如何通过拖动在 SwiftUI ZStack 中重新排列视图
How to rearrange views in SwiftUI ZStack by dragging
如何通过将视图拖动到另一个视图上方或下方来重新排列视图在 ZStack 中的位置(例如,在这种情况下,如何通过将一张卡片拖动到另一张卡片上方或下方来重新排列卡片组中卡片的顺序,将拖动的卡片移动到牌组中所述卡片的后面或前面)。
我希望卡片在堆栈中向上或向下拖动时更改索引,并在拖动时流畅地出现在堆栈中每张卡片的后面 - 并在鼠标向上时停留在那里。
总结:换句话说,当我向上拖动时,拖动的卡片和上面的卡片应该切换,当我向下拖动时,拖动的卡片和下面的卡片应该切换.
我认为这与更改 struct CardView: View
中的 ZStack 顺序和更新 DragGesture().onChanged
内部的位置有关,方法是评估卡片被拖动的程度(可能通过查看 self.offset 值),但我无法弄清楚如何以可靠的方式做到这一点。
这是我现在拥有的:
代码:
import SwiftUI
let cardSpace:CGFloat = 10
struct ContentView: View {
@State var cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var body: some View {
HStack {
VStack {
CardView(colors: self.$cardColors)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.position(x: 370, y: 300)
}
}
struct CardView: View {
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@Binding var colors: [Color]
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach(0..<self.colors.count, id: \.self) { i in
ColorCard(reader:reader, i:i, colors: self.$colors, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging)
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
var reader: GeometryProxy
var i:Int
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var colors: [Color]
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
var body: some View {
VStack {
Group {
VStack {
self.colors[i]
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.locationDragged == i) ? CGFloat(i) * self.offset.width / 14
: 0,
y: (self.locationDragged == i) ? CGFloat(i) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != i) ? 100 : 0,
y: (self.tapped && self.tappedLocation != i) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == i) ? -(cardSpace * CGFloat(i)) + 0 : reader.size.height / 2)
}
.rotationEffect(
(i % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
)
.onTapGesture() { //Show the card
self.tapped.toggle()
self.tappedLocation = self.i
}
.gesture(
DragGesture()
.onChanged { gesture in
self.locationDragged = self.i
self.offset = gesture.translation
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
}
)
}.offset(y: (cardSpace * CGFloat(i)))
}
}
只是一个想法(因为需要 re-think/re-code 您的解决方案)。在您的情况下重新订购需要 usage/modification 卡 zIndex
,因此需要将其存储在某个地方。
因此,您需要更明确的模型对象,而不是直接使用颜色作为模型
struct Card {
var color: Color
var deckOrder: Int
}
注:以下为伪代码,需自行改编
接下来,您保留并迭代卡片(我会将它们分开信息 ObsesrvableObject 视图模型)
ForEach(Array(vm.cards.enumerated()), id: \.element) { i, card in
ColorCard(reader:reader, i:i, cards: self.$vm.cards,
offset: self.$offset, tappedLocation: self.$tappedLocation,
locationDragged:self.$locationDragged, tapped: self.$tapped,
dragging: self.$dragging)
.zIndex(card.deckOrder)
}
现在在拖动时更改 card.deckOrder
您将更改牌组中 view/card 的 zIndex。
看看这个:
"trick" 是你只需要重新排序项目的 z 顺序。因此你必须 "hold" 数组中的卡片。
let cardSpace:CGFloat = 10
struct Card : Identifiable, Hashable, Equatable {
static func == (lhs: Card, rhs: Card) -> Bool {
lhs.id == rhs.id
}
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
var id = UUID()
var intID : Int
static let cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var zIndex : Int
var color : Color
}
class Data: ObservableObject {
@Published var cards : [Card] = []
init() {
for i in 0..<Card.cardColors.count {
cards.append(Card(intID: i, zIndex: i, color: Card.cardColors[i]))
}
}
}
struct ContentView: View {
@State var data : Data = Data()
var body: some View {
HStack {
VStack {
CardView().environmentObject(data)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
// .position(x: 370, y: 300)
}
}
struct CardView: View {
@EnvironmentObject var data : Data
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach(self.data.cards, id: \.self) { card in
ColorCard(card: card, reader:reader, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging)
.environmentObject(self.data)
.zIndex(Double(card.zIndex))
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
@EnvironmentObject var data : Data
var card: Card
var reader: GeometryProxy
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
var body: some View {
VStack {
Group {
VStack {
card.color
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.width / 14
: 0,
