Call SpriteKit function through SwiftUI Button - button

I wrote a function that should make a SKLabel appear when I hit the SwiftUI Button.
The function is called (console message prints), but the label itself is never added to the scene. Very confused.
HELP!
Here is my code.
import SwiftUI
import SpriteKit
class GameScene: SKScene {
public func startGame() {
let startGame = SKLabelNode()
startGame.text = "Game Started"
startGame.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(startGame)
print("Function is called")
}
}
struct ContentView: View {
var gameScene: GameScene {
let scene = GameScene()
scene.size = CGSize(width: 400, height: 400)
scene.scaleMode = .fill
return scene
}
var body: some View {
VStack{
SpriteView(scene: gameScene)
.padding()
.frame(width: 400, height: 400)
Button("Button") {
gameScene.startGame()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}

Related

Result of 'HymnLyrics' initializer is unused

I have the following error in my code. Please help me why I cannot use my HymnLyrics() struct inside button action. It works for NavigationLink of destination but I don't wanna use it.
import SwiftUI
struct ContentView: View {
#EnvironmentObject var tappingSwitches: TapToggle
let zoLyrics: [Lyric] = LyricList.hymnLa.sorted { lhs, rhs in
return lhs.zoTitle < rhs.zoTitle
}
var body: some View {
ScrollView {
ForEach(zoLyrics, id: \.id) { zoLyric in
VStack {
Button(action: {
HymnLyrics(lyrics: LyricList.hymnLa)// Here is the error, I can use directly by using NavagationLink
self.tappingSwitches.isHymnTapped.toggle()
}, label: {
HStack {
Text(zoLyric.zoTitle)
.foregroundColor(Color("bTextColor"))
.lineLimit(1)
.minimumScaleFactor(0.5)
Spacer()
Text("\(zoLyric.number)")
.foregroundColor(Color("bTextColor"))
}
})
}
.frame(maxWidth: .infinity, alignment: .leading)
.padding([.leading, .bottom, .trailing])
}
}
}
}

swiftUI - Button Camera in TabBar

There is a button in the TabBar, this button should open the camera
"Button(action: {...}, label: { ..."
The camera code is written in "CameraView" and "CameraModel" :
struct CameraView: View {
#StateObject var camera = CameraModel()
var body: some View {
ZStack{
// Camera preview...
CameraPreview(camera: camera)
.ignoresSafeArea(.all, edges: .all)
VStack{
if camera.isTaken{
HStack {
Spacer()
Button(action: {}, label: {
Image(systemName: "arrow.triangle.2.circlepath.camera")
.foregroundColor(.black)
.padding()
.background(Color.white)
.clipShape(Circle())
})
.padding(.trailing,10)
}
}
Spacer()
HStack{
if camera.isTaken{
Button(action: {}, label: {
Text("Save")
.foregroundColor(.black)
.fontWeight(.semibold)
.padding(.vertical,10)
.padding(.horizontal,20)
.background(Color.white)
.clipShape(Capsule())
})
.padding(.leading)
Spacer()
}
else{
Button(action: {camera.isTaken.toggle()}, label: {
ZStack{
Circle()
.fill(Color.white)
.frame(width: 65, height: 65)
Circle()
.stroke(Color.white,lineWidth: 2)
.frame(width: 75, height: 75)
}
})
}
}
.frame(height: 75)
}
}
.onAppear(perform: {
camera.Check()
})
}
}
class CameraModel: ObservableObject{
#Published var isTaken = false
#Published var session = AVCaptureSession()
#Published var alert = false
// since were going to read pic data....
#Published var output = AVCapturePhotoOutput()
// preview....
#Published var preview : AVCaptureVideoPreviewLayer!
func Check(){
// first checking camerahas got permission...
switch AVCaptureDevice.authorizationStatus(for: .video) {
case .authorized:
setUp()
return
// Setting Up Session
case .notDetermined:
// retusting for permission....
AVCaptureDevice.requestAccess(for: .video) { (status) in
if status{
self.setUp()
}
}
case .denied:
self.alert.toggle()
return
default:
return
}
}
func setUp(){
// setting up camera...
do{
// setting configs...
self.session.beginConfiguration()
// change for your own...
let device = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back)
let input = try AVCaptureDeviceInput(device: device!)
// checking and adding to session...
if self.session.canAddInput(input){
self.session.addInput(input)
}
// same for output....
if self.session.canAddOutput(self.output){
self.session.addOutput(self.output)
}
self.session.commitConfiguration()
}
catch{
print(error.localizedDescription)
}
}
}
// setting view for preview...
struct CameraPreview: UIViewRepresentable {
#ObservedObject var camera : CameraModel
func makeUIView(context: Context) -> UIView {
let view = UIView(frame: UIScreen.main.bounds)
camera.preview = AVCaptureVideoPreviewLayer(session: camera.session)
camera.preview.frame = view.frame
// Your Own Properties...
camera.preview.videoGravity = .resizeAspectFill
view.layer.addSublayer(camera.preview)
// starting session
camera.session.startRunning()
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
}
}
How to call the camera on click Button in TabBar "Button(action: {}, label: {
)"?
This is just an example of how I did it in the past (after all permissions etc... have been done).
Use your code to do the same.
struct ContentView: View {
#State var image: UIImage?
#State private var showCamera = false
var body: some View {
VStack {
Button(action: { self.showCamera.toggle() }) {
Image(systemName: "camera.circle").resizable().frame(width: 100, height: 100)
}
if image != nil {
Image(uiImage: image!).resizable().frame(width: 200, height: 200)
}
} // this is where it happens
.sheet(isPresented: $showCamera, onDismiss: {self.showCamera = false}) {
CameraViewController(photo: $image)
}
}
}
struct CameraViewController: UIViewControllerRepresentable {
#Environment(\.presentationMode) var presentationMode
#Binding var photo: UIImage?
func updateUIViewController(_ uiViewController: UIImagePickerController, context: Context) {
}
func makeUIViewController(context: UIViewControllerRepresentableContext<CameraViewController>) -> UIImagePickerController {
let vc = UIImagePickerController()
vc.sourceType = .camera
vc.delegate = context.coordinator
return vc
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, UINavigationControllerDelegate, UIImagePickerControllerDelegate, AVCapturePhotoCaptureDelegate {
var parent: CameraViewController
var captureSession: AVCaptureSession!
var capturePhotoOutput: AVCapturePhotoOutput!
var theCamera: AVCaptureDevice!
var videoPreviewLayer: AVCaptureVideoPreviewLayer?
let photoQualityPrioritizationMode = AVCapturePhotoOutput.QualityPrioritization.speed
init(_ imagePickerController: CameraViewController) {
self.parent = imagePickerController
}
// called when a picture has been taken
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info:[UIImagePickerController.InfoKey : Any]) {
guard let image = info[.originalImage] as? UIImage else {
print("No image found")
return
}
parent.photo = image // <--- the photo image
parent.presentationMode.wrappedValue.dismiss()
}
}
}

