所以我有一个ScrollView
拥有一组视图:
ScrollView {
ForEach(cities) { city in
NavigationLink(destination: ...) {
CityRow(city: city)
}
.buttonStyle(BackgroundButtonStyle())
}
}
在每个视图中我都有一个拖动手势:
let drag = DragGesture()
.updating($gestureState) { value, gestureState, _ in
// ...
}
.onEnded { value in
// ...
}
我将其分配给视图的一部分:
ZStack(alignment: .leading) {
HStack {
// ...
}
HStack {
// ...
}
.gesture(drag)
}
我附加手势后,ScrollView
就会停止滚动。使其滚动的唯一方法是从没有手势的部分开始滚动。我如何避免这种情况并使两者一起工作。在UIKit中,就像在true
方法中指定shouldRecognizeSimultaneouslyWith
一样简单。在SwiftUI中我该怎么办?
在SwiftUI中,我尝试使用.simultaneousGesture(drag)
和.highPriorityGesture(drag)
附加手势–它们都与.gesture(drag)
相同。我还尝试为GestureMask
参数提供所有可能的静态including:
值–我可以滚动工作,也可以拖动手势工作。永远都不要。
答案 0 :(得分:17)
您可以将minimumDistance设置为某个值(例如30)。 然后,仅当您水平拖动并达到最小距离时,拖动才起作用,否则,滚动视图或列表手势会覆盖视图手势
.gesture(DragGesture(minimumDistance: 30, coordinateSpace: .local)
答案 1 :(得分:10)
就在
之前.gesture(drag)
您可以添加
.onTapGesture { }
这对我有用,显然添加了tapGesture可以避免两个DragGestures之间的混淆。
我希望这会有所帮助
答案 2 :(得分:8)
我根据米歇尔的答案创建了一个易于使用的扩展程序。
struct NoButtonStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration.label
}
}
extension View {
func delayTouches() -> some View {
Button(action: {}) {
highPriorityGesture(TapGesture())
}
.buttonStyle(NoButtonStyle())
}
}
您在使用拖动手势后将其应用。
示例:
ScrollView {
YourView()
.gesture(DragGesture(minimumDistance: 0)
.onChanged { _ in }
.onEnded { _ in }
)
.delayTouches()
}
答案 3 :(得分:2)
我试图在我的应用程序中实现类似的列表样式,只是发现手势与ScrollView冲突。从XCode 11.3.1
开始,花了数小时研究并尝试解决此问题的方法和变通办法之后,我相信这是Apple需要在以后的SwiftUI版本中解决的错误。
一个带有示例代码的Github存储库可以复制该问题,here汇总在一起,并已向苹果公司报告,引用编号为FB7518403
。
希望它能尽快修复!
答案 4 :(得分:1)
很高兴看到 iOS 15 通过易于使用的 API 将期待已久的 .swipeActions
视图修饰符引入 SwiftUI 中的 List
。
基于原始问题的示例代码:
List {
ForEach(cities) { city in
NavigationLink(destination: ...) {
CityRow(city: city)
}
.buttonStyle(BackgroundButtonStyle())
.swipeActions(edge: .trailing, allowFullSwipe: true) {
Button(role: .destructive) {
// call delete method
} label: {
Label("Delete", systemImage: "trash")
}
Button {
// call flag method
} label: {
Label("Flag", systemImage: "flag")
}
}
}
}
动作按列出的顺序出现,从起始边缘向内开始。
上面的例子产生:
请注意,swipeActions
会覆盖 onDelete
处理程序(如果在 ForEach
上提供)
答案 5 :(得分:0)
我相信您想要的是
simultaneousGesture(_:including:)
,该文件已记录在here中。
HStack {
// ...
}
.simultaneousGesture(drag)
答案 6 :(得分:0)
我在拖动滑块时遇到了类似的问题:
这是有效的答案代码,带有“ DispatchQueue.main.asyncAfter”的“技巧”
也许您可以为ScrollView尝试类似的操作。
struct ContentView: View {
@State var pos = CGSize.zero
@State var prev = CGSize.zero
@State var value = 0.0
@State var flag = true
var body: some View {
let drag = DragGesture()
.onChanged { value in
self.pos = CGSize(width: value.translation.width + self.prev.width, height: value.translation.height + self.prev.height)
}
.onEnded { value in
self.pos = CGSize(width: value.translation.width + self.prev.width, height: value.translation.height + self.prev.height)
self.prev = self.pos
}
return VStack {
Slider(value: $value, in: 0...100, step: 1) { _ in
self.flag = false
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
self.flag = true
}
}
}
.frame(width: 250, height: 40, alignment: .center)
.overlay(RoundedRectangle(cornerRadius: 25).stroke(lineWidth: 2).foregroundColor(Color.black))
.offset(x: self.pos.width, y: self.pos.height)
.gesture(flag ? drag : nil)
}
}
答案 7 :(得分:0)
我找不到针对此的纯SwiftUI解决方案,因此我使用UIViewRepresentable作为解决方法。同时,我已将错误提交给Apple。基本上,我创建了一个带有平移手势的清晰视图,它将在要向其添加手势的任何SwiftUI视图上呈现。这不是一个完美的解决方案,但也许对您来说已经足够了。
public struct ClearDragGestureView: UIViewRepresentable {
public let onChanged: (ClearDragGestureView.Value) -> Void
public let onEnded: (ClearDragGestureView.Value) -> Void
/// This API is meant to mirror DragGesture,.Value as that has no accessible initializers
public struct Value {
/// The time associated with the current event.
