Interact is a library for easily adding dynamic interactions with any SwiftUI View.
Have you ever wanted to move one of the views while inside the app? What about adding physics to SwiftUI? Well guess what, its all here ready for you to grab. Drag, rotate, resize, throw, and spin to your hearts content!
If you like this library then check out PartitionKit.
Interact as a default requires the SwiftUI Framework to be operational, as such only these platforms are supported:
- iOS 13 or Greater
- tvOS 13 or Greater
- watchOS 6 or Greater
- macOS 10.15 or Greater
- Users that want control of their app layout from within the app itself.
- Developers that are making photo editing or drawing apps.
- Game Designers that want to make an awesome HUD.
- Anyone that wants to unlock the full power of SwiftUI Gestures.
- Drag Views
- Throw Views
- Rotate Views
- Spin Views
- Resize Views
- Approachable and easy to use API
- Access advanced composed gestures with a single
ViewModifier
- Physics based velocity and angular velocity animations
- Quickly add to an existing project with swift package manager
Latest Features
- macOS is now officially supported
- Customize resizing and rotation handles with easy access to the
isSelected
andisActive
properties. - Add in any custom physics environment for both the
spinnable
andthrowable
modifiers. - Specify a threshold value for both the
spinnable
andthrowable
modifiers that prevents small velocities from being registered upon gesture end.
- Snag that URL from the github repo
- In Xcode -> File -> Swift Packages -> Add Package Dependencies
- Paste the URL Into the box
- Specify the minimum version number (This is new so 1.0.0 and greater will work).
- Put
import Interact
Underneath your other import statements.
In a new macOS project replace the ContentView.swift file with the following code snippet. This should give you a decent basis for working with all the awesome features Interact has to offer.
Click on the thumbnail below to watch a 1 minute youtube video showing you how to add interact to a project and also how to make the example gif.
import SwiftUI
import Interact
struct ContentView: View {
func getBlueToPurpleHandle(_ isSelected: Bool, _ isActive: Bool) -> some View {
Circle()
.foregroundColor(isActive ? .purple : .blue)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
}
func getOrangeToRedHandle(_ isSelected: Bool, _ isActive: Bool) -> some View {
Circle()
.foregroundColor(isActive ? .red : .orange)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
}
var body: some View {
VStack{
Text("Interact - https://github.com/kieranb662/Interact").bold().throwable(initialSize: CGSize(width: 500, height: 50)).frame(width: 500, height: 50)
Divider()
HStack {
Rectangle()
.foregroundColor(.orange)
.overlay(Text("Draggable"))
.draggable(initialSize: CGSize(width: 100, height: 100))
Divider()
Rectangle()
.foregroundColor(.blue)
.overlay(Text("Throwable"))
.throwable(initialSize: CGSize(width: 100, height: 100))
Divider()
Circle()
.foregroundColor(.purple)
.overlay(Text("Throwable With Physics").multilineTextAlignment(.center))
.throwable(initialSize: CGSize(width: 100, height: 100), model: AirResistanceModel(), threshold: 0)
}
Divider()
HStack {
Ellipse()
.foregroundColor(.orange)
.overlay(Text("Rotatable"))
.rotatable(initialSize: CGSize(width: 200, height: 100)) { (isSelected, isActive) in
self.getBlueToPurpleHandle(isSelected, isActive)
}
Divider()
Rectangle()
.foregroundColor(.blue)
.overlay(Text("Spinnable"))
.spinnable(initialSize: CGSize(width: 100, height: 100)) { (isSelected, isActive) in
self.getOrangeToRedHandle(isSelected, isActive)
}
Divider()
Ellipse()
.foregroundColor(.purple)
.overlay(Text("Spinnable With Friction").multilineTextAlignment(.center))
.spinnable(initialSize: CGSize(width: 200, height: 100), model: FrictionalAngularVelocity()) { (isSelected, isActive) in
self.getBlueToPurpleHandle(isSelected, isActive)
}
}
Divider()
HStack {
Rectangle()
.foregroundColor(.orange)
.overlay(Text("Resizable"))
.resizable(initialSize: CGSize(width: 100, height: 100)) { (isSelected, isActive) in
self.getBlueToPurpleHandle(isSelected, isActive)
}
Divider()
Rectangle()
.foregroundColor(.blue)
.overlay(Text("Resizable, Draggable and Rotatable").multilineTextAlignment(.center))
.resizable(initialSize: CGSize(width: 100, height: 100), resizingHandle: { (isSelected, isActive) in
self.getOrangeToRedHandle(isSelected, isActive)
}, rotationType: .normal(handle: { (isSelected, isActive) in
self.getBlueToPurpleHandle(isSelected, isActive)
}), dragType: .drag)
Divider()
Ellipse()
.foregroundColor(.purple)
.overlay(Text("Everything You Can Think Of").multilineTextAlignment(.center).allowsHitTesting(false))
.resizable(initialSize: CGSize(width: 100, height: 100), resizingHandle: { (isSelected, isActive) in
self.getBlueToPurpleHandle(isSelected, isActive)
}, rotationType: .spinnable(model: FrictionalAngularVelocity(), handle: { (isSelected, isActive) in
self.getOrangeToRedHandle(isSelected, isActive)
}), dragType: .throwable(model: AirResistanceModel()))
}
}.frame(minWidth: 0, idealWidth: 1200, maxWidth: .infinity, minHeight: 0, idealHeight: 1200, maxHeight: .infinity)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Throwable here means that the view can be dragged and thrown, not throwable like an error.
