I previously asked a question about how to link an array of TabButtons to .tag() here: .tag() in TabView in SwiftUI challenge, but now I want to customize each TabView to have different information and not just the one line of text that reads from the enum cases that was created. In the below code I added additional views that I would like to populate with each TabView. I want to be able to insert additional tabs/views in the future. I've created the custom views at the bottom, but not sure how to link with the enums and then use a ForEach in TabView.
import SwiftUI
struct ContentView: View {
var body: some View {
CustomTabView()
}
}
struct CustomTabView: View {
#State var selectedTab = ViewSelect.HomeView // This is an enum defined below.
#State var viewData : AllViewData!
var body: some View {
ZStack(alignment: Alignment(horizontal: .center, vertical: .bottom)) {
TabView(selection: $selectedTab) {
ForEach(ViewSelect.allCases, id: \.self) { view in // This iterates through all of the enum cases.
ViewsCardView(viewData: view.allViewData)
.tag(view.rawValue) // by having the tag be the enum's raw value,
// you can always compare enum to enum.
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .never))
.ignoresSafeArea(.all, edges: .bottom)
ScrollView(.horizontal, showsIndicators: false, content: {
HStack {
ForEach(ViewSelect.allCases ,id: \.self){viewSelect in
TabButton(viewSelect: viewSelect, selectedTab: $selectedTab)
}
}
})
.padding(.horizontal, 25)
.padding(.vertical, 5)
.background(Color.white)
.clipShape(Capsule())
.shadow(color: Color.black.opacity(0.15), radius: 5, x: 5, y: 5)
.shadow(color: Color.black.opacity(0.15), radius: 5, x: -5, y: -5)
.padding(.horizontal)
}
.background(Color.black.opacity(0.05).ignoresSafeArea(.all, edges: .all))
}
}
struct TabButton: View {
let viewSelect: ViewSelect
#Binding var selectedTab: ViewSelect
var body: some View {
Button(action: {selectedTab = viewSelect}) {
Image(systemName: viewSelect.tabIcon)
.renderingMode(.template)
// this compares the selection to the button's associated enum.
// The enum provides the image name to the button,
// but we are always dealing with a case of the enum.
.opacity(selectedTab == viewSelect ? (1) : (0.5))
.padding()
}
}
}
struct ViewsCardView: View {
#State var viewData: AllViewData
var body: some View {
VStack {
Text(viewData.name)
}
}
}
struct AllViewData : Identifiable, Hashable {
var id = UUID().uuidString
var name : String
var text : Int
}
public enum ViewSelect: String, CaseIterable {
case HomeView, EnvelopeView, FolderView, SettingsView
var tabIcon: String {
switch self {
case .HomeView:
return "house"
case .EnvelopeView:
return "envelope"
case .FolderView:
return "folder"
case .SettingsView:
return "gear"
}
}
var allViewData: AllViewData {
return AllViewData(name: self.rawValue, text: self.hashValue)
}
}
struct DataForViews : Identifiable {
var id = UUID().uuidString
var someText : SomeText
var someImage : SomeImage
var someData : String
var moreText : String
enum SomeText : String, CaseIterable {
case friends
case enemies
case neutral
case both
}
enum SomeImage : String, CaseIterable {
case friends = "person.3"
case enemies = "person.fill.xmark"
case neutral = "person"
case both = "person.circle"
}
}
struct HomeView: View {
#State var viewData = DataForViews(someText: .friends, someImage: .friends, someData: "Some Data", moreText: "More Text")
var body: some View {
VStack {
Text(viewData.someText.rawValue)
Image(systemName: viewData.someImage.rawValue)
.resizable()
.frame(width: 40, height: 40)
Text(viewData.someData)
Text(viewData.moreText)
}
}
}
struct EnvelopeView: View {
#State var viewData = DataForViews(someText: .enemies, someImage: .enemies, someData: "Some Data", moreText: "More Text")
var body: some View {
VStack {
Text(viewData.someText.rawValue)
Image(systemName: viewData.someImage.rawValue)
.resizable()
.frame(width: 40, height: 40)
Text(viewData.moreText)
}
}
}
struct FolderView: View {
#State var viewData = DataForViews(someText: .neutral, someImage: .neutral, someData: "Some Data", moreText: "More Text")
var body: some View {
VStack {
Text(viewData.someText.rawValue)
Image(systemName: viewData.someImage.rawValue)
.resizable()
.frame(width: 40, height: 40)
Text(viewData.someData)
Text(viewData.moreText)
}
}
}
struct SettingsView: View {
#State var viewData = DataForViews(someText: .both, someImage: .both, someData: "Some Data", moreText: "More Text")
var body: some View {
VStack {
Text(viewData.someText.rawValue)
Image(systemName: viewData.someImage.rawValue)
.resizable()
.frame(width: 40, height: 40)
Text(viewData.someData)
}
}
}
I think I figured this out. It took me a lot of tinkering and I came here to stack overflow to try and get further clarity. But the below solution should work. I created a variable in the HomeView() that linked the ViewSelect as an enum, then I initialized the different options with an array in the DataForViews struct and linked the selection to the ViewSelect enum which is tied to the tabItems.