Calling a navigation view from another view Swift 5

I am trying to call a navigation view from another view using a navigation bar. However, when I try to call it it just comes up blank. I think something goes wrong if I call a view that has a navigation view on it. The view I'm trying to call is TeamList(). I tried calling other views and it works, but only TeamList() doesn't work since it has navigation view on it. Any ideas?
Here is the View I am trying to call
import SwiftUI
struct TeamList: View {
init() {
UITableView.appearance().backgroundColor = UIColor(.pink)
UITableViewCell.appearance().backgroundColor = UIColor(.pink)
UITableView.appearance().tableFooterView = UIView()
}
var body: some View {
NavigationView {
List(teamData) { team in
NavigationLink(destination: TeamDetail(team: team)) {
TeamRow(team: team)
}
}
.navigationBarTitle(Text("Club List"))
}
}
}
struct TeamList_Previews: PreviewProvider {
static var previews: some View {
TeamList()
}
}
And here is the view I am calling it from
import SwiftUI
struct ContentView: View {
var body: some View {
CustomNaviagtionBar()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct Home : View {
var body: some View {
VStack {
HStack {
Image("epl")
VStack(alignment: .leading) {
Text("Premier League")
Text("See the latest matches")
}
.padding(.top, 40)
Spacer()
}
Spacer()
}.background(Color.pink).edgesIgnoringSafeArea(.all).foregroundColor(.white)
}
}
var tabs = ["Home","Ranking","Clubs"]
struct BarButton : View {
var image : String
#Binding var Tab : String
var body: some View {
Button(action: {Tab = image}) {
Image(image)
.renderingMode(.template)
.foregroundColor(Tab == image ? Color(.blue) : Color.black.opacity(0.4))
.padding()
}
}
}
struct CustomNaviagtionBar : View {
#State var Tab = "Home"
#State var edge = UIApplication.shared.windows.first?.safeAreaInsets
var body: some View {
ZStack(alignment: Alignment(horizontal: .center, vertical: .bottom)){
TabView(selection: $Tab) {
Home()
.tag("Home")
Ranking()
.tag("Ranking")
Clubs()
.tag("Clubs")
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
.ignoresSafeArea(.all, edges: .bottom)
HStack(spacing: 0){
ForEach(tabs, id: \.self){image in
BarButton(image: image, Tab: $Tab)
if image != tabs.last{
Spacer(minLength: 0)
}
}
}
}
}
}
struct Ranking : View {
var body: some View{
VStack{
Text("Ranking")
}
}
}
struct Clubs : View {
var body: some View{
TeamList() // This is the view that I am trying to call but come up blank
}
}

How to chain ObservableObject?