The draggable and throwable modifiers are used for moving views around the screen, with the main difference being that the throwable modifier adds velocity to the view upon release.
You should use one or the other, Not both.
Usage Example
struct DraggableAndThrowableExamples: View {
var body: some View {
ZStack {
Rectangle()
.frame(width: 100, height: 200)
.overlay(Text("Draggable"))
.draggable()
Ellipse()
.frame(width: 200, height: 100)
.overlay(Text("Throwable"))
.throwable()
}
}
}
Just like before with the draggable and throwable modifiers, the rotatable stops when release while the spinnable keeps rotating with the angular velocity of the release.
struct RotatableAndSpinnableExamples: View {
var body: some View {
ZStack {
Ellipse()
.foregroundColor(.yellow)
.frame(width: 100, height: 200)
.overlay(Text("Rotatable"))
.rotatable { (isSelected, isActive) in
Circle()
.foregroundColor(isActive ? .purple : .blue)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
}
Rectangle()
.foregroundColor(.blue)
.frame(width: 150, height: 100)
.overlay(Text("Spinnable"))
.spinnable { (isSelected, isActive) in
Rectangle()
.foregroundColor(isActive ? .orange : .red)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
}
}
}
}
Unlike the last few modifiers, the resizable modifier has no velocity based equavelent. Regardless resizable modifier allows for the most interactive experience. A resizable view can also be either rotatable or spinnable.
struct ResizableExamples: View {
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.green)
.overlay(Text("Resizable"))
.resizable(initialSize: CGSize(width: 200, height: 350),
resizingHandle: { (isSelected, isActive) in
Rectangle()
.foregroundColor(isActive ? .orange : .blue)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
})
Rectangle()
.foregroundColor(.green)
.overlay(Text("Resizable and Spinnable"))
.resizable(initialSize: CGSize(width: 300, height: 250),
resizingHandle: { (isSelected, isActive) in
Rectangle()
.foregroundColor(isActive ? .orange : .blue)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
},
rotation: .spinnable(handle: { (isSelected, isActive) in
Rectangle()
.foregroundColor(isActive ? .purple : .yellow)
.frame(width: 30, height: 30)
.opacity(isSelected ? 1 : 0)
}))
}
}
}
- If using a resizable modifiers do not use
.frame
or that will mess up the geometry of the view. Instead place your frame size within theinitialSize
parameter ofresizable
. - Do not add a
rotatable
,spinnable
,draggable
, orthrowable
modifier with aresizable
modifier, instead use theresizable
modifier with built in support for rotation, spinning, dragging and throwing.
This only applies to resizable
modifiers.
Available Rotation Types
public enum RotationType<Handle: View> {
case normal(handle: (Bool, Bool) -> Handle)
/// Default Values `model = AngularVelocity()`, `threshold = 0` .
/// *Threshold* is the angular velocity required to start spinning the view upon release of the drag gesture
case spinnable(model: AngularVelocityModel = AngularVelocity(), threshold: CGFloat = 0, handle: (Bool, Bool) -> Handle)
}
- Add in more customizations such as limiting dragging to a single dimension or to a single path.