在 SwiftUI DragGesture 中更改数组顺序

Change array sequence in SwiftUI DragGesture

我目前正在尝试构建一副纸牌来代表用户纸牌。

这是我的第一个原型,请忽略样式问题。我希望用户能够更改卡片的顺序,我试图通过拖动手势来实现。

我的想法是,当拖动手势的平移大于卡片偏移量(或小于卡片负偏移量)时,我只是交换数组中的两个元素以交换视图中的卡片(和 viewModel 因为绑定)。不幸的是,这不起作用,我不知道为什么。这是我的观点:

struct CardHand: View {
    @Binding var cards: [Card]
    @State var activeCardIndex: Int?
    @State var activeCardOffset: CGSize = CGSize.zero
    
    var body: some View {
        ZStack {
            ForEach(cards.indices) { index in
                GameCard(card: cards[index])
                    .offset(x: CGFloat(-30 * index), y: self.activeCardIndex == index ? -20 : 0)
                    .offset(activeCardIndex == index ? activeCardOffset : CGSize.zero)
                    .rotationEffect(Angle.degrees(Double(-2 * Double(index - cards.count))))
                    .zIndex(activeCardIndex == index ? 100 : Double(index))
                    .gesture(getDragGesture(for: index))
            }
            // Move the stack back to the center of the screen
            .offset(x: CGFloat(12 * cards.count), y: 0)
        }
    }
    
    private func getDragGesture(for index: Int) -> some Gesture {
        DragGesture()
            .onChanged { gesture in
                self.activeCardIndex = index
                self.activeCardOffset = gesture.translation
            }
            .onEnded { gesture in
                if gesture.translation.width > 30, index < cards.count {
                    cards.swapAt(index, index + 1)
                }
                self.activeCardIndex = nil
                // DEBUG: Try removing the card after drag gesture ended. Not working either.
                cards.remove(at: index)
            }
    }
}

游戏卡:

struct GameCard: View {
    let card: Card
    var symbol: (String, Color) {
        switch card.suit.name {
            case "diamonds":
                return ("♦", .red)
            case "hearts":
                return ("♥", .red)
            case "spades":
                return ("♠", .black)
            case "clubs":
                return ("♣", .black)
            default:
                return ("none", .black)
        }
    }
    
    var body: some View {
        ZStack {
            RoundedRectangle(cornerRadius: 25)
                .fill(Color.white)
                .addBorder(Color.black, width: 3, cornerRadius: 25)
            VStack {
                Text(self.card.rank.type.description())
                Text(self.symbol.0)
                    .font(.system(size: 100))
                    .foregroundColor(self.symbol.1)
            }
        }
        .frame(minWidth: 20, idealWidth: 80, maxWidth: 80, minHeight: 100, idealHeight: 100, maxHeight: 100, alignment: .center)
    }
}

背后的模型:

public struct Card: Identifiable, Hashable {
    public var id: UUID = UUID()
    public var suit: Suit
    public var rank: Rank
}

public enum Type: Identifiable, Hashable {
    case face(String)
    case numeric(rankNumber: Int)
    
    public var id: Type { self }
    
    public func description() -> String{
        switch self {
        case .face(let description):
            return description
        case .numeric(let rankNumber):
            return String(rankNumber)
        }
    }
}

public struct Rank: RankProtocol, Identifiable, Hashable {
    public var id: UUID = UUID()
    public var type: Type
    public var value: Int
    public var ranking: Int
}

public struct Suit: SuitProtocol, Identifiable, Hashable {
    public var id: UUID = UUID()
    public var name: String
    public var value: Int
    
    public init(name: String, value: Int) {
        self.name = name
        self.value = value
    }
}

public protocol RankProtocol {
    var type: Type { get }
    var value: Int { get }
}

public protocol SuitProtocol {
    var name: String { get }
}

谁能告诉我为什么这没有像我预期的那样工作?我错过了什么基本的东西吗?

谢谢!

这里有很多小错误。这是一个(粗略的)解决方案,我将在下面详细说明:


struct CardHand: View {
    @Binding var cards: [Card]
    @State var activeCardIndex: Int?
    @State var activeCardOffset: CGSize = CGSize.zero
    
    func offsetForCardIndex(index: Int) -> CGSize {
        var initialOffset = CGSize(width: CGFloat(-30 * index), height: 0)
        guard index == activeCardIndex else {
            return initialOffset
        }
        initialOffset.width += activeCardOffset.width
        initialOffset.height += activeCardOffset.height
        return initialOffset
    }
    
    var body: some View {
        ZStack {
            ForEach(cards.indices) { index in
                GameCard(card: cards[index])
                    .offset(offsetForCardIndex(index: index))
                    .rotationEffect(Angle.degrees(Double(-2 * Double(index - cards.count))))
                    .zIndex(activeCardIndex == index ? 100 : Double(index))
                    .gesture(getDragGesture(for: index))
            }
            // Move the stack back to the center of the screen
            .offset(x: CGFloat(12 * cards.count), y: 0)
        }
    }
    
    private func getDragGesture(for index: Int) -> some Gesture {
        DragGesture(minimumDistance: 0, coordinateSpace: .local)
            .onChanged { gesture in
                self.activeCardIndex = index
                self.activeCardOffset = gesture.translation
            }
            .onEnded { gesture in
                if gesture.translation.width > 30 {
                    if index - 1 > 0 {
                        cards.swapAt(index, index - 1)
                    }
                }
                if gesture.translation.width < -30 {
                    cards.swapAt(index, index + 1)
                }
                self.activeCardIndex = nil
            }
    }
}
  1. 尝试连续进行两次 offset() 调用是有问题的。我把两者合并成 offsetForCardIndex
  2. 因为您正在执行 ZStack,请记住 cards 数组中的第一项将位于堆栈的 底部 并朝向屏幕的右边。这影响了后来的逻辑
  3. 您需要确保检查 swapAt 中数组的边界,这样您就不会最终尝试交换超出索引的范围(这是之前发生的事情)

我的“解决方案”仍然很粗略——应该进行更多检查以确保数组不会越界。此外,在你的原作和我的原作中,从用户体验的角度来看,能够交换多个位置可能更有意义。但是,这是一个更大的问题,超出了这个问题的范围。