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A visionOS SwiftUI view modifier that can be used to hide a window's resize handles or to constrain a window's aspect ratio
//
// View+WindowGeometryPreferences.swift
//
// Created by Drew Olbrich on 1/30/24.
// Copyright © 2024 Lunar Skydiving LLC. All rights reserved.
//
// MIT License
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// This visionOS SwiftUI view modifier can be used to hide a window's resize
// handles or to constrain a window's aspect ratio. See the documentation comments
// below.
#if os(visionOS)
import SwiftUI
extension View {
// The following code declares the `windowGeometryPreferences` view modifier twice,
// with and without the `resizingRestrictions` parameter, to work around the Swift
// compiler warning that would otherwise result from the fact that
// `resizingRestrictions` should be optional to make `windowGeometryPreferences`
// match the signature of `UIWindowScene/GeometryPreferences/Vision/init`, while at
// the same time one of the `UIWindowScene/ResizingRestrictions` enum cases is
// named `none`, which would create an ambiguity with respect to the `none` case of
// the `resizingRestrictions` parameter's optional type.
/// Sets the geometry preferences for this view's window scene.
///
/// This view modifier may be used to make a view's window fully non-resizable,
/// permanently hiding the view's resize handle, which isn't the case if the view's
/// size is constrained with `View/frame`. Furthermore, the window will not stretch
/// and snap back. The use of this view modifier in this way matches the behavior of
/// the visionOS 1.0 Settings app, for example.
///
/// This view modifier may also be used to constrain the aspect ratio of view's
/// window.
///
/// If you copy the user of `UIWindowScene/requestGeometryUpdate` from Apple's Happy
/// Beam sample app, you may find that your code won't necessarily work as expected
/// if your app has multiple windows. That's because the Happy Beam code always
/// affects the first window group that it finds in the application, which may not
/// be the one you want. In contrast, this view modifier is guaranteed to affect the
/// window group corresponding to the view you use it on.
///
/// ## Example Usage
///
/// ```
/// WindowGroup {
/// MyView()
/// // Do not display the window's resize handle.
/// .windowGeometryPreferences(resizingRestrictions: .none)
/// }
/// .defaultSize(width: 600, height: 400)
///
/// WindowGroup {
/// MyView()
/// // Constrain the window's aspect ratio and specify a minimum allowed size.
/// .windowGeometryPreferences(minimumSize: CGSize(width: 800, height: 450),
/// resizingRestrictions: .uniform)
/// }
/// .defaultSize(width: 1600, height: 900)
/// ```
///
/// This view modifier was written for visionOS 1.0 and may not necessarily work as
/// expected in future visionOS releases.
///
/// - Parameters:
/// - size: The requested size of the window. **Important:** To avoid unwanted
/// window size animation when a window is first presented, the
/// `WindowGroup/defaultSize` scene modifier should be used to set the window's
/// initial size instead of this parameter.
/// - minimumSize: The requested minimum allowed size of the window.
/// - maximumSize: The requested maximum allowed size of the window.
/// - resizingRestrictions: A constraint on the window's size. The supported values are:
/// - `freeform` - The window may be freely resized by the user.
/// - `none` - The user cannot resize the window. The window's resize handle
/// will not appear in the corners of the window.
/// - `uniform` - The user may resize the window, but the window's aspect ratio will
/// be constrained to match that of its initial size.
/// - Returns: A view whose window scene has the requested geometry preferences.
func windowGeometryPreferences(size: CGSize? = nil, minimumSize: CGSize? = nil, maximumSize: CGSize? = nil, resizingRestrictions: UIWindowScene.ResizingRestrictions) -> some View {
let geometryPreferences = UIWindowScene.GeometryPreferences.Vision(size: size, minimumSize: minimumSize, maximumSize: maximumSize, resizingRestrictions: resizingRestrictions)
return modifier(WindowGeometryPreferencesViewModifier(geometryPreferences: geometryPreferences))
}
/// Sets the geometry preferences for this view's window scene.
///
/// This view modifier may be used to make a view's window fully non-resizable,
/// permanently hiding the view's resize handle, which isn't the case if the view's
/// size is constrained with `View/frame`. Furthermore, the window will not stretch
/// and snap back. The use of this view modifier in this way matches the behavior of
/// the visionOS 1.0 Settings app, for example.
///
/// This view modifier may also be used to constrain the aspect ratio of view's
/// window.
///
/// If you copy the user of `UIWindowScene/requestGeometryUpdate` from Apple's Happy
/// Beam sample app, you may find that your code won't necessarily work as expected
/// if your app has multiple windows. That's because the Happy Beam code always
/// affects the first window group that it finds in the application, which may not
/// be the one you want. In contrast, this view modifier is guaranteed to affect the
/// window group corresponding to the view you use it on.