Then in the ContentView, I followed the same pattern except used the ForEach loop on the HomeView() and for the .tag() it is tied to the selection within the DataForViews.
struct CustomTabView: View {
#State var selectedTab = ViewSelect.HomeView // This is an enum defined below.
#State var viewData : AllViewData!
var body: some View {
ZStack(alignment: Alignment(horizontal: .center, vertical: .bottom)) {
TabView(selection: $selectedTab) {
ForEach(viewDataStuff) { view in
HomeView(viewData: view)
.tag(view.selection)
}
struct DataForViews : Identifiable, Hashable {
var id = UUID().uuidString
var someText : SomeText
var someImage : SomeImage
var someData : String
var moreText : String
var selection : ViewSelect
enum SomeText : String, CaseIterable {
case friends
case enemies
case neutral
case both
}
enum SomeImage : String, CaseIterable {
case friends = "person.3"
case enemies = "person.fill.xmark"
case neutral = "person"
case both = "person.circle"
}
}
var viewDataStuff = [
DataForViews(someText: .friends, someImage: .friends, someData: "Text", moreText: "Text", selection: .HomeView),
DataForViews(someText: .enemies, someImage: .enemies, someData: "Text", moreText: "Text", selection: .EnvelopeView),
DataForViews(someText: .neutral, someImage: .neutral, someData: "Text", moreText: "Text", selection: .FolderView),
DataForViews(someText: .both, someImage: .both, someData: "Text", moreText: "Text", selection: .SettingsView),
]
struct HomeView: View {
#State var viewData : DataForViews
var body: some View {
VStack {
Text(viewData.someText.rawValue)
Image(systemName: viewData.someImage.rawValue)
.resizable()
.frame(width: 40, height: 40)
Text(viewData.someData)
Text(viewData.moreText)
}
}
}
'''
Related
struct View1: View {
enum Field {
case username, password
}
#State var passwordText: String = ""
#FocusState var focusedField: Field?
var body: some View {
View2(text: $passwordText, placeholder: "Password", focused: $focusedField)
}
}
struct View2: View {
#Binding var text: String
let placeholder: String
var focused: FocusState<View1.Field?>.Binding // << here !!
var body: some View {
HStack {
TextField(placeholder, text: $text)
.frame(minHeight: 44)
.padding(.leading, 8)
.focused(focused, equals: .password) // << here !!
if text.count > 0 {
Image(systemName: "xmark.circle.fill")
.font(.headline)
.foregroundColor(.secondary)
.padding(.trailing, 8)
}
}
}
}
In View2, I can't find a way to be able to generate a preview view. What should I pass into focusedField?
This compiles, although whether it actually works…?
struct View2_Previews: PreviewProvider {
static let focusedState = FocusState<View1.Field?>()
static var previews: some View {
View2(text: .constant("text"), placeholder: "placeholder", focused: focusedState.projectedValue)
}
}
Do you actually need the FocussedState in View2? Perhaps you'd be better off to move that back up to View1
View2(text: $passwordText, placeholder: "Password")
.focused($focusedField, equals: .password)
I am trying to get data from one view to another.
I can not figure out how to get values from the fourth view array into the Third view.
I am not using storyboards. I tried using #EnvironmentObject but can not make it work. New to coding. In xcode I am using watchos without app.
