Can I change the value of a component from a separate button in Compose Multiplatform? - kotlin

I am trying to make a desktop application that allows you to search through a number of predefined locations stored in Kotlin classes in a separate directory. To accomplish this, I've used the reflections and compose-jb libraries.
The problem I've run into is that I can't figure out how to update a Column of Boxes (located in another Box component) to change when I press the search button after entering tags that I want to search by.
My code is below (for the Main.kt file) that describes the entire desktop application.
val reflections = Reflections("io.github.mobomega.project.attractions")
var display = mutableSetOf<Attraction>()
fun main() = application {
val stateVertical = rememberScrollState(0)
val stateHorizontal = rememberScrollState(0)
var state = Box(
modifier = Modifier
.fillMaxSize()
.verticalScroll(stateVertical)
.padding(end = 12.dp, bottom = 12.dp)
.horizontalScroll(stateHorizontal)
)
Window(
onCloseRequest = ::exitApplication,
title = "Search",
state = rememberWindowState(width = 2256.dp, height = 1504.dp)
) {
val count = remember { mutableStateOf(1) }
MaterialTheme {
Column {
val text = remember { mutableStateOf("") }
OutlinedTextField(
value = text.value,
singleLine = true,
onValueChange = { text.value = it },
modifier = Modifier.align(Alignment.CenterHorizontally)
)
Row (modifier = Modifier.size(2256.dp, 50.dp), horizontalArrangement = Arrangement.Center) {
Button(modifier = Modifier.align(Alignment.Top),
onClick = {
val tags = text.value.split(", ", ",")
for (tag in tags) {
search(tag.lowercase())
println("$display have tag $tag")
}
// Setting the new value of the Box
state = create(stateVertical, stateHorizontal)
// Creates error:
// "#Composable invocations can only happen from the context of a #Composable function"
}) {
Text("Search")
}
Button (modifier = Modifier.align(Alignment.Top),
onClick = {
display.clear()
}) {
Text("Reset")
}
}
Row (horizontalArrangement = Arrangement.Center) {
Box(
modifier = Modifier.fillMaxSize()
.background(color = Color(red = 0xFF, green = 0xFF, blue = 0xFF))
.padding(10.dp)
) {
state // Creating the state Box component in the Row
VerticalScrollbar(
modifier = Modifier.align(Alignment.CenterEnd)
.fillMaxHeight(),
adapter = rememberScrollbarAdapter(stateVertical)
)
HorizontalScrollbar(
modifier = Modifier.align(Alignment.BottomStart)
.fillMaxWidth()
.padding(end = 12.dp),
adapter = rememberScrollbarAdapter(stateHorizontal)
)
}
}
}
}
}
}
#Composable
fun textBox(text: String = "Item") {
Box(
modifier = Modifier.height(32.dp)
.width(400.dp)
.background(color = Color(200, 0, 0, 20))
.padding(start = 10.dp),
contentAlignment = Alignment.CenterStart
) {
Text(text = text)
}
}
#Composable
fun create(stateVertical: ScrollState, stateHorizontal: ScrollState) = Box(
modifier = Modifier
.fillMaxSize()
.verticalScroll(stateVertical)
.padding(end = 12.dp, bottom = 12.dp)
.horizontalScroll(stateHorizontal)
) {
Column {
var x = 0
for (attr in display) {
x++
textBox(attr.name)
if (x < display.size) {
Spacer(modifier = Modifier.height(5.dp).align(Alignment.CenterHorizontally))
}
}
}
}
fun search(text: String) {
for (attr in reflections.getSubTypesOf(Attraction::class.java)) {
val temp = attr.getConstructor().newInstance()
println("${temp.name} has tags ${temp.tags}")
if (temp.matches(text) && (temp !in display)) {
display += temp
}
}
}
I have tried to update the value of the Box that contains all of the items that match any of the search criteria, but I have run into a number of issues, such as the "onClick" function in which I set the new value of the "state" variable (storing all of the matching items) not being a Composable function, and therefore I can't change the value.
How would I accomplish changing the value of a Component such as a Box from another Component, such as a Button?

