult = withUnsafeMutablePointer(to: &sin) {       $0.withMemoryRebound(to: sockaddr.self, capacity: 1) {         bind(sock, UnsafeMutablePointer<sockaddr>($0), socklen_t(MemoryLayout<sockaddr_in>.size))       }     }     if bindResult < 0 {       error("Could not bind to socket \(sin) ( \(String(cString: strerror(errno)!)) (\(errno)).")       return     }          // Change socket to non-blocking:     let flags = fcntl(sock, F_GETFL);     let fcntlResult = fcntl(sock, F_SETFL, flags | O_NONBLOCK);     if (fcntlResult < 0) {       print("Could not change socket to non-blocking ( \(String(cString: strerror(errno)!)) (\(errno)).")     }     // Add to run loop:     let rls = CFSocketCreateRunLoopSource(nil, cfSock, 0);     if (rls == nil) {       error("Could not get run loop source.")       return     }     CFRunLoopAddSource(CFRunLoopGetCurrent(), rls, CFRunLoopMode.commonModes)// CFRunLoopMode.defaultMode);   }
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Reading other questions and searching on the web, I am clearly missing something very obvious. I am trying to make an app preview video for iOS. I've followed Creating Videos for App Previews to record a video on my iPhone 13. This gives me a video with a resolution of 2532 x 1170 (as expected). The App preview specifications states that the native iPhone 13 resolution is 2436 x 1125 and that the accepted resolution is 1920 x 886. Why is the app preview specification native resolution different from the actual iPhone 13 resolution? Am I missing some insets? When I use Quick Time to save my video as 1080p then I get an output resolution of 1920 x 888 (it seems to be rounding up since the perfect scale would have been 1920 x 887,2037915). I am unable to see how I can get to the accepted native resolution of 2436 x 1125 or how I can resample it to 1920 x 886. I get the exact same results using the simulator. How do I create a preview video in the accepted resolutions?
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I am trying to create a standard stepper with text field in swiftUI, but it does not seem to exist.I need something that looks like this:Do I have to create my own view, or is something already available?I tried an HStack with Text, TextField and stepper, but this does not align properly when placed in a form, and the stepper and text field cannot have a binding to the same value.Any ideas on how to implement this?
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I need to do a bit of customisation on a UITextView so I am creating a custom UIViewRepresentable to wrap the UITextView. One of these is that the input should be centred and not wrap. Searching on how to disable wrapping gives various conflicting recommendations, from not using UITextView to wrapping it in a UIScrollView. None of these seem to work reliably. It seems like all that is required, is setting the size of the text container to be sufficiently wide but this is also not working. Below is what I've tried so far but it does not wrap the view. The InputView also seems to take up the entire height of the screen. I have a feeling this is fundamentally part of my problem. What am I missing? import SwiftUI struct InputView: UIViewRepresentable {   @Binding var text: String   typealias UIViewType = UITextView   func makeUIView(context: Context) -> UIViewType {     // Setup text view:     // ----------------     let textView = UITextView()     textView.textAlignment = .center     textView.delegate = context.coordinator     textView.font = UIFont.systemFont(ofSize: 72)          textView.textContainer.widthTracksTextView = false     textView.textContainer.size = CGSize(width: 20000, height: CGFloat.greatestFiniteMagnitude)     textView.autoresizingMask = [.flexibleWidth, .flexibleHeight]          return textView   }      func makeCoordinator() -> InputView.Coordinator {     return Coordinator(self)   }      func updateUIView(_ textView: UIViewType, context: Context) {     if textView.text != text {       textView.text = text     }   }      class Coordinator: NSObject, UITextViewDelegate {     var parent: InputView          init(_ parent: InputView) {       self.parent = parent     }          func textViewDidChange(_ textView: UITextView) {       parent.text = textView.text     }   } } struct ContentView: View {   @State private var input: String = "ShouldNotWrapButScrollHorizontally"      var body: some View {     InputView(text: $input)       .padding()   } } struct ContentView_Previews: PreviewProvider {   static var previews: some View {     ContentView()   } }