I tried to strip out most of the code and leave just the important stuff that can be tested. I used NavigationLink(destination: )to transfer between views.
enter code here
class viewFromEveryWhere: ObservableObject {
#Published var testname2: String = "testTTname"
}
struct secondView: View {
var body: some View {
Text("second view")
List(1..<7) {
Text("\($0)")
}
}
}
struct thirdView: View {
#EnvironmentObject var testname2: viewFromEveryWhere
#EnvironmentObject var testSixTestArray: viewFromEveryWhere
#State var sixTestArray:[String] = ["ww","GS","DW","CD","TS","JW",]
var body: some View {
List(sixTestArray, id:\.self) {
Text($0)
}
}
}
struct fourthView: View {
#StateObject var testname2 = viewFromEveryWhere()
#State private var name: String = ""
#State var testSixTestArray:[String] = []
func collectName () {
print("collectName triggered")
if testSixTestArray.count < 5 {
// testSixTestArray.append(name)
print(name)
print(testSixTestArray)
}
// .enviromentObject(testSixTestArray)
}
var body: some View {
VStack(alignment: . leading) {
Text("Type a name")
TextField("Enter your name", text: $name)
Text("Click to add, \(name)!")
// Button("click this if \(name) is correct") {}
Button(action:{
print("Button Tapped")
collectName()
print(testSixTestArray.count)
name = ""
}) {
Text("Add \(name) to list")
}
// .buttonStyle(GrowingButton1())
}
Text("forth view")
// testSixTestArray.append(name)
.environmentObject(testname2)
}
}
/*func presentTextInputControllerWithSuggestions(forLanguage suggestionsHandler:
((String)-> [Any]?)?,
allowedInputMode inputMode:
WKTextInputMode,
completion: #escaping ([Any]?) -> Void) {}
*/
struct ContentView: View {
#State var sixNameArray:[String] = ["","","","","","",]
#State var messageTextBox: String = "Start"
#State var button1: String = "Button 1"
#State var button2: String = "Button 2"
#State var button3: String = "Button 3"
var body: some View {
NavigationView {
VStack{
Text(messageTextBox)
.frame(width: 120, height: 15, alignment: .center)
.truncationMode(.tail)
.padding()
NavigationLink(destination: secondView(),
label:{
Text(button1)
})
.navigationBarTitle("Main Page")
NavigationLink(destination: thirdView(),
label:{
Text(button2)
})
NavigationLink(destination: fourthView(),
label:{
Text(button3)
})
}
}
}
}
enter code here
I try to get( text & color ) from user and add them to the list in SwiftUI I already can pass text data but unfortunately for color I can't while they should be the same, below there is an image of app.To work we should provide a Binding for PreAddTextField .Thanks for your help
here is my Code :
import SwiftUI
struct AddListView: View {
#Binding var showAddListView : Bool
#ObservedObject var appState : AppState
#StateObject private var viewModel = AddListViewViewModel()
var body: some View {
ZStack {
Title(addItem: { viewModel.textItemsToAdd.append(.init(text: "", color: .purple)) })
VStack {
ScrollView {
ForEach(viewModel.textItemsToAdd, id: \.id) { item in //note this is id:
\.id and not \.self
PreAddTextField(textInTextField: viewModel.bindingForId(id: item.id), colorPickerColor: <#Binding<Color>#>)
}
}
}
.padding()
.offset(y: 40)
Buttons(showAddListView: $showAddListView, save: {
viewModel.saveToAppState(appState: appState)
})
}
.frame(width: 300, height: 200)
.background(Color.white)
.shadow(color: Color.black.opacity(0.3), radius: 10, x: 0, y: 10)
}
}
struct SwiftUIView_Previews: PreviewProvider {
static var previews: some View {
AddListView(showAddListView: .constant(false),appState: AppState())
}
}
struct PreAddTextField: View {
#Binding var textInTextField : String
#Binding var colorPickerColor : Color
var body: some View {
HStack {
TextField("Enter text", text: $textInTextField)
ColorPicker("", selection: $colorPickerColor)
}
}
}
struct Buttons: View {
#Binding var showAddListView : Bool
var save : () -> Void
var body: some View {
VStack {
HStack(spacing:100) {
Button(action: {
showAddListView = false}) {
Text("Cancel")
}
Button(action: {
showAddListView = false
// What should happen here to add Text to List???