///
/// ## Example Usage
///
/// ```
/// WindowGroup {
/// MyView()
/// // Do not display the window's resize handle.
/// .windowGeometryPreferences(resizingRestrictions: .none)
/// }
/// .defaultSize(width: 600, height: 400)
///
/// WindowGroup {
/// MyView()
/// // Constrain the window's aspect ratio and specify a minimum allowed size.
/// .windowGeometryPreferences(minimumSize: CGSize(width: 800, height: 450),
/// resizingRestrictions: .uniform)
/// }
/// .defaultSize(width: 1600, height: 900)
/// ```
///
/// This view modifier was written for visionOS 1.0 and may not necessarily work as
/// expected in future visionOS releases.
///
/// - Parameters:
/// - size: The requested size of the window. **Important:** To avoid unwanted
/// window size animation when a window is first presented, the
/// `WindowGroup/defaultSize` scene modifier should be used to set the window's
/// initial size instead of this parameter.
/// - minimumSize: The requested minimum allowed size of the window.
/// - maximumSize: The requested maximum allowed size of the window.
/// - resizingRestrictions: A constraint on the window's size. The supported values are:
/// - `freeform` - The window may be freely resized by the user.
/// - `none` - The user cannot resize the window. The window's resize handle
/// will not appear in the corners of the window.
/// - `uniform` - The user may resize the window, but the window's aspect ratio will
/// be constrained to match that of its initial size.
/// - Returns: A view whose window scene has the requested geometry preferences.
func windowGeometryPreferences(size: CGSize? = nil, minimumSize: CGSize? = nil, maximumSize: CGSize? = nil) -> some View {
let geometryPreferences = UIWindowScene.GeometryPreferences.Vision(size: size, minimumSize: minimumSize, maximumSize: maximumSize, resizingRestrictions: nil)
return modifier(WindowGeometryPreferencesViewModifier(geometryPreferences: geometryPreferences))
}
}
private struct WindowGeometryPreferencesViewModifier: ViewModifier {
let geometryPreferences: UIWindowScene.GeometryPreferences.Vision
func body(content: Content) -> some View {
WindowGeometryPreferencesView(geometryPreferences: geometryPreferences, content: {
content
})
}
}
private struct WindowGeometryPreferencesView<Content>: UIViewControllerRepresentable where Content: View {
let geometryPreferences: UIWindowScene.GeometryPreferences.Vision
let content: () -> Content
func makeUIViewController(context: Context) -> WindowGeometryPreferencesUIViewController<Content> {
WindowGeometryPreferencesUIViewController(geometryPreferences: geometryPreferences, content: content)
}
func updateUIViewController(_ uiViewController: WindowGeometryPreferencesUIViewController<Content>, context: Context) {
// Do nothing.
}
}
private class WindowGeometryPreferencesUIViewController<Content>: UIViewController where Content: View {
let geometryPreferences: UIWindowScene.GeometryPreferences.Vision
private let hostingController: UIHostingController<Content>
init(geometryPreferences: UIWindowScene.GeometryPreferences.Vision, content: @escaping () -> Content) {
self.geometryPreferences = geometryPreferences
self.hostingController = UIHostingController(rootView: content())
super.init(nibName: nil, bundle: nil)
addChild(hostingController)
hostingController.view.frame = view.bounds
view.addSubview(hostingController.view)
hostingController.didMove(toParent: self)
hostingController.view.autoresizingMask = [.flexibleWidth, .flexibleHeight]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func loadView() {
view = WindowGeometryPreferencesUIView(geometryPreferences: geometryPreferences)
}
}
private class WindowGeometryPreferencesUIView: UIView {
private let geometryPreferences: UIWindowScene.GeometryPreferences.Vision
init(geometryPreferences: UIWindowScene.GeometryPreferences.Vision) {
self.geometryPreferences = geometryPreferences
super.init(frame: .zero)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMoveToWindow() {
// Allegedly, in visionOS 1.0 there is a short period of time while the scene
// connects during which geometry update requests may not be honored. The
// recommended workaround is to wait for one run loop spin. However, it has been
// suggested that the fact that this works reliably in visionOS 1.0 is accidental
// and is subject to change in the future.
RunLoop.main.perform {
assert(self.window?.windowScene != nil)
self.window?.windowScene?.requestGeometryUpdate(self.geometryPreferences, errorHandler: { error in
// It's possible that `requestGeometryUpdate` may fail in a future version of
// visionOS. If that happens, check if an alternative to this view modifier has
// been added to SwiftUI and use it instead, or investigate more elaborate methods
// of detecting that the window scene has entered a state in which
// `requestGeometryUpdate` is guaranteed to succeed.
assertionFailure("Geometry update request failed: \(error)")
})
}
}
}
#endif // os(visionOS)
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