I have a Game-object that may hold an image. Whenever an image URL is found for a game a new instance of GameImage-object should be created. It will then fetch the image and populate the UIImage property. When this happens the UI should be updated presenting the image.
class Game: ObservableObject {
#Published var image: GameImage?
}
class GameImage: ObservableObject {
let url: URL
#Published var image: UIImage?
private var cancellable: AnyCancellable?
init(url: URL) {
self.url = url
}
func fetch() {
self.cancellable = URLSession.shared.dataTaskPublisher(for: self.url)
.map { UIImage(data: $0.data) }
.replaceError(with: nil)
.receive(on: DispatchQueue.main)
.sink(receiveValue: { [weak self] (image) in
guard let self = self else { return }
self.image = image
print(self.url)
print(self.image)
})
}
func cancel() {
cancellable?.cancel()
}
deinit {
cancel()
}
}
struct ContentView: View {
#StateObject var game = Game()
var body: some View {
VStack {
if let image = game.image?.image {
Image(uiImage: image)
} else {
Text("No image.")
}
}
.onAppear(perform: {
guard let gameImageURL = URL(string: "https://cf.geekdo-images.com/itemrep/img/oVEpcbtyWkJjIjk1peTJo6hI1yk=/fit-in/246x300/pic4884996.jpg") else { return }
game.image = GameImage(url: gameImageURL)
game.image!.fetch()
})
}
}
The problem is. After fetch is done the debug console will show that image contains an UIImage. However the UI does not update to show the image. What am I missing here?
There is much more simpler solution than chaining ObservableObject, just separate dependent part into standalone subview... and all will work automatically.
Here is possible approach. Tested with Xcode 12 / iOS 14.
struct ContentView: View {
#StateObject var game = Game()
var body: some View {
VStack {
if nil != game.image {
GameImageView(vm: game.image!)
}
}
.onAppear(perform: {
guard let gameImageURL = URL(string: "https://cf.geekdo-images.com/itemrep/img/oVEpcbtyWkJjIjk1peTJo6hI1yk=/fit-in/246x300/pic4884996.jpg") else { return }
game.image = GameImage(url: gameImageURL)
game.image!.fetch()
})
}
}
struct GameImageView: View {
#ObservedObject var vm: GameImage
var body: some View {
if let image = vm.image {
Image(uiImage: image)
} else {
Text("No image.")
}
}
}

swiftUI how to disabled a button for 2sec?

i have a bug, if i click on button before the animation before the card flip back. i think for me the best it would be to disable the button for 2 sec, but i made some research and didnt find anything!
struct CardBack: View {
var body: some View {
Image("back_card")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 250)
}
}
struct ContentView: View {
#State var flipped = false
#State private var cardsFront = ["bigCard1", "bigCard2", "bigCard3", "bigCard4", "bigCard5" ]
#State private var cardBack = "back_card"
#State private var disablled = true
var body: some View {
VStack {
Spacer()
ZStack {
Image(flipped ? self.cardsFront.randomElement()! : self.cardBack)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 250)
.rotation3DEffect(Angle(degrees: flipped ? 180 : 0 ), axis: (x: 0, y: 1, z: 0))
}
Spacer()
HStack {
Button(action: {
withAnimation(.spring()) {
self.flipped.toggle()
}
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
withAnimation(.spring()) {
self.flipped.toggle()
}
}
}) {
Image("circle")
.renderingMode(.original)
}
Button(action: {
}) {
Image("plus")
.renderingMode(.original)
}
iOS 13, Swift 5
You can set the button as disabled initially and then enable it using the same sort of logic I used here.
import SwiftUI
struct ContentView: View {
#State var changeColor = false
var body: some View {
TextView(changeColor: $changeColor)
}
}
struct TextView: View {
#Binding var changeColor: Bool
var body: some View {
Text("Hello World")
.foregroundColor(changeColor ? Color.black: Color.red)
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.changeColor.toggle()
}
}
}
}
You are almost there, you just need to use the .appear tag in your code to do this.

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