在 SwiftUI 中通过摇动手势(使用 UIKit)设置 EnvironmentObject 不会更新视图
Setting EnvironmentObject from a Shake Gesture (using UIKit) in SwiftUI doesn't update View
我希望通过物理摇动设备来触发 SwiftUI 功能。由于此时运动检测不是 SwiftUI 的功能,我需要使用 UIKit 集成以及协调器来 return 一个 Bool 值,该值将指示设备已被摇动,从而触发 SwiftUI 功能。
以下代码在识别设备的摇晃方面都非常有效(这已通过单独的“makeShakerSound()”函数证明,该函数在摇晃时播放声音片段并且效果很好)。除了识别摇动的工作代码外,我还在下面包含了用于从 ContentView 调用 ShakableViewRepresentable(isShaken: $shakeOccurred) 的代码。
我创建了一个 EnvironmentObject 来标记设备已被摇动,并使用 objectWillChange 来宣布发生了变化。
我的问题是这样的:当检测到晃动动作时,晃动音效效果很好,但我的 ContentView 没有针对环境对象的变化进行更新 myDevice.isShaken。我认为使用 objectWillChange 可能会解决这个问题,但事实并非如此。我错过了什么?
抱歉 - 我对此有点陌生。
/* CREATE AN ENVIRONMENTAL OBJECT TO INDICATE DEVICE HAS BEEN SHAKEN */
import Combine
import SwiftUI
class MyDevice: ObservableObject {
// let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
/* DETECT SHAKE GESTURE AND FLAG THAT SHAKING HAS OCCURRED */
import UIKit
import SwiftUI
struct ShakableViewRepresentable: UIViewControllerRepresentable {
class Coordinator: NSObject {
var parent: ShakableViewRepresentable
init(_ parent: ShakableViewRepresentable) {
self.parent = parent
}
}
func makeCoordinator() -> ShakableViewRepresentable.Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> ShakableViewController {
ShakableViewController()
}
func updateUIViewController(_ uiViewController: ShakableViewController, context: Context) {}
}
class ShakableViewController: UIViewController {
override func motionBegan(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
guard motion == .motionShake else { return }
/* SHAKING GESTURE WAS DETECTED */
myDevice?.isShaken = true /* ContentView doesn't update! */
makeShakerSound() /* This works great */
/* I’M TRYING TO TRIGGER A FUNCTION IN SWIFTUI BY SHAKING THE DEVICE: Despite setting the myDevice.isShaken environment object to "true", my ContentView doesn't update when the shaking gesture is detected. */
}
}
ContentView.swift
@EnvironmentObject var myDevice: MyDevice
var body: some View {
NavigationView {
ZStack {
/* DETECT SHAKE GESTURE - This works */
ShakableViewRepresentable()
.allowsHitTesting(false)
VStack {
/* SHOW CURRENT STATE OF myDevice.isShaken - Doesn't update */
Text(self.myDevice.isShaken ? "The device has been shaken" : "No shaking has occurred")
Text("Device was shaken: \(self.myDevice.isShaken.description)")
}
/* more views below */
示例
import SwiftUI
import Combine
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@ObservedObject var model = MyDevice()
var body: some View {
VStack {
Text("\(model.isShaken.description)").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
只需取消注释行
let objectWillChange = ObservableObjectPublisher()
它停止工作。
不要重新定义您自己的 ObservableObjectPublisher()
已检查
import SwiftUI
import Combine
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@EnvironmentObject var model: MyDevice
var body: some View {
VStack {
Text("\(model.isShaken.description)").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(MyDevice())
}
}
在SceneDelegate.swift
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView().environmentObject(MyDevice())
//let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
它按预期工作。
好的,用你的抖动检测器,
myDevice?.isShaken = true
永远不会运行,只是因为 myDevice 是 nil
解决方案
让你的模型全局可用,因为在 SwiftUI 中我们没有工具如何让它对 ShakableViewController 可用,或者将它用作其初始化的参数
SwiftDelegate.swift
import UIKit
import SwiftUI
let model = MyDevice()
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView().environmentObject(model)
//let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}
ContentView.swift
import SwiftUI
import Combine
struct ShakableViewRepresentable: UIViewControllerRepresentable {
class Coordinator: NSObject {
var parent: ShakableViewRepresentable
init(_ parent: ShakableViewRepresentable) {
self.parent = parent
}
}
func makeCoordinator() -> ShakableViewRepresentable.Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> ShakableViewController {
ShakableViewController()
}
func updateUIViewController(_ uiViewController: ShakableViewController, context: Context) {}
}
class ShakableViewController: UIViewController {
override func motionBegan(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
guard motion == .motionShake else { return }
model.isShaken.toggle()
print(model.isShaken)
}
}
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@EnvironmentObject var model: MyDevice
var body: some View {
VStack {
ShakableViewRepresentable()
.allowsHitTesting(false)
Text(self.model.isShaken ? "The device has been shaken" : "No shaking has occurred").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(MyDevice())
}
}
它有效,至少在我的设备上是这样:-)
没有声音,但有打印
true
false
true
false
true
每摇一摇
我希望通过物理摇动设备来触发 SwiftUI 功能。由于此时运动检测不是 SwiftUI 的功能,我需要使用 UIKit 集成以及协调器来 return 一个 Bool 值,该值将指示设备已被摇动,从而触发 SwiftUI 功能。
以下代码在识别设备的摇晃方面都非常有效(这已通过单独的“makeShakerSound()”函数证明,该函数在摇晃时播放声音片段并且效果很好)。除了识别摇动的工作代码外,我还在下面包含了用于从 ContentView 调用 ShakableViewRepresentable(isShaken: $shakeOccurred) 的代码。
我创建了一个 EnvironmentObject 来标记设备已被摇动,并使用 objectWillChange 来宣布发生了变化。
我的问题是这样的:当检测到晃动动作时,晃动音效效果很好,但我的 ContentView 没有针对环境对象的变化进行更新 myDevice.isShaken。我认为使用 objectWillChange 可能会解决这个问题,但事实并非如此。我错过了什么?