save()
}) {
Text("Add")
}
}
}
.offset(y: 70)
}
}
struct Title: View {
var addItem : () -> Void
var body: some View {
VStack {
HStack {
Text("Add Text to list")
.font(.title2)
Spacer()
Button(action: {
addItem()
}) {
Image(systemName: "plus")
.font(.title2)
}
}
.padding()
Spacer()
}
}
}
DataModel :
import SwiftUI
struct Text1 : Identifiable , Hashable{
var id = UUID()
var text : String
var color : Color
}
class AppState : ObservableObject {
#Published var textData : [Text1] = [.init(text: "Item 1", color: .purple),.init(text: "Item 2", color: .purple)]
}
class AddListViewViewModel : ObservableObject {
#Published var textItemsToAdd : [Text1] = [.init(text: "", color: .purple)] //start with one empty item
//save all of the new items -- don't save anything that is empty
func saveToAppState(appState: AppState) {
appState.textData.append(contentsOf: textItemsToAdd.filter { !$0.text.isEmpty })
}
//these Bindings get used for the TextFields -- they're attached to the item IDs
func bindingForId(id: UUID) -> Binding<String> {
.init { () -> String in
self.textItemsToAdd.first(where: { $0.id == id })?.text ?? ""
} set: { (newValue) in
self.textItemsToAdd = self.textItemsToAdd.map {
guard $0.id == id else {
return $0
}
return .init(id: id, text: newValue, color: .purple)
}
}
}
}
and finaly :
import SwiftUI
struct ListView: View {
#StateObject var appState = AppState() //store the AppState here
#State private var showAddListView = false
var body: some View {
NavigationView {
VStack {
ZStack {
List(appState.textData, id : \.self){ text in
HStack {
Image(systemName: "square")
.foregroundColor(text.color)
Text(text.text)
}
}
if showAddListView {
AddListView(showAddListView: $showAddListView, appState: appState)
.offset(y:-100)
}
}
}
.navigationTitle("List")
.navigationBarItems(trailing:
Button(action: {showAddListView = true}) {
Image(systemName: "plus")
.font(.title2)
}
)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ListView()
}
}
Instead of using a Binding for just the String, you could create a Binding for the entire Text1 item:
class AddListViewViewModel : ObservableObject {
#Published var textItemsToAdd : [Text1] = [.init(text: "", color: .purple)]
func saveToAppState(appState: AppState) {
appState.textData.append(contentsOf: textItemsToAdd.filter { !$0.text.isEmpty })
}
func bindingForId(id: UUID) -> Binding<Text1> { //now returns a Text1
.init { () -> Text1 in
self.textItemsToAdd.first(where: { $0.id == id }) ?? Text1(text: "", color: .clear)
} set: { (newValue) in
self.textItemsToAdd = self.textItemsToAdd.map {
guard $0.id == id else {
return $0
}
return newValue
}
}
}
}
struct PreAddTextField: View {
#Binding var item : Text1
var body: some View {
HStack {
TextField("Enter text", text: $item.text) //gets the text property of the binding
ColorPicker("", selection: $item.color) //gets the color property
}
}
}
struct AddListView: View {
#Binding var showAddListView : Bool
#ObservedObject var appState : AppState
#StateObject private var viewModel = AddListViewViewModel()
var body: some View {
ZStack {
Title(addItem: { viewModel.textItemsToAdd.append(.init(text: "", color: .purple)) })
VStack {
ScrollView {
ForEach(viewModel.textItemsToAdd, id: \.id) { item in
PreAddTextField(item: viewModel.bindingForId(id: item.id)) //parameter is changed here
}
}
}
.padding()
.offset(y: 40)
Buttons(showAddListView: $showAddListView, save: {
viewModel.saveToAppState(appState: appState)
})
}
.frame(width: 300, height: 200)
.background(Color.white)
.shadow(color: Color.black.opacity(0.3), radius: 10, x: 0, y: 10)
}
}
I'm trying to build an demo app by swiftUI that get multi text from user and add them to the list, below , there is an image of app every time user press plus button the AddListView show to the user and there user can add multi text to the List.I have a problem to add them to the list by new switUI data Flow I don't know how to pass data.(I comment more information)
Thanks 🙏
here is my code for AddListView:
import SwiftUI
struct AddListView: View {
#State var numberOfTextFiled = 1
#Binding var showAddListView : Bool
var body: some View {
ZStack {
Title(numberOfTextFiled: $numberOfTextFiled)
VStack {
ScrollView {
ForEach(0 ..< numberOfTextFiled, id: \.self) { item in
PreAddTextField()
}
}
}
.padding()
.offset(y: 40)
Buttons(showAddListView: $showAddListView)
}
.frame(width: 300, height: 200)
.background(Color.white)
.shadow(color: Color.black.opacity(0.3), radius: 10, x: 0, y: 10)
}
}
struct SwiftUIView_Previews: PreviewProvider {
static var previews: some View {
AddListView(showAddListView: .constant(false))
}
}
struct PreAddTextField: View {
// I made this standalone struct and use #State to every TextField text be independent
// if i use #Binding to pass data all Texfield have the same text value
#State var textInTextField = ""
var body: some View {
VStack {
TextField("Enter text", text: $textInTextField)
}
}
}
struct Buttons: View {
#Binding var showAddListView : Bool
var body: some View {
VStack {
HStack(spacing:100) {
Button(action: {
showAddListView = false}) {
Text("Cancel")
}
Button(action: {
showAddListView = false
// What should happen here to add Text to List???