public let time: Date
/// The location of the current event.
public let location: CGPoint
/// The location of the first event.
public let startLocation: CGPoint
public let velocity: CGPoint
/// The total translation from the first event to the current
/// event. Equivalent to `location.{x,y} -
/// startLocation.{x,y}`.
public var translation: CGSize {
return CGSize(width: location.x - startLocation.x, height: location.y - startLocation.y)
}
/// A prediction of where the final location would be if
/// dragging stopped now, based on the current drag velocity.
public var predictedEndLocation: CGPoint {
let endTranslation = predictedEndTranslation
return CGPoint(x: location.x + endTranslation.width, y: location.y + endTranslation.height)
}
public var predictedEndTranslation: CGSize {
return CGSize(width: estimatedTranslation(fromVelocity: velocity.x), height: estimatedTranslation(fromVelocity: velocity.y))
}
private func estimatedTranslation(fromVelocity velocity: CGFloat) -> CGFloat {
// This is a guess. I couldn't find any documentation anywhere on what this should be
let acceleration: CGFloat = 500
let timeToStop = velocity / acceleration
return velocity * timeToStop / 2
}
}
public class Coordinator: NSObject, UIGestureRecognizerDelegate {
let onChanged: (ClearDragGestureView.Value) -> Void
let onEnded: (ClearDragGestureView.Value) -> Void
private var startLocation = CGPoint.zero
init(onChanged: @escaping (ClearDragGestureView.Value) -> Void, onEnded: @escaping (ClearDragGestureView.Value) -> Void) {
self.onChanged = onChanged
self.onEnded = onEnded
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
@objc func gestureRecognizerPanned(_ gesture: UIPanGestureRecognizer) {
guard let view = gesture.view else {
Log.assertFailure("Missing view on gesture")
return
}
switch gesture.state {
case .possible, .cancelled, .failed:
break
case .began:
startLocation = gesture.location(in: view)
case .changed:
let value = ClearDragGestureView.Value(time: Date(),
location: gesture.location(in: view),
startLocation: startLocation,
velocity: gesture.velocity(in: view))
onChanged(value)
case .ended:
let value = ClearDragGestureView.Value(time: Date(),
location: gesture.location(in: view),
startLocation: startLocation,
velocity: gesture.velocity(in: view))
onEnded(value)
@unknown default:
break
}
}
}
public func makeCoordinator() -> ClearDragGestureView.Coordinator {
return Coordinator(onChanged: onChanged, onEnded: onEnded)
}
public func makeUIView(context: UIViewRepresentableContext<ClearDragGestureView>) -> UIView {
let view = UIView()
view.backgroundColor = .clear
let drag = UIPanGestureRecognizer(target: context.coordinator, action: #selector(Coordinator.gestureRecognizerPanned))
drag.delegate = context.coordinator
view.addGestureRecognizer(drag)
return view
}
public func updateUIView(_ uiView: UIView,
context: UIViewRepresentableContext<ClearDragGestureView>) {
}
}
答案 8 :(得分:0)
我终于找到了一个似乎对我有用的解决方案。我发现Button
是神奇的生物。它们可以正确传播事件,即使您在ScrollView
或List
内部,它们也可以继续工作。
现在,您会说
是的,但米歇尔,我不希望使用带有某些效果的friggin按钮,而是要长按某些内容或拖动某些内容。
足够公平。但是,您必须将Button
的知识视为可以使label:
下的所有内容真正正常工作的东西,如果您知道该怎么做!因为Button实际上会尝试执行操作,并将其手势委派给下面的控件(如果它们确实实现了onTapGesture
),因此您可以在其中点击以获取切换或info.circle
按钮。换句话说,在onTapGesture {}
之后出现的 All 手势(而不是之前的手势)将起作用。
作为一个复杂的代码示例,您必须具备以下条件:
ScrollView {
Button(action: {}) { // Makes everything behave in the "label:"
content // Notice this uses the ViewModifier ways ... hint hint
.onTapGesture {} // This view overrides the Button
.gesture(LongPressGesture(minimumDuration: 0.01)
.sequenced(before: DragGesture(coordinateSpace: .global))
.updating(self.$dragState) { ...
该示例使用了复杂的手势,因为我想证明它们确实有效,只要存在难以捉摸的Button
/ onTapGesture
组合即可。
现在您会发现这并不完全完美,在将长按委托给您之前,长按实际上也被按钮长按了(因此该示例将有超过0.01秒的长按)。另外,如果要删除按下的效果,则必须具有ButtonStyle
。换句话说,YMMV需要进行大量测试,但是对于我自己的用途,这是我能够在项目列表中进行长按/拖动的最接近的功能。