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I would like to keep my layout the same, and only rotate views in-place when the screen orientation changes.Below is a simple example of what I am trying to acieve. It shows to TestViews horizontally when in portrait mode, and vertically when in landscape mode.I've made sure that the views themselve does not get re-created in the hope that it would only animate the difference in layout between portrait and landscape, but it makes the views very small, and then animate them in from the corner of the screen.What I am trying to acieve, is for each view to effectively rotate by 90 degrees when the orientation changes. Is it possible in swiftUI?[In my example below, I've hacked my AppDelegate to be my model to get rotation notifications from a publisher in it. This needs to be added for the example to work.]struct TestView: View { var text: String var body: some View { ZStack { RoundedRectangle(cornerRadius: 25.0, style: .continuous) .foregroundColor(Color(red: 0.2, green: 0.2, blue: 0.2)) Text(verbatim: text) .font(.system(size: 95)) .foregroundColor(.white) }.aspectRatio(1.0, contentMode: .fit) } } struct ContentView: View { @EnvironmentObject var model : AppDelegate private let testViews: [TestView] = (0...1).map { TestView(text: "\($0)") } var body: some View { ZStack { if !model.isPotrait { HStack { VStack { testViews[0] testViews[1] } } } else { VStack { HStack { testViews[0] testViews[1] } } } }.padding() } }
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The new SwiftUI introduces the new Menu - https://developer.apple.com/documentation/swiftui/menu item but I cannot find any complete examples showing how to use it. I did find an article (cannot link to it here) on how to use Menu but it is connected to a toolbar item only and does not change the menubar. I would like to add a menu item to the menubar in macOS using a SwiftUI App. Any examples of how to do this would be great.
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I have a program where I need to handle Edit>Copy when the first responder cannot. I've added the following to my AppDelegate: @IBAction @objc func copy(_ sender: Any?) {     // My code here...   } But Edit>Copy is greyed out on the menu unless a TextField has focus and it has text selected. How do I get my copy function called when the text field has focus but does not have text selected (or any other case where the current view with focus cannot handle copy)?
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by oreman.
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I would like to implement a global copy command for my app. The code below is an attempt at achieving this but does not work. struct ContentView: View {   @State private var name = ""      var body: some View {     VStack {       Text("Hallo \(name)")       TextField("Please enter your name", text: $name)     }     .onCopyCommand(perform: {       print("You got to onCopy")       var items = [NSItemProvider]()       let stringData = "Hallo \(name)".data(using: .utf8)!       items.append(NSItemProvider(item: stringData as NSData, typeIdentifier: kUTTypePlainText as String))       return items     })   } } When the user selects something in the TextField, then using the copy menu should copy that text to the clipboard but when it has nothing selected, then I want to copy "Hallo" and the name to the clipboard. As you can see, I tried using the onCopyCommand but Copy is always grayed out. Any ideas on how I can enable Copy on the menu, and handle it when the TextField does not have anything selected?
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I used to get an e-mail when people replied to my posts but that is no longer working (I do not know when it broke). I cannot find where it needs to be enabled. Has it been removed? If not, where is it enabled?
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I have a simple SwiftUI view with a TextField in a macOS app. I change the font size of the TextField.The TextField keeps its original height (prior to changing the font) until it has text, when it suddeny jumps to the correct size.One work around is to have placeholder text (even an empty string with just a space in it), but then the cursor looks funny as the cursor keeps the original height.The following code shows the problem:struct ContentView: View { @State var input: String = "" var body: some View { TextField("Type Here", text: $input) .font(Font.custom("Arial", size: 35)) } }I've tried changing the height (using frame modifier) of my view, but this shows the smaller TextField in the larger view, until the TextField receives input.Is this a bug in TextField, or am I doing something wrong and either way, does anybody have a workaround/fix for it?
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I am using a Picker in a macOS app but it does not show the initial value nor the selected value after choosing it. I can reproduce the problem with this simple View: struct ContentView: View {   @State private var pickedValue: UInt8 = 1   var body: some View {     Picker("Pick Something: ", selection: $pickedValue) {       Text("One").tag(1)       Text("Two").tag(2)     }     .padding()   } } The default mode is Menu mode, and I want to it show "One" when first starting, and then whatever the user selects. It does not show anything. After selecting something, it also does not show the selection but it does get a check-mark at the selected item if I click on it again. I've tried different picker styles but they all give the same problem.