}) {
Text("Add")
}
}
}
.offset(y: 70)
}
}
struct Title: View {
#Binding var numberOfTextFiled : Int
var body: some View {
VStack {
HStack {
Text("Add Text to list")
.font(.title2)
Spacer()
Button(action: {
numberOfTextFiled += 1
}) {
Image(systemName: "plus")
.font(.title2)
}
}
.padding()
Spacer()
}
}
}
and for DataModel:
import SwiftUI
struct Text1 : Identifiable , Hashable{
var id = UUID()
var text : String
}
var textData = [
Text1(text: "SwiftUI"),
Text1(text: "Data flow?"),
]
and finally:
import SwiftUI
struct ListView: View {
#State var showAddListView = false
var body: some View {
NavigationView {
VStack {
ZStack {
List(textData, id : \.self){ text in
Text(text.text)
}
if showAddListView {
AddListView(showAddListView: $showAddListView)
.offset(y:-100)
}
}
}
.navigationTitle("List")
.navigationBarItems(trailing:
Button(action: {showAddListView = true}) {
Image(systemName: "plus")
.font(.title2)
}
)
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ListView()
}
}
Because of the multiple-items part of the question, this becomes a lot less trivial. However, using a combination of ObservableObjects and callback functions, definitely doable. Look at the inline comments in the code for explanations about what is going on:
struct Text1 : Identifiable , Hashable{
var id = UUID()
var text : String
}
//Store the items in an ObservableObject instead of just in #State
class AppState : ObservableObject {
#Published var textData : [Text1] = [.init(text: "Item 1"),.init(text: "Item 2")]
}
//This view model stores data about all of the new items that are going to be added
class AddListViewViewModel : ObservableObject {
#Published var textItemsToAdd : [Text1] = [.init(text: "")] //start with one empty item
//save all of the new items -- don't save anything that is empty
func saveToAppState(appState: AppState) {
appState.textData.append(contentsOf: textItemsToAdd.filter { !$0.text.isEmpty })
}
//these Bindings get used for the TextFields -- they're attached to the item IDs
func bindingForId(id: UUID) -> Binding<String> {
.init { () -> String in
self.textItemsToAdd.first(where: { $0.id == id })?.text ?? ""
} set: { (newValue) in
self.textItemsToAdd = self.textItemsToAdd.map {
guard $0.id == id else {
return $0
}
return .init(id: id, text: newValue)
}
}
}
}
struct AddListView: View {
#Binding var showAddListView : Bool
#ObservedObject var appState : AppState
#StateObject private var viewModel = AddListViewViewModel()
var body: some View {
ZStack {
Title(addItem: { viewModel.textItemsToAdd.append(.init(text: "")) })
VStack {
ScrollView {
ForEach(viewModel.textItemsToAdd, id: \.id) { item in //note this is id: \.id and not \.self
PreAddTextField(textInTextField: viewModel.bindingForId(id: item.id))
}
}
}
.padding()
.offset(y: 40)
Buttons(showAddListView: $showAddListView, save: {
viewModel.saveToAppState(appState: appState)
})
}
.frame(width: 300, height: 200)
.background(Color.white)
.shadow(color: Color.black.opacity(0.3), radius: 10, x: 0, y: 10)
}
}
struct PreAddTextField: View {
#Binding var textInTextField : String //this takes a binding to the view model now
var body: some View {
VStack {
TextField("Enter text", text: $textInTextField)
}
}
}
struct Buttons: View {
#Binding var showAddListView : Bool
var save : () -> Void //callback function for what happens when "Add" gets pressed
var body: some View {
VStack {
HStack(spacing:100) {
Button(action: {
showAddListView = false}) {
Text("Cancel")
}
Button(action: {
showAddListView = false
save()
}) {
Text("Add")
}
}
}
.offset(y: 70)
}
}
struct Title: View {