y: (self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != card.intID) ? 100 : 0,
y: (self.tapped && self.tappedLocation != card.intID) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == card.intID) ? -(cardSpace * CGFloat(card.zIndex)) + 0 : reader.size.height / 2)
}
.rotationEffect(
(card.zIndex % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
)
.onTapGesture() { //Show the card
self.tapped.toggle()
self.tappedLocation = self.card.intID
}
.gesture(
DragGesture()
.onChanged { gesture in
self.locationDragged = self.card.intID
self.offset = gesture.translation
if self.offset.height > 60 ||
self.offset.height < -60 {
withAnimation {
if let index = self.data.cards.firstIndex(of: self.card) {
self.data.cards.remove(at: index)
self.data.cards.append(self.card)
for index in 0..<self.data.cards.count {
self.data.cards[index].zIndex = index
}
}
}
}
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
}
)
}.offset(y: (cardSpace * CGFloat(card.zIndex)))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(Data())
}
}
基于 Chris 的回答,我想到了这个。
一些缺点是:每次移动需要拖一拖,而拖一拖就可以无限期地在甲板上上下移动。
演示:
import SwiftUI
let cardSpace:CGFloat = 10 + 20
struct Card : Identifiable, Hashable, Equatable {
static func == (lhs: Card, rhs: Card) -> Bool {
lhs.id == rhs.id
}
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
var id = UUID()
var intID : Int
static let cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var zIndex : Int
var color : Color
}
class Data: ObservableObject {
@Published var cards : [Card] = []
init() {
for i in 0..<Card.cardColors.count {
cards.append(Card(intID: i, zIndex: i, color: Card.cardColors[i]))
}
}
}
struct ContentView: View {
@State var data : Data = Data()
var body: some View {
HStack {
VStack {
CardView().environmentObject(data)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
// .position(x: 370, y: 300)
}
}
struct CardView: View {
@EnvironmentObject var data : Data
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach((0..<self.data.cards.count), id: \.self) { i in
ColorCard(card: self.data.cards[i], reader:reader, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging, i: i)
.environmentObject(self.data)
.zIndex(Double(self.data.cards[i].zIndex))
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
@EnvironmentObject var data : Data
var card: Card
var reader: GeometryProxy
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
@State var i: Int
@State var numTimesCalledSinceDragBegan: Int = 0
var body: some View {
VStack {
Group {
VStack {
card.color
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.numTimesCalledSinceDragBegan <= 1 && self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.width / 14
: 0,
y: (self.numTimesCalledSinceDragBegan <= 1 && self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != card.intID) ? 100 : 0,
y: (self.tapped && self.tappedLocation != card.intID) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == card.intID) ? -(cardSpace * CGFloat(card.zIndex)) + 0 : reader.size.height / 2)
}
// .rotationEffect(
// (card.zIndex % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
// )
// .onTapGesture() { //Show the card
// self.tapped.toggle()
// self.tappedLocation = self.card.intID
//
// }
.gesture(
DragGesture()
.onChanged { gesture in
self.numTimesCalledSinceDragBegan += 1
self.locationDragged = self.card.intID
self.offset = gesture.translation
if(self.numTimesCalledSinceDragBegan == 1) {
if let index = self.data.cards.firstIndex(of: self.card) {
if(self.offset.height >= 0) {self.i += 1 } else {self.i -= 1}
self.data.cards.remove(at: index)
self.data.cards.insert(self.card, at:
(self.offset.height >= 0) ? self.i : self.i
)
for index in 0..<self.data.cards.count {
self.data.cards[index].zIndex = index
}
}
}
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
self.numTimesCalledSinceDragBegan = 0
}
)
}.offset(y: (cardSpace * CGFloat(card.zIndex)))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(Data())
}
}
如何通过将视图拖动到另一个视图上方或下方来重新排列视图在 ZStack 中的位置(例如,在这种情况下,如何通过将一张卡片拖动到另一张卡片上方或下方来重新排列卡片组中卡片的顺序,将拖动的卡片移动到牌组中所述卡片的后面或前面)。
我希望卡片在堆栈中向上或向下拖动时更改索引,并在拖动时流畅地出现在堆栈中每张卡片的后面 - 并在鼠标向上时停留在那里。
总结:换句话说,当我向上拖动时,拖动的卡片和上面的卡片应该切换,当我向下拖动时,拖动的卡片和下面的卡片应该切换.