In Compose you can't create a view like you're doing with state variable. Result of your call is just Unit, and when you later call it you should see a warning "The expression is unused". The view is added at the tree hierarchy at the moment your variable is created.
To solve your problem you need to declare display as a mutable state - it's a new thing made especially for Compose, which allows triggering recomposition when this state changes:
val display by mutableStateOf<Attraction>(setOf())
And then update like this in your search:
val mutableDisplay = mutableSetOf<Attraction>()
// for
// ...
mutableDisplay += temp
// ...
display = mutableDisplay
Note that you can't use mutable set inside your mutable state, as mutable state won't be able to track changes of this set.
To learn more about state in Compose I suggest you checking this youtube video which explains the basic principles, and Compose mental model for better understanding of how to work with it.

Related

Jetpack compose remember function not working

I'm trying to create a scrollable background in Jetpack Compose.
The problem is that the variable "currentPadding" isn't updating it's state after the value "padding" is modified after recomposition. In the first composition (loading state) the "padding" value is set to 112.dp and after load the value changes to 160.dp.
It's strange because I have used the remember function this way multiple times in other places in the app and it's the first time that this happens.
Could you help me out?
Thanks a lot.
#Composable
fun ScrollableBackground(
scrollState: ScrollState,
composable: ComposableFun,
modifier: Modifier = Modifier,
isBannerListEmpty: Boolean,
) {
val padding = if (isBannerListEmpty) {
112.dp
} else {
160.dp
}
val minPadding: Dp = 29.dp
val dp0 = dimensionResource(id = R.dimen.no_dp)
var currentPadding: Dp by remember { mutableStateOf(padding) }
val state: Dp by animateDpAsState(targetValue = currentPadding)
val nestedScrollConnection: NestedScrollConnection = remember {
object : NestedScrollConnection {
override fun onPreScroll(available: Offset, source: NestedScrollSource): Offset {
val percent = scrollState.value.toFloat() / scrollState.maxValue.toFloat() * 100f
val delta = available.y.dp
val newSize = currentPadding + delta / 3
currentPadding = when {
percent > 20f -> minPadding
newSize < minPadding -> minPadding
newSize > padding -> padding
else -> newSize
}
return Offset.Zero
}
}
}
Box(
modifier = modifier
.fillMaxSize()
.nestedScroll(nestedScrollConnection)
) {
Surface(
color = White,
modifier = Modifier
.padding(top = state)
.fillMaxSize()
.clip(
CircleShape.copy(
topStart = Shapes.medium.topStart,
topEnd = Shapes.medium.topEnd,
bottomEnd = CornerSize(dp0),
bottomStart = CornerSize(dp0)
)
)
) {}
composable.invoke()
}
}
I tried sending other kind of parameters from the view model to the composable (instead of a boolean, in this case "isBannerListEmpty"), like the current desired padding value, and nothing seems to work.
You have put nestedScrollConnection in remember. It also remembers the padding variable when first encountered. So when the actual value of padding is changed, this change is not propagated in remember of nestedScrollConnection.
Put padding inside onPreScroll.
override fun onPreScroll(available: Offset, source: NestedScrollSource): Offset {
val padding = if (...) { //Don't use isBannerListEmpty here as neither this will update on recomposition
112.dp
} else {
160.dp
}
...