var addItem : () -> Void //callback function for what happens when the plus button is hit
var body: some View {
VStack {
HStack {
Text("Add Text to list")
.font(.title2)
Spacer()
Button(action: {
addItem()
}) {
Image(systemName: "plus")
.font(.title2)
}
}
.padding()
Spacer()
}
}
}
struct ListView: View {
#StateObject var appState = AppState() //store the AppState here
#State private var showAddListView = false
var body: some View {
NavigationView {
VStack {
ZStack {
List(appState.textData, id : \.self){ text in
Text(text.text)
}
if showAddListView {
AddListView(showAddListView: $showAddListView, appState: appState)
.offset(y:-100)
}
}
}
.navigationTitle("List")
.navigationBarItems(trailing:
Button(action: {showAddListView = true}) {
Image(systemName: "plus")
.font(.title2)
}
)
}
}
}
i have a small swiftUI programm in Xcode which let me create and delete Users in a list with a stepper to count points of the users.
everything works fine (adding users, renaming users, stepper counting) unless the deletion of the user.
it throws an error:
Fatal error: Index out of range: file
/Library/Caches/com.apple.xbs/Sources/swiftlang/swiftlang-1103.2.25.8/swift/stdlib/public/core/ContiguousArrayBuffer.swift,
line 444 2020-05-23 12:06:22.854920+0200 Counter[21328:1125981] Fatal
error: Index out of range: file
/Library/Caches/com.apple.xbs/Sources/swiftlang/swiftlang-1103.2.25.8/swift/stdlib/public/core/ContiguousArrayBuffer.swift,
line 444
Here is the code:
import SwiftUI
struct ContentView : View {
#State var isEditing = false
#State var stepperWerte = [3, 5, 7, 9]
#State var editText = ["Player 1", "Player 2", "Player 3", "Player 4"]
var startName = "new Player"
var startLeben = 5
var body: some View {
NavigationView {
List() {
ForEach(0..<editText.count, id: \.self) {
spieler in HStack {
if self.editText.indices.contains(spieler) {
Stepper(value: self.$stepperWerte[spieler], in: -1...10, step: 1, label: {
TextField("", text: self.$editText[spieler], onEditingChanged: {_ in }, onCommit: {self.saveText(id: spieler, Text: self.editText[spieler])} )
.layoutPriority(1)
.fixedSize(horizontal: true, vertical: false)
Text("\(self.stepperWerte[spieler]) - \(spieler) - \(self.editText.count)")})
}
}
}
.onDelete(perform: spielerLoeschen)
.frame(width: nil, height: nil, alignment: .trailing)
}
.navigationBarTitle(Text("Nav_Title"))
.navigationBarItems(leading: Button(action: { self.isEditing.toggle() }) { Text(isEditing ? "Done" : "Edit").frame(width: 85, height: 40, alignment: .leading) },
trailing: Button(action: spielerHinzufuegen, label: { Image(systemName: "plus") }) )
.environment(\.editMode, .constant(self.isEditing ? EditMode.active : EditMode.inactive)).animation(Animation.spring())
}
}
func spielerLoeschen(at offsets: IndexSet) {
stepperWerte.remove(atOffsets: offsets)
editText.remove(atOffsets: offsets)
}
func spielerHinzufuegen() {
stepperWerte.append(startLeben)
editText.append(startName)
}
func saveText(id: Int, Text: String) {
editText[id] = Text
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
(ignore the "if" after the HStack, it has no real effect and those extra prints in the last Text to show the index and the total count)
if i dump the arrays (stepperWerte and editText) they are removed the right way -> the player selected for deletion will be removed correctly from the two arrays.
if i change
TextField("", text: self.$editText[spieler]
to
TextField("", text: self.$editText[0]
it works (unless naturally it displays the first player in all rows and i got the same error after deleting all the players (=rows))
any help would be great - thank you!