我认为这与更改 struct CardView: View
中的 ZStack 顺序和更新 DragGesture().onChanged
内部的位置有关,方法是评估卡片被拖动的程度(可能通过查看 self.offset 值),但我无法弄清楚如何以可靠的方式做到这一点。
这是我现在拥有的:
代码:
import SwiftUI
let cardSpace:CGFloat = 10
struct ContentView: View {
@State var cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var body: some View {
HStack {
VStack {
CardView(colors: self.$cardColors)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.position(x: 370, y: 300)
}
}
struct CardView: View {
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@Binding var colors: [Color]
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach(0..<self.colors.count, id: \.self) { i in
ColorCard(reader:reader, i:i, colors: self.$colors, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging)
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
var reader: GeometryProxy
var i:Int
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var colors: [Color]
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
var body: some View {
VStack {
Group {
VStack {
self.colors[i]
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.locationDragged == i) ? CGFloat(i) * self.offset.width / 14
: 0,
y: (self.locationDragged == i) ? CGFloat(i) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != i) ? 100 : 0,
y: (self.tapped && self.tappedLocation != i) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == i) ? -(cardSpace * CGFloat(i)) + 0 : reader.size.height / 2)
}
.rotationEffect(
(i % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
)
.onTapGesture() { //Show the card
self.tapped.toggle()
self.tappedLocation = self.i
}
.gesture(
DragGesture()
.onChanged { gesture in
self.locationDragged = self.i
self.offset = gesture.translation
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
}
)
}.offset(y: (cardSpace * CGFloat(i)))
}
}
只是一个想法(因为需要 re-think/re-code 您的解决方案)。在您的情况下重新订购需要 usage/modification 卡 zIndex
,因此需要将其存储在某个地方。
因此,您需要更明确的模型对象,而不是直接使用颜色作为模型
struct Card {
var color: Color
var deckOrder: Int
}
注:以下为伪代码,需自行改编
接下来,您保留并迭代卡片(我会将它们分开信息 ObsesrvableObject 视图模型)
ForEach(Array(vm.cards.enumerated()), id: \.element) { i, card in
ColorCard(reader:reader, i:i, cards: self.$vm.cards,
offset: self.$offset, tappedLocation: self.$tappedLocation,
locationDragged:self.$locationDragged, tapped: self.$tapped,
dragging: self.$dragging)
.zIndex(card.deckOrder)
}
现在在拖动时更改 card.deckOrder
您将更改牌组中 view/card 的 zIndex。
看看这个:
"trick" 是你只需要重新排序项目的 z 顺序。因此你必须 "hold" 数组中的卡片。
let cardSpace:CGFloat = 10
struct Card : Identifiable, Hashable, Equatable {
static func == (lhs: Card, rhs: Card) -> Bool {
lhs.id == rhs.id
}
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
var id = UUID()
var intID : Int
static let cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var zIndex : Int
var color : Color
}
class Data: ObservableObject {
@Published var cards : [Card] = []
init() {
for i in 0..<Card.cardColors.count {
cards.append(Card(intID: i, zIndex: i, color: Card.cardColors[i]))
}
}
}
struct ContentView: View {
@State var data : Data = Data()
var body: some View {
HStack {
VStack {
CardView().environmentObject(data)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
// .position(x: 370, y: 300)
}
}
struct CardView: View {
@EnvironmentObject var data : Data
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach(self.data.cards, id: \.self) { card in
ColorCard(card: card, reader:reader, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging)
.environmentObject(self.data)
.zIndex(Double(card.zIndex))
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
@EnvironmentObject var data : Data
var card: Card
var reader: GeometryProxy
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
var body: some View {
VStack {
Group {
VStack {
card.color
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.width / 14
: 0,
y: (self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != card.intID) ? 100 : 0,
y: (self.tapped && self.tappedLocation != card.intID) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == card.intID) ? -(cardSpace * CGFloat(card.zIndex)) + 0 : reader.size.height / 2)
}
.rotationEffect(
(card.zIndex % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
)
.onTapGesture() { //Show the card
self.tapped.toggle()
self.tappedLocation = self.card.intID
}
.gesture(
DragGesture()
.onChanged { gesture in