Jetpack Compose Textfield value not getting updated

I'm trying to create a display where users can input a duration composed of hours, minutes and seconds. I manage the state of the duration with a class i wrote called TimeData. I set the value for the textfield to the state values, however this does not get updated when it changes. I have tried alot and i can't seem to figure out why this does not work, as similar implementations work just fine.
I save the state in viewmodel, inject it into the screen (composable) the screen passes fields of the TimeData to the three composables for the hours, seconds and minutes. These components handle displaying the textfields and changing the values
I've tried changing state directly, saving state in screen file with by remember instead of in viewmodel with State, i've tried changing val to var and back in the TimeData object and it's children. And much more.
p.s. this is my first question here, so if anything is not clear, please let me know.
TimeData class (saved as state in viewmodel)
data class TimeData(
val hours: TimeUnit = TimeUnit(TimeUnits.HOURS),
val mins: TimeUnit = TimeUnit(TimeUnits.MINS),
val secs: TimeUnit = TimeUnit(TimeUnits.SECS),
) {
fun isDataEmpty() = hours.value == 0L && mins.value == 0L && secs.value == 0L
}
fun TimeData.toISOString(): String = "PT" +
"${hours.value}${hours.unit.firstLetter}" +
"${mins.value}${mins.unit.firstLetter}" +
"${secs.value}${secs.unit.firstLetter}"
fun TimeData.toDuration(): Duration = Duration.parse(this.toISOString())
TimeUnit class (this value is updated)
data class TimeUnit(
var unit: TimeUnits
) {
var value: Long = 0
set(value) {
val parsedValue = value
val min = 0
val max = when (unit) {
TimeUnits.HOURS -> 99
TimeUnits.MINS -> 60
TimeUnits.SECS -> 60
}
if (parsedValue in min..max) {
field = value
}
}
override fun toString(): String {
return if (value in 1..9) "0$value" else value.toString()
}
}
enum class TimeUnits(val firstLetter: String) {
HOURS("h"),
MINS("m"),
SECS("s")
}
State in viewmodel
private val _timeState = mutableStateOf(TimeData())
val timeState: State<TimeData> = _timeState
Texfield
BasicTextField(
modifier = Modifier.widthIn(1.dp),
value = time.value.toString(),
onValueChange = {
if (it.isNotBlank()) {
//changing state directly
time.value = it.toLong()
//letting viewmodel handel change
viewModel.onEvent(AddEditExerciseEvents.DurationValueChanged(time))
}
},
singleLine = true,
textStyle = TextStyle(
fontSize = 32.sp,
fontWeight = FontWeight.Medium,
color = textColor,
textAlign = TextAlign.Center
),
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number)
)
Changing state value in viewmodel
when (event) {
is AddEditExerciseEvents.DurationValueChanged -> {
when (event.value.unit) {
TimeUnits.HOURS -> {
_timeState.value = timeState.value.copy(
hours = event.value
)
}
TimeUnits.MINS -> {
_timeState.value = timeState.value.copy(
mins = event.value
)
}
TimeUnits.SECS -> {
_timeState.value = timeState.value.copy(
secs = event.value
)
}
}
}