According to #Asperi i have changed my code to the following:
import SwiftUI
struct BetterTextField : View {
var container: Binding<[String]>
var index: Int
#State var text: String
var body: some View {
TextField("", text: self.$text, onCommit: {
self.container.wrappedValue[self.index] = self.text
})
.layoutPriority(1)
.fixedSize(horizontal: true, vertical: false)
}
}
struct ContentView : View {
#State var isEditing = false
#State var stepperWerte = [3, 5, 7, 9]
#State var editText = ["Player 1", "Player 2", "Player 3", "Player 4"]
var startName = "new Player"
var startLeben = 5
var body: some View {
NavigationView {
List() {
ForEach(0..<editText.count, id: \.self) {
spieler in HStack {
if self.editText.indices.contains(spieler) {
Stepper(value: self.$stepperWerte[spieler], in: -1...10, step: 1, label: {
BetterTextField(container: self.$editText, index: self.editText.firstIndex(of: self.editText[spieler])!, text: self.editText[spieler])
Text("\(self.stepperWerte[spieler]) - \(spieler) - \(self.editText.count)")})
}
}
}
.onDelete(perform: spielerLoeschen)
.frame(width: nil, height: nil, alignment: .trailing)
}
.navigationBarTitle(Text("Nav_Title"))
.navigationBarItems(leading: Button(action: { self.isEditing.toggle() }) { Text(isEditing ? "Done" : "Edit").frame(width: 85, height: 40, alignment: .leading) },
trailing: Button(action: spielerHinzufuegen, label: { Image(systemName: "plus") }) )
.environment(\.editMode, .constant(self.isEditing ? EditMode.active : EditMode.inactive)).animation(Animation.spring())
}
}
func spielerLoeschen(at offsets: IndexSet) {
stepperWerte.remove(atOffsets: offsets)
editText.remove(atOffsets: offsets)
}
func spielerHinzufuegen() {
stepperWerte.append(startLeben)
editText.append(startName)
}
func saveText(id: Int, Text: String) {
editText[id] = Text
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
... and it works - thank you!
but:
is this a bug in SwiftUI or intentional?
The problem is that you are not using your items directly in the ForEach loop. Consider using structs for your data as objects and make them identifiable.
struct Player : Identifiable {
let id = UUID()
var stepperWerte: Int
var editText : String
}
struct ContentView : View {
#State var isEditing = false
#State var players = [Player(stepperWerte: 3, editText: "Player 1"), Player(stepperWerte: 5, editText: "Player 2"), Player(stepperWerte: 7, editText: "Player 3"), Player(stepperWerte: 9, editText: "Player 4")]
var startName = "new Player"
var startLeben = 5
var body: some View {
NavigationView {
List() {
ForEach(self.players) { player in
SecondView(player: player)
}
.onDelete(perform: spielerLoeschen)
}
.frame(width: nil, height: nil, alignment: .trailing)
.navigationBarTitle(Text("Nav_Title"))
.navigationBarItems(leading: Button(action: { self.isEditing.toggle() }) { Text(isEditing ? "Done" : "Edit").frame(width: 85, height: 40, alignment: .leading) },
trailing: Button(action: spielerHinzufuegen, label: { Image(systemName: "plus") }) )
.environment(\.editMode, .constant(self.isEditing ? EditMode.active : EditMode.inactive)).animation(Animation.spring())
}
}
func spielerLoeschen(at offsets: IndexSet) {
players.remove(atOffsets: offsets)
}
func spielerHinzufuegen() {
players.insert(Player(stepperWerte: 4, editText: "Neuer Player"), at: 0)
}
}
struct SecondView : View {
var player : Player
#State var stepperWerte : Int
#State var name : String
init(player : Player)
{
self._stepperWerte = State(initialValue: player.stepperWerte)
self._name = State(initialValue: player.editText)
self.player = player
}
var body: some View
{
Stepper(value: self.$stepperWerte, in: -1...10, step: 1, label: {
TextField("", text: self.$name)
.layoutPriority(1)
.fixedSize(horizontal: true, vertical: false)
Text("\(player.stepperWerte)")
})
}
}
I created a struct Player, and then an array of many Players. In the ForEach you can directly use players as Player confirms to Identifiable protocol. This is way easier as you can access a player object in your ForEach loop and you do not have to access everything with indices. In the deleting function you just delete the object out of the array or add something new to it. Deleting now works fine.
I have removed some code from the list row, just to reproduce it easier, just if you are wondering.