抱歉 - 我对此有点陌生。
/* CREATE AN ENVIRONMENTAL OBJECT TO INDICATE DEVICE HAS BEEN SHAKEN */
import Combine
import SwiftUI
class MyDevice: ObservableObject {
// let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
/* DETECT SHAKE GESTURE AND FLAG THAT SHAKING HAS OCCURRED */
import UIKit
import SwiftUI
struct ShakableViewRepresentable: UIViewControllerRepresentable {
class Coordinator: NSObject {
var parent: ShakableViewRepresentable
init(_ parent: ShakableViewRepresentable) {
self.parent = parent
}
}
func makeCoordinator() -> ShakableViewRepresentable.Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> ShakableViewController {
ShakableViewController()
}
func updateUIViewController(_ uiViewController: ShakableViewController, context: Context) {}
}
class ShakableViewController: UIViewController {
override func motionBegan(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
guard motion == .motionShake else { return }
/* SHAKING GESTURE WAS DETECTED */
myDevice?.isShaken = true /* ContentView doesn't update! */
makeShakerSound() /* This works great */
/* I’M TRYING TO TRIGGER A FUNCTION IN SWIFTUI BY SHAKING THE DEVICE: Despite setting the myDevice.isShaken environment object to "true", my ContentView doesn't update when the shaking gesture is detected. */
}
}
ContentView.swift
@EnvironmentObject var myDevice: MyDevice
var body: some View {
NavigationView {
ZStack {
/* DETECT SHAKE GESTURE - This works */
ShakableViewRepresentable()
.allowsHitTesting(false)
VStack {
/* SHOW CURRENT STATE OF myDevice.isShaken - Doesn't update */
Text(self.myDevice.isShaken ? "The device has been shaken" : "No shaking has occurred")
Text("Device was shaken: \(self.myDevice.isShaken.description)")
}
/* more views below */
示例
import SwiftUI
import Combine
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@ObservedObject var model = MyDevice()
var body: some View {
VStack {
Text("\(model.isShaken.description)").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
只需取消注释行
let objectWillChange = ObservableObjectPublisher()
它停止工作。
不要重新定义您自己的 ObservableObjectPublisher()
已检查
import SwiftUI
import Combine
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@EnvironmentObject var model: MyDevice
var body: some View {
VStack {
Text("\(model.isShaken.description)").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(MyDevice())
}
}
在SceneDelegate.swift
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView().environmentObject(MyDevice())
//let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
它按预期工作。
好的,用你的抖动检测器,
myDevice?.isShaken = true
永远不会运行,只是因为 myDevice 是 nil
解决方案
让你的模型全局可用,因为在 SwiftUI 中我们没有工具如何让它对 ShakableViewController 可用,或者将它用作其初始化的参数
SwiftDelegate.swift
import UIKit
import SwiftUI
let model = MyDevice()
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView().environmentObject(model)
//let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}
ContentView.swift
import SwiftUI
import Combine
struct ShakableViewRepresentable: UIViewControllerRepresentable {
class Coordinator: NSObject {
var parent: ShakableViewRepresentable
init(_ parent: ShakableViewRepresentable) {
self.parent = parent
}
}
func makeCoordinator() -> ShakableViewRepresentable.Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> ShakableViewController {
ShakableViewController()
}
func updateUIViewController(_ uiViewController: ShakableViewController, context: Context) {}
}
class ShakableViewController: UIViewController {
override func motionBegan(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
guard motion == .motionShake else { return }
model.isShaken.toggle()
print(model.isShaken)
}
}
class MyDevice: ObservableObject {
//let objectWillChange = ObservableObjectPublisher()
var isShaken: Bool = false {
willSet {
self.objectWillChange.send()
}
}
}
struct ContentView: View {
@EnvironmentObject var model: MyDevice
var body: some View {
VStack {
ShakableViewRepresentable()
.allowsHitTesting(false)
Text(self.model.isShaken ? "The device has been shaken" : "No shaking has occurred").onTapGesture {
self.model.isShaken.toggle()
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(MyDevice())
}
}
它有效,至少在我的设备上是这样:-)
没有声音,但有打印
true
false
true
false
true
每摇一摇