Continuous recomposition in Jetpack Compose

I'm trying to create a sky view in my Android app using Jetpack Compose. I want to display it inside a Card with a fixed height. During nigth time, the card background turns dark blue and I'd like to have some blinking stars spread over the sky.
To create the stars blinking animation, I'm using an InfiniteTransition object and a scale property with animateFloat that I apply to several Icons. Those Icons are created inside a BoxWithConstraints, to spread then randomly using a for loop. The full code I'm using is shown below:
#Composable
fun NightSkyCard() {
Card(
modifier = Modifier
.height(200.dp)
.fillMaxWidth(),
elevation = 2.dp,
shape = RoundedCornerShape(20.dp),
backgroundColor = DarkBlue
) {
val infiniteTransition = rememberInfiniteTransition()
val scale by infiniteTransition.animateFloat(
initialValue = 1f,
targetValue = 0f,
animationSpec = infiniteRepeatable(
animation = tween(1000),
repeatMode = RepeatMode.Reverse
)
)
BoxWithConstraints(
modifier = Modifier.fillMaxSize()
) {
for (n in 0..20) {
val size = Random.nextInt(3, 5)
val start = Random.nextInt(0, maxWidth.value.toInt())
val top = Random.nextInt(10, maxHeight.value.toInt())
Icon(
imageVector = Icons.Filled.Circle,
contentDescription = null,
modifier = Modifier
.padding(start = start.dp, top = top.dp)
.size(size.dp)
.scale(scale),
tint = Color.White
)
}
}
}
}
The problem with this code is that the BoxWithConstraints's scope is recomposing continously, so I get a lot of dots appearing and dissapearing from the screen very fast. I'd like the scope to just run once, so that the dots created at first time would blink using the scale property animation. How could I achieve that?
Instead of continuous recomposition you should look for least amount of recompositions to achieve your goal.
Compose has 3 phases. Composition, Layout and Draw, explained in official document. When you use a lambda you defer state read from composition to layout or draw phase.
If you use Modifier.scale() or Modifier.offset() both of three phases above are called. If you use Modifier.graphicsLayer{scale} or Modifier.offset{} you defer state read to layout phase. And the best part, if you use Canvas, which is a Spacer with Modifier.drawBehind{} under the hood, you defer state read to draw phase as in example below and you achieve your goal only with 1 composition instead of recomposing on every frame.
For instance from official document
// Here, assume animateColorBetween() is a function that swaps between
// two colors
val color by animateColorBetween(Color.Cyan, Color.Magenta)
Box(Modifier.fillMaxSize().background(color))
Here the box's background color is switching rapidly between two
colors. This state is thus changing very frequently. The composable
then reads this state in the background modifier. As a result, the box
has to recompose on every frame, since the color is changing on every
frame.
To improve this, we can use a lambda-based modifier–in this case,
drawBehind. That means the color state is only read during the draw
phase. As a result, Compose can skip the composition and layout phases
entirely–when the color changes, Compose goes straight to the draw
phase.
val color by animateColorBetween(Color.Cyan, Color.Magenta)
Box(
Modifier
.fillMaxSize()
.drawBehind {
drawRect(color)
}
)
And how you can achieve your result
#Composable
fun NightSkyCard2() {
Card(
modifier = Modifier
.height(200.dp)
.fillMaxWidth(),
elevation = 2.dp,
shape = RoundedCornerShape(20.dp),
backgroundColor = Color.Blue
) {
val infiniteTransition = rememberInfiniteTransition()
val scale by infiniteTransition.animateFloat(
initialValue = 1f,
targetValue = 0f,
animationSpec = infiniteRepeatable(
animation = tween(1000),
repeatMode = RepeatMode.Reverse
)
)
val stars = remember { mutableStateListOf<Star>() }
BoxWithConstraints(
modifier = Modifier
.fillMaxSize()
.background(Color.Blue)
) {
SideEffect {
println("🔥 Recomposing")
}
LaunchedEffect(key1 = Unit) {
repeat(20) {
stars.add(
Star(
Random.nextInt(2, 5).toFloat(),
Random.nextInt(0, constraints.maxWidth).toFloat(),
Random.nextInt(10, constraints.maxHeight).toFloat()
)
)
}
}
Canvas(modifier = Modifier.fillMaxSize()) {
if(stars.size == 20){
stars.forEach { star ->
drawCircle(
Color.White,
center = Offset(star.xPos, star.yPos),
radius = star.radius *(scale)
)
}
}
}
}
}
}
#Immutable
data class Star(val radius: Float, val xPos: Float, val yPos: Float)
One solution is to wrap your code in a LaunchedEffect so that the animation runs once:
#Composable
fun NightSkyCard() {
Card(
modifier = Modifier
.height(200.dp)
.fillMaxWidth(),
elevation = 2.dp,
shape = RoundedCornerShape(20.dp),
backgroundColor = DarkBlue
) {
val infiniteTransition = rememberInfiniteTransition()
val scale by infiniteTransition.animateFloat(
initialValue = 1f,
targetValue = 0f,
animationSpec = infiniteRepeatable(
animation = tween(1000),
repeatMode = RepeatMode.Reverse
)
)
BoxWithConstraints(
modifier = Modifier.fillMaxSize()
) {
for (n in 0..20) {
var size by remember { mutableStateOf(0) }
var start by remember { mutableStateOf(0) }
var top by remember { mutableStateOf(0) }
LaunchedEffect(key1 = Unit) {
size = Random.nextInt(3, 5)
start = Random.nextInt(0, maxWidth.value.toInt())
top = Random.nextInt(10, maxHeight.value.toInt())
}
Icon(
imageVector = Icons.Filled.Circle,
contentDescription = null,
modifier = Modifier
.padding(start = start.dp, top = top.dp)
.size(size.dp)
.scale(scale),
tint = Color.White
)
}
}
}
}
You then get 21 blinking stars.

