Code-based widget construction. You can find the official documentation here.
MemeMaker on GitHub: An app that composes text over an image in SwiftUI
How SwiftUI can now be used to build entire iOS apps: This year, however, entire apps can now be defined directly using SwiftUI, thanks to a few new additions to its API.
What’s new in SwiftUI for iOS 14: SwiftUI was inevitably going to see big changes this year, and I’m really excited to experiment with them all – text views, color pickers, progress views, and even limited support for grids have all landed.
How to define SwiftUI properties: Here's a first draft of a decision tree for how to define your SwiftUI properties...
A guide to SwiftUI’s state management system: What separates SwiftUI from Apple’s previous UI frameworks isn’t just how views and other UI components are defined, but also how view-level state is managed throughout an app that uses it.
Mastering toolbars in SwiftUI: This week we will learn all about the new Toolbar API.
Setting up a multi-platform SwiftUI project: This blog will take a look at a basic setup for a multi-platform SwiftUI app.
struct ContentView : View {
var body: some View {
Text("Hello World")
}
}
struct ContentView : View {
var body: some View {
HStack {
Text("Hello World")
Spacer()
Button("Tap Me") { // trailing closure syntax
// Do nothing
}
}.frame(width: 200)
.padding(20)
.backgroundColor(Color.yellow)
}
}
struct ContentView : View {
@State var isHello = true // whenever isHello changes, trigger body getter again
var greeting : String { // convenience expression to switch between strings
self.isHello ? "Hello" : "Goodbye"
}
var body: some View {
HStack {
Text(self.greeting + " World") // why not a Swift inline expression?
Spacer()
Button("Tap Me") {
self.isHello.toggle() // is this a natural method of Boolean?
}
}.frame(width: 200)
.padding(20)
.backgroundColor(Color.yellow)
}
}
struct ContentView : View {
@State var isHello = true // provides an $isHello Binding object
var greeting : String {
self.isHello ? "Hello" : "Goodbye"
}
var body: some View {
HStack {
Text(self.greeting + " World")
Spacer()
Toggle("Friendly", isOn: $isHello) // uses the Binding to enable two-way
}.frame(width: 200)
.padding(20)
.backgroundColor(Color.yellow)
}
}
Passing data from the View doing the creating to the View that is created.
struct ContentView : View {
@State var isHello = true // whenever isHello changes, trigger body getter again
var greeting : String { // convenience expression to switch between strings
self.isHello ? "Hello" : "Goodbye"
}
@State var showSheet = false
var body: some View {
VStack {
Button("Show Message") {
self.showSheet.toggle()
}.sheet(isPresented: $showSheet) {
Greeting(greeting: self.greeting)
}
Spacer()
Toggle("Friendly", isOn: $isHello)
}.frame(width: 150, height: 100)
.padding(20)
.background(Color.yellow)
}
}
struct Greeting : View {
let greeting : String
var body: some View {
Text(greeting + " World")
}
}
Passing data from the secondary view back to the view that presented it.
struct ContentView : View {
@State var isHello = true // whenever isHello changes, trigger body getter again
var greeting : String { // convenience expression to switch between strings
self.isHello ? "Hello" : "Goodbye"
}
@State var showSheet = false
@State var name = ""
var body: some View {
VStack {
Button("Show Message") {
self.showSheet.toggle()
}.sheet(isPresented: $showSheet) {
Greeting(greeting: self.greeting, username: self.$name)
}
Spacer()
Toggle("Friendly", isOn: $isHello)
}.frame(width: 150, height: 100)
.padding(20)
.background(Color.yellow)
}
}
struct Greeting : View {
@Binding var username : String
let greeting : String
var body: some View {
TextField("Your Name", text: $username)
.frame(width: 200)
.textFieldStyle(ROundedBorderTextFieldStyle())
Text(greeting + " World")
}
}
from here
The second fix I am going to show you adds keyboard dismissal App-wide and fixes the issues we observed in the last section. The original solution and other ideas from StackOverflow can be found here. In short, you can add a tap gesture recognizer to the underlying UIWindow of the app that acts in a similar fashion to how we set up keyboard dismissal in UIKit by adding a tap gesture to the view of our view controller. To begin, extend UIApplication with a new method:
extension UIApplication {
func addTapGestureRecognizer() {
guard let window = windows.first else { return }
let tapGesture = UITapGestureRecognizer(target: window, action: #selector(UIView.endEditing))
tapGesture.cancelsTouchesInView = false
tapGesture.delegate = self
tapGesture.name = "MyTapGesture"
window.addGestureRecognizer(tapGesture)
}
}
The addTapGestureRecognizer method creates a UITapGestureRecognizer, tapGesture, that will target the App’s window and call UIView.endEditing to dismiss the keyboard. Since we still want the other parts of the user experience to function as normal, we set cancelsTouchesInView to false. We set the UIApplication as the delegate for tapGesture (you’ll see why in a minute) and add the gesture to the first window in the windows array of UIApplication.
Simultaneous gestures, such as a double tap, are important for selecting text in a TextView. If we leave things as they stand, by default our new tap gesture will get called for both double and single taps, meaning when we try and double tap to select text, it will dismiss the keyboard. Oops! To fix this we can implement the gestureRecognizer(_ gestureRecognizer: , shouldRecognizeSimultaneouslyWith otherGestureRecognizer: )
delegate method of UIGestureRecognizerDelegate and return false.
extension UIApplication: UIGestureRecognizerDelegate {
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return false // set to `false` if you don't want to detect tap during other gestures
}
}
The last step is to add the gesture to the app window when the application launches, which can be done like this if you are using the new SwiftUI App lifecycle:
@main
struct TestApp: App {
var body: some Scene {
WindowGroup {
ContentView()
.onAppear(perform: UIApplication.shared.addTapGestureRecognizer)
}
}
}
Or, if you are still using the UIKit lifecycle you can instead skip extending UIApplication and set up your SceneDelegate similar to:
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
let contentView = ContentView()
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
let tapGesture = UITapGestureRecognizer(target: window, action: #selector(UIView.endEditing))
tapGesture.cancelsTouchesInView = false
tapGesture.delegate = self
tapGesture.name = "MyTapGesture"
window.addGestureRecognizer(tapGesture)
}
}
}
extension SceneDelegate: UIGestureRecognizerDelegate {
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
}
The final results give us the user interaction we were looking for. Touching anywhere outside of the TextField dismisses the keyboard and all of our other controls work as expected. Success!
Last modified 09 December 2024