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How do I read the product string of a USB device?I've used IOServiceGetMatchingServices to get to the device that I need, but I want to display a user-friendly name.I've used IOService utility app to look at all the keys for the device, but none of the keys have the product name.Searching the web, I found kUSBProductStringIndex, so seems I should use that somehow, but could not find methods or example code of how to use it.I found Common QA and Roadmap for USB Software Development on Mac OS X which seems to link to some useful example programs, but pretty much all the links in the QA are dead.
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I am trying to write a simple view that displays text, two lines at a time. It must be possible for the user to move up and down in the stack of text.In order to make it look good, the items scrolled in and out of the stack must transition in and out from the top or bottom based on the direction the user selected. Below is some test code that demonstrates the problem. It works correctly as long as you keep sliding in one direction, but fails the first time you change direction.It almost works except for when you change direction. The problem is that the .transition is applied to the Text in line 18 based on the current slideUp state variable. It therefore has the wrong value when the state (direction of movement) changes.Can anyone see a simple, elegant way of solving this?import SwiftUI struct ContentView: View { private struct DisplayItem { var id: Int var text: String } private let numVisibleItems = 2 @State private var slideUp: Bool = true @State private var startIndex: Int = 0 var items: [String] = [] var body: some View { HStack { VStack { ForEach(visibleItems(), id: \DisplayItem.id) { item in Text("\(item.text)").font(.system(size: 60)).animation(.easeInOut) .transition(.asymmetric(insertion: AnyTransition.opacity.combined(with: .move(edge: !self.slideUp ? .top : .bottom )), removal: AnyTransition.opacity.combined(with: .move(edge: self.slideUp ? .top : .bottom )))) } } .animation(.easeInOut(duration: 1.0)) .frame(width: 200, height: 200) VStack { Button(action: { self.slideUp = true self.startIndex = min(self.items.count-1, self.startIndex + 1) }, label: { Text("Slide Up") }) Button(action: { self.slideUp = false self.startIndex = max(0, self.startIndex - 1) }, label: { Text("Slide Down") }) } } } private func visibleItems() -> [DisplayItem] { let endIndex = min(startIndex + numVisibleItems - 1, items.count - 1) var result = [DisplayItem]() for i in startIndex...endIndex { result.append(DisplayItem(id: i, text: items[i])) } return result } } struct ContentView_Previews: PreviewProvider { static var previews: some View { let formatter = NumberFormatter() formatter.numberStyle = .spellOut let data = (0..<10).map { formatter.string(from: NSNumber(value: $0))! } return ContentView(items: data) } }
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I've been playing with my own custom view and Animatable to make it animate.I got it going, but do not understand 100% what happens behind the scenes, and this is never good to help understanding something.Take for example the following simple struct:struct MyRect: Shape { var scale: Double var animatableData: Double { get { return scale } set { scale = newValue } } func path(in rect: CGRect) -> Path { var path = Path() let w = min(rect.width, rect.height)*CGFloat(scale) let scaledRect = CGRect(origin: rect.origin, size: CGSize(width: w, height: w)) path.addRect(scaledRect) return path } }animatableData returns a double, and the getter and setter works with scale. It intuitively makes sense that scale is the property being animated but animatableData does not really have anything to do with scale.Take for example this slight modification where scale is changed from a double to an Int, where 0 represents 0% and 100 represents 100%:struct MyRect: Shape { var scale: Int private var scaleAsDouble: Double init(scale: Int) { self.scale = scale scaleAsDouble = Double(scale) } var animatableData: Double { get { return scaleAsDouble } set { scaleAsDouble = newValue } } func path(in rect: CGRect) -> Path { var path = Path() let w = min(rect.width, rect.height)*CGFloat(scaleAsDouble)/100.0 let scaledRect = CGRect(origin: rect.origin, size: CGSize(width: w, height: w)) path.addRect(scaledRect) return path } }In this case, my Shape as an integer property that cannot be animated, because it cannot have fractional steps. The solution is to store a doulbe that can have a fractional part, and use it as the animatableData.What I do not get, is how does the framework know to use the scale property? What are the steps that the framework uses when scale is changes from one value to another in order to call the setter on animatableData with the correct values?
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