Problem with Kotlin compose for desktop Window

I'm trying to make a chess engine desktop app with an ui component to it.
The game() method that I mention is a simple while loop that allows me to ask for moves in algebraic notation and make the moves if they are valid ones.
I have the following main and my problem is that if I uncomment and run the game() method inside the classe it wont start the App window, and if I instead try to uncomment the same method but from outside the Window it still wont start the desktop App.
On the other hand if i run it has it is, it will start the UI window.
fun main() = application {
resetBoard()
printBoardSmall()
Window(onCloseRequest = ::exitApplication, icon = painterResource("black_knight.png"), title = "Chess") {
ui()
//game()
}
//game()
}
#Composable
fun ui() {
var squarePair = false
Row {
Column {
for (n in 8 downTo 1) {
Row {
Text(
"" + n,
textAlign = TextAlign.Center,
modifier = Modifier.width(SIZE_TILE),
fontSize = FONT_SIZE_BOARD,
fontWeight = FontWeight.Bold
)
squarePair = boardLines(n, squarePair)
}
}
Row {
Text(" ", textAlign = TextAlign.Center, modifier = Modifier.width(SIZE_TILE))
for (n in 0..7) {
Text(
"" + ('A' + n),
textAlign = TextAlign.Center,
modifier = Modifier.width(SIZE_TILE),
fontSize = FONT_SIZE_BOARD,
fontWeight = FontWeight.Bold
)
}
}
}
Column {
Text(" Play", textAlign = TextAlign.Center, fontSize = 30.sp)
var move = ""
//var move by remember { mutableStateOf("") }
TextField(
value = move,
onValueChange = { move = it },
label = { Text("Move") },
maxLines = 1,
textStyle = TextStyle(color = Color.Black, fontWeight = FontWeight.Bold),
modifier = Modifier.padding(20.dp)
)
print(move)
}
}
}
#Composable
fun board(n: Int, i: Int){
var team = ""
if(utils.isWhite(BOARD[n-1][i-1])) team = TEAM[0]
if(utils.isBlack(BOARD[n-1][i-1])) team = TEAM[1]
for(k in LOWER_CASE_LETTERS.indices) {
if (BOARD[n-1][i-1] == LOWER_CASE_LETTERS[k] || BOARD[n-1][i-1] == UPPER_CASE_LETTERS[k]) {
Image(painter = painterResource(team + "_" + PIECES[k] + ".png"), contentDescription = PIECES[k])
}
}
}
Im new to compose and I can't figure out whats the problem, expecially since im trying to run the method outside the Window
I'm no expert, but I'll try my best to help.
It doesn't work, when you call it in the Window, 'cause that's what it uses to init it's layout. So the Window won't show, 'till the game() stops.
I don't know, why it doesn't work, when you put it after the Window. Looking at fun main() = application { ... } I suspect, that initiating the application is similar to initiating the Window, so it also won't start, untill the game() is over.
You should try putting game() in a seperate thread. Something like this should work:
fun() main = application {
resetBoard()
printBoardSmall()
Window( ... ){
ui()
}
Thread {
game()
}.start()
}
P.S. I'm also very new to compose. And kinda new to programming. And really, really sorry for all the gross oversimplifications I made.
P.P.S. You could add a TextField to your app and use Button's onClick parameter to call a move checking function. Wouldn't need to play with Threads and coroutines then. And you could also use Buttons for the board squares, cause you can assign them a background and an image. If you would need help with any of that - HMU.

Kotlin Compose Search Bar

I have some doubts how to realize Search Bar in my Compose application. I call my SeachView function from ContactContent function where I pass state value.
#Composable
fun ContactContent(navigateToProfile: (Contact) -> Unit) {
val contacts = remember { DataProvider.contactList }
val textState = remember { mutableStateOf(TextFieldValue("")) }
Column(){
SearchView(textState)
LazyColumn() {
items(
items = contacts,
itemContent = {
ContactListItem(contact = it, navigateToProfile)
}
...
}
In SearchView I not sure how should I call onImeActionPerformed search state as mine search state is not be recognized.
#Composable
fun SearchView(state: MutableState<TextFieldValue>) {
Surface(){
TextField(
value = state.value,
onValueChange = { value -> state.value = value},
leadingIcon = {...},
keyBoardOptions = KeyboardOptions(
keyboardType = KeyboardType.Text,
imeAction = ImeAction.Search
),
onImeActionPerformed = {action, softKeyboardController -> if (action == ImeAction.Search){
>HERE IS WHERE I AM NOT SURE WHAT TO DO<
DataProvider.newSearch(textState)
}
...
}
newSearch function snippet
fun newSearch (textState: MutableState<String>){
val result = repository.search(
token = token,
page = 1,
query = "chicken"
)
DataProvider.value = result
}
Maybe you have a different solution how to realize the search bar from the list with with Kotlin Compose.
Do not use it directly in the parenthesis of the onImeActionPerformed, extract it in the parent Composable right before calling the TextField. Store it in a val, then use that val inside your onImeActionPerformed. Alogside, I assume you are creating that parameter with something like () -> Unit, ok so I'm not sure of this, but I think changing that to #Composable () -> Unit, you can access it directly without extracting it in a val first. Try it out