self.locationDragged = self.card.intID
self.offset = gesture.translation
if self.offset.height > 60 ||
self.offset.height < -60 {
withAnimation {
if let index = self.data.cards.firstIndex(of: self.card) {
self.data.cards.remove(at: index)
self.data.cards.append(self.card)
for index in 0..<self.data.cards.count {
self.data.cards[index].zIndex = index
}
}
}
}
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
}
)
}.offset(y: (cardSpace * CGFloat(card.zIndex)))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(Data())
}
}
基于 Chris 的回答,我想到了这个。 一些缺点是:每次移动需要拖一拖,而拖一拖就可以无限期地在甲板上上下移动。
演示:
import SwiftUI
let cardSpace:CGFloat = 10 + 20
struct Card : Identifiable, Hashable, Equatable {
static func == (lhs: Card, rhs: Card) -> Bool {
lhs.id == rhs.id
}
func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
var id = UUID()
var intID : Int
static let cardColors: [Color] = [.orange, .green, .yellow, .purple, .red, .orange, .green, .yellow, .purple]
var zIndex : Int
var color : Color
}
class Data: ObservableObject {
@Published var cards : [Card] = []
init() {
for i in 0..<Card.cardColors.count {
cards.append(Card(intID: i, zIndex: i, color: Card.cardColors[i]))
}
}
}
struct ContentView: View {
@State var data : Data = Data()
var body: some View {
HStack {
VStack {
CardView().environmentObject(data)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
// .position(x: 370, y: 300)
}
}
struct CardView: View {
@EnvironmentObject var data : Data
@State var offset = CGSize.zero
@State var dragging:Bool = false
@State var tapped:Bool = false
@State var tappedLocation:Int = -1
@State var locationDragged:Int = -1
var body: some View {
GeometryReader { reader in
ZStack {
ForEach((0..<self.data.cards.count), id: \.self) { i in
ColorCard(card: self.data.cards[i], reader:reader, offset: self.$offset, tappedLocation: self.$tappedLocation, locationDragged:self.$locationDragged, tapped: self.$tapped, dragging: self.$dragging, i: i)
.environmentObject(self.data)
.zIndex(Double(self.data.cards[i].zIndex))
}
}
}
.animation(.spring())
}
}
struct ColorCard: View {
@EnvironmentObject var data : Data
var card: Card
var reader: GeometryProxy
@State var offsetHeightBeforeDragStarted: Int = 0
@Binding var offset: CGSize
@Binding var tappedLocation:Int
@Binding var locationDragged:Int
@Binding var tapped:Bool
@Binding var dragging:Bool
@State var i: Int
@State var numTimesCalledSinceDragBegan: Int = 0
var body: some View {
VStack {
Group {
VStack {
card.color
}
.frame(width: 300, height: 400)
.cornerRadius(20).shadow(radius: 20)
.offset(
x: (self.numTimesCalledSinceDragBegan <= 1 && self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.width / 14
: 0,
y: (self.numTimesCalledSinceDragBegan <= 1 && self.locationDragged == card.intID) ? CGFloat(card.zIndex) * self.offset.height / 4
: 0
)
.offset(
x: (self.tapped && self.tappedLocation != card.intID) ? 100 : 0,
y: (self.tapped && self.tappedLocation != card.intID) ? 0 : 0
)
.position(x: reader.size.width / 2, y: (self.tapped && self.tappedLocation == card.intID) ? -(cardSpace * CGFloat(card.zIndex)) + 0 : reader.size.height / 2)
}
// .rotationEffect(
// (card.zIndex % 2 == 0) ? .degrees(-0.2 * Double(arc4random_uniform(15)+1) ) : .degrees(0.2 * Double(arc4random_uniform(15)+1) )
// )
// .onTapGesture() { //Show the card
// self.tapped.toggle()
// self.tappedLocation = self.card.intID
//
// }
.gesture(
DragGesture()
.onChanged { gesture in
self.numTimesCalledSinceDragBegan += 1
self.locationDragged = self.card.intID
self.offset = gesture.translation
if(self.numTimesCalledSinceDragBegan == 1) {
if let index = self.data.cards.firstIndex(of: self.card) {
if(self.offset.height >= 0) {self.i += 1 } else {self.i -= 1}
self.data.cards.remove(at: index)
self.data.cards.insert(self.card, at:
(self.offset.height >= 0) ? self.i : self.i
)
for index in 0..<self.data.cards.count {
self.data.cards[index].zIndex = index
}
}
}
self.dragging = true
}
.onEnded { _ in
self.locationDragged = -1 //Reset
self.offset = .zero
self.dragging = false
self.tapped = false //enable drag to dismiss
self.offsetHeightBeforeDragStarted = Int(self.offset.height)
self.numTimesCalledSinceDragBegan = 0
}
)
}.offset(y: (cardSpace * CGFloat(card.zIndex)))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView().environmentObject(Data())
}
}